JPH05228234A - Competition type crossword position occupation game - Google Patents

Competition type crossword position occupation game

Info

Publication number
JPH05228234A
JPH05228234A JP24712791A JP24712791A JPH05228234A JP H05228234 A JPH05228234 A JP H05228234A JP 24712791 A JP24712791 A JP 24712791A JP 24712791 A JP24712791 A JP 24712791A JP H05228234 A JPH05228234 A JP H05228234A
Authority
JP
Japan
Prior art keywords
player
crossword
game
pieces
piece
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.)
Pending
Application number
JP24712791A
Other languages
Japanese (ja)
Inventor
Yoshio Ota
芳雄 太田
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.)
Individual
Original Assignee
Individual
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to JP24712791A priority Critical patent/JPH05228234A/en
Publication of JPH05228234A publication Critical patent/JPH05228234A/en
Pending legal-status Critical Current

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Abstract

PURPOSE:To provide a competition type game for training the position occupation strategy and vocabulary by giving a structure capable of indicating two or more players to each piece, forming a word with a character on each face in the crossword procedures, setting the direction of the pieces forming the word to indicate a player, and competing for the number of words. CONSTITUTION:Pieces 2 or cards capable of indicating players by color, pattern, or style are used. A card which can be discriminated for the surface and the back or a stereoscopic piece 4 which can be discriminated for each face of a polyhedron is used. A character is shown on each piece 2 or card, and the type and number of them required for the crossword puzzle are prepared. Cards or pieces 2 are arranged to form words in the crossword procedures, and the direction of the words formed by a player is unified for the player to indicate the player. When a card or a piece 2 constituting a word formed by the other player is utilized, its direction can be changed for the player.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】この考案は対戦式に単語力と陣取
りの戦法を競い合い、複数の人数で知的に楽しめるクロ
スワード陣取りゲームに関するものである。
BACKGROUND OF THE INVENTION The present invention relates to a crossword camp game in which a plurality of people can enjoy intellectually by competing for word power and camp tactics in a competitive manner.

【0002】[0002]

【従来の技術】従来にも各コマにアルファベットが一文
字ずつ示されたもので、クロスワード的に単語を作って
行くゲームはあったが、一手ごとにコマ数を数え、その
数を得点として記録し、ゲーム終了時点で得点の合計を
計算しなければならないものであったため点数の計算が
繁雑で混乱しやすく、ゲームをスムーズに進行しづらい
ものであった。そのうえ、ゲーム半ばであっても一人の
プレイヤーが他のプレイヤーに大差をつけてしまった場
合、大差をつけているプレイヤーの得点を他のプレイヤ
ーが奪えるというシステムがなかったので、得点を逆転
させることは極めて困難で、プレイヤーはある程度勝敗
が見えたままゲームを進行せねばならず興味が長続きし
づらいものであった。
2. Description of the Related Art In the past, there was a game in which each alphabet was shown in each frame, and words were created in a crossword manner, but the number of frames was counted for each move and recorded as the score. However, since the total points had to be calculated at the end of the game, the calculation of points was complicated and confusing, and it was difficult for the game to proceed smoothly. In addition, even if it is in the middle of the game, if one player makes a big difference to another player, there is no system that another player can take the score of the player making the big difference, so reverse the score Was extremely difficult, and the player had to progress through the game while seeing some wins and losses, and it was difficult to keep the interest lasting.

【0003】[0003]

【発明が解決しようとする課題】本考案は複数のプレイ
ヤーが連続的にクロスワード陣取りゲームを行っても勝
敗や得点の計算はゲームが終了した時点で容易に行える
ものとし、各プレイヤーが他のプレイヤーの得点(コ
マ)を奪い取り、自分のものに変えてしまうことを可能
として、プレイヤーは互いに足を引っ張り合い、シーソ
ーゲームの状態に持ち込める可能性を高めて、ゲーム終
了まで興味が長続きするように考えられたものである。
According to the present invention, even if a plurality of players continuously play a crossword camp game, it is possible to easily calculate the win or loss and the score at the end of the game, and each player can It is possible to take the player's score (coma) and change it to their own, increasing the possibility that the players can pull each other's legs and bring them into the state of the seesaw game, so that the interest lasts until the end of the game It was thought.

