The Canterbury Puzzles, and Other Curious ProblemsDudeney, Henry Ernest
Science
The Canterbury Puzzles, and Other Curious Problems
Dudeney, Henry Ernest
Puzzles; Riddles
First Prince ... 518 1320 1418
Second Prince ... 280 2442 2458
Third Prince ... 231 2960 2969
Fourth Prince ... 111 6160 6161
The area in every case is 341,880 square furlongs. I must here refrain
from showing fully how I get these figures. I will explain, however, that
the first three triangles are obtained, in the manner shown, from the
numbers 3 and 4, which give the generators 37, 7; 37, 33; 37, 40. These
three pairs of numbers solve the indeterminate equation, _a_^3_b_
-_b_^3_a_ = 341,880. If we can find another pair of values, the thing is
done. These values are 56, 55, which generators give the last triangle.
The next best answer that I have found is derived from 5 and 6, which
give the generators 91, 11; 91, 85; 91, 96. The fourth pair of values is
63, 42.
The reader will understand from what I have written above that there is
no limit to the number of rational-sided R.A.T.'s of equal area that may
be found in whole numbers.
108.--_Plato and the Nines._
The following is the simple solution of the three nines puzzle:--
9 + 9
----
.9
To divide 18 by .9 (or nine-tenths) we, of course, multiply by 10 and
divide by 9. The result is 20, as required.
109.--_Noughts and Crosses._
The solution is as follows: Between two players who thoroughly understand
the play every game should be drawn. Neither player could ever win except
through the blundering of his opponent. If Nought (the first player)
takes the centre, Cross must take a corner, or Nought may beat him with
certainty. If Nought takes a corner on his first play, Cross must take
the centre at once, or again be beaten with certainty. If Nought leads
with a side, both players must be very careful to prevent a loss, as
there are numerous pitfalls. But Nought may safely lead anything and
secure a draw, and he can only win through Cross's blunders.
110.--_Ovid's Game._
The solution here is: The first player can always win, provided he plays
to the centre on his first move. But a good variation of the game is to
bar the centre for the first move of the first player. In that case the
second player should take the centre at once. This should always end in a
draw, but to ensure it the first player must play to two adjoining
corners (such as 1 and 3) on his first and second moves. The game then
requires great care on both sides.
111.--_The Farmer's Oxen._
Public-domain text, read in full here on John Shaqi.
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