Untitled - Magic Makers, Inc.

Untitled - Magic Makers, Inc.
Dear Magic Enthusiast,
Congratulations on your purchase of one of the most amazing magic trick decks ever
invented! The ideas and design were created by Theodore L. De Land in the first decade
of the 1900’s. More than 100 years later, DeLand’s deck and his other magical inventions
continue to fool audiences...and even the most discerning spectator.
Your “100 Dollar Deck” contains a secret marking system, giving you the ability to know
a card without seeing its face! The deck is also “tapered” (a Stripper Deck) giving you the
ability to control a card or groups of cards by touch alone; anywhere in the deck! To top it
off, this deck has yet another secret marking system giving you the ability to instantly name
the location of any card!
You now have the ultimate magic trick deck! As an added BONUS, we have included the
greatest “packet trick” ever invented....DeLand’s “Pick It Out” aka, The Million Dollar
Monte.
Good Luck in your journey into magic and Thank You for choosing Magic Makers.
Magically Yours,
Rob Stiff
President & CEO
Magic Makers, Inc.
LEARN HOW TO USE YOUR 100 DOLLAR DECK ONLINE
WITH FREE VIDEO TEACHING SUPPORT AND INSTRUCTIONS:
www.magicmakersinc.com/learndeland
Quick Marking Reference
10
9
8
J Q A
K
7 6 5
2
3
4
Clock Layout
Clock Location
A
2
8
3
9
4
10
5
J
6
Q
7
K
De Land’s 100 Dollar Deck
How To Read Any Card From Its Back ....................................................................2
How To Always Tell The Bottom Card.....................................................................3
How to Tell How Many Cards Have Been Cut .........................................................3
How to Instantly Name the Location of Any Card ...................................................4
How to Name Every Card in the Other Person’s Hand ..........................................6
How to Deal a Royal Straight Flush .........................................................................6
How to Deal out a Perfect Bridge Hand ...................................................................6
Meaning of “Stripper Edge” .....................................................................................7
To Separate the Red Cards From the Black at One Cut ...........................................7
The Four Ace Trick ...................................................................................................7
To Find a Card in Any Wished Position....................................................................8
How to Allow a Number of Persons Each to Select a Card and
to Pull Them Out of the Pack One After the Other, or All at Once as
May be Desired ........................................................................................................8
To Allow All the Cards to Fall Except the One Drawn ............................................8
To Pass a Selected Card Through a Table ................................................................8
The Memory Man .....................................................................................................9
Am I Crazy or Not ....................................................................................................9
Gotcha .......................................................................................................................9
It’s A Match .............................................................................................................10
Oh So Sneaky..........................................................................................................10
Number ...................................................................................................................10
Reversed Card ......................................................................................................... 11
Amazing Reversal ................................................................................................... 11
A Fun Little Betcha ................................................................................................. 11
© 2009 Magic Makers, Inc. No part of this book may be
reproduced in any form without written permission from the copyright holder.
These cards need to be arranged as shown if Figure 4.
DO NOT disturb this arrangement until you read the directions that follow.
Remove the first two cards and the last two cards in the deck, these will be the Joker
and your Million Dollar Monte set; mis-indexed 2 of Clubs, mis-indexed Ace of Diamonds, and extra 3 of Clubs.
NOTE CAREFULLY- All of the following tricks, with the exception of Trick No.
1, are possible only when the deck is arranged as shown in Figure 4. If the cards become mixed simply start with the Ace of Diamonds which you can lay face up on the
table and follow with the remaining cards in the order shown in Figure 4. The card
markings are duplicated on both halves of the card.
When the deck is in this order it is “stacked” and must only be “false shuffled.” This
is accomplished by taking any number of cards from the bottom in a solid bunch and
placing them on top. This is done as in a regular shuffle and if accomplished quickly
will have the appearance of being a genuine shuffle. This operation can be repeated
indefinitely without disturbing the arrangement; the cards can also be cut as often as
desired.
HOW TO READ ANY CARD FROM ITS BACK
CLOCK A tells the card on the
TOP of the deck.
A
Fig. 1
B
CLOCK B tells the card on the
BOTTOM of the deck.
Note Figure 1, Letter A, also note Figure 2 which is an enlargement of Figure A.
In your mind picture this circle as the face of a clock and the little white spots,
which are shown in one of the circles, as the “time.” A white spot as “one o’clock”
designates an Ace; at “two o’clock” a Two, and so
on until “eleven o’clock” which designates a Jack; at
“twelve o’clock” a Queen and in the center a King.
