Page 1 of 11 STEPHEN HOBBS PLAYING CARD MNEMONIC SYSTEM Stephen Hobbs
Although I dont consider myself a memory expert, I want to teach you my method for easily and almost automatically creating and remembering key (or peg) words for every card in the deck. Having a key word for each card will allow you to more easily memorize a memorized deck, to recall large numbers of cards named by a spectator, and with practice to remember the order of a shuffled deck. The traditional method for creating key words for cards involves assigning a different consonant to represent the numbers one through thirteen. The first letter of the suit of the card is then combined with the consonant that represents the cards numerical value to create a key or peg word for each card. Vowels are neutral and are used between the consonants to form the key word. For example, if the consonant sound for three is m, then the word for the three of hearts might be ham (h for hearts, a as the neutral vowel, m for three). This system works (many people have made good money selling this idea), but it has some drawbacks. It takes time for the association between the card and the key word to become automatic. Until the association does become automatic, a calculation of sorts is required (transforming the numerical value to a consonant and then creating the key word). Even after the necessary association has become automatic, it tends to be easily forgotten unless you are constantly using the system. In addition, the traditional approach is very similar to the usual system for creating key words for numbers. This can be confusing when you are trying to link card key words to number key words; as is required, for example, when memorizing a full-deck stack. In an effort to avoid the above difficulties (which may, of course, be unique to me), I wanted to devise a system that would allow me to create simple and easily remembered key words that could be recalled without calculation even when I was not using the system on a consistent basis. Here is the result; it has worked well for me and I hope it can do the same for you. Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 2 of 11 The Mnemonic System Because this system relies to a large extent on the sound of the key word, it is a lot easier to teach in person than in print. Fortunately, the attached charts, particularly the basic charts listing the key words for the all of the cards in the deck, tell you just about everything you need to know. Im going to take the time to explain all the details, however, so that there is no chance of confusion. We begin by breaking each key word into two parts: the suit sound (the first letter of the word) and the number stem (the rest of the word). The Suit Sound. Each key word begins with the first letter of the suit of the card or the equivalent sound. Suit Sound Example Note Diamonds D D (oor) --- Spades S S (ee) --- Clubs C or K C (ore), K (ey) Always hard c Hearts H H (en), Wh (en) Always soft h In practice, as soon as you know the suit of the card, you can begin to recall the key word by simply saying the first letter of the suit as you would normally pronounce it. This is the same as the traditional mnemonic system for cards. The Number Stem. My innovation begins with the second part of the key word, which I will call the number stem. The number stem is derived from the word that represents the numerical value of the card (one, two, three, . . . ten) or the name of a court card (jack, queen, and king). To create the number stem, drop the first consonant, or group of consonants, of the cards numerical value and say the rest of the word that represents the numerical value of the card. When the first letter of the number is a vowel, there is no need to drop a consonant; the word itself is the number stem. Examples: For the number ten, the t is dropped and the number stem is - en (rhymes with hen). For King the k is dropped and the stem is - ing (rhymes with ping). For seven, the s is dropped and the value stem is - even (rhymes with heaven). When creating the number stem, dont worry about spelling, it is the sound of the stem that matters. The number stem should sound, or rhyme with, the numerical value of the card or the sound of the name of a court card. Thats what makes this system easy to learn and hard to forget. For convenience, the following chart details how the basic number stems are created. It shows how the basic number is stripped off the first consonant, how the stem should sound phonetically, and the final number stem itself. The number stems are largely, but not entirely, regular. Be sure to compare this chart with the actual list of key words to see what words have an irregular number stem. Remember, it is the sound of the number stem that is important, not its actual spelling.
Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 3 of 11 Strip First Consonant Basic Sound Number Stem One - one - wan - wan Two t - wo t - oo - oo Three thr ee thr ee - ee Four f our f ore - ore Five f ive f - ive - ive Six s ix s - ick - ick Seven s even s -even - even Eight - eight - ate - ate Nine n ine n - ine - ine Ten t en t - en - en Jack j - ack j -ack - ack Queen q - ueen q - ream - ream King k - ing k - ing - ing Creating the Key Word. Combining the suit sound with the number stem creates the key word. This sounds complex, but in practice is simple, as a few examples will demonstrate. Suit Sound Number Stem Key Word Five of Diamonds D ive Dive Four of Spades S ore Sore Two of Clubs C oo Coo Ten of Hearts H en Hen Remember, we are concerned only with the sound of the word when creating the number stem, not the precise spelling of the number stem. Twist the pronunciation of the number stem to create a key word that rhymes with numerical value of the card. Suit Sound Number Stem Key Word Ace of Diamonds D wan Dawn Nine of Spades S ine Sign For the nine of spades, you could even use sine and visualize a sine wave, but that may be a little abstract. For me, the image of a stop sign is easer to work with. Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 4 of 11 Remember to drop the first group of consonants from the number word when creating the value stem. In practice, this is really only an issue with the number three, whose value stem is ee. Suit Sound Number Stem Key Word Three of Spades S ee See Three of Clubs C ee Key When the number word does not begin with a consonant, simply create the value stem using the number word itself. This occurs with only two sets of cards, the aces (which are treated as ones) and the eights. Suit Sound Number Stem Key Word Ace of Spades S - wan Swan Eight of Hearts H - ate Hate The five of clubs and spades are irregular, their number stem being - ave (not - ive). Suit Sound Number Stem Key Word Five of Clubs C ave Cave King of Diamonds D ave Dave Jacks and kings are handled in essentially the same manner, but we use the name of the card (jack and king), not its numerical value, to create the number stem. Again, we drop the first consonant to create the number stem. Suit Sound Number Stem Key Word Jack of Spades S ack Sack King of Diamonds D ing Ding Queens are the exception to the general rule of number stem creation. In order to make meaningful key words, the value stem for the queens is -ream (which rhymes with queen). The queen of hearts is the exception to the exception. Suit Sound Number Stem Key Word Queen of Spades S ream S(c)ream Queen of Diamonds D ream Dream Queen of Clubs C ream Cream Queen of Hearts H ream Harem (Hareem)
Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 5 of 11 The Key Word Lists. To pull this all together, here are the complete key word lists for all of the cards, by suit. Irregular key words are italicized. Ive included the image I use for each key word. See the discussions below for additional thoughts on creating images for the key words. Spades AS S + one S + wan Swan A white swan 2S S + two S + oo Soo Chung Ling Soo 3S S + three S + ee See A huge eyeball 4S S + four S + ore Sore An oozing sore 5S S + five S + ave Save Goalkeeper making diving save 6S S + six S + ick Sick A disgusting pile of vomit 7S S + seven S + even Seven Star Treks Seven of Nine 8S S + eight S + ate Sate A huge sated belly 9S S + nine S + ine Sign A red stop sign 10S S + ten S + en Send A gigantic envelope JS S + jack S + ack Sack A gigantic sack QS S + queen S + ream Scream The Scream painting KS S + king S + ing Sing Fat Lady Singing
Clubs AC K + one K + wan Kwan Figure skater Michelle Kwan 2C C + two C + oo Coo Cooing doves 3C K + three K + ee Key Gigantic house key 4C C + four C + ore Core An rotten apple core 5C C + five C + ave Cave A cave man 6C C + six K + ick Kick Jackie Chan doing a flying karate kick 7C C + seven K + even Kevin Kevin Costner 8C C + eight K + ate Kate Kate Blanchet 9C C + nine K + ine Kind A large hand stroking a small kitten 10C C + ten K + en Ken A Ken doll (Barbies date) JC C + jack C + ack Crack The earth splits open QC C + queen C + ream Cream A huge bowl of whipping cream KC C + king K + ing King A fat King (Henry VIII) Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 6 of 11 Diamonds AD D + one D + wan Dawn Sunrise (or woman named Dawn) 2D D + two D + oo Doo Dog doo doo 3D D + three D + ee Dee Dee Derek Dingle (DD) 4D D + four D + ore Door Your bedroom door 5D D + five D + ive Dive A high dive 6D D + six D + ick Dick Dick Clark 7D D + seven D + even Devon British countryside 8D D + eight D + ate Date Two teenagers kissing 9D D + nine D + ine Dine A fancy table, ready for dining 10D D + ten D + en Den A lions den JD D + jack D + ack Dax (Deck) Star Treks Dax (or a deck of cards) QD D + queen D + ream Dream A fantastic dream KD D + king D + ing Ding A large ding in your windshield
