I’ve written a lot this year about how political decisions have impacted the games industry.
With Trump’s wildly inconsistent implementation of tariffs, we’ve already seen game companies close, cancel projects, and try to right the ship amidst uncertain costs, supply opportunities, and factory dealings.
But the United States isn’t the only place where politically motivated choices are hurting businesses focused on gaming.
It’s happening in Quebec as well:
The very livelihood of these hobby shops and game stores are threatened by Bill 96 (aka Law 14). How so?
Well, one of the rules implemented by Bill 96 involves product labeling:
Starting June 1, 2025, if a registered trademark within the meaning of the Trademarks Act appears on one of your products that includes a generic term or a description of the product in a language other than French, that information must also appear in French on the product.
This means that ALL of their game materials, models, paints, and accessories must include a French translation. They cannot stock them without fulfilling these conditions.
Unfortunately, most of these products simply aren’t available in French. They’re too niche or too focused on the English speaking market (and understandably so), so there’s no incentive for special print runs to accommodate Quebec law.
But it’s not going to punish the consumer, just the store owners. Consumers will be pushed to purchase the same products online (where Bill 96 doesn’t apply), and the hamstrung store owners will lose out on those sales entirely.
This hurts small businesses directly while pushing customers toward juggernauts like Amazon. And all for a law that’s more about political theater than actually serving the public.
It’s hard enough to run a game company or a game store these days. It would be nice if shortsighted, poorly thought-out government mandates avoided making it borderline impossible to build a brand, serve an audience, or entertain folks for a few hours with a fun distraction.
Here’s hoping all the nonsense stops soon and game companies, hobby shops, and gaming enthusiasts can enjoy their efforts in peace.
One of the first women I mentioned was Richard Simon’s aunt. According to the lore of Simon & Schuster, she was the one who inspired Simon to publish a limited release book — the first crossword puzzle book — that launched their publishing empire.
While I was writing that post, I spent a little time researching, and I never came across her actual name. Everywhere I looked, it was simply Richard Simon’s aunt.
And that question festered in my brain for a while.
So, one day, I reached out to Simon & Schuster directly, asking for more information on Simon’s influential aunt. I heard back from Hannah Brattesani, their backlist manager, who not only volunteered to comb through the various company histories, but also suggested a book for my research (Turning the Pages by Peter Schwed).
While Hannah investigated from the S&S side of things, I decided to pursue what was publicly available about the Simon family tree. Perhaps I could look up his aunt directly and find a name that way.
I found that Richard L. Simon was the son of Leo Leopold Simon and Anna Simon (nee Mayer). Leo apparently only had brothers, while Anna’s only sister, Julia, died young.
Okay, that was a dead-end. Ah! But what about women who married into the family?
Anna’s brother Max Reinhard Meyer married a woman named Harriet and Leo’s brother Alfred Leopold Simon married a woman named Hedwig.
So we have two possibilities, but nothing concrete tying either of them to crosswords or S&S’s early days.
I heard back from Hannah, who unfortunately came up empty while searching the S&S archives. The closest we got was a reference from a book celebrating S&S’s 75th anniversary, mentioning “Mr. Simon’s strong-willed aunt.”
Sadly, not an actual picture of Richard Simon’s aunt…
Before I continue, I want to take a moment to ponder all the different permutations of the Richard Simon’s aunt story. For a casual anecdote that adds charm to a business’s first success story, there are a surprising number of variations.
In Turning the Pages and The Centenary of the Crossword, the story goes that Dick Simon had been asked by his aunt for a little help with a crossword puzzle to which she had become addicted. She considered there should be a book of these published.
In an article in Pressreader, she asked him where she could buy a book of crosswords like the ones in her favorite newspaper.
In What’s Gnu?: A History of the Crossword Puzzle by Michelle Arnot, she wants a collection of crossword puzzles for her daughter, an avid fan of the weekly puzzle in The World. In The Crossword Century and Thinking Inside the Box, Simon goes to dinner with his aunt, whose niece was addicted to crosswords.
