Manipulation Card Game Rules

Card trick. Upper left: 'Pick a card, any card'. Upper right: Palming a card. Bottom left: A 'spring' flourish. Bottom right: Mixing the cards allows for card trick preparation.

Card manipulation is the branch of magical illusion that deals with creating effects using sleight of hand techniques involving playing cards. Card manipulation is often used in magical performances, especially in close-up, parlor, and street magic. Some of the most recognized names in this field include Dai Vernon, Tony Slydini, Ed Marlo, S.W. Erdnase, Richard Turner and Ricky Jay. Before becoming world famous for his escapes, Houdini billed himself as 'The King of Cards'.

Rummy

History

Playing cards became popular with magicians in the last century or so as they were props which were inexpensive, versatile, and easily available. Although magicians have created and presented myriad of illusions with cards (sometimes referred to as trıcks), most of these illusions are generally considered to be built upon perhaps one hundred or so basic principles and techniques. Presentation and context (including patter, the conjurer's misleading account of what he is doing) account for many of the variations.

Card magic, in one form or another, likely dates from the time playing cards became commonly known, towards the second half of the fourteenth century, but its history in this period is largely undocumented. Compared to sleight of hand magic in general and to cups and balls, it is a relatively new form of magic. However, due to its versatility as a prop it has become very popular amongst modern magicians.

  • If you haven’t played before, Rummikub is a rummy-style card game, but with tiles. The goal is to clear all the tiles from your rack. Melding tiles — and that’s the official word, “melding” — is.
  • In manipulation rummy, also called carousel, the game is based on rummy with melds played on the table that can be rearranged as long as the player adds at least one new card. Other variations of rummy include gin rummy, Hollywood gin, three thirteen, and Oklahoma gin. How to Get Started Playing.

Martin Gardner called S.W. Erdnase's 1902 treatise on card manipulation Artifice, Ruse and Subterfuge at the Card Table: A Treatise on the Science and Art of Manipulating Cards 'the most famous, the most carefully studied book ever published on the art of manipulating cards at gaming tables.'

In this game, based on Rummy (Manipulation is also known as Manipulation Rummy), melds played on the table can be rearranged as long as the player doing so adds at least one new card. The rules for Gin Rummy, Hollywood Gin, and Oklahoma Gin are.

Technique

Illusions performed with playing cards are constructed using basic card manipulation techniques (or sleights). It is the intention of the performer that such sleights are performed in a manner which is undetectable to the audience - however that result takes practice and a thorough understanding of method. Manipulation techniques include:

Lifts

Lifts are techniques which extract one or more cards from a deck. The produced card(s) are normally known to the audience, for example having previously been selected or identified as part of the illusion. In sleight of hand, a 'double lift' can be made to extract two cards from the deck, but held together to appear as one card.

False deals

Dealing cards (for example at the start of a traditional card game) is considered a fair means of distributing cards. False deals are techniques which appear to deliver cards fairly, when actually the cards delivered are predetermined or known to the performer. False dealing techniques include: second dealing, bottom dealing, middle dealing, false counts (more or less cards are dealt than expected), and double dealing (the top and bottom cards of a small packet are dealt together).

Side slips

A technique generally used to bring a predetermined card to the top of a deck, or the second card from the top of the deck. Depth-perception plays a key role, since it is obvious where card placement happens otherwise. A card manipulator or magician may achieve this by sticking his pinky below the top card in a technique known as the pinky break. Following, he would appear to place the spectators card within the middle of the deck, but actually place it below the pinky break.

Passes

The effect of the card pass is that an identified card is inserted somewhere into a deck. However, following rapid and concealed manipulation by the performer, it is then revealed to be on the top (or bottom) of the deck. A pass is achieved by swapping the portion of the deck from the identified card downwards, with the portion of the deck above the identified card. Pass techniques include: the invisible turn-over pass, the Zingone Perfect Table pass, the flesh grip pass, the jog pass, the Braue pass, the Charlier pass, the finger palm pass and the Hermann pass. Simply, a card pass is a secret cut of the deck (not to be confused with a coin pass which is a false transfer of a coin from one hand to the other).

