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wr" @ “usimmry~ Not So Easy. OU may try this puzzle (if you ¥ don't first look at the answer diagram) by marking with pen- oil on the upper drawing. Later you can mark @ square piece of paper ac- eording to the diagram and hand it, with a pair of scissors, to some friend and let him try it. The square represents a square piece of paper upon which twelve PROBLEM SOLUTION ll circles have been drawn, It is ecessary, in order to solve the puygzle, cut the square into four parts, all @f the same size. Each part must @ontain three of the little circles. The lower diagram shows just how Phe square should be cut. THE EVENING WORLD'S FICTION SECTION, SATURDAY, FEBRUARY 4, ris WEEKEND TRICKS*“PUZZLES Clip Out; Paste on Cardboard or Heavy Paper and Save With Others for Binding in a Book Black to Move—and Win Another Knotty Checker Problem by “‘Gentleman Jack’’ O’ Brien H'i8 ie the fourth and last of the series of knotty checker problems given to Evening World Readers by Checker Wizard O'Brien. Note the apparent superiority in posi- tion and etrength en- Jeyed by WHITE. But let BLACK have firet move and WHITE thereafter cannot win—that is, if BLACK’S move is the right one. What this move should be and how it works out Mr. O’Brien will show us next Saturday. The solution to last Baturday’e problem je illustrated at the bottom of this page to-day. (Copyright, 1928, by Jack O'Brien. All Rights Reserved). Another Mind-Reading Trick. CURIOUS trick of allege ‘mind reading’’ can be per- formed wherever and whenever two dice can be obtained. Ask a spectator to throw the dice and to notice which spots are throws —-that is, which spots are uppermost. Ask him to-double (mentally) the number of spots upon one of the dice. Then he ts to add five, multiply, the sum by five and add the number of spots upon the other dice. He ts to tell you the result of his The Square Puzzle. 4 PIECES LIKE THIS tigate sh 4 HIS puzzle, which can be made in a few minutes, will provide considerable entertainment for your puszie-loving friends. You will The Bewitched Dime. WO nickels, a dime, a wineglass T (if you can find one nowadays) and the “know-how.” Arrange them on‘the table aa in the Wiustration. The dime is directly under the stem of the glass. The problem is to get the dime from nder the glass without lifting the lass There must be a cloth cover on the @able. Place your forefinger on the @over directly in front of the dime os gently pick at the table cover th your finger tip. The dime will pswer you by @owly moving toward o. Half a mggute’s work and the fe e is out and @@e puzzle solved ‘ have to get your entertainment out ef watching them try to solve it as you ean hardly avoid secing the diagram that provides an easily remembered key to the solution. The first thing to do is to cut from cardboard eight squares, each one inch square. Be sure that the core ners are true. A little inaccuracy will make the puzzle impossible of solution. Cut four of these squares into halves along the diagonals. You will now have four one-inch squares and eight right triangles like those shown in the illustration. The problem is to form, using the twelve pieces, a perfect square. The large diagram shows how the pieces should be arranged. ealculations. Immediately you will tell him the number of spots on each dice. This is an unusually effective ex- ample of the class of arithmetical @ricks that are known as “hidden mumber tricks'’ because two numteérs ere concerned and because the num- ber the spectator gives the per- former bears no apparent relation to the numbers thought of—the spots on the dice. However, if you will subtract 26 from the number the spectator gives you, you will know the spots on the @ice. The right digit in the remainder will be the number of spots on one ef the dice and the left digit will be the number of spots on the other. Try it and see. Then try to figu e out why the trick always works 1922, SS a, TS The Hundredth Match. HIS is a game~ played with one T: hundred matches, toothpicks or other counters. You will take fifty of them and your opponent will take fifty. The game is played in this manner: Your opponent places any number of matches he desires, not exceeding ten, on the table and calls the num- ber, You place any number on the table and call the number. adding it to the number already there. The {mportant thing for both to remember fs that not more than ten matches be played at one time. For example: Your opponent may play matches and call “Eight!"’ You may play six matches, saying: “Six more, making fourteen!"’ You continue the -play in turn. The winner of the game is the Player who plays the one hundredth match, Seems fair enough? It isn't. It is & swindle game. No matter how care- fully your opponent plays, you are sure to win, Although the example provides that your opponent play first, this is not necessary. Play your matches s0 that you play the thirty-fourth, forty-fifth, fifty- sixth, sixty-seventh or seventy-eighth match. The more skilful you become the longer you may defer your play for a key number. Each, you will observe (in order to keep the key mumbers better in your memory), !s one more than a multiple of eleven, When you reach one of the key num- bers, observe the number your oppo- ment next plays. Then play enough more to make eleven. Continue, always playing enough to make, with your opponent's play, eleven and you will be able to play the eighty-ninth match. The best that your opponenf can play is ten, 60 you will be able to play the one hundredth match and win. If either player exhausts his supply of matches, it is permitted to add to his store from the matches on the table. eight The Magnetized Match. ‘WO matches are placed on the table in the form of a cross. The performer shows another match which he declares is a match Magnet. Using it as he would if it really were a magnet and one of the matches a needle, he causes the matches to justify his trust in them. The upper match in the cross acts very much ae if ft were a bit of steel and the match the performer holds a real magnet, flowever, it ie e)] juet a trick and the illustration may betray the method. The trick must be done very seriously, however, in order that everything may seem to be just what it is not. While pretending to “attract” one end of the upper match witli the one he holds in his hand, the performer gently blows again the other end. This eauses the end nearest the match he holds to move toward it as if it were magnetized. Practice it a little. You'll find that it is a trick well worth knowing. }—BLACK Ne. 1 moves as shows, fereing ®—-BLACK We. 3 moves ne howe, forcing WHITE Ne. & te jump. Geable jemp by WHITE Ne. 3—BLACK Ne. 6 meves. All WHITES bast ee cannet move, and that ene is trapped. ae & re. men oe