Hearts AH H + one H + wan Hawn/Hun Goldie Hawn/Genghis Kahn 2H H + two H + oo Hoo Cindy Lou Hoo of Hooville 3H H + three H + ee He He-man (action figure) 4H H + four Wh + ore Whore Woman of the Night 5H H + five H + ive Hive A swarming bee Hive 6H H + six H + ick Hick A country Hick 7H H + seven H + even Heaven Your image of Heaven 8H H + eight H + ate Hate Robed KKK = Hate 9H H + nine H + ine Hind A large hind (deer) or hindside 10H H + ten H + en Hen A gigantic Hen JH H + jack H + ack Hack Hacky Sack QH H + queen H + ream Harem A sheiks Harem KH H + king H + ing Hang The Hanged Man (tarot card)
Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 7 of 11 Notes on the Hobbs Playing Card Mnemonic System The rhyming element of the key words is very important. Because each key word essentially sounds like the numerical value of the card it represents, it is very easy to run through all the key words for a given suit with extreme rapidity. You literally count from one to king, adding the suit sound to the beginning of each number stem. Thus, the diamonds, in order, are: dawn, doo, dee, door, dive, dick, Devon, date, dine, den, Dax, dream, ding. I can rattle off the key words for each suit in less than five seconds. Moreover, the key words for each four-of-a-kind also rhyme. The fours, for example, are core, whore, door, and sore. The tens are Ken, hen, den, and send. So far I have just spoken about the key words in the abstract. As you create the key words, it is important to generate a clear image for each word in your mind. This image must be grand and outlandish, something that you will instantly recall when you say the key word. Moreover, it is extremely important to tailor the key words to images that are personal to you; dont feel limited or restricted to the words or images I have suggested. In fact, in some cases, I have tweaked the key words to be slightly more general from the key word I personally use. For example, the key word for the ten of spades should be sen which has been modified to send with the suggested image of an envelope. I actually know someone whose last name is Senn, however, and I use an image of that person for the key word. The more you can adapt the key words to personal images, the easier they are to remember. Finally, one advantage of this system is that having understood the basic concept, you can actually forget your key words and it doesnt matter; just re-create them on the fly. Normally, the key word you come up with will be one you have used before. If not, so what? Just use it in the context of whatever effect you are doing. You will find that you will remember the new image at least until the completion of the routine. Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 8 of 11 Applications for the Hobbs Playing Card Mnemonic System This is not intended to be a comprehensive treatise on mnemonic systems and key words; there are many, many books on this subject if you are interested. I particularly recommend the Lorayne and Aronson, but these are by no means the only relevant sources information on using key words for cards. That being said, here are a few, somewhat cursory, thoughts on applications for the card key word mnemonic system. Calling Out the Odd Cards. This is my favorite memory stunt, the one I designed my card key system to do, and the one I have used repeatedly with success. The spectator shuffles and then deals ten to thirteen cards face down to one side of the table. The spectator calls out the cards in the rest of the cards in the deck, one-by-one. As he does so, you silently recall each cards key word and then mentally destroy the image of the key word. When the spectator is done, you will tell him, slowly and dramatically, what cards are in the pile he set aside at the beginning of the routine. This is accomplished by mentally going through the key words for each of the suits in order from ace to king. You will find that you will simply know which cards you destroyed in your mind. Call out the undestroyed cards. If you have never tried memory work before, this effect is a great place to start. It is also worth noting that within the key words that I have suggested, there are several natural pairs of words. This was accidental, but actually proves beneficial in this effect. Examples of some natural pairs: He-man and Ken (which I always visualize as two dolls); Dax and Seven of Nine (two Star Trek characters); Kevin Costner and Kate Blanchet (the only two actors). Other pairs will occur to you as you examine the key word lists. When both cards of a paired set appear, it becomes natural to link the image of them being destroyed, which further facilitates the subsequent act of recall. Memorized