Impeccable sleight of hand and a great sense of humor is a winning combination in a magician. Johnny Ace Palmer is one of those special few who astounds and amuses.
Thanks to YouTuber PHILA TV
Magician Richard Turner, the fabled blind card mechanic, is the subject of a compelling new film documentary directed by Luke Korem called Dealt. I interviewed Korem who spoke about the challenges and pleasures of making the film. Though ostensibly about magic, the story is also about independence, disability, discipline, creativity, and about learning how best to play the hand that life has dealt us.
Click on the grey triangle to listen to the interview as broadcast yesterday on the Arts Express radio program on WBAI 99.5 FM..
Pit Hartling has amusing presentations for card magic, along with some of the most clever methods. His book In Order to Amaze should delight most card workers. Here is a fairly recent performance from The Magic Castle.
More Pit Hartling at Pit Hartling
And…time is running out to enter a dead easy contest. Magicians and hobbyists, spend a little time today to get in your entries. Read the details here.
(photo: NY Post)
Three-Card Monte is a con game that has intrigued me ever since I first saw it played in London in the early nineteen eighties. Over 20 years ago, I wrote an article about it for Theatre Annual magazine, discussing how the monte gangs used elements of theatrical technique to achieve their deception. My brother found a copy of the article in his files, which was fortunate, because I no longer had a copy of it myself. I’m posting it here as it first appeared, except for some slight stylistic changes. Whit Haydn’s invaluable book, Notes on Three-Card Monte, was not published until the following decade, but it is the go-to resource for anyone who has further interest in the subject.
Finding the Red Card: The Performance of Three-Card Monte
by Jack Shalom
Theatre Annual 47 (1994): 61-70
The scene: a large crowd gathered in the middle of the sidewalk; a fast-talking guy is standing behind a make-shift cardboard-box table challenging spectators to find the one red card from among three face-down cards as he shifts them around. While the spectators may think of this three-card monte as a game, to the man behind the box–and to his cohorts–this con game is in fact more nearly a performance of a play, a play that has been produced in its present form internationally for at least one hundred and fifty years. Carefully scripted, acted, and costumed, monte draws on many techniques of the theatre, even manipulating the spectators’ concepts of theatrical convention itself, in order to accomplish its ultimately criminal goals. And, as in the theatre, the amount of money made by the players depends directly on their acting skills, and their ability to create a working ensemble.
To understand how monte works, it would be helpful to experience it first from the perspective of the naive spectator.1 For the urban spectator leaving work or taking a lunch break, the first contact with monte seems intriguing and innocent enough. The first scene the spectator—the victim– sees and hears is a crowd of people on the street: commotion and noise, cheering, clapping, and groaning. Intrigued, the spectator draws closer and sees that a game is going on, with money changing hands.
It’s easy enough for the spectator to follow the game: there’s a dealer tossing three cards, two black ones and one red one, face down onto the cardboard-box table. The dealer has a stack of money in one hand, and moves the cards around on the table, chanting hypnotically, “Find the red, find the red, find the red. I don’t complain when I lose, but I grin when I win!” The dealer urges someone to point to the red card and a few people take him up on the offer.
“You gotta pay to play, show me your money,” demands the dealer, so they each show him twenty to forty dollars. Some of the players have evidently been watching carefully: they picked correctly, the red card. The dealer pays these people the amount of their bet. Others, fooled by the man’s quick moves, lose their money, having chosen a black card. It soon dawns on our naive spectator that he can do better than those who keep losing. In fact, when one of the active players asks the spectator for advice on which card to choose, the victim manages to select the right card. The player thanks the spectator for the help and insists to the dealer that the spectator be paid as well. The dealer, however, is adamant that the spectator has to put up his or her own money to play. Meanwhile, several more rounds go by, with players winning and losing money, although the stakes have now gone up to eighty and even a hundred dollars a round. The spectator, encouraged by his apparent ability to follow the red card, finally decides to put up some of his own money: one hundred dollars. Unfortunately, however, the spectator is mistaken this time and picks the wrong card, losing the money.
But fate seems to intervene to restore hope to the hapless spectator.
While the spectator was trying to get over his shock and disappointment in losing, the other players were fighting with the dealer, insisting that he give their new colleague—the victim—another chance. Although the dealer refuses, a stroke of luck comes the spectator’s way. One of the players knocks over the cardboard table, which distracts the dealer’s attention. As soon as the dealer goes to pick up the cards from the floor, another player grabs the red card and bends a corner of it while the dealer isn’t looking. The dealer begins the game again, only this time it is very easy to follow the red card because the bend in the corner of the card is apparent even from the face-down side. The dealer now begins to lose all of his bets; at last, the spectator, sufficiently recovered from the shock of the previous mistake, now has the confidence to put up another hundred dollars.
