The Saga of Trench: A Story of a Game and a Father’s Love

I started supporting projects on Kickstarter back in 2017. One of the first projects I supported was a strategy board game called Trench.

But I had no idea that clicking that button would take me on a six-year journey that transformed from a simple bit of puzzly business to a heartwarming story of a father’s devotion to finishing his son’s work.



The story begins in October 19, 2017, when Trench was successfully funded by its backers. The projected delivery date was April 2018.

Inspired by trench warfare, the game was created by Rui Montero with a limited production run, primarily based in Portugal.

Here’s a brief description of the game:

The 8×8 grid board is diamond-shaped; each player sets up his army on opposing sides of the “trench”, which divides the board into two. As hostilities between the armies commanded by the players grow, each attempts to seize control over the trench in order to take full advantage of its strategic potential, hoping thus to breach the opponent’s defenses and capture the most valuable and important pieces.

From the Soldiers to the General, each piece being subject to specific maneuvers all will have to cooperate in order to occupy the trench, invade the enemy’s territory, and vanquish the foe. The army that manages to survive after two battles wins the game!

In the hopes of achieving greater exposure, a more successful print run for the game, and the creation of a hardcover strategy guide to accompany the game, Montero brought the project to Stan Strickland and his son Mike. With two successful Kickstarter campaigns already underway for their company Outer Limit Games, Stan and Mike accepted this new endeavor.

Stan was kind enough to share some insight into the project with me:

Rui was in the process of writing a book on strategies for Trench. He asked Mike if he could also help him put the book together. Mike was very talented graphically so he agreed. The reason Mike wanted to create a game was he loved graphic designing. His passion was not games but creativity through his graphic designing. He also loved creating music.

Rui said the book would be a little over a 100 pages but ended up being over 200 pages long. Mike and both were busy trying to complete Tau Ceti and Tradeworlds so it was an added responsibility for Mike. Mike always tried to lend a helping hand whenever he could so he agreed to help Rui. Rui had already had great success with Trench in Europe so the game garnered international attention.

The new Kickstarter campaign was a success, leading to production of three versions of Trench: a miniature version, a regular version, and a premium edition. By November of 2017, production was underway! Backers received regular progress updates. The game was nominated by Board Game Geek as one of the Most Anticipated Games of 2018.

As with any Kickstarter project in those days, there were production days. The estimated April 2018 delivery date came and went. The factory manufacturing the game pieces for the premium edition ended up changing locations. But the Trench team was optimistic production would be finished by May of 2018. The Strategy Guide was also behind schedule, but Mark and Stan were firm on the idea that the strategy guide would ship with the games.

Production on the premium version of the game was finally completed at the end of August (though the Strategy Guide continued to need revisions). By the end of September, the premium version was ready to ship, but the regular version and Strategy Guide still were not.

By the end of the year, fulfillment still hadn’t happened, due to logistical problems.

While all of this was going on, Rui was still writing the Strategy Guide. Because the cost of shipping had started to rise, we quickly realized we would have to ship the game and book together to save on shipping. We explained it to the backers and for the most part they understood. There were some complainers but we knew we had to do what we had to do to pull it off. Mike continued to work on the graphics for the game, while I worked on securing a manufacturer for the book and the mini version of the game. We were both working full time at the time as well. So needless to say, it was quite a task running 3 campaigns at once.

Mike was hit with a nasty bout of respiratory flu in early 2019. (An unfortunate consequence of 70+ hour weeks working on Trench and the other campaigns.) But the team was optimistic that everything would now ship by April 2019.

The team was incredibly honest about the delays, the challenges they faced, and the reasons why certain decisions were being made. Although a delay of more than a year is obviously frustrating, I firmly believe that such honesty and transparency goes a long way with backers, and the sincerity that suffused every update from Mike kept all of us enthusiastic and patient regarding Trench.

By June, the Strategy Guide was nearing completion and getting ready to head to the printers, marking the final piece of the fulfillment puzzle before shipping out the games in a financially feasible fashion. Communication and quality issues with the printers pushed things out further, with the end of July as the new projected deadline.

