A Universal Monsters Dance Party Puzzle to Solve!

With Halloween fast approaching, I couldn’t resist putting together a Logic Puzzle for my fellow solvers to enjoy!


At the yearly monster Halloween party, everyone looks forward to the dance contest the most.

Five classic Universal monsters — Frankenstein’s Monster, Dracula, The Wolfman, The Creature from the Black Lagoon, and The Mummy — have created a routine with a different partner to a different song (one is “Season of the Witch”) with a different Halloween treat afterward (including Dead Velvet Cake).

From the information provided, can you figure out all of the monster pairings (one of the dance partners is The Bride of Frankenstein), as well as each pair’s song and Halloween treat?

  1. Frankenstein’s Monster chose the song “I Put a Spell on You.”
  2. The Wolfman and Mr. Hyde didn’t choose Charlie Brownies as their Halloween treat.
  3. The Phantom of the Opera (who danced to “The Time Warp”) didn’t partner with The Creature From the Black Lagoon.
  4. Dracula (who chose “Black Magic Woman”) didn’t choose The Babadook as a dance partner, but The Babadook enjoyed Boo-Scotti as a Halloween treat.
  5. The Invisible Man’s Halloween treat was the Scare-amel Apples.
  6. The Creature from the Black Lagoon (who didn’t dance to “Thriller”) enjoyed the Black Cat Cookies.

Did you solve the puzzle and pair up these monstrous dance partners? Let us know in the comments below. We’d love to hear from you!

What Makes a Good Brain Teaser?

I was going through a collection of brain teasers a fellow puzzler gave me, and it occurs to me that “brain teaser” is one of the least specific puzzle terms around.

Riddles, logic and deduction, math puzzles, and wordplay games all fall under the brain teaser umbrella. So you never know what you’re gonna get. Are your math skills required? Your outside-the-box thinking? Your ability to pay attention to the specifics of the question itself?

In this collection alone, I found examples of each of these types of puzzles:

Riddle: Sometimes I’m green, sometimes I’m black. When I’m yellow, I’m a very nice fellow. That’s when I’m feeling mighty a-peeling. What am I?

Logic / deduction: 3 guys go into a hardware store, all looking for the same thing. William buys 1 for $1. Billy buys 99 for $2. Finally, Willie buys 757 for $3. What were they buying?

Math puzzle: The sum is 12 and the same digit is used 3 times to create the sum. Since the digit is not 4, what is the digit?

Wordplay: Which state capitals would you visit to find a ram, cord, bus, and dove?

So, if someone challenged you to a brain teaser, these would all be fair game. Would you be able to solve all four of them?


It’s possible you wouldn’t, because good and bad brain teasers alike employ tricks to keep you on your toes.

Some hide the answer in plain sight:

Homer’s mother has 4 children. 3 of them are named Spring, Summer, and Autumn. What is the 4th named?

Some use misdirection, purposely phrasing the question to get you thinking one way and steering you away from the real solution:

The big man in the butcher shop is exactly 6’4″ tall. What does he weigh?

In fact, both of these examples use plain sight (Homer, butcher shop) and misdirection (implying a pattern with seasons, specifying his height) to distract you.

I suspect you weren’t fooled by either of them, though.

Others try to overwhelm you with information so you bog yourself down in the details instead of clearly analyzing the problem at hand:

Nina and Lydia start from their home and each runs 2 miles. Nina can run a mile in 8 minutes 30 seconds and Lydia can run a mile in 9 minutes 10 seconds. When they finish running, what is the furthest apart they can be?

A lot of numbers get thrown at you, but they’re irrelevant, since the question only asks about the distance, not the time. So if they each run 2 miles, the furthest apart they can be is 4 miles. The rest is just smoke.

These are all effective techniques for teasing a solver’s brain. You’re given all the information you need to solve the puzzle, plus a little extra to distract, mislead, or overwhelm you.


