The Escape Book: Can you escape this book? [Review]

“Like a toboggan-ride of pain” (page 126)

Location:  at home

Date Played: October 2018

Team size: 1-¯\_(ツ)_/¯; we recommend 1

Duration: It depends (see below)

Price: $10

Publisher: Ivan Tapia

REA Reaction

On its surface, The Escape Book: Can you escape this book? was a good product. It had well-tested puzzles, quality printing, a strong hint system, and a well-defined aesthetic. Unfortunately, these were overshadowed by the problems.

The Escape Book's black, white, and yellow cover of a door opening. It asks, "Can you escape this book?"

The Escape Book contained 18 puzzles in its 176 pages. Most of the book’s content was long, rambling, repetitive, droning, and repetitive drivel. The story constantly shifted between uncomfortable, laughable, and boring. 

Play through The Escape Book to breeze through its puzzles. They weren’t special, but they worked well. While this may appeal to some newbies, we suggest taking a pass on this one. If you choose to play, skip most, if not all of the story. 

Who is this for?

¯\_(ツ)_/¯ 

Why play?

  • The puzzles solve cleanly.
  • A well-designed and generous structured hint system

Story

Candela Fuertes, a brilliant 28-year-old investigative journalist/ hacker, had been writing a story on the currency-manipulating Castian Warnes and his Wanstein Club.

Warnes, the evil multibillionaire, had publicly claimed to have created The Daedalus, a death trap labyrinth that housed his secrets. Anyone could enter it freely, but they would perish if they failed to complete his puzzles within 60 minutes.

In-book, page reads, "The Beginning, Candela has 56 minutes left to live."

Candela decided to enter this escape room/ death trap in an attempt to uncover Warnes’ misdeeds. For reasons that never made sense, she did this without telling her editor or loved ones. 

We played as Candela, navigating her through the puzzles.

Setup

The Escape Book followed a simple structure. In each chapter we read a few pages of prose, which told a bit of the story, and concluded with a puzzle.

In-book, page shows the first puzzle: a grid of circles that look like flat-head screwheads, some oriented vertically, others, horizontally.

The puzzle solved to a number. We then turned to that page number to continue the story. 

In-book, page, shows the answer input.

If we struggled with a puzzle, the book provided a page that we could turn to for hints. Each puzzle (except for the final one) had 5 hints that increasingly simplified the puzzle.

In-book, page,shows portions of the first puzzle's hints.

Finally, we could turn the page in the hint section to reveal the solution.

In-book, page shows that the puzzle's solution is on the next page.

Gameplay

The Escape Book was a simple puzzle book with a low level of difficulty.

Core gameplay revolved around observing and basic puzzle solving.

Story overshadowed gameplay.

Analysis

➕ We liked the appearance of the book. The black, white, and yellow aesthetic looked sharp. The Escape Book was printed well.

➕ Most of the puzzles were clued well and solved cleanly. 

➖ One late-game puzzle felt poorly clued. It seemed instead to clue a future puzzle, which deviated from the patterns set by the book.

❓ The puzzles were easy. Most of them took us less than 30 seconds to solve. Those that took a little longer required some process work. This wasn’t inherently good or bad; it comes down to how much you want to have to work at solving a puzzle. 

In-book, page reads, "Clue Zone" with an unlocked padlock.

➕ It was easy to use the thorough hint system. We appreciate any play-at-home game that allows puzzlers of any experience level to play on their own terms. 

➕ We liked the concept of an interactive novel with puzzles. We’ve seen this before with the Winston Breen series, which we really enjoyed.

➖ Far too much of The Escape Book was rooted in its narrative. We spent most of the time reading prose… which might have been great, if it had been an entertaining story. 

➖ The writing was uncomfortably bad. The story amounted to a dull, repetitive tale of currency manipulation with a couple of rants about George Soros thrown in for flavor.

➖ When we weren’t reading droning passages about shorting currency futures, we were treated to descriptions of a nonsensical villain who was supposed to seem scary, but came across as silly.

“The Daedalus, the security system created by a man incapable of remembering names or passwords, is about to finish Candela off” (page 80).