The dealer, however, declares that he will no longer take any more hundred dollar bets; it’s two hundred or nothing. The other players look at one another and smile as they look at the bent corner. They put up their money, and so does the spectator, confident now that finding the red card—the one with the bend—is a sure thing. When the spectator is told to turn over the chosen card, however, the spectator gasps in astonishment and horror: the card—bend and all!—is black, not red. How could it be? But it is. “How can I possibly explain to my family that I just lost my whole paycheck?” whispers the shaken spectator. As the dealer sweeps up the money, packs up the game, and leaves, the spectator is left only with the comfort of another player who commiserates, “Well, I guess he beat us fair and square.”
But, in fact, our spectator was not beaten “fair and square.” Most people who lose at monte assume that they have been beaten “fair and square” by the talents of a skilled dealer. They assume that the dealer’s sleight of hand was just too quick for them, the “hand being quicker than the eye.” While it is true that there is sleight of hand involved, this trickery alone will not guarantee the success of the enterprise. Rather, in the words of one writer about monte, the spectator “walked into a carefully rehearsed play with an elaborate cast of characters and a detailed script. [The spectator] was cast in the role of sucker and he played his part to perfection.”2 Contrary to appearances, far from being a one-man operation, three-card monte is usually enacted by companies that consist of about twenty-five actors at a time. These twenty-five break up into casts of five to seven actors, each cast performing simultaneously on a different street comer although often in close proximity, say a couple of blocks apart. This allows for the easy understudying and replacement of parts should an actor in one cast become indisposed or exposed. The three roles that must be enacted by the monte gang are the mechanic, the stick (or shill), and the slide. Later, a fourth role will be taken by the spectator, called the mark or the vic. The mechanic, sometimes called the broadtosser, is the most visible member of the cast. He is the one who manipulates the cards and is most often, though not necessarily, the cast’s director. He is the only member of the cast who the spectator believes is involved in running the game. Using sleight of hand, the mechanic can toss the cards in such a way that the red card can appear in any given position. Maskelyne and many other conjuring authors give good descriptions of how this ancient sleight is accomplished.3 The sticks, usually numbering three to five in a cast, have an equally essential, if not more important, job. Their role is to act as if they were ordinary people who have stopped by to watch the show and have ended up betting. They are there to entice the spectators, by example, into betting on the wrong card. Since often the mechanic’s sleight cannot be followed even by the sticks, the sticks must look for secret signals from the mechanic as to where the red card actually is. This can be done in one of two ways. Either the mechanic indicates which card is the red card by holding his stack of money in the hand nearest to it, or he actually says out loud in code during his patter where it is. For example, if the mechanic says “C is the blow, money is the top,” he’s telling his sticks that the center card is the sucker card, while the red card is nearest to him. The final role undertaken by the monte cast is that of the slide, sometimes called the wallman. The slides, usually two of them, post themselves at either end of the block. Should they see the police or any other trouble coming, they will yell out “slide!” which is a signal for the mechanic and sticks to disappear.
Before the monte cast can actually perform, they must find a suitable area to put up their cardboard box set. It must be placed in a heavily trafficked area, but not so blatantly as to compete with other businesses for their customers’ dollars: the monte cast cannot afford to stir up the animosity of the local businessmen. Therefore, the best location is in front of a building closed for renovations or under construction. It is helpful to find a location that is near a city garbage can. The ensemble will take boxes and cardboard and overstuff the garbage can so that some boxes will have to overflow onto the sidewalk nearby. This will provide a perfect backdrop in the event that the cardboard boxes which make up their set have to be hurriedly knocked down: the two boxes that serve as the table on which the cards are tossed can be thrown aside quickly into the existing pile of boxes, leaving no trace of the performance that has occurred. Yet the set can be re-formed in a moment as soon as circumstances permit. As soon as the set is up, the sticks start performing. At the beginning, before there is a crowd, it is important to draw spectators to the set. The sticks bet loudly on the cards, making sure that they make enough noise by shouting, cheering, and clapping. The sticks all have wads of money in their hands to indicate that they have been playing for a while and that they have been making money. Some sticks will deliberately bet on the losing cards while others will bet on the winning card. The mechanic makes no attempt at sleight of hand. Anybody paying a modicum of attention can predict where the red card will be. Eventually, spectators will start to gather and it is from this audience that the sticks will select the mark. The first crucial moment in the psychology of the con lies in getting the mark to enter into the circle of performance. There are a couple of ways that this is done. As outlined earlier, a stick might ask a potential mark to choose the card for him. Another possible way to rope in a mark is for the stick to ask the mark to be a witness for him, or, perhaps most brazenly, a stick may even sidle up to the mark and whisper in the mark’s ear that he knows the game is fixed, but that he can still get the red card every time. The point of the script at this time is to get the mark to participate in the game, while simultaneously letting him believe that he is at no risk. As soon as the mark responds, however, he is literally put center stage. The mark up to now has been outside the circle that the sticks have initially established around the mechanic and his stage. A stick will now physically take the mark by the hand and lead him center stage in front of the cards, as the other sticks draw around him, physically locking him in the crowd. The mechanic may, in fact, actually move his cardboard boxes so that the mark is directly in front of them. Now that the mark is ringside and has convinced himself that he can follow the card, he is encouraged to put up his money. The mark feels confident; after all, he has seen people win and lose, and each time he has guessed correctly as to the whereabouts of the red card.
