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ESP Card Magic Vol 1-20 by Aldo Colombini

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ESP Card Magic Vol. 1: Nick Trost Part 1

  • TRIPLE ESP DIVINATION: This is a two-phase routine. First, after the deck is shuffled and divided into three packets, three spectators pick a card each. You reveal the three selections. Then, these three cards find three matching pairs.

  • THE ULTIMATE CIDENTAQUIN: The deck is shuffled and a spectator picks a card. The deck is then separated into two piles. The cards are mixed according to the spectators directions and at the end, not only do you find the two pairs matching the selection but all the other pairs match.

  • A FIVE-SYMBOL MYSTERY: Five cards are selected by a spectator apparently at random, and they are seen to be all Stars.

  • A MATTER OF DESIGN: A card is placed face down as a prediction. A spectator deals cards separating the deck into two piles. These piles are dealt again into two and the top card of each of the four packets is revealed: They are (say) four Squares. The prediction is seen to be the other Square.

  • UNA-MINDS: Two spectators note an ESP symbol. One spectator shuffles the deck (you are not looking), mixing face-up and face-down cards. Yet, you locate the two selected cards.

  • ODD ISN’T IT?: You show a packet of eight cards. A spectator freely picks one card. It is the only odd card of the packet (say a Circle, while all the other symbols are Stars).

  • PAIR-ITY: You lay aside a pair of cards as ‘prediction’ cards. A spectator selects two cards and these match the predictions.

  • PARADOXICAL ESP-PAIRS: Pairs of cards are placed on the table and a spectator freely chooses two pairs. These are the only matching pairs, all the other pairs do not match.

  • EXTRASENSORY DECEPTION: A spectator picks two cards. He then deals the cards in pairs totally at random and you pick a pair. These two cards match the two selected cards.

  • SYNC-RO-MESH: Two symbols are selected and you predicted them.

ESP Card Magic Vol. 2: Nick Trost Part 2

  • THE POWER OF THREE: Three predictions are placed on the table. A spectator deals the deck into three packets and the top card of each packet matches the predictions.

  • ESP DO AS I DO: A deck is shuffled and cut into two. A spectator picks a card from his half and you a card from your half. They match. You repeat this two more times.

  • THE ODD SET: You place six ’sets’ of ESP cards on the table. Even though the spectator has a free selection of one of the ‘sets,’ he picks the ODD one.

  • ELIMINATOR: You place a prediction on the table. The spectator picks a few cards by cutting the deck and you eliminate all but one: It matches the prediction.

  • TRIPLE ESP MIRACLE: A triple miracle. Your three predictions match three mentally selected cards.

  • ES-PAIR-ITY: You deal cards in pairs face down on the table. A spectator selects two pairs. The pairs not selected are shown to consist of different symbols. Then two selected pairs match.

  • METAPHYSICS: Two spectators select a symbol each. You place the shuffled deck into your pocket and then you produce the two matching symbols.

  • ESP DUCK AND DEAL: Eight cards are shown (say four Circles and four Stars). The cards are mixed and dealt into two piles according to the spectators’ wishes. When the piles are shown, all the Circles are in one pile, the Stars in the other.

  • GEO-METRICK: You place ten ESP cards face down on the table. A spectator deals his cards on the table on top of your ten cards dealt before. At the end, all the pairs match.

  • TRIPLE SYNCHRONICITY: A spectator picks three cards from a red-backed deck and you take three cards from a blue-backed deck. The three pairs of cards are all matching.

ESP Card Magic Vol. 3: Howard Adams Part 1

  • CIDENTAQUIN: One of the best routines with ESP cards. A spectator picks a card (free choice). You split the deck into two halves and deal cards face up at the same time from both packets. Only two pairs will match (say the four Circles). The spectator’s card is the remaining Circle. (In volume 4 you will find a variation which adds yet another climax. Also remember that you do not have to use ESP cards for these effects. You could use sets of identical business cards (even possible impromptu after a business meeting where most people have a stack of business cards with them). Or perhaps use post cards – sets of five cards from well known cities such as Paris, New York, Sidney, Moscow, Rio – and suddenly you have a completely different effect with new angles for interesting story lines.)

  • SYMBA WONDA: The deck is shuffled and cut. Five spectators pick five cards each apparently totally at random. The five cards are one of each symbol. This is amazing.

