The 2021 Boswords Spring Themeless League: Looking Back

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After two months of challenging, engaging, and thoroughly enjoyable weekly solving, the Boswords 2021 Spring Themeless League came to a close a few weeks ago.

If you’re unfamiliar, the Boswords 2021 Spring Themeless League spreads out a tournament-style solving experience over nine weeks, one themeless crossword per week. Each puzzle is scored based on your answer accuracy (incorrect letters, empty squares, etc.) and how quickly you complete the grid.

While each week’s puzzle only had one solution, there were three sets of clues, each representing a different difficulty level for solvers. Smooth was the least challenging, Choppy was the middle ground, and Stormy was the most challenging. (When solvers registered to participate, they chose the difficulty level that suited them best.)

Hundreds of solvers signed up for the challenge of two months of themeless puzzle solving and a bit of friendly competition, and now that it’s over, I’d like to share a few thoughts about my experience in the League.

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When I participated in the 2020 Fall Themeless League, I didn’t really know what to expect. I didn’t have much experience with themeless puzzles, and I rarely solve online, so even though I’m very familiar with crosswords, it felt like a new experience.

But with last season’s league under my belt, I went into the 2021 Spring Themeless League excited to again test my skills with some top-flight puzzles, a touch more confident in my themeless solving than last time.

As you might expect, being freed from the shackles of themed puzzle building allows constructors to really flex their creative muscle, indulging all sorts of curious and unexpected vocabulary as they cross long entries and employ staggeringly few black squares in these impressive grids.

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Aimee Lucido opened up week one with three 13-letter entries across the center of the grid, giving new solvers a taste of just what constructors can do with a themeless grid, and offering established solvers some terrific crossings and fun vocabulary.

Peter Wentz’s week two puzzle and the week three offering from Brynn Diehl and Mark Diehl continued to set the tone for the season, mixing some clever wordplay in their cluing with ambitious grid construction. (Week three’s puzzle had stacks of 10-letter entries in every corner, which was impressive.)

Rachel Fabi provided week four’s puzzle — which really tickled me by having “advice column” as a down entry, i.e. a column — and Ryan McCarty’s week five puzzle was one of my smoothest solves of the tournament. Plus, he had “doggos” in the grid, and I am fully onboard with “doggo” becoming crosswordese.

I stupidly submitted my grid with an empty square in Patti Varol’s week six, which hurt my score somewhat. I still enjoyed the puzzle, though. Crossing SPANKED with BUCKNAKED was certainly a style choice. Also, Patti always teaches me new words with her puzzles. This time around, it was “vaporetto.”

Week seven’s offering by Ricky Cruz really impressed me with some difficult letter placements — particularly the plethora of Xs in the lower-left corner. (Unfortunately, I missed the submission deadline for this one, so I got a zero for this puzzle.)

That was followed by Kevin Der’s amazing week eight grid. This one took me ten minutes longer than my average time for the rest of the tournament puzzles.

I mean, look at this grid:

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Week nine’s championship puzzle was constructed by Brooke Husic, and it was the perfect closer to two months of solving. It was sharp and well-constructed, sending everyone home happy.

All in all, I enjoyed the Spring Themeless League more than the Fall League because I felt much more comfortable with the solving interface and I had a better handle on themeless solving overall. My times were stronger — although far from the blistering pace set by many of the top solvers — and I felt like I was making smarter choices in my solving. It’s always nice to both see and feel improvement in your puzzling.

I ended up placing 262nd out of around 600 competitors — had I actually gotten puzzle seven submitted, I would’ve been closer to 115th or so — which is about on pace for how I did in the Fall Themeless League.

But the tournament experience was delightful. Having a new challenge awaiting you every week is a treat, especially with the fantastic roster of talent they assembled in this season’s constructors.

And with the promise of future Boswords-hosted events in 2021 like the Summer Tournament on July 25th and the Fall Themeless League in October and November, it’s nice to have exciting puzzle events to look forward to in the near future.

Kudos to everyone who helped bring this marvelous project together, and kudos to everyone who participated. It was so much fun.


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A Puzzle Design Competition Hosted by a Secretive Puzzly Society?

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[Image courtesy of Activist Post.]

What if I told you that there’s a secret cabal of puzzle enthusiasts lurking in the shadows of the global puzzle community? A group that meets once a year in different locations, rotating between the United States, Europe, and Japan. An invite-only assortment of puzzle collectors and innovators who bring mechanical puzzles to challenge and delight their fellow attendees.

