Math Magic
Math Magic
Math Magic
Arthur T. Benjamin
Harvey Mudd College
Published by
THE GREAT COURSES
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Arthur T. Benjamin, PhD
Smallwood Family Professor
of Mathematics
Harvey Mudd College
Professor Biography i
of Mental Math: The Mathemagician’s Guide to Lightning Calculation and
Amazing Math Tricks. Prolific math and science writer Martin Gardner
called the book “the clearest, simplest, most entertaining, and best book
yet on the art of calculating in your head.” Professor Benjamin’s most
recent book, The Magic of Math: Solving for x and Figuring Out Why, was a
New York Times Best Seller.
In addition to his academic career, Professor Benjamin is also a
professional magician who performs his mixture of math and magic to
audiences all over the world, including at the Magic Castle in Hollywood,
California. He has appeared on dozens of television and radio programs,
including the TODAY show and The Colbert Report as well as CNN and
National Public Radio. He has been featured in Scientific American, Omni,
Discover, People, Esquire, The New York Times, the Los Angeles Times, and
Reader’s Digest. Professor Benjamin has given numerous wide-reaching
TED Talks that have been viewed more than 20 million times.
Professor Benjamin’s other Great Courses are The Joy of Mathematics,
Discrete Mathematics, The Secrets of Mental Math, and The Mathematics of
Games and Puzzles: From Cards to Sudoku. ¨
P utting this course together was a true labor of love, and there are so
many people I wish to thank that made this course possible.
Professor Victoria Noquez was my primary research assistant on this
project, and her mathematical knowledge and magical expertise proved
invaluable. Thanks also to my department chair, Lisette de Pillis, and
John Sundeman for providing funds to support Dr. Noquez and for books,
props, materials, and travel that were essential to this project.
Naturally, there are many mathematicians and magicians to thank, many
of whose ideas and suggestions made their way into this course.
I am especially grateful to the following mathematicians: Barry Balof,
Steve Butler, Jay Cordes, Joyati Debnath, Doug Ensley, Allison Henrich,
John Harris, Jon Jacobsen, Jason Lee, Mario Micheli, Brent Morris, Colm
Mulcahy, Sam Nelson, Mohamed Omar, Michael Orrison, Matt Parker,
Lizard Reiland, Sarah Rundell, Ricardo Teixeira, Tadashi Tokieda,
Robert Vallin, and Glen Whitney.
For their magical assistance and advice, I am delighted to thank Paul
Gertner, Howard Hamburg, Jonathan Levitt, Max Maven, Brent Morris,
Diamond Jim Tyler, Phil Van Tee, and Magic Castle librarians Lisa
Cousins and Bill Goodwin. The following magicians, past and present,
were also a great source of inspiration: John Bannon, Alex Elmsley,
Norman Gilbreath, Bob Hummer, Nick Trost, and especially Martin
Gardner, who was the greatest mathemagician of all time and the most
prolific author in the field.
Special thanks to John Harris for creating the beautiful number logs, Bill
Ritchie of ThinkFun for the use of the Cheshire Cat geometrical vanish,
and especially Mario Micheli for his magic square templates, 3-D–printed
interlocking bagels, and other marvelously manufactured Möbius miracles.
For displaying their special talents on camera, I am grateful for the poker
prowess of Lizard Reiland, the perfect shuffling of Brent Morris, and
the beguiling bagel carving of Michelle Pellatt (with a shout-out to Glen
Whitney for providing us with expert instruction). Special thanks to whiz
Acknowledgments iii
kids Lucy Ingram, Nikita Lugovoy, and Stephan Lugovoy for showing
off their calculating cleverness and to the many staff members from
The Great Courses who helped out as unsuspecting volunteers for my
magic tricks: Randy Kraemer, Tammy Cornelious, Kevin Barnhill, Art
Jaruphaiboon, Michelle Pellatt, Torrance Hill, Amy Derr, Mark Ginesi,
Leslie Meade, Andrew Volpe, Ines Perez Thompson, Kenya Hughes,
Courtney Westphal, Josh Rodriguez, James Nidel, Peter Dwyer, and Erin
O’Riley. Thanks also to the studio crew for this course: Roberto de Moraes
(director), Justin Thomas (camera), Kelly Tagliaferri (camera), and Sherri
Macdonald-Hagelen (production assistant). It is always a pleasure to work
with the staff of The Great Courses, both on camera and off. I especially
want to thank Maureen Faley and Michelle Pellatt for their tireless
devotion to this project.
Last but not least (indeed, most!), I thank my wife, Deena, and daughters
Laurel and Ariel, who supported me and assisted me throughout this
project. Thank you for bringing so much magic to my life! ¨
INTRODUCTION
Professor Biography . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii
Course Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
GUIDES
1 Mathematical Card Tricks . . . . . . . . . . . . . . . . . . . 3
2 What’s Your Deal? . . . . . . . . . . . . . . . . . . . . . . . 10
3 Look like a Card Shark . . . . . . . . . . . . . . . . . . . . 20
4 The Deck Is Stacked . . . . . . . . . . . . . . . . . . . . . . 32
5 Perfect Shuffles . . . . . . . . . . . . . . . . . . . . . . . . . 42
6 Riffle Shuffles . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
7 Magic with Numbers . . . . . . . . . . . . . . . . . . . . . . 57
8 Look like a Genius . . . . . . . . . . . . . . . . . . . . . . . 68
9 The Magic of Nine . . . . . . . . . . . . . . . . . . . . . . . . 81
10 Look like a Psychic . . . . . . . . . . . . . . . . . . . . . . . 95
11 Geometric and Topological Magic . . . . . . . . . . . . 106
12 Magic Squares . . . . . . . . . . . . . . . . . . . . . . . . . . 115
SUPPLEMENTARY MATERIAL
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Exercise Solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Table of Contents v
vi Math and Magic
MATH AND MAGIC
O n the surface, mathematics and magic seem to be very different,
yet they have an awful lot in common. In both subjects, you have a
problem to solve: What is the value of x? How did the magician find my
card? Both seem mysterious at first, but with a little bit of practice (okay,
sometimes a lot of practice), you can become quite good at both. And once
mastered, both subjects are a great deal of fun. Most people enjoy magic
tricks, especially if they are performed well, and one of the goals of this
course is that by the end of it you’ll enjoy math more, too—or at least see
how it can be applied in magical ways.
By the time you finish this course, you’ll learn to dazzle your friends and
family with some impressive feats designed to make you look like a card
shark, a psychic, a genius, or just a very talented magician.
None of the magic will involve any difficult sleight of hand. If there is any
physical dexterity required, it’ll be so easy to learn that you should be able
learn it in just a few minutes.
All the magic tricks in this course use ordinary, everyday objects, such as
cards, coins, and paper. Some of the tricks use numbers visibly, but with
some of them, the math is pretty well hidden.
The first 6 lessons focus on mathematical card tricks. In lesson 1,
the presence of mathematics is noticeably present, as cards are being
counted, added, or spelled out. In lesson 2, the mathematics is much
more concealed, as cards are being mixed and dealt, culminating in the
appearance of 4 aces and a royal flush. You’ll also learn how to create the
illusion of being able to memorize a well-mixed deck of cards. In lesson 3,
you’ll learn how to handle cards like a professional gambler—whether
that involves cutting to the 4 aces, always winning at high-card poker, or
determining the facedown card in a game of stud poker.
Imagine being given any number of cards from a deck and being able to
determine the exact number of cards by seemingly weighing the cards
in your hand. One way of doing this is shown in lesson 4, where you’ll
learn how to perform miracles with a stacked deck. In lesson 5, you’ll
Course Scope 1
learn the mathematical properties of various kinds of shuffles, including
the perfect shuffle, in which the cards are interleaved so precisely that,
despite outward appearances, the location of the cards is still known to
the magician. In lesson 6—the final card lesson—you’ll discover that even
when the cards are mixed imperfectly after being cut and given a riffle
shuffle, there are still many astonishing miracles that can be performed
using the Gilbreath principle, a surprisingly beautiful application
of mathematics.
In the second half of the course, you’ll turn your attention away from cards
and explore magical topics designed to make you look like a psychic or a
genius—or a mathemagician. In lesson 7, you’ll discover magic tricks based
solely on numbers, including the Fibonacci numbers and the golden ratio.
You’ll also briefly explore the underlying algebra that makes the magic
happen. Imagine being able to add, divide, and multiply numbers faster
than a calculator; in lesson 8, you’ll learn the tricks of the trade that are
so easy even children can do them with just a small amount of practice. In
lesson 9, special attention will be given to the number 9, which has a magic
all its own, including a way to determine someone’s age by performing a
few simple calculations.
In lesson 10, you’ll use everyday objects—such as coins, dice, and
calculators—to give you the appearance of possessing psychic powers.
You’ll have fun with geometrical and topological magic in lesson 11,
where you’ll learn how to make a (paper) rabbit disappear by the power of
mathematics and explore the marvelously magical properties of Möbius
strips. You’ll even learn how to carve a bagel into 2 identical halves that
are completely linked together. Finally, in lesson 12, you’ll explore a topic
that has been the object of fascination of mathematicians and magicians
alike: magic squares. You’ll even learn the instructor’s own method for
creating a magic square based on anyone’s birthday.
Now go get yourself a deck of cards, prepare to be amazed, and soon you’ll
be amazing others! ¨
MATHEMATICAL
1
CARD TRICKS
This book includes explanations for the tricks performed in the video by
mathemagician Arthur T. Benjamin.
EXPLANATIONS
SPELLER
tt In this trick, you mix up 9 cards and then look at the third card from
the top.
tt When you spell your card’s value, it will have at least 3 letters.
tt Finally, because the word “magic” has 5 letters, you are guaranteed to
end on the chosen card.
MATHEMATICAL DECK
tt The final trick that was performed in the video lesson has a more
complicated secret. The advantage of doing this one after the spelling
trick is that you already have 9 cards in use. If you don’t do the spelling
trick, then just have the cards shuffled and deal out 9 cards. Then, have
a volunteer pick one of them and put it on top of the pile.
tt After placing the deck on top, where is the person’s card now? It is ninth
from the bottom, which means there are 43 cards above it. Thus, the
card is in position 44.
Magicians are not supposed to reveal their secrets. But by taking this
course, you are considered a serious student of magic, so sharing this
information is allowed. Also, nearly all of the tricks in this course are
based on mathematics, and math should be open to everyone.
However, if you perform these tricks for your family or friends, you’ll find
that they will be much more amazed if you keep the secrets to yourself.
tt So, the person’s card is still in position 44. Believe it or not, no matter
what cards appear, you will always arrive at the 44th card. Why is that?
♣♣ Example: Suppose that you start counting backwards from 10 and get
a match at 7. So far, you have dealt 4 cards, but when you use the 7
later as part of the total, you will deal 7 more cards, for a total of 11.
♣♣ If your next card is a face card, then you have dealt 1 card and will
later deal 10 more cards, for a contribution of 11.
♣♣ And when you do your fourth pile, you get 6, so you have dealt 5
cards and your total will tell you to contribute 6 more.
tt Because each of the 4 piles contributes 11 cards being dealt, you are
guaranteed to reach the 44th card.
