Criss Angel is poised to take the magic world by storm. He had his first 1–hour special on ABC in '01, headlined Madison Square Garden's annual Halloween special a year later to an audience of 60,000, performed in front of 75,000 people in Times Square, had two subsequent 1–hour specials on the Sci–Fi channel, he's received countless magician awards, and he currently has a groundbreaking show on A&E called CRISS ANGEL MINDFREAK, the first weekly magic show in over 40 years, that consistently wins its timeslot. MINDFREAK – the book – will be an extention of the show, which uses a specific topic each week – like 'Buried Alive', 'Bullet Catch', 'Building Walk', or 'Levitation' – to delve into the history of each subject, and see if Criss can't break new ground by doing something no one has done before. We are also going to try and include secrets in the book – clues to be dissected by readers – that relate back to magic he will perform on the show, where the book will be heavily promoted.
For almost a century, this book has been considered indispensable to attaining the highest level of card mastery. In it, S. W. Erdnase, a supreme master of card manipulation, teaches card enthusiasts how to perform the dazzling tricks and sleights — many of them his own creations — that made him famous.
The first section of the book deals with card table artifice, or, to put it more bluntly, cheating at cards. Step by step, Mr. Erdnase demonstrates his own systems of false shuffling, false riffling and cutting, dealing from the bottom, and such slick moves as palming cards, "skinning the hand" — even three-card monte.
The second section covers legerdemain: the art of forcing a card, one- and two-hand transformations, the devious "slide" and more. Card handlers will love Erdnase's selection of dazzling card tricks, including The Acrobatic Jacks, The Exclusive Coterie, The Divining Rod, The Invisible Flights, A Mind Reading Trick, and many others.
In an informative Foreword to this edition, Martin Gardner relates the unhappy details of the author's personal life, and recounts the history of this famous book, whose methods, Mr. Gardner asserts, "are as useful today by magicians and card hustlers as they were in 1902. This book is still the bible of card 'mechanics,' and as much a delight to read as it was in the early years of this century."
When you’re a kid life can seem tough; tougher for some than others. But the darkest of times can also be the most enlightening.
When his late granddad showed him magic for the first time, Steven Frayne knew there was more to life than hiding from bullies. He had a destiny. A calling. In that moment Dynamo was born: the most exciting magician of the 21st century.
Since then, Dynamo has shocked, thrilled and amazed men, women and children, from all walks of life, all over the world. With his mind-blowing illusions, he has catalysed a whole new era of magic.
Now, in his very first book, Dynamo invites you to join him on a breathtaking journey across the globe. Be prepared to levitate Lindsay Lohan in Singapore, transform snow into diamonds in the Austrian mountains, and walk on water across the River Thames. Along the way, he reveals how to make the impossible possible, what it takes to pull off the greatest stunts man has seen, and why everyone needs magic in their lives.
This is no illusion. This is Dynamo revealed.
The authors, both noted authorities on magic, present complete, easy-to-understand explanations of shuffles, flourishes, the glide, the glimpse, false shuffles and cuts, the pass, the classic force, and many other techniques. These will enable card handlers to perform over 100 mind-boggling feats of card magic, including Thought Stealer, Gray's Spelling Trick, Do as I Do, Now You See It, Obliging Aces, Rapid Transit, Kangaroo Card, A Tipsy Trick, and dozens of others. Illustrated with more than 120 clear line cuts that make the explanations easy to follow, this exciting introduction to card conjuring will enable even beginners to develop professional-level skill and the ability to perform tricks guaranteed to astound family and friends.
• An easy-to-follow, step-by-step guide through Book 1 of your Pottermore.com adventure.
• Put on the Sorting Hat and get placed within Gryffindor, Ravenclaw, Hufflepuff or Slytherin, so you can experience your own, unique adventure and begin earning House Points.
• Follow in the footsteps of Harry as you re-live memorable scenes from Harry Potter and the Sorcerer’s Stone, and unlock never-before-revealed details about the characters, creatures, places, and objects from the Harry Potter books.
