US20080073851A1 - Interactive question and answer dream game - Google Patents

Interactive question and answer dream game Download PDF

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Publication number
US20080073851A1
US20080073851A1 US11/827,527 US82752707A US2008073851A1 US 20080073851 A1 US20080073851 A1 US 20080073851A1 US 82752707 A US82752707 A US 82752707A US 2008073851 A1 US2008073851 A1 US 2008073851A1
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player
game
dream
question
criteria
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US11/827,527
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Jeff Myers
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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
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • 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
    • A63F9/001Games or toys connected to, or combined with, other objects; Objects with a second use as a toy or game
    • A63F2009/002Games or toys connected to, or combined with, other objects; Objects with a second use as a toy or game used as hanger or connected to a hanger; Ornaments or jewellery
    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps

Definitions

  • This invention pertains to games.
  • the invention pertains to an interactive game for young children to select a dream and provide background information concerning the dream to determine whether to collect the dream in a game unit.
  • the invention pertains to an interactive game which requires manual dexterity for a young child to deposit in the game unit a card describing a dream.
  • the invention pertains to a game in which a first player, on being asked by a second player, selects a dream.
  • the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player, provides background information on the dream selected by the first player.
  • the invention pertains to an interactive game of the type described in which criteria are selected to determine whether the game unit is used to collect a dream selected by the first player.
  • the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player after the first player has slept, provides additional background information on the dream selected by the first player.
  • the game unit includes a sleeve and a game card rotatably mounted in the sleeve.
  • Subjects are identified on the game card, along with clues used to guess the identity of each subject.
  • a first player holds the game unit and provides a clue to a second player.
  • the second player can, after receiving the clue, ask a question of the first player in an attempt to gain enough information to identify the subject. If the second player, after asking the question, can not identify the subject, the first player provides the second player with a second clue from the game card, after which the second player can again ask a question in an attempt to identify the subject. And so on.
  • Claim 1 of the patent is described in Claim 1 of the patent:
  • the game provides a complete game for individual institutions and/or teams. Players compete by answering questions which are inscribed on play cards.
  • the play cards are divided into categories according to progressive levels of difficulty.
  • the game can be played by one individual, two individuals, or two groups of individuals.
  • the game may be played using data from one or two institutions.
  • a score card is used by the offensive player to record the results of each play attempted, the outcome, points scored and total score.
  • the defensive player reads questions from cards drawn from the four categories requested by the offensive player or team More difficult questions are worth more yards gained.
  • Kick cards are used for punt, kickoff, field goal, and extra point attempts.
  • a team marker is placed on a game board which resembles a football field and provides yard markers for visual reference of player process. As points are scored, they are tabulated on a score card. The game follows standard football rules and conventions. Kick cards and play cards are arranged in a game box.
  • Claim 1 One embodiment of the invention is set forth in Claim 1 :
  • the game is provided on a case which also serves as a storage container.
  • One side of the case has a field of play that simulates a real life game.
  • Game pieces are provided on the other side and include questions on cards that must be answered correctly for a player to have a chance to advance a token on the field of play.
  • the answer to the questions is revealed in an answer window.
  • Spinners are provided with markings to indicate the movement of the token.
  • the rules of the game are variable to be suited to the age group of the players.
  • Claim 1 describes one embodiment of the invention:
  • U.S. Pat. No. 6,224,057 issued May 1, 2001, describes a game which merges two game formats into a unique and novel game comprising a game board and playing pieces.
  • the playing pieces are used by the players to mark the movement of the players as the players advance around the game board. During each turn, the player must answer a question and construct a list of words based upon the letters in the correct answer. The player accumulating a predetermined number of points is declared the winner.
  • Claim 1 describes one embodiment of the invention:
  • U.S. Pat. No. 6,120,032, issued Sep. 19, 2000 discloses a game having a display of alphanumeric combinations, and a device containing at least one category of subjects involving questions and correct answers to the questions in the form of clues provided by the numbers of the alphanumeric combination contained in the display.
  • a game having a display of alphanumeric combinations, and a device containing at least one category of subjects involving questions and correct answers to the questions in the form of clues provided by the numbers of the alphanumeric combination contained in the display.
