New Puzzle Sets and Bundles for the Penny Dell Crosswords App!

Hello puzzlers and PuzzleNationers!

That’s right, it’s a bonus blog post today because we’ve got some exciting news!

We’ve got new puzzle sets available for both the Android AND iOS versions of the Penny Dell Crossword App!

For Android users, Collection Eight is loaded with 150 puzzles (easy, medium, and hard varieties) to test your puzzly mettle and provide some terrifically satisfying solving!

And for iOS users, Collection Fourteen is ready to go with 155 puzzles of all difficulties to keep your solving skills sharp and your fingertips flying across the grid!


But that’s not all!

We’ve also got two jumbo puzzle bundles for our iOS users!

The Jumbo Bundle combines Jumbo Apps 1 and 2 into a 300 puzzle collection worthy of any crossword fan’s time! Complete with easy, medium, and hard puzzles, as well as our alternate clue feature, you can’t go wrong with the Jumbo Bundle!

But if that’s not enough to satisfy your puzzly cravings, don’t worry, we’ve got you covered!

That’s right, the Jumbo Value Bundle combines Jumbo Apps 1 and 2 with content from our recently released Jumbo App 3! That’s 450 puzzles awaiting you!

Talk about a puzzle extravaganza!


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It’s Follow-Up Friday: Subway Time Travel 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 today, I’d like to return to the subject of puzzly events!

I’m a huge fan of events where puzzly-minded people get together and create something new. Whether it’s a festival of indie games or a Rube Goldberg machine about Passover, a prom-themed puzzle tournament or a crossword contest about a crossword contest, anything is possible when folks with a mind for puzzle fun collaborate.

The team at Improv Everywhere know this better than most, as they’ve put together some terrific live experiences to entertain unsuspecting strangers.

In the past, they’ve staged a repeating time loop at a coffee shop, recreated the opening of Star Wars on a subway, and (my personal favorite) made a cabbie the hero of a reunion right out of a romantic comedy.

This time around, they faked time travel with four sets of twins. Check it out!

You can explore the full details of the prank/performance here, as well as many other “missions” from their past, but sufficed to say, it took a fair amount of puzzly skills and improvisational style to pull this off!

I wonder what delightful trickery they’ll attempt next.


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Puzzle Plagiarism, Part 3: Parker Out

After months of nothing, things are suddenly moving forward with the Universal Uclick/USA Today puzzle plagiarism scandal.

A quick recap: Programmer Saul Pwanson and constructor Ben Tausig uncovered a pattern of unlikely repeated entries in the USA Today and Universal crosswords, both of which are edited by Timothy Parker.

Eventually, more than 65 puzzles were determined to feature “suspicious instances of repetition” with previously published puzzles in the New York Times and other outlets, with hundreds more showing some level of repetition.

Parker “agreed to temporarily step back from any editorial role for both USA Today and Universal Crosswords” in March.

Last week, there was finally a new development, as Universal Uclick stated that they’d confirmed “some” of the allegations against Parker, and he’d be taking a three-month leave of absence.

That underwhelming semi-admission of Parker’s guilt led to calls for a boycott of USA Today and Universal Uclick, and many other game companies and puzzle constructors have followed suit.

So where are we now?

Well, as reported by Oliver Roeder of FiveThirtyEight, Christopher Mele of the New York Times, and Deb Amlen of Wordplay, Timothy Parker is out as editor of the USA Today crossword.

According to Gannett, who publishes USA Today:

No puzzles that appear in Gannett/USA TODAY NETWORK publications are being edited by Timothy Parker nor will they be edited by Timothy Parker in the future.

This still leaves some important details up in the air. For one thing, Parker is still employed by Universal Uclick, even if USA Today and Gannett won’t be using any puzzles he’s touched.

We also don’t know who will be taking his place providing puzzles for USA Today and other Gannett publications.

According to Oliver Roeder:

Fred Piscop, who has been interim editor, told me that his position was temporary unless he was officially informed otherwise, and that there was nothing else he could tell me at this point. A call to Universal Uclick was not returned.

Clearly things are far from settled for Parker, Universal Uclick, and USA Today.

Regarding the #gridgate boycott, one of the outspoken organizers had this to say:

As far as we can tell, USA Today and its parent company Gannett just vowed not to use puzzles edited by Timothy Parker ever again. That bold statement — sure, months late, but welcome nonetheless — was all we were looking for. If they stick to their word, we’ll stop our boycott. We can’t claim credit for the result, but we can say that our friends shining a flashlight on the wrongdoing did help get USA Today to speak out publicly and settle the score.