  • PAKADUA: A spectator selects a card (free choice). He then shuffles the deck with the cards face up and face down. You deal seven cards face down taking them from both sides of the deck. One card is then picked and it matches the spectator’s selection.

  • CELEBRITHREE: After the deck is shuffled a spectator cuts it half face up and half face down. He then removes cards from each packet totally at random creating at the same time three pairs. These pairs are matching (say two Circles, two Squares and two Stars).

  • PREDICNIC: A prediction involving cards and coins. Great combination. You will never stop doing this clever effect.

  • TULEFTA: Probably the most famous trick by Howard. Two sets of ESP cards are shuffled and paired by the spectators totally at random. Yet, the five pairs match (two Circles, Two Squares, etc.).

  • TRIPLERSONS: In this effect a series of matching tests are conducted with three people.

  • REVERSEE: Duplicates of two cards selected by two people are found reversed in the middle of the deck.

  • CARD TO BELIEVE: You apparently find a person’s mentally selected card and place it in the deck between two of its duplicates.

  • THINKARD: Two people mentally select two ESP symbols and you reveal them in different ways.

ESP Card Magic Vol. 4: Howard Adams Part 2

  • PAKATRIA: A spectator picks a card and places it into an envelope. He then shuffles the cards and removes seven cards. You place the envelope on one card. It matches the selection.

  • RECYCLER: You remove five cards from the deck. A spectator chooses the order of another set of five symbols. You have predicted the actions of the spectator.

  • NAPKAN: Two spectators remove two symbols at random. They then cover one packet with a napkin and from it, sight unseen, you remove the two matching symbols.

  • QUARTEST: Four prediction cards match four cards freely selected by two spectators. In addition, there is a mindreading test conducted for a third person.

  • SYMBOLIKE: This is a series of two face-up and face-down mysteries in which a spectator does all the work, but some unknown power must have been at work to guide him to the unique conclusion.

  • MULTI ESP 21: You discover three mentally chosen symbols in a very dramatic way.

  • PAIRSEE: Two spectators assist you in this experiment and each select an identical set of two cards.

  • QUICHE ESP: A spectator matches two symbols under what it seems are impossible conditions.

  • COUNTHINK: You predict two symbols that a spectator freely stops at while you are dealing the cards.

  • CIDENTAQUIN PLUS THREE: A spectator picks a sign. You deal the cards into two packets. While dealing them, only two pairs match (say the four Squares), the selected symbol is the other Square. The spectator himself riffle shuffles the remaining cards and he deals them in five piles. Each packet contains a complete set of five different symbols.

ESP Card Magic Vol. 5: Various Authors Part 1

  • SYMBOLICLUE (Werner Miller): A spectator picks a card. The other cards are dealt in four packets and assembled randomly. When you turn over the cards in pairs only four cards match (say four Squares), the fifth symbol is the selected one (Square).

  • WHITEWASH (Peter Duffie & Robin Robertson): Four cards with numbers shuffled by a spectator are used to find four symbols (say all Square), that match your prediction. At the end all the other cards are blank. This is a great routine

  • INTERIOR DESIGNS (Roy Walton): Two spectators remove a symbol at random from two packets repeatedly shuffled. You reveal these two symbols

  • ESP-TRANSPO (Cameron Francis): You show five ESP symbols and one blank-faced card which is left on the table. A symbol is selected and appears on the card leaving a blank card in the packet.

  • PERFECT MATCH (Magic Ronnay): Two packets of ESP cards are perfectly paired up by a spectator after the cards have been shuffled.

  • DOUBLE CROSS (Aldo Colombini): A funny effect where you show two packets of ESP symbols. One card is selected from one pile and from the other packet letters appear to reveal the chosen symbols.

  • PSYCHLOID (Max Maven): From a shuffled deck and using a regular die, a spectator finds five matching symbols (or a set of five different symbols).

  • FUTURE SHOCK (Terry Morgan): Two decks are used. A spectator shuffles a deck and at the end, when the cards from both decks are all turned up in pairs, they all match. Amazing routine.

  • NOUGHTS & CROSSES (Roy Johnson): A great “Follow the Leader” routine using ESP cards.

  • NEW WAVE OIL & WATER (Val Le-Val): A unique version of the “Oil and Water” theme using ESP cards!

ESP Card Magic Vol. 6: Various Authors Part 2

  • QUINTUPLICATE COINCIDENCE (Arthur Carter): The deck is shuffled and dealt into five packets. Five cards are placed as predictions. Five spectators shuffle each packet and pick a card each: They match the prediction.

