Puzzles and Games With a Sacred Touch?

In recent times, religion and the world of puzzles and games have crossed paths with sometimes surprising results.

The film adaptation of The Da Vinci Code, a fairly puzzle-centric thriller, was widely denounced by members of the Catholic Church, and there was similar resistance, though less vocal, against the sequel film, Angels & Demons.

And, of course, in the 1980s, the roleplaying game Dungeons & Dragons was condemned as Satanic and dangerous to young minds.

I say that the above is strange because, for the most part, these seem to be anomalies or isolated incidents. There are numerous instances throughout history where puzzles and games were embraced by religion, even used as tools to teach aspects of religious beliefs.

For instance, in ancient Egypt, we’ve seen evidence of puzzly techniques used not just to secure the tomb of Tutankhamun, but also to disguise the language and rituals employed by elite members of their society. Puzzles were entrusted to keep their secrets well beyond the grave.

the seal on king tut's tomb

Plus one of the most ancient games in the historical record, Senet, seems to have evolved from being an enjoyable pastime into a spiritual tool.

You see, some Senet boards have religious iconography on them, believed to symbolize the journey into the afterlife. So gameplay — or the inclusion of the gameboard itself among the belongings of the deceased — represented that journey and the quest to learn more about it.

Some online articles have taken to referring to Senet as “the Rosicrucian board game of death,” which is a harsh misinterpretation.

There was also an afterlife connection with games for the Vikings.

According to Mark Hall, a curator at Perth Museum and Art Gallery, there have been 36 burials where board games of some description have been found in the graves around Northern Europe.

These grave sites grant intriguing insight into how the Vikings viewed board games as a learning tool. It’s believed that including a board game among the effects of the deceased signaled not only their skill and status as a warrior, but their preparedness for the afterlife itself. Heck, their win-loss records were even recorded for posterity!

Palindromes were believed to work as magical shields that protected those wearing the talismans bearing such clever wordplay.

Heck, even the shape of dice were influenced by changing religious views. Early dice games gave very little consideration to the shape or evenness of dice, because rolls were believed to be guided by Fate or some greater outside force, so the shape didn’t matter.

As religious beliefs evolved away from gods and greater forces intervening in such things, the general spirit of fairness in dice began to prevail, and the shape, balance, and pip distribution of dice became much more standardized.

And as for the Catholic Church, I certainly didn’t mean to make it look like I was picking on them in the introduction, because there are positive associations between the church and the world of puzzles and games as well.

And no, I’m not just talking about lighthearted products like BibleOpoly or the cottage industry of family-friendly games like Bible editions of Outburst, Scattergories, Apples to Apples, Scrabble, and Taboo.

Chess boards and other game boards have been found in houses formerly used by the Knights Templar, for instance.

There’s also the puzzly art of carmina figurata, poems wherein either the entire body of the poem or select parts form a shape or pattern. These works originated as religious tributes, poems where letters were colored red to stand out from the regular black lettering in order to draw attention to or highlight a certain religious figure.

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[“De laudibus sanctae Crucis” by Oliverus.
Image courtesy of WTF Art History.]

There would be hidden words or messages concealed in the text, some speaking of the religious icons at the center of the piece in glowing terms.

Do you have any favorite puzzles and games that have an element of religion to them, fellow puzzlers and PuzzleNationers? Let us know in the comments section below. We’d love to hear from you!


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PuzzleNation Product Review: Codenames

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There are all kinds of games where communication is crucial.

In You’ve Got Crabs, you must employ a secret non-verbal signal to inform your partner that you’ve completed a task, but without the other team spotting your signal and intercepting. In Taboo, you have to get a teammate to state a particular word, but without using several words closely associated with the answer.

But other games ratchet up both the creativity necessary to win and the difficulty involved in doing so. Imagine having to communicate volumes with a single word.

In today’s product review, we delve into the world of spycraft and put our communication skills to the test as we try out the card game Codenames.

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In Codenames, two teams (the red team and the blue team) are tasked with identifying all of their secret agents before their opponents can locate their own agents from the same list. But in order to do so, they must pick those agents out of a field of 25 possible individuals.

In each group, there are red agents, blue agents, innocent bystanders, and an assassin. Each possible individual is marked with a codename that is viewable by all of the players.

So, where does the wordplay and communication come in?

Each team selects one player apiece to serve as the spymaster. The spymaster for each team looks at one of the secret patterns determining which cards/codenames represent blue agents and which red agents.

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So it’s up to the spymaster to point the players in the right direction, but it’s up to the players to actually choose a given person in the field of 25 and label them an agent.

