Peg Words 1 to 20 – Tutorial 11
Applying the Peg System – Tutorial 12
Learning Peg Words 21 to 100 – Tutorial 13
Overcoming Absentmindedness – Tutorial 14
Remembering Speeches and Presentations – Tutorial 15
Remembering Jokes and Stories – Tutorial 16
Reading, Studying, and Learning – Tutorial 17
Learning The 52 Card Words – Tutorial 18
Sequences of Playing Cards – Tutorial 19
Applying the Card Words – Tutorial 20
Impressive Memory Stunts – Tutorial २१
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Peg Words 1 to 20 – Tutorial 11
The Peg Word system is based on the sounds of the Phonetic Alphabet. The Peg Word for each number contains only the consonant sounds which that number transposes to, plus any vowels needed to form the word, as necessary. Remember that vowels have no value in the Phonetic Alphabet.
For example, the number ‘1’ is always represented by the phonetic sound ‘t’ or ‘d’, so the Peg Word for 1 must contain only that consonant sound. The word tie contains only the consonant sound ‘t’, and can also be easily pictured, so tie can be the Peg Word for the number ‘1’.
Of course, there are many other words which could have been chosen to represent the number ‘1’ using these rules – toe, tea, dye, die, and dew are just a few examples. But the Peg System revolves around the idea that there will be one Peg Word for each number, and it will always be the same word. So, a picture of a man’s necktie will always represent the number ‘1’.
Using the same rules, the Peg Word for ‘2’ must contain only the consonant ‘n’. The word that will always represent ‘2’ is Noah. Picture whatever image this word conjures for you – perhaps an old man with a long, grey beard standing on his ark.
The Peg Word for ‘3’ will always be ma – picture a little old lady, or your mother, or whatever that word suggests to you.
The number 4 will always be represented by ray – picture a ray of sunlight, or a beam from a torch.
The Peg Word for 5 is law – picture a policeman, or perhaps a high court judge – anything which suggests ‘law’ to you.
Shoe is the Peg Word for 6. Picture a shoe.
Key is the Peg Word for 7. Picture a key.
Your Peg Word for 8 is ivy – picture ivy climbing all over a wall.
Bee is the Peg Word for 9 – picture a large bumble-bee.
The Peg Word for 10 must contain two consonant sounds, because the number ’10’ has two digits. The Peg Word for 10 will always be toes.
Those are the first ten Peg Words in the Peg System. They are simple to remember, because the phonetic sounds more or less tell you what the words are. Read through them once more, and you should know them. You will know them in and out of order, because you know the phonetic sounds out of order. When you are confident that you know the ten words, proceed with learning Peg Words 11 to 20 :
11 : toad – picture a croaking, wart-covered toad.12 : tin – picture an empty tin can.13 : dam – picture a dam on a river.14 : tyre – picture a car tyre.15 : doll – picture any sort of doll.16 : dish – picture any sort of dish.17 : dog – picture any dog that comes to mind.18 : dove – picture the white, cooing, bird.19 : tap – picture a tap, perhaps a dripping one.20 : nose – picture your nose.
Go over the twenty words in your mind several times , right now. Remember that the phonetic sounds practically tell you what the words are. You should be able to think of any number from 1 to 20 and know the Peg Word instantly. Conversely, if you hear any of the Peg Words, you should immediately know what number it represents.
When you know the first twenty Peg Words thoroughly, you will be ready to learn how to start applying the Peg System of Memory.
Press Page Down to test yourself on how well you have learned the first 20 Peg Words.
Applying the Peg System – Tutorial 12
Having learned the first twenty peg words, you are now ready to start putting them to practical use.
Assume that you wish to memorise the following twenty items, both in and out of order :
1. telephone 11. trumpet 2. table 12. spectacles 3. axe 13. carrot 4. porridge 14. moon 5. ladder 15. peach 6. sparrow 16. hat 7. piano 17. boat 8. cigar 18. daffodil 9. grapefruit 19. radio 10. camera 20. envelope
As you can see, these items have been chosen completely at random, and have no logical connection. To memorise the list of items in order, you could simply apply the Link System, and associate telephone to table, table to axe, and so on until you reach the twentieth item.
But, as mentioned in the introduction to this section, applying the Link method would not allow you to instantly recall, say, the fourteenth item. To recall that the fourteenth item was moon, you would have to work from the start of the list and count through the items mentally, until you reached number 14.
In other words, although the Link System is excellent for remembering lists of items in sequence, it doesn’t provide an easy method for remembering any item on a list out of sequence.
To memorise the twenty items on the previous page out of sequence, you simply associate each item to the Peg Word for the corresponding number.
Begin with item 1, telephone. Associate telephone to Peg Word 1, which is tie. See a ludicrous picture in your mind’s eye which will associate the two items. Perhaps you are wearing a telephone around your neck instead of a tie. See that zany image, or any crazy image which associates the two items, right now, in your mind’s eye.
Next, associate item 2, table, to the Peg Word for 2, which is Noah. You might picture Noah calling pairs of tables into his ark, instead of pairs of animals. Make a ridiculous association between table and Noah in your mind, right now.
Item 3 on the list is axe, so associate it to Peg Word 3, ma. Perhaps you can picture yourself chopping off a little old lady’s head with an axe. This is an image which may well make you shudder, but you certainly won’t forget it ! Make the association now.
Item 4 is porridge. Associate it Peg Word 4, which is ray. You might picture yourself sunbathing in your bathing costume, when the sun’s rays suddenly turn to streams of porridge, and you are covered in a horrible, sticky mess.
