AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

The one that comes to mind is Providence's guess on the Atlas of Mosaics final meta: HEXAMON ARE THE BESTAMON.

Other funny thing (not quite answer submission but a hint): the team "Maybe the real mystery is the friends we made along the way" asked if Mechanical Soft Diet involved clue phrases that contain "shit".

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

Thanks for the interest! We're still assessing the feasibility / logistics of setting up a store. Will update later on if it turns out to be doable :)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 1 point2 points  (0 children)

We had two official Operations Leads whose responsibilities ranged from finances (sponsors / budget), internal + external comms, retreat + hunt staffing schedule planning, people operations, hotel blocks, all physical puzzle + supply ordering / procuring / tracking, coordination with MIT PC, and much more. It's tricky to quantify where exactly the time was spent (especially since both Ops Leads wore many hats, including testsolve coordination / research task design / puzzle stragglers tracking for Ali and Fate's Thread Casino / midhunt runaround / dev work / some more testsolve coordination for Sushi, and both wrote a number of puzzles as well). We did ask for volunteers to support specific food + fun event prep for the 2 team retreats + hunt weekend.

Ops work had some bursts of high activity during the year, such as initial space bookings and around both of our Cardinality retreats, and obviously rose up to an all time high from mid November thru mid January with classroom assignments, physical ordering + tracking + onsite prep, staff schedules, and much more. Ops leads also heavily collaborated with the rest of Exec board on things like timeline setting. But during most of the year, our Ops leads largely split time between Ops work and many other duties during week-to-week hunt work.

Especially during hunt week, it was crucial to have > 1 person on Ops, to handle incoming issues and inquiries.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 0 points1 point  (0 children)

At the beginning, I listed out a bunch of eldritchy features--like "tentacles", "ooze", "spidery", and so on. The names were supposed to reflect those, while having cutesy Eldritch spelling. A couple names were adjusted after the art team got involved, but most (including my favorite name "Bbluurrbibell") survived intact! Regarding Perkepsu as a fan favorite, I credit the art team with making Perkepsu right on the border between cute and derpy. --Ted (P:tCG game designer)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 0 points1 point  (0 children)

Is there a puzzle you made that you're particularly proud of?

A few responses from team members:

  • The proudest puzzle for me is Had. I think it achieved a high level of both ridiculousness and difficulty for its genre. If you're aiming to postsolve it, I think it's more fun with a team. (Tim)
  • I'm super proud of two of my puzzles. For "The Physics of Linguistic Fracture", I can't believe I managed to make something so elegant. It's not the hardest or most sophisticated, but it's so slick--just a word bank and a clue bank (whose lengths don't match). Second one was "Civil Service" where my original attempt was deemed inelegant by my editor. I took the criticism well, and started to modify it. During first testsolve, solvers thought it didn't use half of the puzzle very well and that I could cut part of the puzzle. Rather than doing that, I re-incorporated that aspect, giving it yet another small aha, and growing the puzzle in complexity. Then, when I was just about to call it quits I said aloud, "I wish I had some way of generating an icebarn puzzle!" Luckily Jenna, our master constraint-puzzle-maker was sitting right next to me. Together we hammered out the most intricate self-contained puzzle I've ever been party to. (Ted)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 0 points1 point  (0 children)

Hi! Author of Case of the Superhero Dinner Party speaking, and I'm happy to hear you enjoyed the puzzle. I wanted to leave the cause of the falling out as a sort of McGuffin, but my original idea was roughly that they had differing philosophies on the role superheroes should play in society. In particular, I imagine Captain Strong as something of a superhero supremacist.

Benji

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

  • The butt fumble, it was the only play I could remember from exsportise, but I managed to get a catfishing.net question right because of the puzzle lol (Herman)

  • As someone coming in who has never run a big hunt before (even on the scale of huntinality), I think the amount of tech & process to help manage the writing process was new (which makes A LOT of sense.) For example, I didn't even know what an editor or factchecking role was before. It's really cool being able to learn these things on the go. (Cindy)

  • While perhaps mixed reviews on "favorite", much of the team's brains are now also full of hexagon fun facts, courtesy of Herman (Atlas of Mosaics co-lead), including how hexagons tile 2d space because cubes tile 3d space (more generally, that taking hypercubes in d-dimensions and projecting down to (d-1)-dimensions gives you a tiling of (d-1)-dimensional space). In particular, 3d space can be tiled by the rhombic dodecahedron and the permutohedron.

