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Match Trick


This trick trick has several names and has supposedly been around forever. There are also many variations to this game, some people play with straws, others play with toothpicks, but because I was always told, "Never play with matches", I of course play with matches. (you saw that coming didn't you?) Anyway, if you decide to use this as a bet/swindle I have a few rules for you.

  • IT"S ILLEGAL TO CON SOMEONE.

  • Lose a few times so your victim doesn't get suspicious

  • IT'S ILLEGAL TO CON PEOPLE OUT OF THEIR MONEY

  • Pretend to be thinking about what your doing

  • IT"S ILLEGAL AND I'VE WARNED YOU SO DON'T HOLD ME RESPONSIBLE FOR YOUR BROKEN NOSE OR YOUR BAIL!

Game:

Start with 15 matches on the table. Each player has to take turns removing between 1-3 matches. The person with the last match loses.

Trick:

The secret is to leave him with 12 matches after the first cycle,(if he takes one you take 2,) leave him with 8 after the second cycle and 4 after the third. After that if he takes one you take one, if he takes two you take one, if he takes three you win.

In reality you can start with any number of matches as long as after the first round your victim ends up with a multiple of 4 and after that you subtract the number of matches he takes from four and remove the difference (if he takes three you take 1, 1+3=4)

If you fail to make your victim start with a multiple of 4 keep going and try to make him end up with it next time.

The following was submitted by Jim Haverty:

The way the matchstick thing works is "modulo" arithmetic. I do this by making them take the last match but the concepts are the same. The simpler version is to take away 1 or 2. The real goal is to get the sucker down to 4 matches. That way no matter what they do you will win - they take 1 you take two and vice versa leaving them with the last match. In order to insure they get down to 4 you keep the sucker at 4 + integral multiples of 3 (i.e.,, 3 * N, where N is any number from 0 on, 3, 6, 9 etc..) meaning the magic way points are 4, then 7 then 10 then 13 etc... because the 3* N part always insures that if he takes one then you take two or vice versa. This also means that the game is lost before it starts unless you go first and are at some 4 + 3*N boundary. So if you go first, the number better not be 4 + 3*N (or you hope that you can get him to one of those boundaries). If he goes first then you want him on that magical boundary. The logical extension is your example - take away 1 to 3 at a time. In this case the magical numbers become 5 + 4 * N for the same reasons. Because at any point if he takes away 1 you take 3, or him 2, you 2 or him 1 and you 3. You can extend this further by taking away 1 to 4. The final value is 6 and the magic way points are 6 + 5 * N. In fact this will extend indefinitely.

One last note, you don't need matches to play this game. You can do the same thing by counting up to some number by adding one, two, three, four etc. The sample principals apply

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