GB2416998A - Decoding game apparatus - Google Patents

Decoding game apparatus Download PDF

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Publication number
GB2416998A
GB2416998A GB0417783A GB0417783A GB2416998A GB 2416998 A GB2416998 A GB 2416998A GB 0417783 A GB0417783 A GB 0417783A GB 0417783 A GB0417783 A GB 0417783A GB 2416998 A GB2416998 A GB 2416998A
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United Kingdom
Prior art keywords
entries
playing
main word
extract
letters
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GB0417783A
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GB0417783D0 (en
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Sadik Athuman
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Individual
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Individual
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Priority to GB0417783A priority Critical patent/GB2416998A/en
Publication of GB0417783D0 publication Critical patent/GB0417783D0/en
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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
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00264Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with rotatable or tiltable parts
    • A63F2003/00287Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with rotatable or tiltable parts about a horizontal axis
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • A63F2003/0431Encoding or decoding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00154Mastermind

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

An apparatus for a decoding game comprises a board, coloured letter blocks (fig 5), white number blocks (fig 5), letter strips (fig 4). A table of letters/numbers 4 corresponding to the letter strips is printed on a hinged flap attached to the board. The board is divided into areas, with the labels for the various areas and instructions engraved or printed on the board 1, 2, 3. Depressions in the board a, b, c hold the letter and number blocks during play. A word is encoded by a player, using the table of letters/numbers. Other words which may be formed from the same set of letters are also encoded. A second player, using the table of letters/numbers must decode the hidden words.

