Fairness and Accessibility in Puzzles?

We love crosswords here at PuzzleNation. Crosswords are our bread and butter, as well as our pizza, our salad, and our desserts.

We strive to keep our puzzles as accessible as possible for solvers of all ages. And that’s tougher than non-puzzlers might think.

Recently we discussed a never-ending debate in crosswords as we delved into the many, sometimes contradictory, goals of creating a great crossword. You want entries to appeal to older solvers without alienating younger solvers, and vice versa. Some people despise pop culture references and proper nouns, while others embrace them.

Abbreviations, partial phrases, fill-in-the-blank clues, wordplay clues, clues that reference other clues… there’s a vast swathe of crossword qualities that must be balanced, and no matter how good a job you do, you’re probably still going to have a few dissenting voices who believe you should do better.

As a hobby still very much viewed as the purview of older white men — despite the many worthwhile voices of women, people of color, and members of the LGBTQIA+ community that contribute to the world of crosswords in increasing numbers — the language featured in crosswords MATTERS.

It reflects our society, serving as a microcosm of the current day and our culture as a whole. Older solvers might not know new slang or black artists or trans performers or any number of references that are growing more commonplace AND gaining greater visibility. But updating the vocabulary of crosswords is a constant effort, and a worthwhile one.

But I said a lot of this in that previous post, so why am I returning to the topic now?

Well, because I find this continuing democratization of crosswords interesting, because it’s something required of crosswords, but not of many other types of puzzles.

Word seeks (except for some variations) give you the starting list, and then you go hunting for answers. Fill-Ins do the same thing, leaving you the empty grid to fill but requiring no specialized knowledge. Everyone gets the same running start.

(I snagged this helpful image from www.logic-puzzles.org.)

Traditional logic puzzles are also presented on an even playing field. You’re presented with information (say, hints about various names, places, times, and activities), as well as an end goal to figure out (the correct schedule of who did what, where, and when).

You don’t have to bring any foreknowledge or previous experience to the table. Given the opportunity, everyone should have an equal chance of solving the puzzle.

Naturally, this equality depends on the assumption that you, the solver, can read the language the puzzle is presented in.

Which brings me to, perhaps, the most democratically fair paper puzzle of all: Sudoku.

The rules are simple, even if the puzzles can be very challenging: place the numbers 1 through 9 in every row, column, and cell.

Even at a glance, without knowing the puzzle, pretty much anyone would have an idea of what’s going on and what needs to be done. Language doesn’t matter, so long as you can identify the nine different symbols to be placed. (This is why word and color variations of Sudoku exist, because the numbers themselves are irrelevent. You just need nine different things.)

Anyone can pick up a pen, a pencil, or a stylus and solve a Sudoku.

And we should strive for the same thing with crosswords.

Sure, all of those other puzzles require practice to get GOOD at them. But at a baseline, everyone who approaches them has a fair shot. Crosswords demand that solvers bring their own knowledge and info and trivia and vocabulary to the table.

But crosswords as a whole should seek that same democratization: Accessibility. Representation. That inviting X factor.

There’s already a touch of that in the medium. Anytime I see someone solving a puzzle on a train, or in an airport, or in some public place, there’s always someone else sneaking a peek or stealing a glance.

Have you ever seen someone complete a crossword for the very first time? I have, and it’s awesome. It’s a magnified version of the delicious a-ha moment when you unravel a tricky clue.

Do you remember the joy in your heart the first time you conquered a New York Times puzzle on a difficult day? The first time you solved a puzzle type you’d never bested before? The first time you cracked the meta lurking in the background of an already devilish design?

Everyone should get that feeling.

No crossword will ever be everything every solver wants it to be. And that’s fine. But I do look forward to the day when everyone looks at a puzzle and at least one of the clues speaks to them, makes them feel seen and heard and represented.

Puzzles should be for everyone.

[Thank you to ThinkFun and Michelle Parrinello-Cason for inspiring this post.]


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Squirreling Away Puzzle-Solving Skills?

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[Image courtesy of Southern Highland Guild.]

It was less than two months ago that we discussed whether the problem-solving puzzly skills of pigs were enough to grant them membership in the puzzle-solving creatures club, alongside catsdogscrowscockatoosoctopuses, and bees.

As it turns out, scientists have been studying “can animal x solve puzzles?” for longer than I thought. One academic paper, entitled “How to stay perfect: the role of memory and behavioural traits in an experienced problem and a similar problem,” was published back in July of 2017.

And they concluded that squirrels might be a worthy addition to the pantheon of puzzle solvers.

