Best Brain Teaser Puzzles: Toys & Games for kids.
miniLUK Brain Challenger Complete Set
Benefits of the miniLUK Brain Challenger play-and-learn matching game
One of the bestselling products, this one offers several benefits. Here’s why you should consider buying this for your children.
This is one game that exercises your child’s visual perception, improves memory and concentration, encourages critical thinking, improves language ability, develops problem solving skills, builds solid foundations for reading and writing, encourage eye-hand coordination and helps learn basic math skills.
What does the miniLUK Brain Challenger set contain?
The miniLUK Brain Challenger set is suitable for ages 5 to 7 years. The entire bundle includes:
- miniLUK Controller – this is required for use with all miniLUK workbooks.
- My First miniLUK workbook – gives an overview of the entire miniLUK Brain series.
- Parent Teacher Guide – useful information to derive maximize benefits from the miniLUK.
- miniLUK Skills Chart – provides a detailed rating levels of every exercise in the entire series.
- Complete miniLUK Brain series – 14 workbooks with total of 2280 brain-challenging exercises.
Overall, the the miniLUK Brain Challenger is a fantastic learning system that includes several mini logic puzzles that kids will enjoy solving.
Polyform Puzzle Game
In recreational mathematics, a polyform is a plane figure constructed by joining together identical basic polygons.
The basic polygon is often (but not necessarily) a convex plane-filling polygon, such as a square or a triangle. More specific names have been given to polyforms resulting from specific basic polygons, as detailed in the table below. For example, a square basic polygon results in the well-known polyominoes.
Construction rules The rules for joining the polygons together may vary, and must therefore be stated for each distinct type of polyform. Generally, however, the following rules apply:
1. Two basic polygons may be joined only along a common edge.
2. No two basic polygons may overlap.
3. A polyform must be connected (that is, all one piece; see connected graph, connected space). Configurations of disconnected basic polygons do not qualify as polyforms.
4. The mirror image of an asymmetric polyform is not considered a distinct polyform (polyforms are “double sided”).
Generalizations Polyforms can also be considered in higher dimensions. In 3-dimensional space, basic polyhedra can be joined along congruent faces. Joining cubes in this way produces the polycubes. One can allow more than one basic polygon.
The possibilities are so numerous that the exercise seems pointless, unless extra requirements are brought in. For example, the Penrose tiles define extra rules for joining edges, resulting in interesting polyforms with a kind of pentagonal symmetry. When the base form is a polygon that tiles the plane, rule 1 may be broken.
For instance, squares may be joined orthogonally at vertices, as well as at edges, to form polyplets or polykings.
Types and applications Polyforms are a rich source of problems, puzzles and games. The basic combinatorial problem is counting the number of different polyforms, given the basic polygon and the construction rules, as a function of n, the number of basic polygons in the polyform. Well-known puzzles include the pentomino puzzle and the Soma cube.
TetraVex Puzzle / Game
TetraVex is a puzzle computer game, available for Windows and Linux systems.
TetraVex is an edge-matching puzzle. The player is presented with a grid (by default, 3×3) and nine square tiles, each with a number on each edge. The objective of the game is to place the tiles in the grid in the proper position as fast as possible. Two tiles can only be placed next to each other if the numbers on adjacent faces match.
Watch: TetraVex Puzzle
TetraVex was originally available for Windows in Windows Entertainment Pack 3. It was later re-released as part of the Best of Windows Entertainment Pack. It is also available as an open source game on the GNOME desktop.
Origins The original version of TetraVex (for the Windows Entertainment Pack 3) was written (and named) by Scott Ferguson who was also the Development Lead and an architect of the first version of Visual Basic .
TetraVex was inspired by “the problem of tiling the plane” as described by Donald Knuth on page 382 of Volume 1: Fundamental Algorithms, the first book in his The Art of Computer Programming series. In the TetraVex version for Windows, the Microsoft Blibbet logo is displayed if the player solves a 6 by 6 puzzle.
The tiles are also known as McMahon Squares, named for Percy McMahon who explored their possibilities in the 1920s. Counting the possible number of TetraVex Since the game is simple in its definition, it is easy to count how many possible TetraVex are for each grid of size . For instance, if , there are possible squares with a number from zero to nine on each edge. Therefore for there are possible TetraVex puzzles.
There are possible TetraVex in a grid of size . Proof sketch: For this is true. We can proceed with mathematical induction. Take a grid of . The first rows and the first columns form a grid of and by the hypothesis of induction, there are possible TetraVex on that subgrid. Now, for each possible TetraVex on the subgrid, we can choose squares to be placed in the position of the grid (first row, last column), because only one side is determined.
Once this square is chosen, there are squares available to be placed in the position , and fixing that square we have possibilities for the square on position . We can go on until the square on position is fixed. The same is true for the last row: there are possibilities for the square on the first column and last row, and for all the other. This gives us . Then the proposition is proven by induction. It is easy to see that if the edges of the squares are allowed to take possible numbers, then there are possible TetraVex puzzles.