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For some time now, I have tutored both children and adults in math and
science. Along the way, I have picked up, and devised, some amusing math
tricks. This book is a collection of such tricks, all based on relatively
simple mathematical concepts.
While I hope the book, and tricks, will be amusing and enjoyable in
themselves – I also hope they can serve an educational purpose:
If you are reading the book, you may learn – or at least improve your
understanding of – key mathematical concepts. Wherever possible, I
have explained the mathematical concepts and ideas that underlie
each trick.
If you are a parent, teach, or tutor, you can use the trick to awaken a
child's interest in mathematics: show them the trick, amaze them, and
then teach them how to do the trick themselves. When you explain
the trick, be sure to explain the mathematical reason why it works.
Many of the tricks involve some aspects of arithmetic, for example
adding, subtracting or multiplying numbers. Doing a trick with a
child affords an excellent opportunity to encourage the child to
practice those operations.
So, have fun with this book – and enjoy the tricks – and the math!
If you want to find out about the other math books that I have written,
please visit: http://www.suniltanna.com/math
For science books that I have written, visit:
http://www.suniltanna.com/science
By the way, if you do enjoy this book, please post a positive review on
Amazon!
A Special Note about the Tricks
When I describe each trick in this book, I have (for the most part) kept the
presentation as simple and direct as possible. For example, when doing a
trick in which you will predict a volunteer's number, I simply suggest
writing it down on the back of piece of a paper – which is ideal for a
teaching situation – but if you are actually doing a magic show, you don't
have to do the trick exactly like that!
If you would like to make the presentation more theatrical, you could, for
example:
Start with a paper in an envelope (the number of course being written
on that piece of paper), give the envelope to a volunteer at the start of
the trick – and at the end of the trick, after asking the volunteer
whether they have had the envelope in their possession the whole
time, ask the volunteer to open the envelope and read out your
prediction.
Or, if you wanted, you could secretly write the number in washable
ink on your arm before doing the trick, conceal the writing under long
sleeves – and then roll-up your sleeve at the end of the trick to reveal
the number.
Some tricks (for example "Magic Number Cards") involve the volunteer
choosing a number, and you figuring out what it is. If you are doing this
trick on a friend, that fact that you figured out their number will be amazing
enough, but if you are doing the trick in front of an audience, the audience
might suspect that you and the volunteer are in cahoots – to disprove this
idea, you could ask the volunteer to write their number down on paper
(without you looking) at the start of the trick, and put the paper in an
envelope. It will seem all the more amazing when you announce at the end
of the trick, what the number in the envelope is.
In general, you can make the presentation of the tricks as simple or
elaborate as you like. If you are going for elaborate and theatrical, the sky
is the limit – for example, if you are do the "International Animals" trick,
instead of simply saying (or writing) "I didn't know elephants live in
Denmark", you could pull a stuffed toy elephant and a packet of Danish
bacon out of magician's hat!
I'll leave the presentation ideas to you – I am sure you can come up with
lots of great ideas – so let's get on with the math tricks...
List of Tricks in this Book
Equipment Required:
Code card (optional) – this is a card that you prepare ahead of time and that
illustrates A=1, B=2, C=3, D=4, E=5, F=6, G=7, etc.
Next, ask the volunteer to add the digits together of the result, so for
example if they had 34, they would calculate 3 + 4 giving 7.
You ask the volunteer to take away 5 from the current number.
Now you show the volunteer the code card (or explain A=1, B=2, C=3,
D=4, E=5, F=6, G=7, etc.), and ask them to choose (but not say aloud), the
first country that comes to mind beginning with the letter which
corresponds to their number.
Next, you ask the volunteer to use the 2nd letter of the country and choose
(but not say aloud), the first animal that comes to mind beginning with that
letter.
You then amaze the volunteer by saying "I didn't know elephants live in
Denmark."
2. This means that the volunteer's final number will always be 4, which in
turn leads to the letter D.
3. There are relatively few countries beginning with the letter D, of which
Denmark is by the far the best known. This makes it highly likely the
volunteer will choose Denmark.
Equipment Required:
Pen
Paper
You ask the volunteer to add the digits of their number together, and then
subtract the result from the starting number. For example, if the starting
number was 43, they would do 4 + 3 = 7, and then 43 - 7.
The volunteer will now have a two-digit or one-digit number. If they have a
two-digit number, you ask them to add the digits together to get a one-digit
number.
You turn over the paper - and reveal that you predicted the result!
Equipment Required:
Pen
Paper
You then either draw, or ask the volunteer (or a second volunteer if you
prefer) to draw, a convex polygon with that number of sides (and vertices).
Make sure that there is a dot at each of the vertices of the polygon. Since
there will always be the same number of vertices as there are sides, the
easiest way to draw the polygon is simply to draw an appropriate number of
dots in a roughly circular pattern, and then join them using straight line
segments.
After creating the shape, the drawing should look something like this:
Next you ask the volunteer (or a third volunteer) to choose a number
between 3 and 12 (you can allow larger numbers, and/or 1 or 2 if you want
– but larger numbers require much more drawing and time, and 1 and 2 do
not give very impressive results).
At this point you announce (or write down to reveal later) a number.
You now ask the volunteer (or a fourth volunteer) to mark the chosen
number of points inside the polygon. For example, if the first chosen
number was 7, and second was 8, you would end-up with a drawing of 7-
sided polygon containing 8 dots that might look something like this:
The next step is to ask the volunteer (or a fifth volunteer) to join together
the dots (both the dots inside the polygon and those at the vertices) using
straight line segments. The dots can be joined in any way that they like, in
any order, but there are three restrictions:
The lines segments may not cross.
The volunteer should keep going until the entire polygon has been
subdivided into triangles.
Every dot must be at the vertex of one or more triangles – and it may
not be in the middle of a side of a triangle. So, this would not be
valid because the dot indicated is not at the vertex of the triangle, and
is in the middle of a side.
After all of the dots have been joined up using line segments, the polygon
should look something like this:
Now ask the volunteer (or a sixth volunteer) to count the triangles inside the
polygon, numbering or ticking them off as they go.
They will be amazed to discover that the number of triangles matches the
number that you predicted earlier!
3. Since you don't control where the lines or dots are placed, or how they
will be joined, it might seem almost supernatural that you can know how
many triangles there will be – so enjoy the audience's amazement, revel in
their admiration, and bask in the adoration that being a math-magician
brings!
For example, a 7-sided polygon will contain interior angles that add-up to 7
× 180 - 360 = 900°. This is because such a polygon could be divided into
7 triangles (each triangle containing angles that add-up to 180°), and the
sum of the interior angles of the polygon is the same as the sum of the
angles in all the triangles minus the central 360° where the triangles all join
together.
2. Next consider the situation when we have placed many dots inside the
polygon and subdivided it into many triangles. Each of the angles in these
triangles will have arisen from one of two sources:
Either, the angle arises because it is part of one of interior angles of
the polygon (note: all interior angles are completely used in one
triangle or another).
Or, the angle arises around one of the dots placed inside the
polygon. Each of the interior dots has 360° of angles around it, so if
there are b dots, these angles up to b × 360, or 360b.
We already know that the sum of interior angles is 180a - 360. So, putting
this together with the fact that interior dots provide angles that add-up to
360b, the sum of all angles in all these triangles must be 180a - 360 + 360b,
which can also be written as 180a + 360b - 360.
Finally, since we also know the angles within each of these triangles add-up
to 180°, we can work out the number of triangles by dividing 180a + 360b -
360 by 180. This gives the formula a + 2b - 2.
The Disappearing Square
Equipment Required:
Triangle cut from squared paper – Draw (or print) the following shape on
squared paper. Cut along the black lines so that each of the colored pieces
can be moved independently of each other.
You separate the pieces of the triangle and move them around the table, say
some magic words, and then reassemble the pieces like this:
You can demonstrate to the audience that the new configuration is still 5
squares high by 13 squares wide – apparently unchanged in size and area,
but one of the colored squares seems to have become lost.
How to Do the Trick:
1. Simply follow the steps as described above – the trick works itself.
2. It really does look like you made a square disappear – is it magic, sleight
of hand, or math? Enjoy the audience's amazement, revel in their
admiration, and bask in the adoration that being a math-magician brings!
In the second shape there is a slight bend in the diagonal where the pieces
meet:
2. Some people might say this is not really a math trick since it relies on a
mistaken assumption and arguably an element of deception – I however
respectfully disagree. Part of being a good mathematician is not to make
assumptions (or at least to question the assumptions that you do make). As
far as deception is concerned, if you are careful in your choice of phrasing
when doing the trick, you need never state the second shape is a triangle –
so any deception that occurred would be the audience deceiving themselves
with their own mistaken assumptions.
The Appearing Square
Equipment Required:
Scissors
Shapes drawn on squared paper – Draw (or print) the following shape on
squared paper.
You ask the volunteer to cut out the shapes using the scissors by carefully
cutting along the black lines.
You ask the volunteer to count the number of small squares inside the shape
– they should find it is 13 squares across, by 5 down, and therefore contains
13 × 5 = 65 squares.
2. It really does look like you made a square appear from nowhere – is it
magic, sleight of hand, or math? Enjoy the audience's amazement, revel in
their admiration, and bask in the adoration that being a math-magician
brings!
Note: For similar but more advanced tricks, see Two-Color Magic
Number Cards and Four-Color Magic Number Cards.
Equipment Required:
Magic number cards (required) – You need to prepare a set of seven cards
containing different combinations of numbers. It is very important that the
correct set of numbers appears on each card – no extra or missing numbers!
