PuzzleNation Product Review: Invasion of the Cow Snatchers

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

Nobody does deduction and logic puzzle games quite like the folks at ThinkFun. We’ve wielded lasers, electrical circuits, robots, and even putty in order to conquer some of their most recent and diabolical puzzles. But they always have some new tricks up their sleeves, and their latest offering is positively magnetic.

So join us as we give the full PuzzleNation Blog review treatment to Invasion of the Cow Snatchers, a puzzle game all about bringing species together… with magnets.

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The challenge is deceptively simple: you’re an alien, and your job is to maneuver your UFO around the farm and pick up all of the cows, then finally the bull, before leaving the area.

Sounds easy, right? You’re a member of an advanced alien species, you can travel the galaxy. Picking up a few curious Earth creatures should be a cakewalk.

Well, obviously, the crew at ThinkFun already thought of that. And you’ll have plenty of obstacles to navigate and overcome before you can complete your task. Not only is there a silo you can never pass over, but there are barriers of varying heights that can impede your path.

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[Here, we’ve captured one cow, so we can pass over the green row of crops. In the second pic, we’ve captured our second cow. In the background, you can see the silo (which we can’t pass at all) and the white fence, which we can pass over with up to 2 cows.]

For instance, if you’ve already captured one cow, you can’t carry it over a barn wall, but you can carry it over the row of crops. (The walls allow between 0 and 3 cows to be carried over them, depending on their height.)

Note: Be aware that you need a completely flat surface for this game. The magnets are powerful, and they’re liable to shift and move when the UFO comes near. The bull is especially prone to this.

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Each Challenge Card requires you to navigate the grid in a specific way in order to capture all of the cows and be successful. After all, once a cow is captured, you can’t drop it. Demanding that the bull be collected last adds another wrinkle to the gameplay, since you cannot pass over the bull until all of the cows are collected, which requires creative thinking and good planning.

Honestly, I can’t think of another ThinkFun puzzle to date that requires this much movement or utilizes the full space of the board as effectively as Invasion of the Cow Snatchers.

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[Continuing the challenge card from above, we pass over the white fence, pick up our third cow, and pass over the hay bales, before rounding the corner, capturing the bull last, and making our escape.]

Finally, you have to escape the board, and there are no walls that allow you to pass with more than three captured cow tokens, so your escape route also has to be considered.

The Challenge Cards increase in difficulty as you work your way through the deck. Easy and Medium Challenges give way later to Hard and Super Hard puzzles that will have you wracking your brain to stealthily maneuver your UFO around the farm setting.

This is probably my favorite design I’ve seen from ThinkFun. The clever use of magnets, the plastic casing that separates the UFO from the rest of the board, and the impressive variety of challenges they’ve conjured with relatively few obstacles makes for a game with tons of replay value and puzzles that are always engaging, never frustrating. You KNOW there’s a path to victory. You just have to be cagey enough to find it.

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Oh, and remember how I said you can’t drop any of the cows? Well, you can if you accept the challenge of the twenty Genius level Challenge Cards that are also included. These cards utilize everything you’ve learned up to this point, but add crop circles where you can drop off cows (but not the bull) temporarily.

Why? Because it’s not just about capturing all of the cows, then the bull, then escaping. Now you must capture the cows in a very specific order. (Suddenly, the color coding of the cow tokens becomes more than a fun design choice. It becomes an integral part of the puzzle.)

This new gameplay option completely reinvents the concept. Before, it didn’t matter what in order you captured the cows, only that you got them all. It almost feels like you’re starting over from scratch, because the walls aren’t the primary obstacle anymore (though they can still offer some intriguing challenges to this new gameplay model).

The crop circles are another delightfully tongue-in-cheek addition to the already fun design of the game, playing nicely on the alien abduction gimmick.


All in all, I was thoroughly impressed by ThinkFun’s latest logic puzzle game. The concept is hilarious, the colorful and clever pieces make for fun reactive gameplay, and the puzzles are harder than you’d expect. Watching the cows fly up and snap! against the plastic as the UFO captures them never gets old!

