Card Manipulations (Dover Magic Books) by Jean Hugard

By Jean Hugard

Publish yr note: First released in 1973
------------------------

To the magician and to such a lot audiences, card manipulations are the main attention-grabbing form of card trick. because the manipulator's ability is the one making a choice on issue, as soon as a level of card dexterity is bought the performer can cross directly to research tips absolute to entertain, at any time, with out additional practise, utilizing any to be had deck of playing cards for the performance.

In this five-book series, Jean Hugard, grasp performer on degree and with small teams, teaches the passes, palming equipment, shuffles, arm spreads, colour reverses, sleights, thrives, set-ups, and methods within the top specialist types. After exhibiting the fundamental manipulations, he develops a few unheard of methods the place the manipulations are used. a couple of illustrations and step by step factors educate each one aspect because the trick will be given in a functionality. via operating via those methods, from the straightforward to the complicated, the magician learns his talents in a qualified demeanour and likewise earnings a large repertoire of particular methods. in the course of the e-book plenty of manipulations and over 100 methods are explained.

The keys to those methods should not popular outdoor expert magicians' teams. yet to the complex newbie or semiprofessional who has some extent of card ability, the manipulations and tips built during this publication will upload to the dexterity of the functionality, supply hours of rigorous skill-developing perform, and support construct a certified, well-rounded repertoire with cards.

"Recommended." — Linking Ring.

Show description

Read Online or Download Card Manipulations (Dover Magic Books) PDF

Best games books

Understanding Chess Move by Move

John Nunn is likely one of the such a lot very hot chess writers on the planet. He has conscientiously chosen thirty glossy video games to assist the reader comprehend an important points of chess and to demonstrate sleek chess rules in motion. almost each movement is defined utilizing phrases that everybody can comprehend.

Beginning iPhone Games Development

IPhone video games are scorching! simply examine the numbers. video games make up over 25 percentage of overall apps and over 70 percentage of the most well-liked apps. shocked? after all no longer! such a lot people have crammed our iPhone or iPod contact with video games, and lots of folks desire to enhance the subsequent best-selling, such a lot talked-about video game.

Adjustment Processes for Exchange Economies and Noncooperative Games

This monograph is a treatise on adjustment approaches. We contemplate cost adjustment approaches in alternate economies and procedure adjustment procedures in noncooperative video games. within the most elementary model of an alternate economic system, i. e. a natural trade financial system, there exist markets on which costs are decided through the call for and provide created via a finite variety of shoppers prepared to replace their preliminary endowments as a way to maximize their utilities.

Overlapping Coalition Formation Games in Wireless Communication Networks

This short introduces overlapping coalition formation video games (OCF games), a unique mathematical framework from cooperative video game concept that may be used to version, layout and study cooperative situations in destiny instant conversation networks. The thoughts of OCF video games are defined, and several other algorithmic elements are studied.

Extra resources for Card Manipulations (Dover Magic Books)

Example text

2014. ‘Location-Based Gaming Apps and the Commercialization of Locative Media’. In Adriana de Souza e Silva and Mimi Sheller (eds), Mobility and Locative Media: Mobile Communication in Hybrid Spaces, 132–48. London and New York: Routledge. MacCallum-Stewart, E. 2014. Online Games, Social Narratives. New York: Routledge,. Shaw, A. 2012. ‘Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity’. New Media & Society 14 (1): 28–44. 1177/1461444811410394. Tomkinson, S. and T. Harper.

Truly, this is what casual has always meant. A casual employee at a store may work just as many hours as the full-time staff with just as much effort, but they do so on a more flexible roster that incorporates their everyday life. It is thus less accurate to think of games as existing in a casual/ hardcore binary that inevitably puts casual games at the margins than it is to think of games on a spectrum of casual to non-casual forms of attention demanded of the player by the game. These forms of attention closely relate to how mobile and social media practices have been fruitfully explored in terms of co-presence even before the rise of smartphones (Richardson 2005; Hjorth 2007, 370).

1, three separate categories crystallized. Category 1 consists of genres often considered more ‘dedicated’, massive multiplayer online (MMOs), strategy, FPS, roleplaying games (RPGs), adventure and (web) browser games which are often multiplayer, asynchronous games. 1). 53 WHO ARE THE CASUAL GAMERS? 21 racing games. Yet, we know that, at least for sports games, the audience is largely constructed of fans of that particular sport (Stein, Consalvo and Mitgutsch 2013); people play sports games because they are sports fans.

Download PDF sample

Rated 4.44 of 5 – based on 38 votes