Amusements in Mathematics by Henry Ernest Dudeney - HTML preview

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DYNAMICAL CHESS PUZZLES.

"Push on—keep moving."

 

THOS. MORTON: Cure for the Heartache.

 

320.—THE ROOK'S TOUR.

The puzzle is to move the single rook over the whole board, so that it shall visit every square of the board once, and only once, and end its tour on the square from which it starts. You have to do this in as few moves as possible, and unless you are very careful you will take just one move too many. Of course, a square is regarded equally as "visited" whether you merely pass over it or make it a stopping-place, and we will not quibble over the point whether the original square is actually visited twice. We will assume that it is not.

321.—THE ROOK'S JOURNEY.

This puzzle I call "The Rook's Journey," because the word "tour" (derived from a turner's wheel) implies that we return to the point from which we set out, and we do not do this in the present case. We should not be satisfied with a personally conducted holiday tour that ended by leaving us, say, in the middle of the Sahara. The rook here makes twenty-one moves, in the course of which journey it visits every square of the board once and only once, stopping at the square marked 10 at the end of its tenth move, and ending at the square marked 21. Two consecutive moves cannot be made in the same direction—that is to say, you must make a turn after every move.

322.—THE LANGUISHING MAIDEN.

A wicked baron in the good old days imprisoned an innocent maiden in one of the deepest dungeons beneath the castle moat. It will be seen from our illustration that there were sixty-three cells in the dungeon, all connected by open doors, and the maiden was chained in the cell in which she is shown. Now, a valiant knight, who loved the damsel, succeeded in rescuing her from the enemy. Having gained an entrance to the dungeon at the point where he is seen, he succeeded in reaching the maiden after entering every cell once and only once. Take your pencil and try to trace out such a route. When you have succeeded, then try to discover a route in twenty-two straight paths through the cells. It can be done in this number without entering any cell a second time.

323.—A DUNGEON PUZZLE.

A French prisoner, for his sins (or other people's), was confined in an underground dungeon containing sixty-four cells, all communicating with open doorways, as shown in our illustration. In order to reduce the tedium of his restricted life, he set himself various puzzles, and this is one of them. Starting from the cell in which he is shown, how could he visit every cell once, and only once, and make as many turnings as possible? His first attempt is shown by the dotted track. It will be found that there are as many as fifty-five straight lines in his path, but after many attempts he improved upon this. Can you get more than fifty-five? You may end your path in any cell you like. Try the puzzle with a pencil on chessboard diagrams, or you may regard them as rooks' moves on a board.

324.—THE LION AND THE MAN.

In a public place in Rome there once stood a prison divided into sixty-four cells, all open to the sky and all communicating with one another, as shown in the illustration. The sports that here took place were watched from a high tower. The favourite game was to place a Christian in one corner cell and a lion in the diagonally opposite corner and then leave them with all the inner doors open. The consequent effect was sometimes most laughable. On one occasion the man was given a sword. He was no coward, and was as anxious to find the lion as the lion undoubtedly was to find him.

The man visited every cell once and only once in the fewest possible straight lines until he reached the lion's cell. The lion, curiously enough, also visited every cell once and only once in the fewest possible straight lines until he finally reached the man's cell. They started together and went at the same speed; yet, although they occasionally got glimpses of one another, they never once met. The puzzle is to show the route that each happened to take.

325.—AN EPISCOPAL VISITATION.

The white squares on the chessboard represent the parishes of a diocese. Place the bishop on any square you like, and so contrive that (using the ordinary bishop's move of chess) he shall visit every one of his parishes in the fewest possible moves. Of course, all the parishes passed through on any move are regarded as "visited." You can visit any squares more than once, but you are not allowed to move twice between the same two adjoining squares. What are the fewest possible moves? The bishop need not end his visitation at the parish from which he first set out.

326.—A NEW COUNTER PUZZLE.