The Suits are shown by the four circles grouped
around the center. The top circle designates a Diamond; right- Clubs; bottom- Hearts; left- Spades. A
good rule for remembering this order
is to memorize the following expression:
De Land’s Cards Have Superiority
Diamonds, Clubs, Hearts, Spades
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Fig. 2
De Land’s 100 Dollar Deck
HOW TO ALWAYS TELL THE BOTTOM CARD
This trick is accomplished in exactly the same manner as Trick No. 1; with the
exception that you use the clock in the upper right hand corner of the card (Figure 1,
Letter B). When the cards are arranged as shown in Figure 4, this circle always will
designate the Bottom Card.
HOW TO TELL HOW MANY CARDS HAVE BEEN CUT
In order to accomplish this trick, it is necessary to cut the deck so that the Ace
of Spades is the BOTTOM card. With the deck arranged as in Figure 4, the Ace of
Spades as the bottom card, the four clocks illustrated on Figure 3 will tell how many
cards have been cut; also how many cards are left on the table.
H
J
G
I
CLOCKS G and H show the number
of cards left on the table after the
deck has been cut.
CLOCKS I and J show how MANY
cards have been cut.
Fig. 3
In order to cut the Ace of
Spades to the bottom of the
deck without exciting
suspicion, it is best to fan out
the deck (face up), and while
showing it to your audience in
this manner, state that the deck
is well mixed and show that the
colors and suits are all
separated. When you locate the
Ace of Spades, merely cut the
deck as this point, leaving the
Ace of Spades on the bottom.
3
To fully understand the working of this trick, first place the deck in the position
described above (with the Ace of Spades on the bottom), lift the top card, look on
Letter I (Figure 3) and you will note a white mark at ONE o’clock which shows that
ONE card has been cut. Lift the second card and look in the same Clock and you will
note a white mark at TWO o’clock which shows that TWO cards have been cut. Now
count off six cards from the top, look in the same Clock and you will find a white
mark at SIX which shows that the number of cards has been cut.
Now cut deeper (say 13 cards) and you will note that the ONE o’clock in Letter I and
the THREE o’clock in Letter J are both marked with white spots, this designating
that 13 cards have been cut. Cut again, say 26 cards, and you will note that the white
spots are shown at TWO o’clock in Letter I and SIX o’clock in Letter J, showing that
26 cards have been cut.
Figure G and H operate in exactly the same manner. Clock G shows the first figure
and Clock H shows the second figure, but these figures designate the amount of cards
left on the table.
NOTE- When the figure zero is designated, as in 10, 20, 30, ect.) the entire 12 figures
of time are shown. For instance: Cut 10 cards and you will note that ONE o’clock is
shown in CLOCK I and that all the white spots are dotted in Clock J.
HOW TO INSTANTLY NAME THE LOCATION OF ANY CARD
CLOCK C tells the location of
ALL the DIAMONDS.
CLOCK D tells the location of
ALL the CLUBS.
C
Fig. 5
D
CLOCK E tells the location of
ALL the SPADES.
F
CLOCK F tells the location of
ALL the HEARTS.
E
4
Fig. 6
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De Land’s 100 Dollar Deck
First, refer to Figures 5 and 6 and note Figures C, D, E, and F. Each of these
figures represents a suit and each figure is regarded as a clock. (Note explanation on
page 2; it shows where all four suits are found.)
For example.- If you are to locate the Ace of Diamonds, look at Figure 5, Letter
C, and look at ONE o’clock. If you locate the Six of Hearts, look at Figure 6, Letter
F at SIX o’clock.
XII
I
IV
II
VI
III
IX
II
X
XI
Figure 7 shows WHERE you look to locate
the various cards. I is an Ace, II is a Deuce, VI
is a Six, etc. XI is Jack, XII is Queen and the
center design is the King.
Figure 8 shows an enlargement of these
designs and this is how to read them: Note
the five leaf clover in the center and the clock
which surrounds this clover. Each leaf is the
clover has a value as 10- 20- 30- 40 and 50.
You read the clock as if you were telling time.
V
Fig. 7
VI
VII
1st EXAMPLE- With the deck in position as shown in Figure 4, you are requested
to name the location of the Ace of Hearts. Look at the top card, in the Heart clock
(Figure 6, Letter F) and look at ONE o’clock. You will find that the second leaf in the
clover is missing, also that the clock is broken at SEVEN. Look at Figure 8 and note
that the second leaf has a value of 20. 20 and 7 means 27.- The Ace of Hearts is the
27th card from the top.
