PDP Tabletop Tournament: Round 2

Last week, 15 intrepid members of the Penny/Dell Puzzles crew (as well as yours truly, your friendly neighborhood PuzzleNation blogger) embarked on the first stage of a four-week journey: The PDP Tabletop Tournament.

After fast and furious rounds of the anagram-fueled tile game Bananagrams and the pattern-matching card game On the Dot, the field was pared down from 16 enthusiastic puzzlers to 8 worthy contenders who triumphantly emerged, ready and willing to tackle whatever challenges awaited them in round 2.

Let’s find out what happened, shall we?

Round 2 kicked off in similar fashion to Round 1, as the 8 competitors were split into 4-person groups. Each group of four would play two games. Two winners — one from each game — would come from each foursome and move on to the next round.

The two games for Round 2? Qwirkle and Timeline.

Qwirkle is a tile game that mixes the gameplay of Mexican Train Dominoes with the Uno mechanic of matching colors or matching symbols. There are 6 different shapes and 6 different colors, and players score points by playing tiles from their hand on a communal gameplay area (similar to Scrabble or dominoes). Neighboring tiles can be the same color (a green square next to a green star) or the same shape (a red diamond next to a purple diamond). But you can’t repeat any tiles within a row (meaning that if a blue diamond is in a row of diamonds, you can’t play another blue diamond in that row).

You earn bonus points by completing Qwirkles — six-tile runs that either have 6 different symbols all of the same color or 6 different colored tiles with the same symbol. In our tournament, the player with the highest point total after 20 minutes would move on to Round 3.

Timeline is a card game where every card depicts a different moment in history, and the players are trying to place cards from their hand into a historically correct timeline. Players take turns adding cards to the timeline, placing them before or after previously played cards. You don’t have to know the exact year the event on a given card took place; you simply have to figure out when it happened in relation to the other events that have already been played.

You play your card, and then flip it over to reveal the actual year the event occurred. If you’re correct, the card stays, and you have one fewer card in your hand. If you’re wrong, the card is removed from the timeline and you draw a new card. The first player to place every card in their hand wins. (And moves on to Round 3.)

My group settled in for a game of Qwirkle while the other foursome set their sights on Timeline. (I didn’t name any players in Round 1 because that would’ve been 16 names for you to keep track of, but I’ll name players this time so you can follow along.)

Group 1 consisted of me, Nikki, Rick, and Sue; Group 2 consisted of Jen (last year’s champion), Jenn, Gordon, and Robin.

Qwirkle was an interesting choice for the second round, because it offered players less control than the games in Round 1. On the Dot has everyone using the same cards to match the pattern, so it comes down to speed and skill. Bananagrams has a random tile selection, but since you can change the grid at any time to accommodate new letter tiles, you have a lot of control in how you place things.

But with Qwirkle, you only have 6 tiles at a time to place, and you’re dealing with one communal play area. So you’re limited in what you can play by the tiles already on the board; if there are no diamonds on the board to match, for instance, you can’t play a diamond tile unless there’s another symbol on the board that’s the same color as your diamond tile.

Plus, you can’t just play a lot of tiles, if you have several that match, because you don’t want to leave openings for your opponents. If you add three different colored star tiles to the two already on the board, great, you’ve got 5 points. But you’ve left the board open for someone to play the sixth-colored star tile and score a Qwirkle, which means bonus points.

So you have to play both offensively and defensively at the same time.

And my opponents were all solid players, so I knew I had my work cut out for me. At our annual International Tabletop Day event, Sue usually plays Qwirkle, so I knew she knew the game well. And Nikki and Rick are both smart, tenacious players. (In Round 1, Rick nearly won On the Dot, and the Bananagrams game that followed was so close that we needed a tie-breaker game of Slapzi to determine the winner.)

Everyone was playing cautiously, trying to prevent others from landing those precious Qwirkle bonus points. (Although I think I was the only one who was actively sabotaging Qwirkles where possible, because hey, that’s part of the game, right?)

At the end of our twenty-minute session, everyone had played well. We all finished within ten points of each other. Unfortunately, it was not meant to be for your PN-blogging pal, as I was knocked out of the tournament here, alongside Qwirkle-savvy Sue.

But who was moving on? We didn’t know yet. You see, Nikki and Rick had tied at 60 points apiece, so a tie-breaker was needed. Yes, once again, Rick would be playing Slapzi.

