Eric Branse-Instone
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Eric Branse-Instone
@ericbranse.mastodon.scot.ap.brid.gy
Professionally an #Archaeologist but mainly deals with #HistoricBuildings (views my own!) interested in #acting & #theatre (Trustee of #DunsPlayfest link […]

🌉 bridged from https://mastodon.scot/@EricBranse on the fediverse by https://fed.brid.gy/
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#dunsplayfest was brilliant this year. The website splash page now has links to a couple of reviews and a couple of short videos created by our team of young (paid) interns.

If you have a new play that you want to see staged, let us know.

Duns Play Fest | Theatre | Duns, UK […]
Original post on mastodon.scot
mastodon.scot
Reposted by Eric Branse-Instone
I need a new phone and I want to distance myself from Google services. Hence I am considering a Fairphone 6 running the #murena /e/OS operating system. My one concern is that it may not play nicely with the RBS banking app. Has anyone any experience of the OS, in particular running the RBS […]
Original post on mastodon.scot
mastodon.scot
February 13, 2026 at 3:35 PM
Reposted by Eric Branse-Instone
If you are still wondering about the stubbornness of the #fossilfools in charge...
February 13, 2026 at 6:21 AM
Reposted by Eric Branse-Instone
In the U.K. last night, Gorton and Denton held their first by election hustings.

Reform candidate Matt Goodwin withdrew 30 minutes before, claiming he wouldn't receive a fair hearing.

What he meant to say was that the organisers were refusing to allow him to pack the hall with Reform voters […]
Original post on mastodonapp.uk
mastodonapp.uk
February 11, 2026 at 7:45 AM
Reposted by Eric Branse-Instone
There are some marvellous Green candidates popping up down in England! Meet Hannah Spencer, running in Manchester, as she presents her ideas and why she is running:
February 8, 2026 at 11:24 AM
Interesting podcast from Zack Polanski talking to investigative reporter Carole Cadwalladr about big tech's links to far Right politics, Russian interference in our politics and why they are both still on Twitter...
#zackpolanski #carolecadwalla #reformuk #nathangill

https://youtu.be/43m0LKNDz6M?
February 9, 2026 at 9:12 PM
Reposted by Eric Branse-Instone
The Prime Minister of #spain 's clear explanation of why thriving societies should accommodate #immigrants.

+
'Challenges are not driven by migrants’ ethnicity, race, or language. but by the same forces that affect our own citizens: poverty, inequality, unregulated markets, barriers to […]
Original post on mastodon.world
mastodon.world
February 9, 2026 at 9:41 AM
Reposted by Eric Branse-Instone
@EricBranse I see my local wind farm is currently chugging along at 151MW, against a peak capacity of 180. At (at this moment) £82 per MWh, it's currently earning over £12,000 per hour. In its first five years of operation it paid about £10,000 per year into village projects -- in essence, a […]
Original post on mastodon.scot
mastodon.scot
February 5, 2026 at 2:37 PM
Oh dear. It looks like Palantir got its UK government contracts via Mandelson persuading Starmer to give them preferential treatment. Or am I reading it wrong?

https://www.theguardian.com/politics/2026/feb/04/peter-mandelson-palantir-jeffrey-epstein-government
February 4, 2026 at 11:01 PM
Reposted by Eric Branse-Instone
#bandcamp Friday returns this Friday, February 6.

For 24 hours, every purchase you make on Bandcamp sends even more money directly to the artists and labels you support. A simple way to get the year started with support for musicians.

The other scheduled […]

[Original post on shakedown.social]
February 4, 2026 at 3:33 PM
Surrounded by wind farms by why do I have to pay more for electricity in the Scottish Borders than if I lived in London?