2ND EXAMPLE- With the cards in the same position, locate the Three of Diamonds. Look in the Diamond clock (Figure 5, Letter C) at THREE o’clock. You will
find the fourth leaf of the clover missing (meaning 40) and the clock is broken at 5. - The Three
of Diamonds is the 45th card from the top.
1
3RD EXAMPLE- With cards in the same
position, locate the Nine of Spades. Look in
the Spade clock (Figure 6, Letter E) at NINE
o’clock. You will find NONE of the clover
leaves missing (which means that your card is
within the top 9 cards). The clock is broken at
8.- The Nine of Spades is the EIGHTH card
from the top.
9
8
20
10
30
40
50
7 6 5
2
3
4
Fig. 8
5
Note.- The TOP card ALWAYS tells you the location of EVERY card in the deck. A
little practice and you can locate ALL cards INSTANTLY, just as easy as telling time.
HOW TO NAME EVERY CARD IN THE OTHER PERSON’S
HAND
In order to accomplish this experiment it is necessary that the performer memorize
the above arrangement which is very simple on account of the cards running always
three points higher in Diamonds, Clubs, Hearts, and Spades and as long as all the
cards are taken from the pack at the same place it is only necessary that the card be
sighted that was next to the bunch removed which will give you the key to every card
in the spectator’s hand. The simplest method of getting a glance at this card is to cut
it to the bottom after the cards are removed in a bunch.
For instance, if the Two of Diamonds is the card you cut to the bottom of the deck
(this having been the card above the bunch which have been extracted) you simply
add three to two, making five. Clubs follow Diamonds; the answer would be Five of
Clubs. For the next card add three to five, which is eight. Hearts follow Clubs; the
next card would be Eight of Hearts. For the next add three to eight, which is eleven;
Jack stands for eleven; Spades follow Hearts; the next card is the Jack of Spades.
Add three to eleven as follows: 12, 13, 1.
Diamonds follow Spades and the next card would be Ace of Diamonds, ect. Continue until you have called all the cards and you will have named every one correctly.
NOTE.- As you name each card, ask them to give it to you. Place it on the bottom
of the deck. When you have named all the cards and when they have all been passed
back to you, the deck will again be in proper rotation.
HOW TO DEAL A ROYAL STRAIGHT FLUSH
When the cards are in the arrangement shown in Figure 4, cut the Two of any suit
desired to the bottom of the deck and deal out four hands, one card at a time, and you
will have a Royal Straight Flush in the same suit as your bottom card and the other
players will have a straight flush in a different suit.
HOW TO DEAL OUT A PERFECT BRIDGE HAND
In the arrangement shown in Figure 4, you will note that every fourth card is of
the same suit. Therefore, if the entire deck is dealt to four hands, each hand will contain thirteen cards of the same suit.
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De Land’s 100 Dollar Deck
To present this trick, start by asking someone if he has ever held a perfect bridge
hand. Naturally, he will say “No,” and you will say that you will show him how it
should be done. Merely have the deck cut by one or more spectators. (The more often
it is cut, the better the effect.) After the last cut, call attention to the fact that you will
not touch the deck, and ask the person who is to deal to pick up the deck and to deal
out four bridge hands. After the four hands are dealt, it is best to mix up the other
three hands (so that no one will know that these are also perfect hands with thirteen
similar cards in each.)
After the cards have all been dealt, merely ask the dealer to pick up his own hand.
To everyone’s astonishment, it will be a perfect hand on which a 7-bid can be made.
MEANING OF “STRIPPER EDGE”
Cards containing a “stripper edge” are cut taper, that is, one end is narrower than
the other. If, therefore, the narrow ends are all one way, and a card is selected by a
spectator, you secretly turn the other end of the pack toward him (noticing that he
does not turn the card) so that when he returns the selected one, the broad end of the
card projects beyond the narrow end of the others, and can be easily felt and withdrawn, without looking at the cards. Should the cards be turned in different directions, after playing a game of Bridge, for instance, they can be immediately brought
all one way by taking the extremities in each hand, the back of the cards uppermost,
the thumbs on one side, the first two fingers on the other; press lightly and draw in
opposite directions, then lay the one part of the cards on the other so that the narrow
ends are all one way; the pack is then ready for various tricks. It is always best to
commence with the following tricks; as you can have the pack ready prepared for it.
