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lines of the Afridi problem published by me in Tit-Bits some years ago.

On an open level tract of country a party of Russian infantry, no two of whom were stationed at the same spot, were suddenly surprised by thirty-two Turks, who opened fire on the Russians from all directions. Each of the Turks simultaneously fired a bullet, and each bullet passed immediately over the heads of three Russian soldiers. As each of these bullets when fired killed a different man, the puzzle is to discover what is the smallest possible number of soldiers of which the Russian party could have consisted and what were the casualties on each side.

MOVING COUNTER PROBLEMS.

"I cannot do't without counters."
Winter's Tale, iv. 3.

Puzzles of this class, except so far as they occur in connection with actual games, such as chess, seem to be a comparatively modern introduction. Mathematicians in recent times, notably Vandermonde and Reiss, have devoted some attention to them, but they do not appear to have been considered by the old writers. So far as games with counters are concerned, perhaps the most ancient and widely known in old times is "Nine Men's Morris" (known also, as I shall show, under a great many other names), unless the simpler game, distinctly mentioned in the works of Ovid (No. 110, "Ovid's Game," in The Canterbury Puzzles), from which "Noughts and Crosses" seems to be derived, is still more ancient.

In France the game is called Marelle, in Poland Siegen Wulf Myll (She-goat Wolf Mill, or Fight), in Germany and Austria it is called Muhle (the Mill), in Iceland it goes by the name of Mylla, while the Bogas (or native bargees) of South America are said to play it, and on the Amazon it is called Trique, and held to be of Indian origin. In our own country it has different names in different districts, such as Meg Merrylegs, Peg Meryll, Nine Peg o'Merryal, Nine-Pin Miracle, Merry Peg, and Merry Hole. Shakespeare refers to it in "Midsummer Night's Dream" (Act ii., scene 1):—

"The nine-men's morris is filled up with mud;
And the quaint mazes in the wanton green,
For lack of tread, are undistinguishable."

It was played by the shepherds with stones in holes cut in the turf. John Clare, the peasant poet of Northamptonshire, in "The Shepherd Boy" (1835) says:—"Oft we track his haunts .... By nine-peg-morris nicked upon the green." It is also mentioned by Drayton in his "Polyolbion."

It was found on an old Roman tile discovered during the excavations at Silchester, and cut upon the steps of the Acropolis at Athens. When visiting the Christiania Museum a few years ago I was shown the great Viking ship that was discovered at Gokstad in 1880. On the oak planks forming the deck of the vessel were found boles and lines marking out the game, the holes being made to receive pegs. While inspecting the ancient oak furniture in the Rijks Museum at Amsterdam I became interested in an old catechumen's settle, and was surprised to find the game diagram cut in the centre of the seat—quite conveniently for surreptitious play. It has been discovered cut in the choir stalls of several of our English cathedrals. In the early eighties it was found scratched upon a stone built into a wall (probably about the date 1200), during the restoration of Hargrave church in Northamptonshire. This stone is now in the Northampton Museum. A similar stone has since been found at Sempringham, Lincolnshire. It is to be seen on an ancient tombstone in the Isle of Man, and painted on old Dutch tiles. And in 1901 a stone was dug out of a gravel pit near Oswestry bearing an undoubted diagram of the game.

The game has been played with different rules at different periods and places. I give a copy of the board. Sometimes the diagonal lines are omitted, but this evidently was not intended to affect the play: it simply meant that the angles alone were thought sufficient to indicate the points. This is how Strutt, in Sports and Pastimes, describes the game, and it agrees with the way I played it as a boy:—"Two persons, having each of them nine pieces, or men, lay them down alternately, one by one, upon the spots; and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three, without the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his competitor's pieces from any part he thinks most to his advantage; excepting he has made a row, which must not be touched if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down, they are played backwards and forwards, in any direction that the lines run, but only can move from one spot to another (next to it) at one time. He that takes off all his antagonist's pieces is the conqueror."

214.—THE SIX FROGS.

The six educated frogs in the illustration are trained to reverse their order, so that their numbers shall read 6, 5, 4, 3, 2, 1, with the blank square in its present position. They can jump to the next square (if vacant) or leap over one frog to the next square beyond (if vacant), just as we move in the game of draughts, and can go backwards or forwards at pleasure. Can you show how they perform their feat in the fewest possible moves? It is quite easy, so when you have done it add a seventh frog to the right and try again. Then add more frogs until you are able to give the shortest solution for any number. For it can always be done, with that single vacant square, no matter how many frogs there are.