Yes, we’re talking about a clandestine event where puzzle collectors discuss, show off, and trade mechanical puzzles and brain teasers they’ve designed or crafted themselves.

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[Image courtesy of Atlas Obscura.]

No commercially available puzzles can be brought as gifts, since you might duplicate a puzzle that’s already in someone’s collection.

But swapping and selling puzzles isn’t all that happens at one of these International Puzzle Party events. No, they’re also home to the Nob Yoshigahara Puzzle Design Competition, an annual award centered around mechanical puzzles. More specifically, the winners of the competition are announced at the IPP.

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[One of Yoshigahara’s most famous puzzles. Image courtesy of Mr. Puzzle.]

Named after the prolific and innovative puzzle designer Nob Yoshigahara, the competition was founded in 2001, and named after Yoshigahara in 2005.

The entries for this year’s competition have until June 15th, 2020, to submit their puzzle for consideration. (This year’s competition was announced back in November of last year.)

Usually, only 5-7 puzzles out of all those submitted will be selected by one of that year’s judges for consideration. Each puzzle is graded on how innovative the concept is, how well the puzzle is physically designed (both aesthetically and mechanically), and how enjoyable the solving experience is.

[The 2017 competition winner, Kakoi.]

Anyone may submit his or her own mechanical puzzle design, independent of Puzzle Party affiliation.

There is a Puzzlers’ Award for the top design as well as Jury Prizes for other submissions (a grand prize, 1st prize, and honorable mention).

You can check out a listing of the 2018 competition submissions here to see the incredible variety and creativity represented in a single year’s pool of submissions. (Including links for purchase if any of them catch your eye!)

Personally, I’m a sucker for secret societies, invite-only activities, and so on, so I love the concept of a puzzle competition created for and judged by fellow puzzlers.

Oh, wait. Before I go. You may be asking yourself why all the secrecy? Well, apparently, there were several attempts by companies to infiltrate the event and bootleg puzzle ideas for market. It’s simultaneously insane and totally believable for spycraft like this to be taking place at a puzzle event.

In any case, I wish the best of luck to everyone submitting their puzzles to this year’s competition!


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Puzzles in Pop Culture: The Challenge: War of the Worlds 2

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[Image courtesy of The Challenge Wiki.]

One of the first reality TV shows to make an impact was MTV’s The Real World, which debuted back in 1992. A show wherein seven strangers would live together in a house and have their lives and interactions taped, it is credited with helping launch the modern reality TV genre.

In the decades since, one of the show’s longest-lasting spin-offs has been The Challenge, a competition show where former Real World alums and other reality show figures compete against each other in physical and mental games, both individually and as teams. There is also a social element to the show, as players form alliances, scheme against other competitors, and often vote out players at regular intervals.

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[Image courtesy of People.com.]

As you might expect, puzzles have worked their way into The Challenge from time to time. Memory games, sliding tile puzzles, and variations on the Tower of Hanoi puzzle.

The most recent iteration of the show, The Challenge: War of the Worlds 2, pits a team of reality show contestants and former Challenge competitors from the UK against a team of previous Challenge competitors from the United States.

At this point in the game, the UK team had lost two players already (as one was sent home at the end of the previous episode, and another left the show for personal reasons).

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In last week’s episode, as the two teams arrived at a secluded lakeside area, there was a puzzly surprise waiting for them: Cryptic Crossbow.

Each team had a giant crossbow, a grid with four four-letter words on it (as well as spaces for additional letters), and a platform from which to jump into the water.

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Eight competitors from each team had to swim out into the water and collect wooden tiles with letters on them. (One letter per tile, one tile per swimmer.) Once eight letters had been retrieved, a second wave of swimmers could jump into the water to retrieve the other eight tiles in the water.

Once all 16 tiles had been retrieved, each team had to add them to the grid in order to form four eight-letter words (using the preset four-letter words as clues). Two things would happen once all 16 tiles were placed on the board:

  • The crossbow would activate, and send one of the competitors out into the lake. That competitor would then swim out, retrieve a giant cryptex on a raft, and swim it back to the rest of the team to be solved.
  • When the four eight-letter words in the grid were properly displayed, six highlighted letters in the grid would spell a code word that could be used to open the cryptex once it was delivered to the group.

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Both teams strategized ahead of time.

CT, the Challenge veteran on the UK team, urged his team to simply place all of the letters on the grid as quickly as possible, so they could launch their crossbow-loaded teammate into the water to retrieve the cryptex.

