A Cracking Collection of Crossword Clues

Someone recently asked me about my favorite crossword clue, and after mentioning four or five off the top of my head, I cut myself off and tried to explain that it’s impossible for me to pick one.

So many clues are out there that surprised me, or outwitted me, or made me laugh, or made me think in an unexpected way. I could never narrow it down..

Regular readers who have seen my reviews of various crossword tournament puzzles will recall I like to highlight favorite clues.

I actually keep track of clues from constructors as I solve various crosswords. Not only are they often witty, hilarious, and/or impressive, but they inspire me as a puzzler to always try to find entertaining, engaging new angles for these crucial crossword elements.

So today, I’d like to pull some favorites from my personal clue vault and give them some time in the spotlight.

(I’m crediting the constructor listed on the byline for each clue. These clues may have been created elsewhere and reused, created by the constructor, or changed by an editor, I have no way of knowing. So I’m just doing my best to give credit where credit is due.)

Misdirection

I love a good misdirection clue, because it not only has a straightforward meaning that sends you one way, but it has a true secondary meaning that usually only emerges once you’ve considered the clue for a bit.

Constructor Amanda Rafkin has a knack for these sorts of clues, delivering terrific examples with “Decline a raise?” for FOLD and “One who’s pro con?” for NERD.

It’s particularly great when a constructor can use a misdirection clue to put a new spin on a word you’ve seen dozens of times before. Peter Gordon did just that with both TYPO (“Character flaw?”) and AHS (“Sounds made with depressed tongues”), and even manages to be topical whilst doing so, as he did with the clue “Page with lines of dialogue” for ELLIOT.

Yacob Yonas took an awkward RE- word — all too common in crossword grids — and made it shine when he clued REHEM as “Take up again, say.” Priyanka Sethy did the same with a multi-word answer when she clued IGOTIT with the delightful “Catch phrase?”

Brendan Emmett Quigley covered up an ugly abbreviation answer — ECG — with a banger of a clue: “Ticker tape?”

As you can tell, misdirection clues are absolutely a favorite of mine.

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[Image courtesy of XKCD.]

I also can’t resist clues that get a little meta, playing with the format of cluing itself.

TYPO appears for a second time in today’s post, but the cluing is totally different, as Andrea Carla Michaels offered this meta treat: “Something annnoying about this clue but hopefully no others!”

And Francis Heaney went out of his way to word to clue the word AUTOMOBILES in a manner you’ll never forget: “‘Humorous People in ____ Acquiring Caffeinated Drinks’ (Jerry Seinfeld series whose name I might be remembering incorrectly)”

Using multiple examples in a clue not only shows off the variety of definitions some words have, but allows constructors to juxtapose these meanings in entertaining fashion.

Janie Smulyan deftly shows off this technique by cluing SPELLS “Some are dry, some are magic.” Concise and clever.

“Beehive part, or beehive parter” for COMB was Sid Sivakumar’s tricky way to use multiple meanings twice!

And although this Hannah Slovut offering isn’t as concise as the others in this clue for SEE, it’s still a terrific example of employing multiple uses of a word: “Different tense of ‘saw’ that may precede ‘saw'”

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[Image courtesy of David Louis Ghilchip.]

I know some crossword outlets aren’t fans of using clues that specifically reference each other — “With 21-Across, name of Charlie Chaplin film,” for instance — but other publishers are completely fine with this style of cluing.

Naturally, that allows constructors to have some fun making connections and using clues to reference each other.

Hannah Slovut utilized this technique in a recent puzzle, cluing STYE as “Ailment that might be seen near 63-Across.” (63-Across was the exclamation MYEYE.)

There are all sorts of cluing styles we didn’t cover in this post — trivia clues, fill-in-the-blank, clues that use capitalization or pronunciation to mislead the solver — but hopefully we’ll get to them in a future blog post.

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In the meantime, how about a few more misdirection clues for the road?

Brooke Husic made readers take a second look at a familiar word — “Surroundings?” — when she used it to clue SIEGES.

