EP0935985A1 - Cartes de jeu - Google Patents

Cartes de jeu Download PDF

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Publication number
EP0935985A1
EP0935985A1 EP97909731A EP97909731A EP0935985A1 EP 0935985 A1 EP0935985 A1 EP 0935985A1 EP 97909731 A EP97909731 A EP 97909731A EP 97909731 A EP97909731 A EP 97909731A EP 0935985 A1 EP0935985 A1 EP 0935985A1
Authority
EP
European Patent Office
Prior art keywords
information
game
player
entering space
game card
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
EP97909731A
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German (de)
English (en)
Other versions
EP0935985B1 (fr
EP0935985A4 (fr
Inventor
Masahiro Kurita
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Institute of SRS
Original Assignee
Institute of SRS
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Filing date
Publication date
Application filed by Institute of SRS filed Critical Institute of SRS
Publication of EP0935985A1 publication Critical patent/EP0935985A1/fr
Publication of EP0935985A4 publication Critical patent/EP0935985A4/xx
Application granted granted Critical
Publication of EP0935985B1 publication Critical patent/EP0935985B1/fr
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/10Two-dimensional jig-saw puzzles

Definitions

  • the present invention relates to a game card which comprises a plurality of pieces of information entering space with frames, such as a positional specific information entering space, a player's specific information entering space, a digital information entering space, an analog information entering space and the like, and which is used for playing a game on the basis of the information entered in the plurality of pieces of information entering space of the card dealt to a plurality of players.
  • the game card is used as a card for a sympathetic game (in other words, a resonance game or a synchronization game), for example, in which a degree of sympathy (in other words, resonance or synchronisation) of the mutual digital information entered in the plurality of pieces of digital information entering space by a plurality of players to whom the game cards are dealt and a degree of sympathy (or resonance) of the mutual analog information entered in the plurality of pieces of the analog information entering space thereby are estimated by giving points.
  • a sympathetic game in other words, a resonance game or a synchronization game
  • An object of the present invention is to provide a novel game card which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of information entering space of the cards dealt to the players, for example, a novel card for a sympathetic game (or a resonance game) or the like, which has not existed, and which enables the players to enjoy a psychological sympathetic game (or a psychological resonance game).
  • the inventor studied about the novel game card, such as a card for a sympathetic game, which enables a plurality of players to enjoy a game on the basis of the information entered by the players in the plurality of pieces of the information entering space of the cards dealt to the players. As a result, the present invention was completed.
  • the game card comprises; a positional specific information entering space with a frame, for entering a positional information for specifying a player's position, a player's specific information entering space with a frame, for entering a player's specific information for specifying the player, a digital information entering space with a frame in which a plurality of written information are provided, for optionally selecting an information from among them, and an analog information entering space with a frame, for entering an information which optionally occurs to the player.
  • a positional specific information entering space with a frame for entering a positional information for specifying a player's position
  • a player's specific information entering space with a frame for entering a player's specific information for specifying the player
  • the players can enjoy novel, interesting and various games, such as a psychological game, which have not ever been played, when the game cards are dealt to a plurality of players one by one, each player enters information in the plurality of pieces of information entering space of the dealt game card and then the game cards are collected, and the information entered in the plurality of pieces of information entering space of the plurality of collected game cards are compared with each other.
  • the game card comprises: a positional specific information entering space with a frame, a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame, wherein the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a position of the each player in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space; and a degree of sympathy between one digital information entered in one game card and another digital information entered in another game card which is arranged around
  • a positional specific information entering space with a frame a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided.
  • Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space with a frame, enters a player's specific information for specifying the player in the player's specific information entering space with a frame, enters an information selected from among a plurality of written information predetermined as selective information in the digital information entering space with a frame and enters an information which optionally occurs to the player in the analog information entering space with a frame, and then the game cards are collected; the plurality of collected game card are arranged in accordance with
  • any positional specific information entering space with a frame not only the player's seat number but also any positional specific information which can specify a player's spatial position may be entered.
  • the player's specific information entering space with a frame not only the player's (the game member's) name but also any information which can specify the player, such as a nickname, a number, an alphabet or the like, may be entered.
  • any digital information such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered.
  • the number of pieces of the digital information entering space with frames may be one or more.
  • any analog information such as a figure, a picture, a sentence or the like, may be entered.
  • the number of pieces of the analog information entering space with frames may be one or more.
  • a trial number identifying information entering space with a frame, which is not indispensable to the game card, for entering the number of trials may be provided.
