Honor System

Kreskin's ESP

Milton Bradley 1967
Test Kit Directions

INTRODUCTION

One mystery that has fascinated people since prehistoric times is that of the human mind. Is there some natural ex­planation for the prophetic visions and miracles of ancient times? What of ghosts, mediums, and men who claim to be able to relate the history of an object by touching it? Mysteries such as feminine intuition, sixth sense, the crys­tal ball and other fortune telling methods all defy logical explanation. Is there some explanation for the many enor­mous coincidents that have been documented?

Science has turned its attention to these phenomena and has defined many psychic powers as ESP, extra sensory perception. Thoughts pass between minds, events are for-seen, objects are moved, and far away events are visioned clearly in peoples minds at the moment they occur. Scientific investigations of this field, long scoffed at, are gradually being expanded. In some circles it is viewed as possibly being the next major scientific break-through.

The one who inspired this game, KRESKIN, has applied a name “Psychosonics” to his studies in this area of mental powers. KRESKIN, internationally known for his work with mentalism, is a lecturer and has appeared on stage, radio, and television captivating audiences and colleagues with his feats. A graduate of Seton Hall University in psychology, he is a serious student of ESP and a consultant to clinical psychologists. He claims his ability in Psychosonics stems from the application of skills which are dormant and un­realized in millions of people.

NO CLAIMS OF MYSTICAL OR SUPERNATURAL POWERS ARE MADE FOR THE EQUIPMENT OR DE­VICES SUPPLIED IN THIS GAME.

HOW TO USE THE MYSTERY PENDULUM

The Mystery Pendulum is a simple and intriguing device which is highly sensitive to even the slightest psychic talents. With some individuals the response will be strong and immediate while others will require more concentration and practice to get good action. Over repeated experiments it has been discovered that the pendulum WILL WORK with anyone who will give it a sincere try.

To use the Mystery Pendulum follow these simple instruc­tions! It is best for the operator to be in a quiet, relaxed mental state.

a. Hold the end of the metal chain by the metal ball lightly between the thumb and index finger, allowing the plastic “bob” to hang freely with its point 1 to 2 inches above the table.

b. DO NOT TRY to make the pendulum swing. It will move slightly in an erratic manner even though you are NOT consciously forcing it to move.

c. Place the game board on the table, opened to the black “yes-no” area. Suspend the pendulum over the place where the white lines cross so that the “yes” line goes in an up and down (vertically) direction from the operator and the “No” line going across (horizontally).

d. Mentally Concentrate on “Yes”, running your eyes up and down the “Yes” line. The pendulum should start to swing up and down in the direction of this line. After getting a “Yes” response from the pendulum, stop it with your free hand, or by touching the bob to the board. Now concentrate on the “No” line until the pendulum swings back and forth along this line. Stop the pendulum and think of the “CIRCLE”, which means “I don’t know”, or “I do not wish to answer”. The pendulum should move in a small circle for the correct response.

Kreskin's ESP Fig 6

Practice until the pendulum responds by simply WILL­ING it to move by THINKING of “Yes” or “No” or “I Don’t Know”. At no time should it be necessary to FORCE the pendulum to swing by consciously moving it with your hand.

Repeated t trials by psychologists have proven the pendulum will work. Try it with an open mind and seriously cooperate with these instructions.

Normally, the best results are obtained when the oper­ator’s arm is held out, away from his body, unsupported by the free hand. With some individuals, however, their re­sponse is best when they place their elbow on the table and suspend the pendulum over the mat by bending at the wrist.

With some individuals, the “No” response may be an up and down (vertical) swing and the “Yes” a horizontal move­ment, regardless of the words on the board. To correct for this, the board should be turned to allow for the responses of these operators.

After you have practiced with the “Yes” - “No” operation of the pendulum, try it out with questions which can be answered with a Yes or No. Call the questions OUT LOUD so all can hear. Start with questions whose answers are well known to the operator. For example, if Doris has blue eyes, she might ask the question, “Do I have blue eyes?”

