Daniel Schwering
danielschwering.digitalcourage.social.ap.brid.gy
Daniel Schwering
@danielschwering.digitalcourage.social.ap.brid.gy
Papa, Softwareentwickler, Brettspielnerd.
Interessiere mich für eine lebenswerte Zukunft, 3D-Druck, Java und Heavy Metal

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#fedi22

🌉 bridged from ⁂ https://digitalcourage.social/@DanielSchwering, follow @ap.brid.gy to interact
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Hallo zusammen, ich bin #neuhier, also ist's Zeit für eine kurze #vorstellung: Ich komme aus Telgte bei Münster, interessiere mich für eine lebenswerte Zukunft, in der ich mit meiner Frau und meinen 2 Kindern noch möglichst viele Brettspiele spielen kann und verdien mein Geld mit Javaentwicklung […]
Original post on digitalcourage.social
digitalcourage.social
Reposted by Daniel Schwering
mastodon.social
February 19, 2026 at 8:03 PM
Reposted by Daniel Schwering
This actually ties into a deeper rant I've had for years about one of the guiding principles for my software engineering.

When writing code one of the absolute most important things you can do is write in a way to reduce the amount of _working memory_ someone in the future will need to exert to […]
Original post on hachyderm.io
hachyderm.io
February 16, 2026 at 7:59 PM
Reposted by Daniel Schwering
February 16, 2026 at 6:59 AM
Reposted by Daniel Schwering
Gleichzeitig fällt die EU-Förderung für den _Open Web Index_ weg, der eine wichtige Voraussetzung wäre für digitale Unabhängigkeit von den wenigen Suchmaschinen, die einen konkurrenzfähigen Index haben: Google (USA), Bing (USA), Yandex (Russland) und Baidu (VR China) […]
Original post on fedifreu.de
fedifreu.de
February 16, 2026 at 8:00 PM
Reposted by Daniel Schwering
I am happy to announce my first blog post of a series about Java Module support with @ASFMavenProject. The upcoming #apachemaven 4 release will enable multiple Java Modules in a single project (just one POM etc.) […]

[Original post on mastodon.social]
February 12, 2026 at 9:08 AM
Reposted by Daniel Schwering
February 11, 2026 at 3:53 PM
Reposted by Daniel Schwering
Überweisung des Bundes and Microsoft: Was macht das mit euch?

2023: 274.091.361,75 Euro
2024: 347.665.579,71 Euro
2025: 481.369.660,77 Euro

Man stelle sich vor, was mit 1.103.126.602,23 Mrd. € alles an Open Source Software in Deutschland hätte beschafft und entwickelt werden können. Vermutlich […]
Original post on gruene.social
gruene.social
February 11, 2026 at 2:35 PM
Reposted by Daniel Schwering
Caren Miosga, wenn sie Chefin der Linken einlädt: "Schadet linke Politik unserem Wohlstand, Frau Reichinnek?"

Caren Miosga, wenn sie den Chef der gesichert rechtsextremen AfD einlädt: "Ist Trump ein Vorbild für Deutschland, Herr Chrupalla?"
February 9, 2026 at 11:55 AM
Reposted by Daniel Schwering
Prognose: CxUSPD präsentiert im März ein lächerliches Klimaprogramm, dem jede*r sofort ansieht, damit kommen wir den Zielen keinen Millimeter näher. Denn die Regierung weiß: Wenn die Umwelthilfe wieder dagegen klagt, dauert es wieder Jahre bis zu einem Urteil, und dann passiert einfach wieder […]
Original post on mastodon.social
mastodon.social
February 10, 2026 at 6:00 AM
Reposted by Daniel Schwering
Ich denke übrigens wirklich, dass es ein Problem ist, dass die Frage nach der Steuer auf extrem große Vermögen immer mit einem "... denn damit würden wir folgendes machen..." verbunden wird.

Es ist schlicht für eine Republik, die nach dem Prinzip "ein Kopf eine Stimme" funktionieren soll ein […]
Original post on mastodon.social
mastodon.social
February 7, 2026 at 1:13 AM
Reposted by Daniel Schwering
“Imagine if we had to follow the law”
February 3, 2026 at 5:16 PM
Reposted by Daniel Schwering
Es hat Gründe, dass in den Epstein Files ein großer Teil der damals führenden KI Forscher auftaucht. Nicht nur weil sie Creeps sind (das auch!) sondern weil es dort und zu Leuten wie Peter Thiel massive ideologische Überschneidungen gibt.

