Patent classifications
A63F2001/0441
Game assembly
A game assembly is configured to adjust an amount of money on a game token. The game assembly has a gameboard that uses a continuous path segregated into individually labeled areas. A random number generator randomly selects an integer between one and six. A token is placed on a first individually labeled area. A first instruction card is placed on the gameboard. The first instruction card designates a first play money amount to the token. A second instruction card is placed on the gameboard. Engaging the random number generator produces an integer that directs the token to move to a second individually labeled area. The integer links to instructions on the second instruction card for adjusting the first play money amount on the token.
Kit for a game system and method of use
A kit for a game system and a method of using the kit is shown and described. The kit for the game system includes a game board, at least one die, a plurality of packable items, a plurality of game cards, and a plurality of suitcases. The plurality of game cards has indicia of the packable items located thereon. The method of use begins by setting up a game board, followed by determining a first player. The first player rolls a die and interprets the die. The first player moves a player pawn and draws a game card. The first player then does as the game card instructs.
Therapeutic customizable game board system
A customizable board game to operationalize various therapeutic modalities as a means to explore, learn, engage, and provide emotional and relational support in a non-traditional therapy environment. Through engagement in play activities, individuals learn about cause and effect; practice categorizing and organizing information; develop comprehensive storylines and understanding surrounding personal experiences; and can explore traditional and non-traditional roles, such as gender, family, friends, academic, etc., in a non-confrontational, fun, and no stress environment to free up emotions and other typical barriers to self reflection.
WORD GAME
A word game for includes a random number generator and a deck of topic cards, each topic card having a topic on a front side thereof and a plurality of categories on a back side thereof. The method of playing includes: shuffling the deck; picking a Round Leader; drawing a topic card; selecting a Round Category using a random number generator; determining a Round Word Count using the random number generator; setting a predetermined time limit for response; fashioning a Round Response based upon the Round Category within the predetermined time limit wherein the number of words of each Round Response must equal the Round Word Count; reciting, in turn by each of the players, a respective Round Response; awarding a point to the player deemed to provide the best respective Round Response; and determining the winner based upon which of the players has accumulated the most points.
GAME ASSEMBLY
A game assembly includes a plurality of game tiles. Each of the game tiles has a length and a width of at least 20.0 inches to facilitate a player to stand upon the game tiles. The plurality of games tiles is sequentially numbered for arranging on a support surface in numeric order thereby defining a gaming area. Each of the game tiles has indicia comprising a respective one of a variety of verbal phrases or a number. A plurality of game cards is provided and each of the game cards has indicia comprising a variety of verbal commands. A die is provided to be rolled by the players thereby facilitating the players to be instructed to move between a number of the game tiles which corresponds to the number rolled on the die.
SYSTEM AND METHODS FOR GAME PLAY
Players attempt to be the first person to move from the start of the board puzzle piece to the end of board. The game is played in at least three phases, with each phase utilizing different game pieces. Phase one consists of creating a puzzle pattern by placing background puzzle pieces on the puzzle game board and connecting background puzzle pieces already on the board. Phase two consists of placing color overlay puzzle pieces on top of the background puzzle pieces that make up the puzzle pattern. Phase three is accomplished by each player selecting a playing card and then either strategically migrating their creature by moving contiguously between the creature spots or by jumping from a color overlay creature spot to a different color overlay creature spot, as described on the playing card selected. The game ends when a player moves off the end of board.
MULTI-PLAYER SPORTS BOARD GAME FEATURING DICE, STRATEGY CARDS, AND SKILL/WEIGHT BASED TEAM SIMULATIONS
The game simulation system and method of the present invention can be implemented in different ways, such as in a physical game board configuration or a digitized configuration via mobile device, computer, and the like. It can be played for one-versus-one game play or it can be played as a digital game, such as via an electronic device, such as a mobile device, mobile phone, personal computer, tablet, and the like. The present invention provides the needed balance capturing the real sport in a 15-20 minute playing experience through the use of three triangular and connected game play elements, namely, 1) random dice play, 2) strategy card play, and 3) team tiles that provide unique abilities for a given team. This “trinity” is unique in voice, game mechanic, and functionality of the user experience, which is not found in currently known game simulations.
Trivia Card Game
“Name That” is the only product of its kind that includes a five hundred card game deck, controlled with an eight sided pair of dice, to create a dynamic playing experience fostered in trivia and pop culture knowledge. This unprecedented product is uniquely designed with versatile questions and themes that cover a broad range of topics, from movies to video games and literature, ultimately, catering to diverse players in age and background.
Educational gaming system
An educational gaming system includes control cards, road pieces and a robotic device. Each of the control cards has a graphic corresponding to an instruction. The road pieces are arranged to form a road on which the robotic device is configured to move. The robotic device is communicable with an electronic device that executes an application program. The electronic device captures an image of the graphic of the control card, conducts a machine learning algorithm based on the image to obtain the instruction, and transmits the instruction to the robotic device. The robotic device obtains a road-piece signal value that is generated by scanning one of the road pieces, and performs movement based on the instruction and the road-piece signal value.
CARD GAME
The invention provides an apparatus and method of playing a card game. The apparatus comprises at least one type of card, the card comprising an identification symbol that identifies the card, a resource cost symbol that indicates the resource cost for playing the card, a resource gain symbol that indicates the resource gain from playing the card, and an action symbol that indicate an event arising from playing the card. A player plays a card to accumulate resource equivalent to resource gain symbol of that card, and then may play card(s) having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource.