A Collection of Cracking Crossword Clues

Someone recently asked me about my favorite crossword clue, and after mentioning four or five off the top of my head, I cut myself off and tried to explain that it’s impossible for me to pick one.

So many clues are out there that surprised me, or outwitted me, or made me laugh, or made me think in an unexpected way. I could never narrow it down..

Regular readers who have seen my reviews of various crossword tournament puzzles will recall I like to highlight favorite clues.

I actually keep track of clues from constructors as I solve various crosswords. Not only are they often witty, hilarious, and/or impressive, but they inspire me as a puzzler to always try to find entertaining, engaging new angles for these crucial crossword elements.

So today, I’d like to pull some favorites from my personal clue vault and give them some time in the spotlight.

(I’m crediting the constructor listed on the byline for each clue. These clues may have been created elsewhere and reused, created by the constructor, or changed by an editor, I have no way of knowing. So I’m just doing my best to give credit where credit is due.)

angeloz

One of the most engaging aspects of crossword cluing is how constructors can accomplish so much with just a few words.

I love a good misdirection clue, because it not only has a straightforward meaning that sends you one way, but it has a true secondary meaning that usually only emerges once you’ve considered the clue for a bit.

The word ANTE lends itself to this sort of cluing — particularly given the meaning of “house” with regards to casinos and cards — and I think Janie Smulyan’s “House payments” clue was the best one I’ve seen in a while.

Similarly, Peter Gordon is a whiz at making a few words speak volumes, and his clue “Foot in ‘the door'” made my mind go in a few directions before you finally land on IAMB.

Of course, it’s not just concise phrasing that lends itself to wordplay. Patti Varol led solvers down a delightful garden path with the clue “They may be called on account of rain,” which cleverly clues the answer CABS.

You can also use multiple examples to mislead solvers. Neville Fogarty accomplished this with the clue “Org. with Magic and Wizards,” which no doubt has people pondering Hogwarts or the Ministry of Magic before realizing the answer is NBA.

Patrick Berry offered another terrific example with the clue “Time or Money,” where the capitalization is the only hint to the true answer, MAG.

Another genre of cluing that doesn’t get enough love is trivia cluing. I love learning new things, and crosswords don’t just teach you peculiarities of language like variant spellings. They also teach you the names of European rivers, organizational abbreviations, and even silent film stars.

And when a clue offers some trivia I didn’t know, that’s just a solving bonus.

Aimee Lucido is very good at keeping her trivia clues topical, and she’s previously used “127 congresspeople, as of last month” for WOMEN. In a similar vein, she taught a little bit of gender history with the clue “All the students at Dartmouth, until 1972” for MEN.

Evan Birnholz offered some musical information with the clue “1986 #1 hit ‘On My Own,’ e.g., ironically,” slyly cluing the answer word DUET.

Paolo Pasco snuck this very peculiar nugget of information into one of his crosswords, explaining that “Coconut oil has one of 4.” This clue is almost impenetrable until you realize the answer is SPF. (Was this covered in an episode of Gilligan’s Island or Survivor or something?)

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[Image courtesy of Collider.]

Howard Jones managed to incorporate both trivia and an act of misdirection with the clue “This might begin with E,” deftly making it hard to see the answer EYETEST.

Craig Mazan and Jeff Chan presented some movie trivia with the clue “Word cried 15 times in a row by Meg Ryan in ‘When Harry Met Sally...'” Anyone who has seen the film instantly recognizes the answer here: YES. But the thought of the constructors actually counting for this clue tickles me greatly.

As we pointed out above, multiple examples can really enhance a clue, and that counts in trivia clues as well. Peter Gordon played with capitalization with the clue “Santa Fe and Tucson, e.g.” for the answer SUV. Terrific misdirect here.

Bryan Betancur, meanwhile, drew a nice character parallel with the clue “Pixar hero or Verne antihero” for the answer NEMO.

nemo

[Image courtesy of Disney/Pixar.]

I know some crossword outlets aren’t fans of using clues that specifically reference each other — “With 21-Across, name of Charlie Chaplin film,” for instance — but other publishers are completely fine with this style of cluing.