So the only common threads are Simon, his aunt, and crosswords. Sometimes it’s for her (described as “puzzle mad” or, as we’ve already seen, “strong-willed”), or her daughter, or her niece, or a friend. Sometimes he notices her solving crosswords, sometimes she tells him. Sometimes it’s at her house, or over tea, or at dinner.
Sure, lots of anecdotes evolve over the decades. Any story from your family probably has a number of variations, depending on who tells the tale.
But it’s fascinating that such a fundamental moment in S&S’s history doesn’t really have an official version as part of the narrative.
So, we have Richard Simon, his aunt, and crosswords. Those were the common threads.
And it was the third one in that list that finally led me to her name. Not crosswords per se, but crossword history.
There are several marvelous books about the history of crosswords — I’ll post a list of my sources at the bottom of today’s post — and wouldn’t you know it, several of them include a name for Simon’s aunt!
Well, not a name. A nickname.
Wixie.
Yes, it’s somehow so brilliantly fitting that the woman who launched crossword publishing (for herself, a daughter, a niece, whomever) would have a whimsical nickname like that.
Aunt Wixie.
As it turns out, this nickname was sort of an open secret in the annals of crossword history and I’d managed to miss it in my previous searches across the internet. My grand mystery would have been solved much faster if I’d simply asked some of my fellow puzzlers and puzzle historians.
But I wasn’t disappointed to learn that I was late to the table. On the contrary, I was excited to add “Wixie” to the search parameters and see what I came up with.
A few more online sources were revealed, but sadly, not much else about Aunt Wixie herself.
Now, sharp-eyed readers, you’ve probably come to the same conclusion I did at this point.
Thinking back to what I’d learned about the Simon family tree, I had two possible aunts who had married into the family who could be our crossword-loving inspiration.
One was Harriet and one was Hedwig.
It seems like a natural conclusion that Aunt Wixie and Aunt Hedwig would be one and the same. But none of the sources, paper or digital, ever mentioned her real name.
I could’ve called it here, and written my blog post, and gone on my merry way.
But I wanted that last piece of puzzle that I could definitively point to and say, this, this is her.
In all those Google Books links and online articles, there was one source I couldn’t view publicly, because it was behind a paywall. Naturally, it was also the oldest source I could find online that came up using “Wixie” as a keyword: an issue of Publisher’s Weekly from 1954.
And I could read it… for a fee.
You may find it funny that I balked at spending twenty bucks for access to an article. But I did. I mean, none of the other sources told me more than her nickname and some variation on the crossword book creation myth. Would this one be any different?
As it turns out, yes, yes it would.
From the writeup in Publisher’s Weekly:
Among the devotees of the World’s crosswords was a New York Lady, Mrs. Alfred L. Simon. She had a nephew named Richard L. Simon to whom she was known as Aunt Wixie.
It is so perfectly typical that the smoking gun in my search for Richard Simon’s aunt’s name STILL doesn’t directly mention her by name, using her husband’s name instead. What an insanely fitting denouement.
Nonetheless, I finally had the connective tissue to tie the whole story together. From my deep dive into the Simon family tree, I knew that Mrs. Alfred L. Simon was none other than Hedwig Simon (nee Meier), our elusive Aunt Wixie.
So what do we know about Hedwig?
Sadly, very little. She was born in Frankfurt Am Main, Regierungsbezirk Darmstadt, HE, Germany on February 27, 1868. She had two children, Robert and Helen (hopefully a puzzle lover like her mother, depending on the story), and she died in May 26, 1932 in Manhattan.
That’s it. Several Hedwig Simons come up when you search the name, but unfortunately, I wasn’t able to find anything else I could verify was truly about Aunt Wixie.
Date of birth. Names of her children. Date of death. That’s all we know.
Oh, we actually do know one other thing.
We know that she, in some way, influenced the creation of the very first crossword puzzle book, helping to launch a literary dynasty that lasts to this very day.
But did she though?
It turns out… there’s an asterisk on the historical record that’s worth mentioning.
There is a chance that this entire story is apocryphal, and the influential hand of Aunt Wixie in Simon & Schuster’s earliest days was not as influential as the story makes it seem.
