It’s Follow-Up Friday: Clue edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’d like to return to the subject of one of the classic deduction games: Clue.

[Image courtesy of Nerdist.]

Clue (also known as Cluedo) is a classic in several respects. It is a beloved board game, mentioned alongside Monopoly, Scrabble, Battleship, and Candyland as staples of board game culture, but one that is quite rare: a deduction-based game where you’re playing against both your opponents and the game itself. (The only other game I can think of that captures the same spirit of gameplay is Gameworthy Labs’ Oh My Gods!)

But the film version is also beloved by game devotees and comedy lovers alike. And although I’m dubious about the recently-announced remake of Clue coming to theaters in the near future, there is one revamp of the mystery property that I can get behind: a playable LEGO version of the game.

[Image courtesy of Nerdist.]

As part of the 2014 MOCOlympics — a competition between amateur LEGO designers, where MOC stands for “my own creation” — master builder Ian Spacek created this delightful set, which captures the spirit of each character and each of the game’s signature rooms in impressive miniature fashion.

You see, the challenge was to “build a game that you would choose to play on a rainy afternoon when the power’s out and you don’t have any juice left on your iDevices.” And I think Spacek’s design fits the bill with gusto.

[Spacek even designed a punch card to aid players. Image courtesy of Nerdist.]

I’d much rather see a company put money into releasing this little beauty than an unnecessary retread of one of my favorite films. (Unfortunately, since the MOC Olympics aren’t associated with the LEGO company, this set isn’t available for purchase.)

Somebody just needs to whip up a LEGO version of Murder By Death and I’ll be set for any rainy day to come.


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It’s Follow-Up Friday: More UK Puzzles edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’m returning to the subject of big international puzzle events!

A few weeks ago, the UK Puzzle Association hosted the 2016 UK Sudoku Championship. And this weekend, they’ve got another major puzzle event in store for puzzlers worldwide: The 2016 UK Puzzle Championship!

The event spans June 24 through June 27, and chairman Alan O’Donnell of the UK Puzzle Association sent out the Instruction Booklet for this year’s event a few days ago, continuing a string of major puzzle events in Europe and across the world.

Although the UK Puzzle Championship is only open to competitors from the UK — with the top two earning a place on the UK team for the 2016 World Puzzle Championship — international players are welcome to test their puzzly mettle as guest solvers.

But even if most PuzzleNationers aren’t eligible to compete, you can still enjoy the challenge of some topnotch puzzles. Let’s take a look at some of the diabolical puzzles they’ve cooked up for this year’s event!

This Banknotes puzzle sets the tone for much of the Instruction Booklet to come, offering a number-placement puzzle with clues outside the grid. In this case, you have different valued 3×1 “banknotes” to place in the grid, and their total values add up to the numbers outside a given row or column.

So this is a bit like the game Battleship, except with different valued ships instead of different sized ones.

Here we have a more traditional Fill-In puzzle, but with an nontraditional grid shape. This one is all about efficient word placement.

Instead of placing words into this grid, the Cloud puzzle asks you to fill in which squares are covered by “clouds,” based on the total number of cloud-covered cells given on the outside of the grid. This is essentially a small Logic Art puzzle.

This Hidoku turns the usual Sudoku-solving on its ear by requiring you to place the numbers 1 through 25 into the following grid so that they form an unbroken chain. Consecutive numbers must touch, either horizontally, vertically, or diagonally.

For fans of Penny Dell Puzzles, this is like Sudoku and Word Maze had a diabolical little baby.

[I left the solution in with this one to help illustrate the solving style.]

Hashi is an intriguing deduction puzzle that follows the same cluing mentality as Blackout! or Minesweeper. Each circle contains a number indicating how many “bridges” connect that “island” to the other islands either vertical or horizontal to that island.

You’re essentially building your own Word Trails puzzle with Hashi, except you’re using numbers instead of the letters in a famous saying.

This is probably my favorite of the puzzles I’ve encountered in this Instruction Booklet, and I’m definitely looking forward to solving it this weekend.


These puzzles are just a sampling of the numerous puzzles you’ll tackle if you accept the UK Puzzle Championship challenge.

Not only are Kakuro and Sum-Doku (or Killer Sudoku) included, but also other twists on classic solving styles like Fill-Ins, Deduction puzzles, and Logic Problems.

You can check out the full Instruction Booklet here, and remember, you’ll have two and a half hours to solve as many of the 29 puzzles in the packet as possible, so good luck on June 24!


