US20120104695A1 - Word and money game - Google Patents

Word and money game Download PDF

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US20120104695A1
US20120104695A1 US12/913,734 US91373410A US2012104695A1 US 20120104695 A1 US20120104695 A1 US 20120104695A1 US 91373410 A US91373410 A US 91373410A US 2012104695 A1 US2012104695 A1 US 2012104695A1
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player
tiles
letter
word
game
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US12/913,734
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T. Ashok Shenoy
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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
    • 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
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • 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
    • A63F2003/00996Board games available as video 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
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • A63F2003/0428Crosswords

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

One example embodiment includes a method of playing a word and money game. The method includes determining an order in which players will play and distributing a pre-determined amount of money to each player. The method also includes distributing a pre-determined number of letter tiles to each player and allowing a first player to create a word using the provided letter tiles. The method further includes allowing each player in turn to build words, using the player's tiles, that connect to pre-existing words and providing replacement letter tiles to each player based on the number of letter tiles used. The method also includes paying each player for any words produced.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • Not applicable.
  • BACKGROUND OF THE INVENTION
  • Intellectual stimulation is important for human beings. It provides our brains with flexibility and keeps our minds healthy. It is especially important that our brains be given a chance to solve puzzles or other problems. This increases reaction time and helps our brains to problem solve more effectively.
  • In addition, social activities are an important part of most of our lives. Many people enjoy being with family and friends. Games especially provide us with an opportunity to be social while having fun. In particular games provide a good excuse to be with people whose company we enjoy and can provide the intellectual stimulation that we need.
  • Some games ask users to create words. That is, the games provide users with letters, which the user then uses to create words. The user can use some of the letters or all of the letters and create a single word or can create multiple words. Word games allow users to practice language skills and to interact with one another.
  • Other games allow users to use math or other skills. In particular, games that allow a user to manipulate currency can help users to practice math skills and financial skills as the user bargains, performs cost/benefit analyses, and adds or subtracts amounts owed or received.
  • Nevertheless, most games focus a user on one skill area rather than multiple skill areas. In particular, word games do not emphasize math skills and math games do not emphasize language skills. In contrast, in real life the skills needed to solve a particular problem are rarely so cut and dry. That is, problems may require us to solve problems in multiple areas simultaneously.
  • Accordingly, there is a need in the art for a game that allows users to exercise math and language skills. In addition, there is a need for a game that allows users to exercise multiple skill sets simultaneously. That is, a game that allows users to exercise skills from different areas on a single problem or task.
  • BRIEF SUMMARY OF SOME EXAMPLE EMBODIMENTS
  • This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential characteristics of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
  • One example embodiment includes a method of playing a word and money game. The method includes determining an order in which players will play and distributing a pre-determined amount of money to each player. The method also includes distributing a pre-determined number of letter tiles to each player and allowing a first player to create a word using the provided letter tiles. The method further includes allowing each player in turn to build words, using the player's tiles, that connect to pre-existing words and providing replacement letter tiles to each player based on the number of letter tiles used. The method also includes paying each player for any words produced.
  • Another example embodiment includes a word and money game. The word and money game includes a game board, where the game board includes one or more squares in a grid, and one or more letter tiles. The letter tiles each include on a first surface a letter a combination of letters or a wild card mark, where the wild card mark indicates that the tile can substitute for any letter. The letter tiles are configured to be placed in one of the one or more squares. The word and money game also includes game money and game cards, where the game cards can be drawn when a letter tile is placed on a marked square on the game board.
  • Another example embodiment includes a system embodied on a computer-readable storage medium bearing computer-executable instructions that, when executed by a processor operatively coupled to memory on a computer, carries out a method for providing a word and money game. The system comprises a processor and a monitor, where the monitor is configured to display graphics to a user. The system also includes one or more computer readable media, where the one or more computer readable media contain a set of computer-executable instructions. The set of computer-executable instructions is configured to determine an order in which players will play and distribute a pre-determined amount of money to each player. The set of computer-executable instructions is also configured to distribute a pre-determined number of letter tiles to each player and allow a first player to create a word using the provided letter tiles. The set of computer-executable instructions is further configured to allow each player in turn to build words, using the player's tiles, that connect to pre-existing words and provide replacement letter tiles to each player based on the number of letter tiles used. The set of computer-executable instructions is also configured to pay each player for any words produced.
