A Rubik Kerfuffle on World Logic Day?

Yesterday was World Logic Day, a holiday that I must confess I didn’t realize was a holiday until yesterday.

It was started by UNESCO in 2019 as a way to get people invested in logical concepts and their practical applications to the world at large, celebrating humanity’s great successes through reason, knowledge, and logic.

Of course, as a puzzle guy, I’m all for a celebration of logic. I could’ve marked the day with a discussion of different logic puzzles, highlighting the marvelous human ability to make deductions from limited information and snatch unexpected revelations from a few simple clues or facts.

And maybe I will do that in the future.

But today, instead, I have a minor grievance to share.

The built-in search bar for Microsoft had this little logo there for days. I didn’t notice because, honestly, I never use that search bar. But I happened to spot the Rubik’s cube yesterday and I was very confused.

Green, orange, white, yellow, dark pink, light pink, dark blue, light blue…

This cube has too many colors!

So naturally, I went onto Reddit to see if I was the only one with the same complaint, and I wasn’t. There was a lively discussion about the viability of this Rubik’s cube.

Many commenters pointed out that the colors are probably the result of shading to create the three-dimensional effect. Several even proved the pattern was legitimate by posting their own Rubik’s Cubes to match. (Although at least one was a tongue-in-cheek posting of a cube with the stickers moved and reattached.)

The cube appears to be modeled on the World Logic Day logo from 2024, based on the color choices, but the shadow effect really makes it look like a child had a coloring book page with a blank cube and just scribbled in it willy-nilly.

So maybe, in the future, on World Logic Day of all days, we could avoid making one of the most recognizable puzzles on the planet look weird?

UNLESS.

gasp

Unless it was intentional.

Unless this was all a master plan to raise awareness of World Logic Day by provoking neurodivergent thinkers with an image practically guaranteed to annoy them, thereby causing them to click on the image, driving more attention to World Logic Day!

DIABOLICAL.

I fell right into their trap.

And now, you have too.

Happy Belated World Logic Day, fellow puzzlers!

A Look at Ambigrams in Honor of John Langdon

Symmetry is nothing new to puzzle enthusiasts.

After all, diagonal symmetry is one of the fundamental rules of crossword grid design. (Along with the occasional example of vertical symmetry.)

Puzzlers are used to linguistic symmetry as well. A well-constructed palindrome, the same message reading forward and backward, has delighted and challenged many a puzzly mind. Go hang a salami, I’m a lasagna hog.

Ambigrams scratch the same itch, combining artistic flourish with clever letter placement to create a message with rotational symmetry, allowing you to rotate the image 180 degrees and see the same message.

The curious thing about ambigrams that they feel ancient, like an artistic work steeped in history from centuries past, but in reality, they’ve only been around since the 1970s! (The term itself was coined by Douglas Hofstadter in 1984.)

The four elements as a single ambigram.

The creation of Philadelphia painter, writer, professor, and graphic designer John Langdon, he always envisioned his ambigrams as a visual presentation of words intended to present a familiar concept in an unfamiliar way.

In an interview in 2006 with Newswise.com, he said, “In the early ’70s, I tried to do with words what Dali and Escher did with images.”

Most famously, he created several ambigrams for Dan Brown’s book Angels & Demons, adding a mystical aura to Robert Langdon’s adventures involving the church and the Illuminati.

Oh, yeah, you noticed that, did you? Yes, the protagonist of The Da Vinci Code and several other bestselling works is named after John Langdon.

In an interview, Brown shared the story of his father, a math teacher, showing him Langdon’s book Wordplay, and he was instantly hooked. “John’s art changed the way I think about symmetry, symbols, and art.”

We sadly lost John earlier this year at the age of 79, but his lasting influence in the world of wordplay is alive and well, not only with his literary legacy and namesake, but in the work of other ambigram artists.

The YouTube channel Write Words – Make Magic has gone viral over the last few years by creating ambigrams for viewers’ names, as well as other cultural touchstones, and it’s absolutely worth a watch. They happily show off their techniques for creating ambigrams, and it’s a true delight.

Ambigrams, and Langdon’s art in general, are all about revisiting one’s perspective. “Ambiguity makes people uncomfortable. But the lesson of Taoism is that if you have only one vantage point, you’re not seeing the truth.”

