PuzzleNation Product Review: Invasion of the Cow Snatchers

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[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Nobody does deduction and logic puzzle games quite like the folks at ThinkFun. We’ve wielded lasers, electrical circuits, robots, and even putty in order to conquer some of their most recent and diabolical puzzles. But they always have some new tricks up their sleeves, and their latest offering is positively magnetic.

So join us as we give the full PuzzleNation Blog review treatment to Invasion of the Cow Snatchers, a puzzle game all about bringing species together… with magnets.

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The challenge is deceptively simple: you’re an alien, and your job is to maneuver your UFO around the farm and pick up all of the cows, then finally the bull, before leaving the area.

Sounds easy, right? You’re a member of an advanced alien species, you can travel the galaxy. Picking up a few curious Earth creatures should be a cakewalk.

Well, obviously, the crew at ThinkFun already thought of that. And you’ll have plenty of obstacles to navigate and overcome before you can complete your task. Not only is there a silo you can never pass over, but there are barriers of varying heights that can impede your path.

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[Here, we’ve captured one cow, so we can pass over the green row of crops. In the second pic, we’ve captured our second cow. In the background, you can see the silo (which we can’t pass at all) and the white fence, which we can pass over with up to 2 cows.]

For instance, if you’ve already captured one cow, you can’t carry it over a barn wall, but you can carry it over the row of crops. (The walls allow between 0 and 3 cows to be carried over them, depending on their height.)

Note: Be aware that you need a completely flat surface for this game. The magnets are powerful, and they’re liable to shift and move when the UFO comes near. The bull is especially prone to this.

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Each Challenge Card requires you to navigate the grid in a specific way in order to capture all of the cows and be successful. After all, once a cow is captured, you can’t drop it. Demanding that the bull be collected last adds another wrinkle to the gameplay, since you cannot pass over the bull until all of the cows are collected, which requires creative thinking and good planning.

Honestly, I can’t think of another ThinkFun puzzle to date that requires this much movement or utilizes the full space of the board as effectively as Invasion of the Cow Snatchers.

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[Continuing the challenge card from above, we pass over the white fence, pick up our third cow, and pass over the hay bales, before rounding the corner, capturing the bull last, and making our escape.]

Finally, you have to escape the board, and there are no walls that allow you to pass with more than three captured cow tokens, so your escape route also has to be considered.

The Challenge Cards increase in difficulty as you work your way through the deck. Easy and Medium Challenges give way later to Hard and Super Hard puzzles that will have you wracking your brain to stealthily maneuver your UFO around the farm setting.

This is probably my favorite design I’ve seen from ThinkFun. The clever use of magnets, the plastic casing that separates the UFO from the rest of the board, and the impressive variety of challenges they’ve conjured with relatively few obstacles makes for a game with tons of replay value and puzzles that are always engaging, never frustrating. You KNOW there’s a path to victory. You just have to be cagey enough to find it.

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Oh, and remember how I said you can’t drop any of the cows? Well, you can if you accept the challenge of the twenty Genius level Challenge Cards that are also included. These cards utilize everything you’ve learned up to this point, but add crop circles where you can drop off cows (but not the bull) temporarily.

Why? Because it’s not just about capturing all of the cows, then the bull, then escaping. Now you must capture the cows in a very specific order. (Suddenly, the color coding of the cow tokens becomes more than a fun design choice. It becomes an integral part of the puzzle.)

This new gameplay option completely reinvents the concept. Before, it didn’t matter what in order you captured the cows, only that you got them all. It almost feels like you’re starting over from scratch, because the walls aren’t the primary obstacle anymore (though they can still offer some intriguing challenges to this new gameplay model).

The crop circles are another delightfully tongue-in-cheek addition to the already fun design of the game, playing nicely on the alien abduction gimmick.


All in all, I was thoroughly impressed by ThinkFun’s latest logic puzzle game. The concept is hilarious, the colorful and clever pieces make for fun reactive gameplay, and the puzzles are harder than you’d expect. Watching the cows fly up and snap! against the plastic as the UFO captures them never gets old!

It’s simple enough for the youngest puzzlers to get into, but there’s plenty here for parents and older puzzlers as well. (Some of the Genius level Challenge Cards really tax your brainpower!)

[Invasion of the Cow Snatchers is for ages 6 and up, available from ThinkFun and other participating retailers.]


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Detective Days in Connecticut All Throughout September!

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I have to say, Connecticut has been crushing it this year when it comes to hosting puzzly events to interest and engage solvers of all ages.

In addition to the American Crossword Puzzle Tournament every year in Stamford, we’ve discussed the Find the Wine corn maze event happening this month in Gales Ferry. Heck, the world’s first animal-centric Live-Action Roleplaying event was held in Redding just a month or so ago, and Goat LARP was widely praised as a successful and exciting puzzle endeavor for all involved!