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At least there’s no giant boulder chasing you…

[Is this the way out or a costly dead end?]

We’ve tackled all sorts of brain teasers in the past. From the Brooklyn Nine-Nine desert island seesaw to several hat puzzles, from Cheryl’s birthday logic puzzle to a diabolical light switch puzzle, we have conquered all challengers thus far!

But never before have we confronted a puzzle with as much backstory as today’s contender. Ladies and gentlemen and PuzzleNationers of all sorts, today we battle the Temple Tunnel puzzle.

Imagine that you’re a professor leading a group of eight grad students on an expedition into a booby-trap-filled temple.

[No, not THAT professor.]

After two of the students bump into an altar, they activate a trap, sending everyone scrambling for the exits before the temple collapses all around you.

The group finds itself in a room with five tunnels and an hourglass detailing how much time you have to escape. One of them leads back to the altar and the other four are possible routes of escape. Unfortunately, you can’t remember which one it is!

All you remember is that it took approximately twenty minutes to get here from the exit. How do you determine which tunnel is the correct one, and get everyone to safety?

Oh wait, there’s one more little complication. That altar the students bumped into? It released the vengeful spirits of the temple’s king and queen, which have possessed two of your students. So you can’t trust what they say.

So how do you figure out which tunnel is the right one without being deceived by your two compromised students?

[Image courtesy of XKCD.com.]

*deep breath* Wow, that’s quite a setup! So let’s summarize:

  • You have an hour to escape, and four corridors to explore.
  • Each corridor will require 40 minutes to explore: 20 minutes to determine if it’s the exit, and 20 minutes back to report your findings.
  • Whatever groupings you break the team up into, you have two possible liars among them, and no way to determine which ones are the liars before sending them down a tunnel.

For a wonderful animated version of this puzzle, as well as its solution, check out the YouTube video below from TED-Ed:

Now, while the solution itself is quite clever, I can’t help but ask certain questions:

It says that the possessed students can’t harm the others, but can they mislead them with actions as well as words?

I’ve seen several proposed solutions that included not only sending groups down the tunnels, but instructing one or more of them to leave the temple immediately if they find the exit (meaning that not seeing them return would confirm they’d found the exit). But if the liars can simply stay at the dead end, that would be a false confirmation of finding the exit.

The video is ambiguous about this, because it says the spirits will lead them to their doom, but then it also says that the curse only affects their communication.

How does the group know you’re not one of the liars?

The solution is entirely dependent upon you being able to explore a tunnel alone, because that determines the groupings for the other three tunnels. If you have to take someone with you (either an honest student or a liar), that affects your ability to draw proper conclusions from the other groupings. And even if you find the exit, the student with you could lie about it, and there’s no way to prove the truth to the group definitively.

Why not just ask each student individually a question the ancient king or queen wouldn’t know the answer to?

Presumably the spirits of ancient royalty wouldn’t know about the latest episode of NCIS or which version of Windows we’re up to.

In any case, this was a delightful mind-bender, one that has stumped many an intrepid solver. How did you do? Tell us in the comments below!


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Cracking the GCHQ Christmas Card!

As you may recall, my fellow puzzlers and PuzzleNationers, a few months ago, a government organization in England called the GCHQ — Government Communications Headquarters — released a puzzly Christmas card designed to tax even the savviest puzzle solvers.

They’ve finally released the answers to this mind-blowing series of puzzles, and I’d like to go over some of them with you. Partly to marvel at the puzzle wizardry necessary to solve this challenging holiday gift, and partly to gloat about the parts I managed to solve.

So let’s get to it!


Part 1 was a logic art puzzle where you have to deduce where to place black squares on an open grid in order to form a picture.

Each column and row has a series of numbers in it. These numbers represent runs of black squares in a row, so a 1 means there’s one black square followed by a blank square on either side and a 7 means 7 black squares together with a blank square on either side.

This is mostly a deduction puzzle — figuring out how to place all the strings of black squares with white spaces between them within the space allotted — but no image immediately emerged, which was frustrating. Once the three corner squares started to form though, I realized the answer was a QR code, and the puzzle started to come together nicely.


Part 2 was a series of six multiple-choice brain teasers. I’ll give you the first three questions, along with answers.

Q1. Which of these is not the odd one out?

