Puzzles in Pop Culture: The Office

In previous editions of Puzzles in Pop Culture, I’ve examined the influence of puzzles in episodes of The West Wing, The Simpsons, M*A*S*H, and various versions of Sherlock Holmes. And when I was talking with David Rogers last month, I was reminded of another TV show where puzzles played their part in storytelling on occasion: The Office.

There have been few fictional puzzle solvers in recent years as widely known as Stanley Hudson, the irascible, curmudgeonly, perpetually near-retirement salesman in the Scranton branch of Dunder-Mifflin.

In fact, Stanley’s tendency to prefer his puzzles to actually working became the centerpiece of season 4 episode “Did I Stutter?”, where manager Michael Scott tries to figure out how to deal with Stanley’s insubordination.

In this instance, the puzzles were a key plot point, representing Stanley’s desire to do anything but participate in yet another Scranton office meeting.

But puzzles and The Office never came together more beautifully than they did in the season 9 episode “Customer Loyalty.”

In the pre-credits sequence (known in television terms as the “cold open”), salesman Dwight discovers an old file with a letter inside from Dunder-Mifflin company co-founder Robert Mifflin.

“A valuable artifact has come into my possession. I have hidden it until such time as a person of strong intellect may safely recover it. This golden chalice is of immeasurable historical and religious significance.”

Former secretary Pam overhears this, and calls her husband Jim, who is in Philadelphia, asking if he’d ever concocted a prank that would send Dwight on a wild goose chase for the Holy Grail.

Jim realizes that Dwight has finally stumbled upon The Dunder Code, an elaborate prank Jim set up years ago.

(Oddly enough, I had a similar idea a few years before this episode aired. I created a treasure map and hid in the resource room of the PuzzleNation offices. As far as I know, no one has stumbled across it yet. I suppose Jim and I are fellow puzzle-pranksters in spirit. But I digress.)

Dwight, unaware that it’s a prank, sets off on his quest to find the Grail. Puzzle fans (and fellow office drones) are invited to solve clues alongside Dwight as he uncovers an invisible ink message leading him to the ceiling above accounting.

From there, it’s mostly symbol-based clues — a key with an X attached for “annex,” a handful of cards (a flush) for the bathroom, a toy forklift pointing toward the warehouse beneath the office — and soon enough, the entire office staff is downstairs, tearing the place apart looking for the Grail. (Which Jim admits he can’t remember if he actually hid or not.)

A crafty cameraman, however, discovers the Grail’s final resting place.

In one episode, puzzles provided the ideal spark for a character showdown, while in another, they served as the perfect bit of levity to open the episode, spoofing The Da Vinci Code and once again showing how easily Jim can manipulate Dwight (and other officemates) into abject silliness.

But in both cases, puzzles contributed to great moments in a classic sitcom’s history. A very worthy legacy indeed.

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 iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

26 letter tiles, endless possibilities…

On Tuesday, we delved into tile puzzles and games, exploring dominoes, mahjong, and sliding-tile variations. Letter-tile games may not have the centuries of history behind them that those listed above do, but you simply cannot talk about tile games without discussing one of the world’s most popular and recognizable brands: Scrabble.

Scrabble was created in 1938 by an architect named Alfred Mosher Butts, and was adapted from a word game he’d invented previously, known as Lexiko. His second attempt at the game — delightfully titled “Criss-Crosswords” — combined the letter tiles and values of Lexiko with the gameboard and playing style that we’ve all come to know.

A decade later, Butts sold the rights to manufacture the game, and James Brunot renamed it Scrabble. (Some sources also cite that Brunot simplified the rules and shifted the locations of the double- and triple-value squares, but I was unable to verify these claims.)

The game wouldn’t become a household name until years later when it was marketed and sold by Milton-Bradley. Nowadays, of course, the brand is not only known worldwide, but in myriad forms.

Our friends at Hammacher-Schlemmer not only sell an extended version allowing for longer words, but a magnetic version and a giant version, dubbed the World’s Largest (with good reason). Several Penny/Dell puzzles are based on the Scrabble model, and those signature tiles have appeared in game-show form and made an impact in the pop culture lexicon, offering more than a few magical moments to author Joe Hill’s thrilling horror novel NOS4A2.

And then there are the electronic versions. From Wordfeud and Words with Friends to Scrabulous (later known as Lexulous after several lawsuits), Scrabble and other letter-tile games (like Dabble and David L. Hoyt’s puzzle-game Word Winder) are ubiquitous in app stores and all over the Internet.

