PuzzleNation Product Review: Domino Maze

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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.]

What is it about dominoes that makes watching them fall such a satisfying experience? Is it the meticulous prep work required for a domino display? The balance and hand-eye coordination required to place each one? The danger of upsetting the whole thing before all the pieces are in place? The potential energy harnessed and ready to be unleashed as soon as the last domino is set up?

Whatever it is, it makes for one heck of a conclusion to a logic puzzle.

The creative minds at ThinkFun have conjured up a delightful twist on their traditional complete-the-path brand of logic puzzles, incorporating not just gravity, but the click-clack cacophony of a chain reaction in a new challenge for younger puzzlers and more experienced ones alike.

In today’s product review, we’re taking a look at Domino Maze.

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[One Challenge Card’s preset pieces in place. Note the three gates, each already balanced to topple over when the domino path crosses through.]

Domino Maze builds on the usual domino-stacking skills and tricks — splitting the path, making sharp turns, redirecting kinetic energy — by adding sequential gates that your domino path must pass through in order to complete each challenge.

The gates are numbered one through three, indicating the order in which you must hit your targets. (The gates are carefully balanced, so when a domino hits the target, the weight on top flips over, raising the numbered flap high AND knocking over the next domino in your chain.)

Similar to other ThinkFun games, the puzzle includes Challenge Cards, which increase in difficulty as you work your way through the deck. Beginner and Intermediate Challenges give way later to Advanced and Expert puzzles that will have you wracking your brain to employ the required number of dominoes, build your path, and hit the gates in precise order.

Note: Be aware that you need a completely flat surface for this game. The grooves will hold the domino, but the slightest mistake could send them tumbling. That’s particularly true when the staircases are involved. There’s no need to add a level of frustration beyond the natural challenge of the game by fighting gravity AND the designers’ puzzles.

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The Beginner-level cards are your introduction to the puzzle, taking you through the motions of how to place the dominoes, utilizing the numerous grooves in both the base and the elevated platform. As you proceed, the game adds new wrinkles to the game, like using the two pivot pieces (allowing you to change direction in a single move), splitting your path with the diagonal grooves.

That elevated platform is an especially devious and clever addition, since it not only requires more dominoes (to traverse one or both of the staircases that connects the platform to the base), but requires multi-dimensional thinking, like starting your path underneath the platform versus atop the platform. In this manner of solving, Domino Maze echoes other top-down logic puzzles in the ThinkFun library like Gravity Maze and Roller Coaster Challenge.

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[Two different angles of the same Challenge Card, mid-solve.]

You also slowly develop a sense of what I call “domino math,” the ability to look at the number of dominoes you have to work with, and immediately limit your choices and potential solutions based on what you know. For instance, three dominoes in a straightaway can cover half the board, but it costs three dominoes to make a 90-degree turn in one square, so you begin to recognize where resources MUST go vs. where they COULD go.

That’s a huge benefit down the line, when your dominoes (through splits and other maneuvers) must maximize their usefulness. It seems daunting when you look at a Challenge Card and see that you have to place 18 dominoes, but honestly, that’s less intimidating than looking at a card with gates scattered all over, and seeing you only have seven or eight dominoes to work with.

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But whether you’re a younger puzzler just getting started with logics, an experienced puzzler who likes the idea of combining a little hand-eye coordination with your solving, or a domino enthusiast looking for a new challenge, you’re bound to find the ever-escalating gameplay of Domino Maze to be a treat. (And just imagine the challenging pathways you could construct with two sets. Or a Rube Goldberg device made of ThinkFun puzzles.)

Watching those dominoes fall and those gates flip with the push of a single fingertip is a very fun and satisfying way to confirm that your puzzling skills are up to snuff. Plus there’s the sound, and the tactile sense of accomplishment with a path well-deduced and well-built.

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Very few puzzles offer that kind of fanfare for a proper solve, and the logical foundation behind cause-and-effect is rarely as enjoyable as it is in Domino Maze.

Domino Maze is available from ThinkFun and other participating retailers.


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A Puzzle Zoo Created By You!

As you know, from time to time we host puzzly contests. Oftentimes, those contests involve not only our in-house personnel (as well as our friends at Penny/Dell Puzzles), but the marvelous PuzzleNation community as well.

This time around, we challenged our fellow puzzlers to come up with animals and attractions for a Puzzly Zoo. The entries had to involve puzzles featured either by Penny/Dell Puzzles or PuzzleNation, and we thought we’d collect all of the entries here for everyone’s enjoyment!

