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BLACK CAPTAIN KRAKEN + 7 TOURS

damien vappereau

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29,90 €
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Bonus : -

Catégorie :

Marque : Vapro Magic

Référence : KRAKEN

YOHOOO Piracy !!!

After several months of studies and preparations, we are happy to announce that the set - Black Captain Kraken + 7 rpm card games is finally available for sale.

Some of you have already had a copy of Black Captain Kraken cards. Indeed, the “Queen Choice” Tour cards are Black Captain Kraken, not marked!

The design of the Captain Kraken game is fully thought out and worked by Vincent Roca. Damien vappeau is owed to the back marking, the other two subtleties that make it asymmetrical back and front and the routines delivered with the game (7 routines to view on the net).

In terms of marking the game black captain kraken is incredible. The marking is visible and invisible at the same time.  Indeed, the marking, once learned, is simple and direct to read, just like the marking that Damien Vappereau created for the ultimate march game deck (UMD).

And once you know how the card is marked, you will only see the brand. You will even wonder why nobody sees it. The same goes with the asymmetry of the back and the face. Note, that there is no code to learn, but just to read the marking.

You will not just receive a marked game, but seven complete routines, four of these routines to be new and thought by Damien Vappereau. So you will have in your pocket, in one playing cards, Over 10 minutes of magic. Obviously, you can make much more than the seven effects provided, you yourself will find your own routines.

In addition when you receive the game, it is pre-arranged according to the order of Richard Osterlind for those who know ...

You receive :
- A playing cards in poker format and sealed by a cellophane,
- a beautiful embossed case, printed with special ink,
- 52 cards + two jokers + a double back card black captain kraken / red captain kraken,
- A card with an internet link to access the seven routines (choice of languages: English or French).
Note that routines will be added as you go ...

The 7 laps:

Tour n ° 1
- Effect 1: The cards are mixed by a spectator. The magician spreads the cards faces at the bottom on the table and invites the spectator to take a card, to look at her, to lose it in the game and to mix the latter. Despite these impossible conditions, the magician guess the name of the chosen card.

- Effect 2: Give the cards to mix. Take them back and parade them quickly to you while explaining that you are memorizing the order of the cards. Then hold out the cards to the spectator, and go back to the spectator. Ask him to return a card in the game but without moving it and, afterwards, to equalize the game well. Once done, go back to the spectator and spread the faces cards on the table. A card is facing below in the card ribbon. Explain that as you have learned the order of the cards, it is easy for you to know the identity of the card facing below. Besides, you name it and that's the right one.

- Effect 3: Again the cards are given to mix. The spectator, this time, cuts the game in two and becomes aware of his cutting card. He loses it in the game. The cards are stored in the case. The magician then looks at the spectator in his eyes and asks him to always answer "yes" to the questions he will ask him. The magician guess the name of the chosen card.

Tour n ° 2
- Effect : After mixing the game, the spectator cuts the latter into two packages. One is for the magician and the other for him. From their respective packages, the magician and the spectator both choose a card. After a quick concentration, the magician finds the spectator's card and he finds that of the magician!

Tour n ° 3
- Effect 1: Lhe spectator chooses three random cards in the game, the magician does not know these cards. Then, the spectator spreads them down the table. The magician turns around and asks the spectator to look at one of these three cards and to intervene the other two. The magician redidly facing the spectator, he guess the card seen by the spectator p. But don't turn it over at the top.

- Effect 2: The magician offers to retry the experience a second time.

- Effect 3:
 The spectator mixes the three cards between them and the spreads at the bottom in a row of three cards. The magician turns around, the spectator looks at a card and switches the other two cards between them. This time the magician asks the spectator to take the medium card, put it on another card, then take the heap of two cards and put it on the last card. The magician faces the spectator who puts his hand on the card heap to hide it. Despite this, the magician guesses the location of the seen card and concentrating he even guesses the identity of the card.

- Effect 4:
 The magician explains that if he can find the chosen card it is because he manages to control the spectator's gestures. To prove it, he writes a prediction sheltered from looks and invites the spectator to take a first card and put it in pocket, a second to leave in front of the table and the last to keep in hand. When the magician unfolds his prediction, he described the location of each of the cards, therefore the choice of the spectator.

Tour n ° 4
- Effect : The spectator mixes the cards while thinking of a card, the one he wants, and performs, at the request of the magician who turned back to the cards, a series of transfers of cards above the pack. Finally, the cards are spread out in the air and the magician will guess the thought card without making a mistake.

Tour n ° 5
- Effect : The magician releases a playing cards And invites a spectator to cut it into three packages on the table. Then, two spectators are invited to memorize a card in two packages and the magician memorizes a card in the last. Then, the magician guess the two cards chosen by the spectators and ask them if they have an idea of ​​his card. Of course they have no idea. So the magician adds the values ​​of the two cards (for example 3 + 5 = 8), announces his card and ... as if by magic, the card thought by the magician finds himself to be (in the example) the eighth card of his package!

Tour n ° 6
- Effect : The card game is mixed, then separated into two packages. The magician turns or moves away. Each of the packages is entrusted to a spectator. The two spectators are invited to choose a card in their half of the game, to watch it and to change it. The packages are again mixed again and, despite this, the magician who returns to the spectators manages to find the map of the two spectators.

Tour n ° 7
- Effect : The magician presents a playing cards Red back. The spectator chooses one, it turns out that it is the only black back card of the game. The next moment, all the cards of the game become black back, all except one that remains on the red back ... C is the spectator's card. Finally, the spectator's card becomes black back, there is no longer a red back card in the game.

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