#scottishindependence

https://www.believeinscotland.org/scots_charged_extra_to_access_scotlands_energy
February 3, 2026 at 10:25 PM
Reposted by Eric Branse-Instone
Can you tell the difference between games and puzzles? And does it matter?
Games, Puzzles, and Everything in Between
<div class="kg-card kg-audio-card"><img alt="audio-thumbnail" class="kg-audio-thumbnail kg-audio-hide" /><div class="kg-audio-thumbnail placeholder"><svg width="24" height="24"><path d="M7.5 15.33a.75.75 0 1 0 0 1.5.75.75 0 0 0 0-1.5Zm-2.25.75a2.25 2.25 0 1 1 4.5 0 2.25 2.25 0 0 1-4.5 0ZM15 13.83a.75.75 0 1 0 0 1.5.75.75 0 0 0 0-1.5Zm-2.25.75a2.25 2.25 0 1 1 4.5 0 2.25 2.25 0 0 1-4.5 0Z"></path><path d="M14.486 6.81A2.25 2.25 0 0 1 17.25 9v5.579a.75.75 0 0 1-1.5 0v-5.58a.75.75 0 0 0-.932-.727.755.755 0 0 1-.059.013l-4.465.744a.75.75 0 0 0-.544.72v6.33a.75.75 0 0 1-1.5 0v-6.33a2.25 2.25 0 0 1 1.763-2.194l4.473-.746Z"></path><path d="M3 1.5a.75.75 0 0 0-.75.75v19.5a.75.75 0 0 0 .75.75h18a.75.75 0 0 0 .75-.75V5.133a.75.75 0 0 0-.225-.535l-.002-.002-3-2.883A.75.75 0 0 0 18 1.5H3ZM1.409.659A2.25 2.25 0 0 1 3 0h15a2.25 2.25 0 0 1 1.568.637l.003.002 3 2.883a2.25 2.25 0 0 1 .679 1.61V21.75A2.25 2.25 0 0 1 21 24H3a2.25 2.25 0 0 1-2.25-2.25V2.25c0-.597.237-1.169.659-1.591Z"></path></svg></div><div class="kg-audio-player-container"><audio src="https://www.wericmartin.com/content/media/2026/02/GAMES_VS_PUZZLES_SP-1.mp3" preload="metadata"></audio><div class="kg-audio-title">Games, Puzzles, and Everything in Between</div><div class="kg-audio-player"><button class="kg-audio-play-icon"><svg viewbox="0 0 24 24"><path d="M23.14 10.608 2.253.164A1.559 1.559 0 0 0 0 1.557v20.887a1.558 1.558 0 0 0 2.253 1.392L23.14 13.393a1.557 1.557 0 0 0 0-2.785Z"></path></svg></button><button class="kg-audio-pause-icon kg-audio-hide"><svg viewbox="0 0 24 24"><rect x="3" y="1" width="7" height="22" rx="1.5" ry="1.5"></rect><rect x="14" y="1" width="7" height="22" rx="1.5" ry="1.5"></rect></svg></button><span class="kg-audio-current-time">0:00</span><div class="kg-audio-time">/<span class="kg-audio-duration">973.385041</span></div><input type="range" class="kg-audio-seek-slider" max="100" value="0" /><button class="kg-audio-playback-rate">1×</button><button class="kg-audio-unmute-icon"><svg viewbox="0 0 24 24"><path d="M15.189 2.021a9.728 9.728 0 0 0-7.924 4.85.249.249 0 0 1-.221.133H5.25a3 3 0 0 0-3 3v2a3 3 0 0 0 3 3h1.794a.249.249 0 0 1 .221.133 9.73 9.73 0 0 0 7.924 4.85h.06a1 1 0 0 0 1-1V3.02a1 1 0 0 0-1.06-.998Z"></path></svg></button><button class="kg-audio-mute-icon kg-audio-hide"><svg viewbox="0 0 24 24"><path d="M16.177 4.3a.248.248 0 0 0 .073-.176v-1.1a1 1 0 0 0-1.061-1 9.728 9.728 0 0 0-7.924 4.85.249.249 0 0 1-.221.133H5.25a3 3 0 0 0-3 3v2a3 3 0 0 0 3 3h.114a.251.251 0 0 0 .177-.073ZM23.707 1.706A1 1 0 0 0 22.293.292l-22 22a1 1 0 0 0 0 1.414l.009.009a1 1 0 0 0 1.405-.009l6.63-6.631A.251.251 0 0 1 8.515 17a.245.245 0 0 1 .177.075 10.081 10.081 0 0 0 6.5 2.92 1 1 0 0 0 1.061-1V9.266a.247.247 0 0 1 .073-.176Z"></path></svg></button><input type="range" class="kg-audio-volume-slider" max="100" value="100" /></div></div></div><blockquote>The Boardcast is audio narrations of select articles. Listen to all episodes (or find out how to get them in your favorite podcast app) <a href="https://www.wericmartin.com/the-boardcast/" rel="noreferrer">here</a>.</blockquote><blockquote>Prototype+ members can access an ad-free version <a href="https://www.wericmartin.com/the-boardcast-prototype-plus" rel="noreferrer">here</a>. You can also listen on your favorite podcast app using the private invite and link you received via email. Lost your link? Email [email protected].</blockquote><p>While working at BoardGameGeek, I'd often dip into the game submission queue to approve a pending game listing to link it in a BGG News post or because a publisher had already announced the game and asked whether their pending submission could be bumped to the front of the line.</p><p>Often, though, I was just trying to help other admins clear out the queue. Game submissions to the BGG database ebbed and flowed, often ballooning in the month prior to Gen Con or SPIEL, then I'd suddenly notice five hundred pending submissions and think, hmm, maybe I should lend a hand there.</p><p>One constant presence in the game submission queue, no matter the time of year, were submissions inappropriate for the BGG database, specifically puzzles. Hardly a week would pass without someone submitting a listing for <a href="https://www.ravensburger.us/en-US/products/games/thinkfun/rush-hour-76582" rel="noreferrer"><strong><em>Rush Hour</em></strong></a>, a logic puzzle by Nob Yoshigahara that debuted in the U.S. from Binary Arts in 1996 and that has been in print ever since. We'd decline that submission, decline the next one, decline, decline, decline — yet those submissions kept coming.