Patent classifications
A63F3/00697
SMART CHESS BOARD SYSTEM AND METHOD WITH SITUATIONALLY CONSCIOUS SMART CHESS PIECES
A chess board game apparatus (100) and system (200) are disclosed that provides chess pieces that are situationally aware and may change their colours during the game based on certain triggers, manual interventions, player selection, game preferences, AI inputs, strategical manipulations, specific moves or game plays, et cetera with or without impacting the winning probability of either of the players post such a trigger. Thus, the game apparatus (100) and system (200) enable dynamic mid-game switching of chess piece colours and allegiance without altering the fundamental rules of chess. The system (200) incorporates user interface, processing, and communication modules for local or remote play, and may operate in physical, digital, or hybrid modes. The present disclosure also discloses a method (300) implements gameplay monitoring, eligibility assessment, and controlled switching of piece allegiance. A standalone smart chess piece and a control unit executing stored instructions are also disclosed.
Board Game with Levitating Magnetic Game Pieces in a Race
The game consists of a planar game board (10), a series of vertically extended pegs (18) along a track, and magnetic game pieces (20) that freely slide down pegs (18). Each player selects a plurality of game pieces (20) of one color to differentiate from other players' game pieces (20). The object of the game is to be the first player to move all of his game pieces (20) from start (14) to finish (16). Players, in turn, roll dice, a chance device, and move game pieces (20) as indicated. Players' magnetic game pieces (20) interact in exciting and unexpected ways. A game piece (20) landing on a peg (18) above another game piece (20) will either attract and capture, or repel and levitate, depending on their relative magnetic orientations, another element of chance. When a game piece lands on particular pegs (18) or tiles (12), the player draws a random card, another element of chance, which directs surprise moves such as forward, backward or flipping.
SCAVENGER QUEST BOARD GAME
The invention is a board game in which players are to perform a scavenger quest by moving around the game board in an attempt to land on specific spaces that will allow them to collect a variety of objects in the form of items tokens, which they will then place on a card assigned to them containing a unique combination and pattern of potentially matching objects in an attempt to complete one of a number of prescribed geometric patterns using the item tokens, Other players of the game are potentially in competition for the same objects, and as such being the first player to successfully complete any of the geometric patterns on their card will deem them the winner of the game.
Bowling board game
The present disclosure relates to a game played in connection to a player's bowling performance. The game includes a playing surface including a start, a finish, and a path extending between the start and finish. The game includes the path including a plurality of spaces. The game includes at least one gameplay instance associated with each of the plurality of spaces; and the gameplay instance has an outcome determined at least in part by the player's bowling performance.
Game and game storage box
A novel Tic-Tac-Toe board or electronic game differs from other versions of Tic-Tac-Toe by allowing the use of multiple Neutrals. Neutrals can replace an opponent's X or O on the Tic-Tac-Toe board, possibly preventing an opponent from winning the game on his/her next move or to change the board from a losing situation into one where a player can win on his/her next move. Also, the ability to replace an opponent's X or O with a Neutral extends the game to an infinite number of moves rather than the nine-move limit in a typical Tic-Tac-Toe game. Other embodiments of the present invention include dice, electronics, and magnetic games. Methods of playing the game are also disclosed, as is a novel storage box.
Adaptive checker game piece with gripping leaf
An adaptive checker piece for facilitating gripping and manipulation of the checker piece comprising a round main body and a gripping leaf extending therefrom. The gripping leaf forms a segment of a cone spanning an angular range , and the gripping leaf is angled outwardly relative to a central axis of the main body at an angle . A round upper platform projects concentrically from the main body but with a smaller diameter whereby an upper raceway is formed. The gripping leaf projects from the main body from a position laterally outward of the upper raceway. A lower toroid projects concentrically from a lower portion of the main body and is sized to receive an upper platform of a second adaptive checker piece in an interference fit. Multiple checker pieces can be stacked to make king pieces and for storage despite the presence of the gripping leaf.
Illuminated game board with stackable play pieces
The illuminated game board is configured for use with a board game. The illuminated game board forms the playing surface for the board game. The illuminated game board provides illumination for the play of the game. The illuminated game board provides a contained space that is used to contain one or more dice within the playing surface formed by the illuminated game board. The illuminated game board comprises a game board and a lamp circuit. The lamp circuit mounts in the game board. The game board forms the playing surface and the containment space for the board game. The lamp circuit illuminates the game board. A plurality of illuminated tokens, which may be stackable tokens, may be positioned on the game board to mark the position of a competitor.
MAGNETICALLY DIFFERENTIATED AND LOCATED BOARD GAME PIECES
A device and method for differentiating and locating game pieces on a sensorized game board via magnets of distinct strength. A central processing unit coordinates with a sensorized physical structure of an amusement device to participate and/or govern gameplay. The device within the amusement device can be used with a graphic board operating as a board game. Playable and movable objects are tracked through sensors enabling progressive storage of positions assumed by the same objects resulting from voluntary user interactions. In an illustrative scenario, multiple identification units are positioned in the amusement device where game pieces are used. The sensorized board senses the presence of a game piece as the game is played. The identification unit produces an output signal read by the computer that identifies the location and type of game piece. The computer uses the location and identity of the game pieces to monitor or participate in gameplay.
Transforming Game Piece
An automatically transforming game piece having a body portion coupled between a base portion and a crown portion is provided. An internal actuation assembly and transformation control assembly cooperate to automatically transform the game piece between at least a first configuration and a second configuration. The actuation assembly may include magnetic elements, gears, and biasing members that coordinate movement of portions of the game piece between configurations.