➖ Our heroine’s actions were laughably shortsighted, which uncomfortably juxtaposed against how badass she was supposed to appear. All of this was further undermined by excessive descriptions of her body. How many times did we need to read about the rising and falling of her chest? It went “up… down… up…” 

In-book, first story page shows the description of the main character.
This is the first page. ⬆️⬇️⬆️

My favorite utterly unnecessary passage: 

“In her final year at university, Candela had shared a flat with Mark, a computer addict. They were friends with benefits. Over the course of living with him, Candela had learnt a bit about sex and a lot about the stock exchange” (page 39). 🔥Hot 🔥

The Escape Book was originally written in Spanish. It’s possible that something about the writing was lost in translation… but there came a point where that didn’t matter.

❓ We could have solved most of the puzzles without reading the story, or by only reading the last couple of paragraphs of a section. I think that this would have been the optimal way to play. 

Tips For Visiting

  • Space Requirements: None. We solved most of the book while sitting in a diner. 
  • Required Gear: Pen (we recommend Frixion pens) or pencil. An internet-connected device is required to complete the book. 
  • Optional gear: A knife or scissors.

Buy your copy of The Escape Book: Can You Escape This Book?, and tell them that the Room Escape Artist sent you.

(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale.)

Trip 1907 [Review]

We finished with 86 sanity… which seems accurate.

Location: at home

Date Played: May – June 2018

Team size: ¯\_(ツ)_/¯; we recommend 1-2

Duration: ¯\_(ツ)_/¯

Price: $17

REA Reaction

Damn I wish I could draw like this. The incredible art in Trip 1907 made me want to study every page of the book. In addition to beautiful illustrations, Trip 1907 presented 44 puzzles, most of which solved cleanly. It wrapped the puzzles in a Lovecraftian mystery through ancient artifacts, monsters, cultists, and rituals. The thematic hint system forced us to sacrifice our sanity for assistance.

An intricate sketch of a long-necked dragon-like sea monster.

I wish I could end this review here and wholeheartedly recommend this book. It got a lot right… but I can’t.

A minority of puzzles felt imprecise or nonsensical. The thematic hint system was blind; it vacillated between helpful, cruel, and silly. This combined to beat down our confidence in the game. When we got stuck, we couldn’t be sure if we weren’t puzzling well… or if we would later learn that the puzzle was rubbish. This lack of trust sucked a lot of fun out of working through challenging puzzles.

The entirely linear nature of the book exacerbated these frustrations. When we got stuck, we couldn’t move on to anything else until we finished the puzzle.

There was a lot to love in Trip 1907; it got a lot right. However, the stuff that didn’t work well tainted the fantastic. When we finished the final puzzle we were happy, not because we felt accomplished, but because we were done.

If you’re a puzzler who’s willing to embrace all of the wonderful aspects of Trip 1907 and let its flaws be, then there’s good content and value within its pages.

Who is this for?

  • Story seekers
  • Puzzle lovers
  • Any experience level

Why play?

  • Some great puzzles
  • Beautiful illustrations
  • An interesting and cohesive story

Story

Trip 1907 told the Lovecraftian tale of a boathand on a freighter ship carrying a mysterious and nefarious cargo.

As the mystery expanded, so did the main character’s madness.

The faux leather cover of Trip 1907: Interactive Escape The Book Game features a gold compass rose with tentacles emerging from North.

Setup

Trip 1907 was played with a book and an internet-connected device. (We used an iPhone exclusively.)

Similarly to Journal 29, each 2-page spread offered a puzzle/ illustration. We submitted our answer through a website.

The website also provided a fairly substantial amount of prose – not included in the book – to convey the story.

Trip 1907 had a structured hint system whereby we could trade sanity for a hint. The website kept track of our sanity. We started with 100 sanity points and could trade 4 points for a mild hint and 6 points for a heavy hint. Solving puzzles restored some sanity.

A long hand-written prose journal entry dated September 15 1907.

Gameplay

Trip 1907 was a puzzle-based book with a detailed narrative and a heavily variable level of difficulty.

Core gameplay revolved around observing, building connections, and puzzling.

Analysis

+ Many of the puzzles in Trip 1907 solved elegantly. If we struggled, we took a break and returned later to find a workable solution.