Mike Strickland and his father, Stan Strickland.

But in September, backers were informed that Mike would be stepping away from the project:

Fortunately, we’re a two-person business. However Mike is having to drop out for a bit due to health reasons. This project and others have taken a toll on all of us, but Mike especially. So for that reason, he is taking a step back to focus on getting himself back to a point where he is able to balance this business, and all the demands and pressures of life as well. He has been overloaded the past few years and has taken on far more stress than he probably should have, so I’m stepping in to take over all the obligations that he has been trying to handle.

What does that mean? It means that I’ll be doing my best to fill in areas that he was handling, but things are just going to be a bit slower since I’m only one person. I know that’s not what everyone wants to hear, but it’s reality and I’m certainly going to do my best to keep the project moving along as quickly as possible.

At 66 years old, Stan stepped up, handling both the continued logistical challenges of dealing with Trench and communication with the Kickstarter backers through regular updates. Stan continued the tradition of honest, forthright posts, explaining that Trench was overbudget (mostly due to increased production expenses and the ballooning size of the Strategy Guide), but he still intended to deliver the game as planned.

But December caught everyone by surprise.

On December 2, 2019, Mike passed away unexpectedly due to heart failure. He was only 38 years old.

I was heartbroken when I read the update. Mike and Stan had worked so hard to try to deliver on all the promises made by the Kickstarter campaign. I had spent the last two years following all the ups and downs of the project, and honestly, I had grown to really like Mike. His passion, his dedication, his creativity… all of these wonderful qualities came through in every message, every progress update. His enthusiasm for the job was undeniable.

We were totally devastated. I tried to carry on with all three games even though I realized it would be a monumental task especially since I did not have the graphic skills that Mike had. I kept in touch with the backers and some were very kind and others complained because things were running behind. I was moving as fast as I could on all projects, trying to complete quotes, manufacturing, etc.

In April of that year, an official update went out to all Kickstarter backers about Mike’s passing:

It has been a very tough few months and we greatly miss him so much. My wife, daughter, and I struggle everyday with the reality that we no longer have Mike around. It is without a doubt the toughest thing a parent could ever deal with. And of course, our daughter Heather and Mike were very close so it’s been really hard on her.

On the bright side, we know we will see Mike again one day in Heaven. It is that assurance and our faith that has gotten us through this tough time. My wife, daughter and I are together in Upstate NY taking much needed time together in order that we might heal, reflect and deal with the loss of Mike.

Mike was the impetus of OLG [Outer Limit Games], and truly a creative genius. Unfortunately with Mike’s quick and unexpected passing, I had no time to prepare for the task ahead of me. I was his sidekick and truly a novice at all of this.

The project had stalled again due to the pandemic and worldwide lockdowns. But Stan continued to update the backers on how the family was doing, how the manufacturing process was changed during COVID, and wishing everyone well.

In October of 2020, we learned that the Strategy Guide was finally in the hands of the printers. Sadly, the anniversary of Mike’s passing was also the projected delivery date of Trench to all of the Kickstarter backers.

Unfortunately, both illness and COVID struck again early in 2021, as mentioned in this update:

I hope everyone is doing wonderful and staying safe and well. I ended up with Covid double pneumonia in January. It has been a very tough last few months as my wife, daughter and mother-in-law all ended up getting Covid too. Fortunately, they recovered quickly. Me on the other hand, with Covid double pneumonia, my heart became enlarged too. I am slowly but surely recovering.

It would take the lion’s share of 2021 for Stan to recover from double pneumonia.

At this point, to save on money, Trench would be shipped alongside another Outer Limit Games project, Tradewinds, in order to save on shipping costs. Tradewinds was projected to be fulfilled by late fall 2021.

But once again, December rolled around with some bad news in store.

The premium edition was done and ready to go. The miniature version of the game had already been scrapped, but there were now serious challenges regarding what was now known as the basic version of Trench.

