US20140217673A1 - Communication game kit and method - Google Patents

Communication game kit and method Download PDF

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US20140217673A1
US20140217673A1 US14/125,580 US201314125580A US2014217673A1 US 20140217673 A1 US20140217673 A1 US 20140217673A1 US 201314125580 A US201314125580 A US 201314125580A US 2014217673 A1 US2014217673 A1 US 2014217673A1
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player
game
bonus
pieces
symbols
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US14/125,580
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Joan Severance
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Individual
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Individual
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Priority claimed from US13/858,037 external-priority patent/US20130292904A1/en
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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
    • A63F9/0098Word or number games

Definitions

  • the present invention relates generally to board, table and computer games. More particularly, the present invention relates to games involving arrangements of marked game pieces to form perceptible communications without relying exclusively on alphanumeric symbols.
  • Games involving creative communication are well known to stimulate learning, promote teamwork, help and break the ice in social situations, and serve as a therapeutic component in the treatment of communication disorders.
  • Typical conventional communication-based board games involve the formation of words or phrases using games pieces having markings limited to letters or numbers. Such conventional games may limit the player to the creation of a single word or phrase.
  • televised game shows have existed in which predetermined rebuses, or pictograms representing syllabic sounds, were used as part of a puzzle that the contestants were required to solve.
  • What is needed is a convenient, inexpensive game kit which allows players to organize a random selection of graphic-adorned game pieces under timed conditions, wherein the game pieces can be creatively arranged to communicate a word, name, phrase, sentence or other thoughts and ideas without exclusive reliance on standard alphanumeric symbols or a singular language.
  • the present invention is directed to kits, methods and computer programs for playing a game that includes elements of competition, skill and intelligence.
  • a plurality of playing pieces containing words, letters, numbers, graphics on each side of the playing pieces may be placed in a container, mixed up and then taken by a player and placed on a playing surface such as a table or floor.
  • the player may be required, for example, to take at least ten game pieces from the container or may take up to the entire number of gaming pieces and throw the game pieces on the playing surface.
  • the game can also be played on an electronic device.
  • a player upon placing the game pieces on the playing surface, a player may initially change the exposed face of any or all playing pieces once.
  • a timer is started and the player has until the time on the timer has expired to make any phrase, word, sentence, names, etc., or combinations thereof, out of the game pieces.
  • any other player may then grab the bonus block, roll it and follow the instructions on the bonus block.
  • the time limits in the game may be agreed upon by the players in advance. Certain such time limits, for example, may be set to 1, 2 or 3 minutes.
  • the initial player is awarded points for the game pieces used and, for any unused pieces, points are then deducted from the total to obtain the initial player's score.
  • the subsequent player may have one minute to play all unused game pieces they can (e.g., the as-of-yet unused games pieces that have already been pulled from the container). If the subsequent player uses all pieces play ends. If other pieces remain, any other player, including the initial player, may grab the bonus block and play continues until all pieces have been used, all players have rolled a PASS consecutively, no one grabs the bonus block, or the winning score is achieved by a player. At this point all the pieces are put back into the container and play resumes as above until the agreed upon score limit is reached. The first player to reach the agreed upon score is the winner.
  • all unused game pieces they can e.g., the as-of-yet unused games pieces that have already been pulled from the container. If the subsequent player uses all pieces play ends. If other pieces remain, any other player, including the initial player, may grab the bonus block and play continues until all pieces have been used, all players have rolled a PASS consecutively, no one grabs the bonus block, or the winning score is achieved
  • the disclosure herein teaches, at least in part, embodiments of a novel game apparatus with a plurality of playing pieces each bearing a letter, word, number, symbol, pictorial, graphic or a combination thereof on one or more surfaces of a physical playing piece or as electronic representation if the game is played electronically or on-line.
  • the game can be played with others or solo and in any language.
  • the players of the game decide on a winning point score such as 200, 300 or 500 points. The lower the points required to win, the shorter the game.
