Rabbit Season! Duck Season! Rabbit Season! Duck Season!… Dagnabbit Dabbits Done Did Invaded

Dabbit Invasion

Tye Stahly and Haym Hirsh, Nothing Yet Designs, 20 x 16 x 12mm (inc. jail), Acrylic,

We knew it was coming. We knew it would be big and heavy and made of acrylic. We knew it would involve dabbits (invading). We knew it would be a big, complicated take-apart sd puzzle box-like thing that would involve a packing design by Haym Hirsch – the end result is even bigger and complicateder than I’d anticipated.

Dabbit Invasion is the newest puzzle by Tye Stahly of Nothing Yet Designs (with Haym Hirsh providing the design for the final packing puzzle). Tye came on the puzzling scene with a strong start, his Pair O’ Dice receiving properly positive praise for its entertaining sd trickery. He kept busy over the ensuing months, bringing us some great designs that were otherwise far too difficult to get: unique packing puzzles from Haym and Frederic Boucher, among others.

If you don’t know what a dabbit is, you will when you see one. Neither duck nor rabbit and yet both at the same time, the optical illusion dates back to the 19th century; I learned this from the puzzle’s backstory, which also warns us that the dabbits have already invaded, sneakily spreading out while we foolishly did nothing. We are tasked with finding and jailing all ten dabbits and their two eggs before resetting the puzzle.

Duck + Rabbit = Dabbit

I was lucky enough to have the chance to buy an early copy and was kindly offered the chance to choose my titular colors (future copies will use set colors) and I chose red and yellow to match my copy of POD (which was designed to best match the dice from Catan, because I’m cool like that). The puzzle’s name is prominently displayed in a font and style reminiscent of Mars Attacks and 50’s B-film fare (just so you don’t confuse it with another giant acrylic puzzle box with a removable cage trapped in a frame by a combination lock).

It came packaged extremely well and is heavy, feeling dense and solid. The jail is in a locked frame attached to the top with magnets and there is a piece of laser cut wood with the story and instructions engraved onto both sides, setting the stage and giving us our favorite rules (no banging, spinning or excessive force, etc). Tye graciously gives us a bit of a head start with a single dabbit already jailed; otherwise, there is no clear indication of how or where to begin. There are a couple things that seem like they will probably do something at some point, but a cursory examination of the puzzle did not give me any immediate ideas of how to proceed.

I began coming up with theories (which were mostly wrong) and proceeded to go down a pretty deep and mostly fruitless rabbit hole (dabbit hole?). I sought a nudge from Tye (obviously this was only because I wanted to be able to provide feedback as an early tester…. obviously… ahem), and this gave me an idea, which gave me an aha, which had me laughing and kicking myself as it hit me: things fell into place, and I was able to make some progress, doing and finding things for a bit until I hit another wall, and then another, and another, and so on.

Tye has clearly put a lot of thought into carefully walking the line between keeping things hidden but not buried, challenging but not impossible. Dabbit has a great rhythm: there are plenty of stops and starts, allowing you to make good progress and multiple discoveries as you work your way through a number of varied and interconnected puzzle genres and mechanisms. Very little of it came easily, and all of it felt totally fair. It is the kind of puzzle that surely has something for everyone, and keeps things flowing between sections; the disparate puzzles are linked, meshing well and smoothly, and in such a way as to keep the puzzler hooked, even when stuck.

By spreading the dabbits and eggs throughout the puzzle, it keeps you engaged in the story throughout the solve, reminding you that your progress is building towards something and keeping you in the story by sprinkling the thematic rewards for your successes along the way in preparation for the final puzzle.

The multiple puzzle types had me smiling and scowling, concentrating and contemplating, discovering some great aha’s, needing to think and plan or unearthing tricks through exploration and experimentation as my pile of dabbits grew. I got stuck several times, needing to step back and rethink some assumptions, or to try various random things in the hopes of figuring out what was next. This is most definitely a puzzle that delights in the joy of discovery, which may not always follow a clear path.

Eventually, I knew I had completely solved the box as I had collected all ten dabbits and the two rectangular eggs – the last of these was particularly tricky for me and led to a strong, final aha: a fun finale to an excellent puzzle box. My glorious revelry was soon cut short when I remembered that I was by no means done solving the puzzle. As I moved on to the culminating packing puzzle, I quickly realized that packing them into the jail was, in the words of Hannibal as he and his elephant stared at the mountains before them: “freakin’ hard.”

If you’ve done some of Haym’s many designs, you’re aware that he knows how to design a fun packing challenge: Dabbit’s packing puzzle is a particularly difficult design. Before even attempting to pack them into the jail, I spent a few mostly fruitless hours trying (and failing) to find the correct build outside the cage, getting soooo close to finding the right configuration (but always a voxel or two off). I probably would have ended up stuck at this stage for an embarrassingly long period of time but I really did want to give Tye some feedback (and, perhaps more importantly, I wanted to jail those darn dabbits before it was too late). So Tye provided a partial burrtools image to assist (don’t judge: people in glass houses shouldn’t throw stones… or anything really… then again, people who live near people in glass houses should really try and respect their privacy instead of judging them for what they do at home).

Eventually, I found a workable build and set about trying to solve the puzzle; I found that I benefited more from some logical thinking rather than just random packing and pokery (always a sign of a good packing puzzle). After some examination, I figured out the basics of how to approach it, did some of that thinking stuff, planned my approach, and eventually got there. Success! Glory! Happy Dance!

But the puzzling doesn’t stop there! We have been told that to truly solve this, one must reset it completely. Oftentimes, this “just” means going through the solve backwards – yes, this can sometimes be quite tricky (POD comes to mind), but you usually won’t find puzzling that is unique to the reset. I was therefore pleased to find that even after solving the puzzle, I had to figure some things out that I’d not realized would require such figuring-outness; there are a few mini-puzzles and steps that come only as you go about getting back to the puzzle’s original state, steps that are only tricky in reverse. Eventually everything was all nice and reset, the dabbits once more frozen in invasion formation, awaiting the Return of the Puzzler.

I ran back through the solution and reset (“ran” is an exaggeration, I “slowly progressed” is probably more accurate) while writing out some feedback for Tye, and marveled at how much fun he has packed in. He clearly spent a lot of time planning and tweaking this puzzle, which feels like nothing less than a labor of love from someone who excels at executing an excellent idea into existence, whether his own or someone else’s.

I’m not sure how many of these will be made, so be sure to keep an eye out; Tye will likely release a few batches of them and is unlikely to return to such a complicated, time-intensive design.