4-CARD TRICK
tt Finally, the secret of the first trick from the lesson, which uses 4 cards of
different suits, is based on a subtle idea that was originally attributed to
magician Bob Hummer. When you start the trick, the cards are in the
alternating color order, and then the spade card is turned upside down.
tt So, the spade is the odd card at the moment. Notice that the club card is
2 away from the spade suit, so the club is 2 away from the odd card, no
matter how the cards were originally ordered.
tt Now here’s the neat observation: No matter where the club card is, it
will never be the odd card, and it will always be 2 away from the odd
card, no matter what you do.
tt Notice that as you transfer cards from the top to the bottom, the club
will stay 2 away from the odd card. Even if you turn the deck upside
down, the club is still 2 away from the odd card. This is also true when
you turn the top 2 cards over as 1. What about when you turn the top 2
cards over as 1?
tt Let’s assume that the club is facedown and the odd card is faceup, but
the logic still works if the situation is reversed. In all 4 possible places
where the club can be, if the club is 2 away from the odd card, it will
still be 2 away from the odd card after you turn the top 2 cards over
as 1.
tt Finally, you will go through your final flipping procedure at the end of
the trick, flipping 1 card, then 2, then 3, and then 4. Let’s look at all 4
situations where the club could be and see what happens after you do
your final flipping procedure. You will start with the club faceup, but
the same logic applies when you start with the club facedown.
♣♣ Suppose the club is faceup in the first position, so the odd card is
facedown in the third position. When you go through your final
flipping procedure, the club is the only faceup card, so it’s the
odd card.
♣♣ If the club is faceup in position 2, then the odd card will be facedown
in position 4, and after the final flipping, the club will be the only
facedown card.
tt Thus, no matter where the club begins, it will be the odd card in
the end.
REFERENCES
Diaconis and Graham, Magical Mathematics.
Gardner, Mathematics, Magic and Mystery.
Mulcahy, Mathematical Card Magic.
2 Explain the “tearable” card trick at the end of the video lesson.
SOLUTIONS CAN BE
FOUND ON PAGE 126.
WHAT’S YOUR
2
DEAL?
EXPLANATIONS
4-ACE SURPRISE
tt For this trick, imagine that the cards are dealt onto a 4-by-4
checkerboard with red and white squares.
tt To do this trick, you begin with the 4 aces on top of your deck and you
deal them facedown on the white diagonal. You say, “The cards can go
anywhere, and they can come from any part of the deck—the top, the
bottom, the middle. It doesn’t matter.” But of course it does matter, and
you’ve just dealt the 4 aces on the white diagonal. Then, you turn the 4
cards on the other white squares faceup.
tt Next, you do your folding process until you have one big pile on top of a
single square. Let’s say that you end up at square B2.
tt Now consider the ace in square C2. How many flips will it take to get
to the dark square? It could happen in 1 flip. Or it might take 3 flips.
It could even take 5 flips. Whatever the number of flips, it has to be an
odd number. Why?
tt What about the other cards that started on light squares? They also
make an odd number of flips, but because they started faceup, when
they get to the dark square, they will all be facedown.
tt So, in the end, all the aces will be faceup and all of the non-aces will be
facedown. On the other hand, if all of your cards end up on a pile on
top of a light square, then all of your aces will be facedown and your
non-aces will all be faceup. Either way, you have a surprise ending.
HEART’S CONTENT
tt Let your volunteer shuffle the cards to his or her heart’s content. Then,
as you go through the cards, 2 at a time, you will either put the cards
face to face, back to back, or facing the same direction, depending on
the number of hearts you have.
tt All you have to remember is that you are a “heart lover.” As you go
through the cards, 2 at a time, notice how many hearts there are.
Arrange the cards so that the only suit you can see is hearts.
♣♣ If you have no hearts, turn the cards face to face. This way, because
there are no hearts, there’s nothing to see, no matter how the cards
are flipped.
♣♣ If both cards are hearts, turn the cards back to back. This way, you
get to see a heart no matter how the cards are flipped.
♣♣ If just 1 card is a heart, then arrange the cards so that the heart
is faceup. For example, if you see 2 cards with a heart on top of a
non-heart, then just leave them in that order and ask your volunteer:
“Keep or Flip?” But if the cards show up with the non-heart on top,
then do a very slight amount of sleight of hand: Turn to another
person and ask, “How about these 2 cards? Keep or flip?” It’s a very
subtle move, and nobody notices it.
tt If you can remember these rules, you can perform the trick. It works by
itself. To understand why this works, look at the first 2 cards.
tt After you’re done going through the cards, where will the hearts be?
tt If you number the card positions from 1 to 20, then the hearts will be
faceup in an odd position or facedown in an even position. (And the
non-hearts are the opposite.)
tt Now deal the deck into 4 rows, with 5 cards in each row. It’s helpful
to imagine dealing the cards on a checkerboard with light and
dark squares.
tt The first 5 cards are dealt left to right, starting with a light square. The
next 5 cards will start with a dark square whether you start from the left
or from the right.
tt So, after you deal the cards, the cards in the odd positions will be on
light squares and the cards in even positions will be on dark squares.
So, where are the hearts? They are either faceup on a light square or
facedown on a dark square. And the non-hearts are just the opposite.
tt So, if the cards all end up at B2, then what will happen to the hearts?
Now it becomes like the 4-Ace Surprise. A faceup heart is on a light
square, so it will take an odd number of flips and be facedown. A
facedown heart starts on a dark square, so it will take an even number
of flips and still be facedown.
tt By the same reasoning, if all the cards ended up on a light square, then
you would have all of your hearts faceup and the rest facedown. Either
way, the trick ends in dramatic fashion.
This idea has been explored and exploited by many magicians, including
Martin Gardner, Lennart Green, Steve Freeman, and John Bannon, but
the credit is often given to Bob Hummer, and tricks of this nature are
said to use the Hummer principle.
tt The magician placed the jokers in the very middle of the deck. When
he removed the jokers, he gave the cards below the jokers to Randy and
the top cards to Tammy.
tt The top cards are the ones that the magician “memorized.” He chose
these cards to make them easy to remember. And once you know the
pattern, you’ll never forget them!
tt Let’s start with the spades, which might be the trickiest. The magician
wanted the pointing back and forth to look pretty random, especially at
the beginning when he takes things slowly.
MEMORIZED SPADES
tt What makes this easy to remember is that it’s physical. Just remember
1-2-3-2-1. The first person drops 1 card (the ace), the next person drops
2 cards (the 2 and 3 of spades). The next person drops 3 cards (the 4,
5, and 6 of spades), and then you go back to 2 cards (the 7 and 8), then
1 card (the 9), and then you alternate back and forth for the 10, jack,
queen, and king. It looks very random and dramatic.
MEMORIZED HEARTS
tt Next, the diamonds are the “prime ones” (which almost rhymes!), so
these are the numbers 2, 3, 5, 7, 11, and 13. Just remember that the
number 1 is technically not a prime number. (You could put it on the
list, but then the same person would have all 4 aces, and it’s preferable
to avoid that.)
MEMORIZED DIAMONDS
tt For the clubs, do you recognize the numbers 1, 2, 3, 5, 8, and 13? These
are the Fibonacci numbers. (1 + 2 = 3; 2 + 3 = 5; 3 + 5 = 8; 5 + 8 = 13).
Think of the Fibonacci Association, which studies the amazing properties
of these numbers, as a “club” so that the clubs become easy to recall.
MEMORIZED CLUBS
tt Now that you’ve memorized all the suits, how do you know they will all
end back together? Initially, all the memorized cards are facedown on
your right (and the other cards are facedown on your left). Remember
that every time you move a pile from one side to the other, you turn it
over. That’s important.
tt The ace of spades starts facedown on your right, and if it stays there,
then it will stay facedown. But if you move it, then it becomes faceup on
your left, where it will stay unless it gets moved back, in which case it
will be facedown on your right.
tt In other words, no matter how much transferring of cards you do, the
ace of spades will either be facedown on your right or faceup on your
left. So, when the process finishes, the ace of spades—and all the cards
that you have memorized—will be facedown on your right or facedown
on your left.
tt Next comes the sneaky part, when you perform a secret move: Before
you give the final riffle shuffle, you turn the right pile over. And look
what happens. Your situation goes from this …
… to this!
RIGHT PILE
LEFT PILE RIGHT PILE
memorized memorized
(down)
(up) (up)
memorized
unmemorized unmemorized
(up)
(down) (down)
unmemorized
REFERENCES
Diaconis and Graham, Magical Mathematics.
Gardner, Mathematics, Magic and Mystery.
Mulcahy, Mathematical Card Magic.
E XERCISES
1 Consider the following “magic
joke.” Take a half sheet of paper
and write the letters A through O,
as shown at right.
Next, fold the cards in any order you wish, folding the left, right, top,
and bottom edges until you are left with a single pile of cards, some of
which are faceup and some of which are facedown. What will be the
sum of the faceup cards?
SOLUTIONS CAN BE
FOUND ON PAGE 127.
LOOK LIKE A
3
CARD SHARK
EXPLANATIONS
SPECTATOR CUTS TO THE ACES
tt This is a fun and easy trick to perform. You start with the aces on the
top of the deck. If you want, you can even give the deck a riffle shuffle
that keeps the 4 aces on the top.
tt After your spectator has cut into 4 piles, make sure you remember
which pile has the 4 aces on top. For example, have the person first cut
the cards to your right and then cut each pile toward you. This way,
the pile of aces is always the pile closest to you on the right. (You’ll turn
those aces faceup so that you can watch what happens to them.)
tt With the first pile on your left, you deal 3 cards down and then 3 across
the tops of the other piles. This adds 1 card to the pile with the aces.
tt Then, you let the spectator do the same with the other 3 piles, ending with
the pile on your right. Now, when your spectator gets to the last pile, he or
she deals 3 cards down and then 3 cards across and end up with an ace on
each pile! It’s a very easy trick to do, but it always gets a big reaction.
cards from group B and one extra card from group A—for example, the
ace of diamonds. The ace of diamonds would be the Jonah card—the
odd card, the stranger card, the card that doesn’t belong. The Jonah
principle says that when these 10 cards are dealt into two 5-card poker
hands, whoever gets the Jonah card is guaranteed to lose.
tt The upshot is that if your volunteer ends up with the Jonah card, then
he or she is guaranteed to lose the hand. The challenge for you, as a
magician, is to give your volunteer the Jonah card without him or her
realizing it. Here’s how to do it. It’s pretty sneaky.
tt It doesn’t matter which pile goes on top, so let’s say that pile B is on the
top. You now give your volunteer the cards and ask him or her to deal
10 cards. As is the custom when dealing, he or she deals the cards one at
a time, back and forth, starting with you.
tt This means that you will get cards 1, 3, 5, 7, and 9 and your volunteer
will get cards 2, 4, 6, 8, and 10. But the first 9 cards are all from
group B, so the volunteer will get card 10, which is the lone card from
group A, and that will be the Jonah card, so you are guaranteed to win
the hand.
tt So, these cards have a card from group A on top, followed by 9 cards
from group B. When your volunteer shuffles the remaining 8 cards,
which are all from group A, and then places them on top, then the first
9 cards will be from group A and the 10th card will be from group B, so
when your volunteer deals the cards back and forth, you will win again.
tt Once again, you place your cards faceup on top of your volunteer’s and
turn the pile over, so the top card is from group B and the rest are from
group A. When he or she shuffles the remaining 8 cards and puts them
on top, you are back to the setup with 9 cards from group B and then 9
cards from group A.
tt In the last phase of the trick, you tell At no point in the trick do
your volunteer that you will deal the you tell the audience that
cards. Then, ask him or her, “Do you you have exactly 18 cards.
want us to use the top 10 cards or the Many people will assume
bottom 10 cards?” If your volunteer that you are using 20 or
wants the bottom half, then you 24 cards, which is fine.
quickly remove the top 8 cards and That will make it much
you will have 10 cards left over, with harder to figure out later.
the Jonah card on top.
tt If instead your volunteer asks for the top 10 cards, then you deal the
cards 1 at a time on the table, counting 1 through 10, putting the other
cards aside, and again the Jonah card will be on top.
tt Either way, the Jonah card is on top. So, when you deal the 2 cards
facedown, starting with your volunteer, he or she is guaranteed to get
the Jonah card, so you are guaranteed to win the hand, no matter what
choices your volunteer makes afterward.
