The ACPT Returns This Weekend!

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The 41st edition of the American Crossword Puzzle Tournament is this weekend!

Puzzlers from all over are sharpening their pencils and their wits as they gear up for what is affectionately known as the Nerd Olympics, and we here at PuzzleNation wish all of the competitors the best of luck!

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Here’s hoping Puzzle #5 isn’t as diabolical as it has been in previous years!

There is a topnotch lineup of constructors to challenge this year’s competitors. Not only do we have Patrick Berry and Mike Shenk — perennial contributors to the tournament — as well as the prolific Zhouqin Burnikel and other ACPT stalwarts like Lynn Lempel, Sam Ezersky, Joel Fagliano, and Damon Gulczynski. Only Tracy Gray is a newcomer to crafting tournament puzzles. I can’t wait to see what they’ve concocted for this year’s tournament!

Good luck to everyone competing! And hey, if you need a pencil sharpener — or you’d like some terrific puzzly freebies and contests — we’ll be hanging out with our pals at the Penny Dell Puzzles table again this year! Be sure to stop by!


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Puzzles in Pop Culture: NCIS: New Orleans

Last week, a murder investigation turned into a puzzly treasure hunt for a group of NCIS investigators, a team who investigates criminal cases involving members of the military. So join us as we rundown the events of “Treasure Hunt,” episode 17 of season 4 of NCIS: New Orleans.

The episode opens during a pirate-themed festival, as two women search for the secret entrance to an exclusive costume party. Unfortunately, instead of drunken revelry, they stumble upon a dead body, strung up inside a warehouse on the waterfront.

The NCIS team soon arrives, and the coroner identifies the victim as an oceanographer, Lt. Commander Elaine Dodd. Dodd was beaten before her death, and her arm was partially skinned, perhaps as part of an interrogation.

Dodd’s oceanographic work centered around Grande Isle, the former stomping grounds of the infamous pirate Jean LaFitte. The team makes contact with Dodd’s father, Tom, a former Green Beret. He expected her to show up at his house in Florida after an excited phone call, but she never arrived. This leads the team to believe that Dodd’s death had something to do with a treasure hunt, one of the things she and her father bonded over.

Forensic analysis reveals that her arm was skinned to remove a tattoo, but they’re able to reconstruct the image: a simple compass and some coordinates. These confirm the treasure hunt theory: Dodd had apparently made some progress in locating the lost Napoleon Fleur de Lis, a jewel-encrusted emblem stolen by Jean LaFitte and hidden away.

Following the coordinates to a church, Special Agent Pride and lab tech Sebastian search the area, finding their way upstairs to a lofted storage area. But someone has beaten them to the punch, opening fire and sending the agents scurrying for cover.

Pride chases the two suspects, but they get away, and when he doubles back to the loft, he finds Sebastian examining a statue stored in the church attic. Once the statue is removed from its pedestal, a secret compartment opens, revealing a wooden puzzle book wrapped in cloth.

The puzzle book is marked with a fleur de lis and bears an inscription of Jean LaFitte’s signature. The investigation of Dodd’s murder has officially become a treasure hunt.

Back at the field office, Agent Gregorio would prefer to use a knife to crack open the book, but Sebastian insists on solving the cipher to open the book, as some puzzle books include a vial of acid inside that would destroy the book if tampered with.

While he works on the puzzle book, cameras outside the church help the agents ID one of the suspects, a mercenary for hire. Dodd’s father Tom enters the office, hoping for progress, and recognizes the suspect. He points the agents toward the mercenary’s usual employer, a specialist in deep-sea diving and sunken galleons. Dodd’s father offers to arrange a meeting, and the team is wary, but takes him up on his offer.

Meanwhile, Sebastian and Gregorio check Dodd’s phone records and find several calls to a local professor, Michelle Faucheux, an expert in LaFitte and pirate history, who they believe helped Elaine find the coordinates. But when they arrive at her home, it has been ransacked, the professor locked in a closet. After they release her and calm her down, she confirms she’d been talking to Elaine.

Tom makes good on his word and lures his contact to a bar with the agents in tow. But the man, Walton, claims he hasn’t worked with either of the suspects in months. He warns Tom and the team away from the treasure hunt, clearly spooked by the ruthlessness he’s observed.

Sebastian and Gregorio bring Michelle back to the office, and she’s stoked to see the puzzle book. The cover of the puzzle book is encrypted, and they have to turn a dial in order to unlock it. But they need a key word to help solve the cipher. After trying out various words, they focus on LaFitte’s brother, Pierre — the most likely person to be hunting for LaFitte’s treasure. This leads them to try the word “Cabildo,” the jail in which Pierre had been incarcerated.