And naturally, that allows constructors to have some fun making connections and using clues to reference each other.

Matt Gaffney had two clues that offered information on each other with the pairing “33-Across, in a lab” and “30-Across, on the kitchen table,” which clued NACL and SALT respectively.

Peter Gordon had a doozy of a clue in a themeless puzzle with HARRY ANGSTROM as an answer, where he tied that entry into a clue with a mathematical twist.

The clue “Film character whose last name is roughly 95 septillion times longer than 23-Across’s?” for BUZZ LIGHTYEAR is a stroke of genius. Having two characters with units of size/distance for names really works here, and the science/math nerd in me thoroughly enjoyed.

Finally, a trick I don’t see too often — but very much appreciate — is a clue that references ITSELF in order to play with the solver’s expectations.

Rebecca Falcon nailed this idea with her clue for 46-Across: “With 46-Across, comforting words.” The answer? THERE.

Gotta love it.

What are some of your favorite crossword clues, fellow puzzlers and PuzzleNationers? Let us know in the comments section below! We’d love to hear from you.


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New Puzzly Mystery Series? Parnell Hall’s Puzzle Lady Headed to TV!

parnell-hall-puzzle-lady

Some exciting news broke recently if you’re a fan of puzzle-fueled mysteries on television.

A few days ago, it was announced that a team of production companies have acquired the rights to Parnell Hall’s Puzzle Lady mystery series and are looking to develop it into a new mystery drama series.

The series centers around the grumpy Cora Felton, a nationally syndicated crossword puzzle editor who prefers to spend her time investigating crimes and nosing around police investigations than worrying about grid fill or witty cluing.

And, of course, each novel includes crosswords from Will Shortz that are woven into the narrative.

Although there are a host of colorful supporting characters to fill out the cast — one that will adapt nicely to the screen, in fact — the other major player worth noting is Cora’s long-suffering niece Sherry, a clever young woman who both handles the crossword side of things and tries to keep her aunt’s detective shenanigans in line.

Most of the press releases refer to Cora as “Miss Marple on steroids.” Personally, I don’t see it, unless they’re referring to Cora’s penchant to ignore social niceties in order to solve the case. I suspect that her combination of hardheadedness, determination, and keen observation skills will make her a favorite of mystery fans.

After all, who can’t get behind a sharp-tongued older woman who tolerates no guff and happily sidesteps the authorities in order to make sure justice is done?

two more options

As for the production side of things, they’ve assembled a solid team. ZDF Enterprises, which is headlining the project, recently sold crime drama The Bridge to the BBC. (One production company involved, Canada’s December Films, is a relatively new entity.)

The other production company, North Yorkshire’s Factual Fiction, already has several successful projects to their credit, producing The Curse of Ishtar and Agatha and the Midnight Murders. (Another entry in the Agatha series, Agatha and the Truth of Murder, was produced by the founding members of Factual Fiction for Channel 5 in the UK.)

Although they have acquired the rights to all twenty books in the series, the plan right now is for a six-episode run, and members of the production staff, including top execs and screenwriter Dominique Moloney, are already in place.

There’s no word yet on casting or when production will start, but we’ll keep you posted as soon as we know more.

Naturally, this makes one wonder about the OTHER crossword mystery series we’ve come to enjoy over the last year or two: the Hallmark Movies and Mysteries’ series The Crossword Mysteries.

A fourth film is still listed as forthcoming on IMDb, but the latest updates (posted back in June, as far as I can tell) show no movement on that front.

Astonishingly, the last one (Abracadaver) aired only back in January. It feels like it was a hundred years ago in 2020 time, doesn’t it?

Well, it sounds like cruciverbalist Tess Harper and detective Logan O’Connor might soon have some stiff competition in the puzzly sleuthing market.

Are you excited about the Puzzle Lady mystery series announcement, fellow puzzlers and PuzzleNationers? Who would you like to see cast in the series? And can we expect some Will Shortz cameos? Let us know in the comments section below. We’d love to hear from you!