I believe about 50+ backers backed this game. When it was conceived, it was to be a much smaller and basic version of the Trench game. The backers who backed it, paid $29 USD for it. That portion of the KS donated about $1500 USD to the campaign. As of today, we have spent over $4600 on the basic version. I recently contacted the manufacturer, to let them know we were getting ready for shipment. He surprised me with a storage fee of almost $1500. This caught me totally off guard because Mike wasn’t aware of it before he passed away, which was 2 years ago yesterday. Boy do I miss him!!

In short, to deliver the basic version of the game would cost $200 per copy of the game. It would catastrophically affect the entire campaign. The manufacturer gave Stan an ultimatum: either pay the $1500 or he would destroy the games.

Looking at his storage fee and the cost of shipping, and then fulfillment costs, I had only one decision I could honestly make. With that said, those of you that backed that level, I will gladly refund your money or give you a credit to purchase one of the deluxe games. I am so sorry about this but I am sure you would agree the basic version really is cost prohibited. We should have a limited number of the deluxe versions available. I hope you understand the tough decision I had to make.

In spite of every obstacle, Stan soldiered on.

In April of 2022, logistics finally began to fall into place for Trench. Printing of the Strategy Guide had been pushed to May to avoid potential damage to the books during storage or transit.

In May, Stan mentioned that the increase in fees, fuel costs, and shipping costs due to COVID might force him to reach out to the backers to help handle the final cost of fulfillment. Further updates followed in September and December.

In January of 2023, the backers were asked to cover the shipping of the games in order to complete fulfillment.

This is where I will need your help. As much as I would love to cover the costs of fulfillment, it just isn’t possible. I realize this was part of the plan in our KS campaign but all costs of shipping, fulfillment have skyrocketed. When my son Michael passed away unexpectedly in 2019, I was forced to make a tough decision on whether to cancel the project or continue. I decided I would do my best to complete the project. It has been anything but easy without him as I knew very little about this game or project. Needless to say; I wanted to see it come to fruition for Mike’s sake as well as yours. 

At 69 and living on a fixed income, I don’t have the money to pay for fulfillment. There are just so many unknown and unexpected expenses that came along during this project. Not to mention, dealing with the ever changing global exchange rates. Therefore, I have come to the conclusion, the only way to get the game and Strategy Guide to you will be for you to cover your own shipping.

I asked Stan how the backers reacted to this, and he said, “For the most part, the backers were understanding. There were some games that weren’t shipped but most were delivered.”

As a backer myself, I was happy to contribute once more to this project to see Mike’s dream delivered.

But the question of the Strategy Guide still remained.

Originally budgeted for a physical printing at 100 pages, all the additional edits and changes more than doubled the size of the book.

Mike always had too much on his plate. I know he was stressed trying to complete the Strategy Guide for Trench because Rui continued to add more and more changes to the book. Even after Mike completed pages, he’d have to go back and redo them.

In April of 2023, the decision was finally made to cancel printing the Strategy Guide as a physical book and deliver it to backers as a PDF.

Stan explained the financials to the backers with his typical honesty:

Before the shipping/freight to the US, we had $3280.70 left in the KS Campaign funds. After paying the $4406 for freight, the campaign is -$1,125.30 in the red. I still have another $1939.31 to spend for storage and shipping to our local shipping service. I will have paid $3,064.61 out of my pocket when it’s all said and done. If I had spent the $1680 to print the Strategy Guide, I would be a little over -$4744.61 out of pocket. With me living on a fixed income I just can’t afford that.

With a confirmed deadline of May 31, 2023 to get the shipping paid for, the light at the end of the tunnel had finally neared.

My copy of Trench arrived that summer. It felt unreal to actually hold the game in my hands. I was so moved by the journey and effort that went into it.

On August 28th, Stan sent out his final email to Trench backers, nearly six years after the game had initially reached its funding goals:

I wanted to personally thank all of you that supported Trench. I wish you all the very best.

