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Catching The Hogs

(MISCELLANEOUS PUZZLES)

In the illustration Hendrick and Katrün are seen engaged in the exhilarating sport of attempting the capture of a couple of hogs.



Why did they fail?





Strange as it may seem, a complete answer is afforded in the little puzzle game that I will now explain.



Copy the simple diagram on a conveniently large sheet of cardboard or paper, and use four marked counters to represent the Dutchman, his wife, and the two hogs.



At the beginning of the game these must be placed on the squares on which they are shown. One player represents Hendrick and Katrün, and the other the hogs. The first player moves the Dutchman and his wife one square each in any direction (but not diagonally), and then the second player moves both pigs one square each (not diagonally); and so on, in turns, until Hendrick catches one hog and Katrün the other.



This you will find would be absurdly easy if the hogs moved first, but this is just what Dutch pigs will not do.







Answer:


A very short examination of this puzzle game should convince the reader that Hendrick can never catch the black hog, and that the white hog can never be caught by Katrün.



Each hog merely runs in and out of one of the nearest corners and can never be captured. The fact is, curious as it must at first sight appear, a Dutchman cannot catch a black hog, and a Dutchwoman can never capture a white one! But each can, without difficulty, catch one of the other colour.



So if the first player just determines that he will send Hendrick after the white porker and Katrün after the black one, he will have no difficulty whatever in securing both in a very few moves.



It is, in fact, so easy that there is no necessity whatever to give the line of play. We thus, by means of the game, solve the puzzle in real life, why the Dutchman and his wife could not catch their pigs: in their simplicity and ignorance of the peculiarities of Dutch hogs, each went after the wrong animal.



The little principle involved in this puzzle is that known to chess-players as "getting the opposition." The rule, in the case of my puzzle (where the moves resemble rook moves in chess, with the added condition that the rook may only move to an adjoining square), is simply this. Where the number of squares on the same row, between the man or woman and the hog, is odd, the hog can never be captured; where the number of squares is even, a capture is possible. The number of squares between Hendrick and the black hog, and between Katrün and the white hog, is 1 (an odd number), therefore these individuals cannot catch the animals they are facing. But the number between Hendrick and the white hog, and between Katrün and the black one, is 6 (an even number), therefore they may easily capture those behind them.















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