Patent classifications
A63F3/04
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.
Word forming game and methods to play the game
A word-forming game and methods to play the game are disclosed. In one implementation, the method includes obtaining a plurality of game pieces amongst which at least one game piece bears a rotatable indicia on a face thereof, wherein the rotatable indicia depicts a different set of one or more letters when viewed from different viewing orientations. The method further includes linearly arranging the game pieces on a gaming surface to form a first word, wherein the first word includes a first set of one or more letters depicted by the rotatable indicia when viewed from a first viewing orientation, and rotating the at least one game piece bearing the rotatable indicia to form a second word different from the first word, wherein the second word includes a second set of one or more letters depicted by the rotatable indicia when viewed from a second viewing orientation.
MEANINGFUL COMBINATION GENERATING LOGIC CUBE
A logic cube for teaching, learning, entertainment and motivation is presented. The logic cube has indicia arranged in well-defined orientations including radial symmetry, pairing pattern and triple logic. The pairing pattern helps to generate meaningful combinations for applications involving sets of two (2). The triple logic helps to generate meaningful combinations for applications involving sets of three (3). Radial symmetry helps generate meaningful combinations involving a greater number of indicia. Applying the exclusion logic helps to avoid meaningless or undesirable combinations and ambigrams help to include indicia which can be read in multiple orientations. The invention of logic cube provides a new function which can be applied to numerous areas such as science, arts, food, fashion, motivation and general education and it provides a novel experience as compared to prior art. The invention of logic cube could be applied to other geometric shapes such as tetrahedron (Pyraminx®) and dodecahedron (Megaminx®) and sizes other than 3×3×3.
Method of teaching the scriptures embodied in a board game
A method of teaching a path to salvation according to the New Testament of the King James Version of the Bible is provided. The method is embodied in a board game having a plurality game squares, each game square having a citation from Christian Scriptures. Each of the game squares is organized in one of five sacramental sections associated with the citation. Each sacramental section has a plurality of staggered columns, and each column is formed by the game squares. Players help each other navigate their game pieces through the columned game squares, by answering Scripture-related questions, to reach an uppermost or top portion of the columns of each sacramental section.
Method of teaching the scriptures embodied in a board game
A method of teaching a path to salvation according to the New Testament of the King James Version of the Bible is provided. The method is embodied in a board game having a plurality game squares, each game square having a citation from Christian Scriptures. Each of the game squares is organized in one of five sacramental sections associated with the citation. Each sacramental section has a plurality of staggered columns, and each column is formed by the game squares. Players help each other navigate their game pieces through the columned game squares, by answering Scripture-related questions, to reach an uppermost or top portion of the columns of each sacramental section.
Word forming ball game and target mixer
The present disclosure is a game that has a mixer positioned at a first location on a gaming area and a plurality of balls randomly dispersed throughout the gaming area. In response to a command, a player on a team collects one or more of the plurality of balls, the score is incremented based upon the balls collected, the player throws the collected ball(s) into the mixer, and the mixer disperses the ball(s) back into the gaming area.
EDUCATIONAL CARD GAME SYSTEM
An educational card game, designed primarily for children. A designated deck of cards are broken into several sets, with, the respective sets designated on the backs of the cards. The front of the cards has at feast one colored symbol. The cards, and therefore symbols on the cards, can be designated as number, letter, shape, image or other symbol, depending on what the child is to team from that particular deck of cards. The cards are meant to be played as one of a number of games, so that players can learn while having fun. In one embodiment, a player with a deck of cards attempts to match either the color or symbol of a card atop a “play” pile.
RETRACTABLE GRABBER DEVICE AND GAME
A game comprising a hand-held device and a retractable magnetic grabber connected to the hand-held device by a flexible cord or string. A person using the educational game may pull on the grabber to extend it to a desired length, and then proceed to attach the grabber to any one of a plurality of targets. When a target or group of targets have been attached to the grabber, the person may then press a pressure sensitive button on the hand-held device, and the grabber is retracted back to the hand-held device at a self-controlling speed. The targets may be magnetized pieces covered with a dry-erasable material, allowing a parent or teacher to write on the pieces the desired responses to educational questions posed to a person. Some embodiments may include a timer and wireless communications for tracking interactivity.
System and method for calculating values in tile games
A system and method for capturing an image of letter tiles such as letter tiles used in a game play, and comparing one or more configurations of the letter tiles in the captured image to one or more words that are stored in a memory associated with the imager that captured the image. A signal may be issued to upon a match or mismatch of one or more of the words configured by letter tiles in the captured image to one or more of the words stored in the memory.
Selecting objects on a user interface based on angle of trajectory of user input
In an embodiment there is provided a device having a touch user interface configured to display a game board having a plurality of selectable game objects comprising tiles stored in at least one memory and displayed in a configuration on said game board, each game object having a boundary defined on the user interface, said user interface being configured to receive user input, and at least one processor in connection or communication with the at least one memory and the user interface and configured to detect a selection of a game object in response to touch user input within the game object boundary, detect a trajectory of the user input towards neighboring game objects, determine an angle of said trajectory with respect to an axis of the game board, and select at least one of the neighboring game objects in dependence on said trajectory and determined angle. The angle may be determined by comparison with predefined angular regions corresponding a game object or tile configuration.