Puzzles are often about viewing things from another angle. Wordplay, punnery, manipulating language to surprise and playfully mislead… these are hallmarks of crosswords and crossword cluing.

A “very strong sense of legibility but also a marvelous sense of esthetics, flow, and elegance.” This could easily describe a great crossword puzzle, but it’s actually Douglas Hofstadter’s description of John Langdon and his work.

I guess it’s all a matter of perspective. Insight and wordplay, lurking within the symmetry.

If you just know how to look for it.


Do you have any favorite palindromes, ambigrams, or examples of symmetrical puzzling, fellow reader? Let us know in the comments section below! We’d love to hear from you.

Happy puzzling!

Farewell, Tim. Farewell, Steve.

Sadly, the start of 2026 has been a rough one for the games industry, as we lost two influential voices in the span of a few days.

Please join me as I take a few moments to honor the lives and contributions of Tim Kask and Steve Dee.


On December 30th, we said goodbye to Tim Kask.

When you think of the early days of Dungeons & Dragons, there are names like Gary Gygax and Dave Arneson that many roleplaying fans probably know. But Tim Kask’s name belongs in the same conversation as those renowned voices.

Tim was hired as an editor for Tactical Studies Rules (aka TSR, the founding company of D&D) by Gygax himself, making him the first full-time employee of the company. He was already a fan of Gygax’s game Chainmail and was one of the playtesters of “The Fantasy Game” (the game that would eventually become Dungeons & Dragons).

And his fingerprints are all over the world’s most famous roleplaying game.

He edited and contributed to Blackmoor, one of the earliest supplemental books for D&D, adding rules, playable classes, and the first published adventure, The Temple of the Frog. Additional supplements like Swords & Spells, Eldritch Wizardry, and Gods, Demigods, and Heroes were also shepherded by Kask’s capable hands.

The first thirty or so issues of Dragon Magazine — formerly The Strategic Review, and then The Dragon, before settling on the name known by most fans — were part of Kask’s ongoing projects for the company as well. It remained one of the premiere D&D-focused magazines for years, and copies of Dragon Magazine are still treasured in RPG collections to this day.

Tim hired influential voices like Kim Mohan, and granted a license to Jennell Jaquays to publish her own D&D fanzine The Dungeoneer, adding new adventures for players to enjoy. (Jacquays would soon revolutionize the concept of the dungeon crawl with her multi-path dynamic dungeons, replacing the linear corridors and encounters that had defined the concept until that point.)

He was one of the first people to call the hobby “role-playing.” Magic Missile automatically hits its target because of Kask. And the Sword of Kas, one of the most legendary weapons in all of D&D, is named after him.

Kask resigned from the company in 1980, displeased with the direction of the game, but he continued to contribute to the games industry by starting magazines, making appearances at Gen Con, writing for The Crusader and Gygax Magazine, and founding game company Eldritch Enterprises. His YouTube channel, Curmudgeon in the Cellar, is a favorite of many gamers and roleplayers.

Fans remember him as straightforward, grumpy, and very very funny, happy to share his knowledge and opinions on the game he helped bring to prominence.

Thank you for everything, Tim.



Only a few days later, on January 2nd, we lost Steve Dee as well.

Steve Darlington, better known to board game enthusiasts as Steve Dee, was president of Tin Star Games, an Australian gaming company dedicated to story-driven play and creative expression. Their motto was simple:

We make games. They tell stories.

His games are endlessly repeatable player-driven fun. You’ve probably heard of his most famous creation, There’s Been a Murder (which was on our Halloween game countdown).

But I want to highlight some of his other games that haven’t received as much of the spotlight. There’s Partners, a two-player game that lets you explore the classic TV crime-solving dynamic of the straight-shooter and their wildcard partner.

There’s also The Score, a simple 18-card game that lets you tell the story of the greatest heist movie ever (at least the greatest heist movie not involving bears).

But he was far more than a mere game designer.

Steve was a huge believer in jams: events where you create something in a limited time, marrying creativity with challenge. He participated in 48-hour jams to create 3-minute short films. He hosted jams and panels at cons, teaching people how to make board games in 2 or 3 hours.

