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Card Colm
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April 2008
"I'm thinking of two different simple geometric shapes, one inside the other,"
you say to a volunteer from the audience. "I want you do to the same thing.
Have you thought of something? Please sketch what you imagined, I won't look
yet. Earlier, I made a sketch of my own thoughts, I'll show it to you in a
moment." Pause.
"Are you finished? I really did want you to do the same thing as me: I tried to
project my geometric image to you. We call this projective geometry. Let's see
if it worked."
Before the volunteer reveals his sketch, ask other audience members what shapes
they had imagined. Several will say a circle inside a triangle, which is what
you hope the volunteer has sketched. With surprisingly high probability the
volunteer will indeed have opted for that combination; this curious fact is
fairly well-known, e.g., see Banachek's Psychological Subtleties (Magic
Inspirations, 1998). If this is the combination drawn, turn over a piece of
paper on which you've also sketched such an image, to the amazement of all.
Should the volunteer name a triangle inside a circle instead, you can still claim
victory. Say, "It's fascinating, you and I thought of the same shapes, but with
their roles reversed. I think we have complementary personalities. Such duality
is very common in projective geometry." If your luck is out, and the volunteer
has the bad taste to mention a square or something equally vulgar, you can
always say, "It seems that I was projecting in the wrong direction," indicating
somebody who had earlier named the desired circle inside a triangle.
In any case, draw attention to your picture, and continue, "This shape plays an
interesting role in a randomization procedure I'd like you to try with me."
Re-draw the image on a larger piece of paper or cardboard. This time, inscribe
the circle in an equilateral triangle, with seven points and lines marked as
shown below.
The image needs to be large enough to accommodate the placement of a card at each
relevant intersection point. (Below, these points are marked with empty circles
to help the reader to imagine the possibilities in what comes later.)
At the outset, the top eight cards of the blue-backed deck are a 3, 5, 6 and 7,
followed by an Ace, 2, 4 and 8. The suits are irrelevant, but it's a good idea
if they appear random. This stock of cards can be maintained at the top of the
deck throughout some convincing looking shuffling. When eight cards are dealt
out, this puts the Ace, 2, 4 and 8 on top of the resulting pile.
The choices given to the volunteer in selecting his four cards utilize the Bill
Simon Sixty-Four Principle, as considered in the
April 2006 Card Colm, and recently reviewed in the
December 2007 Card Colm. Surprisingly, but crucially, the volunteer
ends up with the power of two valued cards: Ace, 2, 4 and 8 (in some order).
Alternatively, if the power of two values originally alternate with the other
ones at the top of the deck, then the principle explained in "Martin Gardner's
Coins to Cards Effect" in the
June
2006 Card Colm can be used to ensure that the volunteer gets the
desired cards.
Announce that each of you must now arrange you cards in order in a fan, keeping
the faces close to your respective chests. There is a subtlety here: it's not
so important that your cards are in order--although it's a good idea to put the
7 on one end so that you appear above board a little later--but you want to know
which card is which in the volunteer's hand. Since you don't officially have
any idea what cards he has, this ordering should not raise any suspicions.
Each of you now picks out your highest valued card--this is where you need to
watch to see which end the volunteer picks his card from--and shows them to an
audience member who indicates which is the higher. That card, the 8, the
volunteer sets aside face-down. You, having the 7, place it face-down at the
apex of the bounding triangle.
Next, the volunteer places any of his cards in the centre of the figure. You
need to know which card that is, which is easy if his cards are indeed in order
in his fan and you saw which end he plucked the 8 from. Place a card below his
choice so that yours and his total 7, e.g., if he places the 4, you place the 3.
Invite him to fill in the middle of either the left or right side of the
bounding triangle, by placing a card there. Again, "match" his choice by secretly
using the complement in 7 principle. The other side of the triangle is completed
in the same way. Note that the volunteer has filled in the middle "V row" of the
figure, and you have filled in the bottom side accordingly.
Amazingly, no matter which side of the triangle the volunteer now selects, the
three values in question sum to 14, as do the four cards left behind.
In fact, up to left-right reflection, one of the following cases must arise.
The elimination deal with the red-backed deck works like this:
If you wish, you can ask the volunteer which card was his highest valued one, and when he indicates an 8, you can turn one sideways and say, "I guess I was correct when I said it represented the point at infinity."