This trick was invented by mathematician Fitch Cheney and then published
in a booklet for magicians called Math Miracles by Wallace Lee.
tt Keep in mind that when your volunteer gives you the cards, you choose
which card goes facedown and how to arrange the 4 other cards. No
matter what 5 cards he or she gives you, there will always be a way to
arrange them that will tell your assistant exactly what the facedown
card is.
tt Before you learn how to do this trick, remember that there are 13 card
values, from ace to king. Let’s consider the ace to be the lowest card,
with a value of 1, and the king to be the highest card, with a value of 13.
There is also an ordering to the suits, which you don’t usually need, but
here it is: § ¨ ♥ ª
3♥ Qª 5§ 8¨ Kª
tt You have 2 spades, so you will turn one of the spade cards facedown.
But which one goes facedown? If the card values are within 6 of each
other, then the higher card goes facedown. Otherwise, the lower card
goes facedown.
tt In this case, because the queen of spades and the king of spades are just
1 apart, then the higher card—the king of spades—will go facedown,
and the queen of spades will go next to it as the fourth card in your
arrangement. But if instead of a king of spades you had a 2 of spades,
then because the queen of spades and the 2 of spades are 10 apart, the
2 of spades would go facedown and the queen of spades would go next
to it. The card that goes next to the facedown card—in this case, the
queen of spades—is called the anchor card.
tt Next, you arrange the other 3 cards in such a way that will tell your
assistant how much to add to the anchor card to get the facedown card.
tt Here are the details. Let’s call the other 3 cards L , M, and H, where L
denotes the lowest-valued card, M is the middle-valued card, and H is
the high card.
3♥ 5§ 8¨
tt The way to remember this is if the first card is low, add a low number, 1
or 2; if the first card is middle, add a medium number, 3 or 4; and if the
first card is high, add a high number, 5 or 6. To determine which of the
2 numbers to add, you look at the next 2 cards and compare them.
tt One is bigger and the other is smaller. If the card in position 2 is smaller
than the card in position 3, then you add the smaller number; if the
card in position 2 is bigger than the card in position 3, then you add the
bigger number.
tt Because 5 is a high number, you start with the high card—namely, the
8 of diamonds. That says that you are adding either 5 or 6. Because you
want to add 5, which is smaller than 6, you follow it up with the smaller
card—namely, the 3 of hearts.
tt How would you arrange the cards to add 4? That’s a middle number, so
you start with the middle card, which is the 5 of clubs. That signals that
you are adding 3 or 4. Because you want 4, your next card is the bigger
one—namely, the 8 of diamonds.
tt How do you arrange the other 3 cards? Because you want to add 1 to
the queen of spades, you arrange the cards in LMH order:
tt So, your assistant would look at the 358, see LMH, and then add 1 to the
queen of spades to get the king of spades!
tt How do you arrange the other 3 cards? What do you need to add to the
queen to get 2? (king, ace, 2!) You need to add 3, so you need to arrange
the cards in the order of MLH.
tt So, when your assistant sees these 4 cards, he or she knows that the suit
is a spade. From the first 3 cards (MLH), she knows to add 3, making the
facedown card the 2 of spades!
tt If you just perform this trick once or twice, nobody will see the pattern
of the cards, and they might even suspect that you are sending a signal
to your assistant through words or physical gestures. But you can
perform this trick silently or over the phone if you’d like.
tt If you do this trick more than a few times, people might start to see that
the last 2 cards always have the same suit. You can mix it up a little bit,
such as changing the location of the anchor card. For example, you can
tell your assistant that on the third and final time, the anchor card will
be first instead of last.
tt How many cards are in your left hand? There were 26 cards below the
key card, which means that the number of cards in your right hand plus
the dropped cards is also 26. And because you have dropped x cards
onto the table, you know that the pile in your right hand has exactly
26 − x cards in it.
tt You could say the number now, but to make the trick more convincing
(and to keep the key card from showing), you count another x cards onto
the pile. Because your left hand also has 26 cards, then when you count
x more cards, it will also have 26 − x cards. Now you can count the piles
together and they will have the same number of cards.
tt When you are done with this trick, the key card has n cards on top of
it, so it is in position n + 1. If you take the top of these cards and scoop
all of the cards below it, the key card will be in position n, so when you
put it underneath either of the counted piles, it will be back in the 26th
position and you’re ready to perform the trick again.
REFERENCES
Fulves, Self-Working Card Tricks.
Mulcahy, Mathematical Card Magic.
Scarne, Scarne on Card Tricks.
E XERCISES
1 Consider the following card arrangements in Cheney’s 5-card trick. In
each example, the anchor card will be the fourth card. Determine the
facedown card.
a) 5♥ 9ª 10ª 6¨
b) 8♥ J¨ 3ª 8ª
c) K¨ 4♥ Aª J¨
d) 6¨ 9ª 9♥ 4§
2 Naturally, if the anchor card is always the fourth card, then people will
discover part of the secret pretty quickly. To make it harder to figure
out, it’s a good idea to rotate the anchor card. One particularly subtle
way to do so is to let the location of the anchor card be determined by
the sum of the 4 faceup values. Specifically, let’s let picture cards count
For example, with cards 2§, 3§, 5¨, 8ª, and K♥, you know that the
facedown card will be 3§. Adding the other values, you get 2 + 5 + 8 +
0 = 15, which is 3 bigger than a multiple of 4. Hence, the anchor card
will go in the third position, and you would order the cards as follows:
5¨ 8ª 2§ K♥
Use the above system to determine the facedown card for the
following arrangements:
a) 2ª 7♥ A§ 8ª
b) Kª Q♥ 9§ 4ª
SOLUTIONS CAN BE
FOUND ON PAGE 128.
THE DECK IS
4
STACKED
EXPLANATIONS
SI STEBBINS STACK
¸¸ The secret to the “pick a card” trick performed in the lesson lies in
how the cards are arranged beforehand; magicians say that a deck like
this is stacked. The name of this stack is called Si Stebbins, named
after a magician who popularized it in the early 20th century, yet it was
written about in the 16 th century in one of the first books on magic
ever published.
¸¸ In the video, the magician briefly showed you the cards as he looked for
jokers. That was his way of showing the cards to you so that you saw that
they were different and in no apparent order, without drawing too much
attention to the cards.
¸¸ In addition, the suits are arranged in a very specific order: clubs, hearts,
spades, diamonds. We say that the suits are in CHaSeD (clubs, hearts,
spades, diamonds) order.
PICK A CARD
tt Let’s use the Si Stebbins pattern to figure out this trick, where the
magician had a volunteer pick a card and then seemingly read her
thoughts. The volunteer pointed to a card and then looked at it, showed
it to others, and put it back in its original location.
tt If somehow the magician could see the card above the chosen card,
then he could figure out the chosen card using the pattern. In this case,
the card above the chosen card is 9§, so what would the chosen card,
the one that follows, have to be? The suit would have to be hearts and
the value would have to be 12; therefore, the chosen card would be Q♥.
tt How does the magician spot the bottom card? After the volunteer takes
her card, while she shows her card to others, the magician squares
up the cards above and below her card. Then, the magician tells the
volunteer to put the card back in the deck and points to the cards below
her selection. In that brief moment, as he points downward in a very
natural gesture, the card above her card is staring the magician in
the face.
¸¸ Here’s another useful Si Stebbins pattern. Notice that the card values
repeat every 13 cards. And those repeated values are in CHaSeD order,
too. For example, if you start with the 3 of clubs, then 13 cards later, you
have the 3 of hearts, then the 3 of spades, and then the 3 of diamonds.
¸¸ An even simpler pattern is that the black 3s are 26 apart, the red 6s are
26 apart, and so on. For every card in the deck, you can find its mate
(same color and value) 26 cards later.
¸¸ Here’s another pattern. You know that every 4 cards, the suit stays the
same. But what’s also true is that every 4 cards, the value goes down by 1.
NO WEIGH
tt The magician exploited Si Stebbins patterns when he pretended to
weigh the deck of cards in the beginning of the lesson. A volunteer holds
the cards faceup in her hand. It’s easiest when the faceup card is a king,
so let’s do that example first. Then, the volunteer cuts any number of
cards from the magician’s pile.
tt How many cards are left? Look at the value of the card that was cut
to. Suppose you see a value of v. Based on the earlier pattern, you can
exploit the following handy formula:
n = (13 − v) × 4
tt In this case, the value of the card that was cut to is v = 2. When you plug
this into the formula, you get
n = (13 − 2) × 4 = 11 × 4 = 44.
tt This tells you that there is a card with value of 2 in the 44th position. But
does the magician have 44 cards in his hand? Definitely not. But you
know that the card values repeat every 13 cards, so you can subtract 13
from 44 to get 31. Does he have 31 cards now? No, he definitely has less
than half of the deck. So, how about 31 − 13 = 18? That feels more like
it. If you subtract 13 again, you’d get 5, and the magician definitely has
more than 5 cards in his hand. So, you can say with certainty that the 2
of hearts is the 18th card.
tt Let’s do the trick again with a card that is not a king on the bottom—
with a value of b (as in “bottom”).
where b is the bottom card and v is the card that is cut to.
tt That tells you the number of cards remaining in your hand, plus or
minus a multiple of 13. So, in this case, because the magician has a 9 on
the bottom and, after cutting off a large number of cards, has v = 3 on
top, when you subtract 3 from 9 and multiply by 4, you get 24.
tt Then, you multiply by 4 to get 44. So, there is a jack in position 44, and
that seems to be what the magician has. (He certainly has more than 31
cards). You can check this by seeing that there are 8 cards on the table,
so there must be 44 cards remaining.
¸¸ Arrange each pile from ace to king, with a king at the top of the pile.
¸¸ Cut the piles so that the club pile starts with the 3 of clubs, the hearts pile
starts with the 6 of hearts, the spades pile starts with the 9 of spades, and
the diamonds pile starts with the queen of diamonds.
¸¸ Now you simply deal the cards one at a time faceup into a pile.
¸¸ Notice that every 4 cards, your suit is repeated and that the value of
each suit goes down by 1. When you’re done, the cards will be in Si
Stebbins order.
tt Let’s suppose that the deck initially had this order, where A denotes the
top pile and C denotes the bottom pile.
tt After the cards are cut into 3 piles, you take the card that is on top of
B. Where is B’s twin located? It’s 26 cards below B, so it is somewhere
in pile B or C. As long as pile A doesn’t have 26 or more cards, the twin
must be in pile B or C.
tt You put the selected card on top of pile A and shuffle it, but it doesn’t
matter, because that’s not the card you’re going to find!
FALSE SHUFFLE
¸¸ You can do a Charlier false shuffle to make it look like your cards are
really being mixed, but in fact, it’s just an elaborate way to cut the cards
in such a way that it looks like a shuffle.
¹¹ Hold the cards in your left hand and thumb a few cards into your
right hand.
¹¹ Push off a few cards from the bottom of the left pile onto the top of
the right pile.
¹¹ Thumb a few cards from the top of the left onto the bottom of the
right pile.
¸¸ Notice that the cards are still in the same relative order as they started.
¸¸ If you practice this move, you can eventually do it without even looking
at your hands, which makes this false shuffle very convincing.
¸¸ With a swivel cut, you hold the cards in your right hand. Then, with
your left index finger, you push the top half of the cards against your
right fingers and push slightly up so that the cards swivel around your
right fingers and you catch the cards in your left hand. Then, place the
remaining cards in your right hand on top of those cards.