  • FIG. 1 is a perspective view illustrating a game unit utilized in the game of the invention
  • FIG. 3 is a perspective view illustrating an alternate game unit that can be utilized in the game of the invention.
  • the method includes the step of providing a dream collection game unit.
  • the game unit comprises a hollow housing; at least one opening formed in the housing; at least one transparent jewel member mounted in the housing; and, at least one light mounted in the housing to illuminate the jewel and produce light rays that exit said hollow housing through the opening.
  • the method also include the steps of selecting criteria to meet to use the dream collection game unit to collect a dream; selecting at least one first and one second player; asking of the first player by the second player to select a dream; asking at least a first question of the first player by the second player to gain background information on the selected dream; evaluating, on the basis of a response to the first question by the first player, whether the criteria are met to utilize the dream collection game unit to collect the selected dream; and, first and second player retiring to bed and sleeping.
  • the method can also include the step of, after the first and second player awaken from sleep in step (g), asking at least a first question of the first player by the second player to gain background information on the selected dream.
  • the method can also include the further step of, on the basis of a response to the first question by the first player after the first and second layer awaken from sleep, determining whether the criteria are met to utilize the dream collection game unit to collect the selected dream.
  • FIG. 1 illustrates a game unit 10 utilized in the practice of the invention.
  • Unit 10 includes a hollow housing 25 .
  • At least one slot 11 , 12 is formed in the housing 25 .
  • At least one transparent or translucent jewel 15 is mounted on and is visible on the exterior of the housing 25 .
  • a light source mounted inside housing generates light that travels from the interior of housing 25 out through slot 11 in the manner indicated by arrows E and F, and that travels out through jewel 15 in the manner indicated by arrow D.
  • Jewel 15 can be artificial or real, can be faceted in the manner of a diamond, or need not be faceted in the manner of an opal or translucent pearl.
  • housing 25 includes a spherically shaped reflector 14 that can, if desired, be mounted in housing 25 to rotate in the direction of arrow A.
  • Light rays generated by fixed light source 13 mounted inside housing 25 reflect off reflector 14 and through and out slot 11 in the manner indicated by arrows C and E, and, reflect off reflector 14 and through transparent or translucent jewel 15 in the manner indicated by arrows B and D.
  • the surface of reflector 14 can be smooth and continuous like the surface of a marble, or, can be comprised of a plurality of small, flat mirrors.
  • light E, F, D exiting slot 11 and jewel 15 can appear to “dance” and move about.
  • light source 13 can move and reflector 14 can be stationary (and, for example, comprise a flat mirror); or, both can move.
  • a light source can be utilized in housing 25 without one or more reflectors 14 .
  • “dancing light” is seen when, on a sunny day, light passes through a transparent glass prism hanging on a lamp and the prism moves about due to a breeze in the room. As the prism moves, the light passing through the prism moves about on the walls and floor of the room.
  • housing 25 Any desired apparatus can be utilized in housing 25 to produce a dancing light effect that makes light “move” as it exits housing 25 .
  • Color filters can also be utilized inside housing 25 such that the color of light exiting the housing through slot 11 changes or varies.
  • Jewel 15 can be one color or can be multi-colored. The location of jewel(s) 15 on housing 25 can vary as long as the jewel 15 can be seen from at least one side of housing 25 when the bottom 26 of housing 25 is setting on a table or other surface in the orientation illustrated in FIG. 1 .
  • game unit 10 is provided. Criteria are selected to determine whether to use game unit 10 to collect dreams.
  • unit 10 is utilized only to collect dreams about animals. Another criteria could be that unit 10 is utilized only to collect dreams about family members. A further criteria could be that unit 10 is utilized only to collect dreams about Disneyland. A further criteria could be that unit 10 is utilized only to collect dreams about snowy landscapes. An alternate criteria could requires the dream to be about Disneyland during a certain trip to Disneyland. These foregoing criteria are ordinarily positive, enjoyable experiences, in which case the unit 10 is used to collect such dreams.
  • An alternate criteria could require that a dream collected by unit 10 be a dream about crocodiles or a monster sleeping under the bed of one of the game players; or, could require that a dream collected by unit 10 be about a time when one of the game players was injured while playing.
  • Such criteria are ordinarily undesirable experiences, in which case the unit 10 is used to collect such kinds of dreams.
