Patent classifications
A63F3/00097
STADIUM FOR ROBOTIC GAMES
A user configurable playing surface and stadium venue includes interlocking floor parts that form a playing surface. Each of the interlocking floor parts has a series of openings. A set of wall elements are provided that each have insertion tabs configured to mate with the interlocking floor parts using the series of openings to form said stadium venue with a perimeter boundary.
GAME SYSTEM
A game system may comprise a board comprising a plurality of pegs extending from the board, wherein the pegs may be disposed in rows; at least one deflector configured to be coupled to at least two pegs aligned with one another; at least one ball configured to move on the board between and/or along the pegs and deflector(s) from a start end to a goal end of the board; at least one goal configured to be coupled to at least two pegs in a goal row of the rows of pegs, wherein the goal is configured to receive a ball; and a plurality of play selectors which determine a play for each player during a turn of a game. The goal of the game may be to get a ball into a goal by navigating across the board having the pegs and deflectors as obstacles to movement of the ball.
Game system
A game system may comprise a board comprising a plurality of pegs extending from the board, wherein the pegs may be disposed in rows; at least one deflector configured to be coupled to at least two pegs aligned with one another; at least one ball configured to move on the board between and/or along the pegs and deflector(s) from a start end to a goal end of the board; at least one goal configured to be coupled to at least two pegs in a goal row of the rows of pegs, wherein the goal is configured to receive a ball; and a plurality of play selectors which determine a play for each player during a turn of a game. The goal of the game may be to get a ball into a goal by navigating across the board having the pegs and deflectors as obstacles to movement of the ball.
BOARD LOGIC GAME ASSEMBLY AND METHOD
A board logic game having a plurality of challenges for at least one player, the game comprising: a game board having game squares and at least one object square; at least one playing piece having a shape to fit within a game square, the at least one playing piece configured to be displaced between game squares; a challenge card specifying a maze structure, an initial game square position of the at least one game piece, and the at least one object square location; the maze structure having a maze template, the maze template including at least one maze piece, the at least one maze piece configured to be positioned within the maze template, the maze structure configured to be moved on the game board; wherein one of the plurality of challenges is solved by moving the maze structure on the game board and by thereby progressively biasing the playing piece to the at least one object square.
Assembly for Toy Block, Toy Vehicle, and Toy Roadway Play
An assembly and method for play upon a flat surface including a multiplicity of channeled road segments including cross intersection road segments, T intersection road segments, L road segments, straight road segments, and dead-end road segments; a plurality of blocks having a multiplicity of sides, each side bearing one of the road segments; and a toy road formed by, upon a horizontally abutting or side-to-side arrangement of the blocks upon the flat surface, an upturned plurality of the road segments; and including steps of providing a toy vehicle, placing the toy vehicle upon the toy toad, and moving the toy vehicle along the toy road.
NUMERICAL SEQUENCE BOARD GAME
A numerical sequence board game. The numerical sequence board game includes a gridded board and corresponding playing pieces. The hexagonal-shaped playing pieces may be placed on corresponding hexagonal grids on the gridded board during game play. Each playing piece may include numerical indicia that can be used to form numerical sequences with other playing pieces, wherein the numerical sequences may be formed in one or more directions on the gridded board.
Word Game and Method of Play
A word game apparatus and method of play involving each player being represented by a set of square tiles of uniform color having various indicia imprinted thereon. Players in turn play these tiles to a game board having a grid pattern of squares. One color is declared the winner when a path of contiguous tiles of that color is formed between two end zones in accordance with the rules of the game. In some embodiments the game components are rendered using physical objects, and in other embodiments the game is implemented on computers with the game components appearing as images on electronic displays.
Board Game Using Indicator Cube Having Hierarchical Symbols
A board game is described that is playable with a game board, game pieces, and one or more indicator cubes configured with three hierarchical symbols. An example method for playing the game may include players taking turns as attackers and defenders where an attacker rolls an indicator cube to indicate a hierarchical symbol used to determine a direction of movement of an attacker game piece. A defender rolls an indicator cube to indicate a hierarchical symbol that determines a hierarchical strength of a defender game piece when the attacker game piece is within a specified proximity of the defender game piece. And the attacker rolls an indicator cube to indicate a hierarchical symbol that determines a hierarchical strength of the attacker game piece. The defender game piece is captured when the hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.
Word game and method of play
A word game apparatus and method of play involving each player being represented by a set of square tiles of uniform color having various indicia imprinted thereon. Players in turn play these tiles to a game board having a grid pattern of squares. One color is declared the winner when a path of contiguous tiles of that color is formed between two end zones in accordance with the rules of the game. In some embodiments the game components are rendered using physical objects, and in other embodiments the game is implemented on computers with the game components appearing as images on electronic displays.
CHOOSE YOUR OWN PATH GAME
A game using cards or virtual cards that are used by players during game play to dynamically create a board representing a territorial expanse. Game play takes place within the context of a narrative or story line for the characters playing the game wherein the narrative develops and unfolds according to explicit choices the player makes at multiple opportunities to choose among several options. The player choices that direct the game play and narrative are intended to ultimately resolve a goal-oriented quest or attain an objective assigned to the player's character. The game play and the assembly of the cards or virtual cards to form the territory arise from the characters' exploration of territory represented by a plurality of numbered cards and by the characters' interaction with other features of the cards and with the features of non-numbered cards.