Since I was busy with my group, I didn’t see any of the highlights from Group 2’s session of Timeline. All I knew was that Jenn was going through to the next round.

We switched games, and Group 2 started their Qwirkle game while we settled our tie with a round of Slapzi.

Both Nikki and Rick were quick on the draw — though there were a few questionable plays like this one:

In the end, Nikki bested Rick and moved on to Round 3.

The four of us then settled in for our game of Timeline. There was still a chance for me to salvage the day and continue onward to Round 3 in the proud name of PuzzleNation.

[My Timeline hand. Lots of Viking knowledge needed…]

Success in Timeline depends on two factors: how well you know the events in your hand, and which events get played on the timeline before your turn. For instance, you might have several events that you suspect took place in the 1800s, but you’re not sure when. If there are several cards with dates from the 1800s already in play, you could have a very hard time placing yours. But if the timeline features events from much earlier (like the taming of fire or the creation of the moon) or much later (like the creation of CDs or the launching of the space shuttle Discovery), then you’ll be able to place at least one of your cards with relative ease.

Naturally, the game gets tougher as the timeline fills out, and the gaps between cards get smaller.

The first few turns went well for everyone. I think it was our third go-around before someone incorrectly placed a card. Rick and I jumped ahead with some lucky guesses (I mean, skillful application of vast historical knowledge), and soon, we were each down to three of our original seven cards.

Unfortunately, I botched two cards in a row — including stupidly placing the Appeal of 18th June AFTER the events of World War II — and Rick calmly swooped in, placing his final card — the invention of basketball — in the correct gap in the timeline.

No tie-breakers for Rick this time; he was moving on to Round 3.

We wrapped up our game in time to settle in and watch the conclusion of Group 2’s Qwirkle match, which was a bit higher-scoring than ours. (There were definitely more Qwirkles scored in their game.)

In the end, a surprise upset occurred, and last year’s champion Jen was knocked out of the running by Gordon, who joined Nikki, Rick, and Jenn as the contenders in Round 3. So no matter who wins this year, we’re guaranteed a new champion. Unexpected!

So, alas, I shan’t be competing in either the semi-final or final round of this year’s tournament. But then again, that does free me up to take pictures, observe, add my own unique brand of obnoxious color commentary, and document the event in full for your reading pleasure.

Next week, the remaining four players will try their hand at a game unlike any they’ve encountered in the tournament thus far. Next week, it’ll be about strategy, cunning, bluffing, cutting deals, and a fair bit of trickery, as Nikki, Rick, Gordon, and Jenn play Sheriff of Nottingham.

The two players who score the most points will move on to the finals, which will be held at our annual International Tabletop Day event in the last week of April!

And, of course, a crown, scepter, and Game Night Gift Pack await the eventual champion.

To be continued…

[You can check in on the next round of the tournament live on Tuesday on our Instagram account!]


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How Women Have Shaped and Changed the World of Roleplaying Games

About a month ago, I wrote a blog post about Elizebeth Smith Friedman, one of the founders of American cryptography as we know it. One of the goals of that post was to help correct the historical record and restore Elizebeth to the prominence, accolades, and attention she so richly deserves.

A friend of mine and fellow tabletop roleplayer read that post and pointed me toward this article from Kotaku last year about the early influence of women on the development of the iconic roleplaying game Dungeons & Dragons. One of the first playable modules, the “Sage Advice” column of Dragon magazine, the inimitable art style (and maps), the long-running D&D series of novels… women played vital roles in crafting the world of D&D as many of us know it today.

This may come as a surprise to some people, given how pop culture tends to present roleplaying in general as an all-male nerdy pursuit. (The Big Bang Theory, for instance, often pushes the idea that girls don’t play D&D.)

But to me, it’s no surprise at all that women played such important roles in the development of one of tabletop gaming’s most famous franchises. Women have always been a part of roleplaying in my experience. Whether we’re talking LARPs (Live-Action RolePlaying) or tabletop, in my group of friends, female players were the norm.

The longest-running game I’ve ever been a part of — one that we’ve played on and off for over a decade — has had a brilliant female DM [dungeon master / game runner / storyteller]. Women made up half of the players in the Star Wars-based RPG campaign I ran for nearly seven years. The all-guy game that serves as the cliche sitcom punchline was rarely the case.