The fifth item is ladder, and you need to associate it to law, the Peg Word for the number 5. You could perhaps picture yourself being arrested by a ladder wearing a policeman’s helmet, or see yourself trying to climb a ladder made out of policemen.
Get the idea ? For each of the numbered items on the list, make a ridiculous association between that item and the Peg Word for that number. Try making your own associations for the remaining fifteen items, right now. Remember that creating your own images always increases your Initial Awareness.
Associate item 6 – sparrow to shoe (Peg Word 6) Associate item 7 – piano to key (Peg Word 7) Associate item 8 – cigar to ivy (Peg Word 8) Associate item 9 – grapefruit to bee (Peg Word 9) Associate item 10 – camera to toes (Peg Word 10) Associate item 11 – trumpet to tin (Peg Word 11) Associate item 12 – spectacles to toad (Peg Word 12) Associate item 13 – carrot to dam (Peg Word 13) Associate item 14 – moon to tyre (Peg Word 14) Associate item 15 – peach to doll (Peg Word 15) Associate item 16 – hat to dish (Peg Word 16) Associate item 17 – boat to dog (Peg Word 17) Associate item 18 – daffodil to dove (Peg Word 18) Associate item 19 – radio to tap (Peg Word 19) Associate item 20 – envelope to nose (Peg Word 20)
If you have really made the associations for all twenty items and visualised them clearly, you will know all the items in and out of order. Think of the Peg Word for number 1 – tie – what does it remind you of ? A telephone, which you pictured around your neck instead of a tie.
Think of the Peg Word for 5 – law – it will instantly remind you of ladder, the fifth item. Think of Peg Word 18 – dove – it should immediately make you think of daffodil, the eighteenth item.
Also, if you think of any item on the list, you will immediately know its numerical position. For example, where was the trumpet ? Well, trumpet makes you think of toad, which is the Peg Word for 11, so trumpet just has to be number 11.
If you haven’t yet made associations in your mind for all twenty items, go back and do it, right now. When you are ready, press Page Down to test yourself on how well you have memorised the items, in and out of sequence.
Learning Peg Words 21 to 100 – Tutorial 13
As mentioned in the Introduction, this tutorial is a little different from the other tutorials, in that you can work through as little or as much of it as you like.
You should now be completely familiar with Peg Words 1 to 20, and you will find countless applications to which you can put them. This tutorial introduces you to Peg Words 21 to 100, and you can learn as many of them as you can find practical uses for. If you can think of any memory chore where you will want to memorise 100 items by numerical order, then learn all of them. Otherwise, just learn as many as you think you will use.
Of course, there’s no practical reason why the Peg Words should stop at number 100, and the concept of forming your own Peg Words beyond 100 is discussed in the Additonal Exercises section.
The Peg Words have been formed using the same rules as before. The Peg Word for each number contains only the phonetic consonant sounds contained in that number, with filler vowels used as necessary to form the word. Here are Peg Words 21 to 100. Decide how many you would like to learn at the moment, then study those words carefully. Pay particular attention to the phonetic composition of each word – remember that the phonetic sounds practically tell you what the Peg Word for any number is. Press Page Down when you are ready to test yourself on a section of the Peg Words.
21. Net 22. Nun 23. Gnome 24. Nero 25. Nail26. Notch 27. Neck 28. Knife 29. Knob 30. Mouse31. Mat 32. Moon 33. Mummy 34. Mower 35. Mole36. Match 37. Mug 38. Movie 39. Map 40. Rose41. Rat 42. Rain 43. Ram 44. Roar 45. Reel46. Rash 47. Rock 48. Roof 49. Rope 50. Lace51. Lad 52. Lane 53. Lamb 54. Lair 55. Lolly56. Leech 57. Leg 58. Loaf 59. Lip 60. Cheese61. Sheet 62. Chain 63. Jam 64. Jar 65. Jail66. Judge 67. Shack 68. Chef 69. Ship 70. Goose71. Cat 72. Coin 73. Comb 74. Car 75. Coal76. Cage 77. Cake 78. Cave 79. Cab 80. Vase81. Fat 82. Phone 83. Foam 84. Fire 85. File86. Fish 87. Fog 88. Fife 89. Fob 90. Bus91. Bat 92. Bone 93. Bomb 94. Bar 95. Ball96. Beach 97. Pig 98. Puff 99. Pipe 100. Daisies
Overcoming Absentmindedness – Tutorial 14
This tutorial suggests some simple systems which can be used to overcome absentmindedness. They are based on principles which you have already learned – Initial Awareness and Association of Ideas.
The definition of absentmindedness is staightforward – you are absentminded when you perform actions unconsciously, without thinking. If your mind is ‘absent’ while you are performing an action, there can be no Initial Awareness of that action.
The solution to the problem of absentmindedness is equally straightforward and obvious – you simply have to think of what you are doing at the time you are doing it. Of course, this is easier said than done – how can you be sure to force yourself to concentrate on a simple, everyday action at the time you are doing it ?
Think right back to Tutorial 1, where you learned that Association can be used to force Initial Awareness, and you have the answer to the problem. As Initial Awareness is the same as having something register in your mind in the first place, then forming an instant association when you perform an action must solve the problem of absentmindedness.
An example will make this much clearer. Suppose you are one of those people who freqeuently writes an important letter and then forgets to take it out and post it. What is the last action you perform before leaving your home ? Probably pulling the front door shut. So, after writing a letter, instead of saying to yourself ‘I must remember to post this…’ and then forgetting about it completely, do the following – associate letter to the action of closing your front door.
