Wild Blackberry Publishing
Cover of The Curse of Maison Delacroix: A Southern Gothic Murder Sudoku Mystery, by JL Anderson

Murder mystery puzzle book by JL Anderson

The Curse of Maison Delacroix

A Southern Gothic murder sudoku mystery

Step through the gates of Maison Delacroix, a once-grand New Orleans estate filled with whispered legends, family secrets, and the shadow of a vanished heiress. Thirteen mystery puzzles take you between the present day and the summer of 1933, and every clue you uncover changes what happens next.

What to Expect

A Southern Gothic setting

A once-grand New Orleans estate filled with whispered legends and family secrets.

Two timelines

The story moves between the present day and the summer of 1933.

Story-driven puzzles

Thirteen mysteries grow out of the story, and solving each one moves the story forward.

Puzzles that grow

Early puzzles use four suspects, places, and pieces of evidence. The finale uses six.

Inside the Mystery

Real pages from the book. The story pauses at a puzzle and hands the investigation to you.

Puzzle 1 opens inside the story.
Clues, three grids, and your notes.

What Readers Are Saying

A spooky little brain workout!

“I love the idea of combining a murder mystery with Sudoku, and the Southern Gothic theme makes it even more interesting. It has that creepy old mansion, dark secrets kind of vibe that makes you want to know what’s going on.”
Kathryn McGirl

Unique twist on logic puzzles

“The puzzle difficulty ramps up nicely as the story progresses, offering a great challenge without being overly frustrating.”
Hakeem D.

Sudoku

“Cute murder mystery game. The drawings are so detailed. Story jumps from current day to the summer of 1933.”
Mary Helen Lujan

Reader reviews from Amazon.

How to Play

Maison Delacroix keeps its secrets across two centuries at once, and so does this book. As you read, the story pauses at a puzzle and hands the investigation to you. Solve it, and the story moves forward with you. What you find changes what happens next, not just who gets blamed.

The puzzles grow as the story does, from four suspects, locations, and pieces of evidence early on to six at the finale.

  1. Read the story. Each chapter builds toward a puzzle, in the present day or in the summer of 1933.
  2. Use the three grids. Who was where, who had what, and what was found where.
  3. Mark what you know. A dot for a confirmed match, an X for one you've ruled out.
  4. Follow the cascade. One certainty forces the next, and no clue is padding.

Solutions to every puzzle are collected at the back of the book.

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