Trench has an average rating of 7.7/10 on Board Game Geek. Four hundred and sixty-four backers supported the project.

And one incredibly dedicated father worked his fingers to the bone to make sure his son’s promises were kept.

When all was said and done, I had lost thousands of dollars on the projects but knew I did the best I could to finish the projects, and more so, for the legacy of Mike. Some backers were still upset and I understood but I knew I did everything I could to make each project a reality. As much as a task it was, it was worth completing it for Mike’s sake. Before he passed away, he had put hundreds of hours in each project.

After playing Trench again recently, I went back through my emails and reread all of the updates from Mike and Stan over that six-year period. I decided to reach out to Stan, to see how he was… and to let him know I was thinking of him and Mike.

Mike’s dog, a regular feature on his Facebook feed…

He was kind enough to not only respond, but share so many of his thoughts and insights on the project as a whole. I asked his permission to share this story with the world, and he very kindly obliged.

I asked him how he was doing, and his reply felt like the perfect conclusion to this post:

We are doing fine but miss Mike so much. We know we will see him again in Heaven. I am truly am thankful to be finished with all of the games. I was determined to finish each one the best I could in the memory of Mike. I know Mike is looking down from Heaven and smiling. As tough as it was, I am thankful God gave me the ability to complete them.

I hope this helps you understand more about Mike. I hope you and your family have a blessed Christmas and New Year.

Thank you, Stan, for everything.

Social Deduction Games and Blood on the Clocktower!

Social deduction games are terrific party activities. A social deduction game involves players being assigned secret roles or allegiances, and the goal of the game is to unravel these secret roles before the opposing side can eliminate you from the game.

Usually it means the good guys trying to root out the bad guys before the bad guys take power, kill the good guys, or outwit the good guys into acting against their own best interests.

There are a lot of social deduction games out there for you to enjoy. Ultimate Werewolf, Are You a Robot?, Salem 1692, The Resistance, and Secret Hitler are all affordable ones with tons of replay value. (Of course, for affordability, you can’t beat Mafia. You can play a round of Mafia with just a deck of cards, proving that social deduction games are more about the players than the game pieces.)

But, when it comes to social deduction games, one game stands head and shoulders above the rest in terms of complexity, variation, challenge, and immersion.

Blood on the Clocktower.

There are usually only a few different roles to play in social deduction games. In Are You a Robot?, there are humans and robots. In Ultimate Werewolf, villagers and werewolves. In Secret Hitler, there’s Liberals, Fascists, and Hitler. In Mafia, there are mafia members, townspeople, a doctor/guardian angel, and a detective.

The limited number of character archetypes allows you to introduce to new players to the game quickly, which is definitely a bonus for games that require a large number of people.

But these limited roles can also hurt replay value if your players are looking for more to sink their teeth into.

That’s where Blood on the Clocktower comes in.

Yes, there are only two teams (good and evil), but EVERY player gets their own role, including powers and requirements that change over the course of the three “nights” that the game takes place. Every role is unique, and victory or defeat can hinge on the special abilities of a single player.

Blood on the Clocktower is the Tri-Dimensional Chess to every other social deduction game’s Chess. There is so much going on, so much to keep track of, so many possibilities that you can’t help but fall fully into the immersion of the game. It’s your only chance to survive.

And the game is so involved that it lends itself well to be “performed.” Watching a great game of Blood on the Clocktower being played is sometimes just as fun as playing.

I have seen some amazingly entertaining actual play videos of Blood on the Clocktower. YouTube channels like Smosh and No Rolls Barred have played, and now, Good Time Society is hoping to fund a Kickstarter for a series of actual plays of the game:

Some of the best actual play personalities in the board game and roleplaying game are teaming up for this, and it looks like they’re going to make something special here.

So click this link if you’d like to contribute. If not, hopefully you’ll watch some of these actual play videos and check out the game for yourself.

Game companies continue to push the envelope in terms of storytelling, presentation, and immersion, and Blood on the Clocktower has become the new benchmark. Who knows what’s coming next!