  • Game players may roll a bonus/starter block or die in order to determine which player goes first. The player may then select at least, for example, ten game pieces and can change the showing face of any or all games piece over just once before starting a timing device.
  • the player must then use as many game pieces as possible to form or make phrases, words, slogans, names, places, statements, sentences that consist of at least two game pieces in a separate or interconnected fashion.
  • the at least two game pieces may only be interconnected in separate fashion (e.g., multiple communication elements that form a single phrase or statement, but that are not all interconnected with one another) if all game pieces initially grabbed are used to make the phrase, statement, or the like.
  • the separate fashion may not be allowed in Bonus Play, and Bonus Play must be connected to existing play.
  • scoring may be based upon the number of game pieces used by the particular player with a deduction applied for game pieces which were not used by that player.
  • the first player to grab the bonus/starter block rolls the bonus block, follows the instructions on the block, starts the timer, and then uses the remaining playing pieces until their time expires. Play continues until the bonus block is not grabbed and rolled by any player, the winning score has been reached, all pieces have been used or PASS has been rolled consecutively by all players in the game.
  • the game may be web-based or mobile app-based rather than requiring physical elements such as game pieces and blocks.
  • embodiments may include an on-line multi-player game with players connected locally via a Wi-Fi network, other local network, or over the Internet.
  • the game can also be played by a single user on a computer or other digital device such as a smartphone or other gaming device or other devices that may be subsequently developed (e.g., those that may, for example, generate or incorporate holographic images).
  • An electronic embodiment may comprise or otherwise involve an electronic computing means, a display means, an input means, and electronic control for game play. Further, such embodiments may additionally comprise an electronic connection for multi-player game playing
  • the Bonus Block (which may otherwise be referred to herein as a bonus element) may be digitally displayed and, for instance, the first player to “tap” the respective screen, button or icon is the one who gets to “Roll.”
  • the Player then waits to receive an electronic signal to the effect of “previous Player score completion” on their screen/device, and “taps” the digital block image again and the block may again be electronically rolled to randomly land with one of the 3 options displayed.
  • the embodiment may be programmed to make it impossible to Roll the block if the score has not been computed and displayed.
  • the games pieces may take the form of, for example, uniquely-marked playing cards.
  • Such playing cards may be, for example, smaller and thicker than standard playing cards.
  • Markings on the cards may comprise play-related indicia on one or both sides of the cards.
  • Bonus/Starter cards may feature play-related indicia on one side of the card and the name of the game on the other side.
  • the bonus starter block may be represented in, for example, 12 cards.
  • Each card may be marked on one side with the same indicia as the Bonus/Starter block and include the “dots” or “numbers” as marked on the block as well.
  • the dots or numbers When used to determine which player goes first, the dots or numbers may be used.
  • Bonus Play the words are used. After the cards are used they may be stacked in a new pile so that they may be played in Bonus Play and continuously throughout Bonus Play.
  • a card version of the game may involve the use of one or more score pads and a timing device.
  • FIG. 1 is a diagrammatic view of one embodiment of a game kit in accordance with the present invention.