  • unit 10 to collect dreams is that the subject matter of the dream must concern a pine tree woodland during the winter, where the trees and ground are coated in a fresh layer of snow.
  • the next step in the game is to select first and second players. At least the first player is a young child aged three to ten.
  • the second player can also be a young child, or can be older.
  • the next step in the game is for the second player to ask the first player to select a dream.
  • One way that the first player selects a dream is to draw a card 17 , 18 from a stack 16 of playing cards. Each card 17 , 18 is imprinted 19 with a general dream topic and, if desired, additional background information about the dream.
  • Another way for the first player to select a dream is to write down on a blank card 17 , 18 a dream of choice.
  • a further way for a first player to select a dream is to select a past experience or dream. Or to select an experience or dream that is desired.
  • the next step in the game is for the second player to ask the first player a question to gain background information about the selected dream. While the form of the question can vary as desired, the second player can, for example, ask “What is the dream about?” or request “Give me some background information on what the dream is about.”
  • One way the first player provides such background information is to read the background information that is imprinted 19 on a card 17 , 18 drawn by the first player, or, that was written on a card by the first player.
  • Another way for the first player to provide such background information is for the first player to verbally describe the background information without reference to the card, as for examples in the case of a past experience or dream by the first player.
  • Another way for the first player to provide such background information is to hand a card 17 , 18 to the second player. For sake of example, it assumed that the second player drew a card 17 , 18 and that the card describes background information comprising a dream topic concerning Disneyland, and the first player recites this background information to the second player.
  • the next step in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and since the current dream concerns Disneyland, the criteria are not met and unit 10 is not utilized to collect the dream. That can conclude the game, or, the game can continue. For sake of example, it is assumed that the game continues, and that the first players draws another card 17 , 18 from the deck 16 of cards. This next card drawn by the first player describes a snowy scene in a forest with deer walking through the forest. When the second player asks a question to gain background information about the newly selected dream, the first player describes the snowy scene recited on the card (or simply hands the card to the second player).
  • the next step, again, in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and the card drawn by the first player recites a snowy winter scene, the criteria for utilizing unit 10 to collect the dream are determined to be met. Unit 10 collects the dream when the first player inserts the card 18 , 19 in slot 12 such that the card 18 , 19 falls into unit 10 .
  • the next step in the game is for the first and second players to retire to bed and sleep.
  • the next step in the game is, after the players awaken from sleeping, for the second player to again ask the first player for background information about the dream.
  • the background information can comprise a repeat of the information that the first player gave the second prior to their both sleeping, or, can comprise additional information such as, by way of example and not limitation, whether the first player while sleeping had a dream about a snowy woodland scene.
  • the additional background obtained from the first player after the players have slept may be used to determine whether the criteria for unit 10 are still met, or are not met.
  • the first player had a dream while sleeping about a snowy scene, but something undesirable happened during the dream and the unit 10 is intended to store dreams with positive experiences, then it may be determined that the criteria for the dream are not met and that unit 10 should not collect the dream, or be considered as a collection point for the dream, in which case the card earlier placed in unit 10 can be removed from unit 10 .

Abstract

A method for playing a game includes a game unit used to collect dreams in the event certain criteria are met. During the game a dream is selected by a first player, and the first player, in response to a question from a second player provides background information. After the background information is provided, a determination is made whether the criteria are met to use the game unit as a collection point. The game players then sleep, after which additional background information is requested by the second player from the first player to determine if the criteria are met to use the game unit as a collection point for dreams.

Description

  • This application claims priority based on Provisional Patent Application Ser. No. 60/832,288 filed Jul. 20, 2006.
  • This invention pertains to games.
  • More particularly, the invention pertains to an interactive game for young children to select a dream and provide background information concerning the dream to determine whether to collect the dream in a game unit.
  • In another respect, the invention pertains to an interactive game which requires manual dexterity for a young child to deposit in the game unit a card describing a dream.
  • In a further respect, the invention pertains to a game in which a first player, on being asked by a second player, selects a dream.
  • In still another respect, the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player, provides background information on the dream selected by the first player.
  • In still a further respect, the invention pertains to an interactive game of the type described in which criteria are selected to determine whether the game unit is used to collect a dream selected by the first player.
  • In yet still another respect, the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player after the first player has slept, provides additional background information on the dream selected by the first player.
