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Chain for

hard5 moves

The board

TargetTarget: 216
Running value: 21
  1. 21

0 of 5 moves

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

Show the solution
  1. 21 → 80: +59: 21 → 80
  2. 80 → 150: +70: 80 → 150
  3. 150 → 72: −78: 150 → 72
  4. 72 → 27: swap digits: 72 → 27
  5. 27 → 216: ×8: 27 → 216

From 21 to 216: 5 moves, no tile twice, and only one set of tiles gets there.

The hand: +70, ×8, −78, +60, +59, swap digits. +70 moves you up by 70; from 21 that is 91. ×8 multiplies by 8 — an even number, so it can never land on an odd target directly; 216 is a multiple of 8. −78 takes 78 off; from 21 that is -57, which is below zero, so not yet. +60 moves you up by 60; from 21 that is 81. +59 moves you up by 59; from 21 that is 80. swap digits turns 21 into 12 straight away, and it changes digit count when a number ends in 0.

First, +59: 21 → 80. That leaves 136 still to gain. +70 next, taking 80 to 150. This is the move that crosses 100. Then −78: 150 becomes 72. That leaves 144 still to gain. swap digits next, taking 72 to 27. That leaves 189 still to gain. Then ×8: 27 becomes 216. This is the move that crosses 100.

Working backwards helps: the final move must be ×8, because 27 is the only value in reach that turns into 216. So the real question is how to reach 27 in 4 moves from 21 with the remaining tiles.

Step by step, the choices narrow: At 21, 5 tiles are legal and 2 of them still lead to 216. At 80, 5 tiles are legal and 2 of them still lead to 216. At 150, 4 tiles are legal and 1 of them still leads to 216. At 72, 3 tiles are legal and 1 of them still leads to 216. At 27, 2 tiles are legal and 1 of them still leads to 216.

Why not +60? Put it in for +70 and the chain ends on 208, 8 below the target — a near miss, but a miss.

In total there are 8 ways to land within 10 of 216 without hitting it, and 4 orders of the right tiles that do hit it.

If you saw the key tile first, the rest of the chain is bookkeeping.

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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