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A French prisoner, for his sins (or other people's), was confined in an underground dungeon containing sixty-four cells, all communicating with open doorways, as shown in our illustration. In order to reduce the tedium of his restricted life, he set himself various puzzles, and this is one of them. Starting from the cell in which he is shown, how could he visit every cell once, and only once, and make as many turnings as possible? His first attempt is shown by the dotted track. It will be found that there are as many as fifty-five straight lines in his path, but after many attempts he improved upon this. Can you get more than fifty-five? You may end your path in any cell you like. Try the puzzle with a pencil on chessboard diagrams, or you may regard them as rooks' moves on a board.

324.—THE LION AND THE MAN.

In a public place in Rome there once stood a prison divided into sixty-four cells, all open to the sky and all communicating with one another, as shown in the illustration. The sports that here took place were watched from a high tower. The favourite game was to place a Christian in one corner cell and a lion in the diagonally opposite corner and then leave them with all the inner doors open. The consequent effect was sometimes most laughable. On one occasion the man was given a sword. He was no coward, and was as anxious to find the lion as the lion undoubtedly was to find him.

The man visited every cell once and only once in the fewest possible straight lines until he reached the lion's cell. The lion, curiously enough, also visited every cell once and only once in the fewest possible straight lines until he finally reached the man's cell. They started together and went at the same speed; yet, although they occasionally got glimpses of one another, they never once met. The puzzle is to show the route that each happened to take.

325.—AN EPISCOPAL VISITATION.

The white squares on the chessboard represent the parishes of a diocese. Place the bishop on any square you like, and so contrive that (using the ordinary bishop's move of chess) he shall visit every one of his parishes in the fewest possible moves. Of course, all the parishes passed through on any move are regarded as "visited." You can visit any squares more than once, but you are not allowed to move twice between the same two adjoining squares. What are the fewest possible moves? The bishop need not end his visitation at the parish from which he first set out.

326.—A NEW COUNTER PUZZLE.

Here is a new puzzle with moving counters, or coins, that at first glance looks as if it must be absurdly simple. But it will be found quite a little perplexity. I give it in this place for a reason that I will explain when we come to the next puzzle. Copy the simple diagram, enlarged, on a sheet of paper; then place two white counters on the points 1 and 2, and two red counters on 9 and 10, The puzzle is to make the red and white change places. You may move the counters one at a time in any order you like, along the lines from point to point, with the only restriction that a red and a white counter may never stand at once on the same straight line. Thus the first move can only be from 1 or 2 to 3, or from 9 or 10 to 7.

327.—A NEW BISHOP'S PUZZLE.

This is quite a fascinating little puzzle. Place eight bishops (four black and four white) on the reduced chessboard, as shown in the illustration. The problem is to make the black bishops change places with the white ones, no bishop ever attacking another of the opposite colour. They must move alternately—first a white, then a black, then a white, and so on. When you have succeeded in doing it at all, try to find the fewest possible moves.

If you leave out the bishops standing on black squares, and only play on the white squares, you will discover my last puzzle turned on its side.

328.—THE QUEEN'S TOUR.

The puzzle of making a complete tour of the chessboard with the queen in the fewest possible moves (in which squares may be visited more than once) was first given by the late Sam Loyd in his Chess Strategy. But the solution shown below is the one he gave in American Chess-Nuts in 1868. I have recorded at least six different solutions in the minimum number of moves—fourteen—but this one is the best of all, for reasons I will explain.

If you will look at the lettered square you will understand that there are only ten really differently placed squares on a chessboard—those enclosed by a dark line—all the others are mere reversals or reflections. For example, every A is a corner square, and every J a central square. Consequently, as the solution shown has a turning-point at the enclosed D square, we can obtain a solution starting from and ending at any square marked D—by just turning the board about. Now, this scheme will give you a tour starting from any A, B, C, D, E, F, or H, while no other route that I know can be adapted to more than five different starting-points. There is no Queen's Tour in fourteen moves (remember a tour must be re-entrant) that may start from a G, I, or J. But we can have a non-re-entrant path over the whole board in fourteen moves, starting from any given square. Hence the following puzzle:—

Start from the J in the enclosed part of the lettered diagram and visit every square of the board in fourteen moves, ending wherever you like.