¸¸ With a false swivel cut, instead of the cards in your right hand going on
top of the cards on your left hand, you put them on the table and then
take the cards from your left hand and put them on top.
¸¸ What makes a false swivel cut so deceptive is that it’s the combination
of 2 legitimate cuts: the swivel cut and the normal cut. But when you
combine these 2 true cuts, you get a false cut.
REFERENCES
Scarne, Scarne on Card Tricks.
Simon, Mathematical Magic.
Trost, The Card Magic of Nick Trost.
E XERCISES
1 Suppose a deck in Si Stebbins order is cut with Jª on the bottom of
the deck. What is the 20th card in the deck? What is the 23rd card in
the deck?
2 Explain the following magic trick. The magician invites you to cut the
deck and complete the cut. You then remove the top card and put it
in your pocket. The magician then asks the deck for the color of the
selected card by spelling C-O-L-O-R and looking at the next card,
SOLUTIONS CAN BE
FOUND ON PAGE 128.
PERFECT
5
SHUFFLES
PERFECT SHUFFLES
¸¸ When you do a riffle shuffle , you are cutting the cards approximately
in half and then merging those halves together so that the cards interlace
together in approximately alternating fashion.
¸¸ In what mathematicians call a perfect shuffle , the cards are cut exactly
in half—a deck of 52 cards is cut into 2 piles of 26—and then the cards
are interlaced perfectly. Magicians call this the faro shuffle , named
after an old casino game, faro,
where the cards were mixed in a
not-so-random way.
¸¸ The rule is that for the first 26 cards, card n is sent to position 2n − 1.
¸¸ The general formula for these cards is that card n ends up in position
2n − 52.
¸¸ We can keep track of what happens to every card with something called
cycle notation . For the perfect shuffle, your cycles look like this:
¸¸ This table says that card 1 stays in position 1 and card 52 stays in
position 52. Next, it says that cards 18 and 35 swap positions. You can
check that:
¸¸ The next cycle says that card 2 goes to position 3, card 3 goes to
position 5, 5 goes to 9, 9 goes to 17, 17 goes to 33, 33 goes to 14, 14 goes
to 27, and finally card 27 goes to position 2.
¸¸ The other cycles can be read in the same way. Using this table, you can see
where every card goes after a perfect shuffle. In fact, you can also see where
every card goes after 2 shuffles, just by moving 2 numbers to the right.
¸¸ Now here’s a surprise: Where will each card be after 8 shuffles? Notice
that because all of your cycles have length 1, 2, or 8, every card will be
back in its original position after 8 perfect shuffles.
(1 2 4 8 16 32 11 22 44 35 17 34 15
30 7 14 28 3 6 12 24 48 43 33 13 16
52 51 49 45 37 21 42 31 9 18 36 19 38
23 46 39 25 50 47 41 29 5 10 20 40 27)
¸¸ When you combine in-shuffles with out-shuffles, they create a magic all
their own.
¸¸ The answer is pretty amazing. First, you subtract 1 from the position:
40 − 1 = 39.
32 16 8 4 2 1
¸¸ Notice that
39 = 32 + 4 + 2 + 1.
¸¸ Now you use that to write the number in binary notation , where you
have a 1 for every power of 2 that is used and a 0 for every power of 2
that is not used. In this case, 39 has this binary representation:
100111
¸¸ Let’s check to see that this will work. Remember that for cards in the top
half of the deck, in-shuffles double the position, so card n goes to position
2n; out-shuffles send card n to position 2n − 1.
tt Now look what happens when the cards are dealt into 2 piles.
tt The moral is that if the cards begin with mirror symmetry, then every
time you do a left or right shuffle, they will still have mirror symmetry.
Magicians call this the stay-stack principle .
tt How does this explain the magic trick? At the beginning, you can have
the cards in order—ace, 2, 3, through queen of hearts—but you can
also give the cards a few left shuffles beforehand so that the order of the
cards looks more random.
tt After you’ve given the cards a few left (or right) shuffles, have a
volunteer look at the top card and show it to others. When you pick up
the cards and ask the volunteer to place his or her card in the middle
of the pack, you look at the bottom card. And once you see the bottom
card, you know what the volunteer’s card—the top card—must have
been, because their total is 13.
tt For example, if you glance at the bottom card and see a 9 of hearts,
then you know that the volunteer’s card must have been the 4 of hearts.
The rest is just acting.
tt If the volunteer says yes, then you put these cards on the top, which
means that his or her card is now in position 1, 2, 3, or 4. If the
volunteer says no, then you put these cards on the bottom, which also
means that his or her card must now be in position 1, 2, 3, or 4. After
3 rounds of questions, the volunteer’s card is guaranteed to be on top.
That explains the first half of the trick.
tt What about the second half of the trick? How do you know what card
the volunteer is thinking of the second time around? Suppose that your
volunteer thought of the number 7. The card that is now in the seventh
position is the ace of hearts, which was the original top card of the deck.
It turns out that this is not a coincidence.
tt After going through the 3-question procedure, not only will the
volunteer’s original card be at the top of the pack, but his or her card
will have traded places with the original top card of the deck.
This trick will also work with 16 cards; you just have to ask 4 questions
instead of 3. But using 8 cards makes the trick goes much faster, and
there’s less of a chance for you or the volunteer to make a mistake.
tt You would think that the final card would depend on where the cards
were cut, but it essentially doesn’t matter as long as the volunteer cuts at
least 16 cards. Once he or she has cut the cards, put the bottom half of
the cards aside and then out-jog every other card.
tt For example, if the volunteer cuts 25 cards, then you are removing
cards 1, 3, 5, 7, … , 25, so the first ace will be on top of this discard
pile. The remaining cards are the cards originally in positions 2, 4, 6,
8, … , 24, so now when you out-jog every other card, you are removing
cards 2, 6, 10, 14, … , so card 2 (another ace) is on top.
tt The remaining cards are the cards originally in positions 4, 8, 12, 16,
… . After out-jogging again, you remove cards 4, 12, 20, … , giving you
the third ace and leaving cards that were in positions 8, 16, and possibly
24 or 32.
tt But what if the volunteer actually cuts 32 cards or more? Then you say,
“That’s strange! There was only supposed to be one card left over, the
3 of clubs,” which you reveal. Then you say, “Oh, you know what went
wrong? It was that darned joker. He’s always messing me up!”
REFERENCES
Craven and Gordon, The Second 16th Card Book.
Kaufman, Paul Gertner’s Steel and Silver.
Minch, The Collected Works of Alex Elmsley.
Morris, Magic Tricks, Card Shuffling and Dynamic Computer Memories.
E XERCISES
1 Give a sequence of perfect shuffles (in-shuffles and out-shuffles) that
will bring the top card to position 29. How about position 42?
RIFFLE
6
SHUFFLES
EXPLANATIONS
SUIT SENSING
tt The secret to this trick, and many others presented in this lesson, is
known as the Gilbreath principle , discovered by amateur magician and
professional engineer Norman Gilbreath in the 1960s.
tt To begin, the cards are set up so that the colors alternate perfectly—red-
black-red-black-red-black all the way through. Once your deck is set up
like this, notice that you can cut the cards as often as you’d like and the
colors would still alternate.
tt Now give the cards a riffle shuffle (or let your volunteer do it) and watch
what happens. No matter how good or bad the riffle shuffle is, it will
always be the case that—starting from the top or the bottom—every
2 cards will contain a red card and a black card. Even when one pile
runs out of cards, the other pile will still continue to put cards down in
alternating colors.
tt When you cut the cards, if both bottoms have the same color, you can
still do a riffle shuffle. Then, if you just move the bottom card to the
top or the top card to the bottom, or cut the cards any place where 2
matching colors are next to each other, the trick will still work.
tt This principle, which has been in the magic literature for about
60 years, has been extended in many interesting ways. In fact, it is
often called Gilbreath’s first principle . The general principle is even
more amazing.
tt For the trick where you find one card of each suit—just like for the
color-matching trick—you begin with the deck set up in a special
way. But instead of just having the colors alternate, you have the suits
alternate in a regular pattern—clubs, hearts, spades, diamonds—all
the way through the deck. Notice that you can cut the cards as often as
you’d like and the suits will still have a cyclic pattern.
tt Before you do the riffle shuffle, you need to reverse the cards in one of
the piles. Ask your volunteer for a number between 15 and 30, although
truly any number will work. (It’s just easier to do a riffle shuffle when
the piles are close to the same size.) After dealing any number of cards
down, the first pile is reversed and the cards can be riffle shuffled.
tt Even though the cards are no longer in cyclic order, it is still the case
that every group of 4, starting from the top and going all the way to
the bottom, still has one card of each suit (in some order). So, as you go
tt In general, the Gilbreath principle says this: Suppose your cards start
with any repeated cyclic pattern—whether it be red and black; club,
heart, spade, diamond; or even ace to king throughout. Deal any
number of cards into a pile and then riffle shuffle the 2 piles together.
The Gilbreath principle says that if your original pattern had n cards
in cyclic order, then after the riffle shuffle, it will still be the case that,
starting from the top, every group of n cards will contain one card of
each type.
tt So, for example, if you start with cards ace through king and deal into 1
pile with any number of cards and then give the 2 piles a riffle shuffle,
then starting from the top or bottom, every 13 cards will have 1 card of
each value—no matter how the cards fall.
7-CARD STUD
tt The cards in this trick are set up to exploit the Gilbreath principle.
You could start with the Si Stebbins stack (lesson 4), in which the suits
appear in cyclic fashion every 4 cards (CHSD, CHSD, ... ) and the
values also appear in cyclic fashion every 13 cards.
tt After the cards have been cut, then dealt, and then riffle shuffled, you
deal 14 cards, 7 cards each, where the first 4 cards are facedown. You
know that the first 4 cards will contain one of each suit, so as soon as
you glance at your facedown cards, you know exactly what the other 2
suits are.
tt In the video, the magician’s down cards were the ace of spades and the
queen of clubs, so he knew that the other facedown cards had to have
hearts and diamonds as their suits.
tt But you don’t jump out and name the suits immediately. First say the
colors, as if you’re getting a vague impression and it’s coming into
sharper focus. This also gives you time to look at the other faceup cards
to figure out the values of your volunteer’s cards.
tt Because the facedown cards in the video are the ace of spades and the
queen of clubs, the magician just has to look at the other 9 faceup cards
to figure out which 2 values are missing. He can see every card value
except for 4 and 6, so he knows that these have to be the person’s values.
tt And he still knows that the person’s 2 suits are hears and diamonds. The
only thing he can’t be sure of is whether the person has the 4 of hearts
and the 6 of diamonds, or the 4 of diamonds and the 6 of hearts.
Remember when you perform this to ignore the 14th card, which is the
last card faceup. The good news is that this card is guaranteed to have
the same value as one of the other 13 cards, so there is at least one pair
on the table, and it provides good camouflage for the secret.
2 PREDICTIONS
tt This trick uses 2 predictions—a double application of the Gilbreath
principle. The cards are set up with 16 red cards (4 of which are picture
cards) and 8 black cards (2 of which are picture cards) so that every
third card is black and every fourth card is a picture card.
E XERCISES
1 Suppose that you are performing the 7-card stud trick using the
8-kings stack. After dealing 14 cards to you and your volunteer, your
volunteer has these cards, from left to right: Jª K§ A♥ Q¨ 10ª ?? ??.
