Props & tricks

ESP Cards: The Zener Deck Explained, Tested and Performed

Where the five symbols came from, what scores mean, how to run an honest test, and how mentalists use the deck on stage.

By The MentalismPro TeamUpdated

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Five ESP cards with a circle, cross, wavy lines, square and star fanned on a table

ESP cards, also called Zener cards, are a deck of 25 cards printed with five simple symbols: a circle, a cross, three wavy lines, a square and a star. They were designed in the early 1930s at Duke University to test whether people could guess unseen cards better than chance. Nearly a century later they are a party game, a classroom statistics lesson and one of the favorite props of stage mentalists.

This guide covers the history of the deck, what the famous experiments found, how to run a fair ESP card test at home, two routines you can perform with them, and which decks to buy for testing or for performing.

Best for honest tests

Zener-Style Unmarked ESP Testing Cards

A plain 25-card set with the five standard symbols, sold explicitly as unmarked and not a magic trick. That is exactly what you want when the point is a fair test rather than a performance.

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What Are ESP Cards?

ESP stands for extrasensory perception: the claimed ability to gain information without the known senses. ESP cards were created to measure that claim in a laboratory, with simple symbols that are easy to tell apart and a deck small enough to work through in a few minutes.

The Five Zener Symbols

SymbolCards per deckChance of a correct guess
Circle51 in 5
Cross (plus sign)51 in 5
Three wavy lines51 in 5
Square51 in 5
Five-pointed star51 in 5

According to accounts of the original design, the earliest decks used a rectangle that was later changed to a square. The shapes are simple geometric figures that are easy to tell apart at a glance, which keeps a run of 25 guesses quick.

Karl Zener and J. B. Rhine at Duke

The deck is named after Karl Zener (1903 to 1964), a perceptual psychologist at Duke University, who designed it with the parapsychologist J. B. Rhine in the early 1930s. Rhine used the cards in a long series of card-guessing experiments and published the results in 1934 in a book titled Extra-Sensory Perception, which was widely read for decades and made the cards famous.

From the Lab to Ghostbusters

Zener cards reached a mass audience through films and television, most famously the opening scene of Ghostbusters (1984), in which Bill Murray's character runs a far from fair ESP card test on two students. Today they are sold as games, classroom kits and mentalism props.

What the ESP Card Experiments Found

Rhine's laboratory reported subjects who scored well above chance. The best-known series, run in 1933 and 1934, involved a subject named Hubert Pearce, who was reported to average about 30 percent correct, against the 20 percent expected by chance, while the research assistant J. G. Pratt handled the cards in a different building on campus.

Why the Results Did Not Hold Up

Critics found several ways information could leak or results could be skewed without any extrasensory ability:

  • Poor shuffling by hand can leave patterns that make the order easier to predict.
  • The cards themselves: symbols could sometimes be read from the back of the cards through slight indentations on the backs.
  • Sensory cues from the experimenter, such as facial expressions or breathing, when sender and guesser were in the same room.
  • Selective reporting of good runs over bad ones.

When Rhine tightened his controls, the high-scoring subjects disappeared. The psychologist James Alcock has noted that parapsychologists no longer run card-guessing studies. The mainstream scientific position is that ESP has not been demonstrated. For a wider look at the question, read is mentalism real, and for how performers create the illusion on stage, how mentalism works.

How to Run a Fair ESP Card Test

Running your own test is a good lesson in probability and in how easily results get contaminated. These steps remove the most common leaks.

A Fair Zener Test in Seven Steps

  1. Use plain cards

    Use an unmarked deck and check the backs under a bright light before you begin. Magic decks are designed to help a performer and spoil a real test.

  2. Separate sender and guesser

    Put the sender and the guesser in different rooms, or at least behind a screen with no line of sight to each other or to any reflective surface.

  3. Randomize properly

    Shuffle thoroughly, or better, use a random number generator to set the order of the 25 targets and write it down before the run.

  4. Record every guess

    The guesser writes down each guess in order on a numbered sheet. No feedback between cards: knowing which guesses were right changes later guesses.

  5. Score at the end

    Compare the guess sheet with the target list only after all 25 guesses are complete. Count the matches.

  6. Count every run

    Decide the number of runs in advance and include every one in the result, the bad as well as the good.

  7. Compare with chance

    Use the table below to judge whether a score is unusual. One high run is not evidence; a consistent pattern across many controlled runs would be.

What Your Score Means

With five symbols, each guess has a 1 in 5 chance of being right, so the expected score is 5 out of 25. The probabilities below follow from the binomial distribution and assume pure guessing.

Score out of 25Chance of scoring this or higher by luckRoughly
6 or more38%2 runs in 5
7 or more22%1 run in 5
8 or more11%1 run in 9
9 or more4.7%1 run in 21
10 or more1.7%1 run in 58
12 or more0.15%1 run in 670

In other words, if twenty friends each do one run, someone will probably score 9 or more by chance alone. That is the single most useful thing an ESP card test teaches.

Mentalism Tricks With ESP Cards

For a performer, ESP cards are a gift: the audience already knows what they are, so a routine needs no explanation. Present them honestly as entertainment, a recreation of the old experiments where the outcome is a performance, not a scientific result. These two routines work with any 25-card deck.

1. The Symbol Prediction

Routine

The Symbol Prediction

Level
Beginner
Setup
1 minute
Running time
3 minutes

The effect

You seal a prediction in an envelope. A spectator cuts the ESP deck anywhere and takes the symbol at the cut. It matches the prediction.

You need

  • A 25-card ESP deck
  • An envelope or folded card with your prediction
  1. Prepare

    Note the top card of the deck (say, the star), draw a star on a card and seal it in an envelope. Place the envelope in view.

