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AMUSEMENTS IN MATHEMATICS

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AMUSEMENTS IN MATHEMATICS
  CROSSING RIVER PROBLEMS
 >>Note: "My boat is on the shore."
 BYRON.
 
 This is another medi?val class of puzzles. Probably the earliest example was by Abbot Alcuin, who was born in Yorkshire in 735 and died at Tours in 804. And everybody knows the story of the man with the wolf, goat, and basket of cabbages whose boat would only take one of the three at a time with the man himself. His difficulties arose from his being unable to leave the wolf alone with the goat, or the goat alone with the cabbages. These puzzles were considered by Tartaglia and Bachet, and have been later investigated by Lucas, De Fonteney, Delannoy, Tarry, and others. In the puzzles I give there will be found one or two new conditions which add to the complexity somewhat. I also include a pulley problem that practically involves the same principles.
  STEALING THE CASTLE TREASURE
 >>Note: The ingenious manner in which a box of treasure, consisting principally of jewels and precious stones, was stolen from Gloomhurst Castle has been handed down as a tradition in the De Gourney family. The thieves consisted of a man, a youth, and a small boy, whose only mode of escape with the box of treasure was by means of a high window. Outside the window was fixed a pulley, over which ran a rope with a basket at each end. When one basket was on the ground the other was at the window. The rope was so disposed that the persons in the basket could neither help themselves by means of it nor receive help from others. In short, the only way the baskets could be used was by placing a heavier weight in one than in the other.
 
 Now, the man weighed 195 lbs., the youth 105 lbs., the boy 90 lbs., and the box of treasure 75 lbs. The weight in the descending basket could not exceed that in the other by more than 15 lbs. without causing a descent so rapid as to be most dangerous to a human being, though it would not injure the stolen property. Only two persons, or one person and the treasure, could be placed in the same basket at one time. How did they all manage to escape and take the box of treasure with them?
 
 Pg 114The puzzle is to find the shortest way of performing the feat, which in itself is not difficult. Remember, a person cannot help himself by hanging on to the rope, the only way being to go down "with a bump," with the weight in the other basket as a counterpoise.
  FIVE JEALOUS HUSBANDS
 >>Note: During certain local floods five married couples found themselves surrounded by water, and had to escape from their unpleasant position in a boat that would only hold three persons at a time. Every husband was so jealous that he would not allow his wife to be in the boat or on either bank with another man (or with other men) unless he was himself present. Show the quickest way of getting these five men and their wives across into safety.
 
 Call the men A, B, C, D, E, and their respective wives a, b, c, d, e. To go over and return counts as two crossings. No tricks such as ropes, swimming, currents, etc., are permitted.
  THE FOUR ELOPEMENTS
 >>Note: Colonel B-- was a widower of a very taciturn disposition. His treatment of his four daughters was unusually severe, almost cruel, and they not unnaturally felt disposed to resent it. Being charming girls with every virtue and many accomplishments, it is not surprising that each had a fond admirer. But the father forbade the young men to call at his house, intercepted all letters, and placed his daughters under stricter supervision than ever. But love, which scorns locks and keys and garden walls, was equal to the occasion, and the four youths conspired together and planned a general elopement.
 
 At the foot of the tennis lawn at the bottom of the garden ran the silver Thames, and one night, after the four girls had been safely conducted from a dormitory window to terra firma, they all crept softly down to the bank of the river, where a small boat belonging to the Colonel was moored. With this they proposed to cross to the opposite side and make their way to a lane where conveyances were waiting to carry them in their flight. Alas! here at the water's brink their difficulties already began.
 
 The young men were so extremely jealous that not one of them would allow his prospective bride to remain at any time in the company of another man, or men, unless he himself were present also. Now, the boat would only hold two persons, though it could, of course, be rowed by one, and it seemed impossible that the four couples would ever get across. But midway in the stream was a small island, and this seemed to present a way out of the difficulty, because a person or persons could be left there while the boat was rowed back or to the opposite shore. If they had been prepared for their difficulty they could have easily worked out a solution to the little poser at any other time. But they were now so hurried and excited in their flight that the confusion they soon got into was exceedingly amusing-or would have been to any one except themselves.
 
 As a consequence they took twice as long and crossed the river twice as often as was really necessary. Meanwhile, the Colonel, who was a very light sleeper, thought he heard a splash of oars. He quickly raised the alarm among his household, and the young ladies were found to be missing. Somebody was sent to the police-station, and a number of officers soon aided in the pursuit of the fugitives, who, in consequence of that delay in crossing the river, were quickly overtaken. The four girls returned sadly to their homes, and afterwards broke off their engagements in disgust.
 
 For a considerable time it was a mystery how the party of eight managed to cross the river in that little boat without any girl being ever left with a man, unless her betrothed was also present. The favourite method is to take eight counters or pieces of cardboard and mark them A, B, C, D, a, b, c, d, to represent the four men and their prospective brides, and carry them from one side of a table to the other in a matchbox (to represent the boat), a penny being placed in the middle of the table as the island.
 
 Readers are now asked to find the quickest method of getting the party across the river. How many passages are necessary from land to land? By "land" is understood either shore or island. Though the boat would not necessarily call at the island every time of crossing, the possibility of its doing so must be provided for. For example, it would not do for a man to be alone in the boat (though it were understood that he intended merely to cross from one bank to the opposite one) if there happened to be a girl alone on the island other than the one to whom he was engaged.
  CROSSING THE RIVER AXE
 >>Note: Many years ago, in the days of the smuggler known as "Rob Roy of the West," a piratical band buried on the coast of South Devon a quantity of treasure which was, of course, abandoned by them in the usual inexplicable way. Some time afterwards its whereabouts was discovered by three countrymen, who visited the spot one night and divided the spoil between them, Giles taking treasure to the value of ?800, Jasper ?500 worth, and Timothy ?300 worth. In returning they had to cross the river Axe at a point where they had left a small boat in readiness. Here, however, was a difficulty they had not anticipated. The boat would only carry two men, or one man and a sack, and they had so little confidence in one another that no person could be left alone on the land or in the boat with more than his share of the spoil, though two persons (being a check on each other) might be left with more than their shares. The puzzle is to show how they got over the river in the fewest possible crossings, taking their treasure with them. No Pg 113tricks, such as ropes, "flying bridges," currents, swimming, or similar dodges, may be employed
  CROSSING THE STREAM
 >>Note: During a country ramble Mr. and Mrs. Softleigh found themselves in a pretty little dilemma. They had to cross a stream in a small boat which was capable of carrying only 150 lbs. weight. But Mr. Softleigh and his wife each weighed exactly 150 lbs., and each of their sons weighed 75 lbs. And then there was the dog, who could not be induced on any terms to swim. On the principle of "ladies first," they at once sent Mrs. Softleigh over; but this was a stupid oversight, because she had to come back again with the boat, so nothing was gained by that operation. How did they all succeed in getting across? The reader will find it much easier than the Softleigh family did, for their greatest enemy could not have truthfully called them a brilliant quartette-while the dog was a perfect fool.
  PUZZLE GAMES
 >>Note: "He that is beaten may be said
 To lie in honour's truckle bed."
 HUDIBRAS.
 
