Cooperative puzzle · Game 254 of 388 ♣
Euler's Officers
A 300-year-old card puzzle for a silent team – square the 16 officers so that no row or column repeats a rank or a suit.
- Players
- 1–4
- Duration
- 15 min
- Age
- 10+
- Difficulty
- easy
- Cards
- 16 cards (J–A), plus 3 coins
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood focusedlearned in 5 minutes
Collections: Games for two · Games for three · Games for four · Cooperative games · No score pad needed · Only here · New & untested
untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards
Full rules
- Overview
- The square
- Setup
- Your turn
- Not a word
- Dead ends and Euler's trap
- End of the game
- Difficulty levels
- Tips for beginners
- Variants
Overview
Euler's Officers is a cooperative puzzle for a team of two to four: you win or lose together. You use only the 16 officers of the deck – the four Aces, Kings, Queens and Jacks – and lay them out as a square of four rows and four columns. In the finished square, every row and every column must hold each rank once (one Ace, one King, one Queen, one Jack) and each suit once (one ♠, one ♥, one ♦, one ♣). On the Expert level the two diagonals must do the same.
The cards are shared out among you, and you take turns placing them one at a time – without a word. It sounds easy, but a square can become impossible long before anyone notices. A few coins let you take back cards that turn out to be in the wrong place.
- Players: 2–4, best with 2 (1 in the Solo variant).
- You need: the 16 Aces, Kings, Queens and Jacks from a standard deck, up to 3 coins as take-back tokens, and a table with room for a 4 × 4 square of cards.
Euler's Officers is a new game written for this site and not yet playtested. It turns a card puzzle that was printed as early as 1725 – and later made famous by Leonhard Euler as the problem of the 36 officers – into a game for a silent team. The number of take-back tokens is the first thing to tune (see "Difficulty levels").
The square
- A line is a row (across) or a column (down). On the Expert level, the two diagonals from corner to corner are lines too.
- The rule of the square: no line may ever hold two cards of the same rank or two cards of the same suit. Since each line has four places and there are four ranks and four suits, a full line holds every rank and every suit exactly once.
One finished square (it doesn't meet the diagonal rule – all four Aces lie on the diagonal from top left to bottom right – so it doesn't count on Expert):
| 1 | 2 | 3 | 4 | |
|---|---|---|---|---|
| Row 1 | A♠ | K♥ | Q♦ | J♣ |
| Row 2 | K♦ | A♣ | J♠ | Q♥ |
| Row 3 | Q♣ | J♦ | A♥ | K♠ |
| Row 4 | J♥ | Q♠ | K♣ | A♦ |
There are 6912 different finished squares without the diagonals and 1152 with them, so there is plenty of room – and plenty of room for mistakes.
Setup
- Take the 16 Aces, Kings, Queens and Jacks out of the deck. The other cards are not needed.
- Choose a level and put its take-back tokens in the middle: on Normal 1 coin (see "Difficulty levels").
- Shuffle the 16 cards and deal all of them, one at a time, face down: with 2 players 8 each, with 3 players 6, 5 and 5 (the first player gets 6), with 4 players 4 each. This is your hand: look at it, but don't show it to the others.
- The player left of the dealer begins – in these rules that is Anna. Then play goes clockwise.
The square starts empty; just leave room for four rows of four cards.
Your turn
On your turn you do one of two things:
- Place a card: put one card from your hand face up on any empty place of the square – the rule of the square must still hold. The first card of the game may go anywhere. You may leave gaps and fill them later.
- Take back: return one take-back token to the box, pick up any one card from the square and add it to your hand. That is your whole turn.
Then it is the next player's turn. A placed card stays where it is until someone takes it back. If your hand is empty, you are skipped.
- Stuck: if none of your cards may go on any empty place, you must take back. If no token is left, the team has lost.
- Slips: if someone places a card that breaks the rule of the square, they take it back into their hand at once and place another card instead. That costs nothing.
Not a word
During the game you may not say anything about your cards or your plans: no "I've got the Ace of hearts", no "leave that place for me", no pointing, no gestures and no groaning when someone places a card. You may talk about the rules and about whose turn it is, and you say "take back" when you take a card back. Except on Expert, take as long as you like to look at the square.