To Separate the Red Cards From the Black at One Cut
Have the pack prepared as follows: The narrow ends of the red cards one way, and
the black the other, shuffle them well and they are ready. Show that the black and red
cards are indiscriminately mixed, and then take them as before described, separate
the cards by drawing in opposite directions, turn each half so as to bring the narrow
ends one way, lay one half on the other, and show that all the reds and blacks are
separate. The pack is now ready for other tricks.
The Four Ace Trick
Pick out the four Aces, lay them on the table, then place them separately in the
7
pack at different parts (reversing the pack before doing so). Then give them to be
shuffled, take back the pack, put it for a moment behind you when the Aces can
immediately be withdrawn and slipped into the pocket; give back the pack, saying,
“Excuse me, you must pick out the aces.” The person will not be able to find them, so
you then produce them from your pocket.
To Find a Card in Any Wished Position
Have a card selected, reverse the pack carelessly so as to be unobserved; the card
is then returned and shuffled by someone. Take the pack, put it behind you for a moment, draw the selected card and leave it at the bottom. Now ask, “How many from
the bottom would you like your card to be?” at the same time (holding the pack in
your left hand) drawing that card a little toward you with the thumb of the right hand.
It is now easy to draw cards from the bottom without moving the selected one, which
can be drawn out at the number desired.
How to Allow a Number of Persons Each to Select a Card and to Pull
Them Out of the Pack One After the Other, or All at Once as May be
Desired
Let a number of persons, say four or five, each draw a card, but reverse the pack
and have each card returned and shuffled before allowing the next to be selected.
When the last card has been returned, you can either draw them on the table face uppermost, putting the pack under the table or hat or behind you; or have the hands covered with a handkerchief and draw them out singly, asking the persons who selected
cards to claim theirs as you show it.
To Allow All the Cards to Fall Except the One Drawn
Have a card selected, reverse the pack as usual, and shuffle, then take the pack at
the narrow end, where the wide end of the drawn card projects, between the thumb
and middle finger, holding the back of the cards to the spectator; it is very easy to let
all the cards but that one fall on the table, then ask what the card was and show it.
Now get the cards all one way, as directed at the beginning.
To Pass a Selected Card Through a Table
This trick must be done seated at a table. Have a card chosen, reverse the pack,
the card is returned and shuffled. You take the pack and put it for an instant under the
table, when you draw out the card and leave it on your lap. Now lay the pack on the
table, ask the name of the card, then bring it from under the table, and show that there
is no other card of the same sort in the pack. It will be easy for a person to invent his
own tricks after thoroughly understanding the arrangement of the cards.
8
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De Land’s 100 Dollar Deck
The following bonus routines were created for you by world class entertainer
and top card magician, Simon Lovell. Simon is truly one of magic's greatest
minds of our time.
THE MEMORY MAN
Have a card chosen by your spectator and ask them to put their hand on top of it.
Before they do this you must make sure that you have read the secret markings on
the back so that you know which card it is! You then make a crazy claim that you
have the most amazing eyesight and memory in the world and offer to prove it to
them. Very quickly run through the cards, faces towards you, pretending to note each
and every one. The faster you do this the more impressive your trick will be. Close
up the deck and announce, “I know that one card is missing from the deck but I bet
you I’m the only person in the Universe who, with that one quick look, could tell you
the name of the card!” Tell them the card and they’ll be totally amazed at your skills!
AM I CRAZY OR NOT
Have a card selected from the deck, remembered and shuffled back into the deck
by your spectator. During the selection process you, of course, have noted what their
card is from the secret marks on the back! Hold the cards in your left hand and start
to turn them face up one at a time onto the table. When you see that their card is on
top of the deck say, “Call me crazy but I have a feeling that the next card I turn will
be yours!” Pause for a moment then turn their card to show that you are not quite as
crazy as they might think!
GOTCHA
Instead of turning their card up, as in the previous effect, it is very amusing to just
deal it onto the pile and then turn a few more cards over before you make the claim
that the next card will be theirs. They’ve seen their card already dealt out so they’ll
think that you’ve messed up the trick! Their smiles will turn to astonishment when
you reach into the dealt cards and turn the chosen card face down. You can finish by
saying, “I didn’t say which card I was going to turn, did I?” Although we don’t advise you to do so; a lot of gamblers have used a version of this effect to make money
as a bar bet. When they do the last line they’ll offer a bet that the next card they turn
will be the chosen one. They nearly always get the person to bet because they are
convinced that the gambler has messed up!