  • These and other objects and features of the present invention will become more fully apparent from the following description and appended claims, or may be learned by the practice of the invention as set forth hereinafter.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • To further clarify various aspects of some example embodiments of the present invention, a more particular description of the invention will be rendered by reference to specific embodiments thereof which are illustrated in the appended drawings. It is appreciated that these drawings depict only illustrated embodiments of the invention and are therefore not to be considered limiting of its scope. The invention will be described and explained with additional specificity and detail through the use of the accompanying drawings in which:
  • FIG. 1 is a flow chart illustrating a method of starting a game;
  • FIG. 2 is a flow chart illustrating a method of playing a game;
  • FIG. 3A illustrates an example of a first board configuration;
  • FIG. 3B illustrates an example of a second board configuration;
  • FIG. 3C illustrates an example of a third board configuration;
  • FIG. 4A illustrates a top perspective view of a letter tile;
  • FIG. 4B illustrates a bottom perspective view of the letter tile;
  • FIG. 5A illustrates a top perspective view of a game card;
  • FIG. 5B illustrates a bottom perspective view of the game card; and
  • FIG. 6 illustrates an example of a suitable computing environment in which the invention may be implemented.
  • DETAILED DESCRIPTION OF SOME EXAMPLE EMBODIMENTS
  • Reference will now be made to the figures wherein like structures will be provided with like reference designations. It is understood that the figures are diagrammatic and schematic representations of some embodiments of the invention, and are not limiting of the present invention, nor are they necessarily drawn to scale.
  • FIG. 1 is a flow chart illustrating a method 100 of starting a game. In at least one implementation, the method 100 can be used to prepare the game to be played. In particular, the method 100 can allow the game materials and game board to be prepared in order for the game to begin. The method can be instituted using physical game pieces or virtual game pieces on an electronic system.
  • In at least one implementation, the game can include a game board, as described below. Additionally or alternatively, the game can include letter tiles (also called “letters” or “tiles”). The letter tiles can include an alphabet letter, or combination of letters, and the cost of the tile. For example, the letter tiles can include a letter on the face and a monetary cost on the back.
  • Table 1 includes a list of letter tiles that could be included with the game:
  • TABLE 1
    Letter Cost Quantity
    A $15 10
    B $3 3
    C $5 5
    D $5 5
    E $15 12
    F $5 5
    G $3 3
    H $10 7
    I $15 10
    J $1 2
    K $3 3
    L $5 5
    M $5 5
    N $10 7
    O $15 10
    P $3 3
    Q $1 2
    R $10 7
    S $30 7
    T $15 10
    U $5 7
    V $3 3
    W $5 5
    X $1 2
    Y $3 3
    Z $1 2
  • Additionally or alternatively, the game can include game cards, as described below, and wildcard tiles. The wildcard tiles can include a word, such as Lucky7, or a symbol, such as L7. For example, the game can include 10 Lucky7 tiles which can include the word Lucky7 on the face and $50 on the back. The wildcard tiles can be used in the place of any letter. The game can also include physical objects to help to organize the game. For example, the game can include a bank or box to hold the tiles, a card caddy to hold the game cards and tile racks for the players to hold their tiles. Additionally or alternatively, the game can include game money to be used in the game play. For example, the game can include 20 $1000 bills, 50 $500 bills, 50 $100 bills, 50 $50 bills, 50 $20 bills, 50 $10 bills, 50 S5 bills and 100 $1 bills. Additionally or alternatively, the game can include other types of currency, such as Yen, Euros, Yuan or any other currency.
  • Additionally or alternatively, the game can be played electronically. For example, players can play over a network against other human players or against computer players. One of skill in the art will appreciate that electronic versions of the game may include the same elements as a physical game shown graphically. For example, although an electronic version may not include actual letter tiles, letters can be shown to players as letter tiles or in some other manner. Additionally or alternatively, an electronic version of the game can include points or some other scoring method rather than currency.
  • As used in the specification and in the claims, a network exemplarily includes the Internet, including a global internetwork formed by logical and physical connections between multiple wide area networks and/or local area networks and can optionally include the World Wide Web (“Web”), including a system of interlinked hypertext documents accessed via the Internet. Alternately or additionally, the network includes one or more cellular RF networks and/or one or more wired and/or wireless networks such as, but not limited to, 802.xx networks, Bluetooth access points, wireless access points, IP-based networks, or the like. The network can also include servers that enable one type of network to interface with another type of network.
  • FIG. 1 shows that the method 100 can include determining the order of play 105. In at least one implementation, the players can choose a letter tile to see who draws letters first and plays first. For example, the player that chooses the tile closest to A can go first. Play can then continue according to player seating in either a clockwise or counter-clockwise direction. Additionally or alternatively, play can continue based on the order of tiles drawn. I.e., the player that chooses the tile closes to A goes first, with the next closest going second, etc.
