Mathematical Conundrums
Book information
Description
Want to sharpen your mathematical wits? If so, then Mathematical Conundrums is for you. Daily Telegraph enigmatologist, Barry R. Clarke, presents over 120 fiendish problems that will test both your ingenuity and persistence. Between these covers are puzzles in geometry, arithmetic, and algebra (there is even a section for computer programmers). And, for the smartest readers who wish to stretch their mind to its limits, a selection of engaging logic and visual lateral puzzles is included. Although no puzzle requires a greater knowledge of mathematics than the high school curriculum, this collection will take you to the edge. But are you equal to the challenge? Features • High-school level of mathematics is the only pre-requisite • Variety of algebraic, route-drawing, and geometrical conundrums • Hints section for the lateral puzzles • Warm-up excercises to sharpen the wits • Full solutions to every problem Barry R. Clarke has published over 1,500 puzzles in The Daily Telegraph and has contributed enigmas to New Scientist, The Sunday Times, Reader’s Digest, The Sunday Telegraph, and Prospect magazine. His book Challenging Logic Puzzles Mensa has sold over 100,000 copies. As well as a PhD in Shakespeare Studies, Barry has a master’s degree and academic publications in quantum physics. He is now working on a revised theory of the hydrogen atom. Other skills include mathematics tutor, filmmaker, comedy-sketch writer, cartoonist, computer programmer, and blues guitarist! For more information please visit http://barryispuzzled.com. Cover Half Title Series Page Title Page Copyright Page Table of Contents Preface Chapter 1: Introduction Solutions Sam Loyd’s neighbour puzzle Square dissection into eight acute triangles Professor Pembish’s bath Snowman Digital deletion sum Mix-and-match References Chapter 2: Mind sharpeners 2.1 Banging a drum 2.2 Money for nothing 2.3 Switched on 2.4 Humble pie 2.5 Number feast 2.6 Feeling sheepish 2.7 The drinking dwarfs 2.8 Dicey Business 2.9 Hey ho! 2.10 Tournament Town 2.11 Can you dig it? 2.12 The digital age 2.13 Acting the goat 2.14 Letting off steam 2.15 Cubic sagacity 2.16 Test in times 2.17 Horse play 2.18 Al jabber 2.19 Antwit’s age 2.20 Prickly problem Solutions 2.1 Banging a drum 2.2 Money for nothing 2.3 Switched on 2.4 Humble pie 2.5 Number feast 2.6 Feeling sheepish 2.7 The drinking dwarfs 2.8 Dicey business 2.9 Hey ho! 2.10 Tournament Town 2.11 Can you dig it? 2.12 The digital age 2.13 Acting the goat 2.14 Letting off steam 2.15 Cubic sagacity 2.16 Test in times 2.17 Horse play 2.18 Al jabber 2.19 Antwit’s age 2.20 Prickly problem Chapter 3: Geometry 3.1 Calculating feat 3.2 Paper trial 3.3 The bee and the box 3.4 Where there’s a will 3.5 Cutting the carpet 3.6 Distance learning 3.7 Flea bytes 3.8 Delivery dilemma 3.9 Heightened awareness 3.10 Handel’s aria 3.11 Gimme shelter! 3.12 Santa’s warehouse 3.13 Toby’s tank teaser 3.14 Thinking in parallel 3.15 Pentomime Solutions 3.1 Calculating feat 3.2 Paper trial 3.3 The bee and the box 3.4 Where there’s a will 3.5 Cutting the carpet 3.6 Distance learning 3.7 Flea bytes 3.8 Delivery dilemma 3.9 Heightened awareness 3.10 Handel’s aria 3.11 Gimme shelter! 3.12 Santa’s warehouse 3.13 Toby’s tank teaser 3.14 Thinking in parallel 3.15 Pentomime Chapter 4: Arithmetic 4.1 Grunting Grog 4.2 Balancing act 4.3 Cannibals 4.4 The green gardener 4.5 Sweet solution 4.6 Tree total 4.7 A very open prison 4.8 Oh deer! 4.9 See-saw sums 4.10 Guarding the gold 4.11 Beetle mania 4.12 Counting sheep 4.13 Turf teaser 4.14 Taking the pizza 4.15 Good health! 