# Solution to Last Week’s Merry Birthday Puzzle!

A week ago, we shared a brain teaser sent in by a PuzzleNationer named Darrin (who credited Marilynn Rapp Buxton as the creator of the puzzle). Darrin challenged us to solve the following logic puzzle.

Today, we’re going to share not only the solution, but how we got there! Please enjoy this brief solve and tutorial, submitted by one of your fellow PuzzleNationers!

Four friends — two girls named Holly and Joy, two boys named Kris and Noel — all celebrate their birthdays during December. Though none was born on Christmas Day — each was born on a different day — they all have festive names. Can you figure out each person’s last name and order of birth?

1. Nobody’s first name goes with the traditional last name (Berry, Fully, Kringle, or Singer) that you might expect.
2. Someone’s birthday is three days after their friend Joy’s birthdate.
3. Holly’s birthday is three days before Noel’s and three days after Kris’.
4. Miss Fully’s birthdate is six days after Joy’s.
5. Noel’s birthdate is six days after the one whose last name is Berry.

[Image courtesy of Moji-Moji Design on ravelry.]

Let’s sort out the order of birth first.

We know from rule 3 that Holly’s birthdate is three days before Noel’s and three days after Kris’s. So their birthdate order is Kris, Holly, Noel.

But we also know from rule 2 that someone’s birthday is three days after Joy’s. Since they all have different birthdays, that means Joy’s birthday comes first in the order, giving us Joy, Kris, Holly, Noel.

Rule 4 tells us that Miss Fully’s birthdate is six days after Joy’s, so Holly’s last name is Fully.

Rule 5 states that Noel’s birthday is six days after the one whose last name is Berry, so Kris’s last name is Berry.

That gives us Joy ____, Kris Berry, Holly Fully, Noel ____.

Rule 1 tells us all four last names — Berry, Fully, Kringle, and Singer — and that nobody’s first name goes with the traditional last name that you might expect. Logically, those names would be Holly Berry, Joy Fully, Kris Kringle, and Noel Singer.

Since Kringle and Singer are the two remaining last names, and Singer can’t go with Noel, our final list reads Joy Singer, Kris Berry, Holly Fully, Noel Kringle.

How did you do, fellow PuzzleNationers? Did you solve this one? Let us know in the comments section below! We’d love to hear from you.

Treat yourself to some delightful deals on puzzles. You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

# Solution to the Peppermint Patty Brain Teaser!

[Image courtesy of SharpBrains.com.]

A week ago, we shared a brain teaser sent in by a PuzzleNationer named Bethany, who challenged us to solve the following stumper.

Today, we’re going to share not only the solution, but how we got there! Please enjoy this brief solve and tutorial, inspired by one of your fellow PuzzleNationers!

The Peppermint Patty Riddle

You’re facing your friend, Caryn, in a “candy-off,” which works as follows: There’s a pile of one hundred caramels and one peppermint patty. You and Caryn will go back and forth taking at least one and no more than five caramels from the candy pile in each turn. The person who removes the last caramel will also get the peppermint patty. And you love peppermint patties.

Suppose Caryn lets you decide who goes first. Who should you choose in order to make sure you win the peppermint patty?

When I posted this brain teaser, I said that “the question basically demands that you not only achieve victory, but figure out how to do so with your very first move.”

That was meant to be a hint. Because the best way to unravel this riddle is to start at the end.

Look at the last turn. If there are five or fewer caramels left on the board and it’s Caryn’s turn, she wins. For you to guarantee a win, she needs to see six caramels on her last turn. (Seven or more allows her to take just enough to leave YOU with six, which means she wins on her next turn.)

And that six is the magic number. Her previous turn, you need to leave her with 12 caramels. The turn before that, 18 caramels. The turn before that, 24. And so on and so on.

Why? Simple.

Let’s look at the 12 caramel turn. If she takes any number of caramels (anywhere from 1 to 5), she’ll leave you with between 11 and 7 caramels. You can use your turn to remove whatever number of caramels are necessary (anywhere from 5 to 1) to leave her with six.

The entire game can be broken into six-caramel increments.

And the closest multiple of 6 to 100 (your starting point) is 96 caramels.

Which means you can’t let Caryn go first. You need to remove 4 caramels on your first turn, and then use every subsequent turn to ensure Caryn faces a multiple of six, which eventually gives you the victory and the peppermint patty.

So the answer to the riddle is you should go first.

Diabolical!

Did you solve the brain teaser, fellow PuzzleNationer? Or do you have a brain teaser you’d like us to unravel with you? Let us know in the comments section below! We’d love to hear from you.

Well, summer’s over, but we still have deals galore 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!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

[Image courtesy of SharpBrains.com.]

When’s the last time you had your brain properly tied in knots by a riddle?

That’s a pretty common occurrence around here, honestly. In our puzzly explorations of the world, we stumble across all manner of brain teasers, riddles, logic puzzles, math problems, mind ticklers, deduction games, and wordplay-fueled bits of linguistic legerdemain.