Here is a new puzzle with moving counters, or coins, that at first glance looks as if it must be absurdly simple. But it will be found quite a little perplexity. I give it in this place for a reason that I will explain when we come to the next puzzle. Copy the simple diagram, enlarged, on a sheet of paper; then place two white counters on the points 1 and 2, and two red counters on 9 and 10, The puzzle is to make the red and white change places. You may move the counters one at a time in any order you like, along the lines from point to point, with the only restriction that a red and a white counter may never stand at once on the same straight line. Thus the first move can only be from 1 or 2 to 3, or from 9 or 10 to 7.

327.—A NEW BISHOP'S PUZZLE.

This is quite a fascinating little puzzle. Place eight bishops (four black and four white) on the reduced chessboard, as shown in the illustration. The problem is to make the black bishops change places with the white ones, no bishop ever attacking another of the opposite colour. They must move alternately—first a white, then a black, then a white, and so on. When you have succeeded in doing it at all, try to find the fewest possible moves.

If you leave out the bishops standing on black squares, and only play on the white squares, you will discover my last puzzle turned on its side.

 

328.—THE QUEEN'S TOUR.

The puzzle of making a complete tour of the chessboard with the queen in the fewest possible moves (in which squares may be visited more than once) was first given by the late Sam Loyd in his Chess Strategy. But the solution shown below is the one he gave in American Chess-Nuts in 1868. I have recorded at least six different solutions in the minimum number of moves—fourteen—but this one is the best of all, for reasons I will explain.

If you will look at the lettered square you will understand that there are only ten really differently placed squares on a chessboard—those enclosed by a dark line—all the others are mere reversals or reflections. For example, every A is a corner square, and every J a central square. Consequently, as the solution shown has a turning-point at the enclosed D square, we can obtain a solution starting from and ending at any square marked D—by just turning the board about. Now, this scheme will give you a tour starting from any A, B, C, D, E, F, or H, while no other route that I know can be adapted to more than five different starting-points. There is no Queen's Tour in fourteen moves (remember a tour must be re-entrant) that may start from a G, I, or J. But we can have a non-re-entrant path over the whole board in fourteen moves, starting from any given square. Hence the following puzzle:—

Start from the J in the enclosed part of the lettered diagram and visit every square of the board in fourteen moves, ending wherever you like.

 

329.—THE STAR PUZZLE.

Put the point of your pencil on one of the white stars and (without ever lifting your pencil from the paper) strike out all the stars in fourteen continuous straight strokes, ending at the second white star. Your straight strokes may be in any direction you like, only every turning must be made on a star. There is no objection to striking out any star more than once.

In this case, where both your starting and ending squares are fixed inconveniently, you cannot obtain a solution by breaking a Queen's Tour, or in any other way by queen moves alone. But you are allowed to use oblique straight lines—such as from the upper white star direct to a corner star.

330.—THE YACHT RACE.

Now then, ye land-lubbers, hoist your baby-jib-topsails, break out your spinnakers, ease off your balloon sheets, and get your head-sails set!
Our race consists in starting from the point at which the yacht is lying in the illustration and touching every one of the sixty-four buoys in fourteen straight courses, returning in the final tack to the buoy from which we start. The seventh course must finish at the buoy from which a flag is flying.

This puzzle will call for a lot of skilful seamanship on account of the sharp angles at which it will occasionally be necessary to tack. The point of a lead pencil and a good nautical eye are all the outfit that we require.

This is difficult, because of the condition as to the flag-buoy, and because it is a reentrant tour. But again we are allowed those oblique lines.

 

331.—THE SCIENTIFIC SKATER.

It will be seen that this skater has marked on the ice sixty-four points or stars, and he proposes to start from his present position near the corner and enter every one of the points in fourteen straight lines. How will he do it? Of course there is no objection to his passing over any point more than once, but his last straight stroke must bring him back to the position from which he started.

It is merely a matter of taking your pencil and starting from the spot on which the skater's foot is at present resting, and striking out all the stars in fourteen continuous straight lines, returning to the point from which you set out.

332.—THE FORTY-NINE STARS.