  • FIG. 1 also shows that the method 100 can include distributing a pre-determined amount of game money to each player 110. In at least one implementation, the players can each receive an amount of game money from a “bank” or the game money that does not belong to any single player. For example, the players can each receive $1500 in game money. The players can receive any combination of bills to achieve the amount desired. For example, if players are to receive $1500, the combination can include one $500 bill, five $100 bills, six $50 bills, five $20 bills, five $10 bills, eight $5 bills and ten $1 bills. Additionally or alternatively, the players can receive any other combination or choose their own bills to achieve the correct amount. Additionally or alternatively, the money can be distributed to the players as a total amount without regard to bills or denominations in bills, such as in an electronic version.
  • FIG. 1 further shows that the method 100 can include distributing a pre-determined number of letter tiles to each player 115. For, example, the pre-determined number of letter tiles can be seven tiles or eight tiles. In at least one implementation, players can select letter tiles from a bag containing all the letter tiles to be used in the game in order to receive the pre-determined number of letter tiles. Additionally or alternatively, the tiles can be distributed from a bank to the players, such as in an electronic version. The selected letters can be hidden from other players. I.e., the selected tiles need not be disclosed to other players or the bank. After distribution, the players can pay the bank the cost of their tiles, as discussed below.
  • FIG. 1 also shows that the method 100 can include allowing the first player to build a word at a starting square 120. In at least one implementation, the starting square can be a center square. Additionally or alternatively, the starting square can be marked with a symbol, such as a “$” or with some other symbol. For example, the first word can be built vertically with the first letter at the top of the word, with at least one tile covering the starting square. Additionally or alternatively, the first word can be built horizontally with the first letter at the left of the word with at least one tile covering the starting square.
  • FIG. 1 further shows that the method 100 can include paying the first player for the built word 125. In at least one implementation, the starting word can receive $500 or some other amount plus the inherent monetary value of the word, as described below, from the bank. Additionally or alternatively, the first player can receive the inherent monetary value of the word from other players, as discussed below.
  • One skilled in the art will appreciate that, for this and other processes and methods disclosed herein, the functions performed in the processes and methods may be implemented in differing order. Furthermore, the outlined steps and operations are only provided as examples, and some of the steps and operations may be optional, combined into fewer steps and operations, or expanded into additional steps and operations without detracting from the essence of the disclosed embodiments.
  • FIG. 2 is a flow chart illustrating a method 200 of playing a game. In at least one implementation, the game can be started using the method 100 of FIG. 1. One of skill in the art will appreciate, however, that the game can be started using a method other than the method 100 of FIG. 1.
  • FIG. 2 shows that the method 200 can include building a new word 205. In at least one implementation, words can be built horizontally or vertically and connected to at least one existing word on the board in a crossword or parallel word manner. If the word is constructed vertically, the starting letter can be at the top. Additionally or alternatively, if the word is constructed horizontally, the starting letter can be at the left.
  • In at least one implementation, words can be formed by adding a single letter to an existing word to form a new permitted word. Additionally or alternatively, a single letter can be used as a connector to an existing word to form a new permitted word that includes the single letter. Additionally or alternatively, multiple letters can also be connected (but not added) to an existing word to form a primary new word and secondary new word(s), provided that all the new words formed are permitted words. For example, the primary new word OFF can be connected to existing word TOOL to form secondary new words TO, OF and OF, all of which are permitted words. Permitted words are those words found in a reference dictionary used in the game. All words built by the players can include be permitted words.
  • In at least one implementation, the word can be challenged after it is constructed and during the turn of the challenged player. For example, in at least one implementation, the other players can discuss the correctness of the word but only one player can issue the challenge. If the word is found in a reference dictionary, the challenging player can be required to pay the challenged player $250 or some other amount. If the word is not found, the challenged player can be required to pay the challenging player $500 or some other amount, the letters are removed from the board and the challenged player can make another word.
  • In at least one implementation, players can be given the option, prior to any player beginning their turn, to return all their letters to the bank and pay the bank a fixed amount of money without a loss of turn. For example, the player can be required to pay a $1200 fee for exchanging letters. After the return of letters, the player can then choose new letters to replace the returned letters or be given new letters.
  • FIG. 2 also shows that the method 200 can include purchasing letter tiles to replace played tiles 210. In at least one implementation, after forming a word or words, a player must buy a number of tiles equal to that just played from the bank at their cost from any available letters in the bank, except if the player already has equal to or more than the first distributed pre-determined number of tiles, as described above. If the player has equal to or more than the first distributed pre-determined number of tiles the player cannot purchase more tiles. If the purchase takes the tiles in hand above the first distributed pre-determined number of tiles, the player can purchase only that number of tiles that results in the first distributed pre-determined number of tiles in hand. For example, if a player had eleven tiles in hand before play and played five tiles (leaving six tiles in hand) then the player can purchase only two tiles from the bank if the first distributed pre-determined number of tiles is eight or only a single tile if the first distributed pre-determined number of tiles is seven. Additionally, if the available letters from the bank exceeds the number of letters just played then the player must buy the number of letters as given above. If the available letters from the bank is less than the number of letters to be purchased as given above, then the player must buy all of the available letters.
