5 Questions with Puzzler Leslie Billig!

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have Leslie Billig as our latest 5 Questions interviewee!

[Leslie, next to trivia whiz Ken Jennings, at the
2006 American Crossword Puzzle Tournament]

Leslie Billig began her puzzle career at Dell Magazines in 1982 and went on to create, edit, proofread, and fact-check puzzles for numerous outlets, including The New York Times, The Wall Street Journal, Games magazine, People, and Reader’s Digest.

She’s also published her own puzzle books, authoring Sit & Solve Cryptograms for Sterling and coediting Dell Magazines’ Puzzler’s Sunday Crosswords. In addition to all that, she has served as editor of The Uptown Puzzle Club — a by-mail Puzzle of the Month Club subscription with high-quality, New York Times-style puzzles — for more than a decade, but she’s making an exciting transition to a new post! (Come on, I can’t tell you everything in the intro. *smiles*)

Leslie was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Leslie Billig

1.) How did you first get into puzzles?

I’ve loved puzzles and wordplay from an early age, and started solving crosswords at my father’s knee. He did the New York Times crossword puzzle (in ink!) and at some point I was able to fill in the squares he left blank. I also enjoyed the variety puzzles in Dell magazines; my favorite was the Bowl-a-Score Challenger (also known as Bowl Game).

In this game, you’re given 10 letters arranged like bowling pins, and the goal is to form one word using all the letters for a “strike” and two smaller words for a “spare.” I was never satisfied to make just one spare: I’d try to form as many combos as I could: 5,5 4,6, 3,7 etc. This game instilled in me a love of anagrams that’s lasted to this day.

[Leslie performing in the 2005 American Crossword Puzzle
Tournament talent show… which she won, by the way!]

2.) In your estimation, what separates a topnotch puzzle from a run-of-the-mill puzzle? What are some favorite puzzles or clues you’ve encountered over the years?

Crossword puzzles have truly evolved in the 32 years that I’ve been in the “puzzle biz,” and I continue to be astonished by the originality and cleverness of the people who make them. A great crossword begins with the theme, of course, but I believe the fill is just as important. The solver solves the *whole* puzzle, not just the theme entries. You can have a brilliant theme, but if the rest of the grid is filled with crosswordese, Roman numerals, obscure abbreviations, and overused words, it will diminish the solving experience.

One of my favorite crosswords appeared in the January 2007 issue of the Uptown Crosswords Club. It was called Self-Effacement by Robert H. Wolfe, and the gimmick was that there were no I’s in the grid. I decided it would be even better if there were no I’s in the clues, either. That was a fun challenge!

I remember the hardest two answers to clue were ENYA and BOHR. For Enya I couldn’t use the words Irish, Gaelic, singer, vocalist, musician, or (Grammy) winner. The clue for BOHR couldn’t include Danish, Nobelist, Niels, physicist, scientist, pioneer, or Einstein (contemporary).

Another example is a terrific puzzle constructor Raymond Young made for my magazine, Dell Puzzler’s Sunday Crosswords. It was a 15×15 crossword that, when solved, became a Word Search puzzle in which the names of all the playing cards, from ace to king, were hidden. Pretty impressive for a daily-sized crossword!

3.) In addition to your work in puzzles, you’re something of a game show pro, having worked on Who Wants to Be a Millionaire and been a contestant on NPR’s Ask Me Another. Do you feel that your puzzle-solving experience has helped you in your game show adventures? Are there any other shows you’d like to tackle?

[Leslie on NPR’s “Ask Me Another”]

I actually held two positions while working on Who Wants to Be a Millionaire — first as a researcher and then as a question writer. I’d say my years as a professional puzzle editor certainly helped me there: one picks up a lot of trivia and odd information in that line of work!

Being on Ask Me Another was a hoot. For one thing, it’s unique among game shows because so many the questions involve puzzles and wordplay, not just trivia. Right up my alley! You can hear the episode I was on at their archives.

You can listen to the whole episode, or just the segments I’m in: “Bankable Stars” (my first segment) & “Reverse Spelling Bee” (big finish).

4.) What’s next for Leslie Billig?

After 12 years as editor of the Uptown Puzzle Club, I’m excited to succeed Rich Norris — [Glenn’s note: Los Angeles Times Crossword Editor] — as editor of the Crosswords Club.

Patti Varol — [Glenn’s note: friend of the blog, puzzle constructor, and all-around good egg] — succeeds me as editor of Uptown, and solvers can continue to expect challenging and entertaining crosswords in each of these Clubs. Check them out!