Michelle Arnot reported in her book that Margaret Farrar, first crossword puzzle editor for The New York Times, had her doubts about Aunt Wixie’s role in the creation of S&S’s first crossword book.
In the foreword to Eugene T. Maleska’s 1984 book Across and Down: The Crossword Puzzle World, Farrar herself wrote:
There had never been a book of crosswords and Dick Simon’s aunt had suggested one. (Dick later admitted to me that this was all a joke, even unto the framed memo up on the office wall noting this earth-shaking idea.)
Could Aunt Wixie’s role in the history of crosswords simply be Richard Simon’s invention to help sell crossword books and add some whimsy and down-home family charm to Simon & Schuster’s first of many success story?
Margaret Farrar seemed to think so, and she was one of the most respected names in puzzles.
If this IS the case, Simon seemed to go out of his way to sell the story. He had a framed memo on his wall, as Farrar mentioned. He had a presentation copy of the first crossword puzzle book inscribed by both himself and Max Schuster to Aunt Wixie (the note pictured above), which was returned to Richard Simon upon her death, and which now resides in Will Shortz’s private collection.
Will’s collection also includes a copy of 1925’s Celebrities’ Cross Word Puzzle Book, a collection by S&S featuring puzzles created by (you guessed it) celebrities. It’s a leatherbound presentation copy specially printed for “Aunt Wixie.”
By the end of 1924, S&S already had four bestselling crossword compilations on the shelves. By the time The Celebrities’ Cross Word Puzzle Book was published in 1925, would Simon still have bothered with perpetuating the Aunt Wixie story, given the runaway success of S&S’s crossword puzzle books?
It seems a tad unnecessary.
The many variations on how Aunt Wixie, Simon, and crosswords influenced that first puzzle book could mean the story was made up, taking on a life of its own as it was shared anecdotally. Or it could mean that it’s true, as many stories from a hundred years ago have variations from being shared over and over again, retold many times. It’s hard to say either way.
That first book sparked a long, successful series…
I choose to believe that Hedwig Simon was in fact the impetus behind that first book. Maybe it’s naive to want her to be a true crossword enthusiast (or the mother of one, or the aunt of one), and not simply one more corporate invention to sell something to someone.
But I’m okay with that.
I’m happy to have spent this time and energy trying to unearth her name and learn a bit more about her, and I’m hoping that I might have the opportunity in the future to continue learning about her.
And I’m happy that this post, in some small way, might bend search algorithms and lead more people to associate the name Hedwig Simon with Simon & Schuster’s successes.
Narratively, I probably shot myself in the foot a little by putting her name in the title of the blog post. But this entire endeavor has been about learning more about her, learning her name, and it would be the height of selfishness to bury it in hundreds of words of text just for a ta-da moment.
So, in closing, let me just say, thanks Aunt Wixie, and it was nice to meet you, albeit very briefly, Hedwig.
My sincere thanks to Hannah Brattesani of Simon & Schuster, Rebecca Rego Barry of finebooksmagazine.com, and especially Ben Zimmer, who provided several key sources and links (and confirmed that the Publisher’s Weekly was the earliest source on the subject).
Sources:
-Turning the Pages: An Insider’s Story of Simon & Schuster 1924-1984 by Peter Schwed -What’s Gnu?: A History of the Crossword Puzzle by Michelle Arnot -The Centenary of the Crossword by John Halpern -The Crossword Century by Alan Connor -Thinking Inside the Box: Adventures with Crosswords and the Puzzling People Who Can’t Live Without Them by Adrienne Raphel -Publishers Weekly (April 17, 1954, Volume 165, Issue 16)
This summertime gaming festival of fun is the creation of Caro Murphy, an award-winning game designer who not only founded the Boston Festival of Indie Games, but has lectured on game design at the university level and contributed heavily to Disney’s Star Wars: Galactic Starcruiser interactive experience and Club Drosselmeyer events like this year’s Cthulhu Luau!
They’ve put together a five-day program to teach kids about game design and help them create their own card games, board games, roleplaying games, or LARPs, whatever interests them!
With morning and afternoon sessions to choose from, this seems like an awesome way to get the youngsters in your life started on a lifelong journey of game creating, appreciating, and collaborating.
