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The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3: Twenty-One Central Five-Letter Stems the 3Rd Set of Seven: Ireas, Inrst, Inrat, Inras Inert, Iners, Inear a Compilation of Mentafile(Tm) Coloring Workbooks
The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3: Twenty-One Central Five-Letter Stems the 3Rd Set of Seven: Ireas, Inrst, Inrat, Inras Inert, Iners, Inear a Compilation of Mentafile(Tm) Coloring Workbooks
The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3: Twenty-One Central Five-Letter Stems the 3Rd Set of Seven: Ireas, Inrst, Inrat, Inras Inert, Iners, Inear a Compilation of Mentafile(Tm) Coloring Workbooks
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The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3: Twenty-One Central Five-Letter Stems the 3Rd Set of Seven: Ireas, Inrst, Inrat, Inras Inert, Iners, Inear a Compilation of Mentafile(Tm) Coloring Workbooks

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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 ones 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.
LanguageEnglish
PublisherAuthorHouse
Release dateAug 27, 2012
ISBN9781477245576
The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3: Twenty-One Central Five-Letter Stems the 3Rd Set of Seven: Ireas, Inrst, Inrat, Inras Inert, Iners, Inear a Compilation of Mentafile(Tm) Coloring Workbooks
Author

Frank H. Gaertner

Frank H. Gaertner is a retired scientist and the author of over fifty publications and patents covering aspects of enzymology, bacteriology, entomology, virology and molecular genetics. He is a co-founder of Mycogen Corporation in San Diego and co-inventor of ARCs, an Amended Recombinant Cell delivery system for interferon and other medically important peptides. The present work is the fifth and last offering in "The Amazing Illustrated Word Game Memory Book" series.

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    The Amazing Illustrated Word-Game Memory Books Volume 2 Set 3 - Frank H. Gaertner

    THE AMAZING ILLUSTRATED

    WORD-GAME MEMORY BOOKS

    VOLUME 2, SET 3

    TWENTY-ONE CENTRAL FIVE-LETTER STEMS; THE THIRD SEVEN:

    IREAS, INRST, INRAT, INRAS INERT, INERS, INEAR

    Image459.JPG

    Frank H. Gaertner

    ah1.jpg

    AuthorHouse™

    1663 Liberty Drive

    Bloomington, IN47403

    www.authorhouse.com

    Phone: 1-800-839-8640

    © 2012 Frank H. Gaertner. All rights reserved.

    No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means without the written permission of the author.

    Published by AuthorHouse 08/20/2012

    ISBN: 978-1-4772-4556-9 (sc)

    ISBN: 978-1-4772-4557-6 (e)

    Library of Congress Control Number: 2011908630

    Any people depicted in stock imagery provided by Thinkstock are models, and such images are being used for illustrative purposes only.

    Certain stock imagery © Thinkstock.

    Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.

    Contents

    Introduction and Conclusion of the Series

    The AIWGMB Summary and Study Tables

    Organization of the Book’s Chapters

    Seven and Eight-Letter Word Counts

    An Array that Captures all 24,029 Words

    The AIWGMB Code-Word Definitions

    Summary of Recommendations

    Flashcard Directions

    Set 3 Flashcards and Illustrations

    Chapters

    IREAS

    INRST

    INRAT

    INRAS

    INERT

    INERS

    INEAR

    Introduction

    This book, Volume 2, Set 3, of The Amazing Illustrated Word Game Memory Books (The AIWGMB, V2S3), adds the last seven of the 21 five-letter-stems needed to compliment and feed into the Central Seven Six-Letter-Stems of V1S1. The 21 are as follow:

    NEAST, IEAST, INAST, INEST, INEAT, INEAS, REAST (V2S1), RNAST, RNEST, RNEAT, RNEAS, IRAST, IREST, IREAT (V2S2), IREAS, INRST, INRAT, INRAS, INERT, INERS, INEAR (V2 S3). The seven that are the subject of this book, V2 S3, are underlined.

