Four Years of PuzzleNation Blog!

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 in today’s post, we’re celebrating four years of PuzzleNation Blog!

This weekend marks the four-year anniversary of this humble little puzzle blog

I’ve been here since day one of the blog, and more than five hundred and seventy posts later, I still enjoy it. I greet every new post with the same excitement and drive to share the world of puzzles and games with our always-expanding readership.

It’s been an awesome gig. It has brought me opportunities to interview people I admire, spread the word about worthwhile causes and amazing Kickstarter campaigns, and experience huge events with other puzzlers and gamers.

We’ve seen puzzly proposals and mind-bending creations, grand mysteries solved and new ones revealed. We’ve seen the crossword turn 100, the slowest Rube Goldberg device, the fastest Rubik’s Cube solver, puzzle hunts that span continents, and moments where puzzles have made history.

I look forward to sharing so many more moments with you, my fellow puzzlers and PuzzleNationers.

And in honor of our four-year anniversary here on PuzzleNation Blog, we’re doing a giveaway! Just share this post on Facebook or on Twitter and you’ll be entered in a drawing to win either a free download of a Penny Dell Crosswords app puzzle set OR a copy of Scrimish donated by our friends at Nexci.

Thanks again for sharing this milestone with us. Here’s to many more to come!


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It’s Follow-Up Friday: Murder Mystery 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 in today’s post, I’d like to follow up on last week’s murder mystery post.

In the previous post, I gave you some of the backstory and logistics of our in-office murder-mystery event, and today, I wanted to discuss the event itself.

Our murder happened Monday night — the fictional J. Augustus Milverton Puzzlenationo would breathe his last breath near the photocopier — so Tuesday morning marked the official start of the game.

And since we’re an office full of puzzlers, the morning began with something of a logic puzzle, as the players were given a list of passcodes used to enter the building, but they needed to figure out who had used them and at what time.

You see, someone’s passcode being used at a certain time didn’t necessary mean that person was actually entering the building at that time. Someone could’ve used another player’s code. (Information involving times and identities was scattered throughout emails to all 10 participants, so it would take a fair amount of cooperation to unravel this.)

But since all of the players were suspicious of each other — which was wise, given that several “solvers” were actually following my orders throughout the event to fulfill certain tasks — the first day didn’t involve as much cooperative solving as I’d hoped. (That would come the next day out of necessity, as alliances began to form and more information was shared.)

As I fielded questions from players asking for further details — and several clues were discovered and analyzed — the first of several complications for the players was revealed: a fellow player was “killed.”

This not only upped the stakes for the players, but led to one of my favorite moments in the game. You see, when a fellow player stumbled upon the body, he wasn’t sad that his coworker was dead…he was sad because he couldn’t ask him any questions. (Though, intrepid solver that he was, he asked if a Ouija board was out of the question.)

For the rest of the day, I was fielding all sorts of instant messages and emails from players, asking for information, cashing in Holmes Tickets, clarifying things, and trying to fit the pieces of the puzzle into place. Early theories emerged. Some were wild guesses, and some were surprisingly close to the truth.

Our event played out in real time, so the players were aware that things could happen outside the workday that would impact the game. People seemed reluctant to leave, just in case they missed a clue.

Day Two opened with another red herring — punny threats sent to three of the players, delivered in envelopes that pointed to another player (a gambit by the killer to put the spotlight on someone else) — and a few secrets had already come out.

Players openly offered information to each other in a group email, which helped resolve some red herrings and put other pieces into place. More clues were uncovered, but the murder weapon remained elusive.

Lunchtime was orchestrated to be a tipping point. Not only would another murder occur, but other plans and clues would come together. I gave one of my collaborators two missions to accomplish while the players were away from their desks. Hopefully, she’d be able to accomplish both, but at the very least, she had to accomplish one of the tasks.

There were a few of these open-ended narrative moments written into the story where the players had the chance to surprise me with what happened and what didn’t. Not only did those moments make the game more fun for me to run, but it gave other players chances to really inhabit their characters and get into the performance side of the gameplay.

