It may be said generally that a game is a contest of skill for two or more persons, into which we enter either for amusement or to win a prize. A puzzle is something to be done or solved by the individual. For example, if it were possible for us so to master the complexities of the game of chess that we could be assured of always winning with the first or second move, as the case might be, or of always drawing, then it would cease to be a game and would become a puzzle. Of course among the young and uninformed, when the correct winning play is not understood, a puzzle may well make a very good game. Thus there is no doubt children will continue to play "Noughts and Crosses," though I have shown (No. 109, "Canterbury Puzzles") that between two players who both thoroughly understand the play, every game should be drawn. Neither player could ever win except through the blundering of his opponent. But I am writing from the point of view of the student of these things.
The examples that I give in this class are apparently games, but, since I show in every case how one player may win if he only play correctly, they are in reality puzzles. Their interest, therefore, lies in attempting to discover the leading method of play.
Here is an interesting little puzzle game that I used to play with an acquaintance on the beach at Slocomb-on-Sea. Two players place an odd number of pebbles, we will say fifteen, between them. Then each takes in turn one, two, or three pebbles (as he chooses), and the winner is the one who gets the odd number. Thus, if you get seven and your opponent eight, you win. If you get six and he gets nine, he wins. Ought the first or second player to win, and how? When you have settled the question with fifteen pebbles try again with, say, thirteen.
This is a puzzle game for two players. Each player has a single rook. The first player places his rook on any square of the board that he may choose to select, and then the second player does the same. They now play in turn, the point of each play being to capture the opponent's rook. But in this game you cannot play through a line of attack without being captured. That is to say, if in the diagram it is Black's turn to play, he cannot move his rook to his king's knight's square, or to his king's rook's square, because he would enter the "line of fire" when passing his king's bishop's square. For the same reason he cannot move to his queen's rook's seventh or eighth squares. Now, the game can never end in a draw. Sooner or later one of the rooks must fall, unless, of course, both players commit the absurdity of not trying to win. The trick of winning is ridiculously simple when you know it. Can you solve the puzzle?