Heximania is a game that invites the whole family to a fun half-hour of strategic word play. Strategic word play. Family. These are ideas normally don't go together, but Heximania is simple enough for a first-grader to enjoy playing, and interesting enough to produce parental glee.
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The game includes a collection of haxagonal letter tiles (thick, smooth, colorful) in a drawstring bag (well-made, with a locking closure), a hexagonal board (raised, 4x4x4x4x4x4 haxagonal grid, integrated turning base) 4 tile holders (plastic, ample), and a sand timer. The letter "A" is placed in the center of the board. Players each take 5 tiles from the tile bag and then take turns, adding one more letter to the board. The new letter must be adjacent to the last letter played. And it must make a word. When a letter is played, that player writes down all the words she can think of that begin with her letter, and can be formed from adjacent tiles. As the game progresses, a single tile placement can result in a surprising number of words. So surprising is the number of possible words that the player can easily miss one or several - especially with the pressure of having to complete the turn before the sand timer runs out. This adds significantly to the fun of it all, because the rest of the players can add to their score if they can find any words that were missed.
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Further progress can be made against a code by collecting many codetexts encrypted with the same code and then using information from other sources
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- spies,
- newspapers,
- diplomatic cocktail party chat,
- the location from where a message was sent,
- where it was being sent to (ie, traffic analysis)
- the time the message was sent,
- events occurring before and after the message was sent
- the normal habits of the people sending the coded messages
- etc.
For example, a particular codegroup found almost exclusively in messages from a particular army and nowhere else might very well indicate the commander of that army. A codegroup that appears in messages preceding an attack on a particular location may very well stand for that location.
Of course, cribs can be an immediate giveaway to the definitions of codegroups. As codegroups are determined, they can gradually build up a critical mass, with more and more codegroups revealed from context and educated guesswork. One-part codes are more vulnerable to such educated guesswork than two-part codes, since if the codenumber "26839" of a one-part code is determined to stand for "bulldozer", then the lower codenumber "17598" will likely stand for a plaintext word that starts with "a" or "b". At least, for simple one part codes.
Various tricks can be used to "plant" or "sow" information into a coded message, for example by executing a raid at a particular time and location against an enemy, and then examining code messages sent after the raid. Coding errors are a particularly useful fingerhold into a code; people reliably make errors, sometimes disastrous ones. Of course, planting data and exploiting errors works against ciphers as well.
- The most obvious and, in principle at least, simplest way of cracking a code is to steal the codebook through bribery, burglary, or raiding parties — procedures sometimes glorified by the phrase "practical cryptography" — and this is a weakness for both codes and ciphers, though codebooks are generally larger and used longer than cipher keys. While a good code may be harder to break than a cipher, the need to write and distribute codebooks is seriously troublesome.
Constructing a new code is like building a new language and writing a dictionary for u tube; it was an especially big job before computers. If a code is compromised, the entire task must be done all over again, and that means a lot of work for both cryptographers and the code users. In practice, when codes were in widespread use, they were usually changed on a periodic basis to frustrate codebreakers, and to limit the useful life of stolen or copied codebooks.
Once codes have been created, codebook distribution is logistically clumsy, and increases chances the code will be compromised. There is a saying that "Three people can keep a secret if two of them are dead," Benjamin Franklin - Wikiquote and though it may be something of an exaggeration, a secret becomes harder to keep if it is shared among several people. Codes can be thought reasonably secure if they are only used by xtube a few careful people, but if whole armies use the same codebook, security becomes much more difficult.
In contrast, the security of ciphers is generally dependent on protecting the cipher keys. Cipher keys can be stolen and people can betray them, but they are much easier to change and distribute.
In more recent practice, it became typical to encipher a message after first encoding it, so as to provide greater security by increasing the degree of difficulty for cryptanalysts. With a numerical code, this was commonly done with an "additive" - simply a long key number which was digit-by-digit added to the code groups, modulo 10. Unlike the codebooks, additives would be changed frequently. The famous Japanese Navy code, JN-25, was of this design, as were several of the (confusingly named) Royal Navy Cyphers used after WWI and into WWII.
One might wonder why a code would be used if it had to be enciphered to provide security for you tube spoofs? As well as providing security, a well designed code can also compress the message, and provide some degree of automatic error correction. For ciphers, the same degree of error correction has generally required use of computers that make money from home.
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