Chess pieces, tangram shapes, and an open puzzle book on a wooden table.

Starvard University · Puzzles and Logic

Puzzles and Logic 101

Solve Dudeney's money, dissection, and chessboard puzzles with every answer shown, then learn Lewis Carroll's logic game of cakes, counters, and diagrams.

Finn

Hello, my name is Finn, and I'm going to help you understand this course.

Here it is, explained like you are 10:

A puzzle is a small problem with a secret door. At first it looks locked, then you find the one idea that opens it, and it feels like magic. In this course you will untie money puzzles, cut a triangle and rebuild it as a square, park queens on a chessboard so none can attack another, and learn the logic game invented by Lewis Carroll, the man who wrote about Alice. You will also learn why some arguments only look correct, and you will finish by inventing a puzzle of your own, with a solution you have tested yourself. Bring paper, scissors, and patience.

The whole course in brief

What you will be able to do after this course

  1. Solve Dudeney money puzzles by turning the words into one careful sum.
  2. Cut a Greek cross into pieces that form a square, and prove the fit by area.
  3. Explain how Dudeney turned an equilateral triangle into a square in four pieces.
  4. Place eight queens on a board so that no queen attacks another.
  5. Count every square and rectangle on a chessboard without missing one.
  6. Solve the wolf, goat, and cabbage river crossing in seven crossings.
  7. Use Carroll's counters and diagrams to test whether a conclusion really follows.
  8. Invent your own puzzle, solve it yourself, and write fair, simple conditions.

The seven lessons

Lesson 1

Why puzzles make you smarter

A puzzle is a question with the fat trimmed off. Everything you need is in front of you, nothing is hidden except the idea, and the answer can be checked the moment you find it. That is why puzzles train a mind the way scales train a musician. Henry Ernest Dudeney collected hundreds in Amusements in Mathematics in 1917, in families such as money puzzles, dissections, chessboard problems, and river crossings. He warned that they are deliberately not arranged in order of difficulty, so you never know whether one is as simple as it looks or has a pitfall in it.

Try one now, with its solution. Place the numbers 1 to 9 in a three by three grid so every row, column, and diagonal adds to the same total. One solution is 8, 1, 6 across the top, then 3, 5, 7 across the middle, then 4, 9, 2 along the bottom, and every line adds to 15. You can also prove the centre must be 5. The numbers add to 45, so each row adds to 15. The four lines through the centre add to 60, and they count every number once, plus the centre three extra times. So 45 plus three times the centre equals 60, and the centre is 5.

Checkable answers teach best. A good puzzle hides only the idea, never the evidence, so you can always verify a solution yourself.

Lesson 2

Arithmetic and money puzzles

Dudeney opens with money puzzles. His first, A Post-Office Perplexity, gives a customer a crown, five shillings or sixty old pennies, and asks for some twopenny stamps, six times as many penny stamps, and the rest in twopence-halfpenny stamps. Call the twopenny stamps x. The penny stamps are 6x, so both sorts together cost 8x pence, and the rest must complete 60. Try x equals 5: that is 5 twopenny and 30 penny stamps costing 40 pence, leaving 20 pence, exactly 8 stamps at twopence-halfpenny. No other value of x splits the remainder evenly.

His Cyclists' Feast is the same game. The bill is four pounds, or 80 shillings, two men slip away, and each man left pays two shillings more than his fair share. If 10 men started, the share was 8 shillings and the 8 who stayed paid 10 shillings each, exactly two more, so the answer is 10. The famous trap is his Two Aeroplanes. A man sells two machines for 600 pounds each, losing 20 percent on one and gaining 20 percent on the other. Most people guess he broke even. He did not: the first cost 600 divided by 0.8, or 750 pounds, the second 600 divided by 1.2, or 500 pounds. He spent 1,250, took back 1,200, and lost 50 pounds, because the percents acted on different costs.

Turn words into sums, then check. Write the unknown, do the arithmetic, and test the answer against the story before you trust it.

Lesson 3

Geometric dissection puzzles

A dissection puzzle asks you to cut one shape into pieces that fit together to form another. Dudeney calls the class very ancient, known in China thousands of years ago, and insists on two rules: the solution must be geometrically exact, never near enough, and you may turn pieces over unless the puzzle forbids it. The key tool is Pythagoras. Build squares on the sides of a right angled triangle with sides 3, 4, and 5, and the small squares hold 9 and 16 cells while the large one holds 25, and 9 plus 16 equals 25. Areas add, so sizes can be settled before you cut.

His favourite family is the Greek cross, five equal squares joined crosswise. The old Hindu problem cuts it into five pieces to form a square. Dudeney does it in four pieces, even in four pieces all the same size and shape. His proof: draw the finished square on transparent paper, lay it over the cross at the right angle, and slide it about. Every position gives a different four piece solution, so there are infinitely many. His most famous feat is the Haberdasher's puzzle, published in 1902 as number 26 of his Canterbury Puzzles: cut an equilateral triangle into only four pieces that form a perfect square. Anyone could manage five. Four, its pieces hinged to swing between the two shapes, is the genius.

Area is the referee. The pieces must exactly fill the new shape, and Pythagoras tells you its true size before you make a single cut.

