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In this case we go beyond the boundary of the square. Apart from that, the moves

are all queen moves. There are three or four ways in which it can be done.

Here is one way of performing the feat:—

It will be seen that the skater strikes out all the stars in one continuous journey of fourteen straight lines, returning to the point from which he started. To follow the skater’s course in the diagram it is necessary always to go as far as we can in a straight line before turning.

87. THE GREYHOUND PUZZLE.

There are several interesting points involved in this question. In the first place, if we had made no stipulation as to the positions of the two ends of the string, it is quite impossible to form any such string unless we begin and end in the top and bottom row of kennels. We may begin in the top row and end in the bottom (or, of course, the reverse), or we may begin in one of these rows and end in the same. But we can never begin or end in one of the two central rows. Our places of starting and ending, however, were fixed for us. Yet the first half of our route must be confined entirely to those squares that are distinguished in the following diagram by circles, and the second half will therefore be confined to the squares that are not circled. The squares reserved for the two half-strings will be seen to be symmetrical and similar.

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The next point is that the first half- string must end in one of the central rows, and the second half-string must begin in one of these rows. This is now obvious, because they have to link together to form the complete string, and every square on an outside row is connected by a knight’s move with similar squares only—that is, circled or non-circled as the case may be. The half- strings can, therefore, only be linked in the two central rows.

Now, there are just eight different first half-strings, and consequently also eight second half-strings. We shall see that these combine to form twelve complete strings, which is the total number that exist and the correct solution of our puzzle. I do not propose to give all the routes at length, but I will so far indicate them that if the reader has dropped any he will be able to discover which they are and work them out for himself without any difficulty. The following numbers apply to those in the above diagram.

The eight first half-strings are: 1 to 6 (2 routes); 1 to 8 (1 route); 1 to 10 (3 routes); 1 to 12 (1 route); and 1 to 14 (1 route). The eight second half-strings are: 7 to 20 (1 route); 9 to 20 (1 route); 11 to 20 (3 routes); 13 to 20 (1 route); and 15 to 20 (2 routes). Every different way in which you can link one half-string to another gives a different solution. These linkings will be found to be as follows: 6 to 13 (2 cases); 10 to 13 (3 cases); 8 to 11 (3 cases); 8 to 15 (2 cases); 12 to 9 (1 case); and 14 to 7 (1 case). There are, therefore, twelve different linkings and twelve different answers to the puzzle. The route given in the illustration with the greyhound will be found to consist of one of the three half-strings 1 to 10, linked to the half-string 13 to 20. It should be noted that ten of the solutions are produced by five distinctive routes

and their reversals—that is, if you indicate these five routes by lines and then turn the diagrams upside down you will get the five other routes. The remaining two solutions are symmetrical (these are the cases where 12 to 9 and 14 to 7 are the links), and consequently they do not produce new solutions by reversal.

88. THE FOUR FROGS.

The fewest possible moves, counting every move separately, are sixteen. But the puzzle may be solved in seven plays, as follows, if any number of successive moves by one frog count as a single play. All the moves contained within a bracket are a single play; the numbers refer to the toadstools: (1–5), (3–7, 7–1), (8–4, 4–3, 3–7), (6–2, 2–8, 8–4, 4–3), (5–6, 6–2, 2–8), (1–5, 5–6), (7–1).

This is the familiar old puzzle by Guarini, propounded in 1512, and I give it here in order to explain my “buttons and string” method of solving this class of moving-counter problem. Diagram A shows the old way of presenting Guarini’s puzzle, the point being to make the white knights change places with the black ones. In “The Four Frogs” presentation of the idea the possible directions of the moves are indicated by lines, to obviate the necessity of the reader’s understanding the nature of the knight’s move in chess. But it will at once be seen that the two problems are identical. The central square can, of course, be ignored, since no knight can ever enter it. Now, regard the toadstools as buttons and the connecting lines as strings, as in Diagram B. Then by disentangling these strings we can clearly present the diagram in the form shown in Diagram C, where the relationship between the buttons is precisely the same as in B. Any solution on C will be applicable to B, and to A. Place your

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white knights on 1 and 3 and your black knights on 6 and 8 in the C diagram, and the simplicity of the solution will be very evident. You have simply to move the knights round the circle in one direction or the other. Play over the moves given above, and you will find that every little difficulty has disappeared.

In Diagram D I give another familiar puzzle that first appeared in a book published in Brussels in 1789, Les Petites

Aventures de Jerome Sharp. Place seven

counters on seven of the eight points in the following manner. You must always touch a point that is vacant with a counter, and then move it along a straight line leading from that point to the next vacant point (in either direction), where you deposit the counter. You proceed in the same way until all the counters are placed. Remember you always touch a vacant place and slide the counter from it to the next place, which must be also vacant. Now, by the “buttons and string” method of simplification we can transform the diagram into E. Then the solution becomes obvious. “Always move to the point that you last moved

from.” This is not, of course, the only

way of placing the counters, but it is the simplest solution to carry in the mind.

There are several puzzles in this book that the reader will find lend themselves readily to this method.

89. COUNTING THE

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