After the operator gets experienced with the pendulum, more difficult questions can I)e tried. Under the section “Questions and Answers”, several interesting and enter­taining games can be played by asking questions.

USE OF SUBJECT CARDS

As an aid to the operator, whenever a question has to do with the subject of “Love”, Finance”, “Travel”, or “Career”, he should use the proper mat provided in the equipment. This will help everyone to concentrate on the question.

USE OF LETTERS IN ANSWERS

For responses which call for other than a “Yes” or “No” answer, use the LETTERS area of the game board. To spell out letters for words, suspend the pendulum over the white semi-circular area where the color bands meet. The color bands aid in concentration and help the eye determine which letter is being indicated. Stop the action after each definite response is obtained.

For example, if the question, “What is my boyfriend’s nickname?” were asked, the pendulum might spell out "C"-"H"-"I"-"C"-"K", for "Chick".

USE OF NUMBERS IN ANSWERS

For questions which call for a number in the answer, use the NUMBERS area of the game board. Suspend the pendulum over the white area and watch which color band it swings to. The numbers 0 to 9 will enable the pendulum to give numbers, dates, etc. For example, if the question, “How old am I?” were asked, the pendulum might swing to the “2” then the “1”, for 21 years of age.

USE OF PENDULUM ON PEOPLE OR OBJECTS

Once a person has determined his Yes-No responses, he may use the pendulum on people or objects without the aid of the board design. For most people, a vertical swing will be “Yes”, horizontal “No”, and the circle the “I Don’t Know” response.

AUTHOR'S NOTE

Just why the pendulum works is still a mystery. It is part of the overall psychic phenomena that Kreskin has named “PSYCHOSONICS”, that is, “Sounds of the mind”. Our subconscious mind, which holds much more power than we are aware of, expresses itself through the pendulum move­ments. It is from our subconscious mind that many pres­ently unexplainable psychic powers are believed to originate. These mental powers are beyond our five senses, hence called EXTRA SENSORY PERCEPTION.

We wish to remind you that people will vary in their responses. Some may get rapid and striking results. For others, results may be a bit more slow in coming. However, the MYSTERY PENDULUM has been known to work where all other methods failed and only in rare cases, if the procedures are followed as outlined above, will it not succeed.

Now that you have learned to work it, you can have a lot of fun with the MYSTERY PENDULUM. Some of the games are based on subconscious mental activity, and others depend on thought transference (telepathy), clairvoyance, or looking into the future (pre-cognition). We make no claims in these areas of ESP for the pendulum except as the individuals using them may have the abilities called for. We prefer to suggest activities which are designed to ENTER­TAIN and AMUSE you. In all of these activities with the pendulum, all present should try to aid the operator by helping him concentrate or, at times, send him “mental messages”.

FUN AND GAMES
WITH THE MYSTERY PENDULUM

I. QUESTIONS AND ANSWERS

The questions which may be put to the MYSTERY PEN­DULTJM are limited only by the imagination and curiosity of the people participating in the game. When an onlooker wishes to address a question, he merely states it out loud as someone (the operator) holds the pendulum over the proper mat or place on the board. The operator may ask questions out loud or repeat the question asked to fix it in his mind. The following are some suggestions for playing “Questions and Answers”.

1. The operator, or a member of the group, asks a ques­tion to which the answer is known by the operator. For example, if Helen is the operator, she may ask, “Am I a Teen-ager?” The pendulum should give the correct response since the operator knows the answer in his (or her) conscious mind.

2. Ask questions which the operator should know the answer to, but which he may have forgotten. An example would be, “Did you walk before you were a year old?” Often our subconscious mind, as reflected by the pendulum, will answer correctly things we have forgotten about ourselves.

3. Ask the operator questions to which he does NOT know the answer but ARE known by one or more members of the group. Examples — “What is John’s middle name?” “How old am I?”