But I never want to assume that my experience is the same as everyone else’s. So I decided to reach out to some of the female RPG fans, game-runners, and creators I know to get their take on roleplaying games.

How did they get into RPGs? What effect has roleplaying had on their lives, their own personal creativity, and so on? And has the roleplaying world changed, either favorably or unfavorably, for them as women during their time as roleplayers?

To start, I think my friend Addie wrote the perfect intro:

Twenty years ago I was dating a guy who asked, “Do you want to play Dungeons & Dragons?” and not really knowing what it was I said, “Sure why not.” Ever since that first game it felt like I found something that I was looking for, a doorway to a fantasy world I was unfamiliar with yet interested in.

D&D was the first step into a world that introduced me to other means of roleplaying, from LARPing to MMO’s [massive multiplayer online games] to text-based games online. It allowed me to exercise my creativity and become more comfortable with writing. It lead me to learn that I love to write, especially creating characters, and eventually I even co-started a text-based Marvel game called MUCK that had a successful seven years until I burned out and couldn’t run a game on my own anymore.

Sometimes, it’s a boyfriend who introduces the game. Other times, it’s a friend, as in Lindsay’s experience:

I started gaming when I was 14 or 15 (1990ish) when my female best friend bought a copy of the AD&D Player’s Handbook, Dungeon Master’s Guide, and Monster Manual [the three core books required for D&D] on a whim one day and she ran a game for me and her brother and, I think, a friend of her brother’s.

I’d been exposed to the idea of D&D several years before when the blue box set came out, and another female friend’s brother had it and the dice on his desk. I was utterly fascinated by the idea and wanted to play, but of course we were the Little Sister and friends, so we weren’t invited.

In Jala’s case, it was her sister:

When I was 10, my sister brought home a boxed set of D&D (the original edition) which had a map, module & etc. She was my first DM and first tabletop RPG buddy… RPGs were a way to bond with my sister originally, and later on when online RPGs were a thing it was the manner in which my sister met her husband, and the way I met my best friend (now ex-husband, though we are still friends).

But no matter how they discovered roleplaying, it made an immediate impact.

Beverly credits quite a bit to her experience roleplaying:

It changed my life by helping me form and solidify friendships. I even met my second husband because of RPGs (online and not pencil and paper) and that’s pretty rad.

It also helped me gain some confidence early on when I started game-mastering. I was pressured (in a friendly way) to try my hand at being a game master. I didn’t think I could do it, but I was with a group of trusted friends and I tried it out. It went pretty well, and because being the leader and helping guide the story had gone well in that trusted environment, I felt more empowered to try it at a small convention with people I didn’t know as well.

Those people ALSO had a good time, and each experienced helped me feel more capable in speaking in front of strangers, and if I’m being perfectly honest, also how to fake a bit of confidence at first to help me get started.

Lindsay also credits gaming as a huge factor in her life:

How has gaming affected my life? I laugh: it has been one of the two biggest parts of my life for most of my life. I met the most important people in my life through gaming, whether it be tabletop, writing for the games, or LARPing: my best friends since high school, my general social group, and my husband.

Gaming certainly helped broaden my creativity — collaborating with my best friends when we wrote tournaments or created a whole world to set games in brought so much to the forefront. Cultural knowledge, intricacy in political situations, and depth of character all came into it and we all boosted each other’s creativity. I also like playing all different races, classes, attitudes, and genders when I play — just to see what it’ll be like and to bring different parts of my personality out.

That being said, there has definitely been a sea change in how women in roleplaying have been viewed over the last twenty to thirty years.

Beverly: I have been at it in some form or another since about 1992 and mostly I have had good experiences but there have been some pretty bad ones. I think it has gotten a bit better for me over the years, but admittedly I am not as into it as I used to be.

Addie: The world has definitely become more welcoming to female gamers, at least in my experience. For many years I hid my gender online when roleplaying or playing MMOs, tending to play male characters. I never told anyone I was female but I didn’t tell anyone I wasn’t male and just let them assume. I’m sure there are people out there who are still convinced to this day I was a dude behind the screen.

Now, I have no issues with hiding my gender. The harassment isn’t there like it used to be, I’m not the “golden egg” of female roleplayers anymore.

