Good Luck in your journey into magic and Thank You for choosing Magic Makers.

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2 Dear Magic Enthusiast, Congratulations on your purchase of one of the most amazing magic trick decks ever invented! The ideas and design were created by Theodore L. De Land in the first decade of the 1900 s. More than 100 years later, DeLand s deck and his other magical inventions continue to fool audiences...and even the most discerning spectator. Your 100 Dollar Deck contains a secret marking system, giving you the ability to know a card without seeing its face! The deck is also tapered (a Stripper Deck) giving you the ability to control a card or groups of cards by touch alone; anywhere in the deck! To top it off, this deck has yet another secret marking system giving you the ability to instantly name the location of any card! You now have the ultimate magic trick deck! As an added BONUS, we have included the greatest packet trick ever invented...deland s Pick It Out aka, The Million Dollar Monte. Good Luck in your journey into magic and Thank You for choosing Magic Makers. Magically Yours, Rob Stiff President & CEO Magic Makers, Inc. LEARN HOW TO USE YOUR 100 DOLLAR DECK ONLINE WITH FREE VIDEO TEACHING SUPPORT AND INSTRUCTIONS: Quick Marking Reference J Q A K Clock Layout Clock Location A J 6 Q 7 K

3 De Land s 100 Dollar Deck How To Read Any Card From Its Back...2 How To Always Tell The Bottom Card...3 How to Tell How Many Cards Have Been Cut...3 e How to Instantly Name the Location of Any Card...4 How to Name Every Card in the Other Person s Hand...6 How to Deal a Royal Straight Flush...6 How to Deal out a Perfect Bridge Hand...6 Meaning of Stripper Edge...7 To Separate the Red Cards From the Black at One Cut...7 The Four Ace Trick...7 To Find a Card in Any Wished Position...8 How to Allow a Number of Persons Each to Select a Card and to Pull Them Out of the Pack One After the Other, or All at Once as May be Desired...8 To Allow All the Cards to Fall Except the One Drawn...8 To Pass a Selected Card Through a Table...8 The Memory Man...9 Am I Crazy or Not...9 Gotcha...9 It s A Match...10 Oh So Sneaky...10 Number...10 Reversed Card...11 Amazing Reversal...11 A Fun Little Betcha Magic Makers, Inc. No part of this book may be reproduced in any form without written permission from the copyright holder.

4 These cards need to be arranged as shown if Figure 4. DO NOT disturb this arrangement until you read the directions that follow. Remove the first two cards and the last two cards in the deck, these will be the Joker and your Million Dollar Monte set; mis-indexed 2 of Clubs, mis-indexed Ace of Diamonds, and extra 3 of Clubs. NOTE CAREFULLY- All of the following tricks, with the exception of Trick No. 1, are possible only when the deck is arranged as shown in Figure 4. If the cards become mixed simply start with the Ace of Diamonds which you can lay face up on the table and follow with the remaining cards in the order shown in Figure 4. The card markings are duplicated on both halves of the card. When the deck is in this order it is stacked and must only be false shuffled. This is accomplished by taking any number of cards from the bottom in a solid bunch and placing them on top. This is done as in a regular shuffle and if accomplished quickly will have the appearance of being a genuine shuffle. This operation can be repeated indefinitely without disturbing the arrangement; the cards can also be cut as often as desired. HOW TO READ ANY CARD FROM ITS BACK CLOCK A tells the card on the TOP of the deck. A Fig. 1 B CLOCK B tells the card on the BOTTOM of the deck. Note Figure 1, Letter A, also note Figure 2 which is an enlargement of Figure A. In your mind picture this circle as the face of a clock and the little white spots, which are shown in one of the circles, as the time. A white spot as one o clock designates an Ace; at two o clock a Two, and so on until eleven o clock which designates a Jack; at twelve o clock a Queen and in the center a King. The Suits are shown by the four circles grouped around the center. The top circle designates a Diamond; right- Clubs; bottom- Hearts; left- Spades. A good rule for remembering this order is to memorize the following expression: De Land s Cards Have Superiority Diamonds, Clubs, Hearts, Spades Fig

