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The Magic Cafe Forum Index » » Magical equations » » Four variable Hummer Principle. (6 Likes) Printer Friendly Version

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Andy Moss
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With respect to the last cleudo themed effect.There is a more efficient way of having them mentally add up to the required even grand total.

Just two dice have to be mentally rolled if we use the dice 'Seven principle'. In other words we have them roll their first die "to any odd value". We then have them roll a second imagined die. "let's make this second die have an even value to make things as varied as possible". Now if we have them mentally turn over their second die to "add on to your combined dice total whatever value is on the bottom of your second die".

Of course opposites add up to seven on any die.(6/1 5/2 4/3). Seven is odd. Thus grand the total of all three mentally visualised die numbers will always be even.
Andy Moss
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For those of you who wish to explore more deeply many of the principles employed in this thread I would steer you towards a book called 'Bob Hummer's Collected Secrets'. Written by Karl Fulves. Martin Gardner provides the foreword.

In Bob Hummer's effect 'The Snappy thirteen cent Trick' (p.15) parity is employed in a very clever way. Enhance the effect through the use of the mental die ploy ("For variety make one of the die values odd and the other even") Then there will be no need for the spectator to snap their fingers every time they turn a coin over. Look back at the simple colour parity effect in this very thread to get a clue as to what methodology might be employed to ascertain the information....

Another effect (p.33) that employs parity is the effect 'Politicians Puzzle'. We could of course ascertain any dualistic information such as the biological gender of a person merely being thought off ("male" and "female" being the words used for the moves) or whether they are merely visualising the colour blue or orange. ("blue" and "orange" being the words used for the moves).

In the 'mom/pop' variation (p.34) where three diagonally adjacent pairs of checker pieces are laid out randomly on the chess board at the start with their positions unknown to us. Perhaps have a spectator secretly take a chess king piece. Either a black or a white piece. You do not know which. Yet you are able to successfully ascertain which one they have.The words used for the alternate moves are naturally "Black" and "White".

There is also an effect within the book called 'The Poker Chip Mystery Miracle' (or a title similar) which uses six poker chips with numbers on both sides.

'The Snappy Thirteen Cent Trick' would work well as a first phase of a routine where the poker chip effect was the second phase. We need six white poker chips and two red poker chips. All have numbers on both sides. I will leave it to you as to how this might work....

Hope all this gives you food for thought!
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