We’re maintaining the boycott of Universal Uclick, though. They’re continuing to employ someone they’ve admitted is a plagiarist—someone who apparently plagiarized our friends’ work. And just because USA Today isn’t buying Parker’s puzzles doesn’t mean no one else will. We can’t even be sure if the person editing the puzzles isn’t Parker, because he’s made a habit of hiding behind pseudonyms. So we’ll keep this boycott going until we’re sure they’ve got a plan for puzzles that aren’t edited by someone they think is a plagiarist.

Uclick, the ball’s in your court.


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The Indie 500 Crossword Tournament returns soon!

Last year, a new crossword tournament joined the ranks of the American Crossword Puzzle Tournament and Lollapuzzoola, immediately carving out its own niche in the puzzle world. The Indie 500 offered top-notch puzzles and a pie-fueled solving experience both live in Washington, D.C., and for solvers at home.

And it’s back! The second edition of The Indie 500 is happening on Saturday, June 4, and this year, it’s all decked out in a prom motif.

I reached out to the team behind last year’s event, and constructor/director Andy Kravis was happy to answer my questions and offer some insight into this year’s event.

Andy has been published in the New York Times, the Chronicle of Higher Education, the Los Angeles Times, and other venues, and he was excited to discuss this year’s tournament with the PuzzleNation audience.

1.) I’m very glad to see The Indie 500 returning for a second year. What did you learn from the inaugural event, and what are you hoping to change/improve?

We’re glad to be back! Here’s a list of things we learned from the inaugural Indie 500:

How to run a crossword tournament.

None of us had ever done anything like this before, so every step was brand new to us. We all went into it knowing that building our own crossword tournament from the ground up was going to be a lot of work, but I don’t think any of us fully appreciated how much work it would be until we were already neck-deep in it. We started planning about a year in advance, and one thing I learned is that it takes almost exactly a year to plan a successful Indie 500, even with a team of five directors and a ton of wonderful volunteer test-solvers and staffers.

As for the tournament itself, a lot of our more ambitious ideas — writing a meta suite to raise funds for the tournament, using a new scoring system, having a contest to find a tourney puzzle by a new constructor — worked out really well, so we brought them back this year. We got some great feedback from attendees about which puzzles they enjoyed most, which parts of the program worked well, and so on, all of which we incorporated into our planning for this year. On the whole, the tournament will look a lot like last year’s: five preliminary puzzles of varying difficulty, plus a finals puzzle for the top three scorers in both divisions.

I would say the most visible change we’re making is getting lots of new faces involved. After last year’s event, Evan Birnholz was hired as the Washington Post‘s new crossword constructor (whoo!), and Neville Fogarty entered the last year of his Ph.D program, so they both had to step away from their directorial duties. We were thrilled to bring on Angela Olson Halsted, who’s been a terrific addition to our team, and we’ve also gotten to work with a lot of really talented constructors this year as well.

We’re always open to ideas of how to improve the tournament experience, so feel free to e-mail us at xwordtournament@gmail.com if you have suggestions.

[Andy, alongside Sara Nies, solves at the 2015 Lollapuzzoola event.]

2.) Last year’s theme was racing, and this year’s theme is prom. What about prom appealed to the team more than other possibilities?

We knew almost immediately after wrapping last year’s tournament that we wanted this year’s Indie 500 to be prom themed. The biggest upside, and the main reason we chose it as our theme, is that we really wanted to see what we could do when working with other new constructors in teams. By bringing on prom dates, we now have the opportunity to showcase not just the work of our contest winner but also of the additional constructors we’ve invited. Some of our constructing teams bring very different voices to the constructing process, and it’s been really cool to see how those styles have meshed. And of course you don’t have to take a date to prom — you can go solo, or you can go with a group — and we’ve also kept that in mind while planning the tournament.

We also love the aesthetics of prom. As we tossed around ideas for this year’s tournament, we kept returning to the similarities between a disco ball and a crossword grid, and Raina Zheng did an awesome job designing this year’s logo with that idea in mind. It was easy for us to see the aesthetics of crosswords in disco balls, tuxedos, limousines, and dance floors, and it’s also fun for us to think of ways to inject some of the colorful elements of prom back into a crossword tournament.

