Course II · Open courseware

AMC 10: From Problem 1 to the AIME

From five answer choices that give one away to the problems that decide an AIME ticket: the AMC 10 taught by the idea that opens each problem, on real contest problems credited to the MAA.

7 units · 42 chapters · free

Start with chapter 1

01

Playing the Contest

3 chapters
  1. 01Reading the Answer ChoicesEvery AMC problem hands you five candidate answers, and often only one survives a ten-second check.
  2. 02Make the Problem SmallerWhen a problem is too big to hold in your head, a smaller version of it often shows you the shape of the answer.
  3. 03Deduction PuzzlesSome AMC problems contain almost no numbers, only statements that cannot all be true at once.
02

Algebra

9 chapters
  1. 04Choosing the UnknownThe hardest step in a word problem is usually the first one: deciding what to call x.
  2. 05Rates, Ratios, and PercentsSpeed, shared work, discounts, and mixtures are one idea in different settings: an amount per unit.
  3. 06Averages Are Totals in DisguiseAn average hides a sum, and most average problems open the moment you write that sum down.
  4. 07Factor Before You ComputeThe AMC is full of numbers too large to multiply out, chosen so that factoring makes them small.
  5. 08Quadratics and Their RootsYou can know the sum and the product of a quadratic's roots without ever finding the roots.
  6. 09Arithmetic and Geometric SequencesA list that grows by adding and a list that grows by multiplying behave in completely different ways.
  7. 10Sequences Built From Their PastSome sequences are defined by their earlier terms, and some long sums cancel down to almost nothing.
  8. 11Functions, Graphs, and Absolute ValueA graph turns an equation into a picture, and many AMC problems are easier to see than to solve.
  9. 12Which Idea Opens It? AlgebraInside a chapter about averages you know to use averages; on the contest, nothing tells you.
03

Counting

6 chapters
  1. 13Multiply or Add?Most counting mistakes are not arithmetic errors: they multiply where they should add, or add where they should multiply.
  2. 14Count What You Don't WantSometimes the things you want are hard to count, but the things you don't want are easy.
  3. 15Arrangements and OvercountingThe fastest way to count is often to count too many on purpose, then divide by how many times each one was counted.
  4. 16Choosing, Pascal, and Stars and BarsChoosing a committee and splitting identical candy among friends turn out to be the same kind of count.
  5. 17Counting Two WaysIf two different counts describe the same set, they must be equal, and that equation is often the whole solution.
  6. 18Too Few BoxesSome facts are forced simply because there are more things than places to put them.
04

Probability

4 chapters
  1. 19Fix the Sample Space FirstMost probability mistakes come from counting all the outcomes wrong, not the favorable ones.
  2. 20Probability One Step at a TimeWhen a random process unfolds in stages, you can follow it one step at a time instead of counting everything at the end.
  3. 21Geometric Probability and Expected ValueA random point turns probability into a question about area, and a random payout turns it into a question about averages.
  4. 22Which Idea Opens It? Counting and ProbabilityCounting problems rarely announce which method they need, and the wrong method can take ten times as long.
05

Number Theory

8 chapters
  1. 23Factor Into Primes FirstWhen a number problem looks stuck, writing every number as a product of primes almost always gets it moving.
  2. 24Divisibility, GCD, and LCMTwo numbers share exactly the primes they share, and that simple fact settles most gcd and lcm questions.
  3. 25Odd and EvenKnowing only whether numbers are odd or even is often enough to rule out almost every possibility.
  4. 26Remainders and CyclesEnormous powers and processes repeated a hundred times become small once you notice that they repeat.
  5. 27Digits, Bases, and DecimalsA number's digits are a disguised polynomial, and that view turns digit puzzles into algebra.
  6. 28Equations in Whole NumbersAn equation that must have whole-number solutions can often be factored until the answers are just factor pairs.
  7. 29Whole Numbers Are InformationThe word 'integer' in a problem is a clue: it cuts an equation with endless solutions down to a few.
  8. 30Which Idea Opens It? Number TheoryPrimes, remainders, parity, and factoring can all look like the right tool; usually only one of them is fast.
06

Geometry

10 chapters
  1. 31Angles, Polygons, and the Triangle InequalityAngles add up in predictable ways, and side lengths obey one inequality that rules out more than you expect.
  2. 32Right TrianglesRight triangles hide inside most AMC geometry problems, waiting for one well-placed segment.
  3. 33Similar TrianglesTwo triangles with the same angles are scaled copies, and one scale factor unlocks every length at once.
  4. 34Area by Pieces and RatiosMost shaded-region problems never need a formula you don't know, only a smarter way to cut the region.
  5. 35Circles: Angles and MeasureAn angle drawn in a circle is tied to the arc it cuts off, and that tie solves most circle angle problems.
  6. 36Tangent Lines and CirclesA tangent line meets its radius at a right angle, and that one fact turns circle problems into triangle problems.
  7. 37Coordinates and Lattice PointsPut a figure on a grid and geometry becomes algebra you already know how to do.
  8. 38Moves and ShapesReflecting or rotating part of a figure can turn a hard length into one you can see.
  9. 39Thinking in Three DimensionsMost 3D problems on the AMC become 2D problems once you find the right slice or unfold the right net.
  10. 40Which Idea Opens It? GeometryThe hardest part of an AMC geometry problem is usually deciding which segment to draw first.
07

Putting It Together

2 chapters
  1. 41The First FifteenProblems 1 to 15 are where the AIME ticket is won: each one is solvable, and each mistake costs six points.
  2. 42Sixteen to TwentyProblems 16 to 20 usually combine two ideas, and the skill is finding the first one quickly.
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