As ever, the association should be as ludicrous as possible. Visualise yourself closing the front door, when millions of letters come flooding through the door, pulling the door off its hinges and knocking you over. If you make that crazy association, the next time you go to close your front door you will think of letter, and if you have left one inside then you will go back and get it.
Of course, this will help you remember to take the letter, but you may still forget to post it and leave it in your pocket for a few days ! One way to avoid this is to associate the addressee of the letter to a post box. If it is addressed to someone you can visualise, picture that person’s head popping out of a post box and rolling down the street.
The next time you notice a post box – which you inevitably will – you’ll be reminded to take that letter out of your pocket and mail it. If the letter is addressed to a company or organisation, use a Substitute thought and associate that to a post box. If it’s your football pools coupon, picture billions of footballs flying out of a mailbox.
This simple idea can be applied to any action or item you wish to remember. Why spoil an evening out because you spend most of it worrying about whether you unplugged the iron, or switched off the oven ? Form the habit of making a quick association at the time you do these things. For example, as you unplug the iron, picture your fingers being sucked into the socket, giving you a violent electric shock. You might perhaps see your hair standing on end to make the picture vivid.
Every time you switch off the oven, picture your head inside the oven, being slowly roasted ! Later, when you think about the oven, you will >know that you have switched it off.
Don’t worry about the image you formed yesterday coming to mind when you think about whether you switched off the oven today. ‘True’ memory and Initial Awareness will tell you the truth. If you haven’t formed the silly picture of your head in the oven on any particular day, then you will know that you haven’t switched the oven off.
Perhaps you are one of those people who frequently goes outside the house to the garage or garden shed, only to stand there wondering what you came out for ? Simply make an association the moment you decide that you need to get something from the garage. If it’s a hammer, picture yourself opening the garage door and millions of hammers tumbling out. Try this idea – it really does work !
If you wear spectacles and are frequently forgetting where you put them down, try forming an association at the moment you put them down. If you place them on the dining table, picture them on a serving dish in the middle of the table, surrounded by a large salad. If you place them on top of the television set, picture the television wearing a large pair of spectacles. The next time you think of your spectacles, you are sure to know where they are.
Always form the association at the moment you are performing the action. If you put off doing it you’ll forget to form the association and you’ll forget where you put your glasses !
You may feel that forming these associations is a waste of time. But, after trying the idea a few times you will find that the pictures are formed in next to no time. Even more important is that time and effort that you will be saving.
Remembering Speeches and Presentations – Tutorial 15
The most effective way to deliver a speech is to speak it in your own words, thought for thought. Any speech is basically a sequence of thoughts. If the thoughts are random, out of sequence, they won’t make a lot of sense.
You should by now be completely familiar with using the Link System to memorise things in sequence. The Link System, with the addition of the Key Word idea, will enable you to remember any speech you want to deliver, thought for thought.
This is how you do it. Firstly, write (or type) out your speech, including all the ideas you want to get across, and everything you want to say about those ideas. When you are happy with the speech, select a Key Word or Phrase for each of the thoughts in the sppech which will remind you of the entire thought.
This is not as difficult as it may appear. Almost any thought, whether you intend to express it in six words or sixty words, can be recalled by just one Key Word or Phrase. Take as an example the following excerpt from a speech to a sales conference. ‘We have high expectations of our new products, Eclipse, New Woman, and Femme Fatale. These products should help us stir a lot of new business. It has been over a year since we introduced any new product lines at all, and we must push these products as hard as we can…’
This paragraph can be summed up by the Key Phrase new products. Assuming that you are familiar with the facts about which you are talking – for example that your company has launched no new products for over a year – then thinking of new products sums up the entire thought of the above paragraph.
Having extracted the Key Thoughts from your speech, if you then link them together, in sequence, you will have memorised your speech, thought for thought.
Of course, you could simply jot down your Key Words on a piece of paper and occasionally glance down at your notes to remind yourself of your next Key Thought. However, you may not instantly see the next point if your list is fairly long, and you can easily miss points out if your eye runs over them. It can ruin a point finished on a high note to link to the next point with an ‘Er…um….ah…’ as you glance surreptitiously at your notes.
Once you are confident with the idea oflinking Key Words to help you remember a speech, you can use the method with more aplomb than even the scantiest notes. You will find that you can move smoothly from one point to another, recalling the next Key Word as you are reaching the end of the one before it.
Let’s consider an example. Suppose you have to deliver a brief speech to a meeting of company employees, outlining reasons for changes in policy by the company. Assume that you have written out your speech and selected the following ten Key Thoughts which you need to remember :
(1) New Technology (6) Productivity(2) Progress (7) Costs(3) Manpower (8) Profit Margins(4) Redistribution (9) Overseas(5) Talent (10) Morale
Assume also that you know what you want to say about each of these thoughts. If you new nothing about the subject, why would you be speaking about it ? Your problem is simply to remember the Key Thought in the correct sequence, without missing any.
The first Key Thought is New Technology. Think of a Substitute Word or Phrase to remind you of New Technology. For technology you could picture your computer (you must have a computer or you wouldn’t be running Memory Master !). For new you could perhaps visualise your computer being brand, spanking new – so new that it shines and gleams with newness.
The second Key Thought is Progess, so begin your link by associating that thought to New Technology. You might picture your new, gleaming computer sprouting legs and marching (progressing) down the road. Or, to make the image more vivid, you could picture millions of new computers progressing down the road. See that zany image, or a ludicrous association you thought of yourself, in your mind’s eye, right now.