Lunchtime allowed for more group theorizing — something that the workday hampered, as you might expect — but the real fireworks awaited players upon their return.

A trap was sprung, and another player died unexpectedly. Although some chaos did ensue, most of the players realized this latest death was the work of another party, and several of the players solved it quickly before returning their attention to the first two murders.

In the midst of all this, two real-world complications arose on Day Two.

The first involved a player dropping out due to a mix of time constraints (she felt the game was distracting her too much from work) and general frustration with the format of the game (which, for someone unfamiliar with immersive storytelling like this, is totally understandable). I was sad to see her go, and adjusted the story accordingly, recovering a clue from her and redistributing it to an active player.

The second involved the pace of the game itself. I’d hoped to run it over the course of Tuesday and Wednesday and have it wrapped up that second day. But between the elaborate unfolding plot and the difficulty in balancing gameplay with, you know, actually getting our work done, things were progressing more slowly than expected.

That darn workday. Such a nuisance.

So the game rolled into Day Three, and players could sense the end was near. Most of the puzzle pieces were there for the taking, and several compelling theories emerged. (Honestly, one of them was better than the story I’d actually written, which was both funny and a little humbling.)

To add a bit of drama, I set a deadline of mid-afternoon. If the murders hadn’t been solved by then, the killer would escape scot-free.

Things finally steamrolled to their conclusion when the murder weapon was revealed — in the hands of a thief who had been woven into the plot — and one of the players came close enough to cracking all three murders that I declared the mystery solved. (And our ace detective did so before the deadline, so no escape for our dastardly murderer.)

It was different from any murder-mystery event I’d run before, and everyone seemed to enjoy it. There were certainly flaws in execution, as there are in any first attempt, but I learned some valuable lessons in this play-through that will make other such events in the future smoother, more satisfying, and more engaging.

Although…I hadn’t considered the potential consequences of the event on workdays going forward; everyone seems a bit more wary of each other. (And there are a few vengeful “spirits” lurking about, hoping to avenge themselves in future games.)


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It’s Follow-Up Friday: Carpet Conundrum 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 in today’s post, I’d like to return to the subject of visual puzzles.

We’re keeping it simple today. In this photo that’s been making the rounds on Facebook and Reddit, can you find the iPhone?

Let us know if you spotted it! It’s tougher than you might think!

Happy Friday!


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!

5 Questions with Game Designer Andrew Looney

In honor of the 20th anniversary of Looney Labs this weekend, as well as the launch of the LooneyCon event today, we’re doing Follow-Up Friday a little differently today.

And so, welcome to another edition of 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Andrew Looney as our latest 5 Questions interviewee!

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[Image courtesy of BoardGameGeek.com.]

Andrew Looney is the chief game designer and co-founder of Looney Labs, a company specializing in games with serious replayability and dynamic rules that make every session a new experience. Founding the company in 1996 with his wife and partner-in-aerospace Kristin, he has gone on to launch such innovative games as Fluxx (and its many variations) and the Looney Pyramids series.

With two decades of experience in game design, he has presided over the growth of a major brand in games, one whose homegrown roots and values are still very much a part of the company’s fabric today.

Andrew was gracious enough to take some time out to talk to us in the days before LooneyCon, so without further ado, let’s get to the interview!


5 Questions with Andrew Looney

1. You’re celebrating twenty years of Looney Labs innovation and game design this month, and you’ve really cemented a reputation for fun games with a high replay value. How do you know when a game is right for your brand? And what role do you play in bringing these games to market?

I design everything we make myself. So I play a pretty big role. But the decision about what we publish next is not up to me… Ultimately, Kristin makes that call (although she gets input from everyone in the company and beyond).

When I feel that a game design is working, I’ll declare it ready for consideration, at which point it goes into the pool of possibilities. And some of my designs spend a lot of time waiting around in the pool before the company decides to publish them. In other cases, such as when I’m asked to create a game on a specific subject or when I come up with something particularly exciting, I have more deadline pressure.