5.) If you could give the readers, writers, and puzzle fans in the audience one piece of advice, what would it be?

No advice, but a request: please introduce any children in your life to the joys of puzzle solving — the pleasures and benefits will last a lifetime.


Many thanks to Leslie for her time. You can follow her work with the Crosswords Club here, and be sure to check out her library of puzzle books at Barnes & Noble here! I can’t wait to see what puzzly fun she cooks up next.

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!

5 Questions with Schmovie creator Sara Farber!

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have Sara Farber as our latest 5 Questions interviewee!

[Sara, alongside husband and partner Bryan
and their product testing toddler.]

Sara is a writer and content creator who has worked on numerous toys, games, and products for children and adults alike. From fill-in-the-blank story templates to interactive CD-roms and games with educational components, she combines fun content with classic puzzle games to make the most of a child’s playtime.

The debut creation of her company Galactic Sneeze is the movie mashup party game Schmovie, which encourages players to conjure up hilarious movie titles that match different cards drawn at random. (A perfect puzzle-theme generator for crossword fans, to be sure!)

Sara was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Sara Farber

1.) Many of the products you’ve worked on involve a heavy learning aspect as well as gameplay. What’s the secret to making learning fun, especially for a young audience?

Great question. I aim to create content that engages in a meaningful, enjoyable way. I include silly jokes, rhymes, playful songs, and games. I infuse humor into everything I do… not just for the kids, but for the parents as well. If mom and dad have to hear the same counting song over and over again… it better be a good one!

Sometimes toys will have a character say, “learning is fun” or “I love to learn!” I’d rather have kids discover something is fun on their own, rather than convince them via a Jedi mind trick.

2.) You not only masterminded the creation of Schmovie, but you wrote the questions for Hasbro’s Pointing Fingers Game. What about these sorts of free-form party games appeals to you, instead of more formal board games or other formats?

My favorite projects are ones where I help develop the personality/voice of a brand, especially when it involves a comedic spin. Creating a party game is about packaging fun in a strategic way. It involves devising a clever schtick, coming up with a killer name, creating a simple yet engaging play pattern, and in most cases… infusing it with humor.

I enjoyed working on Pointing Fingers because I was asked to come up with hundreds of wacky scenarios. And Schmovie has been a blast since we’ve essentially provided a platform for players to be creative and funny. The game creates new memories and inside jokes for players, and I love reading the hilarious titles submitted on our Facebook page.

3.) You’ve worked with some pretty well-established characters, including Elmo, Dora the Explorer, and Scooby-Doo. Like many puzzle designers, you have to put a new spin on a recognizable brand. What’s your process for working with established properties while still adding your own touch?

There’s more flexibility with some brands than others. The key is to know the character and the “do’s” and “don’ts” of the property inside and out before diving in. I watch a lot of kids’ TV shows, read episode scripts provided by the licensor, and stay current on what toy and game companies are doing. My goal is to bring a fresh approach to classic play patterns. Rather than including a traditionally sweet preschool-sounding song, I might work with a composer to create a jazzy little number or a funny rap.

Some brands, like Penguins of Madagascar or SpongeBob SquarePants, are awesome to write for since the characters lend themselves to so much humor. Others are less about distinctively funny characters and more about the unique situations they find themselves in. If I’m writing a script for a toy or digital game with a more complex play pattern, I spec out the logic first so I know every single condition I need to write for. Then I go back and write all the character dialogue. And then I’ll go back through and kick it up with humor, sounds, and music to bring it to life.

4.) What’s next for Sara Farber?

My time is split between running Galactic Sneeze, the “fun stuff think tank” I founded with my husband, and taking on consulting/freelance projects for larger toy and game companies. I enjoy the mix. We’re currently working hard to spread the word about Schmovie. It launched in September at select retailers, and recently hit the shelves at Barnes & Noble. (W00T!)

We’re currently focused on inventing rather than publishing, which means we come up with concepts and then pitch them to larger toy and game companies. We have a few new games in the works we’re excited about. We also developed a story for an animated feature film that we’ve been looking for the right home for, as well as a kids’ TV show. The cool thing about running a “fun stuff think tank” is that we’re always working on fun stuff.

5.) If you could give the readers, writers, and puzzle fans in the audience one piece of advice, what would it be?

Always bring a game to a party. Never bring a fruitcake.


Many thanks to Sara for her time. You can check out Sara’s latest projects on her website and the Galactic Sneeze website, and be sure to follow her on Twitter (@SaraFarber) for games, humor, and updates on all her endeavors. I can’t wait to see what she (and Galactic Sneeze) come up with next.