Do you have a favorite social deduction game? Let me know in the comments below! (For me personally, I love the simplicity and replay value of Mafia!)

And happy deducing, everyone!

Big Changes Coming to Dungeons & Dragons?

There’s no denying that Dungeons & Dragons isn’t just the granddaddy of roleplaying games, it’s also the most well-known and recognizable example of the genre.

But there’s never been a richer time for roleplaying games than right now. Patreon and Kickstarter are bringing new designers and storytellers to prominence, websites like DriveThruRPG give terrific visibility to creators large and small, and contenders for the throne both old (White Wolf Games) and newer (Pathfinder) continue to grab their own share of the RPG market.

Although it’s two years away, the fiftieth anniversary of Dungeons & Dragons is looming large, and some big moves are being made this year.

At the D&D Celebration 2021 event, the creative team announced that the game will be getting a major update for the first time in nearly a decade.

The current version of the rules — known as fifth edition or 5e — marked a return to form for Dungeons & Dragons after a less-than-glowing response to their fourth edition ruleset, and it has served as a game system that welcomes new players and satisfies long-time players as well.

Now, we don’t know if this is simply an update to the system to improve/tweak the rules — D&D 5.5e, you might say — or if this will be a wholesale relaunch of the core system. (Though that seems unlikely, given that 2020 was the company’s most profitable year ever.)

What they have promised is that, whatever form the update takes, EVERYTHING that they’ve released for fifth edition over the last decade will still be compatible with the new system. This is not a cash grab that will force players to shell out for all sorts of new books.

It’s an intriguing announcement that has fans already speculating, even though the update’s release isn’t due until 2024.

[In this video, long-time roleplayers The Dungeon Dudes break down their thoughts on potential 5th edition updates.]

But those big moves we mentioned above aren’t only being made by the industry leader. Some important names from D&D’s past are also contributing to the growth and variety of roleplaying games in impressive ways.

It was recently announced that Tracy Hickman and Margaret Weis would be collaborating on a new setting and system based on 5e rules: Skyraiders of Abarax.

Now, if you don’t know those names, you should. The world of D&D over the last 50 years would be a lot less varied without them. Tracy and Laura Hickman were instrumental voices behind two iconic D&D settings that have endured for decades — Ravenloft and Dragonlance — and the idea that they’re creating a brand new world for players to enjoy is immensely exciting.

Not only that, but several influential creators have launched their own new world and system on Kickstarter recently: Tanares.

Folks like Skip Williams, Bruce Nesmith, Jeff Grubb (who contributed some of my favorite Star Wars RPG supplements), and the legendary Ed Greenwood — who created The Forgotten Realms, another hugely famous D&D setting — have collaborated on an immersive new world and play system.

Considering that they raised over two MILLION dollars for the project on Kickstarter, it’s fair to say that there’s a market for fresh content that fits the D&D aesthetic but takes the gameplay in exciting new directions.

Now, if you’re not familiar with roleplaying games, you may be wondering what the big deal is. Why does an updated system or a new setting matter?

New systems can be welcoming to new players and put them at ease, or end up so daunting that it scares off new players while alienating established players.

Similarly, a new setting can offer fresh gameplay opportunities and give players the chance to try different styles, genres, and characters in ways they might never have considered otherwise.

And who knows where roleplaying games will be in two years? Will indie publishers continue to thrive? Will Tanares or Skyraiders of Abarax be household brands? And what exactly do the designers behind the world’s most famous roleplaying game have in store for their loyal and lapsed players in 2024?

Only time will tell.

In the meantime, keep rolling those dice. Happy roleplaying!


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Halloween is almost here, and we have some spookily good deals for you to check out. You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

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5 Questions for Game Designer Ellie Dix

Welcome to 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 we’re excited to welcome Ellie Dix as our latest 5 Questions interviewee!

I first encountered Ellie Dix after stumbling upon the Kickstarter campaign for The Imp Box, a family-friendly game collection designed to look like a Christmas cracker. (Naturally, it immediately made the list of games to include in this year’s Holiday Puzzly Gift Guide.)