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PuzzleNation Product Review: Escape the Room: The Cursed Dollhouse

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

All this week, we’ve been discussing different ways to enjoy escape room-style solving from home. We’ve measured each style against the various elements present in most escape rooms — searching the space, finding clues, interacting with the environment, solving puzzles, and experiencing the narrative — to see which ones help scratch this particular puzzly itch from the comfort of your own house.

Today, we continue that journey as we look at ThinkFun’s most elaborate and engaging escape room puzzle game yet. Join us as we accept the challenge of Escape the Room: The Cursed Dollhouse.

Now, unlike our typical reviews which are absolutely loaded with pictures showing you the art, the puzzle layout, different solving styles, and so on, this review may feel a little sparse on the details. But unfortunately, when you’re talking about an escape room puzzle game that’s this involved, this elaborate, and this labor-intensive to bring it to fruition, I wouldn’t want to ruin a single moment of puzzle-solving fun for one of our readers.

So instead, let’s get into the spirit with a nice, spooky little intro.


Every neighborhood has that one house, the one kids whisper about. The one that inspires spooky stories and dares to see how far you can progress into the yard before you panic and run back to your friends.

Your neighborhood is no different. Mr. Garrity’s house has become that mysterious house, ever since his young daughter went missing. Now there are strange lights coming from the shed in his backyard, and other children have been reported missing.

What is going on in that mysterious shed? You decide to find out.

You sneak in, and you’re baffled to find nothing suspicious at all. Just a dollhouse sitting on the work table.

Except it’s glowing…

Drawing you closer…

Until you take one step too many…

Suddenly, the real game begins. And your puzzly skills are the only thing standing between you and a monstrous curse!


A three-dimensional interactive puzzle-solving experience, Escape the Room: The Cursed Dollhouse is one of the most impressive puzzle games I’ve ever seen from ThinkFun. (And when you consider their previous efforts involving magnets, lasers, and other fantastic elements, that’s really saying something.)

Designed for solvers 13 and older, The Cursed Dollhouse is expected to take upwards of two hours to solve, and between the setup, exploring the various rooms, and tackling the numerous different puzzles inside, that feels like a very fair assessment.

After sliding the box from its protective (spoiler-preventing) sleeve, both the top and bottom of the box itself open up to form the frame of the dollhouse. Thick punch-out boards provide the floor, roof, and various pieces of furniture for the house, and an envelope full of different materials await eager solvers to challenge their minds with mechanical puzzles, riddles, deduction, and outside-the-box thinking.

Furniture, walls, ceiling, floor… every inch of the playspace is utilized in some form or fashion, creating one of the most immersive escape room game experiences I’ve ever played. Heck, some puzzle apps aren’t this engaging, and that’s with no physical barriers or restrictions when it comes to the puzzles.

One of the hardest things to replicate from the escape room experience is the tactile sensation of puzzle solving. The sheer joy and satisfaction of physically manipulating pieces, moving objects, finding secrets, fitting pieces together, and completing tasks is very difficult to simulate in miniature.

But this game has that solving fun in SPADES. Virtually every piece has to be handled or used in some way, and getting to play around with these pieces puts all sorts of solving skills to the test, whether it’s jigsaw-style puzzling, pattern recognition, brain teasers, or logical deduction.

And anyone who experienced their fair share of escape rooms knows the feeling of dealing with puzzles in stages. Some of the game pieces and items you find are relevant to the puzzles at hand, while others must be tucked aside or saved to be carried forward into different areas. The Cursed Dollhouse is no different, offering puzzles for each room in the house as well as information and game pieces to keep with you that will prove vital later.

It can be a bit overwhelming to have so much at hand at once, but it’s immensely satisfying to slowly assign different pieces to their particular puzzles and eliminate them one by one. It’s like whittling down the puzzliest to-do list of all time, and it’s great fun.

They’ve even added a new spin to a classic puzzler’s tool.

Anyone who has bent their brain with one of ThinkFun’s earlier Escape the Room games, as well as readers of yesterday’s post, will be familiar with one of the key solving elements: the decoder ring.