The success, then, of this production depends on the ability of the sticks to convince the mark that 1) they are on the mark’s side and share a common interest with him and 2) each stick is independent of the other, and independent, of course, of the mechanic. The sticks must appear to be a society of ordinary strangers who by chance share a common monetary interest with the mark. It is from this guise that the sticks gain their psychological and moral powers of persuasion over the mark. This power of persuasion is enormously important to the success of monte. For once the mark starts losing he will stay in only if the sticks can encourage him to do so. To do this, the sticks carefully encourage an “us against him” mentality with regard to the mechanic: they will groan anytime the mark loses money, and cheer when one of the sticks wins. (The mark, by the way, never gets to win, not even as encouragement. The sure way to spot a stick is to see who wins.) The sticks assure the mark that “this time we’ll get him, let’s both put up $80.” A recent wrinkle on this is to have one of the sticks ask the mark if he has a bank card. If so, the stick just happens to know where the bank is: “Why that’s my bank too!” he’ll reply, and he will take the mark by the arm and lead him to the bank, all the while assuring the mark that “this time, we’re going to get this guy’s ass.” While the stick walks the mark to the bank, the set is quickly knocked down and the actors disperse: there is no sense in playing when the mark is not there; that would only run the risk of the police coming and closing the show in the middle of their big scene. However, the slides are keeping a lookout and as soon as the mark and his newfound friend can be seen coming back, the play quickly reforms as if it had been going on all this time. (In some cases the police are enlisted as part of the cast as well. I saw one incident in NYC where as soon as a particular policeman walked by, the cast knocked down the set. The slide walked over to the policeman and murmured, “Don’t worry, I respect you.” The policeman gave a furtive wave to the slide as he walked by; before the policeman had even turned the corner, the set was back up again.)
The mark by now has seen lots of people winning—all sticks of course—but somehow the mark never seems to win, since anytime he bets, the mechanic pulls his sleight, assuring the mark’s loss. When it finally looks as if the mark has lost too much money and wants to quit the play, the lazzi of the bent corner is employed. As described above, one of the players puts a bend in the corner of the red card while the mechanic is not watching. The mechanic, contrary to appearances, is fully aware of what has happened. Until the mark bets, the mechanic will allow the bent corner to remain in the red card. When the mark finally gets enough courage to bet again on this “sure thing,” the mechanic can get the mark to put up an unusually large amount, since the mark is very anxious at this time to make his money back, and the mark is buoyed by the encouragement and example of the sticks. Then, and only then, does the mechanic pull his sleight. The mechanic is actually able to uncrimp the corner of the red card and put a bend in one of the black cards unbeknownst to the mark. I observed one poor mark, a man who twice earlier had been walked to the bank, lose five thousand dollars this way.
Once this scene is played out, the mechanic leaves the area as quickly as possible. It appears that the performance is over but there is still one more scene to be played. If the mark starts to chase the mechanic, a stick, usually one who has not yet played much of a role, will go up to the mark sympathetically in order to calm him down and allow the other actors a quick exit. “Well, I guess they beat us fair and square,” she’ll commiserate with the mark. The mark does not understand that he has just heard the curtain line of a classic play starring himself.
As in the theatre, a monte performance depends not only on the viability of the script and the skill of the performers but also on the details of casting and costume. In New York City, a city beset with a highly polarized racial climate, many of the best monte production teams are inter-racially cast. The monte actors know—perhaps with more acumen than Broadway producers realize-=-that if they are to achieve a high degree of verisimilitude in performance, then they must represent the current racial reality of the city. The sticks are deliberately cast and costumed in such a way as to suggest that they are each of a different race and class background from one other and from the mechanic. The mechanic is almost always Black, and dressed in lower-class street clothes. This helps to foster the “us versus him” attitude that the sticks hope to instill in the mind of the typically more middle-class mark. By including sticks who are white and Hispanic, the actors play on the racist assumption that people of different races couldn’t possibly be working together. The diversity of class, sex, nationality, and race also allows various categories of marks to form bonds with sticks who look or sound like themselves. I observed a particularly memorable example of this near Times Square when a French tourist and her husband stopped to watch and discuss the monte performance going on in front of them. As soon as the first few words of French were heard out of her mouth, one of the sticks turned to her and replied in flawless French. He explained to her that she could win money by betting on the red card. Needless to say, it was not too long before the French couple lost their money.
