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beginner's guide to crossword solving—how the Game is played

Here, the Muse Of Language Arts presents an overview of how to play the game of crosswords, American Style. This overview is aimed at readers who are broadly familiar with the game when they arrive at this page.

 

Directions

  1. Read any one of the sections below.
  2. Let your cursor hover over the words "Directly Related Terms" at the end of the section. A checklist of related crossword terms will appear for that section.
  3. If you want additional information about any one of the terms on the checklist, look in the Crossword Glossary. The terms used in the section are defined in the Glossary and will supplement your understanding of the section.

Open the Crossword Glossary now: click here.

 

the Bone Of Contention

there can be only one right (correct or acceptable) Answer for each Clue, the one that the Constructor decides is correct. The Solver's goal is find this one correct Answer.

the astute Constructor Composes Clues that are camouflaged. His purpose is to confuse, misdirect, and stump the Solver even while providing him with information that is actually true at base.

the Constructor accomplishes this goal by formulating Clues in such a way that it sparks numerous possible, seemingly valid, Answers in the Solver's mind, or by formulating Clues so that the Solver is at a complete loss for an Answer.

If multiple possible Answers occur to a solver, the Constructor hopes that many of them will seem valid to the Solver—valid in the sense that all are consistent with the Clue and might reasonably resolve it. From the Constructor's point of view, if he can't stump the Solver entirely, the more plausible choices he offers, the better, because the more choices, the more confusion.

the Constructor achieves obscuration and obfuscation in Clues by employing various linguistic and semantic techniques for masking correct Answers. Techniques available to the Constructor include whacky, humorous, or vague allusions or definitions, misleading statements, Wordplay (puns), ambiguous statements, fuzzy language, and more.

In one sense, a crossword puzzle is a game in which the Solver plays against himself. His objective is to enter a correct answer in the grid for each puzzle clue. But in another sense, a crossword puzzle is a zero-sum game between the Constructor and the Solver. The Solver wins if and when he correctly answers all clues by filling in every white square in the grid with a correct answer. The Constructor wins if he succeeds at preventing the solver from completely filling the grid with correct answers by the time the game ends.

Directly Related Terms—hover here

Play

the majority of crosswords puzzles have no theme. That is, they are not about a specific subject or topic. On the other hand, some crossword puzzles have a theme. The med crossword puzzles usually have a title assigned by the Constructor or Editor. theymay also have a subtitle and/or a subject.

Prior to play, the solver prepares himself by carefully studying the Grid and familiarizing himself with its layout. He checks to see if the puzzle has a theme. If the puzzle has a theme, he also reads its title and subject and absorbs their full significance.

Play continues when he decides on the first Clue he will attempt to solve. He inspects the Clue, looking for an Answer.

Play advances when the Solver decides on a tentative Answer for his first Clue and enters it in the appropriate White Squares set aside for it in the Grid.

Play continues as the Solver selects the next Clue to attack. He inspects this Clue, decides on a tentative Answer, and enters it in the appropriate White Square or Squares in the Grid.

While at work, the Solver may discover a reason to believe that one or more of the Answers he has entered may be incorrect. A Solver is free to revise any previously entered Answer at any time prior to game end, any number of times. A revision is the point at which a pencil eraser comes in handy; if the puzzle is being worked (solved) on a computer, it's the point at which the erase button comes into play.

the Solver repeats the above steps until the game ends.

Directly Related Terms—hover here

Game End

the game ends as soon as the Solver looks at the Solution or when he decides to concede.

Directly Related Terms—Hover here

Deciding the Winner

the Solver cannot win until he is sure that he has Answered every Clue correctly. How, then, does the Solver confirm that he has entered nothing but correct Answers? the Constructor provides them in the Solution. The Solution is the gold standard for judging victory.

the Constructor wins if any final Answer is missing or incorrect.

