equals the side of the little square pieces to cut away. The measurements given were 8 ft. by 3 ft., and the above rule gives 8 in. as the side of the square pieces that have to be cut away. Of course it will not always come out exact, as in this case (on account of that square root), but you can get as near as you like with decimals.
202.—THE CONE PUZZLE.—solutionThe simple rule is that the cone must be cut at one-third of its altitude.
203.—CONCERNING WHEELS.—solution
If you mark a point A on the circumference of a wheel that runs on the surface of a level road, like an ordinary cart-wheel, the curve described by that point will be a common cycloid, as in Fig. 1. But if you mark a point B on the circumference of the flange of a locomotive-wheel, the curve will be a curtate cycloid, as in Fig. 2, terminating in nodes. Now, if we consider one of these nodes or loops, we shall see that "at any given moment" certain points at the bottom of the loop must be moving in the opposite direction to the train. As there is an infinite number of such points on the flange's circumference, there must be an infinite number of these loops being described while the train is in motion. In fact, at any given moment certain points on the flanges are always moving in a direction opposite to that in which the train is going.
In the case of the two wheels, the wheel that runs round the stationary one makes two revolutions round its own centre. As both wheels are of the same size, it is obvious that if at the start we mark a point on the circumference of the upper wheel, at the very top, this point will be in contact with the lower wheel at its lowest part when half the journey has been made. Therefore this point is again at the top of the moving wheel, and one revolution has been made. Consequently there are two such revolutions in the complete journey.
204.—A NEW MATCH PUZZLE.—solution1. The easiest way is to arrange the eighteen matches as in Diagrams 1 and 2, making the length of the perpendicular AB equal to a match and a half. Then, if the matches are an inch in length, Fig. 1 contains two square inches and Fig. 2 contains six square inches— 4 × 1½. The second case (2) is a little more difficult to solve. The solution is given in Figs. 3 and 4. For the purpose of construction, place matches temporarily on the dotted lines. Then it will be seen that as 3 contains five equal equilateral triangles and 4 contains fifteen similar triangles, one figure is three times as large as the other, and exactly eighteen matches are used.
205.—THE SIX SHEEP-PENS.—solutionPlace the twelve matches in the manner shown in the illustration, and you will have six pens of equal size.
206.—THE KING AND THE CASTLES.—solution
There are various ways of building the ten castles so that they shall form five rows with four castles in every row, but the arrangement in the next column is the only one that also provides that two castles (the greatest number possible) shall not be approachable from the outside. It will be seen that you must cross the walls to reach these two.
207.—CHERRIES AND PLUMS.—solutionThere are several ways in which this problem might be solved were it not for the condition that as few cherries and plums as possible shall be planted on the north and east sides of the orchard. The best possible arrangement is that shown in the diagram, where the cherries, plums, and apples are indicated respectively by the letters C, P, and A. The dotted lines connect the cherries, and the other lines the plums. It will be seen that the ten cherry trees and the ten plum trees are so planted that each fruit forms five lines with four trees of its kind in line. This is the only arrangement that allows of so few as two cherries or plums being planted on the north and east outside rows.
208.—A PLANTATION PUZZLE.—solutionThe illustration shows the ten trees that must be left to form five rows with four trees in every row. The dots represent the positions of the trees that have been cut down.
209.—THE TWENTY-ONE TREES.—solution
I give two pleasing arrangements of the trees. In each case there are twelve straight rows with five trees in every row.
210.—THE TEN COINS.—solution
The answer is that there are just 2,400 different ways. Any three coins may be taken from one side to combine with one coin taken from the other side. I give four examples on this and the next page. We may thus select three from the top in ten ways and one from the bottom in five ways, making fifty. But we may also select three from the bottom and one from the top in fifty ways. We may thus select the four coins in one hundred ways, and the four removed may be arranged by permutation in twenty-four ways. Thus there are 24 × 100 = 2,400 different solutions.
As all the points and lines puzzles that I have given so far, excepting the last, are variations of the case of ten points arranged to form five lines of four, it will be well to consider this particular case generally. There are six fundamental solutions, and no more, as shown in the six diagrams. These, for the sake of convenience, I named some years ago the Star, the Dart, the Compasses, the Funnel, the Scissors, and the Nail. (See next page.) Readers will understand that any one of these forms may be distorted in an infinite number of different ways without destroying its real character.