He even hosted a challenge where fans yelled roleplaying game ideas at him and he would turn them into a playable game in just one hour!

Steve’s YouTube channel is a treasure trove of hard-won experience and boundless support for gamers and game designers, shining a light on many of the difficulties of running a small game company in the modern day. His videos are loaded with personality, and his unwavering sincerity shines through in every one.

Described by friends and admirers as humble and helpful, generous and inspiring, Steve was happy to help others with advice, guidance, and encouragement. The number of anecdotes across Facebook and gaming sites was truly overwhelming, mentioning kind words, workshops, impromptu lunch-time feedback sessions, and more.

And it’s so very fitting that his last Patreon post was titled something that fit Steve’s mantra and spirit so perfectly: Just do something.

Please let me conclude this tribute with Steve’s own inspiring words…

In times of crisis, heroism often fails; great efforts come to nothing and the casual or cruel can grant salvation. However, the smallest things can still be incredibly powerful and resonate to eternity. You matter, and if you show up, you can change your fate, or someone else’s. And that is everything.

Thank you for everything, Steve.

Film and TV Moments That FEEL Like D&D!

Stranger Things has come to its epic conclusion (planned follow-up shows aside), and it has absolutely made an impact on pop culture.

Part of the show’s lasting legacy is introducing people to roleplaying games, specifically Dungeons & Dragons. Yes, shows like Freaks and Geeks and Community got there first, not to mention the sitcom juggernaut The Big Bang Theory, but I don’t know that any of them made the experience as accessible to new viewers as Stranger Things did.

Heck, there’s been two different Stranger Things/D&D starter packs to bring those new players into the fold!

And it got me thinking about D&D moments in movies and television shows.

Not moments that mention D&D or its lore or show gameplay or anything like that. I mean moments that FEEL like someone playing D&D.

There are certain moments in pop culture that feel like a D&D solution to a problem, as if this exact scenario appeared in a D&D game and this was the solution devised by the players.

It’s hard to define exactly what makes a scene in TV or cinema FEEL like a D&D moment. Sure, you can pick any buckwild action movie like Crank or Shoot ‘Em Up or Hardcore Henry or Mad Max: Fury Road, but for all the big setpieces and chaotic energy in those films, they don’t necessarily FEEL like a D&D game.

But these scenes definitely do.


It’s only natural to start with a scene from Stranger Things. In season 4, the heroes infiltrate the Upside Down to stop Vecna and try to rescue Max, but they need a distraction.

So, naturally, Eddie performs a wicked guitar solo and blasts metal music to distract the bat creatures and help Steve, Robin, and Nancy get closer.

This feels like such a D&D move for a bard to do, performing a badass yet ridiculously out-of-place musical number in order to help the party.

In the dead zone between the films Pitch Black and 2013’s Riddick, there was the film Chronicles of Riddick, detailing Vin Diesel’s antihero adventures after the events of Pitch Black.

In the film, we’re told this prison planet is so scorchingly hot that it’s uninhabitable, and you’re surely die within moments.

So naturally Vin Diesel’s character dumps a bottle of water over his back and swings into a canyon through the direct sunlight, and the water saves him. It feels like such a D&D player solution to the problem.

Viewer warning: language.

A ridiculous big-swing attack is also a D&D hallmark, so there’s a scene from The Boondock Saints that comes to mind.

In this film, two brothers become vigilantes and begin hunting down criminals. When several mobsters show up after the brothers got the better of them in a bar fight, Connor is handcuffed to a toilet while the thugs drag off Murphy.

So, as you might expect, Connor rips the toilet out of the floor, then carries it to the rooftop, dropping the toilet and then leaping, still handcuffed, onto the thugs, saving his brother.

There has never ever been a game of D&D without at least one player throwing themselves off a high thing and leaping onto the bad guys, gravity be damned. It’s a classic trope.


I reached out to several of my fellow roleplayers for suggestions of other scenes that feel like D&D, and they had two excellent recommendations.

The first is this hilarious sequence from Three Amigos!, where our heroes (?) meet the Singing Bush and encounter the Invisible Swordsman.

It goes so perfectly wrong, and every player has seen a quest go pear-shaped in similar fashion.

