The Knight's Tour

Chess players find a great deal of interest and amusement in being able

to remember the moves necessarily made by the Knight in touring the

board, stopping once on each square, and never more than once on any

square.

One of our great mathematicians put in a great deal of time working out

the proper moves of the Knight in touring the board in this manner. It

is a simple matter for the memory student to keep in mind the necessary

moves in their proper order. This would be an almost impossible feat

without the aid of your number code, as there are sixty-four different

moves to be made by the Knight in this tour.

The problem is to call from memory each move of the Knight, beginning

either at square No. 1, or in fact any square of the board. Notice

that the squares are numbered from 1 to 64, each row of squares always

numbering from left to right. The following cut illustrates the method

of moves. The Knight always moves two squares in one direction, and one

in the other, indicated by a diagonal line drawn from 1 to 11, and from

11 to 5. Thus you will see, beginning with square No. 1 that the move

of the Knight will be as follows:

1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24,

39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14,

8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2,

17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.

[Illustration]

To remember these moves in their proper order is an excellent

application of the Hitching Post idea, and use of the Code List

representing the moves in consecutive order as 1, 2, 3, 4, etc., and

any word with it that will represent the number of the square to which

the Knight is to move. The list following begins with the first square

as the starting place:

Tie and Hut Town and Riot

Snow and Dude Dime and Hinge

Home and Owl Deer and Ape

Wire and Doll Towel and Ham

Wheel and Maine Ditch and Team

Sash and Rug Duck and Oak

Egg and Cherry Taffy and Snare

Ivy and Lawyer Depot and Imp

Whip and Chess Nose and Latch

Toes and Lace Net and China

Dot and Mill Nun and Reel

Follow on through the sixty-four moves using the code words for the

sequence of the move and any words you wish that stand for the number

of the squares on the board.

When you have pictured all the objects together, the first object will

keep the sequence of the moves clearly in mind, and the second will

reveal the number of the square to which the Knight is to move. You can

very quickly go over the pictures and give the moves of the Knight.

The first move, Tie, begins with Hut or square No. 1. The second move,

Snow, is Dude or square 11; the third move, Home, is Owl, or square 5;

the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is

Maine, or square 32. Each move is represented by the picture which you

have with the succeeding word of your code list.

As soon as you are familiar with these pictures you can begin with any

square designated. If you are asked to begin with square 24 you know

that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you

begin with the 18th move.

Miller's Mind training for children Book 3 (of 3) A practical training for successful living; Educational games that train the senses · 第 156 / 160 题