It’s simple enough for the youngest puzzlers to get into, but there’s plenty here for parents and older puzzlers as well. (Some of the Genius level Challenge Cards really tax your brainpower!)

[Invasion of the Cow Snatchers is for ages 6 and up, available from ThinkFun and other participating retailers.]


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PuzzleNation Product Review: Chroma Cube

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

As longtime readers know, puzzle games centering around logic and deduction can come in many different forms, from cats milling around a living room to abstract shapes interacting in curious ways. They often have many moving parts and solving mechanics to keep in mind.

But other logic puzzles strip away flashy trappings and overly elaborate designs and take a minimalistic approach to puzzling. The subject of today’s product review, Chroma Cube, falls neatly into the latter category.

Chroma Cube boils a deduction puzzle down to its essentials, employing pleasing design that seems basic, but allows for great depth and challenge nonetheless. All you need to tackle Chroma Cube is a game board, twelve colored cubes, and your challenge cards.

The object of the puzzle is simple: complete each challenge card by placing all 12 cubes in the correct positions on the board.

Most of the challenge cards place some of the colored cubes for you to get your started. Once you’ve set up your board to match the starting pattern on the card, it’s up to you to use the clues provided to figure out how to place the remaining cubes.

The challenge cards ease the solver into the puzzle at first, relying mostly on clues about positioning on the board, referring to rows, columns, and neighboring cubes.

As you might expect, with each new challenge card, the puzzles increase in difficulty, and the clues grow more complex and inventive. Some refer to colors only by the first letters — leaving you to ponder whether it applies to Brown or Black, for instance) — while others offer contextual clues, like a rule that the cubes in each row should be in alphabetical order from the left to right.

A few even rely on knowledge outside the puzzle game itself, like knowing the colors in the Irish flag. These clues are rarer, but add a nice bit of crossword-style flavor to an otherwise Sudoku-like solving experience.

The team at Project Genius did an excellent job of keeping the clues fresh and interesting, constantly introducing new rules and wrinkles to the puzzles. By the time you’re encountering puzzles with no set cubes, or ones that require you to swap set cubes with newly placed cubes — a very clever twist on the idea of “set” pieces — you realize that no matter how many tricks you’ve figured out, the challenge cards have new ones waiting for you.

(Naturally, these are only some of the clue mechanics you’ll encounter. I don’t want to spoil some of the really inventive and challenging ones.)

Chroma Cube’s later challenge cards offer plenty of difficulty and cluing craftiness to keep established puzzlers coming back for more, but without alienating new solvers that have developed and honed their deductive talents by playing through the game’s earlier scenarios.

I was thoroughly impressed by how much the creative team at Project Genius got out of 12 colored cubes and a wooden board to place them on.

Not only that, but the game is beautiful, eye-catching in its presentation. The wooden pieces have a weight to them, and solving is a delightfully tactile experience. (The challenge cards can be tucked away in a slot within the board, making it a breeze to move around the house.

Heck, you could easily leave it on your coffee table as a puzzly conversation piece and it wouldn’t look out of place.

Chroma Cube is a wonderfully visual take on classic deduction-style solving, one that will keep you on your toes from the first challenge card to the last.

Chroma Cube, distributed by Project Genius, is available at Barnes & Noble and other participating retailers.


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PuzzleNation Product Review: Word Domination

Gathering letters to spell words and gain points… it’s a game mechanic so familiar and traditional that it’s easy to take for granted these days. Whether you’re talking about the wooden tiles of Scrabble or the electronic tiles of Words With Friends, the mind-bending spin of Unspeakable Words or the three-dimensional challenge of Upwords, it’s a classic concept.

Word Domination builds on that concept by adding a new strategical element. As you spell words, you claim letters from a shared letter pool. It’s essentially a more aggressive form Boggle.

Each player assumes the identity of a James Bond-style villain, and each letter tile doubles as a prize or piece of loot that can be captured by a player.

The player then uses a letter tile drawn at random with some of the letters laid out in the play area to spell a word, temporarily capturing those letters. (Unlike Boggle, the letters in the word don’t need to be touching.)