There are a lot of scenes from Galaxy Quest that could fit the bill, given that you have a bunch of actors pretending they’re characters from a Star Trek-like sci-fi show.

My friend Troy recommended the scene where Commander Taggart and Dr. Lazarus pretend they’re fighting (like their characters did in an episode) in order to distract the guards and ambush them. They do an awful job, but the ruse still succeeds.

But I think my favorite is the rock monster scene shown above. The panic, the fumbling around for a solution… it’s all so D&D.


So, fellow players, do you have any favorite scenes from film and TV that FEEL like D&D play, either in execution or silliness? Let us know in the comments section below. We’d love to hear from you!

Happy New Year! Goals for 2026!

New year, new… blog post. (Sorry for anyone who was hoping for a new me. It’s just the same ol’ friendly neighborhood puzzle nerd.)

Happy New Year cruciverbalists, gamers, RPGers, and puzzle enthusiasts!

Let’s ring in the new year right, with Lily Hevesh’s domino rendition of Auld Lang Syne:

So, with everyone thinking of New Year’s resolutions and (hopefully) feeling positive for the year to come, what does the future hold for PuzzCulture?

Honestly, I’m not sure, but I would like to share some of my goals (puzzly and otherwise) for 2026.

Ideally, writing them publicly will be an incentive to work harder and bring these goals to fruition! There’s nothing quite like braingaming yourself into genuine productivity!


Keep a running tally of puzzles solved

I’m genuinely curious how many puzzles I solve in a calendar year, so I’m going to keep track of my puzzles per week, just for the delightful data. Maybe I’ll learn something about myself or the puzzle world from it!

Read two books a month

When I commuted by train every day to work, I used to read an average of 5 books a week. (250 books a year was a regular occurrence!) But when the pandemic hit and I started working from work, my reading frequency PLUMMETED. I’m hoping to get back into it and read two books a month. (One a week feels a bit too ambitious, but who knows?)

Double the PuzzCulture readership and grow our social media presence

2025 was a good year for us across the blog and social media, but we can always do better. So if there’s something you’d like to see, or something you’re enjoying that you’d like to see more of, please say so!

Construct one puzzle each month for the PuzzCulture readers

I usually create a puzzle for the major holidays, but this year, there will be a puzzle to solve each month (probably near the end of the month for my own sanity). Any favorite puzzle types? Let me know!

Submitting a crossword for publication

Publishing a crossword is a lofty goal, one that is mostly out of my hands. But submitting something I think is publishing-worthy… that’s an achievable goal, even if it doesn’t end up making the cut at one of the major outlets.

Finish at least four short stories

Half-finished stories have piled up over the last two years, and I need to get these brainworms out to make room for exciting new brainworms!

Publish a game and/or RPG module

Over the last two years, I’ve published a game through 9th Level Games’ Level 1 promotional collection for Free RPG Day. I don’t know if that will happen again this year, but yea or nay, I will be self-publishing something in 2026.

I’m not sure if it will be a short standalone game or an RPG module for an established system, but I feel good about this goal.

#JusticeForSnow

This year, snow got robbed of its rightful place in the National Toy Hall of Fame, and I’m gonna do everything I can to get it back on the ballot AND into the Hall of Fame this year! #JusticeForSnow

Actually compete in a crossword tournament

I love solving tournament puzzles (as you can tell from my reviews), but except for Crossword Tournament From Your Couch, I’ve never competed. Travel is tough for me, but I think I’m gonna take a shot and attempt an At-Home solve for one of this year’s tournaments. I’ll keep you posted!


Do you have any puzzly (or non-puzzly) goals for 2026? Let me know in the comments section below. I’d love to hear from you!

The Saga of Trench: A Story of a Game and a Father’s Love

I started supporting projects on Kickstarter back in 2017. One of the first projects I supported was a strategy board game called Trench.

But I had no idea that clicking that button would take me on a six-year journey that transformed from a simple bit of puzzly business to a heartwarming story of a father’s devotion to finishing his son’s work.



The story begins in October 19, 2017, when Trench was successfully funded by its backers. The projected delivery date was April 2018.

Inspired by trench warfare, the game was created by Rui Montero with a limited production run, primarily based in Portugal.

