STEM Magic - Imiloa Astronomy Center

and
present
ST E M
Magic
cience
echnology
ngineering
ath
2014
The Society of American Magicians compiled and edited by J. Christopher Bontjes Past National President 2012‐2013 The Society of American Magicians [STEM Magic] Magic tricks you can learn that work using the principles of Science, Technology, Engineering, and Math © 2014 The Society of American Magicians, PO Box 505, Parker CO 80134 www.magicsam.com The Society of American Magicians
The World’s Oldest and Most Prestigious Magic Organization
and
The Society of Young Magicians
Mentoring the World’s Youth in Magic
Present:
STEM Magic
Contents:
Science, Technology, Engineering, Math, and MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
About The Society of American Magicians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
About The Society of Young Magicians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Instant Star . . . . . . . . . . . . . . . . . . . . . . . . . . Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Anti-Gravity Washers . . . . . . . . . . . . . . . . . . Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Quarter Catch . . . . . . . . . . . . . . . . . . . . . . . . Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Gravity Glass . . . . . . . . . . . . . . . . . . . . . . . . Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Ketchup and Down . . . . . . . . . . . . . . . . . . . . Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Magic Sticks . . . . . . . . . . . . . . . . . . . . . . . . . Optical Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Vanishing Tree . . . . . . . . . . . . . . . . . . . . . . . Optical Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Technology and Magic . . . . . . . . . . . . . . . . . Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Coin through Napkin . . . . . . . . . . . . . . . . . . Engineering and Science . . . . . . . . . . . . . . . . . . . 14
The Knot that is Not! . . . . . . . . . . . . . . . . . . Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Magic Rings . . . . . . . . . . . . . . . . . . . . . . . . . Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
21- Card Speller . . . . . . . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
The Old Ten-Card Trick . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
A Card is Found . . . . . . . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Hotel Card Trick . . . . . . . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Multiplication Magic . . . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A Mathemagical Square . . . . . . . . . . . . . . . . Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Appendix – Cutting the Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Joining the S.Y.M./S.A.M. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
S.Y.M. Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2014
STEM Magic
Science, Technology, Engineering, Math, and MAGIC
Magic is the art of illusion. The job of a magician is to entertain an audience by creating
the illusion that impossible things are possible. Our hope is that our audience members will
experience a moment of joy, wonder, and awe similar to that of small children as they experience
the wonders of our world for the first time.
Since all humans (even magicians) are bound by the same laws and limits of physics,
magicians must find creative ways to create the illusion of doing the impossible. We do this by
employing elements of science (both physical and psychological), technology, engineering, and
math. By combining these elements and then masking them from detection by our audiences, we
create the illusion of the impossible.
Creators of magical effects must have a good understanding of STEM principles and of
the psychology of attention control and inattentional blindness (magicians often call this
misdirection). For many magical creators, the best part of inventing a new magic trick is
figuring out which STEM principles to use to make their illusion believable.
All magic is accomplished because of secrets. Some of the secrets are simple, and some
are very complex, but all of them incorporate STEM principles.
On the following pages are a few magic tricks based on STEM principles. The tricks are
simple to do, but still very amazing to audiences! Read each description carefully and practice
each trick thoroughly before showing it to an audience. (Mom and Dad can make a great
audience while you are learning and practicing.) Make sure that you understand each part of the
trick and can perform it correctly (without pausing to think about what to do next) before you
present it to an audience. Doing this will help to make sure that your performance goes well and
that the secrets of the trick are kept secret so that your audience can experience the wonder of
magic!
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STEM MAGIC
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Magicians do not share their secrets with anyone except other magicians. We keep these
secrets so that our audience can experience the wonder of magic. When the secret is known, the
wonder of the magic vanishes.
We share the secrets in this book with you as a magician as well. By sending for and
reading this book, you have demonstrated an interest in learning magic. Because of this interest,
we are entrusting you with the secrets contained in this book in the hope that you will enjoy
learning and performing these tricks and sharing in the joy and wonder of magic.
If you are interested in learning even more magic, a great place to start is your local
library. Magic books can be found in the library at 793.8 in the Dewey decimal system. Most
libraries have at least a few books of magic tricks on their shelves (and the ability to borrow
more from other libraries). Your librarian can be a big help in finding books on magic and any
other subject that interests you.
To learn even more about magic and performing it well, it is best to work with other
magicians. The Society of American Magicians and the Society of Young Magicians have clubs
called Assemblies all across the country that help magicians young and old, new and
experienced, get together to share tricks and their love of the art of magic. You can learn more at
www.magicsam.com.
