Let all your alphabetical practice be by seeing the picture and speaking the signal. Thus, A, see the picture and speak the signal, Dot, Dash.

See to it that most of your practice is from signal to letter. This is "receiving" and requires the most practice.

In your odd moments go over signals, thus, _ _._ two bats, an apple and a bat (wrapped in a Quilt) Q.

._ _ an orange and two planks (the Wolf walks over) W.

Pictures insure accuracy, depend upon the picture. Practice is the only possible method for developing speed.

The Knight's Tour

Chess players find a great deal of interest and amusement in being able to remember the moves necessarily made by the Knight in touring the board, stopping once on each square, and never more than once on any square.

One of our great mathematicians put in a great deal of time working out the proper moves of the Knight in touring the board in this manner. It is a simple matter for the memory student to keep in mind the necessary moves in their proper order. This would be an almost impossible feat without the aid of your number code, as there are sixty-four different moves to be made by the Knight in this tour.

The problem is to call from memory each move of the Knight, beginning either at square No. 1, or in fact any square of the board. Notice that the squares are numbered from 1 to 64, each row of squares always numbering from left to right. The following cut illustrates the method of moves. The Knight always moves two squares in one direction, and one in the other, indicated by a diagonal line drawn from 1 to 11, and from 11 to 5. Thus you will see, beginning with square No. 1 that the move of the Knight will be as follows: