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portada The Amazing Illustrated Word Game Memory Books, Vol. 2, set 1: Twenty-One Central Five-Letter-Stems; The First Seven: Neast, Ieast, Inast, Inest, Ineat, Ineas and Reast (en Inglés)
Formato
Libro Físico
Editorial
Año
2010
Idioma
Inglés
N° páginas
344
Encuadernación
Tapa Blanda
ISBN
1449055001
ISBN13
9781449055004

The Amazing Illustrated Word Game Memory Books, Vol. 2, set 1: Twenty-One Central Five-Letter-Stems; The First Seven: Neast, Ieast, Inast, Inest, Ineat, Ineas and Reast (en Inglés)

Frank H. Gaertner (Autor) · Authorhouse · Tapa Blanda

The Amazing Illustrated Word Game Memory Books, Vol. 2, set 1: Twenty-One Central Five-Letter-Stems; The First Seven: Neast, Ieast, Inast, Inest, Ineat, Ineas and Reast (en Inglés) - Frank H. Gaertner

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Reseña del libro "The Amazing Illustrated Word Game Memory Books, Vol. 2, set 1: Twenty-One Central Five-Letter-Stems; The First Seven: Neast, Ieast, Inast, Inest, Ineat, Ineas and Reast (en Inglés)"

This edition of 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 TM, on-the-way, 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, 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.

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