PuzzleNation Product Review: Pocket Brainteasers

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

Whether it’s composed of two simple pieces of twisted metal or a elaborate arrangement of parts, a mechanical brain teaser are great fun. It’s a plaything, a curiosity to be fiddled with, tinkered with, and explored, twisted and turned every which way until you feel like you’ve got a handle on all the different ways you can manipulate it.

And then, suddenly, BAM. Inspiration strikes! The a-ha moment happens, and you unravel its secrets.

ThinkFun, purveyors of deduction and logic puzzle games galore, have returned to the field recently, and in today’s product review, we look at a collection of brain teasers that each offer their own unique a-ha moment, if you’re willing to work at it.

ThinkFun’s Pocket Brainteasers range in difficulty from one to four (one being the easiest/least challenging), and you’ll find your puzzle skills tested in several ways as you tackle each. Although intended for solvers 8 and up, older solvers will still enjoy the puzzly tricks awaiting them in ThinkFun’s latest line of puzzle products.


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4-Piece Jigsaw

It sounds simple, doesn’t it? A four-piece jigsaw puzzle. Better yet, it’s already assembled for you! All you have to do is take it apart.

This level 1 brainteaser is obviously more than meets the eye, as the puzzle pieces shift back and forth but never quite seem to separate the way you’d expect.

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The large plastic pieces are perfect for younger solvers to play around with, solid and resistant to the sometimes harsh manipulations of younger hands.

It’s not much of a challenge for an experienced solver, but it was genuine fun to suss out how the pieces worked together and how to finally separate them.

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4-T Puzzle

This level 2 brainteaser followed the same basic formula as 4-Piece Jigsaw — four pieces to assemble — but in this case, their interactions were constrained by the small tray included with the puzzle.

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As you can see, the solution offered on one side simply won’t work on the other because the tray is smaller, so solvers will have to be extra crafty to place all four T-blocks into the available space.

The T-shaped pieces made for curious solving — since they don’t fit flush with the corners the way traditional tangrams or Tetrominoes would — but patience and cleverness will be rewarded. It’s amazing how a relatively simple set-up — shapes and a tray — can result in a satisfying puzzly experience.

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The Fifth Chair

This time around, there’s no tray or framework to negotiate. Instead, you’ve got four L-pieces (or “chairs”) and your goal is to make a larger L-shaped chair by combining the four you already have.

Like a three-dimensional version of tangrams, The Fifth Chair is an enjoyable solve, requiring you to maneuver the chairs in all sorts of combinations, seeing different relationships between them all as you try to figure out how to bring the fifth chair to life.

Despite being the level 3 puzzle in the set, I actually found this to be the most challenging of the quartet, as I was briefly overwhelmed by the sheer number of options available to me.

Of course, as soon as I figured out the solution, it felt obvious, and I breathed a sigh of puzzly relief as I conquered the third of four brainteasers for the evening.

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Rec-Tangle

Designed to resemble the service bars of a cellphone or an internet connection, the “bars” are cut diagonally into halves, leaving the solver with 8 pieces to arrange.

This level 4 puzzle solves quite similarly to 4-T Puzzle. You have an array of pieces to place into a smaller space on the backside of the puzzle tray.

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The unusual pieces — long and thin, with an angled edge on one side and a flat end on the other — offered all sorts of possibilities when it comes to placement in the tray, so I found myself discarding quite a few theories and ideas before alighting on the correct solution.

Nonetheless, I would still consider this puzzle easier than The Fifth Chair, though still harder than 4-T Puzzle or 4-Piece Jigsaw.


Tackling this tetrad of brainteasers was a treat, especially as it felt like I was exercising plenty of puzzly skills that aren’t used nearly as often as pen-and-paper puzzles usually demand.

The combination of spacial awareness, physical manipulation of puzzle pieces, and the strategy involved in cracking each made for a feast of puzzly experiences. Any one of the four would be fun, so getting to try all four was a delight.

Whether intended as stocking stuffers or affordable little puzzly surprises for the solver in your life, I suspect these pocket-sized puzzles will have the younger solvers you know puzzling away for a while to come.

Pocket Brainteasers are available from ThinkFun and select online retailers, only $6.99 each for 4-Piece Jigsaw, 4-T Puzzle, The Fifth Chair, and Rec-Tangle!


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Intuitive vs. Non-Intuitive Puzzles

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[Image courtesy of The Spruce Crafts.]

