US20020125638A1 - Sesquip - Google Patents

Sesquip Download PDF

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Publication number
US20020125638A1
US20020125638A1 US10/092,959 US9295902A US2002125638A1 US 20020125638 A1 US20020125638 A1 US 20020125638A1 US 9295902 A US9295902 A US 9295902A US 2002125638 A1 US2002125638 A1 US 2002125638A1
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United States
Prior art keywords
clues
sesquipedalian
indicia
display area
scoring
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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.)
Abandoned
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US10/092,959
Inventor
Robert Levin
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Individual
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Individual
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Publication date
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Priority to US10/092,959 priority Critical patent/US20020125638A1/en
Publication of US20020125638A1 publication Critical patent/US20020125638A1/en
Priority to US10/787,486 priority patent/US20040188941A1/en
Abandoned legal-status Critical Current

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    • 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

Definitions

  • the present invention is a word game that utilizes definitional clues to decipher a common phase, name, ting, or title in such a way as to provide educational as well as recreational benefits.
  • the game can be tailored to the educational level of the player. It can also be adapted to a variety of playing methods including a game in print media form such as in a newspaper or puzzle book, as a board game, as an Internet game, or as a computer game.
  • SESQUIPTM (from sesquipedalian . . . given to the use of complex words) is a game that can be played by one or more players.
  • the player(s) are presented with a common title, name, thing, or phrase such as “All Dogs Go To Heaven” using words that may not be common to the player (e.g., Curs are supernally fated in every case).
  • the player can then attempt to guess the common phrase, name, thing or title. If the player cannot guess the answer, the player is presented with a number of clues, each of which provides the definition of one or more of the unknown words. After each clue, the player is again allowed an attempt to guess the correct phrase, name, thing or title. After all clues have been used, the entire phrase, name, thing or title has been revealed.
  • a scoring scheme can be used to track the progress of each of the player(s).
  • FIG. 1 is a view of the SESQUIPTM game in an embodiment suitable for print, computer, or internet play including three phrases, names, titles or things to determine along with a series of clues for assistance in determining the answer.
  • FIG. 2 shows the game in an embodiment suitable for board game play including a notional playing board, multiple types of cards containing different types of sesquipedalian, markers, and a die for movement.
  • FIG. 3 shows the details of the cards containing the sesquipedalian, the clues, the answer and the scoring indicia on the two sides of the cards.
  • the object of the game of the present invention is to guess the meaning of a common title, name, thing, or phrase from the sesquipedalian (word or string of not commonly known complex words) presented. If it can not be determined directly from the sesquipedalian, one or more of the clues can be used to help in determining its meaning.
  • FIG. 1 shows one possible layout for the game. It includes the game's title 1 , a section of instructions 3 including a scoring system 4 , and a series of games (sesquipedalian) 5 , 9 , & 13 . Also described is the category of the sesquipedalian 6 , 10 , & 14 . With each game is a series of clues 7 , 11 , & 15 which can be used to assist the player in deciphering the sesquipedalian. It also contains an area that contains the answer 23 and an area that can be used to keep score 17 which includes a difficulty level 19 and an area for your score 21 .
  • a player studies the sesquipedalian in light of the category, and provides a guess at its meaning. If the player is successful, he or she receives the fill number of points for that game along with a bonus 4 for not needing to use any of the clues and records his or her score in the space provided 21 . If the player is unable to determine the correct answer, he or she can use a clue 7 , 11 , or 15 to aid the player in determining the sesquipedalian. Each clue provides a definition of one of the unknown words in the sesquipedalian. After studying the clue, the player then again attempts to guess the sesquipedalian's meaning.
  • the player does not receive the bonus points 4 associated with using the clue and his or her score is recorded in the scoring area 21 . Play continues until the sesquipedalian is correctly determined or the player has used all the clues and is stumped and the appropriate score is recorded.
  • players can play independently and compare scores or they can play against each other. If they choose to play against each other play proceeds to the next player who repeats the steps described above. Play continues until all players have had a turn. Then play returns to the initial player.
  • the relative scores can be used to determine a winner. The game is over when a predetermined score level has been reached or a predetermined number of games have been completed. Player(s) can also check their scores against a predetermined expert score 19 and use that as an indication of his or her skill level.
  • FIG. 2 includes a notional playing board ( 31 ) with spaces making a continuous loop indicating the sesquipedalian topic to be attempted ( 33 ). Also indicated in FIG. 2 are multiple types of cards ( 35 ) each of which would correspond to a different sesquipedalian topic type and contains all the information needed to play the game.
  • the use of a die or dice ( 37 ) could control movement around the board.
  • the use of markers ( 39 ) is used for indicating where on a board a particular player is at any time.
  • FIG. 3 shows the details of the cards containing the information needed to play the game.
  • On the front face ( 41 ) of the card would be an indication of the topic type ( 49 ) in this example a movie title but it could also be a phrase, word, quote, etc . . .
  • the front face of the card ass includes a brief description of the object of the game ( 45 ) and a definition of what a sesquipedalian is ( 43 ).
  • the back face of the card provides the clues ( 53 ) to help the player solve the sesquipedalian, the number of points earned based on the clues used ( 55 ) and the answer ( 57 ).
  • the players take turns moving around the playing board ( 31 ) using the die or dice ( 37 ) and mark his position with his predetermined marker ( 39 ). When they fall on a topic space ( 33 ), they draw a card ( 35 ) that is appropriate for the topic indicated. The player then tries to solve the sesquipedalian ( 47 ) shown on the front face of the card ( 41 ). If the player needs help, then another player provides a clue ( 53 ) from the back face of the card ( 51 ). The player's turn is over when either the clues are exhausted without a successful answer ( 57 ) or the correct answer ( 57 ) is provided by the player, The player's score is recorded based on the number of clues used ( 55 ). Play then moves to the next player and the process is repeated. The game is over when a player reaches a predetermined score.
  • the novelty of the present invention is the use of a sesquipedalian as the means for developing games at various educational levels using common titles, names, things, or phrases.
  • a further novelty of the present invention is in its use of clues for presenting the player with help in determining the sesquipedalian.

