5 Questions with James Ernest of Cheapass Games

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, writers, filmmakers, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have James Ernest as our latest 5 Questions interviewee!

James Ernest represents Cheapass Games, a company with a brilliantly simple rationale: they know you have board games at home, so why jack up the price of their games by making you buy more dice, chips, or tokens? Their games contain exactly what you need to play the game, and describe precisely what you’ll need to scrounge up from other games in order to play.

As president and game designer, James is instrumental not only in maintaining the Cheapass Games legacy of great games for a fair price, but he’s also adept at utilizing Kickstarter campaigns and social media to communicate directly with the devoted board game and card game audience. In doing so, he’s helped introduce numerous hilarious and innovative games to the market, including:

  • Unexploded Cow: a card game where you try to rid the world of mad cows and unexploded ordnance.
  • U.S. Patent Number One: a game where you and your opponents build time machines and race back in time to register for the very first patent. [Glenn’s note: Currently out of print, but one of my all-time favorite board games.]
  • Veritas: a Risk-like strategy game where you try to become the predominant Truth in Dark Ages France while monasteries burn down around you. (Check out our full product review here!)

James was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for James Ernest

1.) For nearly two decades now, the Cheapass Games brand has been synonymous with affordable games with tongue-in-cheek humor and high replay value. How do you know when a game is right for your brand? What role do you play in bringing these games to market?

I’m the designer as well as the publisher for Cheapass Games, so I play nearly all the roles. I try to create products that fit into that format. When I make something that doesn’t fit the format, I often look for other ways to bring it to market, such as finding another publisher, or using a separate imprint under Cheapass Games.

For a while I used “James Ernest Games” as an imprint for my higher-priced games, though I currently release everything as Cheapass. I also used the “Hip Pocket” brand for smaller, more abstract games, and that one will be coming back next year.

2.) Many of the games in your library rely on a combination of strategy and step-by-step chain thinking, both skills most puzzle enthusiasts have in spades. Are you a puzzle fan? And what about that style of gameplay appeals to you?

The challenge in creating a strategy game is to make a puzzle with variety, so it can be replayed without getting dull. Part of that variety comes from rules that can give rise to meaningfully different game paths, and part of it comes from the interaction of players with different strategies.

As you’ve mentioned, I also like games to have stories, and that works in a similar way: the story has to be open-ended enough that it can proceed differently each time. The game is more like an environment where the players tell their own stories, rather than a way to tell a linear story. This is obvious for RPGs [roleplaying games] but I think it’s true for other games as well.

3.) You’ve created games of your own as well as helping others bring their games to life. What puzzles and board games, either in gameplay or in the experience of producing them for sale, have most influenced you?

I learned a lot about game construction from playing and working on Magic: the Gathering. A lot of my games have decks of different card types, balanced to produce the right mix of hands, based on my experience doing deck construction in Magic.

I also draw a lot of my approach to games from Pitch, which is a cutthroat trick-taking game. In a nutshell, you can choose different strategies in that game, either to play conservatively and win slowly, or to take risks and have the potential to win quickly or move backwards. Neither of those strategies is dominant and that makes the game good. Of course I also play a lot of poker, which contains similar choices.

4.) What’s next for James Ernest?

My next project is Pairs, a “New Classic Pub Game,” which I will be Kickstarting in February. After that, I have a couple of older Cheapass Games that I want to bring back into print. And I’m working on a new tabletop miniatures game called Cagway Bay, which is pirate-themed and diceless. I have a number of new game projects as well, but right now I’m not announcing any of them because I can’t be sure when they will be ready.

5.) If you could give the readers, writers, aspiring game designers, and puzzle fans in the audience one piece of advice, what would it be?

If you want to create things, there is no substitute for practice. Don’t just read about games; don’t just play them. You have to make a lot of games.

Many thanks to James for his time. You can check out the latest news from Cheapass Games on their website — including their upcoming Kickstarter campaign for the game Pairs! — or follow James on Twitter (@cheapassjames). I cannot wait to see what he and the great folks at Cheapass Games come up with next.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

Roll with it!

When it comes to games, there’s probably no component more common or familiar than the six-sided die. From craps to Yahtzee, backgammon to Monopoly, everyone has played a game where the dice controlled your destiny.

And there are several games where the dice are integral to the puzzly gameplay.

The most obvious example is Boggle and its numerous variants. Boggle is played with a 4×4 grid of dice with letters on them, shaken up in order to randomize the letters shown. Players have a limited amount of time to spell out as many words as possible, moving from one letter to an adjacent one.

Testing both your vocabulary and anagramming skills, Boggle is great fun and a terrific challenge, depending on the letters you get. (It can also depend on which edition of the game you purchase, since some have different available letters in order to facilitate gameplay.)

Along that line, I actually received a great puzzly dice game as my Secret Santa gift in the office this year. (How did they know I like puzzles and games!?)

It’s called Campbell’s Alphabet Dice Game, and it’s a marvelous mix of Boggle, Yahtzee, and anagramming games, challenging the players to conjure words from the letters they roll.

The packaging is clever, and the game is designed with all sorts of puzzly references to cooking. With higher-valued letters and a low-stress game mechanic — if you’re stumped, everyone rerolls their letters instead of making one player suffer with crummy letters — it’s a nice addition to my puzzle game treasure chest.

And when it comes to letter-dice games, we have to talk about one of my all-time favorites, Scattergories.

In Scattergories, you roll a giant 20-sided die with numerous letters on it, determining what letter everyone will be using that round. Then players are required to come up with one word for each category that starts with that letter.

The puzzly aspect comes not only from coming up with appropriate words to fit each category, but trying to figure out which words your fellow players WOULDN’T come up with themselves, since answers duplicated by one or more players are worth zero points.

It can be a real challenge to not only come up with ten answers on the fly, but to then try to get into the heads of your opponents and guess what words THEY’D write. More than once, I’ve psyched myself out by assuming one answer was too easy and changing it, only to discover a friend had done the exact same thing. *laughs*

Of course, I would be be remiss if I didn’t mention Dungeons & Dragons, a dice game that goes far beyond the average board game-playing experience.

When it comes to conquering puzzles, some of the best puzzle-solving experiences of my life have been in sessions of Dungeons & Dragons with friends.

Whether it was unraveling a curious mechanical puzzle in order to unlock a door, solving a devious riddle to avert some horrible outcome, or devising a clever way to combine the tools at hand to overcome an unexpected obstacle, my puzzle skills often served me well, allowing me to match wits with dark wizards and perilous foes.

This weekend marked the 40th Anniversary of the birth of the world’s most famous roleplaying game, and it’s hard to deny the incredible legacy sparked by those curiously-shaped dice.

Dice games come in all shapes and sizes — as do the dice themselves! — but they add a marvelous wrinkle of randomness and challenge to the puzzle-game community.

What are your favorite puzzly dice games? Did I miss any major ones? Let me know in the comments!

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

PuzzleNation on the go!

Hello puzzlers and PuzzleNationers!

One of the most exciting developments for PuzzleNation has been our move into the mobile puzzle-game market with our apps and iBooks. You can take PuzzleNation puzzles with you wherever you go,

First off, we have our marvelous Classic Word Search iBooks! Volume 1, Volume 2, and Volume 3 are all available for the iPad! With an adaptable screen and plenty of puzzles to keep you busy, Classic Word Search is a terrific way to pass the time!

Classic Word Search is also available for Kindle Fire through the Amazon App Store!

And our friends at Penny/Dell Puzzles have a wonderful app for iPhone and iPad! Check out the Penny/Dell Crossword App, featuring smart navigation to move you to partially filled-in entries and an alternate-clue option to help you solve!

(And keep your eyes peeled for the Penny/Dell Jumbo Crosswords App, which launches in early February!

2014 promises to be our best and most accessible year yet, so please revisit this page to explore our latest additions to the PuzzleNation mobile line-up!

Puzzles in Pop Culture: Sherlock Holmes (a.k.a. The puzzle is afoot!)

Mystery novels and stories are catnip to puzzlers, because they’re an entertaining way to exercise our deductive skills and enjoy puzzling outside our usual fare of apps, games, and paper puzzles.

