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See-Saw - a game of special moments

The sub-title to this game is a rather poor mathematical pun on the concept of turning moments. In fact the game itself is somewhat of a theoretical pastiche on the Ker-Plunk and Jenga schools of dexterity.

seesaw

My pathetic attempts with MS paint are reproduced above.

1. Essentially we have a plank which has 9 numbers painted on it at regular intervals. For the purpose of the game it is a light plank which in Applied Maths speak means we can ignore its weight.

2. There are pivots in positions 4 and 6.

3. Somewhat unsurprisingly for a Reeves game you have 6 loads to put on the plank. One of 3 newtons two of 2N and 3 of 1N.

4. The left hand player can place weights in positions 1, 2 or 3. The right hand player uses 7, 8 and 9.

5. Each player places weights simultaneously, any of the 3 denominations in any position.

6. If the weight cause the plank to tip about either pivot then the weights move one division in the given direction - note that weights can occupy positions 4 to 6 inclusive if obliged to move in this way. This continues until the plank is again in balance. This will probably occur when one or more weights drop off the end of the plank.

7. Any weight moving beyond 1 or 9 falls off the plank and cannot be used again.

8. Play continues until no further moves are possible. Each player score points equal to the REACTION FORCE from the pivot on their side. In practice this means that the player with the greatest Sum of (Weight x Distance from centre of plank) will win.

by Tony Reeves