Summer Reading: The Murder Game: Play, Puzzles and the Golden Age

Our Summer Reading series continues this week with a deep dive into classic and modern murder mysteries and how they’ve shaped and been shaped by puzzly design!

This week, join me as I explore The Murder Game: Play, Puzzles and the Golden Age by John Curran.

From the works of Edgar Allan Poe, Agatha Christie, and Dorothy Sayers through to the modern day, mystery writers have been engaged in an unspoken game with their readers. As A.E.W. Mason put it:

The author’s aim is to keep the reader guessing, where the puzzle, the whole puzzle, and nothing but the puzzle is his intention, the crime is discovered in the first chapter and thereabouts, the circumstances are made conventional so as not to distract the reader from the riddle; and the characters one after the other are shown to be all so obviously suspect or all so obviously innocent that no one shall be able to spot the criminal until in his last words the author hands him over to the police.

The puzzle plot, as some call the elaborate web woven by mystery writers, has evolved over the decades. Their rules have changed and grown better defined, authors have included maps and floor plans to aid readers in unraveling the mystery, and the game continues.

… some readers find the same satisfaction in detection that they find in doing a demanding crossword puzzle… You are competing with an adversary who cannot possibly cheat you, and need never outwit you, because his statement is frozen on the paper and he cannot, as he would in, say, a game of chess, adjust his strategy to yours. — Erik Routley

The Murder Game explores the origins of the puzzle plot, offering examples of its earliest iterations and the many, many forms it has taken across thousands of novels since. Curran’s voluminous knowledge of not only the Golden Age of mystery writing, but the present day as well, is truly impressive, and you feel like you’re being escorted through the puzzle plot’s development step by step.

It was great fun to read through the increasing complexity of the mysteries presented across decades, as well as the challenge involved in creating genuinely satisfying locked-room mysteries and “impossible” crimes. The transition from whodunit to howdunit was fascinating!

Despite the numerous examples of various tropes and techniques, Curran never lost sight of how puzzle-solving and mystery-solving go hand-in-hand. He shared examples of how puzzles have helped evolve mystery writing in exciting new directions — jigsaw mysteries, mapbooks, Cain’s Jawbone — all while remaining distinctly separate in important ways.

He even offered a delightful interlude with Clue/Cluedo as both base template and tongue-in-cheek reflection of murder mystery stories, complete with lists of similar suspects, scenarios, and locations from throughout the genre’s history.

Whether you’re a puzzle fan or a devotee of murder mysteries, The Murder Game is an engrossing, enjoyable read that feels like an in-depth study delivered by a trusted friend. It’s literary history, gaming insight, and an exhaustive exploration of the tropes, tricks, and quirks of the genre, all steeped in the attention to detail that can only come from a diehard fan.


Are you doing any reading this summer, puzzly or otherwise, fellow reader? Let me know in the comments section below! I’d love to hear from you.

Summer Reading: Across the Universe by Natan Last

After two Summer Reads that were peripherally about crosswords, it felt appropriate to finally read something definitively about crosswords.

So join me as Natan Last takes on a journey, exploring where crosswords have been, where they are now, and hopefully where they’re going in Across the Universe: The Past, Present, and Future of the Crossword Puzzle.

The history of crosswords is peculiar, because the medium itself has ebbs and flows, moments of great cultural prominence and others where it fades into the background of daily life.

And since the crossword is ever-evolving, shaped by new editors, new outlets, and new constructors, the history of crosswords is constantly being reexamined and recontextualized by fresh eyes and previously-unheard perspectives.

Last deftly moves between the past and the present as he chronicles the rich cultural impact (and more importantly, the potential for GREATER cultural impact) of crosswords. There are chapters dedicated to the intersection of crosswords and art, crosswords and technology, and crosswords and identity.

We learn about the rise of Dr.Fill and what makes crosswords unlike other activities like Chess and Go that have been challenged by automated play. We learn about the New Wave of crosswords (which seems quaint at this point) and the current indie revolution that shapes the modern puzzle experience.

Image courtesy of Geek Dad.

We learn about cruciverbalists past and present like Elizabeth Gorski and Mangesh Ghogre, exploring the complex relationship between crosswords, culture, and representation, especially how crosswords have both helped and hindered at points.

