Patent classifications
A63F2001/0466
Neuro Puzzles
An alternative to a traditional single solution puzzle is disclosed. Under the puzzle system of the present invention, each tab fits into each pocket, thereby allowing the user to build creatively rather than attempt to solve. The puzzle system of the present invention is useful for all, and it is optimal for young children, aging and cognitively impaired adults.
Card game playing card
A playing card having a substrate entirely of a first predetermined colour overlaid with a removable surface coating entirely of a second predetermined colour contrasting with said first predetermined colour, said removable surface being sufficiently friable so as to be able to be scratched off by a player in a pattern predetermined by said player to reveal said substrate in said pattern. The scratched playing card uses the high contrasting colors (typically primary and secondary colors) to produce letters or image(s). These cards are interchangeably used in a strategic and non gambling card game often utilising the Stroop effect.
KOKKOROKO GAME
A word and sentence forming game in English and in all International languages such as Devanagari, Gurumukhi, Bengali, Gujarati, Oriya, Telugu, Tamil, Kannada, Malayalam, Urdu, Sindhi, Sanskrit, Chinese, Russian, Arabic, Spanish, French, German and others. A set of letters are arranged in a programmatic fashion for each occurrence of the game. Rules are provided by which words and grammatically valid sentences ranging from simple to complex in any subject area are formed by each player or a machine in a finite amount of time. The game challenges the players to imagine some vowel characters to create grammatically correct word and sentence formation. The player who accumulates the predetermined number of points is declared winner.
Word-forming and word-guessing game
A method for playing a word-forming and word-guessing board game (10) between at least a first player and a second player includes (i) each of the players selecting a letter tile set (20), a card deck (22) and a dice set (26); (ii) each of the players utilizing a predetermined number of letter tiles (20) from their letter tile set (20) to form a word that is hidden from each of the other players; (iii) the first player utilizing their card deck (22) and their dice set (26) to win an opportunity to guess the word of any of the other players; and (iv) the first player making a guess of the word of any of the other players.
EDUCATIONAL GAME AND METHOD OF MAKING SAME
A game and a method for making it, according to certain disclosed embodiments, may include a playfield for allowing a rollable device for moving along its surface. Playfield guides may direct the rollable device along a path of travel. Three or more target goals on the playfield may receive the rollable device as its final destination. Decision making devices mounted movably on the playfield may adjust manually selectively the path of travel, and each have an entrance structure and two or more exit structures. Decision making device guides direct the rollable device from the entrances to selected ones of the exits. Wherein the rollable device moves along a selected path of travel including user selected entrances and user selected exits of a series of decision making devices to a user selected target goal.
Card game
The six person card game is a plain trick card game played with a customized deck of 78 playing cards. The six person card game closely follows the play of the card game called Spades. Similarities with the game of Spades include: 1) the dealing of all cards to all players; 2) the order of trick play; 3) the protocols for claiming a trick; 4) the use of the spades as the trump suit; and, 5) the protocols regarding bidding and scoring specific to game of Spades. Dissimilarities with the game of Spades include: 1) a requirement for six players; 2) a hand has 13 tricks; 3) the use of the 78 card deck; 4) variation of cards contained within each suit; 5) differences exist between the face values of the 78 card deck; and, 6 differences in the order of rank within a given suit.
CARD GAME PLAYING CARD
A playing card having a substrate entirely of a first predetermined colour overlaid with a removable surface coating entirely of a second predetermined colour contrasting with said first predetermined colour, said removable surface being sufficiently friable so as to be able to be scratched off by a player in a pattern predetermined by said player to reveal said substrate in said pattern. The scratched playing card uses the high contrasting colors (typically primary and secondary colors) to produce letters or image(s). These cards are interchangeably used in a strategic and non gambling card game often utilising the Stroop effect.
CARD GAME AND METHOD FOR PLAYING A CARD GAME
The invention relates to a card game and a method of playing a card game, more particularly the invention relates to a novel deck of cards for use in playing the card game, where the deck of cards may be a physical deck of cards distributed between players of the game, or alternatively as a virtual deck of cards in an electronic format for playing the game in an electronic version of the game, such as a computer game, video game, electronic game, mobile app, or the like, which is used for playing the game.
Memory Stimulation Device and Method of Use
A memory stimulation device and a method of using the same, the memory stimulation device may be based around forming one or more recognizable codes such as postal codes. The memory stimulation device may include a card with more than one defined area including a first area with a perforated matrix. The perforated matrix may define a plurality of sections. The sections may each include a letter, which may be a single letter from the English alphabet, and a number, which may be a natural number, displayed on a first surface of each section. An instruction area may be provided adjacent to the first area and may include a graphic of itemized instructions on how to use the memory stimulation device. An advertizing area may be provided adjacent to the instruction area. The advertizing area may include a printable area on which advertizing space may be used.
GAME OF CARDS THAT RANDOMIZES AND RECYCLES DURING GAME PLAY
A new game of cards (FIG. 1) (1) having a first playable side (5) containing a word, letter, symbol, or number that a player must alter in some manner, and a second playable side (6) that contains a symbolic instruction and at least one word, letter, symbol, or number from another group. A set of second playable sides (13) contains each unique symbolic instruction and opposes a set of first playable sides, each first playable side in the set having the same word, letter, symbol, or number and a point value. Each set of second playable sides are specifically designed to change a set of first playable sides contained on other cards. One or more players play the game of cards (1) using the second playable side of the card, which is grouped with other used cards during the round to become recycle cards (45) added to the bottom of the deck of cards (18) for use of the first playable side later in the game. Thus one or more players can play a game of cards (1) thereby causing the cards to randomize and recycle.