ROYAL FLUSH

 

SLIP & CULL

SHUFFLING

 

by

 

Tom Sellers

 

 

A treatise on how to use the above shuffles to duplicate the feats of the card sharper.

 

A demonstration of card sharping always appeals to the spectators, even more so than card conjuring or manipulation. No matter how expert you are with cards, if someone steps in and does a bit of card sharping his demonstration will steal the show, the spectators will remember his feats when yours have been forgotten, hence the purpose of this treatise. It will show you how, if called upon, to give a demonstration of what should not be done with a pack of cards.

The rules are simple and few in number and are as follows:-

 

1. THE SLIP SHUFFLE.

The slip shuffle is simply this. Hold the pack in the right hand as is usual for shuffling, press the left thumb on the top card and start to pull ONE CARD AT A TIME into your left hand, henceforth this will be referred to as "thumb off" or "thumbing off."

 

2. REPLACE PACKET.

Means replace the packet held in the left hand (after thumbing off) onto the top of the pack which is held in the right hand.

 

3. FALSE SHUFFLE.

The only false shuffle required here is one which will not disturb the top twenty-five cards or so.

 

4. FALSE CUT.

Place the pack on the table to your left, with your right hand lift off two thirds of the pack and lay this down to your right. Take half of this heap and place it in the centre. Lift the right hand packet and put it on top of heaps one and two.

 

5. CULL SHUFFLING.

The required cards are on the bottom of the pack. Hold the pack in the right hand, press the thumb of the left hand on the top card and press the fingers of this hand on the bottom card, pull downwards and the top and bottom cards will slip clear off the pack and fall face down into the left hand. Cards are then thumbed off onto these two cards.

I will now proceed to show you what can be done with these few principles.

 

SLIP SHUFFLE No.1.

TO SLIP FOUR ACES SO THAT YOU WILL GET THEM IN A FOUR HANDED GAME OF FOUR CARDS EACH

Have the four aces on top of the peak. Hold the pack in the left hand, lift up the under half of the pack into the right hand.

a) Thumb off three cards from this packet onto the top of the left hand packet. Replace Packet.

b) Thumb off six cards into the left hand and replace packet.

c) Lift up under half of the pack again and thumb off three cards onto packet in left hand, replace packet.

d) Thumb off five cards, replace packet.

e) Lift up lower half of pack again into right hand and thumb off three cards, replace packet.

f) Thumb off four cards into left hand, replace packet

g) Lift up lower half of pack again, thumb off three cards, replace packet.

The above procedure puts the aces at every fourth card from the top. Deal out the cards and then you turn up the four aces. With practise you will be able to do this in a few seconds. Practice with the aces face up to start with then you will be able to follow how the principle works. You will then be able to work out four-handed five card games and five handed five card games.

 

SLIP SHUFFLE No.2.

SHOWING HOW CARDS PLACED AT DIFFERENT NUMBERS FROM THE TOP OF THE PACK CAN BE CONTROLLED TO THE TOP.

A good way to work this is to ask someone to give you four different figures, such as 2,5,7,9. When you get the figures always remember them from lowest to highest, then openly insert the aces at these numbers from the top of the pack. Hold the pack in the right hand:

a) Thumb off to, and include the lowest number. (This brings lowest number to top of pack right away) replace packet.

b) Thumb off to one less than next highest number. In this instance it will be four, and replace packet.

c) Thumb off to second number five (this brings two cards to the top) replace packet.

d) Thumb off to one less than third number, replace packet.

e) Thumb off to and include third number "seven", replace packet.

f) Thumb off to one less than highest number, replace packet.

g) Thumb off to highest number; replace packet, and you will have the four aces on the top of the pack.

All this should be presented to show no matter where the cards are the sharper can control them to the top or the pack.

NUMBERS 2, 9, 7, 3, TRANSPOSED WOULD BE 2, 3 , 7, 9.

 

SLIP SHUFFLE No .3.

TO PLACE THE ACES ON THE TOP AND CONTROL THEM TO ANY NUMBERS SELECTED BY THE SPECTATORS.

This works in reverse to the preceding shuffle, number two. You must remember the numbers given from highest to lowest this time. For example, you are given 8, 2, 6, 5, you transpose them to 8, 6, 5, 2, then proceed.

a) Thumb off to, and include highest number, replace packet.

b) Thumb off to one less than highest number, replace packet.

c) Thumb off to and include next highest number, replace packet.

d) Thumb off to one less then this number, replace packet.

e) Thumb off to third highest number (including it), replace packet.

f) Thumb off to one less than this number, replace packet.

g) Thumb off to and include lowest number, replace packet.

Spread out the pack and show, the four aces to be at the chosen numbers .

 

CULL SHUFFLING.

TO DEAL THREE ACES TO YOURSELF IN A THREE-HANDED GAME OF BRAG.

Place three Aces on the bottom of the pack this time. Proceed as :follows:

a) Cull the top and bottom cards, that is, slip them off the pack onto the left hand, thumb off five cards onto these two and replace packet.

b) Cull top and bottom cards again, then thumb off three cards onto these two and replace packet.

c) Cull top and bottom cards once more then thumb off one card onto these two, replace packet.

Deal three hands of three cards each and you will get the three aces.

 

For four hands of three cards each the following is used. Three aces on the bottom.

a) Cull top and bottom cards, thumb off eight, replace packet.

b) Cull top and bottom, thumb off five, replace packet.

c) Cull top and bottom, thumb off two, replace packet, then deal four hands of three cards each.