Unfortunately, some brain teasers use unfair techniques to try to stump you:

Jacob and Seth were camping in June. Before going to sleep they decided to read a book. They both agreed to stop reading when it got dark. They were not fast readers, but they finished the entire encyclopedia. How?

Ignoring the fact that these two boys somehow brought an entire encyclopedia with them on a camping trip, we’re not actually given a lot of information here.

So that makes the intended answer seem like more of an insane leap than a logical jump to the conclusion: They were in Lapland, land of the midnight sun, and the sun didn’t set until September.

WHAT?

There’s no reasonable way for someone to reach this conclusion based on the information given. In fact, it makes less sense the more you read it. Presumably Jacob and Seth know where they are camping, and that it wouldn’t get dark for months. So why would Jacob and Seth agree to stop reading when it got dark IF THAT MEANT THEY’D BE READING UNTIL SEPTEMBER!?

This is gibberish, and you’d be surprised how often something like this gets passed off as acceptable in a collection of brain teasers. (I discussed a similar issue with detective riddles in a previous blog post.)


Let’s close out today’s discussion of the ins and outs of brain teasers with a few fun, fair examples, shall we?

  • In what northern hemisphere city can you find indigenous tigers and lions?
  • Scientists have found that cats are furrier on one side than the other. The side with the most fur is the side that cats most often lie on. Which side of a cat has more fur?
  • A woman married over 50 men without ever getting divorced. None of the men died and no one thought she acted improperly. Why?

Did you solve them all? Let us know! Also, please share your favorite brain teasers (or your tales of treacherous and unfair brain teasers) in the comments below!

Happy puzzling, everyone!

Solution to Last Week’s Merry Birthday Puzzle!

A week ago, we shared a brain teaser sent in by a PuzzleNationer named Darrin (who credited Marilynn Rapp Buxton as the creator of the puzzle). Darrin challenged us to solve the following logic puzzle.

Today, we’re going to share not only the solution, but how we got there! Please enjoy this brief solve and tutorial, submitted by one of your fellow PuzzleNationers!


Four friends — two girls named Holly and Joy, two boys named Kris and Noel — all celebrate their birthdays during December. Though none was born on Christmas Day — each was born on a different day — they all have festive names. Can you figure out each person’s last name and order of birth?

1. Nobody’s first name goes with the traditional last name (Berry, Fully, Kringle, or Singer) that you might expect.
2. Someone’s birthday is three days after their friend Joy’s birthdate.
3. Holly’s birthday is three days before Noel’s and three days after Kris’.
4. Miss Fully’s birthdate is six days after Joy’s.
5. Noel’s birthdate is six days after the one whose last name is Berry.


christmas elves

[Image courtesy of Moji-Moji Design on ravelry.]

Let’s sort out the order of birth first.

We know from rule 3 that Holly’s birthdate is three days before Noel’s and three days after Kris’s. So their birthdate order is Kris, Holly, Noel.

But we also know from rule 2 that someone’s birthday is three days after Joy’s. Since they all have different birthdays, that means Joy’s birthday comes first in the order, giving us Joy, Kris, Holly, Noel.

Rule 4 tells us that Miss Fully’s birthdate is six days after Joy’s, so Holly’s last name is Fully.

Rule 5 states that Noel’s birthday is six days after the one whose last name is Berry, so Kris’s last name is Berry.

That gives us Joy ____, Kris Berry, Holly Fully, Noel ____.

Rule 1 tells us all four last names — Berry, Fully, Kringle, and Singer — and that nobody’s first name goes with the traditional last name that you might expect. Logically, those names would be Holly Berry, Joy Fully, Kris Kringle, and Noel Singer.

Since Kringle and Singer are the two remaining last names, and Singer can’t go with Noel, our final list reads Joy Singer, Kris Berry, Holly Fully, Noel Kringle.

How did you do, fellow PuzzleNationers? Did you solve this one? Let us know in the comments section below! We’d love to hear from you.


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Solution to the Peppermint Patty Brain Teaser!

[Image courtesy of SharpBrains.com.]