  • Games which utilize questions and answers are well known.
  • U.S. Pat. No. 6,648,331, issued Nov. 18, 2003, describes a game in which a game unit is utilized. The game unit includes a sleeve and a game card rotatably mounted in the sleeve. Subjects are identified on the game card, along with clues used to guess the identity of each subject. A first player holds the game unit and provides a clue to a second player. The second player can, after receiving the clue, ask a question of the first player in an attempt to gain enough information to identify the subject. If the second player, after asking the question, can not identify the subject, the first player provides the second player with a second clue from the game card, after which the second player can again ask a question in an attempt to identify the subject. And so on. One embodiment of the invention is described in Claim 1 of the patent:
      • 1. A method of playing a game, comprising the steps of:
        • (a) providing a game unit consisting of
          • (i) a sleeve,
          • (ii) at least one game card rotatably mounted in said sleeve,
          • (iii) at least first and second selected subjects identified on said card,
          • (iv) word clues on said card to the identification of each of said selected subjects, and
          • (v) words comprising background information concerning each of said selected subjects,
          • said first subject and said word clues and background information for said first subject being grouped on a first portion of said card, said second subject and said word clues and background information for said first subject being grouped on a second portion of said card different from said first portion, said sleeve being shaped and dimensioned such that only one of a pair comprising
          • (vi) said first subject and said word clues and background information for said first subject, and
          • (vii) said second subject and said word clues and background information for said second subject, can be viewed at a time and such that the one of said pair not being viewed is concealed by said sleeve, said word clues including words that symbolize and communicate a meaning without being divisible into smaller units capable of independent use;
        • (b) selecting at least one first and one second player;
        • (c) providing the game unit to the first player;
        • (d) selecting said first subject and manipulating said game unit such that said first subject, along with said word clues and background information for said first subject, are viewable;
        • (e) providing at least one of said clues on the game unit for said first subject to the second player by the first player;
        • (f) asking at least a first question of the first player by the second player to gain at least a portion of said background information about said first subject, said first player checking the correctness of the first question against said background information on the game unit for said first subject; and,
        • (g) asking, according to a correct response by the first player to the first question, a second question of the first player by the second player to identify said first subject, said first player checking the correctness of the second question against said first subject on the game unit.
  • U.S. Pat. No. 5,746,431, issued May 5, 1998, describes a question and answer football game. The game provides a complete game for individual institutions and/or teams. Players compete by answering questions which are inscribed on play cards. The play cards are divided into categories according to progressive levels of difficulty. The game can be played by one individual, two individuals, or two groups of individuals. The game may be played using data from one or two institutions. A score card is used by the offensive player to record the results of each play attempted, the outcome, points scored and total score. The defensive player reads questions from cards drawn from the four categories requested by the offensive player or team More difficult questions are worth more yards gained. Kick cards are used for punt, kickoff, field goal, and extra point attempts. A team marker is placed on a game board which resembles a football field and provides yard markers for visual reference of player process. As points are scored, they are tabulated on a score card. The game follows standard football rules and conventions. Kick cards and play cards are arranged in a game box. One embodiment of the invention is set forth in Claim 1:
      • 1. A method of playing an education, question and answer sports game based on a player's knowledge of factual sports information about a sport or an institution, comprising
        • providing at least one set of cards including a plurality of playing cards having indicia representing progressive numerical levels of advancement representing yards advanced in regard to reaching an objective of said game wherein each said playing card includes a written question corresponding to said indicia representing the progressive numerical levels of advancement representing yards advanced, and said written question being about factual information pertaining to a particular sports team and a written answer responsive to said written question wherein said written questions have degrees of difficulty corresponding to said progressive numerical levels of advancement,
        • selecting said playing cards by a respective player in accordance with a level of advancement desired to be achieve by the player's answering the question by the player;
        • monitoring an answer by the player and an advancement of the said player toward said game objective in response to whether said player's answer to said corresponding questions embodied on said playing cards is correct;
        • repeatedly selecting said playing cards and adding the numerical levels of advancement for correct answers until the player achieves a first down by advancing at least a total of ten yards in four or less selections of the playing cards or achieves a touchdown;
        • providing a set of kick cards which include kick instructions; and,
        • drawing one of said kick cards as an option after failing to achieve a total of at least ten yards in three or less selections of the playing cards.
