Memorizing cards is a fool. Principles of memorization using playing cards as an example

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How to remember a deck of cards

Memorizing cards can go a long way toward winning a card competition, whether it's simple card games or complex ones. For example, you and a friend decided to play “Fool”, he has six cards, the suits of which you know. As a result, you will make the right moves and will not be left in the cold.

How to memorize a deck of cards quickly and easily

Everything is very simple. There is a certain method of memorization, however, it may not be suitable for everyone, since each person has his own individual characteristics. Thanks to this method, after a certain amount of training, a person will learn to calculate the opponent’s cards, regardless of whether they are simple card games or complex ones.

Plus, after mastering similar method, it can be applied in various areas, for example, it is also easy to remember a certain number of items regardless of where cards are played. The main rule for remembering is to constantly work on yourself.

First, you can master the technique of memorizing the cards of the trump suit, then the next suit, and then the entire deck. The basis of the method itself is associative thinking. Cards are remembered thanks to associations (imaginary images). Each card must be associated with a specific picture. For example, let’s assign a certain image to each card, starting with the Ace and ending with the Ten.

The image will have two meanings: a letter and a number. For example, if an ace corresponds to the number 1, then it needs to be assigned the letter A, a two will be considered as a B, etc. The suit is indicated by the second letter. That is, clubs will be represented by the letter T, hearts by H, etc. Obviously, the three of hearts will have the image of HF, and the two of spades will have the image of BP. After representing the cards in the form of letters and numbers, they should be considered in the images of people. For example, ace of spades, can be associated with Alaya Pugacheva, and 5 clubs with Dmitry Torbinsky.

Each card should be given an image of a person who is familiar to you, and then associated with the action. For example, Torbinsky may be associated with the word “goal”, and the famous singer Alla Pugacheva with “Harlequin” (her famous song).

After the cards have received their names, you should think about an action for these very people that will correspond to their occupation, regardless of where the cards are actually played.

A method for memorizing a card deck of 36 or 52 cards

Before you start memorizing the deck, you should do something, namely: calculate each step, making sure that there are really 52 cards and not less; unless they are regular 36 card playing cards. Then imagine each step as empty (there should be no sounds or people); and consider each step from a mental perspective. For example, a person can stand in front of a store or at home and watch all the steps taken. The associative method will allow you to transform ordinary playing cards from a mass of cards into a system of familiar characters and events that you can understand.

After this, you should move on to the memorization process itself. For example, the first card is the five of hearts, associated with Jackie Chan, who suddenly comes to life and Jackie begins to fight with someone in your entrance. Next card, queen of spades, associated with Dmitry Pevtsov, also comes to life and goes to the pharmacy to buy medicine for toothache (the situation from the film “Gangster Petersburg”, when Pevtsov’s teeth were knocked out) located next to your house. Next, you need to move in the same direction.

The main rule is correctly selected associative images. It’s worth thinking about them carefully, so that later you don’t forget who you associated with what and don’t inadvertently confuse something.

You can see everything in the article:

It is very convenient and understandable.

Training with cards Melnikov Ilya

How to learn to memorize cards?

This question plagues many players. Luck is such a thing - today it is there, but tomorrow it is not. Sometimes it happens that you end up with very weak cards in your hands. This is where the card memorization technique comes in handy.

There are a lot of methods, but all methods can be divided into two large groups:

1. Memorizing cards using reference images.

2. Direct memorization of cards, using some technique that facilitates memorization, but without the use of support images.

Memorizing cards using reference images is not a difficult technique if you have experience in memorizing cards. Come up with images for the cards and remember them, for example, the nine of hearts is an orange, the queen of spades is a cypress, the jack of diamonds is a musketeer, and so on. It will be much easier if the first letter of the name of the reference image matches the first letter of the suit of the card. For example, the queen of hearts is a cherry, the king of the cross is a pencil, the jack of diamonds is a drum, the six of hearts is a ball, the seven of diamonds is a sled, and so on. You should select key words that are easy to remember.

Using supporting images, you can associate a combination of any cards with a specific plot that is easy to remember.