You know more than it seems: with 2 players, your partner holds exactly the cards that are neither in your hand nor in the square. With 3 or 4 players you know which cards the others hold together, but not who holds which. Where someone puts a card tells you which square they have in mind.
Dead ends and Euler's trap
A square can become impossible to finish long before anyone is stuck. Three checks catch most dead ends:
- Every empty place can still take at least one of the cards not yet in the square.
- Every card not yet in the square still has at least one empty place where it may go.
- Every line can still get each rank and each suit it is missing.
Spoiler: the fourth check – Euler's trap, with a worked example
The fourth check is the secret of the puzzle, the rectangle rule: look at any two rows. If an Ace stands directly above a King, then somewhere else in these two rows a King must stand directly above an Ace – the two ranks swap places. The same holds for any two ranks, for the suits (♠ above ♦ means ♦ above ♠ somewhere else in these two rows) and for any two columns, read across instead of down. Every finished square keeps this rule; a square that breaks it can never be finished.
Breaking it is Euler's trap: if you shift a row by one place, A K Q J above K Q J A, every check above still looks fine, yet the square is already dead – whatever you do with the suits.
Example: Anna and Ben play Normal – no diagonals, one take-back token. Anna began and holds A♠ Q♦ K♦ J♠ Q♥ J♦ A♥ K♠, Ben holds K♥ J♣ A♣ Q♣ J♥ Q♠ K♣ A♦. After five cards row 1 is full, A♠ K♥ Q♦ J♣, and Anna has just put the K♦ below the A♠. Now Ben looks at the empty place below his K♥. The rule of the square allows three of his cards there: no King (K♦ and K♥ are in its lines), no heart and no diamond – that leaves A♣, Q♣ and Q♠. Only one of them is right. The Ace stands above a King in column 1, so by the rectangle rule the King must stand above an Ace: Ben places the A♣. The Q♣ or the Q♠ would have been Euler's trap – A above K, K above Q, and no way out but a take-back.
Now Anna can read the rest of row 2 from the rectangle rule: below the Q♦ comes a Jack, below the J♣ a Queen. For the suits, ♠ stands above ♦ (A♠ over K♦), so below the Q♦ comes a spade – the J♠, which she holds. ♥ stands above ♣ (K♥ over A♣), so below the J♣ comes a heart – the Q♥, which she holds too. She places the J♠; on her next turn she will place the Q♥, whatever Ben does. The game ends with the square shown above.
End of the game
- You win together as soon as all 16 cards are in the square.
- You lose when a player is stuck and no take-back token is left. If you all agree that the square is dead and you have no token left to repair it, you may say so and stop – that counts as a loss.
Every deal can be won. However the cards are shared out, as long as the square can still be finished, every card still in play has at least one safe place – the place it has in a square that finishes this one. So you can never be forced to lose by the deal, only by a card in the wrong place. A take-back repairs one such card.
Difficulty levels
| Level | Diagonals | Take-back tokens | Talking |
|---|---|---|---|
| Easy | no | 3 | allowed – for learning |
| Normal | no | 1 | no |
| Hard | no | 0 | no |
| Expert | yes | 0 | no, and each turn at most 30 seconds |
On Expert, keep time with a phone or a sand timer: whoever has neither placed nor taken back after 30 seconds loses the game for the team.
The budget: you need 16 turns to place 16 cards. Each take-back costs one turn and puts one card back into a hand, so it costs the team two turns in all – but it can save a square that has gone wrong. With the diagonals only 1152 of the 6912 squares are left; on the other hand, the diagonals often show a mistake earlier.
In our computer simulation – 2500 deals per level and number of players – the team was a simple bot: before every card it runs the four checks above, then places a random card on a random place that passes them, and when its checks show a dead end, it takes back. With two players it won 80% of its games on Easy (without talking), 57% on Normal and 41% on Hard; with three or four players it did a few points better (up to 85% on Easy). On Expert it won 43% – without the clock, which a program doesn't feel. The diagonals hardly changed its chances: they rule out many squares, but they also show mistakes sooner. The bot's weakness is that it doesn't plan: a bot with the same checks that always placed its card next to cards already in the square won 90% of its games without a single take-back (83% with diagonals). So once you have the knack, move up a level – and if even Expert is too easy, shorten the clock.
