Magic tricks with a helper from the audience
20 tricks that need a helper from the audience. Start with these three.
- The Forehead Coin๐ 2 minutes
- The Crayon Mind Reader๐ 5 minutes
- The Magic Mind Reader๐ 5 minutes
Checked against the shop on ยท Flick ๐ฐ ยท Not sure? Pick me a trick
About these tricks
Some tricks need somebody else: a person to choose a card, hold a coin, think of a number or be your secret partner. Magicians call them a volunteer or an assistant, and the trick is better for it, because the audience trusts the helper more than they trust the magician. Every trick here is marked as needing a helper.
Ask, never grab: say "Can I have a helper? What's your name?" and use their name for the rest of the trick. Never make a helper look silly; if something goes wrong, it was your fault, out loud. When the trick is over, let them take the clap first. Practise with a grown-up as the helper before trying a friend.
By level, 10 Apprentice (works the first try), 9 Conjurer (a little practice) and 1 Wizard (days of practice). They come off 5 shelves of the shop, most from The Card Cabinet (7) and The Coin Counter (6). What you need most often: cards (7), a coin (6), a pencil (4), and 1 trick needs nothing at all. None has a step only a grown-up can do, and 6 tricks carry the choking note for brothers and sisters under 4. The quickest to learn is The Forehead Coin (2 minutes); the longest is The Card That Keeps Coming Back (3 to 6 days).
โ๏ธ The Everyday Shelf (2)
- The Crayon Mind Reader๐ Apprentice ยท 5 minutes ยท ages 5 to 9You stand with your back to your friend and hold your hands behind you.You need: a box of crayons
- Race to 100โจ Conjurer ยท 10 minutes ยท ages 7 to 12You challenge a friend to a race to 100: take turns adding any number from 1 to 10 to the total, and whoever says 100 wins.You need: a sheet of paper and a wooden pencil
๐ The Card Cabinet (7)
- The Magic Mind Reader๐ Apprentice ยท 5 minutes ยท ages 5 to 11Your friend takes any card they like, shows it to everybody except you, and buries it in the deck.You need: a deck of cards
- The Ace Finder๐ Apprentice ยท 5 minutes ยท ages 6 to 11Your friend cuts the deck into four piles and does all the mixing themselves, following your instructions.You need: a deck of cards
- Three Friends, Three Cards๐ Apprentice ยท 5 minutes ยท ages 7 to 11Three friends each think of one card from a little group of three.You need: a deck of cards
- The 21 Card Trick๐ Apprentice ยท 10 minutes ยท ages 6 to 11You deal twenty-one cards into three columns, three times over.You need: a deck of cards
- Do As I Doโจ Conjurer ยท 10 minutes ยท ages 7 to 12You and a friend take a deck each and do exactly the same things at the same time: shuffle, cut, take a card, remember it, put it back.You need: two deck
- The Card That Countsโจ Conjurer ยท 15 minutes ยท ages 8 to 13You hand a friend ten cards, Ace to 10, and turn your back.You need: a deck of cards
- The Card That Keeps Coming Back๐ฉ Wizard ยท 3 to 6 days ยท ages 10 to 13Your friend picks a card and you lose it in the middle of the deck.You need: a deck of cards
๐ช The Coin Counter (6)
- The Forehead Coin๐ Apprentice ยท 2 minutes ยท ages 5 to 10You press a coin onto your friend's forehead and challenge them to wiggle it off without using their hands.You need: a coin
- Which Hand?๐ Apprentice ยท 5 minutes ยท ages 6 to 11Your friend hides a coin in one fist behind their back while you look away.You need: a coin
- The Warm Coin๐ Apprentice ยท 5 minutes ยท ages 6 to 10Five coins sit in a cup.You need: five coins and a paper or plastic cup
- Odd or Even๐ Apprentice ยท 5 minutes ยท ages 7 to 11A friend secretly drops some coins into a cup, and only they know how many.You need: ten coins and a paper or plastic cup
- The Ten Coin Jumpโจ Conjurer ยท 10 minutes ยท ages 8 to 13You lay ten coins in a row and set a friend a challenge: make five piles of two, but every coin must jump over exactly two coins to land on another.You need: ten coins
- The Flying Coinโจ Conjurer ยท 20 minutes ยท ages 8 to 13You hold a coin in each closed hand, and a friend balances two more on your fingernails.You need: four coins
๐ฎ The Mind Reader's Corner (3)
- The Secret Partner Codeโจ Conjurer ยท 15 minutes ยท ages 7 to 12 ยท no propsYou leave the room.You need: nothing but your hands
- The Missing Digitโจ Conjurer ยท 15 minutes ยท ages 9 to 13A friend writes any big number, does a quick sum with it, and crosses out one digit of the answer while your back is turned.You need: a sheet of paper and a wooden pencil
- The Answer in Advanceโจ Conjurer ยท 15 minutes ยท ages 8 to 13A friend writes any four-digit number to start a sum, and you write something on a paper and fold it up.You need: two sheets of paper and a wooden pencil
๐ The Paper and String Drawer (2)
- The Instant Knot๐ Apprentice ยท 5 minutes ยท ages 6 to 11You challenge your friend to tie a knot in a piece of string while holding one end in each hand, and never letting go.You need: a piece of string or yarn
- The Escape Loopsโจ Conjurer ยท 15 minutes ยท ages 7 to 12Two people are tied wrist to wrist with their strings looped through each other, like two pairs of handcuffs linked together.You need: two string
โ The Magic Shop, every trick on six shelves ยท Magic School: working with helpers ยท For parents and teachers