NYT Connections Game #961: Complete Hints, Answers & Strategy Guide [2025]
TL; DR
- Yellow Group: QUITE THE LAUGH (CARD, CHARACTER, CUTUP, JOKER)
- Green Group: NHL TEAM MEMBER (DEVIL, FLYER, PENGUIN, RANGER)
- Blue Group: FIRST WORDS OF ROBIN HOOD CHARACTER NAMES (FRIAR, MAID, ROBIN, SHERIFF)
- Purple Group: STARTING WITH BASEBALL GEAR (BALLROOM, BASEMENT, BATMOBILE, CAPSTONE)
- Key Lesson: Watch for double meanings and Batman references—they're trap territory


Estimated data shows that pattern recognition is crucial for solving Connections puzzles, followed closely by knowledge expansion and trusting one's knowledge.
Understanding NYT Connections: What Makes Game #961 Tricky
If you've been grinding through the New York Times' Connections puzzle every single day, you know the game has developed a personality. It tricks you. It misdirects. And game #961 is a perfect example of why even seasoned players get caught in its web.
Connections isn't like Wordle, where you're guessing a single five-letter word based on letter feedback. Instead, you're hunting for hidden relationships between four words. Sometimes the connection is obvious. Sometimes it's sneaky. Sometimes it's just plain mean.
What makes game #961 particularly devilish is that it plays with your pattern recognition in dangerous ways. The moment you see certain words together, your brain starts firing connections that aren't actually there. You recognize patterns because your mind is trained to find them. But that training becomes your biggest liability when the puzzle designers know exactly what you're thinking.
The beauty of understanding how these puzzles work is that once you recognize the design patterns, you can shift your strategy. You stop looking for the obvious answer. You start questioning your instincts. And that's when you actually start winning.
Today's puzzle hits you with category types you've seen before. That familiarity is intentional. The designers know you remember previous puzzles. They're betting on your memory working against you. This is psychology disguised as wordplay.


Estimated data shows fluctuating difficulty levels, emphasizing the importance of consistency over perfection in maintaining a winning streak.
The Yellow Group: "Quite the Laugh" Category Breakdown
Let's start with yellow, which is supposed to be the easiest group. But here's the thing about NYT Connections: "easiest" is relative.
The Words: CARD, CHARACTER, CUTUP, JOKER
The Connection: All four words can be used to describe someone who's really funny or entertaining in a group setting.
Here's what makes this category work, and why it's more clever than it first appears. CARD and JOKER are the obvious answers. Everyone knows "the card of the group" or "the joker who makes everyone laugh." These are colloquialisms that have been baked into English for decades.
But then you've got CHARACTER. This one's trickier because CHARACTER has multiple meanings. You could think of it as a person in a story. You could think of it as someone's personality or disposition. But in this context, a "character" is distinctly someone quirky and entertaining. When you say "Oh, he's quite a character," you're saying he's interesting and funny, usually in an unintentional way.
Then there's CUTUP. This is the one that separates casual players from people who actually pay attention to language. A "cutup" is someone who makes jokes, pulls pranks, and generally makes people laugh through comedy and humor. It's a less common word than the others, which is why it sits here.
The trap here is assuming this group is about playing cards or actual jokers in decks. Some players might think JOKER refers to the Batman villain Joker, especially if they just played yesterday's puzzle. That's exactly what the designers want. They want you second-guessing yourself on the most obvious answer.
The psychological play works like this: you see JOKER and your mind immediately flashes to the Penguin, the character from Batman. That's because the green group (NHL team members) includes PENGUIN. Your brain is pattern-matching across the entire puzzle at once, creating false connections that don't exist.
To solve this group confidently, ignore the context of other words on the board. Just think about what each word means independently. What do CARD, CHARACTER, CUTUP, and JOKER have in common if you ignore everything else? Funny people. Done.