• Find all of the hidden items, and solve mysteries throughout your quest.
• Learn the secrets for becoming an expert at potion brewing.
• Master the art of Wizard’s Duels and learn how to successfully cast powerful spells.
• Discover how to unlock the exclusive content within Pottermore written by J.K. Rowling.
If you’re a fan of the Harry Potter books and movies, you’ll definitely want to experience Pottermore.com. Grab your wand and a copy of this unofficial strategy guide, so you won’t miss out on anything that Pottermore.com has to offer! Your training at Hogwarts School of Witchcraft and Wizardry awaits!
In this definitive work on card technique, step-by-step instructions teach you the correct methods for the basic manipulations and the more advanced flourishes, and only then allow you to learn tricks. Offering the most foolproof methods available, Jean Hugard and Fredrick Braue explain such basic manipulations as the palm, the shuffle, the lift, the side slip, the pass, the glimpse, the jog, and the reverse. They detail various false deals, crimps, and changes and the more advanced execution needed for forces, fans, and the use of the prearranged deck. Also presented is a wide variety of tricks, including discoveries, self-working tricks, one-handed tricks, stranger cards, and such individually famous tricks as the four aces, the rising cards, and the Zingone spread. In addition, the authors include a complete compendium of shakedown sleights — to warn the card player and aid the entertainer — and a performer's guide to misdirection and patter.
Many of the methods explained were revealed here for the first time, while many previously known tricks are presented in improved versions. In every case the aim is simplicity of technique for the purpose of mystifying an audience, not technique for the sake of technique. An unsurpassed collection of methods and manipulations, this classic work will help any aspiring magician to achieve expert card technique.
This book is the most complete treatise ever written on sleight-of-hand coin conjuring. Celebrated magician J. B. Bobo has gathered here the best and most useful of all coin tricks — not only his own, but those of some four dozen notable prestidigitators, including such greats as Robert-Houdin, Professer Hoffman, and — the greatest of all coin conjurers — T. Nelson Downs.
All the tested, traditional methods of coin magic are here. Bobo has added to these the best of the modern innovations, while eliminating all of the out-of-date and impractical sleights of his sources. You will learn all about palms, holds, flips, switches, change-over, steals, cuffing, sleeving, and other sleight-of-hand techniques; coin tricks requiring special devices are also included. The author guides how systematically from basic techniques, concealments, and vanishes, through integrated tricks, to complete routine acts (18 in all). His clear explanations are splendidly complemented by 510 of Nelson C. Hahne's crisp illustrations.
Sleight-of-hand magic has consistently earned the respect of professional magicians. If you are yet an amateur, this easy-to-follow manual — together with regular practice — is the surest route to professional-level competence. For professionals, this volume is a convenient encyclopedic reference that gathers in one place all the best coin magic from antiquity to modern times.
It is especially designed to assist students of the game who have acquired a smattering of it in some way and who wish to investigate it further at their leisure. Go (Chinese: weiqi, Japanese: igo, Korean: baduk, Vietnamese: cờ vây, common meaning: "encircling game") is a board game for two players that originated in China more than 2,500 years ago.
The game is noted for being rich in strategy despite its relatively simple rules. According to chess master Emanuel Lasker: "The rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go."
No special dexterity is required to master such mystifying and entertaining illusions as "Prediction Wallet," in which the card a spectator has chosen and signed turns up in the magician's wallet; "Magnetic Force," a trick that uses a "magnetized" card to find the mates to a pair of target cards; "Cupid's Hotline," in which an audience member telephones a psychic and the latter identifies the card in the former's hand; or "Suspense," which dangles a card in midair.
Each trick is clearly explained and illustrated, and many include patter and presentation suggestions. Magicians at all levels, beginner to expert, amateur to professional, will prize this collection of surefire tricks by one of the masters of card magic. 116 black-and-white illustrations.
Meta is a simple mage apprentice girl who unexpectedly becomes the keeper of one of the powerful shards of Bregu.