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!

PuzzleNation Reviews: Cirkusu (by Baffledazzle)

In our most recent edition of 5 Questions, I introduced you to Rachel Happen, the puzzler behind Baffledazzle, a Kickstarter to create high-end jigsaw puzzles that are aesthetically pleasing and more challenging than the average puzzle.

She sent us a review copy of one of the five initial Baffledazzle puzzles she’s created, so let’s give Cirkusu the full PuzzleNation review treatment!

[Note: This is intended as a spoiler-light review, so while I do discuss the completed puzzles in vague terms, I won’t include any pictures of completed puzzles.]

Cirkusu is a series of jigsaw puzzles centered around the history of games. It’s up to the solver to complete each puzzle, and once they’re assembled, to unravel the identities of each game.

cirkusupiecesall

[A fleet of puzzle pieces awaits the solver upon opening the box.]

First off, these pieces are beautiful. The wooden pieces are well cut, visually interesting, and simply fun to play with. Despite the curious shapes and inscribed patterns, it’s still a very challenging jigsaw-style puzzle. And since there’s no picture on the cover to bias the solver, it becomes a matter of matching words, patterns, and different fonts in order to solve the seven puzzles included.

cirkusupieces

[Just a small sample of the variety of Cirkusu puzzle pieces.]

Each puzzle is inscribed with text, presenting historical context for the game’s creation or rules on how to play, enriching the solving experience and offering clues for the second part of the solve: determining each game’s identity.

Also included are numerous miscellaneous bits and bobs, made from wood, plastic, acrylic, and other materials. These allow some of the puzzles to become full playable games, encouraging the solver to experiment further with different play styles, perhaps even inventing your own game along the way toward figuring out the actual game. (Other puzzles explain how to create a given game on your own, even providing blueprints for how to do so.)

close-upforreview

[A close-up of a few individual pieces.]

What separates a Baffledazzle puzzle from the average jigsaw is not only the fine craftsmanship and attention to detail, but also the exploration each puzzle encourages. You can hit the library or take to the Internet in order to find out more about the puzzles, or you can play with the games and make it your own. You dictate when the puzzling experience ends (particularly when there are hint and solution envelopes included).

Solving the puzzle becomes one part of a greater journey. And that makes for a truly memorable solving experience.

[You can check out all of Rachel’s Baffledazzle puzzles, including Cirkusu, on her Kickstarter page.]

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on Twitter, Pinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!

5 Questions with Puzzle Creator Rachel Happen of Baffledazzle

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have Rachel Happen as our latest 5 Questions interviewee!

Rachel is the entrepreneur behind Baffledazzle, a Kickstarter campaign to create visually striking, challenging jigsaw puzzles for a new generation of savvy puzzlers. Baffledazzle originated as Tumblr and Twitter accounts that encouraged viewers to try different activities and explore Rachel’s unique brand of visual and mental puzzles.

As an avid puzzle solver herself, Rachel strives to turn every new puzzle into a learning exercise, making Baffledazzle puzzles an intriguing mixture of hands-on puzzling and solver-driven exploration.

Rachel was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Rachel Happen

1.) How did you first get into puzzles?

Honestly, I can’t remember! I have always been really into puzzles. Jigsaw puzzles were my school-break staple for many years. I’d spend snowy days lying on the floor, sorting pieces by color. In fourth grade I had a math teacher that would give us those grid-based logic puzzles to fill time. I just devoured them. I solved them all and collected them in a binder. She had no idea what to think of me.

But my interest in puzzles really ramped up a couple of years ago when I stumbled on a 1960s-era Springbok and it knocked my socks off. They were doing things that pushed the jigsaw puzzle medium forward, visually and conceptually. I absolutely love exploration and challenges so finding both in a jigsaw puzzle was heaven.

I started buying up old Springboks and learned all about Par and Stave and the centuries-old tradition of beautiful wooden jigsaw puzzles. Then I read Anne Williams’ excellent book on jigsaw puzzle history and just thought, “I have to try making my own puzzles.”

[A glimpse at Code Breakers, one of Rachel’s puzzly designs.]

2.) Many of your creations, both on your YouTube channel and in your Kickstarter campaign, have both a puzzle aspect and a research aspect. Is it safe to say that your optimal solving experience goes beyond paper or puzzle pieces? What appeals most to you about that style of puzzling?

Ah, you put this so beautifully! Yes that’s exactly right. I want to use puzzles as a path, instead of making puzzles for puzzles’ sake. I aim to make puzzles that take you somewhere new, show you something you haven’t seen before. The solving experience I’m looking for is one of discovery.