The next Key Thought is Manpower, so continue your Link by associating it to Progress. For Manpower you might visualise an army of identical little matchstick men. To associate it to Progress, you might picture that army of little men progressing down a road, or perhaps progressing slowly up a very steep hill. Make that association now.
Redistribution is the next Key Thought. To help you picture this thought, you could visualise your army of matchstick men being moved around by a giant hand, like a chess game. See that crazy picture now.
To help you picture the fifth Key Thought, Talent, you could picture some entrants in a talent contest – jugglers, singers, clowns, comedians – anyone you might see on a talent contest. Now associate Talent to redistribution. Picture those talent contest entrants being redistributed around a stage by a huge hand or claw, in a zany, comic fashion. See that picture.
Complete the Link yourself, by adding the remaining five Key Thoughts – Productivity, Costs, Profit Margins, Overseas, and Morale to the five thoughts you have linked so far. Here are some suggestions for Substitute Words and Phrase to help you make the associations.
Productivity – someone busily producing huge quantities of something Costs – huge piles of coins or notes Profit Margins – ma (a little old lady) selling gin and making a profit Overseas – a ship sailing on the ocean, or just an expanse of water Morale – more ale (lots of beer)
Forming a Link accomplishes two things. It forces you to concentrate, and be Initially Aware of, the thoughts of the speech, and it will give you the sequence of thoughts. When you know that you definitely have that sequence fixed in your mind, it gives you a confidence you wouldn’t have if you were relying on notes.
If you haven’t yet seriously tried to form a mental Link between the ten Key Thoughts listed on the previous pages, go back and do it right now. When you are ready, press Page Down to test yourself on how well you have memorised those ten Key Thoughts
Remembering Jokes and Stories – Tutorial 16
You have already learned the systems which will enable you to remember any joke or story. The Key Thought idea, the Link System, and the Peg System can all help you to remember Jokes and Stories.
Have you ever wondered how professional comedians can tell jokes for an hour or more, and repeat the same act night after night, telling the same jokes in the same order ? Well, many professional comedians Link a Key Thought of one joke to the Key Thought of the next, and so on. The comedian knows each of the jokes – he simply needs reminders of the jokes and their sequence.
So, a Link of Irishman to hamster to doctor to figs would be sufficient to remind a comedian to first tell the joke about the Irishman, then tell the one about the hamster, then the one about the doctor, and so on.
If you would like to remember a number of jokes, simply form a Link of Key Thoughts which will remind you of the jokes. To start your Link, you can picture any simple joke or gag, and associate that to a mental image of yourself dressed as a circus clown, telling jokes.
Suppose you pick a very old gag such as ‘What’s black and white and red all over….. a newspaper’. The Key Thought from this joke is newspaper, so you would associate newspaper to that picture of yourself telling jokes as a clown.
When you hear or read a joke that you would like to remember, you simply decide on a Key Thought to remind you of the joke, and associate it to the last item in your mental ‘Joke Chain’. So the second joke you want to remember would be associated to newspaper, the third joke to the second, and so on.
Selecting a single Key Thought or Key Word to remind you of a joke is easier than you might think. After all, when you hear people talking about jokes, they usually say things like ‘Tell us the one about the elephant’, or ‘Did you hear the one about the nun’. Each joke is summarised by one, Key word. Also, concentrating on the joke to come up with a Key Thought will make you concentrate on that joke, and be Initially Aware of it.
When you are forming your ‘Joke Chain’, use the principles you have already learned to make your visual associations strong ones. Be sure that your mental pictures are ludicrous and humorous. See them clearly in your mind’s eye for just a fraction of a second, and you will not forget them.
To recall the jokes you have memorised, you simply run through your Link mentally, and stop at the Key Thought for any joke that you wish to tell or recall.
For short gags, you can extend the Link idea by associating the punchline to your Key Thought for the joke. Take the following short joke :
Two eggs were in a saucepan. The first egg said ‘I’m fed up with this – it’s boiling in here’. ‘Just wait till you get out’ said the second egg, ‘They smash your head in !’
The Key Thought of this joke is eggs, so you would include eggs in your ‘Joke Chain’. If you then associated eggs to smashed head, you would also remember the punchline of the joke.
For longer jokes, anecdotes, and stories, you simply associate your Key Thought for the story to a series of ‘minor’ Key Words that will remind you of the sequence of the story.
Consider the following story :
A duck walked into a Public Library. It went over to the counter and said to the librarian ‘Book Book…Book Book…Book Book’. The librarian grabbed a broom and shooed the duck out of the library. Five minutes later the duck waddled in again, went over to the counter and said ‘Book Book… Book…Book’.
This time the librarian became angry and threw a book at the duck, which picked up the book in its beak and rushed out. It carried walking until it reached a big pond. In the middle of the pond was a frog, sitting on a big water lily. The duck splashed into the water, swam over to the water lily, and dropped the book in front of the frog.
The frog picked up the book, tossed it impatiently aside, and croaked ‘Reddit Reddit…Reddit Reddit’.
Now, your Key Thought for this story could be duck. To remember the sequence of the story, simply Link each of the main points of the story, starting with duck. For example, you could Link duck to library to broom to angry librarian to book to pond to frog to reddit. This would remind you of all the points in the story, in sequence.
An alternative method to Linking the jokes you want to remember is to use the Peg System. If you know Peg Words 1 to 100, then you have the means to remember a hundred jokes, in and out of sequence.
