On the Subject of Wolf, Goat, and Cabbage.

Do you remember the old riddle Wolf, Goat, and Cabbage from Alcuin of York? If not, you now have a chance to solve it! Well, if only this is not attached to the explosive device.

See Appendix W for creatures identification.

  • Pictures of 6 to 9 creatures will be shown on the screen one at a time.
  • Buttons to the left and right of this screen can be used to cycle for each creature.
  • Button labeled aboard will move the current creature on the screen to the virtual boat or leave the boat when pressed.
  • Button labeled row will move you and everything on the boat to the opposite side of the virtual river when pressed.
  • Keep track of the current side of each creature and yourself as this will not be shown on the module.
  • The red button will reset the module when pressed but will not regenerate the module.
  • The light will be on when the current creature is on the boat and off otherwise.
  • Each creature has conflicts with another and must not be left together unsupervised. These conflicts are listed on the second page of the manual.
  • The boat will have exactly the minimum spaces required to prevent such conflict to occur.
  • The module will strike if one of the following occurs:
    • Trying to move a creature on to the boat when the boat is full.
    • Trying to move a creature on to the boat when it is on the opposite shore from the boat.
    • Trying to row while there are conflicts among creatures on land.
  • Moving every creature across the river will solve the module.

Conflicts List

Why are you expecting this to be accurate?

  • Underneath each creature’s name are creatures that have conflict with it.
  • Use this information to determine a collective group that can be left together on the land.

Cat

  • Fish
  • Mouse
  • Goose
  • Bear
  • Wolf

Duck

  • Grass
  • Cabbage
  • Goose
  • Rice
  • Berry
  • Seeds
  • Corn

Bear

  • Fish
  • Goose
  • Wolf
  • Dog
  • Cat
  • Horse

Carrot

  • Rabbit
  • Horse
  • Earthworm
  • Goat

Wolf

  • Fox
  • Goose
  • Bear
  • Cat
  • Goat
  • Chicken
  • Dog

Goat

  • Grass
  • Cabbage
  • Goose
  • Wolf
  • Corn
  • Carrot

Cabbage

  • Goat
  • Duck
  • Goose
  • Mouse
  • Kiwi
  • Earthworm
  • Rabbit

Horse

  • Grass
  • Carrot
  • Goose
  • Bear

Rabbit

  • Grass
  • Fox
  • Carrot
  • Goose
  • Cabbage
  • Dog

Fox

  • Wolf
  • Rabbit
  • Chicken
  • Berry
  • Fish
  • Mouse
  • Goose

Chicken

  • Fox
  • Rice
  • Goose
  • Seeds
  • Earthworm
  • Corn
  • Wolf
  • Dog

Berry

  • Fox
  • Mouse
  • Duck
  • Earthworm

Grass

  • Duck
  • Goose
  • Rabbit
  • Goat
  • Horse
  • Earthworm

Goose

  • Grass
  • Cabbage
  • Duck
  • Chicken
  • Bear
  • Horse
  • Rabbit
  • Wolf
  • Fox
  • Cat
  • Goat
  • Dog
  • Kiwi
  • Mouse
  • Earthworm
  • Rice

Fish

  • Cat
  • Bear
  • Fox
  • Dog
  • Earthworm

Rice

  • Chicken
  • Duck
  • Mouse
  • Goose

Corn

  • Mouse
  • Chicken
  • Goat
  • Duck

Earthworm

  • Kiwi
  • Carrot
  • Grass
  • Cabbage
  • Chicken
  • Goose
  • Seeds
  • Fish
  • Berry

Dog

  • Wolf
  • Mouse
  • Fish
  • Rabbit
  • Chicken
  • Goose
  • Bear

Mouse

  • Cat
  • Berry
  • Cabbage
  • Corn
  • Dog
  • Rice
  • Fox
  • Goose

Kiwi

  • Earthworm
  • Cabbage
  • Seeds
  • Goose

Seeds

  • Chicken
  • Kiwi
  • Duck
  • Earthworm

Interactive Section

Setup

All creatures
Creatures present
  • You can change the number of vertices by changing the number of creatures.
  • To add creature to the graph, select a creature from the left list box then press right arrow.
  • To remove creature from the graph, select a creature from the right list box then press left arrow.
  • You can also press Clear button to remove all creatures from the graph. This also clear everything from the graph.
  • Creature at the top of the list will be placed at the top vertex of the graph, subsequent creatures go to next vertex in the clockwise direction.
  • You can change position of creature by selecting it and press up or down arrows.
  • Once you are satisfied with the list, press the copy button to copy the list to Start list box to do more works.

Graph

  • Upon clicking a vertex, it will turn yellow.
  • Clicking on any other vertex will connect both vertices with a line. The first vertex will turn back to white.
  • You can do the same thing as above to remove a drawn line.
  • Clicking on the same vertex once it turn yellow will make it white again, canceling the selection.
  • You can mark certain vertex red by right click on it. It will stay yellow if it is already yellow, but the vertex will be marked internally.
  • If you click on that vertex again while it is yellow, it will turn red instead of white.
  • You can click on Clear Connections button to remove all lines from the graph.
  • Changing the size of the graph will also clear every line from it.

Virtual River

Start
Step: 0
Finish
  • Make sure to copy the list from above for this to work.
  • Copying from the list above will reset everything and everything copied will be inserted into the Start list box.
  • Select a creature and click on left right arrows to simulate movement across the river.
  • Each step can be saved by clicking the Save State button. If you add a new state, the step counter will increase by 1.
  • There’s no default state or state at step 0. You must save this manually.
  • You can cycle between steps by pressing previous or next buttons. Last inputs made in each step will be marked in yellow.
  • You can rewrite any certain step by changing to the step you want and press Save State button after you modify it. Doing this will also delete all subsequent states.
  • If there is no changes to the step you are modifying, clicking Save State button will do nothing.
  • Clicking Reset button will return it to the initial state and delete all states stored.

Appendix W: Images of Each Creature

Cat Wolf Rabbit
Berry Fish Dog
Duck Goose Fox
Grass Rice Mouse

Appendix W: Images of Each Creature (Continued)

Bear Cabbage Chicken
Corn Carrot Horse
Earthworm Kiwi Seeds
Goat