4. Ask various things about individuals in the group to see what the pendulum says. Example — “Does Shirley tint her hair?”

5. See what the pendulum will say about the future. Example — “Will Ken ask me to the dance Saturday ?“

II. FRIENDS ‘TIL THE END

(use with a group of 3 or more)

1. Set out 5 cups, upside down, on a table. Send the operator out of the room. One of the group places a personal object (such as a ring, wrist watch, tie pin) under one of the cups. The operator, on returning, must locate the cup under which the object was placed. He may do this by holding the pendulum over each cup and asking for a Yes or No answer.

2. As an added test, he may try to determine the owner of the object by holding the pendulum over each per~ son’s head.

3. Another variation would be for a member of the group to sit, for a few seconds, in one of 5 empty chairs. The pendulum operator would then try to locate which chair and which person in the same manner as above.

III. CARD SENSE OR NON-SENSE

1. From an ordinary deck of cards (or from the ESP Test Cards), select five cards. Four of them should be of the same kind, i.e., 4 aces, and one a different num­ber. Place them face down on a table so that the oper­ator does not know which one is the odd card. The operator, by the use of the pendulum, tries to locate it.

He could do this by holding the pendulum over each card and asking “Is this the odd card?”. On getting a “No” answer, he would move to the next card and repeat the question. Note — whenever an “I don’t know” response comes up, move to the next card any­way. If no truly strong “Yes” response appears over any card, go back to the doubtful one to see if a strong “Yes” response will occur. Always check your results to be sure. If, for example, a “Yes” response comes on the second card, try the other three cards anyway to check for “No” on them.

The members of the group may all try this test sev­eral times and compete with each other in getting the most correct.

2. Using an ordinary deck of cards, one person shuffles them then picks the top card, looks at it, and places it face down on the table. The operator, using the pen­dulum, determines whether it is RED or BLACK~

He may do this by asking out loud, “Is this Card Red?” as he holds the pendulum over it. As in part 1, always check your results or repeat, if an “I don’t know” comes up.

It helps to use good friends to act as a Team, one looking at the card and the other operating the pendu­lum. Score on how many correct impressions are made with a test of 20 cards.

3. A variation of the above can be performed by trying to name the suit (spades, hearts, etc.) of each card.

4. A truly difficult test of ESP may be attempted with playing cards. A deck of cards is shuffled and one card, unknown to the operator of the pendulum, is selected and shown to the observers. The cards are set aside and the operator attempts to determine the card with the pendulum. He can use the Yes - No section of the game board by asking questions which locate the card by process of elimination. An example of how this is done would be as follows: Is the card black? — An­swer Yes. Is it a Spade? Answer No. Is it a Club? Answer Yes. Is it a 10 to Ace? Answer No. Is it a number from 5 to 9? Answer Yes. Is it a 5? Answer No. Is it a 6? Answer Yes. The Card is a “6 of Clubs”.

It is unusual for this to work, but it has happened many times with some people.

IV. MONEY TALKS

1. The simplest game is for individuals to compete in correctly naming whether “Heads” or “Tails” come up on the toss of a coin. Use the FINANCE question mat for better results.

The operator should not see the coin. Again, as in the card game, it helps to have good friends doing the tossing and operating of the pendulum. Score correct results over 20 tries. Teams, or individuals may com­pete with each other.

2. One person hides a coin under a cup, or his hand and asks the operator to name what it is by using the pen­dulum over the “NUMBERS” section of the board.

For example, if a dime is hidden, the pendulum should swing to a “1” and then a “0” for the correct answer. For a nickle, the correct response would be a “5”.

A real test of “finance” ability would be to hide several coins under the cup and see if the operator can get the correct total of money.

Competition among members of a group may surprise you as to which one has the best results with money. it has been said that “money talks” for some people.

PEOPLE ARE FUNNY

1. Some startling results have been obtained with the MYSTERY PENDULUM in determining the sex of an individual (or even animals) . Try this for yourself. Hold the l)endulum over the head or hand of an indi­vidual. An up and down or back and forth swinging of the bob indicates a male, and a circular movement a female. A good operator can get the correct response blindfolded.

