Patent classifications
A63F11/0074
Memory Card Game
The invention is a method of playing a memory card game that requires providing a deck of cards that comprise pairs of matching cards. The pairs of matching cards may include a privilege and/or handicap that have special effects. The game can include shuffling the cards and arranging them face side down in an arrangement. A player's turn involves selecting two cards from the arrangement to search for a pair of matching cards. If selected cards form a pair of matching cards, the player removes the pair, adds them to their card collection and gets another turn. If the two cards selected do not form a pair of matching cards, the player returns the cards to the arrangement and their turn concludes. The turns continue until all the cards have been removed. After all the cards are gone, the player with the most cards wins.
Stairball Game and Method of Play
A stairball game, system, set, and method of play. The stairball game includes a number of striker balls for throwing by a number of players. The stairball set includes a number of target balls to be hit by the associated number of striker balls when positioned on stairs. The stairball set includes a number of tokens marking a position of each of the number of target balls on the stairs. Each of the number of striker balls, target balls, and tokens are associated with each of a number of players.
Card tile deck and method of playing a game using the same
A card tile deck includes a plurality of card tiles divided into multiple zones with each of the zones including either a first indicia, a second indicia, a third indicia, or a null indicia. A method of playing a game includes forming a build stack of played card tiles from the plurality of card tiles by repeatedly positioning an active card tile on top of a played card tile with one of the zones of the active card tile substantially overlapping one of the zones of the played card tile. A null indicia can be covered by either the first indicia, the second indicia, or the null indicia. The first indicia or second indicia can be covered by either the third indicia or the null indicia. A third indicia can be covered by the null indicia.
SELF-ADJUSTING DIFFICULTY FEATURE FOR AN AMUSEMENT GAME DEVICE
A method of determining duration of a play session is described herein using a ball saver. An elapsed game time is tracked and a current round of play identified. Using the current round of play and the elapsed game time, a save time is determined. Finally, an autosave for a duration equal to the save time is activated using mechanical stop, flippers, or programmatic solutions.
STRATEGY BOARD GAME
Disclosed are systems and methods for playing a board game. In some embodiments, a game is provided having a game board, leader pieces, sets of flags, ally unit pieces, development pieces, trophy pieces, and/or coins. The game can further include leader cards, ally unit cards, development cards, and/or land cards. The game board can have lands, each land can have territories. In one embodiment, players take turns, and during a player's turn a player can take actions specified by game rules. In some embodiments, a player can (a) move a leader piece and/or ally units from one territory to another, (b) strike, flag, or guard a territory, (c) buy an Ally Card, spawn ally units, and/or build developments, (d) use traits, and/or (e) establish a Formal Truce. In certain embodiments, a player can win by holding three trophies or if the player's opponents lose all of their territories.
Memory Stimulation Device and Method of Use
A memory stimulation device and a method of using the same, the memory stimulation device may be based around forming one or more recognizable codes such as postal codes. The memory stimulation device may include a card with more than one defined area including a first area with a perforated matrix. The perforated matrix may define a plurality of sections. The sections may each include a letter, which may be a single letter from the English alphabet, and a number, which may be a natural number, displayed on a first surface of each section. An instruction area may be provided adjacent to the first area and may include a graphic of itemized instructions on how to use the memory stimulation device. An advertizing area may be provided adjacent to the instruction area. The advertizing area may include a printable area on which advertizing space may be used.
BOARD AND COMPONENTS KIT
A board and components kit including a board with a wagering section and a numeric display section, and components including dice, and a marking chip is provided. The wagering section includes an ante area, a horns bonus area, a doubles bonus area, an under area, and an over area segregated and separately marked thereon for placing an ante and wagers by one or more players. The wagering section includes predefined rules and criteria for winning, losing, and placing wagers. The numeric display section is marked with numeric indicia. The marking chip indicates a numeric total on the numeric display section after each roll of the dice. One or more actions are performed for determining winners or losers based on a numeric total of numeric indicia on exposed faces of the dice rolled for a first time and on or more subsequent times respectively.
Multiple Dice to Produce a Randomized Result from a Predetermined Probability Distribution
One embodiment of a plurality of dice with markings such that when the primary die is rolled a user either lands on a randomized result within the predetermined probability distribution or is directed to roll a secondary die which either provides a result or directs the user to roll a tertiary die. In the embodiments discussed here the final result is achieved on the first roll over 90% of the time. The embodiments described and shown are capable of representing complex distributions that include highly improbable outcomes, providing users with the convenient alternative of simply reading the result rather than performing comparative and mathematical operations on the results of multiple dice rolls.
Casino table game apparatus and method
A casino table game includes a table having markings for identification and placement of wagers entered by multiple players, cube a first pair of dice including traditional dot markings on each of six surfaces of each die, a second pair of cube-shaped dice, each die cube having a single alpha symbol Y or O on one cube surface, and the remaining sides blank. Wagers are placed according to predefined rules associated with markings on the table surface. Wagers include [PLAY], [MORE] and [Yo!]. Markings are [LOW] (4, 5 or 6) with odds of 3 to 2; [HIGH] (8, 9, 10) with odds of 3 to 2; [2, 3, 12] with odds of 7 to 1; [11] with odds of 15 to 1; and [PAIRS] with odds 7 to 1. Games main wagers [Play] [More] [Bonus] payouts will vary based on dice outcomes. Alternately, two pair of conventional dice may be used.
System and method for augmented reality gaming using a mobile device
Disclosed is a method and system for preventing replay attacks for mobile promotions associated with promotion devices. Upon the occurrence of a promotion winning event such as a designated outcome of a game played on the promotion device the user, via a software application accessible to their mobile device, forwards images of the event to a server over a network. The server determines entitlement to the promotion and analyzes data associated with the images and mobile device location and time to confirm that the event is new promotion winning event. Upon such confirmation an entitlement to the promotion is awarded to the user. The foregoing prevents unscrupulous users from logging multiple claims for the same promotion winning event.