– Early on, the web app seemed to have intentionally hidden hyperlinks that were critical to puzzling. This may have been easier to find on desktop, but the lack of hover-states on mobile made them almost impossible to find. This made a fairly straightforward puzzle infuriating.

– Some puzzles didn’t fit together cleanly. Some of these weaker puzzles were a little obtuse; others seemed deliberately misleading.

In-game: Illustration of a hooded cultist saying, "What?"

– Midway through Trip 1907, a puzzle completely changed the rules of the book without any warning or sufficient cluing. Once the shift happened, we knew what to look for, but the change was needlessly brutal.

+ The illustrations were beautiful, even if they weren’t all that relevant to the puzzles.

+/- The story was entertaining and generally well written and compelling. The online content, however, struggled with readability. The center justification and font choice made the act of reading the story uncomfortable. It also could have been edited down by, say, 20%.

+ If we’d wanted to completely ignore the story and focus entirely on the puzzles we could have.

+ The hint system was baked into the web app, always accessible, and tied to a Lovecraftian sanity point system. Solving puzzles earned sanity; using hints burned sanity.

– When we really needed a hint, the hint system rarely provided anything helpful. We were typically caught up on some small late-puzzle detail. The hints usually pointed to concepts that we had already figured out. Additionally, because the hints were blind, and we were penalized sanity points for taking them, it was extra irritating to receive information we already knew.

– Trip 1907 required us to solve it linearly. This meant that if we got stuck on a puzzle, we couldn’t advance at all until we’d solved it. As a result, we put the book down for weeks at a time.

– Two late-game puzzles utterly shattered the mythology of the book. I might have forgiven this if the puzzles were any good, but I think they were also the two weakest puzzles in the entire book.

Tips for Playing

  • Playing Trip 1907 requires a copy of the book, an internet connected device, pencil (or Frixion pens), and scissors.
  • Headphones are optional.

Order your copy of Trip 1907, and tell them that the Room Escape Artist sent you.

Escape from the Room – The Curse of Old Maid Milly [Review]

Crazy cat lady puzzle book.

Location: at home

Date Played: March 2018

Team size: 1 -¯\_(ツ)_/; we recommend 1-2

Price: $16 per copy

REA Reaction

Escape from the Room: The Curse of Old Maid Milly was a charming and generally straightforward reimagining of a real-life escape room as a puzzle book. While it wasn’t a challenging game, it captured the quick-hit escape room puzzle style quite well.

If you’re looking for a puzzle book to push the boundaries of your puzzling ability, there are more challenging options out there. If you’re looking for a puzzle book that captures the feel of an escape room, this a great choice. We loved carrying it with us on our travels.

Escape from the Room: The Curse of Old Maid Milly being held up beside an airport window.

Who is this for?

  • Puzzle lovers
  • Travelers
  • Crazy cat people

Why play?

  • It’s cool to see an actual real life escape room adapted into a book.
  • The puzzles play well.
  • It’s inexpensive and fun.

Story

This real life escape room-turned-puzzle book casts the reader as Dr. Alan Harris, a professor of paranormal activity. Dr. Harris was investigating a room where a mysterious reclusive cat lady named Milly had died when he was suddenly locked in.

Could Dr. Harris uncover the secrets that have kept Milly’s soul trapped in her home and escape?

Setup

The Curse of Old Maid Milly began its life as an actual escape room in the United Kingdom (review by Ken Ferguson at The Logic Escapes Me). After closing the real life escape room, the creator converted it into a book-based escape game. According to Ken, roughly 50% of the puzzles were changed in the shift to print.

Each 2-page spread of the book presented either puzzle and story or a black and white sketch of the game environment.

Puzzle and story pages would deliver most of the content as prose. Light gray text was explicitly for story and could be ignored by the more puzzle-minded. Black text was necessary for the completion of a puzzle.

Gameplay

Maps

Map pages depicted a larger area. The map would be labeled with corresponding pages that contained illustrations of what we would see if we looked in that direction.

Location Illustrations

The black and white sketches filled us in on the aesthetics of the room and contained observable clues for solving puzzles.