The puzzle in this case is simply to take your pencil and, starting from one black star, strike out all the stars in twelve straight strokes, ending at the other black star. It will be seen that the attempt shown in the illustration requires fifteen strokes. Can you do it in twelve? Every turning must be made on a star, and the lines must be parallel to the sides and diagonals of the square, as shown. In this case we are dealing with a chessboard of reduced dimensions, but only queen moves (without going outside the boundary as in the last case) are required.

333.—THE QUEEN'S JOURNEY.

Place the queen on her own square, as shown in the illustration, and then try to discover the greatest distance that she can travel over the board in five queen's moves without passing over any square a second time. Mark the queen's path on the board, and note carefully also that she must never cross her own track. It seems simple enough, but the reader may find that he has tripped.

334.—ST. GEORGE AND THE DRAGON.

Here is a little puzzle on a reduced chessboard of forty-nine squares. St. George wishes to kill the dragon. Killing dragons was a well-known pastime of his, and, being a knight, it was only natural that he should desire to perform the feat in a series of knight's moves. Can you show how, starting from that central square, he may visit once, and only once, every square of the board in a chain of chess knight's moves, and end by capturing the dragon on his last move? Of course a variety of different ways are open to him, so try to discover a route that forms some pretty design when you have marked each successive leap by a straight line from square to square.

335.—FARMER LAWRENCE'S CORNFIELDS.

One of the most beautiful districts within easy distance of London for a summer ramble is that part of Buckinghamshire known as the Valley of the Chess—at least, it was a few years ago, before it was discovered by the speculative builder. At the beginning of the present century there lived, not far from Latimers, a worthy but eccentric farmer named Lawrence. One of his queer notions was that every person who lived near the banks of the river Chess ought to be in some way acquainted with the noble game of the same name, and in order to impress this fact on his men and his neighbours he adopted at times strange terminology. For example, when one of his ewes presented him with a lamb, he would say that it had "queened a pawn"; when he put up a new barn against the highway, he called it "castling on the king's side"; and when he sent a man with a gun to keep his neighbour's birds off his fields, he spoke of it as "attacking his opponent's rooks." Everybody in the neighbourhood used to be amused at Farmer Lawrence's little jokes, and one boy (the wag of the village) who got his ears pulled by the old gentleman for stealing his "chestnuts" went so far as to call him "a silly old chess-protector!"

One year he had a large square field divided into forty-nine square plots, as shown in the illustration. The white squares were sown with wheat and the black squares with barley. When the harvest time came round he gave orders that his men were first to cut the corn in the patch marked 1, and that each successive cutting should be exactly a knight's move from the last one, the thirteenth cutting being in the patch marked 13, the twenty-fifth in the patch marked 25, the thirty-seventh in the one marked 37, and the last, or forty-ninth cutting, in the patch marked 49. This was too much for poor Hodge, and each day Farmer Lawrence had to go down to the field and show which piece had to be operated upon. But the problem will perhaps present no difficulty to my readers.

336.—THE GREYHOUND PUZZLE.

In this puzzle the twenty kennels do not communicate with one another by doors, but are divided off by a low wall. The solitary occupant is the greyhound which lives in the kennel in the top left-hand corner. When he is allowed his liberty he has to obtain it by visiting every kennel once and only once in a series of knight's moves, ending at the bottom right-hand corner, which is open to the world. The lines in the above diagram show one solution. The puzzle is to discover in how many different ways the greyhound may thus make his exit from his corner kennel.

337.—THE FOUR KANGAROOS.

In introducing a little Commonwealth problem, I must first explain that the diagram represents the sixty-four fields, all properly fenced off from one another, of an Australian settlement, though I need hardly say that our kith and kin "down under" always do set out their land in this methodical and exact manner. It will be seen that in every one of the four corners is a kangaroo. Why kangaroos have a marked preference for corner plots has never been satisfactorily explained, and it would be out of place to discuss the point here. I should also add that kangaroos, as is well known, always leap in what we call "knight's moves." In fact, chess players would probably have adopted the better term "kangaroo's move" had not chess been invented before kangaroos.