Simply associate the Key Thought of each joke you want to remember to a Peg Word. You then have an easy method of recalling jokes at random. Simply think of a Peg Word between 1 and 100, and the Peg Word for that number will remind you of the Key Thought for the joke you associated to it.
For example, suppose you associated a joke about a donkey to net, which (as you know) is the Peg Word for 21. If you subsequently think of 21, you know that the Peg Word for that number is net, which will remind you of donkey.
Before leaving this tutorial, go over the ideas discussed and think how you might apply them to the sort of jokes, gags, anecdotes. stories, etc., that you would like to be able to tell.
As an exercise, try the following over the next week or so. Every time you see, hear or read any type of joke, wisecrack, funny story, etc., decide on a Key Thought for that joke and associate it to a Peg Word. Start at Peg Word 1, and continue until you have exhausted all the Peg Words you know. The joke could be heard or seen anywhere – television, radio, at work or school, in a newspaper or book – absolutely anywhere. Make sure that the associations you form are strong and clear, and you will not forget those jokes.
When you have completed the exercise, go over each of the Peg Words you know, and you will be amazed to find that you have memorised that number of jokes within a week. You will be particularly impressed if you know 100 Peg Words, and so a hundred jokes !
That concludes the Tutorial on Remembering Jokes and Stories. Pres Page Down to return to the Main Menu.
Reading, Studying, and Learning – Tutorial 17
Having worked through Memory Master tutorials 1 to 16, you now have the necessary knowledge to remember any reading material as you read it.
The facts in reading material are normally sequential, so you can apply, basically, the Link System. Within most reading material you may come across names, unfamiliar words, numbers, technical data, and so on. None of this need present a problem, because you already know how to memorise them.
You are familiar with the Substitute Word system, which will help you remember names, unfamiliar words, and concepts. You know the Key Word or Key Thought idea, which, together with the Link System, will help you remember those things in sequence. You also know how to picture numbers, which will enable you to remember them as you read.
All you have to do is simply apply the Memory Master systems to the reading material you wish to remember.
Let’s see how that actually works in practice. Assume you want to remember the facts in the following ‘mini geography lesson’ about the island of Jamaica.
‘The island of Jamaica lies in the Caribbean Sea, and is one of the group of islands known collectively as the West Indies. Jamaica covers an area of some 4,411 square miles, and has a population of 2,388,000. The island’s capital is Kingston, which is situated in the South.
Jamaica was first reached by Europeans when Columbus landed there in 1494. The island became British in 1655, and independent within the Commonwealth in 1962.
The island’s chief exports are sugar, bananas, bauxite, and coffee. Jamaica also has a rapidly expanding tourist industry.’
Now, start applying the Link System to the facts in this text about Jamaica. You should begin your Link with a ‘Heading’ picture, a Substitute thought which will remind you of Jamaica. You might, for example, picture a Jam Maker, a chef dressed all in white who is frantically making pots and pots of strawberry jam, and getting covered in it from head to toe.
As always, the picture which you think of yourself is best for you to use, but let’s assume for the moment that you are going to use Jam Maker to begin your Link.
Before proceeding with the Link, you should realise that although the silly pictures described on the next few pages take a lot of words to describe, the actual images are formed in your mind as fast as thought.
O.K, picture a Jam Maker carrying beans to some Vest Indians – a group of Red Indians wearing string vests. This ludicrous picture will remind you of the first few facts – you’re reading about Jamaica, which lies in the Caribbean, and forms part of the West Indies. See the crazy picture in your mind’s eye for just an instant, right now.
The next two facts to remember both involve numbers – the area of Jamaica is 4,411 square miles, and has a population of 2,388,000. This is precisely the type of data which is normally so difficult to remember – it is completely abstract.
But, you have now learned how to picture numbers, so (as, incidentally they say in Jamaica) it is ‘No Problem !’. The number 4,411 could transpose to Re-routed, and 2,388,000 to Gnome Viva Success. So you could picture those Red Indians in string vests running around and being re-routed as they run, by a giant hand. And, as they are re-routed, they keep tripping over a garden gnome, which hops about shouting ‘Viva Success’.
Now, it may take a little time to come up with that picture, but, in order to do so, you are really concentrating on the material, and heightening your Initial Awareness of the facts you wish to remember. Also, how would you set about memorising a number like 2,388,000 without a system ?
Make sure you see that last picture clearly, then continue your Link. Associate the gnome saying ‘Viva Success’ to King’s Ton (Kingston). You might picture a King sitting on a throne, surrounded by a ton of gold coins. Suddenly, out of the gold pops that gnome, still merrily shouting ‘Viva Success !’.
The next fact to remember involves a date – Columbus discovered the island in 1494. To picture any date, simply split it into two two-digit numbers and link the Peg Words for those numbers. So, 1494 would be Tyre Bear.
Now, link King’s Ton, Column Bus (Columbus) and Tyre Bear. Imagine the King counting his ton of gold when out of the gold pile drives a bus shaped like Nelson’s column. The column bus drives round and round on the ton of gold, then screeches to a halt. Out of the bus leaps a bear, swinging a big tyre around its middle like a hoola-hoop. Try and see that zany picture right now. It does take a little imagination to come up with the sily pictures, but once you see them clearly, just for a split second, you will have memorised the facts you wish to learn.