Puzzles

Puzzle pages contained a page number (more on that in a moment), light gray story text, and black puzzle text. Some puzzles also contained additional graphics.

The answer converter the allows players to translate directions and letters into numbers.

Inputting Answers

Puzzle solutions came in the form of page numbers. To verify an answer, we had to flip to that page and see if we should be heading there. If we were correct, the page we flipped to had the next segment of story and a puzzle.

Not all of the puzzles initially resolved to a number. There was a consistent translation mechanism that enabled us to convert directions and words into numbers.

Satchel

Occasionally the book would inform us that Dr. Harris had decided to save an object in his satchel. This news was always delivered in black puzzle text and satchel was bolded for extra effect. Whenever this happened, we needed to log the item, as we would eventually need to recall it in order to solve certain challenges.

Analysis

+ This was a good beginner puzzle book. The puzzles resolved cleanly. Few offered serious challenge. When we were stumped, it was usually because we had failed to notice a detail.

+ The page jumping mechanic was an interesting approach to answer checking.

– Because we were constantly jumping from the back of the book, to the middle, to the front, and back again, at any given point in time, we had little concept of how deep into the game we were.

– We did not enjoy the satchel game mechanic. It made a good effort at recreating the feel of using found objects to solve puzzles, but it wasn’t exciting. These “puzzles” felt more like throwaway moments. It was more effort to track satchel items than it was worth.

+/- The story was good, but entirely too wordy. There were times where if felt as if the story text may have been added simply to fill white space on the page.

+ The light gray vs black text to separate story from puzzle worked well.

+/- Old Maid Milly had a cute print-based take on escape room search puzzles. We didn’t love these puzzles, but they absolutely captured the right vibe.

+ The hint system was structured and easy to use.

+ This book was fun to carry around on a trip. We would make a little progress here and there. It was easy to put down and pick up again.

Tips for Playing

  • You will want some sort of bookmark.
  • You need to log all of the satchel items. Failure to do so will result in annoyance and backtracking later on. We might be speaking from experience on this.
  • It is possible to play this game without writing in the book, but requires extra effort.

Book your hour with Escape from the Room’s The Curse of Old Maid Milly, and tell them that the Room Escape Artist sent you.

Disclosure: Escape from the Room provided a complementary copy of this book.

 

The Crazy Story of a Real Life Treasure Hunt

Nerdwriter, one of my favorite YouTube channels, created a video essay about a children’s book with hidden puzzles to a real life treasure: MASQUERADE, by Kit Williams.

MASQUERADE's cover a boy with a rabbit mask running around a flowering tree.

The story of this book is pretty strange and created the niche treasure hunt book genre that has inspired geocaching as well as escape rooms (which get a mention in the video).

Spoiler warning: This video will explain the rather complicated puzzles contained within the book. If you care to try and solve this puzzle even though the treasure has been found, you’ve been warned. 

I hadn’t heard of MASQUERADE before watching this, but I’ve now ordered a copy.

In the mean time, the book is out of print, but there are copies available used on Amazon for a few dollars if it interests you.

(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale.)

The Puzzling World of Winston Breen [Book Review]

If only puzzles became hunts for real treasure.

Author: Eric Berlin

Year: 2007

Page Count: 209

ISBN: 978-0-399-24693-7

Price: ~$8 in paperback

Synopsis

Winston Breen is a teenager who loves puzzles. When he inadvertently gives his sister a birthday gift containing a mysterious puzzle, Winston, his family, and his friends find themselves in the middle of a treasure hunt.

The Puzzling World of Winston Breen is written at a middle school reading level.

The cover art for the first volume of The Puzzling World of Winston Breen.

Puzzles

The Puzzling World of Winston Breen is full of puzzles. These are mostly word, number, or spatial puzzles. They are presented on paper and solvable without any additional tools. (At times, however, a writing implement is helpful.)

Some of the puzzles support the narrative. I could solve them alongside Winston and the other characters or continue reading to learn the solutions.

Other standalone puzzles are peppered throughout the book. I could stop and solve them if I felt inclined.

Standouts

Winston is a likable and relatable character. I was immediately drawn to this puzzle-loving kid. His adventure is fun and entertaining.

