Amusements in Mathematics eBook

Henry Dudeney
This eBook from the Gutenberg Project consists of approximately 597 pages of information about Amusements in Mathematics.

Amusements in Mathematics eBook

Henry Dudeney
This eBook from the Gutenberg Project consists of approximately 597 pages of information about Amusements in Mathematics.

215.—­THE GRASSHOPPER PUZZLE.

It has been suggested that this puzzle was a great favourite among the young apprentices of the City of London in the sixteenth and seventeenth centuries.  Readers will have noticed the curious brass grasshopper on the Royal Exchange.  This long-lived creature escaped the fires of 1666 and 1838.  The grasshopper, after his kind, was the crest of Sir Thomas Gresham, merchant grocer, who died in 1579, and from this cause it has been used as a sign by grocers in general.  Unfortunately for the legend as to its origin, the puzzle was only produced by myself so late as the year 1900.  On twelve of the thirteen black discs are placed numbered counters or grasshoppers.  The puzzle is to reverse their order, so that they shall read, 1, 2, 3, 4, etc., in the opposite direction, with the vacant disc left in the same position as at present.  Move one at a time in any order, either to the adjoining vacant disc or by jumping over one grasshopper, like the moves in draughts.  The moves or leaps may be made in either direction that is at any time possible.  What are the fewest possible moves in which it can be done?

[Illustration]

216.—­THE EDUCATED FROGS.

[Illustration]

Our six educated frogs have learnt a new and pretty feat.  When placed on glass tumblers, as shown in the illustration, they change sides so that the three black ones are to the left and the white frogs to the right, with the unoccupied tumbler at the opposite end—­No. 7.  They can jump to the next tumbler (if unoccupied), or over one, or two, frogs to an unoccupied tumbler.  The jumps can be made in either direction, and a frog may jump over his own or the opposite colour, or both colours.  Four successive specimen jumps will make everything quite plain:  4 to 1, 5 to 4, 3 to 5, 6 to 3.  Can you show how they do it in ten jumps?

217.—­THE TWICKENHAM PUZZLE.

[Illustration: 

( I ) ((N))

( M ) ((A))

( H ) ((T))

( E ) ((W))

( C ) ((K))
( )

]

In the illustration we have eleven discs in a circle.  On five of the discs we place white counters with black letters—­as shown—­and on five other discs the black counters with white letters.  The bottom disc is left vacant.  Starting thus, it is required to get the counters into order so that they spell the word “Twickenham” in a clockwise direction, leaving the vacant disc in the original position.  The black counters move in the direction that a clock-hand revolves, and the white counters go the opposite way.  A counter may jump over one of the opposite colour if the vacant disc is next beyond.  Thus, if your first move is with K, then C can jump over K. If then K moves towards E, you may next jump W over C, and so on.  The puzzle may be solved in twenty-six moves.  Remember a counter cannot jump over one of its own colour.

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Amusements in Mathematics from Project Gutenberg. Public domain.