Palming

Palming is a technique for holding or concealing one or more cards. Cards palmed from a deck are typically held in reserve (unseen by the audience) until production is required for the illusion being performed. Palming techniques include: the Braue diagonal tip-up, the swing, the thumb-count, face card palm, the crosswise, new vertical, the gamblers' squaring, the gamblers' flat, the Hugard top palm, the flip-over, the Hofzinser bottom, the Braue bottom, the Tenkai palm and the Zingone bottom.

False shuffles

Shuffling cards is considered a fair means to randomize the cards contained in a deck. False shuffles are techniques which appear to fairly shuffle a deck, when actually the cards in the deck are maintained in an order appropriate to the illusion being performed. False shuffles can be performed that permit one or more cards to be positioned in a deck, or even for the entire deck to remain in an unshuffled state (for example the state the deck was in before the shuffle). False shuffle techniques include: the perfect riffle, the strip-out, the Hindu shuffle, the gamblers', and various stock shuffling techniques (where the locations of one or more cards are controlled during the false shuffle).

False cuts

Cutting a deck of cards is a technique whereby the deck is split into two portions (the split point being randomly determined - often by a member of the audience), which are then swapped - the effect being to make sure that no one is sure of which card is on the top of the deck. False cuts are techniques whereby the performer appears to organise a fair cut, when actually a predetermined card (or cards) is organised to be located on the top of the deck. False cutting techniques include: the false running cut, and the gambler's false cut.

Changes

A card change is an illusion whereby a face-up card is turned downwards, however on turning the card upwards again, the card has changed its face value. Change techniques include: the fadeaway card change, the slide top change, the throw top change, the tip-over change, the push-in change, and the drop switch.

Crimps

Crimps are techniques whereby part of a card is intentionally physically marked, creased, or bent to facilitate identification during an illusion. Crimp techniques include: the regular crimp, the gamblers' crimp, the breather crimp and the peek crimp.

Jogs

A jog is one or more cards which protrude slightly from somewhere within a deck or stack of cards. The protrusion, although not noticeable to the audience, permits the performer to retain knowledge about the location of the card during other manipulations. While jogs are not always hidden from the audience, they are most often. Some varieties include 'in jogs', 'side jogs', and 'out jogs'.

Reverses

Card reverses are techniques whereby one or more cards in a deck are made to change their direction, for example from face up to face down.

Example

Derek Dingle created the following effect, called 'Rollover Aces', later modified by Michael Ammar and performed on television. The performer inserts the four aces into different parts of the deck. He then proceeds to shuffle together face-up and face-down cards several times. He then cuts the deck into five parts by placing the deck on the table and flipping over the deck four times ('rolling over' the deck) to reveal an Ace on each portion on the table. The fifth remaining portion is shown to be all facing one way. As a kicker ending, each Ace is shown to be resting on a royal flush of the same suit.

Read more:

  • Card marking

Cabo is a 2010 card game by Melissa Limes that involves memory and manipulation.[1] The game uses a dedicated deck of cards with each suit numbered from 1 to 13, and certain numbers being marked as 'Peek', 'Spy' or 'Swap'. The objective of the game is for each player to minimize the sum of his or her cards, four of which are played face-down to the table at the start of a round. Face-down cards may be revealed and swapped by card effects.

Cabo combines elements from shedding and matching type card games. It is similar to the traditional card game Golf and the 1995 Mensa Select award-winner Rat-a-Tat Cat.

Cabo can also be played with a standard playing card deck,[2] and goes under names including Cambio, Pablo and Cactus.[3]

Gameplay[edit]

Each player is dealt 4 cards, face down. After each deal, players may peek at any 2 of their own cards.

