A World of Puzzles and Games at Norwescon 42!

Your friendly neighborhood puzzle blogger took a trip across the country to attend Norwescon, the premiere fantasy and science fiction convention in the Pacific Northwest.

This was the 42nd edition of the convention, and if you know your sci-fi novels, then you’re not surprised that there were all sorts of references to The Hitchhiker’s Guide to the Galaxy. (The number 42 is a big part of the first novel.)

The convention’s subtitle was “Don’t Panic” (another HHGTTG reference), and lots of convention attendees were in their bathrobes or carrying towels, representing the two main characters of the series, the bathrobe-wearing Arthur Dent and the towel-toting alien tourist Ford Prefect.

As with any convention, the costuming was amazing. There were fairy godmothers, vikings, mermaids, Daleks, folks in Seahawks-colored finery (it was Seattle, after all), a Predator offering free hugs, an inflatable T-rex costume with those robotic grabber arms, and even photo ops with Krampus and Santa! (And Easter Krampus on Sunday.)

One of the oddest moments for me was seeing a group of people in uniforms I didn’t recognize, and realizing they weren’t con attendees, they were the flight crew for an international airline. (The hotel was across the street from the airport.)

Although many of the convention’s panels and events have a writerly focus, plenty of attention is also given to art, films, games, and pop culture, so there was loads for puzzle and game fans to enjoy at the event.

The dealers room — the main area to shop for costumes, books, fabric, t-shirts, memorabilia, collectibles, and more — had several game shops represented, toting loads of games at good prices. (Several of which we’ve reviewed on the Blog in the past, and some that will be reviewed in the future.)

[All hotel nooks and crannies were stuffed with thematic exhibits, including this delightful leave-a-book, take-a-book mini-library a la The Restaurant at the End of the Universe.]

Board game demos were available all day, complete with skillful players to introduce newbies to various games, as well as tabletop roleplaying adventures in all sorts of settings and systems, from Dungeons & Dragons and Vampire: The Masquerade to Pathfinder and more. In fact, one of the gaming spaces was right down the hall from my hotel room, and it was PACKED morning ’til night with enthusiastic roleplayers telling stories, rolling dice, and battling monsters.

There were open games as well as sign-ups for specific games and adventures, including a multi-table multi-hour battle for gang supremacy in the fictional city of Waterdeep.

One of the most intriguing puzzle/game experiences available to try at the convention was Artemis.

Artemis is a spaceship bridge simulator that allows a group of players to essentially play out a Star Trek-esque adventure. Each player has instructions, controls, and a laptop in front of them, as well as a big screen for everyone to view (much like the main viewer on the bridge of the Enterprise).

Two teams, each piloting their own ship (the Artemis or the Intrepid) must battle foes, trade goods, dock with space stations, and explore the galaxy, all while maintaining their weapons, shields, energy usage in the ship, and piloting control, as well as communicating with their sister ship through headset.

I moved back and forth between the two “ships,” watching as the players navigated different challenges, cooperated (and disagreed) on command decisions, managed their resources, and ventured between the stars, all while some pretty impressive graphics tied the whole play experience together.

What really struck me about the Artemis style of play was how much communication was required for success. It is a co-op game in the same vein as Castle Panic!, Forbidden Island, or Spaceteam, but with a lot more personal responsibility. Plus the laptop interfaces for each station were slick and well-designed, bringing that polished Star Trek: The Next Generation feel home.

I was also responsible for some of the puzzliest events at the convention. Although I did participate in some panels on writing, literature, roleplaying games, and movies (both good ones and the worst of b-movies), the two events that were the main focus of my time were a LARP/scavenger hunt based on The Hitchhiker’s Guide to the Galaxy and an escape room based on Star Wars.

The HHGTTG event was built as an in-universe scavenger hunt where players (who were all expected to bring their towels, of course), had to complete five tasks. The completion of each task led to a rune for the players to record on their gamesheet. and earn five runes, then spell them out in a secret location using their towels, in order to ask an important question.

Some of the tasks included:

  • finding HHGTTG character names in a word search grid, then reading the remaining uncircled letters as a secret message
  • singing karaoke to the mermaids at the hotel pool
  • assisting a Vogon poet with her terrible poetry

They had to earn all five runes, then find me in a secret location and spell out the runes with their towels. If they did so correctly, they would bring one of the missing dolphins back to Earth (and received a small stuffed one for their efforts).

[A bag full of dolphins, awaiting a possible return to Earth.]

The Star Wars event was a traditional escape room with puzzles to solve, boxes to unlock, combinations to find, keys to uncover, and a room to escape under a time limit. Designed for the teenaged attendees, the escape room was set on a bounty hunter’s ship, and all of the players were recently captured by the bounty hunter, awaiting transport to an Imperial prison.

But the bounty hunter has fallen victim to one of his own security protocols, so all of the “prisoners” have a chance to escape, if they disable the (Nerf gun-)armed droid blocking the escape pod, as well as either shut off the radiation leak near the pod OR gather enough bacta to heal themselves from radiation damage in order to actually survive the escape.

[Nerf guns and five shipped boxes. An embryonic escape room.]

[The contents of said shipped boxes. An escape room mid-construction.]

Although some of the boxes were opened out of order (by brute force, rather than proper solving) and one of the puzzles had an unfortunate printing error, the players unraveled the mysteries of the bounty hunter’s ship and escaped with only seconds to spare before the Imperials arrived. SUCCESS!

(Plus friend of the blog Jen Cunningham cooked up some lovely victory certificates for the players, which was a cool bonus. Thank you Jen!)