9
IT’S A MATCH
Take the Ace to Six of Clubs from your deck and give them to your spectator to
mix them up. As they are doing this you remove the Ace though Six of Diamonds
from the deck and fan them out faces toward yourself. Ask them to fan out their
cards to themselves and to put any one of them face down on the table. Concentrate
for a moment then put the matching number on top (you know which one they laid
down from the secret marks on the back of the card). Ask them to put another card
face down next to the pair and, once more put the matching number on top (from the
secret marks on the back of their card). Repeat this until you have six pairs of cards
on the table. Say, “I’m not 100% sure but I’ve got a pretty good feeling about this!”
Turn over the cards to show a perfect match on every pair!
OH SO SNEAKY
This is a very cunning way to use the marked cards! Shuffle the deck and put it
down onto your working surface. As you do this, note what the top card of the deck
is (from the secret marks of course!). Ask your spectator to think of any card in the
deck, maybe even a favorite card of theirs, but not to tell you what it is. Turn your
back to them and ask them to remove their card from the deck and to place it on top
of the deck. Then ask them to cut the deck and complete the cut. Turn back to them
and stress that you couldn’t possibly know the card that they are thinking of. Actually you couldn’t so, for once, you are not lying! Pick up the cards and run through
them while you pretend to concentrate. While you don’t know their card you know
the card next to it (the top card you remembered!) As you fan out the cards to look
through them their card will be the one to the left of the card you remembered! Since
your back was turned when they cut their card in, there can be no thought of sneaky
marks since you weren’t even looking at the deck!
NUMBER
Have a card chosen and, after turning the deck around, have the card replaced
meaning that, of course you can find it any time you like. Shuffle the cards and then,
with a series of cuts, strip their card to the top of the deck. Turn the cards face out in
your right hand in preparation for an overhand shuffle. Ask your helper if they have
a favorite number between one and ten. When they give you the number casually
overhand shuffle single cards from the deck until you have one less than the number
they gave you. Put the rest of the cards under the packet you shuffled onto and square
everything up. Put the deck onto your working surface and make a mystical gesture
over it. Get them to count down to their chosen number and there is their card!
10
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De Land’s 100 Dollar Deck
REVERSED CARD
Here’s a very amusing effect to amaze your audiences with. Have a card chosen and returned to the deck (making sure to turn the deck around so you can both
find and strip out their card of course!). Shuffle the cards and, if you wish, let them
shuffle the cards as well. Now take the deck behind your back and claim that you
will find the chosen card. As you say this, strip the chosen card out from the deck and
turn it over. Then put it back into the deck face up. Square the deck up and bring it to
the front again. Say, “Having found your card I put it back into the deck for neatness
sake!” This silly claim will be met with derision from your watchers so you then say,
“I didn’t think you’d believe me so I put it back in upside down!” Spread the cards
across your working surface revealing the chosen card reversed in the center of the
deck!
AMAZING REVERSAL
You can, if you wish, make the REVERSED CARD effect even stronger by having three or four cards selected and returned to the deck (setting them to be stripped
out of course!). Behind your back strip out all the chosen cards and turn them over.
Put them back in various places in the deck before bringing it forward again. After
your silly line about finding them and putting them back into the deck simply say,
“I’m not sure if I got them all but I’m pretty sure that I did!” Widely spread the deck
across your table to show all the selected cards face up!
A FUN LITTLE BETCHA
This is a little betcha that appears to go wrong on you but you, of course in Mr.
Amazement mode, save the day with magic! A card is selected and mixed in with
all the others. You’ll find that, if you hold the deck nice and lightly, you can actually
feel where their card is. The fat end of the card protrudes enough for you to do so.
Start dealing the cards into a pile face up on your table. You’ll feel when you have
got their card but don’t reveal it yet! Just remember its name and carry on dealing
a few more cards. Say, “I bet you that the next card I turn over will be your card!”
Whatever they say, reach into the face up pile on the table and turn their card face
down! Finish by saying, “You should never bet a magician on anything!” We don’t,
of course advise you to actually make real bets on this effect!
11
3 Bonus Cards Included In Your Deck
Extra
lubs
3 of C ecret
t
u s
(witho ings)
mark
Mis-Indexed
2 of Clubs
Mis-In
Ace of dexed
Diamo
nds
Million Dollar Monte Routine,
also known as
"Pick It Out"
Go online to learn this amazing trick:
www.magicmakersinc.com/learndeland
Theodore L. De Land Jr. was an engraver from Philadelphia
and inventor of trick playing cards and marked decks. In 1919
S.S. Adams Co. struck a deal with De Land and began producing his tricks. Nearly 100 years later, the industry leader, Magic
Makers Inc, carries on this legacy in the fraternity of magic...
12
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