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According to the scientists involved:

A neophobia test in the generalisation task suggested squirrels perceived the different apparatus as a different problem, but they quickly came to apply the same effective tactics as before to solve the task… Squirrels remembered and emitted task-effective tactics more than ineffective tactics. As a result, they consistently changed from ineffective to effective behaviours after failed attempts at problem-solving.

They went on to cite previous studies involving creatures as varied as monitor lizards, Atlantic cod, spotted hyenas, lions, and goats:

With regard to returning to previously experienced task, selectivity appears to be an important factor in the success of captive lions, Panthera leo, in solving a suspended puzzle box up to 7 months after experiencing it (Borrego and Dowling 2016), in the success of goats, Capra hircus, in solving a two-step food box challenge 10 months after first experiencing it (Briefer et al. 2014)

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One of the main questions they were trying to answer was what role memory was playing in this puzzle-solving. Were they remembering their previous puzzly experience OR re-learning the same tactics a second time, separate from the first test? These were the parameters:

Here, we examined how memory, alongside behavioural traits, contributes to enhance problem-solving efficiency by giving five grey squirrels, firstly a previously experienced task 22 months after they had last experienced it (hereafter, the ‘recall task’), and secondly a task requiring a previously successful action to be performed in a physically different apparatus (hereafter, the ‘generalisation task’).

Nearly two years between the initial solve and the secondary test! That’s a huge chunk of time. As Dan said in the Room Escape Artist article about this study, “22 months! I could probably replay an entire escape room after 22 months and not even notice.”

But that length of time was intentional, given the test subjects involved:

Grey squirrels are also known to have good long-term memory, at least in the spatial domain: they are scatter hoarders that cache thousands of nuts during the autumn (Thompson and Thompson 1980), and they are able to relocate their own caches (Jacobs and Liman 1991) and artificial caches (Macdonald 1997) after long intervals of time.

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So, what did they find when they tested Arnold, Leonard, Sarah, Simon, and Suzy in the lab?

In our case, squirrels may pay attention to cues such as the levers that contain hazelnuts to locate which lever to solve. But unlike what has been found in tool-use studies, the use of cues did not develop with increased experience during problem-solving. Squirrels showed an immediate strong preference to contact functional levers rather than non-functional levers, both when they first encountered this puzzle box 22 months prior to this study (Chow et al. 2016) and in the first trial of the recall task. These results imply that squirrels quickly focused their attention on the reward and reward-related components of the apparatus (levers) from their first encounter with the puzzle box.

In short, applying previously learned knowledge makes them far more effective problem-solvers!

Sounds like it’s time to add squirrels to the list.

Now, if you’ll excuse me, I have to start researching lions, hyenas, cod, monitor lizards, and any other animal studies cited in the footnotes. Clearly I have catching up to do!


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Crossword Tournament From Your Couch Recap!

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This past weekend was supposed to be the 43rd year of the American Crossword Puzzle Tournament, but that event was postponed due to the ongoing public health crisis.

But something amazing arose from the ashes of those plans. A small, intrepid group of puzzlers worked night and day for more than a week, bringing an at-home crossword tournament to life: Crossword Tournament From Your Couch. (AKA #CouchWord on Twitter.)

And in doing so, they hosted the biggest crossword tournament in history. According to the Google scoresheet, more than 1,800 solvers took part in the event (with at least 1,300 tackling ALL of the puzzles).

Over the course of a few hours, and thanks to the Herculean efforts of a hard-working few, the puzzle community came together for an afternoon of fun, frivolity, and frantic puzzle-solving.

Oh, and in this recap, I will be discussing the tournament puzzles somewhat, so if you want to remain completely unspoiled, stop reading here. (Or better yet, click here to solve the puzzles for yourselves!)


Before I get into the event itself, I want to highlight the folks who made it all possible.

The initial idea belongs to Kevin Der, who put out the rallying cry to fellow puzzlers. He ran the tech side of the event alongside Finn Vigeland, coordinating each puzzle’s release, the overlapping livestreams, and the live-solving finals.

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Hosting duties were ably carried out by Ryan Hecht and Brian Cimmet, who kept the energy light, made sure the participants were well-informed, and even interviewed fellow constructors and event organizers in the downtime between tournament puzzles.

The tournament puzzles — 4 tournament puzzles, 1 championship playoff puzzle, and 2 warm-up puzzles — were constructed by Byron Walden, Rachel Fabi, Joel Fagliano, Robyn Weintraub, Patrick Blindauer, Finn Vigeland, Laura Braunstein, and Jesse Lansner.