4.16 Magic multiples 4.17 The puzzling page 4.18 Digital deletions 4.19 Adder revelation 4.20 Cryptic cards 4.21 Socks and shares 4.22 Fruit and nut 4.23 Lettuce play 4.24 Going bananas 4.25 No pain no gain 4.26 Milky weigh 4.27 Bird brain 4.28 Three shades of grey 4.29 The odd getting even Solutions 4.1 Grunting Grog 4.2 Balancing act 4.3 Cannibals 4.4 The green gardener 4.5 Sweet solution 4.6 Tree total 4.7 A very open prison 4.8 Oh deer! 4.9 See-saw sums 4.10 Guarding the gold 4.11 Beetle mania 4.12 Counting sheep 4.13 Turf teaser 4.14 Taking the pizza 4.15 Good health! 4.16 Magic multiples 4.17 The puzzling page 4.18 Digital deletions 4.19 Adder revelation 4.20 Cryptic cards 4.21 Socks and shares 4.22 Fruit and nut 4.23 Lettuce play 4.24 Going bananas 4.25 No pain no gain 4.26 Milky weigh 4.27 Bird brain 4.28 Three shades of grey 4.29 The odd getting even Reference Chapter 5: Algebra 5.1 Paying in nuts 5.2 A calculated correction 5.3 Prime of life 5.4 Digit ale dilemma 5.5 Tridems and Quadems 5.6 Fraudulent fruit 5.7 Train of thought 5.8 Duels for jewels 5.9 Frame game 5.10 Try angling 5.11 Digital differences 5.12 Frozen in time 5.13 Gift rap 5.14 Loco-motive 5.15 Tea ‘n age 5.16 Sense of direction 5.17 Strawberries and crime 5.18 Panic in the Pentagon Solutions 5.1 Paying in nuts 5.2 A calculated correction 5.3 Prime of life 5.4 Digit ale dilemma 5.5 Tridems and Quadems 5.6 Fraudulent fruit 5.7 Train of thought 5.8 Duel for jewels 5.9 Frame game 5.10 Try angling 5.11 Digital differences 5.12 Frozen in time 5.13 Gift rap 5.14 Loco-motive 5.15 Tea ‘n age 5.16 Sense of direction 5.17 Strawberries and crime 5.18 Panic in the pentagon Chapter 6: Programmable puzzles 6.1 Sweet truth 6.2 Neuron’s number 6.3 Squares and cubes 6.4 The five digits 6.5 Moggy maths 6.6 Pizza problem 6.7 The benevolent banker 6.8 Cake walk 6.9 Never odd or even 6.10 Court out 6.11 Food for thought 6.12 Carts of coal Solutions 6.1 Sweet truth 6.2 Neuron’s number 6.3 Squares and cubes 6.4 The five digits 6.5 Moggy maths 6.6 Pizza problem 6.7 The benevolent banker 6.8 Cake walk 6.9 Never odd or even? 6.10 Court out 6.11 Food for thought 6.12 Carts of coal Reference Chapter 7: Logic 7.1 The four chests 7.2 Carb heavy 7.3 Movie mutations 7.4 Gorilla warfare 7.5 Crazy cards 7.6 Cold reception 7.7 Parking problems 7.8 Monkey business 7.9 Patternbots 7.10 The three hats 7.11 Unlocking the mind 7.12 Musical chairs 7.13 Cards and colours 7.14 The widow’s woe 7.15 Scholar mutations 7.16 Taxi rank 7.17 Lying low 7.18 Manhattan Solutions 7.1 The four chests 7.2 Carb heavy 7.3 Movie mutations 7.4 Gorilla warfare 7.5 Crazy cards 7.6 Cold reception 7.7 Parking problems 7.8 Monkey business 7.9 Patternbots 7.10 The three hats 7.11 Unlocking the mind 7.12 Musical chairs 7.13 Cards and colours 7.14 The widow’s woe 7.15 Scholar mutations 7.16 Taxi rank 7.17 Lying low 7.18 Manhattan Chapter 8: Visual-lateral 8.1 The dead dog 8.2 Spot the dice 8.3 The tin door 8.4 The broken timepiece 8.5 Rough graph 8.6 Duck to cat 8.7 The impossible anagram 8.8 The hungry fish 8.9 The four doors 8.10 Hail clip! Solutions 8.1 The dead dog 8.2 Spot the dice 8.3 The tin door 8.4 The broken timepiece 8.5 Rough graph 8.6 Duck to cat 8.7 The impossible anagram 8.8 The hungry fish 8.9 The four doors 8.10 Hail clip! Appendix
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