 It may be said generally that a game is a contest of skill for two or more persons, into which we enter either for amusement or to win a prize. A puzzle is something to be done or solved by the individual. For example, if it were possible for us so to master the complexities of the game of chess that we could be assured of always winning with the first or second move, as the case might be, or of always drawing, then it would cease to be a game and would become a puzzle. Of course among the young and uninformed, when the correct winning play is not understood, a puzzle may well make a very good game. Thus there is no doubt children will continue to play "Noughts and Crosses," though I have shown (No. 109, "Canterbury Puzzles") that between two players who both thoroughly understand the play, every game should be drawn. Neither player could ever win except through the blundering of his opponent. But I am writing from the point of view of the student of these things.
 
 The examples that I give in this class are apparently games, but, since I show in every case how one player may win if he only play correctly, they are in reality puzzles. Their interest, therefore, lies in attempting to discover the leading method of play.
  THE PEBBLE GAME
 >>Note: Here is an interesting little puzzle game that I used to play with an acquaintance on the beach at Slocomb-on-Sea. Two players place an odd number of pebbles, we will say fifteen, between them. Then each takes in turn one, two, or three pebbles (as he chooses), and the winner is the one who gets the odd number. Thus, if you get seven and your opponent eight, you win. If you get six and he gets nine, he wins. Ought the first or second player to win, and how? When you have settled the question with fifteen pebbles try again with, say, thirteen.
  THE TWO ROOKS
 >>Note: This is a puzzle game for two players. Each player has a single rook. The first player places his rook on any square of the board that he may choose to select, and then the second player does the same. They now play in turn, the point of each play being to capture the opponent's rook. But in this game you cannot play through a line of attack without being captured. That is to say, if in the diagram it is Black's turn to Pg 118play, he cannot move his rook to his king's knight's square, or to his king's rook's square, because he would enter the "line of fire" when passing his king's bishop's square. For the same reason he cannot move to his queen's rook's seventh or eighth squares. Now, the game can never end in a draw. Sooner or later one of the rooks must fall, unless, of course, both players commit the absurdity of not trying to win. The trick of winning is ridiculously simple when you know it. Can you solve the puzzle?
  PUSS IN THE CORNER
 >>Note: This variation of the last puzzle is also played by two persons. One puts a counter on No. 6, and the other puts one on No. 55, and they play alternately by removing the counter to any other number in a line. If your opponent moves at any time on to one of the lines you occupy, or even crosses one of your lines, you immediately capture him and win. We will take an illustrative game.
 
 A moves from 55 to 52; B moves from 6 to 13; A advances to 23; B goes to 15; A retreats to 26; B retreats to 13; A advances to 21; B retreats to 2; A advances to 7; B goes to 3; A moves to 6; B must now go to 4; A establishes himself at 11, and B must be captured next move because he is compelled to cross a line on which A stands. Play this over and you will understand the game directly. Now, the puzzle part of the game is this: Which player should win, and how many moves are necessary?
  A WAR PUZZLE GAME
 >>Note: Here is another puzzle game. One player, representing the British general, places a counter at B, and the other player, representing the enemy, places his counter at E. The Britisher makes the first advance along one of the roads to the next town, then the enemy moves to one of his nearest towns, and so on in turns, until the British general gets into the same town as the enemy and captures him. Although each must always move along a road to the next town only, and the second player may do his utmost to avoid capture, the British general (as we should suppose, from the analogy of real life) must infallibly win. But how? That is the question.
  A MATCH MYSTERY
 >>Note: Here is a little game that is childishly simple in its conditions. But it is well worth investigation.
 
 Mr. Stubbs pulled a small table between himself and his friend, Mr. Wilson, and took a box of matches, from which he counted out thirty.
 
 "Here are thirty matches," he said. "I Pg 119divide them into three unequal heaps. Let me see. We have 14, 11, and 5, as it happens. Now, the two players draw alternately any number from any one heap, and he who draws the last match loses the game. That's all! I will play with you, Wilson. I have formed the heaps, so you have the first draw."
 
 "As I can draw any number," Mr. Wilson said, "suppose I exhibit my usual moderation and take all the 14 heap."
 
 "That is the worst you could do, for it loses right away. I take 6 from the 11, leaving two equal heaps of 5, and to leave two equal heaps is a certain win (with the single exception of 1, 1), because whatever you do in one heap I can repeat in the other. If you leave 4 in one heap, I leave 4 in the other. If you then leave 2 in one heap, I leave 2 in the other. If you leave only 1 in one heap, then I take all the other heap. If you take all one heap, I take all but one in the other. No, you must never leave two heaps, unless they are equal heaps and more than 1, 1. Let's begin again."
 
 "Very well, then," said Mr. Wilson. "I will take 6 from the 14, and leave you 8, 11, 5."
 
 Mr. Stubbs then left 8, 11, 3; Mr. Wilson, 8, 5, 3; Mr. Stubbs, 6, 5, 3; Mr. Wilson,4, 5, 3; Mr. Stubbs, 4, 5, 1; Mr. Wilson, 4, 3, 1; Mr. Stubbs, 2, 3, 1; Mr. Wilson, 2, 1, 1; which Mr. Stubbs reduced to 1, 1, 1.
 
 "It is now quite clear that I must win," said Mr. Stubbs, because you must take 1, and then I take 1, leaving you the last match. You never had a chance. There are just thirteen different ways in which the matches may be grouped at the start for a certain win. In fact, the groups selected, 14, 11, 5, are a certain win, because for whatever your opponent may play there is another winning group you can secure, and so on and on down to the last match."
  THE MONTENEGRIN DICE GAME
 >>Note: It is said that the inhabitants of Montenegro have a little dice game that is both ingenious and well worth investigation. The two players first select two different pairs of odd numbers (always higher than 3) and then alternately toss three dice. Whichever first throws the dice so that they add up to one of his selected numbers wins. If they are both successful in two successive throws it is a draw and they try again. For example, one player may select 7 and 15 and the other 5 and 13. Then if the first player throws so that the three dice add up 7 or 15 he wins, unless the second man gets either 5 or 13 on his throw.
 
 The puzzle is to discover which two pairs of numbers should be selected in order to give both players an exactly even chance.
  THE CIGAR PUZZLE
 >>Note: I once propounded the following puzzle in a London club, and for a considerable period it absorbed the attention of the members. They could make nothing of it, and considered it quite impossible of solution. And yet, as I shall show, the answer is remarkably simple.
 