I soon discovered that she, much like this intriguing game set, was far more than meets the eye. Ellie Dix is not only the designer of every game under the Dark Imp umbrella, but she’s also the owner of the company. A puzzle designer, game designer, author, and more, Ellie Dix is a self-made dynamo, representing the entrepreneurial spirit that has grown to define the industry during the modern board game renaissance.

With The Imp Box now available for sale worldwide and a new Kickstarter campaign on the horizon, I have no doubt that Ellie Dix is a name we’ll be hearing about for many years to come.

Ellie 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 Ellie Dix

1. How did you get started in the games industry?

I’ve been designing games as a hobby for some time, but when I sold my Education company I decided to focus full time on game design and publishing. Before that I’d used games in teaching and training. I’ve also been a hobby board gamer myself for a long time (and my parents before me). So when I finally made the switch, I just jumped in with both feet. I wrote a book called The Board Game Family: Reclaim your Children from the Screen, which came out in July 2019. My first games were published in November 2019. Since then it’s been a full on schedule of design, development and publication.

How has your experience been as a woman designing games and running a board game company, either in terms of challenges or general insight from your perspective?

Honestly, I expect the challenges have been very similar to those that a person of any other gender would experience. The board gaming community is so inclusive that my own gender seems completely irrelevant. I do, however, realise that I’m in the minority in this industry. I suppose the only thing of note is that I’ve been approached several times by other cis-females who’ve commented that they’re pleased to see the success of another woman in the industry. So clearly it can be helpful to others to see a woman doing what I’m doing.

2. What’s the key to a great family-friendly game?

Getting something that the kids and the adults will all want to play. Family games aren’t children’s games. Family games have to hook in and hold the interest of everyone. For me – complexity isn’t always an issue. Kids can cope with all sorts of levels of complexity. But making sure the game is fairly fast-paced is important. I don’t mean short, necessarily, but minimising downtime is crucial. Games with simultaneous play, actions for passive players or very quick turns work well. The theme has to hook the family in too!

3. We’re currently in the midst of a board game renaissance, with greater exposure than ever for all sorts of games and play styles. What’s one trend in the industry you’d like to see more of and what’s one trend you’d like to see less of?

I love asymmetric games and I’d love to see more of them. Games with varying player powers or factions. This increases replayability. I’ve recently created an asymmetric family game – Uranus! – which is currently in the final of the Board Game Workshop’s annual design contest.

For me, I struggle to get into the big campaign games (Pandemic Legacy, The King’s Dilemma, Gloomhaven). I suspect there are too many on the market for the people who are playing them to actually play. They’re often too much work for regular gamers and families to get into.

4. What’s next for Ellie Dix?

I’m developing a range of roll & write PnP games for any number of players. These are all games that can be played by zoom. I’ve got several out already and they’ve been going great guns during the lockdowns. More are coming out before Christmas. Uranus! will be coming to Kickstarter in early March 2021. I’m also working on some exciting school projects next year! It’s going to be another busy year.

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?

It’s easy to get paralysed by perfectionism. Very few great games started out as a great games. Be brave and just put your game out there, as early as you can, with any sort of back-of-the-cereal packet prototype you can. Find a great playtesting group full of other designers (not friends and family) or create one yourself.

The playtesting process is so vital to development. It’s a waste of time to make sure all the cards are perfectly balanced before you get it in front of people. You could spend weeks on a game that ultimately nobody wants to play. A playtesting group will help you to find the fun and ultimately make a better game.


A huge thank you to Ellie for her time. You can follow her on Twitter for updates on all things Dark Imp, and be sure to check out her puzzles and games through Instagram, YouTube, her game blog, and of course, the Dark Imp website. Whatever she cooks up next, you know it’s going to be great.

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!