329.—THE STAR PUZZLE.

Put the point of your pencil on one of the white stars and (without ever lifting your pencil from the paper) strike out all the stars in fourteen continuous straight strokes, ending at the second white star. Your straight strokes may be in any direction you like, only every turning must be made on a star. There is no objection to striking out any star more than once.

In this case, where both your starting and ending squares are fixed inconveniently, you cannot obtain a solution by breaking a Queen's Tour, or in any other way by queen moves alone. But you are allowed to use oblique straight lines—such as from the upper white star direct to a corner star.

330.—THE YACHT RACE.

Now then, ye land-lubbers, hoist your baby-jib-topsails, break out your spinnakers, ease off your balloon sheets, and get your head-sails set!

Our race consists in starting from the point at which the yacht is lying in the illustration and touching every one of the sixty-four buoys in fourteen straight courses, returning in the final tack to the buoy from which we start. The seventh course must finish at the buoy from which a flag is flying.

This puzzle will call for a lot of skilful seamanship on account of the sharp angles at which it will occasionally be necessary to tack. The point of a lead pencil and a good nautical eye are all the outfit that we require.

This is difficult, because of the condition as to the flag-buoy, and because it is a re-entrant tour. But again we are allowed those oblique lines.

331.—THE SCIENTIFIC SKATER.

It will be seen that this skater has marked on the ice sixty-four points or stars, and he proposes to start from his present position near the corner and enter every one of the points in fourteen straight lines. How will he do it? Of course there is no objection to his passing over any point more than once, but his last straight stroke must bring him back to the position from which he started.

It is merely a matter of taking your pencil and starting from the spot on which the skater's foot is at present resting, and striking out all the stars in fourteen continuous straight lines, returning to the point from which you set out.

332.—THE FORTY-NINE STARS.

The puzzle in this case is simply to take your pencil and, starting from one black star, strike out all the stars in twelve straight strokes, ending at the other black star. It will be seen that the attempt shown in the illustration requires fifteen strokes. Can you do it in twelve? Every turning must be made on a star, and the lines must be parallel to the sides and diagonals of the square, as shown. In this case we are dealing with a chessboard of reduced dimensions, but only queen moves (without going outside the boundary as in the last case) are required.

333.—THE QUEEN'S JOURNEY.

Place the queen on her own square, as shown in the illustration, and then try to discover the greatest distance that she can travel over the board in five queen's moves without passing over any square a second time. Mark the queen's path on the board, and note carefully also that she must never cross her own track. It seems simple enough, but the reader may find that he has tripped.

334.—ST. GEORGE AND THE DRAGON.

Here is a little puzzle on a reduced chessboard of forty-nine squares. St. George wishes to kill the dragon. Killing dragons was a well-known pastime of his, and, being a knight, it was only natural that he should desire to perform the feat in a series of knight's moves. Can you show how, starting from that central square, he may visit once, and only once, every square of the board in a chain of chess knight's moves, and end by capturing the dragon on his last move? Of course a variety of different ways are open to him, so try to discover a route that forms some pretty design when you have marked each successive leap by a straight line from square to square.

335.—FARMER LAWRENCE'S CORNFIELDS.

One of the most beautiful districts within easy distance of London for a summer ramble is that part of Buckinghamshire known as the Valley of the Chess—at least, it was a few years ago, before it was discovered by the speculative builder. At the beginning of the present century there lived, not far from Latimers, a worthy but eccentric farmer named Lawrence. One of his queer notions was that every person who lived near the banks of the river Chess ought to be in some way acquainted with the noble game of the same name, and in order to impress this fact on his men and his neighbours he adopted at times strange terminology. For example, when one of his ewes presented him with a lamb, he would say that it had "queened a pawn"; when he put up a new barn against the highway, he called it "castling on the king's side"; and when he sent a man with a gun to keep his neighbour's birds off his fields, he spoke of it as "attacking his opponent's rooks." Everybody in the neighbourhood used to be amused at Farmer

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