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Sam Loyd facts for kids

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Sam Loyd
Samuel Loyd.jpg
Born
Samuel Loyd

(1841-01-30)January 30, 1841
Philadelphia, United States
Died April 11, 1911(1911-04-11) (aged 70)
Known for
  • Chess
  • puzzles
  • mathematical games

Samuel Loyd (born January 30, 1841 – died April 10, 1911) was an American genius. He was a great chess player and created many chess problems. Sam Loyd also invented lots of puzzles and loved math games. He was born in Philadelphia but grew up in New York City.

Sam Loyd was very good at making chess problems. These problems often had fun and interesting ideas. At one point, he was one of the best chess players in the United States. He was even ranked among the top 15 players in the world!

After he passed away, his son published a big book called Cyclopedia of 5000 Puzzles in 1914. His son, also named Samuel Loyd, continued to share his father's amazing puzzles. In 1987, Sam Loyd was honored by being added to the US Chess Hall of Fame.

Sam Loyd's Fame as a Puzzler

Sam Loyd is known as one of America's best puzzle creators. Many people even say he was the greatest. A famous writer named Martin Gardner wrote about Loyd in 1957. He called him "America's greatest puzzler." In 1898, a magazine called The Strand gave him the nickname "the prince of puzzlers."

Sam Loyd's chess problems were often clever and funny. He worked with another puzzle maker, Henry Dudeney, for a while. However, they had a disagreement. Dudeney claimed that Loyd copied some of his puzzles.

Loyd famously claimed he invented the 15 puzzle. He said this from 1891 until he died in 1911. But this was not true. Sam Loyd had nothing to do with creating or making the 15 puzzle popular. The puzzle was actually invented by Noyes Chapman. The puzzle was a big hit in the early 1880s, long before Loyd claimed it.

Sam Loyd also loved Tangram puzzles. He helped make them very popular with his book The Eighth Book Of Tan. This book had 700 different Tangram designs. It also told a made-up story about how Tangrams started 4,000 years ago. This story was one of Sam Loyd's most successful jokes!

Amazing Chess Problems

Sam Loyd created many famous chess problems. These are like brain teasers using chess pieces.

The Excelsior Problem

"Excelsior"
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5 {{{square}}} white rook {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king 5
4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black pawn {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king {{{square}}} white pawn {{{square}}} white knight 3
2 {{{square}}} black king {{{square}}} white pawn {{{square}}} white pawn {{{square}}} black king {{{square}}} white rook {{{square}}} black king {{{square}}} black king {{{square}}} black king 2
1 {{{square}}} white knight {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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Mate in 5, 2nd prize, Paris Tourney, 1867. See "Excelsior" for the solution.

One of his most famous chess problems is called "Excelsior". Loyd named it after a poem. In this problem, White has to move and checkmate Black in five moves. White must win no matter what Black does.

When this problem was published in 1861, Loyd made a fun challenge. He bet a friend that they couldn't guess which piece would deliver the final checkmate. The rule was that White had to checkmate with "the least likely piece or pawn."

The Steinitz Gambit Problem

"Steinitz Gambit"
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6 {{{square}}} black pawn {{{square}}} white knight {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} white rook {{{square}}} black king {{{square}}} black king 6
5 {{{square}}} white rook {{{square}}} white bishop {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 5
4 {{{square}}} black king {{{square}}} white pawn {{{square}}} black king {{{square}}} black king {{{square}}} white knight {{{square}}} black king {{{square}}} black king {{{square}}} black pawn 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} black king 3
2 {{{square}}} black knight {{{square}}} black king {{{square}}} black king {{{square}}} white pawn {{{square}}} black king {{{square}}} black pawn {{{square}}} black king {{{square}}} black rook 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king {{{square}}} black king {{{square}}} black knight 1
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Mate in 3 moves. First Prize, Checkmate Novelty Tourney, 1903

This is another very famous chess problem by Loyd. He said that the problem was special because the White King starts in a safe spot. But then, it moves out in a risky way, even though it's not immediately threatened. This problem won first prize in a contest in 1903.

The Charles XII Problem

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4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king 3
2 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} white pawn {{{square}}} white pawn 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white knight {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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This problem was first published in 1859. It tells a story about Charles XII of Sweden. The story says that Charles was playing chess during a siege in 1713. He was playing with his minister, Christian Albert Grosthusen. In the game, Charles (White) said he could checkmate in three moves.

1. Rxg3 Bxg3
2. Nf3 Bxh2
3. g4#
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8 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 8
7 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white rook {{{square}}} black king 7
6 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn 6
5 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king {{{square}}} black king {{{square}}} black king 5
4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king 3
2 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} white pawn {{{square}}} white pawn 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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Suddenly, a bullet hit the window and broke the White knight piece. Charles calmly asked his friend to put the other knight back. He said the checkmate was still pretty. But then Charles smiled. He realized they didn't need the knight! He could still checkmate in four moves.

1. hxg3 Be3
2. Rg4 Bg5
3. Rh4+ Bxh4
4. g4#
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8 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 8
7 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white rook {{{square}}} black king 7
6 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn 6
5 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king {{{square}}} black king {{{square}}} black king 5
4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king 3
2 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} white pawn {{{square}}} black king 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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Then, another bullet flew into the room. This time, it hit the pawn at h2. Charles laughed and said he could still win. He announced that he could checkmate in five moves, even without that pawn!