The puzzle is simply this. One morning each kangaroo went for his morning hop, and in sixteen consecutive knight's leaps visited just fifteen different fields and jumped back to his corner. No field was visited by more than one of the kangaroos. The diagram shows how they arranged matters. What you are asked to do is to show how they might have performed the feat without any kangaroo ever crossing the horizontal line in the middle of the square that divides the board into two equal parts.

338.—THE BOARD IN COMPARTMENTS.

We cannot divide the ordinary chessboard into four equal square compartments, and describe a complete tour, or even path, in each compartment. But we may divide it into four compartments, as in the illustration, two containing each twenty squares, and the other two each twelve squares, and so obtain an interesting puzzle. You are asked to describe a complete re-entrant tour on this board, starting where you like, but visiting every square in each successive compartment before passing into another one, and making the final leap back to the square from which the knight set out. It is not difficult, but will be found very entertaining and not uninstructive.

Whether a re-entrant "tour" or a complete knight's "path" is possible or not on a rectangular board of given dimensions depends not only on its dimensions, but also on its shape. A tour is obviously not possible on a board containing an odd number of cells, such as 5 by 5 or 7 by 7, for this reason: Every successive leap of the knight must be from a white square to a black and a black to a white alternately. But if there be an odd number of cells or squares there must be one more square of one colour than of the other, therefore the path must begin from a square of the colour that is in excess, and end on a similar colour, and as a knight's move from one colour to a similar colour is impossible the path cannot be re-entrant. But a perfect tour may be made on a rectangular board of any dimensions provided the number of squares be even, and that the number of squares on one side be not less than 6 and on the other not less than 5. In other words, the smallest rectangular board on which a re-entrant tour is possible is one that is 6 by 5.

A complete knight's path (not re-entrant) over all the squares of a board is never possible if there be only two squares on one side; nor is it possible on a square board of smaller dimensions than 5 by 5. So that on a board 4 by 4 we can neither describe a knight's tour nor a complete knight's path; we must leave one square unvisited. Yet on a board 4 by 3 (containing four squares fewer) a complete path may be described in sixteen different ways. It may interest the reader to discover all these. Every path that starts from and ends at different squares is here counted as a different solution, and even reverse routes are called different.

339.—THE FOUR KNIGHTS' TOURS.

I will repeat that if a chessboard be cut into four equal parts, as indicated by the dark lines in the illustration, it is not possible to perform a knight's tour, either re-entrant or not, on one of the parts. The best re-entrant attempt is shown, in which each knight has to trespass twice on other parts. The puzzle is to cut the board differently into four parts, each of the same size and shape, so that a re-entrant knight's tour may be made on each part. Cuts along the dotted lines will not do, as the four central squares of the board would be either detached or hanging on by a mere thread.

340.—THE CUBIC KNIGHT'S TOUR.

Some few years ago I happened to read somewhere that Abnit Vandermonde, a clever mathematician, who was born in 1736 and died in 1793, had devoted a good deal of study to the question of knight's tours. Beyond what may be gathered from a few fragmentary references, I am not aware of the exact nature or results of his investigations, but one thing attracted my attention, and that was the statement that he had proposed the question of a tour of the knight over the six surfaces of a cube, each surface being a chessboard. Whether he obtained a solution or not I do not know, but I have never seen one published. So I at once set to work to master this interesting problem. Perhaps the reader may like to attempt it.

341.—THE FOUR FROGS.

In the illustration we have eight toadstools, with white frogs on 1 and 3 and black frogs on 6 and 8. The puzzle is to move one frog at a time, in any order, along one of the straight lines from toadstool to toadstool, until they have exchanged places, the white frogs being left on 6 and 8 and the black ones on 1 and 3. If you use four counters on a simple diagram, you will find this quite easy, but it is a little more puzzling to do it in only seven plays, any number of successive moves by one frog counting as one play. Of course, more than one frog cannot be on a toadstool at the same time.