Sometimes, we even receive them directly from our fellow PuzzleNationers!

And on those occasions, we happily share them with you, dear reader, so that you can also enjoy the challenge of unraveling whatever fiendish puzzly conundrum has been placed before us.

This time around, a solver named Bethany submitted this riddle she found online. It’s known as the Peppermint Patty Riddle.

Let’s see how we do.

The Peppermint Patty Riddle

You’re facing your friend, Caryn, in a “candy-off,” which works as follows: There’s a pile of one hundred caramels and one peppermint patty. You and Caryn will go back and forth taking at least one and no more than five caramels from the candy pile in each turn. The person who removes the last caramel will also get the peppermint patty. And you love peppermint patties.

Suppose Caryn lets you decide who goes first. Who should you choose in order to make sure you win the peppermint patty?

Now that’s interesting, because it doesn’t ask us specifically HOW to achieve victory. But the question basically demands that you not only achieve victory, but figure out how to do so with your very first move.

Tricky indeed.

Will you be accepting this puzzly challenge from a fellow PuzzleNationer? Let us know in the comments section below. We’d love to hear from you!

Well, summer’s over, but we still have deals galore 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!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

# PN Product Review: Zendo Expansion #2

[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

Even the best designed games need a little sprucing up from time to time. This is especially true of logic/deduction games, where after a while, it can feel like you’ve seen every trick either the game or the other players can offer.

And there are very few game companies that consistently deliver great expansions. It’s a brutal tightrope to walk; you have to add to the established game in an interesting or fresh way, but without breaking the rules, introducing problems that players won’t know how to handle mechanically, or betraying in some manner the spirit of the original game.

For the team at Looney Labs, though, creating an expansion pack seems like another day at the office. We’ve reviewed expansion packs in the past for Fluxx (Fluxx Dice), Just Desserts (Just Coffee/Better with Bacon), and Star Trek Fluxx (the Bridge Expansion), and each one revitalizes the game and adds delightful new wrinkles without hampering any of the qualities that made the original game such a treat.

Today, we’re looking at a new expansion pack for one of the company’s most immersive and challenging puzzle games: Zendo.

In Zendo, the players pull pieces from a communal pile in order to build different structures, using pyramids, wedges, and blocks. One player, the moderator, chooses a secret rule for the players to uncover, and builds two structures. One of these structures follows the secret rule, and one does not, and both are marked as such.

Secret rules can be as simple as “must contain all three shapes” or “must contain exactly four pieces.” They can be as complex as “must contain more blue pieces than blocks” or “must contain at least one yellow piece pointing at a blue piece.” Some rules involve how pieces touch, or how they’re stacked, while others demand no touching or stacking whatsoever. The field is wide open at the start of the game.

Players then try to deduce the secret rule by building structures themselves, arranging pieces from the communal pile into various patterns and asking the moderator for more information.

So, how does Zendo Expansion #2 affect the original?

[Here are two sculptures: one that follows the secret rule and one that doesn’t. Can you figure out the secret rule? Is it about shapes? Colors? Placement? More?]

Zendo Expansion #2 is a ten-card deck of new secret rule cards that allow the moderator to create fresh challenges for the other players to unravel. The structures and arrangements may look the same, but players must reexamine what they think they know and observe to figure out the new secret rules.

Because, you see, the cards offer more than just the new rules. They demand greater cleverness from the moderator, in order to create designs that are fair for the players — not immediately obvious, but not impossible to discern either. It’s a difficult task for moderators.

And the challenge is even greater for players. After all, it’s not just about the shapes and how they interact, but all aspects of what the players see. Zendo Expansion #1 had cards where the rule involved the shape of the structure’s shadow. You could look at the pieces, the colors, how they’re placed, where they’re placed, how close, how far away, how many of each, and the shape of the shadow could NEVER occur to you.

[Here’s another sculpture that removes blue pieces as a possible
element in the secret rule. Have you figured it out yet?]

With one medium rule card and nine difficult rule cards (as opposed to the easy-to-difficult range of the first expansion pack), the game will only become more surprising and thoughtful from here.

These cards include rules about relationships between pieces, conditional rules (example: something that’s true of the sculpture if something else happens theoretically), and even rules regarding something that ISN’T happening in a particular sculpture. Players will have to wrack their brains and truly example both sculptures from every angle to puzzle out these new rules.

There are even decoy tags on certain cards, to make players think the card has more variables than there actually are! Diabolical!

Although I’m a moderator far more frequently than a player, I’m excited to try out both sides of these new rule cards. After all, with the base set and two expansions’ worth of cards, there’s no way I can remember ALL of the possible combinations available. I’m as likely to be outwitted and outpuzzled as the next player.

[One more chance. Here’s a much simplified version that DOESN’T
adhere to the secret rule. What can we learn from this one?]