Lesson 4

Chessboard and movement puzzles

You do not need to play chess for chessboard puzzles, only to know how the pieces move. Dudeney's Eight Queens, first proposed in 1850, asks for eight queens so no queen attacks another along a row, column, or diagonal. Here is one full solution, giving the column for each row from the top: 1, 5, 8, 6, 3, 7, 2, 4. Check any two queens: they never share a line. Dudeney records 12 fundamentally different solutions, making 92 counting turns and mirror images. His Eight Rooks is the opposite trick: rooks down the long diagonal attack every square, since every square shares a row with one, yet none guards another, diagonal neighbours sharing no row or column.

Counting is a puzzle too. How many rectangles does a chessboard contain? Choose any two of its 9 vertical lines and any two of its 9 horizontal lines and you have one rectangle: 36 times 36, or 1,296 rectangles, of which 204 are squares, 64 of one size, 49 of the next, and so on down to 1. In the river problem Dudeney traces to Alcuin, a man must ferry a wolf, a goat, and a cabbage across one at a time, never leaving wolf with goat or goat with cabbage. Solution: take the goat, return alone, take the wolf, bring the goat back, take the cabbage, return alone, take the goat. Seven crossings, and nothing gets eaten.

Systems beat guessing. List positions row by row, count by choosing lines, and plan moves in order, and hard board puzzles become bookkeeping.

Lesson 5

Lewis Carroll's syllogisms

Lewis Carroll's The Game of Logic, published in 1886, teaches reasoning as a parlour game. The world holds Things, such as buns, babies, and beetles, and Things have Attributes, such as baked, beautiful, and broken. A Proposition says that some, none, or all of one class of Things belong to another class, as in some new cakes are nice. The class talked about is the Subject, the class it is matched with is the Predicate, and the whole set of Things under discussion is the Universe of discourse, so Carroll cheerfully begins: let us take a Universe of cakes.

A syllogism is two Propositions, the Premisses, from which a third, the Conclusion, can be proved. One Attribute appears in both Premisses, forming the Middle Term, and it disappears in the Conclusion. Here is Carroll's first example, worked in words. Some new cakes are unwholesome. No nice cakes are unwholesome. Consider those new cakes that are unwholesome: they cannot be nice, because no nice cake is unwholesome. So some new cakes are not nice, and that is the Conclusion. His second example is grander: all dragons are uncanny, and all Scotchmen are canny, so all dragons are not Scotchmen and all Scotchmen are not dragons. Note that Carroll never promises the Premisses are true. Logic tests only whether the Conclusion follows if they are.

Find the middle term. Two premisses linked by one shared attribute can prove a conclusion about the other two, and that link is the whole engine.

Lesson 6

Logic diagrams

Carroll tests syllogisms on diagrams, not feelings. The smaller, biliteral diagram is a square cupboard for one Universe. The top half holds Things with attribute x, the bottom half the not-x Things, the left half y, and the right half not-y, so each compartment carries two attributes, written on its edges. A red counter (written 1) means a compartment is occupied; a grey counter (0) means it is empty. If you know only that some x Things exist, not whether they are y or not-y, the red counter sits on the fence, on the dividing line. All x are y packs two facts together: some x are y, and no x are not-y.

The larger, triliteral diagram adds a third attribute m, a square inside the square, so each compartment carries three attributes, read from its corners. Carroll's method: pick your Universe, let m be the middle attribute, and mark the negative Premiss first, because grey counters are certain. In the cakes problem, no nice cakes are unwholesome empties two compartments at once. Then some new cakes are unwholesome wants a red counter in one of two compartments, the grey counter has already emptied one, and the red counter is forced into the other. Whatever transfers back to the small diagram is your Conclusion; if nothing transfers, there is no conclusion, however fine the argument sounds. His trap proves it: all soldiers are brave and some Englishmen are brave yield no conclusion at all.

Grey first, then red. Mark what is certainly empty before what is occupied, and accept no conclusion the diagram will not carry.

Lesson 7

Invent a puzzle of your own

Now build one. Dudeney's advice, gathered from his dissection chapters, makes a fine recipe. Keep the conditions simple enough to say in one breath, even if the solution is difficult, because nobody attempts a puzzle they cannot understand. Solve your own puzzle completely before showing it to anyone, and write the solution down, since a puzzle with no known answer is just a rumour. Aim for the fewest pieces, the fewest moves, or the neatest condition you can manage, because elegance is what makes a puzzle worth repeating.

Learn his favourite improving trick: add one condition to kill spare solutions. Cutting a Greek cross into four pieces to form a square can be done in infinitely many ways, so alone it is a weak puzzle. Require all four pieces to be the same size and shape, and there is only one solution, and it is beautiful. Respect exactness, too. Dudeney mocks a boy who thought a near cross was near enough, noting the boy would not have accepted fourpence change from sixpence for a penny apple. Finally, test your puzzle on a friend. If they stumble on your wording, rewrite the conditions. If they stumble on the idea, your puzzle is working. Keep a dated notebook of puzzles and solutions.

Simple to state, hard to crack, fully solved. Write the conditions in one breath, keep the solution in your notebook, and let one sharp condition do the polishing.

Sources

The Books Behind This Course

This course is taught from classic texts that are free for anyone to read. Every method in the lessons traces back to one of these books.

Graduation

You are a puzzle maker now

You started with a magic square and finished with Carroll's counters in your hands and a puzzle of your own in your notebook. Keep solving slowly, keep checking every answer against the conditions, and keep your own solutions written down. The next locked door you meet, in a book or in ordinary life, should feel a little less locked. Congratulations, and happy puzzling.

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