 Two men are seated at a square-topped table. One places an ordinary cigar (flat at one end, pointed at the other) on the table, then the other does the same, and so on alternately, a condition being that no cigar shall touch another. Which player should succeed in placing the last cigar, assuming that they each will play in the best possible manner? The size of the table top and the size of the cigar are not given, but in order to exclude the ridiculous answer that the table might be so diminutive as only to take one cigar, we will say that the table must not be less than 2 feet square and the cigar not more than 4? inches long. With those restrictions you may take any dimensions you like. Of course we assume that all the cigars are exactly alike in every respect. Should the first player, or the second player, win?
  MOVING COUNTER PROBLEMS
 >>Note: "I cannot do't without counters."
 Winter's Tale, iv. 3.
 
 Puzzles of this class, except so far as they occur in connection with actual games, such as chess, seem to be a comparatively modern introduction. Mathematicians in recent times, notably Vandermonde and Reiss, have devoted some attention to them, but they do not appear to have been considered by the old writers. So far as games with counters are concerned, perhaps the most ancient and widely known in old times is "Nine Men's Morris" (known also, as I shall show, under a great many other names), unless the simpler game, distinctly mentioned in the works of Ovid (No. 110, "Ovid's Game," in The Canterbury Puzzles), from which "Noughts and Crosses" seems to be derived, is still more ancient.
 
 In France the game is called Marelle, in Poland Siegen Wulf Myll (She-goat Wolf Mill, or Fight), in Germany and Austria it is called Muhle (the Mill), in Iceland it goes by the name of Mylla, while the Bogas (or native bargees) of South America are said to play it, and on the Amazon it is called Trique, and held to be of Indian origin. In our own country it has different names in different districts, such as Meg Merrylegs, Peg Meryll, Nine Peg o'Merryal, Nine-Pin Miracle, Merry Peg, and Merry Hole. Shakespeare refers to it in "Midsummer Night's Dream" (Act ii., scene 1):-
 
 "The nine-men's morris is filled up with mud;
 And the quaint mazes in the wanton green,
 For lack of tread, are undistinguishable."
 
 It was played by the shepherds with stones in holes cut in the turf. John Clare, the peasant poet of Northamptonshire, in "The Shepherd Boy" (1835) says:-"Oft we track his haunts .... By nine-peg-morris nicked upon the green." It is also mentioned by Drayton in his "Polyolbion."
 
 It was found on an old Roman tile discovered during the excavations at Silchester, and cut upon the steps of the Acropolis at Athens. When visiting the Christiania Museum a few years ago I was shown the great Viking ship that was discovered at Gokstad in 1880. On the oak planks forming the deck of the vessel were found boles and lines marking out the game, the holes being made to receive pegs. While inspecting the ancient oak furniture in the Rijks Museum at Amsterdam I became interested in an old catechumen's settle, and was surprised to find the game diagram cut in the centre of the seat-quite conveniently for surreptitious play. It has been discovered cut in the choir stalls of several of our English cathedrals. In the early eighties it was found scratched upon a stone built into a wall (probably about the date 1200), during the restoration of Hargrave church in Northamptonshire. This stone is now in the Northampton Museum. A similar stone has since been found at Sempringham, Lincolnshire. It is to be seen on an ancient tombstone in the Isle of Man, and painted on old Dutch tiles. And in 1901 a stone was dug out of a gravel pit near Oswestry bearing an undoubted diagram of the game.
 
 The game has been played with different Pg 59rules at different periods and places. I give a copy of the board. Sometimes the diagonal lines are omitted, but this evidently was not intended to affect the play: it simply meant that the angles alone were thought sufficient to indicate the points. This is how Strutt, in Sports and Pastimes, describes the game, and it agrees with the way I played it as a boy:-"Two persons, having each of them nine pieces, or men, lay them down alternately, one by one, upon the spots; and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three, without the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his competitor's pieces from any part he thinks most to his advantage; excepting he has made a row, which must not be touched if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down, they are played backwards and forwards, in any direction that the lines run, but only can move from one spot to another (next to it) at one time. He that takes off all his antagonist's pieces is the conqueror."
  CHESSBOARD PROBLEMS
 >>Note: "You and I will goe to the chesse."
 GREENE'S Groatsworth of Wit.
 
 During a heavy gale a chimney-pot was hurled through the air, and crashed upon the pavement just in front of a pedestrian. He quite calmly said, "I have no use for it: I do not smoke." Some readers, when they happen to see a puzzle represented on a chessboard with chess pieces, are apt to make the equally inconsequent remark, "I have no use for it: I do not play chess." This is largely a result of the common, but erroneous, notion that the ordinary chess puzzle with which we are familiar in the press (dignified, for some reason, with the name "problem") has a vital connection with the game of chess itself. But there is no condition in the game that you shall checkmate your opponent in two moves, in three moves, or in four moves, while the majority of the positions given in these puzzles are such that one player would have so great a superiority in pieces that Pg 85the other would have resigned before the situations were reached. And the solving of them helps you but little, and that quite indirectly, in playing the game, it being well known that, as a rule, the best "chess problemists" are indifferent players, and vice versa. Occasionally a man will be found strong on both subjects, but he is the exception to the rule.
 
 Yet the simple chequered board and the characteristic moves of the pieces lend themselves in a very remarkable manner to the devising of the most entertaining puzzles. There is room for such infinite variety that the true puzzle lover cannot afford to neglect them. It was with a view to securing the interest of readers who are frightened off by the mere presentation of a chessboard that so many puzzles of this class were originally published by me in various fanciful dresses. Some of these posers I still retain in their disguised form; others I have translated into terms of the chessboard. In the majority of cases the reader will not need any knowledge whatever of chess, but I have thought it best to assume throughout that he is acquainted with the terminology, the moves, and the notation of the game.
 
 I first deal with a few questions affecting the chessboard itself; then with certain statical puzzles relating to the Rook, the Bishop, the Queen, and the Knight in turn; then dynamical puzzles with the pieces in the same order; and, finally, with some miscellaneous puzzles on the chessboard. It is hoped that the formul? and tables given at the end of the statical puzzles will be of interest, as they are, for the most part, published for the first time.
  MAGIC SQUARE PROBLEMS
 >>Note: "By magic numbers."
 CONGREVE, The Mourning Bride.
 