The main narrative revolves around solving a puzzle. This puzzle is challenging and engaging. I wanted to solve it almost as much as Winston and the other characters did. In the end, the solution was satisfying.

Berlin interjects standalone puzzles throughout the book. Because they are presented by Winston and the other characters to each other, they feel like they belong. These puzzles are strategically presented at breaks in the action. I never felt that I was creating my own cliff hanger by stopping to solve something,

Shortcomings

Some of the standalone puzzles feel like homework. Winston likes any sort of puzzle. I’m a bit more discerning. Sometimes I could see how to solve a puzzle, but I wasn’t interested in going through the motions.

Should I read The Puzzling World of Winston Breen?

The Puzzling World of Winston Breen is a fun read.

I particularly recommend it for preteens or teenagers who enjoy puzzles. They will enjoy Winston and solving along with him.

The puzzles can be easily enjoyed as a family. As they popped up, I would occasionally offer them to David too. He could engage in the puzzling with me even though he wasn’t reading the story.

If you just want to solve puzzles, this won’t be for you.

If you’re intrigued by puzzles, but you find that a book of them lacks the context and meaning you need to want to solve them, then The Puzzling World of Winston Breen might be just the story you need to get puzzling.

Order your copy of Eric Berlin’s The Puzzling World of Winston Breen from Amazon using this link, and a small percentage of your purchase will go towards supporting Room Escape Artist.

Journal29 [Review]

They were here before…

Location: at home

Date played: Summer 2017

Team size: 1 -¯\_(ツ)_/¯; we recommend 2-3

Price: $16 per copy

Story & setup

A top secret excavation yielded no interesting results until the team suddenly vanished on the 29th day leaving behind no evidence of their existence except for a mysterious and cryptic journal.

Created by Dimitris Chassapakis, Journal29 was a puzzle book with a narrative experienced entirely through puzzles and illustration.

The Journal29 book, a pencil, and a iPhone with the Journal29 website open.
All that you need to play.
Playing Journal29 required the book, a pencil (seriously, don’t try this with a pen), and a computer or smartphone.

Every 2 pages of Journal29 contained a URL / QR code and puzzle. When we thought we had a solution to a puzzle, we visited the URL, submitted our answer, and the page either told us we were wrong… or rewarded us with a “key” word. The keys from the puzzles would ultimately be plugged into subsequent puzzles.

Puzzles

Journal29 contained 63 individual puzzles. Each one was unique. If a particular method of solving worked once, it would not work again. In the book’s own words, Journal29 required us to “write, draw, search, fold, combine, and more.”

Standouts

While some of the puzzle types were familiar, many were remarkably inventive.

The mix of puzzles was fantastic. These included both simple ones and mindbogglers.

The first 8 puzzles built a elegant on-ramp for the rest of the book.

The website was simple and effective.

The key system was smart. If we solved a puzzle based on incomplete information (we didn’t have one of the necessary keys) and then backsolved that key, it did not spoil the puzzle that was meant to yield the backsolved key. We simply had the key to an unsolved puzzle… not the solution to the puzzle. (I’m looking at you puzzle #28. One day I’ll figure out what the hell you are.)

We loved how some puzzles daisy-chained via keys. This meant that certain portions of the book would bind up until we made progress on an earlier puzzle. In the meantime, however, we had other puzzle tracks and puzzles that required no keys. Because of this design decision, we could be woefully stuck in one segment and simply move on to different puzzles. We’d periodically revisit the puzzle we were stuck on until we had a breakthrough. As a result, every time we sat down with Journal29, we made some progress.

Journal29 was low commitment. It lasted us a few weeks of on again, off again puzzling.

I liked the geometric aesthetic of Journal29’s illustrations.

Shortcomings

The handwriting font used in Journal29 was occasionally difficult to read. This led to transcription errors when we jotted down keys, which later resulted in frustration in the form of unsolvable puzzles.

The QR codes were worthless. It was easier to type into the URL bar to jump between puzzles. This was important because after the first 8 puzzles, we stopped solving them linearly. Also… QR codes are a silly, ugly, and insecure feature for people trapped in 2013.