For example, in the first round, Player 1 spells the word ODYSSEY, placing zeppelin tokens on each of the 7 letters in the world, including the O that the player added on their turn. Player 1 then draws a new random tile for the next round, and play moves to Player 2.

Player 2 spells the word FORGERY and places her zeppelin tokens. And since she used three letters that Player 1 had captured, she captures those letters and removes his zeppelin tokens from the board.

Let’s jump ahead slightly. Player 3 spells the word TESSERACT, stealing some captured letters from both Player 1 and Player 2, and that concludes the first round. When round 2 starts up, Player 1 spells the word DYNASTY and places his zeppelins.

And since the letters D and Y were already captured by Player 1 in the first round, capturing them a second time means Player 1 has stolen those letters from the game board, and claims them for himself.

Those letters are given to Player 1 to use for the rest of the game, and replaced with STOLEN tiles, which are worth points at the end of the game.

After six rounds of play, the player who has claimed the most territory (and earned the most points) wins the game.

Now, naturally there are wrinkles to add to the gameplay, like helping other players spell words in order to split the profits with them, arming yourself with certain rare letters and weaponizing them, and even utilizing special abilities only your character has access to.

Between these twists and the baseline gameplay, you have a rich and variable game experience that really allows a strategic player to shine when matched up against players that might have stronger vocabularies or better luck drawing letter tiles.

And the game aesthetic really adds to the playing experience. The idea of stealing letter treasures, claiming territory with little zeppelin tokens, and running amok as a film villain (complete with bizarre letter-based weapontry and a punny name) is the perfect mix of silly and clever, spicing up a solid game with enjoyable little quirks.

Word Domination balances luck, strategy, and vocabulary skills to create a game that feels familiar but keeps you on your toes. What a treat.

Word Domination is created by Jeff Beck and is available through Uproarious Games and select online retailers for $32.99.


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Other puzzles you might not know! (Volume 3)

In previous editions of this series, we’ve presented some new puzzles for crossword devotees and Fill-In fans to try out. Today, let’s turn our attention to Sudoku enthusiasts.

Now, before we talk about other types of puzzles, there are numerous Sudoku variants to choose from, if you’d like just a little twist on the familiar Sudoku formula. In fact, I did an entire blog post about them, as well as posts about new variants like Will Sudoku and Pentdoku Puzzles!

There are a few lesser-known number-placement puzzles out there that might scratch your puzzly itch if you’re a Sudoku fan: Futoshiki and Beehive Hidato.

[Futoshiki image courtesy of PuzzleMagazine.com.]

Futoshiki will seem fairly familiar, since the row and column rules of Sudoku are in effect. But you have an additional placement rule to consider: the less than/greater than signs in the grid, which indicate where to place lower or higher numbers in the grid. (Futoshiki translates to “not equal” in Japanese.)

[Hidato image courtesy of TheGuardian.com.]

Beehive Hidato eschews the traditional Sudoku row/column system of the deduction in favor of chain-placement of numbers in its hexagonal grid. Your goal is to fill every cell in the grid by filling in the missing numbers between 1 and the highest number. So, instead of placing the same numbers in every row and column, you’re placing a different number in each cell, forming a single chain from 1 to the last number.

The cell containing the number 1 must neighbor the cell containing the number 2, and the cell containing the number 2 must neighbor the cell containing the number 3, and so on, all the way around the grid.

If you’re looking to go a little farther afield and leave numbers behind, I’ve got you covered.

After all, some people tend to think of Sudoku as a math puzzle, but it’s really not; it’s more of a deduction and placement puzzle. You could check out not only Fill-Ins, but also all the puzzles I’ve previously recommended for Fill-In fans. That’s a great place to start.

You could also try your hand at Brick by Brick.

[Click here or on the grid for a larger version.]

Brick by Brick puzzles are a terrific bridge between placement puzzles and crosswords, using aspects of both. You’re given the complete first row of a crossword, and all of your clues, both across and down.

But, instead of the black squares you’d normally rely on to help guide you through answering those clues and placing your words, you’ve got 3×2 bricks filled with letters and black squares, a scrambled jigsaw puzzle to reassemble.