And surely there’s no greater boon to the mystery-loving puzzler than the ongoing adventures of Sherlock Holmes in all his forms. Not only is there are series of feature films starring the Great Detective, but there are two television programs focusing on his singular brand of puzzling: Sherlock and Elementary.

[Note: I will be discussing both seasons of Elementary, seasons 1 and 2 of Sherlock, and the season 3 premiere. So consider this your spoiler alert.]

Beyond the normal whodunnit storytelling that frames both shows — a staple of the genre that traces back to the original Sir Arthur Conan Doyle stories and novels — there are smaller puzzles to unravel.

Perhaps the most famous from the Doyle canon is “The Adventure of the Dancing Men,” where Holmes solves a curious pictographic code in the hopes of preventing a heinous crime.

And both Sherlock and Elementary frequently return to this cryptographic trope, for both dramatic tension and storytelling twists and turns.

Episode 2 of Sherlock, “The Blind Banker,” has a cryptographic mystery at the heart of the story, one that echoes “The Adventure of the Dancing Men” and its similarly perilous stakes.

Codebreaking is also at the core of the season 2 premiere, “A Scandal in Belgravia,” as Sherlock attempts increasingly complex ways of cracking the code of Irene Adler’s phone. (There’s a marvelous scene where he introduces a dummy phone in order to copy her keystrokes is foiled when Irene realizes the dummy phone is a fake, and in turn types in a fake passcode. It’s a terrific exchange of gamesmanship.)

The cipher used in the season 3 premiere, “The Empty Hearse,” is another prime example, and one that quick-witted viewers could solve alongside Sherlock, as he and Mary decipher the message and pursue Watson’s kidnappers.

Elementary has had its fair share of codes as well. The season 2 episode “The Diabolical Kind” featured numerous techniques for coding information — from hidden spaces in seemingly innocuous drawings to elaborate letter-shifting codes akin to the Caesar cipher — all of which Holmes unraveled with ease. (Sadly, the puzzlers in the audience aren’t given much opportunity to crack the codes themselves.)

But each show has also played on the natural human ability to find meaningless patterns in chaos and interpret them as hidden messages. Sherlock‘s season 2 episode “The Hounds of Baskerville” had Watson chasing down a Morse Code message that turned out to be nothing more than flashes of light.

And Elementary‘s most recent episode had an excellent sequence where Watson read too much into a former mobster’s statement about “a mutt” who would be “in the ground tomorrow.” (Watson suspected the “mutt” referenced a suspect’s mixed ancestry, while “in the ground tomorrow” would point toward the suspect’s Jewish heritage and burial traditions.) Holmes correctly dismissed both as red herrings.

Both Sherlock and Elementary had a bit of fun exploring characters fixating on small clues, only to be misled. It’s an intriguing path to take when the main character of each show bases so many conclusions on similarly minuscule bits of data.

With such a richness of Sherlockian material on television these days, both mystery fans and puzzlers have plenty to sate their appetites.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!

Picture this…

There are all kinds of puzzles. That’s one of the best things about being a puzzle fan: the fact that there are so many varieties of puzzle out there waiting to challenge you. From word searches and crosswords to Sudoku and cryptograms, from brain teasers and sliding-tile puzzles to pattern puzzles and rebuses, the possibilities are endless.

One of the most engaging (and surprisingly challenging, I’ve found) fall under what I’d call picture puzzles.

Picture puzzles demand keen visualization skills, since they often involve manipulating shapes in your head. You might be asked to deduce what letter is on the hidden side of a six-sided die, or how to divide farmland with only three lines and separate every sheep from each other. It’s visual trickery and topnotch puzzle-solving wrapped up in one.

And one of my favorite Picture puzzle wizards is Sam Loyd.

I was introduced to Mr. Loyd’s puzzles in Mathematical Puzzles of Sam Loyd — a collection assembled by puzzle aficionado Martin Gardner — a book I stumbled upon in the library one day while strolling the shelves.

The collection offers math puzzles and brain teasers, deduction problems and tracing games, but the ones that most intrigued me were his Picture puzzles.