1. Rb7 Be3
2. Rb1 Bg5
3. Rh1+ Bh4
4. Rh2 gxh2
5. g4#
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7 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 7
6 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn 6
5 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king {{{square}}} black king {{{square}}} black king 5
4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king 3
2 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} white pawn {{{square}}} white pawn 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white knight {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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Later, in 1900, someone found another way to win. If the first bullet had hit the rook instead of the knight, Charles could still checkmate in six moves.

1. Nf3 Be1
2. Nxe1 Kh4
3. h3 Kh5
4. Nd3 Kh4
5. Nf4 h5
6. Ng6#
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8 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 8
7 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white rook {{{square}}} black king 7
6 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn 6
5 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} white king {{{square}}} black king {{{square}}} black king 5
4 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 4
3 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black pawn {{{square}}} black king 3
2 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black bishop {{{square}}} black king {{{square}}} white pawn 2
1 {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king {{{square}}} black king 1
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In 2003, another puzzle solver found a fifth way! If the second bullet had removed the g-pawn instead of the h-pawn, Charles could still checkmate. This time, it would take ten moves.

1. hxg3 Be1
2. Rg4 Bxg3
3. Rxg3 Kh4
4. Kf4 h5
5. Rg2 Kh3
6. Kf3 h4
7. Rg4 Kh2
8. Rxh4+ Kg1
9. Rh3 Kf1
10. Rh1#

Fun Puzzles by Sam Loyd

Sam Loyd's Trick Donkeys
Sam Loyd's trick donkeys problem

The Trick Donkeys Problem

One of Sam Loyd's most famous puzzles was the "Trick Donkeys." It was based on an older puzzle with dogs. To solve it, you had to cut a drawing along dotted lines. Then, you would rearrange the pieces. The goal was to make it look like the riders were actually riding the donkeys.

Vanishing Puzzles

The disappearing bicyclist vanishing puzzle
Interactive SVG of The Disappearing Bicyclist – in the SVG file, move the pointer to rotate the disc

A vanishing puzzle is a cool optical illusion. It makes objects seem to disappear or appear when you move parts of the puzzle.

Sam Loyd created and patented these puzzles in 1896. He made versions called Get Off the Earth, Teddy and the Lion, and The Disappearing Bicyclist. In The Disappearing Bicyclist (shown here), there's a spinning disc. When the arrow points to A, you can count 13 boys. But when you spin it to point to B, only 12 boys are there! One boy seems to vanish.

The Vanishing Area Puzzle

Loyd64-65-dis b
chessboard paradox

Imagine a square that is 8 units on each side. Its area is 64 square units. This puzzle cuts the square into four pieces. You can then rearrange these pieces to make a rectangle that is 5 units by 13 units. The area of this rectangle would be 65 square units.

This seems impossible! How can the area change from 64 to 65? It's a clever trick! The pieces don't actually fit perfectly to form a rectangle. There's a tiny, almost invisible gap along the diagonal. This puzzle is also known as the Chessboard paradox.

Back from the Klondike

Back from the klondike
A modern rendering of the "Back from the Klondike" puzzle

This is another one of Sam Loyd's most famous puzzles. It was first printed in a newspaper called the New York Journal and Advertiser on April 24, 1898.

Books by Sam Loyd

  • Sam Loyd's Book of Tangram Puzzles (ISBN: 0-486-22011-7)
  • Mathematical Puzzles of Sam Loyd (ISBN: 0-486-20498-7): chosen and put together by Martin Gardner
  • More Mathematical Puzzles of Sam Loyd (ISBN: 0-486-20709-9): chosen and put together by Martin Gardner
  • The Puzzle King: Sam Loyd's Chess Problems and Selected Mathematical Puzzles (ISBN: 1-886846-05-7): put together by Sid Pickard
  • Sam Loyd's Cyclopedia of 5000 Puzzles, Tricks and Conundrums with Answers ISBN: 0-923891-78-1 – This is the complete book from 1914.
  • The 8th Book of Tan (1903).

Books About Sam Loyd

  • The 15 Puzzle (ISBN: 1-890980-15-3): by Jerry Slocum and Dic Sonneveld
  • Sam Loyd and his Chess Problems by Alain C. White
  • Sam Loyd: His Story and Best Problems, by Andrew Soltis, Chess Digest, 1995, ISBN: 0-87568-267-7
  • Index of Sam Loyd Math Puzzles, by Don Knuth

The Sam Loyd Award

The Association for Games & Puzzles International gives out the Sam Loyd Award. This award honors people who help make mechanical puzzles popular. They can do this by designing, developing, or making them. Here are some people who have won this award:

  • (1998) Bill Ritchie
  • (2000) Stewart Coffin
  • (2003) Nob Yoshigahara
  • (2006) Jerry Slocum
  • (2009) Kagen Schaefer
  • (2012) Will Shortz
  • (2015) Gary Foshee

See also

Kids robot.svg In Spanish: Sam Loyd para niños

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Sam Loyd Facts for Kids. Kiddle Encyclopedia.