  • In at least one implementation, the player can have a choice in letter purchase. I.e., the letters the player receives can be determined partly by chance and partly by choice. For example, the player can receive tiles from the bank equal to the number of tiles needed, as described above, plus two additional tiles. From the total number of tiles received, the player can select the tiles to keep then discard, from the tiles received, two tiles which will be given back to the bank and pay the bank the cost of the selected letters. For example, if the player needs three tiles, then the player can receive five tiles (three plus two). The player can select three of the tiles out of the five tiles received to keep and then discard the other two tiles back to the bank and pay the bank the total cost of the three selected letters. The player can keep the tiles received separate from the player's other tiles on the rack until the player has selected the tiles to keep and discarded the two extra tiles.
  • FIG. 2 further shows that the method 200 can include receiving a total monetary value for the built word 215. In at least one implementation, the total monetary value can at least partially include the inherent monetary value of the word. The inherent monetary value of the word can be based on the size of the word; i.e., the number of letters in the word played or the number of tiles used. Table 2 includes a list of inherent monetary values based on word length that could be included with the game:
  • TABLE 2
    Word Length Inherent monetary value
    one letter $20
    two letter $40
    three letter $60
    four letter $100
    five letter $200
    six letter $400
    seven letter $700
    eight letter $1,200
    nine or more letters $1200 + $500 for every
    letter over eight
  • In at least one implementation, the letter tiles can include tiles that are colored differently than the other tiles. For example, hard to use tiles, such as J, Q, X and Z can be red tiles rather than the standard tile color. These tiles can add monetary value to the word in which they are used. For example, these tiles could add $100 to the inherent monetary value of the word. The entire tile can be colored differently or the tiles can be colored different on some portion of the tile, e.g., on their face only.
  • In at least one implementation, the total monetary value of the word and whether the bank or other players, or both, must pay the total monetary value of the word can depend on the squares on which the tiles are placed. For example, words covering only blank squares can receive the inherent monetary value of the word based on the length of the word. In particular, this can always be paid by the bank each time a word is formed.
  • In at least one implementation, the game can contain yellow squares or other squares marked in a first manner. Words covering a yellow square can receive $300 from the bank plus the inherent monetary value of the word. A word covering two yellow squares can receive $700 from the bank plus the inherent monetary value.
  • In at least one implementation, the game can also contain green squares or other squares marked in a second manner. Words covering a green square can receive 1× the inherent monetary value from all other players plus the inherent monetary value from the bank. A word covering two green squares can receive 2× the inherent monetary value from all other players plus the inherent monetary value from the bank. The green squares can be cumulative to the yellow squares. For example, words covering a green and a yellow square can receive 1× the inherent monetary value from all players (for the green square) and $300 from the bank (for the yellow square) plus the inherent monetary value from the bank.
  • In at least one implementation the game can also include Lucky7 squares or other squares marked in a third manner. Words covering a Lucky7 square can receive a game card. Words covering two Lucky7 squares can receive two game cards and these cards can be played in any order. The game cards can be marked with Lucky7, L7 or in some other manner to match the marked square on the game board. The game cards can include: receive $250 from the bank; receive $500 from the bank; receive $1000 from the bank; receive $250 from each player; receive $500 from each player; receive one extra letter from the bank; receive two extra letters from the bank; receive letters from other players as follows (other players choose letters to give): if two players—receive two letters from the other player, if three or more players—receive one letter from each; form a word (freestanding or connected) at any yellow square at your next turn if desired; stop payment card, i.e., avoid paying another player and the bank will pay what you owe to other player; form a word (freestanding or connected) at any green square at your next turn if desired; form a word (freestanding or connected) at any blank square at your next turn if desired; double your money card; receive twice the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive three times the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive two extra letters (in addition to the two extra you would normally receive for a total of four extra letters); receive letters from other players tile rack(s) (without seeing what the letter(s) is (i.e., seeing only the backs of the tiles) as follows: if two players—receive two letters from the other player, if three or more players—receive one letter from each player; receive a Lucky7 tile from the bank if available (pay $50 (the cost of tile) to the bank); exchange three tiles (receive three tiles from the bank and add to your hand then select three tiles from your hand and return back to the bank to complete the exchange); or any other game play option. One of skill in the art will appreciate that different numbers of various game cards can be present, without restriction, unless otherwise specified.
