cards, 1, 2, 3, etc., up
to 21, and place them in a circle in the particular order shown in the
These cards represent mice.
You start from any card,
calling that card "one," and count, "one, two, three," etc., in a
clockwise direction, and when your count agrees with the number on the
card, you have made a "catch," and you remove the card.
Then start at
the next card, calling that "one," and try again to make another
"catch." And so on.
Supposing you start at 18, calling that card "one,"
your first "catch" will be 19.
Remove 19 and your next "catch" is 10.
Remove 10 and your next "catch" is 1.
Remove the 1, and if you count up
to 21 (you must never go beyond), you cannot make another
the ideal is to "catch" all the twenty-one mice, but this is not here
possible, and if it were it would merely require twenty-one different
trials, at the most, to succeed.
You may make any two cards
change places before he begins.
Thus, you can change the 6 with the 2,
or the 7 with the 11, or any other pair.
This can be done in several
ways so as to enable you to "catch" all the twenty-one mice, if you
then start at the right place.
You may never pass over a "catch"; you
must always remove the card and start afresh.