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MAGICSPORTS
Created by Tim Ellis in 1991

(Reproduced & expanded on from the
'Ellis in Wonderland')
How can you develop
your creativity in an art form with as many rules as magic? Break
them!
Remember the old
saying: "If an accountant makes a mistake, he calls it a "computer
error". If a plumber makes a mistake, he charges you more. If a
doctor makes a mistake, he buries it. But if a magician makes a
mistake, he's a bad magician." Does it really have to be so? Many
great new effects have been created when magicians have made
mistakes and dealt with them on the spot. Improvising. One way
actors improve and develop their improvisational skills is in a show
called 'TheatreSports'™, invented by Keith Johnstone. Theatresports™
is an improv show based on two teams challenging each other to games
and scenes.
So in 1991 Tim Ellis
developed a series of games for magicians called, you guessed it,
MagicSports. Many of the games are based on mistakes which have
occurred in real life situations which put the participants under
pressure and push their creativity to new limits, other games are
based on those developed by Theatresports™. Here in Australia
MagicSports is usually played behind the closed doors of a magic
club or at a convention as a "late-night" event. In Germany, The
Flicking Fingers even play some MagicSports games in their public
shows.
In 2003 MagicSports
workshops and a demonstration competition were staged at FISM in Den
Haag. Hopefully, we'll be able to run a true MagicSports World
Championship at FISM 2006 in Stockholm!
If you get really
good though, try playing a whole match in front of the paying
public, you'll be surprised how much they love it! |
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TRAINING GAMES |
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Like Theatresports™,
MagicSports has a number of 'Training Games' you can play at home or
in a small group to prepare yourself for competition. |
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QUICK TRICKS - Creativity
game
All of the players
stand in a line and one item is passed from player to player. Each
player has 20 seconds to present a different trick, gag, or a bit of
business with that item. |
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WORD PATTER - Patter game
The player performs
a trick, but is only allowed to say one word (suggested by other
players) instead of their usual patter. As well as allowing the
player to concentrate on the technical aspect of the trick, this
game also helps the player to discover the power of altering the
tone of their voice while delivering patter. |
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ILLUSTRATION - Presentation
game
One player is
blindfolded and tells a story or discusses a theme. At the same time
another player must illustrate this theme using magic. (Card tricks,
cups and balls, ropes, etc.) |
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REPEAT GAMES - Rollercoaster
game
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Requirements: A trick that may be repeated several times (Sympathetic Silks,
Ambitious Card, Egg Bag, Torn and Restored Paper, etc), or a
trick with a few similar phases (Cups and Balls, Macdonald's
Aces, Card Rise, etc).
The player performs
the trick once, focussing on the magic. Then the trick is repeated
two or three times in different variations suggested by other
players (an emotion, a profession, a situation, a magician, etc).
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THE
DEAD TIME GAME - Presentation
game
The player's
challenge is eliminate the "dead time" in otherwise very boring
actions in magic. (eg: shuffling, culling, counting something, etc.)
The other players nominate the action, and the player has to come up
with a creative presentation to make that action interesting. |
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DIFFERENT TRICK GAME #1 -
Creativity game
The first player
does a trick, and the second one has to do a trick that is as
different to the first one as possible. |
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DIFFERENT TRICK GAME #2 -
Creativity game
The first player
does a trick, and the second one has to do a trick that is as
different to the first one as possible. This time, however, both
players have to use the same props (Billiard Balls, cards, cups,
etc). |
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PLEASING THE SPECTATOR -
Spectator game
One player plays a
spectator, and the other acts as the magician who is going to
perform a card trick. He makes offers to the spectator like "Would
you like to choose a card?" and the spectator can either accept the
offer (choose a card) or reject it and make a counter-offer ("I want
to choose three cards.") If the spectator makes a counter-offer, the
magician must accept it enthusiastically and still try to make a
trick out of it. Every part of the trick, from choosing a card,
replacing it in the deck, shuffling etc, should involve offers and
acceptance or counter-offers. This game really teaches both players
the value of team-work and highlights the role of the spectator. |
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EYE
CONTACT GAME - Spectator game
This is a
Theatresports™ game known as 'The Beep Game'. The player performs a
trick and attempts to maintain eye contact with every one of the
spectators. As soon as his eyes make contact with a spectator, that
spectator must raise his arm. As eye contact is lost, the arm slowly
lowers until eye contact is made again and the arm again is fully
raised. If the arm reaches the bottom, the spectator goes "Beep,
beep, beep" and the game is over.