In clockwise order, players do either of three things:[4]

  • pick a card from the draw pile, and either keep the card (placing one of their own cards on the discard pile) or discard it (if the card drawn and discarded is a choice card, the choice card can be used if so desired).
  • pick a card from the discard pile and place one of their own cards on the discard pile
  • call 'Cabo'

Whenever a player discards cards from their hand, they may discard any number of cards of the same rank. If a player discards all of their cards they are considered safe and their value can not move from 0.[1] If a player draws then discards a 'choice' card, they may choose to use its ability, as follows:[4]

  • 7 or 8: the player may 'peek' at one of their own cards[5]
  • 9 or 10: 'spy' on one of another player's cards
  • 11 or 12: swap any two cards on the table, of any player

When a player calls cabo, the other players each get one more turn and then everyone has to turn their hidden cards face-up, and lay down the cards from their hand. The player with the lowest score wins.[6]

Editions and variants[edit]

The second edition of Cabo, published by Bezier Games, was published in April 2019. It includes changes such as new artwork, modified rules, a scorepad, and four player reference cards. Rules modifications include:

OnlineSpruce
  • Plays 2–4 players (instead of 2–5)
  • Cards taken from the discard pile remain face up for the rest of the game (instead of always keeping cards face down)
  • Penalty for non-matching cards: Keep all cards including the one drawn — one more per additional cards that do not match (instead of no penalty)
  • 10 point penalty for missing a cabo call (instead of 5)
  • All players score the sum of their points; if the caller has (or is tied for) the lowest sum, they get 0 points (instead of the lowest player always receiving 0 points)
  • The round ends after a call or when the deck runs out (instead of just when Cabo is called)
  • Limit of one reset to 50 when your score = 100 exactly (instead of unlimited resets) [7]

Silver[edit]

In August 2019, Bezier Games released Silver, a variant with additional rules modifications and a werewolf theme. Changes include:

  • New artwork to reflect the theme
  • Every card value features a different ability (instead of only Peek, Swap, and Spy on some cards)
  • Plays 2–4 players
  • Five cards in front of each player (instead of four)
  • A penalty for failing to match cards in an exchange
  • Four rounds of play in a game (instead of playing to 100 points)
  • The lowest sum of points does not automatically score zero
  • Removal of the kamikaze rule
  • Removal of the 100-point rule[8]
Game

Hulimavu Kobo[edit]

This variant played with standard playing cards has the following card effects:

  • 7 or 8: blind swap, replace any of your cards with another player without looking
  • 9 or 10: you can see one of your cards
  • 11 or 12/ J or Q: see and swap, you can see another players card and swap with your card

Alvaro JuanJon Edition[edit]

A version called Cobo has the following rules:

  • Red kings (13) are worth 0 points
  • 8 or 9 - 'spy' (peek) at someone else's card.
  • 10 - peek at one of your own cards.
  • Jacks (12) - swap cards with any other player (but neither player can look at the card they exchange)
  • 25 point penalty for calling 'cobo' and not actually having the lowest score in that round.
  • -10 points if you call cobo and are left with zero points.
  • If a player tries to 'match a card' incorrectly, the player has to pick up another card from the deck as well as the card they incorrectly discarded.
How

References[edit]

Aggravation Rummy Card Game Rules

  1. ^ abJedidiah @ New Raleigh. 'Introducing: Cabo A Local Card Game Illustrated by Adam Peele (Game Night Wednesday)'. New Raleigh.
  2. ^'The Cabo Card Game'. treyhunner.com.
  3. ^'Rules of Card Games: Golf'. www.pagat.com. Retrieved 3 January 2020.
  4. ^ ab'CABO RULES'. playcabo.com.
  5. ^Brian. 'Cabo Game Review'. Father Geek.
  6. ^'Pass the Time with Cabo, Where Strategy Meets Quirky Fun'. GeekDad.
  7. ^'BoardGameGeek Cabo 2nd Edition game description'. boardgamegeek.com.
  8. ^'Silver Designer's Diary'. boardgamegeek.com.


Manipulation Rummy Card Game Rules

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