CT noted that the grid didn’t need to be correct for them to win — opening the cryptex was how a team achieved victory — so the grid didn’t matter, so long as they could mentally solve the puzzle and come up with the correct code word for the cryptex.

It’s a solid plan.

On the US side, Laurel pushed her teammates to solve the puzzle before their teammate was launched from the crossbow (to ensure they’d be able to open the cryptex on the first try), but Johnny Bananas had the same instincts as CT and pushed the idea of loading the grid quickly in order to launch their teammate and retrieve the cryptex.

Once the battle plans were in place, the teams then determined who would swim to which letters (in order to use their best swimmers to travel the farthest distance the fastest).

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As a puzzler, after one glance at the grid, I immediately tried to figure out the possible eight-letter answers in my head. Naturally. AQUA was the easiest, because SEAQUAKE was the only relatively common word that fit.

Though UK competitor Georgia obviously disagreed with me, as she was certain EVACUATE would fit.

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Similarly, HIJACKED was the only common word that would fit for JACK.

TACO was harder, because it took me a while to come up with CATACOMB as the answer. It’s a cool word, but not one that jumped out at me.

LORD was the most challenging, because SLUMLORD, OVERLORD, LANDLORD, and DRUGLORD all came to mind, although some seemed less likely due to unpleasant connotations. (Not only that, but my nerdy brain kept suggesting possibilities like TIMELORD, STARLORD, DARKLORD, HIGHLORD, STALLORD, etc.)

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With stronger swimmers on their side, the US team retrieved all of their letters before the UK team did, and according to plan, they simply filled the grid randomly in order to trigger their catapult, launching teammate Jordan into the water and toward the cryptex. They then began mentally reworking the grid to solve the puzzle.

(We couldn’t see all of the available letters, but teammate Paulie correctly determined that the top word was, in fact, OVERLORD.)

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The UK side, on the other hand, struggled to get all 16 letters back to their grid in a timely fashion, and then compounded this mistake by trying to fill in the grid properly, delaying the launch of their crossbow-loaded teammate.

While they tried to solve the puzzle (and failed), Jordan had already unlocked the US team’s cryptex and started swimming it back to his team’s platform.

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Finally, the UK team listened to CT and just filled the grid in order to launch their teammate Joss into the water, but by this point, Jordan was more than halfway to the US team’s platform with their cryptex.

Joss had barely reached the UK team’s cryptex when the US team unlocked theirs with the code word DEMISE.

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The US team made it two Challenge event wins in a row, and the UK team was sent off to choose one member of their team for possible elimination.

In short, the UK team was decimated in this challenge. They were outswam, outpuzzled, and outstrategized by the US team. Although they were behind at the start due to some of their slower swimmers, they would’ve had a better chance if they’d follow the US team’s lead and just gotten their crossbow teammate into the water sooner while they worked out the puzzle. But alas, it was not meant to be.

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If only they had a PuzzleNationer on their team, this could’ve all been avoided.

Although this wasn’t the most difficult puzzle-based event I’ve seen in previous editions of The Challenge, it was a nice variation and certainly kept the competitors on their toes. I look forward to seeing if there are more puzzly obstacles awaiting the two teams as the competition continues.


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The Human Limit of Speed-Puzzling?

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When you think about achieving the impossible, what comes to mind? For runners, there’s beating the 4-minute mile. For the 100-meter sprint, it’s topping 10 seconds.

What do you suppose the puzzle equivalent would be? Solving puzzle #1 at the American Crossword Puzzle Tournament in under 2 minutes? We’ve seen Dan Feyer do that, and it was seriously impressive.

For Rubik’s Cube enthusiasts — especially the competitors known as speed-solvers or speed-cubers — that benchmark is a sub-3 second solve.

The current verified world record for speed-solving a Rubik’s Cube stands at 3.4 seconds, which shattered the previous record by almost a second.

(That record is for a single solve. Many Rubik’s Cube competitions involve an average time across five solved cubes, and the speed record for that hovers somewhere around 5 seconds.)

A lot goes into achieving a 3.4 second solve. There are specially designed cubes that allow for easier, quicker, smoother twisting and turning, so you can solve faster. I’m sure anyone who has solved a classic Rubik’s Cube found it at least a little bit clunky.

There’s also technique. Top solvers not only memorize solving patterns known as algorithms, but they have preferred combinations of moves.