The best ensembles pay close attention to the details of costume, dressing to suggest specific identities. One of the more successful casts I saw had sticks who were costumed in the following way: a Black woman in her twenties in a green pants-suit outfit, suggesting a secretary on her lunch hour; a young trendy-looking white man in his twenties wearing a designer rugby-shirt-and-shorts set carrying a shopping bag from an upscale department store, suggesting a yuppie just passing by en route from a shopping spree; an olive-complexioned man in his thirties with an Israeli accent, wearing a loud flowered shirt and cheap polyester dress pants, suggesting a foreigner fairly new off the boat; and finally a white man in his forties in a conservative brown suit, short hair, and wire-rim glasses who gave the air of a successful, cautious businessman. The casual observer would have had a difficult time determining that they were working together: only by realizing that they were the sole people winning money, and by noticing the little conferences that would take place amongst them when the set was knocked down, could one know that these seemingly unrelated spectators were sticks.
Not that all monte casts are successful. Even with a good mechanic there must be an ensemble sense of playing. The bare bones of the production can be learned fairly easily: Ortiz reported in 1984 that “the going rate in New York jails for a convict to teach another inmate the techniques of working three-card monte is one hundred dollars.”4 A longtime street performer and observer of monte, Bill Rafael, claims that by watching long enough one can deduce which “school” the casts attended, each school being marked by stylistic differences.5 Occasionally one observes an unsuccessful monte cast, and it only emphasizes the point that a good mechanic alone will not create a successful performance. I observed one monte cast on Broadway and 48th Street in New York City that was singularly unconvincing: the actors could not even draw a crowd. All of the sticks as well as the mechanic were Black; two of the three sticks were wearing cheap t-shirts and gym shorts as was the mechanic; and the third stick who was wearing a dress shirt with dress pants was also incongruously wearing sneakers, as were the other two sticks. The semiotics of the sticks’ costumes and race fairly shouted out to any passerby that the sticks and the mechanic were part of the same cast. The few times a small crowd did begin to form, the too-cautious wallman yelled, “Slide,” even though the cops were blocks away. As the set was knocked down and the spectators dispersed, the mechanic complained angrily to the wallman, “Why do you call out when there’s no trouble!” Eventually this cast broke up and left the location, having made no money at all. In monte, a talented leading man alone will not bring in the box-office receipts.
For all its apparent simplicity, monte continues to fool even the relatively sophisticated spectator. This is because, unlike many other kinds of con games, monte has two layers of deception. The first layer, designed to take in the more naive player, is simply on the level of sleight of hand. That is, the most naive player takes the game purely at face value, and does not even assume that the dealer is capable of card trickery. He assumes that as long as he watches the dealer’s movements carefully enough, he will be able to choose the right card. This kind of spectator does not think that he is engaged in a battle of wits with the dealer. The second layer of deception, however, is more subtle and is designed to trap the more sophisticated spectator. This kind of spectator knows that the dealer is capable of trickery. He sees the dealer “onstage” by his little cardboard box, and knows that the performer onstage is capable of all kinds of deceit. ‘l’he spectator may even sneak around behind where the dealer is standing, in order to obtain a “backstage” view of the dealer’s actions—perhaps the dealer has some extra cards up his sleeve, or hidden behind his table. What that spectator never realizes, however, is that no matter where he stands, he is never “backstage,” but always, in fact, “onstage,” still in the sphere of influence of the sticks. The monte cast’s achievement, then, is this: they have manipulated the theatrical convention of a defined stage area by making it appear as if the monte stage were confined to the cardboard box and the mechanic. In reality, the stage extends right into the presumed audience area and encompasses the mechanic, the sticks, and the spectator himself. Unless the spectator understands this, there can be no safe, objective viewing place from which he can observe without illusion.
Despite the sophistication of monte’s deception, it has a history that takes it back in one form or another at least 1700 years. It has survived several incarnations including a version with three walnut shells and a pea, and the conjuring routine of the cups and balls. The latter has been described as early as the year 200 AD. by the Greek Alciphron in his Letters from the County and the Town. In one letter, a farmer visiting town to sell his produce tells of stopping by a local theatre and being amazed by a conjurer who manipulated three plates and three ordinary white stones: “He hid them first one under each plate; but then, somehow or other he showed them to us all under the same plate, and then he made them disappear from under the plates altogether …. I should not like such a creature on my farm. No one could catch him: he would steal all our household goods and we should never see them again.”6 The great card magician John Scarne pointed out that the cups and balls routine turned up in a fifteenth-century painting by Hieronymous Bosch called The Conjurer.7 The Elizabethan society, too, was rife with all kinds of conmen, in particular the vagabond called the fingerer, who was what we today would call a card mechanic. John Awdeley in 1561 described in The Fraternity of Vagabonds how the fingerer operated. What is of special note here is that it seems to be one of the first descriptions of card sharps working together as a team. As with our modern-day monte ensembles, the success of the fingerer depended not so much on his manipulation of the cards as on his and his assistants’ acting ability. The lingerer’s young assistants would first make friends with some wealthy young man-about-town, courteously inviting him to breakfast at a local inn. The fingerer, disguised as a ragged old man, would seat himself at one end of the table where the young men and their mark were sitting. When the fingerer’s assistants would propose that they should all participate in a game of cards, the fingerer would further lure the mark by agreeing to play although complaining that “Ich am an old man and half blind, and can skill of very few games.” The “old man” would then deliberately lose several games. Acting enraged, he would stalk out, vowing to get his life savings from home to bet against the young men. Then the mark would be encouraged to put up all his money in order to make a big killing against the old man; in fact all the young men would agree to bet against the old man along with the mark. “They thus, tickling the young man in the ear, willeth him to make as much money as they can, and consent as they will play booty against him.” Once the old man fingerer returns, it is the time for the fingerer and his assistants to manipulate the cards in order to win the victim’s money: “they so use the matter, that both the young man loseth his part and, as it seemeth to him, they losing theirs also[;] and so . . . one runneth one way, another another way, leaving the loser indeed all alone.”8