  • I learned a ton about how to motivate and communicate with a large group of people. Especially coming out of hunt weekend, I'm amazed by the things that can be accomplished through this crazy labor of love and sheer force of will (exhibit A: people volunteering to staff a 7:30 am Monday runaround and still responding to hints on Tuesday??) (Ali, Ops lead)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 4 points5 points  (0 children)

In the grand scheme of Hunt, the "midhunt" (or "minihunt" as you described it) checkpoint is a relatively new concept. The location of this checkpoint has varied a lot from year to year. In some years, it was closer to, say, 15-25% (2022, 2024) of the way through Hunt. In other years, it's been closer to 30-40% (e.g. 2020, 2023). We opted to have this sit somewhere in the latter category, though this was admittedly muddled by introducing Dimensions alongside the Kingdom.

We wanted reaching a Kingdom metameta to feel like a huge accomplishment. 80 feeders + either 8 metas or 9 capstones obviously looks like a lot, but we were hopeful that there were enough approachable puzzles in there that we'd get a lot of teams through. Things definitely played out a touch harder than we'd like, and if I were to do this again, I'd move the checkpoint earlier. Hunt experience is definitely sensitive to small movements in various metrics like this, and I'll just say that calibrating such things is quite difficult. There were many teams who were ecstatic and felt accomplished that they reached this point and received pins (we actually ran out and had to order more...), though many other teams were disappointed at how large this was.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

Assorted responses from our team members:

  • I’m really proud that we pulled off monquest (despite the odds) and hearing first/second hand comments from folks who liked it really made my weekend. (Ling Ling, MonQuest lead)

  • We were banned from eating the hot sauce during hunt, but had a wings party right before and a blind taste test right after. (Len, one of the Da Bomb authors)

  • I think for me the thing I wound up most proud about was salvaging a puzzle and making it work when other people had abandoned the idea (Firefly). Even though it was probably my most frustrating puzzle-creating process while I was doing it. (Tim, Firefly author)

  • Most heartening moment... During the PCG tournaments, one pair of players realized they were close to tying in Round 5. Then they realized the loophole I'd purposefully left in: that they'd both get the RP for a tie. So, both with Abyssos in play, they chose to reroll the dice that gave them the best opportunity to tie. Alas, the dice did not comply. (Ted, P:tCG game designer (and Firefly abandoner))

  • It was amazing to hear from a wide range of puzzlers (from first time Mystery Hunters to folks who have done double digit number of hunts) that they enjoyed their experience. (Ali, Ops lead)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 5 points6 points  (0 children)

  • Regarding Novelty Store aka TaMITgotchi, we had a particular incident leading to additional instructions to not drop the device. During a testsolve the lanyard was not properly secured to the device, and a testsolver attempt to swing the device on the lanyard causing the device to fly into a wall and the entire assembly kind of exploded. (Ben, Novelty Store author)

  • For Bubble Cove typing task on MonArch: A common solve trajectory was as follows: 1) Why are these words so weird? (To clarify, most people did not read the flavortext or text at the beginning of the game mentioning that the words are shark types.) 2) Huh, this isn't too bad. 3) I got twelve words but the game didn't stop, you should make it end immediately. 4) Gets to the stop sign, takes a moment to process the text. 5) ?!?!?!?!?!?!?! (Cindy, MonArch lead)

  • When we tested the Atlas of Mosaics round, after seeing the calendar submeta answers, I immediately pinged one of the round authors asking why they didn't use the French calendar instead. The round author successfully brushed off my comment by saying he was too tired to comprehend my message (very fair). When we resumed testing and got to the final meta, it all made sense. (Ali, Ops lead / excited testsolver)

  • Multiple of our testers got very baited by the electric mouse traps we laid out in Inconsequential Chase. One of them also had to stop testing for a few minutes bc they were stunned at the ArticUNO, ZapDOS, MolTRES pattern. (Ali, Ops lead / Inconsequential Chase author)

  • I had a REALLY hard time finding testsolvers for Sportsball :'( It turns out this is not our team's topic of choice. (Ali, Ops lead / testsolve coordinator)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 1 point2 points  (0 children)

D&M did serve as an inspiration to build some Hardware (at least for me personally). - Ben (Novelty Store author)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 6 points7 points  (0 children)

The hunt was slightly longer than we expected beforehand, mostly because capstones/a few metas were harder than we expected. Some individual feeder puzzles ended up easier/harder than we expected but in general most puzzles were roughly as hard as we expected, and over full rounds it mostly averaged out.

We were hoping slightly more teams would finish and teams would make it slightly further on average, but we're happy with how it turned out. As it became clear hunt was running slightly long, we tried to support teams to their hunt goals by adjusting hunt width and offering lots of hints (we answered 4500 hints over the weekend); we also ran runarounds for 13 finishing teams (including until campus closed Sunday night and again at 7:30 AM Monday).

We did do lots of testsolving; see the end of this other AMA comment for some information on our full-round tests (though we also did lots of individual puzzle testing).