A few puzzles in Journal29 got a little weird. They all ultimately had reasonable and clear solutions, but it was a grind to get through some of them.

The story was present, but not so compelling.

I really, truly wish that the answer website had accepted minor variations on puzzle solutions. There were times where we derived an answer along the lines of 123-456-7890, but it had to be entered as 1234567890. We lost a lot of time and built up a lot of frustration over minor variance in solution formats.

Journal29 had no built-in hint system. The Journal29 forum, however, did have spoiler discussions for each puzzle. I used this twice and the experience was mediocre because the discussions were unstructured, often giving me more detail than I wanted or requiring me to dig deep because some of the comments were more confusing than the puzzles. Both times that I used the forums, I learned that I had a key transcription error. I wish that the Journal29 simply had a structured and predictable help website; it would have been a better experience.

Should I play Journal29?

If you’re a puzzler, Journal29 is a fantastic purchase. It was more intriguing than a normal puzzle book. It was deeper, more challenging, and more entertaining than a 60-minute at-home escape room.

We’ve been traveling more than normal these past few months and we carried Journal29 with us. We’d pull it out on a train and solve a puzzle or two or focus on it for hours during a flight delay. It was lightweight and low tech. Because most of the puzzles solved with “ah-ha!” moments rather than grinding process puzzling, we could experience it casually.

I recommend Journal29 for small groups of people who spend a lot of time together. As a couple, it was fantastic. We could easily share the book and it was always remarkable when Lisa easily saw a path forward that was completely invisible to me (and vice-versa). If I was going to attempt this book with 3 or 4 people, I’d consider purchasing a second copy just to make sure that everyone could participate.

It is possible to solve Journal29 without destroying it, but you’d have to work very hard and probably photocopy many of the pages to do so. Jorunal29 was designed for destruction and that was absolutely fine with us.

Grab your copy of Journal29, and tell them that the Room Escape Artist sent you.

Thank you to Amanda Harris for giving us a fresh copy of Journal29. You’ve brought us hours of entertainment.

(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale.)

 

Top Secret: A Handbook of Codes, Ciphers and Secret Writing [Book Review]

Shift by 23: Wklv xvhg wr eh plolwdub judgh hqfubswlrq.

Author: Paul B. Janeczko

Year: 2006

Page Count: 144

ISBN: 978-0763629724

Price: ~$6 in paperback

Synopsis

I had a realization that most of the ciphers, codes, and hidden messages that we see in escape rooms are essentially ancient intelligence tools that are easily appreciated by older school kids. This isn’t a judgment, but a simple fact of the escape room format. A dozen or so puzzles all designed for rapid solving creates an environment that doesn’t lend itself to complexity.

So I sought out a kid’s guide to codes and ciphers and found Paul Janeczko’s Top Secret: A Handbook of Codes, Ciphers and Secret Writing.

Book cover for Top Secret, looks like a brown folder being held by a pair of black gloved hands.

It is exactly as advertised, discussing a little bit about the history and how-tos of simple encryption and decryption.

Written at about a 5th grade reading level, it’s the lightest read I’ve picked up in a long time. Top Secret is cute. It focuses on turning all of these old techniques into fairly straightforward craft projects. The information is good, if dramatically simplified.

Standouts

It’s an excellent and likely empowering book on how to make, transfer, and keep secret messages for kids.

As a light guide to ciphers for escape rooms, it’s a surprisingly solid book. I’ve read quite a lot about the history of cryptography as of late, yet there were a few basic forms of encryption covered in Top Secret that I had neither seen nor heard of.

The historian in me would have loved to see more detail in the book. However, it is likely more useful for those interested in creating escape games because it glosses over the historical context and focuses on how to create and use the basic ciphers

The table of contents is detailed and useful.

Illustrator Jenna LaReau’s art is adorable, warm, and humorous.

Book illustration for the "code breaking" chapter. A spy chopping a code book like a martial artist chopping wood.

Shortcomings

Janeczko’s writing is a little uneven. At times Top Secret is matter-of-fact, but then it can shift into a decidedly condescending tone that I think would have irked me even at age 10.

Should I read Paul B. Janeczko’s Top Secret: A Handbook of Codes, Ciphers and Secret Writing?

