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Math Magic:

Amazing Tricks With Numbers, Arithmetic & Geometry!


Copyright & Other Notices
Published in 2016 by Answers 2000 Limited
Copyright © 2016, Sunil Tanna
Sunil Tanna has asserted his right to be identified as the author of this Work in accordance with the Copyright,
Designs, and Patents Act 1988.
The magician graphic on the cover of this book/eBook is Copyright © 1997-2000 Hemera Technologies Inc.,
and used under license. This picture is provided for viewing purposes only and is not to be reproduced or
used/downloaded separately from this book/eBook. The magician is a model, and the image is used for
illustrative purposes only, and not meant to imply any association or endorsement of said individual with any
product or service.
Information in this book is the opinion of the author, and is correct to the best of the author's knowledge, but is
provided "as is" and without warranty to the maximum extent permissible under law. Content within this book
is not intended as legal, tax, financial, medical, or any other form of professional advice.
While we have checked the content of this book carefully, in any educational book there is always the
possibility of typographical errors, or other errors or omissions. We apologize if any such errors are found,
and would appreciate if readers inform of any errors they might find, so we can update future editions/updates
of this book.
Answers 2000 Limited is a private limited company registered in England under company number 3574155.
Address and other information about information about Answers 2000 Limited can be found at
www.ans2000.com
Updates, news & related resources from the author can be found at http://www.suniltanna.com/tricks
Information about other math books by the same author can be found at http://www.suniltanna.com/math
Introduction

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

TRICKS WHERE A CALCULATOR IS NOT REQUIRED


Here is a selection of math tricks that do not require the use of a calculator. Some of these tricks do however
require props or specially printed materials – instructions on how to create/obtain these are provided.
International Animals
Predicting the Digit Sum
Count the Triangles
The Disappearing Square
The Appearing Square
Magic Number Cards
Two-Color Magic Number Cards
Four-Color Magic Number Cards
Color Drop Cards
Missing Digit
ESP Letter Counting
Psychic Sorting
The Enchanted Piggy Bank
Number Transmission
Number Transmission (Advanced)
The Last Word
One-Sided Paper
Escape through the Paper

CARD TRICKS (CALCULATOR NOT REQUIRED)


Here is a selection of math tricks that make use of standard playing cards. These tricks do not require the use
of a calculator.
I Know Your Card
The Last Card
Three Hidden Cards
Lucky Eleven
Favorite Number/Favorite Card
Card Tour
Card Tour (Advanced)
Card Telepathy (Telephone Stud)

TRICKS WHERE A CALCULATOR MAY OPTIONALLY BE USED


Here is a selection of math tricks that do not require the use of a calculator, but which you may find a
calculator helpful for. If performing these tricks with young children or in a math lesson, I would actually
suggest avoiding the use of a calculator - as these tricks can help make arithmetic practice fun!
Magic Squares
Magic Squares (Advanced)
Psychic Arithmetic
Kaprekar (3 Digit)
Kaprekar (4 Digit)
Reverse Sum

TRICKS WHERE A CALCULATOR IS RECOMMENDED


Here is a selection of math tricks that do not require the use of a calculator, but for which I would recommend
using a calculator, since the arithmetic can be quite tedious and/or tricky.
Magic Repeating Digit
Tricky Triple
Calculated Number Transmission

TRICKS WHERE A CALCULATOR IS REQUIRED


Here is a selection of math tricks for which I would strongly recommend using a calculator, since the
arithmetic can be very tricky – also in some cases (such as "I Know My 3,367 Times Table"), the calculator
serves to emphasize your apparently incredible mathematical abilities.
I Know My 3,367 Times Table
Magic Cubes
Magic Fifths
Golden Sequence
I Know Your Digit
International Animals

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.

Note: You can get a PDF download containing high-quality printable versions of this code card
http://www.suniltanna.com/magic

How the Trick Appears:


You ask a volunteer member of the audience to choose a whole number between 1 and 10.

You ask the volunteer to multiply their number by 9.

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."

Variation: If you are doing this trick in front of an audience, you should get the volunteer to say their
country and animal aloud, and then ask the volunteer to open a sealed envelope containing a piece of
paper containing the phrase "I didn't know elephants live in Denmark". Or, as I mentioned in the
introduction, you could do an especially fancy variation: perhaps pull a packet of Danish bacon and a
soft toy elephant out of a magician's top hat!

How to Do the Trick:


1. There really is nothing to this trick – the answer is always Denmark and elephant.

2. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. As mentioned in Teach Your Kids Math: Multiplication Times Tables, for any number which is a multiple
of 9, the digits will always sum to a multiple of 9. Moreover, for all of the first 10 numbers in the 9 times
table, the sum of digits is in fact always 9.

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.

Tip: It really is extremely likely that the volunteer will choose Denmark as their country – but there
are a few other countries whose names begin with D. This might be a problem if you are doing the trick
in the Caribbean (which contains the Dominican Republic), or in Somalia (which borders Djibouti), or
you audience consists of geographers and map-makers. One way to improve the odds that the volunteer
will choose Denmark, by much earlier in your act, casually mentioning your recent European holiday,
and how you spent time touring northern Europe and Scandinavia, including Germany, Denmark,
Norway, and Sweden. (This takes advantage of a well-known psychological effect known as "priming").
Predicting the Digit Sum

Equipment Required:
Pen
Paper

How the Trick Appears:


You write something on paper and then turn the paper over.

You ask a volunteer member of the audience to choose a two-digit number (10 to 99 inclusive).

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!

How to Do the Trick:


1. Simply write 9 on the back of the paper. The final number is always 9.

2. Perform the trick as described, and enjoy the audience's amazement, revel in their admiration, and bask in
the adoration that being a math-magician brings!

How the Trick Works:


1. As already mentioned, the final answer will always be 9. Here is why:
The two-digit number that the volunteer starts with can of course be any number.
In the event that they chose a number which is in the 9 times table, then the digits will add up to 9 (see
the chapter on the 9 times table in Teach Your Kids Math: Multiplication Times Tables). So, when
they subtract the sum of the digits (9), they will generate with a new number which is the 9 times
table.
In the event that they chose a number which is not in the 9 times table, then the sum of the digits will
be the difference between their number and a smaller number which is in the 9 times table (although
not necessarily the next smaller number in the 9 times table). So when they subtract the sum of the
digits, they will generate a new number which is in the 9 times table.
Thus, after the subtraction, they will always have a number which is in the 9 times table.
As mentioned previously, and explained in Teach Your Kids Math: Multiplication Times Tables, the
sum of the digits of any number which is in the 9 times table is always a multiple of 9 – and for
numbers less than 100, is always in fact 9.
Count the Triangles

Equipment Required:
Pen
Paper

Some Important Terminology


Before discussing the details of this trick, let's take a moment to review some relevant terminology:
A polygon is closed 2D-shape made of straight line segments. The straight line segments are known
as sides, and the places where one straight line segment meets another one, are known as vertices
(singular: vertex).
A convex polygon is one in which any two points inside the shape can be connected by a straight line
segment that does not go outside the shape.
Polygons which are not convex are known as non-convex polygons (or concave polygons). In non-
convex polygons, there are some pairs of points inside the shape which can only be joined using
straight line segments which go outside the shape.