Kickstarter Alert! Check Out Fireball Newsflash Crosswords!

newsflash_header

One of the coolest parts about assembling each year’s Holiday Puzzly Gift Guide is reaching out to crossword constructors I admire and respect. Not only do I get to find out what projects they’ve been working on and would like to promote, but they’re also incredibly giving to fellow constructors, shouting out the subscriptions, puzzle books, and projects that they most enjoyed solving during the year.

The bulk of the puzzle books/subscriptions section of the Gift Guide comes from these constructor interactions and the praise they heap upon each other. Not only is it heartwarming to read, but it’s valuable information for me and the PuzzleNation readership. After all, who better to tell you about great puzzles out there than top-notch constructors who know puzzling inside and out?

There are a host of brilliant recommendations in the Gift Guide, but today I’d like to shout-out one of my favorite yearly puzzle subscriptions. It’s launching on Kickstarter today for a new “season” of topical puzzles, and you should definitely check it out.

It’s Peter Gordon’s 2021 edition of Fireball Newsflash Crosswords.

Now, most crossword solvers probably know Fireball Crosswords by reputation alone. The puzzles are challenging (equivalent to a Friday or Saturday NY Times puzzle), but incredibly fun, inventive, and cleverly clued. Several of my all-time favorite crosswords have been published through Fireball Crosswords.

Fireball Newsflash Crosswords, on the other hand, are not nearly as difficult, so puzzlers who might find traditional Fireball Crosswords daunting can breathe easy.

Plus Fireball Newsflash Crosswords carry their own unique flavor by being as up-to-date and fresh as possible. Each puzzle is absolutely peppered with current references. Important news events, pop culture happenings, celebrity passings, memes, buzzwords, and cultural fads have all appeared in these grids in the past.

For example, after the 2017 Oscars had their snafu with the Best Picture award winner, Gordon mentioned LA LA LAND as Best Picture winner, then “corrected” himself later in the grid with the true winner MOONLIGHT. It was a lovely little playful jab at an awkward and noteworthy moment in time.

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And that sort of quick-turnaround puzzling and topicality simply cannot be matched by the major outlets.

For just $13, you’ll get 20 such puzzles delivered to you by email, one puzzle every 2 or 3 weeks.

And with this Kickstarter, you can pledge for not just the newest season of Fireball Newsflash Crosswords, but hats, keychains, additional puzzles and puzzle magazines, and more.

I cannot say enough good things about this project, and I’m happy to spread the word to my fellow puzzle lovers. Take a moment and check out this worthwhile project. There are even sample puzzles to try out, so you know exactly what you’re signing up for and supporting.

Good luck, Peter! Cannot wait to see what you cook up for us in the coming year!


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!

Kickstarter Roundup!

Oh yes, it’s that time again.

For years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and intrigue my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest! (This time around, we’ve got twice as many recommendations as usual! So much puzzly potential!)


atoz crossword

The first is a project by Fireball Crosswords and Fireball Newsflash Crosswords constructor Peter Gordon, entitled A-to-Z Crosswords Volume 2: More Petite Pangram Puzzles.

The project is easy to explain, but mindblowing to think about. Every single day for 24 WEEKS, you get a 9×11 crossword puzzle that contains all 26 letters. The puzzles range from easy to medium in difficulty, arrive by email, and are constructed by Gordon and professional puzzler Frank Longo.

This is a very cool project that deserves your support — they’re a little more than a third of the way there, with 9 days to go — and you should definitely check it out!

puzzle postcard

The next project is Puzzle Postcards: Season Two by the Enigma Emporium.

Last year, Wish You Were Here was part of our Holiday Puzzly Gift Guide, and it’s fantastic to see that the Enigma Emporium is Kickstarting another puzzle postcard mystery this year.

Essentially, an entire mystery is concealed within a handful of postcards, challenging you to mine them for every scrap of information as you uncover a series of coded messages. It’s spycraft in an envelope, very clever stuff.

Already funded with 12 days to go — and carrying a solid track record of previous successful Kickstarter projects behind them — I cannot recommend this one highly enough. I loved Wish You Were Here, as well as the follow-up series.

fuzzies

For a change of pace, our next project is The Fuzzies.