  • Another embodiment of the invention is set forth in Claim 4:
      • 4. The method of Claim 1 including the step of turning over the selection of playing cards to a second player in accordance with the kick instructions on said kick card as drawn by a first player whereby said second player resumes play of the game in accordance with the selection of said playing card and the answering of said questions until said second player either fails to achieve a first down by advancing at least a total of ten yards in four or less selections or scores a touchdown.
  • A further embodiment of the invention is set forth in Claim 6:
      • 6. The method of Claim 1 wherein said game includes
        • recording a number of a down, a number of yards to go for a first down, and a present location of a football for a first player representing the advancement of the first player;
        • indicating the level of advancement yardage gain attempted by the first player on the present down;
        • selecting a playing card by said second player corresponding to the degree of difficulty selected by said first player, said second player asking the question written on said playing card to said first player;
        • said second player checking the answer of said first player against said answer written on said playing card; and,
        • recording any yardage gained by said first player in response to the correctness of his answer to said question.
  • U.S. Pat. No. 5,913,518, issued Jun. 22, 1999, describes a game for entertainment as well as learning. The game is provided on a case which also serves as a storage container. One side of the case has a field of play that simulates a real life game. Game pieces are provided on the other side and include questions on cards that must be answered correctly for a player to have a chance to advance a token on the field of play. The answer to the questions is revealed in an answer window. Spinners are provided with markings to indicate the movement of the token. The rules of the game are variable to be suited to the age group of the players. Claim 1 describes one embodiment of the invention:
      • 1. A method of playing a board game whereby players play a game and learn a sport represented by the game, which comprises:
        • (a) providing a game board with a playing surface having indicia consisting of only one field of play representing a sporting event played by opposing teams on the field of play, providing a plurality of tokens, assigning one or more tokens to each player, each player placing their one or more tokens on at least one starting position on said field of play, wherein each token represents an opposing team in a sporting event played on said field of play, said field of play having indicia representing spaces or positions of advancement dispersed about the field of play wherein different directions of movement are possible including a forward direction of movement, said field of play having two goal positions at opposite ends of the field of play or a common goal position for all players, assigning said goal position for each player or players to advance toward, providing playing cards having questions relating to the sport event and a chance selection device providing a random chance of advancement on the field of play;
        • (b) assigning one of the players an advancement opportunity, and selecting a playing card having questions that challenge the player's knowledge of the sport event, the correct answer allowing the player to make a chance selection on said chance selection device;
        • (c) said player making a chance selection on said chance selection device;
        • (d) advancing an advancement token which is moved on the field of play having varying consequences as determined by the chance selection device and the starting positions of the tokens;
        • (e) said player repeating the steps of (b), (c), and (d) until one or more questions are answered incorrectly or one or more chance selections or advancements of the advancement token dictates termination of the play of the player;
        • (f) shifting the advancement opportunity to the other player and the other player pursuing steps (b)-(e); and,
        • (g) continuing the alternation of players until the game is concluded.
  • U.S. Pat. No. 6,224,057, issued May 1, 2001, describes a game which merges two game formats into a unique and novel game comprising a game board and playing pieces. The playing pieces are used by the players to mark the movement of the players as the players advance around the game board. During each turn, the player must answer a question and construct a list of words based upon the letters in the correct answer. The player accumulating a predetermined number of points is declared the winner. Claim 1 describes one embodiment of the invention:
      • 1. A method of playing a game comprising the steps of:
        • providing a game board having a plurality of playing spaces defined thereon, said playing spaces defining a playing path; said playing spaces containing therein indicia of one of one or more subject categories, said game board further having a starting playing space located on said playing path;
        • providing one or more card spaces, wherein the number of said card spaces are at least equal to the number of said subject categories;
        • providing a plurality of question cards in stacks upon said card spaces so that all question cards pertaining to each of said plurality of subject categories are placed upon said corresponding card space, said stacks having a topmost card;
        • providing a plurality of playing pieces, each of said playing pieces being used to represent one of a plurality of players, said playing pieces being positioned on the starting playing space at the start of the game;
        • providing a means for randomly generating a number, wherein each player in turn generates a random number, advances his playing piece along the playing path the same number of playing spaces as the random number;
        • presenting to the player the question on the topmost card in said stack of question card which corresponds to the subject category on the playing space occupied by the player's piece;
        • the player answers the question, and if the answer is correct, constructs a word list based upon the letters in the correct answer;
        • evaluating said word list and awarding points to the player based upon the number and nature of the words constructed wherein the first player to receive a predetermined number of points is declared the winner of the game.
