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 L13, no matter which horse
comes in first? Supposing, as an example, that I betted L5 on each
horse. Then, if Acorn won, I should receive L20 (four times L5), and
have to pay L5 each for the other two horses; thereby winning L10. But
it will be found that if Bluebottle was first I should only win L5, 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.
Public-domain text, read in full here on John Shaqi.
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