Classic Sudoku is here!

A few weeks ago when we announced the Penny/Dell Jumbo Crosswords App, we also teased that a certain number-based puzzle would be getting the PuzzleNation App treatment very soon.

Today, I’m proud to announce that Classic Sudoku has just launched for the iPad!

With four levels of difficulty (easy, medium, hard, and expert), a touch-to-scroll feature for entering numbers, and a timed option for competitive scoring, Classic Sudoku is ready for solvers of all skill levels.

Plus, with our Candidates feature, you can list possible solutions in a box without jeopardizing your score or your time!

Classic Sudoku joins the terrific lineup of Crossword apps and Classic Word Search iBooks from PuzzleNation and Penny/Dell Puzzles, and we’re so excited to add another world-class puzzle to our mobile library.

Thanks for visiting the PuzzleNation Blog today. Stop in again soon for the latest puzzle news, app announcements, and all sorts of puzzly goodness!

5 Questions with Andrew Hackard of Munchkin

Welcome to another edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, board game creators, writers, filmmakers, musicians, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have Andrew Hackard as our latest 5 Questions interviewee!

(Andrew oversees a session of Munchkin for a younger group of puzzlers at Gen Con. Intended for adults, Munchkin can also be a great intro to both card games and roleplaying for younger gamers.)

Munchkin is a hilarious send-up of the classic roleplaying scenario: the dungeon romp. Encouraging players to team up to battle monsters (and betray each other as often as possible for the sake of treasure), it’s a marvelous mix of puzzly strategy and luck. With numerous expansions covering everything from pop culture to the apocalypse, Munchkin has become one of the standard-bearers for the modern board game and card game industries.

And when it comes to all things Munchkin, Andrew Hackard is your go-to guy. As the Munchkin Czar for Steve Jackson Games, he oversees the brand as a whole — at this point, he’s practically synonymous with Munchkin — and helps to offer a unified vision of the franchise while guiding it into new, unexpected territory.

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

5 Questions for Andrew Hackard

1.) Everyone hopes for a great job title, something that’ll look sharp and impressive on a business card. Your title is Munchkin Czar. Can you tell us what that entails? Also, why “czar” and not something like “wrangler” or “overlord” or “almighty omnipotent entity and big cheese”?

It’s a little daunting to realize that out of seven billion people, I am the only one to have this job title. (If that’s not true, please don’t tell me.) It certainly does get me into some interesting conversations when I hand out my business card!

When Steve and Phil rehired me, back in 2009, Steve’s first thought for a title was “Brand Manager” — in fact, I have some cards with that title that I give to people who regularly wear neckties and sport coats. But Steve quickly decided that he didn’t know what a Brand Manager did, and he knew what he wanted ME to do — oversee all the day-to-day mundane operations of the Munchkin line, so that his time was freed up to write games rather than tracking sales figures and planning reprints and fussing with spreadsheets. For whatever reason, “Czar” was the title we came up with. It has the advantage of being both impressive and vague!

Over the past five years (!!!), my job has evolved considerably, and now I’m doing quite a bit of Munchkin design work myself, enough that we’ve started talking about maybe hiring *me* a Brand Manager to track sales figures and fuss with spreadsheets!

(Just a few of the Munchkin game sets and expansions that have been released.)

2.) How do you decide what the next theme or expansion will be for Munchkin? Are there any favorite cards or additions that really sold you on a given idea? Is there anything that, as a board/card game fan yourself, you loved bringing to the Munchkin universe?

We’ve published six new base Munchkin games since I started, and every one of them was different. (The next one, Munchkin Adventure Time, will be the most different of all, because we *aren’t* publishing it; our pals at USAopoly are doing the heavy lifting of design and development, and they’re knocking it out of the park!) Munchkin Zombies came about because we were trying to figure out what we hadn’t done yet, and all of us simultaneously said, “ZOMBIES!”

Munchkin Apocalypse grew out of a desire to commemorate (i.e., mock) the 2012 hysteria. Munchkin Legends was a set lots of our fans had suggested, and it worked well as a new fantasy set when we needed one. Our licensed sets (Axe Cop, Conan, Pathfinder) have all been targets of opportunity, and every one has been both a challenge and a blast to work on — all for different reasons.