  • MENTAL TEKEL (Max Maven): A spectator freely picks a card from a red-backed deck. Your blue-backed card matches the selection.

  • A CUT ABOVE (Marcello Truzzi): A 'paper sleeve' containing a piece of paper with five ESP symbols is cut at random by a spectator cutting through an ESP sign (free cut). It matches the previous sign selected from a packet of cards. Great method. Great routine.

  • ESP FOOL'S MATE (Nick Trost and Aldo Colombini): You place a red-backed card on the table (say the Cross). A spectator freely selects a card from a packet and this card is a Square. You show all the other cards being Crosses. Finally, the red card changes into a Square.

  • KLONDIKE ESP (Werner Miller): From a shuffled deck one card is placed aside and two spectators place pairs of cards on the table. Only two pairs match with the single card (e.g. all Stars).

  • ESP, MAGIC OR COINCIDENCE? (Paul Hallas): Eight cards are shown and shuffled. Three spectators pair the cards by using the words ESP or MAGIC.

  • MAKING THE POINT (Karl Fulves): Using two regular dice, a spectator finds two matching pairs from a shuffled deck.

  • ESPIAL (Aldo Colombini): A combination of ESP cards and a regular deck of playing cards with a strong prediction with two cards having a Square and a Circle cut-out in the middle. Novelty effect.

  • EITHER/OR (Stephen Minch): Two spectators pick a card using a freely chosen number and you can immediately name the two symbols chosen! Clever subtlety.

  • VISION ESP (Armand Porcell): The deck is riffle shuffled (even by a a spectator) and five cards are taken. You immediately name them.

ESP Card Magic Vol. 7: Nick Trost Part 3

  • FACE-TO-FACE COINCIDENCE: You place three cards on the table and these are inserted into the deck by spectators. They find the same symbols.

  • ESP SWINDLE: A spectator shuffles the deck at random, yet he’s able to pair all the cards (two Circles, two Squares, etc. all the way through).

  • THREE ODD COUPLES: The cards are dealt on the table in pairs and a spectator picks three pairs by placing three coins on them (free choice). These are the only pairs containing two matching cards; all the other pairs do not match.

  • FIVE-WAY COINCIDENCE: A spectator cuts a portion from the deck at random and when these cards are dealt the five Circles (or other symbols) appear.

  • DIE-ABOLICAL PROPHECY: You place a prediction in view. A spectator, using three regular dice finds a symbol in the deck. It matches your prediction.

  • ESP PREDICTION SUPREME: You place three cards on the table. Three numbers given by three spectators find three random cards. They match your three cards.

  • OUIJA MIRACLE: Using two regular dice, a spectator finds two matching pairs from a shuffled deck.

  • DOWSING BY DESIGN: A shuffled deck is dealt in pairs. One card is dropped onto two pairs. These five cards are seen to be (say) the five Stars! All the other pairs do not match.

  • ESP COLOR SCHEME: Five Stars and five Circles (or any other signs) are separated by a spectator even though he shuffles them totally under his control.

  • ESP TRIPLE COINCIDENCE: A unique effect! Three cards are selected by a spectator from a red-backed deck and you pick three cards from a blue-backed deck. The three cards are matching.

ESP Card Magic Vol. 8: Howard Adams Part 3

  • DUFOBESP: From a packet of cards two symbols are selected. The matching symbols appear face up in another packet.

  • ESP 15: You reveal symbol cards selected by two spectators totally at random.

  • FOURTEENTOLD: A person selects a symbol. A prediction envelope containing some coins leads to the discovery of a duplicate design.

  • VOGNERIAN: Four matching pairs are found by a spectator from a shuffled deck; plus another selected symbol is revealed at the end of the routine.

  • PENCOIN: Two spectators each end up selecting a number of matching symbols from an ESP deck.

  • STRAIGHT CURVE: Here’s a method of doing the classic “Miraskill” by Stewart James with ESP cards. A self-working miracle.

  • THE OTHER ESP TEST: Two sets of ESP symbols are shuffled several times by a spectator. Yet, at the end, he separates the symbols. Introduces a new principle that can be used in many other routines with ESP cards or regular cards.

  • QUICKEE COMES TO MIND: Two spectators select two symbols from a packet of ten cards and you find the matching cards to those freely chosen ones.