Second card: 2 3 6 7 10 11 14 15 18 19 22 23 26 27 30 31 34 35 38
39 42 43 46 47 50 51 54 55 58 59 62 63 66 67 70 71 74 75 78 79 82
83 86 87 90 91 94 95 98 99
Third card: 4 5 6 7 12 13 14 15 20 21 22 23 28 29 30 31 36 37 38 39
44 45 46 47 52 53 54 55 60 61 62 63 68 69 70 71 76 77 78 79 84 85
86 87 92 93 94 95 100
Fourth card: 8 9 10 11 12 13 14 15 24 25 26 27 28 29 30 31 40 41 42
43 44 45 46 47 56 57 58 59 60 61 62 63 72 73 74 75 76 77 78 79 88
89 90 91 92 93 94 95
Fifth card: 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 48 49 50
51 52 53 54 55 56 57 58 59 60 61 62 63 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95
Sixth card: 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
50 51 52 53 54 55 56 57 58 59 60 61 62 63 96 97 98 99 100
Seventh card: 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81
82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
Note: You can get a PDF download containing high-quality printable
versions of all these magic number cards from
http://www.suniltanna.com/magic
You show the volunteer each magic number card in turn (you do not need
to show the cards in any particular order), and ask them whether their
number is on that card – "yes" or "no".
After you have shown the volunteer each of the seven magic number cards,
you immediately tell the volunteer their number.
Tip: If you struggle with some of the mental additions, show the cards
with the largest smallest-numbers first (the fifth, sixth and seventh
card). You can memorize 64 + 32 = 96, 64 + 16 = 80, and 32 + 16 = 48.
Any remaining additions that you might have to do, involve only
adding small numbers to the total, and thus should be easy to work
out. Additionally, if you show the first card last, then all you have to do
after showing it, is either to announce the total that you already have –
or to add 1 to your running total – both of which can be done quickly –
helping build the illusion that you worked the answer out instantly.
2. When you reveal the answer, enjoy the audience's amazement, revel in
their admiration, and bask in the adoration that being a math-magician
brings!
2. The cards are set up such that each card corresponds to a different digit
column in the binary number system. When the volunteer looks at the card
and tells you whether their number is on it, they are telling you whether
there is a 1 (number present on the card), or a 0 (number not present on the
card), in a particular column, in the binary representation of their number.
3. By the time that you have shown the volunteer all the cards, you will
have effectively generated a complete binary representation of the
volunteer's number. Of course, you would not want to generate a binary
number which you then had to convert to base ten at the end of the trick –
so by adding the smallest numbers on each "yes" card, you are effectively
converting as you go.
Two-Color Magic Number Cards
Note: For a similar but simpler trick, see Magic Number Cards. For a
similar but more advanced trick, see Four-Color Magic Number Cards.
Equipment Required:
Two-color magic number cards (required) – You need to prepare a set of
seven cards containing different colored combinations of numbers. Each of
the cards contains the numbers 1 to 100 inclusive, but the numbers are
colored differently on each of the cards. It is very important that the
numbers are correctly colored on each card!
Third card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
Fourth card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
Fifth card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
Sixth card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
Seventh card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43
44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87
88 89 90 91 92 93 94 95 96 97 98 99 100
Note: You can get a PDF download containing high-quality printable
versions of all these magic number cards from
http://www.suniltanna.com/magic
You show the volunteer each two-color magic number card in turn (you do
not need to show the cards in any particular order), and ask them whether
their number is "red" or "black" on each card.
After you have shown the volunteer each of the two-color magic number
cards, you immediately tell the volunteer their number.
Tip: If you struggle with some of the mental additions, show the cards
with the largest smallest-red numbers first (the fifth, sixth and seventh
card). You can memorize 64 + 32 = 96, 64 + 16 = 80, and 32 + 16 = 48.
Any remaining additions that you might have to do, involve only
adding small numbers to the total, and thus should be easy to work
out. Additionally, if you show the first card last, then all you have to do
after showing it, is either to announce the total that you already have –
or to add 1 to your running total – both of which can be done quickly –
helping build the illusion that you worked the answer out instantly.
2. When you reveal the answer, enjoy the audience's amazement, revel in
their admiration, and bask in the adoration that being a math-magician
brings!
2. The cards are set up such that each card corresponds to a different digit
column in the binary number system. When the volunteer looks at the card
and tells you which color their number is on it, they are telling you whether
there is a 1 (the number is red on the card), or a 0 (number is black on the
card), in a particular column, in the binary representation of their number.
3. By the time that you have shown the volunteer all the cards, you will
have effectively generated a complete binary representation of the
volunteer's number. Of course, you would not want to generate a binary
number which you then had to convert to base ten at the end of the trick –
so by adding the smallest red numbers, you are effectively converting as
you go.
Four-Color Magic Number Cards
Note: For similar but simpler tricks, see Magic Number Cards and
Two-Color Magic Number Cards
Equipment Required:
Four-color magic number cards (required) – You need to prepare a set of
four cards containing different combinations of numbers. Each of the cards
contains the numbers 1 to 100 inclusive, but the numbers are colored
differently on each of the cards. It is very important that the numbers are
correctly colored on each card!
Third card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
Fourth card: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88
89 90 91 92 93 94 95 96 97 98 99 100
You show the volunteer each four-color magic number card in turn (you do
not need to show the cards in any particular order), and ask them what is
the color of their number – "black", "red", "blue", or "green".
After you have shown the volunteer each of the four-color magic number
cards, you immediately tell the volunteer their number.
Tip: If you struggle with some of the mental additions, show the third
and fourth cards first. You can memorize 64 + 32 = 96 and 64 + 16 =
80. Any remaining additions that you might have to do, involve only
adding relatively small numbers to the total, and thus should be easy to
work out. Thus, when you reach the last card, and immediately give
the volunteer's number, it will create the illusion that you worked it out
instantly.
2. When you reveal the answer, enjoy the audience's amazement, revel in
their admiration, and bask in the adoration that being a math-magician
brings!
2. The cards are set up such that each card corresponds to a different digit
column in the base four number system. When the volunteer looks at the
card and tells you whether their number is on it, they are telling you
whether there is a 0, 1, 2, or 3 in a particular column, in the base four
representation of their number.
3. By the time that you have shown the volunteer all the cards, you will
have effectively generated a complete base four representation of the
volunteer's number. Of course, you would not want to generate a base four
number which you then had to convert to base ten at the end of the trick –
so, by keeping a running total, you are effectively converting as you go.
Color Drop Cards
Equipment Required:
Color drop cards (required) – You need to prepare a set of eight cards. Each
of these cards is printed with two numbers: one side of the card is printed
with a black number 1 to 8 (inclusive), and the reverse side is printed with a
red number 9 to 16 (inclusive). It is very important that the red 9 appears
on the reverse of the black 1, the red 10 on the reverse of the black 2, the
red 11 on the reverse of the black 3, and so on.
You ask the volunteer to shuffle the cards, and then throw them up in the air
(so that some cards land with red numbers face-up, and others land with
black numbers face-up).
You ask the volunteer to tell you how many cards are showing red numbers,
and how many black.
Note: You don't actually need the volunteer to tell you how many black
numbers – you just need the number of visible red numbers – but by
asking for extra unnecessary information you can draw attention away
from the fact that you are only using the number of red numbers.
You say a number, and then ask the volunteer to add up the values showing
on the cards – you correctly predicted the total!
2. The total is given by the formula 36 + 8n, where n is the number of red
numbers. For example, if 3 red numbers were visible, then n would be 3,
and the total would be 36 + ( 8 × 3 ) = 36 + 24 = 60.
How the Trick Works:
1. The total for all the black numbers is 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 = 36.
2. Each red number on the reverse of a card is always 8 more than the
black number on the front of a card – thus simply adding 8 for every red
number showing will always give the correct total.
Missing Digit
Equipment Required:
Pen
Paper
Next you ask the volunteer to add up the digits of their number and write
this underneath (so if they chose 23507 as their original number, they would
calculate 2 + 3 + 5 + 0 + 7 = 17, and write 17 underneath 23507).
Next you ask the volunteer to subtract the digit total from their original
number (so if they had 23507 and 17, they would subtract 17 from 23507
resulting in 23490), and write this down on the paper.
Finally, you ask the volunteer to read out all but one of the digits of the final
number on their paper (so in the example they would read out all but one of
the digits of 23490 – so they might, for example, say "2, 3, 9, 0").
You then amaze the volunteer and the audience by correctly stating the
missing digit.
How to Do the Trick:
1. When the volunteer gives you the final list of digits, add them up in your
head as you go.
If the digits add up to a multiple of 9, then the missing digit is 0.
If the digits do not add up to a multiple of 9, then work out what you
would need to add to reach the next number in the 9 times table – this
is the missing digit. For example, if the volunteer reads out "2, 3, 9,
0", you would work out 2 + 3 + 9 + 0 = 14, the next number in the 9
times table is 18, which is 14 + 4, so the missing digit must be 4.
Equipment Required:
Pen
Paper
Ask the volunteer to count the number of letters in the word version of their
number, and this becomes the volunteer's new number. The volunteer then
writes down the new number both in digits and a word, and counts the
letters in the word form. You repeat this process again and again.
Eventually the volunteer will reach a number that you predicted – at which
point you can interrupt the volunteer, turn over the paper and amaze the
audience. Or, if you prefer not to interrupt the volunteer, they will
eventually reach a number that repeats forever (because it has the same
number of letters in it as its value) – which again will be a number that you
predicted.
Equipment Required:
Blindfold
Othello/Reversi counters or some other kind of two-sided objects in which
the two faces are clearly different from each other. Othello/Reversi
counters are ideal, as they are black on one side, and white on the other. If
you do not have counters, you could use coins (heads and tails), although
with these, audience members may incorrectly assume that you are feeling
the coins to tell which side is facing up.