Description

1 241 6998
A PLAYING-SET FOR A LOGIC GAME
The invention relates to a playingffet for a logic code breaking game for one or two opposite playing parties, a code maker and a code breaker. The set includes a Board, a table of reference (hereinafter referred to as a Table of Letters), Strips, Blocks, and a booklet of preset codes (a Coding-Mate).
Physical logic games are widely known, but suffer from the disadvantage that their playing-sets do not provide features that can serve as embodiment, and hence reminder of the rules of the games. This, inconveniently, calls for would-be players' seeking help about the rules, which may not be at hand or altogether available, whenever the persons feel like playing the games but don't remember the rules.
Also, the nature of these prior inventions requires the playing parties to be fully involved in the play in case of each other's illegal move. The number of playing parties is, therefore, restricted to two (i.e. two players or teams), which, unfortunately, denies a lone person the opportunity to play such games on his/her own when he/she wishes to.
Contrary to other existing physical logic games, the features of the playng-set in this invention are a vivid representation and reminder of the rules of the game, as this fact may be verified after one's going through the rules (enclosed with this
description) and the accompanying drawings.
Moreover, the components of the set in this invention make the related game flexible as far as the number, roles, and participation of players are concerned.
The components make the game playable by one or two parties, no matter how far the two parties are, provided they have a means of communication.
Additionally, this game does not require continual participation of players; once the code maker has correctly set the codes, he/she has nothing to do with the play but to wait for answers from the code breaker, who, on the other hand, has the freedom to decipher the codes at his/her own convenient time.
Apart from the unprecedented playing-set related to this invention, the game itself with its rules is unique in the sense that it is the only game that involves words encoded in numbers, and its rules are not to be found in any other prior
invention in the field.
When this game is played by one person, the player becomes both the code maker (using the Coding-Mate) and the code breaker. The Coding-Mate (described in the accompanying document) is a booklet of sets of preset code numbers.
Accordingly, this invention provides a playing-set including a Board, a Table of Letters, Strips, Blocks, and a Coding-Mate.
The components of this invention are preferably made of plastics material.
The embodiment of this invention is best described with reference to the accompanying drawings in which: FIGURE 1 shows the Board and the Table of Letters in three dimensions; FIGURE 2 shows the top view of the Board without the Table of Letters; FIGURE 3 illustrates example of arrangement of blocks of code numbers; FIGURE 4 shows the Strips; and FIGURE 5 depicts sample of the Blocks.
As shown in Figures 1 and 2, the Board comprises three distinct engraved sets 1, 2, and 3, each of which consists of coplanar outlines (i.e., borders), words and arrow heads engraved in the Board to indicate where to put the blocks for code numbers (by the code maker) and decoded words (by the code breaker). Set 1 includes also a number of engraved blocks that are made distinct by a series of shallowly inscribed marks, shown in the figures as a series of equidistant vertical lines separating the consecutive numbers 1 to 20 inscribed in the blocks. The size of each engraved block is equal to that of the playing-block shown in Figure 5. The upper surface e of the engraved blocks is a few millimeters lower than the upper surface of the outline, which is coplanar with the surface of the frame I. Sets 2 and 3 are similar to each other in every feature, except the roman numerals I and II in the engraved words EXTRACT I and EXTRACT II.
This version of the invention involves only two sets of EXTRACTS (i.e. sets 2 and 3), but the number may be increased to three or four similar sets.
Figure 1 also shows depressions a, b, and c in the Board. Blocks arranged by a code maker in these depressions, which are of equal depth, are secure from derangement and form surfaces coplanar with their respective neighbouring surfaces e and g, as illustrated in Figure 3. This coplanarity provides a clear access to the depression d and surface f, which are to be filled later with decoded words by a code breaker. The floor of depression d is a few millimeters lower than surface e.
Depressions a and b are made to accommodate one row of blocks each, and depressions c two rows each, as shown in Figure 3; i.e. depression c is twice as wide as depression a or b. The lengths of depressions a, b, and c, and hence of depression d and surface f, are liable to vary from that shown in the diagrams of this version of the invention. For example, for a mini version of the invention, these depressions and surfaces may be shorter so as to accommodate fewer blocks.
Surface f is divided into a number of rectangles by shallowly inscribed marks, shown in Figures 1 and 2 as a series of equidistant vertical lines. The width (the measurement towards the right of the diagram) of each rectangle is approximately equal to the width of a block (Fig. 5), and the length about 2 millimeters longer than that of a block. Because surface f and depression c are equal in length, a half-sized rectangle at the end of the series of rectangles is purposely designed to provide an extra space in depression c for rearranging or removing the blocks when the depression is fully filled with blocks, as shown in Figure 3. Surface f is a few millimeters lower than the upper surface of the arrowheads g, which is coplanar with the outlines of the three sets and with the frame i.