I was recently introduced to Bookworm, a very addictive puzzle game that deftly mixes the pattern-busting appeal of Candy Crush and other games with the Scrabble aesthetic of assigning point values to various words, encouraging you to find longer and more complex letter chains in order to score more points.

But there are board game variations as well. A particular favorite is Upwords, which is basically Scrabble, except the tiles are designed to allow you to stack them atop each other, spelling new words as you use your opponent’s moves against them. For instance, if your opponent played HENCE, you could place an F atop the H and an I atop the E, and then add other letters to the end, creating the word FENCING.

This additional wrinkle creates opportunities for outside-the-box thinking that Scrabble doesn’t, opportunities easily exploitable for any puzzler who’s adept at Changawords, Word Chains, and other letter-shifting puzzles. (Imagine the tile towers you could build, shifting SPARK to SPARS to SOARS to SOAKS to SOCKS to ROCKS!)

All of these letter-tile games and puzzles encourage anagramming skills, strategy, and a dab hand at quick math — being able to tell if you’ll get more out of a double-word short word or a triple-letter longer word, for instance — but there’s another letter-tile treat that adds a bit of speed to the mix: Bananagrams.

Bananagrams works on the same principle of adaptability as Upwords, encouraging anagramming in order to use up every letter tile in your hand. Launched in 2006 as the brainchild of Abraham Nathanson, it breaks free of the board game aspect of Scrabble and Upwords, allowing you to play anywhere, trying to out-anagram and out-grid-build your opponents in the shortest amount of time possible.

I had the opportunity to chat with Lesley Singleton, the UK PR Manager for Bananagrams, after a YouTube acquaintance posted a picture on her Instagram of a Bananagrams game she’d just played in French:

Lesley told me that, much like Scrabble, there are Bananagrams products for multiple languages (in case any Francophiles out there looking for the best possible chance to exercise their multisyllabic linguistic chops).

Although, as it turns out, they don’t add extra u’s to the UK edition. I made sure to ask, just in case. *laughs*

In the end, I doubt there’s a better vocabulary-building tool on the market today than any of these letter-tile games and puzzles. Whether you’re reaching for a banana-shaped bag full of tiles, a magnetic strip of letters, or the app on your iPhone, you’re sure to learn new words, big and small, the more you play.

(Though be wary of Words with Friends. I don’t know where their word database comes from, but I’ve played words I KNOW are words, and they’ve been rejected. Games like that give me headaches, and make me more and more thankful for go-to guides like the Official Scrabble Players Dictionary.)

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 iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

Tile style puzzling!

Tile puzzles and tile games have been with us for centuries, but I daresay they’ve never been as prominent in our game/puzzle culture as they are these days.

Let’s start with the basics: dominoes.

Chinese Dominoes, which are slightly longer than the regular ones pictured above (not to mention black with white pips), can be traced back to writings of the Song Dynasty, nearly a thousand years ago. Dominoes as we know them first appeared in Italy during the 1800s, and some historians theorize they were brought to Europe from China by traveling missionaries.

The most common form of playing dominoes — building long trains or layouts and trying to empty your hand of tiles before your opponent does — also forms the core gameplay of other tile-based games, like the colorful Qwirkle, a game that combines dominoes and Uno by encouraging you to create runs of the same shape or color.

A tile game with similarly murky origins is Mahjong, the Chinese tile game that plays more like a card game than a domino game. (Mahjong is commonly compared to Rummy for that very reason.)

Mahjong has been around for centuries, but there are several different origin stories for the game, one tracing back to the Ming Dynasty (1368-1644), another to the days of Confucius (500 BC). The gameplay itself is about matching tiles (called melds) to build winning hands.

Rummikub, another tile game (but with numbers instead of characters on the tiles) also resembles card games in its gameplay, and anyone who has played Texas Rummy or Go Fish will instantly recognize the gameplay of building runs (1, 2, 3, 4 of the same color, for instance) and sets (three 1s of different colors, for instance).

All of these games employ pattern matching and chain thinking skills that are right in the puzzler’s wheelhouse, but some more modern tile games and puzzles challenge solvers in different ways.

The game Carcassonne is a world-building game wherein players add tiles to an ever-growing landscape, connecting roads and cities while placing followers on the map in order to gain points. Here, the tiles form just one part of a grander strategic puzzle, one encouraging deeper plotting and planning than some other tile games.

The Settlers of Catan also involves tile placement, but as more of a game starter, not as an integral part of the gameplay. Both Fluxx: The Board Game and The Stars Are Right employ tile shifting as a terrific puzzly wrinkle to their gameplay.

Our friends at Penny/Dell Puzzles have a puzzle combining crosswords and tiles, Brick by Brick, which encourages the solver to place the “bricks” on the grid and fill in the answers.

And, of course, I’d be remiss if I didn’t mention the most popular electronic tile game in modern memory, Tetris.

Tetris — which turns 30 this year! — requires quick thinking, good spatial recognition, and an ability to plan ahead (especially for those elusive four-block pieces that can eliminate four rows at once!). There are plenty of puzzles that employ similar tiles — Blokus, tangrams, and pentominoes come to mind — but none that have engendered the loyalty of Tetris.

Last but not least, there are the sliding-tile puzzles. These puzzles take all the challenge of tile placement games like Dominoes and add a further complication: the tiles are locked into a frame, so you can only move one tile at a time.

Frequently called the Fifteen Puzzle because the goal is to shift all 15 numbered tiles until they read out in ascending order, sliding-tile puzzles are chain solving at its best. Whether you’re building a pattern or forming a picture (or even helping a car escape a traffic jam, as in ThinkFun’s Rush Hour sliding-tile game), you’re participating in a long history of tile-based puzzling that has spanned the centuries.

Heck, even the Rubik’s Cube is really a sliding-tile game played along six sides at once!

[Be sure to tune in on Thursday, when I explore tile-based word games like Scrabble!]

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 iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

Roll with it!

When it comes to games, there’s probably no component more common or familiar than the six-sided die. From craps to Yahtzee, backgammon to Monopoly, everyone has played a game where the dice controlled your destiny.

And there are several games where the dice are integral to the puzzly gameplay.

The most obvious example is Boggle and its numerous variants. Boggle is played with a 4×4 grid of dice with letters on them, shaken up in order to randomize the letters shown. Players have a limited amount of time to spell out as many words as possible, moving from one letter to an adjacent one.

Testing both your vocabulary and anagramming skills, Boggle is great fun and a terrific challenge, depending on the letters you get. (It can also depend on which edition of the game you purchase, since some have different available letters in order to facilitate gameplay.)

Along that line, I actually received a great puzzly dice game as my Secret Santa gift in the office this year. (How did they know I like puzzles and games!?)

It’s called Campbell’s Alphabet Dice Game, and it’s a marvelous mix of Boggle, Yahtzee, and anagramming games, challenging the players to conjure words from the letters they roll.

The packaging is clever, and the game is designed with all sorts of puzzly references to cooking. With higher-valued letters and a low-stress game mechanic — if you’re stumped, everyone rerolls their letters instead of making one player suffer with crummy letters — it’s a nice addition to my puzzle game treasure chest.

And when it comes to letter-dice games, we have to talk about one of my all-time favorites, Scattergories.

In Scattergories, you roll a giant 20-sided die with numerous letters on it, determining what letter everyone will be using that round. Then players are required to come up with one word for each category that starts with that letter.

The puzzly aspect comes not only from coming up with appropriate words to fit each category, but trying to figure out which words your fellow players WOULDN’T come up with themselves, since answers duplicated by one or more players are worth zero points.

It can be a real challenge to not only come up with ten answers on the fly, but to then try to get into the heads of your opponents and guess what words THEY’D write. More than once, I’ve psyched myself out by assuming one answer was too easy and changing it, only to discover a friend had done the exact same thing. *laughs*

Of course, I would be be remiss if I didn’t mention Dungeons & Dragons, a dice game that goes far beyond the average board game-playing experience.

When it comes to conquering puzzles, some of the best puzzle-solving experiences of my life have been in sessions of Dungeons & Dragons with friends.

Whether it was unraveling a curious mechanical puzzle in order to unlock a door, solving a devious riddle to avert some horrible outcome, or devising a clever way to combine the tools at hand to overcome an unexpected obstacle, my puzzle skills often served me well, allowing me to match wits with dark wizards and perilous foes.

This weekend marked the 40th Anniversary of the birth of the world’s most famous roleplaying game, and it’s hard to deny the incredible legacy sparked by those curiously-shaped dice.

Dice games come in all shapes and sizes — as do the dice themselves! — but they add a marvelous wrinkle of randomness and challenge to the puzzle-game community.