Sophisticated as the Elizabethans were in this kind of theatre, the full flower of the monte script in its present form, bent card scenario and all, does not come to the United States until sometime in the 1830s. Henry Chafetz reported that monte was “to be found in high class saloons and at public balls and fetes [of New Orleans].”9 The game soon made its way to the steamboats that operated on the Mississippi and Ohio rivers in the 1840s and later. “The throwers took to the steamboats without fear,” wrote Chafetz, “since the captains (it was believed they collected one-third of the profits) let them operate unmolested.”10 Monte also proliferated in the West during the California gold rush and on the railroads with similar protections in effect. The famous card man Canada Bill once offered the Trunk Lines Railroad “a premium of $25,000 per annum to be allowed to practice confidence games upon its trains without molestation, a condition of the offer being that he would not attempt to victimize any class of passengers except preachers.”11
One of the best eyewitness accounts of the era is an autobiography by a riverboat conman named George DeVol. In his Forty Years a Gambler on the Mississippi, DeVol described how he and three partners made over a million dollars from monte in four years on the Ohio and Mississippi Rivers during the 1850s. Monte in such circumstances was necessarily enacted in a more private manner. Rather than try to attract a crowd, DeVol would impersonate a member of the wealthy class in order to befriend a mark. In DeVol’s very first monte game, “I represented a planter’s son traveling for my health”; before the boat had reached its destination, he had won $4100 and four slaves from a slavetrader on the boat up to Vicksburg.12 But the game could not be won on DeVol’s talent alone: he too had to have his stick, or capper as he called his partner. DeVol tells of a time he set up a monte game on the steamer War Eagle traveling from Dubuque to St. Paul in the 1850s. He had picked out his mark and “invited him to join me in a drink, and then steered him to the barbershop. I told him I had lost some money betting on cards, but I did not mind it very much as my father was wealthy. While I was showing him how I had lost the money, my partner came in; and after watching me throw the cards for a little while he wanted to bet me $100 he could pick the right card.” DeVol and his partner smoothly orchestrated the betting: after appearing to win a few times, DeVol’s partner then bent the corner of one of the cards in plain sight of the mark. Turning to the mark, DeVol protested that he couldn’t continue betting with a man that kept beating him. The mark at this point picked up his cue perfectly, asking whether he could be allowedto place a bet. “The man then got out his big roll and put up $100. I told him if I won, I would only be even; and that I would not bet less than $500. He put up $500 and turned the wrong card.”13 Remarkably, however, DeVol and his partner were not finished with the mark. They then pulled a variation on the bent card scene: the pencil dot routine. When the dealer was supposedly not paying attention, DeVol’s partner marked the corner of the correct card with a pencil mark. The mark, who had put up a diamond tie stud, felt sure that he could win this time—all he had to do was follow the pencil-marked card. Of course he was doomed to failure once again. When the pencil-marked card was turned over it had somehow been transformed into one of the wrong cards. The correct card was clean as a whistle. DeVol probably had rubbed off the pencil mark unobserved with his thumb, and then used what magicians call a nailwriter—a small pencil lead that fits under a finger nail—to mark one of the other cards.
While Ortiz’s sense is that monte had come East to New York City only recently, in fact, a form of monte had been present in New York since at least the 1850s as well.14 An 1857 booklet entitled Tricks and Traps of New York City, written to warn newcomers to the city of the dangers and temptations that awaited them in New York City, described the workings of the thimble-rigger, a conman who ran the monte game using three thimbles and a little ball. Although there is no bent-card scene, there is an analogous scene described in which the ball is “accidently” seen peeking out from under one of the thimbles. Of course, when the mark goes to pick up the thimble, the ball has disappeared, The thimble-rigger, naturally, also had others working for him. In the description of thimble-rigging, the author makes clear one very important, heretofore unmentioned aspect of the duties of the cast: defense. The book tells of one mark who after losing, “with commendable promptness and presence of mind knocked the thimble-rig man about four rods with a single blow. . . . [The mark] however only got one single broadside into the enemy before he was boarded by the whole crew, who pummelled him till his face looked as if somebody had used his head to fight bumble-bees.”15
So monte is an ensemble act, for the conman plays for keeps; his livelihood and perhaps his life depend on his acting skills and his companions. The best monte actors, however, manipulate not only cards, but the markers that allow us to know that we are in a theatrical setting, seeing a performance, Through misdirection, the spectator believes he is seeing one kind of performance, when, in fact, a completely different kind of performance is taking place. The ultimate proof that monte must be an ensemble performance and not a solo piece by the mechanic is in the actual practice: no mechanic on the street works by himself. Despite the fact that he will have to split the profits, the mechanic in every instance chooses to work with others in creating the illusion; he cannot do it by himself. During a recent crackdown by police on monte gangs in New York City, a dealer insisted on telling a New York Times reporter, “I don’t work with no partners and the game ain’t fixed.”16 But how could one possibly believe the first part of his statement when the second part is so clearly a lie? Like so many theatre artists, the con artist would have the spectator believe that it’s all about the star.