Sometimes, when you look at a puzzle, you know immediately what to do and how to solve. In my opinion, a great deal of Sudoku’s success is due to its intuitive nature. You see the grid, the numbers, and you know how to proceed.

Crosswords are similarly straightforward, with numbered clues and grid squares to guide new solvers. (The “across” and “down” directions also help immensely.)

That’s not to say that these puzzles can’t be off-putting to new solvers, despite their intuitive nature. I know plenty of people who are put off by crosswords simply by reputation, while others avoid Sudoku because they’re accustomed to avoiding ANY puzzle that involves numbers, assuming that some math is involved. (I suspect that KenKen, despite its successes, failed to replicate the wild popularity of Sudoku for similar reasons.)

But plenty of other puzzles require some explanation before you can dive in. A Marching Bands or Rows Garden puzzle, for instance, isn’t immediately obvious, even if the puzzle makes plenty of sense once you’ve read the instructions or solved one yourself.

The lion’s share of pen-and-paper puzzles fall into this category. No matter how eye-catching the grid or familiar the solving style, a solver can’t simply leap right into solving.

Thankfully, this won’t deter most solvers, who gleefully accept new challenges as they come, so long as they are fair and make sense after a minute or so of thought. Cryptic crossword-style cluing is a terrific example of this. At first glance, the clues might appear to be gibberish. But within each clue lurks the necessary tools to unlock it and find the answer word.

Brain teasers often function the same way. You’re presented with a problem — a light bulb you can’t see and three possible switches for it, for instance — and you need to figure out a way to solve it. It might involve deduction, wordplay, or some clever outside-the-box thinking, but once you find the answer, it rarely feels unfair or unreasonable.

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[Image courtesy of Deposit Photos.]

But, then again, there are also puzzles that can baffle you even once you’ve read the instructions and stared at the layout for a few minutes. Either the rules are complex or the solving style so unfamiliar or alien that the solver simply can’t find a way in.

In short, puzzles as a whole operate on a spectrum that spans from intuitive to non-intuitive.

Want an example of baffling or non-intuitive? You got it.

GAMES Magazine once ran a puzzle entitled “Escape from the Dungeon,” where the solver had to locate a weapon in a D&D-style dungeon. A very small crossword puzzle was found in one room on a paper scroll.

But the solution had nothing to do with solving the crossword.

The actual solution was to take the crossword to a magician who removed letters from the fronts of words. Removing the C-R-O-S left you with a sword, completing the overall puzzle.

That sort of thinking is so outside the box that it might as well be in a different store entirely. Video games, particularly ones from the point-and-click era, have more than their fair share of non-intuitive puzzles like this. You can check out these lists for numerous examples.

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And as escape rooms grow in popularity, more of them seem to be succumbing to less intuitive puzzling as a result of trying to challenge solvers.

For example, in one escape room I tried, various fellow participants uncovered two stars, a picture of the three blind mice, and four different items that represented the seasons. Amidst all the locks to open, puzzles to unravel, and secrets to find, it never occurred to any of us that these three unconnected numbers would have to be assembled as a combination to a lock. By asking for a hint, we were able to figure out to put them together and open the lock, but it’s not a terribly intuitive puzzle.

Perhaps the greatest challenge for a puzzle constructor — be it a pen-and-paper puzzle, an escape room scenario, or a puzzle hunt dilemma — is not creating a dynamite, unique puzzle, but ensuring that finding the solution is fair, even if it’s difficult or mind-boggling.

This sort of thinking informs not only my work as a puzzlesmith, but the designs for my roleplaying games as well. If my players encounter a gap, there’s some way across. If there’s a locked door, there’s a way through it. Oftentimes, there’s more than one, because my players frequently come up with a solution that eluded me.

In the end, that’s the point. All puzzles, no matter how difficult, exist for one reason: to be solved. To provide that rush, that a-ha moment, that satisfaction that comes with overcoming the clever, devious creation of another sharp mind.

And non-intuitive puzzles are tantamount to rigging the game.


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Requiem for a Game Shop

A friendly local game shop (FLGS) can fill a lot of roles. A laboratory to try out unfamiliar games. A sample size to poll potential customers and test new products. A gathering place to share puzzly experiences. A social center to make new friends.

Sadly, there’s one fewer place to enjoy those simple pleasures now, as my friendly local game shop is closing this month.

I don’t know why, precisely. Maybe the 2019 financials weren’t as rosy as they’d hoped. Maybe the landlord raised the rent to unreasonable levels. Maybe the omnipresent threat of cheaper online purchases won out. (I certainly didn’t mind paying a little more for a game there, because I knew who the money was going to. But not everyone feels that way.)

I’m not entirely surprised. Last year, they cleaned out their comics section to focus more directly on games, RPGs, and miniatures. It opened up some space in the store and generally made for a cleaner, more accessible floorplan, which was a plus. But I guess it wasn’t enough.

It’s a bummer.

Sure, there are decent game selections at stores like Target and Barnes & Noble, but nothing as varied or extensive as the spread at the FLGS. I can’t tell you how many games I stumbled across there that I’d never even heard of, whether by wandering the stacks or seeing a play-through of a new acquisition demonstrated by the staff.

It was the perfect place to discover games, often serving to inspire gift ideas for friends. (Similarly, I miss Toys R Us, as simply browsing the selection there led to plenty of spot-on purchases for nieces and nephews.)

I usually stopped in a few times a month. I didn’t always buy something — my game library is pretty beefy already — but I liked to see what was new, what was moving a lot of copies, and what the locals were playing. I even got to meet local designers who were showing off their wares, which was always a treat.

I’ve been back twice since the announcement, and it’s nice to see how loved the place was, even if that couldn’t ensure its long-term success. Regulars have already snapped up tablecloths and other materials with the shop’s logo, and I know at least one person offered to buy the sign outside. I’ve heard several customers lament that they didn’t know where they’d go now for game tournaments, RPG events, and other game-centric fun.

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The back tables — usually reserved for trying out new games, hosting tournaments and launch events, or serving as gathering places (charged by the hour) for roleplaying groups to indulge in some social storytelling — are instead full of games, equipment, snacks, promotional materials, and everything else they can slap a tag on and price to move as they liquidate their stock.

But, for the most part, the energy there is good. Games are vanishing from stacks of in-store inventory, as are displays, signs, neon lights, and other trappings of the store. The staff is in decent spirits.

I’m not sure if I’ll go back again before it’s all said and done. But it was nice while it lasted.


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Forget 3-D Chess and Try 4-Directional Tetris!

[Image courtesy of Eurogamer.]

Tetris is the ultimate puzzle game. If you somehow haven’t played it, you’ve at least heard of it. The brainchild of Alexey Pajitnov conquered the world, not only making Nintendo’s Game Boy a bestselling video game platform, but turning millions of puzzlers into gamers and gamers into puzzlers as well.

Those iconic little Tetromino shapes are instantly recognizable, and the music can still induce panic and nervousness in players decades after the first time they heard those infamous notes.

And it serves as a brilliant template for ambitious game designers and puzzlers to add their own twists to the Tetris formula.

The basic concept is simple: try to arrange the constantly falling Tetromino blocks so that they make complete lines in the play area. If they do, that line disappears.

Of course, just because the concept is simple, that doesn’t mean the game is. As your play area fills up with Tetrominos, the music speeds up, amping up the tension. And as you progress through different levels, the pieces fall faster and faster. You need quick reflexes and ice in your veins to handle the higher difficulty levels.

Thankfully, you only need to worry about the blocks falling from one direction.

But a new variation on Tetris quadruples the gameplay area in a very devious way.

Say hello to Schwerkraftprojektionsgerät, Stephen Lavelle’s take on Tetris. In Schwerkraftprojektionsgerät, Tetromino blocks appear in the center of the play area, and you control where the piece is placed in each of the four directions.

No, the blocks do not fall automatically, nor is there a time limit that forces you to place the blocks quickly. Yes, you can spin each piece before placing it.

But each block goes into all four play areas simultaneously, and in the same position on the opposing sides.

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As you can see, the straight piece lands flat in the east and west grid spaces, but standing upright in the north and south grid spaces. You have to work along each axis to find the best case scenario for all four of your play areas.

Yes, you’re trying to complete lines in four different directions at the same time. The T-shaped Tetromino will land in four different arrangements (flat, on one side of the T-bar, on the other side of the T-bar, and on the long end of the T-bar) with a single keystroke.

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It’s mind-blowing how challenging this makes the game, but it’s challenging in a good way.

I mean, in a regular game of Tetris, you need several dozen completed lines to conclude a level and feel like a champion. In Schwerkraftprojektionsgerät, you feel like a genius if you can get two completed lines in each of the four play areas before the game is over!

Just as addictive as the original, yet offering a totally new twist on the familiar style of puzzling, I foresee a lot of office hours being lost to this engaging four-directional experiment in space efficiency.