【0004】[0004]

【課題を解決するための手段】[Means for Solving the Problems]

1.色、柄、書体などで各プレイヤーを判別できるコマ
やカードを使う。具体的にはカードなら表と裏が判別で
きるもので、立体的なコマなら図2に示す様に多面体の
各面が判別できるものを使う。 2.各コマやカードには図2に示す様に文字が示されて
いる。これらをクロスワードを行うに必要な種類と数を
任意に揃える。 3.これらのカードやコマを並べて図1に示す様にクロ
スワードの要領で言葉を作る。 4.各プレイヤーが作った言葉はどのプレイヤーのもの
か判別できるようにカードやコマの向きを各プレイヤー
のものに統一する。他のプレイヤーが先に作った言葉を
構成するカードやコマを利用した場合も、各プレイヤー
はそれらを自分のものとして向きを変えることができ
る。 5.以上のようにプレイし、各プレイヤーが作った言葉
のカード又はコマの内、他のプレイヤーに奪われず最終
的に各プレイヤーのものとして残っているものの数を競
う。
1. Use frames and cards that can identify each player by color, pattern, typeface, etc. Specifically, a card can be used to distinguish between front and back, and a three-dimensional frame that can be used to distinguish each side of a polyhedron as shown in FIG. 2. Characters are shown on each frame or card as shown in FIG. Arrange the types and numbers required to crossword these. 3. These cards and pieces are lined up and words are made in a crossword manner as shown in FIG. 4. The orientation of the cards and pieces should be the same as that of each player so that the words made by each player can be identified. When other players use the cards and pieces that make up the words they made earlier, each player can turn around them. 5. Play as described above, and compete among the cards or pieces of the words made by each player for the number of cards or pieces that are not taken away by other players and finally remain as those of each player.

【0005】[0005]

【作用】[Action]

1.文字の入ったコマ又はカードを並べてクロスワード
風に言葉を作る。 2.あらかじめ手持ちのコマ又はカードの数は制限して
おく。 3.使ったコマ又はカードの数だけ順次、無作為に補充
して行く。 4.他のプレイヤーの作った言葉に交差した文字は自分
のものとしてコマ又はカードの向きを変えることができ
る。 5.盤上に残っているコマ又はカードの数を競う。 6.以上のような基本ルールでゲームを行う事ができ
る。
1. Make a word in a crossword by arranging frames or cards with letters. 2. Limit the number of pieces or cards you have in advance. 3. Randomly replenish the number of used frames or cards one after another. 4. Characters that intersect words written by other players can change the direction of the top or card as their own. 5. Compete for the number of pieces or cards remaining on the board. 6. The game can be played according to the above basic rules.

【0006】[0006]

【実施例】手持ちのコマ数を決め、一手毎に使ったコマ
数だけ無作為に補充する。各プレイヤーは一度に可能な
限り続けて幾つもの言葉を作れると言うルール。マス目
を使ったゲーム盤(1)を使う場合、あらかじめ文字が
設定されたマス目など、障害を設けるとゲームがよりト
リッキーになる。さらに、そのマス目を使うと点数アッ
プするなどのルール。高得点になるゾーンを設ける。必
ず一文字以上はゲーム盤上の文字と交差させなければい
けないルール。あるプレイヤーが利用できないイレギュ
ラーなコマを設定する。各プレイヤーは、コマ(2)で
作った言葉で任意の範囲を取り囲んだ場合、取り囲まれ
た範囲(3)にコマがなくてもその範囲分の得点を得ら
れる。他のプレイヤーが作った言葉を取り囲んだ場合、
それらのコマを自分のものにできる。立体のコマ(4)
を使う場合、ゲーム盤にコマがちょうどはめ込まれる構
造や、磁石等の吸着材を利用した構造にすれば振動の多
い列車等での移動中であってもコマがずれにくく、プレ
イが可能となる。コンピューター・ゲームとして利用す
る。現在あるF−1カー・レース・ゲームのように複数
のコンピューターが接続できるものや、マージャン・ゲ
ームのようにコンピューターと対戦できるもの。
[Example] The number of frames in hand is determined, and the number of frames used per hand is randomly replenished. The rule is that each player can make as many words at once as possible. When using the game board (1) using squares, if the obstacles such as squares in which characters are set in advance are provided, the game becomes more tricky. In addition, rules such as increasing the score by using the squares. Set up a high-scoring zone. The rule is that at least one character must intersect the characters on the game board. Set irregular pieces that cannot be used by a player. When each player surrounds an arbitrary range with the words created by the piece (2), each player can obtain a score for that area even if there is no piece in the surrounded area (3). If you surround a word made by another player,
You can make those pieces your own. Three-dimensional frame (4)
When using, the frame can be played easily even if it is moving on a train with a lot of vibration by using a structure in which the frame is just fitted into the game board or a structure using an adsorbent such as a magnet. .. Use as a computer game. One that allows multiple computers to be connected, such as the existing F-1 car racing game, or one that can play against computers, such as the Mahjong game.

