7th Grade · Ages 12–13

The Slowest-Two Year

Twelve is when a child can be shown that the sensible plan — always take the cheapest next step — is a trap with a name.

  • 1 Hard Thing
  • 5 days · 105 minutes
  • 3 unmarkable questions

The Hard Thing · about a grade above

The Bridge at Night

Four people must cross a rickety bridge in the dark. Only two can be on it at once, and whoever crosses must carry the one torch. They walk at 1, 2, 5 and 10 minutes. A pair moves at the slower person's pace, and somebody has to walk the torch back each time. Get all four across in 17 minutes.

Stuck for ten minutes? Good. Open one hint, not three.

1Hint 1

The obvious plan is to let the fastest walker ferry everybody. Work out exactly what that costs.

2Hint 2

The ten-minute walk cannot be avoided. The real question is whether the five-minute walk has to be paid for separately.

3Hint 3

What if the two slowest crossed together?

The answer — only after you have written something down

1 and 2 cross (2 minutes). 1 walks back (1). 5 and 10 cross together (10). 2 walks back (2). 1 and 2 cross (2). Seventeen. The fastest-ferries plan costs 19, because it pays for the 10 and the 5 as two separate crossings. Sending the slow pair together buys the 5 for free.

The genius move

Pair the expensive things together so you only pay for one of them.
What it is training: Seeing that the greedy plan — best next step, every step — is not the best plan.

Five days, five muscles

The week

Never the same muscle two days running. The weekend is not on this list on purpose — being bored is the sixth muscle and it needs two clear days.

  1. MondayThe Hard Thing

    The Bridge at Night. Find the 19-minute plan first; it is meant to be found.

    25 min
  2. TuesdayBuild

    Write the 19 and the 17 side by side and mark the exact crossing where they diverge.

    25 min
  3. WednesdayRead up

    Read how a delivery company decides what order to visit addresses in, and why it is hard.

    20 min
  4. ThursdayTeach

    Teach the 19 first. Let them believe it. Then show the 17.

    15 min
  5. FridayBreak

    Invent a fifth walker whose speed changes the shape of the answer. Prove it does.

    20 min

Start Monday now

Read the problem once more, out loud, and press start. Solving it is not the measurement.

25:00Sit

Nothing rung today yet

The twenty-five minutes

Four phases. The middle one is most of it, and it is meant to feel slow.

  1. 1SitRead the problem again, out loud. Write nothing yet.
  2. 2AttackTry the wrong thing. It is faster than thinking about the right one.
  3. 3StuckWrite down the exact place you are stuck. “I don’t get it” is not a place.
  4. 4LogOne sentence: what you will try tomorrow. Then close the book.

No answer key

Three questions you cannot mark

Ask one at dinner. Do not resolve it. A question that survives the washing-up is doing its job.

  • ?1

    When is the obvious plan the wrong plan?

  • ?2

    Is there always a best answer, or only a best-so-far?

  • ?3

    How do you know when to stop looking?

Where this goes

The ladder

The same idea, three times, roughly a year apart. This is what depth looks like from the outside.

  1. This year

    Four walkers, 17 minutes.

  2. Next year

    Any number of walkers, and the rule for deciding which pairing to use.

  3. The year after

    Greedy algorithms and why they fail — the same idea that runs inside a satnav.

What lives on the desk this year

  • Index cards, one per person in the puzzle
  • A whiteboard you can wipe without guilt
  • A timer
  • A folder of plans that did not work, kept on purpose
  • A list of problems you intend to come back to

All twelve years

A tower that has to stay up while you count to ten, at three. A proof that no list can contain the real numbers, at fifteen. Same practice, twelve sizes.

Last updated: September 2026

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