And we ended up with a menagerie of different submissions, including carnival barker-esque promotional announcements, animals, drawings, and even a poem! (Good thing it’s not a petting zoo, people would be cutting themselves on the razor-sharp wit around here!)

Shall we see what zoo-rific delights our fellow puzzlers cooked up for us? Let’s go!


“Welcome and thanks for Dropping-In! Today, I’ll be your Grand Tour guide as we Explore-A-World full of excitement around the Penny Publications Zoo!

The list of activities includes a visit to the Accordion Worms farm, a sneak peak at the North & South polar bear exhibit, and taking an unforgettable trip to the Crackerjack-rabbits den.

To finish up, we’ll have just enough of a Timed Frame to stop at the aquarium and see the Starfish and Arrow show. Be sure to take many Pictures of This wonderful Place & Please give us a Thumbs Up no matter Which Way you Pair Off! We hope you have a Lion’s Share-A-Fun!”

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[It’s a Don-keyword!]

Take a Grand Tour of our Crypto-Zoo!

Bull’s-Eye Spirals!
Cat-egories!
Fiddler’s Crab Frames!
Cracker-jackals!
Beaver Words!
Piggybacks!
Kakura-burras!

Watch as they Pair off Two by Two on All Fours.
Feed them Animal Crackers, just watch where you Two-Step.
(And don’t eat the yellow snow!)

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Other attractions!

Adder One

Diamond Mine-A-Taurus

Diamond Rings-Tailed Lemur

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Around the Block Ness Monster

Jig(saw)foot

Mongolian Bookworm

Sudokupacabra

Word Mathman (like the Mothman, but better with numbers)

And a more detailed look at the rare and mysterious threyakros:

The threyakros is an elusive creature, found only within the borders of the PuzzleNation. It can only be viewed once all other animals living within its habitat have been discovered as its camouflage derives from copying the physical attributes of animals around it.

Because of its unique camouflage, no one knows what a threyakros actually looks like, and any renderings of its likeness on paper have resulted in completely contrary results; additionally, attempts to sketch a threyakros solely in ink are seen as risky and pretentious.

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At Penny we don’t have an ordinary zoo.
The creatures featured here are quite an unusual crew.
We’ve got animal CRACKERS walking ’round on ALL FOURS.
In our TIME MACHINE you can observe dinosaurs.

Here’s your ONE & ONLY chance to see PAIRS IN RHYME.
There are hogs & dogs, cats & bats. Stop on by at lunchtime.
They’re fed only the best – fresh green LUCKY CLOVER.
You may get to try some if there’s any left over.

Our resident magician is an amazing baboon.
He creates his own sculptures from colorful balloons.
Trained by Tony Spero, he’s got talent to spare.
His lovely assistant is HOCUS POCUS the hare.

Come visit the exhibit we call HEADS AND TAILS.
See our two-headed double-tailed whale with gold scales.
PICTURE THIS: A most lovely day spent with us.
So order your tickets and hop on the bus!

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What do you think of the submissions, fellow puzzlers and PuzzleNationers? Do you have a favorite? Or a suggestion of your own?

Let us know in the comments section below! We’d love to hear from you!


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Delving into the Lollapuzzoola 12 puzzles!

The twelfth edition of Lollapuzzoola arrived, as expected, on a Saturday in August, and it did not disappoint. The largest annual crossword tournament in New York (and the second largest in the world) has become not only one of the highlights of the puzzle calendar, but an institution at this point.

I was not in attendance, but I did sign up for the Solve At Home puzzle packet. Last weekend, I finally had a chance to sit down and try my hands at this year’s tournament puzzles, and I was not disappointed. Lollapuzzoola continues to push the envelope with inventive themes and unique spins on how to bring crosswords to life.

This year’s theme was “Be Part of the Future!” so every puzzle had something to do with time periods or the future in general, and the constructors were clearly inspired in all sorts of ways. Let’s take a look at what they came up with.


Warm-Up: Twinlets by Brian Cimmet

This puzzle felt more like hitting the ground running than warming up, but it definitely got the creative juices flowing. The solver is presented with two identical grids and two sets of clues, and you have to figure out which grid each answer applies to.

This was complicated by the fact that several of the clues were the same for multiple entries. For example, the clue to 1 Across for both grids was “Popular Nabisco cracker brand.” The grids themselves also made for a tough solve, since there were several sections only connected by a single word, so you had fewer ins to tell you which answer applied.