Retailing around $6.00 and taking nearly no effort to read, Top Secret was worth both my time and money. I learned a few concepts that I hadn’t yet come across.

If you’re looking to really understand the history, intricacies, and application of cryptography from antiquity to the present, then you should read a book like Simon Singh’s The Code Book: The Science of Secrecy from Ancient Egypt to Quantum CryptographyTop Secret is simply too light and airy to develop a serious understanding of the subject matter.

If you are looking to create an escape room and aren’t well versed in simple codes, ciphers, and methods of hiding messages, then Top Secret might be the most useful and easy-to-read $6 reference book you’ll ever buy.

Order your copy of Paul B. Janeczko’s Top Secret: A Handbook of Codes, Ciphers and Secret Writing from Amazon using this link, and a small percentage of your purchase will go towards supporting Room Escape Artist.

 

The Code Book: The Science of Secrecy from Ancient Egypt to Quantum Cryptography [Book Review]

Yesterday’s military grade ciphers are today’s toys and puzzles.

Author: Simon Singh

Year: 2000

Page Count: 432

ISBN: 978-0385495325

Price: ~$12 in paperback, ~$10 on Kindle

Synopsis

Simon Singh writes an entertaining abridged history of cryptography (the making of ciphers) and cryptanalysis (the breaking of ciphers).

Singh shifts back and forth between careful explanation of cryptographic concepts and wonderfully entertaining historical anecdotes involving codes and ciphers.

The Code Book's cover has fine writing of assorted encodings covering it.

The anecdotes are by far the most fun aspect of the book. The story of the legendary Beale Papers is a particular standout. If someone hasn’t already turned that story into an escape room, it’s ripe for the medium. I was also quite taken by the stories of the cryptanalysts of Bletchley Park during World War II as well as the incredible efforts that went into deciphering Egyptian hieroglyphs and the Mycenaean Greek script, Linear-B.

The explanations take the reader through the most basic codes and ciphers that so regularly appear in escape rooms and puzzle games. As the complexity ramps up, The Code Book begins to explain how modern cryptography works.

The closeout is an exploration of the concept of quantum cryptography, which, while interesting and well-explained, also makes the brain explode into little tiny pieces.

Standouts

Singh clearly communicates complex concepts. His descriptions of ciphers, how they work, and how to use them were exceptional.

I was legitimately nervous as I approached the chapter on the German Enigma cipher. I knew how complex the thing was and I was jittery about my ability to comprehend its inner workings. I had to pay close attention while reading, and occasionally read a paragraph twice, but when I finished the chapter, I understood how the thing worked. That was honestly exciting.

Learning the details, history, and context of these common (and uncommon) ciphers that I play with so often in escape rooms and puzzle games was deeply satisfying.

The anecdotal tales of real-life cipher-making and -breaking gave me so many ideas for how puzzles could be used to tell stories now and in the future.

Shortcomings

While Singh has a rare talent for explaining the intricacies of codes, ciphers, cipher breaking, and mathematics, his explanations occasionally become redundant. Since each chapter is written largely as a standalone, information can become repetitive.

Singh keeps the math to a minimum. However, in the middle of the 20th century, cryptography stopped being a linguist-based profession and morphed into a mathematical craft. If you’re allergic to reading about mathematics, then you’re likely going to drop the book at the halfway mark.

Should I read Simon Singh’s The Code Book: The Science of Secrecy from Ancient Egypt to Quantum Cryptography?

Reading The Code Book fostered a feeling of connection to the ciphers that I see in escape rooms. The more I have come to understand what those ciphers are, where they came from, and their significance throughout history, the more meaningful they have become.

The later chapters felt like reading a different, yet equally important book as they helped me achieve a deeper understanding of the crypto that makes the world we live in work. Now more than ever, I see how critical it is that we have access to strong cryptography.

Finally, this quirky realization: yesterday’s military grade crypto is today’s children’s toy. It hadn’t occurred to me that messing about with a basic shift cipher was the military intelligence equivalent to swinging a sword or firing an arrow. Those old ciphers that we play with today were a critical method of maintaining secure military communications. That understanding is wonderful.