MAGIC WITH
7
NUMBERS
EXPLANATIONS
2n + 10 TRICK
tt In this trick, you start by asking participants to think of any number
between 1 and 10. (In fact, your participants can think of any number—
small or large—and it could even be negative or a fraction.)
tt Finally, you ask your participants to subtract the number they started
with—which was n! When n is subtracted,
n + 5 − n,
which is 5, as predicted.
tt Naturally, you can modify this trick to get any number you want. For
example, if you wanted to reach 100, you can go through the same
steps to reach 5, but don’t end the trick there. You could have your
participants double the number, which you know to be 10, and then
multiply that number by itself, which is 100.
tt Instead, if you want to reach a number other than 5, you can just
have your participants add a different number at the second step. For
example, if they add the number 8 instead of 10, then you have the
number 2n + 8, which—when cut in half and the original number
subtracted—is 4.
tt If there are B black cards in that pile, that means there are 30 − B red
cards in that same pile.
tt Now consider the other pile of cards. How many red cards will it
contain? There is a total of 26 red cards between both piles, and the
first pile has 30 − B of them, so the second pile must have B − 4:
26 − (30 − B) = B − 4.
which equals 4.
3 HEAPS
tt This trick begins with every pile having the same number of cards.
How many cards does each pile have? n.
tt Then, you take 3 cards from the left pile and 3 cards from the right pile
and place them in the middle pile. Your situation now looks like this,
where the left and right pile each have n − 3 cards and the middle pile
has n + 6 cards.
tt That’s fine. But here’s the surprising part: How many cards are now in
the middle pile?
tt Finally, when you add 1 more card to the middle pile from either pile, it
is guaranteed to have exactly 10 cards, as predicted.
1089 TRICK
tt The algebra behind this trick is just a little more complicated than the
previous tricks, but you can do it.
tt Originally, you choose a 3-digit number, abc, where a is the largest digit
and c is the smallest digit. Notice that a represents the hundreds digit, b
represents the tens digit, and c is the ones digit. Therefore, the number
abc really represents 100a + 10b + c.
tt Next, you reverse the number to get cba, which represents 100c + 10b + a.
tt When you subtract this from the first number, you get this:
(100a + 10b + c) − (100c + 10b + a).
tt Notice that the 10b numbers cancel and you are left with this:
99a − 99c = 99(a − c).
99 × 2 = 198 99 × 6 = 594
99 × 3 = 297 99 × 7 = 693
99 × 4 = 396 99 × 8 = 792
99 × 5 = 495 99 × 9 = 891
tt When you add any of these numbers to its reversal, you always get
1089. You can verify this with algebra, but it’s easier just to verify the 4
possible situations:
tt Thus, no matter what number you have at this step, when you add its
reversal, you are guaranteed to end up with 1089.
EASY AS PHI
tt One of the most interesting numbers in mathematics is phi. This trick
uses the first 16 digits of phi: 1.618033988749894…
tt You need 4 volunteers; let’s call them a, b, c, and d. You give the last 4
digits (9894) to d; the 3 digits before those last 4 digits, along with the
number 6, to c (6874); the middle digits (8033) to a; and the remaining
digits (1198) to b.
tt Notice that when you create the four 4-digit numbers, a always gives
the first digit, b gives the second digit, and so on.
2 2 3
8 1 6 9
0 1 8 8
3 9 7 9
+ 3 8 4 4
16 1 8 0
©Imo/iStock/Thinkstock.
1
⁄1 1
2
⁄1 2
3
⁄2 1.5
5
⁄3 1.666...
8
⁄5 1.6
13
⁄8 1.625
21
⁄13 1.6153846153862
34
⁄21 1.61904761904762
55
⁄34 1.61764705882353
89
⁄55 1.61818181818182
φ 1.618033988749894...
tt Let’s call the numbers you start with x and y. Thus, the number in row 3
will be x + y.
tt Row 4 is the sum of rows 2 and 3, so when you add y to x + y, you get
x + 2y.
tt How can you guarantee that the final ratio of row 10 divided by row 9
would start with 1.61? The secret has to do with a surprising property
of fractions that isn’t taught in school. When you first learned about
fractions, you were probably taught that to add 2 fractions, such as
1
⁄2 + 1 ⁄3, you add them by putting them over a common denominator.
Here you have
3
⁄6 + 2 ⁄6 = 5⁄6 .
tt But what happens if you take 2 fractions and add the numerators
together and add the denominators together? This has a special name
called the mediant. For example, the mediant of 1 ⁄2 and 1 ⁄3 is
1+ 1 = 2 .
2+ 3 5
which you can verify, because 1 ⁄3 is about 0.333, 2 ⁄5 is 0.4, and 1 ⁄2 is 0.5.
a<c,
b d
tt Let’s see how this applies to the magic trick. When you divide row 10 by
row 9, you are looking at the quotient
21 x + 34 y
,
13 x + 21 y
but that’s the mediant of the fractions 21x ⁄13x and 34y ⁄21y, so it must lie in
between them:
21 x < 21 x + 34 y < 34 y .
13 x 13 x + 21 y 21 y
tt And because 21 ⁄13 begins with 1.615 and 34 ⁄21 begins with 1.619, then the
ratio (21x + 34y) ⁄(13x + 21y) must lie between 1.615 and 1.619:
21 x + 34 y 34 y 34
1.615 = 21 = 21 x < < = = 1.619,
13 13 x 13 x + 21 y 21 y 21
tt Thus, when you divide this 8-digit number by the 4-digit PIN, you are
guaranteed to get back to 10,001. And if you divide this number by 9
and then 9 again, your answer begins with 123.469.
tt What makes this trick so deceptive is that you divide the 8-digit number
in the opposite order. First, you divide by 9, then 9 again, and then by
the 4-digit PIN. But either way, you are guaranteed to get 123.469.
tt This trick gets such a good reaction that you might be asked to do it a
second time. If so, then have your audience take their 4-digit PIN, enter
it twice, then divide by 7, and then divide by 7 again, and then divide
by the original PIN. They’ll get 10,001 divided by 49, which begins
204.102….
tt It turns out that 10,001 = 73 × 137, so if you ask someone to take the
8-digit number, divide it by 73, and then divide that by his or her PIN,
you are guaranteed to get exactly 137—which is easier to remember
but seems suspicious. After all, if you take a large random number and
divide it by a bunch of numbers, you expect to see an answer with a
bunch of digits after the decimal point.
E XERCISES
1 Take any 3-digit PIN and enter it twice so that it reads as a 6-digit
number. (For example, the PIN 123 would be entered as 123123.) Using
a calculator, divide that number by 13, then divide by 11, and then
divide by the original PIN. You should now be looking at the number
7. Why does that work? What would you get if you first divided by 23,
then by 16, and then by the PIN?
SOLUTIONS CAN BE
FOUND ON PAGE 130.
LOOK LIKE
8
A GENIUS
For more methods that will make you look like a mathematical genius,
check out the Great Course Secrets of Mental Math by Arthur T. Benjamin.
EXPLANATIONS
MULTIPLYING BY 11S
tt Let’s start with a small 2-digit number: 23. Multiplying 23 by 11 is as
easy as 2 + 3, which is 5. And there’s your answer: 2 5 3.
23 × 11 = 253
tt But suppose the numbers add up to a number that is higher than 9. For
example, what is 86 × 11? The sum of 8 and 6 is 14, but the answer is
not 8 14 6. The 1 makes the 8 carry, and the answer is 9 4 6.
3 4 5 4.
DIVIDING BY 91
tt Once you’ve learned how to multiply by 11s, it is practically as easy to
divide numbers by 91. Take any number less than 91—for example, 34.
34 ÷ 91
tt STEP 2 | Subtract 1:
374 − 1 = 373.
tt STEP 3 | These are the first 3 digits of your answer after the decimal
point. In this case, 34 ÷ 91 begins like this:
0.373.
tt STEP 4 | For the next 3 digits of the answer, subtract the first 3 digits
from 999:
999 − 373 = 626.
¸¸ This method is based on the fact that 91 × 11 = 1001. So, the fraction
34 ,
91
34 = 34 × 11 = 374 .
91 91 11 1001
¸¸ As it happens,
1
⁄1001 = 0.000999 000999 000999…,
1 06
×1 1 1
tt First note how far each number is above 100; let’s call these
distance numbers.
tt In this case, 106 is 6 above 100 and 111 is 11 above 100, which you will
denote as follows.
1 06 (6)
× 1 1 1 (1 1)
tt Next, add 106 + 11 or 111 + 6; either way, you’ll get 117, which you can
write down.
1 06 (6)
6 × 11 = 66
× 1 1 1 (1 1)
1 1 7 6 6
96 (−4)
×93 (−7)
96 (−4)
×93 (−7)
89
96 (−4)
×93 (−7)
89 2 8
(z + a)(z + b)
= z2 + za + zb + ab
= z(z + a + b) + ab
¸¸ This says that if you take the number (z + a) times the number (z + b), then
after 2 lines of algebra, you get z times the quantity (z + a + b) plus ab.
1 09 (9)
×1 12 (1 2)
tt Adding 109 + 12 (or 112 + 9), you get 121, but that really represents
121 × 100, which is 12,100.
1 09 (9)
× 1 12 (1 2)
121
× 1 00
1 2 1 00
1 09 (9)
× 1 12 (1 2)
121 1 0 8
× 1 00
1 2 1 00
1 09 (9)
× 1 12 (1 2)
121 1 0 8
× 1 00
1 2 1 00
+ 1 08
1 2 2 08
tt Let’s try 116 × 97. You start by doing 116 − 3 (or 97 + 16) to get 113,
which you multiply by 100 to get 11,300.
1 16 (1 6)
× 97 (−3)
1 13
× 1 00
1 1 3 00
1 16 (1 6)
× 97 (−3)
1 13 −48
× 1 00
1 1 3 00
− 48
1 1 252
tt Once you understand the algebra, you can apply this method to
all kinds of multiplication problems whenever the 2 numbers being
multiplied are close together.
For more details, check out the Great Course Secrets of Mental Math.
9563
8459
6837
+ 1 976
26835
tt To get the answer, take the third number, 6837; place a 2 in front of
it, 26,837; and then subtract 2 from the last digit:
26,835.
5763
4939
8533
+ 9 2 96
tt From the third number, 8533, you get the answer (put 2 in front and
then subtract 2 from the end):
28,531.
¸¸ The numbers on each side are chosen so that the first, second, and
fourth numbers of each log always add up to 18.
5763
4939
8533
+ 9296
¸¸ As a result, the ones digits contribute 18, the tens digits contribute 180,
the hundreds digits contribute 1800, and the thousands digits
contribute 18,000 for a grand total of 19,998.
1 8
1 80
1 800
+ 1 8000
1 9998
¸¸ Now, when you add the third number—for example, 8533—it gets added
to 19,998 (which is 20,000 − 2).
¸¸ So, all you need to do is add 20,000 to 8533 (by placing a 2 in front) and
then subtract 2 to get 28,531.
¸¸ You can do the mental logs trick at home using popsicle sticks. Create 10
popsicle sticks, each with 5 numbers on the front and back. You can use
any numbers that you like; all that is needed is that with each number,
the first, second, third, and fifth digits add to 18.
7 + 6 + 5 + 0 = 18.
3 + 7 + 6 + 2 = 18.
¸¸ When you attach that to your key number, 578773, and subtract 2 from
the end, you get the answer:
2,578,771.
¸¸ Try not to use more than 5 or 6 digits because the more digits you
use, the longer it takes for your volunteer to check your answer with a
calculator, and there is the increased chance that he or she will make a
mistake themselves. Also, the more digits that you have in your answer,
the more likely it is that your volunteer might notice that it has a lot in
common with the fourth row.
tt For example, for the square of 35, the first digit of 35 is 3, so the answer
begins with 3 times 4,
3 × 4 = 12,
tt It even works with larger numbers. For example, let’s do the square of
115. You start with 11 and its next-higher number:
11 × 12 = 132.
tt Therefore,
115 2 = 13,225.
a2 = (a − 5)(a + 5) + 25.