In "The King and the Castles" we have the Star, and its solution gives the Compasses. In the "Cherries and Plums" solution we find that the Cherries represent the Funnel and the Plums the Dart. The solution of the "Plantation Puzzle" is an example of the Dart distorted. Any solution to the "Ten Coins" will represent the Scissors. Thus examples of all have been given except the Nail.
On a reduced chessboard, 7 by 7, we may place the ten pawns in just three different ways, but they must all represent the Dart. The "Plantation" shows one way, the Plums show a second way, and the reader may like to find the third way for himself. On an ordinary chessboard, 8 by 8, we can also get in a beautiful example of the Funnel—symmetrical in relation to the diagonal of the board. The smallest board that will take a Star is one 9 by 7. The Nail requires a board 11 by 7, the Scissors 11 by 9, and the Compasses 17 by 12. At least these are the best results recorded in my note-book. They may be beaten, but I do not think so. If you divide a chessboard into two parts by a diagonal zigzag line, so that the larger part contains 36 squares and the smaller part 28 squares, you can place three separate schemes on the larger part and one on the smaller part (all Darts) without their conflicting—that is, they occupy forty different squares. They can be placed in other ways without a division of the board. The smallest square board that will contain six different schemes (not fundamentally different), without any line of one scheme crossing the line of another, is 14 by 14; and the smallest board that will contain one scheme entirely enclosed within the lines of a second scheme, without any of the lines of the one, when drawn from point to point, crossing a line of the other, is 14 by 12.
211.—THE TWELVE MINCE-PIES.—solutionIf you ignore the four black pies in our illustration, the remaining twelve are in their original positions. Now remove the four detached pies to the places occupied by the black ones, and you will have your seven straight rows of four, as shown by the dotted lines.
212.—THE BURMESE PLANTATION.—solutionThe arrangement on the next page is the most symmetrical answer that can probably be found for twenty-one rows, which is, I believe, the greatest number of rows possible. There are several ways of doing it.
213.—TURKS AND RUSSIANS.—solutionThe main point is to discover the smallest possible number of Russians that there could have been. As the enemy opened fire from all directions, it is clearly necessary to find what is the smallest number of heads that could form sixteen lines with three heads in every line. Note that I say sixteen, and not thirty-two, because every line taken by a bullet may be also taken by another bullet fired in exactly the opposite direction. Now, as few as eleven points, or heads, may be arranged to form the required sixteen lines of three, but the discovery of this arrangement is a hard nut. The diagram at the foot of this page will show exactly how the thing is to be done.
If, therefore, eleven Russians were in the positions shown by the stars, and the thirty-two Turks in the positions indicated by the black dots, it will be seen, by the lines shown, that each Turk may fire exactly over the heads of three Russians. But as each bullet kills a man, it is essential that every Turk shall shoot one of his comrades and be shot by him in turn; otherwise we should have to provide extra Russians to be shot, which would be destructive of the correct solution of our problem. As the firing was simultaneous, this point presents no difficulties. The answer we thus see is that there were at least eleven Russians amongst whom there was no casualty, and that all the thirty-two Turks were shot by one another. It was not stated whether the Russians fired any shots, but it will be evident that even if they did their firing could not have been effective: for if one of their bullets killed a Turk, then we have immediately to provide another man for one of the Turkish bullets to kill; and as the Turks were known to be thirty-two in number, this would necessitate our introducing another Russian soldier and, of course, destroying the solution. I repeat that the difficulty of the puzzle consists in finding how to arrange eleven points so that they shall form sixteen lines of three. I am told that the possibility of doing this was first discovered by the Rev. Mr. Wilkinson some twenty years ago.
214.—THE SIX FROGS.—solutionMove the frogs in the following order: 2, 4, 6, 5, 3, 1 (repeat these moves in the same order twice more), 2, 4, 6. This is a solution in twenty-one moves—the fewest possible.