  2. The cut

    Ask the spectator to cut off any number of cards and put them on the table. Place the remaining cards crosswise on top of them to mark the cut.

  3. The pause

    Talk for half a minute about Rhine's experiments and the odds of one in five. Hand the spectator the envelope to hold.

  4. The selection

    Lift the crosswise cards and ask the spectator to take the top card of the lower packet, the symbol "at the cut". It is the original top card.

  5. The reveal

    Have them open the envelope first, then turn over their card.

Presentation notes

This is the cross-cut force, also taught on our mind reading card tricks page with a normal deck. With ESP cards, the theme of the deck does half your presentation for you.

2. The Two-Person Telepathy Test

A partner routine that recreates a laboratory test, with a result no laboratory ever produced: five correct out of five.

Routine

The Two-Person Telepathy Test

Level
Intermediate
Setup
30 minutes of rehearsal with your partner
Running time
5 minutes

The effect

Your partner sits blindfolded with their back to the audience. A spectator shows you one ESP card at a time. You concentrate, and your partner names each symbol correctly.

You need

  • An ESP deck
  • A partner
  • A blindfold or a chair facing away
  1. Agree the code

    Assign a cue word to each symbol: "Ready" for circle, "Okay" for cross, "Now" for wavy lines, "Go" for square and "Right" for star. Practice until you both respond without thinking.

  2. Set the scene

    Explain the original Zener experiments and their odds. Blindfold your partner and turn their chair away from the room.

  3. Each card

    A spectator shuffles, takes a card and shows it only to you. You look at it, pause, and begin the attempt with the cue word: "Okay, I'm sending." Your partner hesitates, then names the symbol.

  4. Five runs

    Repeat for five cards. Vary your pauses and, now and then, have your partner give a wrong first impression and correct it, which looks more like effort and less like a code.

Presentation notes

Verbal codes are among the oldest methods of two-person mentalism. Keep each cue natural and short so the audience never notices that you always start with a word. If someone suspects your voice, switch to a silent run: the spectator shows you the card and your partner answers after a count of your choice, using a timing code you agreed for backup.

Diagram of the two-person telepathy code. Each ESP symbol has a cue word: circle is Ready, cross is Okay, wavy lines is Now, square is Go and star is Right. Example: a spectator shows only you the cross, you pause and say Okay, I'm sending, and your blindfolded partner hesitates, then names the cross.
The first word you say carries the symbol.

Commercial ESP Routines

Magic shops sell ESP decks and gimmicks built for performers, from marked decks to forcing decks and self-contained routines. We do not explain how they work, but the magic ESP kit in our picks below is a sensible starting point. For more props that create the same kind of mind reading effect, see the best mentalism tricks to buy, and for no-prop routines start with our guide to mentalism tricks.

The Best ESP Cards to Buy

The right deck depends on whether you want to test, teach or perform. The key question is whether the cards are plain or made for magic.

For Testing: Plain and Unmarked

An honest test needs cards that cannot be read from the back. Look for listings that say unmarked, check the backs under a bright light, and avoid magic versions.

For Classrooms and Parties: Multiple Decks

A multi-deck pack lets several pairs run tests at once and compare their scores against the chance table, which is a memorable way to teach probability.

For Performing: A Magic ESP Set

Performer's ESP cards are designed to help you, so they make routines easier and more reliable. Present them as entertainment, not as a scientific test.

Our ESP Card Picks

Four decks for the four jobs ESP cards do.

  1. 1Best for honest tests

    Zener-Style Unmarked ESP Testing Cards

    A single plain deck, sold as unmarked and not a magic trick. The right choice for the protocol on this page.

    Check price on Amazon

  2. 2Best for groups

    KAIU Zener Cards, 6 Decks

    Six 25-card decks in standard poker size, enough for a classroom, a workshop or several pairs at once.

    Check price on Amazon

  3. 3Best boxed edition

    Zener Cards (Llewellyn Publications)

    A boxed Zener deck from Llewellyn Publications, credited to Pierluca Zizzi; a more giftable option for anyone curious about the history.

    Check price on Amazon

  4. 4Best for performing

    AIMOFAMAG ESP Cards Magic Kit

    Performer's ESP cards plus prediction props for telepathy-style routines. For entertainment only, never for a real test.

    Check price on Amazon

No. ESP has not been proven to the standard mainstream science requires. Early card-guessing studies reported above-chance scores, but the effects shrank or vanished when shuffling, screening and recording were tightened, and independent laboratories have not produced reliable, repeatable results.
Having ESP means, in the original sense, perceiving information without using the known senses, such as knowing a hidden card or another person's thought. It is a claimed ability rather than a demonstrated one; in entertainment, mentalists recreate the experience through psychology and stagecraft.
Yes. In parapsychology, telepathy is one of the classic categories of ESP, alongside clairvoyance and precognition. Telepathy refers to information passing from one mind to another, which is why Zener tests often used a sender looking at the card and a receiver guessing it.
The standard ESP cards list has five symbols: a circle, a cross or plus sign, three wavy lines, a square and a five-pointed star. A full deck has 25 cards, five of each, so every guess has a one in five chance of being right.
Yes. Zener cards is the original name, after the psychologist Karl Zener who designed them with J. B. Rhine, and ESP cards is the popular name. Both describe the same 25-card deck with five symbols, though magic shops also sell modified decks under the ESP label.
Chance alone gives an average of 5 correct out of 25. A score of 8 or more happens by luck about once in nine runs, and 10 or more about once in 58. One high run proves nothing; only a consistent pattern across many controlled runs would be meaningful.

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