A Magic Puzzle Box? (Solved on YouTube For Your Convenience)

One of the cooler bits of promotion I’ve seen from a gaming company recently was executed by the team at Magic: The Gathering for their new Zendikar Rising brand.

For the uninitiated, Magic: The Gathering is a collectible card game where players buy starter decks and booster packs of cards in order to build the best possible deck with which to battle their friends in card-playing combat. Each player is a wizard known as a planeswalker, playing cards that represent creatures summoned, spells cast, magical items used, and more.

So what was their intriguing promotional tactic?

They sent out a bespoke chest — a puzzle box to entice players, gamers, and social media influencers — accompanied by a riddle which offered clues for each stage of the puzzle box to help solvers unravel its secrets.

Now, sending a puzzly chest of treasure to gamers is an instant win. If you’re a fan of fantasy narratives like those woven into the gameplay of Magic: The Gathering, this is the perfect enticement.

But that was only the company’s first stroke of genius in their Zendikar Rising campaign.

Their second was sending a box to YouTubers Rose Ellen Dix and Rosie Spaughton.

Rose and Rosie are a charming married couple who post all sorts of comedic content, social commentary, and slice-of-life vlog posts on YouTube. They also host a gaming channel where their specialty is being very bad at games.

So when I saw that they were tackling the M:TG bespoke mystery box for their next Let’s Play Games video, I knew it would make for terrific viewing.

I was not disappointed.

First, they read the letter accompanying the puzzle box, which detailed their role as adventurers trying to sort out this treasure box while the rest of the party continued on their adventure.

Their mission was to solve the riddle and uncover the treasure inside the mystery box.

Here’s the riddle that awaited them:

A brave adventurer
must apply pressure to the Planeswalkers
and they will venture
to reveal the key to their powers.

Strength in numbers is a sign of great force,
but only one truth can endure this course.
Find the pin that reveals the way,
and set it free before you’re led astray.

True secrets can only be seen
when you can align with the machine.
It will twist and it will turn
and it will be spun until your fingers burn.
Wait until you feel the lift
to reveal underneath the glorious gift.

The end of your journey arrives
Hold tight the stone and consider your lives.
For they will be pulled together by an invisible magic
Push down your might so it will not be tragic.
Turn it but a quarter of the way.
All four stones will ensure their sway,
Revealing a secret panel you must remove
and seek the answer that your talents will approve.

Brave adventurer, thy quest has come to an end,
but fear not, for your gifts will tend
to your strength in magic in Zendikar.

While Rose immediately suggests throwing the box or setting it on fire, Rosie focuses on the logo on top of the box, and Rose begins pressing on it. Eventually, Rosie pressed on the right spot, revealing a secret compartment and a key.

The key opened the outer box, which revealed two smaller puzzle boxes, both wrapped in fabric.

Rosie’s box had two dials on the lid, which both had to be turned to a certain point for the box to open. Rosie quickly figured this out, revealing two booster decks for their new Zendikar Rising game, as well as two small metal pyramids that would be needed for the next stage of the solve.

Rose’s box appeared to be nailed or screwed shut, but one of the pins could be removed, allowing the lid to slide open sideways and reveal the treasure inside: two more booster decks and two more small metal pyramids.

Inside the main box, below the two smaller treasure boxes, was an elaborate panel with four dials and two holes. The trick was to place the pyramids in the correct spaces, turn them a certain way, and lift the panel to reveal the treasure. This required a bit of trial and error, but the dynamic duo would not be denied.

The panel lifted, revealing two Zendikar Rising Commander Decks. The Commander Decks are designed specifically to introduce new players to the game and ease them into the world and gameplay. (The cards in the Booster Packs can augment and add to the Commander Decks.)

While the puzzle box is hardly the most challenging out there, it was an absolute delight to watch Rose and Rosie tackle it. They’re effortlessly hilarious, and their frustration (as well as the bickering that ensues) was very entertaining.

Also, it’s thoroughly enjoyable to hear two people who don’t play Magic: The Gathering describe the game. The mix of sheer enthusiasm and total vagueness regarding actual gameplay did a pretty solid job of making the game seem exciting and inviting.

I look forward to seeing them try their new Zendikar Rising sets out. It will probably be a terrific gateway video for new players.

Well played, Magic: The Gathering.


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Puzzles in Plain Sight: Secret Message in Hollywood Edition!

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[Image courtesy of MathTutorDVD.]

I am fascinated by codebreaking, secret codes, and that whole subgenre of puzzle solving. Probably because I’m pretty bad at it.

