5 Questions with Christina Aimerito of Girls’ Game Shelf!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Christina Aimerito as our latest 5 Questions interviewee!

Christina pulls double duty as both the creator and host of Girls’ Game Shelf, a YouTube series all about board games and card games. As the host, Christina introduces the game and explains the rules before she and a rotating panel of female players put the game to the test.

It’s the perfect one-two punch to learn about new games and classics alike, as you get the one-on-one how-to at the start, followed by a strong sense of what the actual gameplay looks and feels like. Couple that with insights from the other players, and you’ve got a recipe for a terrific show that highlights the best of both games and communal play.

Christina 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 Christina Aimerito

1. How did you get started with games?

I played games when I was younger, but the normal fare: Taboo, Scattergories, Stratego, MasterMind, and other classics. I’ve always had a fondness for games. But I started playing more modern games a little later in life. My husband wanted to get me into it, so he introduced me to Dominion, which was a pretty wise choice. I’ve always liked collecting things and had never played a deck-building game before. So yeah, that got me hooked and opened the door to the world of board games.

2. What, in your estimation, makes for a great gaming experience? What separates a good two-player game from a good group game?

I enjoy games the most when there’s a good mix of strategy and conversation. A good two-player game and a group game still require those elements for me since I play games to interact with people.

The difference for me in two-player vs. large group games is more of a personal one. When I play a 2-player game, it’s usually to play with folks who are competitive and like strategy games. But in the group I play with, we have a pretty big variety of gamers. Some of them enjoy RPGs, some like heavy strategy, and often we have a newcomer to the table.

[Image courtesy of Geek and Sundry.]

The unifying element I’ve found is a game that forces people to interact with others during their turn. Games that lead people into analysis paralysis aren’t ever as exciting, and when there’s a group game we like to keep the energy up. Social deduction games, or games like Cosmic Encounter or Sheriff of Nottingham, are great because they involve everyone around the table.

3. You have a film background and a theater background. How do those aspects of your experience contribute to the process of making GGS, either in terms of production or in terms of being an on-camera personality?

Those aspects absolutely help me behind the scenes. In fact my background in film and theatre are what led me to create the series. I wanted to create a show so that I could get back in that creator headspace. I’m happy when I make things. Choosing a show about board games was a no-brainer because it was marrying the two things I loved most.

While my experience helped me off-camera in terms of producing, editing, and crafting the episodes, it surprisingly didn’t help me one bit in front of the camera. Playing a character is VERY different than being yourself. It was a terrifying experience for me at first. The whole first season I think I was just learning how to be comfortable with being myself instead of “getting it right.”

4. What’s next for Girls’ Game Shelf?

Well, we just started a podcast, so that’s the new baby right now. If that goes well, I’m very eager to start working on an RPG series with the girls. Whatever the case, Girls’ Game Shelf will certainly continue to make the original series, and hopefully down the line we’ll have the means to release more than one episode per month.

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

For me, the first and most important thing is to be a good listener. Putting your voice out there takes guts, but listening takes discipline. It separates the good content from the stuff that feels heavy handed or forced. Truly listen to your peers, people you agree with, and people you disagree with in regards to the content you’re creating. This is part of doing your due diligence, but it’s also part of being a strong voice and a good host. I am constantly working on this for myself. Luckily, playing board games is usually a good training ground for it.

And secondly, be completely yourself. THAT is what people want to see. And if you’re trying to be anything but that, it will be so obvious. If you’re going to be podcasting or YouTubing, and feel anxious about this, then I highly recommend recording yourself in a few private episodes, just so you can gain that comfort before you share your voice with the world.


A huge thank you to Christina for her time. Be sure to check out Girls’ Game Shelf on YouTube, and to keep up on all things GGS on Twitter. To support this terrific show, you can check out the GGS Patreon page, which is loaded with bonus content, raffles, and more!

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A Real-Life Treasure Hunt Awaits You…

[Image courtesy of Go.ActiveCalendar.com.]

Who can resist participating in a real-life treasure hunt?

I certainly can’t. I’ve organized them in role-playing games and as part of birthday celebrations, creating maps, riddles, and puzzles in order to challenge friends to locate hidden loot in both imaginary and real locations over the years.