 This is a very ancient branch of mathematical puzzledom, and it has an immense, though scattered, literature of its own. In their simple form of consecutive whole numbers arranged in a square so that every column, every row, and each of the two long diagonals shall add up alike, these magic squares offer three main lines of investigation: Construction, Enumeration, and Classification. Of recent years many ingenious methods have been devised for the construction of magics, and the law of their formation is so well understood that all the ancient mystery has evaporated and there is no longer any difficulty in making squares of any dimensions. Almost the last word has been said on this subject. The question of the enumeration of all the possible squares of a given order stands just where it did over two hundred years ago. Everybody knows that there is only one solution for the third order, three cells by three; and Frenicle published in 1693 diagrams of all the arrangements of the fourth order-880 in number-and his results have been verified over and over again. I may here refer to the general solution for this order, for numbers not necessarily consecutive, by E. Bergholt in Nature, May 26, 1910, as it is of the greatest importance to students of this subject. The enumeration of the examples of any higher order is a completely unsolved problem.
 
 As to classification, it is largely a matter of individual taste-perhaps an ?sthetic question, for there is beauty in the law and order of numbers. A man once said that he divided the human race into two great classes: those who take snuff and those who do not. I am not Pg 120sure that some of our classifications of magic squares are not almost as valueless. However, lovers of these things seem somewhat agreed that Nasik magic squares (so named by Mr. Frost, a student of them, after the town in India where he lived, and also called Diabolique and Pandiagonal) and Associated magic squares are of special interest, so I will just explain what these are for the benefit of the novice.
  GEOMETRICAL PROBLEMS
 >>Note: "God geometrizes continually."
 PLATO.
 
 "There is no study," said Augustus de Morgan, "which presents so simple a beginning as that of geometry; there is none in which difficulties grow more rapidly as we proceed." This will be found when the reader comes to consider the following puzzles, though they are not arranged in strict order of difficulty. And the fact that they have interested and given pleasure to man for untold ages is no doubt due in some measure to the appeal they make to the eye as well as to the brain. Sometimes an algebraical formula or theorem seems to give pleasure to the mathematician's eye, but it is probably only an intellectual pleasure. But there can be no doubt that in the case of certain geometrical problems, notably dissection or superposition puzzles, the ?sthetic faculty in man contributes to the delight. For example, there are probably few readers who will examine the various cuttings of the Greek cross in the following pages without being in some degree stirred by a sense of beauty. Law and order in Nature are always pleasing to contemplate, but when they come under the very eye they seem to make a specially strong appeal. Even the person with no geometrical knowledge whatever is induced after the inspection of such things to exclaim, "How very pretty!" In fact, I have known more than one person led on to a study of geometry by the fascination of cutting-out puzzles. I have, therefore, thought it well to keep these dissection puzzles distinct from the geometrical problems on more general lines.
 DISSEC
  SOLUTIONS
  POINTS AND LINES PROBLEMS
  THE KING AND THE CASTLES
 >>Note: There was once, in ancient times, a powerful king, who had eccentric ideas on the subject of military architecture. He held that there was great strength and economy in symmetrical forms, and always cited the example of the bees, who construct their combs in perfect hexagonal cells, to prove that he had nature to support him. He resolved to build ten new castles in his country all to be connected by fortified walls, which should form five lines with four castles in every line. The royal architect presented his preliminary plan in the form I have shown. But the monarch pointed out that every castle could be approached from the outside, and commanded that the plan should be so modified that as many castles as possible should be free from attack from the outside, and could only be reached by crossing the fortified walls. The architect replied that he thought it impossible so to arrange them that even one castle, which the king proposed to use as a royal residence, could be so protected, but his majesty soon enlightened him by pointing out how it might be done. How would you have built the ten castles and fortifications so as best to fulfil the king's requirements? Remember that they must form five straight lines with four castles in every line.
  CHERRIES AND PLUMS
  A PLANTATION PUZZLE
  THE TWENTY-ONE TREES
  THE TEN COINS
  THE TWELVE MINCE-PIES
  TURKS AND RUSSIANS
  PROBLEMS CONCERNING GAMES
 >>Note: "The little pleasure of the game."
 MATTHEW PRIOR.
 
 Every game lends itself to the propounding of a variety of puzzles. They can be made, as we have seen, out of the chessboard and the peculiar moves of the chess pieces. I will now give just a few examples of puzzles with playing cards and dominoes, and also go out of doors and consider one or two little posers in the cricket field, at the football match, and the horse race and motor-car race.
  MEASURING, WEIGHING, AND PACKING PUZZLES
 >>Note: "Measure still for measure."
 Measure for Measure, v. 1.
 
 Apparently the first printed puzzle involving the measuring of a given quantity of liquid by pouring from one vessel to others of known capacity was that propounded by Niccola Fontana, better known as "Tartaglia" (the stammerer), 1500-1559. It consists in dividing 24 oz. of valuable balsam into three equal parts, the only measures available being vessels holding 5, 11, and 13 ounces respectively. There are many different solutions to this puzzle in six manipulations, or pourings from one vessel to another. Bachet de Meziriac reprinted this and other of Tartaglia's puzzles in his Problemes plaisans et delectables (1612). It is the general opinion that puzzles of this class can only be solved by trial, but I think formul? can be constructed for the solution generally of certain related cases. It is a practically unexplored field for investigation.
 
 The classic weighing problem is, of course, that proposed by Bachet. It entails the determination of the least number of weights that would serve to weigh any integral number of pounds from 1 lb. to 40 lbs. inclusive, when we are allowed to put a weight in either of the two pans. The answer is 1, 3, 9, and 27 lbs. Tartaglia had previously propounded the same puzzle with the condition that the weights may only be placed in one pan. The answer in that case is 1, 2, 4, 8, 16, 32 lbs. Major MacMahon has solved the problem quite generally. A full account will be found in Ball's Mathematical Recreations (5th edition).
 
 Packing puzzles, in which we are required to pack a maximum number of articles of given dimensions into a box of known dimensions, are, I believe, of quite recent introduction. At least I cannot recall any example in the books of the old writers. One would rather expect to find in the toy shops the idea presented as a mechanical puzzle, but I do not think I have ever seen such a thing. The nearest approach to it would appear to be the puzzles of the jig-saw character, where there is only one depth of the pieces to be adjusted.
  ARITHMETICAL AND ALGEBRAICAL PROBLEMS
  UNICURSAL AND ROUTE PROBLEMS
 >>Note: "I see them on their winding way."
 REGINALD HEBER.
 
 It is reasonable to suppose that from the earliest ages one man has asked another such questions as these: "Which is the nearest way home?" "Which is the easiest or pleasantest way?" "How can we find a way that will enable us to dodge the mastodon and the plesiosaurus?" "How can we get there without ever crossing the track of the enemy?" All these are elementary route problems, and they can be turned into good puzzles by the introduction of some conditions that complicate matters. A variety of such complications will be found in the following examples. I have also included some enumerations of more or less difficulty. These afford excellent practice for the reasoning faculties, and enable one to generalize in the case of symmetrical forms in a manner that is most instructive.
  MAZES AND HOW TO THREAD THEM
  THE PARADOX PARTY
 >>Note: "Is not life itself a paradox?"
 C.L. DODGSON, Pillow Problems.
 