So far, I think the most fun I’ve had designing a Munchkin set was Munchkin Apocalypse, because the Seal mechanic was completely new and a real design challenge. The first version we tried was way too hard — playtesters almost universally said it felt like they were fighting the game, not the monsters (and not the other players).

After a couple of disheartening playtest sessions, we went back and completely retooled the set, and ultimately came up with a game that I’m extremely proud of. I would be remiss not to give John Kovalic a shout-out for his outstanding art on Apocalypse, and of course on so many other Munchkin sets over the years. (Look at the Pathfinder cover!)

(The Pathfinder cover, along with the Munchkin version. Look at it!)

3.) You’ve also had a hand in guiding GURPS — short for Generic Universal RolePlaying System — as well as developing the most recent addition of Ogre. All of these projects involve longstanding legacies and expansive rule sets that must be quite a puzzle to work with. How do you mix and match the needs of the player with the high expectations involved?

To correct a minor misconception, my involvement with Ogre was more as a Kickstarter consultant than an Ogre developer — and there are times I wish I’d been a much louder consultant. (But wow, it’s an amazing achievement in game design and production!) Other than that, all I did for Ogre was keep the Munchkin train on the tracks so we could afford to print the sucker.

With GURPS, I was fantastically lucky to work with the best RPG line editor in the business, Sean “Dr. Kromm” Punch. Kromm took care of all the rules issues and made sure that the manuscripts were consistent with the rules that had gone before. That freed me up to worry about issues of text quality, book production, and of course scheduling.

I’m really proud of the work that Kromm and his team did on GURPS, especially on the Fourth Edition launch — editing the entire Basic Set was six months of hard work, but having him there to consult made it go so much easier.

It’s no exaggeration to say that my work on GURPS Fourth Edition was invaluable when I undertook to revise the rules and cards over the entire Munchkin line in late 2009 and 2010. We had decided to upgrade the visuals on the core Munchkin game, to use full-color art instead of the shades of brown that it used to be, and as long as we were going to be changing the set that much, we decided we could afford to sand down a few other rough spots.

It turned out to be quite a bit more of an undertaking that we had originally planned, but the result was a more consistent set of rules (on six pages instead of four, so old, tired eyes like mine could read them!), and the removal of a few design choices that were fine as one-off jokes in 2001 when Munchkin was a stand-alone game, but had started to become VERY frequently asked questions in 2009 when there were nine Munchkin core games and a dozen expansion sets. We thought about calling this a new edition, but it really wasn’t — it was just a refinishing job on the existing game. Ultimately, we compromised and updated the rule version number to 1.5 (with a tip of the hat to D&D in the process).

A lot of the updates we made in ’09 have helped shape the new sets — I think Steve and I both have a clearer understanding of the “Munchkin engine” than we did before that process started. The sets starting with Munchkin Zombies have been a lot more internally consistent, I think, because now we know when a rule doesn’t “feel like Munchkin.” Which is not to say that the earlier sets were bad — far from it! — just that the work of looking at every single card taught us a lot about the game. I certainly hope Steve would agree!

4.) What’s next for Andrew Hackard?

At the time of writing this, we’ve just sent Munchkin Apocalypse 2 to print (it’ll be out in the spring of 2014) and I’ve finished writing a couple of expansion sets for later next year. We have several booster packs planned for 2014, and a few surprises, too! Our biggest news, though, is that Steve, Phil, Ross Jepson (our Director of Sales), and I sat down for an all-day meeting in Dallas during BoardGameGeek Con, and we not only planned out the entire 2014-2015 schedule, we even started putting some things on the board for 2016!

I wish I could tell you about all the Munchkiny goodness coming down the pike, but I have been sworn to secrecy. Suffice it to say that I think our fans will be very pleased indeed, both with the new games coming out and the new support for some classics that haven’t seen a lot of love lately. As long as we don’t start competing with ourselves, we’ll be fine.

I’m also working on a couple of *new* goodies in the Munchkin sphere, one planned for late 2014 and one for 2015, and I’m really looking forward to being able to talk more about them as their release time draws closer. Right before our holiday break, I got the go-ahead to dust off something *non*-Munchkin that I’d been working on awhile back, so I’ll get a chance to stretch my skills in a whole new direction as well.

I expect 2014 to be an amazing year for me, personally, as well as for fans of Munchkin and of Steve Jackson Games in general.

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?