Lindsay’s experience working inside the world of RPGs grants her a particular insight into how things have changed:

As for my own career, I wrote and edited for several game studios throughout my 20s and 30s. White Wolf in particular liked employing women in the office, but I don’t think that was really because they were committed to diversity. I think it was more because “Wimminz In Gamez Iz Edgy and Cool.” Yes, the women were incredibly capable and remain powerful writers and gamers, but still.

I work in a comic, card, and game store now, the same one where I host and play games. The customers’ attitudes are a mixed bag, really, but overall they are friendly and respectful of me as a woman and an expert. Some are overtly sexist and assholes about it – “uh, can you get [man]? I have questions. No, I don’t think you know about this, can you just get [man]?”

And yep, I know more than the man does.

That idea of “nerd cred” being checked, unfortunately, isn’t the exclusive domain of male players. My friend Athena confessed that female players can also make it hard to get into gaming:

I didn’t want to identify myself as a female RPGer to those that may attack me. I readily tell people I enjoy tabletop, RPG, and other video games in real life, but often (especially in groups of people that already somewhat know me) when I say “oh I love that game”, I get checked for my nerd card. Testing responses from people trying to make me prove I actually am a gamer… I got into D&D in the early days of high school because it looked like fun and my friend-group played. Since then, I personally have always found it somewhat difficult to “break into” new groups.

It’s been a generation since the early days of D&D, and thankfully, being a female RPGer is far more common, even if it can be hard for new players to get started.

Addie: It’s also nice because female Roleplayers aren’t the rarity they used to be.

Lindsay: I also feel like being a woman among gamers gives us a way to feel special sometimes in a world that stigmatizes, belittles, or outright ostracizes smart, creative women who don’t fit the physical or otherwise mold of what a Strong Female Character ought to be. It seems like a poor sort of evaluation, but … it’s true. Among the usual population, we’re just kind of weird, with weird interests. Among gamers, we’re rare and fascinating. That’s nice to feel sometimes.

And on the other hand, that same rare and fascinating thing crosses very quickly, very often into creepiness and even sexual inappropriateness. It’s kind of scary sometimes as a woman to walk into a new game group and have no idea what the guys are going to be like.

Jala: I can’t say that I ever experienced the kinds of horror stories you read about on Buzzfeed, myself, so my personal exchanges have ranged from being blase (occasionally with new folks I didn’t know) to absolutely hilarious (when my gay male friend was playing a flirty straight woman and I was playing a straight man whom his character hit on for example, the role reversal was funny to everyone). The respect of my personal authority was never challenged even as a teenage female DM with older people as my players, although I did exasperate a DM or two with my out-of-the-box thinking as a player. That, however, had nothing to do with my gender.

Athena: Whenever I play tabletop games — Magic, board games, D&D. etc. — the (mostly male) players don’t care AT ALL who I am. It’s generally an extremely welcoming community in person.

Lindsay: Things have absolutely changed over time. Women have gone from being only princesses to be rescued; bar wenches; prostitutes; and the subject of lonely-artist posters to writing the rules systems; being the examples of particular classes or races in said books; having a voice and presence online and in media; and more respected equals as players and writers. We still have things to overcome, but we have come SO far.

Jala: Initially although my “core group” was comprised of my sister and whatever friends (all male) we could rope into it, these days there are many more female gamers of all flavors. From being an outlier in what was a fairly esoteric and clique-filled community, I have (female and male) friends who own comic & gaming shops and run games for kids and single-session adventures for those who can only drop in from time to time. I think that the voice of women is more pronounced now and there is definitely more representation of my gender out there which is great.

Addie: When I was at PAX EAST in 2014 and playing the Pathfinder Mods, one of the random groups my friend and I got put together with ended up being all females. We had so much fun we played three modules together and the GM was shocked to find out we weren’t a regular group, just a handful of pairs of strangers. We weren’t put together because all of us were female, we were put together because we were the players waiting for a group. Ten years ago, there wouldn’t be enough women at a Tabletop booth to put a 7-player group together.

Although things are changing and the pendulum of acceptance and inclusiveness is swinging in the right direction, it’s still amazing the impact that one or two strong female voices can have in attracting and empowering other players.