For example, you “lost” three cards (nine of hearts - orange, queen of hearts - cherry, jack of diamonds - drum). You can imagine this “picture”: A cherry and an orange fell right onto the drum. Such a vivid plot is much easier to remember than cards that have “gone away”. The advantages of this method include:

1. When memorizing any combination of cards made up of reference images, you do not need to spend a lot of effort to remember them.

2. With good training, you can remember a large number of kart.

3. Disadvantages of the method:

4. You need to come up with vivid supporting images that will be well remembered.

5. You need to instantly come up with “plots” in your head from these supporting images.

6. Taking a long time to compile images will make other players nervous and rush you. As a result, you will simply stop remembering cards.

The second way is to memorize the cards themselves, as they are. By memorizing in this way, you train your memory and you can remember not only cards, but also any other information you need, any other data.

From the book Yesterday a loser is today a successful businessman by Bettger Frank

22. How I Learned to Remember Names and Faces For one year I taught a business course at the Central Young Men's Christian Union, 1421 Arch Street, Philadelphia. During our studies, a memory specialist came to us and trained our memory for three nights in a row. These trainings helped

From the book Get Everything Out of Business! 200 ways to increase sales and profits author

From the book Business Transformation. Building an effective company author Parabellum Andrey Alekseevich

From the book Travel Agency: where to start, how to succeed author Mokhov Georgy Avtondilovich

From the book Training with Cards author Melnikov Ilya

Why do you need to memorize cards? With the help of modern mnemonics, you can memorize cards. This is perhaps the simplest and most interesting exercise. Using modern methods, you can memorize not only playing cards, it can be anything: the phone numbers of all your friends,

From the book Business Breakthrough! 14 best master classes for managers author Parabellum Andrey Alekseevich

From the book Why We Make Mistakes. Thinking Traps in Action author Hallinan Joseph

From the book New School of Life. Volume II Strength and authority of the individual author Schmidt K. O.

From the book Intuition [How to understand what other people feel, think and want] by Epley Nicholas

From the book Mindsight. New science personal transformation by Siegel Daniel

Learn and Remember Correctly Just as important as reading correctly are studying and remembering correctly. Studying is also a certain ability, which can be strengthened many times over if you follow the stages of correct teaching: first you need to consciously look From the author’s book

From the author's book

Mind maps The technology of mind maps developed by the English psychologist Tony Buzan is well suited for visual representation of data structure. By the way, he is the founder and participant of memory championships, where the best mnemonists

How to win at Fool (card game)

Fool for 2 players

Fool is intellectual game, and therefore you can learn to win at it. To do this, we will define 2 stages of creation winning strategy: 1. determining the opponent’s playing style; 2. creating your own counter-style of play.

Determining your opponent's playing style

How to play this game:

In order to determine what style your opponent plays, you need to play several control games with him. Basically, there are 4 playing styles:

  • 1. player collecting trumps

A player who, during the game, never throws up trump cards, makes the first move with one card and throws up any cards, in order not to overwhelm the opponent, but not to fold necessary cards to take trump cards from the deck.

  • 2. player collecting high cards (aces, kings, queens)

Typically, such a player throughout the game tries to collect 4 aces or 4 kings, provided that the aces are out of the game, or 4 queens, provided that the aces and kings are out of the game. Such a player is usually determined in the final stage of the game, when the cards in the deck have run out and it is necessary to force the opponent to take cards, or, on the contrary, 4 high cards are opposed to the opponent’s cards, with the help of which you can fight off any cards from which you entered. Typically, such a player tries to collect 4 aces and 2 more trump cards.

  • 3. a player throwing small cards at his opponent

Such a player forces his opponent to take all the cards from which he was approached. What does this give? Firstly, there is a greater chance of taking trump or necessary cards from the deck, and secondly, it deprives the opponent of the initiative in the game, comparing him with a baby who can play, but cannot control the game.

  • 4. a player collecting paired cards of different values

A player who, during the course of the game, always makes paired combinations of cards from his cards. Paired cards can give an advantage both when beating off the opponent's cards and an advantage during the first run.

These are the popular and most frequently used styles of playing the fool. To believe this, you just need to register in our gaming zone and play several hundred games there. All other styles, to one degree or another, combine all of the above styles.