  • QUINTSETES: You and four spectators each select five symbols from a deck. When each person (and you) examines his five cards, they prove to be one of each design with no repeats.

  • GHOSTECTIVE: A ghost (blank card) of a famous detective locates duplicates of two spectators’ selected ESP symbols.

ESP Card Magic Vol. 9: Werner Miller

  • ESP TWIZZLER: A symbol is selected and you find a duplicate in a packet of cards.

  • MEETING ONE’S MATCH: A card is selected. Two packets of cards are dealt at the same time and only two symbols match and they also match the selection.

  • QUAD-CUT VARIATIONS: A beautiful routine (totally impromptu) where you and the spectator find five matching symbols from a shuffled deck.

  • AEOLIS PRELUDE: Using a compass you find five different symbols in a deck of ESP cards.

  • DOUBLE PROOF: A prediction or…a comedy prediction, ends up finding the matching symbol of a selected card.

  • DOUBLE-DECKER: Two duplicates of a selected symbol appear between three face-up cards.

  • FLIPDOODLE III: A fantastic routine where a spectator shuffles the deck and at the end four matching symbols are the only reversed cards and they match a previously selected card.

  • AROUND THE CLOCK: A card is selected and you deal the other cards in pairs in the shape of a clock. You predicted the ‘hour’ (10 to 5 for example) and you take the two pairs at that hour. The two pairs match and the symbols are matching the selection.

  • PENTAFLUSH: A spectator is able to pick five matching symbols from a deck of ESP cards.

  • POSITION OF TROST: A fantastic routine with multiple matching pairs. A ‘closer’ for any ESP card act.

ESP Card Magic Vol. 10: Howard Adams Part 4

  • ELIMINEIGHT: From a deck you predict the selections of four ESP symbols.

  • COMPUTERA: A spectator selects three cards. You pick three cards under a napkin. These three cards prove to be duplicates of the spectator’s selected cards.

  • PACKETEN ONE: You locate a duplicate of a selected ESP design from a pile covered by a napkin.

  • NO OBJECTS: You predict several symbol cards that spectators select.

  • ESP NAME 6: Using the name of a spectator you will reveal freely selected symbols.

  • MEGAPAKA: You show an envelope with a prediction and of course, you prove it to be right.

  • TEXAS RANGERS: Two ‘star’ signs, representing Texas Rangers, capture two symbols that match the spectator’s selections.

  • SENSATIPS: A very strong routine that is easy to do but big in effect. A series of bewildering coincidences with an ESP deck of cards.

  • PREDICQUIK: Several coins and a deck of ESP cards are used for this beautiful routine. A card is selected using a coin and you show another coin that finds the matching symbol.

  • COMPUTRA 2: A freely selected card is reversed by a spectator in a packet. You reverse a card in another packet. The two reversed cards match.

ESP Card Magic Vol. 11: Nick Trost Part 4

  • THE THIRD DIMENSION: In this triple-barreled test, you discover three thought-of symbols in a baffling manner.

  • SYM-SATIONAL: Three spectators each peek at a symbol. The performer reads their minds and names each symbol.

  • MILLION TO ONE ESP: One of the strongest routines with ESP cards. Five spectators each select five face-down cards apiece. At the end they find out they have selected one each of the five symbols.

  • SYMBOL DISCERNMENT: In spite of not seeing the cards, you reveal how many of the spectator's selected symbols have been dealt and you are able to detect if a packet contains a special "card!"

  • ESP SIXTH-THOT: You remove a symbol and place it in your pocket. From a set of five symbols a spectator mentally selects one. This card matches your prediction.

  • DREAM OF THE HERMIT: An incredible series of coincidences between cards selected from both you and a spectator. Great routine.

  • METAPHYSICS UPDATED: Two spectators select a card each and you are able to find the matching symbols.

  • TRIPLE PSYCHOMETRY: A beautiful routine involving several effects, where you reveal selected cards and these cards find the matching symbols. A must for every ESP lover.

  • ULTRA-DIE PROPHECY: You place a prediction on the table. A spectator throws three dice and the total reach a card at random in the deck. This symbol matches your prediction.

  • ESP 7-CARD DRAW: A prediction is left in full view. The deck is shuffled and a spectator draws seven cards. They match the symbols you wrote on the prediction.