</p><p>BoardGameGeek prohibits puzzles in the database, in addition to prohibiting drinking games, conversation games, electronic games, prognostication tools, and most structured activities, in order to keep a boundary around what's listed. If BGG adds a listing for <em>Rush Hour</em>, then why not a wooden sliding puzzle with a similar goal, why not the <a href="https://en.wikipedia.org/wiki/Soma_cube" rel="noreferrer">Soma cube</a>, why not metal horseshoes linked with a chain in which you need to free a trapped ring, why not a cryptogram in which you similarly need to find the "key" to unlock the solution, why not jigsaw puzzles and crosswords?</p><h2 id="the-twain-shall-meet-over-and-over-again">The Twain Shall Meet Over and Over Again</h2><p>The line between game and puzzle is difficult to judge and has only became harder over time as designers and publishers release titles that blur that line even further. To pull out a historical example, let's look at <a href="https://en.wikipedia.org/wiki/Tangram" rel="noreferrer">tangrams</a>, in which you're shown a silhouetted image and challenged to recreate it with seven polygonal tiles. This is clearly a puzzle, yes? Designer <a href="https://gametek.substack.com/about" rel="noreferrer">Geoff Engelstein</a> would argue it is. "Fundamentally," he says, "I see a few defining characteristics of puzzles vs games:"</p><blockquote>1) Puzzles are "one-time" activities. If you solve a puzzle, there is no reason to go back to it to solve it again.</blockquote><blockquote>2) Puzzles have a correct solution.</blockquote><blockquote>3) Puzzles generally have no loss state. You just keep working on them until you get the solution.</blockquote><p>Tangrams exhibit all three of these characteristics...but what if someone packaged two sets of tangram tiles together and players now raced to recreate an image with their own set of tiles, with the first player to do so claiming a point? (This is what Maurice Kanbar did when creating <a href="https://www.smartgames.eu/uk/one-player-games/tangoes-starter" rel="noreferrer"><strong><em>Tangoes</em></strong></a>, which debuted in 1980.) Boom, you've just gamified a puzzle...and you can do that for every puzzle in existence, smashing together puzzle atoms to form game molecules.</p><p>Grzegorz Rejchtman's game <a href="https://boardgamegeek.com/boardgame/16986" rel="noreferrer"><strong><em>Ubongo!</em></strong></a>, which debuted in 2003, is a prime example of this practice, with players using an identical set of pieces to recreate a shape (a puzzle atom akin to tangrams) as quickly as possible in order to gain a reward (thus creating the game molecule containing that atom). Designer <a href="https://www.elizhargrave.com/" rel="noreferrer">Elizabeth Hargrave</a> suggests <a href="https://boardgamegeek.com/boardgame/246784" rel="noreferrer"><strong><em>Cryptid</em></strong></a>, <a href="https://boardgamegeek.com/boardgame/408547" rel="noreferrer"><strong><em>Things in Rings</em></strong></a>, and <a href="https://boardgamegeek.com/boardgame/279537"><strong><em>The Search for Planet X</em></strong></a> as other games that work similarly since they all have correct solutions not affected by user input.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://www.wericmartin.com/content/images/2026/02/crypt.jpg" class="kg-image" alt="Front covers of the games The Search for Planet X, Cryptid, and Things in Rings" loading="lazy" width="2000" height="721" srcset="https://www.wericmartin.com/content/images/size/w600/2026/02/crypt.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/02/crypt.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/02/crypt.jpg 1600w, https://www.wericmartin.com/content/images/2026/02/crypt.jpg 2219w" /><figcaption><span style="white-space:pre-wrap">Separated at birth?</span></figcaption></figure><p>The escape room games that started to appear in the mid-2010s, such as <a href="https://boardgamegeek.com/boardgamefamily/68733" rel="noreferrer"><strong><em>Escape the Room</em></strong></a>, <a href="https://boardgamegeek.com/boardgamefamily/36963" rel="noreferrer"><strong><em>EXIT: The Game</em></strong></a>, <a href="https://boardgamegeek.com/boardgamefamily/39442" rel="noreferrer"><strong><em>Unlock!