We wish you the best of luck as you learn, practice, and perform your magic!
The Society of American Magicians
The Society of American Magicians | www.magicsam.com 3
2014
STEM Magic
About The Society of American Magicians
The Society of American Magicians (S.A.M.) was founded on May 10, 1902, at a magic
shop in New York City. For more than a century, S.A.M. members have worked together to
elevate the art of magic, to promote harmony among magicians, and to protect the public from
those who would use the techniques of magic to defraud rather than to entertain.
Since its inception, more than 47,000 magicians have joined the S.A.M., including Harry
Houdini, Harry Kellar, Howard Thurston, Harry Blackstone, Jr., Siegfried and Roy, Lance
Burton, and David Copperfield.
The S.A.M. offers the opportunity to unite and associate with leaders in the World of
Magic – not only with professionals, but with amateurs, manufacturers, magic dealers, book
authors and magic collectors. Through its monthly publications and annual conventions and with
almost 300 chapters throughout the world, the S.A.M. provides the necessary forum for the
advancement of magic through discussions, lectures, research, performances, and exchange of
magic secrets within the magic community. To promote these endeavors, the S.A.M. presents
awards and fellowships in recognition of outstanding achievement in the Art of Magic.
Other programs of interest in The Society of American Magicians include:
The Houdini Hospital Fund for magicians who need financial help with medical bills.
Veterans and Military Program encourages S.A.M. members to donate performances to active
and veteran members of the American military as a way of thanking them for their service.
Magic Week is a week-long celebration (October 25-31) of a year’s worth of efforts of S.A.M.
members donating their time and talents to provide free entertainment to those in need.
Heroism and Patriotism Awards honor magicians who perform extraordinary deeds.
The Society of Young Magicians (S.Y.M.) is a youth program to mentor the art of magic to youth
aged 7 thru 17.
More information is available at our web site: www.magicsam.com
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STEM MAGIC
2014
About The Society of Young Magicians
The Society of Young Magicians (S.Y.M.) was chartered in 1981 as a youth division of
The Society of American Magicians (S.A.M.). The S.Y.M. is a worldwide organization with the
purpose of mentoring young people, ages 7 – 17, in the art of magic and promoting fellowship
among its members.
Studying and performing magic produces some very positive results, including:
 Confidence and poise in front of an audience
 Hand-eye coordination
 Discipline in study and practice
 Trust in keeping the secrets of magic
 Friendships with other magic enthusiasts around the world
 Popularity and the ability to make new friends
 Studies in art and culture
Many celebrities started out as young magicians, including Johnny Carson, Dick Cavett, Neil
Patrick Harris, Jason Alexander, Muhammad Ali, Steve Martin, General Norman Schwartzkopf
and Woody Allen.
Magic can become a lifelong hobby that nurtures creativity, expression, and interpersonal
connections and whose purpose is entertainment and the sharing of joy and wonder. The S.Y.M.
is here to help.
All members are required to abide by our membership pledge:





I promise to do my best to improve the Art of Magic and to follow the rules of The Society of
Young Magicians.
I agree not to tell any of the secrets of magic to anyone who is not a magician and to try to
discourage others from telling these secrets.
I will be honest and fair as a magician and try to cooperate with others who are interested
in magic.
I agree to help other magicians in any way that I can. I will encourage them to perfect our
art. I will not make fun of or ridicule the efforts of any magician.
I will strive to use my magic in a positive way for my personal enjoyment and for the
amazement and enjoyment of my family, friends, and others.
Members are eligible to join local chapters or “Assemblies” of the S.Y.M., and will receive
online access to the SYMbol, our monthly e-zine (including back issues), access to an online
media library, and more. More information is available at www.magicsam.com/s-y-m-youthprogram/
The Society of American Magicians | www.magicsam.com 5
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STEM Magic
Instant Star
Effect:
Bent toothpicks magically move to form a star.
Preparation:
Bend five toothpicks in half so that they are almost completely broken,
but still connected. Each toothpick should form a “V.” Arrange the toothpicks
in a circle on a hard surface with the bent centers facing the center as shown at
right.
Method:
Explain to your audience that the five bent toothpicks could be turned around to create a
star, but that you are going to create a star magically, without touching the toothpicks. Using an
eyedropper or a straw, place a few drops of water (just a few!) in the center of the circle, making
sure that the water touches each toothpick. Watch as the toothpicks slowly unbend and move to
create a five-pointed star.
Science Note:
When the water touches the broken part of the bent toothpicks, some water will be
absorbed through capillary action. This will cause the toothpicks to straighten out a bit. As the
center bends straighten out, the points will touch and form a five-point star.
