Permeter Magic Polyygons Introduction
Permeter Magic Polyygons Introduction
In 1972, Terrel Trotter, Jr., then a math teacher in Urbana Illinois, published an article called Magic
Triangles of Order n. In 1974, he published a follow up article called Perimeter Magic Polygons. In it
he extended the concepts for Magic Triangles and generalized then to include other polygonal
shapes. Since that time, other writers have expanded on the same theme.
Perimeter Magic Polygons (PMP) refers to a regular polygon where all sides the same length and all
angles the same size. The order n of the polygon refers to the number of integers on each side of the
polygon. Consecutive whole numbers starting with 1 are placed in the perimeter positions so the
totals for all the rows is the same number.
9 6
5 6 7 3
S = 13
S=9 4 8
S = 17
3 4 2 3 7 5 2 5 2 6
4 31 10 71
1 5
S = 27 S = 14 S = 17
11 7 8 6 3 2
12 2 4 9 2 7 5 4 5 8
How many different possible magic sums does a triangle of order 3 have?
For magic perimeter polygons the number of different possible magic sums is S
We will look at formulas that predict the possible magic sums for each permitter magic polygon but for
now we will say that the possible magic sums for order 3 triangles are 9 , 10, 11 and 12
A A A A
# # # # # # # #
9 10 11 12
C # B C # B C # B C # B
This formula does not tell you what the 4 sums are but it does tell you how many different sums there
are. After you find the 4 solutions for the magic sums of 9, 10, 11 and 12 you know that no more
exist.
1 1 6 6
3 1
6 9 5 6 10 4 1
11 12 2
2 4 3 3 2 5 4 5 2 5 3 4
Rotations
Rotations of a solution are not considered to be unique solutions. Each basic solution for a magic
triangle has has one horizontal reflection. Each of the 2 reflections has 3 rotations for a total of 6
apparently different solutions. Any one of these six could be considered the basic solution but only
one of these 6 should be listed as a basic solution. For other polygons, these numbers would vary.
5 Rotate 4 Rotate 6
120 degrees 120 degrees
3 1 to get 2 3 to get 1 2
12 the triangle
12 the triangle 12
4 2 6 on the right. 6 1 5 on the right. 5 3 4
5 Rotate 6 Rotate 4
120 degrees 120 degrees
1 3 to get 2 1 to get
3 2
12 the triangle 12 the triangle 12
6 2 4 on the right. 4 3 5 on the right.
5 1 6
For any given solution, there is always a complement solution. It is obtained by subtracting each
number in a basic solution from the sum of the first and last numbers in the series. If your puzzle uses
the numbers from 1 to 6 to fill the positions on the triangle then another solution is obtained by
subtracting each number in the first basic solution from 7 (ie. The sum of the first (1) and last number
(6) used to fill the positions. This feature applies to magic squares, cubes etc.
Basic
Basic 7–1
Solution C Solution D
1
1 6
7–6 6 10 4 7–4
6 10 4 1 3
7–3 3 2 5 7–5 11
3 2 5 7–2 4 5 2
For polygons of higher orders, with many solutions, it is necessary to only find solutions for the
smallest half of the possible sums. The higher magic sums may then be obtained simply by finding
the complements of these lower solutions.
Many Perimeter Magic Polygons puzzles have an answer list with the solutions in whatever order
they were found. There is no attempt to decide which of the repeated solutions will be chosen to
represent that set of equivalent solutions.
There are many ways to list magic perimeter solutions. Some people list by side totals or vertex
totals. For polygons with few solutions, this step is not important. However, as the number of
solutions increases, an organized list is necessary in order to prevent duplicate answers. One
common way to order the solutions is given below.
1 1 2 4
5 9 6 4 10 6 3 5 2 3
11 12
3 4 2 5 2 3 6 1 4 6 1 5
The formula S = 3n – 5 where n is the number of integers per side find the possible magic sums
for an order n magic polygon. Another set of formulas will tell us a range for the possible sums. On
very rare occasions, there may be no solution for a particular value of S. However, only two such
cases are known.
They are for a 4th order triangle with S = 18 or 22,
and,
rd
3 order pentagon with S = 15 or 18.
It is unfortunate that the first exception is the second example we look at.
7 5 9 6 8 5
6 9 4 8 3 9
S = 17 S = 17 S = 19
3 8 4 2 3 7 5 2 7 6 2 4
© 2016 Joseph Eitel Page 6 of 17
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The 18 Basic Solutions To Order 4 Perimeter Magic Triangles
Note that there are no solutions with magic sums of 18 and 22. The number of solutions for each
sum should be symmetrical.
Sum 17 19 20 21 23
# of solutions 2 4 6 4 2 = 18
A
A formula for finding the range of magic sums for any magic permitter polygon
k = the number of sides of the polygon n = the number of integers per side (the order)
There are two formulas for finding the range of sums, depending on the values of n and k.
These formulas indicate the range of possible magic sums that may be found. On 2 occasions,
there is no solution for a particular value of S. They are for a 4th order triangle with S = 18 or 22,
and a 3rd order pentagon with S = 15 or 18.
Note: * For order 4 triangles there are no solutions with sums of 18 or 22.
1 1 6 6
3 1
6 9 5 6 10 4 1
11 12 2
2 4 3 3 2 5 4 5 2 5 3 4
Squares of Order! 3! 4! 5! 6! 7! 8
Minimum S! 12! 22! 37! 55! 78! 104
Maximum S ! 15! 30! 48! 71! 97! 128
Integers used! 8! 12! 16! 20! 24! 28
Number of
basic solutions! 6! 146? ! ?! ?! ?! ?