Utilizing a system of symbols for every puzzle, the decoder ring even has a locking feature to add a touch more suspense to the proceedings. Once you’ve turned each wheel and lined up your symbols, you slide the locking lever to the side, and several small windows open in the center of the disc. If the symbols revealed match the puzzle symbol, you’ve got the correct solution!

It’s a nice little touch that adds a lot to an age-old solving trope, and seeing the faces of younger solvers light up when the ring confirms their solve is a terrific moment of puzzling to treasure.

Similar to the Exit: The Game products, The Cursed Dollhouse also has a guidebook. It offers descriptions of the narrative as you progress and instructions on when you can proceed. For younger solvers, it’s a solid framework for the sometimes chaotic and undirected energy of escape room-style solving.

The Cursed Dollhouse offers fewer moments of frantic running around, but you won’t miss it; you’ll be too busy poring over every inch of the house and the gameplay pieces to miss all the skittering about you’re used to.

Be careful, though; younger solvers and older alike should be wary of the tape and sticky substances holding many of the various gameplay elements in the house in place. I worried on more than one occasion that I might damage one of the gamepieces just trying to free it. They’ve traded a bit of user-friendliness in service to keeping the puzzle elements in their places.

The game also offers an online resource to print and recreate any puzzle elements you manipulate or destroy in the course of your solve, so that you can reset the game for other players. It’s a nice touch that ensures more players get a chance to tackle this devious series of puzzles, and also helps mitigate a price point that’s a little higher than the average at-home escape room set.

The webpage also offers solving hints and solutions for any puzzles that flummox you, complete with visuals and videos, so you can not only progress forward, but learn precisely how the puzzle works (so if you encounter a similar puzzle in the future, you’ll know what to do).

I really can’t say anymore with giving something away, so I can only hope this review has managed to convey just how impressed I am by this puzzle game. The amount of thought, detail, and care that has gone into it is staggering, only matched by the ingenuity and deviousness of the puzzle designers. It brings the escape room experience home like never before, and young solvers and older alike will find plenty to enjoy in this meticulously crafted package.

Plus it’s gloriously spooky, which makes it perfect for fall and Halloween solving.

Escape the Room: The Cursed Dollhouse will be available on October 1st from Amazon for $42.99, and it’s worth every penny.


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Escape Room Gameplay at Home: Unlock! and Exit: The Game

mind bender escape room

[Image courtesy of The Portland Press Herald.]

In yesterday’s post, we discussed different ways you can enjoy escape room-style puzzling at home. We covered books, apps, and audio formats, but we left the largest category for today’s post: escape room games.

There are a myriad of games that try to encapsulate the escape room experience — searching the space, finding clues, interacting with the environment, solving puzzles, and experiencing the narrative — with varying degrees of success.

Escape Room: The Game, Escape Room in a Box, Escape from Iron Gate, Escape from the Grand Hotel, and Escape Tales: The Awakening are just five examples that turned up with a cursory search. That’s just the tip of the iceberg, of course, when you consider games that incorporate escape room-style or timed elements, like Mission X-Code, Cut the Wire, Bomb Squad Academy, Fuse, and Two Rooms and a Boom.

But all of those games are dwarfed in the marketplace by the industry leaders — based on sheer number of available puzzly experiences, anyway — so we decided to sample those and explore escape room gameplay from.

I solved three games from the Exit: The Game franchise and three games from the Unlock! franchise.

Let’s dive in, shall we?


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[Image courtesy of Meeple Mountain.]

Exit: The Game products create an escape room experience by combining a deck of cards, a guidebook, a sliding decoder ring, and miscellaneous items to be used throughout the game. The deck of cards is divided into red riddle cards (labeled by letter), blue answer cards (labeled by number), and green help cards (labeled by symbol).

There is an app as well that hosts a tutorial, your timer, atmospheric sounds and music, and a star-based scoring mechanism rating your performance at the end of the playthrough.

In the easier games, the guidebook progresses page by page, and you’re meant to go no further until the answer cards tell you to do so. You’ll use what’s on each page, along with the information on the riddle card to solve each puzzle.