How the Trick Appears:


You ask a volunteer from the audience to choose a number between 3 and 12 (you can allow larger numbers
but the trick becomes harder and takes longer if you do – you can not allow numbers less than 3, as it would
make the next step, drawing a polygon, impossible).
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!

How the Trick Works:


1. Perform the trick as described above

2. The number of triangles that will be appear at the end is given by a simple formula, a + 2b - 2, where a is
the number of sides in the polygon, and b is the number of dots within the polygon. So, for example, if the
shape was a 7-sided polygon containing 8 dots, the total number of triangles will be 7 + ( 2 × 8 ) - 2 = 21.
Notice that you can calculate the number of triangles as soon as you know the number of sides and dots – but
before the drawing has begun (or even without seeing the drawing).

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!

How the Trick Works:


1. The sum of interior angles (the angles at the vertices inside the polygon) of any convex polygon can be
calculated using a simple formula. For a polygon with a sides, the sum of interior angles is 180a - 360. This
is because
An a-sided polygon can be divided into a triangles (all triangles sharing a vertex somewhere inside
the triangle).
Each triangle contains angles that add-up to 180°, so the total of all the angles in all the triangles is a
× 180, or 180a.
The sum of the interior angles of the polygon is the same as the total angles in all the triangles, except
that the triangles contain an extra 360° at their shared vertex within the polygon. Hence the sum of the
interior angles in the polygon is 180a - 360.

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.

Note: You can get a PDF download containing printable versions of these triangle shapes from
http://www.suniltanna.com/magic

How the Trick Appears:


You lay out the pieces of the triangle as shown:

You demonstrate to the audience that this triangle is 5 squares high by 13 squares wide. You can if you wish
further explain that the area of the triangle is given by the formula ½ × base × height. For this particular
triangle, the base is 13, the height is 5, so the triangle's area is ½ × 13 × 5 = 32½ squares.

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!

How the Trick Works:


1. The number and area of colored squares did not change during the trick – it's much simpler than that - the
second shape is not a triangle!

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.

Note: You can get a PDF download containing printable versions of these triangle shapes from
http://www.suniltanna.com/magic

How the Trick Appears:


You give the squared paper to a volunteer to examine.

You ask the volunteer to count the number of small squares inside the large square – they will find it is 8
squares across, by 8 down, and therefore contains 8 × 8 = 64 squares.

You ask the volunteer to cut out the shapes using the scissors by carefully cutting along the black lines.

You then rearrange the shapes to form the following figure:


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.

Somehow a new square seems to have appeared from nowhere!

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 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!

How the Trick Works:


1. As with The Disappearing Square, this trick relies on the audience and volunteer making mistaken
assumptions. It looks like the final shape is a rectangle made of two triangles, but actually the pieces don't fit
together perfectly!
Magic Number Cards

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!

Here is the list of numbers to put on each of the cards:


First card: 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59
61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91 93 95 97 99

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

How the Trick Appears:


You ask a volunteer member of the audience to choose a whole number between 1 and 100 (inclusive).

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.

How to Do the Trick:


1. As you show the volunteer each card you need to keep a running total in your head:
If the volunteer says "yes" when they see a card, add the smallest number on that card to your running
total.
If the volunteer says "no", then you do not need to do anything.
After you have shown all the cards, the running total is the volunteer's 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!
How the Trick Works:
1. The trick is based on the binary (base two) number system:
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 binary number (base two) system can represent the same numbers as base ten can – it just does so
differently. In the binary number system, the columns in a written number correspond to powers of
two (units, 2s, 4s, 8s, 16s, etc.), and each column can only contain a digit of 0 or 1 (one less than
two).

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!

Here is how to color the numbers on each of the cards:


First 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

Second 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
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

How the Trick Appears:


You ask a volunteer member of the audience to choose a whole number between 1 and 100 (inclusive).

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.

How to Do the Trick:


1. As you show the volunteer each card you need to keep a running total in your head:
If the volunteer says "red" when they see a card, add the smallest red number on that card to your
running total.
If the volunteer says "black", then you do not need to do anything.
After you have shown all the cards, the running total is the volunteer's 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!

How the Trick Works:


1. As with the Magic Number Cards trick, this trick is based on the binary (base two) number system:
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 binary number (base two) system can represent the same numbers as base ten can – it just does so
differently. In the binary number system, the columns in a written number correspond to powers of
two (units, 2s, 4s, 8s, 16s, etc.), and each column can only contain a digit of 0 or 1 (one less than
two).

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!

Here is how to color the numbers on each of the cards:


First 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

Second 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
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

Note: You can get a PDF download containing high-quality printable versions of all these magic number
cards from http://www.suniltanna.com/magic

How the Trick Appears:


You ask a volunteer member of the audience to choose a whole number between 1 and 100 (inclusive).

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.

How to Do the Trick:


1. As you show the volunteer each card you need to keep a running total in your head:
If the volunteer says "red", "blue", or "green" when they see a card, add the smallest number of that
color on that card to your running total.
If the volunteer says "black", then you do not need to do anything.
After you have shown all the cards, the running total is the volunteer's 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!

How the Trick Works:


1. This trick is based on the base four number system:
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 base four number system can represent the same numbers as base ten can – it just does so
differently. In the base four number system, the columns in a written number correspond to powers of
four (units, 4s, 16s, 64s, etc.), and each column can only contain a digit of 0, 1, 2 or 3 (one less than
four).

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.

Here is how to color the numbers on each of the cards:


First card: 1 on front, 9 on back (fold down the middle):

Second card: 2 on front, 10 on back (fold down the middle):

Third card: 3 on front, 11 on back (fold down the middle):


Fourth card: 4 on front, 12 on back (fold down the middle):

Fifth card: 5 on front, 13 on back (fold down the middle):

Sixth card: 6 on front, 14 on back (fold down the middle):


Seventh card: 7 on front, 15 on back (fold down the middle):

Eighth card: 8 on front, 16 on back (fold down the middle):

Note: You can get a PDF download containing high-quality printable versions of all these color drop
cards from http://www.suniltanna.com/magic
How the Trick Appears:
You give the cards to a volunteer, and then are blindfolded.