From The Goonies and The Treasure of the Sierra Madre to National Treasure and the Indiana Jones series, treasure hunts are a part of our collective cultural imagination. People hunt in their attics for forgotten antiques and prowl flea markets and thrift shops for unexpected bounties.

So is it any wonder that a few intrepid souls out there are still pursuing treasures hidden over three decades ago as a publicity stunt?

[Image courtesy of Amazon.]

In 1981, when author Byron Preiss launched a puzzly scavenger hunt to promote the release of his new fantasy book The Secret, he had no idea he’d just fired the starting pistol on one of the greatest unsolved puzzles in history.

Twelve plexiglas boxes were hidden around North America, each protecting a ceramic container that, in turn, held a key to a safe deposit box containing an actual gemstone.

The book contains twelve paintings and twelve poems. Solvers were expected to figure out which poems to pair with which images, and then decipher them in order to reveal the locations of the keys.

Preiss believed that all twelve boxes would be found relatively quickly.

Only two have been recovered in the thirty-plus years since then, one in Chicago’s Grant Park and the other in Cleveland’s Cultural Gardens.

[Image courtesy of Vice.]

This image is believed by some treasure hunters to point to one of the boxes being hidden in Milwaukee’s Lake Park, but thus far, no box has been recovered there.

There are entire forums online dedicated to parsing the various poems and images in The Secret, plumbing them for hidden clues and vetting theories from fellow treasure hunters.

Unfortunately, the cleverness of Mr. Preiss isn’t the only opponent for these hunters. Time itself is against them.

It’s safe to assume that the missing ten boxes are also buried in public parks and other spaces open to the public. But parks get renovated. Landscapes change. Hell, some parks are repurposed and paved over!

So how many of those prizes are no longer within easy reach of a shovel’s blade, even if you do unravel the mysterious clues available? How many were tossed aside as curious garbage by disinterested work crews during renovations?

As The Secret and the treasure hunt it inspired fade into history, so too do the chances of anyone recovering those keys and claiming those gemstones for themselves.

[My thanks to friend of the blog Darcy Bearman for reminding me of this marvelous puzzly mystery, as well as Josh Gates and his Travel Channel show Expedition Unknown for reminding her.]


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The Robots Are Here and They Can Spell

[Image courtesy of World of Weird Things.]

I warned you, fellow puzzlers. You can’t say I didn’t warn you.

The robots are coming, and they want our puzzles and games.

Let’s look at the hit list:

  • Deep Blue defeated Russian chess grandmaster Garry Kasparov under standard chess tournament time constraints
  • IBM’s supercomputer Watson bested previous Jeopardy! champions Brad Rutter and Ken Jennings to nab a million-dollar prize
  • An AI program called DeepMind taught itself to play several Atari games with superhuman proficiency
  • There are several robots constructed out of LEGOs that solve Rubik’s Cubes in seconds flat
  • Dr. Fill, the crossword-solving computer program, competes at the American Crossword Puzzle Tournament, and in a matter of five years, it has jumped from 141st place in the 2012 tournament to 11th place in the 2017 tournament
  • Just last year, an AI developed by Google, AlphaGo (a product of DeepMind), twice defeated Ke Jie, the 19-year-old Go tournament champion ranked number one in the world

And Scrabble fans, you’re the next ones in the crosshairs of the machines.

During last week’s Consumer Electronics Show (CES), the Industrial Technology Research Institute out of Taiwan debuted the IVS Robot — aka The Intelligent Vision System for Companion Robots — a machine capable of defeating human competitors at Scrabble.

[Image courtesy of ABC News.]

Instead of tiles and a standard Scrabble board, the IVS reads letter cubes (similar to a child’s alphabet blocks) played on a slightly larger gameboard. But time limits for play and standard rules still apply.

From an article on Engadget:

It’s hard not to be impressed by all the moving parts here. For one, the robot has to learn and understand the rules of the game and the best strategies for winning. It also needs to be able to see and recognize the game pieces and the spots on the board. That means it can read the letters on the cubes and identify the double-letter and triple-word score spots.

And, last but not least, it needs the dexterity to place the pieces on the board and not disturb the existing letters — which is especially difficult when you’re laying down two words next to each other to rack up those two-letter combos.

A quick Google search confirms that the robot bested practically every reporter, tech-savvy or otherwise, that crossed its path.