ESP Card Magic Vol. 12: Various Authors Part 3

  • WILD ESP-RESSIONS (Aldo Colombini): You show two sets of ESP cards. You predict a choice of an ESP symbol (say the Star), then four different symbols change to blank cards and four letters appear on the back of four cards to spell the selected symbol: S-T-A-R!

  • PERFECT (Jozsef Kovacs): Five (say) red-backed cards are used as predictions and are dealt onto five blue-packets, at random. If the red card is a Square, the other cards are all Squares, etc. Perfect match.

  • ESP-ABILITY (Aldo Colombini): A deck is shown all shuffled and a spectator deals the cards switching pairs (or triplets) of cards. When the cards are dealt, all pairs consist of matching symbols.

  • QUADRIGULA (Werner Miller): Three stunning matches in this wonderful routine and, once again, self-working.

  • THREESP (Max Maven): You show an envelope with a prediction. After a card is selected a packet is shuffled and the spectator picks a second card. This matches the first selection. You open the envelope and show another matching symbol. You’ll love the method.

  • ESP-CIAL EFFECTS (Aldo Colombini): A unique combination routine using regular playing cards and ESP cards. After a stunning revelation of five symbols, all the other cards are blank.

  • WITH AN ESP DECK (Peter Kane): Two effects with a single method! One is an assembly the other is a mental routine.

  • SPIRIT STAR (Howard Adams): A card is selected. You show two cards blank on both sides and seconds later, the same symbol appears on one of the cards.

  • SECRET CHAUVINISTS (Stephen Minch): Two spectators shuffle the cards and pick a symbol each. You will reveal them. You will love the method and the subtleties used in this effect.

  • MENTAL ENVELOPE (Aldo Colombini): Five cards are placed in a row on the table and you show an envelope. The spectator moves the envelope around and ends on a card. It matches your prediction in the envelope!

ESP Card Magic Vol. 13: Nick Trost Part 5

  • DESIGN BY ACCIDENT: A card is selected. A packet is dealt into four piles and the top card of each pile matches the selection.

  • ESP PARADOX OF PAIRS: A spectator picks three pairs while you deal the cards. These pairs are the only ones containing two matching symbols.

  • DUAL ESP TEST LOCATION: Two symbols are selected under very fair conditions, yet, you can announce them.

  • TRIPLE MATCH BY DESIGN: A spectator shuffles the deck. You take a prediction card and the spectator finds two more matching symbols.

  • SYMBOL SENSE: A deck of cards is mixed and three spectators think of a card each. You reveal those three cards. The method is fantastic.

  • FOUR-TOLD: A unique routine with a deck of 50 ESP cards (two decks combined into one). You lay down four symbols and four spectators pick a symbol each. They match your predictions.

  • THE SYMBOL SEPARATION TEST: Another great routine using two decks of ESP cards. The spectator deals the cards and finds piles of matching symbols. Great and unique effect.

  • TWO-DECK ESP 7-CARD DRAW: You make a prediction leaving seven cards in view. From a shuffled deck a spectator picks seven cards and they match your seven cards.

  • ESP CARDS CONCORDANT: A very strong triple coincidence that finds three matching pairs.

  • SYMBOLOGIC: You have a set of five symbols and the spectator has one as well. You place the cards on the table and the spectator places his on top. The five pairs match!

ESP Card Magic Vol. 14: Various Authors Part 4

  • SUPERIMPOSED (Arun Bonerjee): A spectator selects two symbols by cutting the deck. You predicted those symbols in a very original and funny way.

  • ESP BUNDLE (Jozsef Kovacs): A spectator cuts the deck and places a face-up card in the middle (say a Cross). Then he makes packets of cards. At the top of each packet the same symbol appears. Finally, you find the fifth matching symbol.

  • COLORIFIC (Felix Greenfield): A truly sensational effect. Five spectators freely select five cards each from the top or bottom of the deck at random and each find five different symbols.

  • DOUBLETAKE (Max Maven): With the cards in his hand a spectator selects two cards. You take the packet and mimic the spectator’s actions arriving at mates for the two selections.

  • DOUBLY IMPOSSIBLE (Michael Symes): First you divine a chosen design by sense of touch alone and then you predict a second design. You’ll love the method.

  • PREDICTEX (Leslie May): The performer demonstrates he has a prior-knowledge of an ESP symbol a spectator will subsequently select.

  • QUAPEN (Howard Adams): An outstanding routine with twelve ESP cards and two coins. An amazing series of coincidences.