A. STARLET
B. SONNET
C. SAFFRON
D. SHALLOT
E. TORRENT
F. SUGGEST

Now, if you stare at a list of words long enough, you can form your own patterns easily. Here’s the rationale the GCHQ used to eliminate the odd ones out:

STARLET is an odd one out because it does not contain a double letter.
SONNET is an odd one out because it has 6 letters rather than 7.
SAFFRON is an odd one out because it ends in N rather than T.
TORRENT is an odd one out because it starts with T rather than S.
SUGGEST is an odd one out because it is a verb rather than a noun.

SHALLOT is our answer.

Q2. What comes after GREEN, RED, BROWN, RED, BLUE, -, YELLOW, PINK?
A. RED
B. YELLOW
C. GREEN
D. BROWN
E. BLUE
F. PINK

After playing around with some associative patterns for a while, I realized that somehow these colors must equate to numbers. First I tried word lengths, but 5-3-5-3-4-___-6-4 didn’t make any sense to me. But then, it hit me: another time where colors and numbers mix.

Pool balls. Of course, the colors and numbers didn’t match, because this is a British puzzle, and they don’t play pool, they play snooker.

So the colored balls in snooker become the numbers 3, 1, 4, 1, 5, -, 2, 6. The numbers of Pi. And now the blank makes sense, because Pi reads 3.1415926, and there’s no 9 ball in snooker.

So the next number in the chain is 5, and 5 is the color BLUE.

Q3. Which is the odd one out?
A. MATURE
B. LOVE
C. WILDE
D. BUCKET
E. BECKHAM
F. SHAKA

This one came pretty quickly to me, as the names Oscar Wilde and Charlie Bucket leapt out. And if you follow the phonetic alphabet, you also get Victor Mature, Romeo Beckham, and Shaka Zulu. (I didn’t get Mike Love, however.)

Since Shaka Zulu was the only one where the phonetic alphabet word was the surname, not the first name, SHAKA is the odd one out.

(The other three questions included an encryption puzzle, a number pattern (or progressions puzzle), and a single-letter puzzle.)

Granted, since you could retake this part as many times as you wanted, you could luck your way through or brute force the game by trying every permutation. But managing to solve most of them made this part go much faster.


Part 3 consisted of word puzzles, and was easily my favorite section, because it played to some strengths of mine.

A. Complete the sequence:

Buck, Cod, Dahlia, Rook, Cuckoo, Rail, Haddock, ?

This sequence is a palindrome, so the missing word is CUB.

B. Sum:

pest + √(unfixed – riots) = ?

This one is a little more involved. To complete the formula, you need to figure out what numbers the words represent. And each word is an anagram of a French number. Which gives you:

sept + √(dix-neuf – trois) = ?

Dix-neuf is nineteen and trois is three, so that’s sixteen beneath a square root sign, which equals four. And sept (seven) plus four is eleven.

The French word for eleven is onze, and ZONE is the only anagram word that fits.

C. Samuel says: if agony is the opposite of denial, and witty is the opposite of tepid, then what is the opposite of smart?

This is a terrific brain teaser, because at first blush, it reads like nonsense, until suddenly it clicks. Samuel is Samuel Morse, so you need to use Morse Code to solve this one. I translated “agony” and tried reversing the pattern of dots and dashes, but that didn’t work.

As it turns out, you need to swap the dots and dashes, and that’s what makes “denial” read out. This also worked with “witty” and “tepid,” so when I tried it with “smart,” the opposite was OFTEN.

D. The answers to the following cryptic crossword clues are all words of the same length. We have provided the first four clues only. What is the seventh and last answer?

1. Withdraw as sailors hold festive sing-song
2. It receives a worker and returns a queen
3. Try and sing medley of violin parts
4. Fit for capture
5.
6.
7. ?

Now, I’m not a strong cryptic crossword solver, so this part took FOREVER. Let’s work through it one clue at a time.

1. Withdraw as sailors hold festive sing-song

The word WASSAIL both reads out in “withdraw as sailors hold” and means “festive sing-song.”

2. It receives a worker and returns a queen

The word ANTENNA both “receives” and is formed by “a worker” (ANT) and “returns a queen” (ANNE, reading backward).

3. Try and sing medley of violin parts

The word STRINGY is both an anagram of “try” and “sing” and a violin part (STRING).

4. Fit for capture

The word SEIZURE means both “fit” and “capture.”

