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CARDISTRY GRID NOTATION

Rules and ideas of the system.


Work In Progress v1.0
1 - INTRODUCTION
This is the notation of a move using the CGN system. It might look complex and intimidating at first, but
stick with us for a bit, and you’ll understand it easily.

2 2 8
L
B 5 6 6

8 8

7sh

6 5

2 8

hm

hm

6 5

2 8

hm

hm

6 5

8 5

1ll

6 6

hm

hm

X
2

1sh

X
8 8

7ll

6
2 - FINGERS AND PACKETS (Basics)
It’s important to be able to differentiate every finger easily. For that we use numbers. Everytime you’ll
see a simple number next to a packet, it will refer to a certain finger.

Right handed

3 8
2 4 7 9
5 10

1 6

To mention the gap


between two fingers,
use this notation:
1 2

On the grid, a packet is represented by a square and if the “packet” happens to be a single card, just
place an apostrophe on top of its column.

To illustrate a grip, simply note the fingers where they’re suppose to be around the square.

If the finger is on or under the packet, use this notation: Just put the top finger above
the cross, and the bottom finger under it.

3 6 This means that this packet is


1
4 7 pinched between the thumb
and index finger.

5 This is a straddle grip.


3 - MOVEMENTS
3D Rotations
Every rotation revolves around an axis, and there are three informations that we need: The
placement of the axis, the direction of the rotation, and the degree of rotation.

This is the axis. Just


place it where you
need on your packet.
This if the degree of rotation.
In this case, 45°.

This end of the axis is the view point of the


rotation. With that in mind, you can determine
whether it’s clockwise (to the right), or counter
clockwise (to the left). In this case, clockwise.
45°

axis
& view point

Here are a few more examples for you to get the idea:

90° clockwise 90° counter clockwise 360° clockwise “infinite” spins


(Those two rotations are actually the same, counter-clockwise
only the view point changes)

In a few cases, the axis of the rotation has to be outside the packet.
Simply use the same rules as above and place the axis where it actually is. Here’s an example:

This is the first rotation


of the molecule cut.
2D Rotations
Flat rotations are rotations that stay in the same plane (think scissor cut). For those, the axis goes
through the packet, and can be seen as a simple pivot point. In CGN, it’s represented by a dot.
This pivot point can be placed in, on or outside a packet, but it can also be a finger.

The pivot point is the


index finger placed on
The rotation is 180° clockwise.
the edge of the deck.
Remember for 2D rotations,
you’re watching from above.

Just like 3D rotation, we do need a direction for the axis to make sure that we’re seeing the rotation
from the right angle. The black dot indicates that the axis is going though the packet from back to face.
If you wish to have the axis going from face to back, simply use a circle instead of a dot.

Back of the packet Back of the packet

2D Translation
The translation of a packet is its movement in a certain direction without any rotation. To define
it, we need the direction and the distance of the movement.

A simple arrow outside the packet can determine the direction


of the translation. With the information you have on the packet,
your should be able to easily figure out the correct direction.

Here are a few examples of directions you can


have for translations. The arrow can either be
in or out the item. Simply choose the easiest
one to read in the given situation. (This means
the two arrows in red are actually the same.)
Now that we have the direction, we need the distance. For this, we use a number inside a circle.
The unit of the distance is a playing card, in the direction of the translation. Here are some examples:

Those are translation of “1”. If you’re going in the


direction of the short edge, then “1” means the length
1 of the short edge. If you’re going in the direction of the
long edge, then “1” is the length of the long edge.

You can of course use fraction of this unit to note


smaller distance, or use bigger numbers.

1/2

3D Translation
To define a 3D translation (out of plane), we also need the distance and the direction. For the distance,
we also use numbers in a circle, but this time we add a little cross outside the circle. The unit is the
short edge of the deck.
This time there are only two directions: up and down. We use positive numbers for up, and negative
numbesr for down. Here are a few examples:

1 -2

This is a translation of 1 unit This is a translation of 2 unit


(short edge), upwards. (short edge), downwards.
4 - FORCES
The “Force” is the action that will cause an item to move. Every movement needs a force as an
explanation. It is associated with either a finger, a rotation, or an translation. in CGN we use two letters
to refer to a force. Here are the most common ones:

sh Push gr Gravity rl Release

ll Pull mo Momentum tw Twist (pinching fingers


switching places)

Now here are some examples of how to use them:

8rl
1 2

This a rotation of 90°. The -2 gr


packet is held between
7sh left thumb and index
on the outer corners.
6rl

The right index finger This is a translation downwards


pushes the packet from of 2 units. You’re letting go with
under to make the rotation. your middle finger and thumb,
letting the packet fall with gravity.

When the force is not specified, it’s usually a logical “hand movement”. You can still note it as “hm”.
5 - THE GRID
This is the main part of the CGN system. All your items, fingers and movements will be noted
on the grid.