"KI" ist ein Narrativ, dass auf gewaltvoller Aneignung […]
Original post on tldr.nettime.org
tldr.nettime.org
February 4, 2026 at 10:52 AM
Reposted by Daniel Schwering
February 4, 2026 at 10:41 AM
Reposted by Daniel Schwering
February 3, 2026 at 1:12 PM
Reposted by Daniel Schwering
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 admin@wericmartin.com.</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 Daniel Schwering
»Merz: „Ich würde das Arbeitszeitgesetz streichen“ | FAZ«

https://www.faz.net/aktuell/wirtschaft/merz-ich-wuerde-das-arbeitszeitgesetz-streichen-110819445.html

»„Im Übrigen, hier im Saal [beim Neujahrsempfang der Industrie- und Handelskammer Halle-Dessau] wird wahrscheinlich kaum jemand sitzen […]
Original post on mastodon.social
mastodon.social
January 15, 2026 at 9:11 PM
Reposted by Daniel Schwering
Wie die wilden Kerle toben

#eu #merz #usa #russland #china #cartoon #karikatur
January 29, 2026 at 2:02 PM
Reposted by Daniel Schwering
Es gibt noch (wieder?) Protestsongs in den USA.

Bruce Springsteen -
Streets Of Minneapolis

"Trump’s federal thugs beat up on
His face and his chest
Then we heard the gunshots
And Alex Pretti lay in the snow, dead
Their claim was self defense, sir
Just don’t believe your eyes
It’s our blood and […]
Original post on dresden.network
dresden.network
January 28, 2026 at 6:02 PM
Reposted by Daniel Schwering
"On Thursday, Jan 22 a group of about a dozen Vermont community elders entered the atrium of White Cap Office Park in Williston VT, home of ICE’s National Criminal Analysis and Targeting Center.

For the next 3.5 hours, they sat together in silence, pausing every […]

[Original post on social.coop]
January 27, 2026 at 5:27 PM
Reposted by Daniel Schwering
January 27, 2026 at 2:35 PM
Reposted by Daniel Schwering
‼️ Wer Windows 11 mit einem Online-#Microsoft-Konto nutzt, speichert seine #bitlocker-Schlüssel automatisch in der #cloud.

Diese können bei einem rechtlichen Ersuchen an das #FBI weitergegeben werden, wie #microsoft nun bestätigt hat. Eine lokale Speicherung ist möglich, aber nicht […]
Original post on mastodon.online
mastodon.online
January 26, 2026 at 4:17 PM
Reposted by Daniel Schwering
„Der Tod von Renée Good, die Schüsse iranischer Uniformierter – der Ausdruck Sicherheitskräfte verbietet sich - auf demonstrierende Frauen und die Angriffe Russlands auf zivile Wohngebiete mit Frauen und Kindern folgen, bei allen Differenzen, einer tiefen kulturellen Logik. Diese Allianz ist […]
Original post on freiburg.social
freiburg.social
January 18, 2026 at 7:42 AM
Reposted by Daniel Schwering
"Grönland: Keine Einigung zwischen Dänemark und den USA"

Was sind das für absurde Euphemismen.

Es würde auch keiner schreiben:

"Banküberfall: Keine Einigung zwischen der Bank und den Räubern"
January 14, 2026 at 10:28 PM
Reposted by Daniel Schwering
Warum ich die Adolf Alpha nenne

https://interaktiv.tagesspiegel.de/lab/aleph-alpha-ki-aus-deutschland-biases-vorurteile/

Ich habe mich mal mit dem CTO gestritten, dass man nicht sauber nachträglich einen verseuchten Trainingsbestand durch Regeln reinigen kann. Seitdem ist das immer wieder […]
Original post on 23.social
23.social
January 14, 2026 at 11:30 AM
Reposted by Daniel Schwering
Aussicht (2025)
View

#usa #trump #cartoon #karikatur
January 14, 2026 at 8:03 AM