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.