Each chapter is a thought-provoking short essay, enhanced by Last’s proficiency as a storyteller. He spins a wonderful narrative, charming and patient, knowing exactly when to deep dive on a subject and when to pivot to a meaningful counterpoint.

And along the way, we get delightful backstory on surprising moments, important voices, and Natan’s firsthand experience in the world of crosswords.

There are a fair number of books that explore crossword history, and what makes each of them worthwhile isn’t the factual information, it’s the perspective offered by the author. And Last takes a fun, if well-trodden topic, and he makes it hum with context, commentary, and an unflinching look at the good and the not-so-good of crosswords past and present.

I had high expectations coming into this book, and Across the Universe met and exceeded every single one. This belongs on any crossword fan’s shelf.


Are you doing any reading this summer, puzzly or otherwise, fellow reader? Let me know in the comments section below! I’d love to hear from you.

Summer Reading: Nancy Drew #44: The Clue in the Crossword Cipher

Last week I kicked off our Summer Reading review series with Matching Minds with Sondheim.

This week, I decided to go back in time to a book I probably read during a summer break years and years ago. It felt appropriate to read the same sort of book that would’ve been ON a summer reading list for elementary or middle schoolers.

So join me as I take a trip to 1967 as we read Nancy Drew #44: The Clue in the Crossword Cipher by Carolyn Keene (aka Harriet Adams).

Nancy’s new acquaintance Carla Ponce shows her a family heirloom that has been in her family for generations — a wooden plaque carved into the image of a monkey — and asks for Nancy’s help unraveling the mystery of the message on the back of the carving.

While Carla is being menaced by a shadowy figure known only as El Gato, Nancy recruits her friends George and Bess to join her on a trip to Peru to unravel the centuries-old mystery of the monkey plaque.

Despite attempted (and successful) thefts, attempted kidnappings, a sabotaged plane, and a murder attempt atop Machu Picchu, Nancy and her friends unravel both the story of Carla’s missing ancestor and the secret of the monkey plaque. Their journey ends amongst the Nazca Lines as they seek a lost treasure.

I was absolutely a reader of the Hardy Boys and Nancy Drew when I was young, so I was definitely interested to revisit one of these books for our Summer Reading series.

And man, this book does not age well.

The adventure itself is fine, dealing with numerous criminal agents and cliffhangers at the end of each chapter (although some of them are just fake-outs resolved in the first sentence of the next chapter).

But the fat-shaming disguised as comedy is absolutely brutal. Every 20 pages, Bess is being called fat or chided about her eating or exercise. It sucks. They even gave this poor girl a cow-sounding NAME.

She runs all over Peru and Argentina trying to save Nancy’s life, and they still give her endless grief over eating delicious homemade local bread. LET THE GIRL BE.

There’s also the little matter of the crossword cipher on the back of the plaque.

It’s described to us in bits and pieces as they try to read the worn-away lettering, but what we have, essentially, are four words in a foreign language which seem to be crossing in pairs.

So, even being generous in our interpretation, this is neither a crossword nor a cipher. It’s not encoded, it’s just in another language. A language one of the primary characters speaks. I genuinely don’t know why they named the book after this detail. Maybe for flow? “The Case of the Worn-Off Crossed Words” doesn’t really grab your attention, does it?

All that being said, it wasn’t a bad way to pass an hour or so. The art peppered throughout the book is fun, and the cartoonish smugglers throwing bombs and trying to toss Nancy off the top of an Incan landmark were pretty entertaining in their sinister ineptitude. (I am a sucker for incompetent lackeys.)

But I still wish there was, you know, a crossword to solve, or a cipher. That would have made the puzzle of the monkey plaque a little more engaging.


Are you doing any reading this summer, puzzly or otherwise, fellow reader? Let me know in the comments section below! I’d love to hear from you.

Summer Reading: Matching Minds with Sondheim

School is out, and it got me thinking about summertime during the school year. I can remember looking forward to reading every summer break.

There would be lists of possible choices to read, and I inevitably discovered something fun and fascinating that I might not have plucked from a shelf otherwise. It’s how I first encountered the original Sherlock Holmes stories, The Hitchhiker’s Guide to the Galaxy, and other classics.