But the ultimate test of when a game is ready is when everyone who plays it says, “This is great! Let’s play again!”

gaminggoh

[The heart and soul of Looney Labs, Andrew and Kristin Looney.
Image courtesy of WindyconBlog.]

2. In the last year, Looney Labs released more games than ever before, with new licensing deals for Fluxx variations like Batman Fluxx and Firefly Fluxx, a Mad Libs game, and a wildly successful Kickstarter campaign for Pyramid Arcade, a relaunch of sorts for your Looney Pyramids series. How is Year 20 of Looney Labs different from Year 1, and what lessons have you learned along the way?

Wow, the difference is so vast. Twenty years ago we were still working at our day jobs in the aerospace industry, and learning how to start a company in our spare time. We’re still living in the same house, but the similarities end there. For many years, we ran the business out of our house, but now it’s just our house again, since our company has an 11-room office suite up the road, where our 8 full-time employees work.

Twenty years ago I had an idea for a wacky new card game… now there are almost 20 different versions of that game on the market, that have sold almost 3 million copies, and our games are in about 20 different languages.

Twenty years ago, we were struggling to find a way to manufacture the little plastic pyramids needed for our first game idea. Now we’re about to release an incredible boxed set featuring twenty different games I’ve invented since then for the pyramids.

Plus we have a bunch of other cool games I’ve invented along the way! It’s amazing, I never would have believed it. Where will we be in another twenty years?

firefly2

[Sample cards from Firefly Fluxx, one of many games
released under the Looney Labs banner.]

3. You’ve created games of your own and helped others bring their games to life. What puzzles and board games, either in game-play style or in the experience of producing them for sale, have most influenced you?

I grew up on the old-school classics, so they were my obvious first influences. Sorry was an early favorite. Another was a sixties board game about the Civil War called Battle Cry. I think my first real game design effort was a small-scale, simplified version of Battle Cry I made as a kid, small and fast enough to be played at a restaurant during a meal. (Sadly, I lost that prototype long ago.)

Another early effort was combining the missile and warhead cards from Nuclear War with the board game Risk. Another of my earliest efforts was coding my own text adventure games, like Colossal Cave, a game so inspirational to me that it also first motivated my desire to program computers.

Kristin and I were independently inspired, during our high school days, by the dice game Cosmic Wimpout. Indie game companies like them are everywhere now, but at the time it was a revelation that such companies could exist. We were particularly inspired by their occasional newsletter and their grassroots approach to marketing.

My favorite card game from way back is Hearts, and certain elements of that game still inspire me, most notably the way it has two paths to victory (avoid taking points vs. take all the points).

Lastly, Fluxx was inspired by a conceptual game engine called Nomic, in which the game rules are created by the players as the game is played. I found Nomic to be an interesting idea, but felt I could do better…

I think a lot of game designers, and indeed inventors of every stripe, are driven by this sort of inspiration, the desire to improve on what someone else did, to go even further with the idea.

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4. What’s next for Andrew Looney and Looney Labs?

Well, the very next thing is LooneyCon, a micro-convention for fans of our games which we’re running this weekend! And as mentioned, this fall we’ll be releasing Pyramid Arcade, the culmination of everything we’ve been doing with the pyramid system these past 20 years.

Well, almost — it doesn’t include Zendo, which is too big to fit in Pyramid Arcade. But a new standalone edition of that game is something we’re planning separately, and we have some pretty neat ideas for that, too.

And I’ve got other exciting stuff planned for the future, including 3 completely new board games I’ve been developing for the past few years. Sorry, I can’t even tell you their names yet, let alone when they will be released, but I’m pretty satisfied by each one.

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

“Don’t get left behind when the car goes into town.”

This is something my mom used to say (which I actually only learned at her funeral). It was a lesson she’d learned as a kid in rural Kansas, and it literally just refers to the limited availability of opportunities to catch a ride from the farm into town.

But I love it as a mantra for every fleeting chance we get at doing something fun. Pay attention to everything, because doors sometimes open and close quickly, and always say yes to travel and excitement!

Life is one big game, and whoever has the most fun wins!