  • ESP-BINGO! (Mat Roelofs): The performer names the symbol of the spectator taken at the start of the routine and another four selected cards appear to bear the same symbol.

  • REGATTA (Leslie May): You proceed to reveal the identity of a selected ESP card, chosen while you shuffle the deck.

  • YOU ARE A STAR (Aldo Colombini): You show four Circles alternated with four Crosses. Four cards are left aside. The other four cards turn out to be Circles, then all Crosses; the other four are all Stars!

ESP Card Magic Vol. 15: Howard Adams Part 5

  • All these routines are self-working with no sleight-of-hand whatsoever.

  • QUINCIDENTA: A spectator freely selects a design. Two other persons select a design each. The designs match. A deal leads to two more designs and they all match.

  • FACEY ESP: A freely selected symbol finds its matching sign. All is done in the hands of a spectator.

  • REPEATOTEST: You find three designs a person is concentrating on. Then you reverse two cards which prove to be duplicates of two more designs he has selected.

  • THIRTEAM ESP: Great routine and a new principle. Cards are shuffled and dealt in pairs and they find the matching symbols.

  • ROYLE HOYLE ESP: A truly powerful routine using twelve cards only, where you will find, with the help of a spectator, four matching symbols.

  • OBJECTS: With your help, a husband selects a pair of symbol cards that match a pair selected by his wife.

  • TRI-BRATIONS: A wonderful routine that involves three effects with strong impact on the onlookers! UNDER THE NAPKIN: This is a great location of two freely selected cards.

  • RECORDED: You locate four ESP symbols with the help of two signed business cards.

  • LOCATEN: You locate two freely selected ESP symbols.

ESP Card Magic Vol. 16: Various Authors Part 5

  • PERSONALITY TEST (Ken de Courcy): You show a chart with ESP symbols. A spectator names his (or her) month of birth and on the same chart the symbol that corresponds to the month is selected. You predicted that symbol.

  • STRICTLY STRAIGHT ESP (Aldo Colombini): A spectator (or more) picks five cards each time forming four packets of five cards each. Each group contains the five ESP symbols.

  • ESP ASSOCIATES (Peter Duffie): A spectator deals two packets of cards at random and finds two matching symbols.

  • ACTIONS SPEAK LOUDER THAN WORDS (Alan Gardiner): Spectator’s actions result in matching predicted ESP signs.

  • AN HONEST CARD TRICK (Werner Miller): A spectator cuts the deck and you make a prediction. Turning the cards over two at a time, only two symbols match, the ones predicted by you.

  • TRIPLE MATCH (Arun Bonerjee): This is a novelty effect. The performer demonstrates he has a prior knowledge of an ESP symbol using a 12¨ piece of plastic (or wood) and a set of ESP cards.

  • ESP PREDICTION (Graham Reed): Using an envelope a spectator chooses an ESP symbol and you prove you have predicted it.

  • ESP DIE (Arthur Carter): A spectator throws a die to select a card. You have predicted that symbol.

  • FIVE-CARD BRAINWAVE (Jozsef Kovacs): You show five ESP symbols and a spectator picks one (free choice). This is the only one with a different colored back. Then, all the other cards disappear leaving blank-faced cards.

  • STAR CHOICE (Arthur Setterington): You show a prediction. A card is selected and the selected card is a Star. The prediction is a picture of a star…..a movie star.

ESP Card Magic Vol. 17: Various Authors Part 6

  • HENRY CHRIST & ESP (Arthur Carter): The deck is cut by a spectator and he then picks a card. You have predicted that card.

  • CASE FOR ESP (John Yager): A spectator freely picks a symbol from five. You show that you knew in advance what the selected symbol would be.

  • THAT’S THE ONE (W. Rory Coker): A self-working effect where a spectator finds the four symbols similar to your prediction.

  • STRANGE ESP (Max Maven): A spectator cuts a packet of cards and picks the top card. He then selects two more cards and these three cards have the same symbols.

  • ESP TIME WILL TELL (Nick Trost): A very neat routine using the standard clock principle with ESP cards.

  • ENVELOPE AND ESP (Aldo Colombini): Two sets of ESP cards. A spectator picks a symbol from one set and another spectator picks a symbol from the other set. The two symbols match.

  • DESIGN DECEPTION (Someeran): You show five ESP cards and a paddle with a cover. One spectator picks a symbol and the selected symbol is printed on both sides of the paddle.