Each round, the spymaster comes up with a one-word clue for the other players on their team that points to their secret agents (as well as a number representing the number of agents in the field that the clue applies to). The word must be specific enough to point them in the right direction, but that can be difficult depending on the words in your play area.

For instance, in our example grid, the clue “royalty: 1” could point toward KING, or QUEEN, or HEAD, or even REVOLUTION, depending on what the other players associate with the word “royalty.” But suppose that you want your players to choose KING and not QUEEN. Then “royalty” is no good, because it’s too vague.

The number aspect of the clue is also important, because it offers the opportunity to gain an advantage over your opponents. For instance, if you wanted both KING and QUEEN to be labeled as your agents, the clue “royalty: 2” would be good, because those would probably be the two most likely choices based on that clue.

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In our example grid, the red team went first, and the spymaster said “dishes: 2.” The other player on the red team chose GLASS and WASHER from the grid, and both were correct and marked with red agent cards. This was a smart play, but also a risky one, as PAN could also be associated with “dishes.”

The blue team responded with the clue “rasp: 1,” choosing specificity and a single possible answer for the sake of certainty, rather than risk trying for more than one agent in this turn. The blue player correctly selected FILE, and that card was marked with a blue agent card.

The next turn for the red team didn’t go nearly as well. The spymaster used the clue “big: 1” and instead of choosing SHOT (the intended answer), the player opted for MAMMOTH. The card was revealed to be an innocent bystander, and the red team’s turn was immediately over for failing to ID an agent that turn.

And that is one of the big strategic challenges of Codenames. Do you stick to 1 agent per turn with a greater chance of success, or do you try to get more creative and bold by going for less certain clues that could lead to multiple agent IDs in one fell swoop? Do you risk uncovering the assassin (and immediately losing the game) with a clue that could suggest him as well as a secret agent for your team?

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The field of codenames in the play area can also lead to unexpected challenges. In one game, I was playing the spymaster for my team. The words JUPITER and SATURN were both in the grid, but only JUPITER was one of our agents. So a clue like “planet” was out. Unfortunately, other clues (like “biggest” or “god”) were excluded because they also applied to other codenames in the play area, including the dreaded assassin.

A mix of tactics, efficiency, association, vocabulary, and luck, Codenames is a terrific game that will test your wits, your communication skills, and your ability to make every word count.

The sheer volume of possible codenames (as well as the increased variety offered by each card being double-sided) ensues a huge amount of replay value is built into the game. And not only is it great as a group game, but the two-player version is just as fun!

Codenames, playable for 4 to 8 players (with variant rules for 2 or 3 players) is available at Target, Barnes & Noble, and many online retailers.


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5 Questions with Christina Aimerito of Girls’ Game Shelf!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Christina Aimerito as our latest 5 Questions interviewee!

Christina pulls double duty as both the creator and host of Girls’ Game Shelf, a YouTube series all about board games and card games. As the host, Christina introduces the game and explains the rules before she and a rotating panel of female players put the game to the test.

It’s the perfect one-two punch to learn about new games and classics alike, as you get the one-on-one how-to at the start, followed by a strong sense of what the actual gameplay looks and feels like. Couple that with insights from the other players, and you’ve got a recipe for a terrific show that highlights the best of both games and communal play.

Christina was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!


5 Questions for Christina Aimerito

1. How did you get started with games?

I played games when I was younger, but the normal fare: Taboo, Scattergories, Stratego, MasterMind, and other classics. I’ve always had a fondness for games. But I started playing more modern games a little later in life. My husband wanted to get me into it, so he introduced me to Dominion, which was a pretty wise choice. I’ve always liked collecting things and had never played a deck-building game before. So yeah, that got me hooked and opened the door to the world of board games.

2. What, in your estimation, makes for a great gaming experience? What separates a good two-player game from a good group game?

I enjoy games the most when there’s a good mix of strategy and conversation. A good two-player game and a group game still require those elements for me since I play games to interact with people.

The difference for me in two-player vs. large group games is more of a personal one. When I play a 2-player game, it’s usually to play with folks who are competitive and like strategy games. But in the group I play with, we have a pretty big variety of gamers. Some of them enjoy RPGs, some like heavy strategy, and often we have a newcomer to the table.

[Image courtesy of Geek and Sundry.]

The unifying element I’ve found is a game that forces people to interact with others during their turn. Games that lead people into analysis paralysis aren’t ever as exciting, and when there’s a group game we like to keep the energy up. Social deduction games, or games like Cosmic Encounter or Sheriff of Nottingham, are great because they involve everyone around the table.