The next fact to remember is that the island became British in 1655. To picture this, you could see a dish – shaped lily (16 – 55) waving a Union Jack flag. Now associate that image to Tyre Bear. Picture that bear, still swinging the tyre around its middle, leaping into a pond full of dish-shaped lilies which are vigourously waving Union Jack flags. As mentioned earlier, this picture takes a lot of written words to describe, but is actually seen in an instant.
Continue your Link. Jamaica became independent in 1962 (tap – chain). Picture a tap with arms and legs which swings a heavy chain around in the air. As it does this, it jumps across that lily pond, stepping on the dish-shaped lilies as it goes, until it falls in the deep end (independent) of the pond and sinks slowly, dramatically, to the bottom.
Now, form your own silly pictures to Link to the next facts – Jamaica’s exports include sugar, bananas, bauxite, rum, and coffee. Include each one of these items in your Link :- associate tap – chain to sugar to bananas to bauxite to rum to coffee (hint – for bauxite picture box it – the other items can be easily pictured). Make those associations clearly, right now.
Complete your Link by associating coffee to the final fact – the island’s rapidly expanding tourist industry. Picture lots of tourists who are somehow expanding very quickly, as if being inflated by a giant pump. They are drinking coffee, which is so hot it makes them burst, like balloons. Make that mental image as comical as possible, and you are sure to remember it.
That completes your Link, and also the task of memorising the stated facts about Jamaica. Go over the complete Link in your mind once more, before reading any further. If you have really tried to see all the ridiculous pictures, you will remember all the facts in the ‘mini lesson’.
In this example, every fact from the reading material was included in the Link. Obviously, when you actually start to use the system in practice, you will be selective and only link the facts you feel you want to remember.
Press Page Down to see how well the systems worked for you in remembering the facts from the example given.
Learning The 52 Card Words – Tutorial 18
As stated in the Introduction, playing cards are difficult to remember because they are intangible. The system you are about to learn is based on having each card in the deck represented by a tangible item, which can easily be pictured.
The system is in fact an extension of the system you have already learned to help you remember numbers. You will be taught a Card Word for each of the 52 cards. The Card Words follow a definite phonetic pattern (remember the Phonetic Alphabet ?), and are easy to learn. Each of the Card Words is an item which can easily be pictured, and hence associated to other items.
The phonetic pattern used is very simple. The Card Word for each card will begin with either C,D,H,S, for Clubs, Diamonds, Hearts, Spades. The next consonant sound in the word represents the value of the card. For example, the word home can only represent the 3H. It begins with a H for Hearts, and the next consonant sound in the word is m, for 3.
The word (and also picture) cake must represent the 7C. It begins with a C, for Clubs, and the next phonetic sound is k, for 7. Similarly, the 9S is soap, and dune can only be the 2D.
Once you understand the pattern, there are no choices or decisions to make. Before proceeding any further, make sure you understand the examples given so far.
Now, before presenting you with the full list of 52 Card Words to learn, here are some further rules about the Phonetic Pattern used.
The s sound will always be used to represent the four 10 cards – i.e. 10C, 10D, 10H, 10S. Since there is no zero of any suit, this fits in nicely with the pattern. The Aces are simply counted as 1 – e.g. the AD (Ace of Diamonds) will always be represented by the Card Word date.
The Court Cards Jack, Queen, and King are treated as numbers 11, 12 and 13 respectively. So the QC (Queen of Clubs) will always be represented by the word cotton – c for clubs, tt for 1 (the first digit of 12), and n for 2 (the second digit of 12). Similarly, satan will always represent the QS (Queen of Spades), and hooded will be the Card Word for the JH (Jack of Hearts).
As with the Peg Words, you will need to form a definite mental picture for each Card Word, and learn the words so well that every time you see, say, the Jack of Hearts in a deck of cards, you will instantly see a mental picture of a hooded man. Once again, the mental pictures you form are entirely up you – the important thing is that you should be able to see each picture clearly, and be able to conjure up the picture instantly.
On the next page is a list of the 52 Card Words for you to learn thoroughly. To obtain a hard copy of the list, print the file ‘CARDS.LST’ on the Memory Master disk. Because the words follow a definite pattern, they are much easier to learn than you think. Take some time now to learn them thoroughly – you will find them just as effective an aid for remembering Playing Cards as the Peg Words are for remembering numbers.
As you learn each Card Word, fix on a definite mental picture for that word and stick to that same picture every time. We could give you suggestions for the mental pictures, but you will be aware by now that this removes your Initial Awareness – it is much better if you form your own, vivid mental images for the words. Here is the complete list of 52 Card Words :
Clubs Diamonds —– ——– AC – Cute AD – Date 2C – Can 2D – Dune 3C – Come 3D – Dame 4C – Core 4D – Door 5C – Cool 5D – Duel 6C – Cash 6D – Dash 7C – Coke 7D – Deck 8C – Cuff 8D – Dive 9C – Cap 9D – Dip 10C – Case 10D – Daze JC – Cadet JD – Dotted QC – Cotton QD – Detain KC – Cut Me KD – Dead Ham Hearts Spades —— —— AH – Hat AS – Suit 2H – Hen 2S – Sun 3H – Home 3S – Sum 4H – Hair 4S – Sore 5H – Hole 5S – Sail 6H – Hash 6S – Sash 7H – Hog 7S – Sock 8H – Hoof 8S – Safe 9H – Hoop 9S – Soap 10H – Hose 10S – Suds JH – Hooded JS – Steed QH – Hoe Down QS – Satan KH – Hit Me KS – Steam
Take some time right now to learn them as thorougly as you learned the Peg Words. Remember that the phonetic pattern almost tells you what the word for each card is. When you think you are ready to test yourself on the Card Words, press Try Me.