And that’s the charm of Zendo. From a small gathering of pieces and rules, you can make practically any scenario you wish. Will the players figure it out first try, or will the moderator’s ability to reinvent their sculptures as needed be put to the ultimate test?

Zendo is at once the most collaborative and one of the most curiously devious puzzle-games in the Looney Labs catalog, and with this expansion pack, only the truly inventive and observant will thrive. What a treat.

[Zendo and the new Zendo Expansion #2 are available from Looney Labs, and the expansion pack is only \$5!]

Oh, and if you figure out our secret rule for the post, we’ll send you a Zendo-themed prize!

Have you checked out our special summer deals yet? You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

# Solution to the Smith-Jones-Robinson Problem!

[Image courtesy of SharpBrains.com.]

A week ago, we shared a brain teaser sent in by a PuzzleNationer named Brian, who challenged us to solve the following challenge.

Today, we’re going to share not only the solution, but how we got there! Please enjoy this brief solve and tutorial, inspired by one of your fellow PuzzleNationers!

The Smith-Jones-Robinson Problem

Every fact is important. The puzzle is as follows:

On a train, three men named Smith, Jones, and Robinson are the fireman, brakeman, and engineer, but not necessarily in that order. Also on the train are three businessmen who have the same names as the train crew. They will be referred to as Mr. Smith, Mr. Jones, and Mr. Robinson.

• Mr. Robinson lives in Detroit.
• The brakeman lives exactly halfway between Chicago and Detroit.
• Mr. Jones earns exactly \$20,000 per year, paid in thousand-dollar bills.
• The brakeman’s nearest neighbor, one of the passengers, earns exactly three times as much as the brakeman, and is also paid in thousand-dollar bills.
• Smith beats the fireman at billiards.
• The passenger whose name is the same as the brakeman’s lives in Chicago.

From the information listed above, can you figure out the name of the engineer?

We’re given one exact number, so let’s start there.

The brakeman’s nearest neighbor, one of the passengers, earns exactly three times as much as the brakeman. Mr. Jones earns exactly \$20,000 per year, which cannot be divided evenly by three (in thousand dollar bills), so Mr. Jones is NOT the brakeman’s nearest neighbor.

The brakeman lives exactly halfway between Chicago and Detroit, and Mr. Robinson lives in Detroit, so Mr. Robinson cannot be the passenger who lives nearest to the brakeman. And as we just determined, Mr. Jones is also not the brakeman’s nearest neighbor. That leaves Mr. Smith as the brakeman’s nearest neighbor.

This tells us about the passengers, but how does it help us with the train crew?

Well, the passenger whose name is the same as the brakeman’s lives in Chicago. And neither Mr. Robinson nor Mr. Smith (who is nearest to the brakeman) can live in Chicago. That tells us Mr. Jones lives in Chicago.

This means that the brakeman’s name is Jones.

We can finally turn our attention to the train crew now.

Now that we know the brakeman’s name is Jones, that leaves only Smith and Robinson as possibilities. And we know that Smith beats the fireman at billiards. Smith can’t be the fireman or the brakeman, so Smith must be the engineer.

Did you identify the engineer and outwit the Smith-Jones-Robinson Problem? Let us know in the comments section below. We’d love to hear from you!

Hey, have you checked out our special summer deals yet? You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

# Another Brain Teaser Submitted For Your Puzzly Pleasure!

[Image courtesy of SharpBrains.com.]

A few weeks ago, we shared two brain teasers submitted by one of our fellow PuzzleNationers! Well, that must have inspired some of the readership, because we received another brain teaser to solve and share this week!

This brain teaser, submitted by puzzle fan Brian, is called The Smith-Jones-Robinson Problem, and Brian says it has been slightly altered from the original for clarity’s sake.

So, without further ado, let’s get to the puzzle! (We’ll share the solution next week!)

The Smith-Jones-Robinson Problem

Every fact is important. The puzzle is as follows:

On a train, three men named Smith, Jones, and Robinson are the fireman, brakeman, and engineer, but not necessarily in that order. Also on the train are three businessmen who have the same names as the train crew. They will be referred to as Mr. Smith, Mr. Jones, and Mr. Robinson.

• Mr. Robinson lives in Detroit.
• The brakeman lives exactly halfway between Chicago and Detroit.
• Mr. Jones earns exactly \$20,000 per year, paid in thousand-dollar bills.
• The brakeman’s nearest neighbor, one of the passengers, earns exactly three times as much as the brakeman, and is also paid in thousand-dollar bills.
• Smith beats the fireman at billiards.
• The passenger whose name is the same as the brakeman’s lives in Chicago.

From the information listed above, can you figure out the name of the engineer?

Will you be accepting this puzzly challenge from a fellow PuzzleNationer? Let us know in the comments section below. We’d love to hear from you!

Have you checked out our special summer deals yet? You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!