In the video below, North American Scrabble champion Will Anderson teams up with reporter Lexy Savvides to battle the robot, but a technical error prevents the game from getting very far:

Still, you can see the potential here. I’m sure it won’t be long before the IVS Robot is making appearances at Scrabble tournaments, attempting to establish machine dominance over another puzzly activity.

Stay strong, fellow puzzlers.


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Kickstarter Roundup!

Oh yes, it’s that time again. For several years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and amaze my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest!


Verwald’s Treasures is a puzzle hunt designed by Nathan Curtis that can be solved either from home or in a live puzzle hunt event held in the Boston area.

Curtis promises that the puzzle hunt will involve over thirty different puzzles, including three-dimensional challenges to really test your puzzly mettle.

For a smaller donation, you’ll receive a number of variety pencil puzzles (unconnected to the puzzle hunt itself), but in order to participate in the hunt itself, pledges start at $60. The campaign is about halfway funded with 22 days to go, and should provide a puzzly challenge outside the norm for solvers accustomed to pencil-and-paper puzzles.

Another puzzle-filled project is The Conjurer’s Almanaq, touted as an escape room in a book. It is a self-contained puzzling experience that will test all sorts of puzzly skills, masquerading as a book of magic. Clearly a great deal of storytelling and homework has gone into this one, including cryptic tales of the great Qdini, who created the book.

Plus this Kickstarter edition of the book will be different from the mass market version to come. Not only will more of the pages be in color, but backers will receive their copy of the book at least a month before the mass market version goes on sale.

This seems like a really intriguing campaign, and it’s already over 200% funded with two weeks to go, so your chances of seeing the campaign come to fruition are already pretty good.

Let’s switch gears from puzzles to games and check out The Mansky Caper, a heist game from Ray Wehrs at Calliope Games.

There are safes to crack, explosives to acquire, loot to hide, and other members of an ambitious mob family to contend with. You can forge alliances with other players too, but be careful… if you press your luck too far, you might just fall victim to an explosive booby trap.

This looks like great fun, and it’s three-quarters of the way funded with over three weeks to go in the campaign.

For a game with more of a social element — heavy on negotiation — there’s Black Hole Council. Every player is a member of council that allocates resources to different planets — and consigns some to destruction in a black hole.

Each player has their own agenda they’d like to advance, and as the role of “leader” passes from player to player, deals are negotiated, bribes are offered, arguments are made, and votes are held to see just how the various planets are arranged. Can you convince your fellow players to make moves that are to your advantage, or will these planets slip from your fingertips?

The game is already funded and chasing stretch goals at this point (with over two weeks to go), and it looks like a nice step up in complexity from other deceit and negotiation games like Coup or The Resistance.

We’ll conclude today’s Kickstarter roundup with a music-minded strategy game, Re-Chord.

In this game, you’re a guitarist pursuing the top of the charts, and you do so by playing actual chords to complete songs and build your level of fame. You can learn music while you play!

The game is 200% funded with over 20 days to go — which means they’re well on their way to funding expansions to the game, additional chord cards, and more — and it seems like a clever mix of music and tactics, the perfect bridge to bring non-gamers to the table.


Have any of these games hooked you? Let us know which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

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PuzzleNation Review: Topple Magazine

One of the best things about being a puzzle constructor these days is the level of access solvers have to you and your puzzles. Many constructors create and maintain their own puzzle subscription services, funding them through tips, crowdfunding, subscription fees, or direct-to-solver sales. When puzzly skills and a knack for self-promotion meet, you have the opportunity for real success in building a reputation and an audience.

So when constructor Gregory Gray reached out to me regarding his puzzle e-magazine, Topple, I was all ears. Whether it’s print books, downloadable puzzle packets, or Kickstarter campaigns, I’m always happy to spread the word about puzzle projects that I think the PuzzleNation audience will enjoy.

Gregory sent me the latest edition of Topple (issue VII) to review, so let’s dive right in.

Issue 7 offers a variety of different puzzles to try out. Anagramming and word-forming challenges, trivia, a rebus, some deduction, find-the-path games, and more can be found across these 12 pages of puzzles (plus solution pages, obviously).

I was immediately impressed with all of the different solving styles on display. Shying away from classics like crosswords, word seeks, and fill-ins, Topple opts for puzzles that offer greater opportunities to incorporate art and interesting layouts.