Sequences of Playing Cards – Tutorial 19
Having learned the Card Words thoroughly, you now have the knowledge to memorise a complete deck of 52 cards – in sequence !.
Difficult ? Not at all, if we combine the Card Word System with our old friend the Link System.
Of course it will take a little practice, so let’s start with say a dozen cards. Imagine someone is turning over twelve cards off the top of a shuffled deck, one at a time, and you are trying to remember them in sequence.
The first two cards are the 4H (Hair) and the KS (Steam), so begin your Link by picturing steam coming out of your hair. As ever, make your mental picture as ludicrous and vivid as possible. Imagine that steam pouring out of your hair really viciously, so that your are enveloped in steam.
The next card is the QD (Detain), so continue your link by picturing a policeman detaining you for some crime – he is so mad that steam is pouring fast and furiously out of his ears.
The fourth card is the 7S (Sock), so link detain to sock. Perhaps the policeman is now detaining a gigantic sock – make the picture ridiculous, and see it clearly in your mind’s eye for a split second.
The fifth card is the 2H (Hen), so to continue the Link you might picture yourself wearing a hen on your foot instead of a sock. See that picture.
Now, continue the Link with the following seven cards, in sequence :
6C – Cash, 9S – Soap, 7H – Hog, 5S – Sail, 5D – Duel, AH – Hat, 2C – Can
Link Hen to Cash, to Soap, to Hog, to Sail, to Duel, to Hat, to Can. Make those ridiculous associations right now, and be sure to see each mental picture very clearly.
When you have completed the Link then you must know the twelve cards in sequence, because the Card Words tell you what the cards are. Following the phonetic pattern you learned in the previous tutorial, Hen can only transpose to the two of hearts, and so on.
The system applies equally well to 52 cards as 12, though it does take a little longer !
Press Page Down to test yourself on how well you have learned the sequence of twelve cards.
Applying the Card Words – Tutorial 20
You now have the knowledge to picture any playing card instantly, and to memorise sequences of playing cards quickly and efficiently. The exact way in which you apply these skills to playing card games will depend on which games you play. The systems you have learned are flexible – you can adapt or expand them to help you improve your chances at any card game you choose.
This tutorial aims to demonstrate a few ways in which the systems can be applied to various card games . Once you understand the basic idea, you can creatively apply the systems in your own way to your own favourite card game or games.
Although the Link system when applied to memorising the complete sequence of a deck of cards is a truly impressive stunt, the Link idea is not actually the most useful when applied to games such as bridge, solo, gin rummy or canasta.
In all these games, you need to know which cards have been played so far during any hand – the order in which they were played is usually not so important. The easiest method of accomplishing this is to use the mutilation idea.
To memorise all the cards played, you simply picture the Card Word for each card as it is played, and mutilate that picture in some way. If the 3H is played, picture a burning home. When the 5S is played, see a ripped sail; the 2H, picture a headless hen; the 7D picture a burning deck, and so on. Simply mutilate the picture that represents the card in your mind, in some quick way.
As you get more practice, this will become easier and easier to do. For one thing, you will get to know the Card Words better and better. Also, once you see a mutilation of any Card Word, you will use that same picture all the time.
Try the idea now, with a deck of cards. Take out, say, ten cards, without looking at them, and put them to one side. Now, turn over the remaining 42 cards one at a time, and as you look at each card, mutilate the Card Word for that card in your mind. The way in which you mutilate the picture is entirely up to you, but remember that whatever comes to mind first is the best picture to use.
When you have turned over the 42 cards, and created 42 mutilated Card Word pictures in your mind, you will easily remember which ten cards were taken out of the deck. You simply go over the 52 Card Words in your mind – any picture which has not been mutilated will stand out like a sore thumb !
Practice this stunt a few times on your own, then try it with a friend calling out the cards to you as he turns them over. This is a truly impressive stunt when done quickly. Incidentally, it does not matter how many cards are removed from the pack – in fact, the more cards removed the easier, because there are fewer to mutilate. For bridge players, thirteen cards is a good demonstration. Have someone deal four hands of thirteen cards, and call out three of the hands, a card at a time. You then tell him exactly what is in the fourth hand !
To gain speed, you will need to work at making the Card Words second nature. The better you know them, the quicker you will be able to perform the missing card stunt. When you are running through the list of Card Words in your mind to determine which ones have been mutilated, is a good idea to always use the same order for the suits – say Clubs, Diamonds, Hearts, Spades. This will save you the time and possible confusion of going over the same list twice.
The mutilation system works well for any discard game. Bridge players in particular use the system to great effect. Some memorise only the trump cards which have been played, so they mutilate only the trump cards. More experienced players will often memorise all the cards played, so they mutilate each one as it is played.
In gin rummy, it is important to know whether it is safe to play any particular card. So, as you play, mutilate each card discarded by yourself and your opponent. When you want to know if it is safe to discard a particular card, you just need to think of three or four Card Words. If you are thinking of discarding the 7D, think of the Card Words for the 6D and 8D. If they haven’t been mutilated then your opponent may be waiting for the 7D to complete a diamond run. When your opponent takes a card, associate the Card Word to his face. If he takes the 2H, see a hen sitting on his head. Later, you will remember all the cards your opponent has picked up !
In Pontoon or Blackjack, knowing what cards have been played is a great help in knowing when to double your bet, and when to stop, or twist.