  • U.S. Pat. No. 6,120,032, issued Sep. 19, 2000, discloses a game having a display of alphanumeric combinations, and a device containing at least one category of subjects involving questions and correct answers to the questions in the form of clues provided by the numbers of the alphanumeric combination contained in the display. One embodiment of the invention is described in Claim 1 of the patent:
      • 1. A game comprising
        • a display of letter and number combinations wherein each number of the letter/number combinations represents a predetermined group of letters, and
        • means separate from the display of the letter/number combinations for presenting a subject to a player of the game involving a question and a correct answer to said question, and clues to the correct answer, said clues being provided by numbers of the letter/number combinations that represent the letters of the correct answer.
  • Another embodiment of the invention is described in Claim 18:
      • 18. A game apparatus comprising
        • a game board having a layout of a telephone keyboard wherein single numbers represent a group of letters, and
        • at least one category of subject involving questions and answers to said questions wherein the answers are provided in the form of representative numbers selected from the numbers found on the game board,
        • the correct answer to a given question being determined by a combination of said numbers that represent the letters that correctly spell the answer.
  • U.S. Pat. No. 4,124,214, issued Nov. 7, 1978, concerns a board game in which a player can select one of several hypothetical “interpretations” of a dream and then, based on the value awarded the selected interpretation, alter his position on the game board. Claim 5 describes one embodiment of the invention:
      • 5. A method for playing a game concerning the interpretation of dreams and played by a plurality of players, said game including a plurality of question cards forming question subsets each corresponding to the probability of a chance determination, comprising the steps of:
        • initiating a chance event by each of said players in order;
        • after each such initiation, selecting one of said subsets in accordance with the outcome of said chance determinations;
        • selecting one of a plurality of question cards from said selected question subset, each of said question cards presenting a question dealing with the interpretation of a dream and requiring one of a selected number of player responses, each of said responses having a relative answer value differing from the relative answer value of at least one other response to said question;
        • selecting one of said responses; and
        • varying said player's position of play in accordance with the relative answer value of the response to said question selected by said player.
  • One disadvantage of prior art games is that they typically require a playing board, which board can be impractical to use while traveling in an automobile, airplane, or other vehicle. Prior art games also normally are not utilized prior to and do not incorporate and facilitate sleep as part of the game.
  • Accordingly, it would be highly desirable to provide an improved game that would not require the use of a board and would be utilized prior to and incorporate sleep as part of the game.
  • Therefore, it is a principal object of the invention to provide an improved game method and apparatus.
  • These and other, further and more specific objects and advantages of the invention will be apparent from the following detailed description of the invention, taken in conjunction with the drawings, in which:
  • FIG. 1 is a perspective view illustrating a game unit utilized in the game of the invention;
  • FIG. 2 is a perspective view illustrating game cards that can be utilized in one embodiment of the game of the invention; and,
  • FIG. 3 is a perspective view illustrating an alternate game unit that can be utilized in the game of the invention.
  • Briefly, in accordance with the invention, I provide an improved method of playing a game concerning dreams. The method includes the step of providing a dream collection game unit. The game unit comprises a hollow housing; at least one opening formed in the housing; at least one transparent jewel member mounted in the housing; and, at least one light mounted in the housing to illuminate the jewel and produce light rays that exit said hollow housing through the opening. The method also include the steps of selecting criteria to meet to use the dream collection game unit to collect a dream; selecting at least one first and one second player; asking of the first player by the second player to select a dream; asking at least a first question of the first player by the second player to gain background information on the selected dream; evaluating, on the basis of a response to the first question by the first player, whether the criteria are met to utilize the dream collection game unit to collect the selected dream; and, first and second player retiring to bed and sleeping. The method can also include the step of, after the first and second player awaken from sleep in step (g), asking at least a first question of the first player by the second player to gain background information on the selected dream. The method can also include the further step of, on the basis of a response to the first question by the first player after the first and second layer awaken from sleep, determining whether the criteria are met to utilize the dream collection game unit to collect the selected dream.
