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Ian Livingstone - Brain Teasers: 211 Logic Puzzles, Lateral Thinking Games, Mazes, Crosswords, and IQ Tests to Exercise Your Mind and Keep You Sharp til Youre 100

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Ian Livingstone Brain Teasers: 211 Logic Puzzles, Lateral Thinking Games, Mazes, Crosswords, and IQ Tests to Exercise Your Mind and Keep You Sharp til Youre 100
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Brain Teasers: 211 Logic Puzzles, Lateral Thinking Games, Mazes, Crosswords, and IQ Tests to Exercise Your Mind and Keep You Sharp til Youre 100: summary, description and annotation

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A great way to have fun and build brain power, Brain Teasers offers a variety of games to delight and challenge even the most advanced puzzler. Brain Teasers shows off some outrageously fun new mindbenders, like anasearches (a combination of an anagram, a crossword, and a word search), numberlockers (think of a crossword puzzle with numbers instead of words), and alphabetics (a miniature crossword puzzle that uses each letter of the alphabet exactly once). Perfect for anyone who sits down with the New York Times crossword puzzle every morning or works through Sudoku puzzles on the way home, this book is guaranteed to excite your mind and jump-start your brain.

Ian Livingstone: author's other books


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Table of Contents Scoring Keep a running total of your score in the box - photo 1
Table of Contents

Scoring

Keep a running total of your score in the box provided at the back of this book, or on a scrap piece of paper. You might also need to record certain section numbers as you go along. Nearly all the puzzles are timed, and you should score yourself according to the following:


Scoring (regular puzzle)

5 minutes or less = 2 points
More than 5 minutes = 1 point
Nothing if you dont get it right, obviously


Scoring (TOUGH puzzle)

5 minutes or less = 4 points
More than 5 minutes = 2 points
Nothing if you dont get it right, obviously

Welcome to Brain Teasers. Youll be trying to solve a sequence of puzzles for which you will be scored. The resulting total will determine how big your brain is, and how well you use it. The puzzles will tend to get harder and harder as you progress further.


But well start with a few easy puzzles to get your brain ticking. Now get ready to time yourself, and turn to section .

Remember, Remember III

This is a memory test puzzleinstead of scoring points according to how long the puzzle took, you score points for memorizing as many items as you can.


You will have two minutes to memorize the words on the page, and when the time is up you will be asked to turn to another section to give your answers. Time yourself for another two minutes and try to get down on paper as many words as you can recall. Turn to .

Kids

Start the clock!


At a childrens party, 10 kids had juice, 8 kids had cake, and 6 kids had juice and cake. How many kids were there at the party?


When you have the answer, or the time is up, turn to .

Hard Times

Start the clock!


Flynn has fallen on hard times, turned to drink and ended up a homeless tramp on the streets. He collects cigarette butts and uses the tobacco to roll his own cigarettes. For every 8 cigarette butts he finds, he rolls 1 full cigarette for himself. He has just collected 64 cigarette ends. How many cigarettes can he make?


When you think you have an answer, turn to .

The Cork and Bottle

Start the clock!


A bottle costs a dollar more than a cork. Together they cost 110 cents. How much does the bottle cost and how much does the cork cost?


When you think you have the answer, record your time and turn to .

Da Glyph Code

Check out the panel of glyphs below. Its a kind of Sudoku, but the numbers are represented by symbols.

You must work out what the three numbers at the bottom of the panel are so you - photo 2

You must work out what the three numbers at the bottom of the panel are, so you have to work out what numbers the glyphs represent first. Each row and column adds up to a number, shown as a glyph at the end of each row or column.


Start the clock!


When you think you have the answer, turn to the section the three numbers represent. If you are right, it will start with the words: Well done, you solved Da Glyph Code! If it doesnt start with those words, or if you cant work out the answer, turn to for the next puzzle.

Answer to 394:


The Colonel was the mother of the Private.


When youve finished scoring, turn to .

Answer to 49:


60 miles per hour. The speed of the conductor is actually irrelevantyou only need to know the time elapsed and the distance traveled.


When youve finished scoring, turn to for another train-themed puzzle, or to for a TOUGH puzzle.

Answer to 390:

When youve finished scoring turn to Odd One Out III Start the clock - photo 3

When youve finished scoring, turn to .

Odd One Out III

Start the clock!


Which is the odd one out of these symbols?

When you think youve worked it out turn to Only 10 percent of the book left - photo 4

When you think youve worked it out, turn to . Only 10 percent of the book left to go!

Stringing Along

Start the clock!


Imagine a piece of string. Now cut it at any point. You end up with a piece of string with two ends. How is this possible?


When you have the answer, or the time is up, turn to .

Answers to 244:


Ninety-eight thousand three hundred and seven plus nine hundred and ninety-eight thousand seven hundred and five = 1,097,012


Four hundred and fifty-two thousand and five plus one hundred and eighteen thousand one hundred, plus ninety-eight = 570,203


Four million six hundred thousand and eighty-three minus two million two hundred and thirty thousand and four = 2,370,079


Thirteen hundred thousand four hundred and fifty-eight plus eighty-three thousand two hundred and sixty-four, minus twelve thousand = 201,722


Nine million nine hundred and ninety thousand nine hundred and nineteen plus five million five hundred thousand and fifty-five = 15,490,974


Remember, you have to get them all correct to score. Score yourself using the TOUGH score table, then turn to .

Answer to 289:


7 + 2 = 9, then times 6 = 54, then divide by 3 = 18


You might have been able to come up with a different solution than the one given here. If so, thats fine. Score yourself using the TOUGH score table, then turn to .

Dark Lords Journey I

Start the clock!


A Dark Lord is leading his army of Goblin marauders deep into the territory of the White Wizard. Dawn is on its way though, and his Goblin Raiders cant stand sunlight, so he has to move quickly. He really wants to burn down the town of Whitehaven, but doesnt know how far away it is. If his base, Doomtowers, is 40 miles away, Gobton 24 miles away, Sunvale 28 miles away and Wizardskeep 44 miles away, how far is Whitehaven?


When you think you have the answer, turn to .

Sign of the Times III

What arithmetic symbols do you have to insert in between the numbers to get the correct result? Note that only the symbols +, -, and are used.


Start the clock!


2 4 6 8 = 44
2 4 6 8 = 16
2 4 6 8 = 9


When you think you have the answers, turn to .

Improving Your IQ

It was once thought that your IQ was pretty much fixed, but tests show that it can be improved. Working memory is also importantyou use your working memory when youre solving puzzles like those in this book. Brain scans of those exercising their working memories showed growth in brain activity. Brain training can also improve your IQ, by as much as 8 percent according to one study. So challenge that brain and make it grow! Physical exercise, too, is very beneficial for the brain, and some tests show that it can actually help you to grow more brain cells.

Spidoku II

Each of the eight segments of the spiderweb should be filled with a different number from 1 to 8, in such a way that every ring also contains a different number from 1 to 8. Some numbers are already in place. Can you fill in the rest?

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