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Part 19

The Canterbury Puzzles, and Other Curious Problems · Henry Ernest Dudeney — chapter 19 of 49 · ~1,289 words · public domain

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Copy the simple diagram on a conveniently large sheet of cardboard or paper, and use four marked counters to represent the Dutchman, his wife, and the two hogs.

At the beginning of the game these must be placed on the squares on which they are shown. One player represents Hendrick and Katrün, and the other the hogs. The first player moves the Dutchman and his wife one square each in any direction (but not diagonally), and then the second player moves both pigs one square each (not diagonally); and so on, in turns, until Hendrick catches one hog and Katrün the other.

This you will find would be absurdly easy if the hogs moved first, but this is just what Dutch pigs will not do.

79.--The Thirty-one Game.

This is a game that used to be (and may be to this day, for aught I know) a favourite means of swindling employed by card-sharpers at racecourses and in railway carriages.

As, on its own merits, however, the game is particularly interesting, I will make no apology for presenting it to my readers.

The cardsharper lays down the twenty-four cards shown in the illustration, and invites the innocent wayfarer to try his luck or skill by seeing which of them can first score thirty-one, or drive his opponent beyond, in the following manner:--

One player turns down a card, say a 2, and counts "two"; the second player turns down a card, say a 5, and, adding this to the score, counts "seven"; the first player turns down another card, say a 1, and counts "eight"; and so the play proceeds alternately until one of them scores the "thirty-one," and so wins.

Now, the question is, in order to win, should you turn down the first card, or courteously request your opponent to do so? And how should you conduct your play? The reader will perhaps say: "Oh, that is easy enough. You must play first, and turn down a 3; then, whatever your opponent does, he cannot stop your making ten, or stop your making seventeen, twenty-four, and the winning thirty-one. You have only to secure these numbers to win."

But this is just that little knowledge which is such a dangerous thing, and it places you in the hands of the sharper.

You play 3, and the sharper plays 4 and counts "seven"; you play 3 and count "ten"; the sharper turns down 3 and scores "thirteen"; you play 4 and count "seventeen"; the sharper plays a 4 and counts "twenty-one"; you play 3 and make your "twenty-four."

Now the sharper plays the last 4 and scores "twenty-eight." You look in vain for another 3 with which to win, for they are all turned down! So you are compelled either to let him make the "thirty-one" or to go yourself beyond, and so lose the game.

You thus see that your method of certainly winning breaks down utterly, by what may be called the "method of exhaustion." I will give the key to the game, showing how you may always win; but I will not here say whether you must play first or second: you may like to find it out for yourself.

80.--The Chinese Railways.

Our illustration shows the plan of a Chinese city protected by pentagonal fortifications. Five European Powers were scheming and clamouring for a concession to run a railway to the place; and at last one of the Emperor's more brilliant advisers said, "Let every one of them have a concession!" So the Celestial Government officials were kept busy arranging the details. The letters in the diagram show the different nationalities, and indicate not only just where each line must enter the city, but also where the station belonging to that line must be located. As it was agreed that the line of one company must never cross the line of another, the representatives of the various countries concerned were engaged so many weeks in trying to find a solution to the problem, that in the meantime a change in the Chinese Government was brought about, and the whole scheme fell through. Take your pencil and trace out the route for the line A to A, B to B, C to C, and so on, without ever allowing one line to cross another or pass through another company's station.

81.--The Eight Clowns.

This illustration represents a troupe of clowns I once saw on the Continent. Each clown bore one of the numbers 1 to 9 on his body. After going through the usual tumbling, juggling, and other antics, they generally concluded with a few curious little numerical tricks, one of which was the rapid formation of a number of magic squares. It occurred to me that if clown No. 1 failed to appear (as happens in the illustration), this last item of their performance might not be so easy. The reader is asked to discover how these eight clowns may arrange themselves in the form of a square (one place being vacant), so that every one of the three columns, three rows, and each of the two diagonals shall add up the same. The vacant place may be at any part of the square, but it is No. 1 that must be absent.

82.--The Wizard's Arithmetic.

Once upon a time a knight went to consult a certain famous wizard. The interview had to do with an affair of the heart; but after the man of magic had foretold the most favourable issues, and concocted a love-potion that was certain to help his visitor's cause, the conversation drifted on to occult subjects generally.

"And art thou learned also in the magic of numbers?" asked the knight. "Show me but one sample of thy wit in these matters."

The old wizard took five blocks bearing numbers, and placed them on a shelf, apparently at random, so that they stood in the order 41096, as shown in our illustration. He then took in his hands an 8 and a 3, and held them together to form the number 83.

"Sir Knight, tell me," said the wizard, "canst thou multiply one number into the other in thy mind?"

"Nay, of a truth," the good knight replied. "I should need to set out upon the task with pen and scrip."

"Yet mark ye how right easy a thing it is to a man learned in the lore of far Araby, who knoweth all the magic that is hid in the philosophy of numbers!"

The wizard simply placed the 3 next to the 4 on the shelf, and the 8 at the other end. It will be found that this gives the answer quite correctly--3410968. Very curious, is it not? How many other two-figure multipliers can you find that will produce the same effect? You may place just as many blocks as you like on the shelf, bearing any figures you choose.

83.--The Ribbon Problem.

If we take the ribbon by the ends and pull it out straight, we have the number 0588235294117647. This number has the peculiarity that, if we multiply it by any one of the numbers, 2, 3, 4, 5, 6, 7, 8, or 9, we get exactly the same number in the circle, starting from a different place. For example, multiply by 4, and the product is 2352941176470588, which starts from the dart in the circle. So, if we multiply by 3, we get the same result starting from the star. Now, the puzzle is to place a different arrangement of figures on the ribbon that will produce similar results when so multiplied; only the 0 and the 7 appearing at the ends of the ribbon must not be removed.

84.--The Japanese Ladies and the Carpet.

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