The Green Group: NHL Team Members Deep Dive
The Words: DEVIL, FLYER, PENGUIN, RANGER
The Connection: All four are NHL (National Hockey League) team names.
Green is supposed to be "easy" and this one actually delivers. If you follow hockey even casually, you know the New Jersey Devils, Philadelphia Flyers, Pittsburgh Penguins, and New York Rangers are all real teams.
But here's where the puzzle makers are being clever. They're banking on the fact that you'll hesitate on PENGUIN and JOKER. Both connect thematically to Batman villains. Both could make you second-guess whether they belong in a hockey group or whether they're part of something darker.
The Pittsburgh Penguins are named after the animal, not Batman. When this group appears, your instinct might be to group PENGUIN with something animal-related, or to group PENGUIN and JOKER together as Batman characters. This is the moment your streak lives or dies.
FLYER is interesting because it has multiple meanings. A flyer is someone who flies. A flyer is also a printed advertisement. But in this context, it's specifically the Philadelphia Flyers hockey team. The puzzle designers know you might overthink this.
RANGER presents similar challenges. A ranger is someone who patrols forests or wilderness. But the New York Rangers are a specific hockey team. Without the context of the other three, you might not immediately recognize it as a sports reference.
DEVIL is the most straightforward. The New Jersey Devils are one of the most recognizable franchises in hockey history. If you know anything about hockey, this jumps out immediately.
What separates experienced Connections players from everyone else is the ability to hold the ambiguity of a word in your mind without letting it collapse into a single meaning. PENGUIN is a hockey team AND an animal AND a Batman villain. Your job is figuring out which meaning applies in this specific puzzle context.
In game #961, the logic works like this: Devils and Flyers and Rangers are definitely NHL teams. Penguin also functions as an NHL team name. Therefore, this group is about hockey. The Batman angle is noise.


Estimated data showing the distribution of difficulty levels in NYT Connections, with yellow being the easiest and purple the hardest.
The Blue Group: Robin Hood Character Names (The Subtle One)
The Words: FRIAR, MAID, ROBIN, SHERIFF
The Connection: All four words can be the first word of a Robin Hood character's name.
Blue is supposed to be harder, and this group demonstrates why. The connection here is literary and requires specific knowledge or serious pattern recognition.
Let's break this down:
- FRIAR → Friar Tuck (the religious character in Robin Hood)
- MAID → Maid Marian (Robin Hood's love interest)
- ROBIN → Robin Hood (the main character himself)
- SHERIFF → The Sheriff of Nottingham (the villain/antagonist)
Here's the trap within the trap. You see ROBIN and immediately think of the animal (which brings you back to Penguin anxiety). You see ROBIN and think of Robin from Batman. You see ROBIN and think of the original Boy Wonder from DC Comics.
But in this specific puzzle, on this specific day, with these specific other words, ROBIN means the outlaw from English legend.
Maid is the second part of the phrase, but here it functions as the first word. This is why the puzzle works. Each of these words independently could mean something else entirely. A maid is a domestic worker. A friar is a member of a religious order. A robin is a bird (or a superhero, or a vigilante). A sheriff is a law enforcement officer.
But when you group them together, the only connection that makes sense is that they're all first words from Robin Hood character names.
The sneakiness here is that ROBIN should leap out as the most obvious entry point, but you'll likely resist it because Batman has been in your head since you looked at the full puzzle. The yellow group's JOKER, the green group's PENGUIN, and the purple group's BATMOBILE all cluster around Batman themes. Your brain naturally groups related concepts together.
This is why understanding puzzle psychology matters. The designers placed a Batman character (BATMOBILE) in an entirely different category, specifically to contaminate your thinking about PENGUIN, ROBIN, and JOKER.
FRIAR and SHERIFF are the less obvious entries, which is why they're in the blue group rather than the green group. Most casual players won't immediately recognize them as Robin Hood references without actually thinking about the legend.
The Purple Group: Baseball Gear Words (The Hardest One)
The Words: BALLROOM, BASEMENT, BATMOBILE, CAPSTONE
The Connection: All four words start with a word related to baseball gear (BALL, BASE, BAT, CAP).
Purple is intentionally the hardest group, and this one earns its difficulty rating legitimately. This is a pure wordplay category that requires you to break down compound words and recognize the pattern hidden inside them.
Let's examine each:
- BALLROOM → A room where balls (dances) are held, but also starts with BALL
- BASEMENT → The lowest level of a building, but starts with BASE
- BATMOBILE → Batman's vehicle, but starts with BAT
- CAPSTONE → A final achievement or the stone at the top of a wall, but starts with CAP
Here's what makes this group diabolical. BATMOBILE is in the puzzle. Your brain is already primed to think about Batman. You see BATMOBILE and think "Oh, this is definitely a Batman-related group." You start looking for other superhero references or Batman characters.
But BATMOBILE isn't grouped with other Batman things. It's grouped with three words that have nothing to do with Batman at all. They're grouped because they share a common structural pattern: they're all compound words where the first element is baseball equipment.
This is the kind of misdirection that separates players who consistently beat Connections from players who struggle. The puzzle wants you to group BATMOBILE with PENGUIN and JOKER because of the Batman connection. It's betting your thematic thinking will override your pattern recognition.
CAP is the least obvious starting word here. When you see CAPSTONE, you don't naturally think "cap" first. You think of the entire word as a single concept meaning an achievement or final accomplishment. CAPSTONE in business means the final project before graduation or completion.
BASE is hidden in BASEMENT. Your mind is processing BASEMENT as "a room underground" rather than as "base-ment" with BASE as the first component.
BALL is obvious in BALLROOM. Most people recognize this one immediately because BALLROOM is a compound word where both components are clearly visible.
BAT is painfully obvious in BATMOBILE—except that the Batman reference is so powerful that you miss the simpler pattern.
The genius of this category is that it works at two levels. At the surface level, it's about baseball equipment. At a deeper level, it's testing whether you can ignore a strong thematic association (Batman) and instead recognize a structural pattern (compound words with baseball gear as the first component).

