So You Think You Can Think: Puzzle 8

Thursday is puzzle day here at the Avocado, and you know what that means!

It means there’s a puzzle. It also means there’s an answer guide to last week’s puzzle.


A: leviathan, porpoise, sea turtle, starfish: SEA CRITTERS
B: fortune, girl scout, macaroon, sugar: COOKIES
C: doubles, singles, strikes out, triples: THINGS A BATTER MIGHT DO IN AN AT-BAT
D: alphabet, beef broth, goulash, ramen: SOUPS
E: Bravo, Disney XD, Lifetime, Oxygen: CABLE CHANNELS


Last week’s puzzle was wa-a-a-ay too easy for all y’all. I have to get back on the horse and make things, if not challenging, then at least esoteric. Today’s puzzle is all about The Name of the Game. No wordplay necessary, but the more “playing” you’ve done, the better you’ll do.

Below you’ll find 25 clues. Each clue is taken verbatim from the official rules and/or competitive bylaws of a popular game. Could be a board game, a card game, or any other type of game. Based on the limited information the rules excerpts provide, how many game names can you come up with? No repeats, no video games, no rules from that one drinking game I made up back in college.

And I promise, I’m working on something more word-based and nefarious for next week, puzzloids. So have a nice, relaxing session this week cos next week…well. It’ll be tough. I guess. Onward!

  1. Decide who goes first. Players will alternate turns after adding a checker.
  2. There are 3 Licorice Spaces on the path.
  3. A challenged player must show his/her hand to the player who challenged. If the challenged player is guilty, he/she must draw the 4 cards.
  4. If there are not enough Resource Cards to give every player all the production they earn, then no player receives any of that resource that turn. Production of other types of resources is not affected.
  5. Pieces cannot jump over or move onto the two lake areas in the center of the gameboard.
  6. Calls should be made in a uniform tone without special emphasis or inflection and without undue hesitation or haste. Unless a player has an immediate need to know, he should refrain from asking questions about an opponent’s call until after the auction is over.
  7. Each pawn must enter before it can start around the gameboard path. On each of your turns, try to enter your pawns by rolling FIVES, as explained below.
  8. The lowest bid is 50 and can continue in multiples of 1 or more until the bidding reaches 60, then the bidding must continue in multiples of 5 or 10 until the bidding reaches 100.
  9. Each Coup Fourré earns you 300 points in addition to the 100 points you automatically collect for that same card played as a Safety Card.
  10. A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space.
  11. Heel of shoe must rest against stop sign.
  12. Supporter cards are played like Item cards, but you can only play one Supporter card each turn.
  13. Before the game begins, each player places two discs on the board.
  14. For example, if you end your move on square #9, you can immediately move up to square #31.
  15. You MUST clearly circle or print the blank designation on an appropriate slip before hitting your clock.
  16. Before rolling, both you and your opponent must announce the number of dice you intend to roll, and you must both roll at the same time.
  17. As one player removes the dome, another player starts the timer.
  18. If you answer the question correctly, roll the die again and take another turn.
  19. He must knock when his point count is at the value of the knock or below.
  20. The numbers on the two dice constitute separate moves.
  21. Blue Spaces. These spaces are optional. Whenever you land on a blue space, follow the directions only if you want to.
  22. When you are finished rolling, decide which box to fill on your score card.
  23. The player may purchase insurance at the price of half their initial bet.
  24. You may choose to pass and not play a card at any time during your turn as Clue-giver. Pass by removing the card from the easel and placing it in the discard pile. The opposing team scores a point each time you pass.
  25. There is no room for cheating or knowing what the other person is going to throw so the results are usually very satisfying with no room for fighting or error.