Card games for magicians

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Card games for magicians

Postby Adrian Morgan » Dec 27th, '07, 03:03



I played a few card games the other day, and I'm thinking that it would be interesting to play Donkey against a coin matrix expert, in order to see whether their expertise gives them an advantage in the game. (There are several unrelated card games called Donkey, so please check the link to find out which one I'm talking about; the important thing is that it involves removing coin-sized tokens from the table surreptitiously.)

This raises a more general question: What card games would be particularly interesting to play with a group of people that includes at least one magician? For example, games where a magician's skills might result in some advantage for playing legitimately and not just for cheating? I suggest Donkey as a possible answer. I am also aware, of course, of the game of Cheat.

Other card games I know and enjoy are Ups and Downs, Oh Hell, Warlords and Scumbags (the latter for larger groups of players: 8+), etc. All links lead to my own descriptions of the games, which in turn sometimes lead the reader to http://www.pagat/com/ for further information.

(BTW, I looked in the archives for threads about card games, but the closest I found was this thread on 2-player games.)

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Postby Mark Williams » Dec 27th, '07, 03:22

The Academy of Magical Arts (Magic Castle, Hollywood) offers a Magic Castle Card Game through their Gift Shop. Sounds like something Magicians would like to play. Not sure if this fits your criteria, though?

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Postby Soren Riis » Dec 27th, '07, 03:41

There is a variation of a card game called "cheat" (you are aware of) that I find very interesting to play. I quote from the web

The game is generally called Cheat in Britain and Bullsh*t in the USA. In many books it appears as I Doubt It. The game can be played by from 2 to 10 players.

One standard pack of 52 cards is used. All the cards are dealt out to the players; some may have more than others, but not by much. The object is to get rid of all your cards. Select at random who should go first and continue clockwise.

On the table is a discard pile, which starts empty. A turn consists of discarding one or more cards face down on the pile, and calling out their rank. The first player must discard Aces, the second player discards Twos, the next player Threes, and so on. After Tens come Jacks, then Queens, then Kings, then back to Aces, etc.

Since the cards are discarded face down, you do not in fact have to play the rank you are calling. For example if it is your turn to discard Sevens, you may actually discard any card or mixture of cards; in particular, if you don't have any Sevens you will be forced to play some other card or cards.

Any player who suspects that the card(s) discarded by a player do not match the rank called can challenge the play by calling "Cheat!", "Bullsh*t!" or "I doubt it!" (depending on what you call the game). Then the cards played by the challenged player are exposed and one of two things happens:

1. if they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile;
2. if any of the played cards is different from the called rank, the challenge is correct, and the person who played the cards must pick up the whole discard pile.

After the challenge is resolved, play continues in normal rotation: the player to the left of the one who was challenged plays and calls the next rank in sequence.

The first player to get rid of all their cards and survive any challenge resulting from their final play wins the game. If you play your last remaining card(s), but someone challenges you and the cards you played are not what you called, you pick up the pile and play continues.


The variant I know makes game ideal for magicians. In this variant one is is allowed to cheat by for example place two or more cards in the pile. If a player calls cheat you have to take up the whole pile, however is if call is mistake (you just place one card) the player who made the mistaken call have to take up the pile.

In this version players are also allowed to hide cards. If a player spot this (e.g. by correctly claiming that you are sitting on some cards) you have to take up the pile. If a player claims you cheat, he must specify in which way he thought you cheated. If he is right you have to take the pile otherwise he has to take the pile.

The game is excellent to practice palms, lapping treating doubles as singles. I had great success (and fun) playing this game. One neat "move" I developed playing this game is to accidentally "flash" a card and switch the card with the correct one. When you get "called" the person who mistakenly claimed you cheated have to pick the pile.

Magic is slight of mind!
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Postby Beardy » Dec 27th, '07, 13:35

Soren Riis wrote:One neat "move" I developed playing this game is to accidentally "flash" a card and switch the card with the correct one. When you get "called" the person who mistakenly claimed you cheated have to pick the pile.


good one! Never thought of that! Can;t wait till i play next time ;)

Sometimes i may put 3 cards down, and say "two fours"

they say cheat, then look at the cards, and the top two were fours. technically, i did put 2 4s down, and they didnt say i put 3 cards down, hence the win ;)

Love

Chris
xxx

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Postby kolm » Jan 1st, '08, 19:32

The Real Hustle this week talks about cheating in Gin using several (ingenious) methods. Makes me want to learn card magic :)

A link to the show (UK only), active for the next 5 days or so:
http://www.bbc.co.uk/iplayer/page/item/b007x5xy.shtml

"People who hail from Manchester cannot possibly be upper class and therefore should not use silly pretentious words"
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