Overall, this was a tough but fair way to open up the tournament, despite a few oddball entries (like YES OR NO).

Interesting grid entries included SOFT TACO, SUDOKU, ZYGOTE, and RAGTIME, and my favorite clues were “Pace rival” for ORTEGA and “Actress Gadot who has done lots of great things, but listing them isn’t going to help you get the answer (which you’ve probably already written in anyway, so really what’s the point)” for GAL.

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[Image courtesy of Wrong Hands.]

Puzzle 1: Tense Situation by C.C. Burnikel

The competition puzzles kicked off with this gem, a terrific 15x opener that properly set the tone for the rest of the day’s puzzles with a fun hook and solid fill. The themed entries all involved verbs where the tense had changed from the traditional phrasing, so TURKEYSHOOT became TURKEYSHOT (“Picture of a Thanksgiving entree?”) and NANCYDREW became NANCYDRAW (“Command to Mrs. Reagan to use a crayon?”).

Packing 6 themed entries into a relatively small grid didn’t hamper the grid construction at all, making for relatively little crosswordese and a smooth solve overall.

Interesting grid entries included STONE COLD, BYZANTINE, and BYRDS, and my favorite clue was “Prepares to sing an anthem” for RISES.

Puzzle 2: Wormholes by Stella Zawistowski

The difficulty increased with Puzzle 2, as Zawistowski tested solvers with an enjoyable swapping puzzle. In this puzzle, the theme entries each mentioned a unit of time, but it was swapped with another theme entry’s unit of time. So GLORYDAYS and MODELYEAR became GLORYYEAR and MODELDAYS. These unfamiliar phrases, when paired with straight-forward cluing, made for a solve that keeps you on your toes.

When paired with some tough fill — entries like OPCIT, SYLPH, and UNAGI — you’ve got a recipe for a puzzle that probably slowed a few puzzlers down in competition.

Interesting grid entries included EL CAPITAN, LAYLA, ON A BREAK, and MARILU (plus a nod to the absolutely horrible B-movie THE CAR), and my favorite clues were “Ran in the rain, say” for BLED and “Many a Comic-Con event” for PANEL.

Fountain of youth concept.

[Image courtesy of Burke Williams Spa.]

Puzzle 3: “If I Could Turn Back Time” by Paolo Pasco

At the halfway point for the regular tournament puzzles, our constructor took our time gimmick into the future in a delightfully fun way. In Puzzle 3, all of the celebrity names in the themed entries really needed the revealer (FOUNTAIN OF YOUTH), because they’d aged in punny fashion. JULIA CHILD became JULIA ADOLESCENT, HARVEY MILK became HARVEY CHEESE, JOEY FATONE became KANGAROO FATONE, and so on.

Six themed entries plus a revealer made for a very busy grid, but the fill complemented the puzzle nicely, making for one of the quickest and smoothest solves of the day.

Interesting grid entries included XANAX, FIJI, THE CURE, STIMULI, and OH HELL, and my favorite clues were “Musical key dreaded by racecar drivers?” for AFLAT, “Redding who made lots of green singing the blues” for OTIS, and the pairing of “Length of your friend’s one-man version of ‘Cats,’ seemingly” for EONS and “Casual answer to ‘Do you want to see my one-man version of ‘Cats’?” for NAH.

Puzzle 4: Saving Face by Maddie Gillespie and Doug Peterson

Although Puzzle 3 was the most fun to solve, Puzzle 4 was my favorite when it came to the grid construction and overall concept for the puzzle. You see, many of the across entries had letters missing, letters that had been shoehorned into their clues (and fit between the other letters in broken grid boxes).

So while DENALI was spelled DEALI in the grid, the missing N found its way into the clue “Alaskan national park with many nice walls for climbers.” [Bolding is my own to highlight the added letter.]

The missing/repurposed letters spelled out three words reading down — WATCH, SUNDIAL, and CLOCK — all time-keeping artifacts hidden between the lines. A completed grid also reveals the instructions for the solver to follow, reading GATHER THE PIECES and FIX THE TIMELINES down the grid.

There’s a lot going on in this puzzle, and it all works together nicely. Not unlike some of the missing artifacts, when properly maintained.

Interesting grid entries included ECSTASY, LIME WEDGE, XBOX, AMBASSADOR, and IDEA MEN, and my favorite clues were “Group with an electrifying stage presence” for ACDC and “Gendered term that 26-Down should be able to improve upon” for IDEA MEN. (This was, naturally, 26-Down.)