If n, the number of frogs, be even, we require (n²+n)/2 moves, of which (n²n)/2 will be leaps and n simple moves. If n be odd, we shall need ((n²+3n)/2)-4 moves, of which (n²n)/2 will be leaps and 2n-4 simple moves.
In the even cases write, for the moves, all the even numbers in ascending order and the odd numbers in descending order. This series must be repeated ½n times and followed by the even numbers in ascending order once only. Thus the solution for 14 frogs will be (2, 4, 6, 8, 10, 12, 14, 13, 11, 9, 7, 5, 3, 1) repeated 7 times and followed by 2, 4, 6, 8, 10, 12, 14 = 105 moves.
In the odd cases, write the even numbers in ascending order and the odd numbers in descending order, repeat this series ½(n-1) times, follow with the even numbers in ascending order (omitting n-1), the odd numbers in descending order (omitting 1), and conclude with all the numbers (odd and even) in their natural order (omitting 1 and n). Thus for 11 frogs: (2, 4, 6, 8, 10, 11, 9, 7, 5, 3, 1) repeated 5 times, 2, 4, 6, 8, 11, 9, 7, 5, 3, and 2, 3, 4, 5, 6, 7, 8, 9, 10 = 73 moves.
215.—THE GRASSHOPPER PUZZLE.—solution
Move the counters in the following order. The moves in brackets are to be made four times in succession. 12, 1, 3, 2, 12, 11, 1, 3, 2 (5, 7, 9, 10, 8, 6, 4), 3, 2, 12, 11, 2, 1, 2. The grasshoppers will then be reversed in forty-four moves.
The general solution of this problem is very difficult. Of course it can always be solved by the method given in the solution of the last puzzle, if we have no desire to use the fewest possible moves. But to employ a full economy of moves we have two main points to consider. There are always what I call a lower movement (L) and an upper movement (U). L consists in exchanging certain of the highest numbers, such as 12, 11, 10 in our "Grasshopper Puzzle," with certain of the lower numbers, 1, 2, 3; the former moving in a clockwise direction, the latter in a non-clockwise direction. U consists in reversing the intermediate counters. In the above solution for 12, it will be seen that 12, 11, and 1, 2, 3 are engaged in the L movement, and 4, 5, 6, 7, 8, 9, 10 in the U movement. The L movement needs 16 moves and U 28, making together 44. We might also involve 10 in the L movement, which would result in L 23, U 21, making also together 44 moves. These I call the first and second methods. But any other scheme will entail an increase of moves. You always get these two methods (of equal economy) for odd or even counters, but the point is to determine just how many to involve in L and how many in U. Here is the solution in table form. But first note, in giving values to n, that 2, 3, and 4 counters are special cases, requiring respectively 3, 3, and 6 moves, and that 5 and 6 counters do not give a minimum solution by the second method—only by the first.
FIRST METHOD.
Total No. L MOVEMENT. U MOVEMENT. Total No.of
4n n - 1 and n 2(n - 1)² + 5n - 7 2n + 1 2n² + 3n + 1 4(n² + n - 1)
4n - 2 n - 1 " n 2(n - 1)² + 5n - 7 2n - 1 2(n - 1)² + 3n - 2 4n² - 5
4n + 1 n " n + 1 2n² + 5n - 2 2n 2n² + 3n - 4 2(2n² + 4n - 3)
4n - 1 n - 1 " n 2(n - 1)² + 5n - 7 2n 2n² + 3n - 4 4n² + 4n - 9
Total No. L MOVEMENT. U MOVEMENT.
of Total No. Counters. No. of No. of No. of No. of of Moves.
4n n and n 2n² + 3n - 4 2n 2(n - 1)² + 5n - 2 4(n² + n - 1)
4n - 2 n - 1 " n - 1 2(n - 1)² + 3n - 7 2n 2(n - 1)² + 5n - 2 4n² - 5
4n + 1 n " n 2n² + 3n - 4 2n + 1 2n² + 5n - 2 2(2n² + 4n - 3)
4n - 1 n " n 2n² + 3n - 4 2n - 1 2(n - 1)² + 5n - 7 4n² + 4n-9
More generally we may say that with m counters, where m is even and greater than 4, we require (m² + 4m - 16)/4 moves; and where m is odd and greater than 3, (m² + 6m - 31)/4 moves. I have thus shown the reader how to find the minimum number of moves for any case, and the character and direction of the moves. I will leave him to discover for himself how the actual order of moves is to be determined. This is a hard nut, and requires careful adjustment of the L and the U movements, so that they may be mutually accommodating.