Ask the volunteer member of the audience to spread the counters (or coins)
around the table randomly so that some have one face up (the white side, or
heads if using coins), and some have the other the other face up (the black
side, or tails if using coins).
Next, you ask the volunteer to shuffle the counters/counters around on the
table – but be sure to remind that no flipping is allowed – you can say it
interferes with the psychic waves necessary to complete the trick. The
counters/counters should then be pushed close together near the middle of
the table.
You explain that while blindfolded you are going to separate the
counters/counter into two piles, with equal numbers of white/heads in each
pile. Ask the volunteer to places your hands next to the counters/coins on
the table, so that you can feel where they are.
You step away from the table, ask the volunteer to remove your blindfold.
You ask the volunteer to count the number of white/heads in each pile, and
to his/her amazement, the numbers will be the same for both piles.
2. One pile consists of that number of counters/coins – and as you add each
counter/coin to that pile, you flip it.
3. The other pile consists of the rest of the counters/coins – be sure not to
flip any counters/coins when adding them to that pile.
2. You now separate into two piles, let's call them Pile 1 and Pile 2.
Pile 1 consists of W counters in total, of which some unknown
number, let's call it X, are white. The number of black counters in
Pile 1 is therefore W - X.
Pile 2 contains all the rest of the counters. Since there were originally
W white counters in total, and we put X of those white counters into
Pile 1, there must be therefore be W - X white counters in Pile 2.
If we flip all counters in Pile 1, then its the white counters become
black, and the black become white. Thus, after flipping all the
counters in Pile 1 (or alternatively flipping each counter as we add it
to Pile 1), we would end up with Pile 1 containing W - X white
counters, and X black counters.
Pile 1 and Pile 2 would thus both end up with W - X white counters –
that is to say, the same number of white counters.
The Enchanted Piggy Bank
Equipment Required:
A piggy bank (or money box) into which coins can be dropped, and which
can be easily opened at the end of the trick
A large collection of pennies
On the table is a piggy bank (or money box) with a coin slot. You ask the
volunteer to examine the piggy bank, and give it a shake to confirm it
contains some coins.
You then tell them that the volunteer that money box is magically enchanted
and if they follow the right steps, it will alter its contents to magically
match the number of coins the volunteer is holding in his right hand.
You put a pile of pennies in the middle of the table, and ask the volunteer to
pick up a few (as many as he wants, but at least three) in his right hand.
You then tell the volunteer must then pick up an equal number in his left
hand.
Now you ask the volunteer to transfer one coin from his left hand to his
right hand, saying the magic words "Hocus pocus enchanted piggy bank
count the coins in my right hand", turning clockwise on the spot, and then
touching his right hand to his forehead (obviously feel free to vary the
precise instructions!).
You ask the volunteer to repeat the process two more times, until the
volunteer has transferred a total of three coins from his left hand to his right
hand.
After this incantation is complete, you ask the volunteer to put all the coins
which are into his left hand into the piggy bank's coin slot.
Now you ask the volunteer to count the coins in his right hand and place
them on the table in a pile.
Finally you ask the volunteer to open the piggy bank, empty the coins
inside it into a pile, and count the coins that were inside.
The volunteer (and the audience) will be amazed to find that the piggy
bank's total matches the number of coins that were in the volunteer's right
hand.
3. When they are stunned by this apparently incredible feat, enjoy the
audience's amazement, revel in their admiration, and bask in the adoration
that being a math-magician brings!
2. Let us imagine that that the volunteer picks up X coins in each hand.
3. After transferring three coins from his left hand to his right hand, the
volunteer's left hand will contain X - 3 coins, and his right hand will contain
X + 3 coins.
4. After transferring one coin back from his right hand to his left hand, the
volunteer's left hand will contain X - 2 coins, and his right hand will now
contain X + 2 coins.
5. When the volunteer places the coins from his left hand into the piggy
bank slot, he will be adding the X - 2 coins that were in his left hand, to the
4 coins that were initially in the piggy bank. The piggy bank would then
end-up containing ( X - 2 ) + 4 = X + 2 coins – which of course is the same
number of coins that the volunteer is holding in his right hand.
Number Transmission
This trick works best when done on a large audience, but it is also
possible to do it on an individual (although in that case it doesn't work
every time). You may seen TV programs or videos in which the trick is
done on individuals, and of course works – the filmmakers get round
the problem of it not working every time, by simply not showing the
videos of when it didn't work!
Note: If you have an assistant, you can try the variant of this trick
called Number Transmission (Advanced). There is also another
variation of the trick, in which you use a volunteer from the audience to
help transmit the number, called Calculated Number Transmission.
Equipment Required:
Pens (one for each participating member of the audience)
Paper (one sheet prepared in advance, plus one for each participating
member of the audience)
You hand out blank sheets of paper and pens to each member of the
audience.
You explain that the paper on the table contains a number, and that in a
moment, you will read the number to yourself and then attempt to mentally
transmit it to the audience.
You go to the table and tell the audience not to write anything until you
say. However, when instructed, they should write down, in as large writing
as possible, the first number that they think of onto their paper.
After everyone has finished writing, you ask the audience to hold up their
papers above their heads, and you yours above your head – nearly
everybody has the same number as you!
Note: If you do not have an assistant, you can do a variant of this trick
called Number Transmission. There is also another variation of the
trick, in which you use a volunteer from the audience to help transmit
the number, called Calculated Number Transmission.
Equipment Required:
Pens (one for each participating member of the audience)
Paper (lots of sheets – one for each participating member of the audience,
plus one extra sheet)
You ask your assistant to choose a number at random between 1 and 50, to
write it down on a piece of paper, and then put the paper face-down on a
table on the stage without showing you the number.
Next, you ask your assistant to hand out blank sheets of paper and pens to
each member of the audience.
When the audience is ready, you ask your assistant to mentally transmit the
number to you. After a few moments of intense concentration, you say
"Got it!"
You now explain that you will attempt to transmit the number to the
audience. You tell the audience not to write anything until you say.
However, when instructed, they should write down, in as large writing as
possible, the first number that they think of onto their paper.
After everyone has finished writing, you ask the audience to hold up their
papers above their heads, and the assistant to reveal the number that he
chose – nearly everybody has apparently received the number.
2. Most people who don't choose 37 will choose 35. So, to be extra sneaky,
and make them think that they almost got it, your assistant can write 35 on
his paper, apparently change his mind, cross it out, and write 37 on the
paper as his final choice.
Note: For a trick based on a similar idea, but using playing cards, see
The Last Card.
Equipment Required:
Pen
Paper
A printed copy of any piece of prose text of reasonable length – it does not
need to be the whole text, a page or two is fine. Some ideas for texts that
you could use: the US Declaration of Independence, the US Constitution,
the Gettysburg Address, one of Winston Churchill's Speeches, a section of
your favorite novel, etc.
You ask for a volunteer from the audience and show the volunteer the text.
You ask the volunteer to select any word in the first sentence of the text.
The volunteer should count the number of letters in their word, and then
move that number of words forward to reach a new word. They then count
the number of letters in the new word, and move that number of letters
forward to reach a second new word, and so on. Eventually the volunteer
will reach the end of the page/text – the final word reached just before the
end is their last word.
When the volunteer announces their last word, you then turn the paper over,
and amaze everybody by showing that you correctly predicted their last
word.
Alternative Version: Instead of using the last word on the page instead
divide the text into three sections – a fairly short beginning section of a
sentence or two, a fairly short end section of a sentence or two, and a
middle section ideally of a few sentences. Once you have done this, ask
the volunteer to start from any word in the beginning section, and
count along until they reach the first word in the end section – which of
course will be a word that you predicted.
2. The fact that you may not start from the same word as the volunteer
does not matter – because regardless of where you start from, it is
extremely likely that you have the same final word as the volunteer,
provided the word count of the text as a whole is significantly longer than
the longest word length, and that the volunteer is required to start fairly near
the beginning of the text.
With very short pieces of text, there may be some small risk that your
prediction may be incorrect.
Equipment Required:
Colored Pens
Paper
Sticky Tape or Glue Stick
You then ask the audience whether it is possible to draw a continuous line
from the red X to the blue X without taking the pen off the paper (drawing
on the thin edge of the paper is not allowed). You can pass the paper
around the audience, and ask people to examine the paper for themselves.
Everyone should agree that it is not possible.
You then stick the paper together into a loop, put the pen on the red X, and
carefully move then pen around the paper until you reach the blue X. You
do not need to take the pen off the paper to do this – because now the paper
has only one side!
Step 2: Normally when making a loop of paper, you would expect to stick
point A to point C, and point B to point D. However for this trick, you
must insert a half-twist in the paper – as a result, point A will be stuck to
point D, and point B to point C.
Equipment Required:
Scissors
Large sheet of paper (such as a sheet from a newspaper)
After the audience says no, you fold and cut the paper, and then step
through it.
to get
Step 3: Carefully make a series of parallel cuts in the paper from the folded
edge towards (but not quite reaching) the opposite edge. The exact number
of cuts that you make is not important, but you should be aware that the
narrower that you make the strips the larger the "hole" that you will have
with at the end of the trick (although the paper will become more flimsy).
After you have made the cuts, your paper should now look something like
this (cuts are shown as red lines):
Step 4: Carefully make another series of parallel cuts in the paper from the
opposite edge towards (but not quite reaching) the folded edge. One of
these cuts should go in between each pair of cuts made in the other
direction.
After you have made these cuts, your paper should now look something like
this (cuts are shown as red lines):
2. After you have made these cuts, you can carefully open out the paper
without tearing. As long as you have made the strips sufficiently narrow,
the paper will now contain a hole big enough to step through! Enjoy the
audience's amazement, revel in their admiration, and bask in the adoration
that being a math-magician brings!