Plus, our tradition of playing entrance music for our finalists makes possibly more sense with a prom theme than it did with a racing theme.

In a broad metaphorical sense, I think prom is more in line with what we’re about than racing anyway. Racing seems like a natural fit for a crossword tournament — it’s an individual pursuit that’s about speed (plus the checkered flag and the Indy/Indie pun were too good to resist). But I think what’s great about crossword tournaments is that crossword people have an excuse to get together and have fun and celebrate.

[Possible crossword prom looks?]

3.) One of my favorite aspects of The Indie 500 is that you hold a contest for constructors to join the team and contribute a puzzle to the tournament. Last year’s winner was Finn Vigeland, and this year’s winner is puzzle newcomer Sam Trabucco. What sort of response did you get when you announced this year’s contest, and what made Sam stand out?

Those of you who solved last year’s puzzles know just how lucky we were to get Finn’s submission. We got a lot of excellent puzzles that year, quite a few of which we’ve since been pleased to see published in venues like AV Club and Fireball Crosswords.

We chose Finn’s puzzle because it had a unique combination of clean and lively fill, clues with a clear voice, and a tricky theme that had the potential to incorporate a unique visual element (namely, the candy bars that ended up going in the grid). The version of the puzzle that ran during the tournament ended up being one of my favorite puzzles that year.

[One of the candy bars from Finn Vigeland’s Indie 500 puzzle.]

We didn’t get quite as many submissions this year, and yet picking a winner was just as tough. After narrowing the group of submissions to four or five entries that stood out to us as the best of the bunch, we debated for a long time before picking the puzzle that turned out to be Sam’s. Without giving too much away, what we liked about Sam’s submission was that the theme was something we hadn’t seen before, and the fill was really fresh and showed a point of view.

One thing I want to mention is that after we unblinded the submissions, we were really disappointed not to have received more entries from women and people of color. We’ve already started talking about what we can do to encourage more submissions from that pool of talent next year. This is a top priority for us in running the best indie crossword tournament we can.

4.) Finally, and most importantly, will there still be pie?

Yes, there will be pie. In fact, we’re considering a Pie-Only division in 2017.

Thanks to Andy for taking the time out to answer my questions! You can check out the full details on The Indie 500 by clicking here!

(I’m already signed up to solve from home, and I can’t wait to see this year’s puzzles.)


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Puzzle Plagiarism, Part 2: Uclick Responds

It’s Follow-Up Friday, but it doesn’t feel right to open this post with our usual exuberant intro.

Today, I’m returning to the subject of Timothy Parker and the USA Today/Universal Uclick plagiarism scandal.

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You know, when I first wrote about this topic, I suspected I’d be returning to it in Follow-Up Friday fashion, and sadly, that’s proven true.

If you don’t recall, or you hadn’t heard, here’s a quick rundown of what happened. Programmer Saul Pwanson and constructor Ben Tausig uncovered a pattern of unlikely repeated entries in the USA Today and Universal crosswords, both of which are edited by Timothy Parker.

Eventually, more than 65 puzzles were determined to feature “suspicious instances of repetition” with previously published puzzles in the New York Times and other outlets, with hundreds more showing some level of repetition.

Back in March when I first blogged about this, Parker “agreed to temporarily step back from any editorial role for both USA Today and Universal Crosswords.”

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Well, Oliver Roeder from FiveThirtyEight has reported that Universal Uclick has completed its investigation, and despite the fact that they’ve CONFIRMED some of the allegations of puzzle repetition — they don’t explain which allegations they’ve confirmed — they’re only giving Parker a three-month leave of absence.

According to the Universal Uclick press release:

During his leave, Mr. Parker will confirm that his process for constructing puzzles uses the best available technology to ensure that everything he edits is original. We will work with Mr. Parker on this effort and redouble our editorial process so that there is a stronger second level of review.

Roeder points out that Universal also doesn’t say if the last two months count toward Parker’s three-month leave of absence, since Fred Piscop has been serving as interim editor since the scandal broke.

As you might expect, some in the puzzle-game community are underwhelmed, to say the least, with Universal Uclick’s decision.

Some game designers and puzzle constructors even pushed to boycott both USA Today and Universal Uclick.

From one Tumblr post:

But USA Today and Universal Uclick, two important providers of puzzles to the world, have abandoned all pretense that originality and credit for content is important to them. So we’re abandoning them. As of today, we’re boycotting both companies.