I definitely recommend fighting off the Invasion, but if you somehow don’t like sequential discovery puzzling involving a variety of distinct puzzle types brought together into an interconnected, cohesive puzzle box with a unique reset, there is the possibility that he may one day release the packing puzzle as a standalone (likely with the fun theme removed). It may not be as rewarding as when you earned the right to pack by working to get there, but you’ll still find solid ahas and a cool packing puzzle. And at least you’ll have cheated your way there even more than I did 😉

Grade: Five Sinatras

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Workin’ It

13 Office-Themed Puzzles (and one Puzzle Adjacent item)

Chin, Coolen, Iwahara, Kakuda, Kamei, Kawashima, Ninomiya, Oka, Sheckels, Townsend & Walker

“Puzzles and Productivity Don’t Mix”

Puzzle Partnership for a Work-Free World

After receiving thousands of imaginary requests to identify the puzzles featured in my pic on the “Get to Know a Puzzler” series from Beats & Pieces, I felt like I owed it to nobody to share my office-themed puzzles; and thus, this post was born.

And now, the puzzles, presented in alphabetical order (by designer name):

Ze Super Stylus Pen by Stephen Chin

14.5 x 1.25cm

Stephen Chin is an amazing craftsman and puzzle designer, known for his sense of humor and seeming inability to waste wood; ordering puzzles from him pretty much guarantees that you will receive some nice napkin rings or a fun flippe top or something. He has made a number of cool take-aparts, like Ze Genie Bottle, La Boomba and Ze Tomago, as well as interlocking and coordinate motion puzzles like Ze Chinnyhedron, and the awesome Humpty Egg, an elliptical version(!) of Lee Krasnow’s Barcode Burr (with a face); all of his work displays his excellent skill as a craftsman, as well as his legit puzzling chops.

Stephen also makes some lovely wooden stylus pens that hide a very surprising secret: in addition to being a functioning pen (and stylus), it is also a legit sd take-apart puzzle. He manages to fit a multi-step puzzle in which you must discover and use tools in order to find a hidden treasure – perhaps the most amazing thing is that it is actually a good puzzle, not just because it is contained within a beautiful, working pen, but simply because it is well-designed and presents a solid challenge; that he achieves this using very limited space and resources makes it just that much more impressive a puzzle. And it is also a really nice pen (that can be used as a stylus).


Baffling Bolted Book by Louis Coolen, Adan Townsend & Allard Walker

18.2 x 12 x 3.8 cm, plywood, canvas, acrylic

One of four puzzle books in the picture, this is the product of a collaboration between three puzzlers made for IPP34 (“produced” by Allard Walker as his exchange puzzle, with most of the work apparently done by Louis Coolen of Coolen Lock fame). They made multiple versions of the fake book, all featuring the same puzzle inside with one of a few designs on the canvas wrap outside. The mechanisms are solid, typical of Louis’s work, and the book displays well, looking like a book except for a few intriguing bolts that can be seen along its “pages” (hence the name).

The puzzle consists of several sequential discovery steps to solve, opening a bit midway through and displaying a sneaky, subtle reference to the puzzle party as you search for the remaining steps needed to fully open the book. It has multiple interacting locks with some neat tricks used in their mechanisms. I was able to solve it in a single sitting, but it was by no means simple.

Once open, you are rewarded with an additional puzzle: a 2d packing, line symmetrical puzzle using three unique pieces that must fit into the parallelogram frame attached to the inside cover of the book. This probably took me as long as it took me to open the book, with a solid aha moment when the solution was finally found.


Pencil Stand 2 by Hiroshi Iwahara

9.6 x 9.6 x 14cm; Rosewood, Keyaki(Zelkova), Rengas, Zebrawood, Mizuki(Dogwood); RF-21-2; 2009

The first of several Karakuri puzzles on this list, I had been after this one for a while; of the various office Karakuri out there, this was among those I most wanted (although none as much as Ninomiya’s Desk Diary). It appears to be a lovely pencil holder, featuring four square towers of identical width and differing height, each featuring a different wood, the colors working together wonderfully.

When I initially got this puzzle, I had thought there was only a single compartment; I eventually learned from a passing comment from another puzzler that there had been a second version released, featuring an additional one. I had found the first pretty quickly upon first receiving the puzzle; this of course is the nature of some Karakuri boxes and did not take away from my fanboy appreciation of it (especially as the solve is fun to do). When I later learned of a possible second compartment, I set about the search to determine which version I had; after a bit of further exploration, I had to laugh as I found a sneaky second space – learning that more puzzling awaits you after reaching what you believed to be the full solution is a rare and surprising pleasure. I have found myself solving this one fairly often – there is something satisfying about the smooth movements that I find enjoyable, as with many Karakuri boxes. It is so very tempting to use it as an actual pen holder, but I am not, in fact, a crazy person.


Adhesive Tape by Yoh Kakuda

15.9 x 12.5 x 5.8 cm; Walnut & Burswood; KY-5; 2008

Like other Karakuri that resemble real world items, this oversize tape dispenser integrates a common aspect of the thing it represents into the puzzle mechanism. As always, it looks great and feels even better in your hands: solid and with a smooth, semi-loose tape wheel. While not difficult, the recreation of an everyday experience that is universal to the tape-wielding world is fun, and may not be quite as straightforward as you think. The real pleasure, however, comes when you find the compartment, which contains a delightful (and atypically useful) surprise. This was one of the rare boxes that led me to feel the need to share it with my wife, who reflected its uniqueness with an “oh, neat” (a big step up from the “that’s nice, babe” most boxes receive).


Coffee Cup by Akio Kamei

16 x 16 x 8.5 cm; Teak, Rosewood & Maple; P-12; 1985 (originally)

Coffee Cup is a Karakuri classic: the ubiquitousness of the actual coffee cup makes for an instantly recognizable work and its original release early in the Karakuri Club’s life helps to lend it the classic status it rightfully deserves. The two-toned, striped design is elegant and the darker wood inside the cup emulates a still cup of black coffee. It is rather oversized as compared to the typical cup of coffee, and comes with a separate spoon and sugar cubes, sized to sit alongside the cup on the lip of its saucer. Picking it up by the handle of the cup, you find that the saucer comes right along with it. The real pleasure of this puzzle comes from realizing that it is not just what you do to solve it but how you do it that really lends satisfaction to its solution (happy to explain what I mean if you ask); the end result is a puzzle that is not only fun to re-solve just for the fun of it, but is one of my go-to puzzles to share with an unsuspecting houseguest.


Safe by Akio Kamei

11.2 x 8.2 x 6.2 cm; Cherry; P-56; 2020

While not as common to an office as the rest of the puzzles here, I felt it was close enough to a practical piece of professional productivity as to justify its inclusion (somewhat to the back of the rest in recognition of this questionable pedigree). Safe is Kamei’s 2020 Holiday box and was one of the trickiest of the year (read my review of all of the 2020 holiday boxes for a bit more detail). It features the hash marks of a safe dial, as well two small triangular markers on the dial’s outside. The dial spins freely, making the impulse to attempt some form of safe-cracking pretty much a non-starter. Despite having been correct about a significant aspect of the solution, I nonetheless struggled for a while to successfully open it; having done so, it took even longer for me to work out how it worked, such that I could repeat it reliably.