Using that as the key word — and a Vigenere cipher to crack the code — leads them to the answer “fleur de lis”, and they unlock the puzzle book’s cover. The iris in the center opens, revealing a latch, and they open the puzzle book.

On the left page is a clock puzzle, and on the right is a map with smaller code dials beneath it, along with a plate reading BLF6.

Agent Pride calls them, informing Gregorio that the two suspects are camped out right down the street from the office. He and the team are en route, but they expect trouble soon.

Oddly enough, the suspects simply hang back and wait as the team reunites. The agents suspect the mercenaries are waiting for the team to lead them to the fleur. So the team focuses on the riddle, hoping for a chance to gather more info on whomever is bankrolling the gun-toting baddies.

The riddle “Move as the clock” offers a hint for how to find which code letters to enter, but they’re not sure where to start. Pride theorizes that BLF6 could point toward Barthelemy Lafon, an architect and city planner from the 1700s who also palled around with the LaFitte brothers. He is buried in a local cemetery, in a crypt located at F6 on the map.

Gregorio, Sebastian, and Michelle head to the crypt while Agents Percy and LaSalle keep their eyes on the suspects, getting close enough to clone their phones and gain access to their calls and text messages. Pride and Dodd’s father are back at the field office, trying to figure out who would literally kill to have the artifact.

The puzzle book trio spot an engraved fleur de lis over the letter L in “Lafon”. They try “moving as the clock” by moving clockwise to the next crypt. Another fleur de lis over another crypt engraving gives them the final letter they need, unlocking a compartment in the book and revealing both the suspected acid vial and a piece of paper. It’s a partial map with another riddle written in French. Michelle quickly translates it as “enter this last crypt to find the fleur de lis” and runs off.

At this point, all of the viewers become very suspicious of Michelle. I mean, come on, the riddle was four lines long, and given how tough the puzzle book had been to crack thus far, this seemed too easy.

Meanwhile, the suspects leave after receiving a text that the fleur is NOT in the cemetery. As you might have suspected, Michelle texted the suspects and has been behind everything the whole time. But the viewers are clearly one-up on the agents, who blindly follow Michelle to another crypt, where Michelle traps them inside and runs off.

We get some unnecessary backstory on Michelle involving a dead brother and being scammed out of treasure by the Spanish government, but who cares, what about the treasure hunt?

Pride and Tom go after Michelle while Percy and LaSalle hunts for the easily bamboozled agents, who are trapped in the crypt and running out of air. Pride and Tom head out to Fort Macomb, a repurposed, then abandoned, base which was formerly known as Chef Menteur. (It’s unclear whether they solved the map clue that Sebastian photographed and sent them before being trapped or if they just followed the hired goons.)

But nonetheless, they’re en route to the treasure while Gregorio and Sebastian set a fire inside the crypt, hoping the smoke will escape and lead their fellow agents to them before they suffocate. Their plan works, and they’re rescued.

At Fort Macomb, Pride orders Tom to stay with the car, and heads into the fort, getting the drop on Michelle. Unfortunately, her goons capture Tom, and Pride loses the standoff. In classic villain fashion, Michelle has Pride dig up the treasure for her.

At her moment of triumph, Tom puts his Green Beret training to work, taking out one of the hired thugs as Pride dispatches the other. Since we’re running on full cliche at this point, Tom has a chance to kill the woman who killed his daughter, but spares her after a speech from Pride. The better man and all that.

The episode closes with the team admiring the bejeweled source of everyone’s consternation. Tom decides to donate the fleur to the city, because that’s what his daughter would have done. Nice closer.

All in all, I was a little underwhelmed by the episode, because the plotline twists failed to keep up the same interest level that the treasure hunt did. Once they were done with the puzzle book, the cliches rapidly took over.

Who stops in the middle of a treasure hunt to tattoo a clue on themselves? Why wasn’t the tattoo artist a suspect? That would have been a nice touch. Also, Michelle’s transparent villainy wasn’t nearly as fun as her geeky schoolgirl excitement at cracking puzzles alongside Sebastian. That was easily the show’s highlight.

I do want to give a special shout-out to the Codex Silenda team, who created the specially weathered-looking puzzle book for the episode. I wrote about them back in August of 2016 when their wildly-successful Kickstarter campaign originally closed. They’ve been busy fulfilling orders for Kickstarter backers ever since, and they were clearly excited to see one of their puzzle books on a national stage like this.

