Go Big, Then Go Home: The World’s Biggest Scavenger Hunt

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[Image courtesy of Cornell.edu.]

Have you ever done a scavenger hunt, fellow puzzler? They can be a lot of fun.

Some simply challenge you to find a bunch of random items, while others create a laundry list of activities to complete. Over the last decade or so, businesses have even sprung up to fulfill any party, group, or even city that might require a scavenger hunt for an event.

Yes, you can easily gather a group of friends, hit up any city at a certain point in the year, and find a scavenger hunt event waiting for you. They often involve puzzles, trivia, and other obstacles to success, rather than just a list of tasks to accomplish.

I’ve served as tech support for several, as well as an organizer for themed scavenger hunts at various sci-fi, fantasy, and writing conventions. I was supposed to be running one this weekend; that event, like so many others, was cancelled due to preventative measures to contain COVID-19.

So, as you might expect, I’ve got scavenger hunts on the brain. And with ample time to ponder, I couldn’t help but wonder… how big could you go?

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[Image courtesy of Guinness Book of World Records.]

I mean, if we’re talking a city-wide competition, you’d probably need to complete a half-dozen or a dozen objectives, based on previous city-themed hunts I’ve seen.

But what if it was the biggest scavenger hunt in the world? How many would it be then?

If you said as many as you could from a list of 150, then you have some impressive and specific guessing skills.

On September 10, 2017, the city of Ottawa, Ontario, Canada, hosted a mass scavenger hunt to celebrate the city’s 150th anniversary. (For comparison’s sake, the one listed on the website for this year involved twenty obstacles.)

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[Image courtesy of Ottawa Citizen.]

So, how many people showed up to tackle 150 challenges for this world-record-setting scavenger hunt?

2,733.

Many of them wearing costumes.

Each of them pitched in on answering trivia, solving puzzles, exploring the city, and taking pictures of specific items or scenarios throughout the area.

It sounds like an absolute blast, one that Ottawa went all out for.

I wonder who will try to topple a record like that.

Well, if they do, I can’t wait to see it.


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Story Time: An Escape Room and a Record

sidequest

[Image courtesy of Yelp.]

Sometimes we discuss puzzly world records here on the blog, and today, I’d like to share the story of a once-in-a-lifetime puzzly accomplishment.

On Tuesday, October 3rd, 2017, two women set a record by walking out of Sidequests Adventures, an escape room company in Edmonton, Alberta, Canada, in only three minutes.

How did they do so? With police assistance.

Allow me to elaborate.

Our story begins the night before, as police search for two inmates who jumped the east fence of the Edmonton Institution for Women.

The next day, around 8:30 PM, two women walk into Sidequests Adventures, claiming to be from out of town. They start asking about the escape rooms, apparently never having heard of the puzzly business. One of the employees, Rebecca, takes them down the hall to view one of the rooms.

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[Image courtesy of Global News.]

Around the same time, police arrive in the area, tipped off by a citizen who recognized the women.

As Rebecca gives the inquisitive women the tour, a police officer walks into Sidequests Adventures and asks another employee, Jonathan, if two women without an appointment had come in.

Jonathan confirms that two women had, and the officer immediately calls for backup. Four more officers arrive immediately.

At this point, only about 30 seconds have elapsed, and that’s when Rebecca looks up and notices the numerous police officers inside the business. She quickly realizes they’re not there to inquire about the escape rooms.

Either that or they think “escape rooms” are something quite different.

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[Image courtesy of Global News.]

Kelsie and Samantha are quickly handcuffed and taken away.

By the time they’re led out the door, only three minutes have elapsed.

Oh, by the way, what was the motto on the wall of Sidequests Adventures?

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[Image courtesy of Yelp.]

So, yes, two escaped felons managed to flee to an escape room and be recaptured there. The gods are puzzly and have a wicked sense of humor.


Thanks for indulging me, PuzzleNationers. I scrapped my original idea for today’s post and went with this one late last night.

At a time when we’re all self-isolating and keeping our distance from one another for the greater good, it felt weirdly appropriate to share a funny, puzzly story about an escape gone wrong that ends in such a curiously perfect way.

Be well, fellow puzzlers.


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5 Questions with Board Game Designer Jim Deacove

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 excited to have Jim Deacove as our latest 5 Questions interviewee!

[Jim, left, alongside his wife, Ruth.]

For more than 4 decades, Jim Deacove has been designing games for Family Pastimes, a Canadian board game company (and family business) dedicated to cooperative gaming. With over one hundred games to his credit, Jim is one of the most prolific and passionate game designers at work today.

Whether he has players teaming up to serve hungry customers (Bus Depot Diner), keep the livestock happy while predators lurk nearby (Coyote!), or pull off a flawless magic show while avoiding being trapped in their own tricks (Amazing Illusions), Jim’s games are bright, colorful, creative, and many are appropriate for all ages. And that’s not getting into his puzzlier efforts, like AARI (an acronym/abbreviation-themed scrabble variant) or Gridlock (a sliding-tile puzzle game about a monster traffic jam).

Jim 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 Jim Deacove

1.) How did you first get into board games?

When I was about 5 years old, my mother says I began making up board games with paper, crayons and various items from my dad’s woodshop. My inspiration came from looking at pictures of games such as Sorry and Monopoly in what was a popular Christmas catalogue, Eaton’s. We were too poor to buy them, so I made imitations of what I thought the games were about. As they say, the rest is history.

2.) Family Pastimes is rare, in that the company focuses completely on cooperative games, whereas most board games are built around competing with other players, not working with them. How is designing cooperative games different from designing more traditional board games?

I used to design competitive games in high school, mostly strategy games, because I played Chess a lot until in university, I lost the taste for blood. I also designed competitive games on sport themes, largely for my and my friends’ enjoyment. I once designed a world political game that took three days to play and I agreed with a player who said that life was too short to spend so much time on a game, designing or playing one.

I have always found designing games to be easy, once I get in the mental space that lets the ideas flow, this is usually assisted by a warm bath or by keeping a notebook by my bedside, because some of my best ideas have come while I am asleep. I record them upon awakening.

3.) What, in your estimation, separates a great game from a run-of-the-mill game?

Probably time. Some games hold up, others don’t and it is difficult to judge even then, because what is one person’s run-of-the-mill is another person’s great game. But even time is suspect. I know this will enrage some folks, but Chess has held the interest of humans for a long time and could be described as a great game, while Checkers has also held up, but personally I think Checkers is a run-of-the-mill game.

4.) What’s next for Jim Deacove and Family Pastimes?

I thought of retiring and taking up other pursuits that have been just a hobby up to now — cartooning, jazz drumming, oil painting, running a live theatre, finishing a variety of writing projects, etc. — but the game ideas keep on coming. The real world is so full of inspiring themes. For example, one of my new designs, Moon Mission, was inspired by the landing of the Curiosity Rover on Mars and witnessing the expressions of joy in the NASA Control Room when it happened. Who says a collaborative effort can’t be exciting?

My plan is to keep on going with new designs. I can’t help it. It’s my work. As I say to folks who chide me saying, “You have to start getting out more. You are 75 years old and your expiry date is nearing.” Hey, I reply, never mind the expiry date, I still have room on my “Best Before” date.

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?

Make cooperative games. Please. We have enough of the other game experience. And, it’s selfish, I know, but I always enjoy playing someone else’s cooperative game for a change.

Oh, and keep your day job, and avoid having a garage, because that is where you will end up storing unsold cartons of your game.


Many thanks to Jim for his time. Check out Jim’s library of cooperative board games at Family Pastimes. I can’t wait to see what he cooks up next.

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!