</em></strong></a>, and <a href="https://boardgamegeek.com/boardgamefamily/48410" rel="noreferrer"><strong><em>Deckscape</em></strong></a>, are another example of this blurry line between game and puzzle. In either a physical escape room or one of these games, you're presented with puzzle challenges, and as you complete them, you gain a new puzzle, a tool to help solve an earlier puzzle, or another reward.</p><p>So this escape room is nothing more than a series of puzzles, yes? If you started again, you'd know all the answers and could blitz through the puzzles, solving the overall challenge more quickly than before...and yet that element of spending time to reach the goal is what transforms a series of puzzles into a game because time spent playing can be translated into a score or a win/loss condition.</p><p>"I have found it helpful to think of a 'puzzle' as a challenge with a single solution and no constraints on how you might go about solving it", says designer <a href="https://www.philwalkerharding.com/" rel="noreferrer">Phil Walker-Harding</a>. "Once you add constraints, such as a time limit, I can see why you might then characterize this challenge as a 'game'." Clearly BoardGameGeek agrees, which is why <em>EXIT: The Game</em>, <em>Unlock!</em>, and the like are all listed in its database.</p><p>However, whatever characteristics you ascribe to puzzles to fence them away from games prove inadequate because counterexamples are plentiful. "It is often said that puzzles have one optimal solution", says designer <a href="https://boardgamegeek.com/boardgamedesigner/123511" rel="noreferrer">Paul Schulz</a>. "But if that were a defining property, <em>Ubongo!</em>, <a href="https://boardgamegeek.com/boardgame/83195" rel="noreferrer"><strong><em>Ghost Blitz</em></strong></a>, and <a href="https://boardgamegeek.com/boardgame/63268" rel="noreferrer"><strong><em>Dobble</em></strong></a> all are a series of puzzles — and so is every single trivia game. Surely, gamers would protest this categorization."</p><p>He continues, "Another typical feature I hear about puzzles is that they are solved with logic, but that's often not true: Crosswords are often just trivia questions, while word searches, mazes, and jigsaws are perception or concentration exercises — no logic there. Still, all of them are called puzzles. The game examples I gave earlier seem to be gamified by competition, but solving the crossword with a time limit or against one another still wouldn't qualify it as a game for most of us."</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://www.wericmartin.com/content/images/2026/02/crosses.jpg" class="kg-image" alt="The same crossword puzzle is presented twice, side by side" loading="lazy" width="2000" height="999" srcset="https://www.wericmartin.com/content/images/size/w600/2026/02/crosses.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/02/crosses.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/02/crosses.jpg 1600w, https://www.wericmartin.com/content/images/2026/02/crosses.jpg 2090w" /><figcaption><span style="white-space:pre-wrap">One for you, and one for me</span></figcaption></figure><p>Engelstein even suggests that crosswords as they already exist break his criteria for differentiating between a puzzle and a game. "If I am doing a crossword puzzle in a magazine, I would have to look at the answer to see whether I solved it or not, which means I do 'fail' or 'succeed' in figuring it out. Crossword software gets around that a bit by letting you know whether you're right or not, but not showing the answer. A sudoku puzzle or cryptogram, on the other hand, is 'self-checking' in that you can determine whether your answer fits the criteria without an answer key."</p><p>In short, says Schulz, "The categories of games and puzzles do not just overlap. Their borders are inconsistent."</p><h2 id="going-deeper">Going Deeper</h2><p><a href="https://www.linkedin.com/in/wei-hwa-huang-9b05344/" rel="noreferrer">Wei-Hwa Huang</a> is the co-designer of <a href="https://boardgamegeek.com/boardgame/132531" rel="noreferrer"><strong><em>Roll for the Galaxy</em></strong></a>; has worked on many logic puzzles for <a href="https://www.ravensburger.us/en-US/products/games/thinkfun" rel="noreferrer">ThinkFun</a>, such as <strong><em>Gravity Maze</em></strong>; won the 2008 Sudoku National Championship; and is a four-time winner of the World Puzzle Championship, so he has deep experience in both games and puzzles — and he explained to me that as with so many other things in life, "puzzleness" isn't a binary state of yes/no, but a spectrum.