Estimated data shows that ambiguous words present the highest difficulty due to multiple category overlaps, while the green group is the easiest starting point.
The Batman Trap: Why Game #961 Plays Mind Games
One of the most important lessons from game #961 is understanding how the puzzle exploits your natural pattern recognition.
Your brain is an association machine. When you see related concepts, you group them together. When you see a penguin, you think of Batman. When you see a joker, you think of Batman. When you see a bat (either the animal or the vehicle), you think of Batman.
But in this puzzle:
- PENGUIN belongs in the hockey group, not a Batman group
- JOKER belongs in the funny people group, not a Batman group
- BATMOBILE is the only Batman reference, and it belongs in a wordplay group about compound words
- ROBIN could be Batman's sidekick, but here it's the outlaw from legend
The puzzle designers specifically stack the deck to make you think Batman is a major theme. They want you to make connections that don't exist. They want you to group PENGUIN, JOKER, BATMOBILE, and ROBIN together based on Batman, leaving ROBIN out of the Robin Hood group.
This is sophisticated puzzle design. It's not just about knowing information. It's about managing your own cognitive biases.
The best Connections players don't just know trivia. They understand how their own minds work. They recognize when their pattern recognition is working against them. They hold multiple hypotheses simultaneously and test them against the evidence.
When you're playing and you catch yourself about to group PENGUIN, JOKER, BATMOBILE, and ROBIN together, that's the moment you've grown as a player. That's when you step back and ask: "Is the Batman connection actually there, or am I just seeing what I expect to see?"
The answer in this case is that you're seeing what you expect to see. The Batman reference is a trap.
Solving Strategy: A Step-by-Step Approach to Game #961
Now that we've dissected each group individually, let's talk about how you should approach this puzzle from the start, before you know the answers.
Step One: Identify the Most Obvious Group
Start with the green group. Hockey fans will spot DEVIL, FLYER, PENGUIN, and RANGER immediately. This is your entry point. Once you have one group solved, you've eliminated four words and simplified the puzzle dramatically.
If you're not a hockey fan, look for the yellow group instead. "Funny people" is a fairly universal category. CARD and JOKER are the obvious entries. CUTUP and CHARACTER follow naturally.
The key is finding any group where you're confident about at least three of the four words. Once you have that, you've built momentum.
Step Two: Recognize the Ambiguous Words
Before you make your first submission, identify which words could belong to multiple categories:
- PENGUIN (animal, Batman villain, hockey team)
- ROBIN (bird, superhero sidekick, outlaw legend)
- JOKER (funny person, playing card, Batman villain)
- BATMOBILE (Batman's vehicle, but also a compound word starting with BAT)
These are your danger words. Don't submit a group containing multiple danger words unless you're very confident. The puzzle designers have intentionally placed ambiguous words to trip you up.
Step Three: Test the Wordplay Hypothesis
Look at your remaining words after removing the group you're most confident about. Often, one group will be pure wordplay (like the baseball gear compound words). Test whether your remaining words share a structural pattern.
Break them down into components. Look for repeated starting letters or ending sounds. Check whether they could all be part of phrases or names.
In game #961, once you've submitted the hockey group, you should test whether BALLROOM, BASEMENT, BATMOBILE, and CAPSTONE are all compound words with specific first components.
Step Four: Use Process of Elimination
Connections allows you to make up to four mistakes before you lose. This is actually generous. If you're confident about two groups, you can afford to test your third group even if you're not 100% sure.
Submit the group where you're most confident among your remaining options. If it's correct, great. If it's not, you've gained information. You know those four words don't go together, which means the actual grouping must be different.
Step Five: Resist Thematic Grouping
The final step is the hardest: resist your natural impulse to group words by theme or association. If you've been burned by Batman in the past, be extra cautious about grouping PENGUIN, JOKER, ROBIN, or BATMOBILE together.
Instead, ask yourself: "What's the actual connection? Is it that they're all Batman-related, or is something else going on?"
In game #961, the answer is that something else is going on. PENGUIN is NHL, JOKER is funny people, ROBIN is Robin Hood, and BATMOBILE is baseball wordplay. The Batman connection is a red herring.