Of course, this article does not discuss frankly weak game beginner fool players, as a rule, have no style at all.

Creating your own counter-style of play

What can be contrasted with these styles?

  • 1. to the player collecting trumps

Let's break it down this game in 2 stages, this is determining the player’s weak suit and discarding trump cards in response to calls with cards of a weak suit. Therefore, before the middle of the game, you need to determine your opponent’s weak suit. During the game, try to enter with cards of different suits and as soon as a weak suit is determined, then methodically try to force your opponent to fight back with trump cards. An opponent's weak suit means that suit of cards that the opponent does not have.

  • 2. to the player who collects the highest cards

It is not difficult to play against such an opponent, knowing that he is not collecting trump and that at the end of the game he will use his advantage of four high cards. To do this, you can force such a player to fight back with these cards 2 or 3 hands before the end of the game, this is when there are about 6 cards left in the deck, maybe a little more.

  • 3. to a player throwing small cards at his opponent

The following can be done against such a player. Firstly, fight back at the beginning of the game only with high cards: aces, kings, queens. It is necessary to collect high cards at the beginning of the game in order to be able to fight back at least once or twice during the game. You can try to collect all the high cards before the middle of the game, and from the middle of the game start an attack with smaller cards, with each hand, moving to the high cards, thus, the player who throws his opponent with small cards (hereinafter larger) will end up in your own trap. In the middle of the game, he will not want to discard his trump cards, as a result of which he will take them.

  • 4. a player collecting paired cards of different values

It is difficult to play against such a player, since he will always have a couple of cards, both for moving and for clearing. You can only oppose such a player with the same game, that is, play with paired cards and fight back with paired cards.

"Take it all" game tactics

If at the beginning of the game you get 2-3 large trump cards (you can also use small trump cards), then during the game you do not beat off your opponent’s cards, but accept them until there are at least eight to ten of them left in the deck (you can find out how many cards are left , if you count them during the game), then you start playing with the smallest cards, of which there should be 3 or 4 of the same value. In this case, the opponent will have to either fight back (then in any case you will have cards that you can throw to the opponent) or accept cards.

If the opponent fights back, then when drawing cards from the deck, he will probably take non-trump cards, since he fought back with them; and then, having repelled his move, you will easily win.

But if your opponent accepts cards from you without fighting back, then he will have a chance to beat you using the same tactics (as you played) (the opponent will accept cards from you for the time being, after which he will fight back and overwhelm you with the same cards that I received from you).

Most often, few people know about this tactic of playing the fool and, after playing once, they lose, but an experienced player immediately understands what’s going on and will try to interrupt the game in the middle by changing their behavior tactics.

Fool for 3 players

In such a game you need to collect trump and pair cards. To do this you need to try to fight back. The most important thing in such a game is to never throw cards at the player you are following. This can only be done at the end of the game, when the cards in the deck have run out and you see that this player can be the first to leave the game. This is explained by the fact that if you throw cards at this player, then the next move will be made for you by the next player and you will not be able to discard unnecessary cards again and throw cards at a player who may come to you.

You can even cheat, take the card with which they came to you, and then the next player will go to the player who will have to come to you. You will have a chance to throw cards at this player.

Fool for 4 players

In this game you need to decide whether you are playing against everyone or against two, that is, pair against pair. If the player sitting opposite you plays at the same time with you, then the game will become much easier. This game is usually called pair-on-pair. The player to your left is paired with the player to your right, and you are paired with the player opposite you. In such a game it is necessary to throw players left and right. To do this, it is recommended to go to the player on the left at the beginning of the game with low paired cards. If there are none, then choose the lowest card of the suit that you have the most. If this is not the case, then you can make a pair of low cards, for example: a trump six of diamonds and a six of clubs.

If you managed to overwhelm the player to your right and the turn has passed to you, then it is advisable for you to play from those cards that the player to your left or right does not have. After the first round of the game, you can already guess what cards these are. For example, during the rebound process, the player illuminated cards 8, 10, B, and the player on the left illuminated 7 and D, in this case it is recommended to go with 6, 7, 9, since the chance that your partner has these cards is high.