Wil Wheaton talks about being an advocate for what you love, not a detractor for what you hate, and I think that’s very important. Gaming is a huge field and getting bigger all the time, and life’s too short to get into arguments about taste.

Have fun playing what you like, be a positive spokesman when someone expresses interest in what you’re playing, and try new games when you get the chance, because you never know when you’ll find your next favorite game — or when you’ll teach someone THEIR favorite new game.

For the aspiring designers out there, my best advice is simple: play games. Play LOTS of games. Take notes on the rules you like and the rules you don’t, and think really hard about why those rules were designed the way they were. (Don’t be surprised when the answer is, “It seemed like a good idea at the time.” That’s how Munchkin started!) If you’ve never studied technical writing, consider taking an introductory class at your local community college, because rule writing IS technical writing. If you confuse the players, they won’t play your game.

Go to conventions, if you can afford it; you’ll never get a better chance to show your game prototype to people who are eager to see the next hot new thing, and you may get a chance to meet and schmooze your favorite game designers, if you’re polite and well-groomed and willing to buy the first round.

(Seriously, the game industry is more welcoming than many others — we all started out as gamers ourselves, after all, and the list of fan-to-pro success stories is half a century long and growing every year.)

Ultimately, that’s what it’s all about — having a good time with your friends. Keep that in mind, and you’ll be far ahead of the game.

Many thanks to Andrew for his time. Check out all things Munchkin on the Steve Jackson Games website, and be sure to follow Andrew on Twitter (@redpenofdoom)! As a fan, I cannot wait to see what he and the Munchkin team come up with next.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle apps and iBooks, play our games at PuzzleNation.com, or contact us here at the blog!

Crossword Cameos!

When he was asked if his name had given him anything but grief over the years, actor Rip Torn replied, “Well, when I couldn’t get a job, everybody would say, ‘Where do I know you from?’ I said, ‘Crossword puzzles!’ That kept my name alive for years.”

And it’s true. Some names are simply crossword friendly and have shown up regularly over the years, transforming from pop culture reference to fully established element of crosswordese.

Many constructors have ETTA James, Arthur ASHE, Alan ALDA, IONE Skye, and Yoko ONO to thank for getting them out of a tight spot. Others owe completed grids to Mel OTT, Bobby ORR, ESAI Morales, Judge Lance ITO, and Robert E. LEE. (At this point, some of these actors could probably cite The New York Times or The LA Times on their IMDb pages.)

Then, of course, you have the numerous obscure ladies offering helpful three- and four-letter names to constructors. UNA and ONA and OONA and OSA and ENA and ESME and ISA and EWA, for starters. (Of course, INA and ANA have lucked their way into being more contemporary references, thanks to SNL’s ANA Gasteyer and Food Network’s INA Garten.)

(Una Merkel, someone many crossword solvers easily recognize
by name, but probably wouldn’t recognize from her picture.)

The one I’m guiltiest of overusing in puzzle editing is easily author ELIE Wiesel, because there’s only so many ways to clue ERIE before you start looking for other options.

If there was a top contender for person most frequently appearing in crosswords, I have to imagine it’s an ALI, ELI, or LEE, though each of these can reference multiple people, so the title would have to be shared.

Unless you also want to factor in fictional characters. I imagine ULEE of “Ulee’s Gold” or Mr. SMEE from “Peter Pan” would rank pretty high on the list of common crossword entries.

Unfortunately, some names are simply more suited for crosswords than others. Author Norman Mailer actually commented in an interview that he was disappointed not to be a common crossword entry:

“I’m hurt that I’m never in one of them. And I’ve got a last name with three vowels. You’d think I’d be hot cakes, but I’m not.”

Tough luck, Norman. But hey, maybe you’ll make a cameo in one of the puzzles in this year’s American Crossword Puzzle Tournament this weekend!

Thanks for visiting the PuzzleNation blog today! You can click here to check out our library of puzzle apps and iBooks, and click the images below to connect with us on your favorite social media sites!

Gearing up for the ACPT!

The American Crossword Puzzle Tournament is days away, and at this point, competitors are sharpening their pencils and honing their skills for game day.

I’ve considered entering for a few years now — haven’t pulled the trigger yet, maybe next year — and over the last few months, I’ve been working on my tournament-style puzzling to see if I can improve my solving.

After speaking to several ACPT veterans — and reading numerous blog posts offering tournament-specific tips — I’ve discovered that every solver approaches competitive solving differently.