I Know Your Card
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
You then pick-up the cards, and spread the cards face-down on the table in a
line.
You move your finger slowly above the line of cards, and ask a volunteer to
say "Stop!" at a time of their choice. When they do so, you bring your
finger down on a card.
You ask the volunteer to slide out the indicated card, peek at it and
memorize it, without showing you, while you pick up the rest of the cards.
You then allow the volunteer to slide their card back into the deck at a place
of their choosing, pick up the deck, and shuffle the cards thoroughly.
Now you spread the cards out in a line a second time, this time face-up, and
correctly identify the volunteer's card. You can claim to do this using
psychic powers, ESP, or being able to see the volunteer's fingerprints on the
card.
How to Do the Trick:
1. Before you start you sort out the following 22 cards from the rest of the
deck:
Clubs: Ace, 3, 5, 6, 7, 8, 9
Diamonds: 7
Hearts: Ace, 3, 5, 6, 7, 8, 9
Spades: Ace, 3, 5, 6, 7, 8, 9
2. Make sure the 22 cards are all orientated the same way round – that is
with most of the suit symbols (clubs, diamonds, hearts, spades) all pointing
in the same upward direction.
3. Shuffle the 22 cards, and place them on top of the rest of the deck.
4. When moving your finger over the cards, move over the lower part of
the deck quickly, and make sure that when the visitor stops your finger will
be over one of the top 22 cards.
5. When your visitor is looking at and memorizing his card, you pick up
the rest of the deck. Turn the deck round in your hand, so when the visitor
inserts his card back into the deck, the suit symbols on his card will
pointing in the opposite direction to the other cards. Of course, the
spectators won't know the trick is that easy, so enjoy the audience's
amazement, revel in their admiration, and bask in the adoration that being a
math-magician brings!
6. When you identify the volunteer's card at the end of the trick, you simply
look for the card which has suit symbols facing the other way from the rest
of the pack.
2. The trick is set-up so that the volunteer will always choose one of the 22
cards which has rotational symmetry of order 1, and thus you will be able to
tell when it is upside-down relative to rest of the deck (which it will be if
you rotate the rest of the deck).
The Last Card
Note: For a trick based on a similar idea, but using ordinary text, see
The Last Word.
Equipment Required:
Pen
Paper
Standard deck of playing cards (remove the Jokers before performing the
trick) – you can also mix together two decks (both without jokers) – see
comments below.
You look at the cards thoughtfully for a few moments and then secretly
write down something on the paper.
You ask the volunteer to choose a number between 1 and 10, and count that
many cards from the beginning of the line to find the corresponding card.
The face-value of that card becomes the volunteer's new number (the
picture cards, namely Jacks, Queens, and Kings, are considered to have a
face-value of 5 for the purposes of this trick). The volunteer then counts
that number of cards forward, to find a second new card, and so on. The
volunteer should keep repeating this process until they eventually reach the
end of the line of cards – the final card reached just before the end is their
last card.
When the volunteer reaches the end of the line, you then reveal what is
written on the paper: you have correctly predicted the identity of the last
card!
2. The fact that you may not start from the same place as the volunteer does
not matter – because regardless of where you start from, it is extremely
likely that you have the same final card as the volunteer:
Using 1 deck with face-values (picture cards being assigned a face-
value of 5), the chance of success is approximately 85%
Using 1 decks and spelling card names, the chance of success is
approximately of 95%
Using 2 decks with face-values (picture cards being assigned a face-
value of 5), the chance of success is approximately 98%
Using 2 decks and spelling card names, the chance of success is in
excess of 99%
2. The reason that you and the volunteer most likely will end on the same
last card, is that you are both stepping forward through the deck a few cards
at a time. Sooner or later, just by chance, you are almost certain to step on
the same card – from that point onwards you will remain synchronized with
each other for the rest of the deck of cards.
Three Hidden Cards
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
Pen
Paper
You deal out a small pile of cards also face-down. You ask the volunteer to
shuffle this pile and then put one of his three chosen cards on top of this
first pile.
You now deal out a second small pile of cards face-down. You ask the
volunteer to shuffle this second pile, and then pick-up and move as many
cards as he wants from the top of this second pile to the top of the first
pile. After he has done that, you ask the volunteer to place the second of
his three chosen cards on top of the second pile.
You deal out a third small pile of cards face-down. You ask the volunteer to
shuffle this third pile, and then pick-up and move as many cards as he wants
from the top of this third pile to the top of the second pile. After he has
done that, you ask the volunteer to place the third of his three chosen cards
on top of the third pile.
You then deal out the remaining cards into a fourth small pile of cards face-
down. You ask the volunteer to shuffle this fourth pile, and then pick-up
and move as many cards as he wants from the top of the fourth pile to the
top of the third pile.
You then pick-up all four piles of cards and combine them into one stack of
cards.
You carefully look at the first card in the stack, look at the volunteer, look
back at the card with apparent intense concentration on your face, and then
say, "My psychic powers tell me that this isn't your card, so I will discard
this card". You then remove the top card and place it away from the others.
Looking at the next card, you then say "Hmmm, maybe. I'm not too sure
about this card, the signals are fuzzy, so I'll save it for later and move it at
the back of the deck" – and then do so.
You then repeat the process – discard the third card, put the fourth card to
the back of the deck, discard the fifth card, put the sixth card to the back of
the pack, and so on.
It will take a while, but eventually you will end-up with only 3 cards. You
then say "I guess these must be your cards". Turn the cards and the
volunteer's paper over – and, of course, the cards match.
2. After the volunteer has chosen three cards (and the volunteer may really
select any three cards that he likes), there will be 49 cards left, which will
be divided into the four piles.
3. You must also ensure that each of the four piles has the right number of
cards (secretly count in your head while dealing out each pile).
You must deal out 12 cards into the first pile
You must deal out 15 cards into the second pile
You must deal out 15 cards into the third pile
You must deal out 7 cards (that is all remaining cards) into the fourth
pile
4. When you pick-up all four piles of cards, you must ensure that the fourth
pile is on the top, the third pile is under that, the second under that, and the
first pile is at the bottom.
5. Provided that you ensure each pile has the right number of cards, and
follow the procedures described above, the final three cards will always be
the volunteer's three cards.
Before you turn the entire stack of cards over (when the cards are all face-
down in one pile), the order of cards, starting from the bottom is:
12 cards from the first pile (the order of these 12 cards is affected by
the volunteer's shuffling)
The volunteer's first card
15 cards from the second pile (the order of these cards is affected by
the volunteer's shuffling and moving cards between piles)
The volunteer's second card
15 cards from the third pile (the order of these cards is affected by the
volunteer's shuffling and moving cards between piles)
The volunteer's third card
7 cards from the fourth pile (the order of these cards is affected by the
volunteer's shuffling and moving cards between piles)
If you count from the top of the deck, you will see that the volunteer's cards
are always placed 8th, 24th and 40th from the top.
2. The process used for discarding cards always results in the last three
remaining cards being those that began as the 8th, 24th and 40th from the
top.
Imagine a deck of cards, where the bottom card is numbered 52, the second
from bottom card is numbered 51, and so on, until you reach the top card,
which is numbered 1. This is how such a deck would look from bottom to
top:
52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8
7654321
You then discard the top card (card 1), and put the second card (card 2) at
the bottom of the deck, giving you this ordering:
2 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8
76543
If you continue this process of discarding and rearranging, by the time you
have been through the entire deck once, you would have this ordering:
52 50 48 46 44 42 40 38 36 34 32 30 28 26 24 22 20 18 16 14 12 10 8
642
You would then begin the second pass through the deck, by discarding the
top card (card 2), and putting the second (card 4) to the back of the deck,
giving this order:
4 52 50 48 46 44 42 40 38 36 34 32 30 28 26 24 22 20 18 16 14 12 10
86
After your second pass through the entire deck, these cards would remain:
52 48 44 40 36 32 28 24 20 16 12 8 4
You would then make a third pass through the deck, again beginning by
discarding the top card (card 4), and putting the second card (card 8) to the
back of the deck and so on. After your third pass, these cards would
remain:
48 40 32 24 16 8
At this point, you would be about to make your final pass through the deck,
but you would have just discarded card 52 to get to this situation. Just
continuing the sequence of alternating discards and placing cards at the
back of the deck, would mean that this pass would begin with putting the
top card (card 8) to the back of the deck, discarding the second card (card
16), and so on.
So after a fourth pass through the deck, only these cards would remain:
40 24 8
And, of course, the pack has been deliberately arranged so that the
volunteer's cards are those that began as the 8th, 24th and 40th from the top.
Lucky Eleven
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
You hand the volunteer the deck of playing cards, ask them to shuffle, and
then reminding them that 21 is lucky, ask the volunteer to deal out any 21
cards on the table face-up (the other cards will not be used in this trick, and
can be put to one side).
The volunteer now has to mentally choose one of the cards on the table, and
write its identity down on the paper. They should place the paper, writing
side down, on the table after doing so.
You pick up the cards and deal them out, one at a time, left to right, into
three equal face-up piles. After doing so, you ask the volunteer to indicate
which of the piles that their card is in, but without revealing the identity of
their card.
After picking up the cards for the third time, you deal out the cards face-
down counting aloud as you go, until you reach the eleventh card. Then
you remind the audience that is 11 is a lucky number. You then deal the
eleventh card face-up – and then you turn over the paper revealing that the
eleventh card matches the volunteer's choice.
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
Pen
Paper
You hand the volunteer the deck of playing cards, ask them to shuffle, and
then deal out any 27 cards on the table face-up (the other cards will not be
used in this trick, and can be put to one side).