After the destruction of her village and the death of those she loves, she seeks revenge on the person who dealt this infamous destruction, the dark mage. Yet instead of receiving an attack power from the shard, it gives her a shape-shifting ability that sometimes bring her into funny situations.
Our cost-effective Homework Helpers workbooks are a must-have! They provide help for students who need extra practice with basic skills, for the accelerated student who enjoys an extra challenge, and for the young learner who is developing basic concepts and readiness skills. They also help boost self-confidence and reinforce basic skills with activities that are geared to the specific grade level. Collect all 48 titles for preschool to grade 3 covering topics such as the alphabet, numbers, shapes, phonics, math, reading comprehension, and much more!
A truly staggering collection, this book explains how to perform over 600 professional card tricks: impromptu card tricks, spelling tricks, "you do as I do" tricks, diachylon (a paste for gluing cards together) tricks, calculation tricks; tricks using key cards, slick cards, double-backed cards, reversed cards, short cards; tricks based on a one-way pack, prearranged pack, Svengali pack, Mene-Tekel pack, stripper pack; special packs; miscellaneous tricks including Everywhere and Nowhere, The Case of the Four Kings, Card in the Orange, The Buddha Whispers, and Inseparable Aces; and a final chapter on tricks using the famous Nikola Card System. In addition, a chapter on technique explains the most important sleights ― the overhand shuffle, riffle shuffle, false cut, palm, simple pass, double lift, glide, and force.
Based on a volume compiled by Dr. Wilhelm Von Deusen and Glenn G. Gravatt, this collection was thoroughly revised by Jean Hugard and completely rewritten. It is easily the finest single compendium of classic card tricks, and the clear style makes the instructions easy to follow. An indispensable book for the professional or amateur magician, it is a magnificent source for anyone who wants just the right tricks to mystify his friends or delight his children.
Joshua Jay took home the top prize at the World Magic Seminar (the Olympics of magic) when he was just 16 years old. Now he continues to perform magic, write about magic, eat, sleep, and breathe magic. Here, he brings all his passion and knowledge to teaching magic. Each trick is broken down into the Effect, the Secret, the Set-up, and, most important, the Performance, with lessons on what to say, how to direct the audience's attention, where to keep your hands, and so on. (In other words, how to be smart about the things your audience is surprisingly clueless about.)
Here are the Ten Greatest Card Tricks; tricks to dazzle a dinner date; tricks to perform for the boss (poke a hole through his shirt, then magically mend it); tricks especially for kids; and even tricks for an audience in another state—with "Australian Self-Help," you can find a participant's chosen card over the phone. It's the Aha! book for a subject whose time has come.
Stephen Macknik and Susana Martinez-Conde, the founders of the exciting new discipline of neuromagic, have convinced some of the world's greatest magicians to allow scientists to study their techniques for tricking the brain. This book is the result of the authors' yearlong, world-wide exploration of magic and how its principles apply to our behavior. Magic tricks fool us because humans have hardwired processes of attention and awareness that are hackable—a good magician uses your mind's own intrinsic properties against you in a form of mental jujitsu.
Now magic can reveal how our brains work in everyday situations. For instance, if you've ever bought an expensive item you'd sworn you'd never buy, the salesperson was probably a master at creating the "illusion of choice," a core technique of magic. The implications of neuromagic go beyond illuminating our behavior; early research points to new approaches for everything from the diagnosis of autism to marketing techniques and education. Sleights of Mind makes neuroscience fun and accessible by unveiling the key connections between magic and the mind.
You’ll discover how to
Construct a quick shelter to help you survive your first night. Craft and enchant items, and make potions. Build nether portals and safely make your way around the nether. Create fantastic redstone projects, from automatic doors and light sensors to TNT cannons and fireworks launchers. Furnish your buildings with lights, appliances, paintings, flowerpots, and fireplaces–and add perfect finishing touches. Make and manage efficient farms. Customize Minecraft® with mods, skins, and resource packs. Join a server and even host a game.
Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.
Some of these sure-fire tricks are simple, a good place to begin. Others were specially adapted from professional routines and are here presented for the first time for amateurs. Almost all of these tricks can be worked informally, with a borrowed deck of cards. Some also adapt to stage presentation.
Individual tricks in this book have sold for more than the price of the entire book. Amateurs can use them to get a start in magic and to feel, at once, the rewards of giving a professional performance. Advanced and professional magicians will find tricks to add to their acts or informal routines. Author Karl Fulves is one of the best-known writers and editors in the field of magic.
As he navigates this quirky and occasionally hilarious subculture populated by brilliant eccentrics, Stone pulls back the curtain on a community shrouded in secrecy, fueled by obsession and brilliance, and organized around one overriding need: to prove one’s worth by deceiving others.
But his journey is more than a tale of tricks, gigs, and geeks. By investing some of the lesser-known corners of psychology, neuroscience, physics, history, and even crime, all through the lens of trickery and illusion, Fooling Houdini arrives at a host of startling revelations about how the mind works--and why, sometimes, it doesn’t.
Where do all the teaspoons go?
Why is the Giant Panda so paradoxical?
Why does dark matter matter?
The world around (and inside) us is completely astonishing.
Dr Karl Kruszelnicki, the most esteemed science communicator in Australia, has chosen 101 fascinating facts from his bestselling books to delight and intrigue you.
Taking a microscope to everyday science he gives us insights into the surprising origins of the "selfie", the rise and rise of 3D printing, how a nit is hatched by massive amounts of farting, why humans are basically fat doughnuts, and how you can stop milk from spoiling by dropping a Russian brown frog into it.
These are things you need to know.
These are things you don't even know you need to know.
A riveting ride through the extraordinary world of science.
The author first shows you how to construct the Jet Tail, an important basic feature that is needed for many of the more difficult models diagrammed later. This is followed by detailed, step-by-step directions and diagrams for creating each of 12 different models: space shuttle, futuristic shuttle, flying wing, delta wing-jet, fighter plane, interceptor, double tail fighter, dart plane, fighter plane with engines, futuristic fighter, and two different jets.
The projects progress in level of difficulty; as you master the simpler models you will be developing the skills you need to assemble the more complicated craft. The book also includes valuable suggestions about types of paper to use, useful hints that help ensure success, and solutions to common problems paperfolders may encounter.
Now he is ready to tell his story to the world !!
Are you guys ready to find out more story about the Legendary Enderman ? In this book a Legendary Enderman will tell you what it is like to be the LEGEND!
This diary written by a Minecraft Enderman will help you uncover the many secrets and mysteries related to the Minecraft Enderman's life.
Knock, knock. Who's there?
What do you get when you...?
As kids guess the answers, they're sure to get the giggles! With this book, little ones will look forward to sharing the jokes with parents, teachers, and siblings--and even coming up with some variations of their own! In addition to hundreds of rib-tickling jokes, readers will love:Head-scratching brain teasersFunny knock-knock jokesHysterical puzzlesRidiculous riddles And much, much more! Amid the jokes, kids also find information on how to deliver the perfect punch line and how their favorite comics got started telling jokes. Every budding comic needs a little help getting started, and this book is the perfect go-to for getting laughs!
The songs in this varied collection — arranged in their approximate order of difficulty — are presented in large, clear, easy-to-read musical notation, and are accompanied by delightful illustrations suggested by this charming music. The songs included are Amazing Grace (in two arrangements); I've Been Working on the Railroad; As We Go 'Round the Mulberry Bush; Maryland, My Maryland!; Aura Lea; The Old Chisholm Trail; Billy Boy; Polly-Wolly-Doodle; Black Is the Color of My True Love's Hair; Pop Goes the Weasel!; Blow the Man Down!; Short'nin' Bread; Blue-Tail Fly (Jimmy Crack Corn); Skip to My Lou; Buffalo Gals; Sweet Betsy from Pike; Deep River; Thanksgiving Prayer; Down by the Riverside (We Gather Together); The Farmer in the Dell; Turkey in the Straw; The Gift to Be Simple; Yankee Doodle Dandy; Go Down, Moses (Let My People Go); and The Yellow Rose of Texas.