If the player to your left or right takes cards and among these there is a card of higher value, for example, a queen or a king, then try to get rid of it, since you will not be able to fight back with it (since they will immediately throw the rest of the paired cards to you) and you will have a chance to draw a pair or trump card from the deck. If the player to your right couldn’t fight back and takes cards and you are sure that you can take down the player to your left, then you don’t have to throw in the highest card, since obviously the player to your right may be the one to fight back with when your partner moves and you can already throw it up.

When playing as a pair, you should never throw your player. You can only throw cards to him when he takes them, and then only of the highest value and so that they make up a combination of 3 or four cards for him, so that the likelihood that he will fight back next time is high.

If you are playing against everyone, and not pair against pair, then it is recommended to take the low card that they came to take you with, otherwise you risk taking a large number of low cards. For example, you hit a six with an eight, and accordingly all the sixes and eights will fly to you. Otherwise you will only take sixes.

Fool for 5 or more players

In such a game, of course, everyone plays for themselves, so try not to take away the low card they came to you with, just take it.

If they come to you with a higher card, and you see that you cannot fight back, then fight back with a higher card, so that these higher cards are thrown to you and you have best cards in relation to the cards of other players.

If the opponent fights back with trump cards at the beginning of the game, then we can definitely say that he plays cards poorly, since at the beginning of the game there is no point in discarding the trump card. It is recommended to take the bounce cards along with the trump cards, but next time it is better to try to fight back.

If you're going to fight back. In this case, your cards should not contain low cards and more than two cards of the same suit, with the exception of trump cards. Otherwise you risk drawing cards.

How to force your opponent to fight back with trump or high cards. If it is your turn and your cards contain several cards of the same non-trump suit, and if you hit one (lower) of these cards, then your opponent at the beginning or middle of the game will most likely take this card, and if it is at the end of the game, then the opponent will be forced to fight back with a trump card.

Bluff in the game

Don't forget to bluff. For example, a situation at the end of a game with several players, when you have 3 trump cards (king of clubs, 10 of clubs, 6 of clubs,). They made a move to you from the Ace of Diamonds, in this case you must fight back with 10 clubs, then they come to you from the Ace of Spades, here you must fight back with the King of Clubs. Why, you ask? Because players may think that your highest card is the king and will not throw you a trump ace, but will throw you an ace of diamonds, which you will beat off with 6 clubs. Do not overuse bluffing, otherwise you will always be thrown an ace of trumps.

Instead of aces, there may be lower cards, so bluffing often can lead to you losing.

Memorizing cards

Well, the most important thing you need to learn is to memorize cards. You must know which cards came out of the game and in what order.

Knowing which cards are coming out gives you information about what cards your opponent might have, and knowing what order the cards are coming out in gives you information about where the expected card is. For example, an opponent entered with a ten of hearts, so we can assume that the nine of hearts is still in the deck (store), but this statement can only be made with ordinary players, a professional can go with a ten, having a nine in his hands, since he has several tens , and nine is one.

Read about different ways to memorize playing cards to be knowledgeable on this issue.

Let's talk about the development visual memory , I think that it makes no sense to describe all the advantages that the development of such an ability can provide. Anyone who has ever wondered, how to win at cards will be able to say that with developed visual memory it becomes much easier, win in any card game .

First of all, you should understand the fact that you need to train your visual memory every day. And before any results become noticeable, a certain time must pass. Therefore, at first it is very important to show persistence and consistency in the exercises, and not give up.

training and exercises for the development of visual memory

There is nothing complicated or unusual in this process of training and exercise.

It all starts with simple things and gradually moves on to more complex and complex exercises.

The time you are going to devote to developing visual memory should also be increased gradually. Let's say from one minute (per exercise) during the first week to five minutes at the end of the month.

Even with a strong desire and determination to develop visual memory in order to start winning at cards as quickly as possible, you should not immediately force things. Many hours of training or extremely voluminous tasks that you can set for yourself will most likely give a negative result and will not speed up the process of developing such an ability as visual memory. You will experience rapid fatigue, scattered attention, or even complete boredom.

In exercises of this type (self-preparation), you should adhere to the triangle rule. The faster you climb to the top, the less stable the result you will get.

