
For over 50 years scientists and psychologists have been engaged in serious research in the strange subject of ESP. Their principal laboratory control tests have employed “Symbols” and “Colors” cards much like we have supplied in this game. Kreskin believes there is a need for the general public to have the opportunity to aid the scientific exploration of this mystic “outer space” of the mind. Now, in the relaxed friendly atmosphere of your home, you have the opportunity to engage in legitimate scientific testing of ESP.
The testing is simple and very entertaining when performed in the home. It can be done either alone, or with small as well as large groups. There is a great deal of enjoyment in this friendly competition to test your ESP powers.
a. Symbol Cards — 25 in all:
5 Cards with a “check” (
)
5 Cards with an “arrow” (
)
5 Cards with “dots” (::)
5 Cards with a “Triangle” (
)
5 Cards with a “Heart” (
)
b. Color Cards — 25 in all. They contain solid color circles, 5 each of Red, Orange, Yellow, Green, and Blue
c. Reference Cards — 4 in all. These cards are not used in the testing. They contain an outline of the test procedures and a rating scale for easy reference.
Before starting a test, one person is designated the TESTOR, the one using the CARDS. He sets up the test screen on the table in front of him. The ones taking the test, called the SUBJECTS, sit facing the TESTOR. The SUBJECTS may be located anywhere in the room as long as they cannot see the cards behind the test screen. They should be relaxed, and have their score sheets and pencil for marking their impressions. (See illustration on page 17).
In all of the foflowing test procedures, a set of 25 cards, either the SYMBOL cards or the 25 COLOR cards are used. Some subjects respond better to the SYMBOLS, while others, usually those of artistic ability and children, respond more favorably to the colors. DO NOT combine them in the same test. Either use all SYMBOL cards or all COLOR cards, but do NOT USE BOTH in the same test. Try tests with both kinds, as the results are valid for either set used. A TYPICAL SET UP FOR TESTING The TESTOR is behind the screen, using the cards. The SUBJECTS sitting, roughly in a semi-circle facing the TEST SCREEN, but NOT able to see the cards. They may look at the TESTOR’S eyes to help them receive “messages”.
The TESTOR is behind the screen, using the cards. The SUBJECTS sitting, roughly in a semi-circle facing the TEST SCREEN, but NOT able to see the cards. They may look at the TESTOR’S eyes to help them receive “messages”.
2. The TESTOR picks up the top card, LOOKS at the symbol on it and calls out “card number 1”. He should concentrate on that symbol (or color) while allowing the SUBJECTS to record their impressions and mark their sheets for that card. SUBJECTS SHOULD NOT consult each other, but should mark their sheets in SECRET.
3. When the SUBJECTS signal “ready”, the OPERATOR places card number 1, symbol side down, in a separate discard pile. He then picks up card number 2 from the draw pile, calls out “card number 2” and concentrates on it as before. He then lays it down over the first card in the discard pile.
4. The same procedure is followed for Card 3, 4, etc. until ALL 25 cards have been called. During the test the OPERATOR should NOT reveal to the SUBJECTS what any of the symbols (or colors) were during the test. At the end of the test, the called cards should be in the discard pile, lying in the same order as called, going from card number 1 on the bottom to 25 on top.
5. As the cards are called, each SUBJECT should record his IMPRESSION on his sheet. Mark the symbol in the space provided, as
, or
, etc. according to the impression received. When testing with COLOR cards, they should write the color or an abbreviation for it, such as “R” for red, “0” for orange, “Y” for yellow, “G” for green and “B” for blue. It is best to make an
entry for each card called, but some subjects may prefer to leave the space blank, if no impression is received for certain cards called. Be careful not to mix UP the entry by marking an impression in the wrong place on the sheet.
6. To score ti1e test, the TESTOR picks up the discard pile and turns it over, symbol sides up. The cards are now in tl1e same numerical order as called. He then calls out the symbol (or color) to the SUBJECTS for card number 1, 2, 3, etc. The SUBJECTS score their CORRECT IMPRESSIONS by circling the correct ones for the number card called.
7. The SUBJECTS add up the number of correct impressions and mark this score in the box provided on the sheet. The SUBJECT should put his name on the sheet, date it, and have another lerson who participated in the test (usually the TESTOR) sign it as witness.
It iS important for accii rate scientific evaluation of ESP ability to realize that (~fl~ ONE test (of 25 cards) does NOT establish a valid ESP RATING. Individuals should keep their oU’fl test sheets and add the scores for meaningful ratings. A in mini urn of 4 tests should be made before an ESP RATING can be accurately established.
2. The TESTOR calls out the cards, 1, 2, 3, etc. as in the General test, but does NOT LOOK at them. He picks up the card, holds it without looking, as the SUBJECTS record their impressions. He then places it, symbol side down, in the discard pile in the same order as called.
3. When all 25 cards have been called, the results are scored as in rules 6 and 7 in the General test.
When only two people are present, a different method of testing may be used.
1. The TESTOR, as in the General test, shuffles the cards and places them behind the screen.
2. As the TESTOIR picks UI) card 1, 2, 3, etc., and looks at each, he is told by the SUBJECT to place the card in one of 5 piles according to the impression he receives. The card is to be placed under the MATCHING symbol (or color) of the test screen. For example, if the SUBJECT perceived card number 1 to be “RED”, he would direct the TESTOR to place it under the RED circle of the screen. If he thought card number 2 was “BLUE”, he would direct it to be placed under the BLUE circle. More than 5 cards may be in a pile.
3. After all 25 cards have been called and placed in their respective piles (usually 5 piles), the results are easily tabulated by examining each pile. Each card in a pile which matches the symbol (or color) it was placed under would score a point.
After shuffling the cards in the normal manner, the player picks U~ the cards, one at a time, and without looking at them, records his impression on his score sheet. He then places them down behind the screen. After all 25 cards are recorded, he examines the cards to score the results.
Another way to test solitaire would be to place the shuffled cards in a pack behind the screen. The player then records his impressions of the entire sequence of 25 cards at once. He then takes the cards and examines them to mark the correct impressions.
Number Expected Slight Significant High of Tests Results ESP Ability ESP Ability ESP Ability 4 20 21-27 28-31 32 or more 10 50 51-62 63-68 69 or more 50 250 251-278 279-292 293 or more 100 500 501-539 540-559 560 or more
Example of how the scale is used:
A person, after adding his scores for 10 tests, has a total of 65. On the rating scale, this person shows “Significant ESP ability”.