Catherine Cetta’s “Spot early on?” definitely sends you down the wrong path before you double-back and find the correct answer: PUP.

And we happily conclude with a clue from puzzle master Mike Shenk, who clearly had some fun with this one, cluing ANKLES with “They’re just over two feet.” Absolutely shameless.

Gotta love it.

What are some of your favorite crossword clues, fellow puzzlers and PuzzleNationers? Let us know in the comments section below! We’d love to hear from you.


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At least there’s no giant boulder chasing you…

[Is this the way out or a costly dead end?]

We’ve tackled all sorts of brain teasers in the past. From the Brooklyn Nine-Nine desert island seesaw to several hat puzzles, from Cheryl’s birthday logic puzzle to a diabolical light switch puzzle, we have conquered all challengers thus far!

But never before have we confronted a puzzle with as much backstory as today’s contender. Ladies and gentlemen and PuzzleNationers of all sorts, today we battle the Temple Tunnel puzzle.

Imagine that you’re a professor leading a group of eight grad students on an expedition into a booby-trap-filled temple.

[No, not THAT professor.]

After two of the students bump into an altar, they activate a trap, sending everyone scrambling for the exits before the temple collapses all around you.

The group finds itself in a room with five tunnels and an hourglass detailing how much time you have to escape. One of them leads back to the altar and the other four are possible routes of escape. Unfortunately, you can’t remember which one it is!

All you remember is that it took approximately twenty minutes to get here from the exit. How do you determine which tunnel is the correct one, and get everyone to safety?

Oh wait, there’s one more little complication. That altar the students bumped into? It released the vengeful spirits of the temple’s king and queen, which have possessed two of your students. So you can’t trust what they say.

So how do you figure out which tunnel is the right one without being deceived by your two compromised students?

[Image courtesy of XKCD.com.]

*deep breath* Wow, that’s quite a setup! So let’s summarize:

  • You have an hour to escape, and four corridors to explore.
  • Each corridor will require 40 minutes to explore: 20 minutes to determine if it’s the exit, and 20 minutes back to report your findings.
  • Whatever groupings you break the team up into, you have two possible liars among them, and no way to determine which ones are the liars before sending them down a tunnel.

For a wonderful animated version of this puzzle, as well as its solution, check out the YouTube video below from TED-Ed:

Now, while the solution itself is quite clever, I can’t help but ask certain questions:

It says that the possessed students can’t harm the others, but can they mislead them with actions as well as words?

I’ve seen several proposed solutions that included not only sending groups down the tunnels, but instructing one or more of them to leave the temple immediately if they find the exit (meaning that not seeing them return would confirm they’d found the exit). But if the liars can simply stay at the dead end, that would be a false confirmation of finding the exit.

The video is ambiguous about this, because it says the spirits will lead them to their doom, but then it also says that the curse only affects their communication.

How does the group know you’re not one of the liars?

The solution is entirely dependent upon you being able to explore a tunnel alone, because that determines the groupings for the other three tunnels. If you have to take someone with you (either an honest student or a liar), that affects your ability to draw proper conclusions from the other groupings. And even if you find the exit, the student with you could lie about it, and there’s no way to prove the truth to the group definitively.

Why not just ask each student individually a question the ancient king or queen wouldn’t know the answer to?

Presumably the spirits of ancient royalty wouldn’t know about the latest episode of NCIS or which version of Windows we’re up to.

In any case, this was a delightful mind-bender, one that has stumped many an intrepid solver. How did you do? Tell us in the comments below!


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Demystifying Role-Playing Games

When you hear the words “role-playing game,” what comes to mind? A bunch of nerds in a basement, hunched around a table debating weird and esoteric rules? Practitioners of the black arts, thumbing their noses at God and all that is natural? Or nothing at all?

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Some TV shows, like Community and Freaks & Geeks, have displayed role-playing games in a positive light, but for the most part, role-playing games in general, and Dungeons & Dragons in particular, have gotten a bad rap over the last few decades, maligned as (at best) a game for lonely friendless types and (at worst) a tool to corrupt children.

