Description: These plastic two-piece oreo cookies were all the range when they were still available. Here are five cookies -- each top meshes with only one bottom. The shapes can be associated with numbers. Your premium set have shapes that can be numbered 1, 2, 3, 4, 5. When I was table hopping, this was one of my go-to favorites. WILL THE OREOS MATCH can involve from one to four spectators. WILL THE CARDS MATCH? Use five or six pairs Let's jump ahead a bit -- this trick can be performed with card pairs, and you will also receive playing card pairs Larry Becker introduced the magical "spell" phrase WILL THE CARDS MATCH to the magical community. Other creative magicians have added variants to this classic. You will receive all of my variants and ideas. One of them is to replace the word CARDS with OREOS to add a sweet crunchy vibe. Let Vic use the first word (WILL) as a magical spell to mix the cards. W-I-L-L has four letters, so Vic will make four moves. One move: Vic chooses a pile, and moves that top card from the bottom of its pile. You can point out that Vic has control over which two cards will end up on top. No one can predict which design will match, but it will be a match. Vic can continue the trick or pass the "magic power" to Sue. With four cards in each pile, the word she spells is T-H-E. Surprise -- the two top cards will match! Perhaps Bob will spell the word C-A-R-D-S to make five top-to-bottom moves. Sue enough, the top pair are identical twins. Now Vicky will mix the remaining cards as she spells M-A-T-C-H. The top-most two will match, and so will the bottom-most two. My instructions cover both the secret(s) and your performance, with hints as to how to move << JUST ONE TO MATCH << You will predict which one!! << PAIR THE FINAL TWO << Show that final matching pair and then reveal that all the discard pairs also match. << PLEASE PAIR THE FINAL TWO << ... use this when you have 6 pairs of cards << TWO BY TWO << ... use this with 3 pairs of cards The larger than poker GO-FISH cards from Melissa and Doug give you nine pairs of aquatic pasteboards. SECRET SEVEN UTILITY FORCE Use your own four dice and 15 Go Fish cards -- let Sue roll the dice for a different number of cards in each of four piles (say 6, 4 ,3, 5). Just deal out the piles and you will have forced the top card of each pile, My pdf also explores word forcing with your own alphabet deck. THE PRIME PREDICTION can use 7, 11, 13 or even (groan) 17 cards. Thus, you can use OREOS or GO-FISH. Sue systematically eliminates one card at a time (every Nth card, in fact) until only one care remains -- the one you intend to force. Sue can hold the cards in her hand or they can displayed in a circle; the photos shows the first few moves if there are seven cards and Sue chooses N=5. You will receive instructions for many more tricks. Use the email address I enclose in your package so I can email your pdf instruction files ... eBay allows this after the sale. THE BABY HUMMER Let Sue choose four different cards and remembers which one she hides among the others. Your back is turned so you don't know where her card is. She then shuffles the cards under the table until she loses track of her selected card. Now both of you can close your eyes as you give Sue three instructions that guarantee that her chosen card is the only card reversed in the pile. This Hummer was discovered long after Bob Hummer's death. I will supply you with yet another two-part Hummer mystery that is alive and well. COINS OR COLORS are used to mark one color that Vic is NOT pointing to, and ask him to remove that color. Your back is still turned as Vic now moves his finger to one of the other colors. Before you turn around, you declare the card he's pointing to! The larger GO-FISH cards from Melissa and Doug give you enough pairs of aquatic pasteboards for the following tricks. THE ORIGAMI FORCE Create a 12 card array in front of your audience, some cards face up, others face down. The photo shows one of 120 ways that Sue can turn successive columns (or rows) of cards over. After she has formed a face-up, face-down stack of 12 cards, the reversed cards will match up with your pile of four identical color/shapes. You have enough cards for a 4x4 array. THE ULTIMATE MATRIX TREKS The instruction rhymes are generic for any objects you wish to use, including M&Ms, toy cars, foreign coins, ... You will write the rhymes on your own 3x5 cards, so you can take full credit for the effect. The instruction rhymes are in plain view. Vic places his token on any of the objects, then reads and follows each instruction -- moving up, down, right, left (compass-wise) -- you touch nothing but have control -- Vic will remove items as instructed and then move again, etc., until his token remains on the only remaining object, the one clearly predicted in advance! Here are some sample rhymes for the 9, 11 or 13 object case. [I also have rhymes for an 8-object case] 1/ Some objects lie before you: Lay a token down on any. Use your watch or keys or wallet, Or maybe just a penny ---- 5/ If you made the proper choice, Your magic token will rejoice. Your token will still be in play As I take "upper right" away. ---- 7/ I sense you did the proper thing To keep yourself protected. The left-most middle thing will go; You're safe as I suspected. 8/ Move as you count or spell to seven (if you prefer, count to eleven!) ---- ---- 12/ The bottom-right will now take flight; I'm bottom-left demanding. Now take one step before I grab The one on which you're standing. ---- 14/ Congratulations and bravo! You have our full approvals. Your magic token has survived Each one of my removals. 15/ But are you where I think you are? There's just one way to see. Please turn this last rhyme over: There's a note to you from me. [Put a sticky note indicating your prediction of the final shape on the back of the final rhyme card]. My ultimate instruction pdf offers you three different (spacial) endings: center, lower middle, or NW corner). Start with 8 and you will have an additional three spacial outcomes. All modesty aside, this is a GREAT trick. BONUS ROUTINES ... use your regular deck of playing cards. EINSTEIN'S KANGAROO TRICK Bob starts with eight random cards and then removes a few while you are not looking. After his random shuffle, he remembers the bottom card and then uses the down and under shuffle you learned in Australia until he has only one card in his hand -- this chosen card! INVISIBLE DICE (or real ones if you don't have any invisibles) Vic and Sue conspire to make four piles of cards, shuffle them, combine them, and then deal them out again into four piles (probably not equal numbers of cards in each). The top four cards match your prewritten prediction. NICK's SPIFFY SPELLER I have permission from a close friend to release the only nine-card trick that uses 18 cards. Sue selects one of them and returns it to the pile. She they spell-counts her answers to your (seemingly meaningless?) questions, ending up with her chosen card in her hand. BONUS ideas for using 14 cards. Thanks for looking1295.stg cmptr room0915.2024.93402999.2024.1018.
Price: 12.95 USD
Location: Los Osos, California
End Time: 2024-11-16T22:27:10.000Z
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Genre: Magic