</p><figure class="kg-card kg-image-card"><img src="https://www.wericmartin.com/content/images/2026/02/grav.jpg" class="kg-image" alt="Half of the cover of Gravity Maze, with many red question marks near the word &quot;game&quot; in the description" loading="lazy" width="2000" height="1125" srcset="https://www.wericmartin.com/content/images/size/w600/2026/02/grav.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/02/grav.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/02/grav.jpg 1600w, https://www.wericmartin.com/content/images/2026/02/grav.jpg 2400w" /></figure><p>He said, "Like many terms, I try to strike a balance between 'I know it when I see it' and 'Here's a comprehensive definition', so given that I'm open to exceptions, here's my definition of a puzzle:"</p><blockquote>A puzzle is an activity with an intended and specific path to a goal (often called a "solution"), where using intelligence is the primary part of the solution-finding process. Some salient parts of this definition:</blockquote><blockquote>• The less specific the solution path is, the less puzzle-like the activity is. If I give you a bunch of popsicle sticks and ask you to build a bridge that can handle a one-pound weight, some would consider that puzzly, but I'd consider that more like a "puzzling problem" or a "design challenge".</blockquote><blockquote>• If there is no intended solution path, it becomes less "puzzle-y" and more "problem-y". A game of <a href="https://boardgamegeek.com/boardgame/30549" rel="noreferrer"><strong><em>Pandemic</em></strong></a>, for example, has puzzling aspects, but since the set-up is based on random card shuffling, I don't consider playing a game of <em>Pandemic</em> to be a puzzle. On the other hand, one could imagine providing players a <em>specific</em> ordering for the cards in <em>Pandemic</em> that was carefully selected such that there are only a limited number of ways to win, and the players are allowed to play with that repeatedly until they win. I would consider that a puzzle despite the rules being identical to <em>Pandemic</em>.</blockquote><blockquote>Perhaps a more well-known example is chess problems of the nature "White to play and win in 3 moves", where the player has to think through the different possible chess moves to find a single intended solution — and that solution is usually not in alignment with general chess strategy. Although traditionally those are called "chess problems", I would consider them "chess <em>puzzles</em>", whereas a "chess problem" would be "Here's a position from a real chess game. What's the best move?"</blockquote><blockquote>• Using intelligence is important for the term "puzzle" to work. Finishing a level of <em>Pac-Man</em> or beating an arm-wrestling robot might have a goal and an intended and specific path, but aren't generally considered puzzles.</blockquote><blockquote>• I'm somewhat on the fence as to whether "having fun" is an important part of being a "puzzle". If neither the person designing the activity nor the person playing the activity intend for it to be fun, is it a puzzle if it qualifies for the other goals?</blockquote><p>Given that “having fun” is relative from one person to another, it might seem odd to think about defining puzzles based on the "vibes" that solvers have when confronting them, but Phil Walker-Harding leans into that notion. "Most of these definitional discussions about what is and isn't a 'game' can be interesting thought exercises", he says, "but I don't think much is gained by trying to lock things in too neatly or by being dogmatic about it."</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://www.wericmartin.com/content/images/2026/02/casc.jpg" class="kg-image" alt="Front covers of Cascadia and Harmonies" loading="lazy" width="2000" height="1000" srcset="https://www.wericmartin.com/content/images/size/w600/2026/02/casc.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/02/casc.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/02/casc.jpg 1600w, https://www.wericmartin.com/content/images/2026/02/casc.jpg 2399w" /><figcaption><span style="white-space:pre-wrap">Prime puzzly game poster children</span></figcaption></figure><p>He continues, "For me, I think this distinction is interesting when considering the appeal of games in the 'take and make' genre such as <a href="https://boardgamegeek.com/boardgame/295947" rel="noreferrer"><strong><em>Cascadia</em></strong></a><em> </em>and <a href="https://boardgamegeek.com/boardgame/414317" rel="noreferrer"><strong><em>Harmonies</em></strong></a>. Here, I notice a lot of people use the word 'puzzly' to talk about making decisions on their turn. I think this is insightful because the thought process you are going through when placing a piece is similar to doing a spatial logic puzzle. However, because there isn't one single solution (since you may arrive at a winning score in many different ways) and because you don't have complete information about future events (such as which pieces your opponent will take), this isn't a pure 'puzzle' but more a 'puzzly game'."