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!

How to Do the Trick:


1. You need to do a little mental arithmetic after the volunteer tells you the number of visible red numbers.

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

How the Trick Appears:


You ask a volunteer member of the audience to choose any whole number with at least four digits. The
volunteer should write down their number on the paper without revealing it to you (for example, they might
choose 23507).

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.

How the Trick Works:


1. The final number (before removing a digit) will always be a multiple of 9. As mentioned in Teach Your
Kids Math: Multiplication Times Tables, for any number which is a multiple of 9, the digits will always sum
to a multiple of 9, so the missing digit will be whatever is required to make the digits sum up to a multiple of
9.
ESP Letter Counting

Equipment Required:
Pen
Paper

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

Next, you ask a volunteer member of the audience to choose a number between one and a hundred. The
volunteer should write down the number in digits and then as a word on the 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.

How to Do the Trick:


1. Simply write 4 on the back of the paper. The final number is always 4 – of course the audience does not
know that!

2. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!

How the Trick Works:


1. The number "four" is the only English number which has the same number of letters as its name, so in every
other case, each number will be followed by a different number. Thus whatever number that the volunteer
starts with, they will gradually move through a succession of different numbers until they eventually reach 4.
(Note: It would be theoretically possible to have loop – for example, one number which led to second
number, and the second number which led back to the first – however, fortunately for us math-magicians, that
never happens in English!)
Psychic Sorting

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.

How the Trick Appears:


Ask for a volunteer member of the audience.

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).

Explain the difference between shuffling (moving the counters/coins around on the table), and flipping (turning
the counters/coins over).

You now ask the volunteer to blindfold you.

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 then sort the counters/coins into two piles.

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.

How to Do the Trick:


1. Before putting on the blindfold take a quick count of the number of the total number of whites/heads.

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.

4. After completing the trick, enjoy the audience's amazement, revel in their admiration, and bask in the
adoration that being a math-magician brings!

How the Trick Works:


1. Imagine there are a total of W white counters on the table when you put your blindfold on. This number
does not change during the shuffling process (this is why the volunteer is not allowed to flip any counters).

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

How the Trick Appears:


You ask for a volunteer member of the audience to step forward.

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.

Finally, you ask the volunteer to do the process in reverse – that is to transfer one coin back from his right
hand to his left hand while saying the words "Hocus pocus enchanted piggy bank count the coins in my right
hand", turning anti-clockwise on the spot, and then touching his left hand to his forehead (again, feel free to
vary the precise instructions!).

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.

How to Do the Trick:


1. Before starting the trick, you simply put four coins in the piggy bank.

2. You then just follow the steps trick as described above, and the number of coins will always match.

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!

How the Trick Works:


1. The piggy bank always starts off by containing 4 coins.

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)

How the Trick Appears:


You begin with one sheet of paper placed writing-side down (or in an envelope) on a table on the stage.

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.

You pick up the paper, and apparently concentrating hard on telepathic transmission, you say "It's a number
between 1 and 50. Both digits are odd, and they are different from each other – so 17 or 19 would be
possible numbers, but 11 would not be. Please write down the number that I am transmitting."

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!
How to Do the Trick:
1. The number on the paper that you "transmit" is 37 – nearly everybody chooses this as their number.

2. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The trick relies on three elements:
When you say the number is in the range 1 to 50, most people assume that means that there are 50
possible choices of number, and that your clues narrow down the choice just a little. However by
saying that both digits are odd, and that they differ from each other, you actually have eliminated all
but eight of the numbers – 13, 15, 17, 19, 31, 35, 37 and 39.
Because you mentioned 17 and 19 as examples of possible numbers, most people will assume that
they can not be the actual number – narrowing down the choice still further to just six numbers – 13,
15, 31, 35, 37, and 39.
People tend to have a poor understanding of randomness, somehow 37 (and to a lesser extent 35)
seems more likely as a random choice than the other options.
Number Transmission (Advanced)

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)

How the Trick Appears:


You explain to the audience you are going to attempt an experiment in mental telepathy.

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.

Apparently concentrating very hard on telepathic transmission, you say "It's a number between 1 and 50. Both
digits are odd, and they are different from each other – so 17 or 19 would be possible numbers, but 11 would
not be. Please write down the number that I am transmitting."

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.
How to Do the Trick:
1. The number chosen by your assistant that you "transmit" is 37 – nearly everybody chooses this as their
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.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The trick works for the same reason as Number Transmission (explained previously).
The Last Word

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.

How the Trick Appears:


You write something on the paper, and then place the paper face-down.

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.
How to Do the Trick:
1. Ahead of time, try counting out word lengths through the text, exactly as if you were a volunteer – using the
exact same process that you will ask the volunteer to use.

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.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. This trick relies on a phenomenon discovered by the American mathematician, physicist, and amateur
magician, Martin David Kruskal (1925 to 2006), known as the Kruskal count: Although your starting point
within the text, and the volunteer's starting point within the text, are different – your end points are extremely
likely to be the same. This is because you are both stepping through a long piece of text a few words at a time
– and at some point in the text, just by chance, you are almost certain to step on the same word – from that
point onwards you will remain synchronized with each other for the rest of the text.

2. Perhaps the most famous demonstration of the Kruskal count, was published by the popular math and
science writer, Martin Gardner (1914 to 2010) who used the introductory sentence of the US Declaration of
Independence. He divided the sentence into 3 sections (beginning, middle, end), and discovered that
choosing any word in the beginning section and following the letter counting procedure, always led to God in
the end section.
One-Sided Paper

Equipment Required:
Colored Pens
Paper
Sticky Tape or Glue Stick

How the Trick Appears:


You take out a strip of paper, draw a red X on one-side, turn the paper over, and then draw a blue X on the
reverse side.

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!

How to Do the Trick:


1. The secret behind the trick is in how you stick the paper together.

Step 1: Use a rectangular strip of paper – it should be at least five or six times as long as it is wide.

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.
2. There is no deception involved, just an amazing bit of mathematics – the paper hoop really does only have
one side after being stuck together in this way. Enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!

How the Trick Works:


1. The reason that this trick works, is that you genuinely do create a hoop that only has one side – this is an
example of a Möbius strip (also known as a "Möbius band") – a surface which contains only one side and
only one edge (trying running your finger along the thin edge of the band, and you will find that you reach
every part of it without taking your finger off the paper).