(This might sound ridiculous to many of you, but folks like Pat Robertson continue to talk about role-playing games as if they’re synonymous with demon worship.)

But in reality, role-playing games are simply a way for a group to tell one collaborative story.

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There are two major elements to this storytelling. The first is managed by a single person who oversees that particular game or gaming session. In Dungeons & Dragons, this person is called the Dungeon Master, or DM; in other games, this person is the Game Master, the Storyteller, or bears some other title tied to the game or setting. For the sake of simplicity, from this point on, I’ll refer to this person as the DM.

So, the DM manages the setting and sets up the adventure. In this role, the DM will describe what the player characters (or PCs) see and explain the results of their actions. The DM also plays any characters the players interact with. (These are known as NPCs, or non-player characters.) Essentially, the DM creates the sandbox in which the other players play.

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Which brings us to the second element in role-playing storytelling: the players. Each player assumes a role, a character, and plays that character for the length of the session, or the game, if there are multiple sessions. (Some games last months or years, so these characters evolve and grow; players often become quite attached to their characters.)

The PCs navigate the world created by the DM, but their actions and decisions shape the narrative. No matter how prepared a DM is or how carefully he or she has plotted out a given scene or adventure, the PCs determine much of what happens. They might follow the breadcrumbs exactly as the DM laid them out, or they might head off in an unexpected direction, forcing the DM to think on the fly in order to continue the adventure.

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That’s what makes role-playing games so amazing: you never quite know what you’re going to get. The PCs usually don’t know what the DM has in store, and no DM can predict with perfect clarity what the PCs will do. You’re all crafting a story together and none of you knows what exactly will happen or how it all ends.

For instance, I run a role-playing game for several friends that is set in the universe of Buffy the Vampire Slayer, and my PCs routinely come up with solutions to problems and puzzles that I didn’t expect, but that nonetheless would work. They constantly keep me on my toes as a DM, and it’s one of my favorite aspects of the game.

Oftentimes, major events and key moments are determined by dice rolls, adding an element of chance to the story. (In some games, players have replaced dice rolls with a Jenga-style block tower, and they must remove pieces from it to achieve certain goals. That adds a marvelous sense of real-world tension to the narrative tension already present!)

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And while I’ve talked quite a bit about the game aspect, some of you might be wondering where the puzzly aspect comes in.

Some of the best, most satisfying puzzle-solving experiences of my life have come from role-playing games.

These puzzles can be as simple as figuring out how to open a locked door or as complicated as unraveling a villain’s dastardly plot for world domination. It can be a poem to be parsed and understood or a trap to be escaped.

There are riddles of goblins and sphinxes, or the three questions of trolls, or even the brain teasers and logic problems concocted by devious fey hoping to snare me with clever wordplay. I’ve encountered all sorts of puzzles in role-playing games, and some of them were fiendish indeed.

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One time, during a LARP session (Live-Action Role-Playing, meaning you actually act out the adventure and storytelling), I thought I’d unraveled the meaning of a certain bit of scripture (regarding a key that would allow me to escape the room) and acquired a sword as my prize, only to realize much much later that the key I’d spent the entire session searching for was the sword itself, which unlocked the door and released me.

And designing puzzles for my players to unravel is often as much fun as solving the puzzles myself. Especially when they’re tailored to specific storytelling universes or particular player characters.

(Trust me, it doesn’t matter if you’re dealing with a Jedi or a paladin; riddles stop pretty much everybody in their tracks.)

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Whether it’s Dungeons & Dragons or Pathfinder, Legend of the Five Rings or Star Wars, GURPS or Ninja Burger, there’s a role-playing game out there for everyone, if you’re just willing to look.


This post was meant as a brief overview of role-playing games as a whole. If you’d like me to get more in depth on the subject, or if you have specific questions about role-playing games, please let me know! I’d be happy to revisit this topic in the future.

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