The Five Regiments

Henry Dudeney, one of the world's greatest puzzle inventors, posed a devilish wartime geography problem in his 1926 book 'Modern Puzzles and How to Solve Them.' Five regiments needed to move simultaneously across a continental district on the same night: one from upper A to lower A, another from upper B to lower B, and three more from upper C, D, and E to their corresponding destinations. The catch was absolute: no two regiments could travel the same road at any point during their journey, and none could encounter another regiment. Soldiers marching along intersecting paths would have seen each other, making such contact militarily unacceptable. The puzzle provided a simplified map showing towns as circles and roads as connecting lines, creating a network through which five movements had to thread without crossing, meeting, or sharing a single stretch of road.
Dudeney (1847-1930) was an English mathematician and puzzle creator whose brain-teasers became legendary in both recreational mathematics and popular puzzle books. He published hundreds of original problems that combined geometry, logic, and spatial reasoning in ways that seemed impossible until solved. His puzzles appeared in magazines, newspapers, and collections throughout his life, and his reputation grew so that "Dudeney puzzle" became shorthand for an elegantly constructed problem requiring creative rather than computational thinking. 'Modern Puzzles and How to Solve Them' compiled some of his best work, and the five regiments problem typified his style: a seemingly straightforward scenario with a hidden logical or geometric twist that made it far trickier than it first appeared.
The five regiments puzzle belongs to a category of mathematical problems called "path-planning puzzles" or "graph theory challenges," where the solver must find non-intersecting routes through a network. The network itself is the key: if the map has enough roads and towns arranged in the right configuration, five separate paths can exist that share no common stretch. If the map is too sparse or poorly connected, no solution is possible. Dudeney carefully designed his map so that exactly one elegant solution existed (or possibly a few equivalent ones). The solver had to visualize the entire network mentally, trace potential paths forward and backward, and recognize which roads belonged to which regiment. This required not just logical thinking but spatial imagination: the ability to hold multiple routes in the mind's eye simultaneously and check whether any two routes collided.
What makes this puzzle historically interesting is its reflection of World War I military realities. The scenario made wartime sense: armies did move troops nightly along mapped road networks, and enemy regiments could not risk running into one another. However, Dudeney transformed a practical military problem into an abstract topological puzzle that had nothing to do with actual strategy and everything to do with mathematical constraint-satisfaction. Once solved, the puzzle taught a counterintuitive lesson: a network that appears hopelessly tangled can yield parallel non-crossing paths if mapped correctly. The 'simplification' Dudeney mentioned in his original problem was crucial. He had stripped away unnecessary roads to show only those needed for the solution, making the puzzle solvable but not revealing which roads mattered most.
The five regiments puzzle remains relevant today because it introduced millions of readers to graph theory and combinatorial problem-solving decades before computers made these fields mainstream. Dudeney's work influenced later generations of mathematicians and computer scientists who developed algorithms for routing, network design, and collision avoidance. Modern GPS navigation, electric grid design, and air-traffic control all rely on solving versions of the five regiments problem: finding optimal or non-conflicting paths through complex networks. For middle and high school students, the puzzle teaches that spatial problems can be solved through systematic thinking rather than trial-and-error, and that a well-designed constraint can be satisfying rather than frustrating. Dudeney proved that puzzles could be art, mathematics, and story all at once.