Each of the engraved arrowheads g is made to point at a shallow line-mark that separates two neighbouring consecutive rectangles of surface f, as shown in Figure 2. The arrowhead is so designed as to indicate the number of STEPS BETWEEN two lettered-blocks to be placed on the two neighbouring rectangles, while the number of steps itself is represented by a block placed in depression b, just behind the arrowhead (as shown in Figure 3 and described in the accompanying document on "How to Play"). The width of each arrowhead is equal to that of a block.
The spaces indicated by NUMBER OF ROWS and SET No. are made to accommodate at the most two and three blocks respectively. The floor of depression h is slightly lower than the floor of depression d for the same purpose of keeping in place blocks placed therein.
The alignments and dimensions of the features of the Board with respect and in proportion to one another and to the Blocks are as shown in the Figures 1, 2, and 3. The entire Board can be visualized well by imagining a plane board that has been engraved into the features described above.
Figure 1 or 3 shows the Table of Letters 4 in a position when it is in use. The table is hinged to the Board as security from its being misplaced, and also to allow users to fold it in towards set 1, when not in use, as security from accidental break-off. The limb of frame i that passes behind the table helps to prevent the table from folding out beyond its extreme position shown in Figure 1 or 3.
The Table of Letters bears twenty-eight (28) entries, which are the twenty-six (26) letters of the English alphabet (A to Z), an apostrophe ('), and a hyphen (-), which might be plane, engraved, or embossed. The entries are contained in nine (9) numbered and distinctively coloured columns, and three unnumbered rows, as shown in Figure 1 or 3.
The stiff Strips, shown in Figure 4, are actually a split-up version of the Table of Letters. They, therefore, inherit all the properties (described above) possessed by the corresponding columns of the table. The game includes about 81 strips, 9 for each column.
As shown in Figure 5, the invention includes three types of Blocks: (i) (White) Numbered-Blocks (approximately 80 blocks) - for encoding.
(ii) (White) Blocks untie asterisk ()(8 blocks), and (iii) (Coloured) Leffered-Blocks (approximately 200 blocks). - For quick spotting among other Blocks, Blocks with entries from the same column of the Table of Letters have the colour of that column. A hyphen (-) and an apostrophe (') are on separate Blocks.
The Blocks are equal in size, with their thickness equal to the depth of depression a, b, or c. The top view of each block is a round-cornered square, and the entries are inscribed in the Blocks.
LOGIC CODBREAXING GAME
INSTRUCTIONS ON HOW TO PLAY THE GAME
The invention relates to a challenging code-breaking game for one or two opposite parties of players. One of the two parties is a code maker and the other a code breaker.
The code breaker's mission is to decipher code numbers (set by a code maker) and so reveal words encoded in the numbers. The code numbers (set in accordance with certain rules) give the code breaker cryptic clues about the concealed words.
HOW TO PLAY
THE CODE MAKER'S ROLES: (i) To pick/think of a MAIN WORD.
(ii) To form two EXTRACTS (EXTRACT I and EXTRACT II) from the MAIN (iii) To set code numbers for the three words (mentioned above).
(1) MAIN WORD - Any meaningful word that contains not less than seven entries of the Table of Letters. The word can be a noun, singular or plural (e.g. UMBRELLA(S), EX-HUSBAND, SCHOOLBOY'S); a pronoun or an adjective (e. g. BEAUTIFUL); a verb in any form - past, participle, etc (e.g. UNDERSTAND, UNDERSTANDING, UNDERSTOOD); an adverb (e.g. QUICKLY, WHEREVER, SOUTHWARDS).
The MAIN WORD should not, however, be a brand/trade name (e.g. MICROSOFT, PANASONIC, MITSUBISHI), or any other proper name, i.e., a geographical name (e.g. AUSTRALIA, HOLLYWOOD, ANTARCTICA), name given to a person, animal, sport team, etc (e.g. WILLIAM, SCOOBIE, ORLANDO).
(II) EXTRACT I and EXTRACT II - Any two meaningful words (like the MAIN WORD) formed from the entries of the MAIN WORD.
Example:
P Y L O 7 EXTRACT I XYLOPHONES. MAIN WORD any
PENLY EXTRACTII Note:
An entry from the MAIN WORD should not be used more than once in either EXTRACT.
Four (4) or more letters that are consecutive (either from left to right or from right to left) in the MAIN WORD should not be
-
used consecutively (either from left to right or from right to left) in either EXTRACT.
Examale 1: 1
XYLOPHONES MAIN WORD 1
PHONES EXTRACT
(6 letters consecutive in the MAIN
Example 2:
(4 letters consecutive from right to left)
DIS - SHED MAIN WORD
IGNITE EXTRACT
(4 letters consecutivefrom right to left in the MAIN WORD appear consecutivelyfirom left to right in the EXTRACT).
Either EXTRACT should contain not less than f ve (5) entries if the MAIN WORD has ten (10) or fewer entries, or not less than SLY (6) entries if the MAIN WORD has more than ten (10) entries.
(III) HOW TO SET CODE NUMBERS The spaces in the Board to be filled with code numbers are indicated by: (i) STEPS BTN ENTRIES.
(ii) POSITION NUMBERS IN MAIN WORD.
(iii) NUMBER OF ROWS.
(iv) COLUMN NUMBERS.
(a) STEPS BETWEEN ENTRIES (Short form of NUMBER OF STEPS BETWEEN CONSECUTIVE ENTRIES).
This is a series of code numbers, each of which indicate the number of STEPS BETWEEN consecutive entries of an EXTRACT as they appear on the Table of Letters. The numbers are arranged in order of occurrences of the entries. The first number is obtained by counting the number of steps (i. e. number of columns of the Table of Letters) one has to skip from the first letter of the EXTRACT (on the Table) to the second; the second number is obtained by counting the number of steps/columns from the second letter to the third; the third number is obtained by counting the number of steps/columns from the third letter/entry to the fourth; the fourth number from the fourth entry to the fifth; and so forth to the last entry. [See
