A prediction effect with an alphabet deck that fits in your pocket.
The magician picks four spectators to play a word game. He makes a prediction that he leaves face down, in full view, on the table and introduces a packet of alphabet cards: Thirteen cards with a different letter on both sides. Each spectator cuts, deals, and flips over the cards. The magician puts aside one card (a 'bonus card') and deals the rest of the cards among the four spectators.
The game is divided into two phases, a warm-up and the real deal.
THE WARM-UP: The spectators are asked to make up the longest word possible using the three cards – or six letters – of their packet. Whatever the result is, the magician congratulates the winner(s).
THE REAL DEAL: The magician brings out the bonus card. The spectators can use the two extra letters to make up a new word (the longer the better) and maybe win the game. One spectator, Danny, comes up with the word HOWLS. He wins! The magician congratulates him and asks him to read the prediction out loud: "By using the extra letters, Danny wins with the word HOWLS."
Explanations for 1 to 4 players. Everything is examinable. Easy to do. No sleights. No marking system. No gimmick. Fast reset.
1st edition 2024, PDF 8 pages.
word count: 1684 which is equivalent to 6 standard pages of text