If ever you have been humiliated playing word games, wondered how some players seem to pull seven-letter words out of a hat, questioned what your favorite game words meant, or simply could use a humorous, mentally stimulating way to rapidly recall key bonus words, then this book is for you. This volume organizes letters in groups of six, the so-called six-letter stems, according to those most likely to lead to seven-letter bonus-scoring words. The letters of the six-letter stems; INEAST, RNEAST, IREAST, INRAST, INERST, INEART and INEASR, are ones that are highly likely to show up in scrambled array in a word-game-seven-letter hand, and are the ones most likely to generate seven-letter bonus words. For example, add any letter, except J, Q or Y, to INEAST and one or more of the seven-letter words in the official word-game lexicon show up, but of course you have to know them and quickly unscramble them to be able to use them. In this volume these words are mentally filed for instantaneous recall through the use of coded, dramatically humorous stories and pictures. Active participation on the part of the reader in the form of reading, reciting, writing and coloring is used to trigger memory traces in both the right and left-brain. Mental visualization of pictures is used to reinforce photographic memory. And the humorous, dramatic or sometimes politically incorrect stories that go with the pictures are used to reinforce emotional memory traces. In addition the stories and the seven-letter words that go with the stories are organized according to an alphanumeric code that helps create a mental filing cabinet for rapid retrieval of the words in question. A method of play that will further increase the chances of forming bonus-scoring game-words is also given.
This set, Volume I, Set 2 of The Amazing Illustrated Word Game Memory Books (The AIWGMB), takes up where Set 1 left off. Set 2 provides additional means for developing one’s flash memory of the Central Seven Six-Letter Stems, as well as means for acquiring a flash memory for an additional set of six-letter stems, referred to herein as the Auxiliary Seven. These seven include four key stems (EREAST, INEOST, RNEOST and INEOSR), i.e. ones the author needed to complete the stories and illustrations of the Top Ten Six-Letter Stems. Set 2 also includes stories and illustrations for three other important stems (LNEAST, ONEAST and UNEAST), which serve as key "on-the-way" supplements to The Central Seven of Volume 1, Set 1. As an added bonus, the makings of flashcards for stories, seven-letter words, hook-letters, eight-letter words and alphagrams for both Sets 1 and 2 of Volume I of The AIWGMB are provided. These cards can offer a quick way to enhance one’s flash memory of all of the seven-letter words listed in Volume 1, as well as a way to bring to the fore game-busting eight-letter complements. Finally, the author’s "on-the-way" word-game strategy, first introduced in Set 1, is described in detail.
The Amazing Illustrated Word Game Memory Books (The AIWGMB, Vol. 2, Set 1) introduces readers to the first seven of 21 five-letter-stems that are an essential part of Mentafile™, word-game strategy as described in Volume 1, Sets 1 and 2 of The AIWGMB. Amusing, emotionally charged, coded short-stories, illustrations and flash cards of the five-letter-stems that complement the Central Seven and Auxiliary Seven six-letter-stems of Volume 1, act to greatly expand one’s photographic-memory and flash-card recall of key seven and eight-letter game-words, i.e., those especially useful in SCRABBLE®, JUMBLE®, WORD TOWER, etc. Readers are also invited to play A Game Within the Game where they test their ability to quickly create short stories and sketches from computer-generated, accurately defined, word lists. One never knows where the words will lead, and the five-letter-stems, with their frequently long lists of esoteric, little-used words, can take one’s mind to some exceedingly bizarre, surprisingly memorable places. For example, when one adds a second A and another letter to the five-letter-stem REAST, official game-word programs will assign the following interesting list of seven-letter words: ABATERS (reducers of intense occurrences), ABREAST (side by side), CARATES (tropical skin disease), GASTREA (primitive microbe), TEARGAS (tearing gas), KARATES (martial arts), AEROSAT (air-control satellite), ERRATAS (typing errors). To play A Game Within the Game, one uses all of the defined seven-letter words and the game’s universal iconic code for the letter “A” (men’s ties into something, or ties someone up). When the reader has made their story emotionally charged, used as few extraneous words as possible, and made a rough sketch to illustrate their story, they compare results with the author’s for a surprising, fun way to reinforce one’s photographic recall. See, for example, page 291.
This book, Volume 2, Set 2 of the AIWGMB, is a continuation of a three-set series of stories and illustrations representing all of the 7-letter words captured by The Central Twenty-One Five-Letter Stems that feed into the Central Seven Six-Letter Stems of Volume 1, Set 1. Knowledge and flash, photographic-memory recall of these word lists, together with those of the Auxiliary Seven Six-Letter Stems of Volume 1, Set 2 can be valuable assets for any wannabe, top contender in our rapidly growing, competitive, word-game, social networks. The wordlists, organized in Mentafile™ format, are coded with peg-words assigned to each letter of the alphabet. This type of iconic coding-organization can make letter-management, and identification of 7-letter words within scrambled arrays, effortless, almost as though one has an app that automatically brings bonus-words to mind as one plays off letters “on-the-way” to one of the Central Seven Six-Letter Stems. For example, in a board game, where letters must be unscrambled to reveal hidden words, one might hold, in alphagram order, the following seven letters; ADNRSTU. For those accomplished with Vol. 2, Set 2 of the AIWGMB, the identification of the five-letter stem, RNAST, and the letter, D, within ADNRSTU, would be instantaneous, along with the mental search for the story and illustration of “She STRANDS the drunk on a TUNDRA’S plain.” Alternatively, one might hold ADNRSST, which would immediately bring up the word STRANDS from that story. STANDER, the only other possibility for a 7-letter RNASTD word would show up with the holding of ADENRST, the only bonus word featured in the drunk file of RNEAST, one of the Central Seven Six-Letter Stems of Vol. 1, Set 1. Therefore, with no E, R or S in the hand, one skilled in the use of The AIWGMB would know, with valuable certainty, that no 7-letter bonus words were available for play. But the fun’s not over. It really begins when we add to our search the thirty four, 8-letter RNASTD words of RNAST, RNEAST and INRAST. Having learned to “read” alphagrams from the flashcards connected to the stories and Illustrations of this series, we now watch our opponents shrink in terror as we unleash our knowledge and skill at finding and playing one of these 8-letter winners!
This book, Volume 2, Set 3 (V2S3) of The Amazing Illustrated Word Game Memory Books (The AIWGMB), completes stories and illustrations that have the ability to lock into one’s photographic memory 2778 of the seven-letter words most likely to show up in the social-network, crossword games. V2S3 also completes flashcard formats for 6449 complementing eight-letter words and their alphagrams. Also provided are rapid study-methods along with single-word reminders, in summarizing tables, of all of the stories and illustrations in The AIWGMB.
We all know about atoms. For example, we all know that hydrogen, oxygen, silver, and gold are atoms. We also know that atoms make soil, air, water, plants, animals and everything else on planet earth. But how many of us truly appreciate the fact that these things and all other such things in our universe are not only made of atoms but are made by them! Atoms, themselves self-assembled from nothing more than protons, neutrons, and electrons, have made and continue to make everything!
And they’ve done it and continue to do it on their own. It is the purpose of this book to help the author, and others so interested, come to grips with this mind boggling state of affairs, and to help develop an intimate knowledge and appreciation for the self-assembly of our universe and of its building blocks, the atoms. To do this the author has, himself, begun self-assembling all of the atomic nuclei listed in the periodic chart of elements using colorful orange and white ping-pong balls, his chosen representatives for protons and neutrons. Through this device, the intimate stories uniquely connected to each of the atoms, their mode of self-assembly, and their role in the creation of the universe, unfold.