  • Turning now to the drawings, which depict the presently preferred embodiments of the invention for the purpose of illustrating the practice thereof and not by way of limitation of the scope of the invention, and in which like reference characters refer to corresponding elements throughout the several views, FIG. 1 illustrates a game unit 10 utilized in the practice of the invention. Unit 10 includes a hollow housing 25. At least one slot 11, 12 is formed in the housing 25. At least one transparent or translucent jewel 15 is mounted on and is visible on the exterior of the housing 25. A light source mounted inside housing generates light that travels from the interior of housing 25 out through slot 11 in the manner indicated by arrows E and F, and that travels out through jewel 15 in the manner indicated by arrow D. Jewel 15 can be artificial or real, can be faceted in the manner of a diamond, or need not be faceted in the manner of an opal or translucent pearl.
  • One possible light arrangement inside housing 25 is illustrated in FIG. 1 and includes a spherically shaped reflector 14 that can, if desired, be mounted in housing 25 to rotate in the direction of arrow A. Light rays generated by fixed light source 13 mounted inside housing 25 reflect off reflector 14 and through and out slot 11 in the manner indicated by arrows C and E, and, reflect off reflector 14 and through transparent or translucent jewel 15 in the manner indicated by arrows B and D. The surface of reflector 14 can be smooth and continuous like the surface of a marble, or, can be comprised of a plurality of small, flat mirrors. When small, flat mirrors are utilized and reflector 14 rotates in the direction indicated by arrow A, the light E, F, D exiting slot 11 and jewel 15 can appear to “dance” and move about. Or, light source 13 can move and reflector 14 can be stationary (and, for example, comprise a flat mirror); or, both can move. Or, a light source can be utilized in housing 25 without one or more reflectors 14. One example of “dancing light” is seen when, on a sunny day, light passes through a transparent glass prism hanging on a lamp and the prism moves about due to a breeze in the room. As the prism moves, the light passing through the prism moves about on the walls and floor of the room. Any desired apparatus can be utilized in housing 25 to produce a dancing light effect that makes light “move” as it exits housing 25. Color filters can also be utilized inside housing 25 such that the color of light exiting the housing through slot 11 changes or varies. Jewel 15 can be one color or can be multi-colored. The location of jewel(s) 15 on housing 25 can vary as long as the jewel 15 can be seen from at least one side of housing 25 when the bottom 26 of housing 25 is setting on a table or other surface in the orientation illustrated in FIG. 1.
  • The use of jewel 15 and/or light in game unit 10 that emanates outwardly from game unit 10 is believed important in the practice of the invention because the intention is to make game unit 10 appear to a three to ten year old young child to be a safe, and possibly somewhat mystical and powerful, place to collect a dream.
  • In one embodiment of the game of the invention, game unit 10 is provided. Criteria are selected to determine whether to use game unit 10 to collect dreams.
  • One criteria could be that unit 10 is utilized only to collect dreams about animals. Another criteria could be that unit 10 is utilized only to collect dreams about family members. A further criteria could be that unit 10 is utilized only to collect dreams about Disneyland. A further criteria could be that unit 10 is utilized only to collect dreams about snowy landscapes. An alternate criteria could requires the dream to be about Disneyland during a certain trip to Disneyland. These foregoing criteria are ordinarily positive, enjoyable experiences, in which case the unit 10 is used to collect such dreams.
  • An alternate criteria could require that a dream collected by unit 10 be a dream about crocodiles or a monster sleeping under the bed of one of the game players; or, could require that a dream collected by unit 10 be about a time when one of the game players was injured while playing. Such criteria are ordinarily undesirable experiences, in which case the unit 10 is used to collect such kinds of dreams.
  • For sake of discussion and example, and not limitation, it is assumed that the criteria for using unit 10 to collect dreams is that the subject matter of the dream must concern a pine tree woodland during the winter, where the trees and ground are coated in a fresh layer of snow.
  • The next step in the game is to select first and second players. At least the first player is a young child aged three to ten. The second player can also be a young child, or can be older.