Since a Solver's Answers are only deemed correct if they exactly match Answers in the Solution, a Solver can only win after he has checked his Answers against the Solution and determined that every one of his Answers agrees on all counts with every one of the Answers provided by the Constructor.

therefore, all Answers the Solver enters in the Grid are tentative until the Solver completes his check, even Answers which at first glance may have appeared not to be in doubt. Since the Solver cannot be certain he has Answered every question correctly until he has completed this check, he can't say that he has Solved the puzzle until after the check has been completed with a favorable outcome.

Play must end as soon as a Solver looks at the Solution; otherwise, the Solver who consults a Solution would be cheating. And once play ends, the Solver has no further opportunity to resume play. Therefore, before checking a Solution, a wise Solver will ensure that he has entered Answers to all Clues in the Grid and that he is satisfied that none need to be revised.

the Solver wins if he consults the Solution and determines that every one of his Answers is an exact match to its companion in the Solution. Otherwise, the Constructor wins.

Directly Related Terms—hover here

Fair Play And Honesty

Constructors are expected to be tricksters but that does not mean they are entitled to cheat. Although Constructors are permitted (even encouraged) to confuse the Solver with wordplay, misleading hints, and ambiguous Clues, Constructors are expected to play fair.

No matter how camouflaged or misleading Clues may be, the principled Constructor will state each Clue in a manner that would cause most sensible, reasonably well informed Solvers who are in possession of their faculties and who exercise common sense to conclude that every Answer is valid and relevant once it is revealed in the Solution.

Solvers should not have to be specialists in any field of endeavor in order to Solve a puzzle unless they are alerted to this effect in advance of play.

the Solver is also obliged to play fair. Once started, play does not end until the Solver checks his Answers against the Solution or until he concedes. A Solver is permitted to put an in-progress puzzle aside and return to it later, but fair play dictates that he does not do research or look up Answers in reference books while his puzzle lies dormant. "Forgetting" a puzzle that has been started is not an option; if you forget permanently, you lose.

A Solver who plays an honest game does not ask others for Answers or consult the Solution until he decides to end play.

Directly Related Terms—hover here

variations

Constructors, editors, and players have developed and introduced variations to the basic game over the years, for the most part to make the game more interesting. Chances are that you will encounter some of them when you play.

Here are some examples:

the grid

the standard American grid is the square, with a certain number of white and black squares arranged in a symmetrical pattern. Variations may occur in shape (e.g., rectangular grid), number of squares, number of black squares, relative placement of white and black squares (grid pattern), symmetry, etc.

By far, the most common grid in the U.S. is the square, symmetrical one. The basic game is usually played on this kind of grid. There is no need for the  beginning solver who plays on the standard grid to be concerned with variations.

  • For details, see the Beginner's Guide To Constructing Crosswords: click here.

Directly Related Terms—hover here

themes

In crosswords, a theme is a subject that several (not all) clues and answers in a given puzzle share in common. If a puzzle has a theme, each clue and answer that belong to the theme express some aspect of the theme's subject. For example, one puzzle might be inspired by the theme, Nights in Vienna; another by, Things You Keep in the Attic; another by, Names of Musicals.

Usually you can tell that a puzzle has a theme by looking for it in the puzzle's title or in a succinct sentence under the title at the top of the page, but don't expect the constructor to hand the theme to you on a silver platter. Often, the theme, if any, will be maskedhidden in the titlein the form of a pun or other kind of wordplay; it probably will not be recognizable as an outright statement of a theme.

the same may be true of the clues that are part of the theme. Some puzzles indicate that a clue is part of the theme by placing a question mark or asterisk after the clue; others show no mercy.

Directly Related Terms—hover here

Stepquotes

A stepquote is a crossword puzzle in which the Answer is a quotation that makes its way through the diagram in a stair-step fashion. The Answer begins in the upper left corner and ends in the lower right corner.

If a puzzle is a stepquote puzzle it contains a special quotation. The solver's challenge is to discover this quotation. The stepquote may contain the author's name and the title of the source of the quotation. Or these Answers may be contained at other locations in the puzzle.

the editor may add a comment to tip you off that a stepquote is involved, or he may only hint at the matter.