Most of the puzzles will result in a three-digit number, which you enter into the decoder wheel. The decoder wheel will reveal a card number, which you will pull from the answer card deck. If you’re completely wrong, you flip the card to reveal a red X and go back to the drawing board. If you’re on the right path, the answer card will have different card numbers for each of the different puzzle symbols. You find your symbol, then go to the card in the answer deck indicated.

For instance, if you’re solving a puzzle with a triangle symbol, you solve the puzzle with a three-digit code, and enter that code into the decoder wheel. It sends you to, say, card 29. On card 29, you look for the triangle symbol, and you go to the card number listed. If you’re correct, you move forward in the game with new riddles, rooms, and in the easier games, the next page in the guidebook. (In harder games, the entire guidebook is “in play” the whole time, and you must figure out which pages connect with which puzzles and riddle cards.)

Some of the riddle cards and guidebook pages must be cut, manipulated, or destroyed in order to complete the various puzzles, so each Exit game is a one-time play experience. Each also requires some outside-the-box thinking (sometimes literally!) in order to crack various riddles.

I found each game to be an enjoyably interactive experience, and it felt like many of the above activities associated with escape rooms were replicated nicely. (One of the harder games not only had the puzzles and riddles to solve, but a murder mystery as well, which really kept me on my toes, because I wasn’t just thinking about the next riddle and discarding the bits and bobs I’d used. I had to pore over every detail in order to solve the murder!)

In case you’re interested, the three games I tackled were The Haunted Roller Coaster (difficulty: 2/5), The Abandoned Cabin (difficulty: 2.5/5), and Dead Man on the Orient Express (difficulty: 4/5).


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[Image courtesy of Escape Games Canada.]

Unlike the Exit series, Unlock! games consist of entirely of a deck of cards and your app. But that doesn’t make it any less interactive. Instead of the guidebook, decoder ring, and riddle cards being manipulated, more of those experiences are handed through the app.

The cards provide locations, challenges, helpful items, solutions, and warnings, all identified with numbered or lettered cards in the deck. So you can end up with quite an array of cards in front of you while you solve.

The app, on the other hand, hosts your timer, atmospheric sounds and music, a penalty button (which removes time from your timer!), a hint button, a machine button, and a code button. Any codes you unravel are entered into the code screen (instead of a decoder ring), and certain puzzles are mechanical, which you manipulate in the app. The app then tells you what number/letter card(s) to draw from the deck to proceed.

The number system for the Unlock! cards is interesting. Each card representing a puzzle to be solved or an item to be used has a number associated with it; to see if you solved the problem correctly, you add its two numbers (one for the challenge, one for the solution).

If you combine a helpful item’s card number with a challenge’s card number, the total equals another card in the deck. If you’ve solved the challenge correctly, the card matching that sum reveals something: an opened lock, a new room, additional puzzles and helpful items, etc. If you’ve combined items incorrectly, the card matching that sum reveals a time penalty. (For instance, if you have a key on card 16 and a keylock on card 25, you’d go to card 41 in the deck.)

There is no destroying cards or anything here, so if you wished, you could reshuffle the deck and allow someone else to try the game. (It wouldn’t be much challenge for you, since you know all the riddle solutions now. But it’s nice to know I could walk less experience escape room solvers through the game on a replay, enjoying their efforts. That’s not possible with an Exit game.)

In case you’re interested, the three games I tackled were The Night of the Boogeymen (difficulty: 1/3), The House on the Hill (difficulty: 1/3), and Squeek & Sausage (difficulty: 2/3).


Each brand has its pluses and minuses.

While the guidebooks in Exit are more detailed than the location cards in Unlock! games — and the miscellaneous items are a nice touch — I found I had to do more searching with the location cards. I would scrutinize every nook and cranny, because some numbers were hidden in shadow, or written at odd angles so your eye slides right past them. Exit is less devious with that aspect, but only because it has more space to play with for puzzles in the guidebook.