Gaston's variation
on this game has the performer also palming a billiard ball in each
hand. In addition to keeping eye contact, the performer must also
avoid flashing the palmed objects. If any spectator sees the
objects, he or she is to call out "Flash!" and the game is over. |
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JUGGLING - Failure game
The aim of this game
is to attempt to juggle more balls than you can possibly manage.
When the inevitable happens and you drop them, instead of getting
angry, annoyed or upset, laugh about it and take a big bow as the
other players go wild with applause. By doing this over and over and
over again, it helps to make rehearsal (and performance) fun by
taking the "sting" out of failure. |
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RULES |
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Two teams
of two to four players each are chosen to compete against each
other. These teams should choose exciting names for themselves,
like: "Eight Kings", "Vernon's Vermin", or "The Ten Foot Poles"… you
get the idea.
Four judges
are chosen and armed with score cards from 0-5 each. (Or you can use
a 'Clap-o-meter' and let the audience's applause determine the
winner of each game).
One
scorekeeper/timekeeper is
chosen, though two separate people can handle these jobs if you want
to get more people involved. |
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Two tricks
or routines should be brought by each team member, which they
can perform either to music or patter. They must also bring along an
unlimited supply of novelties, gimmicks or accessories, which they
may find useful during the course of the games. |
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An MC (MagicSports host) is chosen and armed with a list of the games, rules
and any small accessories (bells, pens and paper etc) required for
the selected games.
The stage manager
needs to provide a selection of standard music on CD, familiar to
most magicians, which the contestants can call for should they wish
to perform an effect without patter. He or she should also bring
about a dozen CDs in a variety of musical styles that are totally
inappropriate for magic.
Cheating is
allowed, as long as you
don't get caught.
Toss a jumbo coin
at the start each game to determine who plays first. |

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Decide what games
you'll play. Choose about
6 or 7 of the following games. Try to play at least one from each of
the different categories. If you like, let each team choose it's own
game from each category. (eg: in the Rollercoaster Games section,
one team might play Emotional Rollercoaster, while the other chooses
to play Style Rollercoaster). |
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At the very start of
a night of MagicSports, each member of each team takes turns in
reaching into a box without looking, and removing one weird object.
This sets the scene for the final game of the night, Make A Trick. |
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MAKE A TRICK
"A game based on
the real life experience of getting to a venue and discovering that
you need one or two more tricks to "pad out the show", but you had
nothing with you…" |
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Requirements: An assortment of strange and unusual items - either novelties,
toys, or standard household goods, anything at all except magic
props!
They have until the
end of the match to combine these items to create a brand new magic
trick. They can use any other items they find backstage - including
magic gimmicks - in the performance of the trick. One player, or the
entire team, can present the trick. |
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SCORING:
Their score should be higher if all of the items feature
prominently, and logically, in the completed presentation. |
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CREATIVITY GAMES |
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CONVENTION FUN
"This game
developed after hearing "rumours" about what really goes on
backstage at FISM."
The player sets
their trick on the table on stage. (eg. zombie ball with cloth,
stand and gimmick). A member of the opposing team then offers to
bring the table on at the appropriate time. That person then takes
the table and props off stage and, while out of sight, secretly
removes one item (eg. the cloth). The MagicSports MC introduces the
performer, and the opposing team member brings the table on.