216.—THE EDUCATED FROGS.—solutionThe following leaps solve the puzzle in ten moves: 2 to 1, 5 to 2, 3 to 5, 6 to 3, 7 to 6, 4 to 7, 1 to 4, 3 to 1, 6 to 3, 7 to 6.
217.—THE TWICKENHAM PUZZLE.—solution
Play the counters in the following order: K C E K W T C E H M K W T A N C E H M I K C E H M T, and there you are, at Twickenham. The position itself will always determine whether you are to make a leap or a simple move.
218.—THE VICTORIA CROSS PUZZLE.—solutionIn solving this puzzle there were two things to be achieved: first, so to manipulate the counters that the word VICTORIA should read round the cross in the same direction, only with the V on one of the dark arms; and secondly, to perform the feat in the fewest possible moves. Now, as a matter of fact, it would be impossible to perform the first part in any way whatever if all the letters of the word were different; but as there are two I's, it can be done by making these letters change places—that is, the first I changes from the 2nd place to the 7th, and the second I from the 7th place to the 2nd. But the point I referred to, when introducing the puzzle, as a little remarkable is this: that a solution in twenty-two moves is obtainable by moving the letters in the order of the following words: "A VICTOR! A VICTOR! A VICTOR I!"
There are, however, just six solutions in eighteen moves, and the following is one of them: I (1), V, A, I (2), R, O, T, I (1), I (2), A, V, I (2), I (1), C, I (2), V, A, I (1). The first and second I in the word are distinguished by the numbers 1 and 2.
It will be noticed that in the first solution given above one of the I's never moves, though the movements of the other letters cause it to change its relative position. There is another peculiarity I may point out—that there is a solution in twenty-eight moves requiring no letter to move to the central division except the I's. I may also mention that, in each of the solutions in eighteen moves, the letters C, T, O, R move once only, while the second I always moves four times, the V always being transferred to the right arm of the cross.
219.—THE LETTER BLOCK PUZZLE.—solutionThis puzzle can be solved in 23 moves—the fewest possible. Move the blocks in the following order: A, B, F, E, C, A, B, F, E, C, A, B, D, H, G, A, B, D, H, G, D, E, F.
220.—A LODGING-HOUSE DIFFICULTY.—solution
The shortest possible way is to move the articles in the following order: Piano, bookcase, wardrobe, piano, cabinet, chest of drawers, piano, wardrobe, bookcase, cabinet, wardrobe, piano, chest of drawers, wardrobe, cabinet, bookcase, piano. Thus seventeen removals are necessary. The landlady could then move chest of drawers, wardrobe, and cabinet. Mr. Dobson did not mind the wardrobe and chest of drawers changing rooms so long as he secured the piano.
221.—THE EIGHT ENGINES.—solutionThe solution to the Eight Engines Puzzle is as follows: The engine that has had its fire drawn and therefore cannot move is No. 5. Move the other engines in the following order: 7, 6, 3, 7, 6, 1, 2, 4, 1, 3, 8, 1, 3, 2, 4, 3, 2, seventeen moves in all, leaving the eight engines in the required order.
There are two other slightly different solutions.222.—A RAILWAY PUZZLE.—solution
This little puzzle may be solved in as few as nine moves. Play the engines as follows: From 9 to 10, from 6 to 9, from 5 to 6, from 2 to 5, from 1 to 2, from 7 to 1, from 8 to 7, from 9 to 8, and from 10 to 9. You will then have engines A, B, and C on each of the three circles and on each of the three straight lines. This is the shortest solution that is possible.
