Preview 2 Gumball Effects

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Abbey Synnott

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Aug 5, 2024, 7:22:12 AM8/5/24
to matamoterc
Thisis one of the most novel ways ever devised for doing both mental and card effects. Devin Knight shows you how to buy a gumball machine bank and gimmick it in a few minutes to allow for some of the most baffling poker demonstrations and card effects ever devised. These are regular gumball banks that sell in toy stores for around $10 to $20.

Gumballs are marked with card values from A to K using a fine-tip Sharpie. Once this is done, you have everything you need to create miracles.



Sleights appear impossible as the hole cards come from the machine, and the hands to play are freely chosen by the spectators.



Effect #1: IMPOSSIBLE POKER DEMONSTRATION



A spectator shuffles cards. Either the magician or the spectator deals out 3 poker hands face down. Spectator is given a free choice of any hand (NO FORCE OF ANY KIND). He then turns the hand over and is asked to play by discarding any card (as he would in draw poker). Magician states that instead of the deck, the person will put a quarter in the gumball machine, and the value on the gumball will be his HOLE CARD.



He asks the spectator what would be the best card he could get. Say the spectator says "four". He puts a quarter in the machine and turns it, and out comes a gumball with a 4 on it, giving him the winning hand he needs!



IMMEDIATELY you gather the cards and deal 3 more poker hands. The person is AGAIN given a free choice of any hand to play, discards what he doesn't want, and once again inserts a quarter into the gumball machine.



Yes, the value on the gumball that comes out is what he needs the most to have the best winning hand possible! Magician never touches the gumball machine during the trick, and the selection of what hand to play is a totally FREE choice with NO FORCES of any kind.



TWO KILLER ENDINGS ARE POSSIBLE FOR A CLIMAX



1 - Spectator gathers up the cards and shuffles them. The magician NEVER TOUCHES the cards at any time. The person selects a card (no force of any kind) while the deck is in their hand. He then cuts and loses the card in the deck. Magician asks the person the total of the values on the two gumballs that came out at random. Say they total 12. The person counts down 12 cards and there is the very card he selected!



Remember the magician never touches the deck, and the person really shuffles the deck, yet the gumballs locate the card they freely selected. This routine will fool seasoned magicians.



2 - The 2nd possible ending. A sealed JACKPOT envelope is given to the person to hold BEFORE the poker deal effect. The cards are gathered up, and the person is asked to select a card in a fair manner based on the values of the gumballs. They are given a FREE choice in how the card is selected. You point out that if they do things differently a different card will turn up.



Magician NEVER touches the cards. The spectator turns over the card he selected and it matches the card in the envelope. He removes the card, not you. No switches, no extra cards in the deck. Once again this will fry seasoned magicians.



Many other effects are explained using only cards and gumballs. A person names a two-digit number and inserts two quarters into the machine. Two gumballs come out with the same number. Devin gives you a fool proof method that is 100% surefire.



1st edition 2013, 21 pages. PDF FORMAT


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By signing up and consenting via text, you agree to receive recurring automated promotional and personalized marketing text messages (e.g. cart reminders) from Red Apple at the cell number used when signing up. Consent is not a condition of any purchase. Reply HELP for help and STOP to cancel. Msg frequency varies. Msg and data rates may apply. View Terms & Privacy.


Players should replenish the Reserve as needed by trading in 5 red cubes from their Victory Point Piles for 1 gem from the Reserve. In the unlikely event that the Reserve runs out of cubes or gems, use tokens in their place. For example, coins, dice, etc.


If line of sight crosses just the corner of any space containing an obstacle, that obstacle does not block line of sight. For example, two diagonally aligned robots could shoot each other through two diagonally adjacent walls. Similarly, if you play Omniwheels, you could move and push between two diagonally adjacent walls.


Some tiles have effects when you enter or exit them. Whenever you move (or something else moves you), you exit each space that you move off of and enter each space that you move onto. If you move at an angle over only the corner point of a space, you do not enter/exit that space. For example:


Pushing causes knock back and can interact with effects related to knock back. However, knock back is not pushing and cannot interact with effects related to pushing. For example, you can use Tackle to push Crate without needing to pay extra Move.


Some Attack cards say to target spaces. Some tiles also say you can attack them, in which case you may do so using regular attacks. Note: You cannot target or attack a space or tile that you are currently on.


Whenever you target a space or tile, you target it instead of a robot. Any robot that happens to be there is not targeted, although it may still be affected if so described by the attack.


Note: While you can push one tile into another tile that blocks movement (dealing 1 damage to each of them), you cannot push one tile on top of another tile. For example, you cannot push VP Crate on top of Smoke.


If you are knocked out on your own turn, your turn ends immediately. (Proceed to your Cleanup Phase: discard cards, draw cards, and lose unspent resources. This happens even if you have a second robot, as you would in a 2-player game.)


While the base game only comes with 4 robots, you may add robot packs to support additional players. Note: Adding players increases the time between each of your turns and the length of the game. The Reserve starts with a number of blue cubes equal to equal to 4 plus the number of players. Each player gets a spawn tile.

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