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AMUSEMENTS IN MATHEMATICS

by

HENRY ERNEST DUDENEY

Library Card Details:

Description:  A book of mathematic puzzles.

Classification: 

Publication Date:  1917

Length:  260 pages

Illustrations:  black and white, pen & ink, drawings

Book attributes:  Printable / No code required to open book

Book ID:  GC-AIM-Dudeney

Download Size:    kb   MB

Sample Text from eBook:

71.—SIR EDWYN DE TUDOR.

In the illustration we have a sketch of Sir Edwyn de Tudor going to rescue his lady-love, the fair Isabella, who was held a captive by a neighbouring wicked baron. Sir Edwyn calculated that if he rode fifteen miles an hour he would arrive at the castle an hour too soon, while if he rode ten miles an hour he would get there just an hour too late. Now, it was of the first importance that he should arrive at the exact time appointed, in order that the rescue that he had planned should be a success, and the time of the tryst was five o'clock, when the captive lady would be taking her afternoon tea. The puzzle is to discover exactly how far Sir Edwyn de Tudor had to ride.


227.—CENTRAL SOLITAIRE.

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 allowed 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.

 

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