5 De Land s 100 Dollar Deck HOW TO ALWAYS TELL THE BOTTOM CARD This trick is accomplished in exactly the same manner as Trick No. 1; with the exception that you use the clock in the upper right hand corner of the card (Figure 1, Letter B). When the cards are arranged as shown in Figure 4, this circle always will designate the Bottom Card. HOW TO TELL HOW MANY CARDS HAVE BEEN CUT In order to accomplish this trick, it is necessary to cut the deck so that the Ace of Spades is the BOTTOM card. With the deck arranged as in Figure 4, the Ace of Spades as the bottom card, the four clocks illustrated on Figure 3 will tell how many cards have been cut; also how many cards are left on the table. G H J CLOCKS G and H show the number of cards left on the table after the deck has been cut. I CLOCKS I and J show how MANY cards have been cut. Fig. 3 In order to cut the Ace of Spades to the bottom of the deck without exciting suspicion, it is best to fan out the deck (face up), and while showing it to your audience in this manner, state that the deck is well mixed and show that the colors and suits are all separated. When you locate the Ace of Spades, merely cut the deck as this point, leaving the Ace of Spades on the bottom. 3

6 To fully understand the working of this trick, first place the deck in the position described above (with the Ace of Spades on the bottom), lift the top card, look on Letter I (Figure 3) and you will note a white mark at ONE o clock which shows that ONE card has been cut. Lift the second card and look in the same Clock and you will note a white mark at TWO o clock which shows that TWO cards have been cut. Now count off six cards from the top, look in the same Clock and you will find a white mark at SIX which shows that the number of cards has been cut. Now cut deeper (say 13 cards) and you will note that the ONE o clock in Letter I and the THREE o clock in Letter J are both marked with white spots, this designating that 13 cards have been cut. Cut again, say 26 cards, and you will note that the white spots are shown at TWO o clock in Letter I and SIX o clock in Letter J, showing that 26 cards have been cut. Figure G and H operate in exactly the same manner. Clock G shows the first figure and Clock H shows the second figure, but these figures designate the amount of cards left on the table. NOTE- When the figure zero is designated, as in 10, 20, 30, ect.) the entire 12 figures of time are shown. For instance: Cut 10 cards and you will note that ONE o clock is shown in CLOCK I and that all the white spots are dotted in Clock J. HOW TO INSTANTLY NAME THE LOCATION OF ANY CARD CLOCK C tells the location of ALL the DIAMONDS. C Fig. 5 D CLOCK D tells the location of ALL the CLUBS. F CLOCK E tells the location of ALL the SPADES. CLOCK F tells the location of ALL the HEARTS. E Fig

7 IX VI De Land s 100 Dollar Deck First, refer to Figures 5 and 6 and note Figures C, D, E, and F. Each of these figures represents a suit and each figure is regarded as a clock. (Note explanation on page 2; it shows where all four suits are found.) For example.- If you are to locate the Ace of Diamonds, look at Figure 5, Letter C, and look at ONE o clock. If you locate the Six of Hearts, look at Figure 6, Letter F at SIX o clock. X XI XII I II Figure 7 shows WHERE you look to locate the various cards. I is an Ace, II is a Deuce, VI is a Six, etc. XI is Jack, XII is Queen and the center design is the King. VIII VII V IV III Fig. 7 Figure 8 shows an enlargement of these designs and this is how to read them: Note the five leaf clover in the center and the clock which surrounds this clover. Each leaf is the clover has a value as and 50. You read the clock as if you were telling time. 1st EXAMPLE- With the deck in position as shown in Figure 4, you are requested to name the location of the Ace of Hearts. Look at the top card, in the Heart clock (Figure 6, Letter F) and look at ONE o clock. You will find that the second leaf in the clover is missing, also that the clock is broken at SEVEN. Look at Figure 8 and note that the second leaf has a value of and 7 means 27.- The Ace of Hearts is the 27th card from the top. 2ND EXAMPLE- With the cards in the same position, locate the Three of Diamonds. Look in the Diamond clock (Figure 5, Letter C) at THREE o clock. You will find the fourth leaf of the clover missing (meaning 40) and the clock is broken at 5. - The Three of Diamonds is the 45th card from the top. 3RD EXAMPLE- With cards in the same position, locate the Nine of Spades. Look in the Spade clock (Figure 6, Letter E) at NINE o clock. You will find NONE of the clover leaves missing (which means that your card is within the top 9 cards). The clock is broken at 8.- The Nine of Spades is the EIGHTH card from the top Fig. 8 5