Here’s a brief description of the game:

The 8×8 grid board is diamond-shaped; each player sets up his army on opposing sides of the “trench”, which divides the board into two. As hostilities between the armies commanded by the players grow, each attempts to seize control over the trench in order to take full advantage of its strategic potential, hoping thus to breach the opponent’s defenses and capture the most valuable and important pieces.

From the Soldiers to the General, each piece being subject to specific maneuvers all will have to cooperate in order to occupy the trench, invade the enemy’s territory, and vanquish the foe. The army that manages to survive after two battles wins the game!

In the hopes of achieving greater exposure, a more successful print run for the game, and the creation of a hardcover strategy guide to accompany the game, Montero brought the project to Stan Strickland and his son Mike. With two successful Kickstarter campaigns already underway for their company Outer Limit Games, Stan and Mike accepted this new endeavor.

Stan was kind enough to share some insight into the project with me:

Rui was in the process of writing a book on strategies for Trench. He asked Mike if he could also help him put the book together. Mike was very talented graphically so he agreed. The reason Mike wanted to create a game was he loved graphic designing. His passion was not games but creativity through his graphic designing. He also loved creating music.

Rui said the book would be a little over a 100 pages but ended up being over 200 pages long. Mike and both were busy trying to complete Tau Ceti and Tradeworlds so it was an added responsibility for Mike. Mike always tried to lend a helping hand whenever he could so he agreed to help Rui. Rui had already had great success with Trench in Europe so the game garnered international attention.

The new Kickstarter campaign was a success, leading to production of three versions of Trench: a miniature version, a regular version, and a premium edition. By November of 2017, production was underway! Backers received regular progress updates. The game was nominated by Board Game Geek as one of the Most Anticipated Games of 2018.

As with any Kickstarter project in those days, there were production days. The estimated April 2018 delivery date came and went. The factory manufacturing the game pieces for the premium edition ended up changing locations. But the Trench team was optimistic production would be finished by May of 2018. The Strategy Guide was also behind schedule, but Mark and Stan were firm on the idea that the strategy guide would ship with the games.

Production on the premium version of the game was finally completed at the end of August (though the Strategy Guide continued to need revisions). By the end of September, the premium version was ready to ship, but the regular version and Strategy Guide still were not.

By the end of the year, fulfillment still hadn’t happened, due to logistical problems.

While all of this was going on, Rui was still writing the Strategy Guide. Because the cost of shipping had started to rise, we quickly realized we would have to ship the game and book together to save on shipping. We explained it to the backers and for the most part they understood. There were some complainers but we knew we had to do what we had to do to pull it off. Mike continued to work on the graphics for the game, while I worked on securing a manufacturer for the book and the mini version of the game. We were both working full time at the time as well. So needless to say, it was quite a task running 3 campaigns at once.

Mike was hit with a nasty bout of respiratory flu in early 2019. (An unfortunate consequence of 70+ hour weeks working on Trench and the other campaigns.) But the team was optimistic that everything would now ship by April 2019.

The team was incredibly honest about the delays, the challenges they faced, and the reasons why certain decisions were being made. Although a delay of more than a year is obviously frustrating, I firmly believe that such honesty and transparency goes a long way with backers, and the sincerity that suffused every update from Mike kept all of us enthusiastic and patient regarding Trench.

By June, the Strategy Guide was nearing completion and getting ready to head to the printers, marking the final piece of the fulfillment puzzle before shipping out the games in a financially feasible fashion. Communication and quality issues with the printers pushed things out further, with the end of July as the new projected deadline.

Mike Strickland and his father, Stan Strickland.

But in September, backers were informed that Mike would be stepping away from the project:

Fortunately, we’re a two-person business. However Mike is having to drop out for a bit due to health reasons. This project and others have taken a toll on all of us, but Mike especially. So for that reason, he is taking a step back to focus on getting himself back to a point where he is able to balance this business, and all the demands and pressures of life as well. He has been overloaded the past few years and has taken on far more stress than he probably should have, so I’m stepping in to take over all the obligations that he has been trying to handle.

What does that mean? It means that I’ll be doing my best to fill in areas that he was handling, but things are just going to be a bit slower since I’m only one person. I know that’s not what everyone wants to hear, but it’s reality and I’m certainly going to do my best to keep the project moving along as quickly as possible.