Abstract

The present inventions is a vocabulary building word game that converts common phrases, names, titles, or words into complex and generally not commonly known words. By use of definitional clues, the player or players attempt to determine the meaning of the common phrase, name, title or word. A player's skill is indicated by the number of clues needed to solve the puzzle. While playing the game, the player(s) are building their vocabularies while having fun.

Description

  • This is a continuation of application Ser. No. 091590,390, filing date Jun. 9, 2000. [0001]
  • Inventor: Robert Levin [0002]
    References Cited:
    U.S. Pat. No.
    3,678,602  7/25/72 Alam  35/273
    3,117,178  1/14/64 Wiebe 273/130
    4,607,848  8/26/86 Maguire 273/269
    1,146,808  7/20/15 Miller
    1,538,156  5/19/25 Beatty
    5,479,506 12/26/95 Rehm 380/273
    Foreign Patents
    1,159,120  7/23/69 British G069
  • BACKGROUND OF THE INVENTION
  • The present invention is a word game that utilizes definitional clues to decipher a common phase, name, ting, or title in such a way as to provide educational as well as recreational benefits. The game can be tailored to the educational level of the player. It can also be adapted to a variety of playing methods including a game in print media form such as in a newspaper or puzzle book, as a board game, as an Internet game, or as a computer game. [0003]
  • BRIEF SUMMARY OF THE INVENTION
  • SESQUIP™ (from sesquipedalian . . . given to the use of complex words) is a game that can be played by one or more players. The player(s) are presented with a common title, name, thing, or phrase such as “All Dogs Go To Heaven” using words that may not be common to the player (e.g., Curs are supernally fated in every case). The player can then attempt to guess the common phrase, name, thing or title. If the player cannot guess the answer, the player is presented with a number of clues, each of which provides the definition of one or more of the unknown words. After each clue, the player is again allowed an attempt to guess the correct phrase, name, thing or title. After all clues have been used, the entire phrase, name, thing or title has been revealed. A scoring scheme can be used to track the progress of each of the player(s). [0004]
  • Examples of vocabulary building games are disclosed in U.S. Pat. No. 3,678,602. Games using clues are disclosed in U.S. Pat. Nos. 3,117,789 and 4,607,848. Games that require the player to determine the meaning of foreign phrases are disclosed in U.S. Pat. No. 1,146,808 and British Patent 1,159,120. Other games require the matching of cards where a word its synonym are on different cards or use morphemes or cyphertext (U.S. Pat. Nos. 1,538,156; 3,678,602; and 5,479,506). None of these games disclose the method of developing a vocabulary building game as presented here, that is the use of a sesquipedalian using common titles, names, things, or phrases as its root Similarly the present invention's use of clues for assisting the player in determining the meaning of the sesquipedalian is also unique in this context.[0005]
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a view of the SESQUIP™ game in an embodiment suitable for print, computer, or internet play including three phrases, names, titles or things to determine along with a series of clues for assistance in determining the answer. FIG. 2 shows the game in an embodiment suitable for board game play including a notional playing board, multiple types of cards containing different types of sesquipedalian, markers, and a die for movement. FIG. 3 shows the details of the cards containing the sesquipedalian, the clues, the answer and the scoring indicia on the two sides of the cards.[0006]
  • DETAILED DESCRIPTION OF THE INVENTION
  • The object of the game of the present invention is to guess the meaning of a common title, name, thing, or phrase from the sesquipedalian (word or string of not commonly known complex words) presented. If it can not be determined directly from the sesquipedalian, one or more of the clues can be used to help in determining its meaning. [0007]
  • FIG. 1 shows one possible layout for the game. It includes the game's [0008] title 1, a section of instructions 3 including a scoring system 4, and a series of games (sesquipedalian) 5, 9, & 13. Also described is the category of the sesquipedalian 6, 10, & 14. With each game is a series of clues 7, 11, & 15 which can be used to assist the player in deciphering the sesquipedalian. It also contains an area that contains the answer 23 and an area that can be used to keep score 17 which includes a difficulty level 19 and an area for your score 21.