Don’t get me wrong, I can crack your bog-standard cryptogram or alphanumeric message. I’m fairly good at identifying patterns and deciphering codes when it comes to simple three-, four-, and five-digit answers in most escape room scenarios.

But when you start getting into encryptions where a letter’s meaning can shift as the coded message evolves — like the one employed by a devious 10-year-old kid in a puzzly letter to Santa years ago — and I quickly find myself stymied.

It leaves me all the more impressed when I read about codebreaking efforts as ambitious as ENIGMA and as silly (and, yet, still quite impressive) as Futurama fans cracking the multiple alien codes in the show just from random snippets.

But codebreaking isn’t just about cleverness, pattern-recognition, and determination.

Sometimes, it’s about knowing where to look.

For instance, in Los Angeles, there have been secret messages being transmitted in plain sight for decades.

Just cast your eyes to the light atop the Capitol Records building in Los Angeles.

The building was designed to look like a stack of records on a turntable, complete with the spindle pointing skyward. It opened in 1956, and the president of Capitol Records at the time, Alan Livingston, wanted the light to send out a message in Morse code. On opening day, Leila Morse — the granddaughter of Samuel Morse, inventor of Morse code — turned the light on.

The secret message being broadcast? “Hollywood.”

The message blinked away for decades. But it wasn’t the only message the light atop Capitol Records would send over the years.

In 1992, to celebrate the fiftieth anniversary of Capitol Records, the code was changed to “Capitol 50” for the entire year. Then it went back to the traditional “Hollywood” code.

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A decade later, it was changed again. What was the message? A secret announcement that would excite millions of pop music fans…

“Katy Perry. Prism. October 22, 2013.”

But as far as anyone can tell, nobody noticed. This teaser announcement never made the local or national news.

And so far, there hasn’t been a secret message since. At least, not that anyone has noticed.

Still, best keep your eyes on that light. You never know if your favorite artist might send you a secret signal. And it sure beats looking for backwards messages in heavy metal songs.


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Farewell, FarmVille.

FarmVille is coming to an end.

Be honest with me. When’s the last time you even thought about it?

Well, you’re thinking about it now, and you’ve got a few more months to ponder its peculiar existence before it vanishes into the ether along with your abandoned garden plot.

But why are we talking about it here?

Yes, although this is not a puzzle game, there’s no denying a connection between FarmVille and the puzzle community. (And not just how puzzling it is that FarmVille ever became as popular as it did.)

There’s no refuting the metrics. In the Venn diagram of crossword/puzzle solvers and FarmVille users, there’s plenty of overlap. They scratch very different itches in terms of what someone gets out of engaging with them, but both did become a daily part of many people’s routines.

Of course with FarmVille, that was by design. Except for keeping track of your solving stats through puzzle apps, there’s no penalty for not solving crosswords every day the way there was with FarmVille. The puzzle crops will not wither and die in your absence. Though I have it on good authority that the puzzles will miss you.

Anyway, I can’t NOT write about the end of FarmVille. We cover games as well as puzzles here, and FarmVille was one of the biggest games in the world at one time. And it did so by engaging plenty of users that weren’t typical gamers.

FarmVille launched in 2009 as part of Facebook’s social gaming platform, and that year alone, Adweek reported that there were 73 MILLION monthly active users. (For comparison, that was a fifth of Facebook’s entire user base at the time.)

The company behind FarmVille, Zynga, has never published FarmVille-specific user stats. I haven’t been able to verify peak usership or where the usership stands now. The best I could find was a 2013 claim that the sequel, FarmVille 2, had 40 million active monthly users.

Now, to be fair, it’s only going away as a Facebook-accessible program. You can still play it as a mobile app, along with FarmVille 2, FarmVille 2: Country Escape, FarmVille 2: Tropic Escape, and FarmVille 2: Revenge of the Neglected Turnips. (Okay, I made that last one up.)

There is also a FarmVille 3 on the horizon. For some reason.

Although the game officially closes by December 31, in-app purchases for the Facebook version of the game close November 17th, so if you’re feeling nostalgic and want one last chance to blow real-world money there (or to spend credits you still have in the game), better get to it.

So what do you think, fellow puzzlers and PuzzleNationers? Are you sad to see it go? How many hours did you leave behind in that farm? How many people did you consider unfriending just to stop their requests for FarmVille-related nonsense? Let us know in the comments section below. We’d love to hear from you.


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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.)

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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!

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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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