Each word in the group starts with a term related to baseball gear, demonstrating a clever wordplay pattern. Estimated data based on equal distribution.
Common Mistakes Players Make in Game #961
Understanding what other players struggle with can help you avoid those same mistakes.
Mistake One: Grouping Batman References
This is the primary trap. Players see PENGUIN, JOKER, BATMOBILE, and ROBIN and immediately think they're all Batman-related. Four words with Batman associations seem like an obvious group.
The puzzle is specifically designed to exploit this. The designers knew that placing Batman references would trigger this association. They're counting on it.
To avoid this mistake, force yourself to verify each association. Is PENGUIN definitely more Batman than NHL? Is ROBIN definitely more Batman than Robin Hood? Once you test each assumption, the Batman grouping falls apart.
Mistake Two: Assuming Yellow is Always Obvious
Yellow groups aren't always about obvious, common-sense categories. In game #961, the yellow group is about synonyms for funny people. This is straightforward, but it requires you to think about language and synonymy.
Some players see CARD and immediately think of playing cards or credit cards, missing the colloquial meaning of "the card of the group."
Mistake Three: Ignoring Wordplay in Blue and Purple
Blue and purple groups often involve wordplay, allusions, or structural patterns that casual players miss. When you're stuck, always ask whether the connection might be about how the words are constructed rather than what they mean.
In game #961, the Robin Hood connection requires knowing the legend. If you don't immediately recognize FRIAR TUCK, MAID MARIAN, THE SHERIFF OF NOTTINGHAM, you might think these words are connected by a different pattern.
Mistake Four: Overcomplicating Simple Categories
Conversely, players sometimes overthink simple categories. The hockey group in game #961 is straightforward. It's just NHL teams. But if you're worried about Batman contamination, you might miss the simplicity of it.
Trust simple categories when you have three obvious entries. If DEVIL, FLYER, and RANGER are clearly NHL teams, then PENGUIN probably is too, regardless of its other associations.