  • In at least one implementation, green, yellow and Lucky7 squares, including the starting square if so marked, are always “active” including previously used green, yellow and Lucky7 squares except in the instance of a one letter addition to an existing word (i.e., when there is no connected perpendicular crossword built in the same play) which deactivates the previously used green, yellow and Lucky7 square(s) of the existing word. For example if there is an existing word “BOARD” that covers a green square, then the addition of one letter, such as an ‘S’, to make “BOARDS” deactivates the green square and the word's total monetary value can be only its inherent monetary value, which is paid by the bank. However, if a connected perpendicular word using the ‘S’, such as “NEST”, is also built in the same play, then the green square covered by the existing word “BOARDS” can remain active and the player, in addition to getting paid by the bank, can also receive the inherent monetary value of both words from the other players.
  • In at least one implementation, for connected words the inherent monetary value for each word can be calculated separately. I.e., any covered green, yellow and Lucky7 square(s) can apply only to the word covering it (them) even if multiple words are constructed in a single turn. For example, if “BOARDS” and “NEST” are connected words and “BOARDS” covers a green square while “NEST” covers a yellow square, then the player can be paid as follows: for “BOARDS”—the inherent monetary value from all players plus the inherent monetary value from the bank; and b) for “NEST”—the inherent monetary value plus $300 from the bank.
  • In at least one implementation, if any player cannot make payment when due, the player owed the money can have two choices: 1) take all the letters (and no money) from the owing player. In at least one implementation, the owed player can inspect the owing player's letters prior to deciding. The owed player (who receives the letters) cannot buy tiles from bank in subsequent rounds until tiles in hand drops to below the first distributed pre-determined number of tiles, as described above. The owing player can continue playing by buying up to the first distributed pre-determined number of tiles with his/her money in hand before the next player plays; or 2) take all of the owing player's money (and no letters) and collect any balance owed from the bank. The owing player can continue playing with available letters in hand.
  • FIG. 2 also shows that the method 200 can include determining whether game play has ended 220. In at least one implementation, the end of the game can occur when all tiles in the bag or bank are exhausted and when any player finishes playing all tiles in hand. Additionally or alternatively, the game can end when all players mutually agree to end the game because board space has been exhausted.
  • Additionally or alternatively, the game can end when a time limit which has been set by agreement of all players expires.
  • In at least one implementation, when the game has ended, a final accounting can occur. For example, all other players can be required to pay the finishing player the inherent monetary value (not cost) of their remaining tiles per the value table. Additionally or alternatively, all players can pay the bank the inherent monetary value of their remaining tiles. For example, the inherent monetary value of 5 tiles can be $200, as described above and red tiles in any players hand can increase the inherent monetary value paid to the finishing player or to the bank by $100 per red tile.
  • In at least one implementation, if the game play has not ended, the method 200 can continue with the next player taking a turn and building a new word 205. If the game has ended then a winner can be determined. For example, the player with the most money at the end of the game can win the game.
  • FIGS. 3A, 3B and 3C illustrate examples of a game board 300. FIG. 3A illustrates an example of a first board configuration; FIG. 3B illustrates an example of a second board configuration; and FIG. 3C illustrates an example of a third board configuration. In at least one implementation, the game board 300 can be used to play a word and money game.
  • FIGS. 3A, 3B and 3C show that the game board 300 can include one or more squares 305 arranged in a grid. For example, the game board 300 can include a grid of 17 squares by 17 squares. In at least one implementation, the squares 305 can be configured to hold a letter tile. I.e., the squares 305 can be configured to prevent movement of a letter tile placed thereon relative to the game board 300.
  • FIGS. 3A, 3B and 3C also show that the game board 300 can include a marked start square 310. In at least one implementation, the first word constructed in the word and money game can be required to be played on the start square 310. I.e., the first word constructed can include a letter tile that is placed on the start square 310. In at least one implementation, the starting square can be a center square. Additionally or alternatively, the starting square can be marked with a symbol, such as a “$” or with some other symbol. For example, the first word can be built vertically with the first letter at the top of the word, with at least one tile covering the starting square. Additionally or alternatively, the first word can be built horizontally with the first letter at the left of the word with at least one tile covering the starting square.
  • FIGS. 3A, 3B and 3C further show that the game board 300 can include a first marked square 315. In at least one implementation, words covering a first marked square 315 can receive $300 from the bank plus the inherent monetary value of the word. A word covering two first marked squares 315 can receive $700 from bank plus the inherent monetary value.