Up until now, we liked USA Today. We thought that a newspaper of its size would be violently opposed to plagiarism. But they do not appear to be. It’s way past time for USA Today and Universal Uclick to take a stand against plagiarism and for creators’ rights, and maybe it takes some creators to stand up for those. So we’re doing it.

I suspect they won’t be the only ones giving USA Today and Universal Uclick the cold shoulder. Kudos to them for taking a stand against plagiarism and standing with friends and colleagues in the puzzle community.

You’d think a major publication like USA Today would be against plagiarism instead of downplaying it like this. I doubt they’d tolerate plagiarism anywhere else in their paper.

It will certainly be interesting to see where the story goes from here. Here’s hoping Universal Uclick does the right thing and stands with content creators, not against them.

I’ll conclude this post the same way the boycotters above concluded their release:

If you share this on Twitter or Facebook, please tag @usatoday and @UniversalUclick to tell them that you stand with the puzzlemakers, and add the hashtag #gridgate. Or, if you want to talk to USA Today directly, send them a note addressed to Reader Feedback/Letters saying that you find plagiarism in any department unacceptable. Now would be awesome.


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The Connecticut Festival of Indie Games, Part 2!

And we’re back!

Yup, I attended the CT FIG event last Saturday, and there were so many great games to talk about that I simply couldn’t get the job done on Tuesday. So we’re back with the second half of my event recap.

Last time, I focused on games that are available now or will be soon; this time around, it’s all about games in development!

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I’d say that more than half the games at the event were in development or not yet published. Some were clearly in beta testing or working with a prototype, hoping to gauge the interest level of puzzle and game fans. Others were gearing up for Kickstarter campaigns, or in the middle of one, or had even tried Kickstarter previously, only to go back to the drawing board. Still others were hoping to impress game publishers or make contacts to help take their games to the next level.

It was interesting and insightful to see the creative process at work here, not only to observe how crowdfunding has revitalized the puzzle-game and board-game markets, but simply to watch firsthand as designers interact with players and learn from each and every playthrough.

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And, to be honest, it’s fun and invigorating to be around enthusiastic people. Virtually everyone I met at the CT FIG was genuinely excited to talk about their games, and they clearly loved what they do. For many of them, these prototype and unreleased games are their babies, their pride and joy, and they were absolutely stoked to show them off.

That’s the kind of infectious energy I can definitely get behind.

One of the first people I talked to at CT FIG was Darrin Horbal of DPH Studioz. He had three games to show off, all in varying stages of development.

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His flagship game is The Guardians of AsunDur, a collaborative game where players work together as guardian angels to defend AsunDur from dark forces.

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By rolling dice and utilizing colored gems, they battle back the forces of darkness in co-op game play that encourages teamwork and strong strategic planning.

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That same style of game play factors into another of Darrin’s board-game projects, Starguard: The Grey Wars, a space-combat game where alien conquerers threaten six different star systems, and only a concerted team effort will prevent the invading alien forces from running roughshod across the galaxy.

I’m a big fan of co-op games, and both of these games had in-depth, elegant systems of play that offered plenty to keep experienced players busy without losing younger players in the shuffle.

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The last game he brought for display was Khroma Zones, a more traditional player-versus-player card game that was easily the puzzliest of the three games. Utilizing the same color-matching game mechanic as Guardians of AsunDur in a simpler format, it’s a great game for families and younger players that might not be ready for more involved game play.

But Darrin was far from the only game designer to have multiple projects in the works.

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[Ravenous River, a card game inspired by the classic cabbage-goat-wolf river-crossing brain teaser, shares space at a table with ChronoSphere, a Timeline-style card game with bluffing (recently funded on Kickstarter), and Baker Street Irregulars, a crime-solving puzzle game set in the world of Sherlock Holmes.]

I’m pretty sure Isaac Shalev of Kind Fortress set the high-water mark for the event. He had six games at his table, each with their own unique flavor. (Only one, the abovementioned Ravenous River, was available for purchase there, but I sincerely hope some of his other games follow suit soon.)

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There was something for seemingly every style of card game or board game fan here, from the card-flipping game Flip the Table to the resource-management strategy game set in feudal Japan, Daimyo.