It has been mathematically proven that no matter how complicated a scramble gets, you’re never more than 20 moves away from the solve. Now, of course a computer can analyze a cube and figure out those 20 moves. The human mind doesn’t work that way, so even top speed-solvers would require many more moves to solve the cube, even if they’re still lightning fast.

Which brings us to the next aspect of speed-solving: efficiency. Sometimes the fewest number of moves isn’t the fastest solve. For instance, if you have to rotate the cube in order to execute a turn, you’re wasting time you could otherwise spend twisting and turning toward the solution. So some solvers will avoid a slower rotational move by doing two turns instead, which ends up being faster overall. The trade-off of speed vs. efficiency is another way speed-solvers are whittling down time and approaching that 3-second threshold.

Top solvers can execute ten turns or moves per second. Based on the idea that no Rubik’s Cube is more than 20 moves away from being solved, that mathematically implies that a 2-second solve should be possible, if not probable.

In fairness, we’ve seen a solve take less than a second, but that involved a computer program and a robot solver.

So where do we currently stand? Well, there’s the 3.4 second official record, but former champion Feliks Zemdegs claims that, in training, he has achieved a 3.01 second solve.

Another speed-solver, Patrick Ponce, claims that he has solved a 3×3 cube in 2.99 seconds, but again, this is an unofficial time.

That being said, it certainly seems like the 3-second threshold, like the 4-minute mile before it, will eventually fall.

How fast is the human limit? Only time will tell.

[Sources: Rubik’s WCA World Championship, World Cube Association, Wired.]


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Scrabble and Gender Politics?

Gender equality is a hot-button issue these days, as it should be. In the US, one political party is hellbent on regulating reproductive rights (and women’s bodies in general), even as the opposing party saw more women elected into public office than ever before.

Women of color and LGBTQIA+ women continue to seek equal and fair representation in all areas, from political and economic to social, and these discussions are important. They should be part of the national — and global — conversation.

You might think this has nothing to do with the world of puzzles and games, but you’d be wrong. The stigma of Gamergate still hangs over the heads of many in the video game industry, after a small, yet vocal and toxic, group of video game fans targeted and harassed female coders and game designers. There have been smaller stories in the board game industry as well, where companies have agreed not to associate with certain individuals with troublingly sexist backgrounds.

Even the puzzle world isn’t immune to this. Earlier this year, I wrote about how few women are published in major crossword outlets, despite the wealth of talent out there.

So when I stumbled across an opinion piece in the Wall Street Journal about gender inequality in the world of competitive Scrabble, I was intrigued.

The author argues that “Females aren’t as obsessively driven as males to nail down facts, correct errors, and dominate a field,” and uses the Scrabble tournament as a microcosm, implying that the same argument applies to STEM fields and other intellectual competitions like the National Geographic Geography Bee.

From the article:

Competitive Scrabble constitutes a natural experiment for testing the feminist worldview. According to feminist dogma, males and females are identical in their aptitudes and interests. If men dominate certain data-based, abstract fields like engineering, physics and math, that imbalance must, by definition, be the result of sexism—whether a patriarchal culture that discourages girls from math or implicit bias in the hiring process.

But there are no cultural expectations that discourage females from memorizing dictionaries—a typical strategy of competitive Scrabble players, often in a foreign language that the player doesn’t speak. Girls are as free as boys to lap up vocabulary. Nor are there misogynist gatekeepers to keep females out of Scrabble play; the game, usually first learned at home, is open to all. According to Hasbro, 83% of recreational Scrabble players 25 to 54 are female.

Now, firstly, there is misogynist gatekeeping in most every social activity. You can go back and read the interviews I did for my Women in Roleplaying Games post earlier this year for some telling firsthand accounts.

I can’t argue with the stats on recreational Scrabble players. Most of the Scrabble players (and Words With Friends players, and other offshoots) are women. Heck, in my group of friends, one Scrabble rivalry escalated so much that the loser of a particularly high-stakes match had to compose and perform a song dedicated to the winner’s Scrabble mastery!

But the author is missing a major point about discouragement vs. encouragement. Sure, many of those recreational Scrabble players are female, but being introduced to a game in your youth and being encouraged to excel at it are two very different things. Girls are not necessarily as free as boys to lap up vocabulary, unless they’re raised in a household where such learning is equally encouraged.

Girls and young women still struggle under weighty cultural expectations, both in terms of what their interests should be and what fields they should focus their competitiveness on. To act like every household treats boys and girls the same is a ridiculous act of simplification on the author’s part.