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STEM MAGIC
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Anti-Gravity Washers
Effect:
Defy gravity with science!
Materials:
Piece of string about three feet long
15 washers
Method:
Tie 14 washers to one end of the string and one washer to the other end of the string. Put
the string over a spectator’s finger so that the 14 washers are about an inch from their finger and
hold the one washer at about a 90-degree angle from the 14. Ask the spectators what they think
will happen if you let go of the single washer (see picture below). They will probably predict
that the 14 washers will crash to the table or the floor below.
Let go of the single washer. As the 14 washers fall, the friction of the string on the
spectator’s finger and the pendulum effect on the end of the string with the single washer will
cause the washer and string to wrap around the spectator’s finger, stopping the 14 washers before
they can fall to the table or the floor!
Science Note:
The pendulum effect starts the single washer swinging (with some help from inertia and
centrifugal force), and the friction caused by the string sliding over the spectator’s finger helps to
slow down the 14 washers to give the single washer enough time to wrap around the spectator’s
finger.
The Society of American Magicians | www.magicsam.com 7
2014
STEM Magic
Quarter Catch
Challenge:
Place a stack of quarters on your elbow, then catch them with the same hand – without
using your other hand or dropping any quarters.
Method:
Place the quarters on your elbow as shown (Fig. 1). Quickly move your arm down,
rotating at the shoulder. The quarters will fall with the force of gravity, but your hand can move
faster. The quarters should contact your hand at about the joint where your fingers connect to
your palm (Fig. 2). When you feel the quarters touch your hand, close your fingers quickly
around them. Keep moving your arm until your hand is closed around the quarters.
Fig. 1
Fig. 2
Hints:
This may take some practice. Try to keep your elbow still and move only from the
shoulder. Begin by practicing with a single quarter, then begin to add more. How many can you
catch?
Science Note:
Because gravity affects all quarters equally, your quarters will stay together in their stack
throughout this trick. This is also true when you drop a stack of quarters. They only spread apart
when they bounce off the ground and then each other!
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STEM MAGIC
2014
A Glass Filled with Gravity
Effect:
You fill a glass completely with water, then add pennies without spilling a drop.
Materials:
A glass
A plate
Water
Several pennies
Presentation:
Put the glass on the plate (to catch any water that might spill) and fill the
glass as full of water as you can. Pour the water carefully into the center of the
glass so the rim of the glass doesn’t get wet. When the glass is so full that it
won’t hold another drop, pick up the pennnies one at a time and gently drop
them into the water. Your audience will be amazed that, as you drop the pennies
into the water, the water doesn’t overflow the glass, but instead bulges up out of
the glass, apparently defying the laws of gravity!
Hint:
Put the pennies into the water on edge in the center of the glass and break the surface of
the water with each coin before letting go.
Science Note:
This trick works because of a scientific phenomenon known as surface tension. Surface
tension will allow the water to bulge up quite a bit above the surface of the glass before spilling
over the side. Experiment with different glasses to see how many pennies you can add.
The Society of American Magicians | www.magicsam.com 9
2014
STEM Magic
Ketchup and Down
Effect:
You magically cause a ketchup packet to rise and fall at your command, even though it is
sealed inside a bottle of water.
Preparation:
Float ketchup packets in a bowl of water one at a time until you find
one that barely floats. Put this packet into a plastic bottle. Fill the bottle all the
way to the brim with water (leave no air space at all) and screw the lid on the
bottle firmly. Squeeze the bottle gently. The packet should sink inside the
bottle. (If it does not work, check to see that the bottle is completely full of
water or try a different ketchup packet.)
Presentation:
Show your audience the ketchup packet floating in the bottle of water. Hold
the bottle up so that the audience can see it clearly. Explain that you are going to use
magic to cause the packet to sink. Concentrate and stare at the ketchup packet. (If
you can hold the bottle in one hand, you can hold the other hand beside the bottle
and wiggle your fingers as well. This does not change how the trick works, but it
looks very magical.) As you do this, gently squeeze the bottle to cause the packet to
sink. You can also cause the packet to rise in the bottle by releasing the pressure
from your hand. With practice, you can find just the right amount of pressure to make the packet
hover in the center of the bottle.
Science Note:
Every ketchup packet has a small air bubble in it when it is sealed. Each packet is
different. You need to find one with a bubble just the right size so that it almost sinks, but just
barely floats in a bowl of water. Filling the bottle all the way to the brim with water removes all
the air. Now, when you squeeze the bottle, it changes the pressure in the bottle and compresses
the air bubble in the ketchup packet. This changes the packet’s density and causes it to sink.
