Patent classifications
A63F2001/0441
Board game—match
In this board game, players take turns being the Chief and rating their level of agreement with prompts such as: For $1000, I would be willing to wear the same underwear for a week without washing it. The opinions are guessed using a scale from 1 (Frostbite!Completely Disagree) to 10 (All Ablaze!Completely Agree). Before the Chief reveals his/her rating, all of the other players guess the Chief's response using secret voting tokens, and all the votes are revealed simultaneously. At the end of the round, the closest matches score victory points. With over 700 cards already written, the prompts cover an enormous range of topics from intimate to hilarious, from every-day to fantastical, from family-oriented to party-friendly. Since the point system requires collecting points of all colors in order to win, you cannot win simply by knowing one other player extremely well. In fact, based on your point balance, you may discover which of your friends you ought to get to know better! This game promises to bring family and friends closer together by sparking meaningful, fun, and intellectual conversations that will continue even after the game itself is over.
Business strategy game
Present invention, BiggieBills, is an interactive business strategy multi-player game played among 4 to 8 teams using plurality of cards. It can be played Face to Face or Online. The teams play Growth Cards to progress from Stage 1 to 4 while managing possible Challenge Cards played by opposing teams, managing the random changes in Industry Rules every Business Cycle, and attempt to earn Bonus Cards. The unique value propositions are: a) dynamic real-time experience; b) knowledge from the field of strategic management for the managers (students); c) the debrief provides the core learning as a follow-up to the game; and d) customization of the game is possible by altering industry conditions to suit client needs. BiggieBills has a three-pronged approach: a) corporate training; b) education (undergraduate, graduate, executive); and c) entertainment. It may be redesigned to teach subjects such as entrepreneurship, economics, innovation management and general business.
CHILDREN'S COOPERATIVE EDUTAINMENT BOARD GAME
A cooperative board game played by a group of players includes a customizable playhouse, a game board having a plurality of defined areas each defined by a shape on the game board, a plurality of activities including Level 1, Level 2, Level 3, and Level 4 activities, wherein each level corresponds to one of the defined areas, a plurality of decks of dramatic play cards, wherein each of the plurality of decks corresponds to one of the levels, and an online map that can be accessed after completing a final activity in Level 4. Each player in the group of players completes each of the Level 1, Level 2, Level 3, and Level 4 activities in order, wherein the game is complete after each player completes the Level 4 final activity. The unique value propositions include self-discovery, a bird's eye view of the world, flexible and repeatable activities for endless outcomes, and an online community providing hindsight learning and real-world connection with others.
Magnetic playing cards with interchangeable components
A magnetized playing card having: a first component; and a second component that joins with the first component to form the magnetized playing card; the first component having: a front first component face; a back first component face; wherein at least a first section of the back first component surface is a magnetized surface; the magnetized surface having: a plurality of magnetic poles comprising north poles and south poles; wherein the north poles and the south poles are in parallel with each other, and the north poles alternate with the south poles in an alternating formation; and wherein the alternating formation faces a first direction to create a first magnetic alignment; the second component having: a front second component face; a back second component face; wherein the second component joins with the first component via the back first component face and the back second component face.
Children's cooperative edutainment board game
A cooperative board game played by a group of players includes a customizable playhouse, a game board having a plurality of defined areas each defined by a shape on the game board, a plurality of activities including Level 1, Level 2, Level 3, and Level 4 activities, wherein each level corresponds to one of the defined areas, a plurality of decks of dramatic play cards, wherein each of the plurality of decks corresponds to one of the levels, and an online map that can be accessed after completing a final activity in Level 4. Each player in the group of players completes each of the Level 1, Level 2, Level 3, and Level 4 activities in order, wherein the game is complete after each player completes the Level 4 final activity. The unique value propositions include self-discovery, a bird's eye view of the world, flexible and repeatable activities for endless outcomes, and an online community providing hindsight learning and real-world connection with others.
Vertically stacked educational building block device
A vertically stacked educational building block device, which comprises a base, a building block base, a building block set and at least one picture card. The building block base comprises a bottom wall, several parallel and equidistantly arranged grid bars on two sides of top end of bottom wall, two sidewalls located at both ends of bottom wall and two top bars connected to the top end of grid bars and sidewalls. The building block device can be combined with a picture card to generate another game mode, which can be played by two persons together, so as to enhance the content and gameplay of the game, the building block game is more diversified, the fun of is enhanced, exciting the interest and benefit of play.
Military War Game
The present invention is a board game with a board divided into four sectors with numbered squares within to determine the distance a playing piece can move or attack. The squares are organized on the board in rows and columns. There are two sets of playing pieces, one for each player or team of players. The two sets of playing pieces have different types of playing pieces for different strategical moves. At least a tank piece, a special forces piece, a soldier piece, an aircraft piece, a decoy piece, a wall piece, and a valley piece are in the set. Status cards designate a regular status value to the set of playing pieces for a player or team and designate a sector status value to each of the four sectors on the board. A player wins when the opposing player has no more playing pieces.
Interactive playing card game and baseball game and method of playing same
A method of playing an interactive baseball-related card game, comprising the steps of: dealing each of nine outcome cards to each of the players, wherein each of the outcome cards is based upon the likelihood of a particular event occurring during a plate appearance by a batter; arranging, by each player, each of the outcome cards based upon a predicted outcome of the plate appearance of the batter by that player to create an outcome card lineup, wherein the outcome cards are arranged such that a most likely outcome of the plate appearance of the batter, as predicted by that particular player, is placed at the top of all of the outcome cards in that particular player's outcome card lineup; monitoring the plate appearance of the batter; determining an actual outcome of the plate appearance of the batter; reviewing each of the player's outcome card lineups to determine which player is the winning player for the plate appearance by the batter by determining which player has a correct outcome card that corresponds to the actual outcome and which of the players with the correct outcome card has the correct outcome card located closest to the top of all of the outcome cards in that particular player's outcome card lineup; determining how many outcome cards the winning player discards based upon the actual outcome of the plate appearance; and determining a winner of the interactive baseball-related card game.
METHOD OF TEACHING PRE-SCHOOLERS AND ESL STUDENTS COUNTING AND SPELLING SKILLS WITH A MODIFIED DECK OF CARDS
This method for teaching counting and spelling uses an improved deck of cards for use with the game of Trash. But instead of a standard deck of 52 with numerical and face cards, it uses numbered cards, each with an Arabic numeral and its corresponding spelling beneath. There are also Wild Cards, Trash Cards and score-keeping Winner cards. The method for playing this card game can include expansion packs beyond the basic (1 through 10) set and/or foreign language equivalents.
Novel Card Game
This novel card game is comprised of a set of 200 standard size (3.5?2.5) custom playing cards, 36 numbered 1? disks, four immunity tiles, and one 2.5 direction of play disk. Players deal 4 cards into each of 9 stacks in front of each player's 9 numbered disks. The remaining cards are placed in the center of the table as a draw stack. The goal of the game is to eliminate the cards in all 9 of a player's stacks. It is possible to have more than 9 stacks on the table at one time or to have new stacks added once a player has eliminated stacks. The first player to discard their last card, without any stacks remaining on the table, is the winner.