You can try Schwerkraftprojektionsgerät for yourself here, and check out all of Stephen’s games here. (He also has a YouTube channel featuring some of his creations.)

After 35 years, it’s cool to see there are still new ways to make Tetris feel fresh again.


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Puzzle Tournaments Loom Near!

[Solvers gather for the American Crossword Puzzle Tournament.]

Tomorrow is the 21st annual Westport Library Annual Puzzle Contest, and I consider Westport the unofficial start of the year’s crossword-y festivities.

Sure, the obvious start is the weekend of March 20-22, when the American Crossword Puzzle Tournament descends upon Stamford, CT, and puzzlers from all over test their puzzly mettle against some devious and delightful crosswords.

Then, after the big event in March, it’s a few months’ wait until summer, when there’s at least one proper tournament every month. We’ve got the Indie 500 in June, BosWords at the end of July, Lollapuzzoola on a Saturday in August, and Bryant Park in September.

But that ignores all the smaller tournaments and events in between. Libraries and rec centers all over the country host puzzly events that get less press than the famous ones.

For instance, did you know that on March 14th, you can attend the Eighth Annual Finger Lakes Crossword Competition?

I bet you didn’t.

So, in case you’re not traveling to one of the more well-known tournaments, keep your eyes peeled for smaller, but no less enjoyable, puzzle events happening throughout the year.

And good luck to all those headed to Westport for some Will Shortz-fueled cruciverbal adventures! Happy puzzling!

Are you attending any puzzle events this year, big or small? Let us know in the comments section below! We’d love to hear from you!


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PuzzleNation Product Review: Astronomy Fluxx

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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.]

There are plenty of games that center around space, whether you’re forming constellations, repairing your ship, traveling the galaxy, escaping a black hole, or building a civilization. But while you’re worrying about air supply, celestial objects, or other aspects of life in space, you’re rarely reminded of the incredible wonders that can be found beyond the Earth.

It’s unusual indeed for a game to evoke that sense of awe, no matter how fun the actual gameplay may be. Which makes Astronomy Fluxx, the latest offering from the crew at Looney Labs, such a delight.

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For the uninitiated, Fluxx is a card game where you collect keeper cards and put them into play. Different combinations of keeper cards complete different goals, and each player has the chance to put different keeper cards and goal cards into play in order to win. So you might find yourself working toward completing the goal at hand when suddenly somebody plays a new goal, and the object of the game changes.

Along the way, players affect how the game is played by utilizing action cards and new rule cards which alter what players can and can’t do. Suddenly, you’ll have to trade your hand with another player, or start drawing three cards each turn instead of one.

In Astronomy Fluxx, the gameplay is simplified from previous editions of the game — there are no ungoals or creepers complicating play this time around — but the gameplay doesn’t suffer in the slightest.

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Before I get into the rule cards and other ephemera of the game, I have to mention how blown away I was by the art. Using NASA images as photographic source material (instead of the usual charming drawings usually seen in Fluxx games) really infuses the theme of the game into every aspect of the gameplay. The planets burst to life in every keeper card, and the goal cards are eye-catchingly gorgeous.

Some of the goal cards reference specific events from the history of space exploration — from the first man in space and the moon landing to more recent endeavors like the New Horizons spacecraft flyby of Pluto — which certainly brings a smile to this astronomy buff’s face each time I play.

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In addition to the usual rule change cards regarding how many cards to draw, how many to play, hand limits, and so forth, they’ve introduced rules to make use of bonus educational information at the bottom of each keeper card. One card allows you to draw additional cards if you can name the year certain events happened, and another offers a bonus card per turn for a constellation you can name. These cards continue the tradition of Math Fluxx, Chemistry Fluxx, and Anatomy Fluxx of rewarding players for learning about the subject of the game.

Astronomy Fluxx also incorporates the planets into the gameplay in a unique way with certain rule cards that involve planetary orbits and centers of gravity that move from player to player during the game. Each adds an intriguing mechanic that I’ve never really seen before in a Fluxx game, and it really creates a fresh challenge, even for experienced Fluxx players.


All in all, I was absolutely wowed by the depth of creativity that went into the latest offering from Looney Labs. This is a game that lives up to the chaotic, replayable spirit of Fluxx, but with innovative gameplay, solid educational information, and a game-changing shift in artistic style. Their educational Fluxx series continues to impress.

Astronomy Fluxx is available now from Looney Labs and select retailers!


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