The first puzzle was created almost accidentally by John Spilsbury in 1760, an expert in map design. He did this by mounting one of the many maps he had created on a hardwood board, cutting it around the borders of the countries.
This creation was used in Britain as an educational hobby, possibly to teach geography to children. The idea of ​​its exclusive use in teaching lasted until about 1820.


Around 1900 artistic puzzles for adults were born. Those hand-cut wooden puzzles quickly became one of high society's favorite entertainments.
It was customary to dazzle visitors with these original and elegant hobbies, which due to their unique beauty and exclusivity, became part of the family heritage and tradition. Those hand-cut puzzles had a peculiar style called push-fit, push-fit, because of the way they were to be assembled: by following the cut, the contours of the image and the color areas, the pieces, devoid of knobs, they did not assemble together as in today's commercial puzzles, but were coupled together in the most subtle way. Thus, the assemblers had to be extremely careful since a sudden movement or even a sneeze could ruin the patient work of an entire afternoon.

The adult art puzzles, unlike the children's ones, did not include an image to guide the editor, who had to be content with the suggestive reference to the title before sitting down to solve the enigma behind which the artisan cutter had hidden the painting.
This was one of its main attractions and attractions: gradually unveiling, building the hidden work of art step by step, a work of art to which, once the puzzle has been solved, we will have paid intense attention that will make us know until its most hidden details.
The puzzles of 1900, where the pieces rather than fit together next to each other, were a real challenge and became an absorbing hobby.

Today they are still the most appreciated by those for whom elegance, difficulty and delicacy are the fundamental incentive that prolongs the pleasure of reconstructing and discovering the hidden image.
In the first decade of the 20th century, a famous American toy manufacturer decided to dedicate all its production to wooden craft puzzles and introduced variations that were very well received by the public: figurative pieces and knobs.

The knobs allowed the pieces to be assembled together, making the puzzle not easy to disassemble, and offering the possibility for the pieces to take on new shapes. The figurative pieces, silhouettes of animals, people or recognizable objects, generated great fascination and surprise among fans; Not only did they highlight the skill and imagination of the cutter, but they also added mystery and exclusivity to a game that had already risen to the status of a work of art.
The experimentation and creation of new forms of artistic cut throughout the 20th century did not stop, and the best artisans introduced new features such as irregular edges, false corners, and different ways to further challenge fans.

However, although a few craftsmen have developed and kept alive the tradition of the hand-cut adult wooden puzzle, this is a hobby that has all the flavor of yesteryear.

As for mechanical or manual puzzles, in addition to Archimedes' Loculus, also called Stomachion ('problem to go crazy'), those that John Spilsbury invented around 1760 as an educational game stand out, which are among the most famous examples of this class . The Chinese Tangram, popular since 1800, uses seven pieces of geometric shape, cut from a square, to form possibilities for highly suggestive silhouettes of people, animals and things.
The first locks with tricks or combinations to outwit thieves date from the 17th century. In the late 1800s, the North American Indians used gimmicky purses to hold money and gambling dice.
In 1800, the German toy seller Bestelmeier sold wooden pieces that fit into a cross shape, and since 1970 hundreds of polyhedral puzzles or puzzles have been designed.
The Pentónimos is another traditional puzzle that uses pieces made up of the union of 5 dice in a single plane and that allows a large number of combinations to create different figures.
The first 3D puzzles (invented in Canada by Paul Gallant in 1991) were commercialized in the 1990s, which extended to the assembly of three-dimensional figure models (such as famous buildings, or various images depicted on a sphere) the traditional concept of the flat puzzle .1
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