The Möbius strip, and its curious properties, has been of great interest to mathematicians since it was first
discovered in the 19th century. Two German mathematicians, August Ferdinand Möbius (17 September 1790
to 26 September 1868) and Johann Benedict Listing (25 July 1808 to 24 December 1882) independently
discovered the strip, both during the same year, 1858!

August Ferdinand Möbius:


Escape through the Paper

Equipment Required:
Scissors
Large sheet of paper (such as a sheet from a newspaper)

How the Trick Appears:


You show the audience a large sheet of paper and then ask whether it is possible to cut a hole in the paper big
enough for you to step through.

After the audience says no, you fold and cut the paper, and then step through it.

How to Do the Trick:


1. The trick is in how you fold and cut the paper.

Step 1: Take a large sheet of paper.


Step 2: Fold the paper in half along the longest side:

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)

How the Trick Appears:


You take a deck of playing cards, and spread them out face-up on the table in a line to show that they are a
normal pack of cards.

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.

How the Trick Works:


1. There are 52 cards in a standard deck:
30 of the cards have rotational symmetry of order 2 – that is to say that if you rotate them 180°, they
look exactly the same as before the rotation.
22 of the cards have rotational symmetry of order 1 – that is to say that if you rotate them in any
way other than a full 360° rotation, they will always look different.

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.

How the Trick Appears:


You ask a volunteer to shuffle the playing cards, and then lay the playing cards out, one by one in a long line of
face-up cards that do not overlap each other.

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.

Alternative Version: Instead of using the face-values of the cards, you can use the number of letters in
the card's name, so a Three of Spades would count as a 5 (since the word "Three" contains 5 letters),
and the Jack of Hearts would count as a 4 (since the word "Jack" contains 4 letters).

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!

How to Do the Trick:


1. When the volunteer is laying out the cards, you start counting along the line of cards using the exact same
procedure that you will ask the volunteer will use. You can start from any one of the first 10 cards – although
starting from the 7th card is probably be best, as this is generally most common starting point chosen by
volunteers.

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%

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. Like our earlier trick, The Last Word, this trick relies on Kruskal counts – and it is these that ensure that
you and the volunteer will most likely end on the same last card.

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

How the Trick Appears:


You shuffle the pack, and ask a volunteer to choose three cards from the pack without showing you what they
are. The volunteer should then write down the identity of his three cards on a piece of a paper, again without
showing you, and place the paper face-down.

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.

How to Do the Trick:


1. It is very important that you use a full deck of 52 cards.

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.

6. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The trick is set-up so that volunteer's cards will always appear at known positions in the deck. This is
possible because each pile has a known number of cards, the piles and volunteer's cards are assembled in a
known order, and the process of shuffling piles and moving cards between the piles does not affect the
position of the volunteer's cards within the deck.

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.

This is easy to demonstrate.

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 7 6 5 4 3 2 1

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 7 6 5 4 3
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 6 4 2

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 8 6

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

Note: For a similar but more advanced trick, see Favorite Number/Favorite Card.

Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the trick)

How the Trick Appears:


You begin by telling the audience that it has scientifically proven that numbers ending with a 1 are lucky, and
that 11 and 21 are the two luckiest numbers of all. You invite a volunteer from the audience to come on the
stage.

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.

You then repeat this process two more times.

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.

How to Do the Trick:


1. Each time after dealing out three piles, take notice which of the three piles that the volunteer indicates, and
when you pick up the piles, make sure that the indicated pile is placed in the middle of the other two piles.
2. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. This trick relies on two things:
When you deal the cards left to right into piles, but then pick-up the piles of cards, you are reordering
the cards in the deck.
The order is predictable – and by dealing and picking the piles three times, with the volunteer's pile
in the middle each time, this "sorts" the cards so that the volunteer's card ends up in the middle
(eleventh) position among the twenty-one cards.
Favorite Number/Favorite Card

Note: For a similar but simpler trick, see Lucky Eleven.

Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the trick)
Pen
Paper

How the Trick Appears:


You invite a volunteer from the audience to come on the stage.

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.

Next you ask the volunteer to choose a number between 1 and 27 (inclusive), and then to write this number
down on the face-up side of the paper.

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.

You then repeat this process two more times.

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.
How to Do the Trick:
1. When the volunteer tells you their number, you work out how to compose it by adding together some
combination of 1, 2, 3, 6, 9 and 18 (you may use each number once or not at all). For example:
If the volunteer's number was 7, you would compose the number by doing 1 + 6
If the volunteer's number was 17, you would compose the number by doing 2 + 6 + 9
If the volunteer's number was 20, you would compose number by doing 2 + 18

2. To make the volunteer's chosen card appear at the appropriate place in the deck, all you have to do is pick-
up the three piles in an order which collectively composes the volunteer's number:

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!
How the Trick Works:
1. This trick relies on two things:
When you deal the cards left to right into piles, but then pick-up the piles of cards, you are reordering
the cards in the deck.
The order is predictable – and depends on the order in which you pick-up the piles.

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

How the Trick Appears:


You invite a volunteer from the audience to come on the stage.

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.

How to Do the Trick:


1. Any card in the grid of cards can be identified using a pair of coordinates – a horizontal coordinate (known
to mathematicians as the x-coordinate), and a vertical coordinate (known to mathematicians as the y-
coordinate). For example the top-left square (indicated by the green arrow) in this grid would have
coordinates ( 1, 5 ):

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, 5 ), because 1 + 5 = 6 and 6 is even – but you
should not remove ( 2, 3 ), because 2 + 3 = 5 and 5 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, 4 ), because 1 + 4 = 5 and 5 is odd – but you should
not remove ( 1, 3 ), because 1 + 3 = 4 and 4 is even.

4. All you have to do is alternate between removing "even" and "odd" cards, until there is only 1 card left –
that card is the volunteer's card.

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.

How the Trick Works:


1. When the volunteer starts the game, he starts on an "even" card. For his first move, he must move to an
adjacent "odd" card. Hence you can then safely remove "even" cards, knowing that these can not be the
volunteer's card.
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)

Note: For a similar but simpler trick, see Card Tour.

Equipment Required:
Standard deck of playing cards (remove the Jokers before performing the trick)
Pen
Paper

How the Trick Appears:


You invite a volunteer from the audience to come on the stage.

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.

How to Do the Trick:


1. Any card in the grid of cards can be identified using a pair of coordinates – a horizontal coordinate (known
to mathematicians as the x-coordinate), and a vertical coordinate (known to mathematicians as the y-
coordinate). For example the top-left square (indicated by the green arrow) in this grid would have
coordinates ( 1, 7 ):

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.