¸¸ Let’s extend this in 2 different ways. If you multiply both sides by a, you
get a fast way to cube —or take to the third power—a 2-digit number that
ends in 5 (or at least get a quick approximation):
a3 = (a − 5)a(a + 5) + 25a.
353 ≈ 30 × 35 × 40 = 42,000.
42,875.
¸¸ A more useful generalization is that with practice, you can square any
2-digit number (or higher) based on this formula:
a2 = (a − d)(a + d) + d2 .
¸¸ For example, you may already know that 12 squared is 144, but here’s
how you would calculate that with this method. Just let d = 2 to get
12 2 = (12 − 2)(12 + 2) + 2 2
= 10 × 14 + 4 = 144.
¸¸ You don’t have to think about the algebra when you square numbers.
For example, when you square 12, you can go down 2 to 10 and then to
balance it go up 2 to 14. Multiply those together to get 140. And because
you went up and down 2, you add 22, which is 4, to get 144.
REFERENCES
Benjamin, The Magic of Math.
Benjamin and Shermer, Secrets of Mental Math.
Gardner, Mental Magic.
Gardner, Martin Gardner’s Mathematical Games.
a) 54 × 11
b) 76 × 11
c) 76 ÷ 91
d) 85 2
e) 542
f) 106 × 109
g) 98 × 95
h) 112 × 94
SOLUTIONS CAN BE
FOUND ON PAGE 130.
THE MAGIC
9
OF NINE
EXPLANATIONS
MISSING DIGIT
tt People usually assume that this trick requires superhuman calculating
abilities, yet it’s all based on the magic property of the number 9. What
does 9 have to do with it?
tt What do they all have in common? If you add the digits, you get 9.
1 + 8 = 9; 2 + 7 = 9; 5 + 4 = 9; 1 + 2 + 6 = 9
3456 = (a multiple of 9) + 3 + 4 + 5 + 6
= (a multiple of 9) + 18,
¸¸ By the same argument, if you take any number and add its digits, it tells
you how far it is above a multiple of 9.
6 + 4 = 10,
64 − 10 = 54
is a multiple of 9.
and then subtract that from their original number, they get
352 − 10 = 342,
which is a multiple of 9. You can tell that it’s a multiple of 9 because the
digits of 342 add up to 9.
tt Another way to start the trick without doing the subtraction step is to
just give them a multiple of 9 to start with, such as
3456 or 567,
tt To make this number more personal, you can use a year that is
meaningful to you, or you can just use the first 4 digits of pi: 3141,
which adds to 9.
tt Next, have your audience multiply their number by any 3-digit number.
The number can be of any length, but it’s probably most impressive if
the answer is 6 or 7 digits long. (If it’s any longer than that, then there
is too much of a chance that the person you choose to call out his or her
digits will make a mistake.)
tt Let’s suppose that the person calls out 6 of his or her 7 digits in random
order, and they happen to be
235711.
tt Remember that the person can call out his or her 6 digits in any order
and you can still figure it out.
tt Let’s do a trickier example. Suppose the person calls out the digits
442557,
which adds to 27. What did they leave out? You may be tempted to
call out 0—and it might be 0, but it could also be 9. You don’t know if
the 7-digit numbers add to 27 or if they add to 36. In that situation,
you guess!
tt But as a magician, you can do it in such a way that it does not look like
you’re guessing. For example, you can say you are having trouble with
one of the person’s numbers—that’s because he or she left out a 0 or 9.
When this happens, ask the person to concentrate on his or her number
and say, “It seems like you’re thinking of nothing. You didn’t leave out
a 0, did you?” If the person says yes, then you say, “Ah, that’s why I was
getting a lot of nothing!” and you take your bow. If the person says no,
then you say, “I didn’t think so, but it seemed like you were thinking of
nothing, so really concentrate this time. Then say, “You’re thinking of
the number 9” and take a bow.
DIGITAL ROOTS
1776,
1+ 7 + 7 + 6 = 21,
2 + 1 = 3,
then the 1-digit number that you end up with is called the digital root.
So, in this example, 1776 has a digital root of 3.
¸¸ What does the digital root tell you about the number?
¸¸ If the digital root is not 9, then the number that you get tells you the
remainder that you get when you divide that number by 9. In the case
of 1776, because it has a digital root of 3, then you know that it is 3
bigger than a multiple of 9.
¸¸ The reason this works is because when you scramble the digits, you don’t
change the digital root. In this case, 8116 and 1618 both add to 16, so
they both have a digital root of 7. So, both of these numbers are 7 bigger
than a multiple of 9. In this case,
8116 = 9x + 7
1618 = 9y + 7
tt Notice that all of the digits are different. There’s only one cube that
ends in 1—namely, 1. There’s only one cube that ends in 2—namely, 8.
In fact, the last digit of the cube is either the same as the original digit
or is 10 minus the original digit. For example, 3 cubed, or 27, has a last
digit of 7, and 3 + 7 = 10.
tt How does this help you? Let’s suppose you ask a volunteer to cube
a 2-digit number and the answer is 74,088. To figure out his or her
original 2-digit number, you start by finding the cube root of 74,088.
53 = 125
tt This means that the first digit of the cube root must be 4. Why? Well,
403 = 64,000
503 = 125,000
tt Hence, the cube root of 74,088 must lie between 40 and 50, so the
answer must be in the 40s.
tt To find the last digit of the cube root, you just look at the last digit of
the cube. The number ends in 8,
74,088,
tt and only one number when cubed ends in 8—namely, 2. Thus, the
original 2-digit number must have been
42.
tt Let’s try another example. Suppose that a 3-digit number is cubed and
the 9-digit answer is
197,137,368.
tt How can you figure out the original 3-digit number? Again, you look at
the number before the first comma, representing the millions, which is
197. From the table of cubes, you see that 197 lies between 125 and 216.
53 = 125
63 = 216
tt How do you find the middle digit? Notice that if you add the digits of
the 9-digit number, you get 45.
1 + 9 + 7 + 1 + 3 + 7 + 3 + 6 + 8 = 45
tt This means that the 9-digit number is a multiple of 9 and therefore the
original 3-digit number has to be a multiple of 3. This means that the
digits of the original number have to add up to a multiple of 3. Thus,
the 3-digit number has to be either
522 or 552 or 582.
AGE DETERMINATION
tt This trick applies the ideas of this lesson to figure out how old someone
is from just a few seemingly random calculations. Let’s go through the
steps of the first calculation of this trick.
tt Your volunteer starts with his or her age, but it can be any random
2-digit number. Next, he or she adds 7, which creates another random
number. Nothing has happened yet.
tt But after the volunteer adds his or her age, 2 things happen. First, if the
person’s age is even, then his or her answer will still be even, and if the
person’s age is odd, then his or her answer will be odd. So, by looking at
the last digit of the answer, you can tell whether the person’s age is even
or odd.
tt Second, when the volunteer adds his or her age to a multiple of 9, the
digital root changes from 9 to whatever the digital root of his or her age
is. For example, if the person is 43, which has a digital root of 7, when
he or she adds that to a multiple of 9, the answer will have a digital root
of 7. So, by adding up the digits of the answer, you know the digital root
of the person’s age.
tt For example, suppose that after asking your questions, your volunteer
produces an answer of
314159.
tt First, by looking at the last digit, you know that his or her age is an
odd number.
tt Next, you add the digits of their answer. In this case, the numbers add
to 23:
3 + 1 + 4 + 1 + 5 + 9 + 2 = 23.
tt This person’s age has the same digital root as 23. And because his or
her age is an odd number, the answer might be 23. If it’s not, then all
you have to do is add or subtract 18 until you reach his or her age.
tt Remember that the digital root stays the same as you add and subtract
multiples of 9, and because you know that the last digit of the person’s
age is odd, you can just add multiples of 18.
tt Let’s do another example. Suppose the person shows you the number
1618033.
tt You can tell from the last digit that this person’s age must be an
odd number.
tt Can this person’s age be 22? No, because his or her age is odd. And
because 22 has a digital root of 4, if the person is younger than 22, then
subtract 9 and his or her age must be 13, which also has a digital root
of 4. If the person is older than 22, then you add 9 to get 31. So, the
person’s age must be 31 or be larger by a multiple of 18. So, his or her
age is either
31 or 49 or 67 or 85 or 103.
tt If you’re still not sure, then play it safe and guess young! For example,
suppose you’re not sure if the person is 49 or 67. Guess 49 and if the
person says, “I wish,” you say, “Well, the numbers were saying that 67
was most likely, but I didn’t believe it, so I went with the second-most-
likely option. Are you really 67? You look much younger!” So, even if
your first guess is wrong, the person will be happy with your answer.
tt If you don’t want to take any chances, then the second calculation gives
you the answer without any guesswork.
tt This time, the first few steps are random, but as soon as your volunteer
multiplies by 12 and then by 30, he or she has a multiple of 360, which
is a multiple of 9. In addition, you know that it ends in 0. And that’s still
true, even after the person multiplies by another 2-digit number.
tt Next, when the person adds the age of his or her friend, 2 things
happen. First, as before, the digital root of the answer becomes the
digital root of the age. And second, because the number used to end
in 9, as soon as you see the final answer, you will know the last digit of
the age, by simply increasing the last digit by 1.
tt For example, if the friend’s age was 42, the new answer would be
17,354,619 + 42 = 17,354,661.
tt When the person shows you this big number, you know 2 things. By
looking at the last digit, which is 1, you know immediately that the age
the person is thinking of ends in 2. Second, when you add the digits of
the big number, you get 33:
1 + 7 + 3 + 5 + 4 + 6 + 6 + 1 = 33,
tt So, the person’s secret 2-digit number has a digital root of 6. This
means that the sum of the digits must be 6 or 9 bigger, which is 15. And
because the person’s final digit was 2, you know that his or her secret
age must be 42.
E XERCISES
Here’s another interesting pattern about cubes. Look at the table of cubes
from 1 to 10 and notice the digital root of each number:
DIGITAL
DIGITAL
ROOT
ROOT
13 = 1 1 63 = 216 9
3 3
2 = 8 8 7 = 343 1
3 3
3 = 27 9 8 = 512 8
3 3
4 = 64 1 9 = 729 9
3 3
5 = 125 8 10 = 1000 1
a) 148,877
b) 704,969
c) 34,012,224
d) 273,359,449
e) 656,234,909
When your volunteer shows you the answer, you tell him or her the age
with just a little bit of thought. How do you do it?
SOLUTIONS CAN BE
FOUND ON PAGE 131.
LOOK LIKE
10
A PSYCHIC
EXPLANATIONS
EXACT BIRTHDATE CALCULATION
tt The secret to figuring out someone’s birthday exactly is a little
special algebra.
tt Let’s say that your volunteer’s birthday has month m, date d (written as a
2-digit number), and year y (also written as a 2-digit number).
tt If your volunteer doesn’t want to give you the year, you could end the
trick now by asking them to subtract
1424,
tt For example, if the birthday is March 19, then m = 3 and d = 19, so the
number would be
319,
tt Assuming that your volunteer is willing to enter his or her year of birth,
then instead of subtracting 1424, multiply by 5, producing
5(100m + d + 1424) = 500m + 5d + 7120.
and then subtract 142,857, you get what you want, which is
10,000m + 100d + y.
tt So, if you take March 19, 1961, where m = 3, d = 19 and y = 61, this
would give you what follows.