Each item has its own column, so create a new column for every new
packet or single card. On the “creating” line, only note the 2 packets involved:
the one it is created from, and the new one.

2 2 8
L
B 5 6 6

8 8

7sh

6 5

8 5

1ll

6 6

Every new line is a new You don’t have to

?
movement or action. note all the items in
You can decompose each line.
complex actions into Just note the ones
multiple lines, we’ll see 1
that are important
how to link them in 5 to the motion you’re
chapter 8. describing.
hm

hm

X
2

1sh

X
8 8

7ll

To close a packet, just place an “X” on the box of its last motion.
On the “closing” line, only note the 2 packets involved: the one closing,
and the one it is closed on.
6 - GRIPS
To make it more convenient, we can use “shortcuts” for very basic grips. We usually use those to
indicate the starting grip of a move. We note them using capital letters and indicators. Here are
the most common ones:

S Straddle grip
B Biddle grip
D Dealer’s grip

The grip is placed on the left side of the grid. it is usually the first thing we read. Here’s an exemple of
an actual grip as it would be used in the CGN system. This is a deep straddle grip in the let hand:

The smaller capital letter


L
means that the grip is in
the left hand. 1

This indicates the type


of grip. In the case,
Straddle grip.
1 This
2 means that 3it’s a “deep”
1 straddle
3
sh
grip. For an “upper” straddle grip, the 4
4
circle would be placed on top.

Sometimes (especially in two handed cuts, the starting grip can be defined with both hands. For this,
we can simply note the two grips one after the other. Here’s the starting grip of the Sybil:

L
SB
The second grip is in2sh
the right hand
The first grip is in left hand, (no need to specify since it has to be
as it is specified with the “L”. the opposite hand as the first one).
7 - ANNOTATIONS
Sometimes, in the middle of a grid, you will see a line with informations inbetween parenthesis: those
are annotations. Their goal is to give you extra information on the current aspect of a move. You can
think of it as a “check point” to make sure that everything is the way it’s suppose to be.

Order
This annotation helps you visualize the order of the packets in space, from top to bottom. (bottom
being the closest to your “bottom hand”.) Here’s an example:

This indicates that the packet


from the middle column is at
the bottom, and the one from
the left column is on top.

2D Orientation
This annotation helps you visualize the orientation of the packets as a flat display. For convenience, a
“reference packet” is chosen by the author and marked with a dot. Here’s an example:

This indicates that the packet


from the right column angled
45° from the reference packet.
This dot indicates that this packet
is the “reference packet”. This indicates that the packet
from the middle column is
perpendicular from the
reference packet.
Orientation 3D
This annotation helps you visualize the orientation of the packets in space, from the POV of the cardist.
the “<” icon represent the direction that the back of the card is facing.

<

o
(out)

<
<

I
(in)
<

In the grid, it would look something like that:


8 - TEMPO
On the right side of the grid, you will see information about the tempo of the move. Once you have
the mechanics down, this will help you to present and perform the moves as it’s suppose to be.
Here are the most comon tempo notations:

8 Those vertical lines indicate a “beat”. This means that if


7sh
the beat covers multiple lines, the different actions have
to be performed at the same time.

hm

hm

Those dots indicate a repetition. The number of repetition is


1ll defined by the number of dots. In this case, you would have to
repeat the “action lines” between the dots 2 times.
6

This horizontal line indicates that even though the two actions
hm are executed in one “beat” as a continuous flow, they still need
to be performed one after the other.
6

hm
Those 90° angles in the “timeline” indicates a break in the
flow: they are used to pause a move in a certain moment to
6
showcase a display.

X
8

7ll
9 - FIRST MOVES
You should now be able to read and write simple cuts using the CGN without to much troubles.
Here’s the Charlier cut.

L
1

12 3 1 3
4 sh 4

2sh

gr

gr
10 - FINGERS AND PACKETS (Advanced)
Hands and fingers
Sometimes, it is useful to be very specific about the part of the finger you are using. Here’s a way to
note the different knuckles and be specific about “front” or “back” of the finger:

2,,, 2,, 2,

To specify a knuckle, simply note


2,, 2, one, two or three “,” next to the
2,,, number. Use a dash on top of the
number for the back of the finger.

Just like fingers, you can use the notation:


to mention the gap between two knuckles.

The gap between


the first and the
2, 2,, second knuckle of
Another specification that can be useful is the nail. the index finger.
(Riffle Fan, OH Faro, etc.) For this use this notation: 2n

The left palm can And this is the back


be noted like this: of the right hand:

#L #R
Packets notation
In some situations, you need to be able to define a packet as we define fingers: with moves like
“outpost”, or in some corner spin moves, a packet is sometimes clipped between other packets. To note
them in the grid, simply assign a lettre to a column. You can then use that letter to refer to a packet, as
you would do with a finger.

