
I looked up the history of lateral thinking puzzles. It's only 30 years old.
The whole genre traces back to a 1992 book, a 2004 German card game, and a bowl of soup.
A few weeks ago at a friend's birthday dinner, someone pulled out her phone and said "ok, I've got one." She read us the setup. A man is found dead in a phone booth. Both side windows are broken. He has blood on his hands. Why?
We spent the next forty minutes yelling yes/no questions at her across the table. "Was he murdered?" "Did the phone have anything to do with it?" "Was someone outside the booth?" "Did he break the glass himself?" "Is the blood on his hands his own?" Someone cracked it around question thirty. I've been playing these puzzles for years, and that night, slightly drunk and slightly defeated, I realized I had no idea where this game actually came from.
Came home and looked it up. Here's the whole thing.
The origin: 1992, a book
The earliest publication that's recognizably "this game" is Paul Sloane's Lateral Thinking Puzzles from 1992. The rules are exactly what we use now: one person knows the answer, everyone else asks yes/no questions.
You can go further back — Raymond Smullyan's What Is the Name of This Book? (1978) had some situation puzzles, but those were logic puzzles in a broader sense, not the same thing. So the confirmed starting point is 1992.
The term "lateral thinking" is older. Edward de Bono coined it in 1967, in a book about escaping single-track thought patterns. He wasn't designing a party game — he was trying to teach executives to be less boring. The party game grew out of his vocabulary later.
2004, Germany: a card game turned it into a party
The puzzle format sat in books for over a decade without becoming a cultural thing. What changed that was a German card game from 2004 — Black Stories.
The designer, Holger Bösch, did one very smart thing: he cranked the darkness to maximum. Every card described a mysterious death. A man found hanged in an empty room with a puddle of water. A woman who opens her front door and dies. A body in a field, a phone call, a crowded elevator. Players ask yes/no questions to peel back what really happened.
That tonal shift was everything. Logic puzzle books were for patient people. Black Stories was for parties. It spread through Germany, then Europe, then everywhere. They still sell expansions today. The franchise is twenty years old and has sold millions of copies.
The puzzles I played at that birthday dinner — the phone booth one, the hanging one — are almost certainly Black Stories cards, or their direct descendants.
The version most people play online now, with an AI as the host, is basically "Black Stories but the deck is infinite." The card game invented the format. The internet scaled it.
If you want to feel what the original cards were like, Forest Clearing is one of the canonical Black Stories scenarios. Fifteen bodies in a forest, no obvious cause. Difficulty 3. Brutal, and very on-brand.
The name everyone in Asia uses came from a single book
Here's the strangest part of the history.
In English we call these "lateral thinking puzzles" or "situation puzzles." In Germany they're "black stories" after the card game. But across most of Asia — China, Japan, Korea — the game is known by an entirely different name: turtle soup.
In Chinese it's 海龟汤. In Japanese ウミガメのスープ. Same words, same dish. The name is so universal that most Chinese players don't even know the game has other names.
Why turtle soup?
One book. In 2004 — the same year Black Stories launched in Germany, a weird coincidence — a Japanese publisher released 推理クイズ道場 ウミガメのスープ, roughly "Reasoning Quiz Dojo: Turtle Soup." It collected puzzles that had been circulating on the 2ch forum (think early Reddit, but Japanese). The book was a hit. A Chinese translation came out the following year. The name stuck.
The title refers to the most famous puzzle in the entire genre. You've probably heard a version of it:
A man walks into a restaurant and orders turtle soup. He takes one sip. Then he goes home and kills himself. Why?
I won't spoil the answer here. If you haven't played it, go do The Turtle Soup Story first — difficulty 4, and the canonical puzzle for a reason.
What I will say is that the answer is genuinely dark. Not "oh, clever wordplay" dark. Actually dark. The puzzle works because the setup is so mundane — a man, a restaurant, a bowl of soup — and the truth behind it is catastrophic. That gap between how it sounds and what it means is the genre in miniature.
The Japanese book didn't invent this puzzle. It had been circulating online for years before 2004. But by putting "turtle soup" on the cover, the book tied the entire game to this single riddle. It's like a book about mystery novels being titled Sherlock Holmes, and from then on everyone calling mystery novels "sherlocks."
Twenty years later, in the largest market for this game on Earth, that's exactly what happened.
2018, an animated short pushed it into the mainstream
An animator named Winnie Cheung made a short film called Albatross Soup — a variation on the turtle soup puzzle, swapping the species. The film is seven minutes long and uses the voices of fifty real people, recorded while they were actually trying to solve the puzzle. You can hear them guess, get frustrated, get close, veer off, and finally crack it.
It screened at Sundance. It won awards. A lot of people who had never heard of lateral thinking puzzles saw that film and went looking for more.
The best advertisement the genre has ever had. It works because the film captures what's actually addictive about these games: not the answer, but the feeling of the answer slowly assembling itself from strange questions.
If you want that feeling without watching a movie, The Elevator will get you there in about five minutes. It's the puzzle I recommend to anyone who's never played — the setup is a single sentence, and the "aha" is violent.
So what actually is this game?
After a few weeks of reading, here's how I'd describe it to someone at a dinner:
Lateral thinking puzzles are what you get when you take the setup of a murder mystery, remove the detective, and replace them with the audience. One person holds the answer, everyone else interrogates the world. You can only ask questions with a yes or no answer. You win when you stop asking "what happened" and start asking "what am I assuming that isn't true."
The game was invented by accident, named by a Japanese publisher, packaged by a German card company, popularized by an animator, and is now mostly played against AI hosts on the internet.
I knew none of this before that dinner.
If you actually want to play some, three to start with:
- The Elevator — difficulty 2, the best introductory puzzle, teaches you to question your assumptions about who the narrator is
- Fatal Phone Call — difficulty 2, realistic and brutal, teaches you that "call" doesn't always mean what you think
- The Turtle Soup Story — difficulty 4, the namesake of the entire genre in Asia, and the reason the game has the reputation it does
First book in 1992, got its name in 2004. This game is six years younger than Google.
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