  • FIGS. 3A, 3B and 3C also show that the game board 300 can include a second marked square 320. Words covering a second marked square 320 can be paid 1× the inherent monetary value from all other players plus the inherent monetary value from the bank. A word covering two second marked squares 320 can be paid 2× the inherent monetary value from all other players plus the inherent monetary value from the bank. The second marked squares 320 can be cumulative to the first marked squares 315. For example, words covering a second marked square 320 and a first marked square 315 can receive 1× the inherent monetary value from all players (for the second marked square 320) and $300 from the bank (for the first marked square 315) plus the inherent monetary value from the bank.
  • FIGS. 3A, 3B and 3C further show that the game board 300 can include a third marked square 325. Words covering a third marked square 325 can receive a game card. Words covering two third marked squares 325 receive two game cards and these cards can be played in any order. The game cards can be marked with Lucky7, L7 or in some other manner to match the marked square on the game board. The game cards can include: receive $250 from the bank; receive $500 from the bank; receive $1000 from the bank; receive $250 from each player; receive $500 from each player; receive one extra letter from the bank; receive two extra letters from the bank; receive letters from other players as follows (other players choose letters to give): if two players—receive two letters from the other player, if three or more players—receive one letter from each; form a word (freestanding or connected) at any first marked square 315 at your next turn if desired; stop payment card, i.e., avoid paying another player and the bank will pay what you owe to other player; form a word (freestanding or connected) at any second marked square 320 at your next turn if desired; form a word (freestanding or connected) at any blank square at your next turn if desired; double your money card; receive twice the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive three times the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive two extra letters (in addition to the two extra you would normally receive for a total of four extra letters); receive letters from other players tile rack(s) (without seeing what the letter(s) is (i.e., seeing only the backs of the tiles) as follows: if two players—receive two letters from the other player, if three or more players—receive one letter from each player; receive a Lucky7 tile from the bank if available (pay $50 (the cost of tile) to the bank); exchange three tiles (receive three tiles from the bank and add to your hand then select three tiles from your hand and return back into the bank to complete the exchange); or any other game play option. One of skill in the art will appreciate that different numbers of various game cards can be present, without restriction, unless otherwise specified.
  • FIGS. 4A and 4B illustrate an example of a letter tile 400. FIG. 4A illustrates a top perspective view of the letter tile 400; and FIG. 4B illustrates a bottom perspective view of the letter tile 400. In at least one implementation, the letter tile 400 can be used as a part of a word and money game. In particular, the letter tile 400 can be used by a player to create a word using additional letter tiles 400, as described above.
  • FIGS. 4A and 4B show that the letter tile 400 can include a first surface 405. In at least one implementation, the first surface 405 includes a letter. The letter can be printed on the first surface 405, carved into the first surface 405, stamped on the first surface 405, or produced in any other manner. The letter can be colored a different color than the letter tile 400. For example, some letters can be a first color while other letters are a different color
  • FIGS. 4A and 4B also show that the letter tile 400 can include a second surface 410. In at least one implementation, the second surface 410 is opposite the first surface 405. The second surface 410 can include a monetary cost of the letter tile. I.e., the second surface can include an indication of the cost of purchasing the letter tile.
  • FIGS. 5A and 5B illustrate an example of a game card 500. FIG. 5A illustrates a top perspective view of the game card 500; and FIG. 5B illustrates a bottom perspective view of the game card 500. In at least one implementation, the game card 500 can be used as part of a word and money game. In particular, the game card 500 can include actions to be taken by a player or the bank.
  • FIGS. 5A and 5B show that the game card 500 can include a first surface 505. In at least on implementation, the first surface 505 can include a marking. In particular, the first surface 505 can include a marking that includes a marking on a game board.
  • FIGS. 5A and 5B also show that the game card 500 can include a second surface 510. In at least one implementation, the second surface 510 is opposite the first surface 505. The game cards can include an action to be taken by a player or the bank on the second surface. For example, the actions can include: receive $250 from the bank; receive $500 from the bank; receive $1000 from the bank; receive $250 from each player; receive $500 from each player; receive one extra letter from the bank; receive two extra letters from the bank; receive letters from other players as follows (other players choose letters to give): if two players—receive two letters from the other player, if three or more players—receive one letter from each; form a word (freestanding or connected) at any yellow square at your next turn if desired; stop payment card, i.e., avoid paying another player and the bank will pay what you owe to other player; form a word (freestanding or connected) at any green square at your next turn if desired; form a word (freestanding or connected) at any blank square at your next turn if desired; double your money card; receive twice the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive three times the inherent monetary value from the bank (in addition to all other amounts) for a played word; receive two extra letters (in addition to the two extra you would normally receive for a total of four extra letters); receive letters from other players tile rack(s) (without seeing what the letter(s) is (i.e., seeing only the backs of the tiles) as follows: if two players—receive two letters from the other player, if three or more players—receive one letter from each player; receive a Lucky7 tile from the bank if available (pay $50 (the cost of tile) to the bank); exchange three tiles (receive three tiles from the bank and add to your hand then select three tiles from your hand and return to the bank to complete the exchange); or any other game play option. One of skill in the art will appreciate that different numbers of various game cards can be present, without restriction, unless otherwise specified.
