SNAP Mathfairs
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  • Guidelines
  • Organizing
    • Organizing & Preparing for the Fair
    • Choosing a Theme
    • Different Types of Displays
    • Some Typical Projects
    • Who to Invite
    • Optional Timelines
    • Math Fair Club
  • Grading
    • Assessment Checklist (Grade 7)
    • Evaluation Guidelines (Grade 9)
    • Rubric for a Math Fair (Grade 12)
    • Marking Guide (Grades 5 and 6)
    • Math Fair Club Evaluation (Grades 4 and 5)
  • Resources & Contacts
    • Puzzle Sources
    • Contacts
    • Workshops and Conferences
  • Puzzles
    • Level 1 Puzzles >
      • Spoke Sum
      • Number Wheel
      • Buggy Jump
      • Pyramid
      • Nine Men in a Trench
      • Star Jump
      • Circle Jump
      • Circle Jump II
      • Four Cottages
      • Free the Animals
      • Sam's House
      • About the Solutions
      • Solutions - Level 1
    • Level 2 Puzzles >
      • Neighbourhood Sums
      • Eight Squares
      • Soko Puzzle I
      • Soko Puzzle II
      • Abdication
      • Regime Change
      • Stairways to Heaven
      • Catacombs
      • About the Solutions
    • River Crossing Puzzles >
      • The fox, the goose, and the grain
      • The fox, the goose, and the grain, and the dog
      • The mouse, the elephant, the dog, and the cat
      • Soldiers and children
      • Animal Crossing
      • The Three Thieves
      • The Missionaries and the Cannibals
      • Quarrelsome Boys
      • Jealous husbands
      • A Handful for the Farmer
      • The farmer, his children, and their pets
      • About the Solutions
    • Sudoku-Type Puzzles >
      • Cats, Cows, and Pigs
      • Latin Squares
      • Apple and Bananas I
      • Apple and Bananas II
      • Apple, Bananas, and Cherries
      • Four Skyscraper Puzzles
      • Colourful Cats and Pigs I
      • Colourful Cats and Pigs II
      • The Wizard's Hats
      • Four Colours
      • About the Solutions
    • Other Puzzles >
      • Catch the Thief
      • Cherry Glasses
      • Coin Jumping I
      • Coin Jumping II
      • Evensies
      • The 22 Game
      • Switch Positions
      • Spellbound Frogs
      • The Die Hard Jugs
      • About the Solutions
    • About the Solutions
  • About SNAP
    • Our Mandate
    • Our Supporters
    • Who Are We?
    • Curriculum Connections
    • The SNAP Approach and "Inquiry-Based Learning"
    • Some History
  • Gallery

Catch the Thief

Picture
There is a thief T and a detective D, and a whole lot of stolen money (represented by the 23 gold coins). To catch the thief, the detective can move from one square to a square next to it either vertically, horizontally, or diagonally. To catch the thief, he has to end up on the same square as the thief. The thief does not move.

There is a reward for the detective. Each time the detective enters a square, if there is a coin there, the detective picks it up, but if there is no coin there the detective has to put a coin back down. As a reward, the detective gets to keep the money that he has collected.


See how large a reward you can get.

Catch the Crooked Thief

There is a thief and a detective as shown in the previous puzzle. To catch the thief, the detective can move from one square to a square next to it either vertically, horizontally, or diagonally. However, this time the detective must change his direction every time he moves. For example, if the detective has just moved diagonally north-east, then his next move cannot be diagonally north-east.

As before, the thief does not move, and the detective catches the thief by ending up on the same square as the thief. Again, there is a reward for the detective. Each time the detective enters a square, if there is a coin there, the detective picks it up, but if there is no coin there the detective has to put a coin back down. As a reward, the detective gets to keep the money that he has collected.

See how large a reward you can get.

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