10 www.magicsam.com | The Society of American Magicians
Science Note – The sticks are actually the
same size. The difference is an optical illusion
created by the shape.
Optical Illusion – Cut out the magic
sticks above. Which one is longer?
It is always the one on the bottom!
STEM MAGIC
2014
Magic Sticks
The Society of American Magicians | www.magicsam.com 11
2014
STEM Magic
The Vanishing Tree
Effect:
A tree vanishes right before your spectator’s eyes.
Performance:
Cut out the picture below, then cut it into three pieces as indicated by the black lines.
Line the pieces up as they are currently (with the smallest piece at the top right) and ask a
spectator to count the trees. They will find nine trees. Reverse the top two pieces and line them
up with the bottom piece again (this time, with the smallest piece at the top left) and ask the
spectator to count the trees again. Now there are only eight trees. Where did the other one go?
Science Note:
This is an optical illusion. The picture never actually changes. It is specially drawn so
that there appear to be nine trees when the small piece is on the right and only eight when it is on
the left.
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STEM MAGIC
2014
Technology and Magic
Oftentimes, new technology emerges that can accomplish things that look magical.
(Believe it or not, there was a time when the idea of changing the channel on the television
without getting up and walking across the room seemed magical.) With this in mind, magicians
have often used new and emerging technology to build and/or accomplish their illusions.
Today’s technological advances have allowed magicians to perform magic using tablets and
smart phones. Following is a list of a few magic trick apps that can be downloaded for free or at
low cost from the Apple App Store or the Google Play Store.
This list is not intended to be comprehensive. There are many apps that can be used to
perform magic. Prices range from free to over $50.00. There are also many apps designed for
the purpose of teaching magic tricks rather than performing them.
iOS:
App Name
MagicSAM
Balloons Magic
Publisher
Price Description
The Society
Free An app for all fans of magic. Includes information
of American
about magic, the S.A.M., and magic tricks.
Magicians
iSensor Magic $1.99 A series of four different colored balloons is
displayed. A spectator chooses a color. The magician
blows or claps his hands and the balloon of the
chosen color pops.
Android:
App Name
Hypnotic Spiral
Publisher
Mike Perrow
Magic Trick
Lander
Development
Price Description
Free A rotating spiral is shown. Spectator stares at the
center of the spiral for about 30 seconds. When
spectator looks at something else, the object appears
to grow. (Optical illusion)
Free A series of cards is shown. Spectator is asked to
choose and memorize just one. The series of cards is
shown again, missing one card. The spectator’s card
has vanished! Also includes three other tricks.
The Society of American Magicians | www.magicsam.com 13
2014
STEM Magic
Coin through Napkin
Effect:
A coin, which has been securely wrapped in a napkin, penetrates through the cloth.
Method:
Spread a cloth napkin (or handkerchief) on the table so that one corner points toward you.
Place a coin on top of the napkin, centered left-to-right and slightly forward of center front-toback (Fig. 1). Take the corner of the napkin that is nearest to you and fold it forward to cover the
coin. (The top of the napkin should be folded to the edge of the coin, so that the napkin is not
folded exactly in half, but the top corner extends a little past the bottom corner. – Fig. 2)
With both hands, grasp the coin through the cloth and roll the cloth and the coin away
from you (Fig. 3). Continue rolling until one corner of the napkin emerges from the bottom of
the roll onto your side (Fig. 4). Ask the spectator to feel the coin through the cloth to prove that it
is rolled inside the cloth. Grasp the corners nearest and furthest and pull them apart, unrolling
the cloth (Fig. 5). The napkin will be empty and the coin will appear to have vanished. You can
then lift the napkin to show that the coin has penetrated through the cloth.
Fig. 1
Fig. 2
Fig. 4
Fig. 5
Fig. 3
Engineering/Science (Psychology) Note:
From an engineering standpoint, by rolling the napkin and allowing only one corner to
emerge, you have actually turned the napkin (and the coin) over. From a psychological
standpoint, your audience will focus their attention on the coin in the center of the napkin and
will not pay attention to the corners. This is magical misdirection in action!
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STEM MAGIC
2014
The Knot that is Not!
With a piece of rope, make an overhand knot in the center of the rope (Fig. 1). Do not
pull it tight. Leave an open loop like the one marked “C”. Make another knot that is the reverse
of the one you just made. The second loop in the picture is marked “D” (Fig. 2), the “D” loop
must be left open like the “C” loop.