This easy to follow guide has everything you need to know about the Rubik's cube. From simple step-by-step instructions showing how to complete it, to how the cube was invented, plus lots of other cube challenges to test your skills - it's time to get cubing!
Horseback riding, ballet dancing, throwing the most unforgettable slumber party ever, and dealing with boys, playing sports and enjoying the outdoors: these are the things that girls want, and need, to know. The Adventurous Girl's Handbook is a treat—pick it up again and again for a new lesson in decorating with beads, pressing flowers, or decorating your bedroom with the hottest styles. Here is the perfect book for smart, adventurous girls of all ages!
Do you hold children's parties and need exciting group games to play?
What about games that you can play indoors, outdoors, or both?
Games for Kids - 77 Exciting Indoor and Outdoor Games for Children Ages 5 and Up!" gives you exactly what you are looking for! Whether you’re responsible for two or three little ones or an entire room full of children, this book can provide inexpensive games for any group, ages five and up! Both indoor and outdoor games are included, so you can entertain children year ‘round, despite the weather!
This book will help you “wow” the kids in your life with all the exciting games you will have for them. You don’t have to worry about buying separate (and sometimes expensive) board games, toys and props, only to have the kids get sick of them in a month. This book contains an array of older, classic games, as well as newer games you may have never heard of, to keep them busy!
Best of all, the materials for these games cost either a few dollars, or nothing at all! Ever heard of Sardines? This is similar to hide-and-seek, but with a twist, and requires nothing but ample space to run! One of the games is so stress-free to set up, you just need to look in your kitchen for these items: a bucket, a sponge and a glass!
These games are presented with very simple, easy-to-read instructions. This way, you can pick any game at random and have it setup within minutes!
The following information is listed for each game:
- Number of players
- Suggested age to play
- Time required to complete each game
- What items are needed, if any
- Detailed (but simple) instructions and rules
To switch things up a bit, variations of some games have been included for increased fun and to keep children engaged even more!
77 Exciting Indoor and Outdoor Games for Children Ages 5 and Up! will allow you to entertain children for hours upon hours. Pick it up now, and let the fun begin!
Tricks with Your Head is the world’s greatest (and only) collection of hilarious, mystifying, and sometimes repulsive magic tricks that you can perform with your very own head.
If you’ve only thought of your head as a receptacle for so-called higher learning, or as a structure for keeping your haircut from falling into your body cavity, rejoice! Now you can use that ten-pound meatball between your shoulders as a source of ribald entertainment. Best of all, when you learn to perform a head trick, you can never be caught without your prop.
Mac King and Mark Levy have perfected the ultimate mix of head games (literally) in this clever illustrated volume that teaches you how to:
* Make your head disappear
* Penetrate your skull with a drinking straw
* Make a french fry vanish up your nose
* Read someone’s mind
* Jab a fork in your eye
From the Trade Paperback edition.
From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own.
All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills!
The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.
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With this book, you will find it simple to use this language, which the author learned in the late nineteenth and early twentieth centuries, principally from Sioux Indians in Wyoming. Drawings and short descriptions make clear the proper positions and motions of the hands to convey the meaning of over 870 alphabetically arranged common words — hungry, camp, evening, angry, fire, laugh, owl, cat, many times, brave, cold, heart, rain, spotted, together, river, etc. The words are then used in sample sentences. There are also brief sections on the pictography and ideography of the Sioux and Ojibway tribes, and on smoke signals.
This is a book for anyone who wants to learn or teach Indian sign language — scouts, school teachers, camp counselors, scout leaders, parents, linguists, and students of Indian culture. To help counselors and teachers, the last chapters give instructions on how to conduct the Indian ceremony for opening a council fire, an Indian initiation ceremony, and suggestions for sign language tests and exercises.