Improving Your Connections Game for Future Puzzles
Game #961 offers lessons that apply to every future puzzle you'll encounter.
Lesson One: Expand Your Knowledge Across Domains
Connections rewards knowledge across many domains. You need sports trivia (hockey teams), pop culture (Batman), literature (Robin Hood), and language skills (wordplay, synonymy).
The best way to improve isn't to study harder. It's to read widely. Read about history, sports, literature, pop culture, science, and current events. The more you know, the more patterns you'll recognize.
Lesson Two: Develop Pattern Recognition Discipline
Your brain is excellent at finding patterns. Your job is to discipline that pattern recognition. Question your assumptions. Test your hypotheses. Force yourself to consider alternative explanations.
When you see four words that seem related, ask: "Are they actually related, or do I just expect them to be?" This meta-awareness is the difference between good players and great players.
Lesson Three: Learn from Failure
When you get a group wrong, don't just move on. Think about why you got it wrong. What assumption led you astray? What did you miss? What pattern were you following that didn't actually exist?
Keep a journal of your mistakes. Over time, you'll notice patterns in your own thinking. You might realize you're too conservative, or too aggressive, or too reliant on thematic grouping. Self-awareness is your greatest tool.
Lesson Four: Trust Your Knowledge
One of the paradoxes of Connections is that sometimes the right answer is obvious. When you're very confident about a group, submit it. Don't second-guess yourself endlessly. Confidence built on knowledge is different from confidence built on assumption.
If you know hockey and you're certain about the NHL teams, submit that group. If you don't know hockey, be more cautious. Your actual knowledge matters. Your guesses don't.


Estimated data shows that the most common mistake in Game #961 is grouping Batman references, affecting 35% of players.
Comparing Game #961 to Previous Connections Puzzles
One of the interesting aspects of Connections is that you can see how the puzzle evolves over time. Game #961 revisits several category types that appeared in previous games.
The hockey team group is a direct callback to sports-based categories that have appeared multiple times. The synonyms for funny people is a classic category type. The Robin Hood references are literary in nature, which aligns with Connections' appreciation for cultural literacy.
The wordplay group with compound words starting with baseball equipment is less common but follows the established pattern of using structural wordplay in purple groups.
What's remarkable is how the puzzle designers can reuse category types while still creating novelty. They're not just asking you to recognize NHL teams. They're embedding those teams in a puzzle where Batman references will distract you.
This is mature puzzle design. It's not about the raw information. It's about understanding how humans think and designing challenges that exploit that understanding.
If you compare game #961 to games from a year ago, you'll notice the difficulty has increased subtly. Earlier Connections games were more forgiving. They had obvious groupings and fewer intentional traps.
Over time, the puzzle has gotten sharper. Designers understand their audience better. They know that millions of people are playing every day, comparing their solutions online, and preparing for tricks.
The response has been to make the tricks more sophisticated. Not more obscure—more sophisticated. The categories in game #961 aren't about knowing impossibly rare trivia. They're about managing your own cognitive biases.

Why Understanding Puzzle Psychology Matters
At its core, Connections is a game about attention and critical thinking. It's not really about what you know. It's about how you think.
The puzzle designers have spent years studying how humans categorize information. They understand that your brain naturally groups related concepts together. They know that once you see a pattern, you stop looking for alternatives.
They exploit this systematically.
Game #961 demonstrates this principle perfectly. The entire puzzle is built around the assumption that you'll see Batman references and group them together. The designers placed those references specifically to trigger that impulse.
When you solve Connections successfully, you're not just demonstrating knowledge. You're demonstrating the ability to recognize patterns AND the ability to question those patterns when they seem too obvious.
This has applications far beyond word games. In real life, we make decisions based on patterns we perceive. We group information into categories. We assume connections exist when we see similarities.
Connections trains you to question those assumptions. It trains you to ask whether the obvious pattern is actually the right pattern. It trains you to hold multiple hypotheses simultaneously.
These are valuable skills in any domain that requires analytical thinking.