  • FIG. 2 is a diagrammatic view of one example of a play generated during performance of one embodiment of a method of playing a communication game in accordance with the present invention
  • FIG. 3 is a diagrammatic view of one example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 4 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 5 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 6 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 7 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 8 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 9 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 10 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 11 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 12 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 13 is a diagrammatic view of examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 14 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 15 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 16 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 17 is a diagrammatic view of an example of a corner stop play in which four individual communication elements incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 18 is a diagrammatic view of an example of a word split play in which two individual communication elements incorporate respective components of a shared word symbol, shown with a respective decipher chart;
  • FIG. 19 is a diagrammatic view of an example of a play in which four individual communication elements are formed by various means, including word split, vertical and diagonal arrangements of respective game pieces, shown with a respective decipher chart;
  • FIG. 20 is a diagrammatic view of an example of a play in which precursors of respective communication elements are displayed on a graphical user interface of a computing device, wherein certain symbols are shown spatially displaced from their corresponding positions resulting in respective blank spaces generally thereat;
  • FIG. 21 is a diagrammatic view of an example similar to that of FIG. 20 , but wherein all of the displaced symbols have been graphically moved by a player into their corresponding positions, resulting in graphical presentation of a text decipher for each respective communication element and corresponding redeemable points being issued;
  • FIG. 22 is a diagrammatic view of an example similar to that of FIG. 20 , but wherein some of the displaced symbols have not been moved correctly into their corresponding positions, resulting in no text decipher and no points being issued;
  • FIG. 23 is a diagrammatic view of another example of a play similar to that of FIG. 20 , but wherein one of the displaced symbols is initially masked by a decoy symbol;
  • FIG. 24 is a diagrammatic view similar to that of FIG. 23 , but wherein the player has flipped the decoy symbol thereby exposing the respective displaced symbol;
  • FIG. 25 is a diagrammatic view similar to that of FIG. 21 , wherein all of the displaced symbols have been graphically moved by the player into their corresponding positions, resulting in graphical presentation of a text decipher for each respective communication element and corresponding redeemable points being issued;
  • FIG. 26 is a diagrammatic view of a play comprising multiple communication elements interconnected in crossword fashion, wherein the respective symbols have been selected and positioned at the direction of a first user, and an icon is provided by which the first user can elect to generate a first text decipher corresponding to the communication elements;
  • FIG. 27 is a diagrammatic view of the play depicted in FIG. 26 , but wherein the first user has elected to provide a first text decipher corresponding to each communication element, and an icon is provided by which the first user can elect to send the communication elements to a second user;
  • FIG. 28 is a diagrammatic view of the play depicted in FIG. 27 , wherein a second text decipher corresponding to the communication elements is solicited from the second user, and an icon is provided by which the second user may elect to submit their second text decipher for comparison with the first text decipher;
  • FIG. 29 is a diagrammatic view of the play depicted in FIG. 28 , but wherein the second text decipher has been received from the second user and has been found to substantially match the first text decipher, resulting in corresponding redeemable points being credited to the second user;
  • FIG. 30 is a diagrammatic view of the play depicted in FIG. 28 , but wherein the second text decipher has been received from the second user and has been found to partially match the first text decipher, resulting in fewer corresponding redeemable points being credited to the second user; and
  • FIG. 31 is a diagrammatic view of one example of a game show embodiment.
  • embodiments of a communication game kit 100 may comprise an assortment 110 of game pieces 106 and, in certain preferred embodiments, a bonus element 120 .
  • Each game piece 106 may have at least one respective symbol 102 thereon.
  • Each such symbol 102 may be convertible between an active state and an inactive state. such conversion may be triggered, for example, by flipping, rotating, contacting, tossing or shuffling a respective physical game piece 106 , or electronically by clicking on a corresponding screen icon.
  • Each game piece 106 may be convertible by one or more players from an unused status to a used status during play intervals. More particularly, referring to FIG.
  • a respective game piece 106 may be considered to be in its used status when placed in an adjacent arrangement with one or more other game pieces 106 such that their active symbols 102 combine to form one or more communication elements 112 incorporating one or more rebus elements 114 .
  • a communication element 112 may be, for example, one or more words, phrases, sentences, questions or the like.
  • a rebus element 114 may preferably be defined as a representation of words or syllables, wherein the representation is made by pictures of objects or by symbols whose names resemble the intended words or syllables in sound.
  • a rebus element 114 may thus be comprised entirely of a single symbol (e.g., such as a letter C for “see” or “sea,” or a picture of an object such as a phone) or a combination of symbols.
  • certain communication elements 112 may include rebus elements 114 and non-rebus elements, such as full words like “they” or “the” when used in their normal manner to form an English phrase or sentence.
  • certain communication elements (as shown at 112 a , for example) may be comprised entirely of a single rebus element (as shown at 114 a , for example).