What’s more amazing is that the puzzle book cracked by the NCIS team in this episode was only a few pages deep. The full Codex Silenda is much larger and more intricate! No doubt the real Jean LaFitte would’ve splashed out for the complete Codex in order to bamboozle potential treasure hunters.

Still, it’s always nice to see crime shows explore the possibilities that puzzles offer. Splicing up the occasional murder with a puzzle (or better yet, a treasure hunt) is a pleasant change of pace for the procedural genre. Nicely done, NCIS: NO.


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PuzzleNation Product Review: Chessplus

Chess is one of the all-time classic games. Alongside Checkers, Go, Tic-Tac-Toe, and mah-jongg, chess is one of the cornerstones of the genre, one of the first games we’re introduced to, and one of the formative games upon which we build concepts of strategy, timing, and opportunity.

Over the centuries, there have been numerous attempts to reinvent chess or find new ways to play. We’ve talked about puzzly variations on chess in the past, all of which can be played with a standard chess set. (Except for that guillotine set we featured last year.) But if you’re looking for a truly unique chess experience, the team at Chessplus have a simple, elegant game for you.

Chessplus is played under standard chess rules, but with one crucial difference: you can combine your pieces into more powerful ones.

Do you want a pawn that can make less-expected moves, or a knight that can play conservatively? Combine a knight and pawn into a single piece with the abilities of both. Do you need to keep your queen where it is, but still want a versatile piece that can command the board? Easy. Combine a rook and a bishop, and you’ve got a new piece that works just like a queen.

[Only the king is a solid piece. Every other piece can be combined with others.]

Merging pieces not only allows you to take advantage of each component’s abilities, but it can also allow you to more swiftly transport pieces across the board. Instead of a pawn crawling across the board one square at a time, combine it with a rook who can send it straight across the board, where it is then promoted to a queen! Or combine two pawns so you only have to escort one piece across the board safely, then split them again and voila! Two pawns promoted into new queens.

Oh yes, merging the pieces doesn’t link them forever. You can split them at any time. That feature adds another layer to your gameplay, since putting one merged piece into play deep in your opponent’s territory can suddenly become two separated pieces again.

Now, this piece-combining mechanic is a double-edged sword. Yes, you have a more powerful, mobile game piece. (I was very excited to try out combining a knight and a queen, just to make the queen even more dangerous.) But if someone takes a merged piece, you lose BOTH halves, making them as vulnerable as they are valuable. Imagine an opponent capturing my merged knight/queen, so I lose a knight AND a queen in one turn. That could be a devastating loss.

As you’d expect, it took a little while to grow accustomed to these new variant pieces. With so much to keep track of during a normal chess game, pieces with greater mobility make strategy — both offensive and defense — a bit more complicated.

But it was also great fun. Early Chessplus games tend to be faster, more aggressive, because of the greater mobility allowed by some of the merged piece combinations. But once you’ve played a few games, your more traditional chess mindset settles in, and gameplay tends to become more measured and tactical.

Just imagine. A single change that offers a world of new possibilities and challenges. That’s brilliant, in my estimation. Chessplus is a wonderful way to reinvigorate chess if the game has lost its luster for you. And if you are a dedicated player, I think Chessplus will prove to be a welcome change of piece from the traditional game.

[Chessplus sets start at $35.95 (for just the pieces) and are available from the shop on Chessplus.com.]


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Wine Is Better For Your Brain Than Puzzles?

[Image courtesy of Bevlaw.]

“It’s time to trade in your Sudoku and crossword puzzles for a glass of wine.”

That was the opening quote in an article sent to me by a friend (and wine enthusiast) who thought I’d be interested to hear just why we should be tossing aside our puzzles for a bit of vino.

That article discusses the book Neuroenology: How the Brain Creates the Taste of Wine, by Yale neuroscientist Gordon Shepherd, and Shepherd posits that the flavor of wine “engages more of our brain than any other human behavior.”

More than listening to music, solving math problems, or hitting a baseball? Apparently so. Even more than solving one of our beloved crossword grids? Shepherd certainly believes that to be the case, and he’s packing some serious science to back it up.

[Image courtesy of Amazon.]

From an NPR piece about the book:

The apparently simple act of sipping Merlot involves a complex interplay of air and liquid controlled by coordinated movements of the the tongue, jaw, diaphragm and throat. Inside the mouth, molecules in wine stimulate thousands of taste and odor receptors, sending a flavor signal to the brain that triggers massive cognitive computation involving pattern recognition, memory, value judgment, emotion and of course, pleasure.