  • COUNTDOWN TO ESP (Aldo Colombini): You place a prediction on the table. Three numbers (1, 2 and 3) are used to deal a packet of cards. Four symbols are reached and they match the prediction.

  • FLING ESP (Aldo Colombini): Using only twelve cards, you produce a series of bewildering feats in which randomly shuffled cards jump magically into pairs.

  • A MENTAL ESP EFFECT (Marconick): A very visual effect with three glasses and three colored silks. You make a prediction and a spectator eliminates ESP cards until one remains. This matches the prediction. Can be done on stage.

ESP Card Magic Vol. 18: Werner Miller Part 2

  • MIXED DOUBLE: Two spectators pick a card each and they lose it in the middle of two packets. At the end of the routine, they find their own symbols.

  • 1,2,3,!: A matching symbol routine.

  • TRIPLET: After a spectator freely picks an ESP card, you find two more symbols matching the selection.

  • EMPTY NET GOALS: Two spectators pick a card each. You place two packets on the table and turn over cards at the same time. Only two pairs match, the first pair matches the first selection and the second pair the second selected card.

  • 100 PERCENT: A spectator freely picks a card. You proudly show twice how to find a card with a symbol NOT matching the chosen one. The selected card appears between the two wrong cards.

  • THE LAST PAIR(S): Six pairs of ESP cards turn out to actually be SEVEN pairs of matching symbols.

  • IDENTIDEM: A beautiful routine with several coincidences and revelations of symbols of ESP cards.

  • MIRIMODIS: You and a spectator amazingly reveal three matching symbols.

  • ANOTHER ESP TWIZZLER: A matching sequence you will love to perform.

  • PARALLEL ESPLUS: A fantastic routine with multiple matching effects.

ESP Card Magic Vol. 19: Werner Miller Part 3

  • IN MEDIO: You reveal a freely selected symbol in a very dramatic way.

  • ESP ROLL: You flip and roll cards on each other until one card is face up and it matches a freely selected one.

  • NEIGHBORLY HELP: After a spectator freely picks an ESP card, he eliminates all but one card and it matches the selection.

  • ESPECIAL COUNTDOWN: A matching symbol routine using a freely selected number by a spectator.

  • ESP SANDWICH: Two cards trap a symbol that matches a freely selected card.

  • A LA THATCHER: From a deck you remove a card as a prediction. Another card is selected by the spectator and they match. Two more cards showing this symbol appear.

  • BROAD HINTS: A series of amazing coincidences using two selected symbols.

  • QUATREFOIL: A series of matching symbols are found from an ESP deck of cards.

  • TRIPLE DO-AS-I-DO: A card routine involving three spectators with a series of coincidences.

  • HELPING HANDS: Two ‘helping hands’ (cards with pictures of hands) are used to locate a spectator’s card. The effect is repeated without the helping hands.

ESP Card Magic Vol. 20: Howard Adams, Werner Miller, Nick Trost

  • ESP CHOICE (Aldo Colombini): An ESP symbol selected among five, is the only one having a different colored back.

  • STRANGERS (Howard Adams): Three persons, after each has selected a card, find duplicates of their designs using a number they freely decided upon.

  • PREDICNIC (Howard Adams): A prediction involving coins and ESP cards.

  • ONE SEE (Howard Adams): Person selects a design. Seconds later this design proves to be a prediction of a design he will later choose.

  • NO BIG DEAL (Werner Miller): Cards are shuffled face down and face up and only one remains face up: The same symbol as the spectator's.

  • WINDMILL (Werner Miller): A great combination ESP cards and regular playing cards that help finding an ESP symbol.

  • EQUALIZER SANDWICH (Werner Miller): Two indifferent cards find a duplicate of the spectator's card.

  • ESP PARADOX PAPERS (Nick Trost): After a card has been selected, you lay down 16 cards, some face up and some face down. The spectator assembles the cards into one packet. At the end, only four cards are reversed, say the Circles. The selection is the fifth Circle.

  • COINCIDENCE BY DESIGN III (Nick Trost): Five matching symbols turn up supposedly by chance under the directions of the spectators.

  • TELETHESIA (Nick Trost): Twenty ESP cards are shuffled and five symbols are turned face down by a spectator. The thing is repeated. At the end, two packets are placed side by side. Cards are turned up from each pile and the pairs match throughout.


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