4. All you have to do is alternate between removing "even" and "odd" cards, until there is only 1 card left –
that card is the volunteer's card.

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.

How the Trick Works:


1. When the volunteer starts the game, he starts on an "even" card. For his first move, he must move to an
adjacent "odd" card. Hence you can then safely remove "even" cards, knowing that these can not be the
volunteer's card.

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!

How the Trick Appears:


You invite a volunteer from the audience to come on the stage.

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!
How to Do the Trick:
1. The trick relies on a code (that both you and your assistant must memorize) in order to communicate the
identity of the face-down card. The code is transmitted by the order of the face-up cards, and is explained
below.

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!

How the Trick Works:


1. As already mentioned, this trick relies on a secret code, hidden within the face-up cards, which is used to
communicate the identity of the hidden card. The code relies on several different mathematical concepts.

2. The pigeonhole principle is a mathematical idea that states that if you were to put m items into n
containers, and m is greater than n, then at least one container will necessarily contain more than 1 item. In
this trick, this principle applies because volunteer picks 5 cards, but there are only 4 suits (Clubs, Diamonds,
Hearts and Spades), and therefore it is certain that there will be at least 2 cards from the same suit.

Your assistant takes advantage of this principle to communicate to you (the magician), the suit of the hidden
card – he selects 2 cards of the same suit from the 5 cards – one of these will be the hidden face-down card,
and the other will be placed next to it – and thus your assistant communicates to you the suit of the hidden
card.

As explained below, some care is needed in choosing which card to put face-down, and which card to place
next to it.

3. In modular arithmetic, you imagine a group of whole numbers arranged in a circle (usually 0 is given as
the start of the circle), and when you get to the end of the circle, the numbers wrap round. In other words,
when you reach a certain value (known as the "modulus"), you do not keep counting, but instead go back to 0.
For example, if you were working modulo 7, the numbers would go 0, 1, 2, 3, 4, 5, 6, and then wrap back
round to 0, 1, 2, 3, 4, 5, 6, again – and each time you went past 6, you would find ourselves starting at 0 again.

You can even do arithmetic operations in modular arithmetic. For example, if working modulo 7, then:
4 + 1 would still add up to 5,
4 + 2 would still add up to 6,
But 4 + 3 would not be 7, but instead would be 0,
And 4 + 4 would not be 8, but instead would be 1,
And 4 + 5 would not be 9, but instead would be 2,
...and so on

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.

4. You have probably guessed by now that a number in the range 1 to 6 is encoded in the placement of the
remaining face-up cards.

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.

Here are some examples of how my ranking system would apply:


Five of Clubs would be lower than the Seven of Clubs (because they have the same suit, but Five is
lower in value than Seven)
Five of Clubs would be lower than the Five of Hearts (because Clubs is lower than Hearts)
Seven of Clubs would be lower than Five of Hearts (because Clubs is lower than Hearts, and the
suits takes priority over the number/picture on the card)

Whatever ranking system you use (whether it is my system, or another one), the result is that any three cards
can be ordered into a lowest value card, a middle value card, and a highest value card.

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.

Here's the system I use:


Highest-Middle-Lowest is used to represent 1
Highest-Lowest-Middle is used to represent 2
Middle-Highest-Lowest is used to represent 3
Middle-Lowest-Highest is used to represent 4
Lowest-Highest-Middle is used to represent 5
Lowest-Middle-Highest is used to represent 6

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.

Let's try some examples:

(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.

Here are some examples of magic squares of different sizes:


Note: You can get a PDF download containing high-quality printable versions of all these magic squares
(and more) from http://www.suniltanna.com/magic

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.
You show the audience a magic square (or if you have a blackboard/whiteboard, you can draw one).

You select a member of the audience at random. You ask that member of the audience to choose any one of the
numbers on the magic square. You circle the 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 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!

How to Do the Trick:


1. The number that you write on the paper depends on the size of magic square – for a particular size magic
square of this type, the final answer is always the same:
For a 3 X 3 magic square, the total is always 15
For a 4 X 4 magic square, the total is always 34
For a 5 X 5 magic square, the total is always 65
For a 6 X 6 magic square, the total is always 111
For a 7 X 7 magic square, the total is always 175
For a 8 X 8 magic square, the total is always 260
For a 9 X 9 magic square, the total is always 369

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. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The reason the trick works is that the final total sum will always match the sum of numbers along the main
diagonal of the magic square (both main diagonals will add to the same number).
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).

Starting from a diagonal configuration of chosen cells, and then using a sequence of multiple moves –
exchanging the column positions of chosen cells, and/or exchanging row positions of chosen cells – you can
reach any permissible configuration of chosen cells. However every exchange in the sequence has no effect
on the total sum of the all chosen cells. The total is always therefore always the same as the starting the total
– the sum of the numbers along the main diagonal.
Magic Squares (Advanced)

Note: For a similar but simpler trick, see Magic Squares.

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.

Here are some examples of blank magic squares of different sizes:


Note: You can get a PDF download containing high-quality printable versions of all these blank magic
squares (and more) from http://www.suniltanna.com/magic

How the Trick Appears:


You select a member of the audience of random, and ask them to choose a number between 1 and 12
(inclusive).
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!

How to Do the Trick:


1. The number that you write on the paper depends on the size of magic square and the numbers selected by
the first two volunteers. For a particular size magic square of this type, there is a formula for the final answer
– assuming we call the second volunteer's number b, and the first volunteer's a (You will notice that I suggest
beginning the calculation by starting with the more difficult multiplication, involving the second volunteer's
number. This is because I believe that it is easier to work out the answer by doing it in this order):
For a 3 X 3 magic square, the total is always 12b + 3a
For a 4 X 4 magic square, the total is always 30b + 4a
For a 5 X 5 magic square, the total is always 60b + 5a
For a 6 X 6 magic square, the total is always 105b + 6a
For a 7 X 7 magic square, the total is always 168b + 7a
For a 8 X 8 magic square, the total is always 252b + 8a
For a 9 X 9 magic square, the total is always 360b + 9a

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.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The reason the trick works is that, just like the basic Magic Squares trick, the final total sum will always
match the sum of numbers along the main diagonal of the magic square (both main diagonals will add to the
same number).

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).

Starting from a diagonal configuration of chosen cells, and then using a sequence of multiple moves –
exchanging the column positions of chosen cells, and/or exchanging row positions of chosen cells – you can
reach any permissible configuration of chosen cells. However every exchange in the sequence has no effect
on the total sum of the all chosen cells. The total is always therefore always the same as the starting the total
– the sum of the numbers along the main diagonal.
Psychic Arithmetic

Equipment Required:
Pen
Paper
Calculator (optional)

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

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.
4. Invite the volunteer to write a four-digit number.