The volunteer now has to mentally choose one of the cards on the table, and
write its identity down on the paper. They should place the paper, writing
side down, on the table after doing so.
After picking up the cards for the third time, you deal out the cards face-
down counting aloud as you go, until you reach the volunteer's number.
That card, the one corresponding to the volunteer's number, you deal face-
up – and then you turn over the paper revealing that the card matches the
volunteer's choice.
The first time that you deal out the three piles, you put 0, 1 or 2 towards
composing the volunteer's number:
If you do not need a 1 or a 2 to compose the volunteer's number, then
when you pick-up the three piles, you make sure that the volunteer's
selected pile is the top one.
If you need a 1 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the middle one.
If you need a 2 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the bottom one.
For the second set of three piles, you put 0, 3 or 6 towards composing the
volunteer's number:
If you do not need a 3 or a 6 to compose the volunteer's number, then
when you pick-up the three piles, you make sure that the volunteer's
selected pile is the top one.
If you need a 3 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the middle one.
If you need a 6 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the bottom one.
For third set of three piles, you put 0, 9 or 18 towards composing the
volunteer's number:
If you do not need a 9 or a 18 to compose the volunteer's number,
then when you pick-up the three piles, you make sure that the
volunteer's selected pile is the top one.
If you need a 9 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the middle one.
If you need a 18 to compose the volunteer's number, then when you
pick-up the three piles, you make sure that the volunteer's selected
pile is the bottom one.
3. Follow the steps correctly, and this trick practically works itself! After
completing the trick, enjoy the audience's amazement, revel in their
admiration, and bask in the adoration that being a math-magician brings!
2. You can do your own experiment with playing cards, to see how
successive rearrangements affect the order of the cards, but the trick is
essentially based on converting the volunteer's number into the ternary
(base three) number system – since there are three piles.
In the familiar base ten number system, the columns in a written
number correspond to powers of ten (units, 10s, 100s, 1000s, etc.),
and each column can contain a digit from 0 to 9 (one less than ten).
The ternary (base three) number system can represent the same
numbers as base ten can – it just does so differently. In the ternary
number system, the columns in a written number correspond to
powers of three (units, 3s, 9s, 27s, etc.), and each column can only
contain a digit from 0 to 2 (one less than three).
The first set of piles corresponds to the units digit in base 3. The second set
of piles corresponds to placing a 0, 1 or 2 into the 3s column in base 3
(since 1 × 3 = 3 and 2 × 3 = 6). And the third set of piles corresponds to
place a 0, 1 or 2 into the 9s column in base 3 (since 1 × 9 = 9 and 2 × 9 =
18).
Card Tour
Note: For a similar but more advanced trick, see Card Tour
(Advanced).
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
Pen
Paper
You shuffle the deck of cards and then deal out a checkerboard pattern of
face-up cards. When laying out the checkerboard, you must ensure that
there is a card in each corner of the checkerboard):
You ask the volunteer to secretly choose one of the face up cards, and write
down its identity (for example: "Three of Clubs") on the paper.
You deal out additional face-up cards into the gaps within checkerboard
pattern, resulting in a 5 X 5 grid of face-up cards:
You then explain the volunteer that you are going to play a game – you will
read the volunteer's mind using ESP, and hence find his card – but to make
it more difficult, you are going to allow the volunteer to change cards: the
volunteer can change cards by moving from their current card to an
adjacent face-up card left, right, up or down (not diagonally).
The volunteer goes first and secretly switches card according to these rules.
He then secretly writes the identity of his new card on his paper.
After a moment you say that you have read the volunteer's mind and
identified his card. To prove it, you turn-over some cards that are not the
volunteer's chosen card. After doing so, the cards might look like this
(face-down cards shown in blue):
You then repeat the process a few times – each time the volunteer changes
the identity of his chosen card by moving to an adjacent (left, right, up or
down) face-up card, and then you turning over some cards.
Eventually only one face-up card will be left – you ask the volunteer to turn
the paper over – and of course it will match the volunteer's card.
3. The next time that you remove some cards, make sure you only remove
cards for which the coordinates add up to an odd number. For example, you
could remove ( 1, 4 ), because 1 + 4 = 5 and 5 is odd – but you should not
remove ( 1, 3 ), because 1 + 3 = 4 and 4 is even.
5. Important: There is one precaution that you must take – make sure your
removals never split the remaining cards into two (or more) groups – there
must always be a continuous path of horizontal and/or vertical cards
connecting all remaining cards together – until you only have one card left.
This precaution is necessary, because otherwise the volunteer might get
stuck on an isolated card on his turn and be unable to switch card.
Tip: The easiest way to avoid the isolated card problem arising is to
remove even/odd cards around the edges of the block of remaining
cards.
2. In the second turn the volunteer will begin on an "odd" card, and must
move to an adjacent "even" card. Hence you can respond by removing
"odd" cards, knowing that these can not be the volunteer's card.
3. In each turn the volunteer will switch between "odd" and "even" cards,
and hence you can always safely remove the opposite type of card.
Card Tour (Advanced)
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
Pen
Paper
You shuffle the deck of cards and then deal out a checkerboard pattern of
face-up cards. When laying out the checkerboard, you must ensure that
there is a card in each corner of the checkerboard):
You ask the volunteer to secretly choose one of the face up cards, and write
down its identity (for example: "Three of Clubs") on the paper.
You deal out additional face-up cards into the gaps within checkerboard
pattern, resulting in a 7 X 7 grid of face-up cards:
You then explain the volunteer that you are going to play a game – you will
read the volunteer's mind using ESP, and hence find his card – but to make
it more difficult, you are going to allow the volunteer to change cards: the
volunteer can change cards by moving from their current card to an
adjacent face-up card left, right, up or down (not diagonally).
The volunteer goes first and secretly switches card according to these rules.
He then secretly writes the identity of his new card on his paper.
After a moment you say that you have read the volunteer's mind and
identified his card. To prove it, you turn-over some cards that are not the
volunteer's chosen card. After doing so, the cards might look like this
(face-down cards shown in blue):
You then repeat the process a few times – each time the volunteer changes
the identity of his chosen card by moving to an adjacent (left, right, up or
down) face-up card, and then you turning over some cards.
Eventually only one face-up card will be left – you ask the volunteer to turn
the paper over – and of course it will match the volunteer's card.
2. The first time that you remove some cards, make sure you only remove
cards for which the coordinates add up to an even number. For example,
you could remove ( 1, 7 ), because 1 + 7 = 8 and 8 is even – but you should
not remove ( 2, 7 ), because 2 + 7 = 9 and 9 is odd.
3. The next time that you remove some cards, make sure you only remove
cards for which the coordinates add up to an odd number. For example, you
could remove ( 1, 6 ), because 1 + 6 = 7 and 7 is odd – but you should not
remove ( 1, 5 ), because 1 + 5 = 6 and 6 is even.
5. Important: There is one precaution that you must take – make sure your
removals never split the remaining cards into two (or more) groups – there
must always be a continuous path of horizontal and/or vertical cards
connecting all remaining cards together – until you only have one card left.
This precaution is necessary, because otherwise the volunteer might get
stuck on an isolated card on his turn and be unable to switch card.
Tip: The easiest way to avoid the isolated card problem arising is to
remove even/odd cards around the edges of the block of remaining
cards.
2. In the second turn the volunteer will begin on an "odd" card, and must
move to an adjacent "even" card. Hence you can respond by removing
"odd" cards, knowing that these can not be the volunteer's card.
3. In each turn the volunteer will switch between "odd" and "even" cards,
and hence you can always safely remove the opposite type of card.
Card Telepathy (Telephone Stud)
This is a very famous card trick that goes under various names,
including "telephone stud" (because the trick can even be performed
over the telephone), and which has also been described as "the best
card trick" by several authors. The trick was originally devised by a
mathematics professor, William Fitch Cheney Jr. (1894 to 1974), who is
also known for being the first person to receive a Ph.D. in mathematics
from MIT in 1927.
Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the
trick)
An assistant – note: the assistant will be required to memorize quite a
complex code, so you need to find somebody who is willing to do that!
You hand the volunteer the deck of playing cards. You explain to the
volunteer that you will leave the room in a moment, and that after you are
gone, they should choose any five playing cards they like from the deck.
They can shuffle the deck as much as they want, and use any criteria that
they like to choose these five cards.
After you leave the room, the volunteer chooses the five playing cards,
optionally shows them to the audience, and then hands them to your
assistant.
Your assistant places the five cards on the table – four of them face-down –
and one of them face-up.
You are called back into the room by a member of the audience (the
assistant can then sit behind the screen, or even leave the room via a
separate door, if you like).
You look briefly at the cards on the table, concentrate for a moment
(claiming to be receiving a telepathic transmission from your assistant), and
then announce the identity of the face-down card. You ask the volunteer to
turn over the card – and of course you are correct!
2. This is a truly stunning trick, so when you correctly identify the face-
down card, apparently with the help of telepathy, you will be able to enjoy
the audience's amazement, revel in their admiration, and bask in the
adoration that being a math-magician brings!
You can apply the concepts of modular arithmetic to the playing cards in
any chosen suit. You (and your assistant) start by imagining the cards
arranged in a circle as shown:
You move between cards by counting clockwise. For example, if the two
cards of interest were the Three of Hearts and the Eight of Hearts, then 5
steps would be required to move between them:
The choice of starting card is very important. Starting at the Eight of
Hearts, and counting around the circle from there to the Three of Hearts,
requires more steps (8 steps):
Let's try another example that illustrates this same point. Imagine that the
two cards of interest are the Three of Hearts and the Jack of Hearts. In this
case, counting from the Three of Hearts to the Jack of Hearts requires 8
steps:
However, starting instead at the Jack of Hearts and counting around the
circle to the Three of Hearts, requires only 5 steps:
After a bit of thought, it should become apparent that it is always possible
move from one card in a suit to another card in the same suit in a
maximum of 6 clockwise steps – provided that there is a choice of which
card to start from.