Building a Winning Streak: From Game #961 and Beyond
If you're trying to build a Connections streak—or maintain one you already have—game #961 offers practical lessons.
First, recognize that some games will be harder than others. Game #961 is moderately difficult. You've got one clear entry point (hockey teams), one relatively obvious group (funny people), one literary group (Robin Hood), and one wordplay group (baseball compound words).
On harder days, you might get a puzzle where none of the categories jump out immediately. On easier days, multiple categories might be obvious.
The key to maintaining a streak isn't perfection. It's consistency. You need to solve the puzzle more often than you fail to solve it. This means playing strategically.
Play to your strengths. If you're knowledgeable about sports, use that. If you're good with wordplay, look for those groups. If you know literature well, those groups should be your entry points.
Second, be willing to sacrifice speed for accuracy. Streak builders aren't the fastest Connections solvers. They're the most careful. They take their time. They think about each group seriously before submitting.
Third, learn from every game. Keep mental notes of category types you've seen. Remember traps you've fallen into before. Build a personal database of Connections knowledge.
Fourth, don't panic when you make a mistake. Connections allows four mistakes. The designers built that in specifically so that one wrong guess doesn't end your game. Use those mistakes strategically. When you're genuinely stuck, guess and learn.

The Evolution of Word Games and Connections' Place
Connections arrived at a specific moment in gaming history. Word games like Wordle had proven that daily puzzle games could attract massive audiences. Wordle demonstrated that simple, elegant games could be more engaging than complex ones.
Connections took that lesson and created something different. It kept the "one game per day" model, but made the game more complex. Instead of finding a single five-letter word, you're finding four separate groups.
This evolution matters. Wordle is about deduction. You get information from each guess and use it to narrow possibilities. Connections is about pattern recognition and critical thinking. You need to consider multiple hypotheses simultaneously.
The puzzle game market has responded to Connections' success by releasing dozens of similar games. But Connections remains the standard because of its sophistication. The categories are clever. The traps are psychological, not just informational.
Game #961 is still relatively early in Connections history. The game has been running since 2022, so we're roughly three years in. As the game continues, we can expect the puzzle designers to get even more creative.
Future games will likely feature more sophisticated wordplay, more subtle misdirection, and more obscure cultural references. The competitive nature of daily puzzle games means designers are constantly trying to stay ahead of experienced players.
This is actually a good sign for puzzle enthusiasts. It means the challenge will evolve. It means you'll never fully "solve" Connections. There will always be something new to discover.

FAQs About NYT Connections and Game #961

FAQ
What exactly is NYT Connections and how does it work?
NYT Connections is a daily word puzzle game created by the New York Times where you group four words into four categories based on hidden connections. Each correct group reveals a theme, and you have four mistakes allowed before losing. The categories are color-coded by difficulty: yellow (easy), green (medium), blue (hard), and purple (hardest).
Why is game #961 considered particularly tricky for most players?
Game #961 is tricky because it uses a psychological trap with Batman references. Multiple words (PENGUIN, JOKER, ROBIN, BATMOBILE) have Batman associations, but only BATMOBILE is actually part of a Batman-related category—and that category is about wordplay, not superheroes. This misdirection is intentionally designed to make players overthink their groupings.
How can I solve the purple group with BALLROOM, BASEMENT, BATMOBILE, and CAPSTONE?
The connection is that all four words are compound words that start with baseball equipment terms: BALL-room, BASE-ment, BAT-mobile, and CAP-stone. The puzzle is testing whether you can recognize structural patterns in words rather than thematic meanings. Break the compound words into their components to spot this pattern.
What strategy should I use when I see ambiguous words like PENGUIN or ROBIN?
When you encounter ambiguous words with multiple meanings, don't make them your primary grouping basis. Instead, verify the group through your other words first. If DEVIL, FLYER, and RANGER are clearly hockey teams, then PENGUIN belonging with them confirms the sports connection rather than the Batman connection. Start with high-confidence groupings and use ambiguous words as confirmation, not as starting points.
Is there a difference between green and yellow groups, and why does it matter?
Yellow is supposed to be easier than green, but difficulty varies. What matters is that you identify your most confident group first, regardless of color. Sometimes yellow is obvious (like the funny people group in game #961), while other times green is more straightforward (like the hockey teams). Build momentum by solving what you're most confident about, regardless of the designated difficulty level.
How many mistakes can you make in Connections before losing?
You can make up to four mistakes in Connections before you lose the game. This is intentionally generous to allow players to test hypotheses and learn from mistakes. Many experienced players use this strategically, submitting uncertain groups to gain information about how the puzzle is organized.
Should I play Connections slowly and carefully or quickly to try to get a fast solve time?
Speed doesn't matter in Connections unless you're competing in a tournament or comparing times. What matters is accuracy, especially if you're trying to maintain a streak. Experienced streak-builders take their time, think carefully, and verify their groupings before submitting. One careful solve is better than three fast fails.
How do I improve at Connections over time?
Improve by reading widely across many domains (sports, literature, pop culture, science, history), building a mental database of category types you've encountered, learning from your mistakes, and developing awareness of how your own pattern recognition can lead you astray. The game rewards both knowledge and critical thinking, so work on both simultaneously.
Are there common category types that appear repeatedly in Connections?
Yes. Common categories include synonyms (people or things that can be described the same way), sports teams or athletes, literary references, wordplay and puns, countries and geography, pop culture references, and compound words with shared components. Recognizing these patterns from previous games helps you solve current games faster.
What should I do if I'm stuck and can't find any groups in a Connections puzzle?
Start with your areas of strongest knowledge. If you know sports well, look for sports groups. If you're good with wordplay, look for those patterns. Look for the most obvious three words in any potential group, then find the fourth. Once you have one group solved, the puzzle becomes much simpler because you've eliminated four words and clarified the remaining options.