And vice versa, the more time you spend to achieve your goal (in our case, the answer to the question how to win at cards, using visual memory) the more solid a foundation you lay. And your developed ability ( visual memory) will be much more stable.

Exercise one.

You will need a deck of 36 cards.

We lay out four cards in front of us. In most card games, tricks are played by four people (as a couple or each for themselves), so a trick consists of four cards. In this exercise we will remember only the suit (choose any).

The practical application is that card games usually contain the trump suit and sometimes information about those trump cards that have not yet been played and are in the hands of opponents can be very useful.

The time required to memorize playing cards will have to be determined by everyone based on their capabilities.

Let's say you can start with ten seconds for each conditional trick (four cards).

The task in this exercise is to development of visual memory simple. Remember which of the nine conditional tricks contained cards of the suit you chose, and how many of them there were in each trick.

Exercise two.

The purpose and essence of the exercise is the same as in the first case. Only instead of one suit, you should remember the color of the playing cards. For example, Diamonds and Hearts or Clubs and Spade.

Exercise three.

Remember the loss of figure cards in the red suit and the loss of playing cards from ten and below in the black suit. You can and should change the selected suits.

For example: the third trick is king of hearts, jack of diamonds, eight clubs, six spades.

Therefore, two and two cards.

Exercise four.

Remember every card, regardless of its value or suit.

At the initial stage (up to about two weeks), you can name the dropped cards immediately after you turn them over. When you feel confident, you can divide into groups of three bribes and call - (read, remember) in turn for each of the three inverted bribes. At the end of the first month, subject to constant exercise on development of visual memory you will be able to memorize all (3 x 9) thirty-six playing cards. After a month of exercise, when the result is already quite obvious, you can, of course, rejoice from the bottom of your heart, but it is very important not to stop there.

1. Add two more cards to the exercises (6 x 6 = 36).

2. Reduce the time for memorizing cards to five seconds.

3. We use a deck of 52 playing cards.

And in conclusion, a little advice to help. Don’t try to keep an image of the entire map in your head (although it may be easier this way). Train yourself to fix your attention on the corner of the card, where there is only the value and suit. This habit will save you from the discomfort of playing with someone else's deck of cards.

A few more letters to motivate the development of your visual memory

In six months of daily exercise, you can achieve memorization of all the cards from a full (52 cards) deck. Tested in practice. The cards that come out of the game will stand before your eyes like a multiplication table. And then calculation of strategy in any card game regardless of its rules, it will become outrageously simple)).


Memory in everyday life
> How to remember the sequence of playing cards

Professional mnemonists often amaze audiences by being able to remember an entire deck of cards in the order in which they were presented with them. With a little preparation, you can do this too. You will be able to easily remember the cards that come out of the game, you will also be able to demonstrate to your friends (for example, for a bet!) various miracles of memorizing cards: remembering their sequence or naming those cards from the deck that were not presented to you. You can come up with specific super-memory “tricks” yourself. Using the system described below, you will do this without difficulty!

How to achieve this? First of all, it is necessary to firmly grasp the correspondence between the names of the cards and the words special auxiliary list. Further, for brevity, we will call it BC. The words of the auxiliary list have a certain structure and, just like the words of the verbal-numerical list that is already well known to you, are to some extent self-coding, which makes them much easier to remember. Thus, remembering the correspondence between the names of playing cards and the words BC is much easier than if these were ordinary, not specially constructed words.

So, we have four suits - spades, clubs, diamonds and hearts. Each suit has 13 cards. First, let's discuss the so-called "non-pictures", which are the majority. Sun words to remember peak will start with the letter " P", clubs- With " T", words to remember tambourine will start with " B", A worms With " H". That is, the first letter of the words denoting cards will always be the first letter of the name of the corresponding suit. The second consonant letter in these words will be the letter from the CBK corresponding to their meaning (two, three, nine...).

"Again pulp and paper mill?!" - you say. “Yes, again,” I answer calmly, I warned you that if you want to learn how to quickly memorize, then you should know the alphanumeric code a little better than the multiplication table for numbers.” 2 ". According to this system, words are compiled for all cards - not "pictures", including aces, for which letters are used that correspond to the number according to the CBK " 1 " (that is " G" And " AND"). For the second letter of ten, letters corresponding to zero according to the CBK are used (that is, " N" And " M").