223.—A RAILWAY MUDDLE.—solutionOnly six reversals are necessary. The white train (from A to D) is divided into three sections, engine and 7 wagons, 8 wagons, and 1 wagon. The black train (D to A) never uncouples anything throughout. Fig. 1 is original position with 8 and 1 uncoupled. The black train proceeds to position in Fig. 2 (no reversal). The engine and 7 proceed towards D, and black train backs, leaves 8 on loop, and takes up position in Fig. 3 (first reversal). Black train goes to position in Fig. 4 to fetch single wagon (second reversal). Black train pushes 8 off loop and leaves single wagon there, proceeding on its journey, as in Fig. 5 (third and fourth reversals). White train now backs on to loop to pick up single car and goes right away to D (fifth and sixth reversals).
224.—THE MOTOR-GARAGE PUZZLE.—solutionThe exchange of cars can be made in forty-three moves, as follows: 6-G, 2-B, 1-E, 3-H,
The exchange of cars can be made in forty-three moves, as follows: 6-G, 2-B, 1-E, 3-H,
The exchange of cars can be made in forty-three moves, as follows: 6-G, 2-B, 1-E, 3-H, E, 5-I, 6-J. Of course, "6-G" means that the car numbered "6" moves to the point "G." There are other ways in forty-three moves.
225.—THE TEN PRISONERS.—solutionIt will be seen in the illustration how the prisoners may be arranged so as to produce as many as sixteen even rows. There are 4 such vertical rows, 4 horizontal rows, 5 diagonal rows in one direction, and 3 diagonal rows in the other direction. The arrows here show the movements of the four prisoners, and it will be seen that the infirm man in the bottom corner has not been moved.
226.—ROUND THE COAST.—solutionIn order to place words round the circle under the conditions, it is necessary to select words in which letters are repeated in certain relative positions. Thus, the word that solves our puzzle is "Swansea," in which the first and fifth letters are the same, and the third and seventh the same. We make out jumps as follows, taking the letters of the word in their proper order: 2-5, 7-2, 4-7, 1-4, 6-1, 3-6, 8-3. Or we could place a word like "Tarapur" (in which the second and fourth letters, and the third and seventh, are alike) with these moves: 6-1, 7-4, 2-7, 5-2, 8-5, 3-6, 8-3. But "Swansea" is the only word, apparently, that will fulfil the conditions of the puzzle.
This puzzle should be compared with Sharp's Puzzle, referred to in my solution to No. 341, "The Four Frogs." The condition "touch and jump over two" is identical with "touch and move along a line."
227.—CENTRAL SOLITAIRE.—solutionHere is a solution in nineteen moves; the moves enclosed in brackets count as one move
Here is a solution in nineteen moves; the moves enclosed in brackets count as one move 9, 10-8, 12-10, 3-11, 18-6, (1-3, 3-11), (13-27, 27-25), (21-7, 7-9), (33-31, 31-23), (10-8, 8-22, 22-24, 24-26, 26-12, 12-10), 5-17. All the counters are now removed except one, which is left in the central hole. The solution needs judgment, as one is tempted to make several jumps in one move, where it would be the reverse of good play. For example, after playing the first 3-11 above, one is inclined to increase the length of the move by continuing with 11-25, 25-27, or with 11-9, 9-7.
I do not think the number of moves can be reduced.228.—THE TEN APPLES.—solution
Number the plates (1, 2, 3, 4), (5, 6, 7, 8), (9, 10, 11, 12), (13, 14, 15, 16) in successive rows from the top to the bottom. Then transfer the apple from 8 to 10 and play as follows, rows from the top to the bottom. Then transfer the apple from 8 to 10 and play as follows, 11.
229.—THE NINE ALMONDS.—solutionThis puzzle may be solved in as few as four moves, in the following manner: Move 5 over 8, 9, 3, 1. Move 7 over 4. Move 6 over 2 and 7. Move 5 over 6, and all the counters are removed except 5, which is left in the central square that it originally occupied.
230.—THE TWELVE PENNIES.—solutionHere is one of several solutions. Move 12 to 3, 7 to 4, 10 to 6, 8 to 1, 9 to 5, 11 to 2.