  • at least several of the symbols 102 are non-alphabetic, non-numeric, non-punctuation and non-mathematic (see, for example, the phone and musical note symbols in FIG. 2 ).
  • the game pieces 106 may have at least one pair of generally opposing faces, and each symbol 102 of each game piece may be disposed on a respective one of those faces.
  • each symbol 102 of each game piece may be disposed on a respective face.
  • each of the six faces of the cube may display a different symbol 102 thereon.
  • a bonus element 120 may be activatable by a player for temporary designation of the activating player as a bonus player and for substantially random presentation of a player instruction from a set of player instructions.
  • the set of player instructions may include, for example, at least a first instruction 122 directing a substantial randomization of the states of the symbols 102 of some or all unused game pieces 106 prior to continuing a respective play interval.
  • a second instruction 124 may direct the bonus player to continue the respective play intervals with the symbols 102 of all unused games pieces remaining in their extant state.
  • a third instruction 126 may direct that another player may electively activate the bonus element 120 .
  • the first instruction 122 may be substantially conveyed by the term “TOSS”
  • the second instruction 124 may be substantially conveyed by the term “AS IS”
  • the third instruction 126 may be substantially conveyed by the term “PASS.”
  • the bonus element 120 may take the form of a polyhedron (e.g., a “bonus block”) comprising respective sides on which the first 122 , second 124 and third 126 instructions are located.
  • the majority or all of the game pieces 106 may each include at least two mutually distinct respective symbols 102 thereon.
  • the respective game pieces 106 may be configured such that at least one symbol 102 on each game piece 106 is in its inactive state while the other respective symbols 102 are in their active state.
  • symbols 102 may be considered to be in their active states when they are viewable to the players, for example, by virtue of being permanently printed on a face of a game piece 106 which happens to be visible to one or more of the players when resting on a playing surface, or by the symbol being electronically displayed or illuminated.
  • the symbols 102 may be considered to be in their active state when they are generally upwardly-facing on a playing surface. Contrastingly, in various embodiments, a symbol 102 may be considered to be in its inactive state when it is hidden by (e.g. facing) the playing surface or an adjacent game piece, when the symbol is facing away from a respective player, or when the symbol is not displayed or illuminated on an electronic game piece or screen.
  • a game kit may further comprise a generally opaque container 118 configured to house the assortment 110 of game pieces and to facilitate substantially randomized retrieval of such an assortment of game pieces from a larger collection of game pieces housed within the container 118 .
  • a collection of game pieces 106 may be sufficient in number so as to supply or comprise multiple assortments of game pieces retrievable from the container 118 .
  • “unused” or “as-of-yet unused” game pieces may be defined as those game pieces that have already been removed from the container (i.e., as part of an assortment 110 ), but which have yet to be used or “played” by a respective player within the current game.
  • the game pieces 106 may be in the form of symbol cards or the like selectable from at least one symbol card deck (not shown) configured to be shuffled.
  • the bonus element 120 may take the form of a bonus card deck (not shown) comprising a plurality of bonus cards on which, for example, the first, second and third instructions are respectively located. In such embodiments, activation of the bonus element may be adapted to occur by way of selection of a bonus card from the bonus card deck.
  • Embodiments of the method of playing a communication game in accordance with the present invention may comprise one or more steps.
  • a collection of game pieces 106 may be provided, each game piece 106 typically having at least a respective symbol 102 thereon.
  • Each symbol 102 may be convertible between an active state and an inactive state.
  • at least several of the symbols are non-alphabetic, non-numeric, non-punctuation and non-mathematic.
  • the player or players may establish an initial play period of fixed length, for example two minutes.
  • a respective assortment 110 of game pieces 106 may be selected in generally random fashion, for example, from a larger collection of game pieces in a container 118 or a shuffled symbol card deck.
  • Each initial player may be tasked with attempting to use as many of their respective assortment 110 of game pieces 106 as possible within the initial play period.