A week ago, we shared a brain teaser sent in by a PuzzleNationer named Bethany, who challenged us to solve the following stumper.

Today, we’re going to share not only the solution, but how we got there! Please enjoy this brief solve and tutorial, inspired by one of your fellow PuzzleNationers!


The Peppermint Patty Riddle

You’re facing your friend, Caryn, in a “candy-off,” which works as follows: There’s a pile of one hundred caramels and one peppermint patty. You and Caryn will go back and forth taking at least one and no more than five caramels from the candy pile in each turn. The person who removes the last caramel will also get the peppermint patty. And you love peppermint patties.

Suppose Caryn lets you decide who goes first. Who should you choose in order to make sure you win the peppermint patty?


When I posted this brain teaser, I said that “the question basically demands that you not only achieve victory, but figure out how to do so with your very first move.”

That was meant to be a hint. Because the best way to unravel this riddle is to start at the end.

Look at the last turn. If there are five or fewer caramels left on the board and it’s Caryn’s turn, she wins. For you to guarantee a win, she needs to see six caramels on her last turn. (Seven or more allows her to take just enough to leave YOU with six, which means she wins on her next turn.)

And that six is the magic number. Her previous turn, you need to leave her with 12 caramels. The turn before that, 18 caramels. The turn before that, 24. And so on and so on.

Why? Simple.

caramel

Let’s look at the 12 caramel turn. If she takes any number of caramels (anywhere from 1 to 5), she’ll leave you with between 11 and 7 caramels. You can use your turn to remove whatever number of caramels are necessary (anywhere from 5 to 1) to leave her with six.

The entire game can be broken into six-caramel increments.

And the closest multiple of 6 to 100 (your starting point) is 96 caramels.

Which means you can’t let Caryn go first. You need to remove 4 caramels on your first turn, and then use every subsequent turn to ensure Caryn faces a multiple of six, which eventually gives you the victory and the peppermint patty.

So the answer to the riddle is you should go first.

Diabolical!

Did you solve the brain teaser, fellow PuzzleNationer? Or do you have a brain teaser you’d like us to unravel with you? Let us know in the comments section below! We’d love to hear from you.


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Another Brain Teaser Submitted by Readers For Your Puzzly Pleasure!

[Image courtesy of SharpBrains.com.]

When’s the last time you had your brain properly tied in knots by a riddle?

That’s a pretty common occurrence around here, honestly. In our puzzly explorations of the world, we stumble across all manner of brain teasers, riddles, logic puzzles, math problems, mind ticklers, deduction games, and wordplay-fueled bits of linguistic legerdemain.

Sometimes, we even receive them directly from our fellow PuzzleNationers!

And on those occasions, we happily share them with you, dear reader, so that you can also enjoy the challenge of unraveling whatever fiendish puzzly conundrum has been placed before us.

This time around, a solver named Bethany submitted this riddle she found online. It’s known as the Peppermint Patty Riddle.

Let’s see how we do.


The Peppermint Patty Riddle

You’re facing your friend, Caryn, in a “candy-off,” which works as follows: There’s a pile of one hundred caramels and one peppermint patty. You and Caryn will go back and forth taking at least one and no more than five caramels from the candy pile in each turn. The person who removes the last caramel will also get the peppermint patty. And you love peppermint patties.

Suppose Caryn lets you decide who goes first. Who should you choose in order to make sure you win the peppermint patty?


Now that’s interesting, because it doesn’t ask us specifically HOW to achieve victory. But the question basically demands that you not only achieve victory, but figure out how to do so with your very first move.

Tricky indeed.

Will you be accepting this puzzly challenge from a fellow PuzzleNationer? Let us know in the comments section below. We’d love to hear from you!


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PN Product Review: Zendo Expansion #2

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

Even the best designed games need a little sprucing up from time to time. This is especially true of logic/deduction games, where after a while, it can feel like you’ve seen every trick either the game or the other players can offer.

