PEG SOLITAIRE

For teachers

Coordinates: write down the starting and ending hole of three jumps, then ask a partner to replay them. Columns use letters; rows increase from top to bottom.

  1. Coordinates: write down the starting and ending hole of three jumps, then ask a partner to replay them. Columns use letters; rows increase from top to bottom.
  2. Counting: start with N pegs and finish with one. Explain why exactly N−1 jumps are required. A full English game starts with 32 pegs and needs 31 jumps.
  3. Planning: solve the 1-, 3- and 5-jump exercises. Before each jump, predict which pegs will remain. Compare two paths and discuss why an isolated peg cannot jump.
  4. Parity: label diagonals with a repeating three-colour pattern. Record the odd/even colour counts before and after a jump. Explain what stays invariant and why that does not prove solvability.

Practice

Six stages on each board, from a single jump to the full opening. Each exercise has a verified finish. Stages stay open so you can choose your pace, and completed stages are marked on this device.

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Sources

George I. Bell · Peg SolitaireNotes on solving and playing peg solitaire on a computerNew problems on old solitaire boards