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[Image courtesy of The Verge.]

Puzzle 5: Movie Theater Time Machine by Robyn Weintraub

The regular tournament puzzles wrapped up with this 21×21 puzzle, which expanded on the time-shifting gimmick of puzzle 3 with movie titles as the themed entries. For instance, instead of SUNSET BOULEVARD, we had SUNRISE BOULEVARD. Instead of BOOGIE NIGHTS, it was BOOGIE AFTERNOONS. With entries shifting backward and forward in time, there was plenty of opportunity for some fun wordplay.

The larger grid allowed for longer themed entries and longer fill entries as well, adding loads of clever vocabulary to a well-constructed grid. This was the perfect capper to the traditional tournament puzzles, making for a fair and engaging solve to close out the day.

Interesting grid entries included GENERATION X, SPIDER-SENSE, LET’S DANCE, JETTY, and ONE-ACT PLAY, and my favorite clues were “It’s frequently in a sonnet?” for OFT and the clever trio of “Go with the flow, figuratively” for ADAPT, “Go with the flow, e.g.” for IDIOM, and “Go with the flow, literally” for DRIFT.

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Puzzle 6: Finals by Mike Nothnagel

As always, there were two sets of clues for the Finals puzzle, the Local and the more difficult Express clues. No matter which clues you were working with, you were in for a terrific tournament finale.

With a pair of 10-letter entries mentioning time as anchors for the puzzle — FINEST HOUR and MINUTE MAID — Mike delivered a tight grid with some terrific filler entries and impressive stacks of 7- and 8-letter words in the corners.

This was a final puzzle worthy of a tournament built around clever hooks, top-notch construction, and delightful cluing, and it delivered in spades. I certainly had to jump all over the grid to find places to get started, whereas the top solvers no doubt powered through with staggering speed.

Interesting grid entries included WAR DANCE, BEGUILES, YULETIDE, GROUP HUG, and AVALON, and my favorite clues were “Road trips to the big game?” for SAFARIS and “They may send your spouse to another room” for SNORES.

There was also a tiebreaker themeless by Brian Cimmet which was a quick and satisfying solve, and seemed to be going for the record for clue length with examples like:

  • “Actress Ronan of ‘Lady Bird,’ whose name has four vowels in it and is pronounced SEER-shuh, if that’s any help” for SAOIRSE
  • “Mother of the most famous television character played by 20-Across” for ELYSE (20-Across was, appropriately, MICHAEL J. FOX)
  • “It precedes Alaska in a horrible dad joke I learned as a kid” for IDAHO

The puzzles at Lollapuzzoola always impress, and this year was no exception. The grids were tight, there was little crosswordese, and the creative themes and puzzle mechanics — from hiding entry letters in clues to switching verb tenses and ages on the solver — ensured that not only would fun be had by all, but that the unique puzzles would linger in your memory.

Mission accomplished, and congratulations on the competitors and the organizers who made it all happen. Lollapuzzoola is only getting more creative, more groundbreaking, and more clever with each passing year.

I can’t wait to see what they come up with next year!


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How Dungeons & Dragons Brings Us Together

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One of my favorite things about puzzles and games is the way they bring people together. It could be gathering around a table for a session of Dungeons & Dragons, enlisting a friend in unraveling a tricky crossword clue, or swapping jigsaws with a fellow enthusiast to share the wealth.

Recently, a story about Dungeons & Dragons went viral, but if you haven’t seen it, I’ll happily summarize.


A Twitter user named Antoine H. delivered his grandmother’s eulogy after her sad passing, but wasn’t able to devote the time he wanted to one important aspect of her life, so he took to Twitter later to do so.

At 75 years old, in the last year of her life, she started playing D&D at his suggestion.

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Her first character? A male forest gnome named Terminatur (a combination of “termite” and “nature”).

She helped her fellow players cleanse a haunted house, then made it a home, including inventing a new fruit that became quite popular. (It led to membership in an interplanar ecology organization, The Circle of the Green Hand.)

She even gave the adventuring party its name: “les Bijoutiers Fantaisistes,” the Fanciful Jewelers.

Although her cancer treatment would limit her opportunities to play regularly, she still kept on with the campaign whenever possible, adding delightful new wrinkles to her character.

Her last words to him? “Never change, never lose your family spirit, and keep on playing Dungeons & Dragons.”