  • The next step in the game is for the second player to ask the first player to select a dream. One way that the first player selects a dream is to draw a card 17, 18 from a stack 16 of playing cards. Each card 17, 18 is imprinted 19 with a general dream topic and, if desired, additional background information about the dream. Another way for the first player to select a dream is to write down on a blank card 17, 18 a dream of choice. A further way for a first player to select a dream is to select a past experience or dream. Or to select an experience or dream that is desired.
  • The next step in the game is for the second player to ask the first player a question to gain background information about the selected dream. While the form of the question can vary as desired, the second player can, for example, ask “What is the dream about?” or request “Give me some background information on what the dream is about.” One way the first player provides such background information is to read the background information that is imprinted 19 on a card 17, 18 drawn by the first player, or, that was written on a card by the first player. Another way for the first player to provide such background information is for the first player to verbally describe the background information without reference to the card, as for examples in the case of a past experience or dream by the first player. Another way for the first player to provide such background information is to hand a card 17, 18 to the second player. For sake of example, it assumed that the second player drew a card 17, 18 and that the card describes background information comprising a dream topic concerning Disneyland, and the first player recites this background information to the second player.
  • The next step in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and since the current dream concerns Disneyland, the criteria are not met and unit 10 is not utilized to collect the dream. That can conclude the game, or, the game can continue. For sake of example, it is assumed that the game continues, and that the first players draws another card 17, 18 from the deck 16 of cards. This next card drawn by the first player describes a snowy scene in a forest with deer walking through the forest. When the second player asks a question to gain background information about the newly selected dream, the first player describes the snowy scene recited on the card (or simply hands the card to the second player).
  • The next step, again, in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and the card drawn by the first player recites a snowy winter scene, the criteria for utilizing unit 10 to collect the dream are determined to be met. Unit 10 collects the dream when the first player inserts the card 18, 19 in slot 12 such that the card 18, 19 falls into unit 10.
  • The next step in the game is for the first and second players to retire to bed and sleep.
  • The next step in the game is, after the players awaken from sleeping, for the second player to again ask the first player for background information about the dream. The background information can comprise a repeat of the information that the first player gave the second prior to their both sleeping, or, can comprise additional information such as, by way of example and not limitation, whether the first player while sleeping had a dream about a snowy woodland scene. The additional background obtained from the first player after the players have slept may be used to determine whether the criteria for unit 10 are still met, or are not met. If, for example, the first player had a dream while sleeping about a snowy scene, but something undesirable happened during the dream and the unit 10 is intended to store dreams with positive experiences, then it may be determined that the criteria for the dream are not met and that unit 10 should not collect the dream, or be considered as a collection point for the dream, in which case the card earlier placed in unit 10 can be removed from unit 10.
  • FIG. 3 illustrates an alternate embodiment of a game unit 20 including a hollow housing 21 and an action FIG. 30 shown in ghost outline. Housing 21 is mounted on action FIG. 30 and includes slot 22, translucent jewel 23, and a light source (not shown) mounted inside housing 21. The game unit 10, 20 can have any desired shape and dimension.

Claims (3)

1. A method of playing a game concerning dreams, comprising the steps of:
(a) providing a dream collection game unit comprising a
(i) a hollow housing,
(ii) at least one opening formed in said housing,
(iii) at least one transparent jewel member mounted in said housing,
(iv) at least one light mounted in said housing to illuminate said jewel and produce light rays that exit said hollow housing through said opening;
(b) selecting criteria to meet to use said dream collection game unit to collect a dream;
(c) selecting at least one first and one second player;
(d) asking of the first player by the second player to select a dream;
(e) asking at least a first question of the first player by the second player to gain background information on said selected dream;
(f) evaluating, on the basis of a response to said first question by the first player, whether said criteria are met to utilize said dream collection game unit to collect said selected dream; and,
(g) the first and second player retiring to bed and sleeping.
2. The method of claim 1 including the additional step of, after the first and second player awaken from sleep in step (g), asking at least a first question of the first player by the second player to gain background information on said selected dream.
3. The method of claim 2, including the additional step of, on the basis of a response to said first question by the first player after the first and second layer awaken from sleep, whether said criteria are met to utilize said dream collection game unit to collect said selected dream.
US11/827,527 2006-07-20 2007-07-12 Interactive question and answer dream game Abandoned US20080073851A1 (en)

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