More importantly, despite the hiccups encountered during both events, everyone had fun while playing (either walking away with a small dolphin or a certificate).

The entire convention was a blast (an exhausting one, but a blast nonetheless), and I highly recommend attending Norwescon next year to any fans of horror, sci-fi, fantasy, writing workshops, games, roleplaying, and of course, puzzles.


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The Story Behind Bletchley Park

It’s amazing when you consider the impact one of the most common forms of puzzle solving, cryptography, has had on world history. From the Revolutionary War to World War II, codebreaking was a battlefront as crucial and as exhausting as any contested piece of land on the map.

This was brought into stark clarity recently when I read The Secret Lives of Codebreakers by Sinclair McKay, which chronicles the work and lives of the team members at Bletchley Park who dedicated themselves to cracking the German Enigma code. It’s been said that Bletchley Park’s achievements shortened the war by two or three years. That’s no small feat.

(You know the decryption work done at Bletchley Park was good if it inspired parts of two of Ian Fleming’s James Bond novels. The film The Imitation Game barely scratched the surface.)

From The Secret Lives of Codebreakers:

Here, in these grounds fifty miles to the north of London, they would be introduced to the gravest secret of the war. Every intercepted enemy message — every signal from every captain, commander, military division, battleship, U-boat — all these encrypted communications, jumbled up into seemingly random letters in groups of four and five, and transmitted by radio, were gathered by the many listening posts around the British coastline.

From the Battle of Britain to the Blitz, from Cape Matapan to El-Alamein, from Kursk to the V-1 flying bombs, to D-Day and Japan, the work of Bletchley Park was completely invisible, yet right at the heart of the conflict. It was a key player whose presence, at all times, had to be kept utterly hidden from the enemy.

Imagine working these incredibly intensive sessions, obsessively looking over bits of code for hours at a time, knowing that the fate of the world rested on your shoulders, and a simple transcription mistake could cost lives. It’s a mind-boggling concept.

And the book shed a great deal of light on the decryption work itself. For instance, I had no idea how many variations of the Enigma code they were expected to crack.

The German rule was that no message should be more than 250 letters in length; if it was necessary to send a longer message, it should be split into multiple parts. This was designed to make life more difficult for codebreakers: the longer the message, the easier it might be for such a person to see patterns of letters forming among the apparent chaos.

Thanks to preambles in each Enigma message, codebreakers could at least be organized under different color keys: yellow, green, red, and blue. When they ran out of colors, they named keys after marine life, then birds, then elephants, then insects.

This was a war, and organization was key, no pun intended.

The first big break is known as the Herivel Tip, when one of the Bletchley Park crew deduced that some Enigma machine operators might choose the new day’s settings based on the letters used the previous day. This became a valuable jumping-off point for daily decryption attempts with their own coding device, the bombe machine.

In 1941, the first major Enigma-style code, the Abwehr code, was broken by Bletchley Park. In June of 1941, they broke the Vulture key, which revealed German activity on the Eastern front.

But the Germans were constantly adapting and refining their codes. German paranoia led to submarines using a different code than surface naval vessels. So “Dolphin,” the surface naval code, was not the only code troubling Bletchley Park. “Shark,” the submarine key, was a new concern. Thankfully, when U-559 sank in 1942 and its crew abandoned ship, its Enigma machine and a book of current “Shark” keys was salvaged by Allied forces without German knowledge.

In 1943, they broke “Porcupine,” giving them access to all German air force messages for a few weeks.

Around this time, the German High Command began using another method to transmit encrypted messages, and this became yet another focus of Bletchley Park. The “Fish” or “Tunny” communications were between generals and the Fuhrer himself.

This led to the development of the big brother of the bombe machine, Colossus, which combined the logic engines of a Turing machine with electronic valves that allowed it to read 5000 characters a second, five times faster than the previous top machine.

(While this was going on, Turing himself was developing a new speech encipherment system, Delilah, so named because she was a deceiver of men.)

In January 1945, efforts were still going strong, as Bletchley Park not only cracked the “Puffin” and “Falcon” keys of the German army, but effectively countered attempts by the Luftwaffe to implement new encryptions. By this point, dozens of variations of Enigma had been unraveled by the team.

Of course, decryption wasn’t the only thing accomplished at Bletchley Park.

The grand deception that led to the Normandy invasion was also managed there. They gradually fed false data to German Intelligence about military groups like the First United States Army Group preparing to enter France via the Pas de Calais and the Twelfth British Army into Scandinavia and Turkey. This allowed for D-Day to proceed, as German attention was diverted.

But The Secret Lives of Codebreakers goes beyond their wartime victories. McKay takes us behind the scenes of Bletchley Park to share not only the hard-won achievements of the cryptographers there, but also what daily life was like on the isolated estate. From living conditions and several romances to rivalries and petty feuds caused by high tensions, the book catalogues the realities of such stressful work in richly detailed fashion.

I think my favorite discoveries were related to the off-time of the recruits:

Oliver and Sheila Lawn have especially fond memories of the way that Bletchley-ites contrived to use their leisure time: “There was music,” says Mr. Lawn, “Play readings. And play actings. Quite a bit of amateur dramatics. And concerts of all kinds.”

Highland dancing, madrigals, creating palindromes…they were offered all sorts of activities to help keep spirits up after grueling decryption sessions. Certain musical artists were even invited up to perform there!

When you consider how important their work was and how many years they were sworn to silence about Bletchley Park, these revelations become all the more stunning. This isn’t just a fascinating work of puzzle history, this is history itself.


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