Do you know of any other kid-friendly puzzly or game-fueled events happening this summer, fellow puzzlers? Let us know in the comments section below! We’d love to hear from you.
Hey there, fellow puzzler. Stop me if you’ve heard this one before:
Ah yes, the riddle of the two guards. Also known as the two doors puzzle, the two guards/two doors puzzle, and, my personal favorite, that awful crap riddle.
It’s easily the most famous example of a Knights and Knaves logic puzzle, which all work off the idea of individuals who always lie or always tell the truth, and a solver who needs to deduce how to proceed.
I think the best and most colorful presentation of the riddle was in the film Labyrinth, thanks to Jennifer Connolly and some very lovely puppetry:
I’ve always wondered about this riddle. Is there a sign posted that explains the rules? Because otherwise, you’d assume the guard who tells the truth would have to explain the rules…
Unless the one who lies tells you the rules, which are a lie, and it’s a trap and you’re totally screwed!
Geez, this is getting complicated already.
Oh good, I’m not the only one who agonizes over this sort of thing. Image courtesy of Crabgrass Comic.
Let’s assume the rules are fair. There’s a guard who always lies and a guard who always tells the truth, and you need a single question to root out which door is the safe one to enter.
The traditional answer is to ask one guard which door the OTHER guard would say leads out.
But what if one of the guards is INVISIBLE?!
If the guard you asked is the one who lies, then he will lead you astray by telling you (falsely) that the other guard—the truthful guard—will point you towards door B. This makes door A the safe bet.
If the guard you ask is the one who tells the truth, he will tell you (honestly) that the other guard—the lying guard—will point you towards door B. This makes door A the safe bet.
In both cases, the outcome is the same: walk through the opposite door.
Naturally, people have tried to find ways around this.
Some suggest that you ask the guards to walk through their respective doors and report back what they see. I don’t know that this would work, because it’s not clear if the guards would have to follow your orders. Also, we don’t know if certain doom for US would be certain doom for the guards. If they both walk out totally fine, it probably won’t work.
For another option, you can act in typical Dungeons and Dragons-fueled fashion and use what I call the direct approach:
But unfortunately, it misses the meat of the riddle. It’s not just knowing which guard lies and which guard tells the truth, it’s about knowing which door to take as well.
Of course, if you believe the folks at XKCD, there are consequences for cleverness as well:
Although it is a riddle easily given to weasel words and pedantry, it has led to some wonderful comedy.
This joke, for instance, gives us some much-needed backstory to the guards and their current circumstances:
In a similar vein, this one lets us see one guard’s life after clocking out for the day:
I also enjoy this one, which ponders what sort of person would employ a riddle like this as a security measure in the first place:
So I put it to you, fellow puzzler: how would you tackle the riddle of the two guards? Labyrinth style? Barbarian style? Or have you conjured up a different question to ask the guards?
Let us know in the comment section below. We’d love to hear from you!
It’s a little sad that the only time Dungeons & Dragons hits the headlines these days, it’s for stupid behind-the-scenes reasons and not terrific storytelling reasons.
Over the last two years, Dungeons & Dragons has been in the news for:
-trying to destroy the third-party market from which they profited by releasing a new OGL (the gaming license that allows third-party companies to make content for the D&D brand) -repeatedly using AI-generated material after claiming they would not -sending actual Pinkerton agents to someone’s house for revealing a Magic the Gathering product ahead of time -being accused of racial stereotyping and social tone-deafness for one of the playable races in Spelljammer –gutting their Sigil team and continuing to push for more AI-fueled content (including the idea of AI Dungeon Masters to run their games)
Except for the successes of Baldur’s Gate 3 (which is more due to the video game company than Wizards of the Coast or Hasbro) and the D&D movie (which has no follow-up plans that we’re aware of), it’s been a cavalcade of poor choices, mismanagement, and actions that seem designed to burn good will with the audience rather than build it.
In the aftermath of the OGL scandal, several competitors have risen to challenge D&D’s status as the RPG juggernaut, including Matt Colville’s MCDM RPG/Draw Steel, Kobold Press’s Tales of the Valiant, and Critical Role/Darrington Press’s Daggerheart.