As a longtime D&D player, I love this story. Because, as much fun as it is to play the game, it’s the connections you forge DURING play that mean the most. In fact, my favorite roleplaying game memory isn’t from an actual play session.

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It’s from a lazy afternoon hanging out with some of my players, just listening as they shared stories about their favorite moments from the game. (Since each of them had individual adventures, in addition to group adventures, they got to share stories the others hadn’t experienced.) Their reenactments were a pleasure to watch, knowing I had helped craft adventures that they enjoyed so much, they wanted to share them with others.

Getting to tell stories with my friends is an incredible gift, and I can only imagine how much joy it brought both Antoine and his grandmother to find this lovely, unexpected common ground.

You can (and should) click here to read the entire Twitter thread. It’s wonderful.

Also, please share your own stories of how games, puzzles, and RPGs have improved your life and friendships. I’d love to hear them.


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

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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PuzzleNation Product Review: Star Trek Chrono-Trek

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[Image courtesy of Trekcore.]

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

Some of the most important moments in the Star Trek franchise center around altering the past through time travel. Choosing to save Edith Keeler in the original series, the Enterprise-C sacrificing itself to bring peace to the Klingons and the Federation in Star Trek: The Next Generation, or Sisko preventing a Tribble bomb from killing Kirk in Deep Space Nine… iconic scenes both humorous and galaxy-changing involved rending the fabric of time and space. (Heck, the new film franchise was based entirely on changing the timeline from what we knew previously!)

So when I heard that Looney Labs updated their time-jumping strategy card game Chrononauts to include elements from the Star Trek universe, it seemed like a perfect fit. How did they do? Find out today as we review the new Star Trek Chrono-Trek card game.

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[A sample of each of the 11 different types of cards in the game.]

Much like its inspiration Chrononauts, Chrono-Trek is all about the cards. You’ve got assignment cards, ID cards, timeline cards that make up the playing space, artifact cards, cards that change history (and others that change it back), as well as cards that can help or hinder your fellow time travelers.

At the beginning of the game, the timeline cards are laid out in a 4×9 grid that represents the historical timeline from the Star Trek shows and films. Each player then draws an ID card representing a Star Trek character. Each character has certain victory conditions — some combination of events that must be preserved or changed in the timeline and artifacts to be acquired during play — that must be met for you to win the game. The ID cards are ranked by difficulty, indicating how complex the victory conditions are.

As for the other cards available to the player, they allow you to manipulate time, find artifacts, or manipulate the cards in your opponents’ hands. (For Fluxx players, some of these Action cards will seem very similar, as will the artifact cards, which are played just like keepers in Fluxx.)

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[A small glimpse of the timeline.]

The history-changing aspect is the puzzliest part of the game, as you determine what moments to change (and which to protect from your opponents) in order for your timeline to come to pass. But you must be careful, because you also need to ensure that you don’t accidentally end the game by allowing the anomaly from the series finale of Star Trek: The Next Generation — the Anti-Time Devron Anomaly — from preventing life on Earth. (In nearly every scenario, that’s a game over for all players. Pretty daunting, to say the least!)

And although bending time to your will and winning is certainly fun, watching the effect ripple down through the cards after making a bold history-altering move is arguably the best part of the game.

It will take one or two playthroughs — with easier ID cards only — to get used to the game mechanics, but after that, it’s a quick and easy deep-dive into the more complex victory conditions and a much more immersive and challenging play experience. (The game can go a bit too rapidly if you’re only using two players, so I’d recommend playing with four or more players to get the most out of the game.)

chronotrek3

[A comparison of a one-pip (easy) ID card and a four-pip (complex) ID card. Kirk simply requires you to protect one moment, invert another, and collect an artifact. Meanwhile, Evil Spock requires you to find the Fracture card, manipulate two events just to place the Fracture, and still maintain another moment AND acquire an artifact. That’s a much taller order.]

The designers did an impressive job figuring out which moments from the 50 years of Star Trek history to include in the timeline, which characters to offer as ID cards, and so on. For a Star Trek enthusiast, there are great references and little callbacks galore to favorite moments from the series. Not only that, but the game ups the ante from the original Chrononauts formula, keeping all of the best aspects of that game while making this one feel unique.

I posed the question in the intro asking how Looney Labs did marrying Star Trek and Chrononauts. The answer? They boldly went where no Star Trek card game had gone before, and created one heck of a fun adventure.

[Star Trek Chrono-Trek is available from Looney Labs and other participating retailers.]


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