2. Write the names of people, living and dead, on slips of paper, then fold them. One by one, the operator tests to determine whether the person named on each slip is living or dead. Compete for score.

3. The “Crime Detection” game is fun. While the oper­ator is out of tl1e room, one member of the groui~ is selected as the “Murderer”, who picks another member as his “Victim” and picks a “Weapon” such as a knife, rope, gun, poison, etc. rfI~e “Murderer” and “Victim” act out their “Crime” as a charade. The operator is called back and, by the use of the pendulum, must try to solve the “Crime” by naming the “Victim”, the ‘Weapon” and the “Murderer”, in that order.

4. “Swing and Sway” usually works and when it is seen. it is quite funny. Two people stand back to back so they cannot see each other and do not touch. One holds the pendulum and the other just stands. Usually the one without the pendulum will start to move or sway, in spite of himself. The one holding the pendulum will find it moving in the same way as the other person to his back. This can work even when both people are blindfolded.

VI. LIE DETECTOR

As we have stated before, the pendulum is believed to reveal your innermost thoughts. This game should give you revealing insight into people’s sub-conscious minds. It is also very entertaining. Note that the pendulum moving in a circle may mean “I do not wish to answer”.

1. A simple test is for the operator to pick a number from 0 to 9, write it on a piece of paper, fold it and place it aside. The group asks him whether it is a “1”, a “2”, etc. The operator, holding the pendulum MUST answer “NO” out loud to each question. When he gets to the correct number as written on the paper, the pendulum should swing for a “Yes” response even though he is answering “No”.

2. Many variations on the above can be used. For exam­ple, questions like “Have you ever been to Chicago” can be asked the holder of the pendulum. Usually it will give the truthful answer, even if the operator deliberately lies, just for the fun of it.

3. Try out the operator on questions he may not want to answer to see if the pendulum will answer in spite of him. For example, “Do you love Doris ?".

4. Use the “Lie Detector” technique to play the “Crime Detection,” “Friends to the End” and “Money Talks” games. Your group may find that the results of the games as outlined are not very accurate, since a high degree of ESP is needed to make them work. With the “Lie Detector” procedure, however, using the people who have witnessed the hiding of objects or the “murder” as the operators of the pendulum, the results should be more accurate.

ADVANCED VERSION - KRESKIN’S ESP

This ADULT version is designed for those who wish to pursue their interests more fully into the world of “psychosonics.” It contains a quality plastic “psycho-mat,” a more serious and permanent personal tool for advanced experimentation.

Kreskin's ESP Fig 7

KRESKIN’S ESP, Advanced Version, No. 5624 is avail­able now in selected quality retail stores.

This booklet has been prepared in consultation with Harold N. Hansen, Ph.D. Dr. Hansen, a psychologist, is a member of the American Psychological Association, the American Association for the Advancement of Science, the New York Academy of Sciences and other professional ‘organizations.

HOW TO HOLD A KRESKIN ESP PARTY

You can add a great deal of interest, zest and fun the next time you host a party, by making it an ESP affair. You have all the ingredients in this game to keep the party moving and exciting.

Homemade ESP invitations, place cards, favors and prizes can help further to build the theme of the evening on ESP and its mystifying subject about the exploration of inner space.

For a large party, the activities can be divided into three parts or events, namely the mystery pendulum, the symbol cards and screen; and the color cards with its screen. When the group is divided, each event can be placed on separate tables with guests around each table.

Individual scores can be recorded at each table before the groups are rotated so each group will have a chance to participate with the three events of the game.

Prizes or joke prizes can be awarded group winners for each event and an over-all grand ESP champion can be declared.

Each party can be developed by the host for its evening plans. Any or all of the experiments and games mentioned in this booklet can be a nucleus for an imaginative host to build his own exciting and different ESP party.

Plan your ESP party now.