At 66 years old, Stan stepped up, handling both the continued logistical challenges of dealing with Trench and communication with the Kickstarter backers through regular updates. Stan continued the tradition of honest, forthright posts, explaining that Trench was overbudget (mostly due to increased production expenses and the ballooning size of the Strategy Guide), but he still intended to deliver the game as planned.

But December caught everyone by surprise.

On December 2, 2019, Mike passed away unexpectedly due to heart failure. He was only 38 years old.

I was heartbroken when I read the update. Mike and Stan had worked so hard to try to deliver on all the promises made by the Kickstarter campaign. I had spent the last two years following all the ups and downs of the project, and honestly, I had grown to really like Mike. His passion, his dedication, his creativity… all of these wonderful qualities came through in every message, every progress update. His enthusiasm for the job was undeniable.

We were totally devastated. I tried to carry on with all three games even though I realized it would be a monumental task especially since I did not have the graphic skills that Mike had. I kept in touch with the backers and some were very kind and others complained because things were running behind. I was moving as fast as I could on all projects, trying to complete quotes, manufacturing, etc.

In April of that year, an official update went out to all Kickstarter backers about Mike’s passing:

It has been a very tough few months and we greatly miss him so much. My wife, daughter, and I struggle everyday with the reality that we no longer have Mike around. It is without a doubt the toughest thing a parent could ever deal with. And of course, our daughter Heather and Mike were very close so it’s been really hard on her.

On the bright side, we know we will see Mike again one day in Heaven. It is that assurance and our faith that has gotten us through this tough time. My wife, daughter and I are together in Upstate NY taking much needed time together in order that we might heal, reflect and deal with the loss of Mike.

Mike was the impetus of OLG [Outer Limit Games], and truly a creative genius. Unfortunately with Mike’s quick and unexpected passing, I had no time to prepare for the task ahead of me. I was his sidekick and truly a novice at all of this.

The project had stalled again due to the pandemic and worldwide lockdowns. But Stan continued to update the backers on how the family was doing, how the manufacturing process was changed during COVID, and wishing everyone well.

In October of 2020, we learned that the Strategy Guide was finally in the hands of the printers. Sadly, the anniversary of Mike’s passing was also the projected delivery date of Trench to all of the Kickstarter backers.

Unfortunately, both illness and COVID struck again early in 2021, as mentioned in this update:

I hope everyone is doing wonderful and staying safe and well. I ended up with Covid double pneumonia in January. It has been a very tough last few months as my wife, daughter and mother-in-law all ended up getting Covid too. Fortunately, they recovered quickly. Me on the other hand, with Covid double pneumonia, my heart became enlarged too. I am slowly but surely recovering.

It would take the lion’s share of 2021 for Stan to recover from double pneumonia.

At this point, to save on money, Trench would be shipped alongside another Outer Limit Games project, Tradewinds, in order to save on shipping costs. Tradewinds was projected to be fulfilled by late fall 2021.

But once again, December rolled around with some bad news in store.

The premium edition was done and ready to go. The miniature version of the game had already been scrapped, but there were now serious challenges regarding what was now known as the basic version of Trench.

I believe about 50+ backers backed this game. When it was conceived, it was to be a much smaller and basic version of the Trench game. The backers who backed it, paid $29 USD for it. That portion of the KS donated about $1500 USD to the campaign. As of today, we have spent over $4600 on the basic version. I recently contacted the manufacturer, to let them know we were getting ready for shipment. He surprised me with a storage fee of almost $1500. This caught me totally off guard because Mike wasn’t aware of it before he passed away, which was 2 years ago yesterday. Boy do I miss him!!

In short, to deliver the basic version of the game would cost $200 per copy of the game. It would catastrophically affect the entire campaign. The manufacturer gave Stan an ultimatum: either pay the $1500 or he would destroy the games.

Looking at his storage fee and the cost of shipping, and then fulfillment costs, I had only one decision I could honestly make. With that said, those of you that backed that level, I will gladly refund your money or give you a credit to purchase one of the deluxe games. I am so sorry about this but I am sure you would agree the basic version really is cost prohibited. We should have a limited number of the deluxe versions available. I hope you understand the tough decision I had to make.

In spite of every obstacle, Stan soldiered on.