Those four answers read out like this:

WASSAIL
ANTENNA
STRINGY
SEIZURE

And with three more answers to go, it seemed only natural that three more seven-letter answers were forthcoming. Plus, when you read the words spelling out downward, you notice that the first four letters of WASSAIL, ANTENNA, STRINGY, and SEIZURE were spelling out.

If you follow that thought, you end up with the start of a 7×7 word square:

 WASSAIL
ANTENNA
STRINGY
SEIZURE
ANNU___
INGR___
LAYE___

And the only seven-letter word starting with INGR that I could think of was INGRATE.

WASSAIL
ANTENNA
STRINGY
SEIZURE
ANNU_A_
INGRATE
LAYE_E_

And if the last word is LAYERED…

WASSAIL
ANTENNA
STRINGY
SEIZURE
ANNU_AR
INGRATE
LAYERED

Then the missing word must be ANNULAR. The original question asked for the last word though, so our answer is LAYERED.


This brings us to Part 4, Number Puzzles, where I must confess that I finally tapped out, because I could only figure out the first of the three progressions involved.

Fill in the missing numbers.

A. 2, 4, 8, 1, 3, 6, 18, 26, ?, 12, 24, 49, 89, 134, 378, 656, 117, 224, 548, 1456, 2912, 4934, 8868, 1771, 3543, …

B. -101250000, -1728000, -4900, 360, 675, 200, ?, …

C. 321, 444, 675, 680, 370, 268, 949, 206, 851, ?, …

In the first one, you’re simply multiplying by 2 as you go.

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536, 131072, 262144, and so on.

But you begin to exclude every other number as you move into double-digits, triple-digits, quadruple-digits, and beyond.

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536, 131072, 262144, and so on.

So the answer, 512, becomes the real answer, 52.

But, as I said, I couldn’t crack the other two, and I’m already exhausted just running through these four sections!

And, based on the answers they released recently, Part 5 only got more mindbending from there.

As a matter of fact, not a single entrant managed to get every answer in Part 5 correct. Prizes were awarded to the three people who came closest however, and it turns out a staggering 30,000+ people made it to Part 5. Color me impressed!

This was, without a doubt, the most challenging puzzle suite I have ever seen, and I offer heartfelt kudos to anyone in the PuzzleNation Blog readership who even attempted it!

You’re welcome to try it out for yourself, though. I highly recommend using this link from The Telegraph, which allows you to skip to the next part if you get stumped.


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PuzzleNation Product Reviews: Takat and Noueni

In today’s product review, we look at two card games that are all about matching colors, identifying patterns, and scoring points, but in very different ways. Today, we put Takat and Noueni under the PuzzleNation Blog microscope!


Let’s start with Takat.

A card game for 2 to 4 players designed by Tyler Kilgore, Takat is different from most pattern-matching tile games or card games because it’s not about maximizing points…it’s about scoring as few points as possible as you place cards and create different colored shapes on the board.

The game starts with each player secretly drawing a card that reveals that player’s color for this game. Not only are you trying to conceal your color from your opponents, but you’re trying to guess what color they have, based on how they place cards and build shapes on the board.

[Some of the multicolored tiles. There are only two legal plays represented here: the second and third tiles in the top row, and the third tile in both the top and bottom rows.]

The multicolored patterns on the cards allow for all sorts of placement options. When you place a card, you can either neighbor a card on the board or partially overlap it, but you always have to make sure the colors match. If the edge of a card is red and blue, the card you place beside it must also be red and blue.

Since the goal of the game is to score as few points as possible, the strategy quickly becomes a mix of bluffing and deduction. You have to complete shapes in your opponents’ colors without revealing your own. (For instance, if you keep building red, blue, and yellow shapes but not green ones, you’ve told your opponents you’re purposely avoiding green, which will only encourage them to build green shapes and give you more points.)

In this game in progress, the players have mostly avoided completing any shapes; there’s the mostly-round yellow shape on the top right as well as the pointy red shape below it (which is partially formed by two overlapping tiles, unintentionally obscuring the black line at the bottom right of the yellow shape.) Those two are the only shapes completed, which means those shapes are worth more points than shapes that aren’t enclosed by black lines.

But since you can score points on neighboring tiles as well as completed shapes, you have to pay as much attention to who placed a tile as you do to what tile they placed.

For instance, on the bottom left, there’s 2 points for the neighboring red tiles, 3 points for the blue shape above it, and 2 points for the yellow rectangle beside the blue shape, despite none of those shapes being closed by black lines.