Directly Related Terms—hover here

Circle-in-the-Square

Circle-in-the-square is a type of crossword puzzle in which circles appear in some of the Answer squares. The letters that will appear in the circles when the Answers are written in spell out words related to the puzzle's theme.

the letters in squares that contain circles spell out words related to the theme either when read consecutively or when rearranged to form theme-related words.

the letters in the circles are placed throughout the grid in the same sequence as they have in the quotation, but they will be scattered about, separated by intervening white or black squares. Each square in the grid that contains a letter from the quotation contains an inscribed circle; hence the name circles-in-the-square.

As with stepquotes, the solver's goal is to discover the quotation. Usually, the puzzle also contains an answer that reveals the author's name and a second answer that reveals the title of the source of the quotation. The editor may add a comment to tip you off that circles-in-the-square is involved, or he may only hint at the matter.

Directly Related Terms—hover here

Multiple letters per square

A multiple letters per square puzzle is a type of theme puzzle that calls for the Solver to place two, three, or more letters in one of the white squares in each theme Answer.

For example, a puzzle whose theme is the Sun might expect a Solver to place the letters S-U-N in one square of each answer that is related to the sun.

As usual, don't expect the Editor to tip you off to the fact that multiple letters are involved: that fact and the key to which letters are involved probably will be buried in the theme or disguised in an Editor's comment.

Directly Related Terms—hover here

Images or icons in squares

A type of theme puzzle which calls for the solver to place an image or icon in one of the white squares of each theme Answer instead of a single letter.

For example, a puzzle whose theme is Celestial Objects might expect a Solver to place the picture of the sun in one of the squares that belong to an Answer about the sun, the picture of the moon in one of the squares that belong to an Answer about the moon, etc. When you read such an Answer, you are expected to read the letters S-U-N in place of the image of the sun, the letters M-O-O-N in place of the image of the moon, etc.

the fact that images are called for in theme Answers, not letters, probably will be buried in the theme or disguised in the title or an Editor's comment. The nature of the theme's images also will probably take the form of a Hint or Clue.

Directly Related Terms—hover here

omitted letters

A type of theme puzzle which calls for the Solver to omit one or more letters in one of the letters of each theme Answer.

the identity of the letters to omit may be buried in the theme or disguised in an Editor's comment.

Directly Related Terms—hover here

more about variations

the preceding examples of variations only scratch the surface. You will undoubtedly encounter more variations as you play; and constructors will devise new variations as they pursue novel ways to keep solvers coming back for more. Your best bet for coming up to speed and keeping up is to use common sense; read books on puzzles and keep playing.

Look for additional variations and special cases in the Muse's Crossword Glossary and elsewhere in the Beginner's Guide.

—tip—

variations

See additional variations and special cases in the Muse's Crossword Glossary and elsewhere in the Beginner's Guide.

  • Visit the Muse's page called Crossword Glossary: click here.

More about playing the game

Go deeper. Continue your exploration of the game of Crosswords at these pages at the Wikipedia web site.

  • At the Wikipedia page called Crossword, see an example of how to play. Explore additional information on grid structure and properties, types of clues, variations in types of crossword puzzles, history, how the game is played in non-English languages, notation, and other topics. See references and links to other web sites: click here.
  • At the Widkipedia page called Crosswordese, see a crosswordese lexicon—lists of arcane words that appear in Crossword puzzles that's organized by subject matter. You can use this list as an aid to solving. Look up obscure words here when you're stumped by a Clue or Answer because you don't recognize the word: click here.

—tip—

for more or less...

In this feature, the Muse explores only the rudiments of the game. If you're a rank amateur you'll need detailed, from-scratch directions. If you're a competent player seeking to advance his standing, you'll need a full-blown course. In either case, this page won't bring you to where you want to be.

the Muse suggests that you look for the kinds of courses you need online or in a crossword instruction manual.

ETAF Recommends

...Coming.



 



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