231.—PLATES AND COINS.—solution
Number the plates from 1 to 12 in the order that the boy is seen to be going in the illustration. Starting from 1, proceed as follows, where "1 to 4" means that you take the coin from plate No. 1 and transfer it to plate No. 4: 1 to 4, 5 to 8, 9 to 12, 3 to 6, 7 to 10, 11 to 2, and complete the last revolution to 1, making three revolutions in all. Or you can proceed this way: 4 to 7, 8 to 11, 12 to 3, 2 to 5, 6 to 9, 10 to 1. It is easy to solve in four revolutions, but the solutions in three are more difficult to discover.
This is "The Riddle of the Fishpond" (No. 41, Canterbury Puzzles) in a different dress.232.—CATCHING THE MICE.—solution
In order that the cat should eat every thirteenth mouse, and the white mouse last of all, it is necessary that the count should begin at the seventh mouse (calling the white one the first)—that is, at the one nearest the tip of the cat's tail. In this case it is not at all necessary to try starting at all the mice in turn until you come to the right one, for you can just start anywhere and note how far distant the last one eaten is from the starting point. You will find it to be the eighth, and therefore must start at the eighth, counting backwards from the white mouse. This is the one I have indicated.
In the case of the second puzzle, where you have to find the smallest number with which the cat may start at the white mouse and eat this one last of all, unless you have mastered the general solution of the problem, which is very difficult, there is no better course open to you than to try every number in succession until you come to one that works correctly. The smallest number is twenty-one. If you have to proceed by trial, you will shorten your labour a great deal by only counting out the remainders when the number is divided successively by 13, 12, 11, 10, etc. Thus, in the case of 21, we have the remainders 8, 9, 10, 1, 3, 5, 7, 3, 1, 1, 3, 1, 1. Note that I do not give the remainders of 7, 3, and 1 as nought, but as 7, 3, and 1. Now, count round each of these numbers in turn, and you will find that the white mouse is killed last of all. Of course, if we wanted simply any number, not the smallest, the solution is very easy, for we merely take the least common multiple of 13, 12, 11, 10, etc. down to 2. This is 360360, and you will find that the first count kills the thirteenth mouse, the next the twelfth, the next the eleventh, and so on down to the first. But the most arithmetically inclined cat could not be expected to take such a big number when a small one like twenty-one would equally serve its purpose.
In the third case, the smallest number is 100. The number 1,000 would also do, and there are just seventy-two other numbers between these that the cat might employ with equal success.
233.—THE ECCENTRIC CHEESEMONGER.—solutionTo leave the three piles at the extreme ends of the rows, the cheeses may be moved as follows—the numbers refer to the cheeses and not to their positions in the row: 7-2, 8-7, 9-8, 10-15, 6-10, 5-6, 14-16, 13-14, 12-13, 3-1, 4-3, 11-4. This is probably the easiest solution of all to find. To get three of the piles on cheeses 13, 14, and 15, play thus: 9-4, 10-9, 11-10, 6-14, 5-6, 12-15, 8-12, 7-8, 16-5, 3-13, 2-3, 1-2. To leave the piles on 10-9, 11-10, 6-14, 5-6, 12-15, 8-12, 7-8, 16-5, 3-13, 2-3, 1-2. To leave the piles on 2, 6-11, 15-4.
234.—THE EXCHANGE PUZZLE.—solutionMake the following exchanges of pairs: H-K, H-E, H-C, H-A, I-L, I-F, I-D, K-L, G-J, JA, F-K, L-E, D-K, E-F, E-D, E-B, B-K. It will be found that, although the white counters can be moved to their proper places in 11 moves, if we omit all consideration of exchanges, yet the black cannot be so moved in fewer than 17 moves. So we have to introduce waste moves with the white counters to equal the minimum required by the black. Thus fewer than 17 moves must be impossible. Some of the moves are, of course, interchangeable.
235.—TORPEDO PRACTICE.—solutionIf the enemy's fleet be anchored in the formation shown in the illustration, it will be seen that as many as ten out of the sixteen ships may be blown up by discharging the torpedoes in the order indicated by the numbers and in the directions indicated by the arrows. As each torpedo in succession passes under three ships and sinks the fourth, strike out each vessel with the pencil as it is sunk.
236.—THE HAT PUZZLE.—solutionI suggested that the reader should try this puzzle with counters, so I give my solution in that form. The silk hats are represented by black counters and the felt hats by white counters. The first row shows the hats in the