Patent classifications
A63F3/04
METHOD OF PLAYING SUDOKU USING A MAGNETIC SUDOKU BOARD WITH COLOR-CODED MAGNETS TO PROVIDE VISUAL ASSISTANCE
A magnetic sudoku board has a housing, a closeable lid and an inner playing surface. The inner playing surface having gridlines to form the magnetic sudoku board. An assortment of magnetic playing pieces includes a large set and small set. To distinguish between the numbers, 1-9, the assortment of magnetic playing pieces has a certain color that corresponds to a specific number. Accordingly, the same number in both the large set and the small set have coordinating colors. These colors visually assist the player so that the same numbers are not repeated in each column, row, and 33 grid box.
Methods and Systems for Generating Dynamic Displays on a Game Display and Respective Player Displays
A method for generating dynamic displays on a game screen and player display screens for a live event performed on a stage in front of an audience and hosted by a host located on the stage. Each of the player display screens corresponds respectively to a player. The method includes displaying a playing phrase on the game screen. The playing phrase is generated from a winning phrase and includes blank spaces. The game screen is located in a fixed position with respect to the stage to be viewable by the players. For each round of a predetermined number of rounds, the method includes identifying, by one of the players, a first game to display on the game screen. The first game is displayed on a game selector in response to the player actuating the game selector. The method includes obtaining a first set of rules corresponding to the first game.
Crossword Game with Player-colored Tiles and Alternate-shaped Vowels
A multiple player, turn-based, crossword game where there is a distinct colored collection of tiles for each player, and these tiles are shaped differently based upon their imprint of either a consonant or vowel. The amount and frequency of these imprinted letters and letter scores is consistent between each players' separate collection of tiles. Players take turns building and placing a word from their private tile holder which contains a random selection of their choice of N consonants and M vowels, where N and M can vary, but N+M is fixed and consistent between the players. Play continues until a player has successfully played all of the tiles in their collection. Unplayed tiles from the other players is then deducted from their score and added to the score of the player who played their last tile. The player with the highest recorded score is the winner.
Three Dimensional Letters Word Game Components and Game Methods of Play
A game apparatus and game methods of play that provide mental exercises to increase the level of abstract thinking to create 3-D objects from universally accepted 2-D flat patterns. Since we read and write on 2-D surfaces, the shapes we associate most with a 2-D environment are alphanumeric characters. Combining letters and numbers in a 3-D environment creates challenging exercises for visualizing 3-D shapes. The competitive games involve a series of 3-D manipulative modules. Play of the games involves scoring points for creating and/or discerning words made up of letters recognized from the 3-D manipulative modules. The games are for multiple players and can also be implemented electronically and online.
CROSSWORD PUZZLE GENERATOR
Methods and systems that facilitate generating and presenting a crossword puzzle. Methods include obtaining, from a content source, a plurality of data items. Using the plurality of data items, a dictionary of clue-word pairs are generated. A crossword layout is generated using a random crossword layout generator. The generated crossword layout is input to a model that outputs a likelihood that the input crossword layout results in a valid crossword. If the likelihood that the crossword layout results in a valid crossword puzzle satisfies a first threshold, a plurality of words in a set of clue-word pairs from among the plurality of clue-word pairs is inserted into the crossword layout. If the plurality of words inserted into the crossword layout results in a valid crossword puzzle, the crossword puzzle is provided to a user on a user device using the set of clue-word pairs.
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.
Multisensory learning devices and system for teaching using the method of multisensory learning
A multisensory learning system incorporates a plurality of connectable multisensory elements. Each multisensory element may be a piece, a tile, or a block, and includes a surface containing a single character recessed into the surface to form a track. The track may guide a user's finger into the recessed area containing a tactile pattern at a base thereof. The tactile pattern heightens the sensory perception of the character to aid in learning. Each multisensory element is capable of being attached to another multisensory element in order to string characters together. In use, tracing of the tactile pattern of the character triggers the combination of sensations of kinesthetic learning through the motion of tracing and tactile learning through the feel of the tactile pattern in the recessed characters. This may be combined with audiovisual learning by looking at the character(s) and speaking the name.
Systems and methods to enhance and develop new games and activities based on logic puzzles
Methods and apparatus of associating by a computerized system, labels with the order of execution of steps of solving a puzzle, game or activity, for one or more parts of one or more solution-paths for the puzzle, game or activity are described. Execution of the puzzle solution and also the particular sequence of steps in the solution paths are used to evaluate a relative efficiency of one sequence of steps over the other sequence. By quantifying efficiency of the solution path it becomes possible to logically and objectively compare the efficiency of two or more solutions or completions of the puzzle, game or activity.
Mechanical computer with repositionable components
A mechanical computing system configured to serve as an aid in learning fundamental aspects of coding. The mechanical computing system including a substrate having a flow path between an upstream portion and a downstream portion, and a plurality of repositionable programming members pivotably coupled to the substrate and configured to guide and interact with units dispensed along the flow path from the upstream portion to the downstream portion, wherein a first programming member is configured to pivot relative to the substrate upon interaction with a unit traversing along the flow path, and wherein a second programming member positioned upstream of the first programming member is configured to pivot relative to the substrate based on feedback from the first programming member.
Systems and methods to play a cognitive skills game
A cognitive skills game system is provided to teach players cognitive skills. The game system comprises a randomizing device, a game board comprising a game progression, a plurality of player identifiers, a plurality of predefined challenges and a set of rules. Each of the plurality of predefined challenges corresponds to a plurality of predefined expected responses. Each of the plurality of predefined expected responses corresponds to a response reward. The set of rules defining the rules to map an actual response of a player to the plurality of predefined expected responses and the response reward. The response reward defining a player progression of the player identifier along the game progression and the set of rules also defining a game winning condition.