342.—THE MANDARIN'S PUZZLE.

The following puzzle has an added interest from the circumstance that a correct solution of it secured for a certain young Chinaman the hand of his charming bride. The wealthiest mandarin within a radius of a hundred miles of Peking was Hi-Chum-Chop, and his beautiful daughter, Peeky-Bo, had innumerable admirers. One of her most ardent lovers was Winky-Hi, and when he asked the old mandarin for his consent to their marriage, HiChum-Chop presented him with the following puzzle and promised his consent if the youth brought him the correct answer within a week. Winky-Hi, following a habit which obtains among certain solvers to this day, gave it to all his friends, and when he had compared their solutions he handed in the best one as his own. Luckily it was quite right. The mandarin thereupon fulfilled his promise. The fatted pup was killed for the wedding feast, and when Hi-Chum-Chop passed Winky-Hi the liver wing all present knew that it was a token of eternal goodwill, in accordance with Chinese custom from time immemorial.
The mandarin had a table divided into twenty-five squares, as shown in the diagram. On each of twenty-four of these squares was placed a numbered counter, just as I have indicated. The puzzle is to get the counters in numerical order by moving them one at a time in what we call "knight's moves." Counter 1 should be where 16 is, 2 where 11 is, 4 where 13 now is, and so on. It will be seen that all the counters on shaded squares are in their proper positions. Of course, two counters may never be on a square at the same time. Can you perform the feat in the fewest possible moves?

In order to make the manner of moving perfectly clear I will point out that the first knight's move can only be made by 1 or by 2 or by 10. Supposing 1 moves, then the next move must be by 23, 4, 8, or 21. As there is never more than one square vacant, the order in which the counters move may be written out as follows: 1—21—14—18—22, etc. A rough diagram should be made on a larger scale for practice, and numbered counters or pieces of cardboard used.

343.—EXERCISE FOR PRISONERS.

The following is the plan of the north wing of a certain gaol, showing the sixteen cells all communicating by open doorways. Fifteen prisoners were numbered and arranged in the cells as shown. They were allowed to change their cells as much as they liked, but if two prisoners were ever in the same cell together there was a severe punishment promised them.

Now, in order to reduce their growing obesity, and to combine physical exercise with mental recreation, the prisoners decided, on the suggestion of one of their number who was interested in knight's tours, to try to form themselves into a perfect knight's path without breaking the prison regulations, and leaving the bottom right-hand corner cell vacant, as originally. The joke of the matter is that the arrangement at which they arrived was as follows:—

8 3 12 1
11 14 9 6
4 7 2 13
15 10 5

The warders failed to detect the important fact that the men could not possibly get into this position without two of them having been at some time in the same cell together. Make the attempt with counters on a ruled diagram, and you will find that this is so. Otherwise the solution is correct enough, each member being, as required, a knight's move from the preceding number, and the original corner cell vacant.

The puzzle is to start with the men placed as in the illustration and show how it might have been done in the fewest moves, while giving a complete rest to as many prisoners as possible.

As there is never more than one vacant cell for a man to enter, it is only necessary to write down the numbers of the men in the order in which they move. It is clear that very few men can be left throughout in their cells undisturbed, but I will leave the solver to discover just how many, as this is a very essential part of the puzzle.

344.—THE KENNEL PUZZLE.

A man has twenty-five dog kennels all communicating with each other by doorways, as shown in the illustration. He wishes to arrange his twenty dogs so that they shall form a knight's string from dog No. 1 to dog No. 20, the bottom row of five kennels to be left empty, as at present. This is to be done by moving one dog at a time into a vacant kennel. The dogs are well trained to obedience, and may be trusted to remain in the kennels in which they are placed, except that if two are placed in the same kennel together they will fight it out to the death. How is the puzzle to be solved in the fewest possible moves without two dogs ever being together?

345.—THE TWO PAWNS.