Jeremy Horwitz, Natan Last, and Ellen Ripstein were credited as test-solvers, and Jeff Davidson, Stephanie Yeung, and Vincent Siao were credited as tech support/magic gurus.

The Inkubator was credited as tournament sponsor.

Assembling and running this event was a monumental, complex undertaking, and my sincerest appreciation and utmost respect (and AWE) goes out to everyone involved in making CTFYC possible.


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[Image courtesy of @ladywinifredcat.]

So, how did the tournament itself go?

Well, participants logged into the website and selected one of three divisions in which to compete:

  • The Chesterfield Division (for individuals who in the past few years have finished in the top 20% of a major crossword tournament)
  • The Futon Division (for all other individual participants)
  • The Love Seat Division (for two participants who want to solve together)

Upon logging in, a warm-up puzzle created by Robyn Weintraub awaited solvers. “Get the Pillows Ready” allowed solvers to get familiar with the online solving interface and start getting in a tournament mindset.

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The tournament itself was set to begin at approximately 1 PM with the livestream of Ryan and Brian, our amiable emcees who covered the rules, other tournament info, and so on.

The livestream was warm and welcoming, and the accompanying chat area was packed with new faces as well as familiar puzzlers. The usual suspects from ACPT were all there, alongside constructors, puzzle enthusiasts, and top-notch solvers. It was genuinely heartwarming to see so many names I recognized from the puzzle world participating.

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Soon, a second warm-up puzzle became available — Rachel Fabi’s “Put Your Feet Up” — a small, Saturday mini-sized puzzle that still managed to be tricky. (And I personally loved the Fleabag reference.) It was a great way for solvers to get their pre-tournament juices flowing AND served to ensure that all of the tech was working for the organizers.


From the livechat:

“Changed my system font to Papyrus so that I could win Worst Handwriting.” — Neville Fogarty


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[Image courtesy of @vickieastus.]

The first tournament puzzle was scheduled for 1:30ish, and to the credit of the organizers, we only started a few minutes late.

Puzzle #1, “Hollywood Ending” by Joel Fagliano, was a 15x puzzle with a 15-minute time limit.

In all, it was a really fun starter with a good hook — entries that end with items found on a Hollywood set, a la JAVASCRIPT. I got stuck in the upper right corner for about two minutes, because I didn’t want to make a mistake, but doing so slowed me down considerably.

With the online solving, results were tabulated much faster than you’d expect from past tournaments, so you could view the leaderboard and see who was on top quite quickly.

At the end of puzzle 1, many of the usual suspects were on top, along with rookie (and bewilderingly constructor) Will Nediger:

leaderboardafterpuzzle1

After solving, competitors were welcome to return to the livestream chat and treat the chatroom like the lobby at the ACPT, sharing thoughts and commiserating on their solves.

Puzzle #2, “Raise the Roof” by Laura Braunstein and Jesse Lansner, was a 17x puzzle with a 25-minute time limit.

This puzzle had a solid punny hook, phrases where the letter T became P, so you had PICKLE ME ELMO instead of TICKLE ME ELMO. This was accompanied by great fill, although some were tougher entries (like SEZ WHO and NEOPET). I made one dumb mistake, leading to my only error of the tournament, but otherwise, I enjoyed the puzzle.

(I also enjoyed the conversation about The Westing Game in the livestream chat kicked off by the entry RASKIN.)

leaderboardafterpuzzle2

Errors by Dan Feyer and Erik Agard opened up a few spots in the top 15, so at least I was in good company with my own error.

At this point, players were invited to take a break before the next two puzzles. The tentative time for that was around 3 PM.

As I surfed the livechat during the break, the feedback for the tournament was overwhelmingly positive. Everyone was enjoying the communal puzzling, and compliments for both the constructors and organizers were plentiful.


From the livechat:

“Yeah, the bad news for the organizers is that this is working so well we’re all going to come to expect it now. :)” — Steve Thurman


Before Puzzle #3, Brian and Ryan had video interviews with Joel, Laura, and Jesse about their puzzles. It was a very cool touch to hear the constructors talk about the origins of each puzzle and how they ended up in the tournament. More of this in the future, please!

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[Image courtesy of @tinmanic.]

Soon, we were back, and it was time for the second half of the tournament.

Puzzle #3, “Look Up” by Patrick Blindauer, was a 15x puzzle with a 30-minute time limit. So everyone was expecting some trickery afoot.

Blindauer didn’t disappoint, naturally, offering up a clever hook that took entries in a different direction, mixed with lots of long crossings which made getting into the puzzle difficult. All in all, it was a worthy tournament puzzle.