Final Thoughts: Learning from Game #961
Game #961 is a masterclass in how modern word puzzles have evolved. It's not just testing what you know. It's testing how you think.
The Batman trap in this puzzle is intentional. It's sophisticated misdirection. The puzzle designers are sophisticated. They understand human psychology. They understand pattern recognition. They understand how to exploit those things without resorting to obscure trivia.
If you solved game #961 perfectly on your first try, congratulations. You probably have strong instincts and good puzzle-solving skills. If you made mistakes, don't be discouraged. Most players do. The mistakes teach you something about yourself and how you approach problems.
The real value of Connections isn't whether you win or lose today. It's whether you're improving your thinking over time. Are you getting better at recognizing patterns? Are you getting better at questioning your assumptions? Are you developing the kind of critical thinking that applies beyond word games?
Those are the questions that matter.
Keep playing. Keep learning. Keep pushing yourself to think differently. The puzzles will keep evolving, and so will you.
Now get out there and solve tomorrow's game.

Bonus: Tips for Other NYT Puzzle Games
If you're already solving Connections daily, you should know that the New York Times has several other word games worth your time.
Wordle remains the original daily word game. It's simpler than Connections but remains challenging. The strategy is deduction and elimination. Start with vowel-heavy words and work from there.
Strands is another NY Times puzzle game that's thematically similar to Connections. You're finding groups of words, but the categories are more straightforward and the puzzle mechanics are slightly different. If you like Connections, you'll enjoy Strands.
Quordle is an ambitious variation where you're solving four Wordles simultaneously. It's faster-paced than traditional Wordle and requires serious focus.
Spelling Bee is a letter-based game where you form words from a specific set of letters. It rewards vocabulary knowledge and creative thinking.
These games complement each other. Together, they provide a complete daily puzzle experience that tests different skills. Wordle tests deduction. Connections tests pattern recognition. Strands tests thematic thinking. Spelling Bee tests vocabulary and creativity.
Mastering all of them makes you a complete puzzle solver.

Key Takeaways
- Game #961 uses a sophisticated psychological trap with Batman references to misdirect players from correct groupings
- The purple group features wordplay with compound words starting with baseball equipment (BALL, BASE, BAT, CAP)
- Critical to success is resisting thematic grouping and instead focusing on structural patterns in words
- The hockey group (DEVIL, FLYER, PENGUIN, RANGER) is the most reliable entry point despite PENGUIN's Batman associations
- Improving at Connections requires developing meta-awareness of your own pattern recognition biases and cognitive limitations
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