  • used game pieces 106 may be defined as those placed in adjacent arrangement with one or more other game pieces 106 , from the same assortment for example, such that active symbols 102 of the adjacently arranged game pieces combine to form one or more communication elements 112 which may include one or more rebus elements 114 .
  • an initial player score may be calculated for each initial player after the respective initial play period, This calculation may include, for example, crediting points corresponding to each used game piece from the respective assortment. Additionally, in certain embodiments the calculation step may include subtracting points corresponding to each unused game piece of each respective assortment.
  • a timer element may be provided and used for timing initial play periods and bonus play periods during respective play intervals.
  • multiple communication elements 112 may be formed in interconnected fashion.
  • all communication elements corresponding to each initial player may be required to be formed in interconnected fashion.
  • FIG. 2 in particular depicts an example of crossword-style interconnection between respective communication elements 112 .
  • FIGS. 13-19 illustrate possible alternative forms of interconnection between multiple communication elements 112 .
  • each assortment 110 may be required to consist of an identical pre-defined quantity of game pieces 106 .
  • each of a multiplicity of players may take an independent sequential turn as said initial player.
  • the step of attempting to use as many of the respective assortment 110 of game pieces 106 as possible within the initial play period may be performed by each respective player within their own respective initial play period.
  • Certain embodiments of a method of playing the game may further comprise the step of imposing a challenge rule, wherein, at the request of another player, an initial player must explain (e.g., decipher verbally or in writing) a respective communication element 112 in order to receive the credit points corresponding to each respective game piece 106 used in formation of the respective communication element.
  • the game may be configured to be played by two or more players.
  • the method may further comprise the steps of establishing a bonus play period of predetermined length and providing a bonus element 120 .
  • the bonus play period may be selected to be shorter than the initial play period (e.g., a one-minute bonus play period versus a two-minute initial play period).
  • the bonus element may be activatable by a player (e.g., by tossing the bonus block or tapping a button on an electronic version) after an initial play period has ended. the activation may result in temporary designation of the activating player as a bonus player, and substantially random presentation of a player instruction from a set of player instructions.
  • the set of player instructions may include two or more of a first player instruction 122 , a second player instruction 124 and a third player instruction 126 .
  • a first instruction 122 may direct the bonus player to attempt to use as many of the as-of-yet unused game pieces (e.g., from one or more assortments 110 in play) as possible during the bonus play period after a substantial randomization of the states of the symbols 102 of all as-of-yet unused game pieces.
  • a second instruction 124 may direct the bonus player to attempt to use as many of the as-of-yet unused game pieces as possible during the bonus play period with the symbols of all as-of-yet unused games pieces remaining in their extant state.
  • a third instruction 126 may direct that another of the players may electively activate the bonus element.
  • each initial player may be given, for example, one opportunity to swap the states of one active symbol and one inactive symbol of each as-of-yet unused game piece prior to or during their respective initial play period.
  • the player may have the opportunity to flip a tile over so that the symbol which was previously inactive is now active and newly available for use by the player.
  • the substantial randomization of the states of the symbols may be achieved by tossing or dropping the as-of-yet unused game pieces, for example, onto a playing surface.
  • each player may be a distinctive team of game participants (e.g., persons).
  • one or more of the game kits and methods described herein may be computer implemented.
  • the game pieces and bonus element may be graphically represented within a graphical user interface of a desktop or mobile computing device.
  • FIGS. 20-22 alternative forms of the invention described herein may involve a non-transitory computer-readable storage medium storing instructions which, when executed by a computing device, cause the computing device to perform a method.
  • a method may comprise one or more of the steps described herein.
  • a graphical user interface may be presented on a screen 146 of the computing device 142 .
  • a communication element 112 may be selected (e.g., from a web server or other architecture which includes a data storage device).
  • the communication element 112 may incorporate one or more rebus elements 114 , wherein the communication element 112 may be formed of a plurality of symbols 102 positioned substantially adjacently to one another. Referring to FIG.