Take end “A” down and bring it through loop “C” from the far side, toward yourself
(Fig. 3). Take “A” again and thread it through loop “D”, again from the far side and toward
yourself (Fig. 4).
Holding end "B" in the left hand and "A" in the right hand, slowly draw the ends apart
and watch the knot slowly disappear.
When only a small bit of the knot remains, say, “THIS IS THE KNOT THAT IS NOT!”
Blow on the knot and at the same time, pull on the ends. The knot will disappear!
As you pull slowly apart, hold end “A” higher, letting “B” hang below. The knot will
hang there until you are ready for it to vanish.
Fig. 1
Fig. 2
Fig. 3
Fig. 4
Engineering Note:
In the last two steps of this trick, you are actually untying both knots right in front of your
audience!
The Society of American Magicians | www.magicsam.com 15
2014
STEM Magic
Magic Rings
Effect:
Three large newspaper rings are shown. One ring is cut down the center resulting in two
rings. Another is cut, resulting in two linked rings. A third is cut, resulting in one large ring.
Preparation:
Fold a sheet of newspaper and cut it into two-inch strips. Open the strips and glue or tape
the ends together to form three rings. (Overlap the ends about a half-inch as you glue them. If
you use tape, be sure to tape all the way across on both sides.) The first ring should be glued
with no twists in the paper (Fig. 1). The second ring should be glued with one half-twist in the
paper (Fig. 2). The third ring should be glued with one full twist in the paper (Fig. 3).
Fig. 1
Fig. 2
Fig. 3
Performance:
Display the three newspaper rings. Explain that, using magic,
you will do the same thing to each ring and get a different result each
time. Begin with the ring with no twists. You will need to cut all the
way around along the center of the strip of newspaper that forms the
loop (Fig. 4). An easy way to do this is to begin by making a crease
in the rin, and a small cut in the center. Now when you unfold the
crease, there is a slit in the paper to put your scissors through.
Begin there, and cut all the way around the circle. Show that you
Fig. 4
now have two separate rings.
Next, pick up the ring with a full twist and explain that you are going to do the same
thing using magic. Cut all the way around the center of the ring as you did before. This time,
when you separate the rings, they will be linked together.
Last, pick up the ring with a half twist. Cut all the way around the center of the ring
again. When you finish and separate the pieces, it will unfold into a single, double-size ring!
Engineering Note:
You are actually cutting the exact same way each time. It is the half and full twist in the
paper that creates the different results!
Math Note:
The final ring (with the half twist) is often referred to as a Möbius Strip. This orientation
and its properties were discovered in 1858 by German mathematicians August Ferdinand Möbius
and Johann Benedict Listing.
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STEM MAGIC
21-Card Speller
Remove any 21 cards from a deck and shuffle them. Ask a helper to choose any card
from the pack and to show it to everyone. (Turn your back so that you do not see the card.)
Have the chosen card returned to the pack and shuffle the cards. Beginning with the pack facedown, deal all the cards out face-up into three columns, one row at a time. (First column, second
column, third column, etc. – Fig. 1) Set each new row on top of the bottom half of the row before
it. You should end up with three columns of seven cards each (Fig. 2). Ask your helper to tell
you which column contains their card (but not the name of the card.) Pick up the cards one
column at a time and stack them up, but make sure that you pick up the pile that contained your
helper’s card second. Turn the pack of cards face-down.
Tell your helper that you are not sure which card was picked and you need to try again,
then deal the cards out the same way you did before. Again, ask your helper to tell you which
column contains the chosen card (but not the card’s name). Pick up the cards just as you did
before – one column at a time, making sure that the pile containing your helper’s card is picked
up second. Turn the cards face-down again.
Tell your helper that you are getting closer, but you are still not sure exactly which card is
theirs, then deal the cards out again the same way and ask your helper which column contains the
chosen card. Tell your helper that you don’t know which card was chosen, then say, “But the
pack knows what your card is.” While you are saying this, pick up the cards one final time just
as you did before, with the pile containing the chosen card in the middle, and turn the cards facedown.
Explain that you will deal one card at a time while spelling “Your card is” and their card
will be revealed. Deal cards one at a time, face-down into a single pile as you spell, “Y-O-U-RC-A-R-D-I-S.” Stop and ask your helper to name the chosen card. After the card is named, deal
the next card face-up. It will be your helper’s card.