 "It is a wonderful age!" said Mr. Allgood, and everybody at the table turned towards him and assumed an attitude of expectancy.
 
 This was an ordinary Christmas dinner of the Allgood family, with a sprinkling of local friends. Nobody would have supposed that the above remark would lead, as it did, to a succession of curious puzzles and paradoxes, to which every member of the party contributed something of interest. The little symposium was quite unpremeditated, so we must not be too critical respecting a few of the posers that were forthcoming. The varied character of the contributions is just what we would expect on such an occasion, for it was a gathering not of expert mathematicians and logicians, but of quite ordinary folk.
  A CHESSBOARD FALLACY
 >>Note: "Here is a diagram of a chessboard," he said. "You see there are sixty-four squares-eight by eight. Now I draw a straight line from the top left-hand corner, where the first and second squares meet, to the bottom right-hand corner. I cut along this line with the scissors, slide up the piece that I have marked B, and then clip off the little corner C by a cut along the first upright line. This little piece will exactly fit into its place at the top, and we now have an oblong with seven squares on one side and nine squares on the other. There are, therefore, now only sixty-three squares, because seven multiplied by nine makes sixty-three. Where on earth does that lost square go to? I have tried over and over again to catch the little beggar, but he always eludes me. For the life of me I cannot discover where he hides himself."
 
 "It seems to be like the other old chessboard fallacy, and perhaps the explanation is the same," said Reginald-"that the pieces do not exactly fit."
 
 "But they do fit," said Uncle John. "Try it, and you will see."
 
 Later in the evening Reginald and George, were seen in a corner with their heads together, trying to catch that elusive little square, and it is only fair to record that before they retired for the night they succeeded in securing their prey, though some others of the company failed to see it when captured. Can the reader solve the little mystery?
  UNCLASSIFIED PROBLEMS
  COMBINATION AND GROUP PROBLEMS
 AMUSEMENTS IN MATHEMATICS
 Henry Ernest Dudeney
 
 >>New Map
 CHESSBOARD PROBLEMS
  QUEER CHESS
  THE SIX PAWNS
  CHESSBOARD SOLITAIRE
  COUNTER SOLITAIRE
  AN AMAZING DILEMMA
  THE MONSTROSITY
  ANCIENT CHINESE PUZZLE
  CHECKMATE!
  THIRTY-SIX MATES
 >>Note: Place the remaining eight White pieces in such a position that White shall have the choice of thirty-six different mates on the move. Every move that checkmates and leaves a different position is a different mate. The pieces already placed must not be moved.
  THE CRUSADER
  THE FORSAKEN KING
  STALEMATE
  THE ROOKERY
  COUNTING THE RECTANGLES
  SETTING THE BOARD
  IMMOVABLE PAWNS
  The Chessboard
 >>Note: "Good company's a chessboard."
 BYRON'S Don Juan, xiii. 89.
 
 A chessboard is essentially a square plane divided into sixty-four smaller squares by straight lines at right angles. Originally it was not chequered (that is, made with its rows and columns alternately black and white, or of any other two colours), and this improvement was introduced merely to help the eye in actual play. The utility of the chequers is unquestionable. For example, it facilitates the operation of the bishops, enabling us to see at the merest glance that our king or pawns on black squares are not open to attack from an opponent's bishop running on the white diagonals. Yet the chequering of the board is not essential to the game of chess. Also, when we are propounding puzzles on the chessboard, it is often well to remember that additional interest may result from "generalizing" for boards containing any number of squares, or from limiting ourselves to some particular chequered arrangement, not necessarily a square. We will give a few puzzles dealing with chequered boards in this general way.
  The Guarded Chessboard
  NON-ATTACKING CHESSBOARD ARRANGEMENTS
  THE TWO PIECES PROBLEM
  THE CHESSBOARD SENTENCE
 >>Note: I once set myself the amusing task of so dissecting an ordinary chessboard into letters of the alphabet that they would form a complete sentence. It will be seen from the illustration that the pieces assembled give the sentence, "CUT THY LIFE," with the stops between. The ideal sentence would, of course, have only one full stop, but that I did not succeed in obtaining.
 
 The sentence is an appeal to the transgressor to cut himself adrift from the evil life he is living. Can you fit these pieces together to form a perfect chessboard?
  THE CHINESE CHESSBOARD
 >>Note: Into how large a number of different pieces may the chessboard be cut (by cuts along the lines only), no two pieces being exactly alike? Remember that the arrangement of black and white constitutes a difference. Thus, a single black square will be different from a single white square, a row of three containing two white squares will differ from a row of three containing two black, and so on. If two pieces cannot be placed on the table so as to be exactly alike, they count as different. And as the back of the board is plain, the pieces cannot be turned over.
  THE ABBOT'S WINDOW
  THE GRAND LAMA'S PROBLEM
 >>Note: Once upon a time there was a Grand Lama who had a chessboard made of pure gold, magnificently engraved, and, of course, of great value. Every year a tournament was held at Lhassa among the priests, and whenever any one beat the Grand Lama it was considered a great honour, and his name was inscribed on the back of the board, and a costly jewel set in the particular square on which the checkmate had been given. After this sovereign pontiff had been defeated on four occasions he died-possibly of chagrin.
 
 Now the new Grand Lama was an inferior chess-player, and preferred other forms of innocent amusement, such as cutting off people's heads. So he discouraged chess as a degrading game, that did not improve either the mind or the morals, and abolished the tournament summarily. Then he sent for the four priests who had had the effrontery to play better than a Grand Lama, and addressed them as follows: Pg 87"Miserable and heathenish men, calling yourselves priests! Know ye not that to lay claim to a capacity to do anything better than my predecessor is a capital offence? Take that chessboard and, before day dawns upon the torture chamber, cut it into four equal parts of the same shape, each containing sixteen perfect squares, with one of the gems in each part! If in this you fail, then shall other sports be devised for your special delectation. Go!" The four priests succeeded in their apparently hopeless task. Can you show how the board may be divided into four equal parts, each of exactly the same shape, by cuts along the lines dividing the squares, each part to contain one of the gems?
  BOARDS WITH AN ODD NUMBER OF SQUARES
  LIONS AND CROWNS
 >>Note: The young lady in the illustration is confronted with a little cutting-out difficulty in which the reader may be glad to assist her. She wishes, for some reason that she has not communiPg 86cated to me, to cut that square piece of valuable material into four parts, all of exactly the same size and shape, but it is important that every piece shall contain a lion and a crown. As she insists that the cuts can only be made along the lines dividing the squares, she is considerably perplexed to find out how it is to be done. Can you show her the way? There is only one possible method of cutting the stuff.
  CHEQUERED BOARD DIVISIONS
 >>Note: I recently asked myself the question: In how many different ways may a chessboard be divided into two parts of the same size and shape by cuts along the lines dividing the squares? The problem soon proved to be both fascinating and bristling with difficulties. I present it in a simplified form, taking a board of smaller dimensions.
 