I go into a bit more detail in the original post

Stapler by Akio Kamei

14 x 5.3 x 7 cm; Karin & Oak; P-43; 2008

The smooth, rounded edges of this puzzle’s dark wood make this as satisfying to be held as it is pretty to behold (…….sorry). Looking closely, you can see two wooden pins emerging like teeth from the stapler’s mouth (or whatever you call the place the staples come out of). It also comes with a flat piece of wood that proudly displays its name in both English and Japanese. You can click the stapler as one can any stapler, complete with a fidget-worthy click as your (sole) reward. The solution brings forth a surprise that is in some ways similar to that of Kakuda’s Tape (above), and is equally rewarding and amusing.


The Folder by Hideaki Kawashima

12 x 8.5 x 5 cm (folder), 8.7 x 5.6 x 3 cm (cursor); Japanese Torreya, Walnut & Maple; CO-4-2; 2012; Idea by Seiji Masuike

Created for the 4th Karakuri Idea Contest, this puzzle consists of two separate pieces modeled after everyday symbols found on computer screens the world over: the file folder and the mouse cursor. The use of opposing colors is striking and helps the cursor appear somewhat two-dimensional, as if the underside should fade into the shadows and be overlooked. The cursor’s build causes you to automatically want to hold and move it like a mouse; the underside has a protrusion that not only allows the piece to slide smoothly but to press down with a springy softness, furthering capturing the feel of a computer mouse. The puzzle is consistently thematic: the way it opens is unique and the space inside brought forth a good giggle when first discovered – this is another Karakuri I enjoy re-solving for the heck of it.


Yosegi Bookmarks by Yoshiyuki Ninomiya

12.5 x 4.5cm & 10.5 x 2.5cm

While not puzzles, these were crafted by the former Karakuri craftsman, Ninomiya, whose works are as hard to come by as they are pricey when found. The bookmarks are actually thin slices of yosegi, being the traditional form of Japanese marquetry for which he is well-known. At the age of 92 at the time of this writing, he has retired from work for the most part; I was happily surprised when I learned that he was releasing some new bookmarks, which I promptly purchased to complement the older one I had obtained some time before.

It is hard to fully explain how lovely these are: while they appear to be pretty simple in most pics, they feel and look amazing in real life. His work, as always, is exquisite, using patterns that are unique and complex; the tactile sensation when held is hard to describe: they feel delicate but sturdy, the differing woods a perfect blend of smooth and textured. The backs all feature his hanko, in case you couldn’t tell from holding them that they are the work of a master.


Memo Pad by Hiroyuki Oka

10 x 8.7 x 5.3 cm; Walnut, Mizuki/Dogwood & Purpleheart; H-10; 2008

Oka is also former member of the Karakuri Club, now focusing on crafting traditional himitsu-baku, the historic predecessor of the Karakuri trick boxes. His work is excellent, and if you are in the market for such puzzle boxes, he sells them via his Etsy store as well as directly through his website.

When the opportunity to get Memo Pad arose, I was quick to jump on it; not only is it a wonderful office-themed Karakuri box (which, if you haven’t noticed, I like), but it is the only one of his Karakuri creations that I have managed to obtain thus far. Memo Pad looks like, well, a pad of papers for taking down memos but much much prettier. There is a (fake) wooden pen with a (non-removable) pen cap, that can rest, standing up, in a small hole made for that purpose. The “paper” is made with the lighter of the woods, the grains resembling pages, similar to Bill Sheckels’ Book Boxes. The solution has a neat trick to it, that probably took me longer to find then it should have, and is fun to repeat.


Art Deco Clock and three Book Boxes by Bill Scheckels

If you watched the Beats & Pieces interview, you will have seen that my Art Deco Puzzle Clock contains a tilt sensor to open the “secret” door to my puzzle room (also shamefully known as my home office). While you may think it will now be easy to break in, please know that I did not disclose the secrets of the many many booby traps built into the threshold, enough to make One-Eyed Willy and Doctor Jones nervous; nor will it help you survive the vicious attack dogs in the room leading to it (they may look small, but they’re as fierce as sharks with frickin’ laser beams attached to their heads or a giant octopus destined to be cut in post-production).

Anyway, I wrote about these four beautiful puzzles in a previous post, so I’ll just include some pics below:

I wrote about these four puzzles in a previous post and even my inefficient rambling knows some limits

And that, dear puzzling friends, is the extent of my present pool of procrastinatory, pretend-professional puzzle pieces for your perusal.


Real-Life Work Grade: One Bishop

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Pretend-Work Puzzle Grade: Five Sinatras


Swiper, No Swiping! – Side Swiper by Ryan Hughbanks

Side Swiper

Ryan Hughbanks, Maple, Walnut, Purpleheart, Padauk, Cherry, Oak, Alder, & Poplar (!), 10.5″ x 7.5″ x 6.5″

The ketchup lessons of yore are true: good things come to those who wait…

Ryan Hughbanks popped up on Facebook (the puzzling pages at least) a little over a year ago; thanks to some puzzle friends (Merci!), I was able to start my process of polite harassment and cyber-stalking early. This gave me the opportunity to get to know Ryan a bit over the last year, and to recently be offered the 7th copy of his sd puzzle box, Side Swiper. Obviously I jumped at the chance (this post would be rather pointless had I not) and soon a !large box arrived with a slightly less large (and decidedly more interesting) box inside: Smooth and buttery like a Kagen Sound box, with the colorful playfulness of a Kel Snache, and the generous puzzle proportions of a Juno, Ryan has created an excellent puzzle with numerous nooks and crannies to be discovered, using clues, sequential discovery, exploration, and general puzzle-boxery.

Almost a foot (27 cm) long, SS stands out in any collection (it’s pretty enough that it would anyway). The reason for its name is pretty clear: three bars are situated on either side of the box, set into channels running most of the box’s widths with a few vertical lines of various woods spaced along its length. The box has four drawers and a hinged door visible as well. Atop the box are two striped pieces of wood, which we are warned are NOT handles, as well as three more wooden lines set into its surface.

The box features a number of decorative touches that really make it stand out, using a grand total of eight (!) different woods. Thin strips of wood are perfectly integrated into its surface in many places an the edges and corners are covered in a Walnut frame (with protruding semi-spheres) that contrasts wonderfully with the maple that is the box’s base color. The bottom is made with as much care, despite being featureless: we are told that it is not “active” (which makes sense considering the box’s dimensions and weight).