A huge thank you to Andy for his time. Be sure to check out the Looney Labs site for updates on all things Looney, and check out their Facebook to keep up on all the activities for this weekend’s LooneyCon event, which starts today and runs through Sunday July 24, the actual 20th anniversary! I cannot wait to see what he has in store for us next!

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!

It’s Follow-Up Friday: LooneyCon 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 for today’s blog post, we’re returning to one of my favorite subjects: puzzly events!

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We’re closing in on a very special anniversary for a company PuzzleNationers know well. From Loonacy, Just Desserts, and Fluxx to Chrononauts, Mad Libs: The Game, and Pink Hijinks, many of their games have passed beneath the PuzzleNation Blog microscope!

That’s right, we’re one week away from the 20th anniversary of Looney Labs!

More specifically, it’s the 20th birthday of Fluxx, the very first Looney Labs game!

And how are the folks at Looney Labs celebrating this joyous occasion? Why, with their very own convention: LooneyCon!

From their Facebook page:

LooneyCon is a weekend long convention focused entirely on Looney Labs and our fans! What will we do at LooneyCon, you ask? We’ve got tournaments, giant game pieces, tie dying and craft projects, unpublished prototypes, and foreign language versions to try… We’re going to bring Andy’s Ice Breaker video game full console machine! Rare items will be given out… Grab your tickets before we sell out!

From July 22 to July 24, all things Looney Labs will be celebrated! They’ve got gaming tables, an auction where you can spend Looney Bucks earned during the event, rare versions of their most popular games, and the intriguing “Andy vs. Everybody” event pitting creator and game designer Andrew Looney against all comers!

So, if you’re near Chevy Chase, Maryland — or within traveling distance — reach out to them on Facebook and join in the fun!

For the full calendar of LooneyCon events, click here!


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It’s Follow-Up Friday: Indie 500 Puzzle 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.

June 4 marked the second annual Indie 500 Crossword Tournament, hosted in Washington, D.C., by constructors Erik Agard, Peter Broda, Andy Kravis, and Angela Olsen Halsted. And instead of last year’s racing theme, this year was prom-themed!

While I couldn’t attend the tournament, I did download the tournament puzzles, and after a few weeks, I had the opportunity to sit down and tackle the six puzzles prepared for the event. And today, after a few weeks’ reflection, I thought I’d offer my thoughts on those puzzles, for any interested PuzzleNationers who might be considering participating in the future.


[Image courtesy of Teen Vogue.]

Puzzle 1: Canned Music by Peter Broda and Lena Webb

The opening puzzle got solvers off to a playful start with three themed song titles tied together by the phrase “That’s my jam,” highlighting the love of wordplay that typifies the Indie 500 puzzles.

Broda and Webb’s partnership was a fruitful one, giving us a nicely constructed grid with very little crosswordese (and a Hitchhiker’s Guide to the Galaxy reference to boot!).

Interesting grid entries included PHONES IT IN, BUPKIS, WATERWORN, and BIKER BAR, and my favorite clue was either “Server error?” for LET or “Cans of Prince Albert, for short?” for WCS.

[Image courtesy of TheChive.com.]

Puzzle 2: A Modest Promposal by Andy Kravis and Neville Fogarty

Five prom-themed puns awaited solvers in this 17x effort, making it quite a bit easier than last year’s Puzzle #2 (which involved shared boxes and some diabolical letter swaps), but remained a very fun and engaging solve. The punny entries were colorful, definitely bringing back memories of forgotten prom tropes from my own high school days.

I was surprised to see a little grid repetition with the word OUT in two different entries, but given the tight construction and fun vocabulary overall, that’s easy to overlook.

Interesting grid entries included EDWARD V, HOTWIRE, and R.L. STINE, and my favorite clues were “Wilson that Tom Hanks talks to a lot” for RITA, “Coastal retreat?” for EBB, and “Bird that’s a real head-turner?” for OWL.

Puzzle 3: I Now Pronounce You… by Sam Trabucco

Last year, Puzzle 3 was guest constructor Finn Vigeland’s time to shine, and this year, guest constructor Sam Trabucco ably stepped up to join the topnotch puzzlers that organized this year’s event. Sam’s puzzle interrupted the prom theme and centered around a bad cell phone connection, allowing tongue-in-cheek misheard words to populate his grid (like CORPSE for “Military subdivision”).