And CT isn’t done yet. No, four different cities in September will be offering full, puzzly murder mysteries to be solved!

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Yes, the team at CluedUpp, a British game company that specializes in outdoor city-spanning mysteries similar to the film Clue, will be running their latest event, Sneaky Finders, in Stamford and Bridgeport on September 14th and then in Hartford and New Haven on September 21st.

Participating teams will scramble around town, hunting down witnesses, unearthing clues, and trying to unravel the mystery, all through an interactive downloadable app and their own investigative efforts!

According to the event page for the Stamford edition of the game, you’ll need the following to play:

  • A team of detectives (at least 2 but up to 6 players per team)
  • Access to a Smartphone (Android or iOS)
  • A clever team name
  • Awesome Sneaky Finders / 1920’s inspired fancy dress (dressing up is optional but good fun!)

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You only need to purchase 1 ticket per team of 6 adults. Children under 16 can play as an extra for free. Team Tickets are normally $60, but if you act now, you can nab Earlybird Team Tickets for just $46!

And even if you don’t crack the mystery, prizes will be awarded in such categories as:

  • Fastest team
  • Best fancy dress (Sneaky Finders / 1920’s inspired)
  • Best team picture
  • Best team name
  • Best little detective (kids prize)
  • Best K-9 detective (dogs prize)

This sounds like an absolute blast, and I suspect the turnout for each event will be terrific. You can click here for details on all things CluedUpp, and their full schedule of upcoming events in the United States can be found here.

Will you be attending one of the four Sneaky Finders events, fellow puzzlers and PuzzleNationers? Let us know in the comments section below! We’d love to hear from you!


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“Infinity Train” Arrives Soon With Some Puzzly Ideas (and Viral Marketing)

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Puzzles pop up all over the television landscape, whether you’re expecting them or not. For instance, while watching an old episode of The Sopranos the other day, I was surprised to see a Crostic puzzle from our friends at Penny Dell Puzzles in the hands of an FBI agent on the show.

You never know where puzzly ideas will show up, though thanks to a recent viral campaign, we do have some details on the latest Cartoon Network show with a puzzle element.

Infinity Train.

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[Image courtesy of Gizmodo.]

Based on an 8-minute short film by Owen Dennis — who worked as both writer and storyboard editor for Regular ShowInfinity Train is an adventure/mystery series featuring a student named Tulip who has a knack for coding and solving puzzles. Tulip ends up on the titular train, discovering not only endless strange worlds inside the train, but dangerous foes and a puzzly mystery to solve.

The folks at Cartoon Network even whipped up a puzzle-fueled challenge for interested viewers.

It started with this brief teaser trailer for the show:

A link in the description box on YouTube directed folks to this website, where a piano puzzle — similar to the one from The Goonies — awaits:

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Intrepid solvers quickly figured out that the solution to the puzzle is to play that brief melody you heard in the teaser. If you press (in order) D, B, G, and F#, a full trailer plays as your reward, revealing more scenes from the upcoming TV show.

It’s a cool piece of viral marketing that definitely sparked greater interest in the show, and even before the first episode has aired, fans are already speculating about the infinite train, the strange number on Tulip’s hand that changes depending on her actions, and the sinister characters that want her to “return to her seat.”

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[Image courtesy of Infinity Train Fans.]

There is an intriguing mix of danger and excitement to the proceedings, as Tulip and her companions seem eager to unravel the train’s many mysteries, but never forget that they are in peril. It’s a tough tightrope to walk narratively, but if done correctly, it will add tension and drama to the show’s puzzly premise.

Given how much fun — and how challenging — solvers found some of the puzzles connected to Gravity Falls, there’s real potential for those same solvers to find new joys with Infinity Train.

Only time will tell.

Oh, and hey, here’s the full trailer in case you couldn’t crack the piano puzzle:


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Introducing New Players to Roleplaying Games!

A month or so ago, there was a marvelous article on Amazing Tales about how to make your child’s first role-playing game amazing.

Although the article was geared toward introducing younger players to the world of roleplaying games, the advice can be easily adapted and expanded to include new players of all ages. So today, I thought I would take the five points introduced by Amazing Tales and do just that.

So if you’re a new or inexperienced game-runner / dungeon master, or if you’ve only run games for people with previous experience playing roleplaying games, this is the place for you.

(And this advice should fit no matter what sort of game you’re running. Is it classic Dungeons & Dragons? Supernatural? Zombie horror? Space adventure? Knights of the Round Table? Explorers? Pirates? Monster hunters? Modern spies? Thieves in the Victorian era? No matter what setting or characters, this advice is universal.)