Let's take the nine of diamonds as an example. The corresponding word must begin with the letter " B" (tambourines), and the second consonant in this word should be " R" or " C" (these letters correspond to the number " 9 "according to the pulp and paper book). We easily find words that satisfy these requirements: bar, badger, boatswain, Pinocchio. I chose from these words for the sun the word "Pinocchio", which in my opinion is the most visually figurative, convenient for further memorization. You For your aircraft, you can choose (select) any other that seems more successful to you.

Auxiliary words for jacks, queens and kings(the so-called “pictures”) several in another way(since there are only 10 numbers, and there are 13 cards in each suit). In these words, the first consonant letters of all jacks are " IN", for the ladies - " D", and for kings - " TO". The second consonant letters correspond to the first letter in the name of the suit - "P", "T", "B", "H". For example, the word corresponding to king of spades must begin with the letter " TO"(king), the second consonant in this word must be the letter " P"(peaks).

These requirements are met by the words “cap”, “drop”, “hood”. Everything will become much clearer if you carefully look at the supporting list of words. Only at first glance everything seems so confusing and incomprehensible. It is worth spending a little time and understanding the principle of compiling a list, and it will serve you faithfully for a long time. If the principle of compiling this list, no matter what, seems too complicated to you, you have the right to come up with your own auxiliary list for memorizing playing cards.

Helpful list of words for memorizing playing cards


Peaks
1 (Ace)- button
2 - heel
3 - spider
4 - stove
5 - navel
6 - bullet
7 - letter
8 - peacock
9 - glove
10 - lipstick
IN- bakery
D- hollow
TO- cap

Clubs
1 (Ace)
- tiger
2 - aunt
3 - current
4 - cloud
5 - slippers
6 - telephone
7 - pelvis
8 - shoe
9 - grater
10 - tunnel
IN- cotton wool
D- children
TO- whale

Diamonds
1 (Ace)
- God
2 - bottle
3 - bouquet
4 - barrel
5 - butterfly
6 - tower
7 - beads
8 - tusk
9 - Pinocchio
10 - bow
IN- roach
D- baton
TO- cobra

Hearts
1 (Ace)
- siskin
2 - rosary
3 - check
4 - stuffed animal
5 - chips
6 - cup
7 - watch
8 - chifir
9 - worm
10 - suitcase
IN- voucher
D- game
TO- swing

(Come up with words to designate jokers yourself, you can take any two words, or for better memorization you can come up with any two words starting with the letter " AND", since this is the brightest letter in this word, besides " D" has already been used to encode ladies.) Due to the fact that the conditions for composing the words were quite strict, not all words in the list are specific, visually figurative, that is, convenient for memorization.

Therefore, in order to more effectively use this list, it is advisable to replace them with more specific words, when pronounced, a vivid image appears, and just in case, it is important to remember the principle of the change. For example, the word "baking" (jack of spades). In the Russian language it is quite problematic to find a word, a noun, in which the first consonant would be " IN", and the second - " P".

The word “baking” itself is quite abstract, so it must be replaced with something specific, some specific type of baking, but so that the final word does not fit the parameters of any other card (for example, the words “cake” and “pie” won't fit). The word "eclair" is perfect. Or, for example, for the jack of hearts it was necessary to compose a word in which the first letter would necessarily be " IN", and second - " H".

Apart from “evening” and “voucher”, it’s unlikely that anything will do. But “evening” is a too abstract word, and many of us have bad associations with “voucher” - you may also not remember it, so it’s better to take “evening” and replace it with something specific that is associated with evening, for example, "moon" or "star", etc. You can use the word "sheep" because " IN"it does not have the first letter, but the first consonant, which satisfies our requirements.

For the Eight of Hearts, finding a suitable word also turned out to be difficult; the first letter in it must be " H", and the second - " IN" or " F". Only the slang word "dude" or "chifir" (colloquial designation for very strong tea) is suitable, so it can also be replaced, for example, with the word "tea" or "infusion."