3 0000
1 900
+ 61
3 1 96 1
¸¸ The number 142857 is a magical one. When you write the fraction 1 ⁄7 in
decimal notation, you get
1
⁄7 = 0.142857 142857 142857 ….
2 × 142857 = 285714,
which are the same numbers as before, starting with the number 2.
3 × 142857 = 428571
4 × 142857 = 571428
5 × 142857 = 714285
6 × 142857 = 857142,
7 × 142857 = 999999.
STACKED DICE
tt This trick is very simple, but it still fools most people,
even those who play with dice a lot. The secret of this
trick is to look at the number on top of the top die and
subtract it from 21. That’s it.
¸¸ This trick exploits the well-known feature that the numbers on the
opposite sides of a die always sum to 7. If you were to sum the top and
bottom number of each stacked die, the total would come to 21. But you
are only summing the numbers on 5 of the 6 sides, so you subtract the
top side.
¸¸ In general, you can let your volunteer roll any number of dice, and if he
or she uses n dice, then the sum of all the “hidden numbers” is
tt So, because you know that your volunteer started off on a light square,
then after he or she has taken 3 steps, (by going 1 step and then 2 steps
more), you know that the person is now on a dark square.
tt At this point, you can safely remove some light squares because you
know that your volunteer can’t be on them. After that, you have the
person move an odd number of steps again and then you remove some
dark squares because you know he or she won’t be on any of those.
tt Eventually, you are led to the only dark square that remains on the
board at the end (which was the letter P in the video).
tt If you start with a pile that contains n chips, then when you finish the
calculation, the final result will be
n2 − n .
2
tt Let’s check out smaller piles and see what they contribute.
tt Notice that a pile of 2 chips can only be split into piles of size 1 and 1, so
its total, after 1 split, will be
1 × 1 = 1,
3 2 − 3 = 6 = 3.
2 2
tt As the number of chips grows, there are more possibilities for how the
chips will be split.
¸¸ Suppose you verified the formula whenever you had less than n chips.
Here’s a quick proof that the formula will continue to work when you
have exactly n chips. (This is known as a proof by strong induction.)
¸¸ Suppose that you split your first pile of n chips into piles with size x and y,
where x + y = n.
x2 − x .
2
y2 − y
.
2
x2 − x y2 − y
xy + + .
2 2
x 2 + 2 xy + y 2 − ( x + y ) ( x + y ) 2 − ( x + y )
= .
2 2
n2 − n .
2
which is what you wanted to see.
¸¸ If you haven’t done a proof by induction before, don’t sweat it. Luckily,
the trick will always work whether you completely understand the theory
or not.
TOXIC PREDICTION
tt At the end of this trick, the fact is that you can produce any number
on your calculator. It could be 1.618033 (as it was in the video), or pi,
or even your phone number. You just have to set things up with your
calculator in advance.
tt This is how to force an answer of pi—but you can use any number that
you want. To do this, you will need a scientific calculator. In fact, if you
have a smartphone, you probably have a scientific calculator on it. If
you bring up the calculator and turn the phone on its side, the simple
calculator turns into a scientific one.
tt What does this accomplish? When you add 0 times anything, you are
just adding 0, so your answer won’t change. Everything you type after
the left parenthesis will eventually be multiplied by 0, so it doesn’t
matter what numbers your volunteer gives you.
tt Note: Don’t press the equals button until you are done with the
calculation. When you press the equals button, that acts like a right
parenthesis, and everything before it will get multiplied by 0 and then
added to your original number and the trick will be over.
tt Let’s go through the trick so that you learn some important details.
tt When your phone is on its side, the multiplication button might still be
lit up in the scientific mode, and that might cause suspicion, so don’t
turn the phone upright—and into the simple calculator mode—until
after the volunteer gives you his or her first number.
tt Let’s say that the person chooses the number 5. Once you press 5,
the multiplication button is no longer lit up and you’ll show that to
your audience.
tt Then, ask for a 1- or 2-digit number to multiply. Let’s say the volunteer
chooses 7. You hit ×, then 7, and then + (don’t press =). This will show
the answer of 5 × 7, which is 35, so the audience will see that the
calculator is working properly.
tt Then, have your volunteer subtract a smaller number. Enter it and then
press ÷. When you do this, the calculator will not yet show an answer
because it’s waiting for the next number to complete its calculation.
Most people won’t seem to notice this, and they will stop thinking hard
about the numbers on the display when they hear the word “division”
anyway.
tt Finally, ask the volunteer to divide by another number. You can ask
for a number that will be somewhere in the range of the answer you
want, but it’s not that important. You can just ask for a random 2-digit
number if you want. After the person gives you his or her number, you
press = and, voilà, out pops your force number, which in this case is pi.
tt If you keep the method of this trick secret—and please do—then you
will amaze a whole lot of people!
E XERCISES
1 Think of a number between 1 and 30. The magician shows you the
following 5 cards and asks you which cards contain your number.
Card 1: 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29
Card 2: 2 3 6 7 10 11 14 15 18 19 22 23 26 27 30
Card 3: 4 5 6 7 12 13 14 15 20 21 22 23 28 29 30
Card 4: 8 9 10 11 12 13 14 15 24 25 26 27 28 29 30
Card 5: 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
GEOMETRIC AND
11
TOPOLOGICAL
MAGIC
EXPLANATIONS
VANISHING RABBIT
tt Every course on magic should include the illusion of making a rabbit
disappear. This trick is a mathemagical version. It is an example of
what mathemagicians call a geometrical vanish . But before this trick
is explained, let’s look at a few other puzzling geometrical vanishes—
starting with one that wouldn’t fool anybody but illustrates the point.
tt With a wave of the magician’s hands, the 5 lines become 4 lines. Which
line disappeared?
tt The secret, which you can see if you look closely at the screen on the
video, is that the diagonal from the bottom left to the upper right is not
really a straight line. If it were a straight line, then it would have a slope
of 5 ⁄13, which is approximately 0.38.
5
⁄13 ≈ 0.385
which is slightly higher. So, what looks like a diagonal line actually has
a little bit of a dent in it.
tt Similarly, if you look above the diagonal, you see that the trapezoid has
a slope of 0.4 and then the triangle has a slope of 0.375. The result is
that there is a little bit of open space inside the rectangle. In fact, it’s a
tiny parallelogram that goes through the points (0, 0), (5, 2), (8,3), and
(13, 5).
FURTHER EXPLANATION
¸¸ The area of a parallelogram that goes through the points (0, 0), (a, b), (c,
d), and (a + c, b + d) is the absolute value of ad − bc.
¸¸ In this example, because the parallelogram goes from (0,0) to the points
(5, 2) and (8, 3), that gives you an absolute value of
(5 × 3) − (8 × 2) = 15 − 16 = −1.
tt You can use the Fibonacci numbers to create larger geometrical vanishes
where the tiny parallelogram becomes even more invisible. In the case of
a 13-by-13 square, the new 8-by-21 rectangle loses 1 unit of area because
the diagonals just barely overlap to form a parallelogram of area 1.
tt You start with a right triangle with sides of length 8 and 3. Let’s call it
triangle A, and it has an area of 12. Triangle B is a 5-by-2 right triangle,
which has an area of 5. There are also figures that look like a comb and
a toothbrush, with 7 and 8 squares, respectively. The total area of these
pieces is
12 + 5 + 7 + 8 = 32.
tt When you put them together, it looks like a triangle. But it’s not, because
triangle A has a slope of 3 ⁄8 = 0.375 and triangle B has a slope of 2 ⁄5 = 0.4.
So, the figure, which looks like a right triangle with a hypotenuse going
from (0, 0) to (13, 5), actually has a tiny dent in it at the point (8, 3) that
is hard for the eye to detect.
tt After the pieces are rearranged, again it looks like a right triangle with a
hypotenuse going from (0, 0) to (13, 5), but this time there is a tiny bulge
at the point (5, 2). So, once again, the difference in the area of this new
triangle minus the difference of the old triangle is the parallelogram
from before, which has an area of 1.
tt Hence, this bulging triangle would have an area of 33, which allows you
to squeeze in an extra 1-by-1 square.
MÖBIUS MAGIC
tt When you tape the ends of a simple strip of paper together, they form
a loop. Naturally, if you cut through the loop, you end up with 2 loops.
But suppose you take your strip and give the end a half twist before
taping the ends together. Mathematicians call this a Möbius strip,
named after the 19th-century mathematician August Ferdinand Möbius,
who discovered many of its properties.
tt The Möbius strip only has 1 side. If you run your finger around the
“outside,” you eventually reach the “inside.” This is in contrast with
the previous loop, which is 2-sided, because if you run your finger on
the outside, then it stays on the outside, and if your finger starts on the
inside, then it stays on the inside.
©PeterHermesFurian/iStock/Thinkstock.
This lesson requires the careful and skillful use of a knife and is
potentially dangerous. Please use extreme caution in attempting this or
any tricks involving knives.
tt This trick applies the Möbius ideas presented in the video. It involves
taking a regular bagel and carving it in just the right way to create 2
linked bagels—a Möbius bagel.
tt The steps that follow outline the method of Glen Whitney, founder
of the National Museum of Mathematics in New York. You just have
to learn 1 move and repeat it 4 times. The key points to note on your
bagel are the north pole (in the top center), the south pole (at the bottom
center), and the points that represent 3 o’clock and 9 o’clock on the front
and back of the bagel.
tt First, you carve a curve from the north pole to 3 o’clock. As you carve,
your knife should always be perpendicular to the surface and go all the
way through. In other words, when your knife is at the north pole, it
is pointing down vertically, and when it reaches 3 o’clock, it’s pointing
horizontally. It’s helpful to go back through the same path again, just to
make sure that the knife went all the way through.
tt Next, you flip the bagel over so that the north and south poles switch
places; then, you do the same move again, carving from the north pole
to 3 o’clock, where you join up with the previous cut. Again, it’s good to
go through it a second time.
tt Next, twirl the bagel around so that 9 o’clock and 3 o’clock switch
position. Then, perform the same move again, carving from the north
pole to 3 o’clock. Finally, you switch the north and south poles and do
the same move one last time, joining up with the previous cut.
tt Then, carefully pull the bagel apart, and if all has gone well, you will
have linked bagels!
8
E XERCISES
1 Using a sheet of graph paper take
3 3
an 8-by-8 square and cut it into 2
right triangles (with legs of length
3 and 8) and 2 trapezoids (each
with a height of 5 and parallel
sides with lengths of 3 and 5). 5 5
Clearly, the 8-by-8 square has an
area of 64.
5 3
SOLUTIONS CAN BE
FOUND ON PAGE 133.
MAGIC SQUARES
12
EXPLANATIONS
FAST MAGIC SQUARE
tt There is a quick way to come up with a
magic square that uses all the numbers 1 2 3 4
from 1 through 16. To make it, start
with the numbers 1 through 16 in their 5 6 7 8
natural order.
9 10 11 12
tt Draw an X through the square, which goes
through 8 of the numbers. 13 14 15 16
tt Swap each number that is on the X with
the number that is diagonally opposite
it. So, you swap 1 with 16, 4 with 13, 6
16 2 3 13
with 11, and 7 with 10.
4 14 15 1
tt First, show the original magic square with the numbers 1 through 16.
As you’ll see, that’s not just for the audience’s benefit, but for yours as
well. You will use this magic square to create a magic square for your
assistant’s total.
tt Then, you ask for any 2-digit number larger than 30—prefereably
bigger than 40. Let’s say your assistant chose 74. If you can somehow
add 40 the first magic square, which adds to 34, then you can create a
magic square with a total of 74. The easiest way to do that is to add 10
to each number in the original square, because that will add 40 to every
group of 4. Thus, all the groups of 4 that add to 34 in the first magic
square will now add to 74 in the square you create.
then you simply add 7 to every entry of the first magic square to get the
new magic square.
