Crossword Game with Player-colored Tiles and Alternate-shaped Vowels
20200398150 ยท 2020-12-24
Inventors
Cpc classification
International classification
Abstract
A multiple player, turn-based, crossword game where there is a distinct colored collection of tiles for each player, and these tiles are shaped differently based upon their imprint of either a consonant or vowel. The amount and frequency of these imprinted letters and letter scores is consistent between each players' separate collection of tiles. Players take turns building and placing a word from their private tile holder which contains a random selection of their choice of N consonants and M vowels, where N and M can vary, but N+M is fixed and consistent between the players. Play continues until a player has successfully played all of the tiles in their collection. Unplayed tiles from the other players is then deducted from their score and added to the score of the player who played their last tile. The player with the highest recorded score is the winner.
Claims
1. A method of playing a crossword game on a physical or virtual board, comprising of a grid of rectangular spaces (denoted within as squares) for tile placement, where each player has a separate collection and color of tiles that are shaped differently depending upon their imprint of either a consonant or vowel, and the frequency of these imprinted letters and letter scores is consistent between each players' separate collection of tiles. A wild-card can also be introduced with the shape of either a consonant or vowel, but can be played as either.
2. The method of claim 1, wherein players take turns building and placing a word from their private tile holder which contains a random selection of their choice of N consonants and M vowels, where N and M can vary, but N+M is fixed and consistent between the players.
3. The method of claim 2, wherein the order of play is determined by the order of a randomly selected consonant by each player (for English, B is first). Matching consonants by two or more players results in additional selections until the final order is determined. On a virtual setting, the computer can be designated to run this random selection to more quickly to determine the order.
4. The method of claim 2, wherein the initial word has to be placed to land on a starting location(s). One embodiment provides a game board apparatus with four central squares, any of which can be used as a starting location. This gives that player the flexibility to make best use and defense of the board's bonus squares in that region. Later words have to be built next to, before, after, above, below or across a previously played word(s) (as in crossword fashion), giving that player the flexibility to also make best use and defense of the board's remaining bonus squares. All words played in the new adjoinment should be represented within a previously agreed upon language and dictionary, but validation may require another player's challenge of the word(s), resulting in the loss of turn of either the challenger or challengee, depending upon the word(s) validation or invalidation, respectively.
5. The method of claim 4, wherein the score value of each newly created word in the played adjoinment is added to the player's score even if part of the word(s) created make use of previously played tiles of other colors. The score of each played word is based upon the sum of the imprinted tile values, after accounting for their initial use of the board's bonus squares, including: double letter, double word, triple letter, triple word, quadruple letter and quadruple word.
6. The method of claim 1, wherein the score value of each letter tile is based solely on its difficulty of being played within the game instead of it being based solely upon the frequency of the letter's usage within the language.
7. The method of claim 2, wherein play continues until a player has successfully played all of the letter tiles in their collection. The unplayed tiles from the other players' holder and collection is then deducted from their score individually, and added collectively to the score of the player who played their last tile. The player with the highest recorded score at the end of the game is the winner.
Description
[0008] Given that the utility of this invention provides an equal, but separate collection of letter tiles to each player, the number of playable tiles in the game increases when additional players are added to the game. In one embodiment, a default, two-player crossword board of sixteen by sixteen square spaces (
[0009] A typical strategy in traditional crossword games is to play shorter adjacent words as a method to block the board from being built upon in that area. This can be counter-productive to the enjoyment level of the game and reduce the reward of being able to play longer words. A positive consequence of the invention defined herein is that the game strategy steers away from shorter, blocking words, to that of racing to build longer words in an effort to play your last tile before your opponents do. Doing so provides the greater reward of adding the larger number of unplayed letter tiles collectively to your score, while subtracting those unplayed tile values individually from the players who failed to play them.
BRIEF DESCRIPTION OF THE DRAWINGS
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[0015] Additional tile sets are also provided in other colors, example: red for player 3 and blue for player 4.
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