Yiddishe Kop: The Book of Jewish Brain Teasers Vol. 2
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About this ebook
Yiddishe Kop: The Book of Jewish Brain Teasers Vol. 2 offers another 52 challenging lateral thinking puzzles with a Jewish bent. The term "lateral thinking" was coined by Edward de Bono to describe how one solves a problem creatively by seeing it from different angles. "Yiddishe kop" refers to a Jewish logic which may have developed from traditional Torah study. Just as the Torah is compared to a diamond with 70 facets, allowing one to learn different lessons from phrases, words or even letters if viewed from the proper angle, the solutions to these puzzles may hinge on a similar type of detail.
True to Jewish form, the puzzles are designed to make you ask good questions!
Play by yourself (using the clues) or with a group. Recommended for ages 10 and up.
Hazakah Productions
Hazakah.com is the premier destination for Jewish themed games and books. With an eye towards creating family friendly content that is both fun and engaging, our goal is to provide quality time for families and social groups.
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Yiddishe Kop - Hazakah Productions
Yiddishe Kop: The Book
of Jewish Brain Teasers
Vol. 2
Copyright Hazakah, Inc. 2021
Published by Hazakah at Smashwords
We are excited to release this second volume of Yiddishe Kop: lateral thinking puzzles with a Jewish bent. We are including 52 questions, numbered 53-104 (for questions 1-52, see Volume One).
The term lateral thinking
was coined by Edward de Bono to describe how one solves a problem creatively by seeing it from different angles. Yiddishe kop
refers to a Jewish logic which may have developed from traditional Torah study. Just as the Torah is compared to a diamond with 70 facets, allowing one to learn different lessons from phrases, words or even letters if viewed from the proper angle, the solutions to these puzzles may hinge on a similar type of detail.
These riddles may be played alone or in a group. When alone, reveal one clue at a time and try to determine the answer. When played in a group, everyone but the reader (the Puzzle Master) should ask questions. The Puzzle Master may only give one of four responses: yes,
no,
irrelevant
or partially correct.
A yes
response allows the questioner to ask a follow up question. If the group can't determine the answer within a certain number of questions (i.e. 20 questions), then the Puzzle Master wins that round. The role of Puzzle Master should rotate each round.
A sample round might look like this:
First the puzzle