【0007】[0007]

【発明の効果】【The invention's effect】

1.語彙力が要求されるので語学のトレーニングにな
る。 2.囲碁やオセロゲームに共通する戦法と、クロスワー
ドパズル的な発想法を競い合い、総合的な能力を引き出
すトレーニングになる。 3.得点はゲーム終了時点で容易に知ることができるの
で順位が分かりやすく、参加人数が増えても楽しみ易
い。
1. Vocabulary is required, so it becomes a language training. 2. This is a training that brings out comprehensive abilities by competing with tactics that are common to Go and Othello games, and cross-word puzzle-like ideas. 3. Since the score can be easily known at the end of the game, the ranking is easy to understand, and it is easy to enjoy even if the number of participants increases.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明の使用状態を示す説明図FIG. 1 is an explanatory diagram showing a usage state of the present invention.

【図2】立体のコマの一例(六面体)を示す斜視図FIG. 2 is a perspective view showing an example (a hexahedron) of a three-dimensional piece.

【符号の説明】[Explanation of symbols]

(1)マス目を使ったゲーム盤 (2)コマ(又はカード) (3)取り囲まれた範囲 (4)立体のコマ (1) Game board using squares (2) Frame (or card) (3) Surrounded area (4) Three-dimensional frame

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 各コマ又は各カードに2人以上のプ
レイヤーを判別できる構造をもたせたうえ、それらの各
面に文字(アルファベット等)が示されているものを使
ってプレイヤーはクロスワードの要領で言葉を作り合
い、各プレイヤーが作った言葉は容易に判別できるよう
に、コマやカードの向きを各プレイヤーを表すものに変
えて行き、その数を競い合うもの。
1. A player is required to crossword by using a structure in which each frame or card has a structure capable of discriminating between two or more players, and characters (alphabets, etc.) are shown on each side of them. In order to make it easier to distinguish the words made by each player, the pieces and the directions of the pieces and cards are changed to represent each player, and the numbers are competed.
JP24712791A 1991-06-20 1991-06-20 Competition type crossword position occupation game Pending JPH05228234A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP24712791A JPH05228234A (en) 1991-06-20 1991-06-20 Competition type crossword position occupation game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP24712791A JPH05228234A (en) 1991-06-20 1991-06-20 Competition type crossword position occupation game

Publications (1)

Publication Number Publication Date
JPH05228234A true JPH05228234A (en) 1993-09-07

Family

ID=17158837

Family Applications (1)

Application Number Title Priority Date Filing Date
JP24712791A Pending JPH05228234A (en) 1991-06-20 1991-06-20 Competition type crossword position occupation game

Country Status (1)

Country Link
JP (1) JPH05228234A (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008500889A (en) * 2004-05-20 2008-01-17 ホック ソウ,ウィー Board game improvements
JP2008142462A (en) * 2006-12-13 2008-06-26 Kazuhiko Kasai Electronic game machine, electronic game method and program thereof
WO2009004673A1 (en) * 2007-06-29 2009-01-08 Kazuhiko Kasai Electronic game machine, electronic game method, and its program
WO2009004672A1 (en) * 2007-06-29 2009-01-08 Kazuhiko Kasai Electronic game machine, electronic game method, and electronic program

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008500889A (en) * 2004-05-20 2008-01-17 ホック ソウ,ウィー Board game improvements
JP2008142462A (en) * 2006-12-13 2008-06-26 Kazuhiko Kasai Electronic game machine, electronic game method and program thereof
WO2009004673A1 (en) * 2007-06-29 2009-01-08 Kazuhiko Kasai Electronic game machine, electronic game method, and its program
WO2009004672A1 (en) * 2007-06-29 2009-01-08 Kazuhiko Kasai Electronic game machine, electronic game method, and electronic program

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