Some puzzlers recommend training yourself to look ahead, reading the next two or three clues as you write the answer to the previous clue. This maximizes efficiency and decreases wasted time while solving. Other solvers suggest focusing on a given section (a corner, for instance) instead of scanning all the acrosses and all the downs.

Some competitors have said they’ve turned in puzzles without having read all the clues, which is an amazing thing to consider.

The one universal piece of advice when it comes to competitive crossword-solving? Solve lots and lots of crosswords. It builds your confidence, your familiarity with crosswordese and clever-clue dissection, and it makes you faster with a pencil.

(You’d be surprised how much slower online solvers can be, since they’re more accustomed to typing than scribbling.)

A terrific source for tournament-solving insight is Crossworld: One Man’s Journey into America’s Crossword Obsession by Marc Romano. Romano explores the history of crosswords as he prepares to compete in the 2006 ACPT, and he offers some valuable first-hand experience.

A competitor in a crossword tournament has three enemies to face: the genius of puzzle constructors; the vagaries, vicissitudes, and inconstancy of his own mind; and the clock.

A first-timer at the competition who overlooks the basic rules is making a big mistake… managing your time is perhaps the single most important thing you have to do if you wish to place anywhere near the top of the puzzling heap…

For the casual solver, simply completing the puzzle is a victory, but in tournament solving, it can become a question of strategy: time vs. accuracy.

Here, Romano gives us a breakdown of ACPT scoring:

You get 10 points for every correctly filled-in answer across and down. You get 25 points for every full minute you complete a puzzle before time runs out; however, you also lose 10 points for every incorrect or unfilled-in letter in the puzzle.

A complete and error-free solution to a puzzle earns you another 150 points.

You’re better off striving for a full and complete solution than going for the time bonus. The trade-off between time and accuracy is a somewhat counterintuitive concept to master, especially when you see the fastest solvers turning in their puzzles before you’ve even got your pencil properly sharpened.

(She’s probably stressed because she’s solving in pen.)

Surrounded by dozens and dozens of fellow solvers, as if you’re all back in high school, scrambling to complete a test before class is over, it would be easy to be overwhelmed by the energy of the event.

Romano mentions this as well in his advice for first-time competitors:

I’ll stress that, for a rookie solver, keeping all of this in mind under competitive conditions is extremely difficult; not only are you concentrating on solving puzzles under the gun (puzzles, mind you, that perhaps 90 percent of your fellow citizens couldn’t complete if you gave them a week in which to do them), but you’re also unconsciously pressured, timewise, by your out-of-the-corner-of-your-eye awareness of how many of your fellow contestants have completed a puzzle before you and already scurried out of the hall.

My advice to a first-time tournament puzzler? Do your best. It sounds ridiculous when you know guys like Dan Feyer are out there crushing puzzles in three minutes flat, but in all honesty, your main competition is yourself. I know plenty of puzzlers who walk into the ACPT with one objective: improve on their performance from last year.

That is an admirable goal, to be sure.

Good luck to all the newcomers and veterans! Be sure to keep calm and puzzle on. =)

Thanks for visiting the PuzzleNation blog today! You can click here to check out our library of puzzle apps and iBooks, and click the images below to connect with us on your favorite social media sites!

5 Questions with Laser and Aubrey, The Doubleclicks

Welcome to a marvelously musical edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, writers, filmmakers, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m overjoyed to have The Doubleclicks as our latest 5 Questions interviewees!

The Doubleclicks are Laser and Aubrey Webber, two Portland-based siblings who spin musical magic with cellos, guitars, and catboards (keyboards that meow). Advocates for science education, geeky self-esteem (especially for girl geeks), and the joyful fusion of cats and Netflix, their relentless charm has made them a favorite at conventions and game stores alike.

On the heels of their phenomenally successful Kickstarter campaign, they’re preparing for a flurry of upcoming tour dates, and that’s just the beginning of all the Doubleclicks goodness you can expect in 2014.

Laser and Aubrey were gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for The Doubleclicks

1.) You’ve created marvelous and charming songs about Agent Coulson of S.H.I.E.L.D., dinosaurs, teddy bears, and the guy who yells “Freebird” at concerts. Can you tell us a little bit about how you choose what instruments and arrangements you’ll use for a given song? That seems like a puzzly endeavor in itself.