Column 1 Column 2 Column 3
Row 1
Row 2
Fig. 1
Fig. 2
The Society of American Magicians | www.magicsam.com 17
2014
STEM Magic
The Old Ten-Card Trick
Effect:
A spectator moves any number of cards from the top to the bottom of a pack and the
performer can repeatedly divine the number.
Preparation:
Remove an ace through ten from a deck (suits do not matter, choose them randomly).
Arrange them in order with the ace on the top and the ten on the bottom. (Set an ace face-up on
the table, then a 2, a 3, and so on through a 10.)
Presentation:
Show the ten cards. Square them and turn the pack face-down. Explain to the spectator
that they are to move any number of cards, from one to ten, from the top of the pack to the
bottom, one at a time and remember that number. Demonstrate this by moving three cards
(putting the three on the bottom of the pack). Hand the cards to the spectator and turn your back
as they move cards from the top to the bottom. When they have finished, spread the cards in a
face-down fan and silently count up from the bottom of the pack the value of the bottom card
plus one (in this case – 3 + 1 = 4 cards up). Remove that card, face down, from the fan. Ask the
spectator how many cards they moved. Turn over the card that you removed. The number on
the card will match the number of cards they moved.
Details:
This is a rare trick in that it actually gets better as it is repeated. Return the card you
removed to its original position in the fan and square the cards. Glimpse (peek at) the bottom
card as you do this. Ask the spectator to try again. When you fan the cards this time, use the
same formula – the value of the bottom card plus one – to arrive at the card you pull from the
fan. You will take cards from many different places in the fan, but you will always be correct!
*****When the bottom card is a nine, the correct number card will be the top card. When the
bottom card is a ten, the correct number card will be the bottom card. In these two cases you can
allow the spectator to reveal the card themselves.
Math Note:
Though it is presented as mind reading or precognition, this is a math trick. Because the
cards are in number order and they are moved from the top to the bottom one at a time, the
formula will always work. You will not actually know how many cards your spectator moves.
You will, however, always know where to find that numbered card in the face-down fan.
18 www.magicsam.com | The Society of American Magicians
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A Card is Found
Effect:
A chosen card is buried in the deck, then found by following clues found in the cards.
Method:
Ask a spectator to shuffle a deck of cards. When they finish, fan through the cards and
comment on how well they are mixed. As you do this, secretly note the number value of the top
and the bottom card and add them together. For this example, we will assume that the top card is
an 8 and the bottom card is a 3. The total for this example is 11.
Square the deck, turn the cards face down, and hold them in your left hand. Use your left
thumb to spread cards to the right, keeping them in the same order. As you do this, secretly
count cards until you get to the total of the top and bottom cards (11 in this example). When you
reach this total, square the packet and place it on the table. (If you can, count by twos and threes.
It will go more quickly and look more random.)
Say that you want your spectator to choose a card from the middle and begin pushing
cards to the right again. Ask the spectator to say stop at any time. When they say stop, separate
the cards into two packets and place the packet in your right hand on the table.
Say, “You stopped me here,” and give the top card from the left-hand packet to the
spectator. Ask the spectator to look at the card, memorize it, and show it to someone else.
While they are doing that, pick up the packet that was just in your right hand a moment ago and
place it on top of the cards in your left hand.
Ask the spectator to place their card on top of the packet in your left hand, then pick up
the remaining cards from the table (the packet you counted) and place them on top of the chosen
card. Place the deck on the table.
Explain that you are going to find the spectator’s card by following clues in the deck, the
way a detective would. Ask the spectator to cut off about two thirds of the deck and hand those
cards to you.
Turn over the packet of cards left on the table and explain that this is the first clue. (You
will be looking at the original bottom card of the deck – a three in our example.) Say, “That card
is a three, so we will count three cards.” Count cards from the packet in your hand, one at a
time, face down onto the table. When you have finished, turn over the packet of cards you just
counted and explain that this is the second clue. (You will be looking at the original top card of
the deck – an eight in our example.) Say, “that card is an eight, so we will count eight cards.”
Again, count cards one at a time, face down onto the table. When you have finished, turn this
packet face up as well and explain that this is the final clue. (You will be looking at a random
card. For this example, we’ll call it a six.) Say, “this card is a six, so we will count six cards.”
Count the cards, as before, one card at a time, face down onto the table. Say, “If we followed the
clues correctly, our search should be complete.” Turn over the final packet dealt onto the table
to reveal the spectator’s card.
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STEM Magic
Hotel Card Trick
Effect: Randomly mixed cards magically reassemble in groups.
Preparation: Remove the four jacks, four queens, four kings, and four aces from the deck. Stack
them (bottom to top) jacks, queens, kings, aces. Set the rest of the deck aside.