215.—THE GRASSHOPPER PUZZLE.

It has been suggested that this puzzle was a great favourite among the young apprentices of the City of London in the sixteenth and seventeenth centuries. Readers will have noticed the curious brass grasshopper on the Royal Exchange. This long-lived creature escaped the fires of 1666 and 1838. The grasshopper, after his kind, was the crest of Sir Thomas Gresham, merchant grocer, who died in 1579, and from this cause it has been used as a sign by grocers in general. Unfortunately for the legend as to its origin, the puzzle was only produced by myself so late as the year 1900. On twelve of the thirteen black discs are placed numbered counters or grasshoppers. The puzzle is to reverse their order, so that they shall read, 1, 2, 3, 4, etc., in the opposite direction, with the vacant disc left in the same position as at present. Move one at a time in any order, either to the adjoining vacant disc or by jumping over one grasshopper, like the moves in draughts. The moves or leaps may be made in either direction that is at any time possible. What are the fewest possible moves in which it can be done?

216.—THE EDUCATED FROGS.

Our six educated frogs have learnt a new and pretty feat. When placed on glass tumblers, as shown in the illustration, they change sides so that the three black ones are to the left and the white frogs to the right, with the unoccupied tumbler at the opposite end—No. 7. They can jump to the next tumbler (if unoccupied), or over one, or two, frogs to an unoccupied tumbler. The jumps can be made in either direction, and a frog may jump over his own or the opposite colour, or both colours. Four suecessive specimen jumps will make everything quite plain: 4 to 1, 5 to 4, 3 to 5, 6 to 3. Can you show how they do it in ten jumps?

217.—THE TWICKENHAM PUZZLE.

In the illustration we have eleven discs in a circle. On five of the discs we place white counters with black letters—as shown—and on five other discs the black counters with white letters. The bottom disc is left vacant. Starting thus, it is required to get the counters into order so that they spell the word "Twickenham" in a clockwise direction, leaving the vacant disc in the original position. The black counters move in the direction that a clock-hand revolves, and the white counters go the opposite way. A counter may jump over one of the opposite colour if the vacant disc is next beyond. Thus, if your first move is with K, then C can jump over K. If then K moves towards E, you may next jump W over C, and so on. The puzzle may be solved in twenty-six moves. Remember a counter cannot jump over one of its own colour.

218.—THE VICTORIA CROSS PUZZLE.

The puzzle-maker is peculiarly a "snapper-up of unconsidered trifles," and his productions are often built up with the slenderest materials. Trivialities that might entirely escape the observation of others, or, if they were observed, would be regarded as of no possible moment, often supply the man who is in quest of posers with a pretty theme or an idea that he thinks possesses some "basal value."

When seated opposite to a lady in a railway carriage at the time of Queen Victoria's Diamond Jubilee, my attention was attracted to a brooch that she was wearing. It was in the form of a Maltese or Victoria Cross, and bore the letters of the word VICTORIA. The number and arrangement of the letters immediately gave me the suggestion for the puzzle which I now present.

The diagram, it will be seen, is composed of nine divisions. The puzzle is to place eight counters, bearing the letters of the word VICTORIA, exactly in the manner shown, and then slide one letter at a time from black to white and white to black alternately, until the word reads round in the same direction, only with the initial letter V on one of the black arms of the cross. At no time may two letters be in the same division. It is required to find the shortest method.

Leaping moves are, of course, not permitted. The first move must obviously be made with A, I, T, or R. Supposing you move T to the centre, the next counter played will be O or C, since I or R cannot be moved. There is something a little remarkable in the solution of this puzzle which I will explain.

219.—THE LETTER BLOCK PUZZLE.

Here is a little reminiscence of our old friend the Fifteen Block Puzzle. Eight wooden blocks are lettered, and are placed in a box, as shown in the illustration. It will be seen that you can only move one block at a time to the place vacant for the time being, as no block may be lifted out of the box. The puzzle is to shift them about until you get them in the order—

A  B  C
D  E  F
G  H

This you will find by no means difficult if you are allowed as many moves as you like. But the puzzle is to do it in the fewest possible moves. I will not say what this smallest number of moves is, because the reader may like to discover it for himself. In writing down your moves you will find it necessary to record no more than the letters in the order that

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