From the anagram rings of ‘Gram Crackers to the alphabet blocks of Blockhead, a great deal of work has clearly gone into not only the puzzles, but the presentation of them, which makes for a very eye-catching solving experience.

The mix of art and puzzles also presents a more welcoming tone for new solvers, who might find a denser arrangement of puzzle grids to be more off-putting or daunting. Each puzzle is given plenty of space to establish itself, so even unfamiliar puzzle types seem more inviting.

But solvers who prefer a bit more challenge will also find something worth their time in this issue of Topple, as a two-page spread of Japanese-style deduction puzzles awaits you in the middle of the book. Whether you’re connecting the dots in Masyu and Hashi or deducing the placement of numbers in Kakuro or black square in Nurikabe, these were easily the most challenging puzzles in the entire magazine, a pleasant change of pace for a more experienced solver.

[Examples of Hashi and Nurikabe puzzles.
Images courtesy of Conceptis Puzzles.]

To be fair, the book isn’t perfect. Some of the blurbs explaining the rules of each puzzle are a bit clunky, which can lead to moments of solver confusion. For instance, it’s not immediately clear in Blockhead if you can anagram the letters in each given word, or if those letters stay in place while you add a letter from the options below.

But those hiccups are few and far between, and for the most part, I found solving issue 7 of Topple to be a very enjoyable solving experience. I breezed through some puzzles, while others put my puzzly skills to the test.

And with Topple, you get quite a bang for your buck. Literally: Each issue of Topple is only $1, and when you consider both the variety of puzzles and the production quality of the book, it’s a steal.

So if you’re looking to try something new without breaking the bank, Topple is an excellent place to start.

The complete Topple collection, along with a free downloadable sampler pack of puzzles, can be found here. You can also subscribe to Topple through Patreon, and be sure to keep up with all things Topple-related on their Facebook page.


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Meet the Daily POP Crosswords Constructors: Pam Klawitter

One of the Daily POP Crosswords app’s best features is the level of involvement from topnotch constructors. We’ve assembled one heck of a team when it comes to creating terrific, exciting, fresh themed crosswords.

And over the last month or so, we’ve been introducing you to some of them. You might not recognize every name at first, but rest assured… they’re all doing amazing work on these puzzles and deserve a little time in the limelight.

In this installment, allow us to introduce you to constructor Pam Klawitter!

How did you get started in puzzles?

I guess you’d say being a crossword constructor is my post-teaching “retirement career.” I’ve always loved all types of puzzles, and after spending many years teaching gifted students who are masters of all things word-related, I was sure it would be a simple task to teach myself how to construct a crossword puzzle. Not true! It was evident in my earliest puzzles, that I needed lots of assistance. I give full credit to the editors that stuck it out and guided me through the process.

I persevered and finally had my very first puzzle published in The Washington Post in 2007. That was followed by my first Los Angeles Times and New York Times puzzles in 2008. After that, there was no going back!

It surprises me now to say I’ve had over 400 puzzles published in a variety of venues. Being a regular constructor for The Crosswords Club is how I began working with Patti Varol. With 100+ puzzles under my belt there, I am really happy that she asked me to be a part of this new group.

What problems have you encountered in constructing crosswords?

I would have to say that, for me, coming up with the themes has always been the easiest part of this journey. Getting exactly the right fill — not so much!

Thankfully, Patti and several other editors have had the patience of Job in allowing me to keep at it until I get it right. While many words could fill the boxes, it’s hard to find the perfect mix of interesting yet not obscure nor too difficult fill. That’s been a real learning process!

Starting out, it was hard to find cohesive themes, but now that I’ve been at it a while, I find that theme ideas are EVERYWHERE! This is evidenced by the stacks of scraps of paper and sticky notes with ideas scribbled on them that surround me like Pig-Pen’s cloud of dust!

What do you enjoy about Daily POP Crosswords?

I love the Daily POP Crosswords puzzles because they are a bit more straightforward than Sunday-size puzzles, thus a bit easier to fill. (For me, that’s a definite plus!)

I also love the pop culture aspect of these puzzles, which allows for all sorts of up-to- the-minute themes. I’ve learned so much! Book Smarts and TV Time are probably my favorite categories.


A huge thank you to Pam for her time! Be sure to keep your eyes peeled for her puzzles in the Daily POP Crosswords app, free to download for both iOS and Android users!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!