Tips for beginners
- Try it without the spoiler first. The folded fourth check above is the secret of the puzzle – open it when the three checks no longer save you.
- Build from a corner. Filling the square line by line keeps the picture clear for everyone; scattered cards hide dead ends.
- Read your partner. With two players you know their hand exactly – ask yourself where their cards can still go, and don't take the only place one of them has left.
- Fill forced places first. If a place can take only one remaining card and you hold it, place it there.
- With diagonals, every finished square has one more property: each quarter of the square (the four 2 × 2 corner blocks) also holds every rank and every suit. Use it as a fifth check.
Variants
All optional – agree before you start.
- Keep-free coin (easier): each player has a coin of their own. At the end of your turn you may put it on an empty place or move it – it means "please leave this place for me". It is the only signal you may give.
- Open hands (easier): play with your hands face up, but still without talking.
- Solo: one player holds all 16 cards and places them one after another – the puzzle as Ozanam printed it.
- Ozanam's riddles (puzzle starts): before dealing, lay out four cards as a start, then deal the other twelve. Each of these starts can be finished in exactly one way. Without diagonals: A♣ in row 1, column 1; J♠ in row 2, column 2; A♥ in row 3, column 2; Q♦ in row 3, column 4. With diagonals: A♦ and J♣ in row 1, columns 1 and 2; J♠ in row 3, column 1; K♣ in row 4, column 1. Starting cards may not be taken back.
Background & history
- Family: Cooperative puzzle (Graeco-Latin square, placed in turns without talking)
- Origin: Original design for this site (2026), based on a card puzzle printed by Jacques Ozanam
- Also known as: –
- Related games: Square Deal, Poker Squares, Cell Mates, Hanabi
Euler's Officers is not a traditional game and not a published one: it was written for this site to turn an old one-person puzzle into a game for a silent team. The puzzle itself is centuries old. According to English Wikipedia, it appears in the 1725 edition of Jacques Ozanam's Récréations mathématiques et physiques, volume IV: take all the Aces, Kings, Queens and Jacks from a pack and arrange them in a square of four by four so that every row and every column holds all four suits and one card of each rank – with a harder version in which the two diagonals must do the same. Ozanam himself had died in 1718; his collection of mathematical recreations first came out in 1694 and was enlarged and reprinted many times. German Wikipedia dates the edition to 1723 and says the problem goes back further still, to the French puzzle collector Claude-Gaspard Bachet de Méziriac.
Leonhard Euler took the idea much further. In Recherches sur une nouvelle espèce de quarrés magiques, written in 1779 and published in 1782 by the Zeeland Society of Sciences in Vlissingen, he asked whether 36 officers of six different ranks from six different regiments could stand in a six-by-six square so that no rank and no regiment repeats in any row or column. He wrote one property with Latin and the other with Greek letters – hence the name Graeco-Latin square. Euler could find no solution and guessed that none exists for sizes 6, 10, 14 and so on. For 6 he was right: Gaston Tarry proved it in 1900–1901 by checking the cases one by one. For all larger sizes he was wrong: in 1959 R. C. Bose, S. S. Shrikhande and E. T. Parker showed that such squares exist for every size except 2 and 6. Reporting on this in Scientific American in November 1959, Martin Gardner also gave the number of solutions of the card puzzle with diagonals: 144 essentially different ones, 1152 counting rotations and reflections. Our own computer count agrees – and finds 6912 squares without the diagonal rule. In 2022 six physicists led by Suhail Ahmad Rather and Karol Życzkowski showed that the 36 officers can stand in a square after all – if they are quantum-mechanically entangled.
Euler's Officers keeps Ozanam's cards and Euler's trap and adds the teamwork: shared hands, placing in turns, a few take-backs and no talking, as in modern cooperative games such as Antoine Bauza's Hanabi (2010). On this site, Square Deal does the same for Poker Squares.
Sources
- Mutually orthogonal Latin squares – Wikipedia
- Lateinisches Quadrat – Wikipedia (German)
- Jacques Ozanam – Wikipedia
- Leonhard Euler: Recherches sur une nouvelle espèce de quarrés magiques (E530) – Euler Archive
- S. A. Rather et al.: Thirty-six entangled officers of Euler, Physical Review Letters 128 (2022) – arXiv
- Hanabi (card game) – Wikipedia