The instructions confirm what casual inspection may lead you to suspect (and the instructions more or less confirm): at least some of the solve will rely on discovering some kind of clues to do some kind of something. He instructs us not to pick any locks (not if you want to do it the right way!) and assures us that “There is an answer for everything.” This admonition of impending fun is also comforting for those of us lost in a perpetual state of existential dread.

The clue-based mechanisms featured in the solution seem straightforward enough in some respects that they may mislead you in others. While some amount of escape-room-in-a-box puzzling plays a significant role in the box, it is really just one comparatively small (yet significant) aspect of the solution as a whole; it is a great balance, as the sequential discovery / take-apart aspects of the puzzle form the majority of the mechanisms that must be discovered and understood.

This is the kind of puzzle that keeps on puzzling: even after you think, “once I figure out how to do this, it must be the end,” nope, there’s probably another step or three to be solved before you will find the signed piece that lets you know you’ve reached the end. (As a semi-digression, I have come to increasingly appreciate such a touch – it’s happened more than few times that I’ve looked at a puzzle wondering if I’d finished it or had put it away thinking it was done, only to learn that there was a bit more puzzling to be done (a further digression: in some rare cases this is actually pretty awesome – there is one specific puzzle (one which I reviewed previously) to have come out in the last year that infamously “finishes” with several more “hidden” steps that continue past the official solution provided (in this case, I’d found something that I knew had to do something and asked my npso to check the solution: nothing in there about it, but an amused and somewhat cryptic response from the designer confirmed my suspicions – it is worth noting that I still haven’t figured this part out lol!)).

Side Swiper is definitely tricky, hiding multiple ahas in its sizable frame, although I wouldn’t necessarily say that it is crazy hard – it is not necessarily the kind of puzzle that will spend months sullenly sitting in some semi-solved state, staring at my sad-a$$ self and is instead the type that you will want to run back through the solution just for the fun of it (like a good Juno sd).

SS is just plain fun and extremely satisfying. The preponderance of compartments positively predicts puzzlers’ impending pleasure at progressing through its plentiful parts. Asinine alliteration aside, the sense of discovery is strong with this one as you are rewarded with access to spaces that are clear from casual inspection, as well as suspected and secret ones.

And, as has been said and deserves being said again, it’s just so darn purty that I’d be surprised if many puzzlers actually turned one down, should they have the opportunity to get one. When his initial fb posts were discovered and shortly thereafter shared on discord, he was inundated with messages and requests; I think he was surprised but I most certainly was not because (one more time!) it looks awesome!

Ryan has been busy this past year; his obvious talent as a woodworker and the compelling nature of the box has led him to meet and get to know some of the best puzzle box makers out there. He already had a couple designs (copies of which were also shown in that early post) and has since been working on a couple more – and lo, the cyber-stalking of puzzles past would continue on, its vigor renewed and spirit unbroken.

. . . and the puzzler was happy.

Check out Ryan’s website at: https://hughbankspuzzleboxes.weebly.com/


Collector Grade: Five Sinatras

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)


Twisted: Box of the Celts by Matt M.

Box of the Celts

Matt M., Numbskull Puzzles, 5″ x 5″, PLA

Matt M. (FroodLoops on Discord & Reddit) teased an sd puzzle box on discord about a year ago – I’d been fortunate enough to see it right away (ok, “obsessive enough” might be more accurate) and politely began harassing him with the occasional friendly poke to make sure I was still on the list (yes, I may have forgotten whether I’d asked – in my defense, I believe that the design changed significantly at some point along the way and pretty much became an entirely new puzzle).

Anyhoo, a few weeks ago I got word that the puzzles would soon start rolling out; a couple weeks later and there it was: bigger and heavier than expected at about 18 oz. (Matt had forewarned of some significant puzzling being inbound, and I was nonetheless pleasantly surprised and more than a little impressed). Big and green, Box of the Celts is a cylindrical printed sd puzzle box that integrates a number of different puzzling types in ways that are, I believe, wholly unique. It managed to expand some of my puzzling horizons while posing a significant challenge, not to mention a helluva lot of fun and puzzling value.

This is the type of puzzle that just begs to be finished – it took me several hours over the course of a few days to make it through (with perhaps a nudge or three along the way). It has a great rhythm: several puzzling phases, each with distinct and varied puzzle mechanics that link and overlap through the transitions, all posing multiple challenges with legit aha’s to be discovered in order to progress.

These are a few of my favorite rules…

As I mentioned, this is a plastic print of a puzzle and I want to be clear that it is a quality plastic print of a puzzle. The print does not skimp in any way, with high density and layer height. I am sure this means a lot of time in the build process but it pays off (the biggest piece alone apparently takes about 36 hrs to print!).

Not only is there a lot going on in there, but there are some elements that were downright impressive in Matt’s ability to safely produce the needed parts in plastic: strong enough to comfortably withstand what needs to be done, sometimes to my surprise as the nature of some aspects would seem to pose a significant challenge to the maker – at no point did I actually need to worry as the print is dense and feels more than solid, and even the parts that seemed like they might be flimsy due to their comparatively slight appearance turned out to be quite strong.

At many points along the way I was also impressed by some of the nuanced design elements that were included – honestly, there are some small but signifcant choices that I found to be pretty sophisticated, especially considering this is his first design (afaik). I know some came as a result of play-testing, but still…. some small additions ensured that even the most challenging parts kept from ever feeling unfair or annoying (assuming you’re paying attention – I definitely spent some time hitting walls before realizing I’d missed a clue).

The first phase could easily be a standalone puzzle in itself and helped me to appreciate a type of puzzling I don’t have much experience with; I got lost on this early part for quite some time, thinking I’d be making progress only to end up in the same place (or backwards). It took a bit of thought and planning to make it out and was super satisfying along the way – lots of little ahas just in this first section of the puzzle.

Having made it through this section, I futzed around through a transition to the next: each phase has its own challenge(s), with at least one or two really great steps in each that lead to quality ahas. It feels like he started with a few broad ideas and kept falling onto more comparatively smaller ideas and found ways to integrate them organically. It packs in a lot of puzzling without ever feeling like there are any extraneous steps that are there just to stick something in (which I think is something that even a lot of really good puzzles may sometimes have).

The next phase proved to give me a LOT of trouble, to some extent physically but mostly because it is just really tricky. Eventually, I found a few things that helped as I struggled to find my way through this challenging section, oftentimes progressing and exposing more information, only to realize I would need to regroup and backtrack in order to go forward. Some is due to the mechanism itself and some due to the way information is provided bit by bit, cycling through trial & error and observable data.