</p><h2 id="more-than-a-feeling">More Than a Feeling</h2><p>Elizabeth Hargrave has a slightly different take: "When we say certain games feel puzzly, I think it's often in the sense that there is a single best play or series of plays (and maybe a few more that are only slightly sub-optimal), that this can be figured out, and that the figuring-out can feel like its own reward. I have absolutely nothing against games that are solidly in the puzzle category — in fact I love them — but if you want to make a game that's not a puzzle, you need to be looking for an outcome that's not fundamentally 'Did you find the one answer?'"</p><p>One way to do this is to put players in charge of what that "one" answer is so that the lone answer differs with each playing. Hargrave gives <a href="https://boardgamegeek.com/boardgame/254640" rel="noreferrer"><strong><em>Just One</em></strong></a>, <a href="https://boardgamegeek.com/boardgame/407805" rel="noreferrer"><strong><em>Caution Signs</em></strong></a>, and <a href="https://boardgamegeek.com/boardgame/329839" rel="noreferrer"><strong><em>So Clover!</em></strong></a> as examples of games in this category, while Paul Schulz suggests <a href="https://boardgamegeek.com/boardgame/178900" rel="noreferrer"><strong><em>Codenames</em></strong></a>, <a href="https://boardgamegeek.com/boardgame/225694" rel="noreferrer"><strong><em>Decrypto</em></strong></a>, <a href="https://boardgamegeek.com/boardgame/419639" rel="noreferrer"><strong><em>Krakel Orakel</em></strong></a>, and <a href="https://boardgamegeek.com/boardgame/147151" rel="noreferrer"><strong><em>Concept</em></strong></a>. Says Hargrave, "There's still a single correct answer, but user input is now changing how you get to that answer, and just like I ignore the timers in timed puzzle games, I ignore the scoring rules in these puzzle party games. It's just satisfying to figure out the answer."</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://www.wericmartin.com/content/images/2026/02/clocco.jpg" class="kg-image" alt="Front covers for Just One, Caution Signs, So Clover!, Codenames, Decrypto, Krakel Orakel, and Concept" loading="lazy" width="2000" height="349" srcset="https://www.wericmartin.com/content/images/size/w600/2026/02/clocco.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/02/clocco.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/02/clocco.jpg 1600w, https://www.wericmartin.com/content/images/size/w2400/2026/02/clocco.jpg 2400w" /><figcaption><span style="white-space:pre-wrap">Try these titles should you care to create puzzles while playing games...</span></figcaption></figure><p>That concept of "satisfaction" plays into Hargrave's sense of how a puzzle differs from a game, even though she'd label all of the former as an example of the latter. "I like the broad definition of a game as a system of rules that creates an artificial struggle that we can undertake for our entertainment. By that definition, I would lump all puzzles as a subset of games."</p><p>"The thing that makes puzzles a definable category within games (or some would say, the thing that separates them <em>from</em> games)", she says, "is that they have a fixed correct answer and a more or less fixed path (or set of paths) for arriving at that answer. No amount of input by the puzzler will change this; the only question is whether you will find the answer and <em>win</em> — and my personal experience of this win state is often so satisfying that any attempt to gamify it beyond 'You win!' feels tacked on." (Along these lines, Hargrave gives a shout-out to <a href="https://boardgamegeek.com/boardgame/451594" rel="noreferrer"><strong><em>A Carnivore Did It!</em></strong></a>, calling it her "favorite find of SPIEL Essen 2025". This design by <a href="https://www.linkedin.com/in/daumilas-ardickas-047748106" rel="noreferrer">Daumilas Ardickas</a> and <a href="https://boardgamegeek.com/boardgamedesigner/111626" rel="noreferrer">Urtis Šulinskas</a> consists of two thousand logic challenges, and the only reason you'd consider it a game is because of time limits suggested in the rules.)