  • a precursor 134 of the selected communication element 112 may then be displayed within the graphical user interface wherein one or more of the symbols 102 are spatially displaced from their corresponding positions, resulting in a respective blank space 136 generally at those positions.
  • the displaced symbols may then be allowed to be graphically moved by a player into any blank space 136 .
  • a displaced symbol when a displaced symbol is moved to its corresponding position, it is accepted thereat (see, for example, FIG. 21 ). Contrastingly, when a displaced symbol is moved to a non-corresponding position, it may be rejected therefrom. Such rejection may be graphically depicted by way of, for example, the respective symbol or game piece bouncing out of the blank space 136 , or by an “X” or similar marking showing up over the rejected symbol. In embodiments, if all of the displaced symbols are not moved into their respective positions within, for example, a set time limit, fewer or no points will be allocated.
  • the method may further comprise the step of presenting a text decipher 138 of each communication element 112 if all of the displaced symbols 102 (e.g., those shown in FIG. 20 ) are accepted at their corresponding positions.
  • At least one of the displaced symbols may be masked by a decoy symbol 140 .
  • the player may have the option to flip the decoy symbol 140 , thereby exposing the respective displaced symbol.
  • the flip may be irreversible.
  • FIG. 24 depicts the play 116 after the decoy symbol 140 has been flipped, but before the displaced exposed symbol 102 is moved into its respective position.
  • the corresponding method may further comprise one or more of the steps of establishing a time limit, allotting a player point total 150 one or more points if all displaced symbols are moved to their corresponding positions within the time limit (see, for example, FIG. 25 ), and possibly allotting a competitor point total (not shown) one or more points if all displaced symbols are not moved to their corresponding positions within the time limit.
  • the countdown of a time limit may be graphically indicated by a timer icon 152 .
  • the corresponding method may further comprise the steps of determining a winning point threshold, repeating the steps of selecting, displaying, allowing and allotting until either the player point total or competitor point total reaches the winning threshold, and allocating the player one or more winner prize tokens if the player point total reaches the winning point threshold before the competitor point total reaches the winning point threshold.
  • the winning prize tokens may be redeemable for goods or services.
  • the corresponding method may further comprise determining a winning point threshold, repeating the steps of selecting, displaying, allowing and allotting until either said player point total or said competitor point total reaches said winning threshold, and allocating the player one or more loser prize tokens if the competitor point total reaches the winning point threshold before the player point total reaches the winning point threshold.
  • the loser prize tokens may be redeemable for goods or services.
  • Such media may store instructions which, when executed by a first computing device 142 and a second computing device 144 , cause the computing devices to collectively perform an alternate game method.
  • the alternate game method may begin, for example, with selecting (e.g., from computing device memory and/or a remote web server) a collection of symbols on the first computing device 142 having a first screen 146 .
  • a container icon 118 may be presented on the first screen 146 .
  • a first player may then be allowed to activate the container icon 118 , thereby resulting in an assortment of the symbols 102 being displayed on the first screen 146 .
  • the assortment may comprise a random number of respective symbols equal to or less than the total amount of symbols in the collection.
  • One or more of the assortment of symbols may be, for example, moveable by the first player into generally adjacent arrangement with one or more other of the assortment of symbols such that the adjacently arranged symbols combine to form a play 116 .
  • the play 116 may be defined, for example, by one or more communication elements 112 incorporating one or more rebus elements 114 .
  • a first text decipher 138 may be received from the first player, wherein the decipher 138 textually interprets each communication element 112 .
  • the play 116 may then be transmitted (e.g., by way of a web server or the like) to the second computing device 144 for display thereon as illustrated, for example, in FIG. 28 .
  • a second text decipher 154 may then be received from a second player, wherein the decipher 154 textually interprets each corresponding communication element 112 .
  • one or more points 150 may be allocated to the second player if the second text decipher 154 substantially matches the first text decipher 138 .
  • one or more non-transitory computer-readable storage media storing instructions may be provided. When executed by one or more computing devices, the instructions may cause the computing devices to perform a second alternative method.
