Chess Mnemonic Application and Epic Chess Stories Creator
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Chess Mnemonics Application – User Guide
Chess Mnemonic Application & Epic Chess Stories Creator
User Guide
1. What the application does
The application transforms the moves of a chess game into structured mnemonic elements and into a narrative (Epic Story).
Each move becomes:
- a temporal image (sequence of events),
- a character (role of each piece),
- a spatial image (square / locus),
- a PAO code (Person–Action–Object),
- a small rhythmic / verbal pattern.
2. Loading a game (PGN or SAN)
You can input a game in two ways:
- PGN / TXT file
- Click Choose File.
- Select a .pgn or .txt file containing moves.
- Click Parse PGN to read the game.
- Copy–Paste PGN or SAN moves
- Paste the text in the large text area.
- Click Parse PGN.
After parsing, the game appears in several tables.
3. SAN Table – the main move table
The SAN table shows:
- move number,
- move in SAN,
- Anchor (manual description you can write),
- Mnemonic Locus (step in the memory palace),
- piece, color, target square.
This is the “skeleton” of the game. All other mnemonic representations are built on top of it.
4. Associations Table
In the Associations table you see the “mnemonic meaning” of each move:
- the corresponding locus (position) in the memory system,
- piece associations,
- target-square associations,
- color to move.
Here the move stops being just notation and becomes an image and a concept.
5. PAO Tables (0–9 and 00–99)
The PAO tables show how the game connects to your PAO system:
- PAO 0–9 for simple, single-digit encodings.
- PAO 00–99 for a full two-digit system.
Ideal for users who apply number – image encoding or want fast coding of sequences.
6. Rhythm Table
The Rhythm Table gives each move a short rhythmic / verbal pattern (4 lines).
7. Personal libraries (User Libraries)
You can use:
- the built-in libraries (Temporal, Characters, Spatial, PAO), or
- create your own user libraries.
You can:
- create a new library,
- download a template,
- import your own library (with the required structure).
Your personal libraries override the default ones and are stored locally in your browser.
8. Exporting data
Each table can be exported using the Download as… menu:
- as CSV,
- as TXT,
- as JSON.
This lets you archive your work, study offline, or combine the data with other tools.
9. Creating the Epic Story
The Epic Story is the narrative version of the game:
9.1 How to create the Epic Story
- Load the game (PGN or SAN) as described above.
- Click Parse PGN.
- From Table Selection, choose Associations.
- The Show Epic Story button will appear.
- Click it to generate and display the full narrative of the game.
- You can Copy the story and listen to it with a TTS Tool (i.e. Read Aloud MSWord etc.).
9.2 How the story is constructed
The Epic Story combines:
- temporal progression (sequence of moves),
- characters of the pieces (roles and symbols),
- spatial information (how the action moves across the board).
9.3 Editing the Epic Story
You can write your own mnemonic scene for each move, by using your own libraries. Whatever you write there overrides the automatically generated description.
9.4 Exporting the story
The story elements can be exported from the tables via Download as…
10. Flashcards Trainer
To train your memory on the underlying systems (Temporal, Characters, Spatial, PAO etc.), you can use the Flashcards Trainer at:
https://chessmnemonics.net/flashcards/
There you practice the building blocks separately, so that when you return to a game, the mnemonic “language” already feels familiar.