</p><p>That "You win!" feeling brings us back to vibes being a core element of a puzzle. Along these lines, Paul Schulz says, "It could be like the fruit versus vegetable discussion: They're not different by nature; it's about how we use them. If our focus is on solving for the sake of solving, it's a puzzle; if our focus is on other things, such as competition or an overarching story (as in <em>EXIT</em>) it's more likely a game."</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://www.wericmartin.com/content/images/2026/01/time.jpg" class="kg-image" alt="A homemade-looking game board that says &quot;TIME STORIES&quot; with a hand placing cards on it" loading="lazy" width="1632" height="1037" srcset="https://www.wericmartin.com/content/images/size/w600/2026/01/time.jpg 600w, https://www.wericmartin.com/content/images/size/w1000/2026/01/time.jpg 1000w, https://www.wericmartin.com/content/images/size/w1600/2026/01/time.jpg 1600w, https://www.wericmartin.com/content/images/2026/01/time.jpg 1632w" /><figcaption><span style="white-space:pre-wrap">Playtesting </span><i><em class="italic" style="white-space:pre-wrap">T.I.M.E Stories</em></i><span style="white-space:pre-wrap"> in 2014</span></figcaption></figure><p>Both Wei-Hwa Huang and Geoff Engelstein call out <a href="https://boardgamegeek.com/boardgamedesigner/69927" rel="noreferrer">Manuel Rozoy</a>'s <a href="https://boardgamegeek.com/boardgame/146508" rel="noreferrer"><strong><em>T.I.M.E Stories</em></strong></a> as a design that uses story to blend puzzle and game in a unique way. An episode of <em>T.I.M.E Stories</em> typically has an optimal path through a loop, something common to puzzles, while featuring random elements like player choices and dice rolls to resolve combat. Players can fail an episode in a multitude of ways, losing the game, yet they can restart from the beginning, using past experience to do better. Says Engelstein, "The looping nature makes it feel more like a game, and it does have a loss state, but it also has an optimal path and there is no reason to play a case again."</p><p>Recently I've come to think of games as being akin to improv, with the actors being fed a setting, roles, and basic rules for interaction, then let lose to play off one another, whereas puzzles as akin to plays in which you have scripted lines and directions for how the action is supposed to be carried out on stage — although improvisation will often happen thanks to mistakes and chance. Performers of both plays and improv can find great satisfaction in what they do, and bystanders can appreciate the skill of performers in either role, so it's not like one is superior to the other.</p><p>Says Schulz, "Including puzzles with games goes along with my favorite definition of games: 'the voluntary overcoming of unnecessary obstacles'." Bernard Suits used this definition in his 1978 book<em> The Grasshopper: Games, Life and Utopia</em>, and having a broad definition like this for both games and puzzles seems ideal for designers and players alike, giving everyone a wider stage on which to create and perform as they wish.</p> <div style="text-align:center;color:#E26D5A;letter-spacing:6px;font-size:14px;line-height:14px;margin:20px 0"> • • • • • • • • • • • • • • </div> <aside class="mt-10 text-center text-base"> <p class="mb-3">Like what you read? Leave a tip to support independent board game journalism!</p> <a href="#/portal/support" class="px-4 py-2 bg-brand text-brand-contrast rounded-btn hover:brightness-110 no-underline" style="text-decoration:none"> Leave a tip </a> </aside>
www.wericmartin.com
February 3, 2026 at 6:06 AM
Reposted by Eric Branse-Instone
Ireland has dismantled its first commercial wind farm to make way for a step-change in scale. At Bellacorick Wind Farm, 21 early-generation turbines have been removed so Oweninny Wind Farm can expand. Each new turbine now generates more power than the entire 1992 Bellacorick site, illustrating […]
Original post on wandering.shop
wandering.shop
February 1, 2026 at 6:02 PM
Just sorting a kitchen drawer and found this... The Betamax of floppy disks...
(Mad thing is that we moved house after we no longer had a zip drive....)
January 31, 2026 at 7:45 PM
Reposted by Eric Branse-Instone
My first 2 weeks on #mastodon have been a breath of fresh air. I can't wait to explore more of this amazing world called the #fediverse .
A bit late #silentsunday but I wanted to contribute anyway.