8 Note.- The TOP card ALWAYS tells you the location of EVERY card in the deck. A little practice and you can locate ALL cards INSTANTLY, just as easy as telling time. HOW TO NAME EVERY CARD IN THE OTHER PERSON S HAND In order to accomplish this experiment it is necessary that the performer memorize the above arrangement which is very simple on account of the cards running always three points higher in Diamonds, Clubs, Hearts, and Spades and as long as all the cards are taken from the pack at the same place it is only necessary that the card be sighted that was next to the bunch removed which will give you the key to every card in the spectator s hand. The simplest method of getting a glance at this card is to cut it to the bottom after the cards are removed in a bunch. For instance, if the Two of Diamonds is the card you cut to the bottom of the deck (this having been the card above the bunch which have been extracted) you simply add three to two, making five. Clubs follow Diamonds; the answer would be Five of Clubs. For the next card add three to five, which is eight. Hearts follow Clubs; the next card would be Eight of Hearts. For the next add three to eight, which is eleven; Jack stands for eleven; Spades follow Hearts; the next card is the Jack of Spades. Add three to eleven as follows: 12, 13, 1. Diamonds follow Spades and the next card would be Ace of Diamonds, ect. Continue until you have called all the cards and you will have named every one correctly. NOTE.- As you name each card, ask them to give it to you. Place it on the bottom of the deck. When you have named all the cards and when they have all been passed back to you, the deck will again be in proper rotation. HOW TO DEAL A ROYAL STRAIGHT FLUSH When the cards are in the arrangement shown in Figure 4, cut the Two of any suit desired to the bottom of the deck and deal out four hands, one card at a time, and you will have a Royal Straight Flush in the same suit as your bottom card and the other players will have a straight flush in a different suit. HOW TO DEAL OUT A PERFECT BRIDGE HAND In the arrangement shown in Figure 4, you will note that every fourth card is of the same suit. Therefore, if the entire deck is dealt to four hands, each hand will contain thirteen cards of the same suit. 6

9 De Land s 100 Dollar Deck To present this trick, start by asking someone if he has ever held a perfect bridge hand. Naturally, he will say No, and you will say that you will show him how it should be done. Merely have the deck cut by one or more spectators. (The more often it is cut, the better the effect.) After the last cut, call attention to the fact that you will not touch the deck, and ask the person who is to deal to pick up the deck and to deal out four bridge hands. After the four hands are dealt, it is best to mix up the other three hands (so that no one will know that these are also perfect hands with thirteen similar cards in each.) After the cards have all been dealt, merely ask the dealer to pick up his own hand. To everyone s astonishment, it will be a perfect hand on which a 7-bid can be made. MEANING OF STRIPPER EDGE Cards containing a stripper edge are cut taper, that is, one end is narrower than the other. If, therefore, the narrow ends are all one way, and a card is selected by a spectator, you secretly turn the other end of the pack toward him (noticing that he does not turn the card) so that when he returns the selected one, the broad end of the card projects beyond the narrow end of the others, and can be easily felt and withdrawn, without looking at the cards. Should the cards be turned in different directions, after playing a game of Bridge, for instance, they can be immediately brought all one way by taking the extremities in each hand, the back of the cards uppermost, the thumbs on one side, the first two fingers on the other; press lightly and draw in opposite directions, then lay the one part of the cards on the other so that the narrow ends are all one way; the pack is then ready for various tricks. It is always best to commence with the following tricks; as you can have the pack ready prepared for it. To Separate the Red Cards From the Black at One Cut Have the pack prepared as follows: The narrow ends of the red cards one way, and the black the other, shuffle them well and they are ready. Show that the black and red cards are indiscriminately mixed, and then take them as before described, separate the cards by drawing in opposite directions, turn each half so as to bring the narrow ends one way, lay one half on the other, and show that all the reds and blacks are separate. The pack is now ready for other tricks. The Four Ace Trick Pick out the four Aces, lay them on the table, then place them separately in the 7

10 pack at different parts (reversing the pack before doing so). Then give them to be shuffled, take back the pack, put it for a moment behind you when the Aces can immediately be withdrawn and slipped into the pocket; give back the pack, saying, Excuse me, you must pick out the aces. The person will not be able to find them, so you then produce them from your pocket. To Find a Card in Any Wished Position Have a card selected, reverse the pack carelessly so as to be unobserved; the card is then returned and shuffled by someone. Take the pack, put it behind you for a moment, draw the selected card and leave it at the bottom. Now ask, How many from the bottom would you like your card to be? at the same time (holding the pack in your left hand) drawing that card a little toward you with the thumb of the right hand. It is now easy to draw cards from the bottom without moving the selected one, which can be drawn out at the number desired. How to Allow a Number of Persons Each to Select a Card and to Pull Them Out of the Pack One After the Other, or All at Once as May be Desired Let a number of persons, say four or five, each draw a card, but reverse the pack and have each card returned and shuffled before allowing the next to be selected. When the last card has been returned, you can either draw them on the table face uppermost, putting the pack under the table or hat or behind you; or have the hands covered with a handkerchief and draw them out singly, asking the persons who selected cards to claim theirs as you show it. To Allow All the Cards to Fall Except the One Drawn Have a card selected, reverse the pack as usual, and shuffle, then take the pack at the narrow end, where the wide end of the drawn card projects, between the thumb and middle finger, holding the back of the cards to the spectator; it is very easy to let all the cards but that one fall on the table, then ask what the card was and show it. Now get the cards all one way, as directed at the beginning. To Pass a Selected Card Through a Table This trick must be done seated at a table. Have a card chosen, reverse the pack, the card is returned and shuffled. You take the pack and put it for an instant under the table, when you draw out the card and leave it on your lap. Now lay the pack on the table, ask the name of the card, then bring it from under the table, and show that there is no other card of the same sort in the pack. It will be easy for a person to invent his own tricks after thoroughly understanding the arrangement of the cards. 8

11 De Land s 100 Dollar Deck The following bonus routines were created for you by world class entertainer and top card magician, Simon Lovell. Simon is truly one of magic's greatest minds of our time. THE MEMORY MAN Have a card chosen by your spectator and ask them to put their hand on top of it. Before they do this you must make sure that you have read the secret markings on the back so that you know which card it is! You then make a crazy claim that you have the most amazing eyesight and memory in the world and offer to prove it to them. Very quickly run through the cards, faces towards you, pretending to note each and every one. The faster you do this the more impressive your trick will be. Close up the deck and announce, I know that one card is missing from the deck but I bet you I m the only person in the Universe who, with that one quick look, could tell you the name of the card! Tell them the card and they ll be totally amazed at your skills! AM I CRAZY OR NOT Have a card selected from the deck, remembered and shuffled back into the deck by your spectator. During the selection process you, of course, have noted what their card is from the secret marks on the back! Hold the cards in your left hand and start to turn them face up one at a time onto the table. When you see that their card is on top of the deck say, Call me crazy but I have a feeling that the next card I turn will be yours! Pause for a moment then turn their card to show that you are not quite as crazy as they might think! GOTCHA Instead of turning their card up, as in the previous effect, it is very amusing to just deal it onto the pile and then turn a few more cards over before you make the claim that the next card will be theirs. They ve seen their card already dealt out so they ll think that you ve messed up the trick! Their smiles will turn to astonishment when you reach into the dealt cards and turn the chosen card face down. You can finish by saying, I didn t say which card I was going to turn, did I? Although we don t advise you to do so; a lot of gamblers have used a version of this effect to make money as a bar bet. When they do the last line they ll offer a bet that the next card they turn will be the chosen one. They nearly always get the person to bet because they are convinced that the gambler has messed up! 9