I love that style of puzzling because one minute you’re quietly solving a puzzle and the next you’re combing through the history of public transit in France or plugging common Polish sayings into Google Translate, hot on the trail of the next clue. It pulls you away from your desk and pushes you out into the world. By making puzzles about real things (facts, people, moments in history, cultural traditions, etc.) I’ve tried to give solvers another way to engage with the world, another way to explore it.

I also love that there are no rules! They’re puzzles where you’re supposed to look up the answers on your phone. I wanted to make puzzles that acknowledged the omnipresence of information. I’ve tried to draw on that skill for searching by asking solvers to harness it and navigate into new waters, find new sources, and piece things together.

[In this video, Rachel discusses the Baffledazzle Kickstarter
campaign she launched earlier this month.]

3.) You mention in your Kickstarter video that you’re also a dancer and a clothing designer. How does the creative process for those activities compare to creating a BaffleDazzle video or puzzle?

Ooh, good question! I feel like the creative process is very similar because I’m hyper-focused on experience. Creation of any kind usually starts with an experience of my own. Maybe I saw something, learned something, or felt something that I thought was worth sharing. From there I think about how I can capture that experience in an object, activity, or performance.

For me, it’s not enough to just share the thing. Seeing a picture of that hilarious dog isn’t the same as walking around a street corner and just seeing it there. You don’t feel that same silly elation of encountering something bizarre out of nowhere. Similarly, reading a couple of sentences about a clever British spy isn’t the same as sliding a dusty book off the shelves of a deathly quiet library, flipping it open, and seeing her face, discovering her story like some forgotten treasure.

I do everything I can to capture that experience, then iterate and iterate and iterate! I credit my love of “let’s try it again!” to years of training in a ballet conservatory, where you can never practice too much.

When it starts to feel done, I take a step back and ask if I’ve made something that rewards people for their time. Have I captured the experience? Does this deliver something new? Will people walk away seeing the world a little differently? If the answer is yes then I push it out into the world!

[A few of the intricate pieces that make up the Baffledazzle puzzle
Cirkusu, which we’ll be reviewing on Tuesday!]

4.) What’s next for Rachel Happen and Baffledazzle?

More puzzles!! I have a big backlog of puzzle ideas that I’d love to create. Having my own laser cutter will make prototyping new puzzles much easier, so I’m putting 110% into this Kickstarter campaign to (hopefully!) fund that purchase.

Aside from puzzles, I’d like to explore other experiences that could be paths to discovery. We’ll see what sorts of shenanigans I can get up to with a laser cutter in the workshop!

5.) If you could give the readers, writers, entrepreneurs, and puzzle fans in the audience one piece of advice, what would it be?

See how many chips you can eat in a stack! But seriously, I would say: make things first, then worry if they’re any good. The only difference between someone with a business and someone with a good idea is that one of them acts like they know what they’re doing.


But wait! There’s more! Rachel has hidden a puzzle in this interview! The first person to provide the answer — either in a comment on this post or on one of Rachel’s social media platforms — will win a set of four Code Breakers puzzles!

(This offer is not contingent on the success of the campaign; she’s already produced these Code Breakers. And this puzzle never expires! If someone solves it years from now, she’ll still send them their prize.)


Many thanks to Rachel for her time. You can check out (and support) the Baffledazzle Kickstarter by clicking here, and be sure to check out Rachel’s other creative endeavors by following her on Facebook, Twitter (@Baffledazzle), and on her Tumblr page.

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on Twitter, Pinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!

Welcome to Follow-Up Friday!

Welcome to PuzzleNation’s first ever Follow-Up Friday!

Follow-Up Friday is a chance for us to revisit the subjects of previous posts and update you, the PuzzleNation faithful, on how these projects are doing and what these people have been up to in the meantime.

Today, I’ve got a few short updates for you.

First, there’s a terrific new puzzle book out there created by Ian Livengood, New York Times Crossword constructor (and our very first 5 Questions interviewee).

The book is Sit & Solve Sports Crosswords, and it’s not only affordable, but it’s designed to fit right in your pocket for easy travel! Spanning sports from baseball and soccer to hockey and basketball, you’re sure to find a puzzle here to excite your inner sports fan! You can get it through Barnes & Noble or Amazon!

Now, I’d like to revisit two of the Kickstarter campaigns I profiled back in February.

The first was the campaign launched by Angela and Aubrey Webber, better known as musical duo The Doubleclicks. (Check out their session of 5 Questions here!)

