Patent classifications
A63F2001/0441
Word Game for Enhancing Diction
This present invention relates to a vocabulary-based game for a group of players. The game can include a deck of cards having both alphabet cards and non-alphabet or action cards. Each alphabet card can have one or more letters thereon. Each action card can have one or more rules displayed thereon. The plurality of cards are dealt to participating players in a predetermined number and the game proceeds generally wherein sequential players create words by using or ‘playing’ their alphabet cards to form words. Each player, during his or her turn, attempts to play a word from his or her hand or add letters to a word from another player. Points are based on the length of the formed word (i.e. number of letters in the formed word) and can be enhanced by an action card.
Chess game with position-triggered consequence cards
A chess game kit includes a chessboard defining opposed edges, a lateral axis of symmetry bisecting the chessboard, and a top surface extending between the opposed edges. The top surface defines a plurality of chessboard squares defining a plurality of ranks. The ranks adjacent to the lateral axis of symmetry define two central ranks that together comprise a battle zone. Chessboard squares located outside of the battle zone alternate between a first color and a second color, and chessboard squares located within the battle zone alternate between the first color and a third color. The kit further includes a plurality of cards each reciting a chess game consequence to occur as a result of a player moving a capturing chess piece from a first chessboard position outside of the battle zone to a second chessboard position inside the battle zone to capture an opposing chess piece.
METHODS, MOTIFS, AND KITS FOR EMERGENT PATTERN GAMES AND WORKSHOPS FOR INDIVIDUALS, COLLABORATORS, AND TEAMS
This invention provides motifs, kits and methods for playing emergent pattern games. The motifs lack various types of symmetry and may be bilaterally symmetric, such as when including two or more parallel rectangles. The motifs do not extend fully to a theoretical bounding box containing the motif, nor do they represent or form, singularly or in pairs, regular polygons or basic shapes. Motifs may extend to varying amounts of the sides of the box, and some edge of the box must be open. Motifs also extend to at least one corner of the box. Motifs can be configured as electronic files to be printed, printed or drawn on paper, as stamps, as tiles with a matching shape base or a larger base. Motifs are provided as sets of matching and unique motifs and as kits with instructions for playing emergent pattern games with them. Kits are provided with instructions and optionally cards for directing play. The methods for playing include providing motifs, playing the motifs to form patterns in clusters, and playing or moving/removing motifs to change patterns and block the ability to repeat patterns in a direction. Stamp motifs provide more options, such as overlapping them. Methods optionally include assessing playing tendencies and reactions and predicting psychological, personality or collaboration characteristics of players. Methods are provided for one or several people playing with one or many unique motifs and for additional instructions directing play, such as from a deck of cards or from another player or facilitator.
Methods, Devices, and Kits for Emergent Pattern Games and Activities for Individuals, Collaborators, and Teams
This invention provides methods for playing an emergent pattern game including motifs without much symmetry except for motifs with mostly parallel shapes, playing the motifs to make one or more clusters, playing motifs to continue patterns and change or block patterns. Methods may also include assessing or predicting personality traits. Motifs may be further constrained with various geometric requirements. Play may involve players giving each other directions, interacting with each other's motifs and drawing cards that impact play. One player may play alone or several may play together. This invention provides specialized motifs for playing the games of this invention. Motifs may be designs on paper, on tiles, configured as stamps, or other configurations. This invention also provides kits of motifs, instructions, and a deck of cards with directions for styles of play.
Choose your own path game
A game using cards or virtual cards that are used by players during game play to dynamically create a board representing a territorial expanse. Game play takes place within the context of a narrative or story line for the characters playing the game wherein the narrative develops and unfolds according to explicit choices the player makes at multiple opportunities to choose among several options. The player choices that direct the game play and narrative are intended to ultimately resolve a goal-oriented quest or attain an objective assigned to the player's character. The game play and the assembly of the cards or virtual cards to form the territory arise from the characters' exploration of territory represented by a plurality of numbered cards and by the characters' interaction with other features of the cards and with the features of non-numbered cards.
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.
Mr. Manager
Baseball coachs spend most of their time teaching children how to hit, throw and run the bases. Many of them do not have the time to teach the stragedies of the game.
MR. MANAGER is a card game that allows coach and parents to teach young players the difference between a safety squeeze and a suicide squeeze. Most little leaguers do not fully understand what a balk is or the difference between a wild pitch and a passed ball or how to execute the hit and run play.
MR. MANAGER puts players in the middle of the game and makes them think about the best way of winning a game. It makes them feel like they are actually the manager.
Methods And Apparatus For A Board Game Utilizing An Expandable Board
Apparatus and methods for a board game using the concept of an expandable game board are offered. In a preferred embodiment, the game board represents an overview of a historical Japanese castle and there are four separate areas of the castle that are represented by four board quadrants or sections. The board game is playable with a single board section, with two board sections, with three board sections, or with all four board sections. When two or more board sections are utilized, the board sections operate in coordination to provide an expanded playing board wherein a player may control game pieces on a plurality of board sections and/or may move game pieces between board sections. Thus, movement of game characters and/or objects through the various buildings, structures, and grounds of a historical castle may be represented in a table-top board game, and the buildings, structures, and grounds may be expanded through the addition of one or more additional board sections. To advantageously enhance customer engagement and marketing opportunities, each additional section of the game board may be released separately and at predetermined future dates.
METHOD AND APPARATUS FOR PLAYING AN EDUCATIONAL BOARD GAME
A method and apparatus for playing an educational game. The method and apparatus includes a method for playing an educational game which teaches players about the COVID-19 pandemic and the associated SARS-CoV-2 virus. The method and apparatus also includes a game board, a plurality of game pieces, and a plurality of cards each containing information pertaining to actions, events, or education information related to the COVID-19 pandemic and the associated SARS-CoV-2 virus.
Confidence Is Boss
“Confidence Is Boss” Board-Game is a personal development tool utilizing the acronym V.I.C.T.O.R.Y. as a constructive and practical guide to personal growth. The “C” in V.I.C.T.O.R.Y. is characterized by confidence. It is the center of attention, the ringleader of all including traits that relays instruction allowing all the traits to feed on it. The board-game is controlled by a set of playing cards, with each player having their own deck of cards which corresponds with the character they chose in the game. Confidence Deck and the Solution Deck are generally accessible to every player, providing instructions, solutions, questions and direction for personal victory.