After you create the new magic square, say to your assistant, “Now we
noticed that the first magic square adds to 34; let’s see how we did with
your magic square.” Then, put the first magic square away. That’s called
ditching the evidence—so nobody has the time to compare the 2 magic
squares.
tt For any birthdate with numbers a, b, c, and d, the grand total will be
a + b + c + d.
The reason most magicians don’t explain their tricks is because they’ve
all made that mistake before and haven’t gotten the reaction they want.
So, if a magician shares his or her method with you, remember how
impressed you were before he or she explained it.
tt If you look for them, there are more than 3 dozen different neatly
arranged groups of 4 that are guaranteed to add to your total. In
addition to the 10 main rows and diagonals, there are 12 other 2-by-2
squares (including the 4 corners), 2 broken diagonals, 2 pentagons, 4
corners of 3-by-3 squares, 4 stalagmite-stalactite pairs, and 4 L-shaped
regions. See if you can find more!
REFERENCES
Benjamin, The Magic of Math.
Benjamin and Shermer, Secrets of Mental Math.
Pickover, The Zen of Magic Squares.
Simon, Mathematical Magic.
E XERCISES
1 a) Create a fast magic square for the total 38.
d) Use the algebraic magic square chart to verify that the magic
square will give the proper total for at least 40 different groups of 4.
2 What is the secret to the magic matrix trick at the end of the
video lesson?
Craven, Tom, and Paul Gordon. The Second 16th Card Book. Worthing, UK:
Natzler Enterprises, 2007.
Fulves, Karl. Self-Working Card Tricks. New York: Dover Publications, 1976.
———. Mental Magic: Surefire Tricks to Amaze Your Friends. New York: Dover
Publications, 2009.
Kaufman, Richard. Paul Gertner’s Steel and Silver. Silver Spring, MD:
Kaufman and Greenberg, 1994.
Minch, Stephen. The Collected Works of Alex Elmsley. vol. 1. Tahoma, CA: L
& L Publishing, 1991.
Pickover, Clifford. The Möbius Strip: Dr. Augustus Möbius’s Marvelous Band
in Mathematics, Games, Literature, Art, Technology, and Cosmology. New York:
Thunder’s Mouth Press, 2006.
Prevos, Peter. The Möbius Strip in Magic. Kangaroo Flat, AU: Third
Hemisphere Publishing, 2018.
Scarne, John. Scarne on Card Tricks. New York: Dover Publications, 2003.
Trost, Nick. The Card Magic of Nick Trost. Tahoma, CA: L & L Publishing,
1997.
Bibliography 125
EXERCISE SOLUTIONS
CLICK to go back
to the lesson.
LESSON 1
1 After performing the procedure described above, the selected card
will be the 11th card from the top. The way you should perform it is to
deal about 15 cards faceup, mentally noting the 11th card, and then say
to your volunteer, “Would you be surprised if the next card I turned
over was your card?” Because he or she has seen you deal past his or
her card, the volunteer will usually say that he or she would be very
surprised. Your volunteer expects you to deal the 16th card, but instead
you simply turn the 11th card from faceup to facedown!
Why does the selected card go to the 11th position? After the first
deal, the card’s column is picked up second, so it will be in position 8,
9, 10, 11, 12, 13, or 14. After the second deal, the card will be in the
third, fourth, or fifth position in the column. Thus, after the cards are
gathered, it will be in the 10th, 11th, or 12th position. After the third
deal, the card will be in the fourth position of its column, and after
those cards are gathered, it will be the 11th card of the deck.
2 The trick begins with 4 cards, and after they are torn, you have 8 half
cards arranged in some order abcdabcd. Let’s see what happens after
each step.
STEP 3 | Bury the top 3 cards in the middle: c(6 other cards)c.
STEP 4 | P
ut the top card in your pocket: (6 other cards)c.
At this point, you have taken card c, and its mate is at the
bottom of the packet.
STEP 6 | T
ake1, 2, or 3 cards and either put them in the middle or
throw them away. You now have 4, 5, 6, or 7 cards, and card c
remains at the bottom.
STEP 7 | T
ransferthe top card to the bottom 7 times. Depending on
whether you have 4, 5, 6, or 7 cards, your new arrangement
will now be one of these 4 arrangements, where x represents
any card that is not c: cxxx, xxcxx, xxxxcx, or xxxxxxc.
STEP 8 | P
layShe Loves Me, She Loves Me Not, where every other
card is eliminated until you are left with a single card. Notice
that in all 4 arrangements, the card that survives is card c. For
example, with 6 cards, numbered 123456, you first eliminate
numbers 2, 4, and 6 and then card 3 and then 1, so the
surviving card would be the fifth card, which is card c.
LESSON 2
1 Either the faceup or facedown letters
will spell the word “MAGIC.” The
reason is that if you imagine that the
letters are written on a checkerboard
with alternating light and dark squares,
then the light-colored squares consist
only of the letters M, A, G, I, C, and
some blank squares.
2 The faceup cards (and the facedown cards) will sum to 35. That’s
because the cards on the light squares and dark squares each add to
35. Note that the first 14 numbers of the table come from the digits of
pi but the 15th digit was chosen to make the trick work. (The 15th digit
of pi would be 9 instead of 2.)
LESSON 4
1 Recall that every 4 cards is the same suit and causes the value to go
down by 1. Because 20 is a multiple of 4 (4 × 5), then 20 cards after the
Jª the card must still be a spade, and the value has decreased by 5, so
the card would be 6ª. To find the 23rd card, just count 3 cards forward
from 6ª. Adding 9 and shifting 3 suits farther gives you 15♥, which
is 2♥.
2 The cards are in Si Stebbins order, and cutting the cards will not
disturb that. After spelling “COLOR” and looking at the next card,
the magician has counted 6 cards, which will be the same color (and
different suit) from the chosen card. After spelling “NUMBER,” the
following card would be 13 cards after the original card, which will
have the same value. (Incidentally, it will also be of the opposite color.)
Then, after spelling “MATCHING CARD,” the next card will be
another 13 cards and therefore will be 26 cards away from the original
card, which will be the mate of the selected card.
LESSON 6
1 Because of the Gilbreath principle, the first 4 cards consist of all 4
suits. Because your facedown cards are a diamond and a heart, then
you know that your volunteer’s facedown cards must be a club and a
spade. Also by the Gilbreath principle, the first 13 cards will consist
of all 13 different values. Because you can see all values except for
the 5 and 7 among these 13 cards (ignoring 6♥), you know that your
volunteer’s facedown cards must be 5 and 7. Thus, his or her cards
must either be 5§ and 7ª, or 5ª and 7§. You can ask (or guess) which
suit has the larger number, but you can do better than guessing. Look
at your facedown cards. In the 8-kings stack, 9♥ comes before 5ª, so
the chances are very, very good that the 5 is 5ª instead of 5§. Also,
2¨ and 7§ are adjacent in the 8-kings stack, so you can say with
confidence that the facedown cards are 5ª and 7§.
LESSON 7
1 Starting with PIN abc, the number abcabc is equal to abc × 1001. And
because 1001 = 7 × 11 × 13, when you divide the 6-digit number by 11,
13, and the PIN, then you must end up with 7. But it’s more impressive
to end up with something that is not a whole number. By dividing
by 23, then 16, and then the PIN, you will end up with 1001 ÷ 368 =
2.72010869…. Provide as many digits as you want to.
2 If you start with the numbers a, b, and c, then when you create the
numbers ab, ac, ba, bc, ca, and cb, you note that each letter appears
twice in the ones column and twice in the tens column. Hence, the
ones digits will contribute 2a + 2b + 2c to the total, and the tens digits
will contribute 20a + 20b + 20c to the total, so the numbers must add to
22a + 22b + 22c = 22(a + b + c). When this number is divided by the sum
of the digits, a + b + c, you must get 22.
LESSON 8
1 a) 594
b) 836
c) 0.835164…
d) 7225
e) 2916
f) 11,554
98 (−2)
×95 (−5)
h)
1 12 (1 2)
× 94 (−6)
In this case, you compute 112 − 6 = 106 and then multiply by 100 to
obtain 10,600. Adding 12 × (−6) = −72 gives you 10,528.
LESSON 9
1 a) The cube root is 53, because 148 lies between 53 and 63 , and 33 ends
in 7.
b) The cube root is 89, because 704 lies between 83 and 93 , and 93 ends
in 9.
To find the middle digit, you add the digits of the cube:
3 + 4 + 0 + 1 + 2 + 2 + 2 + 4 = 18,
which has a digital root of 9, which means that the original 3-digit
number must be a multiple of 3. Thus, the digits of 3 ? 4 must sum to
a multiple of 3, so the middle digit is either 2 or 5 or 8. And because
the 9-digit number is much closer to 27 than it is to 64, you choose the
smallest of the middle numbers for a cube root of 324.
2 + 7 + 3 + 3 + 5 + 9 + 4 + 4 + 9 = 46,
5 + 5 + 4 + 5 + 9 + 8 + 1 = 37,
and 37 sums to 10. So, you know that the age has a digital root of
1 and therefore sums to 1 or 10. Because the last digit is 2, the only
possible first digit is 8, so the chosen age was 82.
1, 2, 4, 8, and 16.
The numbers on cards 1, 2, 3, 4, and 5 are the numbers that use the
numbers 1, 2, 4, 8, and 16, respectively, in their representation. For
example, the number 19 = 16 + 2 + 1 appears on cards 1, 2, and 5. All
the magician needs to do is add the first numbers that appear on each
card that is used. For example, if your number is on cards 3, 4, and 5,
the magician knows that the chosen number must be 4 + 8 + 16 = 28.
2 Suppose you start with n coins, h of which are heads. You move any h
coins to the pile on the right. Let’s say that among these h coins, x of
them are currently heads and h − x of them are tails. How many coins
in the left pile are heads? h − x. When you flip the coins in the right
pile, you will have x tails and h − x heads, so the number of heads in
each pile will now be equal.
LESSON 11
1 The 4 rearranged pieces don’t form an
exact triangle—because the slopes of
the triangles, 8 ⁄3 = 2.67 and 13 ⁄5 = 2.6,
are close but not equal.
17 2 7 12 14 3 8 13 2 7 10 19
3 20 9 6 4 17 10 7 7 4 17 10
10 5 4 19 11 6 5 16 18 9 8 3
a b c d a b c d a b c d a b c d
c− d+ a− b+ c− d+ a− b+ c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a− d+ c+ b− a− d+ c+ b− a−
c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a−
a b c d a b c d a b c d a b c d
c− d+ a− b+ c− d+ a− b+ c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a− d+ c+ b− a− d+ c+ b− a−
a b c d a b c d a b c d a b c d
c− d+ a− b+ c− d+ a− b+ c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a− d+ c+ b− a− d+ c+ b− a−
a b c d a b c d a b c d a b c d
c− d+ a− b+ c− d+ a− b+ c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a− d+ c+ b− a− d+ c+ b− a−
a b c d a b c d a b c d a b c d
c− d+ a− b+ c− d+ a− b+ c− d+ a− b+ c− d+ a− b+
d+ c+ b− a− d+ c+ b− a− d+ c+ b− a− d+ c+ b− a−
And last but not least (and by design), there are the 4 corners.
Notice what happens when you put numbers alongside the rows and
columns of the matrix like this:
14 14 24 42 9 31 + 5 + 17 + 14 + 0 +
10 + 28 − 5 = 100.