5. Respond by writing your second four-digit number underneath the volunteer's number. You should act
casual, as if choosing your number at random, but in fact you need to choose the digits of your number such
that when paired with the corresponding digits of the volunteer's number, each digit pair will add up to 9. For
example, if the volunteer wrote 1235, you would then need to respond with 8764 – because 1 + 8 = 9, 2 + 7 =
9, 3 + 6 = 9, and 5 + 4 = 9. Likewise, if the volunteer chose 4782, you would need to respond with 5217 –
because 4 + 5 = 9, 7 + 2 = 9, 8 + 1 = 9, and 2 + 7 = 9.

6. Invite the volunteer to write their second four-digit number.

7. Respond by writing a four-digit number underneath. Once again, you should act causal, as if choosing a
number completely at random, but you must choose the digits of your number such that when paired with the
corresponding digits of the volunteer's number, each digit pair will add up to 9.

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!

How the Trick Works:


1. All you are really doing in this trick is adding 19,998 to a chosen four-digit number (your first four-digit
number). Because the answer to this can easily be mathematically determined ahead of time, you can of course
write the answer on the back of the paper before starting the game.

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)

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

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!
How to Do the Trick:
1. The number that you write on the back of paper is 495. All sequences of 3-digit numbers generated in this
way will reach 495 within a maximum of 6 iterations – of course the audience does not know that!

2. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!

How the Trick Works:


1. With three-digit numbers, this type of sequence always reaches 495 (and from then onwards generates 495
again and again forever), provided the three-digit number does not consist of a single repeating digit.

2. These types of sequences were studied by the Indian mathematician Dattaraya Ramchandra Kaprekar (1905
to 1986).
Kaprekar (4 Digit)

Note: For a similar but slightly simpler trick, see Kaprekar (3 Digit).

Equipment Required:
Pen
Paper
Calculator (optional)

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

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!
How to Do the Trick:
1. The number that you write on the back of paper is 6174. All sequences of 4-digit numbers generated in this
way will reach 6174 within a maximum of 7 iterations – of course the audience does not know that!

2. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!

How the Trick Works:


1. With four-digit numbers, this type of sequence always reaches 6174 (and from thence forward generates
6174 again and again forever), provided the four-digit number does not consist of a single repeating digit..

2. These types of sequences were studied by the Indian mathematician Dattaraya Ramchandra Kaprekar (1905
to 1986). As a result of this, 6174 is sometimes known as the "Kaprekar number".
Reverse Sum

Note: This trick starts similarly to Kaprekar (3 Digit), but then goes off in a different direction.

Equipment Required:
Pen
Paper
Calculator (optional)

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

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!
How to Do the Trick:
1. Simply write 1089 on the back of the paper. The final number is always 1089 – of course the audience
does not know that!

2. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!

How the Trick Works:


1. As already mentioned, the final answer will always be 1089. Here is why:
Imagine that the three-digit number consists of a large (L), medium (M), and small (S) digit. After
sorting the digits into ascending and descending order, the first subtraction becomes this calculation:

We begin the subtraction process by performing subtraction on the rightmost column of digits.
However since L is larger than S, before we can actually do this subtraction, we must first "borrow"
1 from the middle column, and add 10 to S:

We can now calculate the result in the rightmost column of the subtraction: S + 10 - L:

Having completed the rightmost column, we are now ready to begin work on subtracting the middle
column digits. However, M - 1 is smaller than M, so before we can perform this subtraction, we must
first "borrow" 1 from the leftmost column and add 10 to the middle column:
M - 1 + 10 can of course be rewritten more simply as M + 9, so we have:

We now perform the subtraction on the middle column of digits. Subtracting M from M + 9 results in
9:

We can now perform the subtraction of the leftmost column. Subtracting S from L - 1 gives a result of
L - 1 - S for that column. We now have the subtraction stage of the magic trick, resulting in the
creation of a three-digit number, whose digits (from left to right) are L - 1 - S, 9, and S + 10 - L:

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 middle column results in 18. We write 8 in the middle column, and remember to carry 1
(shown in red) to the leftmost column:

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):

Thus, the result is always 1089!


Magic Repeating Digit

Equipment Required:
Pen
Paper
Calculator (recommended) – If you don't use a calculator, you will need to ask the volunteer to do long
multiplication.

How the Trick Appears:


You write down the digits 1 2 3 4 5 6 7 9 on a piece of paper (note: 8 has been left out the list deliberately).

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.

The result is a repeating version of their chosen digit, for example 777,777,777.

How to Do the Trick:


1. You need to know your 9 times table to do this trick: the number that you tell the volunteer to multiply by, is
9 times whatever digit they chose:
If the volunteer chooses 1, you tell him to multiply by 9.
If the volunteer chooses 2, you tell him to multiply by 18.
If the volunteer chooses 3, you tell him to multiply by 27.
If the volunteer chooses 4, you tell him to multiply by 36.
If the volunteer chooses 5, you tell him to multiply by 45.
If the volunteer chooses 6, you tell him to multiply by 54.
If the volunteer chooses 7, you tell him to multiply by 63.
If the volunteer chooses 9, you tell him to multiply by 81.
2. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The reason the trick works is based on two simple pieces of arithmetic, and one important fact about
multiplication.
The first bit of arithmetic is that 12,345,679 × 9 = 111,111,111.
The second bit of arithmetic is that multiplying 111,111,111 by any single-digit number will result in a
nine-digit number with that digit being repeated nine times. For example, 111,111,111 × 4 =
444,444,444.
Additionally, this trick relies on the fact that multiplication is commutative – which is a fancy way of
saying that if you are performing multiple multiplications you will get the same result whichever
order you perform the multiplications in.

2. For example, if we were to do 12,345,679 × 9 = 111,111,111, followed by 111,111,111 × 4 = 444,444,444,


we would write this in math terms as 12,345,679 × 9 × 4 = 444,444,444. However, it would not matter in
which order we did the multiplications – we could do 12,345,679 × 9 first and then multiply the result by 4,
or we could do 9 × 4 first, and then multiply the result of that by 12,345,679. Mathematicians use brackets
(also known as parentheses), to indicate which order to perform operations such as multiplication in, so in
math symbols we could write:
( 12,345,679 × 9 ) × 4 = 12,345,679 × ( 9 × 4 ) = 444,444,444

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.