Lindsay: A guy came up to me at the game store I work at to ask me how many women play D&D. He said his wife and he had played some online D&D and loved it, but she in particular was hesitant to try it in person because she felt uncomfortable with the idea of being a female newbie in a room full of guys.

I realized that this reluctance might be more common than anyone realized, and I thought about the fact that even I, a lifelong gamer, am always reassured when there’s even one other woman on a table. Thus was born my Thursday women-only D&D table. Now I have more interest than seats available at the table! One of my players said, after the last session, that she really, really enjoys playing with just women, that there’s so much less pressure to know everything off the top of your head and that roleplaying is so much more fun.

My stated goal with the game is not only to give women a table of our own but also to welcome and encourage newer gamers or total beginners. It’s a safe space for all women, and I specified that trans women are women and therefore welcome too … Safe. Space. And we’re having a good time!

Addie: I’ve also found that being a female roleplayer with 20 years of D&D under her belt, I’ve been able to help other, younger, women with getting into tabletop roleplaying. A lot of the younger roleplayers I meet online nowadays are mostly younger females who do a lot of text-based roleplaying. Now that they’re starting to get their feet wet with tabletop, they’ve come to me with questions, and I thoroughly enjoy being a “Geek Mom” to young girls.

It was a privilege talking to these women and gaining some valuable insight into the world of roleplaying games from their point of view. Just reading these stories made me even more grateful that my personal experiences with RPGs have been so positive. Seeing these amazing, creative, hilarious, and brilliant women help to shape the roleplaying community for the better… it’s something special.

I’d like to close with something Lindsay said. It is part optimism, part mission statement, and wholly appropriate to the subject at hand:

When things like Gamergate simply don’t happen any more because women’s voices are automatically respected, we’ll have gotten somewhere. Meanwhile, I’ll keep reaching out to women in gaming and helping the ones I can as well as doing what I love best.


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Puzzles in Pop Culture: Brooklyn Nine-Nine (Plus Will Shortz!)

[Image courtesy of FOX.com.]

In our Puzzles in Pop Culture series, we’ve featured shows as diverse as Gilmore Girls, NCIS: New Orleans, The West Wing, Hell’s Kitchen, and Parks and Recreation.

But oddly enough, the puzzliest show in the series has proven to be Brooklyn Nine-Nine, FOX’s hit sitcom about a New York precinct and its oddball collection of detectives. Not only did they pose a diabolical seesaw brain teaser in one episode, but crosswords were at the heart of another key moment in the show just last year.

And today’s post marks the show’s third appearance. Join us as we delve into “The Puzzle Master,” episode 15 of season 5.


The episode opens with detective Amy Santiago passing the sergeant’s exam and doing a dorky dance. Good start.

[Image courtesy of Spoiler TV.]

Her fiance, fellow detective Jake Peralta, has a doozy of a last case for he and Amy to solve as detectives. He presents her with a serial arson case that seem to be connected to the Saturday crossword puzzle. Amy, as a crossword fiend, is overjoyed.

Two different buildings have been set ablaze on two consecutive Saturdays, each with a puzzle left at the crime scene. The only other clue is a note sent to the puzzle’s “author” — not constructor, oddly — Melvin Stermley.

Amy immediately geeks out, mentioning that Stermley once created a puzzle where every word in the grid was the word “puzzle” in a different language. Jake then mentions that Stermley himself is coming in to help them with the case.

[Image courtesy of Brooklyn Nine-Nine Wiki.]

While Jake expects Melvin Stermley to be “a massive dork,” he turns out to be a handsome Hollywood tough guy type. Jake is instantly jealous. (For a nice bit of insider fun, Stermley is played by David Fumero, the husband of Melissa Fumero, who plays Amy Santiago.)

Amy has set up a display with both of Stermley’s puzzles connected to the fires, and the trio begin searching for leads. When Jake asks if he has the typical physique of a puzzler, he mentions that each puzzle only pays a couple hundred bucks, so he makes most of his money modeling. (No doubt a common response you’d get from any top constructor, right, folks?)

They read over the arsonist’s letter again: “Your clues I discombulate, to teach you to conjugate. The fool who fails to validate will watch as I conflagrate.”

Stermley suggests that they look at the answer grids of his puzzles for clues. Amy then jumps to anagramming some of the answer words. (The puzzler notes that Amy Santiago anagrams to “o, nasty amiga” and Jake Peralta to “eat a jerk, pal.”) Amy and Vin decide to split up the odd and even clues, leaving Jake out.

