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Puzzle & Thinking Games · 35

Sokoban, created in Japan in the early 1980s, makes pushing boxes difficult for one reason: unlike many puzzle actions, a bad push cannot simply be pulled back. The design side has its own twist: A hint is most useful when it changes the player's question rather than simply supplying the next action. A three-minute puzzle can produce forty minutes of notes if pride becomes involved.

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A little game-room trivia

Magic squares fascinated mathematicians for centuries. In a normal magic square, rows, columns and diagonals share the same total even though each number is used only once. A second fact changes the subject nicely: Matchstick puzzles work because humans automatically accept familiar symbols and shapes. Moving one tiny stick can change a number, an equation or even the meaning of the whole picture.