Patent classifications
A63F3/04
IQ - A GAME DESIGNED FOR MULTIPLE PLAYERS
A game designed for multiple players by providing players to complete a plurality of tasks in a plurality of categories, comprising a dice to select a playing letter used by players to write down all legible words and a stop command generated by at least one player, as an outcome of completing all categories resulting in getting reward points generated for each correct word and one player declared as winner owning highest number of reward points after completion of a number of sets of game. The categories and number of players can vary according to player requirements. The dice tossed down to initiate the game by providing a first letter known as playing word.
Fitfreak - Board Game - Lessons on Fitness, in a game
A board game and method of implementing the game comprise displaying a squared oblong rectangular game board comprising a width comprising at least ten squares. A set of player pawns or markers pieces on the game board is envisaged. The player pawns are initially arranged for beginning play by retention with the players themselves. Game play is enabled by one or more users following the standard set of rules.
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 3×3 grid box.
WORD GUESSING GAMES FOR MARKET RESEARCH
A system is described for a computer-based word-guessing game that can be used to elicit market-research data, specifically sentiment and awareness data. The two-person game involves a clue giver and a guesser, each playing on their own mobile device. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used and the guesses made can be analyzed to reveal the opinions and knowledge that the players have about products, brands, and people. The game features a novel mechanic in which the clue words are categorized according to how obvious they are. Using more-obvious clues causes the countdown clock to decrement faster, thereby making the game play more strategic and entertaining, while also incentivizing the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.
CIRCULAR LOGIC GAME
A circular logic puzzle The “CIRCULAR” puzzle has similarities to Sudoku and Latin squares in problem solving, and in this new circular format the many different varieties of game play and playing surfaces can be produced gives many new challenges and perspectives for those who enjoy solving logic puzzles.
PUZZLE SYSTEM INTERWORKING WITH EXTERNAL DEVICE
The present disclosure relates to a puzzle system interworking with an external device and, more specifically, to a puzzle system interworking with an external device, which outputs an event corresponding to a puzzle to arouse interest of a user when the user completes the puzzle, and also outputs an event corresponding to an image forming the puzzle to increases interest when the user clicks on the image, so that the puzzle system can used as a learning tool as well as a game tool.
PUZZLE SYSTEM INTERWORKING WITH EXTERNAL DEVICE
The present disclosure relates to a puzzle system interworking with an external device and, more specifically, to a puzzle system interworking with an external device, which outputs an event corresponding to a puzzle to arouse interest of a user when the user completes the puzzle, and also outputs an event corresponding to an image forming the puzzle to increases interest when the user clicks on the image, so that the puzzle system can used as a learning tool as well as a game tool.
Spelling Game Kit and Method
The present disclosure provides a word game kit. The word game kit includes a plurality of theme playboards and a set of letter tiles. Each theme playboard is labeled with a theme and marked with a grid of crosswords corresponding to the theme. Each crossword includes a plurality of letter spaces. Each letter tile is dimensioned to be placed on a letter space. The set of letter tiles includes a number of letter tiles with letter-types that match the number of letter-types shown in the letter spaces. The present disclosure also provides a method for playing an interactive spelling game between a plurality of players including a first player and a second player.
Methodology for creating sets of related word games and puzzles based on linking rationally chosen letter pairs and/or triplets and linking words that are transformations of each other
A word game for being played among one or more participants includes a plurality of two letter word bits, each having a fixed letter combination, wherein the one or more participants attempt to create words of at least four letters by combining the word bits.
CHILDREN'S COOPERATIVE EDUTAINMENT BOARD GAME
A cooperative board game played by a group of players includes a customizable playhouse, a game board having a plurality of defined areas each defined by a shape on the game board, a plurality of activities including Level 1, Level 2, Level 3, and Level 4 activities, wherein each level corresponds to one of the defined areas, a plurality of decks of dramatic play cards, wherein each of the plurality of decks corresponds to one of the levels, and an online map that can be accessed after completing a final activity in Level 4. Each player in the group of players completes each of the Level 1, Level 2, Level 3, and Level 4 activities in order, wherein the game is complete after each player completes the Level 4 final activity. The unique value propositions include self-discovery, a bird's eye view of the world, flexible and repeatable activities for endless outcomes, and an online community providing hindsight learning and real-world connection with others.