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Pick a card, any card--but DON'T pick any other card book! This one's beyond compare, the biggest and the best, with 352 pages of fabulous sleights and tricks that will amaze your friends. "Force" your volunteers to choose the right card; make false cuts and shuffles; do double lifts; sneak a peek; and much more. With a little practice, ideas for presentation, and great hints on making magic with your deck, you'll put on a show-stopping performance every time. 352 pages, 156 b/w illus., 4 3/16 x 5 1/4.
Contains step-by-step, illustrated instructions for forty card tricks and includes advice on preparation, presentation, and handling.
Contains eighty-three card tricks and sixty-six classic magic feats, with information on card handling and performing, and including step-by-step illustrated instructions.
Illustrations and instructions describe how to perform hundreds of magic tricks. Includes stage patter, and presentation tips.
"Rules, strategies, history. Master Chickenfoot, One-arm Joe, Seven-toed Pete, and many other games."--Cover.
Ghosts, specters, and spooksoh my! These scary, creepy, spine-chilling, and thrilling tales will turn Halloween into a real fright nightbut theyre also great any time a kid craves a little hair-raising amusement. With more than 350 pages, there are plenty of otherwordly shivers to please any daring and wide-eyed young reader.
Describes how to perform over forty magic tricks, including magic with ropes, coins, and paper, and discusses props, performance, and preparation.
Contains hundreds of interesting trivia questions and answers on a variety of subjects.
Get smart--give your brain a super-sized workout that's fun, challenging, and mind-expanding! You'll really have to keep your wits about you as you tackle six big sections filled with puzzles and tricks of every sort, from the visual to the verbal. Try critical thinking and lateral thinking questions, where you'll have to "work outside the box," forget your assumptions, and look at the problem from a fresh viewpoint. Whodunits have all the pleasures of a mystery--but you're the detective trying to figure it out! Be "number one" at math conundrums, and open your eyes and look sharp when you tackle the picture puzzles and optical illusions. Give this a shot and find out if you can be a "toothpick architect"! Build a house using 11 toothpicks as shown in the diagram. See if you can make the house face the opposite direction by moving only one toothpick. Answer: Move one of the toothpicks in the roof.