Finally, I got through this section and could just feel that the puzzle was almost over: while the most difficult parts were behind me, the last section still proved tricky, the puzzle playing with some assumptions that required more thought and observation to recognize and overcome, with the puzzle once again including some subtle design elements that give you just enough info to avoid blindly flailing about. Finally, I discovered something that clearly told me I had reached the end of the twisted, puzzling journey and I basked in the glory of my brilliance 😉

After some moments of satisfied appreciation, I began the process of rebuilding and resetting the puzzle. By now, I had accrued quite a lot of plastic bits and bobs and the puzzle was more than a little lighter than when I had first begun. However, it was clear what went where, despite several days having passed since I had started working on it. This is not to say that it was always easy to go back – some parts were basically just as challenging in reverse, although having made it through once I was able to make comparatively short work of it (key word: comparatively). To me, this just speaks to the substantial puzzling value afforded by this novel creation, as the reset proved almost as satisfying as the solve.

Overall, the puzzle has phases that can be done while watching tv with an npso, fidgeting and wandering about, but then some parts must be done with full focus and close observation, the puzzle goggles having made several appearances to keep progressing.

So, yeah, Box of the Celts: get ’em while (when) you can. I am not sure how many there will be, so if you like what you read, I’d suggest reaching out sooner rather than later – as a great(?) puzzle parody songwriter once wrote: “the list is long, I want on, cyber-stalking you, now it’s on.”

For now I think a discord or Reddit DM is the primary way to find him: FroodLoops, you can also now email him: numbskullpuzzles at gmail.


Grade: Five Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Waiting to Take You Away: The Tippenary Mystery Tour by Jack Krijnen

The Tippenary Mystery Tour

Jack Krijnen, 30 copies, 4.5″ x 5″ x 5.3″

Lalalalalalalalalalalaaaaaa…… The Tippenary Mystery Tour is coming to take you away… coming to take you away, take you awaaaaaaaaay!

I have been politely and patiently cyberstalking Jack Krijnen for some time now, particularly after learning that he had begun working on his second puzzle box; after some months of his newest creation being teased, I was happily surprised to get an email from him with the chance to get a copy of this new, limited box release of 30 copies. Needless to say, my answer was a resounding “yes, please!” and the package was soon on its way across land and sea and into my eager, puzzling hands.

TTMT is a truly fun and unique puzzling experience: the only negative is that it is so hard to talk about it without giving anything away as you are initially able to see only a very small portion of the puzzling the box ultimately contains. Jack described it by saying that it is “sequential (puzzle) discovery, it is riddle solving, it is n-ary, and in the end there is a challenge waiting.” This is, of course, all perfectly accurate, but the unique, genre-blending nature of its multi-tiered puzzle experience is hard to communicate; if only there were a puzzler capable of speaking at length without communicating much of anything at all.perhaps someone with a good (?) sense of humor and an arbitrary rating system….

The box is pretty sizable, and Jack puts the majority of its interior space to use. Looking at pics, you can discern how to first approach its initial puzzle, and such discernment is likely to yield results; however, the puzzle is going to subtly play with expectations before granting progress and this was true for me from the start. I’d soon descended deeper into the box, arriving at its next challenge, which is a really fun blend of riddling and multiple puzzle types that makes for a very original challenge.

There were several ways to approach this next section, and all of them were going to require some good, old-fashioned thinking (and more than a little note-taking) to make sense of it. Figuring out what means what and what needs to happen is only half the fun, as execution is at least as challenging. I’d found that while some of my puzzling had been correct, there were some things I had missed; going back to the drawing board, I’d found that I had been correct about one part, but for the wrong reason – it took more notes and thinking to make sense of this before I could re-execute a modified version of my puzzling plan and find I had successfully navigated through this next level of the puzzle. Some of my initial deductive leaps had paid off, but needed to be further corroborated by straight puzzling to break through this section.

The next section wasn’t too difficult for me, mostly as it is a puzzle type with which I have a decent amount of experience and knew how to tackle. Having passed through, I momentarily thought that I had completed the puzzle, having discovered….. something cool. However, after puzzling in circles for a time, I realized that the box is hiding even more interesting puzzle trickery! I spent quite a bit of time here, going around and around, wondering if I had missed anything and what it could have been, before semi-stumbling into a laugh out loud aha that had me figuring out yet another puzzling secret, which would lead me to yet another puzzling secret or two before I would finally have solved the box in its entirety. After several great puzzling moments, this finale was surprising and ensured that a really cool and original puzzle was something absolutely memorable and unique.

While the first rule of TTMT may well be to not talk about TTMT, I must say that it wonderfully manages to bring together so many different types of puzzles into one, cohesive whole: the various puzzles and challenges are distinct but interconnected and it almost feels like being taken on a tour of the various types of challenges mechanical puzzling can offer, wrapped up in a pretty box of maple and mahogany. The box connects well with some of Jack’s past work, which links past and present in a cool way; as someone who is still in his first decade of legit puzzling, this was a really nice feeling: he created the ability for us to connect to some puzzling history in a direct and tangible way that provides the box with a greater context, which I appreciated and enjoyed. Now if I could only get my hands on a Jack in the Box…….. 😉


Overall Grade: Five Sinatras

Egg-xactly What We Love in a Puzzle: Triple Yolk

Triple Yolk

Lewis Evans

EGG!!!

@loderman & the MPD

There is something about egg-shaped puzzles that is just fun: Unstable Eggs by CoreMods (reviewed by me here), several eggs by Stephen Chin (including the very cool take-apart puzzle, Ze Tomago), Akio Kamei’s Egg, Rik van Grol’s Egg Balance series, and the many, many, many other egg-shaped puzzles out there (ok, that may be most of them, but those are some fun puzzles).

And now, the ultimate egg (and all-around great) puzzle: Triple Yolk (TY) by Lewis Evans. TY is a sequential discovery take-apart puzzle that relies on a good amount of sequential movement to accomplish its goals (this is how I would categorize it anyway). Amazingly, this complex, challenging, and well-crafted puzzle is his first to be brought to the puzzling public! His skills as a professional product prototyper are on full display: the puzzle is plastic, but this is not the filament of 3d prints. Rather, you will find that it is smooth to the touch, with none of the inconsistencies in even the best PLA prints. At approximately 3″ at its widest point and 3.5″ tall, this is more akin to an ostrich egg than your typical chicken-based puzzle eggs.

TY’s goal is to remove the three yolks – of course, we initially have no way to know what exactly this means, but it is ever so obvious once they have been found. First impressions are very positive: his attention to detail is evident in the professional packaging with a perfectly molded rubbery plasticy base surrounding the puzzle inside the box. Picking it up, its weight belies the internal complexities of the design; you find yourself able to freely rotate the uppermost sections (not a spoiler – it’s readily apparent when picking it up). The movements are wonderfully smooth – neither loose nor tight and sliding around easily and intentionally. TY makes a bit of noise, giving you an early idea of some of the internal mechanisms that will only make sense upon further close observation.