#1 Keep cool

It’s easy for the person running a roleplaying game to have high expectations for themselves and the story they want to craft. You want your new players to have fun. You want them to immerse themselves in telling a story. You want them to be excited and come back for more.

But that’s a lot of pressure to put on yourself, and a stressed or nervous game master can lead to stressed or nervous players. So don’t set the bar so high. Sit back and let the players interact; sometimes, you can engineer a scenario that allows for this, like a tavern scene. Or you can create an instant threat and let them jump into the action and work together to solve a problem as a bonding experience.

Don’t be afraid to take opportunities to ask if anyone’s confused. A first game is introductory by nature, and if someone feels left behind early on, it can be hard to catch them up later, or to make them feel included if they’re not gelling with the other players.

Sometimes when I’m starting a new game with new players, I’ll hold what I call a “session zero,” a safe game before the game kicks off, where the characters can play in the environment, interact, and test out the actual mechanics of playing (particularly if there’s a magic system or some other aspect of the game that might not be intuitive).

#2 Keep it small

You want your players to feel immersed but not overwhelmed, so party size (the number of players) is an important consideration. I try to keep my number of new players to three or fewer, because it can be hard to give meaningful attention to a larger number of players. It’s like a classroom; you want the ratio of experienced voices to students to be as small as possible, so you can get that one-on-one time to answer questions and help them find their footing.

For me, the ideal group for a newcomer-heavy game is two (or three) new players, one (or two) experienced players, and myself running the game. That way, each new player is balanced by someone with greater experience. You can even have a buddy system to get them acclimated.

A smaller group also means less time for players to sit out while other players get the spotlight. Never let the new players feel shortchanged or like their voices aren’t as important as those of the more experienced players. After all, if you’re an experienced player, you’re going to feel more comfortable speaking up and venturing forward than a new player might.

[Image courtesy of Lewis Brown.]

#3 Say yes to their ideas

Now, obviously, you can’t say yes to every idea a player has or the story could descend into nonsense. But trust your players’ instincts.

Let them wander down the paths they find most interesting. It might not be the path you intended, and it might take them longer to get to the desired end point, but it’s always better for players to reach a story point organically, rather than railroading them to the place and time you want. Even new players can sense when they’re being strong-armed in a certain direction, and that can leave a bad taste in players’ mouths.

Be flexible. I’ve always found that, no matter how thoroughly I think I’ve mapped out an adventure, my players (both new and experienced) excel at finding paths I hadn’t considered. That requires me to be quick on my feet, and I enjoy the challenge of pitting my wits, improvisational skills, and imagination against those of my players.

A roleplaying game is like a Choose-Your-Own-Adventure novel writ large… whenever possible, let them feel in control of their players, their story, and their destiny.

[Image from Stranger Things courtesy of The Verge.]

#4 Take them where they want to go

This might feel like a repeat of the previous note, but it’s not. This point is a reminder to always consider the characters your players are playing. What are their strengths? What goals do they have? What are they hoping to experience and accomplish?

Plenty of game runners, myself included, can get so wrapped up in the story WE want to tell that we forget that it might not mesh with the story our players want to participate in.

Give them moments to shine. Give the fighters a chance to fight, give the magicians opportunity to ply their craft, and give the puzzlers puzzles to solve. If characters have wings, let ’em fly.

[Image courtesy of Digital Trends.]

#5 Make the ending awesome

No matter how simple the adventure starts — a theft, a murder, the discovery of a treasure map, the descent into a trap-laden dungeon — make sure the ending is memorable. You want the quest, however short or long, to feel worthwhile.

You can try the old cliffhanger trick in the hopes of leaving them wanting more, but that can come back to bite you if the players are dissatisfied that their first adventure doesn’t feel complete. Instead, give them a sense of accomplishment.

Martin at Amazing Tales said it well:

Make sure your child’s first ever role-playing game features an epic ending. Face to face with the villain on a cliff edge as the counter ticks toward zero; returning the stolen jewels to the temple moments before sunset while pursued by ghosts; wrestling the controls of the star-ship from the pirate moments before it crashes into the sun. That kind of epic.

You don’t necessarily need to go epic, but certainly make it memorable. Nothing sells a big win like giving the bad guy a funny line before he turns to ash.


Here’s hoping this advice encourages aspiring dungeon masters and storytellers to get out there, find some players, and spin some marvelous adventure yarns. (Or maybe it’s inspired some new players to try roleplaying themselves!)

What’s your favorite memory from your early roleplay sessions, fellow puzzlers? (Either as a game runner or player.) Let us know in the comments section below!


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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!

A Puzzly Story for the Whole Family!

