by Dudeney, Henry Ernest, 1857-1930
Available in 215 free installments
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The diagram No. 1 will show that as neither Mr. Podder nor Mr. Dumkins can ever have been within the crease opposite to that from which he started, Mr. Dumkins would score nothing by his performance. Diagram No. 2 will, however, make it clear that since Mr. Luffey and Mr. Struggles have, notwithstanding their energetic but careless movements, contrived to change places, the manoeuvre must increase Mr. Struggles's total by one run.
388.?SLOW CRICKET? solution
The captain must have been "not out" and scored 21. Thus:?
2 men (each Ibw) 19 4 men (each caught) 17 1 man (run out) 0
3 men (each bowled) 9 1 man (captain?not out) 21
11
66
The captain thus scored exactly 15 more than the average of the team. The "others" who were bowled could only refer to three men, as the eleventh man would be "not out." The reader can discover for himself why the captain must have been that eleventh man. It would not necessarily follow with any figures.
389.?THE FOOTBALL PLAYERS.? solution
The smallest possible number of men is seven. They could be accounted for in three different ways: 1. Two with both arms sound, one with broken right arm, and four with both arms broken. 2. One with both arms
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sound, one with broken left arm, two with broken right arm, and three with both arms broken. 3. Two with left arm broken, three with right arm broken, and two with both arms broken. But if every man was injured, the last case is the only one that would apply.
390.?THE HORSE-RACE PUZZLE.? solution
The answer is: £12 on Acorn, £15 on Bluebottle, £20 on Capsule.
391.?THE MOTOR-CAR RACE.? solution
The first point is to appreciate the fact that, in a race round a circular track, there are the same number of cars behind one as there are before. All the others are both behind and before. There were thirteen cars in the race, including Gogglesmith's car. Then one-third of twelve added to three-quarters of twelve will give us thirteen?the correct answer.
392.?THE PEBBLE GAME.?solution
In the case of fifteen pebbles, the first player wins if he first takes two. Then when he holds an odd number and leaves 1, 8, or 9 he wins, and when he holds an even number and leaves 4, 5, or 12 he also wins. He can always do one or other of these things until the end of the game, and so defeat his opponent. In the case of thirteen pebbles the first player must lose if his opponent plays correctly. In fact, the only numbers with which the first player ought to lose are 5 and multiples of 8 added to 5, such as 13, 21, 29, etc.
393.?THE TWO ROOKS.? solution
The second player can always win, but to ensure his doing so he must always place his rook, at the start and on every subsequent move, on the same diagonal as his opponent's rook. He can then force his opponent into a corner and win. Supposing the diagram to represent the positions of the rooks at the start, then, if Black played first, White might have placed his rook at A and won next move. Any square on that diagonal from A to H will win, but the best play is always to restrict the moves of the opposing rook as much as possible. If White played first, then Black should have placed his rook at B (F would not be so good, as it gives White more scope); then if White goes to C, Black moves to D; White to E, Black to F; White to G, Black to C; White to H, Black to I; and Black must win next move. If at anytime Black had failed to move on to the same diagonal as White, then White could take Black's diagonal and win.
394.?PUSS IN THE CORNER.? solution
No matter whether he plays first or second, the player A, who starts the game at 55, must win. Assuming that B adopts the very best lines of play in order to prolong as much as possible his existence, A, if he has first
move, can always on his 12th move capture B; and if he has the second move, A can always on his 14th move make the capture. His point is always to get diagonally in line with his opponent, and by going to 33, if he has first move, he prevents B getting diagonally in line with himself. Here are two good games. The number in front of the hyphen is always A's move; that after the hyphen is B's:?
33-8, 32-15, 31-22, 30-21, 29-14, 22-7,15-6,14-2, 7-3, 6-4,11-, and A must capture on his next (12th) move, -13, 54-20, 53-27, 52-34, 51-41, 50-34, 42-27, 35-20, 28-13, 21-6, 14-2, 7-3, 6-4, 11-, and A must capture on his next (14th) move.
395.?A WAR PUZZLE GAME.? solution