  • FIG. 6, and the following discussion, is intended to provide a brief, general description of a suitable computing environment in which the invention may be implemented. Although not required, the invention will be described in the general context of computer-executable instructions, such as program modules, being executed by computers in network environments. Generally, program modules include routines, programs, objects, components, data structures, etc. that performs particular tasks or implement particular abstract data types. Computer-executable instructions, associated data structures, and program modules represent examples of the program code means for executing steps of the methods disclosed herein. The particular sequence of such executable instructions or associated data structures represents examples of corresponding acts for implementing the functions described in such steps.
  • One skilled in the art will appreciate that the invention may be practiced in network computing environments with many types of computer system configurations, including personal computers, hand-held devices, mobile phones, multi-processor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like. The invention may also be practiced in distributed computing environments where tasks are performed by local and remote processing devices that are linked (either by hardwired links, wireless links, or by a combination of hardwired or wireless links) through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.
  • With reference to FIG. 6, an example system for implementing the invention includes a general purpose computing device in the form of a conventional computer 620, including a processing unit 621, a system memory 622, and a system bus 623 that couples various system components including the system memory 622 to the processing unit 621. It should be noted however, that as mobile phones become more sophisticated, mobile phones are beginning to incorporate many of the components illustrated for conventional computer 620. Accordingly, with relatively minor adjustments, mostly with respect to input/output devices, the description of conventional computer 620 applies equally to mobile phones. The system bus 623 may be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. The system memory includes read only memory (ROM) 624 and random access memory (RAM) 625. A basic input/output system (BIOS) 626, containing the basic routines that help transfer information between elements within the computer 620, such as during start-up, may be stored in ROM 624.
  • The computer 620 may also include a magnetic hard disk drive 627 for reading from and writing to a magnetic hard disk 639, a magnetic disk drive 628 for reading from or writing to a removable magnetic disk 629, and an optical disc drive 630 for reading from or writing to removable optical disc 631 such as a CD-ROM or other optical media. The magnetic hard disk drive 627, magnetic disk drive 628, and optical disc drive 630 are connected to the system bus 623 by a hard disk drive interface 632, a magnetic disk drive-interface 633, and an optical drive interface 634, respectively. The drives and their associated computer-readable media provide nonvolatile storage of computer-executable instructions, data structures, program modules and other data for the computer 620. Although the exemplary environment described herein employs a magnetic hard disk 639, a removable magnetic disk 629 and a removable optical disc 631, other types of computer readable media for storing data can be used, including magnetic cassettes, flash memory cards, digital versatile discs, Bernoulli cartridges, RAMs, ROMs, and the like.
  • Program code means comprising one or more program modules may be stored on the hard disk 639, magnetic disk 629, optical disc 631, ROM 624 or RAM 625, including an operating system 635, one or more application programs 636, other program modules 637, and program data 638. A user may enter commands and information into the computer 620 through keyboard 640, pointing device 642, or other input devices (not shown), such as a microphone, joy stick, game pad, satellite dish, scanner, or the like. These and other input devices are often connected to the processing unit 621 through a serial port interface 646 coupled to system bus 623.
  • Alternatively, the input devices may be connected by other interfaces, such as a parallel port, a game port or a universal serial bus (USB). A monitor 647 or another display device is also connected to system bus 623 via an interface, such as video adapter 648. In addition to the monitor, personal computers typically include other peripheral output devices (not shown), such as speakers and printers.
  • The computer 620 may operate in a networked environment using logical connections to one or more remote computers, such as remote computers 649 a and 649 b. Remote computers 649 a and 649 b may each be another personal computer, a server, a router, a network PC, a peer device or other common network node, and typically include many or all of the elements described above relative to the computer 620, although only memory storage devices 650 a and 650 b and their associated application programs 636 a and 636 b have been illustrated in FIG. 6. The logical connections depicted in FIG. 6 include a local area network (LAN) 651 and a wide area network (WAN) 652 that are presented here by way of example and not limitation. Such networking environments are commonplace in office-wide or enterprise-wide computer networks, intranets and the Internet.