example, Fig. i].
The numbers are otherwise obtained by taking the difference of each two numbers of the columns (of the Table of Letters) that contain consecutive entries of an EXTRACT.
Example: O P E N L Y EXTRACT 7 8 5 6 3 8 Column numbers for each entry 1 3 1 3 5 STEPS BTN ENTRIES (by difference) If two consecutive entries are in the same coluron, the number of STEPS BTN them is 0 (zero) (as should be expected).
The number of STEPS should not be disclosed if it is 0, 6, 7, or 8. Instead, a blank block is used in its place. Conversely, a blank block in STEPS BTN ENTRIES stands for 0, 6, 7, or 8. [See example, Fig. i].
Note: The other side of unused blocks among Numbered-Blocks and blocks with asterisk, which is blank, represents the blank blocks.
(b) POSITION NUMBERS IN MAIN WORD This is a series of POSITION NUMBERS of entries of an EXTRACT as they appear in the MAIN WORD.
Example: 1 2 3 45 6 7 8 910 Position numbers of entries of the \ I | I I | I | I MAIN WORD
XYLOPHON S MAIN WORD in'
O4 EXTRACT
I I I J I
7 5 9 8 3 2 --- POSITION NUMBERS IN MAIN Every entry of an EXTRACT, even a hyphen (-) or an apostrophe ('), should have its own POSITION NUMBER.
The two digits of a POSITION NUMBER greater than 9 are arranged vertically downwards; and, if the POSITION NUMBER is less than 10, the space below the single-digit number is filled with a blank block. [See
example, Fig. i]
Note: A block with asterisk (*) is put at the end of each series of code numbers to indicate its termination, and blank blocks may be used to fill the remaining empty spaces.
(See example, Fig. i).
(c) NUMBER OF ROWS This is the total NUMBER OF ROWS (of the Table of Letters) skipped on tracing the successive entries of the MAIN WORD, starting from the first entry.
Example: 0+1+0+0+1+1+0+1+2 =6 NUMBER OF ROWS
XYLOPHONES MAIN WORD
Note: The space for the NUMBER OF ROWS has been designed to accommodate two blocks; so, if the NUMBER OF ROWS is less than 10, the first block should be a zero-block (0) or a blank block. [See example, Fig. i].
(d) COLUMN NUMBERS (FOR MAIN WORD) Finally, the code maker should give the code breaker the COLUMN NUMBERS of the Table of Letters on which the entries of the MAIN WORD are found.
Example: EX-GIRLFRIEND'S MAIN WORD 1 1 57 57913 61956 452. COLUMN NUMBERS (FOR MAIN WORD) Note: These numbers should not be arranged in order; they should be jumbled up, so as not to give the code breaker any clue about their order of occurrence, and hence the order of entries of the MAIN WORD. See
example, Fig. i.
THE CODE BREAKER'S ROLE: The code breaker's mission is to disclose the MAIN WORD and the two EXTRACTS (EXTRACT I and EXTRACT II) from the cryptic clues given in the code numbers.
The disclosed words are put in their respective spaces in the Board indicated by MAIN WORD, EXTRACT I, and EXTRACT II. See example, Fig. ii.
The code breaker may find the STRIPS (Fig. 4) helpful in deciphering the code numbers, for they (the STRIPS) are separated columns of the Table of Letters, with reference to which the STEPS BTN ENTRIES, the NUMBER OF ROWS, and the COLUMN NUMBERS are obtained.
N.B.: From the uniqueness of each set of code numbers, and from several successful trials (by the inventor) to break the codes, it is believed that every set of correctly set code numbers is decipherable.
THE CODING-MATE
(Sample on page 6 - 8) The CODING-MATE is a booklet of sets of preset code numbers that is to be used when the game is played by one person/team. The code numbers are otherwise set by a code maker (as explained earlier) when the game is played by two parties.
The lone player is thus both the code maker (using the CODING-MATE) and the code breaker.
The lone player selects a set of code numbers from the Coding-Mate, and picks the respective code numbers for any two (and only two) EXTRACTS from the set. The code numbers have already been arranged in the required order, except the COLUMN NUMBERS FOR MAIN g Note: When the game is played by two parties, the code maker may use the Coding-Mate to set the codes.
The same SET NUMBER selected earlier (on setting the codes) identifies the answer to the selected set. The player may, therefore, put the number in the space indicated by SET No. in the Board, in case he/she forgets it.
RECAP OF THE RULES
MAIN WORD: Any meaningful word, but not a proper name, that contains 7 or more entries of the Table of Letters.
EXTRACT I and EXTRACT II: Any two meaningful words (like the MAIN WORD) formed from the entries of the MAIN WORD.
Each EXTRACT must contain not less than 5 entries if the MAIN WORD has 10 or fewer entries, or not less than 6 entries if the MAIN An entry from the MAIN WORD should be used only once in either EXTRACT.
4 or more consecutive letters (either from left or right) in the MAIN WORD should not be used consecutivehr (either from left or right) in either EXTRACT.
STEPS BTN ENTRIES: A series of ordered numbers, each of which indicate the number of STEPS BETWEEN columns of the Table of Letters that contain consecutive entries of an EXTRACT.
The number of STEPS should not be revealed if it is 0, 6, 7, or 8. Instead, a blank block is used in its place.
POSITION NUMBERS IN MAIN WORD: A series of POSITION NUMBERS of entries of an EXTRACT as they appear in the MAIN WORD.
NUMBER OF ROWS: The total NUMBER OF ROWS skipped on the Table of Letters on tracing the successive entries of the MAIN COLUMN NUMBERS: The jumbled up COLUMN NUMBERS of the Table of Letters on which the entries of the MAIN WORD are found. q
a ANSWER
ON PAGE
_
r= L -I t ' _ _ _ y Y y _ _ O 5 o EXTRACTS._.3.t, ._ _.3 A, - : - .3.t lo, - : - 3.t a,
ED NUMBER
_, OF ROWS o _K i, TS
-
NUSMEBER e o
ANSWER
ON PAGE
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NUMBER
OF ROWS Or o o lo> DET x :'l -lo I I,, I __ r_ I I I Zoo _
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Claims (6)