And I thought it would be fun to revisit those days of summer reading for a few weeks with puzzle-centric book reviews!

Today I’m starting off my summer reading series with Matching Minds with Sondheim by Barry Joseph.

Most people know Stephen Sondheim as a titan of Broadway and the American stage, the composer and lyricist behind dozens of iconic works. West Side Story. Gypsy. Into the Woods. A Funny Thing Happened on the Way to the Forum. (My personal favorite? Assassins.)

Many puzzle enthusiasts know him for his advocacy for cryptic crosswords (aka British-style crosswords). New York Magazine featured his cruciverbalistic efforts for years, and Will Shortz now possesses Sondheim’s exhaustive collection of Listener cryptic crosswords.

But fewer puzzlers know about Sondheim’s love of games or his penchant for creating puzzly scavenger hunts and murder mystery events.

Which makes this magnificent deep dive into Sondheim’s love of games and puzzles even more of a treat.

Joseph takes us into Sondheim’s puzzle- and game-filled home, decorated and adorned like an immersive snapshot of hobby history. He shares the puzzly influences behind some of Sondheim’s theatrical and cinematic endeavors. He reminisces with those celebrities and luminaries who participated in Sondheim’s legendary puzzly adventures and remember them fondly.

The reader even gets a few wonderful glimpses into the creative process behind these one-off experiences.

Plenty of biographical texts reveal the author’s affection for the subject, or grant insights into them that the casual reader or fan might not know. But it’s very rare to feel like I got a chance to pick the brain of their subject and learn from them.

Joseph’s diligent research and narrative storytelling lets the reader feel like they’re at the table with him and Sondheim, plotting a puzzly adventure together.

With photos galore, puzzles to solve, and even instructions for creating your own versions of Sondheim’s puzzle and game events, this was part-biography, part-game design guide, featuring the best of both worlds.

Some celebrities are onions, revealing new layers as you go deeper. When I was a theater major, I was delighted to learn more about Sondheim the musical theater composer. When I started working with puzzles, I was delighted to learn more about Sondheim the cryptic crossword aficionado.

And after more than twenty years in my puzzly career, I’m still learning about Sondheim on both levels, thanks to Barry Joseph’s Matching Minds With Sondheim.

Make some time this summer for this book. You won’t be disappointed.


Are you doing any reading this summer, puzzly or otherwise, fellow reader? Let me know in the comments section below! I’d love to hear from you.

PuzzCulture Book Review: Words Apart by Aimee Lucido

Welcome to PuzzCulture Book Reviews!

All of the books discussed and/or reviewed in PCBR articles are either directly or indirectly related to the world of puzzling, and hopefully you’ll find something to tickle your literary fancy in this entry or the entries to come.

Let’s get started!

The subject of today’s book review is Words Apart by Aimee Lucido, illustrated by Phillippa Corcutt and Rachael Corcutt, intended for ages 8-12.

Olive and Mattie are sisters, two years apart, but in the same grade. While Olive expresses herself with an impressive vocabulary and a love of wordplay, Mattie struggles with reading but finds comfort expressing herself through cartoons, sketches, and comic strips.

But this once-inseparable duo soon find themselves at a crossroads, as family dynamics, crushes, the pressures of schoolwork, and Mattie’s distrust after years of bullying drive a wedge between them. Is this sisterly friendship broken, or can they find a way to bridge their differences again?


Words Apart manages to encompass so much of the school experience without feeling like Lucido is working her way down a checklist. Each conflict feels natural, each misunderstanding and misstep feels realistic, and the snowballing effect of all these changes adds real drama to the story.

And yet, despite heavy topics and sad moments, this book is so fun.

Using the twin narrative styles of comic book art for Mattie and poetic layouts dappled with linguistic playfulness for Olive tells the reader so much about each character so quickly, they feel like long-time acquaintances, not brand-new characters.

As a dyed-in-the-wool word nerd myself, Olive’s penchant for wild vocabulary and linguistic invention was a delight.