  • When used in a LAN networking environment, the computer 620 can be connected to the local network 651 through a network interface or adapter 653. When used in a WAN networking environment, the computer 620 may include a modem 654, a wireless link, or other means for establishing communications over the wide area network 652, such as the Internet. The modem 654, which may be internal or external, is connected to the system bus 623 via the serial port interface 646. In a networked environment, program modules depicted relative to the computer 620, or portions thereof, may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing communications over wide area network 652 may be used.
  • The present invention may be embodied in other specific forms without departing from its spirit or essential characteristics. The described embodiments are to be considered in all respects only as illustrative and not restrictive. The scope of the invention is, therefore, indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope.

Claims (20)

1. A method of playing a word and money game, the method comprising:
determining an order in which players will play;
distributing a pre-determined amount of money to each player;
distributing a pre-determined number of letter tiles to each player;
allowing a first player to create a word using the provided letter tiles;
allowing each player in turn to build words, using the player's tiles, that connect to pre-existing words;
providing replacement letter tiles to each player based on the number of letter tiles used; and
paying each player for any words produced.
2. The method of claim 1, wherein determining the order in which players will play includes:
having each player pick a random tile; or
having a random tile distributed to each player.
3. The method of claim 2, wherein the player with the lowest letter in the alphabet is the first player.
4. The method of claim 1, wherein distributing a pre-determined number of letter tiles to each player and providing replacement letter tiles to each player includes each player paying a monetary cost of the letter tile.
5. The method of claim 4, wherein the cost of the letter tile includes the cost values of table 1.
6. The method of claim 1, wherein players are paid for the words produced according the values of table 2.
7. The method of claim 6, wherein the players are paid an additional amount when the word is played on at least one square with a first marking.
8. The method of claim 7, wherein the additional amount includes $300.
9. The method of claim 6, wherein the players are paid the amount by each player in addition to the bank when the word is played on at least one square with a second marking.
10. The method of claim 6, wherein the players are allowed to draw a game card when the word is played on at least one square with a third marking.
11. The method of claim 10, wherein the game card includes:
a first surface, wherein the first surface includes the third marking; and
a second surface, wherein the second surface includes an action to be taken by the player or the bank.
12. A word and money game, the word and money game comprising:
a game board, wherein the game board includes one or more squares in a grid;
one or more letter tiles, wherein the letter tiles each include on a first surface:
a letter;
a combination of letters; or
a wild card mark, wherein the wild card mark indicates that the tile can substitute for any letter;
wherein the letter tiles are configured to be placed in one of the one or more squares
game money; and
game cards, wherein the game cards can be drawn when a letter tile is placed on a marked square on the game board.
13. The word and money game of claim 12, wherein the letter tiles each include a monetary cost on a second surface.
14. The word and money game of claim 12 further comprising;
a bag, wherein the bag is configured to hold the letter tiles;
a card caddy, wherein the card caddy is configured to hold the game cards; and
a plurality of tile racks, wherein the plurality of tile racks are configured to display the first surface of the letter tiles.
15. The word and money game of claim 12, wherein the game board includes a grid of 17 squares by 17 squares.
16. The word and money game of claim 12, wherein the letter tiles include a red first surface on the tiles containing the letters:
J;
Q;
X; and
Z.
17. A system embodied on a computer-readable storage medium bearing computer-executable instructions that, when executed by a processor operatively coupled to memory on a computer, carries out a method for providing a word and money game, the system comprising:
a processor;
a monitor, wherein the monitor is configured to display graphics to a user; and
one or more computer readable media, wherein the one or more computer readable media contain a set of computer-executable instructions, the set of computer-executable instructions configured to:
determining an order in which players will play;
distributing a pre-determined amount of money to each player;
distributing a pre-determined number of letter tiles to each player,
wherein each player pays a monetary cost of the letter tiles;
allowing a first player to create a word using the provided letter tiles;
allowing each player in turn to build words, using the player's tiles, that connect to pre-existing words;
providing replacement letter tiles to each player based on the number of letter tiles used, wherein each player pays a monetary cost of the replacement letter tiles; and
paying each player for any words produced.
18. The method of claim 17, wherein providing replacement letter tiles to each player based on the number of letter tiles used includes:
providing the number of letter tiles used;
providing two additional tiles; and
allowing the player to discard two of the provided tiles, wherein the discarded tiles are returned to the bank.
19. The method of claim 17, wherein the pre-determined number of letter tiles is:
seven; or
eight.
20. The method of claim 17, wherein the players are paid by a bank which keeps the money and letter tiles for the game.
US12/913,734 2010-10-27 2010-10-27 Word and money game Abandoned US20120104695A1 (en)

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