Here you can use your deductive Sudoku skills to place black squares and entire bricks into the grid as you apply crossword-solving skills toward answering the across and down clues, working back and forth between the two to complete your grid, assembling chunks of answer words as bricks fit neatly together.

And if you prefer quote puzzles to crossword puzzles, there’s always Quotefalls.

[Click here or on the grid for a full page of Quotefalls.]

Quotefalls gives you all of the letters in a given quote, plus the black squares that separate each word from the next. But it’s up to you to figure out where in each column to place the letters above so that the quotation reads out correctly.

Sometimes that’s easy, like in the fourth column of puzzle 2 above. Since there’s three black squares and only one open square, you know exactly where that E will go. Seedling letters like that can go a long way toward helping you fill each word, and eventually, the entire quote.

It’s a different form of deduction, but one not too terribly far from the number-placement solving of Sudoku.

Any one of these puzzles could add some welcome variety to your puzzle solving, while still honoring the style and play inherent in your favorite puzzle. Give them a shot, and let us know how you like them.


Next time, we’ll be tackling recommendations for Cryptogram fans, but if you’ve got puzzle recs for your fellow puzzlers in the meantime, please let us know in the comments!

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A puzzle in your pocket

Brain teasers come in all shapes and sizes, but there’s one particular brand of brain teaser that fits in your pocket. Today we’re talking about matchstick puzzles (or toothpick puzzles).

Matches as we know them (relying on friction to ignite, rather than dipping or crushing) were invented in 1826 by English chemist John Walker, and in the decades that followed, numerous improvements were made, especially in terms of safety and ease of use. Matchsticks soon grew ubiquitous and match companies started putting little puzzles on their boxes.

And the matchstick puzzle was born.

(I have no historical documentation to back me up on this, but I suspect that bar bets also played a role in the rise of matchstick puzzles, because the sort of cleverness and trickery that goes into solving some of these puzzles would be perfectly at home in the repertoire of someone looking to con a few free drinks out of fellow tipplers.)

So, for the uninitiated, what are matchstick puzzles?

These are rearrangement or transformation puzzles, where you’re given a certain shape (laid out in matchsticks, toothpicks, straws, pencils, or anything else of equal length), and you have to move the items into another shape or configuration. Sometimes, it’s simply about placing the matchsticks economically, but other times, you have to get crafty and think outside the box to complete your task.

For instance, here’s the first matchstick puzzle I ever remember seeing:

[This image, and the one below, courtesy of Matchstick Puzzles on Blogspot.]

You have two triangles formed from six matchsticks. Move one matchstick to make four triangles.

Now, you could easily use all of these matchsticks to make four triangles, but that would involve moving more than one of them. So clearly there’s something else at work here if you only need to move one to solve the puzzle.

That something, in this case, is a little visual trickery.

As you can see, you turn one triangle into a numeral four, making the matchsticks literally read out “4 triangle.” Sneaky sneaky.

There are literally hundreds of these puzzles if you go hunting for them. (I found a treasure trove of them here.)

A curious variation, though, applies the same rules to mathematical formulas laid out in matchstick form.

Here’s one that’s been making the rounds on Facebook recently:

Now, the big difference between these mathematical ones and the shape ones mentioned above, as far as I’ve found, is that the math ones are far more alternate prone.

For instance, this equation puzzle has at least four solutions that I’ve found:

  • You can move one match to make the 6 a 0, so that 0+4=4.
  • You can move one match from the 6 to the second 4 to make the 6 a 5 and the 4 a 9, so that 5+4=9.
  • You can move one match from the plus sign to the 6 to make the plus sign a minus sign and the 6 an 8, so that 8-4=4.
  • You can move one match from the plus sign to the equal sign to make the plus sign a minus sign and the equal sign a doesn’t-equal sign, so that 6-4 does not equal 4.

As you can see, with matchstick puzzles,  the possibilities are endless and the building blocks — whether matches, toothpicks, Q-Tips, or straws — are easily accessible.

I’ll leave you one more to ponder, this time provided by the folks at IO9:

Using six matchsticks of equal length, create four identical, equilateral triangles. There’s no need for snapping, burning, or otherwise altering the matchsticks.

Good luck!


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