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Sauamenenintin tae: -coeamendicmammeememtd Aikwer . Ff a yrs 4 THE EVENING WORLD'S FICTION SECTION, Y v i oe ce TTT yy RR te = A a at " S99 fk ear wee Ebe Eveniug Gorld's “TRICKS PUZZLES ti IR TORRES IEEE AE ED TRE us “ wee ee pote Poe ate | i. ani SATURDAY, MARCHE 11, 1922. _ KR WMI What Is Missing in This Automobile Picture ? R. BROWN bought this au- tomobile. When it was de- livered he found that ten important things were missing. The omis- sions can be discovered by carefully studying the accompanying picture. They are listed at the bottom of this page. The Circle of Cards. AKE ten playing cards and ar- i. range them, face up, in the _form of a circle as in the il- lustration. Then you will be ready to solve the puzzle. The object is this: Turm face down @ny card. Start with any other card @nd count four cards. Turn the fourth card face down, Start with any other card, count four and turn the fourth card face down, It is not permitted to start counting on a card which is face down, but the cards which are face down are to be in- cluded in the count. That is, you May not count “one” on a card which fe face down but you must count it if it happens to be “two” or “three.” For reasons that will be obvious the count must not end on a card which ig face down. The counting is to be continued un- til all of the cards are face down. The spots on the cards have nothing to do with the trick. The trick can be accomplished in this way: Turn down one card. Pass over the next three and count the next card as “one.” Count “two,” “three” and “four” and turn down the fourth card. “Skip” the next three and count from the fourth card as before. This will, if continued, produce the result you want. The Pins and the Dots. N VILE drawing will be seen thirty | six little dots. All that you have to do is to stick the six pins You will need six pin in six dots in such a manner than no two pins are on the same line, either horizontal, vertical or diagonal, The circles in Fig. 2 indicate where \@ place the pirs. I Thought You’d Say That. NOTHER splendid tfick that can be presented at a moment’s notice. Write on a slip of paper: : “The answer will be 12 yards, 1 foot, 11 inches.'’ Fold it, without ex- posing what you have written and hand it to a spectator to hold. Then say: “Think of any number, Write it on a piece of paper. Think of an- other number. Write that down. Think of a number smaller than the first number. Write that down. Ready? Now the first number you wrote is to be yards, the second feet, the third Inches. Reverse them and subtract from the first amount. Now reverse the remainder and add to the remainder."’ When he has completed the math- ematical part of the trick, say: I thought you would say that. Now, look at the message I wrote before you selected the numbers.”’ 6 yards 4 feet 5 Inches 5 yards 4 feet 6 inches O yards 2 fect 11 inebes 11 yards 2 feet 0 inches li yards 4 feet 11 inches (which is) 12 yards 1 foot 11 inches The Two Banks. HIS is a good after dinner puzzle T performed with two half dol- lars and several matches. Put one of the half dollars on the table and around it form a square, using four matches. “This is a bank,’ you will say, in- dicating the arrangement of matches. “IT have another half dolar. I want to make another bank. With how few matches can I do it?’* The spectators usually decide that four matches ure needed. However, enly three more are needed if you use cne of the matches as a party wall. A Checker Problem. ERE is an interesting trick per- H formed with the aid of a dozen checkers and a table knife: Pile the checkers if a neat column. Next, with the back of the blade of the knife, hit the lowest checker a quick -blow. If you do it properly (and you probably will do it properly the first time you try it), you wall knock that checker from under the others without upsetting the column. When you have succeeded in doing that you may try knocking the centre checker out of the column without upsetting the checkers that are above or below it. The Famous Thumb-Tie. OME of the best tricks are easy S when you know just how to do them. One of the best is the famous thumb-tie. The magician has his thumbs tight- ly tied with string. The persons tie- ing him are invited to pull the thumbs ‘orether as closely together as possi- ble, and to make a good firm knot. ‘urthermore, the person is permitted tc use any knot he likes. Then the miugician asks the spee- titor to put in his hands a hoop that las been examined and is seen to be free from. sex openings. Hardly coes the hoop touch the magician’s fingers than it seems to pass right through the stringy and on his arm, ‘To ect it off it is necessary to untie the strings which hind his thumbs ‘o- Bethe The string first held ‘over your hands as in Fi 1, Then the hands are brought together as in Figure 3. The ilustration, Figure 2, shows the trick. As the hands elose the middle finger of the right hand catches the string. Now, no matter how tightly you ane tied, that middle finger holds enough slack in the string to enable you to escape. O/ course, the string must not pass twice around the thumbs and it must be tied on top of the thumbs, To get the hoop on your arm, draw out the middle finger. That will re- lease the thumb. Swing the arms in the air, letting the hoop slide over the arm. Then replace, first, the thumb and second, the middle finger, At the conclusion of the trick it 18 necessary for a spectator to untie the string. Cutung it would expose the fact that the amount of string passing around the thumbs js out of proportion to the distance around them. Mr. Brown’s Automobile. (What Was Missing.) . Front springs. . Valve stem for rear tire. One spoke in front wheel. Lugs for front wheel, rim tire. Ribs fo> top. . Hub caps. Clamps for hood. Cap for radiator. 9. Lamps. 10. Doors for body. arene an The Square and the Cross. {IS figure (Figure 1) is a Greek cross. The problem is to cut ft into five pieces in such a manner that it can be assembled in the form of a square. c F five | ety The best way to attempt this puzzle is to cut several Greek crosses out of Paper, notice that the arms of the cross are equal, Then, if you have been able to keep your eyes off fig- ures 2 and 3, go ahead and try to solve it. Figure 2 shows how the cross should be cut and Figure 3 shows how the pieces are to be put together to form a square. The Magic Triangle. Fig.1. HIS is a test in making a magic T triangle. The problem is to ar- range the figures from 1 to 9, inclusive, so that they will sum 17 on every straight line. The figures are to be placed in the little spaces in Figure 1. Figure 2 shows just how to place the figures. €| ee