[Image courtesy of Spoiler TV.]

Getting nowhere with the anagrams, they wonder if “conjugate” in the arsonist’s letter means they should focus on the verbs, “the second best form of speech, after prepositions.” Jake suggests a different path, starting with possible suspects who don’t like Stermley, and the puzzler mentions the crossword night he’s hosting at a local bar. “It’s a total puz-hang,” according to Amy, and a good place to start looking.

While waiting in line outside the bar, Jake is disappointed no one is dressed like The Riddler. Amy points out someone wearing crossword-patterned pants. (Again, a common sight at the ACPT.) They chat with one of the other people in line, a woman who jokingly refers to Stermley as her future husband.

[Image courtesy of Spoiler TV.]

Before anyone can enter, they have to solve one of Stermley’s puzzles. Amy is tasked with anagramming the phrase “MEET A BRAINIER STUD, A” into the name of a place in the world. (Jake’s jealousy is piqued by the anagrammed message, of course.)

She quickly solves it — UNITED ARAB EMIRATES — and heads inside. But when Jake tries to follow, he discovers he has to solve a puzzle of his own to get in. The phrase “SAD ANUS LOSER, I GO IN” must be anagrammed into a film based on a classic book. Cut to Jake sneaking into the bathroom, because he couldn’t solve the anagram.

(It was DANGEROUS LIAISONS, by the way.)

While Jake waits in the bathroom for his pants to dry — he stepped into the toilet while climbing down from the window — two puzzle fans come in, discussing Stermley’s mad puzzle skills and how “Sam” must be pissed, as Stermley replaced him doing the Saturday crossword, bumping him down to work in Parade Magazine.

They mention Sam’s toughest clue, “a 5-letter word for a game popular in nursing homes,” to which Jake replies “BINGO.”

[Image courtesy of AV Club.]

Jake mentions it to Stermley, who says Sam Jepson is one of his best friends and has been out of town for weeks. Jake still thinks Jepson is a solid lead.

Amy and Stermley, meanwhile, have realized that both targeted buildings were at the intersection of numbered streets, and those numbered intersections also point to letters in Stermley’s puzzles: M and A. They plan to build a trap into Stermley’s next puzzle to catch the arsonist.

When given a choice between Jake’s approach and Stermley’s, Amy opts to go with the puzzle trap.

Back at the precinct, Amy has determined that the most common letters in people’s names that follow MA are L, X, R, and T — Malcolm, Max, Mark, and Matthew, for example — so Stermley constructs a puzzle using only one of each of those letters. (A pretty daunting challenge, but definitely doable — especially if the cryptic-style crossword grid on the board behind Amy is the puzzle in question. It would have fewer intersections.)

Amy plans to stake out the intersections for each of those four letters, assigning one of them to Jake. (Jake, meanwhile, makes a secret plan to have Charles stake out Sam Jepson’s apartment.)

[Image courtesy of Spoiler TV.]

Charles spots Sam on the move — played by crossword guru Will Shortz, no less! — and Jake leaves his assignment to intercept. He and Charles follow Sam, who sits at a corner and eats soup, then calls his Mom. It turns out he has been out of town, only having returned tonight — and his marriage proposal was rejected. Bummer.

Jake returns to his assigned intersection, and the building is on fire. He has missed the arsonist.

Amy is understandably upset with Jake when they’re back at the office. Jake confesses he’s jealous of Stermley and doesn’t want Amy to wake up one day, regretting not marrying someone as smart as her. She reassures him that he’s a brilliant detective and that’s why she wants to marry him.

[Image courtesy of FOX.com.]

Jake has a epiphany, realizing that the arsonist’s name isn’t what’s being spelled out, it’s the word MARRY. (The word “conjugate” in the letter also pointed to marriage.)

And who wants to marry Stermley?

The woman in line at the bar on crossword night.

Jake and Amy bring the woman in, and it turns out the full message she intended to spell out with her fires was “MARRY ME OR ELSE I WILL KILL YOU, YOURS FOREVER, HELEN GERBELSON.”

That would take SO MANY FIRES. (I imagine she’d have to burn down several buildings more than once, given the sheer repetition of letters and the relatively few options for numbered streets.)