 It is obvious that a board of four squares can only be so divided in one way-by a straight cut down the centre-because we shall not count reversals and reflections as different. In the case of a board of sixteen squares-four by four-there are just six different ways. I have given all these in the diagram, and the reader will not find any others. Now, take the larger board of thirty-six squares, and try to discover in how many ways it may be cut into two parts of the same size and shape.
  Dynamical Chess Puzzles
 >>Note: "Push on-keep moving."
 THOS. MORTON: Cure for the Heartache.
  Statical Chess Puzzles
 >>Note: "They also serve who only stand and wait."
 MILTON.
 
 295.-THE EIGHT ROOKS.
 >>New Map
 Statical Chess Puzzles
  THE EIGHT ROOKS
  THE FOUR LIONS
 >>Note: The puzzle is to find in how many different ways the four lions may be placed so that there shall never be more than one lion in any row or column. Mere reversals and reflections will not count as different. Thus, regarding the example given, if we place the lions in the other diagonal, it will be considered the same arrangement. For if you hold the second arrangement in front of a mirror or give it a quarter turn, you merely get the first arrangement. It is a simple little puzzle, but requires a certain amount of careful consideration.
  BISHOPS-UNGUARDED
  BISHOPS-GUARDED
  THE EIGHT QUEENS
 >>Note: The queen is by far the strongest piece on the chessboard. If you place her on one of the four squares in the centre of the board, she attacks no fewer than twenty-seven other squares; and if you try to hide her in a corner, she still attacks twenty-one squares. Eight queens may be placed on the board so that no queen attacks another, and it is an old puzzle (first proposed by Nauck in 1850, and it has quite a little literature of its own) to discover in just how many different ways this may be done. I show one way in the diagram, and there are in all twelve of these fundamentally different ways. These twelve produce ninety-two ways if we regard reversals and reflections as different. The diagram is in a way a symmetrical arrangement. If you turn the page upside down, it will reproduce itself exactly; but if you look at it with one of the other sides at the bottom, you get another way that is not identical. Then if you reflect these two ways in a mirror you get two more ways. Now, all the other eleven solutions are non-symmetrical, and therefore each of them may be presented in eight ways by these reversals and reflections. It will thus be seen why the twelve fundamentally different solutions produce only ninety-two arrangements, as I have said, and not ninety-six, as would happen if all twelve were non-symmetrical. It is well to have a clear understanding on the matter of reversals and reflections when dealing with puzzles on the chessboard.
  THE FIVE CRESCENTS OF BYZANTIUM
  THE GENTLE ART OF STAMP-LICKING
  THE THIRTY-SIX LETTER BLOCKS
 >>Note: The illustration represents a box containing thirty-six letter-blocks. The puzzle is to rearrange these blocks so that no A shall be in a line vertically, horizontally, or diagonally with another A, no B with another B, no C with another C, and so on. You will find it impossible to get all the letters into the box under these conditions, but the point is to place as many as possible. Of course no letters other than those shown may be used.
  THE CROWDED CHESSBOARD
  THE FORTY-NINE COUNTERS
  QUEENS AND BISHOP PUZZLE
 >>Note: It will be seen that every square of the board is either occupied or attacked. The puzzle is to substitute a bishop for the rook on the same square, and then place the four queens on other squares so that every square shall again be either occupied or attacked.
  BACHET'S SQUARE
  UNDER THE VEIL
  THE COLOURED COUNTERS
  THE THREE SHEEP
  THE FIVE DOGS PUZZLE
  THE EIGHT STARS
  THE SOUTHERN CROSS
  THE HAT-PEG PUZZLE
  THE AMAZONS
  A PUZZLE WITH PAWNS
  THE KNIGHT-GUARDS
  LION-HUNTING
 >>Note: My friend Captain Potham Hall, the renowned hunter of big game, says there is nothing more exhilarating than a brush with a herd-a pack-a team-a flock-a swarm (it has taken me a full quarter of an hour to recall the right word, but I have it at last)-a pride of lions. Why a number of lions are called a "pride," a number of whales a "school," and a number of foxes a "skulk" are mysteries of philology into which I will not enter.
 
 Well, the captain says that if a spirited lion crosses your path in the desert it becomes lively, for the lion has generally been looking for the man just as much as the man has sought the king of the forest. And yet when they meet they always quarrel and fight it out. A little contemplation of this unfortunate and long-standing feud between two estimable families has led me to figure out a few calculations as to the probability of the man and the lion crossing one another's path in the jungle. In all these cases one has to start on certain more Pg 95or less arbitrary assumptions. That is why in the above illustration I have thought it necessary to represent the paths in the desert with such rigid regularity. Though the captain assures me that the tracks of the lions usually run much in this way, I have doubts.
 
 The puzzle is simply to find out in how many different ways the man and the lion may be placed on two different spots that are not on the same path. By "paths" it must be understood that I only refer to the ruled lines. Thus, with the exception of the four corner spots, each combatant is always on two paths and no more. It will be seen that there is a lot of scope for evading one another in the desert, which is just what one has always understood.
 >>New Map
 Dynamical Chess Puzzles
  THE ROOK'S TOUR
  THE ROOK'S JOURNEY
  THE LANGUISHING MAIDEN
 >>Note: A wicked baron in the good old days imprisoned an innocent maiden in one of the deepest dungeons beneath the castle moat. It will be seen from our illustration that there were sixty-three cells in the dungeon, all connected by open doors, and the maiden was chained in the cell in which she is shown. Now, a valiant knight, who loved the damsel, succeeded in rescuing her from the enemy. Having gained an entrance to the dungeon at the point where he is seen, he succeeded in reaching the maiden after entering every cell once and only once. Take your pencil and try to trace out such a route. When you have succeeded, then try to discover a route in twenty-two straight paths through the cells. It can be done in this number without entering any cell a second time.
  A DUNGEON PUZZLE
  THE LION AND THE MAN
  AN EPISCOPAL VISITATION
  A NEW COUNTER PUZZLE
  A NEW BISHOP'S PUZZLE
 >>Note: This is quite a fascinating little puzzle. Place eight bishops (four black and four white) on the reduced chessboard, as shown in the illustration. The problem is to make the black bishops change places with the white ones, no bishop ever attacking another of the opposite colour. They must move alternately-first a white, then a black, then a white, and so on. When you have succeeded in doing it at all, try to find the fewest possible moves.
 