  • To begin play, a player studies the sesquipedalian in light of the category, and provides a guess at its meaning. If the player is successful, he or she receives the fill number of points for that game along with a [0009] bonus 4 for not needing to use any of the clues and records his or her score in the space provided 21. If the player is unable to determine the correct answer, he or she can use a clue 7, 11, or 15 to aid the player in determining the sesquipedalian. Each clue provides a definition of one of the unknown words in the sesquipedalian. After studying the clue, the player then again attempts to guess the sesquipedalian's meaning. If he is successful, the player does not receive the bonus points 4 associated with using the clue and his or her score is recorded in the scoring area 21. Play continues until the sesquipedalian is correctly determined or the player has used all the clues and is stumped and the appropriate score is recorded.
  • If more than one player is participating, players can play independently and compare scores or they can play against each other. If they choose to play against each other play proceeds to the next player who repeats the steps described above. Play continues until all players have had a turn. Then play returns to the initial player. The relative scores can be used to determine a winner. The game is over when a predetermined score level has been reached or a predetermined number of games have been completed. Player(s) can also check their scores against a [0010] predetermined expert score 19 and use that as an indication of his or her skill level.
  • FIGS. 2 and 3 shows an embodiment of the game that would be suitable for board game play. FIG. 2 includes a notional playing board ([0011] 31) with spaces making a continuous loop indicating the sesquipedalian topic to be attempted (33). Also indicated in FIG. 2 are multiple types of cards (35) each of which would correspond to a different sesquipedalian topic type and contains all the information needed to play the game. The use of a die or dice (37) could control movement around the board. The use of markers (39) is used for indicating where on a board a particular player is at any time.
  • FIG. 3 shows the details of the cards containing the information needed to play the game. On the front face ([0012] 41) of the card would be an indication of the topic type (49) in this example a movie title but it could also be a phrase, word, quote, etc . . . The front face of the card ass includes a brief description of the object of the game (45) and a definition of what a sesquipedalian is (43). The back face of the card provides the clues (53) to help the player solve the sesquipedalian, the number of points earned based on the clues used (55) and the answer (57).
  • The players take turns moving around the playing board ([0013] 31) using the die or dice (37) and mark his position with his predetermined marker (39). When they fall on a topic space (33), they draw a card (35) that is appropriate for the topic indicated. The player then tries to solve the sesquipedalian (47) shown on the front face of the card (41). If the player needs help, then another player provides a clue (53) from the back face of the card (51). The player's turn is over when either the clues are exhausted without a successful answer (57) or the correct answer (57) is provided by the player, The player's score is recorded based on the number of clues used (55). Play then moves to the next player and the process is repeated. The game is over when a player reaches a predetermined score.
  • The novelty of the present invention is the use of a sesquipedalian as the means for developing games at various educational levels using common titles, names, things, or phrases. A further novelty of the present invention is in its use of clues for presenting the player with help in determining the sesquipedalian. [0014]
  • The present invention has been described in detail above by way of a specific example and in a specific embodiment for purposes of illustration only. The invention is not intended to be limited by this description [0015]

Claims (16)