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I managed to capture this screengrab of the top 15 after Puzzle 3 before the leaderboard went down. As you can see, the blistering speed of Erik Agard and Dan Feyer had them back in the top 15.

Yes, we managed to break the leaderboard on Google Sheets at this point. (This just made the design for the solving interface even MORE impressive, because it never broke down, even with more than a thousand solvers using it at the same time.)

I was ranked 292 after Puzzle 3, which I felt pretty good about.


From the livechat:

“Hmm, I can play the ‘where would I be if not for the silly error’ game.” — GP Ryan


After a short break, the final puzzle of regular tournament play was upon us.

Puzzle #4, “Naysayers Only” by Finn Vigeland, was a 19x puzzle with a 40-minute time limit.

This was a strong finisher for the tournament, combining clever cluing with a tough theme where the clues referred not to the answers you filled in, but to what the answers became if you followed the rule in the revealer GET OUT THE VOTE. (For instance, you filled in the answer VAMPIRE SLAYER, but the clue “Camera for a photo shoot with Dracula, in brief?” referred to VAMPIRE SLR, since you would remove “AYE” when you get out the vote.)

Yeah, I completed the grid first and had to go back and reread the grid and clues to actually understand the theme.

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Going into the live playoff final, the top 15 reshuffled a bit. (The board was constantly updating. At one point, I was ranked 283, then 312, then 314. I stopped checking there, because I’m a nerd for Pi.)


From the livechat:

“Shout out to the 11 Davids who are ahead of me in the rankings. Watch your backs.” — David Whyte


After Puzzle #4, Brian and Ryan attempted to interview Patrick, but that didn’t go so well, because the audience couldn’t hear Patrick. The interview with Finn went much better.

Then they announced the finalists for each division who would be participating in the live playoffs.

In the Chesterfield Division, it would be Paolo Pasco, David Plotkin, and Tyler Hinman.

In the Futon Division, it would be Will Nediger, Jason Juang, and Ricky Liu, the top three rookies.

As the top 3 competitors in each division were “sequestered” during the prep for the live playoffs, the playoff puzzle was released for non-finalists to enjoy.

The playoff puzzle, “Couch Your Words” by Byron Walden, was a themeless 15x puzzle with a 15-minute time limit. It also had two sets of clues: the difficult Chesterfield set, aka the A level clues, and the somewhat easier Futon set.

I looked at the Chesterfield clues, but I quickly bailed to try the Futon set. And honestly, even with the Futon Division clues, I found the puzzle pretty tough with ALL the long crossings. As you’d expect from Byron, it was a terrific, well-constructed grid, a very worthy choice to close out the day’s events.


From the livechat:

“Puzzle 5 in this tournament is so hard it doesn’t exist.” — Natan Last


The Futon Division solvers went first, and the three rookie solvers acquitted themselves well.

futonlivescreamfinalsbetter

[Image courtesy of @tinmanic.]

Each solver’s time was linked to when they clicked “Start” and when they clicked “I’m done”, so you couldn’t immediately tell who won based on who finished first, because with the livestream lag, it was hard to tell who started first.

In the end, Will completed the puzzle in 4 minutes flat, Jason wasn’t far behind with 4:48, and Ricky closed out the trio with 6:20. Impressive efforts all around!

There were a few more technical issues before the Chesterfield Division playoffs could begin but eventually the tech team got things sorted and the main event started.

During both the prep and the solving, Brian and Ryan interviewed Byron about the finale puzzle and about constructing and cluing in general. It was a terrific bonus mini-seminar on puzzling!

Finally, all was ready and the top three solvers took center stage.

chesterfieldlivestreamfinals

The final was over in less than six minutes.

Tyler, as you might expect from the five-time champ, blasted through the grid, completing it in 4:07. Paolo wasn’t far behind with 4:41, and David, a perennial top finisher, closed out the trio with 5:57.

Again, we had to wait for the official times due to lag, but it was worth the wait.


Here are your Crossword Tournament From Your Couch results:

  • Chesterfield Division: Tyler Hinman, Paolo Pasco, David Plotkin
  • Futon Division: Will Nediger, Jason Juang, Ricky Liu
  • Love Seat Division: Sam Ezersky and Madison Clague, Justin Werfel and Marta Herschkopf, Mike Berman and unnamed partner

After announcing the winners and finalists — and giving another well-deserved shout-out to all of the organizers and folks who made the marvelous event possible — the livestream chat was left running so that participants could talk and enjoy a virtual happy-hour mixer.