Now, adding pictures to puzzles is hardly a new idea. David L. Hoyt’s Jumble puzzle features one, and plenty of Matching / Spot the Difference puzzles — like the Match-Up and The Shadow puzzles offered by our pals at Penny/Dell Puzzles — rely heavily on art. But there’s a marvelous charm to Loyd’s drawings, creating a scene and telling a small story as he offers one brain teaser after another.

I’ll post a few of my favorites, so you can get a sense of not only his artistic stylings, but the extreme cleverness involved in creating these puzzles.

Each of these puzzles requires a keen ability to visualize shapes in your head, as well as some serious craftiness to conquer the challenge Loyd sets before you.  Have you figured them out?

I’ll post the solution to the first one and leave the others for you to puzzle out.

[I didn’t line it up perfectly, but you get the idea.]

Loyd is part of a marvelous tradition of inventiveness and creativity that has helped contribute to the rich and vibrant puzzle world we enjoy today.

[To check out more of Sam Loyd’s puzzles, you can visit this website dedicated to his puzzly legacy (including several puzzles for sale!), a treasure trove of Picture puzzle fun.]

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!

5 Questions for Director and Editor David Rogers

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, writers, filmmakers, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have David Rogers as our latest 5 Questions interviewee!

An Emmy-award-winning editor, producer, and director, David has worked on NewsRadio, Seinfeld, Entourage, and The Office (as well as the sadly short-lived but very funny shows Andy Richter Controls the Universe and The Comeback).

During his time on The Office, he edited 60 episodes and directed 9, including the funniest episode of the show’s final season, “A.A.R.M.” He’s currently contributing to The Mindy Project, which is in its second season on Fox.

David was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for David Rogers

1.) You’re both a director and an editor for The Mindy Project, which means you play a significant role in taking disparate scenes and shots and assembling them into a cohesive, entertaining whole. Sounds like just about the ultimate in real-life jigsaw-style puzzle solving. What goes into the production of a given episode, and what are your thoughts as you prepare it for air?

I think the process of putting together any episode of any television show is more like solving a puzzle than anybody watching at home actually realizes, and The Mindy Project is a perfect example of this. From the moment the writers start on a script, they have to be conscious of who is currently doing what and what has happened before, and what’s going to happen down the road. Once the script gets into the hands of a director and the production staff, then more puzzle solving begins.

You break it down and start scouting locations and casting guest stars and then the first ADs (Assistant Directors) put together a shooting schedule. But they have to build it in a way where they can accommodate actors’ availabilities, place locations on a day where we can get the most done, and they also have to be aware of “turnaround issues” for cast and crew, that is whenever we wrap on one day, the cast and crew get a certain amount of time off before the next day’s call time.

An example I’ll give is when I directed “Bro Club For Dudes,” we shot two days, Thursday and Friday, of a Mixed Martial Arts Arena fight down at Hollywood Park. But we had a cameo from Dana White, the president and owner of the UFC, but he was only available Tuesday morning and we didn’t have the location for that day.

So we shot at another location that looked like a dingy hallway that looked like it was a part of our arena, and we also shot a street fight in the loading dock there between Morgan and Ray Ron, and since they were near our stages at the Universal lot, we finished a little after lunch and then came back to our stages and shot more there.

Another example was Adam Pally, who really kicked ass in his fighting scenes, wasn’t available to shoot on the following Monday and we had a hospital room scene of he and Mindy bonding as she stitches him up. Our solution was to build a small three-wall set at our Hollywood Park location and shoot the scene at the end of Friday night.

As an editor, you’re getting multiple takes and different jokes and plenty of alternate lines and performances, and you really have to sift through everything to figure out what’s the funniest, what’s the best, and how do they all connect together to make a cohesive story. It just takes time and building different versions until you see what truly works the best.

And in the process of cutting out time and sharpening the story, you move scenes around, add and change lines with additional dialog recorded later, and there are lots of other elements that come into play including music, sound FX, and what we call “invisible” visual FX that all help make the show we want to make.

[David with his Emmy Award for Outstanding Single-Camera Picture Editing for a Comedy Series (one of two he’s won for The Office!)]