Great question! Some choices are obvious when it comes to arrangement: if we write a Christmas song, for example, it’s likely there will be some jingle bells. We try to mix up our style, and fortunately with a cello there are a lot of options: from a Tango to a rock song, depending on whether we are trying to go for a parody of style (like the Freebird song) or a genuine take (like our lullaby).

2.) You have a strong connection to the board game community, with your signature dice, your collaborations with creators like James Ernest, and your recent appearance on Wil Wheaton’s internet board game show TableTop. Since music and board games are both very cooperative endeavors, are they worlds that mesh well together, or is there something in particular about the Doubleclicks that invites such synergy?

Shortly after starting our band, we released a music video for our song about Dungeons & Dragons, and after that we started being invited to play at conventions. We’ve always been game fans, but going to these cons as performers afforded us a new opportunity: to actually meet the people who make these games, which is really, really, super, awesome. I think the subject matter of the songs and the content of our hearts makes us want to hang with game designers. And we are super serious about making a Doubleclicks card or board game sometime soon.

(Check out this fun Doubleclicks song about playing board games
to prepare for their appearance on Tabletop!)

3.) During your recent Google Hangout when you discussed your Kickstarter campaign, you mentioned you don’t have a lot of time for puzzles, but you enjoy them. On the rare occasion you do get to indulge in some puzzle fun, what are your favorites?

We were introduced to the puzzling word properly thanks to Team Snout, puzzle creators of amazing quality here in Portland. They’re involved in an event called Puzzled Pint which is like EXTREME pub trivia (except puzzles), and that is just a huge awesome fun time. They also involved us in a big event called WarTron a couple years ago in which they actually embedded a puzzle in our setlist, which was awesome.

4.) What’s next for the Doubleclicks?

We just wrapped up a Kickstarter that will keep us busy for at least a year. We’ll be releasing an album this spring as well as new songs and videos every month all year, and we’ll have a season of weekly songs during the summer. It’s going to be a really busy year and we are excited.

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

Make great friends and be involved in interesting things: if you’re a musician, play games. If you’re a game designer, get super into cooking.

Also, the LEGO movie is really good.

Many thanks to Laser and Aubrey for their time. Check out their website for all things Doubleclicks, and be sure to follow them on Twitter (@thedoubleclicks) and Facebook, sample their music on Bandcamp, and subscribe to their YouTube channel for videos and other treats! I cannot wait to see what they create over the coming year.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle apps and iBooks, play our games at PuzzleNation.com, or contact us here at the blog!

The American Crossword Puzzle Tournament is almost here!

The American Crossword Puzzle Tournament is less than two weeks away — Friday, March 7, through Sunday, March 9! — and the entire crossword community is gearing up for one of the year’s biggest puzzle events.

Every year, constructors and crossword fans alike converge on Brooklyn, New York — the tournament’s home since 2008, after years in Stamford, CT — to test their puzzly mettle against time and pencil-point-stressing nerves as they solve topnotch puzzles as quickly and accurately as possible.

It’s a weekend dedicated to puzzle goodness of all kinds, and the social events and extracurriculars are nearly as popular as the tournament itself. In the past, there have been talent shows, puzzle challenges, displays of live puzzle creation, team solving games, scavenger hunts, crossword songs, film viewings (including the Wordplay documentary), and performances of puzzle magic by David Kwong.

[Here’s a solvable puzzle mosaic of tournament organizer
Will Shortz, created in 2003 by Ken Knowlton.]

It’s the 37th year of the tournament, and the turnout will undoubtedly be high. (Several friends of the blog, including constructor Ian Livengood, Penny Press variety editor Keith Yarbrough, and Uptown Puzzle Club editor Patti Varol, will be in attendance.)

And, of course, the best and brightest in puzzle-solving will be looking to etch their name in tournament history. Dan Feyer has won four years in a row. Will he match Tyler Hinman’s five-year winning streak, and close the gap between him and Jon Delfin’s record of seven tournament wins?

Either way, it’s sure to be a great time.

You can sign up to compete or attend by clicking here, or you can participate online or by mail!

Thanks for visiting the PuzzleNation blog today! You can like us on Facebookfollow us on Twitter, cruise our boards on Pinterest, check out our Tumblr, download our puzzle apps and iBooks, play our games at PuzzleNation.com, or contact us here at the blog!