12 IT S A MATCH Take the Ace to Six of Clubs from your deck and give them to your spectator to mix them up. As they are doing this you remove the Ace though Six of Diamonds from the deck and fan them out faces toward yourself. Ask them to fan out their cards to themselves and to put any one of them face down on the table. Concentrate for a moment then put the matching number on top (you know which one they laid down from the secret marks on the back of the card). Ask them to put another card face down next to the pair and, once more put the matching number on top (from the secret marks on the back of their card). Repeat this until you have six pairs of cards on the table. Say, I m not 100% sure but I ve got a pretty good feeling about this! Turn over the cards to show a perfect match on every pair! OH SO SNEAKY This is a very cunning way to use the marked cards! Shuffle the deck and put it down onto your working surface. As you do this, note what the top card of the deck is (from the secret marks of course!). Ask your spectator to think of any card in the deck, maybe even a favorite card of theirs, but not to tell you what it is. Turn your back to them and ask them to remove their card from the deck and to place it on top of the deck. Then ask them to cut the deck and complete the cut. Turn back to them and stress that you couldn t possibly know the card that they are thinking of. Actually you couldn t so, for once, you are not lying! Pick up the cards and run through them while you pretend to concentrate. While you don t know their card you know the card next to it (the top card you remembered!) As you fan out the cards to look through them their card will be the one to the left of the card you remembered! Since your back was turned when they cut their card in, there can be no thought of sneaky marks since you weren t even looking at the deck! NUMBER Have a card chosen and, after turning the deck around, have the card replaced meaning that, of course you can find it any time you like. Shuffle the cards and then, with a series of cuts, strip their card to the top of the deck. Turn the cards face out in your right hand in preparation for an overhand shuffle. Ask your helper if they have a favorite number between one and ten. When they give you the number casually overhand shuffle single cards from the deck until you have one less than the number they gave you. Put the rest of the cards under the packet you shuffled onto and square everything up. Put the deck onto your working surface and make a mystical gesture over it. Get them to count down to their chosen number and there is their card! 10

13 De Land s 100 Dollar Deck REVERSED CARD Here s a very amusing effect to amaze your audiences with. Have a card chosen and returned to the deck (making sure to turn the deck around so you can both find and strip out their card of course!). Shuffle the cards and, if you wish, let them shuffle the cards as well. Now take the deck behind your back and claim that you will find the chosen card. As you say this, strip the chosen card out from the deck and turn it over. Then put it back into the deck face up. Square the deck up and bring it to the front again. Say, Having found your card I put it back into the deck for neatness sake! This silly claim will be met with derision from your watchers so you then say, I didn t think you d believe me so I put it back in upside down! Spread the cards across your working surface revealing the chosen card reversed in the center of the deck! AMAZING REVERSAL You can, if you wish, make the REVERSED CARD effect even stronger by having three or four cards selected and returned to the deck (setting them to be stripped out of course!). Behind your back strip out all the chosen cards and turn them over. Put them back in various places in the deck before bringing it forward again. After your silly line about finding them and putting them back into the deck simply say, I m not sure if I got them all but I m pretty sure that I did! Widely spread the deck across your table to show all the selected cards face up! A FUN LITTLE BETCHA This is a little betcha that appears to go wrong on you but you, of course in Mr. Amazement mode, save the day with magic! A card is selected and mixed in with all the others. You ll find that, if you hold the deck nice and lightly, you can actually feel where their card is. The fat end of the card protrudes enough for you to do so. Start dealing the cards into a pile face up on your table. You ll feel when you have got their card but don t reveal it yet! Just remember its name and carry on dealing a few more cards. Say, I bet you that the next card I turn over will be your card! Whatever they say, reach into the face up pile on the table and turn their card face down! Finish by saying, You should never bet a magician on anything! We don t, of course advise you to actually make real bets on this effect! 11

14 3 Bonus Cards Included In Your Deck Extra 3 of Clubs (without secret markings) Mis-Indexed 2 of Clubs Mis-Indexed Ace of Diamonds Million Dollar Monte Routine, also known as "Pick It Out" Go online to learn this amazing trick: Theodore L. De Land Jr. was an engraver from Philadelphia and inventor of trick playing cards and marked decks. In 1919 S.S. Adams Co. struck a deal with De Land and began producing his tricks. Nearly 100 years later, the industry leader, Magic Makers Inc, carries on this legacy in the fraternity of magic

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