The first yolk is discovered fairly quickly; an early win that gives you no sense of the legitimately difficult challenges that follow. This is by no means an easy puzzle, and will require your full attention if you hope to solve it. There are some really neat things that happen as you move through the solution, and plenty to discover and experiment with as you struggle to determine what’s what. A fair amount of the process is semi-blind, requiring close observation to make sense of what is happening; there is ample feedback to allow you to slowly develop an understanding of what is going on inside, in addition to the well-planned glimpses inside that help develop this mental map (again, this is apparent from looking at it, so no spoilers).

I hit a big wall towards the end of the puzzle – from what I can tell, this is not an uncommon experience. As with any good puzzle, when that aha finally hit, it was a major puzzle rush. There were plenty of aha moments that preceded these final discoveries, and the final steps are especially satisfying.

Once open, you are given a nice reward – happily, another (small but welcome) present awaits you post-solve, which is just a really nice touch and yet another example of Lewis’s attention to detail (and the way you find it is sure to put a grin on many a puzzler’s face.

Suffice it to say, this is a great puzzle. Lewis takes every opportunity to display his commitment to puzzlers’ enjoyment, happy to help should you get stuck or encounter any issues (it was discovered that fully re-inserting the second yolk could lead to a bit of an issue and Lewis responded quickly and thoroughly, mailing out aesthetically-consistent, pro-grade cards with a nice warning, following up on his email to all those who has obtained a copy – I personally fell prey to this genius move and Lewis even mailed out a tool that I could use to get myself back on track – a seriously considerate and generous act).

There are only 50 copies of Triple Yolk (mine is #8) and the price was reasonably set at a place that reflects the complexity of the design and its production; it wasn’t cheap by any means but it was completely worth every penny and I haven’t heard any complaints from any of the other puzzlers who landed a copy.

Now we must eagerly await Lewis’s eventual follow-up: no pressure 😉


Grade: Five Sinatras

Inaccurate Monikers and Inappropriate Sobriquets: Blah Box by Eric Fuller

Blah Box

Eric Fuller, Zebrawood and Maple, 2.875″ x 2.875″ x 4.25″

When Eric Fuller (of CubicDissection for any puzzling noobs out there) was working on his DDD Burr Set, he had initially planned on the pieces being stored in a puzzle box, akin to the Penultimate Burr Box Set whose instructions were hidden away inside a locked compartment. Obviously, this would have been super cool, but Eric decided to separate these two ideas into separate puzzles to keep costs down, especially with some complex boxes set to come out later this year with appropriately higher price tags.

The DDD Burr Set is an excellent piece of craftsmanship; the box is so well constructed that it took some searching for many of us to open it, despite it lacking any kind of puzzle mechanism. Fortunately for us, Eric did not eschew the box ideas he had developed. The perceived “failure” led him to name the box as he did, using nomenclature that is not at all indicative of the excellent puzzling offered by Blah Box but is instead intended to capture the maker’s disappointment with keeping such trickery out of DDD.

I would easily put it among the best of Eric’s boxes that I have had the pleasure of solving. And yet, for some odd reason, I feel that Blah has kind of slipped under the radar, not garnering the attention and adulation that it most definitely deserves. There was a bit of an issue early on, with Eric issuing a semi-sort-of-recall (essentially consisting of providing a replacement piece that would help avoid an “unintended solution path” found by some early solvers). Fortunately, I had been unable to find the first step before the announcement, so I was able to wait before proceeding. Once the replacement piece arrived, my wife was able to follow the video instruction to reset the puzzle in just a few minutes – as a true NPSO, this helps show that the change was relatively straightforward. I say all this as I wonder if this contributed to Blah’s somewhat quiet release.

Blah Box is a beautiful puzzle, offered in multiple wood options (Iroko/Holly and Black Limba/Maple, in addition to the Zebrawood/Maple of my copy). It is a decent size, taller and a bit narrower than Improved Cam and Topless. The lighter ends set off the lovely frame, two holes of various diameters located on one side and one more on one end of the box. With a bit of inspection, you can find a single seam; pulling on it affords no success, as nothing seems to move or do anything at all anywhere on the box. As with many of his boxes, some rattling can be heard inside the puzzle (which may or may not indicate much of anything – Eric loves to mess with us puzzlers’ expectations, and I have learned to take nothing for granted when approaching his boxes).

As alluded to above, the first step took me quite a long time; this is one of those puzzles that starts at a seemingly insurmountable wall, requiring ample exploration and trial and error before you can find the precise step that works perfectly and wonderfully once you have found it and is seemingly non-existent otherwise. Finding it is an absolutely excellent aha moment and I have found it to be super satisfying to repeat, a fidget-friendly move if ever there was one.

After oohing and aahing over the first step, I proceeded to seek out any avenues that it may have opened up; the step seems to lead you somewhere, but you will instead hit another wall as your reward. It didn’t take me as long to surmount this next obstacle and I was rewarded with another aha moment – two in a row would be enough to make this a great box and yet there is still ample puzzling left before success can be claimed. 

I was able to move through the remaining steps without as much trouble as the first two, but they were no less satisfying for it. Seemingly obvious moves led to confused head-scratching before I would notice something I had overlooked or realize this might also do that and that might get me to there… 

As a true sd box, the steps flow fantastically along, sweeping you up in a rhythm that builds from its early struggles into a nice, smooth conclusion that includes another solid aha or two before you can open the box. The puzzle teases you a bit before letting you finish, a bit of tantric puzzle play to make the end that much more satisfying. 

Blah Box really is a fun puzzle – while not as difficult (or perhaps as original) as Lock Box (at least in some ways), it might just be more fun, perhaps even more so than the excellent Lift and Nope Boxes (and certainly more complex than these, which were intended to be more wallet-friendly); it is certainly on par with both. Blah is playful and highlights Eric’s devious tendency to confront our assumptions in ways that are as hidden as they are obvious. The sd elements are integral to the puzzle, and necessarily flow from the mechanisms that must be discovered and overcome before sweet, sweet success might be claimed.

Blah was sold in two waves and several copies are being offered in the current CDM; as with many CD puzzles, a few were held back to be listed at one penny. If you have not obtained a copy, I highly recommend duking it out with some other hopefuls as this is a super fun solve and an essential addition to any Fuller box collection.


Overall Grade: Four and a Half Sinatras (Five for fun and Four for difficulty)

Email me at: quantifiedcool (at) fivesinatras (dot) com

You can also find me on Discord @fivesinatras or Reddit @fivesinatras23

Gateway to Puzzledom: Dee’s Portal to SD Fun

Portal

Dee Dixon, Mahogany body, Peruvian Walnut top, Cherry knobs with Wenge Center, 3″ x 6.25″ x 5.5″

Dee done doggone did it again, with the upcoming release of his fifth puzzle box to much anticipated fanfare and excitement (check out my reviews of his earlier boxes here). I had the good fortune to be a tester, receiving a copy that represents a (likely) final prototype of its puzzle mechanisms, although some changes may yet be in store (including a possible fourth knob of unknown purpose). Dee has had a bit of trouble settling on a name, prompting me to suggest the name “Indecisive” (get it? In-Dee-Cisive? Cue the ensuing of hilarity.) However, in the end the puzzle’s aesthetic earned it the probably more appropriate name “Portal.”

