Solve these Realistic Railroad Problems!
Here are more problems for you to solve!
Here are the rules:
1) Each picture shows where the cars should be when you start.
2) Cars and train must stay on the track
3) Each time you move a car, even if you only move the locomotive in the opposite direction, that is counted as one move.
4) You must try to solve the puzzle in as few moves as possible. The number of moves given with each problem is the number to match.
5) The siding closest to the oval is A. The outside siding is B.
Now solve these problems!
Place Cars # 1 and #4 on Track A. Make up your train in this order: Locomotive, Cars #3, #2, and Caboose #5. Match: 9 moves |
Make up your train in this order: Locomotive, Cars #1, #2, #3, #4 and Caboose #5 Match: 12 moves |
Place cars #1 and #3 on Track A, and put Cars #2 and #4 on Track B. Match: 11 moves. |
Make your train it his order: Locomotive, Cars #1, #2, #3, #4, and Caboose #5. Match: 16 moves |
Put Cars #2, #3 and #4 on Track A. Cars # 1 and Caboose #5 go on track B. Match: 13 moves.
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Place Cars #1 and #2 on Track A. Make up your train in this order: Locomotive, Cars #4 and #3, and Caboose #5 Match: 9 moves. |
How well did you do? There are twelve puzzles. Check this list to see how you scored today! Come back tomorrow and try to raise your score.
Hobo - O matches
Porter - 1 Match
Red Cap - 2 Matches
Ticket Agent - 3 Matches
Trainman - 4 to 5 Matches
Brakeman 6 to 7 Matches
Fireman - 8 to 9 Matches
Engineer - 10 matches
Conductor - 11 Matches
Superintendent - 12 matches
Nobody gets them all the first time, so keep coming back and try again. The only way to become superintendent is to keep working at it. The way to win is to work your way up. Those who keep trying are the ones who make it. If you keep trying, one day you will match all 12.
Click here to go back to the first set of Real Railroad Engineer's Train Games