The con game and the theatre seem to have so much in common that it is tempting to mistake one for the other; in fact the long anti-theatrical prejudice against actors has much to do with the perception that actors and conmen both disguise their “true” characters and attempt to fool their audiences. Because both the actor and the conman present “lies like truth,” it is not that easy to distinguish between theatre and monte. Some might say the distinction lies in the convention that the theatre audience knows that they are seeing a performance. But if we want to continue to categorize as theatre such enterprises as Augosto Boal’s Invisible Theatre, where the audience never knows that they’ve been part of a theatre experience, then we must abandon that distinction. The con game is different from true theatre in that the con game always sells the promise of profit for the spectator, with no intention of fulfilling that promise. The theatre on the other hand, sells the spectator the promise of entertainment and/or enlightenment, which promise may or may not be fulfilled. Though the con game draws many techniques and structures from the theatre, the con game remains an essentially criminal enterprise. The performance of monte demands of the spectator not willing suspension of disbelief, but unwilling suspension of cash.17
Card mechanic Richard Turner is not shy about revealing his weapons of choice: second deals, bottom deals, even middle deals. But even accounting for the imperceptible execution of the above, how in the world does one account for what happens in the video after the spectator shuffles several points along the way?
More at RichardTurner52
Here’s a first world problem: You have a shuffled deck of cards, and you want to restore the deck to New Deck Order or some other pre-determined stack arrangement.
With a table, it’s easy, but sometimes a table isn’t available, so an in-the-hands-sort is required. Here’s something that might be useful to some card workers. I use the following mainly as an in-the-hands sort for NDO. I’ve used it as well for Aronson, but it can be generalized to any stack:
Run through the deck upjogging all the black cards. Pull out the black cards to the face of deck.
Run through the deck upjogging all the spades and diamonds. Pull out this half to the face of deck.
Spread the bottom 13 spades and arrange in order with the right hand as if arranging a bridge hand. Cut those 13 cards to the top of deck. Repeat with the next three suits. You are now in New Deck Order. Bicycle New Deck Order simply requires you to pull out Spades and Diamonds in descending order, Clubs and Hearts in ascending order.
To generalize for any stack:
1) Upjog all cards within the ranges of 14-26 and 40-52, and cut to face of deck.
2) Upjog all cards within the ranges of 27-52 and cut to the face of the deck.
3) Spread 13 cards at a time and put in ascending order, then cut to back of deck. Repeat three more times.
With practice you can get into stack order quite quickly.
The Devil is back, and the Devil is all in the details.
The Devil, in the guise of card man Greg Chapman, has returned with a new volume of mischievous pasteboard knowledge, Details of Deception: Artifice and Entertainment with Cards. If you thought Greg’s first book, The Devil’s Staircase, was a tour de force of gambling-themed card magic ideas, you’ll be even more delighted with this follow-up. The new book can certainly stand alone as a contribution to the literature, but when seen as a companion book to its predecessor, it really makes its full impact. (Full disclosure: I gladly did some proofreading on this as well as the earlier book.)
Dai Vernon liked to quote Da Vinci, “Details make perfection, but perfection is no detail.” Vernon knew that especially in the art of magic, the difference between the right detail and the wrong detail could mean the difference between success and failure. As Teller once pointed out, magic is very binary in the sense that an effect either fools an audience or it doesn’t. There’s no “sorta” or half pregnant in magic. A slight detail can be the difference between the audience experiencing a sense of verisimilitude or not.
Greg takes on a relatively narrow slice of the magic universe and focuses sharply on the details that make a difference. As he did in his first book, Greg here first introduces the tools he will be discussing: the peek, the key card, the stack, the crimp, even the humble ribbon spread. If you think you know everything about those tools, odds are, you are in for a pleasant surprise.
Greg’s focus as he circles back to these subjects is always how to get ahead while maintaining naturalness in action and speech. To this end, Greg is all about learning how to feel comfortable in one’s habitual environment—in Greg’s case, at the card table. His style is low-key, innocent, and absolutely fooling.
