Chapter 18
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.
376.--THE FOUR ELOPEMENTS.
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.
377.--STEALING THE CASTLE TREASURE.
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?
The 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.
PROBLEMS CONCERNING GAMES.
"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.
378.--DOMINOES IN PROGRESSION.
It will be seen that I have played six dominoes, in the illustration, in accordance with the ordinary rules of the game, 4 against 4, 1 against 1, and so on, and yet the sum of the spots on the successive dominoes, 4, 5, 6, 7, 8, 9, are in arithmetical progression; that is, the numbers taken in order have a common difference of 1. In how many different ways may we play six dominoes, from an ordinary box of twenty-eight, so that the numbers on them may lie in arithmetical progression? We must always play from left to right, and numbers in decreasing arithmetical progression (such as 9, 8, 7, 6, 5, 4) are not admissible.
379.--THE FIVE DOMINOES.
Here is a new little puzzle that is not difficult, but will probably be found entertaining by my readers. It will be seen that the five dominoes are so arranged in proper sequence (that is, with 1 against 1, 2 against 2, and so on), that the total number of pips on the two end dominoes is five, and the sum of the pips on the three dominoes in the middle is also five. There are just three other arrangements giving five for the additions. They are: --
(1--0) (0--0) (0--2) (2--1) (1--3) (4--0) (0--0) (0--2) (2--1) (1--0) (2--0) (0--0) (0--1) (1--3) (3--0)
Now, how many similar arrangements are there of five dominoes that shall give six instead of five in the two additions?
380.--THE DOMINO FRAME PUZZLE.
It will be seen in the illustration that the full set of twenty-eight dominoes is arranged in the form of a square frame, with 6 against 6, 2 against 2, blank against blank, and so on, as in the game. It will be found that the pips in the top row and left-hand column both add up 44. The pips in the other two sides sum to 59 and 32 respectively. The puzzle is to rearrange the dominoes in the same form so that all of the four sides shall sum to 44. Remember that the dominoes must be correctly placed one against another as in the game.
381.--THE CARD FRAME PUZZLE.
In the illustration we have a frame constructed from the ten playing cards, ace to ten of diamonds. The children who made it wanted the pips on all four sides to add up alike, but they failed in their attempt and gave it up as impossible. It will be seen that the pips in the top row, the bottom row, and the left-hand side all add up 14, but the right-hand side sums to 23. Now, what they were trying to do is quite possible. Can you rearrange the ten cards in the same formation so that all four sides shall add up alike? Of course they need not add up 14, but any number you choose to select.
382.--THE CROSS OF CARDS.
In this case we use only nine cards--the ace to nine of diamonds. The puzzle is to arrange them in the form of a cross, exactly in the way shown in the illustration, so that the pips in the vertical bar and in the horizontal bar add up alike. In the example given it will be found that both directions add up 23. What I want to know is, how many different ways are there of rearranging the cards in order to bring about this result? It will be seen that, without affecting the solution, we may exchange the 5 with the 6, the 5 with the 7, the 8 with the 3, and so on. Also we may make the horizontal and the vertical bars change places. But such obvious manipulations as these are not to be regarded as different solutions. They are all mere variations of one fundamental solution. Now, how many of these fundamentally different solutions are there? The pips need not, of course, always add up 23.
383.--THE "T" CARD PUZZLE.
An entertaining little puzzle with cards is to take the nine cards of a suit, from ace to nine inclusive, and arrange them in the form of the letter "T," as shown in the illustration, so that the pips in the horizontal line shall count the same as those in the column. In the example given they add up twenty-three both ways. Now, it is quite easy to get a single correct arrangement. The puzzle is to discover in just how many different ways it may be done. Though the number is high, the solution is not really difficult if we attack the puzzle in the right manner. The reverse way obtained by reflecting the illustration in a mirror we will not count as different, but all other changes in the relative positions of the cards will here count. How many different ways are there?
384.--CARD TRIANGLES.
Here you pick out the nine cards, ace to nine of diamonds, and arrange them in the form of a triangle, exactly as shown in the illustration, so that the pips add up the same on the three sides. In the example given it will be seen that they sum to 20 on each side, but the particular number is of no importance so long as it is the same on all three sides. The puzzle is to find out in just how many different ways this can be done.
If you simply turn the cards round so that one of the other two sides is nearest to you this will not count as different, for the order will be the same. Also, if you make the 4, 9, 5 change places with the 7, 3, 8, and at the same time exchange the 1 and the 6, it will not be different. But if you only change the 1 and the 6 it will be different, because the order round the triangle is not the same. This explanation will prevent any doubt arising as to the conditions.
385.--"STRAND" PATIENCE.
The idea for this came to me when considering the game of Patience that I gave in the _Strand Magazine_ for December, 1910, which has been reprinted in Ernest Bergholt's _Second Book of Patience Games_, under the new name of "King Albert."