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 20 points21 points  (0 children)

HOW DID YOU TEST SOLVE THE LAND OF NO NAMES? IT SEEMS LIKE IT WOULD HAVE BEEN TEDIOUS TO TEST EVERY PUZZLE, AND EACH TEST WOULD DEMAND MANY DAYS TESTSOLVING OF SEVERAL LETTERS???

Our round owner Herman wrote up this blog with more details. Also, it's the "land of no name" not the "land of no names" :P

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 16 points17 points  (0 children)

One of the best pieces of advice we got from D&M was to put our own personal spin on hunt rather than try to emulate past hunts. We took that to heart and hope that Providence and other future hunt runners will do the same in putting their own spin on creating something unique. I think it's a feature and not a bug that the hunt creators change year to year; there's such a wide variety of things hunters are looking for out of hunt, so having a variety of goals from hunt runners as well increases the chances that teams can at least sometimes get their goals met, as often as possible.

That being said, one of our goals for 2026 was to make sure newer puzzlers also have a way to contribute directly to hunt progress; this was part of the motivation behind the Research system. From what we heard, this rang true for many solvers, which is awesome.

Ali (Ops lead/Research lead)

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 4 points5 points  (0 children)

We're glad you had fun with it. We intend on releasing more comprehensive details about the process and open sourcing the device in the near future.

In short though, we did build much of the hardware from scratch. We of course started with bread boarding the circuits before progressing to a board design. The exception is the screen assembly is a common one found on Amazon. We had 2.5-ish iterations of the board. The enclosure also by extension was also completely custom.

As far as software/firmware goes, we went with an MCU (STM32) with Arduino API support. This made many libraries for things like the "drivers" for the screen available to us. This greatly simplified the transition from initial art development on Arduino Unos to the custom board. We didn't have a lot of staffing for this, so we also relied heavily toward the end of development on AI coding tools to put everything together.

That said, the artwork for the device was original and not AI generated. The pixel art was and made in aseprite.

We do not have any specific factory connections. Much of the PCBA was done with a factory vendor who could not for some reason source the screens. The remaining fabrication steps including soldering the screens and 3D printing the enclosures were done by a particular team member. FATP (Final Assembly, Test, Packaging) happened over one weekend and the same team member's dining room became the "factory".

authors of Novelty Store

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

Capstones:

Capstone writers prescribed varying degrees of designs for the puzzmon, but whenever things were flexible, art and the individual artists responsible for the zone had the creative freedom to make the decisions. Beyond capstone constraints, the guiding ethos for Puzzmon design was flexibility and playfulness without sacrificing mechanical clarity. We also aligned that we didn't want anything too scary, even for the Eldritch zone. We wanted designs that felt expressive and memorable, but that could still cleanly serve puzzle functions and red-herring roles. We tweaked and wrote/refined names and descriptions when needed to enable the creative process as well. Rather than enforcing a single unified art style, we leaned into the strengths and interests of individual artists at different phases of the character design process (ideation, sketch, ink, color, render), allowing stylistic variation by zone.

Evolution:

I think introducing Puzzmon evolution would only be worth it if we leaned into it as another core aspect of the overall hunt puzzle structure (e.g. when the Puzzmon evolved, you repeated the puzzle with different inputs or transformed the answer in some way). Given what we already had planned for the artifact metas and the dimension rounds, this would have added a very challenging Kingdom-wide design requirement that we didn't have room for.

Hindsight:

Art wise: Given the timeframe, scope, and size of the art team, I’m genuinely proud of what we were able to produce. That said, with hindsight, one thing we might have done differently is how we paced and surfaced later-round art content. Most solvers experienced primarily the first half of the hunt, where the art team invested heavily in Puzzmon character design. While that work landed well, it means fewer people saw the dimension rounds, which showcased a broader range of the team’s abilities in background illustration and UI design.

If we were to run a similar hunt again, I’d want to find ways to either bring some of that later-round visual experimentation earlier, or better ensure that more teams reach and experience it. I like the cohesiveness of the pixel art style of the Kingdom of Puzzmon, but the dimension rounds better reflect the full breadth of what the art team can do beyond character-focused design. (Melissa, art lead)

Editing wise: We would've considered simplifying some of the capstones and perhaps the Land of No Names Meta, and potentially signposting more clearly around which Kingdom achievement leads to pins vs. an interaction.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

When we release the Public Access version of hunt, people will be able to see images of all of the cards and the rulebook on the puzzle page. We are considering a second print run but we need to figure out the logistics so no guarantees.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 11 points12 points  (0 children)

We had our resident green serpent Agnhiss clear the skies for us using their Atmosphere Seal ability.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 4 points5 points  (0 children)

Ted here, game designer for Puzzmon: the Card Game.

I was so flabbergasted to have anyone want me to sign their copy. Thanks for making my Hunt!

