A63F3/0421

APPARATUS AND METHOD FOR MEASURING, RANKING, AND INCREASING KNOWLEDGE
20170209779 · 2017-07-27 ·

The invention includes an apparatus and method for providing an entertaining environment that balances the work and fun attributes of an activity so as to promote knowledge accumulation and learning in anyone of a plurality of fields of interest while providing a method of centralized knowledge measurement and sharing of generic game configurations as well as custom player designed gaming configurations that can be age, gender, and skill level specific. Such apparatus and method includes game boards, handheld electronic devices, computer software and wide-area-network centralized access for information exchange between players. Additionally, certain embodiments use a dynamic database.

SUDOKU STYLE HYBRID GAME
20170193752 · 2017-07-06 ·

Systems for operating a Sudoku style hybrid game are disclosed. Sudoku style hybrid games can include a themed entertainment game in which a player places symbols into a Sudoku puzzle and events within the entertainment portion of the Sudoku style entertainment game can trigger wagers in a real world game of chance. Players may compete against each other to determine a winning player based on the amount of time taken to complete the puzzle of the Sudoku style entertainment game. The outcome of the wagers can result in payouts of real world credit and can also affect gameplay within the Sudoku style entertainment game.

System and method to facilitate moves in a word game

A system and method to facilitate moves in a word game includes a game asset distribution module that adjusts the respective distribution weights of letters in a set of alphabet letters. The letters are distributed to players in a word game with a probability proportional to the distribution weights. The game asset distribution module includes an analysis module to analyze the game board, lists of playable words, player skill levels, and relationships of particular letters in word formations. Accordingly, distribution weights of the letters are adjusted in order to facilitate allocation to the player of those letters which will facilitate word formation, ensure at least a minimum playable word experience, and enhance an overall user experience, even amongst players with significantly different skill levels.

System and method for generating and using solvable puzzle forms

Systems and methods for solving and generating a mathematical puzzle are presented. A puzzle may comprise areas comprising mystery number regions, pair clue regions interposing pairs of mystery value numbers, and a central clue region located centrally to the mystery number region. Solving a puzzle may comprise deterministic search methods coupled with heuristic approaches. Puzzle generation may comprise adding conforming clues until a puzzle has only one possible solution, the clues chosen based on heuristics for adding clues while minimizing incremental change in puzzle difficulty; or reducing the number of solutions/partial solutions to the puzzle.

Interactive story telling method to unveil a story like solving a crossword puzzle
20170098381 · 2017-04-06 ·

A method disclosed herein provides close interaction and participation for a user while a story line is unveiled. At least part of the story is present in a grid, and the story line is discovered by a user in a manner similar to solving a crossword puzzle.

ELECTRONIC WORD GAME
20170095729 · 2017-04-06 ·

An electronic word game uses a plurality of tiles and electronic rack to make one or more words. The tiles are received in a plurality of receivers in the rack enabling electronic communication between the tiles and rack. Each tile includes a display screen, a microprocessor, and communication means. The rack includes an on-off switch, microprocessor, speaker, power source, and a means of communicating with each tile. A capacitor in each tile provides power to keep the display screen on temporarily after the tile is removed from the rack. The microprocessor includes a means for selecting a word to be spelled based on the number of tiles selected to play the game (between 3 and 7 tiles), a means for determining whether a word has been formed, and a means to signal the player that a word has been formed.

Word Game
20170087447 · 2017-03-30 ·

A word game and method of playing the word game comprising providing a main word or phrase (Theme Word), and a group of existing words (Puzzle Words), wherein each letter from the Theme Word is used once to form a different word (Solved Word) when added to a Puzzle Word. In one example form of the game, multiple letters from the Theme Word may be added to a single Puzzle Word to form a single Solved Word. The letters from the Theme Word may be added anywhere to the Puzzle Word in order to form a new Solved Word. In one example form, the order of the letters in Puzzle Word may not be changed. In another example form of the game, the letter from the Theme Word may not be added to the end of the Puzzle Word. The game will be considered solved when all of the letters of the Theme Word have been successfully combined once with a Puzzle Word such that each letter has been used with a Puzzle Word to form a Solved Word.

Sudoku style hybrid game

Systems and methods for operating a Sudoku style hybrid game on a mobile device are disclosed. Sudoku style hybrid games can include a themed entertainment game in which a player places symbols into a Sudoku puzzle and events within the entertainment portion of the Sudoku style entertainment game can trigger wagers in a real world game of chance. The outcome of the wagers can result in payouts of real world credit and can also affect gameplay within the Sudoku style entertainment game.

MATHEMATICAL COLORED-NUMBERED PUZZLE BOARD GAME
20250195989 · 2025-06-19 ·

A method of playing a game includes placing a plurality of numbered tiles on a storage grid structure with each of the numbered tiles being marked with a predetermined number from a predetermined set of numbers and each of the tiles being placed on a storage space. One numbered tile is moved to a useable play space. The moving step is repeated until: (a) each of the tiles is on one of the useable play spaces; (b) the difference between the numerical value of each of the numbered tiles on each of useable spaces and a number tile on an adjacent useable space along one of the horizontal, vertical, and diagonal rows is greater than a predetermined increment; and (c) each of the predetermined numbers on the numbered tiles appears no more than once in each of the horizontal, vertical and diagonal rows.

Use of semantic boards and semantic buttons for training and assisting the expression and understanding of language
12364248 · 2025-07-22 ·

Devices for providing language-like abilities for dogs. Using polygonal layouts, audible, scent, visible and other cues, the devices provide an efficient and novel ability to communicate with dogs in a granular manner. Devices for capturing and releasing scents are provided. Novel button designs and functions are taught with particular suitability for animal training.