    Conclusion of the Series

    When I was a teenager I remember being impressed by a movie that was advertised as More than Ten Years in the Making! Now that I’m 74, and can say the same thing about The AIWGMB, I find myself surprised at how fast the last ten years slipped by. I’m also surprised how the completion of this project has left me feeling a little sad. Luckily, the fun has just begun, given that I’m going to illustrate a story that I wrote twelve years ago, and will have an opportunity to revise The AIWGMB when a new, official, word-game lexicon issues. And then there’s The Central 35 Four-Letter Stems; who is going to take them on? I’m thinking about it but, gadzooks, I’d be lucky to finish that series by age 90! At any rate, The AIWGMB already claims 2778 of the seven-letter words likely to show up in games such as SCRABBLE® and Words with Friends!

    A Fast Method for Rapid Recall of The AIWGMB Seven-Letter Words

    I have found the following study-method works well to fix words into my brain’s flash-memory files. There are 315 seven-letter words captured by the Central Seven Six-Letter-Stems of TheAIWGMB, V1S1. The method I’ve used to remember them is demonstrated in the following example. Looking at an illustration, I close my eyes, and see the illustration in as much detail as I can muster. Then I read the story and close my eyes a second time while I recall at least one of the seven-letter words. Having done this, I move on to the next illustration and repeat the process, but before moving on, I once more close my eyes, see the illustration, and recall at least one of the seven-letter words. I reiterate this process until all of the stories in a chapter have been so memorized. Then, with the book closed I start from the beginning, and mentally see the illustrations and single words in rapid succession. For example, with the INEAST chapter of V1S1, I see ENTASIA in ties, Noah with BANTIES, Ma with ACETINS, a drunk that DETAINS a monk, an illegal sail in an ETESIAN wind, the FAINEST man wearing pretty shoes, the King eating INGESTA, a SHEITAN scaring Ivy, ISATINE killing bees, the JANGLIEST toes, tots in INTAKES, the tin-man offering a SLAINTE, the INMATES at a tomb, the INANEST tire, towels supporting a man’s ATONIES, the SPINATE dish, taxis that look like ANTIQUES, dove RETINAS, NASTIES read in a tub, a giant’s nose on a SATINET pillow, AUNTIES in a net, NATIVES in nuns’ habits, the WANIEST gnome, a narwhal reading a SEXTAIN, a nailed plant with EPINASTY, and the ZANIEST man gnashing his teeth on corn.

    Then, before I sleep and once more before I get up in the morning, I mentally flash through the illustrations and words in question. If I miss a few, that’s okay. I just quickly rescan the chapter to refresh my memory and repeat the process. When I can mentally rehearse the one-word list in two minutes or less, I fill-in the other seven-letter words in the story. Once all of the pertinent words can be perfectly recalled in this way, I’m ready to play a game and can expect that these playable seven-letter words will come to mind the instant I see the scrambled seven letters in my hand.

    It’s important to understand that this process only works well when one has thoroughly memorized the iconic alphanumeric code-words. "A is tie, B is Noah, C is Ma", etc. should whip through one’s mind, and be able to do so in 30 seconds or less. Once mastered, the code becomes a powerful flash-memory tool to use in each of the 35 chapters of The AIWGMB. For example, in V1S1 there are 69 six-letter-stem words in INEAST, 48 in RNEAST, 61 in IREAST, 21 in INRAST, 38 in INERST, 46 in INEART, and 32 in INEASR. At the pace of about two minutes for each six-letter-stem of the Central Seven I can mentally rehearse the whole set in less than 15 minutes, and I can do this anytime I’m caught waiting for someone, trapped in a boring meeting, nodding off to sleep, or waking up. And here is another good test, once one has mastered the code, one should be able to mentally rehearse the lists just as fast whether one does them forwards, backwards or randomly.

    TheAIWGMB Summary and Study-Method Tables

    I’ve placed in tabular form the single-word reminders I’ve used with the study method described above. The Tables also serve to summarize the entire Mentafile™ filing-system of The AIWGMB.

    The CENTRAL SEVEN (V1S1)

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