79.--_The Thirty-one Game._

This is a game that used to be (and may be to this day, for aught I know)

a favourite means of swindling employed by card-sharpers at racecourses

and in railway carriages.

As, on its own merits, however, the game is particularly interesting, I

will make no apology for presenting it to my readers.

The cardsharper lays down the twenty-four cards shown in the

illustration, and invites the innocent wayfarer to try his luck or skill

by seeing which of them can first score thirty-one, or drive his opponent

beyond, in the following manner:--

One player turns down a card, say a 2, and counts "two"; the second

player turns down a card, say a 5, and, adding this to the score, counts

"seven"; the first player turns down another card, say a 1, and counts

"eight"; and so the play proceeds alternately until one of them scores

the "thirty-one," and so wins.

Now, the question is, in order to win, should you turn down the first

card, or courteously request your opponent to do so? And how should you

conduct your play? The reader will perhaps say: "Oh, that is easy enough.

You must play first, and turn down a 3; then, whatever your opponent

does, he cannot stop your making ten, or stop your making seventeen,

twenty-four, and the winning thirty-one. You have only to secure these

numbers to win."

But this is just that little knowledge which is such a dangerous thing,

and it places you in the hands of the sharper.

You play 3, and the sharper plays 4 and counts "seven"; you play 3 and

count "ten"; the sharper turns down 3 and scores "thirteen"; you play 4

and count "seventeen"; the sharper plays a 4 and counts "twenty-one"; you

play 3 and make your "twenty-four."

[Illustration:

[1] [1] [1] [1]

[2] [2] [2] [2]

[3] [3] [3] [3]

[4] [4] [4] [4]

[5] [5] [5] [5]

[6] [6] [6] [6] ]

Now the sharper plays the last 4 and scores "twenty-eight." You look in

vain for another 3 with which to win, for they are all turned down! So

you are compelled either to let him make the "thirty-one" or to go

yourself beyond, and so lose the game.

You thus see that your method of certainly winning breaks down utterly,

by what may be called the "method of exhaustion." I will give the key to

the game, showing how you may always win; but I will not here say whether

you must play first or second: you may like to find it out for yourself.

The Canterbury Puzzles, and Other Curious Problems · 第 112 / 286 题