There is a huge difference between not being discouraged and actively being encouraged. I’ve had the privilege of interviewing many of the top crossword constructors in the field today, and one thing that many of them, male and female, have in common is being encouraged at a young age to pursue their interest in puzzles.

There’s no gender disparity in competitors at the Scripps National Spelling Bee, either in terms of competitors or winners, and the parental and familial encouragement for those children is obvious in any interview package.

Plus, there’s the issue of whether competitiveness is encouraged. All too often, you hear stories about girls’ and women’s interest in a topic being quashed by discussions of “what’s appropriate” or “what’s ladylike” or some other nonsensical idea of how to BE a woman.

You hear it all the time in the language employed by misogynists; A man is competitive, a woman is aggressive. A man is outspoken, a woman is pushy. The double standard is very much a thing, and whether we’re talking about households, board rooms, or game rooms, these inequities should be challenged.

We still have huge strides to make in terms of ameliorating gender inequality in our society, and the little fights matter as much as the big ones. The author states that “the National Science Foundation pours millions of taxpayer dollars into intersectionality and microaggression studies to smoke out invisible STEM sexism and to promote diversity in research labs.”

Invisible? Hardly. I was a physics student as a freshman in college, and I saw the one female student in my classes run off by this supposedly invisible STEM sexism. I wish I had spoken up more then.

I hope that continuing to speak up now in some small way makes up for it.


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Puzzles in Pop Culture: The Challenge: Champs Vs. Stars

One of the first reality TV shows to make an impact was MTV’s The Real World, which debuted back in 1992. A show wherein seven strangers would live together in a house and have their lives and interactions taped, it is credited with helping launch the modern reality TV genre.

In the decades since, one of the show’s longest-lasting spin-offs has been The Challenge, a competition show where former Real World alums and other reality show figures compete against each other in physical and mental games, both individually and as teams. There is also a social element to the show, as players form alliances, scheme against other competitors, and often vote out players at regular intervals.

As you might expect, puzzles have worked their way into The Challenge from time to time. Memory games, sliding tile puzzles, and variations on the Tower of Hanoi puzzle.

The most recent iteration of the show, The Challenge: Champs Vs. Stars, pits celebrity guests (athletes, reality stars, actors, etc.) against some of the top competitors from previous seasons of The Challenge. Each player earns money for a certain charity as they win challenges and outmaneuver their opponents.

At this point in the game, there were four teams of two remaining: the all-stars team of Louise and Casper, the all-champs team of CT and Tony, the star/champ team of Kailah and Drake, and the star/champ team of Wes and Robert.

In last week’s episode, as the four teams arrived, there was a puzzly surprise waiting for them: the Text Tile Challenge.

In teams of two, the competitors had to roll a giant crate across a length of beach — one player lifting and rolling the crate while their partner scrambled atop it to avoid falling to the ground — until they reached an empty grid.

An empty crossword grid, complete with clues. (Technically it’s a criss-cross, but hey, most non-puzzlers don’t know the distinction.)

The competitors then broke open their crates to retrieve lots and lots of letter tiles, which then had to be placed into the grid.

The teams had varying strategies. CT and Tony opted to just fill in words as fast as they could, choosing to ignore that other competitors could cheat by looking over at their board. (Kailah and Drake, in fact, did precisely that, stealing looks at everyone’s boards in order to make up time.)

Louise and Casper, on the other hand, laid out their tiles in the sand, spelling words out and eliminating tiles, but not making it as easy for other players to cheat off them.

The criss-cross itself was pretty underwhelming, consisting mostly of straightforward clues for contemporary slang and Internet terms, like NO FILTER, THIRSTY, WOKE, and SHADE.

Although Casper and Louise’s technique was good, and they were the first team to get their crate to the grid area, CT and Tony ended up completing their grid first, and achieving victory.

In the end, CT and Tony would choose Casper and Louise to go into elimination, and the remaining three teams voted Kailah and Drake to join them, meaning that Wes and Robert were safe, and made the finals alongside CT and Tony. The winner of Casper and Louise vs. Kailah and Drake would be the third and last team in the finals. The loser would go home.

Honestly, if the American Crossword Puzzle Tournament is looking to beef up the level of competition, this might be a cool place to start. If nothing else, it would make for one heck of a pairs challenge.

Although this wasn’t the most difficult puzzle-based event I’ve seen in previous editions of The Challenge, it was a nice variation and certainly kept the competitors on their toes. I look forward to seeing if there are any puzzly obstacles awaiting the three teams that’ll be competing in the finale of The Challenge: Champs Vs. Stars.


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