1. A playing-set for a logic game including Strips and a Board, which is engraved into features that serve as indicators and reminder of the rules of the game, and to which a table of reference is hinged.
2. A playing-set as claimed in Claim 1 where the Board includes three engraved sets with engraved words that read: NUMBER OF ROWS, MAIN WORD, POSITION NUMBERS, and COLUMN NUMBERS in the first set; STEPS BTN ENTRIES, EXTRACT I, and POSITION NUMBERS IN MAIN WORD in the second set; STEPS BTN ENTRIES, EXTRACT II, and POSITION NUMBERS IN MAIN WORD in the third set; and SET No. in the frame enclosing the three sets.
3. A playing-set as claimed in Claim 2 where the number of sets may be increased to four or five so as to have the fourth and fifth sets similar in features to the second or third set, and with the engraved words that read: STEPS BTN ENTRIES, EXTRACT III, POSITION NUMBERS IN MAIN WORD, and STEPS BTN ENTRIES, EXTRACT IV, POSITION NUMBERS IN MAIN WORD respectively in the fourth and fifth sets.
4. A playing-set as claimed in Claim 1 where the table of reference, known as the Table of Letters, bears engraved, embossed, or plane entries, which are the twenty six letters of the English alphabet (A to Z), the apostrophe ( ), and the hyphen (-), contained in nine numbered and distinctively coloured columns, and three unnumbered rows.
5. A playing-set as claimed in Claim 1 where the Strips are the split-up version of the Table of Letters claimed in Claim 4, and therefore inherit all the properties possessed by the corresponding columns of the table as claimed in Claim 4.
6. A playing-set substantially as described herein and illustrated in the accompanying drawings.
6. A playing-set as claimed in any preceding claim which is made from metal, plastics material, wood or any other mouldable or carve-able material, or from a combination of these materials.
7. A playing-set substantially as herein described and illustrated in the accompanying drawings.
Amendments to the claims have been filed as follows
I. A playing-set for a logic game including Strips and a Board, to which a table of reference is hinged, and which includes three engraved sets with engraved words that read: NUMBER OF ROWS, MAIN WORD, POSITION NUMBERS, and COLUMN NUMBERS in the first set; STEPS BTN ENTRIES, EXTRACT 1, and POSITION NUMBERS IN MAIN WORD in the second set; STEPS BTN ENTRIES, EXTRACT 11, and POSITION NUMBERS IN MAIN WORD in the third set; and SET No. in the frame enclosing the three sets.
2. A playing-set as claimed in Claim I where the number of sets may be increased to four or five so as to have the fourth and fifth sets similar in features to the second or third set, and with the engraved words that read: STEPS BTN ENTRIES, EXTRACT 111, POSITION NUMBERS IN MAIN WORD, and STEPS BTN ENTRIES, EXTRACT IV, POSITION NUMBERS IN MAIN WORD respectively in the fourth and fifth sets.
3. A playing-set as claimed in Claim 1 where the table of reference, known as the Table of Letters, bears engraved, embossed, or plane entries, which are the twenty-six letters of the English alphabet (A to Z), the apostrophe ( ), and the hyphen (-), contained in nine numbered and distinctively coloured columns, and three unnumbered rows.
4. A playing-set as claimed in Claim I where the Strips are the split-up version of the Table of Letters claimed in Claim 3, and therefore inherit all the properties possessed by the corresponding columns ofthe table as claimed in Claim 3.
5. A playing-set as claimed in any preceding claim which is made from metal, plastics material, wood or any other mouldable or carve-able material, or from a combination of these materials.
GB0417783A 2004-08-10 2004-08-10 Decoding game apparatus Withdrawn GB2416998A (en)

