Patent classifications
A63F2250/1063
Multi-challenge game with accrued time
A method for a game to be played by a team of players including offering the team of players a first challenge, the team of players having the ability to accrue time in the first challenge, and offering the team of players a final challenge, the time allocated for completing the final challenge including at least any time accrued by the team of players in the first challenge.
DATA-RICH ICON
Instructions are configured to cause at least one processor within a computing device to present and/or update icon(s) on a display. An icon is linked to an application configured to run on the computing device. The icon comprises a representation of each of at least two data items. The at least two data items are associated with an entity. The at least two data items are received from at least one data distribution device over a multi-node network via a communications receiving device. The representation is presented through at least two of the following display elements: a line, a line segment, a line segment designator, and a highlight of at least a portion of one of a plurality of colors associated with the icon.
Modifying gameplay parameters
A computer implemented method for modifying a limit value determining the number of moves available to a player in a given level of a computer implemented game. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a default limit value. Responsive to further user input, a first set of further moves is provided. The number of moves in the first set of further moves is dependent on the number of times a user has played the given of the computer implemented game and failed to complete an objective associated with the given level of the game.
Paper Football Board Game
A game that is played following the same rules most football fans will understand. It consists of a playing board (measuring 36″×60″) that resembles a football field, with the yardage clearly marked (every 5 inches represents 10 yards) and a goal post at each end, a coin for decision making, twenty offense and twenty defense cards representing the teams, one set of red dice, one set of blue dice, a challenge flag, one challenge dice (with 3 sides for stand and 3 sides for overturned) and a play clock. The game is played with four six-minute quarters. The clock has multiple buttons to control the following: adjusting the game clock, adjusting each team's time-outs, adjusting each team's challenges, adjusting the score for each team.
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.
WORD GAME AND METHOD OF PLAY
A word-guessing game and a method of playing are provided. The word-guessing game having a word card having one or more words shown on the word card. One or more pieces are provided for playing the word-guessing game. Each of the one or more pieces are physical objects, and wherein the one or more pieces are configured to be arranged by a player on a playing surface to make a visual representation of a word of the one or more words shown on the word card.
MODIFYING GAMEPLAY PARAMETERS
A computer implemented method for modifying a limit value determining the number of moves available to a player in a level of a computer implemented game and maintaining this setting for subsequent play of the level. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a first limit value; responsive to further user input, providing a first set of further moves; and storing information associated with said first set of further moves such that when said game is played again, a number of possible moves comprises the first limit value of moves and said first set of further moves.
INFORMATION PROVISION DEVICE, INFORMATION PROVISION METHOD, AND INFORMATION PROVISION PROGRAM
An information provision device in an information provision system includes, as its functions: a score control circuit that increases or decreases a provision timing score on the occurrence of a predetermined action; a timing determination circuit that determines the coming of the time to provide quiz information if the provision timing score exceeds a predetermined threshold; a priority control circuit that determines or changes, based on the situation of, e.g., a sport game on each occurrence of an action, priority associated with text information from which quiz information is generated; a quiz information generation circuit that generates appropriate quiz information based on the situation of, e.g., the sport game at the time determined; and a quiz information provision circuit that provides the generated quiz information to a user.
MULTI-CHALLENGE GAME WITH ACCRUED TIME
A method for a game to be played by a team of players including offering the team of players a first challenge, the team of players having the ability to accrue time in the first challenge, and offering the team of players a final challenge, the time allocated for completing the final challenge including at least any time accrued by the team of players in the first challenge.
Deck of cards and method of use thereof
A game that promotes abstract reasoning, problem solving, spatial reasoning, and time management may include use of particular game components, wherein the game components include a deck of cards; a random number generator; a random theme generator; a timer; and a card holder. The deck of cards may include a plurality of alphabet cards; a plurality of numerical cards; a plurality of bonus point cards; at least one universal symbol card; and at least one wild card. A separate deck may include at least one symbol card. The random theme generator may be a six sided dice, wherein each side of the dice has a theme marked thereon, the themes being: alpha, alpha number, alpha symbol, alpha number symbol, player choice, and dealer's choice. Playing the game may include manipulating a set of dealt cards to create words and phrases that correspond with a generated theme.