[Dolomiti, summer 2020, sunrise: an amazing view from Bec de […]

[Original post on mastodon.social]
January 26, 2026 at 8:05 AM
Reposted by Eric Branse-Instone
A new documentary at Sundance Film Festival shows a community coming together to stop immigration officials snatching their neighbors. But it wasn't shot in Minneapolis or Chicago. "Everybody To Kenmure Street" tells the story of a "dawn raid" in Pollokshields, Glasgow, in May 2021, where Home […]
Original post on flipboard.social
flipboard.social
January 23, 2026 at 9:20 PM
Reposted by Eric Branse-Instone
January 21, 2026 at 11:09 AM
Mark Carney's speech at Davros is worth a listen and gives me hope for the future. I took the overall message to be that the past US-led world order has ended, but that it was largely built on lies. There is now an opportunity for middle ranking countries to build a new, more cooperative world […]
Original post on mastodon.scot
mastodon.scot
January 21, 2026 at 5:09 PM
Reposted by Eric Branse-Instone
Seeing as @BBCNews failed to quote the #greenparty on the #6oclocknews just now (giving second place quote to #reformukltd (other political parties are available you know BBC, but you'd never guess), here is Polanski's comment from earlier today (from BSky - I know I know 🙄 I'm trolling him re fedi)
January 19, 2026 at 6:25 PM
Reposted by Eric Branse-Instone
I thin chart quite precisely explains **why Ukraine is fighting so fiercely.** And why all of these countries on the top right are so desperately rearming themselves right now. And why most of of them joined #nato on the first opportunity.

You can play with […]

[Original post on agora.echelon.pl]
December 21, 2025 at 6:46 AM
Reposted by Eric Branse-Instone
📈 Food prices are up by around 30% since April 2022.

Our tracker found that this was the essential good that the highest number of low-income households went without.

Some 5.4 million low-income households cut back on or went without meals in the last 30 days.
December 17, 2025 at 8:44 AM
This is good. Animated video for a Tide Lines song.

#music #TideLines #scottishfolk #animation

https://youtu.be/yJYazMd1kj4
December 17, 2025 at 12:22 AM
This is DunsPlayFest's youngest trustee, Jamie who has been part of community theatre since he was eight. He’s a regular onstage with Duns Players and at Berwickshire High School where he is currently doing Highers. He recently won the NODA North Councillor’s […]

[Original post on mastodon.scot]
December 15, 2025 at 8:05 PM
Reposted by Eric Branse-Instone
The British Government's handling of the #PalestineAction #hungerstrikes seems to be even more crassly inhumane than the Thatcher regime's appalling cruelty during the 1981 Irish hunger strikes.

The families of Palestine Action hunger strikers in hospital are 'blocked' from contacting them […]
Original post on mastodon.ie
mastodon.ie
December 14, 2025 at 4:54 PM