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In philosophy, proving too much is a logical fallacy which occurs when an argument reaches the desired conclusion in such a way as to make that conclusion only a special case or corollary consequence of a larger, obviously absurd conclusion. It is a fallacy because, if the reasoning were valid, it would hold for the absurd conclusion.
A crossword (or crossword puzzle) is a word game consisting of a grid of black and white squares, into which solvers enter words or phrases ("entries") crossing each other horizontally ("across") and vertically ("down") according to a set of clues. Each white square is typically filled with one letter, while the black squares are used to ...
The solver is given a grid and a list of words. To solve the puzzle correctly, the solver must find a solution that fits all of the available words into the grid. [1] [2] [8] [9] Generally, these words are listed by number of letters, and further alphabetically. [2] [8] Many times, one word is filled in for the solver to help them begin the ...
"Take" for R, abbreviation of the Latin word recipe, meaning "take". Most abbreviations can be found in the Chambers Dictionary as this is the dictionary primarily used by crossword setters. However, some abbreviations may be found in other dictionaries, such as the Collins English Dictionary and Oxford English Dictionary .
A 15x15 lattice-style grid is common for cryptic crosswords. A cryptic crossword is a crossword puzzle in which each clue is a word puzzle. Cryptic crosswords are particularly popular in the United Kingdom, where they originated, [1] as well as Ireland, the Netherlands, and in several Commonwealth nations, including Australia, Canada, India, Kenya, Malta, New Zealand, and South Africa.
An acrostic puzzle published in State Magazine in 1986. An acrostic is a type of word puzzle, related somewhat to crossword puzzles, that uses an acrostic form. It typically consists of two parts. The first part is a set of lettered clues, each of which has numbered blanks representing the letters of the answer.
The puzzle proved popular, and Sulzberger himself authored a Times puzzle before the year was out. [11] In 1950, the crossword became a daily feature. That first daily puzzle was published without an author line, and as of 2001 the identity of the author of the first weekday Times crossword remained unknown. [13]
God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, [1] but which can also be applied to other combinatorial puzzles and mathematical games. [2] It refers to any algorithm which produces a solution having the fewest possible moves (i.e., the solver should not require any more than this number).