But, in the end, the arsonist has been caught, thanks to the power of puzzles and good police work.

[Image courtesy of Lauren Leti’s Twitter.]

Overall, I thought this was a very fun episode of the show. The anagram gags were the puzzly highlight, though I confess, I thought they’d do more with the Will Shortz cameo.

Here’s hoping there’s a crime at the Brooklyn Nine-Nine equivalent of the ACPT next year!

Also, as someone who has seen ARSON in a thousand grids, it is funny to see someone finally link the word and the act in a puzzly way.


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April Fools! (Update: Solve Puzzles Like Never Before!)

Alas, we’re sad to inform you that PNVR — PuzzleNation Virtual Reality — the hot new tech on the puzzle scene, is just a delightful conjuring of the PN development crew. There’s no such thing.

(Not yet, anyway. Though, given how Ready Player One is performing in theaters, we might bump PNVR up the priority list.)

But we hope you enjoyed our little April Fools Day prank, particularly the free bonus coins for Daily Pop Crosswords at the end of the proverbial rainbow. It was great fun to cook up and execute, and the response from the PuzzleNation audience was terrific.

Thanks for a fun day, and keep your eyes peeled, because there are always fun, surprising ways to earn bonus coins and other great deals from PuzzleNation!

We’ll see you again soon, friends.

And please remember that puzzling and bike riding don’t mix.


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

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Solve Puzzles Like Never Before!

That’s right, fellow puzzlers and PuzzleNationers! We have something truly special for you today, necessitating that rarest of occurrences: a weekend post!

We were hoping to reveal this marvelous new puzzly breakthrough at the American Crossword Puzzle Tournament last weekend, but alas, all was not quite ready, and we had to hold off seven more days for the grand unveiling.

Until today.

Today, we bring you the next step forward in puzzles. Yes, with Daily POP Crosswords, we put the best puzzles in the world in your pocket, at your fingertips.

But, with PNVR, we bring those puzzles to life!

PNVR. PuzzleNation Virtual Reality. It’s like nothing you’ve ever seen! Words leap to life with a wave of your hand! Clues emerge from the ether, floating just beyond your fingertips!

Simply slip on the special PNVR Headset™ — sleek, ergonomic, and suitable for any outfit or occasion — and in an instant, you’re whisked away on a hundred different solving adventures!

Crack crosswords side by side with a robot pal from the comfort of your own home with PNVR! Solve Sudoku from the summit of Mount Everest or K2!

Enjoy a leisurely bike ride through a grid-dappled meadow, plucking puzzles from the grassy hills and dales on a warm summer day! Soar like an eagle and loop answers in word seeks that stretch across the sky!

With PNVR, the possibilities are endless! (As long as your wi-fi is solid and grandma doesn’t hog the headset, that is!)

What are you waiting for? Click here for more details on the greatest thing to happen to puzzles since the mechanical pencil!


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Puzzles for a Good Cause!

[Image courtesy of Pinterest.]

The puzzle community is really amazing. It’s an incredibly open, friendly, and welcoming band of creators, miscreants, wordsmiths, and trivia buffs from all walks of life, united by a love of wordplay and the satisfying discovery of a solution, be it to a puzzle or a problem.

Basically, if you’re in a bind, if you need help, there’s usually a puzzler there by your side to back you up.

This blog has given me plenty of opportunities to detail wonderful charitable programs spearheaded by puzzlers in the past, and today, it’s my pleasure and my privilege to bring another to your attention, my fellow PuzzleNationers.

Like last year’s Puzzles for Progress (which inspired it!), Queer Crosswords is all about providing a small puzzly incentive to do some good and reach out.

Once you’ve donated to one of the worthy causes detailed here — including the ACLU, PFLAG, The Trevor Project, the Trans Women of Color Collective, and others — you can send a copy of your charitable receipt to Nate Cardin at queerqrosswords@gmail.com.

And in return, you’ll receive a PDF loaded with 22 pages of original puzzles by great constructors like Tracy Bennett, Todd Gross, Mark Halpin, Andrew Ries, Trip Payne, Jenna LaFleur, Andy Kravis, and more.

It’s a little puzzly thank you for playing your part in building a better world, and I applaud everyone involved in this venture.

[You can click here for full details on Queer Crosswords.]


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!