SCORING:
The performer scores according to how well they perform with the
remaining items on the table. They don't have to do the trick they
originally intended to do, as in many cases they won't be able to,
they just have to improvise and be inventive. |
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ASSISTANT FROM HELL
The player starts to
perform their prepared trick at the table on stage. His assistant
however, is from the opposing team and keeps bringing objects
onstage to the magician, which he then has to integrate into the
trick. |
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TIPS: Gaston discovered that it is more effective for the assistant to
bring ordinary items (the performer can make more out of it). Also,
it’s better to do a trick with this game that is not too complicated
(no constant palms etc.) but is constructed in a way, so the
performer is busy with the trick the whole time. The assistant
should also time his or her entrances to help the performer to
successfully incorporate each item. Coming on at natural breaks in
the routine works much better than simply interrupting the
performer. The performer can also call the assistant on from time to
time.
SCORING:
The better the performer makes use of each item, the better the
score. |
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SURPRISE
The opposing team
secretly chooses any object, places a cover over it, and puts it
anywhere on the stage. The player performs a trick. When the
MagicSports MC rings a bell, the performer has to use the hidden
object and integrate it into the actual performance. (Slightly
easier than "Assistant From Hell"). |
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EXPERT GAMES |
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ARMS EXPERT
"This game was
introduced into Theatresports™ after Keith Johnstone saw it on a
Laurel and Hardy film."
Two players from the
same team work together on this one. One is the "Expert", the other
is to be his or her "Arms". The "Expert" is sent out, so he can’t
hear what is said. |

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Now the audience
decides what he specialises in. (Mentalism with rabbits, the pass
with gigantic cards, vanishing the Golden Gate Bridge, etc.) When he
returns he takes a seat and places his hands behind his back. His
teammate sits behind him and slides his arms through his colleague's
armpits so that they become the "Expert's" arms. The MagicSports MC
then interviews him, and as he answers the questions, the other
player uses only his arms to try and give clues to the expert as to
what his area of expertise actually is. |
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TRANSLATOR PATTER
"Great for those
who want to perform, but have nothing to say."
A member of the
opposing team acts as the translator, while the player performs a
trick and speaks in gibberish. The translator "interprets" what the
player has apparently said, and thus alters the whole course of the
trick.
SCORING:
Points are given according to how well the player copes. |
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ARMS TRANSLATOR
Two people play. One
person is the arms and does a trick (preferably a card trick) while
the other is the body and the voice, he directs the action of the
effect. Can be played by opposing team members, or even with an
audience member as the body. |
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ROLLERCOASTER GAMES |
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EMOTIONAL ROLLERCOASTER
The MagicSports MC
asks the audience for six different emotions. Three positive and
three negative. The emotions should be extreme like: furious,
over-excited, confused, murderous, paranoid etc. The performer then
presents his or her trick normally until a member of the opposing
team rings a bell and reads out one of the emotions. The performer
must continue the trick in that emotional state. Try to get through
all six emotions during the course of the trick, and try to end on a
positive emotion. |

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STYLE ROLLERCOASTER
Exactly the same
format as Emotional Rollercoaster, but this time the MC collects six
different styles from the audience like: horror movie, infomercial,
street magic, musical, slapstick etc. The technician can help by
adding the appropriate mood music to each style, and the opposing
team to add to the challenge by combining styles as the game
progresses (musical street magic, horror infomercial etc). |
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CHOICE GAMES |
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INSTANT TRADESHOW
"This game
developed after experiencing this situation several times in real
life: Just minutes before going on stage the client has asked if I
could incorporate their fantastic new product into the show… then
they introduced me." |
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One team member
waits side stage, ready to perform, as the MagicSports MC asks the
audience to nominate a product of any kind (eg. Clothes Pegs). The
MagicSports MC now plays the role of the client and introduces the
performer like this: "Ladies and Gentlemen, it's great that you
could all come for the launch of our fantastic new Clothes Peg. And
now, here to tell you all about it, please welcome (performer's
name)."
