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Steinmetz, Andrew, 1816-1877

"The Gaming Table - Volume 2"


In the midst of the astonishment produced by this seemingly
prodigious display of memory, say--'Now, if you like, we will
have a hand at Whist, and I undertake to win every trick if I be
allowed to deal.'
Let the Whist party be formed, and get the cards cut as usual--
only taking care to REPLACE them, as before enjoined, precisely
as they were. Deal the cards, and the result will be that your
thirteen cards will be ALL TRUMPS. Let the game proceed until
your opponents 'give it up' in utter bewilderment.
This splendid trick seems difficult in description, but it is one
of the easiest; and even were it ten times more difficult than it
is, the reader will perhaps admit that it is worth mastering.
Once committed to memory the figures are never forgotten, and a
few repetitions, with the cards before you, will suffice to
enable you to retain them.
5. Two persons having each drawn a card and replaced them in the
pack, to guess these cards.
Make a set of all the clubs and spades, and another set of hearts
and diamonds. Shuffle well each set, and even let them be
shuffled by the spectators. Then request a person to draw a card
from one of the sets, and another person to draw one from the
second set.


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akwarystyka
Akwarystyka, akwarystyka
Kody Do Gier
Kody Do Gier
drukarnia wielkoformatowa
Szybka drukarnia
drukarnia cyfrowa
Barwa - drukarnia cyfrowa
meble dla dzieci
meble dla dzieci