The game ends when all cards have been played. Then the players reveal their colors, and the points on the board are tallied up, based on how many shapes were made (and how many were completed), as well as how many cards were used in making each shape. The lowest score wins.

The game play of Takat is pretty easy to pick up, but the scoring is a bit more esoteric and takes some getting used to. It does, however, make for a fun variation on the usual tile-placement scoring game, and as a fan of games like Mafia and other bluffing/concealment games, it does make for a more tense playing experience than your average round of Qwirkle.


Now let’s take a look at Noueni.

Designed by 263 Games, Noueni is also a card game for 2 to 4 players that involves pattern-matching, color-based scoring, and cards that can either overlap or sit next to other cards. But there are some important distinctions between Noueni and Takat.

For example, each player chooses their color at the start of the game, and there’s no attempt to conceal it from your opponents. Also, like many pattern-matching games, highest score wins. In this game, your score is determined by how many of your scoring orbs are on the board by the end of the game.

Each card has two colored scoring orbs and a pattern of black lines emerging from them. Those lines are the connectors, and they determine how the cards placed on the board line up. Any card played must link up with the other cards on the board, whether there’s zero, one, two, or three connectors along that neighboring edge.

As you can see, the green scoring orb on the upper left connects to the red orb by three connections, but the other red orb connects to a yellow orb with only two. So far, there have been no overlapping cards played, so all four players are tied with two scoring orbs showing apiece. (The connections aren’t part of the scoring; they’re just the mechanism for lining up cards.)

A few moves later into the game, the yellow (upper right), red (upper left), and blue (middle) players have all added to the board using those matching connections, but the green player has overlapped half of a blue card, using those connections and obscuring the blue scoring orb.

Overlaps allow you to cover your opponents’ scoring orbs and claim those spots for yourself, but you have to exactly match the connections they left behind. (You can only overlap half of a card already on the board, so even if the green player had a card exactly matching BOTH of the blue card’s connections, that’s an illegal play. The green player could, however, overlap half of one card and half of another, if the connections lined up.)

And that’s where the strategy aspect of Noueni comes into play. It’s a mix of expanding the board and placing as many scoring orbs as possible, but also seizing the opportunity to hide your opponents’ orbs and match those same connection patterns.

The game ends when all cards have been placed, and the player with the most visible scoring orbs wins.

Noueni is more straightforward than Takat, which will make it more accessible to new players, but it also lacks the tension of hiding your color and ferreting out your opponents’ colors. On the flip side, Noueni does maintain that ever-present paranoia that at any point, someone might drop a card on top of yours and steal a key scoring orb at a crucial moment in the game.

Both are terrific games that build on the pattern-matching color tile game format in interesting ways, requiring more from a player than simply outscoring their opponents. You need to outthink them too.

Takat and Noueni are both available from The Game Crafter.


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A puzzly British Christmas card!

One government agency in England celebrates Christmas a little bit differently than most.

The GCHQ — Government Communications Headquarters — provides security and intelligence services for the British government. Back when they were known as GC&CS — Government Code and Cypher School — they were responsible for funding the Bletchley Park successes cracking the German “Enigma” code during World War II.

And for Christmas this year, they’ve released a puzzly Christmas card that’s sure to challenge even the staunchest puzzlers.

Step 1 of the puzzle is a logic art puzzle where you have to deduce where to place black squares on an open grid in order to form a picture.

Each column and row has a series of numbers in it. These numbers represent runs of black squares in a row, so a 1 means there’s one black square followed by a blank square on either side and a 7 means 7 black squares together with a blank square on either side.

Once you’ve solved this puzzle, you can use it to unlock the next puzzle in the chain.

From an article on GCHQ.gov.uk:

Once all stages have been unlocked and completed successfully, players are invited to submit their answer via a given GCHQ email address by 31 January 2016. The winner will then be drawn from all the successful entries and notified soon after.

Players are invited to make a donation to the National Society for the Prevention of Cruelty to Children, if they have enjoyed the puzzle.

This is one majorly challenging Christmas card. After you’ve conquered the logic art puzzle, you’ll confront brain teasers, palindromes, pattern-matching, deduction, number progressions, codebreaking, cryptic crossword-style cluing, and more.

I would highly recommend teaming up with another puzzle-minded friend (or more) and trying your luck. Let us know how far you get! (And you can hit up this article from the Telegraph for aid as well.)


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