 If you leave out the bishops standing on black squares, and only play on the white squares, you will discover my last puzzle turned on its side.
  THE FOUR KNIGHTS' TOURS
  ST. GEORGE AND THE DRAGON
 >>Note: Here is a little puzzle on a reduced chessboard of forty-nine squares. St. George wishes to kill the dragon. Killing dragons was a well-known pastime of his, and, being a knight, it was only natural that he should desire to perform the feat in a series of knight's moves. Can you show how, starting from that central square, he may visit once, and only once, every square of the board in a chain of chess knight's moves, and end by capturing the dragon on his last move? Of course a variety of different ways are open to him, so try to discover a route that forms some pretty design when you have marked each successive leap by a straight line from square to square.
  THE SCIENTIFIC SKATER
  FARMER LAWRENCE'S CORNFIELDS
  THE BOARD IN COMPARTMENTS
  THE FORTY-NINE STARS
  THE QUEEN'S JOURNEY
  THE YACHT RACE
  THE GREYHOUND PUZZLE
  THE FOUR KANGAROOS
  THE STAR PUZZLE
  THE QUEEN'S TOUR
  THE CUBIC KNIGHT'S TOUR
  THE FOUR FROGS
  THE MANDARIN'S PUZZLE
  EXERCISE FOR PRISONERS
  THE TWO PAWNS
 >>New Map
 COMBINATION AND GROUP PROBLEMS
  KING ARTHUR'S KNIGHTS
  THE CITY LUNCHEONS
  A TENNIS TOURNAMENT
  THE WRONG HATS
  THE PEAL OF BELLS
  THREE MEN IN A BOAT
  THE GLASS BALLS
  FIFTEEN LETTER PUZZLE
  THE NINE SCHOOLBOYS
  THE ROUND TABLE
  THE MOUSE-TRAP PUZZLE
 >>Note: This is a modern version, with a difference, of an old puzzle of the same name. Number twenty-one cards, 1, 2, 3, etc., up to 21, and place them in a circle in the particular order shown in the illustration. These cards represent mice. You start from any card, calling that card "one," and count, "one, two, three," etc., in a clockwise direction, and when your count agrees with the number on the card, you have made a "catch," and you remove the card. Then start at the next card, calling that "one," and try again to make another "catch." And so on. Supposing you start at 18, calling that card "one," your first "catch" will be 19. Remove 19 and your next "catch" is 10. Remove 10 and your next "catch" is 1. Remove the 1, and if you count up to 21 (you must never go beyond), you cannot make another "catch." Now, the ideal is to "catch" all the twenty-one mice, but this is not here possible, and if it were it would merely require twenty-one different trials, at the most, to succeed. But the reader may make any two cards change places before he begins. Thus, you can change the 6 with the 2, or the 7 with the 11, or any other pair. This can be done in several ways so as to enable you to "catch" all the twenty-one mice, if you then start at the right place. You may never pass over a "catch"; you must always remove the card and start afresh.
  THE SIXTEEN SHEEP
  THE EIGHT VILLAS
  COUNTER CROSSES
  A DORMITORY PUZZLE
  THE BARRELS OF BALSAM
 >>Note: A merchant of Bagdad had ten barrels of precious balsam for sale. They were numbered, and were arranged in two rows, one on top of the other, as shown in the picture. The smaller the number on the barrel, the greater was its value. So that the best quality was numbered "1" and the worst numbered "10," and all the other numbers of graduating values. Now, the rule of Ahmed Assan, the merchant, was that he never put a barrel either beneath or to the right of one of less value. The arrangement shown is, of course, the simplest way of complying with this condition. But there are many other ways-such, for example, as this:-
 1 2 5 7 8
 3 4 6 9 10
 
 Here, again, no barrel has a smaller number than itself on its right or beneath it. The puzzle is to discover in how many different ways the merchant of Bagdad might have arranged his barrels in the two rows without breaking his rule. Can you count the number of ways?
  BUILDING THE TETRAHEDRON
  PAINTING A PYRAMID
  THE ANTIQUARY'S CHAIN
  THE FIFTEEN DOMINOES
  THE CROSS TARGET
  THE FOUR POSTAGE STAMPS
  PAINTING THE DIE
  AN ACROSTIC PUZZLE
 >>New Map
 UNICURSAL AND ROUTE PROBLEMS
  A JUVENILE PUZZLE
  THE UNION JACK
  THE DISSECTED CIRCLE
  THE TUBE INSPECTOR'S PUZZLE
 >>Note: The man in our illustration is in a little dilemma. He has just been appointed inspector of a certain system of tube railways, and it is his duty to inspect regularly, within a stated period, all the company's seventeen lines connecting twelve stations, as shown on the big poster plan that he is contemplating. Now he wants to arrange his route so that it shall take him over all the lines with as little travelling as possible. He may begin where he likes and end where he likes. What is his shortest route?
 
 Could anything be simpler? But the reader will soon find that, however he decides to proceed, the inspector must go over some of the lines more than once. In other words, if we say that the stations are a mile apart, he will have to travel more than seventeen miles to inspect every line. There is the little difficulty. How far is he compelled to travel, and which route do you recommend?
  THE FIFTEEN TURNINGS
  THE FLY ON THE OCTAHEDRON
 >>Note: "Look here," said the professor to his colleague, "I have been watching that fly on the octahedron, and it confines its walks entirely to the edges. What can be its reason for avoiding the sides?"
 
 "Perhaps it is trying to solve some route problem," suggested the other. "Supposing it to start from the top point, how many different routes are there by which it may walk over all the edges, without ever going twice along the same edge in any route?"
 