But the one that most appealed to my puzzly sensibilities was Seikatsu, a three-directional tile-placement game that mixes and matches elements from a half-dozen classic games to provide a wonderfully balanced game-play experience.

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Unlike many scoring games where tile placement can easily disqualify you from gaining points, Seikatsu assigns one of three directions to each player, meaning virtually every tile on the board could score points for every player. This simple tweak adds massive game-play opportunities, making for a wonderful puzzly session that encourages, rather than discourages, new players.

Kickstarter was a recurring theme in many of the conversations I had with game designers that day. Several of the games I covered in Tuesday’s post were funded and brought to market thanks to crowdfunding, and many others would soon be following suit.

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Super Hazard Quest, a card game inspired by 8-bit side-scrolling video games, is on Kickstarter right now (and recently passed its funding goal, thanks in part to the team’s impressive hustling during CT FIG, no doubt).

In the game, you take on the role of a classic video game archetypal hero — the floating princess, the spy, the alien hunter, etc. — and you build and explore a unique video game world while racing to be the first to reach the final boss.

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As several event goers and I played through a spirited round of the game, co-creator Mike Mendizabal told me that the game was actually intended as a cooperative game (like Guardians of AsunDur or Forbidden Island), but the players in play testing refused to work together! So they ended up retooling the game for individual achievement.

I love learning little in-development details like that.

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Christopher Bowden of Winter Moon Games shared his own story of development tribulations and lessons learned as I observed a playthrough of his company’s flagship game, Pandemonium Estate.

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A board game with shifting board pieces and game play that encourages players to betray each other, Pandemonium Estate is a colorful, dark, and very fun game that indulges the more playfully mean-spirited side of board games. (You know that shamefully satisfying feeling when you play Sorry and bump another player’s game piece back to the start? Multiply that by about 50 and you get something approximating the sinister glee of Pandemonium Estate.)

Christopher told me that he and his team had already taken the game to Kickstarter, but they quickly realized they’d done so before either they or the game was ready. They took some much-needed time to retool, refocus, and get their ducks in a row, and it proved to be a valuable learning experience.

They’re looking forward to bringing their new and improved version of the game to Kickstarter sometime in the future, and I suspect they’ll have great success when they do.

One game that I expect will do quite well is This Is Only a Test, Carl Van Ostrand’s game featured at The Board Room’s table. (I also referenced The Board Room in my previous post when I covered the DNA dice game GATUCA.)

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This Is Only a Test is a resource-management game fueled by ’50s nostalgia and doomsday prepping, as you and your fellow players try to gather the necessary materials to survive the end of the world. But be warned…this might be a real nuclear threat, or it might simply be a test. Neither you nor any of the other players will know which is the case until the very end of the game.

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It’s an intriguing game mechanic, one I haven’t really encountered before. In most games, you might not know who will win, or how they’ll do it, or what obstacles they’ll face, but I can’t recall another game where the actual endgame is unknown until the last card is played.

Oh, and speaking of the end of days, that brings me to our next game, Pyramidia.

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In this puzzly game of curses and construction, you and your fellow players are racing to build the finest Egyptian tomb possible. You gain points for your management of labor, for how much gold you save, and for how magnificent your structure is.

I think the physical building aspect, as well as the numerous ways to win the game, will appeal to puzzle solvers and board game fans both. The triangular game pieces not only added a nice touch stylistically to the game, but they created game play openings for players to either curse each other or themselves for a tactical advantage.

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As the game was explained to me, it immediately became clear how much effort had gone into balancing the various styles of play, and I could easily imagine how many hours and hours of brainstorming and playtesting go into each and every one of these games.

And hey, if you’ve got a board-game idea and you’d like to meet up with fellow aspiring designers and players, look no further than CT FIG attendee Alex Wilkinson. He’s part of a group called Let’s Make Games CT based out of New Haven, and they’re always happy to participate in game testing, brainstorming, and all things game development.

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He had two games to show off — a space exploration game called Hypergate that allowed for some engaging role-playing scenarios, and a hilarious card game called Misfit Monsters, where lesser-known creatures like the YOLO Phoenix and the Half-Centaur could do battle.

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It’s genuinely exciting to be around people who love what they’re doing, and that positive energy was all over the Connecticut Festival of Indie Games.

I want to send a big thank you out to all of the amazing developers, designers, and game fans I talked to. I wish them all great success, and I hope to see many of these games on the shelves of game shops and retailers in the near future!


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