Interesting grid entries included DO THE MATH, SKYPE DATE, and HOT SECOND, and my favorite clues were “Characters often found to be up in arms?” for YMCA and “Apostrophe, in emoticons” for TEAR. (And points for effort should definitely go to the clue “El numero de Fibonacci despues de cinco” for OCHO. It’s not often that Spanish and math cross over in a clue like that.)

[Image courtesy of Freeway Dance Studios.]

Puzzle 4: Do I Hear a Waltz? by Erik Agard and Joanne Sullivan

Without a doubt my favorite puzzle from this year’s tournament, Puzzle 4 hid its theme in its cluing rather than a series of themed entries. (One entry in the center hinted at the clever cluing construction). Instead, the words ONE, TWO, and THREE were missing from sequential clues, providing a hidden one-two-three count for the puzzle’s titular waltz.

For instance, 36-Across clued TRUMP as “Up,” 37-Across clued BIKINI as “Piece, say,” and 38-Across clued TITLES as “Peat makeup.” As you’d expect, those clues make much more sense when you add the hidden one-two-three: One-up = TRUMP; Two-piece, say = BIKINI; Threepeat makeup = TITLES.

None of the clues feel forced at all, and the fun fill of the grid allowed for a lot of interesting grid entries, like OH C’MON, TRUST ME, ART THIEF, T-REX, and FEMINIST.

My favorite clues were “Cafeteria trays, sometimes” for SLEDS, “Had a few spare moments, perhaps?” for BOWLED, and “High point on a mattress?” for CLIMAX (especially when “Low point on a mattress” for SAG was the previous clue).

[Image courtesy of Celebrity Radio DJs.com.]

Puzzle 5: Group Dance by the Indie 500 Team

For the penultimate puzzle, all of the organizers collaborated on a puzzle that utilized all of the previous themes, as well as having its own twist: two different hidden links. (The circled letters in the theme entries all spell out words that can follow the word WATER, as in WATERLOO or WATERSPOUT, while the shaded words can all follow the phrase LET IT, as in LET IT GO or LET IT RIDE.)

It’s an impressive way to tie all of the puzzles together and include the voices of all of the collaborators. (The clues themselves are even credited to different speakers.)

With interesting grid entries like PIT STAINS, EWOK, and NEAR YOU (along with some odd ones, like TEA BARS and SALARY LIMIT), the puzzle was challenging without being daunting or unfair.

My favorite clues were “Gatorade showers?” for ADS and “Really, really, really not look forward to” for DREAD.

[Say, since we’re talking crosswords, have you checked out the Penny Dell
Crosswords App for both iOS and Android devices? /shameless plug.]

Puzzle 6: The Dance-Off by Angela Olsen Halsted and Kameron Austin Collins

The closing puzzle of the tournament was offered in two difficulty levels: the Inside Track (designated for solvers who finished in the top 25% of the field in a crossword tournament with published standings in the past 5 years) and the Outside Track (designated for everyone else). I opted for the Inside Track, then looked over the cluing for the Outside Track.

This themeless closer was the toughest puzzle of the day, as you might expect, with tough, conversational entries like OH COME NOW and IT’S SO EASY all over. But, despite the many long entries and tight construction, there was very little crosswordese or obscurity to throw you off-track. It’s a great grid with some brutal cluing.

My favorite grid entry was easily MWAHAHAHA, though SILENT A and HOT DAMN were close runners-up, and my favorite clue was “Person who tunes in on Sundays and sees a bunch of spoilers” for NASCAR FAN. Great stuff.


Overall, I thought this year’s Indie 500 was more accessible than last year’s, an engaging and worthy series of puzzles to delight and challenge solvers in equal measure. The prom theme was brilliantly executed, and the cluing surpassed last year in both cleverness and style.

I look forward to its return next year, and hopefully some of you will join me in accepting the Indie 500 challenge!


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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!