Both game systems had red-marked cards to indicate your failure on a given puzzle, but in Unlock!, you were penalized twice over, because you’ve already lost the time on the clock you spent on that dead end, and then you get the timer penalty as well.

Unlock! definitely makes greater use of its app. Honestly, except for the star-ranking system and some nice atmospherics, you could do without the Exit app. (Particularly since group solving can be pretty noisy, so the atmospherics are mostly lost unless you’re in quiet contemplation.)

I was thoroughly impressed by how both systems tried to recreate so many aspects of the escape room experience. Searching the space, finding clues, interacting with the environment, solving puzzles, and experiencing the narrative were all included to some degree, and I felt genuine pressure watching the minutes and seconds tick away as a particularly vexing puzzle left me baffled, if only momentarily.

I would recommend games from either series to anyone trying to recapture that escape room spirit in these trying times. But they’re also terrific icebreakers for people who have never tried an escape room, but don’t want to feel the pressure of being on-location, instead solving from the comfort of home.


I hope this brief look at these two puzzly franchises — I purposely stayed light on actual puzzle or scenario details to avoid ruining the experience for anyone — offered yet another avenue for you to explore as you enjoy escape room solving from home!

Don’t forget, tomorrow is the finale of Escape Room Puzzle Week, as we review ThinkFun’s latest diabolical creation, Escape the Room: The Cursed Dollhouse!


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Escape Room-Style Solving From Home!

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[Image courtesy of Yelp.]

Unfortunately, the ongoing global crisis is preventing a lot of people from feeling safe while engaging in communal puzzly events. While crossword tournaments (and events like the upcoming Boswords 2020 Fall Themeless League) have adapted to the online and remote-play spheres, escape rooms haven’t been so lucky.

Sure, some have reopened during this difficult time — and anyone familiar with escape rooms was probably using a fair amount of hand sanitizer to begin with, even before all this! — but there’s no doubt that the industry has taken a hit.

Some escape rooms have adapted, hosting virtual escape room experiences on Zoom and other platforms, and I’ve heard good things about those communal play experiences.

But there are other ways to harness that escape room-style solving vibe for yourself from the comfort of your own home. Today, we’re going to look at a few options.


Escape Room Apps

While The Room is probably the benchmark series for escape room apps, there is a vast world of escape room-inspired apps available for both iPhone and Android users.

A casual glance at each brand’s offerings give solvers a host of intriguing choices. Names like Forever Lost, RealMyst, Agent A, The Birdcage, All That Remains, Adventure Escape, House of Da Vinci, Rusty Lake, War Escape, Cube Escape, and Spotlight hint at hugely different solving experiences.

Some are point-and-click-style explorations of a space, ranging from a series of doorways to vast multi-room affairs loaded with secrets to uncover with the touch of a finger. Others, like our own Wordventures: The Vampire Pirate, give you an entire town to explore!

Some go beyond point-and-click, letting you actually manipulate objects, twisting knobs to open doors, spinning wheels on combination locks, moving puzzle pieces into place, and more.

And the different narratives behind each are virtually limitless. You might be a prisoner concealing your efforts to escape from the guards, or a bird trying to free yourself from your cage, or a person onboard the sinking Titanic, or a secret agent pursuing your nemesis.

For a relatively low price — or sometimes even free (with the occasional ad) — there are plenty of options available right in your pocket.


Escape Room Books

These come in all shapes and sizes, and can be delivered right to your door.

Some are constructed like Choose Your Own Adventure novels, allowing you to make different choices and explore the outcomes, both good and bad, resulting from your decisions.

Others are built like labyrinths to be explored and unraveled. A good example would be Brad Hough’s The Maze series, which offers a first-person perspective on labyrinths, as if you’re actually wandering into each room and new area.

Still others are page-by-page progressions, full of puzzles and wordplay that require you to solve certain challenges before you can proceed forward.

Each of these offer the sort of sequential chain-solving that escape room devotees look for. You can make choices, solve puzzles, and move forward in the narrative toward the next challenge!


[Image courtesy of I Googled Israel.]