SCORING:
The player scores highly depending on how well he or she
incorporates the product into the patter line of the trick. |
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THE
SECRET GAME
One or more players
are to perform a pre-rehearsed trick. The MagicSports MC asks the
audience to nominate a secret for the player (or different secrets
for different players), eg. they just won a million dollars, or she
met the man of her life, or his wife has left him, or he is jealous
of his colleagues, etc. The secret must be transparent in the
performance, but it should never be mentioned directly. |
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THE
ACTION GAME
The opposing team
presents a choreographed routine of magic. The player has to
integrate himself into this choreography as perfectly as possible
(like in those movies when the hero flees and rushes into the middle
of a ballet or theatre and has no other choice but to play as along
as well as possible in order not to be caught). The opposing team
must perform it's routine as planned and leave the integrating
entirely up to the player. |
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THE
PLACE GAME
The player has to do
perform their trick, but the MagicSports MC asks the audience to
suggest a place (a church during a funeral, or on a mountaintop
during a blizzard, etc), and the performance must reflect the
location. |
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THE
CHARACTER GAME
The player sits on a
chair in the middle of the stage, prepared to do a trick. The
MagicSports MC asks the audience to help create a fictional
character for him by asking questions like: What is his profession?
Why does he do magic? If he would be an animal, what animal he would
be? How old is the character? Which colour he likes best?
At the end of this
questioning, the player gets up and tries to be that character as he
performs his trick. |
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THE
AUDIENCE GAME
The player has to do
perform their trick, but the MagicSports MC asks the audience to
suggest a specific audience (a thousand bakers in Carnegie Hall, or
in front of the President of the United States in the oval office,
or in front of 12 dangerous criminals). The performance must reflect
this location. |
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MISDIRECTION GAMES |
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THREE SECRET TASKS
"This game was
created by our friend Christof!!"
The performer is
given three tasks to do by the MC, or audience (maybe one task is
kept secret from the audience until the conclusion of the game). The
tasks might be: steal a watch, get a card into someone's pocket,
move a pair of glasses from your jacket pocket into your pants
pocket. These tasks must be accomplished, undetected, during the
performance of a trick. The whole team can assist. |

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MUSICAL GAMES |
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DRUNK TECH
"A game developed
from working in venues where the sound technician was drunk and
inevitably played the wrong music for the magic act."
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After the toss of
the jumbo coin, one member of the team who is going to play first
("Eight Kings") gets their trick ready. Meanwhile the opposing team
("Vernon's Vermin") selects a number from 1 to 12. The stage manager
tells the MagicSports MC how many tracks are on the CD, and the
MagicSports MC asks the audience to choose a track number.
As the player from
"Eight Kings" is introduced and walks on stage to perform his or her
trick, the stage manager plays the selected track, no matter how
inappropriate it seems. |

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SCORING:
The player is scored according to how well they can work to the
music.
VARIATIONS:
You can even play "Drunk Tech Doubles" if you bring in some
illusions! "Drunk Tech Mixmaster" is achieved if the music is
changed several times during the performer's trick.
Have you ever seen
the Chinese Sticks performed to 'Bohemian Rhapsody'? How about the
Professor's Nightmare performed to 'The Mexican Hat Dance'? You'll
be surprised just how well some tricks work with the most unlikely
pieces of music. Try it at home with a video of your own act and a
collection of CDs. |
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JUST FOR FUN GAMES |
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CHARADES
"Basically... the
original game of charades, with a magic theme."
The team who is
going to play first nominates a team member who will perform the
charades. The other team members assemble on stage ready to
interpret the "mimes". They have two minutes to correctly guess as
many of the tricks as possible.
SCORING:
Each team should receive one point for each trick guessed correctly. |
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EMOTIONAL BODY PARTS
"This game was
adapted from the world of Theatresports™."