How the Trick Appears:


You write something down on the back of a piece of paper.

You ask a volunteer member of the audience to secretly choose a whole number between 1 and 9 (inclusive).

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!

2. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!
How the Trick Works:
1. As already mentioned, the final answer will always be 37. Here is why:
If we call the first number they choose n, then when the volunteer repeats the number three times, they
are getting 111n.
Adding three copies of the first number together gives 3n.
111n ÷ 3n = 37 (since the n's cancel out)
Calculated Number Transmission

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.

How the Trick Appears:


You explain to the audience you are going to attempt an experiment in mental telepathy, and hand out blank
sheets of paper and pens to each member of the audience.

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.

Apparently concentrating very hard on telepathic transmission, you say "It's a number between 1 and 50. Both
digits are odd, and they are different from each other – so 17 or 19 would be possible numbers, but 11 would
not be. Please write down the number that I am transmitting."

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!

How to Do the Trick:


1. As explained previously in Tricky Triple, the steps followed by the volunteer will produce the number 37.

2. As explained previously in Number Transmission, given the way that you describe the number, nearly
everybody tends to choose 37, while simultaneously believing that there was a wide range of numbers that
they could have chosen.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!
I Know My 3,367 Times Table

Equipment Required:
Calculator

How the Trick Appears:


You tell the audience that you have learned all your times tables up to 3,367 × 100, and that you will now
demonstrate this fact.

You ask a volunteer to choose a two-digit whole number (between 10 and 99 inclusive). You then tell them
the result of multiplying 3,367 by that number.

The volunteer then checks your result using a calculator, and of course finds that it is correct.

How to Do the Trick:


1. When the volunteer chooses their two digit number you need to think of it repeated three times to give a six-
digit number. For example, if the volunteer chose 74, then you would think of 747474.

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.
How the Trick Works:
1. There are four simple mathematical facts behind this trick:
3,367 × 3 = 10,101.
Multiplying by 3,367 and then by 3 is the same as multiplying by 10,101.
Multiplying any two-digit number by 10,101 will result in a six-digit number which repeats the two-
digit number three times (for example 74 × 10,101 becomes 747,474 etc.).
Division is the opposite operation to multiplication.

2. Putting these together, it is easy to see how the trick works:


When the volunteer gives his two-digit number, mentally repeating it three times is the same as
multiplying it by 10,101 – which of course is also the same as multiplying it by 3,367 and then by 3.
Dividing the six-digit number by 3, gives the number that would have resulted if the volunteer's
number had only been multiplied by 3,367.
Magic Cubes

Note: For a similar but more advanced trick, see Magic Fifths.

Equipment Required:
Calculator

How the Trick Appears:


You ask a volunteer to choose a number between 1 and 100, and to use the calculator to work out its cube (for
example, if they chose 47, they would work out 47 × 47 × 47).

You ask the volunteer the result of the calculation, and then amaze them by instantly telling them the starting
number that they chose.

How to Do the Trick:


1. You need to learn the cubes of the numbers 1 to 10, which are given in this table:-

2. When the volunteer gives you their cube number, you can use these steps to figure out their starting number.
If the volunteer's cube number exactly matches one of the cubes that you have memorized, then
obviously you know the starting number. For example, if their cube was 512, you would know their
starting number must have been 8.
If the volunteer's cube is exactly 1000 times one of the cubes that you have memorized, then their
starting number must be the corresponding cube root multiplied by 10. For example, if their cube is
512,000 then their starting number must be 80 (since 8 is the cube root of 512).
In most cases, figuring out the cube root needs a little more work. You begin by considering the
thousands part of the number the volunteer gives you – and this allows you to find the ten's digit in the
starting number: for example, if the volunteer gave 148,877 as their cube, you know 148 is between
125 (5 cubed) and 216 (6 cubed), so the starting number must be between 50 and 60. Next, you
would consider the unit's digit in the volunteer's cube number – you can use this to figure out the unit's
digit in the starting number (note: if you look at the table of cubes from 1 to 10, you will notice each
different unit's digit in a starting number gives a specific corresponding unit's digit in a cube number).
So, if the volunteer gave 148,877 as their cube, you would notice the unit's digit is 7, and thus the
unit's digit of their starting number must therefore have been 3 (since 3 cubed is 27). Since you would
also already know that their number must be between 50 and 60, it follows that their starting number
must have been 53.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. The cube numbers that you deal with in this trick are quite large numbers – in the tens or hundreds of
thousands. Most people tend to assume that the way you got the answer must either be by going backwards
from the cube number to the starting number by calculating the cube root, or by knowing the cube roots of
thousands of large numbers. Either of these methods, would obviously be a quite amazing mental feat.

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.

3. You could argue that this is a case demonstrating the power of asymmetric information – since you know
the method and the volunteer and audience don't, but that's only half right – the audience have most of the same
information as you (they know the starting number must be a whole number, and they almost certainly also
know that cubes occur in the same order as the numbers that they are cubes of) – but they are probably
unaware of (and perhaps not even considering) how to combine these various bits of information together in
order to solve the problem.
Magic Fifths

Note: For a similar but slightly simpler trick, see Magic Cubes.

Equipment Required:
Calculator

How the Trick Appears:


You ask a volunteer to choose a whole number between 1 and 100, and to use the calculator to work out its 5th
power (for example, if they chose 47, they would work out 47 × 47 × 47 × 47 × 47).

You ask the volunteer the result of the calculation, and then amaze them by instantly telling them the starting
number that they chose.

How to Do the Trick:


1. You need to learn the 5th powers of the multiples of 10 between 10 and 90 (inclusive).

2. When the volunteer gives you their final number, you can use these steps to figure out their starting number.
If the final number exactly matches one of the 5th powers that you have memorized, then obviously
you know the starting number. For example, if their final number was 3,276,800,000 then you would
know their starting number must have been 90.
If the final number is less than 100,000, then look at the unit's digit in the volunteer's final number –
because the unit's digit in the starting number is always exactly the same! For example, if the final
number was 16,807, then the volunteer's starting number must have been 7.
In most cases, the final number will be between two numbers given in the table – and you can use this
to narrow down the range in which the starting number falls. For example, if the final number was
45,435,424, then you would know that the starting number must be between 30 and 40, because
45,435,424 is between 24,300,000 (305) and 102,400,000 (405). Once you have narrowed down the
starting number to within a range of 10, all you have to do is look at the unit's digit in the volunteer's
final number – because the unit's digit in the starting number is always exactly the same! So, if the
volunteer gave 45,435,424 as their final number, you would know their starting number must have
been 34.