They CRUSHED their goal of $18,000 dollars, eventually topping $80,000 and ensuring their musical magic would keep them both very busy for the next year and beyond. Congratulations Angela and Aubrey!

The second was the kickstarter for Pairs, a card game developed by James Ernest of Cheapass Games. (Check out James’s session of 5 Questions here!)

The unique design of this Kickstarter campaign allowed backers to choose the number of decks of Pairs card game variants they would receive in return for their money. So the better the Kickstarter campaign did, the more game variants they would have to choose from after the campaign closed.

Hoping for $12,000 to launch the Pairs card game, James raised over $300,000 dollars, enabling the company to prepare TWELVE different variations of Pairs for publication. (Some of these will be limited runs, so backers will have first pick of games that may never hit the public market!)

Are there any stories or features from the PuzzleNation Blog you’d like an update on? Let us know and your suggestion could be the focus of our next Follow-Up Friday!

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle apps and iBooks, play our games at PuzzleNation.com, or contact us here at the blog!

5 Questions with Rena Nathanson of Bananagrams

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have Rena Nathanson as our latest 5 Questions interviewee!

Rena Nathanson is the CEO (aka the Top Banana) of Bananagrams, a puzzle company built around family-friendly dice and tile games with anagram, pattern matching, and word building elements.

Bananagrams and its fellow puzzle games have won numerous awards and accolades from family groups, and the brand is in good hands with Rena at the helm, continuing to add new products to the Bananagrams puzzle family in the spirit and tradition of Bananagrams patriarch Abe Nathanson.

Rena was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Rena Nathanson

1.) Bananagrams is a game designed by a family for families. Can you tell us a little bit about how Bananagrams came to be, and how the family dynamic contributes to the company as it stands today?

First and foremost, Bananagrams is a labor of love. As a family we loved playing games, especially word games, but we wanted something fast-paced that the whole family of varying ages could play together. At first we intended to create something just for us, but we showed it to a few friends and family, and everyone said, “You must share this with the world!”

My Dad (who was 75 at the time), myself, and my two kids, Aaron (then age 7) and Ava (then age 11) created the game. My mother, who was in theater and set design, created the pouch… we literally sewed the first few by hand.  My Dad came up with the name, exclaiming: “This anagram game is driving me bananas!,” hence “Bananagrams.”  We created Bananagrams as a family, for families (and friends!) to play together.

[The distinctive Bananagrams pouch, beside a game in progress]

2.) In addition to several English versions, you also have Bananagrams sets designed for other languages. How do you choose which languages get their own edition of Bananagrams, and are there any new editions forthcoming?

Bananagrams is currently available in French, Spanish, Italian, German, Norwegian and Hebrew. Swedish and Icelandic are in production. Our criteria for producing a foreign language edition is: do people want it!? If there is sufficient demand, we are happy to produce it.

3.) You’ve got several variations on the letter-tile puzzle, including Appletters, PairsinPears, and Zip-It. Were these all created in-house, or were they pitched to you? How do you know when a game is right for the Bananagrams family?

We created all our games in-house. We developed Appletters and PairsinPears in response to fans looking for a Bananagrams-like game for a younger audience. As for Zip-It, our fans requested something that would capture the magic of Bananagrams, but that could be played in a more compact space.

All our games “travel well,” but Zip-It is the ultimate travel game. It takes up a lot less real estate than Bananagrams, so you can play it on a plane or airplane tray, and the scoring mechanism is on the pouch itself via zippers and numbers.

[A look at the extended Bananagrams puzzle family.]

4.) What’s next for Rena Nathanson and Bananagrams?

My goal is that every school and every household on earth has a set of Bananagrams. Global Domination! Nothing too lofty or anything!  Ha!

But seriously… my father had many aspirations for Bananagrams, and there are many things I would like to see to fruition in honor of him. There is still a long way to go in building and strengthening his legacy.

5.) If you could give the readers, writers, aspiring game designers, and puzzle fans in the audience one piece of advice, what would it be?

If you have an idea, be passionate about it, don’t take no for an answer and be prepared for some very hard work! Also, know when to ask for help. None of us knows everything, and I wouldn’t be where I am today without all the support and help and advice from various people in all aspects of the industry, which I continue to receive gratefully to this day!

Many thanks to Rena for her time, as well as Bananagrams PR wizards Lesley Singleton and Judee Cohen for their time and assistance. Be sure to keep up on all things Bananagrams by checking out their website and following them on Twitter (@Bananagrams). I can’t wait to see what they come up with next!

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle apps and iBooks, play our games at PuzzleNation.com, or contact us here at the blog!