Performance: (These instructions are written for a right-handed person. If you are left-handed,
simply reverse the “left”s and “right”s. This text is what you say. This text is what you do.)
 Hold the cards face down in your left hand in dealing position.
 Four ace magicians came to a hotel one day and asked for rooms. The manager said,
“You’re in luck. We have only four rooms and they are all available.” Each ace
magician was given his (her) own room.
 Deal out the four aces at the four corners of an imaginary square.
 Then four kings came to the hotel and they wanted rooms, too. They were told that
they would have to share their rooms with the ace magicians.
 Deal out the four kings on top of the four aces, but slightly to the side so that both cards can
be seen in each stack.
 When four queens came looking for rooms, they also had to share with the others.
 Deal out the four queens as you did the kings so that all three cards are visible in each pile.
 The four jacks, of course, had to share, too.
 Deal out the four jacks as you did the queens so that all four cards are visible in each pile.
 After everyone got settled into their rooms, there was a fire and all the lights went out.
 Square each pile of cards and turn each face down.
 Everyone had to evacuate. In the dark hallway, they got all mixed up.
 Pick up one pile at a time and stack them one on top of the other. Cut the cards and complete
the cut (*see appendix) as many times as you want. (Spectators [audience members] can do
this part too.) Pick up the cards and hold them face down in your left hand in dealing
position.
 Before everyone could even get outside, the fire was out and it was announced that
everyone could go back to their rooms. The lights were not back on yet, so everyone
had to do this in the dark.
 Deal the cards out face down to the four corners of an imaginary square. You can start
anywhere, but you must continue to go around the square in the same order and direction,
placing one card on each pile at a time (as you did before) until all cards are dealt.
 Soon after they had stumbled back into their rooms, the lights came back on and they
were all amazed to find…
 Turn the piles face up, one at a time through the next lines. The piles will not always turn
over in the order I have written. This does not matter. Wait to name the cards until you have
turned over the cards and the trick will work correctly.
 …that all the jacks were together in one room, all the queens were together in one
room, all the kings were together in one room, and all the ace magicians were together
in one room.
 Pause to let the magic of what has happened sink in to the minds of your audience. Accept your
applause.
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Multiplication Magic
Effect:
Ask a spectator to write down their favorite single-digit number, then do some simple
math. They end up with an entire row of the number they chose!
Method:
 Ask a spectator to write down their favorite single-digit number (1-9).
o (For example: 4)
 Ask them to multiply that number by 9.
o (4 x 9 = 36)
 Ask them to multiply the result by 12,345,679. (Notice the missing 8.)
o (12,345,679 x 36 = 444,444,444)
4 x 9 = 36
12,345,679
x
36
74,074,074
+370,370,37 .
444,444,444
Math Note:
This will work with any number from 1-9. The math can be done with pencil and paper
or with a calculator. If you are using a calculator, make sure that it is able to display at least nine
digits. (Many calculators display only 8 digits.)
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STEM Magic
A Mathemagical Square
Effect: A randomly chosen group of cards is added together, and a predicted card is found in the
deck at that point.
Method:
From any deck of 52 cards, choose the following cards. (Choose different suits randomly.
Suit is not important in this trick, and a random mix of suits makes your choice of cards seem
random too.)
Begin by moving a 6 to the top of the deck. Next, remove a queen from the deck and place it
face down on the table. Next, remove a jack and place it face down on top of the queen. Put a 10 on
top of the jack, then a 9 on top of that. Follow those cards with an 8 and a 7. On top of the 7, place
an ace, then a 2, 3, 4, and a 5.
After you have placed the 5 face down on the top of your stack, look through the deck again
for one more card. As you look through, count to the 15th card from the bottom of the deck (for
example, the three of hearts) and remember it. Continue looking through the cards until you come to
the 6 you moved to the top when you started. Remove this card and put it on top of the pile on the
table.
Set the rest of the deck on the table. On a piece of paper, write, “You will choose the --” and
the name of the 15th card from the bottom of the deck (three of hearts). Do not let your audience see
what you write. Fold the paper or seal it in an envelope for later and tell the audience that this is your
prediction.
Ask a spectator to pick up the pack of twelve cards and cut them to mix them up. They can
cut as many times as they would like as long as they only make one cut at a time (*see appendix).
