PrepShorts · Study sheet · Class 7 Mathematics · Chapter 6, Number Play
Chapter 6 · Number Play
Cryptarithms: recovering digits from constraints alone
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T + T + T = UT. You are told nothing about either letter, and yet exactly one pair of digits works.
The idea
A letter puzzle looks like a search and is not one. Column addition is a chain with a fixed direction of travel: the units column depends on nothing to its right, so it can be settled first and usually pins a digit outright; what it passes leftwards is a carry, and a carry is a very small number — at most one when two numbers are being added, at most two when three are. Each column you settle shrinks the next. Done in that order there is almost nothing left to try, and the digits fall out one at a time. Guessing is what you resort to when you have not read the columns.
What you should be able to do
- Read a letter-for-digit addition and say what each column asserts
- Identify which column of a given puzzle carries the most information, and start there
- Use the units column to pin a digit, giving the reason rather than the answer
- Bound a carry, and say why the bound differs when three numbers are added instead of two
- Argue that the leading digit of a sum which has gained a place must be small, and say how small
- Solve a two-line letter addition completely and check the solution by substituting back
- Decide whether a puzzle has one solution or several
- Explain a solution to somebody else as a sequence of forced steps
Words to know
| Term | Definition in one line | First introduced |
|---|---|---|
| cryptarithm | an arithmetic sum with letters standing in for the digits | printed in §6.5, p.143 |
| alphametic | the alternative name the chapter gives for the same kind of puzzle | printed in §6.5, p.143 |
| digit | one of the ten symbols 0 to 9 that a letter may stand for | printed in §6.5, p.143 |
| units place | the rightmost column of a written number | printed in §6.5, p.143 |
| tens place | the column immediately to the left of the units | printed in §6.5, p.143 |
| carry | the amount a column passes to the column on its left | described in §6.5, p.143, but no printed word for it in this chapter |
| leading digit | the explanation's phrase for the leftmost digit of a number | the explanation's phrasing; not printed in this chapter |
| forced | the explanation's word for a value that the constraints leave no alternative to | an added term; not printed in this chapter |
One caution: The chapter says only that each letter stands for some digit from 0 to 9. It never states that different letters must take different digits — and none of the seven puzzles needs that rule to be solved. Do not smuggle it in.
Where people slip up
- "Letters keep their values from one puzzle to the next." They do not. T is 5 in the first puzzle on p.143 and 1 in the last puzzle on p.144. Each puzzle is a fresh assignment, and a student who carries values across will get contradictions and blame themselves.
- "You have to try all ten digits for each letter." Three letters would be a thousand combinations. The chapter's own questions — could it be 2, could it be 3 — look like trial but are a demonstration of elimination.
- "A carry is always 1." With two numbers being added, yes. With three, a column can pass 2. Puzzle 1 adds three numbers, so the bound there is different, and stating the rule flatly would be wrong on the chapter's very first example.
- "If the sum has one more digit than the numbers being added, that extra digit could be anything." Two two-digit numbers reach at most 198, so an extra leading digit can only be 1. That single observation cracks two of the printed puzzles.
- "Different letters must stand for different digits." That is a common convention elsewhere but this chapter does not impose it. Nothing here needs it.
- "Start wherever the puzzle looks easiest." Start where information flows from. Columns feed leftwards, so the rightmost column is the only one that can be read without knowing anything else. Any other opening move is a gamble.
- "Once I find digits that work, I am done." Not until you have shown nothing else works. Some puzzles admit several answers, and the difference between finding one and showing it is the only one is the same distinction the grid section made.
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Worked answers to this chapter’s exercises · this video explains Figure it Out · 6.5 Q11
Transcript1,450 words
Here is a sum with letters where the digits should be. T plus T plus T, and the answer is U T. You are not told what T is, or what U is. And yet exactly one pair of digits works, and you can find it without trying very much at all. These puzzles look like guessing. They are not. A written sum has a structure. Columns feed each other one way only, never backwards.
Once you know that, you stop searching and start deducing. The digits come out one at a time, each one forced. One rule, and it is the whole game. Inside one puzzle, a letter stands for one digit, and it is that digit everywhere it appears. If T is four here, T is four everywhere. That is all. No rule says different letters must be different digits. Two letters may land on the same value, and nothing here needs them not to.
We do assume one more thing, and it is worth saying out loud. A written number does not begin with a zero. Zero seven is not a two-digit number. It is seven. And do not carry values between puzzles. Each starts fresh; a letter that was five a minute ago means nothing here. Back to the first sum. Three copies of T, giving a two-digit answer. The answer's tens digit is U. Its units digit is T — the same T.
So three copies of T have to come back ending in T. Now. Where would you start? Most people start by trying something. Let us try two. Two and two and two is six. Not two. Dead. Three and three and three is nine. Not three either. Dead. That works. But it is a bad habit — ten digits, and this is the smallest puzzle you will meet. Here is the better thing. It is a single idea.
In a column sum, information travels in one direction. Right to left. The units column takes nothing from anywhere. There is no column to its right. So it can be read on its own, cold, with nothing known. Every other column has something arriving from its right — the carry — so you cannot read it until you have read the ones before. That is the method. Start at the units, because it is the only place you can start.