  • a first computing device 142 may be initially prompted to prepare a communication element incorporating one or more rebus elements.
  • the communication element 112 may be formed of a plurality of symbols 102 positioned substantially adjacently to one another, wherein the symbols may have been selected and positioned at the direction of a first user by way of a first user interface.
  • the first computing device 142 may receive from the first user a first text decipher 138 by way of the first user interface.
  • the first text decipher 138 may be a textual translation of the respective communication element.
  • the first computing device 142 may send the communication element and first text decipher 138 to the second computing device 144 for display on a second user interface on the second computing device.
  • the one or more computing devices may comprise, for example, cell phones, computer tablets, laptop or desktop computers, remote web servers, any combination thereof, or the like.
  • the second alternative method may further comprise the steps of receiving a second text decipher 154 from a second user by way of the second user interface prior to displaying the first text decipher 138 , and allowing comparison of the second text decipher 154 to the first decipher 138 to determine whether they substantially match one another.
  • the second text decipher 154 is a textual interpretation of the communication element by the second user. Depending upon the particular embodiments, such comparison may be performed, for example, by the first user or by one of the computing devices (e.g., the first computing device or a remote web server). If the second text decipher 154 substantially matches the first text decipher 138 , the second user may be allocated one or more prize tokens which may be redeemable for goods or services.
  • One example of a card embodiment of the game may begin with shuffling of the cards.
  • the players may then choose Bonus/Starter card to see who goes first. For example, the high number may go first.
  • Bonus/Starter card(s) are placed face down in a stack once they have been used to determine first player of first round, for later use in Bonus Round.
  • the first player closes their eyes and spreads the cards out on flat surface.
  • the first player then, with eyes still closed, chooses, for example, at least 10 cards.
  • the rest of the cards are restacked and put aside by any other Player. Play may then continue as in other embodiments described herein.
  • any other player may place their hand over the Bonus/Starter stack of cards, if they choose to enter a Bonus Round, while the player tallies score. After the score for the play is tallied, the Bonus Player draws a card and does what the card states. Play may continue as in other embodiments described herein, except that if the Bonus Player grabs a TOSS, then they simply pick up the unplayed cards, hold them all in one hand at least, for example, a foot above the playing surface and clear from the actual play, and drop the cards and play the surface that is showing on the card.
  • the game pieces are wooden, although other materials can be used, and may be marked on all sides with the relevant information.
  • the minimal number of game pieces may be ten, while the preferred number of game pieces may be at least fifty.
  • the game pieces may be contained in a container that is capable of being sealed and shaken in order to properly mix the game pieces.
  • a timing device used may be any device from an egg timer to and electronic watch or other timing device. The timing device may emit sound. In general the time for play can be varied depending on the skill of the player. For experienced players, two minutes for an initial play period may be the optimal time, but newer players may find 5 minutes optimal.
  • a preferred embodiment of a bonus/starter block 120 is show in FIG. 1 and possesses sides that display TOSS, AS IS and PASS to indicate what play action is to take once the bonus/starter block is rolled.
  • TOSS means the player/team gathers all remaining game pieces (e.g., those that have already been removed from the container 118 is part of an assortment 110 , but are as-of-yet unplayed), tosses them and tries to play them all.
  • AS IS means the game pieces are played as is.
  • PASS means no play can happen and the bonus block 120 can be grabbed by any other players/teams.
  • the bonus/starter block 120 may also have dots on each surface similar to the dots on dice with each face having a different number of dots. At the beginning of each game the bonus/starter block 120 may be thrown and the player with the highest number of dots goes first. In another embodiment, the bonus/starter block could also have numbers, instead of dots, printed on each face.
  • Game pieces 106 can be any shape or size, including a multiple face game piece. however, the optimal game piece may be two-sided and its dimensions may be, for example, 13 ⁇ 8 inches by 1 inch.
  • the playing surface can be any surface large enough to allow the placement of the game pieces and level enough to keep the playing pieces from moving after placement.