Here’s an example of a card spinning by


the corners, between two packets: A C

C
C

C A

B
A
bl

A
6 6 6 6

11 - THE
C GRID D(Advanced)
8
A C D
Opening and closing packets
C D
8 2 8
L
B
As the moves get longer and more complicated, it is sometimes a good idea to save a few lines. Here’s
how you can have two new packets in one single line: the small square indicates one new packet, and
6
the letter next to it
A is the packet it is created
B from.
6
A B
8 6
8 1 6 7
1 7 A B
A C D
2 8
X X
2 8
L
B
1 7
In this example, the packet “C” is create
6 from the packet “A”, and the packet “D”
6 6
6 from the packet “B”.
6 6
6 6
A B

6 6 2 8
6 1 6 7

C D
8

C D 6 6 6 6

8 A C D
6
2 8
L
B
A B
X X
8
1 7
A C D
The exact same
2 principe can8 apply to closing packets.
L
B
6
A B
6 6 X 6 6 X 6
8 A B
1 7 6 6
2 8 A B
1 X 7 X
2 8
1 7
C D
In
8
some case, you will need additionnal information about this new packet. Sometimes it’s not obvious if
the new packet has to be create from the top, or the bottom of the initial packet. In other cases, the size
6 of the new packet
6 matters. Here’s how
6 you can note those informations:
6 6 6 6
6 6 6 6
6
A B

8 A line “under”
1 the square indicates
7 that the
A
new packet isCcreate from the bottom (face) If the square is divided inChalf, simply split
D
half
of the initial packet.
A D 2 8 C D
the packet, if it’s in quarter, split about 1/4th.
L
B
8
A line “over” means it’s from2the top. 8
L
B
6 6 6

6 6
A B

C D 2 8
1 7
6 8 6
A 6 B A B

8 2 8
1 7 1 7
6 6 6 6
6
A B

8
1 7
A C D
2 8
6
L
B
6 6 6 6 6 6

6 6 6

6 6
C D A B

2 8
8 1 7
12 - INTERPOLATION
You’re probably thinking... CGN is cool and all, but it’s only for cuts! What about fans, spreads & spring?
Would I need 52 columns? Well no. For these types of moves, we use “interpolations”. This means that
we describe the motion of 1 packet in relation to another, and note that every single card
inbetween should follow. We note them by linking the new packet to the initial one.

Position A Position B

interpolation

Here’s a simple spread. As you can see,


it’s like a “fluid” transition from A to B.
Here’s how to note it in the grid.

Here’s a thumb fan.

Anf just for fun, here’s a double riffle


fan split...
6 4

Compound actions
Sometimes, multiple packets are following the same movement at the same time. To make it easier to
read, we use this notation:
12 2sh

B C D
8

‘‘C’’ hm ‘‘C’’

This means that the action of this packet is


following the one described for packet “C”.

XC

1sh
hm
6 3

3
6sh

8 4
9 3

8
9 4
hm

2sh
13 - TEMPO (Advanced)
Improvisation
Sometimes, you might want to give the performer a chance to express his creativity and his own style.
For this we use the notation “Ad Lib”, just like the one used in music. This comes from Latin “Ad Libi-
tum”, and basically means “at one’s pleasure”.

Ad lib

This means that the numer of


repetition of those actions is
1 3 up to the performer.
sh 4

Ad lib
PANDORA
by Daniel Buck

Written by Dimitri Arleri in CGN v1.0

A C D
89
L
DB 1,,, 6
B B

8 8 8

7hm

1,,, 6

9
8

1,,,

9
7rl
3
4

1,,,

3.4tw
4.3tw

9 10

4
35

1,,,

10
9sh

1,,,

XB

4cr
35cr

1/2 5ll
3ll

35ex
4ex

hm

XB

4cr
35cr

9ll 10

1,,,

10

5sh

1,,,

9ll 10

1,,,
C

8 7ll

3
4

6 6

3.4tw
4.3tw

6 4

12 2sh

‘‘C’’ hm ‘‘C’’

6
C
X

1sh
hm
6 3

3
6sh

8 4
9 3

8
9 4
hm

2sh

XC
7

4.3tw
3.4tw

8 3

6 6sh

2sh
12

3
8

7ll

6 6sh

1
3
12
hm 4

7ll.sh 8

3.4tw
4.3tw

XD

1.23tw
7sh 23.1tw

hm

6
78

XD

78sh
This is just the beginning. CGN will evolve and change with time,
and we hope to hear your feedback to help us make it better!

A huge thank you to Matthew Beaudouin (@mattbeaudouin)


& Antoine Thomas (@ryoma4148) for all the ideas and feedback they gave us!
And of course, thank you to the whole cardistry community who made all this possible.

Have fun ;)

Dimitri & Ladislas


- Cardistry Touch -

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