And now they’re hemorrhaging talent on the creative side as well.
Back in April, Chris Perkins and Jeremy Crawford both departed from Wizards of the Coast, D&D’s parent company.
This was rightfully seen as a huge blow to the brand, as Perkins and Crawford were not just the most visible representatives D&D had to the playing public, but also the architects of modern D&D over the last two decades or so.
They were the smiling public faces that endured the slings and arrows from an unhappy fanbase, doing their damnedest to explain away the poor choices foisted on them by WOTC and Hasbro. Whatever good will the brand had, much of it was due to those two.
A few days ago, Perkins and Crawford announced they were joining Darrington Press, the publishers of D&D competitor Daggerheart, with the intent of producing new non-D&D RPG content. Given that Critical Role has been credited with a large chunk of D&D’s continued popularity over the last decade, seeing two of the most influential voices in D&D join them should give Wizards of the Coast shivers.
This week also marked the departure of two more important voices at WOTC, one by choice, and one not by choice.
Jess Lanzillo, vice president of the D&D brand announced she was stepping away from WOTC after eight years working on both Magic: The Gathering and D&D. She has been credited with pushing for new releases, helping shepherd 2024’s revised rules, and increasing branding opportunities for Magic: The Gathering.
Head of content (and face of much of D&D’s video/online content) Todd Kenreck announced he was laid off from D&D this week as well. Losing another popular public face of the brand — and doing so by choice this time — marks another short-sighted decision by WOTC/Hasbro higher-ups.
Now, let me be clear, I’m not ringing alarm bells and claiming that D&D is dying. Far from it. D&D IS roleplaying to so many people, and they could coast on that for years.
But it’s worth noting that this FEELS like a sea change in the market. I would argue consumer confidence in D&D hasn’t been this low since the late 90s/early 2000s when the brand floundered wildly after the release of Fourth Edition (and the rise of Pathfinder in its wake), but that doesn’t mean doom and gloom.
All those alternatives are looking to build a name for themselves, particularly on the Darrington Press side by hiring Crawford and Perkins, as well as Daggerheart making waves by completely selling out every edition of their new releases.
Hasbro and WOTC desperately need to reassess what they THINK the audience wants, as well as what Dungeons & Dragons should be.
The ship isn’t sinking yet, but it’s leaking. And who knows when the iceberg might hit.
There’s so much going on this week in the intertwined worlds of puzzles and games to get into, so let’s skip the intro and get to the good stuff!
Boswords Summer Tournament registration is open!
Sunday July 27th marks the latest edition of the Boswords crossword puzzle tournament, and that’s only six weeks away! Thankfully, registration is now open to reserve your spot in this year’s event.
You can participate either in-person or online (as an individual or in pairs) and test your mettle in 5 themed puzzles and a themeless championship puzzle constructed by a marvelous lineup of cruciverbalists: Ross Trudeau, Chandi Deitmer, Hemant Mehta, John Harrington, Mary Tobler, and Quiara Vasquez!
Go to boswords.org for details, to register, or to sample content from previous Boswords events!
Westwords this weekend!
Boswords may be six weeks in the future, but the second annual Westwords Crossword Tournament is happening this Sunday, June 22nd!
This event is also being held both in-person and online, with four themed puzzles and two themeless/freestyle puzzles to challenge solvers. The list of constructors for this year’s event is quite impressive: Amie Walker, Caitlin Reid, David Steinberg, Kevin Christian, Nate Cardin, and Willa Angel Chen Miller!
Last, but certainly not least, Free RPG Day is this Saturday, June 21st.
The concept behind Free RPG Day is simple. All over the world (but mostly in the United States), local game shops, hobby shops, and other outlets team up with RPG publishers to distribute new, fresh, and most importantly, free material for all sorts of different roleplaying games, systems, and settings.
Explore the world of roleplaying games at your friendly local game shop and pick up some game quickstarts and free swag along the way!
Will you be participating in any of these puzzle- and game-fueled activities this weekend, fellow puzzler? Let us know in the comments section below. We’d love to hear from you!