The second chapter of the book introduces effects which require little to no set-up (except for, in one case, the introduction of a gaffed card). Some of them, such as “Rubaway Switch” and “OHSD Switch” are transposition effects which can also be used as utility moves. Others, such as “Any Pair” and “Card at Number,” are basically self-working tricks with a strong impact. And with just a little more faro-ing effort, “The Accomplice” and “PUnDoM” are impressive quick demos of card control.
The following two chapters are, for me, the heart of the book. In the chapter entitled Stacks, Greg goes into greater detail regarding the tools that he mentioned at the beginning of the book. There is a lengthy and invaluable discussion of estimation that opens the chapter, and I can say that for me personally, it took a skill that seemed mysterious and out of my reach, and turned it into something achievable and usable. Greg even provides outs for those times when one’s estimations are a little off. I don’t have to tell anybody who does MD work what a valuable skill estimation is to have.
Equally useful to me was Greg’s discussion of the Ribbon Spread. It really opened my eyes to the devious uses to which this ubiquitous little flourish can be put. In the sections on peeks, shiners, and deck switches, there is also much of use: not only concerning the sleight-of-hand aspects of the moves, but also the timing and body gestalt as well.
The next chapter is devoted to memorized deck routines. There is a clever ACAAN, which has some important features: the spectator can genuinely name any card, and also has a wide range of numbers from which to choose. More importantly, the spectator can do the final countdown deal to the card. And . . . the method is essentially sleightless. Other tricks that I especially like in this section are “One Card Missing,” a snappy determination of a card missing from a deck under seemingly impossible conditions, and “That Old Trick,” a discovery of a selected four-of-a-kind that is quite enjoyable to perform, and is a painless and safe way to practice your Mexican Turnover.
The last chapter of the book is called Second Thoughts. It is a detailed mini-treatise on how to perform Greg’s version of a push-off second. This is painstaking, nuanced work, and probably will most interest those who can’t afford the slightest inkling of suspicion. If that sounds up your alley, there are lots of diagrams, advice, and encouragement here for those who decide to tread the path. The good news for the rest of us is that Greg includes in this section an excellent gambling deal effect, “Stacked To Win,” which while requiring some quick thinking and quick second dealing, actually demands less skill than the overall impression of the effect conveys.
Greg ends the book with a wonderful Cards to Pocket that will likely fool most magicians. It incorporates a very clever, efficient gaff. I don’t know if the gaff is original to Greg, but I’ve never seen it before, and I can well imagine its use in other situations as well.
If you have any interest in improving your card magic skills, I highly recommend that you sit down to a deal with the Devil, Greg Chapman’s Details of Deception.
You don’t often get to see how the mechanics of sleight of hand and misdirection are accomplished by a master. But in this signature routine of magician Tony Slydini, “Paper Balls Over the Head,” the audience is in on the trick from the beginning.
Thanks to YouTuber Michael Lyons
No, not the film (not perfect, but worth seeing for some excellent acting, and a tautly written account of a little known but important event in US history), but magicienne (that’s what she calls herself) Julie Eng.
That’s her dad, Tony, who you see in the video, also in the family magic business, at least that’s his face. But the hands—and the sleight-of that goes with them—belong to daughter Julie.
She’s an excellent close-up and all-around magician herself. In the video she proves it by magishing without looking. The magicians at the convention are well aware of what Julie is doing and just how difficult it is to pull off.
And proud Dad is able to smile and say—Look Ma, no hands!
Here’s a picture of the talented Ms Eng:
Click on the video to give her a big hand.
Thanks to YouTuber The King of Magic
While you, Mr. Magician, are YouTubing coin rolls and card flourishes, the really cool high school students are watching videos featuring finger tutting. So, Meyer Yedid, eat your heart out, It’s Finger Fantasies: The Next Generation.
Click on the video above to view the impressively impassive finger tutter, Pnut.
Thanks to YouTuber StatusSilver
Richard Pitchford, better known by his stage name, Cardini, was a master of sleight of hand. But extraordinary as his manipulation was, what elevated him to the top of his art was the creation of his unique character, a tipsy ne’er-do-well who has trouble keeping reality in focus. If Keaton or Chaplin did flawless magic, Cardini would be the result.
The above clip is from his only television performance in 1957. It was the re-creation of his nightclub act for which he earned a very handsome salary. His assistant in the clip is Swan Walker, also his wife.
Magician Harry Riser, who was a friend of Cardini, tells the story that in the rehearsal for the show, Cardini, who had never performed on television before, had gotten flustered by the cameras and burnt his fingers on his cigarettes. So all the manipulation, especially with the 2 1/2 inch billiard ball, was extremely painful for him that night. We are lucky to have this clip for posterity as it is the only recording of his act.
Thanks to YouTuber sameermagic21
Usually when I talk about magic in this blog, I try to make it accessible to even the readers who are not involved with magic. But you’ll excuse me if I go magic geek on you today. This post is about a new magic book that I had a peripheral involvement in producing, and is primarily aimed at those already familiar with the technology of card magic.