Although poker is not a discard game, a memory of what has been played is certainly very useful. All good poker players have an idea of poker odds, and the odds do change according to cards played. So in a stud poker game it would be bad play to keep betting because you are waiting for an ace when you know that two aces have already been dealt to other players.
The above ideas are just some of the ways in which you can apply the Card Words to various card games. The most important thing to remember is that applying the systems is a creative activity. We have given you the basic systems – the way in which you apply them to the card games you play is now up to you. Good Luck !
Impressive Memory Stunts – Tutorial 21
This tutorial suggests some ‘amazing’ feats of memory you can perform, using the systems you have learned throughout the Memory Master course.
When reading how to perform these stunts, bear in mind that they are really only suggestions for memory demonstrations that you might like to try out on your friends. If you can think of ways to adapt or expand these stunts to suit yourself, then so much the better.
Memory Stunt Number 1 – Missing Numbers
Get someone to number a piece of paper from 1 to 100, and tell him to circle or highlight any five of the numbers, at random. Then tell him to call out all the remaining numbers one by one, and to cross them out as they are called. The numbers should be called out randomly, not in any numerical sequence.
You don’t of course look at the paper while he is doing this. You could be blindfolded, or sitting with your back to him. When all the numbers except the circled ones have been crossed out, you tell your friend exactly which five numbers he originally circled !
Difficult ? Not at all, provided that you know Peg Words 1 to 100 really thoroughly. As your friend calls out the numbers, you simply picture the Peg Word for that number, and mentally ‘deface’ the picture. Suppose the number 5 (Peg Word law) was called. Think of your mental picture for law – a policeman, and deface it. Perhaps the policeman has been stripped of his uniform, and is wearing nothing but his underwear and his police helmet.
If the number 20 is called, see a bleeding nose. For 14 you might see a punctured tyre; for 73 a comb with teeth missing; for 97 a book with its cover torn, and pages missing; for 30 a mouse without a tail; and so on.
When all the numbers have been called out, go over the Peg Words from 1 to 100, and any one that has not been ‘defaced’ in your mind has to be a circled number.
The process of ‘defacing’ your mental pictures of the Peg Words will become easier and quicker to do as you practice doing it. There are two reasons for this – you’ll get to know the Peg Words better and better as you practice, and once you picture a ‘defaced’ Peg Word, you’ll use the same picture to deface it every time. The defaced picture will become an instantaneous image in your mind.
If you don’t feel confident with handling a hundred numbers, then you could start with fifty, and increase the number each time you perform the stunt. When you are completely confident with the Peg Words, and your friend calls out the numbers quickly, this really is a most impressive demonstration of ‘memory power’.
Memory Stunt Number 2 – Memorising a Magazine
A really impressive feat of memory is to memorise the highlights of every single page in a magazine. To do this, you simply associate the Peg Words for each page number to the outstanding stories or pictures on that page.
If there are more than a hundred pages in the magazine, you can make up Peg Words to fit. Using the Phonetic Alphabet, there is literally no limit no the number of Peg Words you can create.
This stunt probably works best with a magazine that you are actually interested in, such as a hobby magazine for your favourite hobby. However, it will work well for any magazine. Once you have made all the associations, you should be able to describe the highlights for any page number called. You will probably find that you know the positions of the pictures, without making a special effort to remember them.
Each association will conjure up for you a mental picture of the whole page. This is one of the closest things to a ‘photographic’ memory. Try it for yourself, with any magazine, and you’ll be surprised how effective it is !
Memory Stunt Number 3 – Thought Transference
This stunt relies on you having one or more friends or relatives who are prepared to occasionally accept a strange phone call, and who understand the rules of the Phonetic Alphabet.
It works like this. Tell a group of friends (or your ‘audience’) that you know someone who can read thoughts over long distances. Before you begin the ‘demonstration’, give one of your audience the phone number of your ‘medium’ friend.
Next, ask someone to jot down a six-digit number on a piece of paper. Your audience then have to look at the number and concentrate on it very hard. You then ask someone to dial the telephone number you gave them earlier. As they are dialing, you say ‘Ask for Thomas Smith’. When your friend answers the phone, he tells the caller that the number you are all staring at is 130031, and he will be dead right !
How is it done ? Well, you have told your ‘accomplice’ that the number is 130031, via the name Thomas Smith, which phonetically translates to 130031.
Of course, the name you tell the caller to ask for will be different each time, because it depends entirely on the six-digit number. You will have told your assistant beforehand that the number will always be six digits, so he or she will ignore any phonetic sounds in the name after the first six.
For example, if the six digits were 926329, you might give the name :
Your assistant would only give the first six digits – 926329, because he knows that the number only contains six digits. Your ‘medium’ friend should not blurt out the number, but give the digits slowly, one at a time, as if really concentrating on the process of thought transference. At your end, the showmanship is really up to you. Don’t worry about being able to come up with a name that fits the number given. You will have plenty of time while your audience are ‘concentrating’ on those digits.
With the right amount of showmanship from you, and dramatic pauses from your assistant, this really is a most effective stunt !
That concludes the Memory Master training course. If you have just skipped through the course, nodding as you understand the principles but not really stopping to try all the examples, you should go back to the beginning and learn the basics thoroughly. Start with Association and the Link, and really make an effort to perform the mental exercises given.
The time you spend doing it now is guaranteed to save you huge chunks of time and effort in the future. Above all, remember that the Memory Master systems are designed to be flexible – adapt them to your needs, and to the things that you personally would like to remember.