Escape Room Audio

Yes, you can even solve interactive audio versions of escape rooms now! My sister showed me this recently — utilizing the voice-activated Alexa feature on her phone — and I’ve tackled several different scenarios.

It plays like an old text adventure game, where you give the game vocal commands and it responds with information. For instance, you can tell it to look left, look right, look up, look down, or look at a particular object, and it will tell you what you see.

As you build a visual idea in your mind of what the room and its contents look like, you must find useful items, crack codes, solve puzzles, and escape!

The quality of these can vary by setting; for the most part, they’re competently assembled and feature puzzles that wouldn’t feel out of place in a real escape room. (One of them, though, had a solution so nonsensical and wacky that I couldn’t believe THAT was the correct solution. As always, your mileage may vary.)


Do you have any other suggestions for escape room-style solving from home, fellow puzzlers and PuzzleNationers? Let us know! We’d love to hear from you.

And remember, we’re continuing this discussion on Thursday with a look at two of the top at-home escape room game brands on the market today, Unlock! and Exit: The Game, before reviewing ThinkFun’s new 3-D escape room puzzle game The Cursed Dollhouse on Friday!

Stay tuned, and happy puzzling!


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

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

A Dash of Poetry Punnery! — The ReHASHtag Game

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You may be familiar with the board game Schmovie or hashtag games on Twitter.

For years now, we’ve been collaborating on puzzle-themed hashtag games with our pals at Penny Dell Puzzles, and this month’s hook was #PennyDellPuzzlePoetry. Today’s entries all mash up Penny Dell puzzles with famous poets, verses, titles, poetry styles, and more things associated with the world of poetry!

Examples include: Langston Hughes Calling?, The Crossroads Not Taken, and “Shall I compare thee to a summer’s Daisy?”

So, without further ado, check out what the puzzlers at PuzzleNation and Penny Dell Puzzles came up with!


Puzzly Poets!

Ezra Spellbound

Wizard Wordsworth

Sylvia Plathfinder

Maya Right Angelou

John Keats It Moving

Dylan Thomasterwords

Christina Rows-Garden-setti

Wallace Odds and Stevens


Puzzly Poems!

Codewords on a Grecian Urn

The Spider’s Web and the Fly

As the Rhyme Time Draws Nigh

Stepping Stones by Woods on a Snowy Evening

The Red Wheelsbarrow

Kubla Khansonant Search

A to Z-mandias

Jabberwacky Words


Puzzle Haiku!

It’s hard to keep this
many puzzles in order.
Take your Places, Please!

Deduction Problem
Letterboxes, Brick by Brick
The sharpest pencil

Two angry puzzlers
often traded Sudokus
and exchanged cross words.


Famous Puzzly Verses!

I think that I shall never see, a puzzle lovely as These Three.

There is no frigate like a variety puzzle book-
to take us lands away…

Quoth the Raven “Superscore.”

For he on Honeycomb-dew hath fed,
And drunk the milk of Pairsadise.

Who made the Crossword?
Who made the Word Seek and the Fill-in?

It came without Fill-Ins. It came without mags.
It came without Patchwords, Letterboxes or Mixed Bag.

2-B or B-2, you sunk my Battleships.


“Wasting Ink”

Made thirty-one copies, but I’m solving in pen
so it’s back to the printer again and again.


Twinkle Twinkle Lucky Star, how I wonder where You Know the Odds are,
Match-Up above the Whirly-Words so high, like a Diamond Mine in the sky,
Twinkle Twinkle Lucky Star, How many Triangles I wonder where you are


One intrepid puzzler even reimagined Edgar Allan Poe’s classic work “The Raven” with a puzzly perspective, complete with art! Check it out!

poe-try


Members of the PuzzleNation readership also got in on the fun when we spread the word about this hashtag game online!

Twitter user @pauliscool1927 immediately leapt at the opportunity, offering the delightful riff, “A dog with a muzzle solves a puzzle?” which feels like both a short rhyming piece and a crossword clue.


Have you come up with any Penny Dell Puzzle Poetry entries of your own? Let us know! We’d love to see them!

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