Page:Amusements in mathematics.djvu/77

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MOVING COUNTER PROBLEMS.
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should be. Remember to remove those you jump over. Any number of jumps in succession with the same almond count as one move.

230.—THE TWELVE PENNIES.

Here is a pretty little puzzle that only requires twelve pennies or counters. Arrange them in a circle, as shown in the illustration. Now take up one penny at a time and, passing it over two pennies, place it on the third penny. Then take up another single penny and do the same thing, and so on, until, in six such moves, you have the coins in six pairs in the positions 1, 2, 3, 4, 5, 6. You can move in either direction round the circle at every play, and it does not matter whether the two jumped over are separate or a pair. This is quite easy if you use just a little thought.

231.—PLATES AND COINS.

Place twelve plates, as shown, on a round table, with a penny or orange in every plate. Start from any plate you like and, always going in one direction round the table, take up one penny, pass it over two other pennies, and place it in the next plate. Go on again; take up another penny and, having passed it over two pennies, place it in a plate; and so continue your journey. Six coins only are to be removed, and when these have been placed there should be two coins in each of six plates and six plates empty. An important point of the puzzle is to go round the table

as few times as possible. It does not matter whether the two coins passed over are in one or two plates, nor how many empty plates you pass a coin over. But you must always go in one direction round the table and end at the point from which you set out. Your hand, that is to say, goes steadily forward in one direction, without ever moving backwards.

232.—CATCHING THE MICE.

"Play fair!" said the mice. "You know the rules of the game."

"Yes, I know the rules," said the cat. "I've got to go round and round the circle, in the