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hard5 moves

The board

TargetTarget: 198
Running value: 56
  1. 56

0 of 5 moves

Reach the target in exactly 5 moves. Nothing here is recorded — this day is over.

Show the solution
  1. 56 → 65: swap digits: 56 → 65
  2. 65 → 122: +57: 65 → 122
  3. 122 → 167: +45: 122 → 167
  4. 167 → 99: −68: 167 → 99
  5. 99 → 198: ×2: 99 → 198

The board hands you 56 and asks for 198; 5 of the tiles in the hand do it, in the right order.

The hand: swap digits, +57, −68, ×2, +39, +45. swap digits turns 56 into 65 straight away, and it changes digit count when a number ends in 0. +57 moves you up by 57; from 56 that is 113. −68 takes 68 off; from 56 that is -12, which is below zero, so not yet. ×2 multiplies by 2 — an even number, so it can never land on an odd target directly; 198 is a multiple of 2. +39 moves you up by 39; from 56 that is 95. +45 moves you up by 45; from 56 that is 101.

First, swap digits: 56 → 65. That leaves 133 still to gain. Move 2: +57, 65 → 122. This is the move that crosses 100. +45 next, taking 122 to 167. That leaves 31 still to gain. Move 4: −68, 167 → 99. That leaves 99 still to gain. ×2 next, taking 99 to 198. It lands exactly on 198.

Working backwards helps: the final move must be ×2, because 99 is the only value in reach that turns into 198. So the real question is how to reach 99 in 4 moves from 56 with the remaining tiles.

Step by step, the choices narrow: At 56, 5 tiles are legal and 2 of them still lead to 198. At 65, 4 tiles are legal and 2 of them still lead to 198. At 122, 4 tiles are legal and 2 of them still lead to 198. At 167, 3 tiles are legal and 1 of them still leads to 198. At 99, 2 tiles are legal and 1 of them still leads to 198.

Why not +39? Play swap digits, +39, ×2, +57, −68 and the chain ends on 197, 1 below the target — a near miss, but a miss.

In total there are 15 ways to land within 10 of 198 without hitting it, and 5 orders of the right tiles that do hit it.

Once the set of tiles is right, the order usually follows from what is legal at each step.

How Chain works

You start on one number and have to end on the target, using each tile in the hand at most once, in whatever order you like. Tiles add, subtract, multiply, divide — division only when it comes out exact — or swap the digits of the running value. The number of moves is fixed: it is the length of the shortest solution, so playing fewer never ends on the target and there is no longer route to take. A chain that uses all its moves and misses counts as a try, and the board goes back to the start; undo and reset are free. Exactly one set of tiles works, and the rest are there to look plausible.

The full rules, with worked examples · how to find the set faster

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    Chain for Friday 28 August · puzzles