2.) You’re a big fan of comic books. What influence does that sort of long-form serialized storytelling have on your approach to TV production?

I am a huge fan of comic books and have been ever since I was 5 years old and got my first “The Brave and the Bold.” It’s interesting that when I was younger I was all about the art, and as I got older it was all about the writing and the art didn’t have to be from John Byrne or George Pérez or Neal Adams. But when you read a comic book, you’re really watching a TV show or movie in your head. You’re “casting” voices for the different heroes, you’re imagining what the action scenes and explosions are like, and you’re giving life to still images on a page much like a director uses a set of storyboards.

And that’s the part of a comic book where even if the artist isn’t a favorite like the ones I mentioned above, their work is still essential to what makes the comic book a living, breathing thing. There are these great examples given in How To Draw Comics The Marvel Way, where John Buscema and Stan Lee demonstrate two different pages of art work for the same material. One is fine and gets the story across, but the other is so much more exciting and dramatic and really puts you into the action — and that’s what good directors are constantly aware of when they’re shooting a scene.

What is visually better for the material? What adds to the humor or the drama or the action? And in TV where the schedule is so tight and the budget is always being looked at, what can you do with the tools and time that you have?

I came from The Office, where we were limited with how to shoot scenes because of the hand-held documentary style of the show, but we would still focus on things like shooting it spy or in the room, cross-covering with two cameras, or whipping around with just one, and really blocking positions and making the most of what our shots looked like without them looking like they were set up.

In the penultimate episode “A.A.R.M.,” I directed a scene where Dwight runs Angela off the road and then proposes to her with a bullhorn as traffic goes by in the background. The shots included a go-pro camera set up in Angela’s car where we would see Dwight pull alongside of her as they both “free-drove” — that’s when the actors are really driving the cars.

Meanwhile we get a “boat to boat” shot, where a free-driving process trailer — a truck made for rigging cameras and lights — leads in front of them with two cameras shooting straight back to cover the action. The shot from inside Angela’s car shows their faces very clearly as the scene plays and really brings out the comedy of the situation. Then from the outside, our Stunt Driver Dwight cuts off and runs Stunt Driver Angela off the road and this shot really highlights the action and danger of the stunt.

When we get to the next part of the scene and the cars are on the side of the road, we blocked the actors and cameras in a way so that when Dwight is tender and heartfelt (and yet proposing with a bullhorn), we can see the noisy cars going by on the street behind them, which adds to what should be a very intimate and yet very comedic marriage proposal.

Choosing how to shoot and compose a scene like that, and then executing it is absolutely like putting together a gigantic, complicated, wonderful puzzle!

3.) I understand you’re also a classic television automobile enthusiast. What can you tell us about that?

I don’t know if I’m so much a classic television automobile enthusiast as I am a Super Car enthusiast. I love the Mach 5 from Speed Racer, the DeLorean time machine from Back to the Future, the 1966 Batman television show Batmobile, Herbie the Love Bug, and of course K.I.T.T. from Knight Rider. I just bought a full sized Trans-Am Firebird replica of K.I.T.T and I’m in the process of adding a Season 4 1-TV dash and really making the interior look like the car did on the show. It’s a fun side project and it’s something I’ve wanted since even before I could actually drive!

4.) What’s next for David Rogers?

I hope to continue editing. directing, and producing on The Mindy Project, which I really think is an exceptionally funny, very high quality, well-made show. I am also starting to develop some of my own ideas for TV shows as I look to direct more things down the road, including hour-longs and maybe even an independent film.

5.) If you could give the readers, puzzle fans, and aspiring TV and filmmakers in the audience one piece of advice, what would it be?

Persistence. Never give up and always work on your skills. So often getting the first job is really all about being in the right place at the right time. And you have to be ready to deliver when the pieces all come together and the time comes for you to step up and show everyone what you can do!

Many thanks to David for his time. You can see his work on The Mindy Project, which airs on Tuesdays at 9:30 P.M. Eastern on Fox, and be sure to check out his full filmography on his IMDb page. I can’t wait to see what he crafts for us next.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!