Settle it. Then the next column has one fewer unknown, and you settle that. Starting anywhere else is not a strategy. It is a guess wearing a hat. The units column of our puzzle. T and T and T, ending in T. Walk the ten digits once — not to search, but to close the question for good. One gives three. Two, six. Three, nine. Four, twelve — ending in two. And so on.
Only two digits survive. Zero, because zero and zero and zero is zero. And five, because five and five and five is fifteen, ending in five. Two candidates, from one column, in one pass. And zero fails: three zeros make zero, and zero is not a two-digit answer. So T is five, the total fifteen, and U is what fifteen carries. One. Second puzzle, and it is a step up.
K two, plus K two, equals H M M. K two is not K times two. It is a two-digit number with K in the tens place and a two in the units. So if K were three, K two would be thirty-two. Same method. Units column first. The units column is two plus two. No letter in it at all. It is four. So M is four, before we knew anything else at all. And that column carries nothing, because four is under ten.
Now the far end. The answer has three digits; the numbers being added have two each. So the answer gained a place, and H is where it gained it. How big can H be? The biggest two-digit number is ninety-nine, and two of those come to a hundred and ninety-eight. You cannot reach two hundred by adding two two-digit numbers. Not close, not possible. So H is one. Not probably one. One.
The answer reads one, four, four, and only K is left. The tens column must end in four and hand on the one H needs. Doubling seven gives fourteen, which does both. K is seven. Seventy-two plus seventy-two is a hundred and forty-four. That word carry is doing a lot of work, so let us pin it down. A carry is what a column hands to the column on its left. The useful thing is how small it is.
Add two digits. The most is nine and nine — eighteen. Plus at most one arriving from the right. Nineteen. So a column adding two numbers hands on one, or nothing. Never two. But our very first puzzle added three numbers, not two. Nine and nine and nine is twenty-seven. Plus two arriving, twenty-nine. That column can hand on two. So how much a column passes depends on how many numbers you add. Say a carry is always one, and you are wrong about the very first puzzle here.
Four more, and one question of each. Which column opens it? Y Y plus Z equals Z O O. Two digits plus one digit, giving three. It gained a place, and the most you can make is ninety-nine plus nine — a hundred and eight. So Z is one, and the rest falls out. B five plus three D equals E D five. This opens at the units: five plus D has to end in five, so D is zero.
Then E is one, because the answer gained a place. Seventy-five plus thirty. K P plus K P equals P R R. The gained place makes P one, so the units column is one plus one, and R is two. Sixty-one plus sixty-one. C one plus C equals one F F. Only C of nine lifts a two-digit number to a hundred. Ninety-one plus nine. One opens at the units and three at the far end. That is the only decision you ever make. Which end has something to tell you.
These have a name. They are called cryptarithms, or alphametics. Cryptarithm because the arithmetic is hidden. Alphametic because the letters spell something. Making one is far harder than solving one: you have to arrange for exactly one answer to exist. Which brings up the thing that separates finishing from stopping. Finding digits that work is not the same as showing they are the only ones. Every puzzle here has exactly one answer, and I know because a computer tried all of them — not because you should, but so I can promise the reasoning missed nothing.
And notice what we never needed. Different letters standing for different digits. That rule exists elsewhere and it is a good rule. But nothing here asked for it, and importing rules a puzzle did not ask for is how you get a wrong answer and no idea why. One last puzzle, and this one does not go quietly. U T plus T A equals T A T. Units column. T plus A has to come back as T.
So A is zero. Forced — and the only thing that column can tell us. One letter down, two to go, and the units has nothing left to say. This is where people start trying values. Do not. Go to the other end instead. The hundreds digit of the answer is T. And nothing is in that column except what arrives from the right. So T is a carry — and a carry from two numbers can only be one.
T is one. Then the tens: U plus one must end in zero and hand on that one, so U is nine. Ninety-one plus ten is a hundred and one — every digit out of a column. Look back at what we actually did. We never tried a thousand combinations. That second puzzle had three letters — a thousand combinations — and we tried none. We read the units column: it handed us a digit. We looked at the answer's length: another.
Every digit we settled made the next column smaller. That is the whole trick — and it is not a trick. It is what column addition is. Digits flow leftwards and never back. A sum has a direction, and reading it that way costs almost nothing. So when one has you stuck, the question is never which digit to try. It is: which column can I read without knowing anything? Find that column, and the puzzle unpicks itself.
Where this fits
Taken from the notes each video was made from, not from the reading order — these are the ideas this one rests on and the ones that later rest on it.
Builds on
- Predicting how many digits a product will have, before multiplyingClass 7 · Ch 1, Large Numbers Around Us
- The parity of a sum or product is fixed before you compute itClass 7 · Ch 6, Number Play
Either side of this one
- Virahāṅka–Fibonacci numbers, and the poetry-counting problem that produced themClass 7 · Ch 6, Number Play
- Why a compass beats trial and error for building a triangleClass 7 · Ch 7, A Tale of Three Intersecting Lines