Deck. Most systems for memorizing a pre-set order of fifty-two cards require that you mnemonically link the key word for each card with the key word for the cards numerical position in the deck. Combining my system for card key words with the traditional system for creating key words for the numbers one through fifty-two is a potent combination. It gives you a unique and quick way to create images for the cards; these images are then linked to the numerical key words. By using two different systems for creating the key words, one for the cards and one for the numbers, the possibility of confusion is greatly reduced. If you really want to try a different approach, combine my card key words with an idea of John Lovicks, described in his Skinny Lecture Notes, for creating key words for the numbers one through fifty-two. Briefly, John jettisons the traditional approach to creating key words for numbers and simply creates a key word based on associations with the numbers that are meaningful to him. For example, you might always associate the number three with trinity and the number six with your cousin Bernie who has six brothers. After devising this system, I was in the process of learning Martin Joyals Six-Hour Memorized Deck. Joyals system replaces key words with simple formulas for determining the position of each card. Very quickly, however, the formulas are forgotten and you simply remember the position of the cards. Using this approach, I mastered the number cards in a day or two. I sometimes had trouble with the court cards, however, which have a rather different set of rules. The simple solution was to use my key words for the court cards, linking them to images associated with their numerical positions. I created the numerical key words using Lovicks create your own key word idea.
Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 9 of 11 Memorizing a Randomly Shuffled Deck. This is a very old idea. A spectator shuffles the deck and then calls out the cards one at a time. As he does so, you mentally create a story that links each key word to the next in an ongoing chain. By reciting the story back to yourself, each image is recalled to mind and you repeat the cards in order. For example, the 2H, 5D, 7H, 6S might become: The Hoos of Hooville dove to Heaven and become sick I had no luck at all doing this using the traditional mnemonic approach. Using my system, I can memorize half the deck with practice. Beyond that is just hard One suggestion: when attempting to memorize the order of a shuffled deck, I find it helpful to break the story chain into groups of twelve or thirteen cards. Look for a point where the story you are generating in your mind naturally comes to an end, or where a card simply doesnt fit the story, and start a new sequence of key words. Breaking the deck into several story chunks seems to make the process more manageable. Pay special attention, however, to remembering the first card of each chain, or you will end up in trouble. Practicing this stunt (and thats what it is) is interesting because you simply cant do it too many times in a row; all the images become blurred together in your head. For best results, practice remembering a shuffled deck, or a bunch of cards, once a day, every day. A Numerical Peg System. Im sure someone else has thought of this before, but it worth noting that once you have a key word for each of the playing cards, you have key words for the numbers one through fifty-two. You cant use this for memorizing a deck of cards, but these peg words can be used as a device to remember a long list of objects called out by the audience (each object is mnemonically linked to the peg word). I keep this idea in reserve as an emergency back-up. I already have numerical key words for the numbers one through thirty, which I learnt long ago and use as needed. If for some reason I want the audience call out more than thirty objects, I start using the key words for the first ten club cards to take me to forty objects. Ive never had to go higher, but if challenged to do so I would start using the rest of the suits to memorize an additional thirty objects. Leave out the court cards, using only the ace through ten, to make the numerical position calculation that much easier. Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 10 of 11 Bibliographic Notes The history of mnemonic systems stretches back thousands of years. In the past, such systems were of far greater importance than they are today. For this reason, it is unlikely that anything that is has been invented today is truly original. I certainly dont make that claim for the system just described; it is simply the tool that I developed to accomplish a specific goal, one I hope that others can use as well. For anyone interested in the history of mnemonics, I highly recommend Francis Yates, The Art of Memory, (University of Chicago Press, 1966). This rather academic volume certainly doesnt qualify as light reading. It is filled, however, with interesting historical information and speculation. For example, there is an extensive analysis of the possibility that Shakespeares Globe theatre was intended to be a giant mnemonic device. This sort of place-oriented mnemonic system, which was devised by the ancient Greeks and involved associating the objects to be memorized with specific positions in a house or temple, is I can attest from experience completely practical. For an excellent contemporary description of the traditional mnemonic approach to memorizing a stacked deck, consider Aronson, A Stack to Remember (1979); reprinted in Aronson, Bound to Please (1994). This provides a very detailed description of how key words for cards are usually created and a superb primer on using them to memorize a stacked deck. As a bonus, Aronsons memorized deck stack is simply brilliant. I think you will see how combining my key words with the Aronsons numerical key words would enable you to more quickly learn the Aronson stack. Aronson mentions that his system for memorizing a deck of cards is not original and that its principles are the same as those underlying previously published memory systems, including Roth, Zuffal, Nikola, H. Adrian Smith, Furst, Lorayne, and others. The bibliography at the end of A Stack to Remember contains references to these sources. Another essential resource for understanding how to use key words is Lorayne & Lucas, The Memory Book (Ballantine, 1974). Of particular interest is the entire chapter on playing cards. This outlines the traditional approach to creating key words for cards. It then goes on to describe many applications, including the mutilation idea described above. This is where I first came across this stunt, and Lorayne and Lucass discussion of this trick, and its application to card games, is well worth reading. Aronson, references Loraynes book How to Develop a Super Power Memory (Fell, 1947), and it may be that the ideas in The Memory Book had already been discussed by Lorayne thirty years earlier. Zuffal, also mentioned by Aronson, published a six-pamphlet series on memory work. Memory Trix No. 2 (1940) is entitled Memorizing a Deck of Playing Cards. Zuffals system is the reverse of the traditional system: the first part of the key word is related to the value of the card (in the same manner as the traditional system) and the last part of the word keys the suit of the card. Zuffal states that he abandoned the traditional system because it contains too many exceptions; but his approach also contains a fair number of exceptions to the basic rules that he sets forth. The Nikola system established the classic pattern for the traditional key words for both cards and numbers. The Nikola stack was originally published as a separate manuscript, The Nikola Card System (1927). It can be found in Hugard & Gravatt, Encyclopedia of Card Tricks (1937) (Dover reprint, 1974). I havent read Roth, Smith, or Furst, so cannot comment on their systems. Hobbs Playing Card Mnemonic System 2014 Stephen Hobbs Page 11 of 11 Martin Joyals The Six Hour Memorized Deck (1997) presents a radically different approach to memorizing a stacked deck. By its very nature, it is not concerned with key words for cards. However, it contains a chapter, An Overview of Card Systems, that discusses many of the previous approaches to memorizing a deck of cards. It was in reading this chapter in draft form that I became aware of an approach to key words similar to mine: Stanley Collins The Esscee Prearranged Pack. This was originally published in Collins book A Conjuring Melange (1947). Collins system is the reverse of mine; the first consonant of the key word is intended to remind you of the value of the card, the last letter corresponds with the suit of the card. Strangely, I had considered Collins approach in my original attempts to devise a fast and furious key word system. On the surface it appeared to make sense because the value preceded the suit, which is how we normally say the name of the card (the ace of diamonds). I abandoned this approach for two reasons: (1) As a practical matter, there were too many exceptions to the basic rules that I was trying to devise. (2) It was impossible to make the value stems consistent across suits or, to put it another way, to make all the cards of the same value rhyme. This was an important consideration for me, as it is what makes the system so quick and easy to use. By structuring the key words the way I have, I feel that there are only three (minimal) exceptions to the system (the five of clubs, the five of spades, and the queen of hearts); otherwise, the sound of all the words for a given value rhyme.