Reading The Code Book has shifted my perspective on the world. You can’t ask any more from a book.

Order your copy of Simon Singh’s The Code Book: The Science of Secrecy from Ancient Egypt to Quantum Cryptography from Amazon using this link, and a small percentage of your purchase will go towards supporting Room Escape Artist.

Human Motivation & Escape Rooms

We made an appearance on the Room Escape Divas Podcast a few weeks ago. We had a great time talking about escape rooms and blogging with the Divas.

Room Escape Divas Logo, a cartoon representation of the four hosts.

Whether or not you listened to our episode of REDivas, I highly recommend that you give their fourth episode with Professor Scott Nicholson a thorough listening, as I think it’s their best.

Scott Nicholson

Scott is a Professor of Game Design and Development at Wilfrid Laurier University (and formerly of Lisa’s alma mater, Syracuse University). He created the Facebook Enthusiast Group, which is the only room escape Facebook group that team Room Escape Artist frequents.

He created the easy-to-learn and super fun auction table top game Going Going GONE.

Most importantly, Scott wrote the seminal room escape white paper Peeking Behind the Locked Door: A Survey of Escape Room Facilities (2015).

Another Blacklight

A quick digression…

The episode opens with Errol’s incredible parody of Disney’s Aladdin theme “Arabian Nights,” reworking it into “Another Blacklight.”

I think this should be expanded into a full song and turned into a music video.

Daniel Pink on Motivation

Scott and the gang cover a lot of interesting topics, one of which is Dan Pink’s research on the unexpected idiosyncrasies of human motivation. His work has interested me since 2010. I cannot agree more with Scott on the importance of understanding what actually motivates people when designing games (or designing anything, really).

I highly recommend picking up a copy of Daniel Pink’s book Drive: The Surprising Truth About What Motivates Us. Whether you’re designing products, games, organization, or teaching, this book will reshape how you think about motivating others and yourself.

If a book is too much commitment, take 10 minutes and watch his RSA video:

Or really go nuts and spend 18 minutes listening to his TED Talk:

(Amazon – If you purchase via our Amazon links, you will help support Room Escape Artist as we will get a very small percentage of the sale).

Path Puzzles by Rod Kimball [Product Review]

Rod Kimball, professional juggler with The Flying Karamazov Brothers, is also a puzzle designer in his spare time.

He created a new type of pen and paper puzzle and published a book of them: Path Puzzles.

We met Rod at the New York Puzzle Party this past February, where we spoke about escape rooms. He recently gave us a copy of his book.

The cover of his book reads “Easy to pick up, hard to put down” and I have to agree.

Easy to pick up

The basic rules are simple:

  • There’s a polygon grid of squares.
  • The grid has two openings along its edges.
  • The grid has numbers along the edges.
  • You have to draw a single line from one opening to another, with that line passing through each row and column of the grid matching the numbers along the side
    • If a column or row has the number 4 beside it, then the line must pass through 4 squares on the grid.
    • If a column or row has the number 0 beside it, then the line must never pass that column.
    • If a column or row has no number beside it, the line may pass through anywhere from none to all of the squares–it’s up to the solver to figure out.

Path Puzzle Example

That’s all there is to learn to get started.

There are a few advanced rules that apply to more challenging puzzles, such as multiple false openings along the edges and numbers in the middle of the grid. These serve to greatly increase the difficulty of later puzzles.

Hard to put down

From March through June, I spent a lot of time traveling for work and fun. Throughout my seemingly endless string of flights, I would swap between two puzzle games:

The Legend of Zelda: Ocarina of Time (ported to 3DS), one of the finest puzzle adventure video games of all time, and Rod Kimball’s humble book Path Puzzles.

I was torn between them… which is just about the kindest compliment I can bestow upon a puzzle.

Since Rod gave us a free copy of Path Puzzles we have bought additional copies as gifts because they are wonderful, easy to learn, and ultra portable.

I’ve burned out on Sudoku and Path Puzzles has grown into a refreshing replacement as my go-to pen and paper puzzle.

Rod’s book is a steal at $12.

(Amazon – If you purchase via our Amazon links, you will help support Room Escape Artist as we will get a very small percentage of the sale).