It will be better if you rewrite the auxiliary list of words for yourself, making the necessary changes, firstly, to all “non-specific” words (for example, “children”, “game”), and secondly, you can also replace many words with others that you like best, for example, for the ten of spades, not only “lipstick” is suitable, but also “tomato”, “pony”, etc. Make sure that your list does not contain words that are similar in image, which, when recalled, can confuse, for example, “shoe” and “boot” or “beer” and “bottle”.

Check your understanding of the help list of words for memorizing playing cards. If for some reason you made a lot of mistakes, work on memorizing it some more, do not forget that the list is, as it were, self-coding, and at first, while the BC has not yet been mastered, like a multiplication table, often the very knowledge of which The word is composed based on the principle, allowing you to quickly remember it. A solid knowledge of this list is a prerequisite for successful memorization of cards. Now let's move on directly to how to remember the sequence of playing cards.

In order to remember the cards that come out of the game, you need to mentally place the objects corresponding to them in a well-known room ( see Cicero's method). It is even better to place the items sequentially right in the room in which the card game is taking place, unless, of course, the game is taking place outdoors. (By “place” I mean to connect using associations as you did in Exercises No. 1-3.)

Then, to remember, you won’t even have to strain to remember the room - you just need to look around and “count” the cards that came out from the objects around you. In fact, objects can be placed not only on places in the room, they can be “attached”, using an associative connection, to anything. The main thing is to have a sufficient number of “hooks” around you and decide in advance, before the game, which of them you will use.

You can use not only the actual places as places, as you did before when you tried to memorize words and numbers using Cicero’s method. You can "use" your playing partners. This is very effective method. It is also good because you can remember not only which cards came out of the game, but also which of your playing partners laid out which cards, which can tell an experienced card player a lot; This data is especially valuable at the end of the game - after all, so many conclusions can be drawn about what the player may have left in his hands in this case.

I would also advise less experienced players to memorize in this way, since it helps to become experienced in a much shorter period of time. Now I will explain how you can use your playing partners to memorize the cards. You need to associate the items on your auxiliary list with the body parts of each of the partners (not forgetting about your loved one too). The list of places here, just like in the room, must be decided in advance.

The first place can be the head, then sequentially the left and right ear, eyes, nose, lips, neck, shoulders (left and right), arms, stomach - these are already 13 possible places for placing objects. In total, more than 20 items can be placed on one person if desired. So, suppose your first partner puts the seven of clubs - in the BC it corresponds to the word “pelvis”. You imagine that there is a basin on this person’s head, or maybe it is put on his head (don’t forget about the method of co-sensation - imagine that you are knocking on this basin and hearing a characteristic sound...).

The next person puts down the six of diamonds, and you imagine how a tower, for example the Moscow Kremlin or Pisa, if you like. The third one puts the nine of clubs - the word “grater” corresponds to it - you place grater on the head of the third player, and through the holes of this grater you drag strands of his hair, if, of course, he has them; if there is nothing to drag through, think of what else could be done to connect the grater with a specific crown.

After all, as you already know, performing any action with an object significantly helps memorization. Suppose the next card is the queen of diamonds, and the first player puts it down again. You can imagine what is sticking out of his left (for you) ear baton- a police one or one that was used in ancient times as a weapon - it’s up to you to decide. If the next card is the king of clubs, then you can imagine that the second player’s ear is floating whale and lets streams of water flow into the ear of the unfortunate owner of this king. And the third one has arrows sticking out of his ear hours(seven of hearts), feel that he might be ticklish.

This way you can place all the items corresponding to the cards that come out of the game, associating them with parts of the players' bodies, using features of their appearance, using methods of animation and co-sensation. More imagination and ingenuity, and success is guaranteed! For example, if you need to associate the word “chips” (five of hearts) with the nose of one of your partners, then you can imagine how he inhales small crumbs that usually remain from chips and sneezes loudly. At the right moment, you will only need to “look” at the player and remember (or simply see, if you have a well-developed ability for visual images) what objects you associated with him.