Explain that he is going to lay the cards out in a three-by-three square. Ask him to lay out three cards
in a row. He might lay the cards out in a horizontal row, like this:
1
2
3
Explain that the next row can go in any direction, but the middle card of the new row
must cross the middle card of the row on the table. He might choose to lay the next row out
vertically, like this:
6
5
4
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STEM MAGIC
He will now repeat the same process two more times to complete the square. In this case,
the next two rows would be diagonal, like this:
7
12
8
11
9
10
Turn all the cards around the outside of the square face-up and show that they are
different. Remind the spectator that he mixed the cards and chose which card to put down next
himself. Remove the face-up cards and ask the spectator to add the values of the four remaining
cards from the center stack (jacks = 11 and queens = 12). (The total will always be 26.)
Ask the spectator to count to and turn over the 26th card in the deck on the table (this will
be the card you predicted), then ask him to read your prediction.
Math Note:
The cards can be laid out in any order, so long as they end up in a 3 x 3 square and each
row overlaps in the middle. The horizontal, vertical, and two diagonal rows can be dealt in any
order and can be dealt left-to-right or right-to-left and top-to-bottom or bottom-to-top. No matter
how this is done, the center stack will contain cards that total 26.
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STEM Magic
Appendix
Cutting the Cards
Some of the card tricks in this book ask that you or your spectator mix the cards by
cutting the deck (or packet of cards) and completing the cut one or more times. This must be
done the correct way for math-based tricks to work. Begin with the deck face-down on the table.
Full
Deck
Remove any number of cards from the top of the deck and set them on the table.
Bottom
Portion
cut
Top
Portion
Pick up all of the remaining cards (bottom portion) and place them on top of the cards
that were just removed (top portion).
complete
Full
Deck
This process can be repeated as many times as you like without affecting the outcome of
the trick. Each cut must be a single cut as described above.
Cutting the deck this way works for math-based tricks because it does not really mix the
cards. A single cut will change the card on the top and bottom of the pack, but the order of the
cards will remain the same.
Multiple cuts (involving more than two packets before reassembling the deck) will not
work. This type of cut will actually mix the order of the cards and upset the math principles that
make the trick work.
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Joining The Society of Young Magicians
Membership in The Society of Young Magicians is open to any child, aged 7 through 17,
with an interest in magic. Members will receive a membership card, certificate, pin, and magic
trick, as well as access to current and back issues of the Magic SYMbol (our monthly e-zine) and
access to our online media library. To join, follow the instructions below.
Online:
 Go to www.magicsam.com and click the red “Become a Member” button under the pictures.
 At the bottom of the next page, click the button next to “SYM Membership.”
 Choose a membership term and whether you would like auto-renewal.
 Click the “Add to Cart” button.
 A message will appear that reads “Membership added to cart.” Click the “cart” link.
 On the next screen, click the “Checkout” button.
 Fill in the name, address and billing information (please enter the child’s name in the
shipping address and contact information areas) and click the “Shipping Rates” button.
 Follow on-screen instructions to complete the process.
By Mail:
Simply fill out the form on the next page and mail the form and your payment to the
address at the bottom of the application.
Joining The Society of American Magicians
Membership in The Society of American Magicians is open to anyone, age 14 and up,
with an interest in magic. Members will receive a membership card, certificate, pin, and magic
trick, our monthly M-U-M magazine, online access to back issues, and more. To join –
Online:
 Go to www.magicsam.com and click the red “Become a Member” button under the pictures.
 At the bottom of the next page, choose a membership level.
 Choose a membership term and whether you would like auto-renewal.
 Click the “Add to Cart” button.
 A message will appear that reads “Membership added to cart.” Click the “cart” link.
 On the next screen, click the “Checkout” button.
 Fill in the name, address and billing information and click the “Shipping Rates” button.
 Follow on-screen instructions to complete the process.
By Mail:
 Go to www.magicsam.com and click the red “Become a Member” button under the pictures.
 Scroll down to the “Join by Mail” section and click the link to download an application.
 Print the application, fill it out, and mail it with your payment to the address provided.
The Society of American Magicians | www.magicsam.com 25
Young Magician Applicant Information
Note: you must be age seven through seventeen to join.
Please read the following pledge:

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
I agree not to tell any of the secrets of magic to anyone who is not a magician and to discourage others from telling
their secrets.

I will be honest and fair as a magician and cooperate with others who are interested in magic.

I agree to help other magicians in any way that I can. I will encourage them to perfect our art.

I will not make fun of or ridicule the efforts of any magician.

I will strive to use magic in a positive way for my personal enjoyment and for the amazement and enjoyment of my
family, friends, and others.
__ I have read the pledge
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DATE
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Please remember to sign this form and send it along with a check for the annual membership fee of $20 (checks made
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