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Chain for

medium4 moves

The board

TargetTarget: 180
Running value: 31
  1. 31

0 of 4 moves

Reach the target in exactly 4 moves. Nothing here is recorded — this day is over.

Show the solution
  1. 31 → 98: +67: 31 → 98
  2. 98 → 89: swap digits: 98 → 89
  3. 89 → 145: +56: 89 → 145
  4. 145 → 180: +35: 145 → 180

The board hands you 31 and asks for 180; 4 of the tiles in the hand do it, in the right order.

The hand: +56, +35, swap digits, +67, +64. +56 moves you up by 56; from 31 that is 87. +35 moves you up by 35; from 31 that is 66. swap digits turns 31 into 13 straight away, and it changes digit count when a number ends in 0. +67 moves you up by 67; from 31 that is 98. +64 moves you up by 64; from 31 that is 95.

First, +67: 31 → 98. That leaves 82 still to gain. Then swap digits: 98 becomes 89. The digits of 98 read backwards give 89. Move 3: +56, 89 → 145. This is the move that crosses 100. +35 next, taking 145 to 180. It lands exactly on 180.

Working backwards helps: the chain can finish on +67 or +35 or +56; take +35, which turns into 180 from 145. So the real question is how to reach 145 in 3 moves from 31 with the remaining tiles.

Step by step, the choices narrow: At 31, 5 tiles are legal and 2 of them still lead to 180. At 98, 4 tiles are legal and 1 of them still leads to 180. At 89, 3 tiles are legal and 2 of them still lead to 180. At 145, 2 tiles are legal and 1 of them still leads to 180.

Why not +64? Put it in for +56 and the chain ends on 188, 8 above the target — a near miss, but a miss.

In total there are 18 ways to land within 10 of 180 without hitting it, and 4 orders of the right tiles that do hit it.

Tomorrow's chain uses a fresh hand; the habits — check the last digit, check what divides — carry over.

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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