Read The Power of Forgetting Online
Authors: Mike Byster
If player 2 is stumped at this point, she would challenge player 1, who would state STAMMER. Player 2 now has to record a G. But if player 2 does think of STAMMER, she would say S-T-A-M-M-E. Now it’s player 1’s job to think of another word, because if he spells out STAMMER he will lose. Player 2 took control of the word. It’s strategy in action. So the name of the game is trying to outwit your opponent and get him to finish spelling the word.
Throwing a party this weekend? Then master the art of this one beforehand, and when people look like they need a new form of entertainment late into the evening, bring out a deck of cards.
To perform the following, have a full (without the jokers), newly shuffled deck of cards in your hand facedown.
Pick three people and have them sit across from you at a table. Each person will pull a card out of your deck and look at it (without showing you), and then you’ll place each card facedown in front of each respective person. You can even designate each person with their card: person 1’s card, person 2’s card, and person 3’s card. I’ll use this labeling system in describing the rest of the trick. Here’s what we have so far:
Player 1’s Card
Player 2’s Card
Player 3’s Card
Now you’re ready for the trick:
Step 1:
In front of player 1’s card, put ten cards facedown. This is pile 1.
Step 2:
In front of player 2’s card, put fifteen cards facedown. This is pile 2.
Step 3:
In front of player 3’s card, put fifteen cards facedown. This is pile 3. Take the leftover cards (there should be nine in total) and put them aside for now. This is your “unused” deck.
Step 4:
Pick up player 1’s card and put it on top of pile 1.
Step 5:
Pick up pile 2 and ask someone in the audience to give you a number between 1 and 14. Let’s say someone shouts out, “Seven.” What you’ll do is count out seven cards from pile 2 and place them on pile 1. Put the remaining cards in pile 2 back down. Pick up player 2’s card and place it on pile 2.
Step 6:
Pick up pile 3 and again ask someone in the audience for a number between 1 and 14. Let’s say this time someone shouts out, “Five.” You’ll count out five cards from pile 3 and place them on pile 2. Put down pile 3. Pick up player 3’s card and place it on pile 3.
Step 7:
Take the unused nine cards and place them on pile 3. Now take that new pile 3 and place it on top of pile 2. Pick up this new pile 2 and place it on pile 1. You should have a full deck again.
Step 8:
Make two piles by going through the deck like this—one card faceup, one card face
down
, one card faceup, one card face
down
.… Go through the entire deck until you have one faceup pile and one facedown pile.
Step 9:
Get rid of the faceup pile. You don’t need these cards anymore.
Step 10:
Repeat steps 8 and 9 with the remaining deck. Don’t forget to get rid of the faceup pile.
Step 11:
Repeat steps 8 and 9—but this time switch the order of your pile-making so it goes like
this: one card face
down
, one card face
up
, one card face
down
.… Rather than start your pile-making going up-down-up-down, you’re going down-up-down-up. Once you’ve created your piles this time, get rid of the faceup pile, as you did previously.
Step 12:
In this last step, you’ll once more set out two piles starting with a faceup card, but you’ll place all of the facedown cards in front of your players. These cards will be the original missing cards!
This trick is a lot easier than it plays out on paper here. To see a video of this trick in action, go to
www.MikeByster.com
and watch how it’s done. Then you’ll be able to remember the steps and do this trick yourself.
This game is great for a group of people. Position your friends in a circle. Designate someone as the starter (that can be you), who begins the game by saying the number “1.” Going around the circle, each person will call out the next number in sequence. So the second person in the circle will say “2,” the next person will say “3,” and so on. But here’s the catch: certain numbers cannot be said. The banned numbers are:
• Any number with a 7 in it, such as 47, 67, or 73
• Any multiple of 7 (7, 14, 21 …)
• Any digits that add up to 7, such as 25 (2 + 5 = 7)
If one of the banned numbers comes up when it’s your turn to say a number, you say “Buzz” instead. If you say the banned number, you’re disqualified and must step out of the game. The goal of the game is to reach a high number, and the last person in the circle wins!
This game can be played at different levels of intensity and difficulty. For instance, you can up the ante and add another set of banned numbers; that’s where the “Bizz” part comes into play. You’ll say “Bizz” for certain numbers and “Buzz” for others. It all gets even trickier when you have to account for numbers that could go either way. For example, if you designate all numbers with a 7 in them as Buzz numbers and all multiples of 7 and digits that add up to 7 as Bizz numbers, then there will be times when your number meets the criteria for both kinds of banned numbers, in which case you say “Bizz-Buzz.” Once this game speeds up to a rapid-fire pace, you’ll be surprised at how many times the players happen upon a random number combo that they don’t catch as a Bizz-Buzz moment.
Did you know that there are 676 combinations of three-letter words with one letter in a certain spot? I know, it sounds impossible, but it’s true. According to the mathematical rule of combinations, the fact that there are 26 letters in the alphabet means that there are 26 times 26 different combinations—and potential words—that can be created if one letter remains constant in all of those combinations. Don’t panic if this sounds confusing. Once you go through the motions of this game—which gets your mind thinking
fast
—you’ll understand
what I mean as your mind spins through the combinations.
You need just one partner, a piece of paper, and a writing implement.
Below are two piles of “clues”:
What you’ll do is pick one letter from the top row and one number from the bottom row. Let’s say you choose the letter
L
and the number 1. Now you have to try to come up with as many three-letter words as you can that start with the letter
L
(in other words, that have
L
in the first position), as in:
LAB
LAD
LAG
LAP
LAM
LAW
LAY
LEG
LET
LID
LIE
LIP
LIT
LOB
LOG
LOP
LOT
LOW
LUG
LYE
Or let’s say you choose the letter
R
and the number 2. The list begins:
ARC
ARE
ART
BRA
CRY
DRY
ERA
ERG
FRY
IRK
ORE
ORT
PRO
PRY
TRY
URN
WRY
Ideally, this game is played with a partner and you time each other. The person who can create a comprehensive list of words from the same set of clues in the shortest amount of time wins!
The next trick I am going to teach you wouldn’t be complete without a brief tangential discussion of optical illusions (not that I want to give away my trick before explaining it!).
The following images illustrate that we cannot always trust our visual perception—what we see isn’t always what we get! The components of an object can distort the
perception
of the complete object. In other words, our brains can interpret what we see differently from what’s really there, for several reasons. For one, there can be design elements or background patterns that affect how our eyes see a certain image. Or we can be thrown off as a result of thinking about what we
should be
seeing versus what’s right in front of us. How we perceive things has a direct correlation to how we react. Games like bingo and poker provide only partial information, and the players have to make decisions based on their intuition. A hand can be perceived as either weak or strong depending on the strategies used to intimidate opponents, such as betting and bluffing.
Optical illusions have been studied for millennia. The ancient Greeks used a technique known as
entasis
, which incorporates a slight convexity in the columns of the Parthenon to compensate for the illusion of concavity created by parallel lines. Psychologists and artists alike have popularized many of the following illusions, which you’ll find at various Web sites that talk about optical illusions and how incredibly challenging they can be for the brain. For more of these, I encourage you to check out
www.scientificpsychic.com/graphics
and
http://en.wikipedia.org/wiki/Optical_illusion
. And for an incredibly trippy optical illusion in action,
Google “the spinning dancer.” If you perceive the dancer’s foot touching the ground to be the left foot, she appears to be spinning clockwise; if you see the foot touching the ground as her right foot, then she appears to be spinning counterclockwise!
There are no curved lines in these figures. You can use a ruler to check it out. The diagonal patterns created by the tiny squares distort our perception of the figures.