What are your favorite puzzly dice games? Did I miss any major ones? Let me know in the comments!

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 iBooks and apps, play our games at PuzzleNation.com, or contact us here at the blog!

PuzzleNation on the go!

Hello puzzlers and PuzzleNationers!

One of the most exciting developments for PuzzleNation has been our move into the mobile puzzle-game market with our apps and iBooks. You can take PuzzleNation puzzles with you wherever you go,

First off, we have our marvelous Classic Word Search iBooks! Volume 1, Volume 2, and Volume 3 are all available for the iPad! With an adaptable screen and plenty of puzzles to keep you busy, Classic Word Search is a terrific way to pass the time!

Classic Word Search is also available for Kindle Fire through the Amazon App Store!

And our friends at Penny/Dell Puzzles have a wonderful app for iPhone and iPad! Check out the Penny/Dell Crossword App, featuring smart navigation to move you to partially filled-in entries and an alternate-clue option to help you solve!

(And keep your eyes peeled for the Penny/Dell Jumbo Crosswords App, which launches in early February!

2014 promises to be our best and most accessible year yet, so please revisit this page to explore our latest additions to the PuzzleNation mobile line-up!

Puzzles in Pop Culture: Sherlock Holmes (a.k.a. The puzzle is afoot!)

Mystery novels and stories are catnip to puzzlers, because they’re an entertaining way to exercise our deductive skills and enjoy puzzling outside our usual fare of apps, games, and paper puzzles.

And surely there’s no greater boon to the mystery-loving puzzler than the ongoing adventures of Sherlock Holmes in all his forms. Not only is there are series of feature films starring the Great Detective, but there are two television programs focusing on his singular brand of puzzling: Sherlock and Elementary.

[Note: I will be discussing both seasons of Elementary, seasons 1 and 2 of Sherlock, and the season 3 premiere. So consider this your spoiler alert.]

Beyond the normal whodunnit storytelling that frames both shows — a staple of the genre that traces back to the original Sir Arthur Conan Doyle stories and novels — there are smaller puzzles to unravel.

Perhaps the most famous from the Doyle canon is “The Adventure of the Dancing Men,” where Holmes solves a curious pictographic code in the hopes of preventing a heinous crime.

And both Sherlock and Elementary frequently return to this cryptographic trope, for both dramatic tension and storytelling twists and turns.

Episode 2 of Sherlock, “The Blind Banker,” has a cryptographic mystery at the heart of the story, one that echoes “The Adventure of the Dancing Men” and its similarly perilous stakes.

Codebreaking is also at the core of the season 2 premiere, “A Scandal in Belgravia,” as Sherlock attempts increasingly complex ways of cracking the code of Irene Adler’s phone. (There’s a marvelous scene where he introduces a dummy phone in order to copy her keystrokes is foiled when Irene realizes the dummy phone is a fake, and in turn types in a fake passcode. It’s a terrific exchange of gamesmanship.)

The cipher used in the season 3 premiere, “The Empty Hearse,” is another prime example, and one that quick-witted viewers could solve alongside Sherlock, as he and Mary decipher the message and pursue Watson’s kidnappers.

Elementary has had its fair share of codes as well. The season 2 episode “The Diabolical Kind” featured numerous techniques for coding information — from hidden spaces in seemingly innocuous drawings to elaborate letter-shifting codes akin to the Caesar cipher — all of which Holmes unraveled with ease. (Sadly, the puzzlers in the audience aren’t given much opportunity to crack the codes themselves.)

But each show has also played on the natural human ability to find meaningless patterns in chaos and interpret them as hidden messages. Sherlock‘s season 2 episode “The Hounds of Baskerville” had Watson chasing down a Morse Code message that turned out to be nothing more than flashes of light.

And Elementary‘s most recent episode had an excellent sequence where Watson read too much into a former mobster’s statement about “a mutt” who would be “in the ground tomorrow.” (Watson suspected the “mutt” referenced a suspect’s mixed ancestry, while “in the ground tomorrow” would point toward the suspect’s Jewish heritage and burial traditions.) Holmes correctly dismissed both as red herrings.

Both Sherlock and Elementary had a bit of fun exploring characters fixating on small clues, only to be misled. It’s an intriguing path to take when the main character of each show bases so many conclusions on similarly minuscule bits of data.

With such a richness of Sherlockian material on television these days, both mystery fans and puzzlers have plenty to sate their appetites.

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 Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!