  • the connecting part preferably comprises a first protrusion having a shape broadened toward a free end thereof, which is formed on one of upper and lower ends of the game card; a first recess having a shape corresponding to that of the first protrusion, which is formed at a position corresponding to that of the first protrusion, on the other of the upper and lower ends; a second protrusion having a shape broadened toward a free end thereof, which is formed on one of right and left ends of the game card; a second recess having a shape corresponding to that of the second protrusion, which is formed at a position corresponding to that of the second protrusion on the other of the right and left ends thereof.
  • a card for a sympathetic game (in other words, a resonance game or a synchronisation game) according to an embodiment of the present invention and a sympathetic game (or a resonance game) in which the card for a sympathetic game (or a resonance game) is used will be explained with reference to the accompanying drawings, as follows.
  • FIG. 1 is a plan view of the card for a sympathetic game
  • FIG. 2 is a bottom view thereof
  • FIG. 3 is a plan view showing a state that the cards for a sympathetic game, in which necessary items are entered are connected to each other in accordance with the player's seat number.
  • a positional specific information entering space 1a with frames On the front surface of the card 1 for a sympathetic game, a positional specific information entering space 1a with frames, a player's specific information entering space 1b with a frame, a trial number identifying information entering space 1c with a frame, a plurality of pieces of digital information entering space 2 with frames, a plurality of pieces analog information entering space 3 with frames and the like are provided.
  • the items to be entered in each space corresponding to the positional specific information entering space 1a with frames, the player's specific information entering space 1b with a frame, the trial number identifying information entering space 1c with a frame, a plurality of pieces of the digital information entering space 2 with frames, a plurality of pieces of the analog information entering space 3 with frames and the like, of the front surface thereof are entered.
  • connecting parts 4 for connecting one card 1 for a sympathetic game with another card 1 for a sympathetic game are provided at the upper and lower ends and the right and left ones of each card 1.
  • the positional specific information entering space 1a comprises a plurality of pieces of space with frames, in which an information for specifying a spatial position, such as each player's seat number, is entered. For example, when there is a player's seat in the fourth row from the front and in the third line from the left, the player enters the information "4-3" therein.
  • the player's specific information entering space 1b is a space with a frame, in which an information for specifying each player is entered.
  • the player enters, for example, his or her name as an item to be entered, as shown in FIG. 2 (or the player may also enter his or her nickname or the like).
  • the trial number information entering space 1c is a space with a frame, in which the number of trials of the game is entered.
  • the space 1c as a trial NO. shown in FIG. 2, the player enters the number of trials of the game.
  • the digital information entering space 2 comprises a plurality of pieces of space with frames, in which a player enters an information optionally selected from among a plurality of predetermined information.
  • five pieces of digital information entering space 2a, 2b, 2c, 2d and 2e are provided.
  • the player can optionally select a numeral from among the predetermined numerals [0, 1, 2 ⁇ 9], and then the player enters the selected numeral.
  • the player can optionally select color from among the predetermined ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold], and then the player enters the selected color.
  • the player can optionally select a word from among the predetermined eight words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)], and then the player enters the selected word.
  • the player can freely select three Chinese characters, and then the player enters the three Chinese characters.
  • the player In the fifth digital information entering space 2e with a frame, the player enters one message which occurs to the player inspiredly.
  • the analog information entering space 3 comprises two pieces of space with frames, in which the player enters optional analog information.
  • the first analog information entering space 3a with a frame and the second analog information entering space 3b with a frame are provided.
  • the player enters an optional geometric analog information (an abstract analog information) which occurs to the player, for example, a figure or the like.
  • the player enters an optional pictorial analog information (a concrete information of a free image) which occurs to the player, for example, a picture of a scene, an animal, a plant or the like.
  • pictorial analog information a concrete information of a free image
  • the connecting part 4 comprises, for example, a protrusion 4a having a shape of broadened toward a free end thereof which is formed on the upper end, a recess 4b having a shape corresponding to that of the protrusion 4a, which is formed at a position corresponding to the protrusion 4a, on the lower end, two protrusions 4c and 4d having a shape of broadened toward a free end thereof which are formed on the right end, and two recesses 4e and 4f having a shape corresponding to that of the protrusions 4c and 4d, which are formed at positions corresponding to the protrusions 4c and 4d, on the left end, respectively.
  • the members are participants in the sympathetic game and do not require an elementary knowledge or a preliminary experience about the sympathetic game.
  • a role of the master is to explain the rules of the sympathetic game to the members, to properly advise the members on the sympathetic game in the neutral position and to manage the game so that the members can have a significant experience.
  • the master calls a start and an end of the game, and clarifies a time for playing game.
  • a role of the checker is to point out the sympathetic phenomenon.
  • a role of the analyst is to analyze and explain the sympathetic phenomenon.
  • the checker can also serve as the analyst.
  • the place for playing the sympathetic game is, as a whole, called “field”.
  • the whole place in which the members are seated is called “area”.
  • the area consists of a group of seats having a certain arrangement.
  • the rules and regulations of the game are provided as follows.
  • the game master decides a spatial position (for example, a seat number) of each player, and then deals the cards 1 for the sympathetic game to each player one by one.
  • a spatial position for example, a seat number
  • the master lets each player enter a player's spatial positional information (for example, a seat number) in the positional specific information entering space 1a with a frame, enter an information (for example, a player's name) for specifying each player in the player's specific information entering space 1b with a frame and enter the number of trials in the trial number identifying information entering space 1c with a frame, of the dealt card 1 for the sympathetic game, respectively.