Basically, this is a Jenga-style dexterity game, but made out of little fuzzy balls instead of pieces of wood. And instead of choosing which piece you remove and place on top, that is determined by a deck of cards instead.

I don’t know how it works — actually staying upright in the first place — but apparently it does.

This family-friendly game has already tripled its funding goal with 29 days to go, so it might be right up your alley.

enigmas

The next project we’re sharing today is the ENIGMAS deck of puzzle playing cards.

David Kwong — constructor, magician, and all-around puzzly fellow — has masterminded a puzzle mystery and a series of hidden messages and ciphers, all contained within a deck of cards.

ENIGMAS marries some of the ideas from his Enigmatist show — specifically the historical aspects — with an ingenious puzzle hunt to create an intriguing solving situation. Plus, once you’ve cracked all the puzzly elements, you’ve still got a beautiful deck of cards to enjoy.

This project has blasted well past its funding goal, and with 9 days to go, they’ve added a special limited-run deck of red cards (to compliment the standard blue deck) that will only be offered to Kickstarter backers and never sold in stores. With a pedigree like David’s, you can’t go wrong!

sherlock

Our next project is bigger and no less ambitious. It’s Sherlock’s Mysteries: An Interactive Puzzle Adventure (not to be confused with another Sherlock-based Kickstarter running right now).

Combining board game and escape room elements, this project contains 10 mysteries (described as chapters) that combine into one interwoven narrative where you try to save the life of Sherlock Holmes!

By combining murder mystery-style solving with puzzles like ciphers and deduction puzzles, this project definitely tries to encapsulate the experience of being the Great Detective from the comfort of your own home.

About halfway to its goal with 21 days left, this project isn’t a lock (given the price tag of $135 to experience the entire story), but it’s definitely worth a look. (I’m especially intrigued by the fact that certain levels offer “refill kits” that allow the experience to be played more than once!)

shivers

For something just as puzzly but more immersive from a roleplaying point of view, there’s The Shivers.

In this game, someone has gone missing in the house owned by the Shivers family, and you play one of the family members trying to solve the mystery and defeat dangerous foes at work in various sinister and creepy scenarios.

This gameplay is bolstered by pop-up 3-D models of the various rooms of the house, bringing the setting and different stories to life right before your eyes.

This is a very clever combination of puzzle hunt, roleplaying game, and pop-up book that I’ve never really seen before, and like some of these other projects, it has blown past its funding goal with strong support from interested gamers and puzzlers.

legacy

Following the escape room/puzzle mystery at home template, Legacy: Quest for a Family Treasure is our next project to discuss.

You receive a black box in the mail, and inside, you discover in your estranged father’s will that there is a family treasure hidden somewhere in Europe. And you’ll have to unravel secrets of the past in order to secure your future.

This immersive mystery involves audio and video clues, physical evidence to pore over, and even incorporates Internet searching into the gameplay. I’ve been thoroughly impressed with the level of depth and attention to detail in this one, and clearly I’m not the only one, as the project has already met and surpassed its funding goal with 10 days to go.

The familial element adds a neat twist to the mystery-at-home genre, and I suspect this project will do very well.

labyrinth

The last project we’ll be sharing today is The Labyrinth: An Immersive Multi-Platform Puzzle Challenge.

There’s a lot of stuff included in this one: puzzle boxes, ciphers, maps, tools. They’re sending you a CRATE full of material here. The goal is to move through the various chambers of a labyrinth, solving puzzles as you go.

With 55 puzzles included — and an expected solve time of 8-10 hours — this is a breathtaking amount of puzzly paraphernalia. So there’s cost to consider here. The full puzzle costs $195 (there’s even a more expensive deluxe edition), so although that easily makes it the priciest project we’re discussing today, but also one of the most visually impressive.

And yet, with 14 days to go, they’ve already passed their funding goal nine times over. Check it out and see what you think of the expansive puzzle selection offered here.


Have any of these games or projects hooked you? Tell us which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

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