In April of 2022, logistics finally began to fall into place for Trench. Printing of the Strategy Guide had been pushed to May to avoid potential damage to the books during storage or transit.

In May, Stan mentioned that the increase in fees, fuel costs, and shipping costs due to COVID might force him to reach out to the backers to help handle the final cost of fulfillment. Further updates followed in September and December.

In January of 2023, the backers were asked to cover the shipping of the games in order to complete fulfillment.

This is where I will need your help. As much as I would love to cover the costs of fulfillment, it just isn’t possible. I realize this was part of the plan in our KS campaign but all costs of shipping, fulfillment have skyrocketed. When my son Michael passed away unexpectedly in 2019, I was forced to make a tough decision on whether to cancel the project or continue. I decided I would do my best to complete the project. It has been anything but easy without him as I knew very little about this game or project. Needless to say; I wanted to see it come to fruition for Mike’s sake as well as yours. 

At 69 and living on a fixed income, I don’t have the money to pay for fulfillment. There are just so many unknown and unexpected expenses that came along during this project. Not to mention, dealing with the ever changing global exchange rates. Therefore, I have come to the conclusion, the only way to get the game and Strategy Guide to you will be for you to cover your own shipping.

I asked Stan how the backers reacted to this, and he said, “For the most part, the backers were understanding. There were some games that weren’t shipped but most were delivered.”

As a backer myself, I was happy to contribute once more to this project to see Mike’s dream delivered.

But the question of the Strategy Guide still remained.

Originally budgeted for a physical printing at 100 pages, all the additional edits and changes more than doubled the size of the book.

Mike always had too much on his plate. I know he was stressed trying to complete the Strategy Guide for Trench because Rui continued to add more and more changes to the book. Even after Mike completed pages, he’d have to go back and redo them.

In April of 2023, the decision was finally made to cancel printing the Strategy Guide as a physical book and deliver it to backers as a PDF.

Stan explained the financials to the backers with his typical honesty:

Before the shipping/freight to the US, we had $3280.70 left in the KS Campaign funds. After paying the $4406 for freight, the campaign is -$1,125.30 in the red. I still have another $1939.31 to spend for storage and shipping to our local shipping service. I will have paid $3,064.61 out of my pocket when it’s all said and done. If I had spent the $1680 to print the Strategy Guide, I would be a little over -$4744.61 out of pocket. With me living on a fixed income I just can’t afford that.

With a confirmed deadline of May 31, 2023 to get the shipping paid for, the light at the end of the tunnel had finally neared.

My copy of Trench arrived that summer. It felt unreal to actually hold the game in my hands. I was so moved by the journey and effort that went into it.

On August 28th, Stan sent out his final email to Trench backers, nearly six years after the game had initially reached its funding goals:

I wanted to personally thank all of you that supported Trench. I wish you all the very best.

Trench has an average rating of 7.7/10 on Board Game Geek. Four hundred and sixty-four backers supported the project.

And one incredibly dedicated father worked his fingers to the bone to make sure his son’s promises were kept.

When all was said and done, I had lost thousands of dollars on the projects but knew I did the best I could to finish the projects, and more so, for the legacy of Mike. Some backers were still upset and I understood but I knew I did everything I could to make each project a reality. As much as a task it was, it was worth completing it for Mike’s sake. Before he passed away, he had put hundreds of hours in each project.

After playing Trench again recently, I went back through my emails and reread all of the updates from Mike and Stan over that six-year period. I decided to reach out to Stan, to see how he was… and to let him know I was thinking of him and Mike.

Mike’s dog, a regular feature on his Facebook feed…

He was kind enough to not only respond, but share so many of his thoughts and insights on the project as a whole. I asked his permission to share this story with the world, and he very kindly obliged.

I asked him how he was doing, and his reply felt like the perfect conclusion to this post:

We are doing fine but miss Mike so much. We know we will see him again in Heaven. I am truly am thankful to be finished with all of the games. I was determined to finish each one the best I could in the memory of Mike. I know Mike is looking down from Heaven and smiling. As tough as it was, I am thankful God gave me the ability to complete them.

I hope this helps you understand more about Mike. I hope you and your family have a blessed Christmas and New Year.

Thank you, Stan, for everything.