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Chain for

easy3 moves

The board

TargetTarget: 160
Running value: 79
  1. 79

0 of 3 moves

Reach the target in exactly 3 moves. Nothing here is recorded — this day is over.

Show the solution
  1. 79 → 133: +54: 79 → 133
  2. 133 → 188: +55: 133 → 188
  3. 188 → 160: −28: 188 → 160

A short chain today — 3 moves from 79 to 160 — but the hand holds more tiles than you need.

The hand: +65, −28, +55, +54, −36. +65 moves you up by 65; from 79 that is 144. −28 takes 28 off; from 79 that is 51. +55 moves you up by 55; from 79 that is 134. +54 moves you up by 54; from 79 that is 133. −36 takes 36 off; from 79 that is 43.

Working backwards helps: the chain can finish on +54 or +55 or −28; take −28, which turns into 160 from 188. So the real question is how to reach 188 in 2 moves from 79 with the remaining tiles.

First, +54: 79 → 133. This is the move that crosses 100. +55 next, taking 133 to 188. That is 28 above the target, to be brought down. Then −28: 188 becomes 160. It lands exactly on 160.

Step by step, the choices narrow: At 79, 5 tiles are legal and 3 of them still lead to 160. At 133, 4 tiles are legal and 2 of them still lead to 160. At 188, 3 tiles are legal and 1 of them still leads to 160.

Why not +65? Put it in for +55 and the chain ends on 170, 10 above the target — a near miss, but a miss. Why not −36? Put it in for −28 and the chain ends on 152, 8 below the target — a near miss, but a miss.

In total there are 24 ways to land within 10 of 160 without hitting it, and 6 orders of the right tiles that do hit it.

That is the whole solution; every other combination of tiles ends somewhere else.

A last check that costs nothing: 160 ends in 0, is even, and divides by 2, divides by 5; the start, 79, ends in 9. Those two facts rule out most tile sets before you touch the board, which is the whole trick of Chain.

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 Monday 7 September · puzzles