These are the 6 basic solutions for an order 3 square. Any other solutions are rotations or reflections
of these 6
There are the 6 basic solutions for an order 3 pentagon . Any other solutions are rotations or
reflections of these 6
Start at the top and number every other vertex until your next move is blocked
Place the next number in the middle of the side past where you are at.
Count counter clockwise in order, placing the numbers in the middle locations between the vertex.
Pentagon Example
Start at the top with a 1.
Move clockwise skipping a vertex each time and numbering the next vertex.
Do this until the next step will land on a vertex that already has a number on it.
In this case you stop at 5.
1. start
1
3. skip 1 vertex
and put a 2 here 3 41 4. skip 1 vertex
S = 14 and put a 4 here
1 1
14 13
4 5 4 5
8 12
S = 19
7 2 7 2
9 11
3 6 3 10 6
1 1
18 17
5 6
5 6
10 16
9 2 9 2
S = 24
11 15
4 7 4 7
12 14
8 3 8 13 3
Magic Stars are normally considered to be 5 , 6, 7 ... pointed stars that are drawn with lines
connecting some or all of the outer vertex points of the star. The 6 pointed star on the left below is
the star most commonly used with students. It does not connect all of the outer vertex points like the
star on the right.
The 6 pointed star on the left below has the numbers 1 to 12 placed at the intersections of the line
segments joining the vertex in such a way that the 4 numbers on each of the 6 segments add to 26
The 6 pointed star on the right below has the numbers 1 to 18 placed at the intersections of the line
segments joining all the vertex in such a way that the 5 numbers on each of the 9 segments add to 44
1 1
S = 44
7 9 2 8 4 912 9 19 2
10 15
10 S = 26 11 18 13 8
11 16
6 5 3 12 5 7 17 14 3
4 4
It can be proven that no star polygons with fewer than 5 points exist, and the construction of a normal
(uses the number 1 to n) 5-pointed magic star turns out to be impossible. The smallest examples of
normal magic stars are therefore 6-pointed stars.
2. Order-6 is the lowest order magic star possible using the consecutive numbers 1 to n.
4. It is the only order star where there are solutions that have all the vertex points summing to the
magic sum. There are six such solutions,.
5. The Order-6 star is the only magic star that does not have at least one continuous pattern.
L I B J
H C
G F E D
A B C D E F G H I J K L
1 2 11 12 3 5 6 10 9 8 4 7
1 2 11 12 4 3 7 8 10 5 6 9
1 2 12 11 3 4 8 7 10 5 6 9
1 2 12 11 4 5 6 10 9 7 3 8
1 3 10 12 2 4 8 6 11 5 9 7
1 3 10 12 2 7 5 9 11 8 6 4
1 3 12 10 4 7 5 11 9 8 2 6
1 4 10 11 5 3 7 6 12 2 9 8
1 4 11 10 2 9 5 8 12 7 6 3
1 4 12 9 5 2 10 7 8 3 6 11
1 5 8 12 3 2 9 6 10 4 11 7
1 5 11 9 3 2 12 6 7 4 8 10
1 5 11 9 3 8 6 12 7 10 2 4
1 5 12 8 2 6 10 4 11 3 9 7
1 5 12 8 7 2 9 10 6 4 3 11
1 6 11 8 2 7 9 4 12 3 10 5
1 6 12 7 3 5 11 4 10 2 9 8
1 7 8 10 2 3 11 5 9 4 12 6
1 7 8 10 4 3 9 5 11 2 12 6
1 7 10 8 3 6 9 4 12 2 11 5
Basic Solution A
A
L I B J
H C
G F E D
7 9 2 8 Start with A 5 6 10 3
Switch the
9 and 6
10 11 10 11
7 and 5
2 and 12
8 and 3 2
6 5 3 12 9 7 8
to get A2
4 4
1 11
Basic Solution A New Solution A3
7 9 2 8 Start with A 7 8 2 9
Switch the
9 and 8
10 11 4 1
1 and 11
6 and 3
10 and 4 12
6 5 3 12 3 5 6
to get A3
4 10
1 10
Basic Solution A New Solution A4
7 9 2 8 Start with A 2 9 7 8
Switch the
1 and 10
10 11 1 4
7 and 2
4 and 11
5 and 12 5
6 5 3 12 6 12 3
to get A4
4 11
The face of any polyhedra has several vertices. If the polyhedra has n vertices you can find ways to
place the numbers from 1 to n in the vertex positions so that the sum of the numbers on the faces of
each polyhedra all add up to the same number. We call the Face Magic Polyhedra. In most cases
only Cubes and Tetrahedron are used with students.
The numbers 1 to 8 have been placed on the 8 vertices of the cube below. There are 2 numbers on
each edge of the cube so the cube is order 2. The 4 numbers on every face of the cube add up to 18.
6 4
1 7
S = 18
3 5
8 2
The sum of the numbers on each of the 6 faces of the cube add to 18
8 1 8 1 8 1
5 4 3 4 2 7
2 7 2 7 3 6
It was proven in 1972 that there are four basic magic cubes of order 3. These are called basic cubes
because no one of them may be transformed to another one by rotations and reflections. Each of the
4 basic solutions may be shown in 47 other variations using rotations or reflections. Any Magic Cube
larger than order 2 is too complex for classroom.
There are no order-2 edge magic tetrahedrons. There are no order-3 edge magic tetrahedrons
using consecutive integers from 1 to 10 so there are no normal tetrahedrons we can construct with
students. Orders larger than 3 are too complex for classroom use.