Make two piles of cards as follows: 9 D, 8 S, 7 D, 6 S, 5 D, 4 S, 3 D, 2 S, 1 D, and 9 H, 8 C, 7 H, 6 C, 5 H, 4 C, 3 H, 2 C, 1 H, with the 9 of diamonds at the bottom of one pile and the 9 of hearts at the bottom of the other. The point is to exchange the spades with the clubs, so that the diamonds and clubs are still in numerical order in one pile and the hearts and spades in the other. There are four vacant spaces in addition to the two spaces occupied by the piles, and any card may be laid on a space, but a card can only be laid on another of the next higher value--an ace on a two, a two on a three, and so on. Patience is required to discover the shortest way of doing this. When there are four vacant spaces you can pile four cards in seven moves, with only three spaces you can pile them in nine moves, and with two spaces you cannot pile more than two cards. When you have a grasp of these and similar facts you will be able to remove a number of cards bodily and write down 7, 9, or whatever the number of moves may be. The gradual shortening of play is fascinating, and first attempts are surprisingly lengthy.
386.--A TRICK WITH DICE.
Here is a neat little trick with three dice. I ask you to throw the dice without my seeing them. Then I tell you to multiply the points of the first die by 2 and add 5; then multiply the result by 5 and add the points of the second die; then multiply the result by 10 and add the points of the third die. You then give me the total, and I can at once tell you the points thrown with the three dice. How do I do it? As an example, if you threw 1, 3, and 6, as in the illustration, the result you would give me would be 386, from which I could at once say what you had thrown.
387.--THE VILLAGE CRICKET MATCH.
In a cricket match, Dingley Dell v. All Muggleton, the latter had the first innings. Mr. Dumkins and Mr. Podder were at the wickets, when the wary Dumkins made a splendid late cut, and Mr. Podder called on him to run. Four runs were apparently completed, but the vigilant umpires at each end called, "three short," making six short runs in all. What number did Mr. Dumkins score? When Dingley Dell took their turn at the wickets their champions were Mr. Luffey and Mr. Struggles. The latter made a magnificent off-drive, and invited his colleague to "come along," with the result that the observant spectators applauded them for what was supposed to have been three sharp runs. But the umpires declared that there had been two short runs at each end--four in all. To what extent, if any, did this manoeuvre increase Mr. Struggles's total?
388.--SLOW CRICKET.
In the recent county match between Wessex and Nincomshire the former team were at the wickets all day, the last man being put out a few minutes before the time for drawing stumps. The play was so slow that most of the spectators were fast asleep, and, on being awakened by one of the officials clearing the ground, we learnt that two men had been put out leg-before-wicket for a combined score of 19 runs; four men were caught for a combined score or 17 runs; one man was run out for a duck's egg; and the others were all bowled for 3 runs each. There were no extras. We were not told which of the men was the captain, but he made exactly 15 more than the average of his team. What was the captain's score?
389.--THE FOOTBALL PLAYERS.
"It is a glorious game!" an enthusiast was heard to exclaim. "At the close of last season, of the footballers of my acquaintance four had broken their left arm, five had broken their right arm, two had the right arm sound, and three had sound left arms." Can you discover from that statement what is the smallest number of players that the speaker could be acquainted with?
It does not at all follow that there were as many as fourteen men, because, for example, two of the men who had broken the left arm might also be the two who had sound right arms.
390.--THE HORSE-RACE PUZZLE.
There are no morals in puzzles. When we are solving the old puzzle of the captain who, having to throw half his crew overboard in a storm, arranged to draw lots, but so placed the men that only the Turks were sacrificed, and all the Christians left on board, we do not stop to discuss the questionable morality of the proceeding. And when we are dealing with a measuring problem, in which certain thirsty pilgrims are to make an equitable division of a barrel of beer, we do not object that, as total abstainers, it is against our conscience to have anything to do with intoxicating liquor. Therefore I make no apology for introducing a puzzle that deals with betting.
Three horses--Acorn, Bluebottle, and Capsule--start in a race. The odds are 4 to 1, Acorn; 3 to 1, Bluebottle; 2 to 1, Capsule. Now, how much must I invest on each horse in order to win £13, no matter which horse comes in first? Supposing, as an example, that I betted £5 on each horse. Then, if Acorn won, I should receive £20 (four times £5), and have to pay £5 each for the other two horses; thereby winning £10. But it will be found that if Bluebottle was first I should only win £5, and if Capsule won I should gain nothing and lose nothing. This will make the question perfectly clear to the novice, who, like myself, is not interested in the calling of the fraternity who profess to be engaged in the noble task of "improving the breed of horses."
391.--THE MOTOR-CAR RACE.
Sometimes a quite simple statement of fact, if worded in an unfamiliar manner, will cause considerable perplexity. Here is an example, and it will doubtless puzzle some of my more youthful readers just a little. I happened to be at a motor-car race at Brooklands, when one spectator said to another, while a number of cars were whirling round and round the circular track:--
"There's Gogglesmith--that man in the white car!"
"Yes, I see," was the reply; "but how many cars are running in this race?"
Then came this curious rejoinder:--
"One-third of the cars in front of Gogglesmith added to three-quarters of those behind him will give you the answer."
Now, can you tell how many cars were running in the race?
PUZZLE GAMES.
"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.
392.--THE PEBBLE GAME.
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.
393.--THE TWO ROOKS.
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 play, 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?
394.--PUSS IN THE CORNER.
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?
395.--A WAR PUZZLE GAME.
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.
396.--A MATCH MYSTERY.
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 divide 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."