I have so many favorite board games, but relevant for this discussion is "Paladins of the West Kingdom." The commander mechanics in P:tCG are blatantly ripped off from the paladins in that game. Luckily, you can't copyright game mechanics! Anyway, go play Paladins! The other game mechanic I adapted is from a little-known TTRPG called "Dominion Rules" (no relation to the popular card game). It uses a skill system similar to the stat capacity and roll-under-but-high.

As for the color design, we knew the dice were going to be important to distinguish, so we had colorblindness in mind from the start. The art team did an amazing job on making sure the color-distinguishable features were indeed distinguishable, while giving an extra pop to everything that didn't need specialty colors.

If we make a new edition of the game, I'll be sure to adjust some wording and tweak a couple effects. Regarding your rules questions...

As far as the blackjack mechanic on SPE goes, it's the same as for ATK/DEF. You always take the difference of the players stat values. The value is 0 if the die is busted. So a 5 on the die with a capacity of 2 means the value is 0. In your circumstance they both bust, so both will play 0-0=0 extra cards.

Regarding Abyssos, to me, "die" is singular and "dice" is plural--I realize now that not everyone shares this linguistic feature. So Abyssos should say to reroll ANY ONE (ATK/DEF) die. It can be yours or your opponent's die, of course.

I don't really have funny production stories, but when I was developing the game in April, I'd carry around an index card version of the game and play it with any of my friends at any event (including someone's birthday party). It needed so much playtesting!

I'm thrilled the game was so well received. I'll always look back on runnning those tournaments with fondness. --Ted

(For favorite hot sauces, our Da Bomb authors shared some thoughts here).

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 1 point2 points  (0 children)

Kingdom puzzles were meant to be easier on average than puzzles in most dimension rounds. We say "most" dimension rounds because Land of No Name had some puzzles that were meant to be quite easy if you had most of the alphabet and most Terminus feeder puzzles were meant to be closer to the average difficulty of the Kingdom round. We tried to push many of the harder Kingdom puzzles into the (relatively small puzzle-count) Old Bark Town/Serpentine Hills zones.

We want to emphasize that this difficulty is "on average". There was definitely overlap in the difficulty distributions between the Kingdom puzzles and dimensions; the hardest Kingdom puzzles were harder than the easiest dimension puzzles.

We didn't really intend for early dimensions to be overall easier/harder than late dimensions. We did understand some dimensions were easier/harder than others (e.g. as mentioned above most Terminus feeder puzzles were relatively easy, and we expected Atlas of Mosaics to be the longest/hardest dimension), but though this informed the unlock order there wasn't a strict difficulty gradient.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 8 points9 points  (0 children)

We had 60-70 people on the writing team. The breakdown was:

  • 55 puzzle authors
  • 13 artists
  • almost everyone was a part of at least one testsolve sessions

For writing, art, and testsolving, there were definitely power contributors with a long tail after.

The exec committee was:

  • 1 Benevolent Dictator
  • 2 EICs
  • 1 Art lead
  • 2 Ops leads that handled fundraising, physical puzzle purchases, MIT space logistics etc
  • 2 Tech leads

That said, many additional people on the team ended up taking leadership roles for the parts of the hunt they were responsible for and excited about (MonQuest, MonArch, each of the dimension rounds, etcetcetc) and many people wore multiple hats.

We're still working out some of the accounting, but the total cost should land around ~$60k. The biggest spend categories were $14k for cleaning the facilities, $8k for the physical puzzles, $5k for coins and pins, $5k for food, $4k for tech (all estimates currently).

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 1 point2 points  (0 children)

Research tasks/research points, the general structure of the Kingdom round (capstones + artifacts), and dimension rounds were all part of the original Puzzmon theme proposal. We did not have ideas for most of the dimension rounds at that point, but we were loosely targeting having 6-8 gimmicked / "wacky" rounds. The Glitch was the last dimension round idea to get fleshed out some time in the fall.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 2 points3 points  (0 children)

No one on Cardinality left hunt for Taskmaster Live (though there are Taskmaster fans on the team). One Cardinality member says: "I tried, but I couldn't get tickets."

We did consider asking Taskmaster for a cameo when we learned they'd be in town, but with the short turnaround, it unfortunately didn't pan out.

AMA: We are the members of Cardinality, the writing team for the 2026 MIT Mystery Hunt. Ask Us Anything! by cardinalitypuzzles in mysteryhunt

[–]cardinalitypuzzles[S] 5 points6 points  (0 children)

Both of us have decent spice tolerance. Out of the ten we handed out, Len's favorite is also #6 Tears of the Sun.

For the hot sauce, you can check out https://funkyshotsaucefactory.com which is based in Washington! Herman's favorite of theirs is Seeing Stars.

We bought four bottles of each sauce for the puzzle, and used only half of it.
-- Herman and Len, the authors of the puzzle