  • a player's spatial positional information for example, a seat number
  • an information for example, a player's name
  • the master lets each player enter one numeral optionally selected by each player from among the numerals [0, 1, 2, ⁇ 9] in the first digital information entering space 2a with a frame, enter one color optionally selected by each player from among ten colors [red, orange, yellow, green, blue, indigo, purple, white, black and gold] in the second digital information entering space 2b with a frame and enter one word optionally selected by each player from among the words [Ten (heaven), Sawa (swamp), Hi (fire), Kaminari (thunder), Kaze (wind), Mizu (water), Yama (mountain) and Chi (earth)] in the third digital information entering space 2c with a frame, among several pieces of digital information entering space 2, respectively.
  • the master lets each player enter the first analog information (for example, an abstract pattern, such as a relatively simple figure, a mark or the like) in the first analog information entering space with a frame and enter the second analog information (for example, a concrete pattern, such as a picture or the like) in the second analog information entering space with a frame, between two pieces of analog information entering space 4, respectively.
  • first analog information for example, an abstract pattern, such as a relatively simple figure, a mark or the like
  • the second analog information for example, a concrete pattern, such as a picture or the like
  • a game sheet (also referred to a game board) is made quickly by connecting the collected cards 1 for the sympathetic game with each other in accordance with the player's spatial positional information (for example, a seat number) entered in the positional specific information entering space 1a.
  • the checker points out the sympathetic phenomenon concretely, while the checker shows the made game sheet to the game members or the like.
  • the checker gives the bonded unit called "bond" to the game sheet in accordance with the above predetermined rules and regulations in order to estimate each sympathetic phenomenon.
  • Types of the bonds are different in a degree of sympathy (in other words, resonance or synchronization), and the points are given to the game members in each bond.
  • the total score given to one member in the bonds is called one member's "score”.
  • the analyst analyzes the sympathetic phenomenon pointed out by the checker and estimates it by giving points, while the analyst discusses it with all of the members smoothly. Further, the analyst makes an effort to naturally obtain all of the members' approval on the analyst's operation. Each member has a chance to understand the conscious phenomenon more through the process.
  • the master estimates a degree of sympathy by giving points, for example, under the following criteria.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated. The sympathy between two members who are apart from each other is not estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, two rows behind, on the immediate left of, and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left, diagonally behind the one member to the right and on the immediate left of the member sitting two rows behind the one member, is estimated.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • sympathetic criteria when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the first analog information entering space 3a, the community is judged to sympathize with each other.
  • the sympathy between one member and others sitting directly in front of, directly behind, on the immediate left of and on the immediate right of the one member is estimated. Further, the sympathy between the one member and others sitting diagonally in front of the one member to the left, diagonally in front of the one member to the right, diagonally behind the one member to the left and diagonally behind the one member to the right is estimated.
  • sympathetic criteria when there is a community of an appearance, a name, a concept or the like in the whole figure or in a part of the figure entered in the second analog information entering space 3b, the community is judged to sympathize with each other.
  • the total score of each group is calculated and the ranking list of each group is also made.
  • the negative is not included. However, when the negative is included, the game becomes more interesting.
  • An estimation of a degree of sympathy is not limited to the relation between the above-described seat positions or to the above-described way to give points, and any estimation may be decided in the game regulation.
  • any digital information such as a numeral, a katakana, a hiragana, an alphabet, a mark, a Chinese character or the like, may be entered.
  • the number of pieces of digital information entering space 2 with a frame may be one or more.
  • any analog information such as a figure, a picture, a sentence or the like, may be entered.
  • the number of pieces of analog information entering space 3 with a frame may be one or more.
  • the game regulations are not limited to the above-described rules and regulations. If the game regulations have a content in which a difference in a degree of sympathy of each player can be measured, any modification thereof may be made.
  • a positional specific information entering space with a frame a player's specific information entering space with a frame, a digital information entering space with a frame and an analog information entering space with a frame are provided.
  • Each player can recognize the difference in a degree of sympathy or the like, so that the players can enjoy a novel and interesting psychological game which has not ever been played, when the game card is used for playing a game in which the game cards are dealt to a plurality of players one by one; each player enters a positional information for specifying a player's position in the positional specific information entering space, enters a player's specific information for specifying the player in the player's specific information entering space, enters an information selected from among a plurality of pieces of written information predetermined as selective information in the digital information entering space and enters an information which optionally occurs to the player in the analog information entering space, and then the game cards are collected; the plurality of collected game cards are arranged in accordance with the positional information entered in the positional specific information entering space with a frame; and a degree of sympathy between the digital information entered in one game card and another digital information entered in another game card which is arranged around the one game card, and a degree of sympathy between the analog information entered in one game card and another analog