Happy Thanksgiving, fellow puzzlers and PuzzleNationers!

In honor of a day dedicated to family and giving thanks for the many blessings in our lives, I’ve got a puzzly story to share with you.

Let’s start with a brain teaser: Samuel was born first, but his twin brother Ronan is older. How is that possible?

[Image courtesy of Cape Cod Healthcare’s Facebook page.]

The answer? When Daylight Savings Time gets involved.

In the early hours of Sunday, November 6, Emily Peterson was at the hospital with her husband Seth, delivering twin boys. But after the birth of her son Samuel, the time change got involved and made the blessed event a tiny bit stranger.

From an article on Fox News, passed along to me by friend of the blog Gina Kanter:

Emily Peterson gave birth to the first baby, Samuel, at 1:39 a.m., before clocks turned back at 2 a.m. […] Then, 31 minutes later, she delivered Ronan. Because Ronan’s birth came after the time change, his official birth time was 1:10 a.m., not 2:10 a.m.

And although one of the nurses said she’s never seen something like this in 40 years of work as a nurse, the father wasn’t surprised. “I said earlier that night that they were either going to be born on two different days or the time change was going to come into play.”

Of course, we know which child is actually older, but when you look at the delivery times and then ask who is older, it makes for a great story. It’s not every child that inspires a brain teaser on his day of birth, so kudos to Ronan and Samuel for creating a wonderful little puzzly gem.

Have a marvelous holiday!


And don’t forget, our Penny Dell Sudoku app contest ends at midnight tonight! Click here for the full details!


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PuzzleNation Product Review: ThinkFun’s Laser Maze Jr.

Whether you’re unraveling locks and ropes in Houdini, bending gravity to your will in Gravity Maze, making music note-by-note with Compose Yourself, or mastering the basics of programming in Robot Turtles, playing with the puzzle games by ThinkFun always encourages you to learn while you solve.

Today, we see if Laser Maze Jr. matches the high standard set by those other puzzly products.

Now, for those of you familiar with the original Laser Maze, you might be expecting a simplified version, akin to the Jr. versions of Rush Hour or other puzzle games where the difficulty lessens but the game remains the same. Worry not. Laser Maze Jr. is actually a heavy redesign that keeps the best aspects of the original and tailors itself to players as young as 6, both in gameplay and in safety.

Perhaps the biggest change from the original is the board itself.

Not only is the laser fixed in place, but the board is surrounded by red plastic barriers that both protect young eyes and highlight where the beam is projecting at any given time. You would have to seriously tamper with the game to endanger your eyes with this layout; with the original, there was a greater (though still quite slim) chance that unmonitored gameplay could lead to an accident.

The laser also has a switch instead of a button to press, so if you choose, you can leave the laser on and see the beam’s path change as you add elements to the game board. As a learning tool, this is a super-helpful feature for younger minds. (The original encouraged more of a wait-and-see approach to placing the elements.)

The final change to the board’s layout involves the cards that provide the specifics of each puzzle. Instead of small cards that tell you which elements are fixed and which you add in order to solve the puzzle and light up the targets, the new cards actually slide into place beneath the board, showing you where to place the set pieces. Again, ease of setup and play is a main consideration.

The game pieces also got retooled. Instead of the gateway piece that players had to direct the laser beam through en route to the targets, Laser Maze Jr. has large rocks that block the laser’s path. This is a simple, effective way of providing obstacles for younger solvers to overcome.

The three light-up targets have been replaced with two light-up rockets. While this does eliminate some of the most complex puzzles from the original game, that’s forgivable, given that this is intended for younger solvers.

I was slightly disappointed with the laser, though. It’s less powerful than the previous one (either that or the rockets don’t light up as brightly as the original targets), and to be honest, part of the appeal of the puzzle is seeing your targets light up when you’re done!

[Taken at night with most of the lights off. Unless you’re willing to play in near-darkness — and use the night feature on your camera — the end result won’t be as bright.]

The 40 puzzles (2 on each challenge card) range from easy to super-hard, and solving them in order is a great way to slowly introduce new players to the game. Although “super-hard” is clearly a ranking for kids, not adults, the challenge of placing the beam splitter properly and avoiding the rocks is still a lot of fun for an older solver.

(Be careful when getting started, though; one of the explanatory graphics in the instructions is wrong. ThinkFun is aware of the error, and they’ll be correcting it on their next printing.)

In the end, I was pretty impressed with Laser Maze Jr. and the many changes made to tailor it to younger solvers, both in terms of safety and gameplay. While the laser is a little underwhelming, it doesn’t impact the gameplay too much, and the same solid foundation of logic and experimentation that drove the fun of the original is alive and well here.


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