And there are very few game companies that consistently deliver great expansions. It’s a brutal tightrope to walk; you have to add to the established game in an interesting or fresh way, but without breaking the rules, introducing problems that players won’t know how to handle mechanically, or betraying in some manner the spirit of the original game.

For the team at Looney Labs, though, creating an expansion pack seems like another day at the office. We’ve reviewed expansion packs in the past for Fluxx (Fluxx Dice), Just Desserts (Just Coffee/Better with Bacon), and Star Trek Fluxx (the Bridge Expansion), and each one revitalizes the game and adds delightful new wrinkles without hampering any of the qualities that made the original game such a treat.

Today, we’re looking at a new expansion pack for one of the company’s most immersive and challenging puzzle games: Zendo.

In Zendo, the players pull pieces from a communal pile in order to build different structures, using pyramids, wedges, and blocks. One player, the moderator, chooses a secret rule for the players to uncover, and builds two structures. One of these structures follows the secret rule, and one does not, and both are marked as such.

Secret rules can be as simple as “must contain all three shapes” or “must contain exactly four pieces.” They can be as complex as “must contain more blue pieces than blocks” or “must contain at least one yellow piece pointing at a blue piece.” Some rules involve how pieces touch, or how they’re stacked, while others demand no touching or stacking whatsoever. The field is wide open at the start of the game.

Players then try to deduce the secret rule by building structures themselves, arranging pieces from the communal pile into various patterns and asking the moderator for more information.

So, how does Zendo Expansion #2 affect the original?

[Here are two sculptures: one that follows the secret rule and one that doesn’t. Can you figure out the secret rule? Is it about shapes? Colors? Placement? More?]

Zendo Expansion #2 is a ten-card deck of new secret rule cards that allow the moderator to create fresh challenges for the other players to unravel. The structures and arrangements may look the same, but players must reexamine what they think they know and observe to figure out the new secret rules.

Because, you see, the cards offer more than just the new rules. They demand greater cleverness from the moderator, in order to create designs that are fair for the players — not immediately obvious, but not impossible to discern either. It’s a difficult task for moderators.

And the challenge is even greater for players. After all, it’s not just about the shapes and how they interact, but all aspects of what the players see. Zendo Expansion #1 had cards where the rule involved the shape of the structure’s shadow. You could look at the pieces, the colors, how they’re placed, where they’re placed, how close, how far away, how many of each, and the shape of the shadow could NEVER occur to you.

[Here’s another sculpture that removes blue pieces as a possible
element in the secret rule. Have you figured it out yet?]

With one medium rule card and nine difficult rule cards (as opposed to the easy-to-difficult range of the first expansion pack), the game will only become more surprising and thoughtful from here.

These cards include rules about relationships between pieces, conditional rules (example: something that’s true of the sculpture if something else happens theoretically), and even rules regarding something that ISN’T happening in a particular sculpture. Players will have to wrack their brains and truly example both sculptures from every angle to puzzle out these new rules.

There are even decoy tags on certain cards, to make players think the card has more variables than there actually are! Diabolical!

Although I’m a moderator far more frequently than a player, I’m excited to try out both sides of these new rule cards. After all, with the base set and two expansions’ worth of cards, there’s no way I can remember ALL of the possible combinations available. I’m as likely to be outwitted and outpuzzled as the next player.

[One more chance. Here’s a much simplified version that DOESN’T
adhere to the secret rule. What can we learn from this one?]

And that’s the charm of Zendo. From a small gathering of pieces and rules, you can make practically any scenario you wish. Will the players figure it out first try, or will the moderator’s ability to reinvent their sculptures as needed be put to the ultimate test?

Zendo is at once the most collaborative and one of the most curiously devious puzzle-games in the Looney Labs catalog, and with this expansion pack, only the truly inventive and observant will thrive. What a treat.

[Zendo and the new Zendo Expansion #2 are available from Looney Labs, and the expansion pack is only $5!]


Oh, and if you figure out our secret rule for the post, we’ll send you a Zendo-themed prize!


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