3. Enjoy the audience's amazement, revel in their admiration, and bask in the adoration that being a math-
magician brings!

How the Trick Works:


1. Just like Magic Cubes, the Magic Fifth trick works because the problem looks harder than it really us.
Most people assume that you are starting with the volunteer's final number (which is usually at least in the
millions) and working backwards to find the 5th root, which would be extremely difficult. You of course
know that you are simply choosing among a very limited selection of possible starting points.
Golden Sequence

Equipment Required:
Pen
Paper
Calculator

How the Trick Appears:


You take out a pen and paper and place them on the table. You write something on the paper, and then turn the
paper over.

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.

3. When you reveal your correct prediction, enjoy the audience's amazement, revel in their admiration, and
bask in the adoration that being a math-magician brings!
How the Trick Works:
1. The ratio between successive members of any sequence of numbers generated in this way always
gradually converges on a mathematical constant known as "Phi" (represented by the Greek symbol Φ) or the
"Golden Ratio", which has a value of approximately 1.618. For more information on Phi, please see
Amazing Math: The Most Interesting, Astonishing, and Absolutely Awesome Numbers in the Universe.

2. It is important to realize that although the ratio always converges on Phi, it does so gradually – you will
need a list of at least a dozen numbers (including the initial two number supplied by the volunteer) for your
prediction to be correct to 3 decimal places. If you size your writing so that the about 15 to 16 rows of
numbers will fit on the page, the volunteer will most likely size their writing to match – and hence when they
get to the bottom of the page, they will "naturally" stop – or you can suggest that the volunteer does.

3. Here is a demonstration of why the ratio converges on Phi:


Let us call the first number chosen by the volunteer, which becomes the first number in the sequence,
A.
Let us call the second number chosen by the volunteer, which becomes the second number in the
sequence, B.
The third term in the sequence will be the first and second terms added together, that is to say A + B.
The fourth term in the sequence will be the second term B, added to the third term A + B. Or in
mathematical symbols B + ( A + B ) which of course can be written as A + 2B.
The fifth term in the sequence will be the third term A + B, added to the fourth term A + 2B. Or in
mathematical symbols ( A + B ) + ( A + 2B ) which of course can be written as 2A + 3B.
The sixth term in the sequence will be the fourth term A + 2B added to the fifth term 2A + 3B. Or in
mathematical symbols ( A + 2B ) + ( 2A + 3B ) which of course can be written as 3A + 5B.
The seventh term in the sequence will be the fifth term 2A + 3B added to the sixth term 3A + 5B. Or in
mathematical symbols ( 2A + 3B ) + ( 3A + 5B ) which of course can be written as 5A + 8B.
Continuing in this fashion, the eighth term comes to 8A + 13B.
The ninth term comes to 13A + 21B.
The tenth term comes to 21A + 34B.
The eleventh term comes to 34A + 55B.
The twelfth term comes to 55A + 89B.
The thirteenth term comes to 89A + 144B.
The fourteenth term comes to 144A + 233B.
The fifteenth term comes to 233A + 377B.
The sixteenth term comes to 377A + 610B.
...and so on

It is easy to calculate the range of possible ratios between successive terms. For example, suppose we
wanted to calculate the range of possible ratios between the eleventh (34A + 55B) and twelfth (55A + 89B)
terms in a sequence of this type.
If A is very much larger than B, then 55A will be very much larger than 89B, and likewise 34A will be
very much larger than 55B, so the ratio between the eleventh and twelfth terms in the sequence will be
approximately 55A ÷ 34A = 1.617647 (to 6 decimal places).
If B is very much larger than A, then 89B will be very much larger than 55A, and likewise 55B will be
very much larger than 34A, so the ratio between the eleventh and twelfth terms in the sequence will
be approximately 89B ÷ 55B = 1.618182 (to 6 decimal places).
If A and B are fairly similar to each other, then the ratio between the eleventh and twelfth terms must
fall somewhere between these two values.
Hence we can say the ratio between the eleventh and twelfth terms will be somewhere between
1.617647 and 1.618182.

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.

The Fibonacci sequence is amazing because it is both very simple (successive members of the Fibonacci
sequence are generated by adding the previous two members together), and yet can be used to generate very
complex patterns. Moreover, it turns out that the Fibonacci sequence is intimately linked to Phi. I do not want
you to get the impression that Phi and the Fibonacci sequence are only important in math – they also both make
numerous appearances nature and the world of technology.

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".

Fibonacci – great mathematician, author of one of the most important mathematical texts in history, evangelist
of the eponymous sequence – and thereby indirectly responsible for the creation of a cool math trick:
I Know Your Digit

Equipment Required:
Calculator

How the Trick Appears:


You find volunteer in the audience, and hand the volunteer the calculator. You then ask the volunteer, without
showing you what they are doing, to choose a single-digit number (1 to 9 inclusive) on the calculator and keep
multiplying it by different single-digit numbers (1 to 9 inclusive) until they have a seven-digit or eight-digit
number on the calculator screen.

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.

How to Do the Trick:


1. When the volunteer is reading out the digits one-by-one keeping a running total of the sum of the digits in
your head.

2. When the list of digits is complete, if the total is a multiple of 9 (in the 9 times table), then the missing digit
is 9. If the total is not a multiple of 9, the missing digit is whatever you would need to add to the total into a
multiple of 9. For example, if the total were 91, then you would need to add 8 to make a number (99) in the 9
times table, and hence the missing digit is 8. Likewise if the total were 41, then you would need to add 4 to
make a number (45) in the 9 times table, and hence know the missing digit is 4.

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!
How the Trick Works:
1. It is virtually certain that the large number on the calculator screen will be divisible by 9. This is because
you asked the volunteer to generate a large number by multiplying different single-digit numbers together, and
to get a number of the required size they probably multiplied about a dozen or more numbers. If any of these
single-digit numbers were 9, or any two were 3, or any two were 6, or there was a 3 and a 6, then the
resulting large number would be divisible by 9 – in other words it is virtually certain that their final number
will be divisible by 9.

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.

3. If the volunteer omits a digit 9 (or a digit 0, but we avoid this by requiring they choose a non-zero digit),
then the other digits will still add up to a multiple of 9. If the volunteer omits any other digit, the total of the
digits will be short of a multiple of 9 by this amount. Hence by summing the digits that they read out, you can
figure out which digit they must have omitted.
Conclusion

Well done – I hope you enjoyed the tricks – and the math! If you learned something along the way, that's great
too!

For more math tricks fun, please go to


http://www.suniltanna.com/tricks

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

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Thanks!

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