So, combining with what we have already discussed about using a face-up
card to communicate the suit of the face-down card – if you and your
assistant could find a way to communicate a number (the modular
arithmetic distance from the face-up card to the face-down card), then the
identity of the face-down card would be revealed. Moreover, if your
assistant carefully chooses which card to place face-up and which card to
place face-down, he could ensure that this number only needs to be in the
range of 1 to 6.
For example, if the two cards of the same suit were the Three of Hearts, and
the Jack of Hearts, then your assistant could place the Three of Hearts face-
down, and the Jack of Hearts face-up, and need to find some way to
communicate the number 5 – to indicate that the face-down card was 5
clockwise steps above the Jack of Hearts.
Likewise, if the two cards of the same suit were the Seven of Spades and
the Nine of Spades, then your assistant would place the Nine of Spades
face-down, the Seven of Spaces face-up, and need to find a way to
communicate the number 2 – to indicate that the face-down card was 2
clockwise steps above the Seven of Spades.
First you need a ranking system for all cards in the deck – you can use any
ranking system you like – but here is the system that I use:
I rank the suits in order alphabetically – starting with Clubs (lowest),
then Diamonds, then Hearts, and finally Spades (highest).
Then, within each suit, I rank the cards – going up through the
number cards (starting with the Two) in numerical order, followed by
the picture cards in the order Jack, Queen, King, Ace.
The lowest, middle, and highest cards can be placed in a line – and the
order in which they appear in that line can be varied. There are in fact six
permutations in which they can be arranged – and each of these
permutations can be used to represent a different number.
5. Putting this all together, using four face-up cards, we now have a way to
communicate the identity of a face down card – its suit, and how far (1 to 6)
that we have to count around a card circle from a known card in the same
suit.
(a) Let's suppose that the five chosen cards were: Six of Hearts, Queen of
Spades, Four of Clubs, Nine of Clubs, and Three of Diamonds.
The two cards of the same suit are the Four of Clubs and the Nine of
Clubs, so one of these will serve as the face-down card, and the other
card will be placed face-up adjacent to it.
Counting around the card circle from the Four of Clubs to the Nine of
Clubs requires 5 steps (whereas counting around from the Nine to the
Four requires 8 steps). Therefore the Nine of Clubs will be placed
face-down, and the Four of Clubs will be placed face-up next to it.
The three remaining cards need to communicate the number 5, so
need to be placed face-up in the order Lowest-Highest-Middle – that
is the Three of Diamonds, then the Queen of Spades, and finally the
Six of Hearts.
(b) Imagine that the five chosen cards were: Queen of Clubs, Three of
Diamonds, Queen of Diamonds, Six of Hearts, and Ten of Hearts.
In this example, there are two pairs of cards of the same suit (one pair
is the Three of Diamonds and the Queen of Diamonds, and the other
pair is the Six of Hearts and the Ten of Hearts) – so your assistant can
choose which pair to use. Let's say that he chose the Three of
Diamonds and the Queen of Diamonds – so one of these will serve as
the face-down card.
Counting around the card circle from the Queen of Diamonds to the
Three of Diamonds requires 4 steps (whereas counting around from
the Three to the Queen requires 9 steps). Therefore the Three of
Diamonds will be placed face-down, and the Queen of Diamonds will
be placed face-up next to it.
The three remaining cards need to communicate the number 4, so
need to be placed face-up in the order Middle-Lowest-Highest – that
is the Six of Hearts, then the Queen of Clubs, and finally the Ten of
Hearts.
(c) Imagine that the five chosen cards were: Four of Spades, Six of Spades,
Jack of Spades, Two of Hearts, and Seven of Diamonds.
In this example, there are three cards of the same suit (the Four of
Spades, the Six of Spades, and the Jack of Spades) – so your assistant
can choose any two of the three as the pair to use. Let's say that he
chose the Four of Spades and the Jack of Spades – so one of these
will serve as the face-down card.
Counting around the card circle from the Jack of Spades to the Four
of Spades requires 6 steps (whereas counting around from the Four to
the Jack requires 7 steps). Therefore the Four of Spades will be
placed face-down, and the Jack of Spades will be placed face-up next
to it.
The three remaining cards need to communicate the number 6, so
need to be placed face-up in the order Lowest-Middle-Highest – that
is Seven of Diamonds, then the Two of Hearts, and finally the Six of
Spades.
Magic Squares
Note: For a similar but more advanced trick, see Magic Squares
(Advanced).
Equipment Required:
Pen
Paper
Calculator (optional)
Magic Squares – Either printed, or you can draw your own magic square on
a whiteboard or blackboard. Each magic square is simply a grid with equal
numbers of rows and columns, and the whole numbers, starting from 1,
filled-in from left to right and top to bottom, starting from the top left
square.
You cross out all the other numbers which are in the same row or column as
the chosen number. Your magic square will now look something like this:
You then ask an audience member (it can be a different person from the
previous time) to choose another number on the magic square – they must
choose a number which is still available – that is to say a number which has
not been circled, and has not been crossed out. Again you circle the
audience member's chosen number, and cross out all the other numbers that
are in the same row or column as the chosen number. Your magic square
will now look something like this:
You repeat this process of asking audience members to choose any available
number, and crossing out the other numbers in the same row or column,
until every number has been used or eliminated (the last audience member
will only have one number to choose from!). Eventually your magic square
will look something like this:
You ask a volunteer from the audience to add up all the circled numbers
(you can provide him with a calculator if you wish). When the volunteer
announces the answer, you turn over the paper and show that you predicted
the answer before the trick began!
Tip: This trick is most effective if you use a relatively large magic
square and let multiple audience members select numbers on the magic
square.
2. The proof that this will always be the case involves several steps:
(i) The rule about crossing out all numbers in the same row or column as a
chosen number ensures that the set of all cells chosen at the end of the trick
must always be in different rows and columns from each other.
(ii) Since you keep going until all the numbers (and therefore all the cells)
are chosen or eliminated, you always end with a magic square containing
exactly one chosen cell in every column, and exactly one chosen cell in
every row.
(iii) There are many ways that the chosen cells could be arranged within the
magic square, but one possible configuration is with chosen cells placed
along the main diagonal of the magic square. You could obviously
calculate the final total for this configuration by adding up all the numbers
in those squares – that is the sum of the numbers along the main diagonal of
the magic square.
(iv) If you start from the diagonal configuration, it is possible to reach any
other permissible configuration by moving the positions of the chosen cells
around – however this would have no effect on the final total made when
adding the numbers in the chosen cells:
If you want to move the position of a chosen cell left or right, you can only
do so by exchanging the column positions of two chosen cells (otherwise
you would end-up with a column containing more than one chosen cell).
If you move the position of one chosen cell x columns to the left (and
hence subtract x from the total sum of the numbers in the chosen
cells), you must also move the position of another chosen cell x
columns to the right (and hence add x to the total sum of the numbers
in the chosen cells). Subtracting and then adding the same number
results in no overall change in the total sum of the numbers.
Likewise, if you move the position of one chosen cell x columns to
the right (and hence add x to the total sum of the numbers in the
chosen cells), you must also move the position of another chosen cell
x columns to the left (and hence subtract x from the total sum of the
numbers in the chosen cells). Adding and subtracting the same
number results in no overall change in the total sum of the numbers.
If you want to move the position of a chosen cell up or down, you can only
do so by exchanging the row positions of two chosen cells (otherwise you
would end-up with a row containing more than one chosen cell).
If you move the position of one chosen cell y rows upwards (and
hence subtract ( y × grid_size ) from the total sum of the numbers in
the chosen cells), you must also move the position of another chosen
cell y rows downwards (and hence add ( y × grid_size ) to the total
sum of the numbers in the chosen cells). Subtracting and then adding
the same number results in no overall change in the total sum of the
numbers. (Note: grid_size refers to number of rows/columns in the
magic square).
Likewise, if you move the position of one chosen cell y rows
downwards (and hence add ( y × grid_size ) to the total sum of the
numbers in the chosen cells), you must also move the position of
another chosen cell y rows to upwards (and hence subtract ( y ×
grid_size ) from the total sum of the numbers in the chosen cells).
Adding and subtracting the same number results in no overall change
in the total sum of the numbers. (Again, grid_size refers to number of
rows/columns in the magic square).
Equipment Required:
Pen
Paper
Calculator (optional)
Blank Magic Squares – A grid of squares with an equal number of rows and
columns. I recommend doing this trick with a 5 X 5 magic square for
reasons that will be explained shortly.
You select a second member of the audience, and also ask them to choose
another number between 1 and 12 (inclusive).
Next you write something on paper and then turn the paper over.
You show the audience a blank magic square (or you can draw a one on a
blackboard/whiteboard). I recommend doing this trick with a 5 X 5
magic square – while it is possible to use any size magic square that you
like, this trick is easiest (unless you are extremely good at mental
arithmetic) if you use a 5 X 5 magic square.
You write the first chosen number in the top-left cell of the magic square.
You add the second number to the first number, and write the total in the
cell one place to the right of the top-left. You then add the second number
again, and write this total in the next cell to the right. You repeat this
process again and again until you have filled every cell in the top row with
a different number. After you have finished filling out top row, you
continue by filling in the second row from left to right, and when that is
done, then the third row, and so on. Eventually every cell in the entire
magic square will be filled with a different number.
For example, imagine that the first volunteer chose 3, and the second
volunteer chose 4:
You would write 3 in the top-left cell.
You would write 7 (because 3 + 4 = 7) in the next cell.
You would write 11 (because 7 + 4 = 11) in the next cell.
You would write 15 (because 11 + 4 = 15) in the next cell.
You would write 19 (because 15 + 4 = 19) in the next cell.
Then continue by writing 23, 27, 31, 35, 39, 43, 47, 51, and so on in
the cells after that.
After you have filled out the entire magic square with numbers, it should
end up looking something like this:
You ask a third member of the audience to choose any one of the numbers
on the magic square. You circle their chosen number. Your magic square
will now look something like this:
You cross out all the other numbers which are in the same row or column as
the chosen number. Your magic square will now look something like this:
You then ask another audience member to choose another number on the
magic square – they must choose a number which is still available – that is
to say a number which has not been circled, and has not been crossed out.
Again you circle the audience member's chosen number, and cross out all
the other numbers that are in the same row or column as the chosen
number. Your magic square will now look something like this:
You repeat this process of asking audience members to choose an available
number, and crossing out the other numbers in the same row or column,
until every number has either been used or eliminated (the last audience
member will only have one number to choose from!). Eventually your
magic square will look something like this:
You ask a volunteer from the audience to add up all the circled numbers
(you can provide him with a calculator if you wish). When the volunteer
announces the answer, you turn over the paper and show that you predicted
the answer before the trick began!
Tip: Unless you are extremely good at mental arithmetic, most of these
formulae are difficult to work out in your head. However, two
particular magic squares (4 X 4 and 5 X 5) have relatively easy
formulae. Since 5 X 5 looks more impressive than 4 X 4, we
recommend choosing this.
2. Assuming that you use 5 X 5 magic squares, here are some of examples
of how to quickly work out the total (similar tactics can be used for 4 X 4 as
well):
If second volunteer chose 3 and the first volunteer chose 7. Then you
would need to calculate ( 3 × 60 ) + ( 7 × 5 ) . This is relatively easy
if you now your times tables. 3 × 6 is 18, so 3 × 60 must be 180. 7 ×
5 is 35. So adding 180 and 35 gives the final answer of 215.
If second volunteer chose 9 and the first volunteer chose 8. Then you
would need to calculate ( 9 × 60 ) + ( 8 × 5 ) . 9 × 6 is 54, so 9 × 60
must be 540. 8 × 5 is 40. So adding 540 and 40 gives the final
answer of 580.
If second volunteer chose 11 and the first volunteer chose 9. Then
you would need to calculate ( 11 × 60 ) + ( 9 × 5 ) . 11 × 6 is 66, so
11 × 60 must be 660. 9 × 5 is 45. So adding 660 and 45 gives the
final answer of 705.
If second volunteer chose 12 and the first volunteer chose 3. Then
you would need to calculate ( 12 × 60 ) + ( 3 × 5 ) . 12 × 6 is 72, so
12 × 60 must be 720. 3 × 5 is 15. So adding 720 and 15 gives the
final answer of 735.
2. The proof that this will always be the case involves several steps:
(i) The rule about crossing out all numbers in the same row or column as a
chosen number ensures that the set of all cells chosen at the end of the trick
must always be in different rows and columns from each other.
(ii) Since you keep going until all the numbers (and therefore all the cells)
are chosen or eliminated, you always end with a magic square containing
exactly one chosen cell in every column, and exactly one chosen cell in
every row.
(iii) There are many ways that the chosen cells could be arranged within the
magic square, but one possible configuration is with chosen cells placed
along the main diagonal of the magic square. You could obviously
calculate the final total for this configuration by adding up all the numbers
in those squares – that is the sum of the numbers along the main diagonal of
the magic square.
(iv) If you start from the diagonal configuration, it is possible to reach any
other permissible configuration by moving the positions of the chosen cells
around – however this will have no effect on the final total made when
adding the numbers in the chosen cells:
If you want to move the position of a chosen cell left or right, you can only
do so by exchanging the column positions of two chosen cells (otherwise
you would end-up with a column containing more than one chosen cell).
If you move the position of one chosen cell x columns to the left (and
hence subtract ( x × b ) from the total sum of the numbers in the
chosen cells), you must also move the position of another chosen cell
x columns to the right (and hence add ( x × b ) to the total sum of the
numbers in the chosen cells). Subtracting and then adding the same
number results in no overall change in the total sum of the numbers.
Likewise, if you move the position of one chosen cell x columns to
the right (and hence add ( x × b ) to the total sum of the numbers in
the chosen cells), you must also move the position of another chosen
cell x columns to the left (and hence subtract ( x × b ) from the total
sum of the numbers in the chosen cells). Adding and subtracting the
same number results in no overall change in the total sum of the
numbers.
If you want to move the position of a chosen cell up or down, you can only
do so by exchanging the row positions of two chosen cells (otherwise you
would end-up with a row containing more than one chosen cell).
If you move the position of one chosen cell y rows upwards (and
hence subtract ( y × b × grid_size ) from the total sum of the numbers
in the chosen cells), you must also move the position of another
chosen cell y rows downwards (and hence add ( y × b × grid_size ) to
the total sum of the numbers in the chosen cells). Subtracting and
then adding the same number results in no overall change in the total
sum of the numbers. (Note: grid_size refers to number of
rows/columns in the magic square).
Likewise, if you move the position of one chosen cell y rows
downwards (and hence add ( y × b × grid_size ) to the total sum of the
numbers in the chosen cells), you must also move the position of
another chosen cell y rows to upwards (and hence subtract ( y × b ×
grid_size ) from the total sum of the numbers in the chosen cells).
Adding and subtracting the same number results in no overall change
in the total sum of the numbers. (Again, grid_size refers to number of
rows/columns in the magic square).
Equipment Required:
Pen
Paper
Calculator (optional)
Next, you ask a volunteer member of the audience to play a game with you.
You explain that the game is very simple: you and the volunteer will take
turns writing down four-digit numbers on the paper.
You then start the game by writing down an apparently random four-digit
number, and invite the volunteer to do the same. Then you quickly write
down another four-digit number, and again invite the volunteer to write
another four-digit number Finally you write down one more four-digit
number, and say something like "that's enough for now". You should now
have a list of 5 four-digit numbers.
Now you then ask the volunteer to add up the numbers on the list, then to
turn the paper over to reveal that the total was written on the back of the
paper all along.
How to Do the Trick:
1. Before you start, you need to choose a four-digit number (make sure it is
one that is easy to remember!)
2. Subtract 2 from your number. You can now write down the predicted
answer on the back of the paper: write a leading 2 followed by your four-
digit number minus 2. For example, if you choose 1076 as your four-digit
number, you would write 21074 on the back of the paper. Likewise, if you
choose 9653 as your four-digit number, you would then write 29651 as the
predicted answer on the back of the paper.
3. Begin the game by writing your chosen four-digit number on the front of
the paper.
8. Ask the volunteer to add together all five of the four-digit numbers in the
list.
9. Turn over the paper and reveal that you knew the answer all along!
10. Enjoy the audience's amazement, revel in their admiration, and bask in
the adoration that being a math-magician brings!
2. The number of the back of the paper is first four-digit number plus
19,998. Writing 2 in front of the four-digit number adds 20,000.
Subtracting 2 from that gives a net addition of 19,998.
3. When the volunteer writes their first four-digit number, your response is
chosen so that their number plus your response will always add up to 9,999.
4. When the volunteer writes their second four-digit number, your response
is chosen so that their number plus your response will also always add up to
9,999.
5. When the volunteer adds up all five numbers they are adding your first
number plus 9,999, plus another 9,999. 9,999 plus 9,999 is 19,998, so in
other words, they are simply calculating first four-digit number plus 19,998
– which is of course the number that you predicted and wrote on the back of
the paper.
Kaprekar (3 Digit)
Note: For a similar but more advanced trick, see Kaprekar (4 Digit).
Equipment Required:
Pen
Paper
Calculator (optional)
Next, you ask a volunteer to choose a three-digit number and write it on the
paper – any three-digit number is allowed, provided the digits are not all
the same. So, 956, 403, 311, 295, or 112 would all be okay, but 111, 333, or
888 would not be.
You ask the volunteer to generate two new numbers by sorting the digits of
their number into descending and ascending order. For example if they had
956, they would generate 965 and 569. Likewise if they had 190, they
would generate 910 and 019.
You ask the volunteer to subtract the smaller of the two generated numbers
from the larger, and write the result down. Note: if they get a result that is
less than 100, you need to ask them to pad the answer with leading zeroes,
so 221 - 122 would be 099 rather than just 99.
Now starting from the current number, you ask the volunteer to repeat the
process, sorting the digits into descending and ascending orders to generate
two new numbers, and subtracting the smaller generated number from the
larger.
You ask the volunteer to repeat this process several times, and then you turn
over the paper to reveal that you knew the answer all along!
Note: For a similar but slightly simpler trick, see Kaprekar (3 Digit).
Equipment Required:
Pen
Paper
Calculator (optional)
Next, you ask a volunteer to choose a four-digit number and write it on the
paper – any four-digit number is allowed, provided the digits are not all the
same. So, 9562, 4030, 3111, 2953, or 1122 would all be okay, but 1111,
3333, or 8888 would not be.
You ask the volunteer to generate two new numbers by sorting the digits of
their number into descending and ascending order. For example if they had
9562, they would generate 9652 and 2569. Likewise if they had 4030, they
would generate 4300 and 0034.
You ask the volunteer to subtract the smaller of the two generated numbers
from the larger, and write the result down. Note: if they get a result that is
less than 1000, you need to ask them to pad the answer with leading zeroes,
so 2221 - 1222 would be 0999 rather than just 999.
Now starting from the current number, you ask the volunteer to repeat the
process, sorting the digits into descending and ascending orders to generate
two new numbers, and subtracting the smaller generated number from the
larger.