 

FOUR ACES ON THE BOTTOM OF PACK.

For four hands of four cards each:

a) Cull top and bottom cards, thumb off eleven, replace packet.

b) Cull top and bottom cards, thumb off eight, replace packet, cull top and bottom cards, thumb off five, replace packet.

c) Cull top and bottom cards. Thumb off two replace packet.

Deal four hands of four cards each and you get four Aces. 

 

To Cull a nap hand:

Place A.H., K.H., Q.H., J.H., 10.H. on the bottom of the pack.

a) Cull top and bottom cards, thumb off nineteen, replace packet.

b) Cull top and bottom cards, thumb off fifteen, replace packet.

c) Cull top and bottom cards, thumb off eleven, replace packet.

d) Cull top and bottom cards, thumb off seven, replace packet.

e) Cull top and bottom cards, thumb off three, replace packet.

Deal five hands of five cards each and you will get the nap hand.

 

THE GAMBLER’S PIPE.

Place a small piece of mirror inside the bowl of your pipe; have this on your table. Now execute SLIP SHUFFLE No.1. Have all the hands turned up, you hold, of course, the four Aces. Spread all the hands a little and quickly note the first three cards of the FIRST HAND. Replace this hand on top of the pack, then replace the other three hands on top of the first hand. Now deal out twelve cards. Suppose the three cards you noted were, A.S., K.H., Q.D., say to the first spectator, "You will get the A.S." Turn the next card over and show you were correct. To the second person say, "K.H." and the third person "Q.D.", turning the cards over after you name them.

Then say I even know the cards you will get. That would be easy if I used marked cards, but I use something much better; it is this. You see I was able to see your cards in this little mirror here. Show the pipe, it will cause great interest as many will have read of such devices.

 

A PONTOON CERTAINTY.

You take a shuffled pack and straight away shuffle it, then deal yourself a pontoon. Proceed, take the shuffled pack, turn it face up in front of spectators, remarking he has shuffled it well. You secretly note the Ace and King which has the fewest cards between them. When you spot this you count them. For example, you see an Ace, then ten cards, then a King and counting from the ace at the left to the king at the right gives you twelve cards. Calmly cut the pack under the ace bringing it to be the top card of the pack.

The rule for a four-handed game this. Subtract eight from your number, that is twelve equals four, plus one, equals five. Reverse the position of the top five cards by thumbing off, then replacing, then thumb off four (your first number), and throw the whole pack on top of them. Then thumb off four cards and replace. Deal off four cards then four on top of them and you will get Ace, King. Should there be less than eight cards between Ace and King, for example, Ace, four cards, King, this makes six cards in all, cut bringing Ace to top of pack. Lift up the lower half of the pack, and thumb off this half onto upper half as many cards as required to make eight, in this instance two, replace upper packet on lower packet, now thumb off three cards, one card more than you took off to make up the difference, replace packet. Thumb off four cards, replace packet. Deal out again as above and you get Ace, King.

The numbers given are for four hands. The numbers for more or less hands can be easily worked out on the same principle.

The following ruses should be useful when working out any routine :-

 

RUSE No.1.

BLUFF BOTTOM DEAL.

Place the Ace of Spades at bottom of the pack, let spectators see it. Patter about gamblers dealing cards from the bottom of the pack so that they will fall to their partner’s or their own hand. Deal two rounds of cards, and at the third round, and it is your turn, obviously draw the card from the bottom onto your own hand, finish he round and say of course you would have to be much quicker than that. Gather up the cards again, replace them on top of the pack, but see that you get the Ace second from top.

Make the double lift turning the top two cards face up, saying we will use this card again. Turn both face down again. Take the top card, put it on the bottom of the pack without letting anyone see it. Deal out your cards again, turn he pack face up, and say, "Well, gentlemen, you see the Ace has gone. I wonder who got it?" Turn up the first spectator’s hand and show it there.

 

RUSE No.2.

THE PALM.

After you have dealt four Aces to yourself, and while the spectators are looking at them, palm off four top cards. Have the Aces replaced on the pack, get the four palmed cards on top of them. Now take the four top cards and place them into different parts of the pack. They will be taken for the four aces. Now work SLIP SHUFFLE No.1., and again get the four aces.

 

RUSE No.3.

MISDEAL.

After you have dealt yourself four aces, when you gather up the hands get the Aces on the top of the pack. Deal four hands of four cards each, but as you deal the last card of your hand accidentally? turn the card face up. Say, "Sorry gentlemen, but we shall have to call this a misdeal. Gather up the hands again, deal, and you get the four aces.

HINTS.

Always false shuffle and false cut before each deal, at least false cut. Don’t appear to be too clever by showing waterfall shuffles, fancy one hand cuts, etc.

Handle the cards naturally but inwardly carefully.

 

A CONVINCING ROUTINE.

1. SLIP SHUFFLE No. 2.

2. SLIP. SHUFFLE No.1.

3. RUSE No.2.

4. PONTOON CERTAINTY.

5. BLUFF BOTTOM DEAL.

6. NAP HAND CULL SHUFFLE.

 

YOU ARE NOW ARMED FOR ENTERTAINMENT PURPOSES ONLY.

TOM SELLERS.

INVENTOR MAGICIAN.

 

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