I claim
1. A word game comprising
a sesquipedalian and
an answer:
said sesquipedalian being created from one or more words, phrases, names, and/or titles; and
said answer being the translation of said sesquipedalian.
2. A word game according to claim 1 further comprising
one or more clues:
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian.
3. A word game according to claim 1 further comprising
one or more clues and
topic indicia:
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said topic indicia providing the category of the sesquipedalian.
4. A word game according to claim 1 further comprising
one or more clues,
topic indicia, and
a scoring indicia:
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said topic indicia providing the category of the sesquipedalian;
said scoring indicia being an indication of the amount of help provided by using one or more of said clues.
5. A word game comprising
a sesquipedalian,
an answer,
a first display area and
a second display area:
said sesquipedalian being created from one or more words, phrases, names, and/or titles;
said answer being the translation of said sesquipedalian;
said first display area providing an area for display of said sesquipedalian; and
said second display area providing an area for display of said answer.
6. A word game according to claim 5 further comprising
topic indicia and
a third display area:
said topic indicia identifying the subject of the said sesquipedalian;
said third display area providing an area for displaying said topic indicia.
7. A word game according to claim 5 further comprising
topic indicia,
one or more clues,
a third display area, and
a fourth display area:
said topic indicia identifying the subject of the said sesquipedalian;
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said third display area providing an area for displaying said topic indicia; and
said fourth display area providing an area for displaying said clues.
8. A word game according to claim 5 further comprising
a topic indicia,
one or more clues,
scoring indicia,
third display area,
a fourth display area, and
a fifth display area:
said topic indicia identifying the subject of the said sesquipedalian;
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said scoring indicia being an indication of the amount of help provided by using one or more of said clues;
said third display area providing an area for displaying said topic indicia;
said fourth display area providing an area for displaying said clues; and
said fifth display area providing an area for displaying said scoring indicia.
9. A word game according to claim 5 further comprising
topic indicia,
one or more clues,
scoring indicia,
scoring status,
a third display ear
a fourth display area,
a fifth display area, and
a sixth display area:
said topic indicia identifying the subject of the said sesquipedalian;
said clues being definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said scoring indicia being an indication of the amount of help provided by using one or more of said clues;
said scoring status providing an overall indication of the progress of the player;
said third display area providing an area for displaying said topic indicia;
said fourth display area providing an area for displaying said clues;
said fifth display area providing an area for displaying said scoring indicia; and
said sixth display area providing an area for displaying the scoring status.
10. A word game comprising
a game board,
cards,
markers, and
dice:
said board having one of more spaces,
said spaces forming a continuous closed path and having topic indicia;
said topic indicia indicating which type of said card to draw;
said cards having
a front face,
a back face, and
a topic indicia;
said front face displaying a sesquipedalian, said sesquipedalian being created from one or more words, phrases, names, and/or titles;
said back face displaying an answer, said answer being the translation of said sesquipedalian; and
said topic indicia indicating the category of said sesquipedalian.
11. A word game according to claim 10 further comprising
one or more clues:
said clues being the definitions of one or more of the words, phrases, names, and/or titles making up said sesquipedalian;
said clues being displayed on said back face of said card.
12. A word game according to claim 10 further comprising
one or more clues and
scoring indicia:
said clues being definitions of one or more of the words, phrases, and/or titles making up said sesquipedalian;
said clues being displayed on said back face of said card; and
said scoring indicia being an indication of the amount of help provided by using one or more of said clues,
said scoring indicia being displayed on said front face of said card.
13. A word game according to claim 1I further comprising
one or more clues,
scoring indicia, and
scoring status:
said clues being definitions of one or more of the words, phrases, names, or titles making up said sesquipedalian,
said clues being displayed on said back face of said card;
said scoring indicia being an indication of the amount of help provided by using one or more of said clues,
said scoring indicia being displayed on said front face of said card; and
said scoring status providing a overall indication of the progress of a player.
14. A method of developing a word game comprising
answer identification and
sesquipedalian creation:
said answer identification being determined form one or more words, phrases, names, and/or titles;
said sesquipedalian being the translation of said answer.
15. A method according to claim 14 further comprising
Clue development:
Said clue development being the definition of one or more of the words, phrases, names, and/or titles making up the sesquipedalian.
16. A method according to claim 14 further comprising
Clue development and
Scoring indicia:
Said clue development being the definition of one or more of the words, phrases, names, and/or titles making up the sesquipedalian;
Said scoring indicia providing an indication of the amount of help said clues provided.
US10/092,959 2000-06-09 2002-03-04 Sesquip Abandoned US20020125638A1 (en)

Priority Applications (2)

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US10/092,959 US20020125638A1 (en) 2000-06-09 2002-03-04 Sesquip
US10/787,486 US20040188941A1 (en) 2002-03-04 2004-02-24 Sesquiptm

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US59039000A 2000-06-09 2000-06-09
US10/092,959 US20020125638A1 (en) 2000-06-09 2002-03-04 Sesquip

Related Parent Applications (1)

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US59039000A Continuation 2000-06-09 2000-06-09

Related Child Applications (1)

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US10/787,486 Continuation US20040188941A1 (en) 2002-03-04 2004-02-24 Sesquiptm

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US20020125638A1 true US20020125638A1 (en) 2002-09-12

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US10/092,959 Abandoned US20020125638A1 (en) 2000-06-09 2002-03-04 Sesquip

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080109211A1 (en) * 2006-11-07 2008-05-08 John Perry Game of defending statements with persuasive arguments

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080109211A1 (en) * 2006-11-07 2008-05-08 John Perry Game of defending statements with persuasive arguments
US7832728B2 (en) 2006-11-07 2010-11-16 John Perry Dice game apparatus

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