Dee has an excellent track record of puzzles that look great while presenting a solid, fun challenge. Space Case was perhaps his most difficult release, and this newest creation moves away from some of Space’s more blind aspects, providing ample direction and feedback from start to finish while preserving some of the best aspects of such semi-hidden mechanisms. The box’s aesthetic shares some similarities with Space Case, featuring shapes on its sides whose possible purpose must be determined. However, its puzzling is quite different and, I think, more playful, even if perhaps posing somewhat less of a challenge (than Space) – this is not at all to say the puzzle is easy, especially when just getting started may confound the average puzzle aspirant. While Where’s My Hammer? will always win warm fuzzies and a special place in my puzzled soul, Portal features some really cool design details that had me smiling appreciatively after I reached the end and realized the nature of the path he takes us on; the puzzle gives WMH a run for its money in the opinion of this humble puzzler, landing in the middle of his puzzles in terms of difficulty and towards the top for fun.

The box starts with a wall that can take quite a while to overcome; it took me longer than I may care to admit to find that first step (other testers I’ve spoken with had similar experiences), and when I did, I had an excellent aha moment: that kind of slap yourself in the head while laughing at the designer’s deviousness that makes me want to repeat a step a few times before moving on. The box does a great job of funneling you through the puzzle’s mostly logical progression through to the end. The puzzling rewards both exploration and careful consideration and is fun from start to finish; it feels like more of a return to the discrete steps of WMH in some ways, while evolving aspects of Space Case with a clear sense of progress and direction as you proceed through a mix of sd trickery and internal obstacles.

Looking closely, you will notice that the puzzle introduces a touch of color, with a bit of blue acrylic peeking out of the small hole at its front; Dee has said the final puzzles may feature different color options. The final version will feature different woods: a Maple body with a Cherry top and Cherry knobs with a Wenge center; it will also be a bit narrower, at about 3″ x 6″ x 4″. Some prototypes featured differing knob layouts, and the final version may well feature a layout somewhat different from mine, including the aforementioned fourth knob.

After solving and resetting the puzzle a couple times, I realized just how fun and unique the path Dee laid out really is – while I can’t say too much without spoiling anything, I could see Dee laughing at us poor puzzling folk as he makes us travel a meandering path to its end; opening the box reveals some rather unexpected mechanisms and resetting the puzzle made it clear to me that this puzzle comes with a sense of humor, betraying our expectations in a delightful and fun way that I think most puzzlers will appreciate.

Portal is both tricky and fun and is an excellent addition to Dee’s already excellent oeuvre – Portal should be available on CubicDissection sometime in its April 2021 release.


Grade: Four and a Half Sinatras


Poll:

Beam Me Up, Freddy! Visitor Q by Frederic Boucher

Visitor Q

Frederic Boucher, 2020, 15 copies (more coming early 2021)

Frederic Boucher makes great packing puzzles (BonBon, Takiyaki, etc.), that are much more challenging than they might appear. He also makes some really unique puzzles with a whimsical and fun twist that make them particularly awesome, puzzles like Anti-Gravity Box and X Cube that are interesting takes on a classic puzzle genre. Visitor Q continues in this tradition (and is, oddly enough, another space-theme-adjacent Boucher puzzle reviewed by me).

Frederic contacted me some time ago to let me know that he would be making a few copies of a Sequential Discovery puzzle: VQ is mostly an interlocking disassembly puzzle that eschews some of the tropes of this classic puzzle genre to carve something of a new path via some fun sd challenges. Pretty much anything Boucher makes, I will happily try – and once I saw the letters “SD” I basically fell over myself saying “yes, please” and “thank you” and “yay!”

Frederic, in his humble and kind manner, expressed that he did not think it was overly complex and hoped that I (and the others fortunate enough to obtain a copy) would nonetheless find it to be fun. Needless to say, fun I did find it indeed.

While the term SD may be thrown around quite a bit these days, VQ comfortably meets the (collaboratively written) Discord-determined definition, which declares such to be puzzles “that take you on a journey through a set of sequential and generally non-repeating steps involving the discovery of hidden mechanisms or devices to reach a final goal.” VQ presents 4 goals that build upon one another as you discover…. things… along the way; I personally prefer to call it SD-lite, a term that I think portrays to the potential puzzler a partial picture that properly predicts appropriate expectations.

“Sequential Discovery” is not technically a puzzle genre and does not appear in the Slocum or Dalgety puzzle classification systems (an excellent classification comparison chart is available on Rob’s Puzzle Page); SD was usually used to describe aspects of some take-apart puzzles that featured multiple challenges, tools, etc. “SD-lite” might be a better fit for an interlocking disassembly puzzle that integrates SD elements into its design. This is not to detract from VQ – quite the opposite: VQ is an adaptation of a classic puzzle genre that represents something unique. (I would similarly describe Jerry McFarland’s Fidget Burr and Burrlephant 3 as SD-lite, interlocking disassembly puzzles; while they are really nothing like VQ, they nonetheless share this unique approach to puzzle design).

VQ is a relatively normal-sized cube of approximately 3″, with a single, one-voxel square hole on each of 4 sides, a three-voxel wide rectangle on a 5th, and two elliptical holes less than one voxel in width on the 6th. The instructions declare that a vortex has come, bringing forth a “visitor from another dimension who wants to be your friend.”

As if I was not already hooked, the instructions include my favorite guidelines, telling us that No hitting, shaking, force or spinning is needed to solve the puzzle. Except what it is provided with the puzzle, no external tools are allowed.”

VQ’s goals are fourfold:

  1. Unlock the vortex.
  2. Manage the visitor through the space warp and release him from the vortex (using only straight moves).
  3. The visitor had a gift for you, but he lost it somewhere during the travel. Find the gift.
  4. Return the gift and the visitor at their places of origin.

The tricky part of talking about a puzzle like this is that the first rule of talking about a puzzle like this is to “not talk about a puzzle like this.” As always, I will do my best to be careful and to only share specifics that are easily and readily discernible from a casual inspection of the puzzle, as well as a general sense of the puzzling experience.

A labeled plastic box contains the puzzle as well as instructions and a laminated strip featuring the name of the puzzle along with some neat, spacy graphics. When you first pick it up, you can see that there are a number of interlocking 3D polyominoes within the frame that are loose enough to make a bit of noise when shaken (lightly) but do not seem to be able to move any further: whatever the “vortex” may be, it is not readily apparent. Peering into the holes, you can see in its center a bright neon green something, seemingly inside some kind of clear casing: the visitor perhaps? Hard to say until we have successfully found the solution to the first challenge and unlocked the vortex in which the figure is initially trapped.