You ask the volunteer to repeat this process several times, and then you turn
over the paper to reveal that you knew the answer all along!
Note: This trick starts similarly to Kaprekar (3 Digit), but then goes off
in a different direction.
Equipment Required:
Pen
Paper
Calculator (optional)
Next, you ask a volunteer to choose a three-digit number and write it on the
paper – any three-digit number is allowed, provided the digits are not all
the same. So, 956, 403, 311, 295, or 112 would all be okay, but 111, 333, or
888 would not be.
You ask the volunteer to generate two new numbers by sorting the digits of
their number into descending and ascending order. For example if they had
956, they would generate 965 and 569. Likewise if they had 190, they
would generate 910 and 019.
You ask the volunteer to subtract the smaller of the two generated numbers
from the larger, and write the result down. Note: if they get a result that is
less than 100, you need to ask them to pad the answer with leading zeroes,
so 221 - 122 would be 099 rather than just 99.
The volunteer should now have a three-digit number. You ask the volunteer
to add the number to a copy of itself but with the digits in reverse order.
For example, if their three-digit number was 427, they would calculate 427
+ 724.
When they complete the calculation, you turn over the paper revealing that
you predicted the answer!
The next stage is to add the result of the subtraction to the reversed
version of itself as shown below:
Adding the right most column results in 9 (all the L's and S's cancel
each other out):
Adding the rightmost column, plus 1 carried from the middle column,
results in 10 (all the L's and S's cancel each other out):
Equipment Required:
Pen
Paper
Calculator (recommended) – If you don't use a calculator, you will need to
ask the volunteer to do long multiplication.
You ask the volunteer to choose one of the digits, and circle it.
You tell the volunteer to multiply 12,345,679 (again the 8 has been left out
deliberately) by another number apparently plucked from your head.
3. By the way, this trick still works if you allow the volunteer to choose 8
as his digit, but you still need to multiply by 12345679.
Tricky Triple
Equipment Required:
Pen
Paper
Calculator (recommended) – If you don't use a calculator, you will need to
ask the volunteer to do long division.
You ask the volunteer to generate a new number by repeating their number
three times, so as to generate a three-digit number. For example, if their
initial number was 8, then their new three-digit number would be 888.
You now ask the volunteer to add up the digits of their three-digit number,
and then divide their three-digit number by this value. For example, if their
three-digit number was 234, they would calculate 2 + 3 + 4 = 9, and then
234 ÷ 9.
When they complete the calculation, you turn over the paper revealing that
you predicted the answer!
How to Do the Trick:
1. Simply write 37 on the back of the paper. The final number is always 37
– of course the audience does not know that!
Note: This book also contains other variations of this trick in which you
do not need to ask an audience member to calculate a number –
Number Transmission and Number Transmission (Advanced). To do
Number Transmission (Advanced), you need an assistant.
Equipment Required:
Pens (one for each participating member of the audience)
Paper (lots of sheets – one for each participating member of the audience
including the volunteer)
Calculator (recommended) – If you don't use a calculator, you will need to
ask the volunteer to do long division.
You say that to do the experiment you will need a volunteer member of the
audience to join you on stage.
You ask this volunteer to secretly choose a whole number between 1 and 9
(inclusive).
You then ask the volunteer to generate a new number by repeating their
number three times, so as to generate a three-digit number. For example, if
their initial number was 8, then their new three-digit number would be 888.
You ask the volunteer to add up the digits of their three-digit number, and
then divide their three-digit number by this value. For example, if their
three-digit number was 234, they would calculate 2 + 3 + 4 = 9, and then
234 ÷ 9. Still keeping this number secret, the volunteer should write the
result of this final calculation down (or keep it on the calculator screen).
You now ask the volunteer not to tell you the number, but to try to mentally
transmit the number to you. After apparently intense mental concentration,
you gasp "Got it!"
You now explain that you will attempt to transmit the number to the
audience. You tell the audience not to write anything until you say.
However, when instructed, they should write down, in as large writing as
possible, the first number that they think of onto their paper.
After everyone has finished writing, you ask the audience to hold up their
papers above their heads, and the volunteer to reveal the number that he
chose – nearly everybody has apparently received his number!
Equipment Required:
Calculator
The volunteer then checks your result using a calculator, and of course finds
that it is correct.
2. In your head, you need to divide the six-digit number by 3 to get the
result. For example if the six-digit number was 747474, you would start
from the leftmost digit and use the following steps:
The first (leftmost) digit is a 7. 7 divided by 3 is 2 (so the leftmost
digit of the answer is 2), remainder 1.
The next digit is a 4, but we have a remainder of 1 from the previous
division, so it becomes 14. 14 divided by 3 is 4 (so the next digit of
the answer is 4), remainder 2.
The next digit is a 7, but we have a remainder of 2 from the previous
division, so it becomes 27. 27 divided by 3 is 9 (so the next digit of
the answer is 9), and with no remainder.
The next digit is a 4. 4 divided by 3 is 1 (so the next digit of the
answer is 1), remainder 1.
The next digit is a 7, but we have a remainder of 1 from the previous
division, so it becomes 17. 17 divided by 3 is 5 (so the next digit of
the answer is a 5), remainder 2.
The last digit is a 4, but we have a remainder of 2 from the previous
division, so it becomes 24. 24 divided by 3 is 8 (so the last digit of
the answer is an 8).
The answer is thus 249,158.
Note: For a similar but more advanced trick, see Magic Fifths.
Equipment Required:
Calculator
You ask the volunteer the result of the calculation, and then amaze them by
instantly telling them the starting number that they chose.
2. Of course the trick is much simpler, you simply know the first 10 cube
numbers. This plus the fact that cube numbers occur in the same order as
the numbers which they are cubes of, allows you to narrow down the
answer to within a range of 10. Then, the fact that you know that the
volunteer's starting is an integer (whole number), plus the lucky
coincidence that each possible unit's digit in a starting number results in a
different unit's digit in the cube, allows you to solve the problem with ease.
Note: For a similar but slightly simpler trick, see Magic Cubes.
Equipment Required:
Calculator
You ask the volunteer the result of the calculation, and then amaze them by
instantly telling them the starting number that they chose.
Equipment Required:
Pen
Paper
Calculator
You find a volunteer in the audience, and ask them to choose any positive
number that they like. You write their number on the top of the paper. You
then ask the volunteer to choose a second positive number, and write it
underneath the first number.
You get the volunteer to add the two numbers together, and write the sum
underneath. You ask the volunteer to add the 2nd and 3rd numbers in the
list, and write the sum underneath. You keep repeating this process (adding
the 3rd and 4th numbers to generate a 5th, and so on). When you get to the
bottom of the page after about 12 to 15 numbers, you ask the volunteer to
divide the last number by the second to last number using the calculator.
You now turn the paper over, and reveal that you predicted the result correct
to 3 decimal places!
How to Do the Trick:
1. The number that you write on the back of the paper is 1.618 – this will
always be the final number, although of course the audience does not know
that!
2. Since you write the first two numbers on the front of the paper, I
recommend making your writing about the size which will fit about 15 or
16 similarly sized numbers on the paper. That way when the volunteer
starts writing their numbers they will naturally follow your sizing, so will
tend to fit at least a dozen numbers on the page – this is important to make
the trick work – see below.
The number of A's, B's, and the ratio of A's and B's between successive
terms, is shown for the first 16 items in a sequence in the table below:
If you look carefully at the above table, you may recognize that the number
of A's in successive terms (from the 3rd term onwards), and that the number
of B's in successive terms (from the 2nd term onwards) follow an extremely
well-known mathematical sequence known as the Fibonacci sequence. If
you are not familiar with the Fibonacci sequence, and would like to learn
more about it, it is discussed in the chapter on Phi in Amazing Math: The
Most Interesting, Astonishing, and Absolutely Awesome Numbers in
the Universe.
In case you are wondering, the Fibonacci sequence takes its name after a
mathematician. It is named after the Fibonacci (c. 1170 to c. 1250), who is
also sometimes known as Leonardo of Pisa, as Leonardo Pisano, as
Leonardo Pisano Bigollo, or as Leonardo Fibonacci. Fibonacci did not
discover the sequence that bears his name (it seems to have been known by
earlier Indian mathematicians), but he did introduce the sequence, and
many other mathematical innovations (including the Hindu-Arabic numeral
system that we still use today) to Europe in his 1202 book, Liber Abaci,
which means "Book of Calculation".
Equipment Required:
Calculator
You then ask the volunteer to choose any non-zero digit of the number for
themselves, but tell you all the other digits one by one (optional: tell them
that they can read the digits in any order). When explaining this procedure,
you do need make sure it is clear that if they choose a digit which occurs
more than once in the number, they must still read out all the other
occurrences of that digit.
As the volunteer reads out each digit, you say "got it!" Then, at the end,
you focus on the volunteer, with a look of intense concentration on your
face, and after apparently tremendous mental effort, you announce the
missing digit claiming to have obtained it by ESP.
3. When done well, and with good acting, this trick really can look like
ESP – so be sure to enjoy the audience's amazement, revel in their
admiration, and bask in the adoration that being a math-magician brings!
2. All numbers which are divisible by 9 always have digits which add up to
a multiple of 9 (see the chapter on the 9 times table in Teach Your Kids
Math: Multiplication Times Tables). Hence it is virtually certain that the
digits of the large number must add up to a multiple of 9.
Well done – I hope you enjoyed the tricks – and the math! If you learned
something along the way, that's great too!
By the way, if you enjoyed this book, please post a positive review on
Amazon!
To find out about other educational books that I have written, please go to:
For math books: http://www.suniltanna.com/math
For science books: http://www.suniltanna.com/science
Thanks!