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Toys (AREA)
EP97909731A 1996-11-01 1997-11-04 Carte à jouer Expired - Lifetime EP0935985B1 (fr)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP29189496A JP3911310B2 (ja) 1996-11-01 1996-11-01 共鳴ゲーム用カード
JP29189496 1996-11-01
PCT/JP1997/004000 WO1998019757A1 (fr) 1996-11-01 1997-11-04 Cartes de jeu

Publications (3)

Publication Number Publication Date
EP0935985A1 true EP0935985A1 (fr) 1999-08-18
EP0935985A4 EP0935985A4 (fr) 1999-08-25
EP0935985B1 EP0935985B1 (fr) 2006-05-17

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ID=17774839

Family Applications (1)

Application Number Title Priority Date Filing Date
EP97909731A Expired - Lifetime EP0935985B1 (fr) 1996-11-01 1997-11-04 Carte à jouer

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EP (1) EP0935985B1 (fr)
JP (1) JP3911310B2 (fr)
DE (1) DE69735890T2 (fr)
WO (1) WO1998019757A1 (fr)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1184057A2 (fr) * 2000-08-28 2002-03-06 Konami Corporation Cartes de jeu

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019187563A (ja) * 2018-04-19 2019-10-31 株式会社ゲートウェイアーチ ジグソーパズル

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3935651A (en) * 1975-06-10 1976-02-03 Mankoff Robert T Vocabulary playing cards
FR2460145A1 (fr) * 1979-07-05 1981-01-23 Weiss Desire Carte a jouer educative pour enseigner a lire, a ecrire et a compter, comportant une decoupe en reserve de chaque lettre de l'alphabet ou de chaque caractere representant un nombre, et son procede d'utilisation
FR2602151A1 (fr) * 1986-07-30 1988-02-05 Prevot Sylvette Carte a jouer a elements figuratifs et interchangeables ou rapportables
US5100154A (en) * 1990-06-29 1992-03-31 Mullins Edwin I Timed group-writing game with random characterizations
US5490676A (en) * 1995-08-02 1996-02-13 Rake; Lance G. Playing cards with gripping surface

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS60148384U (ja) * 1984-03-09 1985-10-02 アイシン精機株式会社 人体局部洗浄装置の暖房装置
JPH0671009A (ja) * 1992-08-28 1994-03-15 Kiyomi Numamoto カードゲーム装置
JPH07213679A (ja) * 1994-02-01 1995-08-15 Takara Co Ltd ゲーム用カード

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3935651A (en) * 1975-06-10 1976-02-03 Mankoff Robert T Vocabulary playing cards
FR2460145A1 (fr) * 1979-07-05 1981-01-23 Weiss Desire Carte a jouer educative pour enseigner a lire, a ecrire et a compter, comportant une decoupe en reserve de chaque lettre de l'alphabet ou de chaque caractere representant un nombre, et son procede d'utilisation
FR2602151A1 (fr) * 1986-07-30 1988-02-05 Prevot Sylvette Carte a jouer a elements figuratifs et interchangeables ou rapportables
US5100154A (en) * 1990-06-29 1992-03-31 Mullins Edwin I Timed group-writing game with random characterizations
US5490676A (en) * 1995-08-02 1996-02-13 Rake; Lance G. Playing cards with gripping surface

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See also references of WO9819757A1 *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1184057A2 (fr) * 2000-08-28 2002-03-06 Konami Corporation Cartes de jeu
EP1184057A3 (fr) * 2000-08-28 2002-04-17 Konami Corporation Cartes de jeu

Also Published As

Publication number Publication date
EP0935985B1 (fr) 2006-05-17
JPH10127858A (ja) 1998-05-19
DE69735890D1 (de) 2006-06-22
WO1998019757A1 (fr) 1998-05-14
EP0935985A4 (fr) 1999-08-25
DE69735890T2 (de) 2006-11-30
JP3911310B2 (ja) 2007-05-09

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