Greg Chapman’s new book is called The Devil’s Staircase. If you do any kind of gambling material and know the difference between an out-faro and an in-faro, stop reading this post and go order it right now at: http://www.thedevilsstaircase.com
You must have this book. You will thank me for it later. I’ll wait.
The rest of you take a look at this video: http://vimeo.com/111080641
If you have a belt handy, strap it around your head while watching the above video so your brains don’t fall out. No, it’s not trick photography.
Everybody back? Okay. Now, clearly the must-haves will love this book. But there is also a whole group of magicians who are the should-haves who will also enjoy and benefit from this book. I’ll describe who I think this group should be a little later in the review. But first, let me describe the book in more detail so you can get a sense of why I am so excited about it. (Full disclosure: I proofread a late version of this book. I didn’t know Greg beforehand. It was hard sometimes to focus on the proofreading because as I read it, I got so engrossed. I realized it was an excellent book.)
In the first chapter, Greg introduces his weapons of choice for the cardician. They will not be unfamiliar to the practitioner: the stack, the faro, the run up, the false shuffle, the memdeck, the estimate, the glimpse, and the joker. In this introduction, Greg lays all his cards, as it were, on the table. He assumes the reader has the same tools available for use as well.
The next chapter takes us into a collection of FASDIU (from a shuffled deck in use) effects that are just knockouts. Learn the material in this chapter and you have an evening’s set of killer entertainment that you can do impromptu. Here’s a description of the first effect in the book, Snap Transposition:
Four kings are removed from a deck of cards. One red king is placed on a participant’s hand and the other red king is inserted face-up between the face-down black kings and held, spread at the fingertips. In a snap all four cards instantly change places. That is, the red kings are now seen to sandwich a black king and the face down card on the participant’s hand is shown to be the other black king.
It’s a beautiful effect, and an instant visible transposition.
There are several other excellent tricks in this section including Thought Card Across, a plot which has been explored by others including Bruce Bernstein, but Greg’s version has some decidedly superior features, and Searchers Undone which has a plot similar to the video above, but can be done entirely impromptu.
Greg’s teaching and explanations are detailed and clear; if you’re a fan of Simon Aronson’s books, you will immediately see Aronson’s influence on the way Greg takes such care with his explanations. As with Aronson’s books, you’ll find much to read and re-read carefully because sometimes what seems like a throwaway comment actually contains within it a door that opens up a whole new avenue of magical thought.
You’ll run across that in the next few chapters especially. Chapter 3 details Greg’s personal MD stack, one especially suited for those who enjoy doing gambling effects. However, even if you don’t do such material, it is well worth reading as there are certain concepts employed that are useful to anyone wanting to create her or his own stack. In the following chapter, you’ll find the Switchable Pairs concept, a simple but intriguing idea with some fascinating implications. This should lead the creative enthusiast to a field of fertile explorations. The Fixed Floating Key Card concept is another idea that could be very helpful to any memdeck worker.
In Chapter 5, you’ll find memdeck effects that are stack independent. While the plots here are not novel, the treasure is in the care that Greg takes to make every step seem absolutely innocent looking. He explains what he thinks some of the pitfalls of memdeck work are, and how to overcome them. If you do any kind of memdeck work, this chapter will improve what you do, no matter what stack you use.
Chapters 6 and 7 are for the hard-core gambling demo guys and gals. These chapters concentrate on the use of the overhand run-up shuffling system to stack hands. This will also enable you to get even further ahead with a memdeck. It is frankly quite technical material, but well explained and Greg strikes a nice balance between holding the readers’ hands and treating them like adults. In the right hands, it’s powerful stuff. If it’s not your cup of tea, you could probably skip these chapters for now, with the knowledge that if you do decide to learn this later, Greg’s teaching here is very good.
Chapter 8 uses Greg’s stack to illustrate the built-in effects possible with it. Some will be happy to know that there are two different plausible Texas Hold’em deals that are available. Also, fairly easily, the stack can be gotten into from NDO and back into NDO as well, certainly a nice little way to end a set.
Finally in the last chapter, Greg spills the beans on the effect in the video above, Dirty Tactics. (You did watch it didn’t you? If not, go back now.) Greg’s diabolical thinking is in full bloom here, and if your pleasure as a magician includes driving your fellow magi crazy, you will definitely enjoy learning this effect.
There are some magicians who are good technicians; there are some magicians who are good writers; there are some magicians who can illustrate their work well; there are some magicians who can create inventive fooling effects. It is relatively rare though in the world of magic to find someone who is all of the above. I think Greg Chapman is such a magician and his book will become a classic in the field of smart, inventive, demanding but do-able card magic. If you like the work of Darwin Ortiz, Simon Aronson, or Dennis Behr, then this book is for you.
I have yet to meet Greg Chapman in person–all our correspondence has been through email. But I can say without reservation that Greg is a man who cares intensely about his work and has taken the care to produce a really excellent book of card magic. Highly recommended.