Patent classifications
A63F3/0421
System and Methods for Generating a Game Board and Playing Games Therewith
The present disclosure relates to a system and methods for a board game in which boards, each containing multiple letters are combined in numerous combinations and configurations in order to generate and play different board games on different game boards. The object of the board game is for a player or team to place that team's colored translucent chips or tokens on letters and adjacent letters to create words, thereby creating a line or path of chips. By using this line of chips and adding to the line at each turn, the player or team can meet certain objectives, such as connecting various locations or ends on the game board, or racing from one end of the game board to the other, and other objectives as necessary to play each game.
EDUCATIONAL TOY SET
The present invention relates to educational toy sets and methods for generating an auditive signal. An educational toy set according to the present invention comprises a shape 2, 2′, 3, 4 having at least one shape-identifier 2, 1, 2, 2 corresponding to one or more shape-features. The toy set further comprises an identification element having at least one reader to detect and/or activate at least one shape-identifier inside an effective range of the at least one reader and a processing unit adapted at processing a detecting and/or activating of at least one shape-identifier by the reader. It also comprises an output unit adapted at giving an auditive input reflective of the processing of said detecting and/or activating in conjunction with the one or more shape-features.
Method And Apparatus For External Operation Of Computing Program Or Application
An apparatus, which is configured for external operation of a computer program or application installed into a computerized device, includes a reader tray and a plurality of tag modules. The reader tray, having a plurality of identification areas, includes a reader module and a communication module for communicatively connecting to the computerized device that stores and executes the computer program or application. Each of the tag modules stores one or more predetermined tag information, wherein when the tag modules are selectively placed on the identification areas, the reader module reads the tag information of the tag modules to generate an output signal in response to a location sequence of the tag modules for operating the computer program or application through the communication module.
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.
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.
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.
WORD-FORMING AND WORD-GUESSING GAME
A method for playing a word-forming and word-guessing board game (10) between at least a first player and a second player includes (i) each of the players selecting a letter tile set (20), a card deck (22) and a dice set (26); (ii) each of the players utilizing a predetermined number of letter tiles (20) from their letter tile set (20) to form a word that is hidden from each of the other players; (iii) the first player utilizing their card deck (22) and their dice set (26) to win an opportunity to guess the word of any of the other players; and (iv) the first player making a guess of the word of any of the other players.
PUZZLE GAME
A game having a playing surface with a first and second grid spaced a distance apart. Each grid has a plurality of fields arranged as a series of rows and columns that form one or more boxes, and each field of the first grid is linked to one field of the second grid that is in the same row and column as the field in the first grid. Fields are populated with images selected from image sets for each grid. Each row, column and box of each grid cannot contain identical images. Each image of the first set corresponds to only one image of the second set, and each field of the first and second grids is populated by one image of their respective image sets whereby each image inserted into each field of one grid has its corresponding image inserted into the linked field of the other grid.
Word forming game assembly
A word forming game assembly for entertainment includes a panel, which comprises an array of elements. Each element can selectively present a first view, a second view, and a third view to a player. An integer generating device randomly generates an integer and presents the integer to the player. The player is permitted to select a set of the elements from the array of elements, based on the integer, for presentation of the second view. The second view of each element comprises a subset of letters of an alphabet. The player can select one of the letters from the subset of letters for presentation in the third view. The selected ones of the letters from the sets of the letters are required to comprise a word.
Method and apparatus for playing a word game
A method and apparatus for playing a word game with two players, wherein a programmed processor allows: a. a first player to select a secret word of a predetermined length by choosing a word from among the words in a predetermined dictionary, the secret word to be guessed by the second player within a predetermined number of guesses; b. the second player to make a guess of the secret word; c. the first player to indicate to the second player the letters in the guessed word that are in the secret word; d. to repeat steps b. and c. until the secret word is guessed or the predetermined number of guesses have been made; and e. wherein the first player is a human, and the second player is a computer.