The Canterbury Puzzles, and Other Curious ProblemsDudeney, Henry Ernest
Science
The Canterbury Puzzles, and Other Curious Problems
Dudeney, Henry Ernest
Puzzles; Riddles
I will leave the reader to discover which are the shortest routes when
the spider and the fly are 2, 3, 4, 5, and 6 feet from the ceiling and
the floor respectively.
76.--_The Perplexed Cellarman._
Brother John gave the first man three large bottles and one small
bottleful of wine, and one large and three small empty bottles. To each
of the other two men he gave two large and three small bottles of wine,
and two large and one small empty bottle. Each of the three then receives
the same quantity of wine, and the same number of each size of bottle.
77.--_Making a Flag._
The diagram shows how the piece of bunting is to be cut into two pieces.
Lower the piece on the right one "tooth," and they will form a perfect
square, with the roses symmetrically placed.
[Illustration]
It will be found interesting to compare this with No. 154 in _A. in M._
78.--_Catching the Hogs._
A very short examination of this puzzle game should convince the reader
that Hendrick can never catch the black hog, and that the white hog can
never be caught by Katrün.
Each hog merely runs in and out of one of the nearest corners and can
never be captured. The fact is, curious as it must at first sight appear,
a Dutchman cannot catch a black hog, and a Dutchwoman can never capture a
white one! But each can, without difficulty, catch one of the other
colour.
So if the first player just determines that he will send Hendrick after
the white porker and Katrün after the black one, he will have no
difficulty whatever in securing both in a very few moves.
It is, in fact, so easy that there is no necessity whatever to give the
line of play. We thus, by means of the game, solve the puzzle in real
life, why the Dutchman and his wife could not catch their pigs: in their
simplicity and ignorance of the peculiarities of Dutch hogs, each went
after the wrong animal.
The little principle involved in this puzzle is that known to
chess-players as "getting the opposition." The rule, in the case of my
puzzle (where the moves resemble rook moves in chess, with the added
condition that the rook may only move to an adjoining square), is simply
this. Where the number of squares on the same row, between the man or
woman and the hog, is odd, the hog can never be captured; where the
number of squares is even, a capture is possible. The number of squares
between Hendrick and the black hog, and between Katrün and the white hog,
is 1 (an odd number), therefore these individuals cannot catch the
animals they are facing. But the number between Hendrick and the white
hog, and between Katrün and the black one, is 6 (an even number),
therefore they may easily capture those behind them.
79.--_The Thirty-one Game._
Public-domain text, read in full here on John Shaqi.
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