You can not attach each auxiliary word to a specific place, but associate only the first words with certain players that correspond to the first cards they laid out. Then just compose several associative stories, corresponding to the order of cards laid out by each player, using method of sequential associations. Try memorizing cards using different methods and decide which one is more convenient for you.

By the way, the method of placing cards around the room is also very effective (if you just need to remember cards that come out of the game, without them belonging to one or another player), and I mentioned it in passing only because it is practically no different from the method of memorizing using the Cicero method, which we have already discussed in detail in previous chapters. The only difference is that you place your words around the room. auxiliary list.

Placing BC items around the room will also be effective when you want to surprise someone with the wonders of your memory and remember the sequence of the deck of cards presented to you. This trick looks very impressive when the cards are called to you by ear, and you slowly look around and “hang” them on the “hooks” in your field of vision. You can also answer orally or arrange a deck of cards in the required order - your “examiners” and the audience will be surprised in any case.

Another way to remember the sequence of cards in a deck is to associate each word corresponding to a card with a word in a well-known (I hope!) word-number list (remember, you compiled and memorized it in the chapter on the alphanumeric code) . The first card (that is, the object corresponding to it) with the first word of the list, the second with the second, etc.

For example, if the first card in the deck offered to you for memorization is a ten of diamonds (the word “bow” in the auxiliary list), then I associate it with the first word of my verbal-numeric list, the word “hedgehog,” and imagine that on each thorn hedgehog tied in a bow. If the second card in the deck is a six of spades (“bullet”), then I need to associate it with the second word of the word-number list (“poison”). I imagine a bullet filled with poison...

I associate the thirty-sixth card of the memorized deck, for example, the four of diamonds (“barrel”), with the 36th word of my verbal-numeric list, the word “cat,” I imagine a cat that cannot get out of the barrel, etc. By acting in this way, you can even easily name the serial number of a card chosen by someone at random from a memorized deck or name the corresponding card by the ordered serial number.

In this case, the audience present is usually left speechless. And you can easily use your “phenomenal ability” for your own purposes, for example, to win a large sum of money or in some other way, think of it yourself (for example, bet on a wish). You can not immediately show that you know how to do this, but offer to compete in who will remember more cards from the deck with them serial numbers and will make fewer mistakes and... "accidentally" win.

And for those who like to peek at other people's cards, the ability to remember the sequence of cards can be useful so that, having seen the cards once (well, if the opportunity arises!), remember them immediately and not wait for such an opportunity to present itself again. In a word - there are many options. Victory will be yours in any case! Just please don’t bet for a very large sum without practicing at least a few times.

*** Exercise 56.

In front of you is a “shuffled” deck of cards. Try to remember the sequence of cards included in it. You can memorize only the order of the cards, using your BC and the Cicero method for this, and if you have a desire, try to remember it along with the serial numbers of the cards. For this, in addition to the VS, you also need knowledge of the verbal-numeric list.

1. 2 -clubs
2. 4 -peak
3. 9 -clubs
4. TO-tambourine
5. T-peak
6. 6 -worm
7. 10 -worm
8. IN-clubs
9. T-tambourine
10. 7 -peak
11. 3 -worm
12. D-tambourine
13. 10 -clubs
14. D joker

15. 7 -worm
16. TO-peak
17. IN-worm
18. 2 -tambourine
19. 5 -peak
20. 4 -clubs
21. 5 -tambourine
22. T-worm
23. D-clubs
24. 2 -peak
25. 6 -peak
26. 8 -worm
27. 8 -tambourine
28. IN-tambourine

29. 2 -worm
30. 9 -peak
31. 10 -peak
32. 3 -tambourine
33. T-clubs
34. D-worm
35. Joker
36. IN-peak
37. AND-worm
38. 9 -worm
39. 6 -clubs
40. TO-clubs
41. 7 -tambourine
42. 5 -worm

43. 10 -tambourine
44. D-peak
45. 3 -clubs
46. 8 -peak
47. 9 -tambourine
48. 5 -clubs
49. 8 -clubs
50. 4 -tambourine
51. IN-worm
52. 7 -clubs
53. 3 -peak
54. 6 -tambourine

In the application you will find several already "shuffled" decks of cards. You can try to remember them using the methods described above.

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