 The problem was a harder one than they expected, and after working at it during leisure moments for several days their results did not agree-in fact, they were both wrong. If the reader is surprised at their failure, let him attempt the little puzzle himself. I will just explain that the octahedron is one of the five regular, or Platonic, bodies, and is contained under eight equal and equilateral triangles. If you cut out the two pieces of cardboard of the shape shown in the margin of the illustration, cut half through along the dotted lines and then bend them and put them together, you will have a perfect octahedron. In any route over all the edges it will be found that the fly must end at the point of departure at the top.
  THE ICOSAHEDRON PUZZLE
  INSPECTING A MINE
  THE CYCLISTS' TOUR
  THE SAILOR'S PUZZLE
 >>Note: The sailor depicted in the illustration stated that he had since his boyhood been engaged in trading with a small vessel among some twenty little islands in the Pacific. He supplied the rough chart of which I have given a copy, and explained that the lines from island to island represented the only routes that he ever adopted. He always started from island A at the beginning of the season, and then visited every island Pg 72once, and once only, finishing up his tour at the starting-point A. But he always put off his visit to C as long as possible, for trade reasons that I need not enter into. The puzzle is to discover his exact route, and this can be done with certainty. Take your pencil and, starting at A, try to trace it out. If you write down the islands in the order in which you visit them-thus, for example, A, I, O, L, G, etc.-you can at once see if you have visited an island twice or omitted any. Of course, the crossings of the lines must be ignored-that is, you must continue your route direct, and you are not allowed to switch off at a crossing and proceed in another direction. There is no trick of this kind in the puzzle. The sailor knew the best route. Can you find it?
  THE GRAND TOUR
  WATER, GAS, AND ELECTRICITY
  A PUZZLE FOR MOTORISTS
  A BANK HOLIDAY PUZZLE
  THE MOTOR-CAR TOUR
  THE LEVEL PUZZLE
  THE DIAMOND PUZZLE
  THE DEIFIED PUZZLE
  THE VOTERS' PUZZLE
  HANNAH'S PUZZLE
  THE HONEYCOMB PUZZLE
  THE MONK AND THE BRIDGES
 >>Note: In this case I give a rough plan of a river with an island and five bridges. On one side of the river is a monastery, and on the other side is seen a monk in the foreground. Now, the monk has decided that he will cross every bridge once, and only once, on his return to the monastery. This is, of course, quite easy to do, but on the way he thought to himself, "I wonder how many different routes there are from which I might have selected." Could you have told him? That is the puzzle. Take your pencil and trace out a route that will take you once Pg 76over all the five bridges. Then trace out a second route, then a third, and see if you can count all the variations. You will find that the difficulty is twofold: you have to avoid dropping routes on the one hand and counting the same routes more than once on the other.
 >>New Map
 MOVING COUNTER PROBLEMS
  THE SIX FROGS
 >>Note: The six educated frogs in the illustration are trained to reverse their order, so that their numbers shall read 6, 5, 4, 3, 2, 1, with the blank square in its present position. They can jump to the next square (if vacant) or leap over one frog to the next square beyond (if vacant), just as we move in the game of draughts, and can go backwards or forwards at pleasure. Can you show how they perform their feat in the fewest possible moves? It is quite easy, so when you have done it add a seventh frog to the right and try again. Then add more frogs until you are able to give the shortest solution for any number. For it can always be done, with that single vacant square, no matter how many frogs there are.
  THE GRASSHOPPER PUZZLE
 >>Note: It has been suggested that this puzzle was a great favourite among the young apprentices of the City of London in the sixteenth and seventeenth centuries. Readers will have noticed the curious brass grasshopper on the Royal Exchange. This long-lived creature escaped the fires of 1666 and 1838. The grasshopper, after his kind, was the crest of Sir Thomas Gresham, merchant grocer, who died in 1579, and from this cause it has been used as a sign by grocers in general. Unfortunately for the legend as to its origin, the puzzle was only produced by myself so late as the year 1900. On twelve of the thirteen black discs are placed numbered counters or grasshoppers. The puzzle is to reverse their order, so that they shall read, 1, 2, 3, 4, etc., in the opposite direction, with the vacant disc left in the same position as at present. Move one at a time in any order, either to the adjoining vacant disc or by jumping over one grasshopper, like the moves in draughts. The moves or leaps may be made in either direction that is at any time possible. What are the fewest possible moves in which it can be done?
  THE EDUCATED FROGS
  THE TWICKENHAM PUZZLE
  THE VICTORIA CROSS PUZZLE
  THE LETTER BLOCK PUZZLE
  A LODGING-HOUSE DIFFICULTY
  THE EIGHT ENGINES
  A RAILWAY PUZZLE
  A RAILWAY MUDDLE
  THE MOTOR-GARAGE PUZZLE
  THE TEN PRISONERS
  ROUND THE COAST
  CENTRAL SOLITAIRE
 >>Note: This ancient puzzle was a great favourite with our grandmothers, and most of us, I imagine, have on occasions come across a "Solitaire" board-a round polished board with holes cut in it in a geometrical pattern, and a glass marble in every hole. Sometimes I have noticed one on a side table in a suburban front parlour, or found one on a shelf in a country cottage, or had one brought under my notice at a wayside inn. Sometimes they are of the form shown above, but it is equally common for the board to have four more holes, at the points indicated by dots. I select the simpler form.
 
 Though "Solitaire" boards are still sold at the toy shops, it will be sufficient if the reader will make an enlarged copy of the above on a sheet of cardboard or paper, number the "holes," and provide himself with 33 counters, buttons, or beans. Now place a counter in every hole except the central one, No. 17, and the puzzle is to take off all the counters in a series of jumps, except the last counter, which must be left in that central hole. You are Pg 64allowed to jump one counter over the next one to a vacant hole beyond, just as in the game of draughts, and the counter jumped over is immediately taken off the board. Only remember every move must be a jump; consequently you will take off a counter at each move, and thirty-one single jumps will of course remove all the thirty-one counters. But compound moves are allowed (as in draughts, again), for so long as one counter continues to jump, the jumps all count as one move.
 
 Here is the beginning of an imaginary solution which will serve to make the manner of moving perfectly plain, and show how the solver should write out his attempts: 5-17, 12-10, 26-12, 24-26 (13-11, 11-25), 9-11 (26-24, 24-10, 10-12), etc., etc. The jumps contained within brackets count as one move, because they are made with the same counter. Find the fewest possible moves. Of course, no diagonal jumps are permitted; you can only jump in the direction of the lines.
  THE TEN APPLES
 >>Note: The family represented in the illustration are amusing themselves with this little puzzle, which is not very difficult but quite interesting. They have, it will be seen, placed sixteen plates on the table in the form of a square, and put an apple in each of ten plates. They want to find a way of removing all the apples except one by jumping over one at a time to the next vacant square, as in draughts; or, better, as in solitaire, for you are not allowed to make any diagonal moves-only moves parallel to the sides of the square. It is obvious that as the apples stand no move can be made, but you are permitted to transfer any single apple you like to a vacant plate before starting. Then the moves must be all leaps, taking off the apples leaped over.
  THE NINE ALMONDS
  THE TWELVE PENNIES
  PLATES AND COINS
  CATCHING THE MICE
 >>Note: "Play fair!" said the mice. "You know the rules of the game."
 
 "Yes, I know the rules," said the cat. "I've got to go round and round the circle, in the Pg 66direction that you are looking, and eat every thirteenth mouse, but I must keep the white mouse for a tit-bit at the finish. Thirteen is an unlucky number, but I will do my best to oblige you."
 
 "Hurry up, then!" shouted the mice.
 
 "Give a fellow time to think," said the cat. "I don't know which of you to start at. I must figure it out."
 
 While the cat was working out the puzzle he fell asleep, and, the spell being thus broken, the mice returned home in safety. At which mouse should the cat have started the count in order that the white mouse shoul