The inclusion of three of Olive’s crosswords revealed her preoccupations and state of mind in a unique way, making them an integral part of the ongoing story and not just a puzzly gimmick. (Sadly, mere gimmickry is often the case with novels that involve puzzle elements, so this was a welcome change of pace.)

I also found Mattie’s desire to express herself in other ways really compelling, and her distrust of the world and outcast outlook resonated with me. Who can’t empathize with feeling alone and misunderstood at that age?

The sisters manage to be so very similar in their passions and desire for expression, and so wonderfully different in believable, meaningful ways. Their fights — both small and big — felt so REAL, it captured the sibling experience, that energy where you can be at odds one minute, but then united the next.

Even when I was younger, I rarely felt seen by literature, YA or otherwise. I could enjoy the stories, and sympathize or empathize with protagonists my age, but I never felt represented. So for Words Apart to come barreling out of nowhere and knock me over was both a treat and something to be savored. It would have been a joy to read this when I was young.

This is a family drama, a coming-of-age story, a wordplay lover’s delight, and a young artist’s inspiration all in one. Words Apart is something quite special.

The book will be released on October 7th, but you are welcome to preorder it now through Aimee’s website or various online booksellers.

But that’s not all!

To coincide with the book’s release date, Aimee will be hosting two launch events, one on each coast!

If you’re on the East Coast, you’re welcome to join Aimee on Sunday, October 5th at 5 PM at Books of Wonder, 42 West 17th Street in New York, New York to commemorate the book’s release.

And if you’re on the West Coast, be sure to visit Mrs. Dalloway’s Bookstore in Berkeley, California on Saturday, October 11th from 4 PM to 5:30 PM!

I wish Aimee, Phillippa, and Rachael great success with this story. It was a pleasure to experience it early.

Happy reading AND puzzling, everybody!

Book Review: The Gamesmaster by Flint Dille

Welcome to PuzzCulture Book Reviews!

All of the books discussed and/or reviewed in PCBR articles are either directly or indirectly related to the world of puzzling, and hopefully you’ll find something to tickle your literary fancy in this entry or the entries to come.

Let’s get started!

The subject of today’s book review is The Gamesmaster by Flint Dille.

In the late 70s and early 80s, popular culture exploded as cartoons became vehicles to sell toys and the modern blockbuster continued to rise to prominence in cinemas after the successes of Jaws and Star Wars.

G.I. Joe and Transformers, two of the most iconic franchises from the 1980s, are still influential properties today, but one name that helped craft both franchises (and many others) is probably unfamiliar to you: Flint Dille.

The Gamesmaster chronicles what Dille calls “The Geek ’80s” — aka his animation and pop culture heyday — exploring the birth, growth, and tumultuous developments behind the roleplaying game Dungeons & Dragons as well as the animated shows G.I. Joe, Transformers, Inhumanoids, and the Star Wars cartoons Droids and Ewoks.

This almost feels like a nonfiction companion book to the novel Ready Player One, since so much ’80s pop culture is explored in Dille’s stories. He gives us glimpses into the writers’ rooms of various animated shows (both the most influential and the sadly forgotten), providing what feels like an outsider’s view of Hollywood. It’s the equivalent of a fan getting a deep look behind the scenes.

But the game fans in the readership will get the most out of his journey through the offices of TSR, detailing the steady rise of D&D‘s reach and influence, as well as the incredibly turbulent interpersonal struggles amongst the writers and innovators who helped shape it. Dille generously shouts-out the contributions of fellow creators, but also shares the flip side of success, highlighting the bad luck that followed many of his friends on the TSR side of things.

And at a time where D&D itself is questioning Gary Gygax’s role and somewhat problematic legacy in the wake of the game’s 50th anniversary, Dille offers valuable insight into those crucial, formative years.

Although Dille’s not the most focused or artful storyteller — this feels more like a rambly series of conversations than a traditional autobiography — he is an immensely charming and likable narrator, happily sharing credit, admitting missteps, and celebrating the legacies he played an influential role in crafting.

The Gamesmaster offers a key piece in the often patchy, unreliable history of Dungeons & Dragons, whilst still embracing the nerdy energy that brought roleplaying, Transformers, G.I. Joe, and other celebrated franchises to prominence during the 1980s.