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Requirements: Two hats, one contains slips of paper with body parts, the other
is filled with emotions: angry, suspicious, tired etc.
The performer then
must do their trick with (eg: angry fingers, suspicious eyes, or a
tired neck). Can be played by more than one player at a time, they
can all have different characteristics. |
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MAGIC DEALER
Three players are on
stage. The audience decides the scene they will act out.
One player is 'The
Magic Dealer' the only dialogue he is allowed to speak in the scene
are the names of tricks. (The Zombie Ball, Bottom Dealing, Double
Lift, Mismade Lady, Six Card Repeat, etc) |
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BALLOONATICS
"A game developed
from the arrogant challenge that "I can make anything out of one
modelling balloon.""
All players are on
stage and each is armed with a balloon.
1 - They have sixty
seconds to make any animal nominated by the audience.
2 - They have sixty
seconds to make any object nominated by the audience.
3 - They have sixty
seconds to make any concept nominated by the audience.
SCORING:
Two points are given to the best creation from each round. |
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CARD STORY
For this Game you
need four players. The MagicSports MC takes a pack of jumbo cards
and has a spectator select a card, show it to the rest of the
audience, and then sit on it. The remaining cards are well shuffled
by a spectator and then divided evenly between the four players. The
MagicSports MC is then blindfolded and sits on the side of the
stage. He then asks the audience to suggest what the story will be
about. (Ballerinas playing ice hockey, for example). |
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Just before each
player begins their story, the MagicSports MC also asks the audience
to suggest a story style. (Greek tragedy, Woody Allen movie, Horror,
etc).
Each player has to
use the cards in his hands as a guideline. (As in the classic 'Sam
The Bellhop'). When he has exhausted his stock of cards, the story
should be finished.
As each player tells
his story, the MagicSports MC listens carefully. When all stories
have been told the MC is able to calculate, in a very dramatic
manner, the identity of the only card missing from the deck is, and
therefore the card the spectator is sitting on. (Oh yes. This card
is, of course, forced). |

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Another version of
Card Story has all of the players telling the same story. The
MagicSports MC simply hands cards one by one to different players
who continue the same story. |
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TWO-HEADED MAGICIAN
"This game was
created by our friend Christof!!"
Two magicians, from
opposite teams, compete against each other doing the same trick with
the one set of props. They stand side by side, one being the right
hand the other being the left. One begins the trick, with the first
line of patter, the next continues it with the second line and so
on. Winner is decided by the judges. |
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TEACHING VIDEO
"Did you know Max
Maven once performed as a magic clown? Now that's a teaching video
I'd love to see!"
The player comes on
to present a teaching video as (whichever name is pulled out,
eg:Jeff McBride) on whatever topic is pulled out (eg: balloon
modelling).
SCORING:
Purely scored on entertainment value. |
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PHOTO-SHOOTING
A player is
performing a trick on stage. The opposing player is in the first row
and pretends to be a photographer. The photographer is giving stage
directions for different body positions. The performer's job is to
justify these new positions, while still doing the trick.
SCORING:
Better points for seamless justification. |
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These are just some
of the MagicSports games we've enjoyed playing. Try them at home or
have a special night at your local magic club. I guarantee you'll
surprise yourself as you uncover your hidden creativity.
Photos featured on this page were taken by Tashkah on April
13 at a MagicSports match in Melbourne, Australia. The MC was
Sue-Anne Webster, and the players were Tim Ellis, Gaston, Thomas
Fraps, Ben Profane, Sean Taylor and Helge Thun.
MAGICSPORTS was featured in MAGIC Magazine,
December 1992
For more information on Theatresports™ go to
www.theatresports.org
If you're in Melbourne and would like to learn
more about Improvised Theatre go to
www.impromelbourne.com.au |
Article © Magic Unlimited 2000, 2001, 2002, 2003 & 2004
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