3. You have a film background and a theater background. How do those aspects of your experience contribute to the process of making GGS, either in terms of production or in terms of being an on-camera personality?

Those aspects absolutely help me behind the scenes. In fact my background in film and theatre are what led me to create the series. I wanted to create a show so that I could get back in that creator headspace. I’m happy when I make things. Choosing a show about board games was a no-brainer because it was marrying the two things I loved most.

While my experience helped me off-camera in terms of producing, editing, and crafting the episodes, it surprisingly didn’t help me one bit in front of the camera. Playing a character is VERY different than being yourself. It was a terrifying experience for me at first. The whole first season I think I was just learning how to be comfortable with being myself instead of “getting it right.”

4. What’s next for Girls’ Game Shelf?

Well, we just started a podcast, so that’s the new baby right now. If that goes well, I’m very eager to start working on an RPG series with the girls. Whatever the case, Girls’ Game Shelf will certainly continue to make the original series, and hopefully down the line we’ll have the means to release more than one episode per month.

5. If you could give the readers, writers, aspiring YouTubers/podcasters, and game fans in the audience one piece of advice, what would it be?

For me, the first and most important thing is to be a good listener. Putting your voice out there takes guts, but listening takes discipline. It separates the good content from the stuff that feels heavy handed or forced. Truly listen to your peers, people you agree with, and people you disagree with in regards to the content you’re creating. This is part of doing your due diligence, but it’s also part of being a strong voice and a good host. I am constantly working on this for myself. Luckily, playing board games is usually a good training ground for it.

And secondly, be completely yourself. THAT is what people want to see. And if you’re trying to be anything but that, it will be so obvious. If you’re going to be podcasting or YouTubing, and feel anxious about this, then I highly recommend recording yourself in a few private episodes, just so you can gain that comfort before you share your voice with the world.


A huge thank you to Christina for her time. Be sure to check out Girls’ Game Shelf on YouTube, and to keep up on all things GGS on Twitter. To support this terrific show, you can check out the GGS Patreon page, which is loaded with bonus content, raffles, and more!

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PuzzleNation Product Review: Mad Libs: The Game!

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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.]

There are a lot of puzzly games where wordplay is key. In Scrabble, Bananagrams, or Words with Friends, it’s all about forming words and fitting them into grids. In Taboo, it’s all about communicating without using certain words. In Balderdash, it’s all about crafting the perfect definition, either to mislead other players or to demonstrate your mastery of language and vocabulary.

Mad Libs: The Game follows in that grand tradition of wordplay, but instead of forming words, avoiding them, or defining them, this game is about using them to their utmost in order to entertain your fellow players.

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Each player starts with 7 Word cards. Each card depicts a word in noun, verb, adjective, or adverb form (or multiple forms, for adaptable words), and these cards are the ingredients for cooking up funny, weird, entertaining sentences in the game.

But what do you do with those cards? Easy! Just like the original fill-in-the-blank stories, you’re going to use those cards to conjure up the best ways to fill the blanks in our Sentence cards.

So each round begins with a new Sentence card and the players choosing Word cards from their hand in order to come up with the most entertaining words to fill in the blanks for this round’s Sentence card. Then everyone reads their completed sentence aloud, and a vote is held where players point to the player with the best completed sentence. That player then wins a point.

The first player to earn three points wins.

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Now, this style of gameplay won’t seem revolutionary to anyone who has played with magnetic poetry or indulged in the much-raunchier Cards Against Humanity or one of the many other games in that vein.

But whereas those games tend to traffic in shock value for their humor, Mad Libs: The Game is all about silliness. This is a game that encourages that same level of creativity, wordplay, and surprise, but in a way that’s appropriate for family gameplay. For example, unlike the very adult themes found in CAH, the harshest words in this game are more along the lines of “pierce” or “heartless,” nothing that would raise a parent’s eyebrow.

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[Example of a completed sentence:
Puppies may make the world go ’round,
but it’s flower girls that pay the bills.”]

This is a terrific gateway game for younger puzzlers to get them to not only think about words, but to explore how to use them effectively. It combines humor, storytelling, silliness, and craft to make a good, clean, and most importantly, fun time.

Looney Labs is usually the home of gleefully chaotic games like Fluxx and Loonacy, but they always manage to couch their products in family replayability, and Mad Libs: The Game is no exception.

You can pick up Mad Libs: The Game here, and to check out all of our reviews of Looney Labs games and products, click here!


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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!