Now, of course, we’re all about engaging the brain in a positive way in this blog. We’ve spent plenty of time debunking faulty promises about “brain-training” puzzle sites and the like that make grand, unfounded promises about what puzzles can do to stave off Alzheimer’s, memory issues, dementia, and more. The science is still out on exactly how long-term puzzle-solving affects the brain, and whether there are benefits, so we’ll table that idea for now.

But savoring a sip of wine and exercising the brain? Now that’s something we can get behind.

[Image courtesy of Amazon.]

Or you could be evil, slap one of these brain teasers on the bottle, and annoy your friends.

Then again, this just makes me think you should enjoy a glass of wine WHILE solving a crossword. The best of both worlds!


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What Can YOU Solve In Under a Second?

Oh yes, it’s Rubik’s Cube time once again.

Every time I think I’ve seen everything someone can do with a Rubik’s Cube, a month or two later, another amazing video appears on the Internet, proving me wrong.

We’ve covered Rubik’s Cubes a lot on this blog. We’ve seen them solved underwater, while being juggled, during a skydive, and yes, we’ve seen them solved in increasing faster times.

As of last year, the record for a robot solving a Rubik’s Cube was .637 seconds. That robot, Sub1, has been the Guinness World Record holder ever since.

Until now, it seems.

That’s a right, a pair of engineers — Ben Katz and Jared Di Carlo — have nearly halved that world record with what they call their “Rubik’s Contraption.” This cube-solving bot posts a solving speed of .38 seconds.

Their machine is so fast that they had to program it to only allow one motor to move at a time. You see, in previous runs, more than one motor would try to move, and the cube would be RIPPED APART.

This lightning-fast robot is still waiting review by the team from Guinness, so, for now, Sub1’s record stands.

But for how long?


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A Relatively Modern Idea: Fairness in Dice Rolling

[Image courtesy of Larsdatter.com.]

This may come as a surprise to you, fellow puzzlers, but fairness was not always a priority when it came to rolling dice.

Nowadays, whether you’re going after that elusive Yahtzee, hoping for doubles to earn another roll in Monopoly, or trying to roll sevens in a game of craps, the basic concept behind throwing dice is that every outcome of a six-sided die has an equal chance to appear. Unless you’re dealing with loaded or gimmicked dice, your odds should be 1 in 6.

But a recent study by researchers from the American Museum of Natural History and the University of California, Davis, has revealed that fairness in dice rolling didn’t really become a concern for dice users until the Renaissance. Researchers gathered dice spanning 2000 years of human history to explore why this was the case.

[Image courtesy of Wikipedia.]

From an article on Science Alert:

Roman-era dice, the researchers found, were a mess when it came to shape. They were made from a variety of materials, such as metal, bone and clay, and no two were shaped entirely alike. Many were visibly lumpy and lopsided, with the 1 and 6 on opposite sides that were more likely to roll up.

In fact, it seems like variety was the name of the game in Roman times, since the number configurations, shape, and size were inconsistent across the board, although dice were fairly common in the time period.

[Image courtesy of Pinterest.]

The Dark Ages led to a downturn in dice frequency, as they become very rare between the years 400CE and 1100CE.

The use of dice rebounds after 1100, and are most commonly found in ancient Mesopotamia and Egypt in what is known as the primes configuration, meaning that opposite numbers add up to prime numbers. 1 pairs with 2, 3 pairs with 4, and 5 pairs with 6.

There was a reinvigorated focus on the mechanics of chance and calculating probability, thanks to names like Galileo and Pascal, as well as a spirit of greater scientific understanding overall. Those Renaissance influences led to both a standardized shape for dice and a change in the numbering system. At this point, most dice convert to the sevens configuration, where opposite sides add up to seven (1 pairs with 6, 2 pairs with 5, and 3 pairs with 4).

[Image courtesy of Smithsonian.com.]

And according to lead researcher Jelmer Eerkens, cheating may have been on the mind of manufacturers going forward. “Standardizing the attributes of a die, like symmetry and the arrangement of numbers, may have been one method to decrease the likelihood that an unscrupulous player had manipulated the dice to change the odds of a particular roll.”

That change from variable shapes, sizes, and designs reflects a sea change in thinking towards dice and chance. Before, the shape didn’t matter because the results were attributed to Fate or some greater outside force, but later on, an understanding of chance and probability pushed standardization of dice forward.

In the end, it’s amazing how much of our culture and worldview, both past and present, can be revealed by exploring how we solve puzzles and play games.


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