Here is a neat little puzzle in counting. In how many different ways may the two pawns advance to the eighth square? You may move them in any order you like to form a different sequence. For example, you may move the Q R P (one or two squares) first, or the K R P first, or one pawn as far as you like before touching the other. Any sequence is permissible, only in this puzzle as soon as a pawn reaches the eighth square it is dead, and remains there unconverted. Can you count the number of different sequences? At first it will strike you as being very difficult, but I will show that it is really quite simple when properly attacked.

VARIOUS CHESS PUZZLES.

 

"Chesse-play is a good and wittie exercise of the minde for some kinde of men." Burton's Anatomy of Melancholy.

 

346.—SETTING THE BOARD.

I have a single chessboard and a single set of chessmen. In how many different ways may the men be correctly set up for the beginning of a game? I find that most people slip at a particular point in making the calculation.

347.—COUNTING THE RECTANGLES.

Can you say correctly just how many squares and other rectangles the chessboard contains? In other words, in how great a number of different ways is it possible to indicate a square or other rectangle enclosed by lines that separate the squares of the board?

348.—THE ROOKERY.

The White rooks cannot move outside the little square in which they are enclosed except on the final move, in giving checkmate. The puzzle is how to checkmate Black in the fewest possible moves with No. 8 rook, the other rooks being left in numerical order round the sides of their square with the break between 1 and 7.

349.—STALEMATE.

Some years ago the puzzle was proposed to construct an imaginary game of chess, in which White shall be stalemated in the fewest possible moves with all the thirty-two pieces on the board. Can you build up such a position in fewer than twenty moves?

350.—THE FORSAKEN KING.

Set up the position shown in the diagram. Then the condition of the puzzle is—White to play and checkmate in six moves. Notwithstanding the complexities, I will show how the manner of play may be condensed into quite a few lines, merely stating here that the first two moves of White cannot be varied.

351.—THE CRUSADER.

The following is a prize puzzle propounded by me some years ago. Produce a game of chess which, after sixteen moves, shall leave White with all his sixteen men on their original squares and Black in possession of his king alone (not necessarily on his own square). White is then to force mate in three moves

352.—IMMOVABLE PAWNS.

Starting from the ordinary arrangement of the pieces as for a game, what is the smallest possible number of moves necessary in order to arrive at the following position? The moves for both sides must, of course, be played strictly in accordance with the rules of the game, though the result will necessarily be a very weird kind of chess.

353.—THIRTY-SIX MATES.

Place the remaining eight White pieces in such a position that White shall have the choice of thirty-six different mates on the move. Every move that checkmates and leaves a different position is a different mate. The pieces already placed must not be moved.

354.—AN AMAZING DILEMMA.

In a game of chess between Mr. Black and Mr. White, Black was in difficulties, and as usual was obliged to catch a train. So he proposed that White should complete the game in his absence on condition that no moves whatever should be made for Black, but only with the White pieces. Mr. White accepted, but to his dismay found it utterly impossible to win the game under such conditions. Try as he would, he could not checkmate his opponent. On which square did Mr. Black leave his king? The other pieces are in their proper positions in the diagram. White may leave Black in check as often as he likes, for it makes no difference, as he can never arrive at a checkmate position.

355.—CHECKMATE!

Strolling into one of the rooms of a London club, I noticed a position left by two players who had gone. This position is shown in the diagram. It is evident that White has checkmated Black. But how did he do it? That is the puzzle.

356.—QUEER CHESS.

Can you place two White rooks and a White knight on the board so that the Black king (who must be on one of the four squares in the middle of the board) shall be in check with no possible move open to him? "In other words," the reader will say, "the king is to be shown checkmated." Well, you can use the term if you wish, though I intentionally do not employ it myself. The mere fact that there is no White king on the board would be a sufficient reason for my not doing so.

357.—ANCIENT CHINESE PUZZLE.

 

My next puzzle is supposed to be Chinese, many hundreds of years old, and never fails to interest. White to play and mate, moving each of the three pieces once, and once only.

 

358.—THE SIX PAWNS.

In how many different ways may I place six pawns on the chessboard so that there shall be an even nu