This first step confounded me: I got swept up, trying a series of moves that I thought would for sure lead to some measure of success; this is one of those puzzles that I picked up briefly, after the house was quiet: my wife and son asleep, the dogs tucked away. I did not intend on spending more than a few minutes with it, having looked forward to it since it arrived in the middle of a rather busy afternoon. As with many a fun puzzle, those few minutes grew closer to an hour before I realized that sleep might be a good idea – regardless, I realized that I might need clarification on something before I could expect any success. Frederic responded quickly, his answer waiting in my inbox the next morning (as he is in Japan, it was mid-day for him when I sent the email). As you may have guessed, all of my assumptions about the puzzle were pretty much completely incorrect and what I thought I needed to do was pretty much nothing like what I actually needed to do. Learning I was wrong only made me more intrigued by the puzzle. I had to step back and let go of my assumptions to find something I had missed; once found, I had to open my mind to think critically about what this might mean and what could be done with it. The aha moment that eventually came was probably more satisfying than that which I had previously expected, prompting laughing, some mental finger-wagging, and several repetitions of the newly discovered move(s).

The multiple challenges were well-planned: after working my way through the third goal, the puzzle was probably about as far from its initial state as is possible. This segued perfectly into the fourth and final goal as the puzzle was so jumbled that resetting the puzzle to its initial state took some thought; my spatial reasoning and short-term memory are faulty enough that successfully navigating the pieces back to the beginning was a (fun) puzzle in itself.

I asked Frederic if I could share this puzzle with my imaginary fives of readers, largely as I am advocating for someone to take up the mantle of producing additional copies for public consumption, a prospect that he has said he would welcome. Frederic seems to prefer designing new puzzles rather than producing large quantities of existing ones and I hope that VQ is simple enough that it could be reproduced without too much difficulty by someone with the appropriate skills – of course, it could well be more complicated to produce than I realize. I shared it with someone who is vastly better equipped to determine this and so maybe we will get lucky and see some additional copies down the road. I actually just received word that Frederic will be making more copies in early 2021, so good news! (ed. Great news! Not only did Frederic make a few more copies available, but Eric Fuller has decided to produce a run! They may be available with the March 1 update, although this is of course subject to change – you can check for updates on its production here).

If I am being totally honest, owning a really rare puzzle feels good… but what would make me happier is if more people got the chance to try the puzzle as I really think others would enjoy it. It may be true (in some ways) that it is not overly complex, but what really matters is that it is fun. Fun enough to inspire me to write what turned out to be a heckuva lot of words. Sometimes simple puzzles are so fun that I might prefer them to others that will end up sitting on my shelf for months as I struggle (sometimes seemingly in vain) to find the solution; VQ combines sneaky tricks with entertaining movements to create something unique, resulting in an interlocking disassembly puzzle that would be good without such deviousness and is even better with it.

Fun Grade: 5 Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Puzzling by the Dashboard Light

Pair O’Dice

Tye Stahly, 3D Printed 2.5″ Cubes (2), Sequential Discovery

Recently, I was fortunate enough to solve an early edition of Tye Stahly’s excellent puzzle debut, Pair O’ Dice (hereinafter POD), kindly custom-crafted in red and yellow in a nod to one of my favorite board games (future copies will likely be a classic white with black pips). POD consists of two 2.5″ plastic dice, their pips featuring either a square, circle, or dollar sign, seemingly at random. The dice are linked together by a (removable) metal loop on which hangs the instructions along with a very cool title design by none other than Jared Petersen (Etsy’s CoreMods, creator of Unstable Eggs (reviewed by me here) as well as a number of other, excellent puzzles).

From the complexity and fun of the puzzle, you would not know that this is Tye’s first design; he has clearly poured a lot of time and energy into it, taking pride in his work and displaying the kind of connection to his design that any artist will recognize, that mixture of pride and anxiety in seeing something personal, something over which you have stressed and sweat, going out into the world to be judged by those for whom it was intended.

And I have to say: I really liked it. Despite how seriously he may take his work, his sense of humor nonetheless keeps things light, pervading the experience, which manages to exude more than a little playfulness (as evidenced by the slightly silly and thoroughly thematic instructions).

These must have taken quite a bit of time to print and build as they contain a large number of parts. The build quality is quite good – I didn’t find anything to be wonky or to do anything but what was intended (except for one now-fixed design issue that Tye discovered before I did, quickly sending out an entire replacement die before I had even realized there might be a problem – he even added in a free puzzle, which just shows his respect for puzzlers getting a copy from him).

The puzzling is even better, solidly falling into the much lauded sequential discovery category. I found the experience and difficulty to be somewhat akin to Juno’s Ring Case (albeit quite a bit longer): first, there are a good amount of pieces and tools that you are able to discover relatively quickly, amassing a considerable pile of stuff while causing you to wonder whether you will be able to keep a clear sense of what you will need to do to reset it properly (which is great as this will only add to the experience with resetting becoming a bit of its own challenge). Second, while some phases of the puzzle are not crazy difficult, nor are they simple and, perhaps more importantly, all are quite a bit of fun; significantly, there are a couple parts that had me stuck for quite a while, with one being particularly sneaky. Next, it follows a path that is mostly linear but feels like you have meandered far and wide to come back to a point of focus. Finally, POD also features two main challenges (which makes sense, considering there are two dice): first you must find the tiny dice, followed by a hidden coin.

These separate challenges also serve as a clear indication of when you have solved each die, quite helpfully providing some clarity and helping prevent you from getting lost as you move through the puzzle’s controlled chaos. Although you don’t know which die is which when starting out, the design does a good job of focusing you where you need to be, with plenty of misdirection to keep you on your toes (particularly challenging when you hit a nice wall midway through the puzzle, which hid perhaps my favorite of several aha moments).

Tye will be releasing more copies of POD; it is not clear yet whether these will be a limited run or not, and if you are interested you should reach out soon lest they all be gone (there is most assuredly a list already). The price is representative of the design’s complexity and the significant amount of puzzling it contains and is not at all unreasonable. You can reach him by emailing Thinkingfin@gmail.com (you may already know him by this same name if you frequent some of our online puzzler haunts). He is also planning on opening an Etsy store (this link may still work once the store is open).

Hopefully, you will get a chance to experience Pair O’ Dice; I am already psyched to see whatever he will come up with next – I anticipate it taking some time, as he put a lot of time into this design and I expect there will be a good number of puzzlers wanting one, but I also know he is not the type to let his mind sit idle. Regardless, good puzzles come to those who wait…

Fun and Challenging Debut Grade: Four and a Half Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)