From the livechat:

“Anyone else never been to ACPT or Lollapuzzoola, but getting an itch to go after today??” — Josh Beu Forsythe


Even if it hadn’t been the biggest crossword tournament in history, Crossword Tournament From Your Couch would still have been a fantastic success.

More than just a tremendous stand-in for ACPT, CTFYC brought together established puzzlers and newbies for an afternoon of much-needed distraction. (According to the organizers, it was the first tournament for more than 1200 of the participants!)

Thank you once again to everyone involved in this brilliant endeavor. What a treat it was.

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Intuitive vs. Non-Intuitive Puzzles

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[Image courtesy of The Spruce Crafts.]

Sometimes, when you look at a puzzle, you know immediately what to do and how to solve. In my opinion, a great deal of Sudoku’s success is due to its intuitive nature. You see the grid, the numbers, and you know how to proceed.

Crosswords are similarly straightforward, with numbered clues and grid squares to guide new solvers. (The “across” and “down” directions also help immensely.)

That’s not to say that these puzzles can’t be off-putting to new solvers, despite their intuitive nature. I know plenty of people who are put off by crosswords simply by reputation, while others avoid Sudoku because they’re accustomed to avoiding ANY puzzle that involves numbers, assuming that some math is involved. (I suspect that KenKen, despite its successes, failed to replicate the wild popularity of Sudoku for similar reasons.)

But plenty of other puzzles require some explanation before you can dive in. A Marching Bands or Rows Garden puzzle, for instance, isn’t immediately obvious, even if the puzzle makes plenty of sense once you’ve read the instructions or solved one yourself.

The lion’s share of pen-and-paper puzzles fall into this category. No matter how eye-catching the grid or familiar the solving style, a solver can’t simply leap right into solving.

Thankfully, this won’t deter most solvers, who gleefully accept new challenges as they come, so long as they are fair and make sense after a minute or so of thought. Cryptic crossword-style cluing is a terrific example of this. At first glance, the clues might appear to be gibberish. But within each clue lurks the necessary tools to unlock it and find the answer word.

Brain teasers often function the same way. You’re presented with a problem — a light bulb you can’t see and three possible switches for it, for instance — and you need to figure out a way to solve it. It might involve deduction, wordplay, or some clever outside-the-box thinking, but once you find the answer, it rarely feels unfair or unreasonable.

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[Image courtesy of Deposit Photos.]

But, then again, there are also puzzles that can baffle you even once you’ve read the instructions and stared at the layout for a few minutes. Either the rules are complex or the solving style so unfamiliar or alien that the solver simply can’t find a way in.

In short, puzzles as a whole operate on a spectrum that spans from intuitive to non-intuitive.

Want an example of baffling or non-intuitive? You got it.

GAMES Magazine once ran a puzzle entitled “Escape from the Dungeon,” where the solver had to locate a weapon in a D&D-style dungeon. A very small crossword puzzle was found in one room on a paper scroll.

But the solution had nothing to do with solving the crossword.

The actual solution was to take the crossword to a magician who removed letters from the fronts of words. Removing the C-R-O-S left you with a sword, completing the overall puzzle.

That sort of thinking is so outside the box that it might as well be in a different store entirely. Video games, particularly ones from the point-and-click era, have more than their fair share of non-intuitive puzzles like this. You can check out these lists for numerous examples.

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And as escape rooms grow in popularity, more of them seem to be succumbing to less intuitive puzzling as a result of trying to challenge solvers.

For example, in one escape room I tried, various fellow participants uncovered two stars, a picture of the three blind mice, and four different items that represented the seasons. Amidst all the locks to open, puzzles to unravel, and secrets to find, it never occurred to any of us that these three unconnected numbers would have to be assembled as a combination to a lock. By asking for a hint, we were able to figure out to put them together and open the lock, but it’s not a terribly intuitive puzzle.

Perhaps the greatest challenge for a puzzle constructor — be it a pen-and-paper puzzle, an escape room scenario, or a puzzle hunt dilemma — is not creating a dynamite, unique puzzle, but ensuring that finding the solution is fair, even if it’s difficult or mind-boggling.

This sort of thinking informs not only my work as a puzzlesmith, but the designs for my roleplaying games as well. If my players encounter a gap, there’s some way across. If there’s a locked door, there’s a way through it. Oftentimes, there’s more than one, because my players frequently come up with a solution that eluded me.

In the end, that’s the point. All puzzles, no matter how difficult, exist for one reason: to be solved. To provide that rush, that a-ha moment, that satisfaction that comes with overcoming the clever, devious creation of another sharp mind.

And non-intuitive puzzles are tantamount to rigging the game.


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