The Paper Gameboard: A Quinta Concept
/When Demian Max wrote me about his Quinta Trainer which I posted last week, he also mentioned using The Pointer Principle (as explained in this trick) with Quinta.
I liked the idea, but really only thought it would be good for situations where you already have a deck of cards in play.
But after giving it more thought, I came up with this framing for Quinta.
It’s the most neatly constructed way to present the Quinta concept that I’ve ever come up with. All the “pieces” make sense, nothing has to be justified, and everything seems to be under the spectator’s control. And it’s fully impromptu. (You will need to know Quinta for this to make complete sense.)
Here’s the general idea…
You ask for a sheet of paper and a pen.
You fold the paper and tear it into these pieces. (The letters are just there for reference. They’re not there in performance.)
Fold piece B in half the long way, and ask them to tear out a little paper doll human from it.
While they do that, you write the potential options for the selection procedure on pieces D, E, F, G and H, the force object on piece D, which is the slightly larger corner piece (exaggerated in the image above). Place those face-down on the table.
When they’re done, give them piece A and tell them to crumple it into a ball.
While they do that, draw an arrow on piece C, pointing towards the rough edge.
When they’re done, ask them to mix up the smaller pieces face-down on the table. After they’re mixed, place them in a straight line, with the force piece (obvious because it’s the larger corner piece) in the force position.
Now you explain everything.
“Okay, what we’ve done is made a little gameboard here. These pieces are the spaces you can land on. This little man is your game piece. This arrow is the spinner. And this ball is one of those big 50-sided dice. We’ll use the die to determine how many spaces you move, and the spinner to decide which side you start on.”
Have them roll the ball and tell you what number they imagine they rolled.
You now know where they need to start from.
“This arrow doesn’t really spin, of course, so I’ll just turn it over and rotate it a few times….”
Turn the arrow face-down and rotate it a few times, stopping with the untorn-edge facing the end you need to start the counting from.
“Now it’s up to you. Do you want to turn the paper over to the left or to the right. Wherever the arrow ends up pointing is the side we’ll start from.”
Due to Paul Harris’ Pointer Anomaly, it doesn’t matter which way the arrow is turned over.
You now take the game piece and set it on the first piece on that end or just outside of it, depending on what you need.
Verify the number and then count, using the game piece, to that position on the gameboard and it will be the force outcome.
You can, and probably should, emphasize that they mixed up the pieces, “rolled” the number, and determined which side to start from.
You’ll need to find the broader presentation for this yourself. This works great with Phill Smith’s Nameless Example patter in the Quinta Ebook. Or you can use it to force the one good option in a sea of bad. Or the one bad option in a sea of good.
You don’t need to be doing a presentation based on “games” for this to make sense. Ultimately, this can be seen as just a more fun and “random” way to select one of five possibilities. So whatever your premise is, you can potentially fit this version of the force in it. It is, of course, a rather leisurely way to force one in five items. So the pacing would be a more important consideration than whether the “game” concept is thematically consistent with the rest of the trick.
The value of the Paper Gameboard presentation is in these elements:
That it stretches out the selection procedure (which is usually what I want).
That it turns that procedure into a more recognizable process (counting along a game board is something people have done since they were three).
That it makes the process more interactive and fun than just naming a number. The paperdoll they tear out is frequently an abomination and good for a laugh by itself.
That it adds more randomization elements.
That it’s fully impromptu.
That it smooths out the Quinta “rough spots.” (How you count and which end you start on.)