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Application Number Priority Date Filing Date Title
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GB2416998A true GB2416998A (en) 2006-02-15

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2445459A1 (en) * 2009-06-22 2012-05-02 Bertin Bateng Tchounkwa Game kit

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR600808A (en) * 1925-05-02 1926-02-16 Crossword game
US3503612A (en) * 1967-08-22 1970-03-31 Nat Singer Word forming game apparatus
US3891218A (en) * 1974-05-13 1975-06-24 Carol H Hilgartner Decoding crossword-type game
US4059274A (en) * 1976-01-19 1977-11-22 Ronald Samson Board game including code defining playing pieces
US5740243A (en) * 1989-07-13 1998-04-14 Rehm; Peter Horst Cryptographic guessing game

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR600808A (en) * 1925-05-02 1926-02-16 Crossword game
US3503612A (en) * 1967-08-22 1970-03-31 Nat Singer Word forming game apparatus
US3891218A (en) * 1974-05-13 1975-06-24 Carol H Hilgartner Decoding crossword-type game
US4059274A (en) * 1976-01-19 1977-11-22 Ronald Samson Board game including code defining playing pieces
US5740243A (en) * 1989-07-13 1998-04-14 Rehm; Peter Horst Cryptographic guessing game

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2445459A1 (en) * 2009-06-22 2012-05-02 Bertin Bateng Tchounkwa Game kit
EP2445459A4 (en) * 2009-06-22 2012-12-19 Tchounkwa Bertin Bateng Game kit

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