  • the players agree to a winning point score, respective time limits for initial and bonus play, and whether to play the long or short version of the game.
  • Play of the game may be, for example, initiated by all players throwing the bonus/starter block and the player with the highest number goes first.
  • All game pieces 106 may be placed into a container 118 , shaken, and then at least ten game pieces, under a preferred embodiment, are withdrawn and placed on the playing surface. The player can initially turn over, just once, any or all of the playing pieces if desired.
  • a timer is then started and the player has until the timer expires to make words, phrases, sentences, names, places or any combination thereof in any interconnected fashion, including crossword or loose crossword (e.g., other than 90-degree angle) fashion, out of the game pieces showing.
  • such communications 112 may be made in any language, including English, Spanish, Spanglish, Franglish, Slang, Ubanics, etc. If all pieces are used within the allotted time, and there is no challenge, the player tallies points and, in the first round, play passes to the player to the left.
  • any other player can grab the bonus/starter block, roll it, and then follow the instructions on the block.
  • the initial player's game pieces used are counted up and any game pieces not used are deducted from that player's total. This is the players score for that turn. If the other players present a challenge at that point, the current player provides an explanation. If the Play is deemed accepted then the Bonus Round can begin. If the Play is not accepted, no points are scored, the pieces are returned to the container and play passes to the next player. The timer is started and play resumes until the time expires, the maximum score has been reached, or, if all pieces are used, play ends and continues as above.
  • any player can grab the starter/bonus block, throw it and then follow the instructions on the block. Play continues in this fashion until all pieces have been used, all players have rolled a PASS consecutively, no one grabs the block or the winning score has been reached.
  • the game pieces 106 are put back into the container 118 and the game continues as set forth above until the agreed upon winning point score is achieved by a player.
  • each player can be the next player by grabbing the Bonus/Starter block and commencing the action of rolling it to get the highest number. All players roll and the player with the highest number plays next. This continues throughout game. The game pieces are put back into the container and the last player to play grabs the Bonus/Starter block and rolls to start to establish the starting player for the 2 nd Round. All players roll, high number goes 1 st in Second round. This may be how the starting player for each Round is established.
  • players may choose a shorter or longer version of the game they wish to play, for instance, at the time they choose the winning point score. For example, if a long version of the game is chosen, then after each Play and/or Bonus Round the game pieces remain on the playing surface in the Play arrangement 116 and the next player plays on the existing Play. A bigger playing surface would likely be needed for the long version.
  • any other player if any other player cannot decipher the player's Play when the time has expired, the player must be able to explain what they are trying to state with the Play and if any other player can understand after the explanation, the Play is accepted and points tallied appropriately. If no other player can understand the Play after the explanation, then the Play is deemed unacceptable, and no points are scored, all pieces are returned to container and the Play passes to next player.
  • An interesting aspect of certain embodiments of the game is that if any player rolls a PASS with the bonus/starter block 120 , the player who had played prior to the rolling of the PASS by another player, and who may still be counting up his or her score, can also grab the bonus/starter block if that player so desires, keeping the game play flowing at a very fast pace.
  • a player may be allowed to turn some or all of the game pieces on their respective edges, and combine such pieces to create structures forming letters, numbers, symbols, punctuation, or the like for use in forming communication elements 112 .
  • the game can be played by a solo player or multiple players playing in person, electronically such as over the Internet, Wi-Fi or equivalent connection.
  • An electronic version of the game may, for example, be downloadable as a software application and playable on mobile devices such as tablets and smart phones.
  • the player who initiates the game may decide one or more of: (a) how many players can join, (b) the winning point score, (c) the time limit of each play and, (d) the time limit for each bonus play (i.e., the time each bonus player has to play).
  • the short version of the game may be chosen as the only option. Then additional players may be able to join as they wish until the maximum number of players is reached. They play in turn as they arrive to the game in progress.
  • a score record may be kept in which the names of players appear in a column and each Player can see when another joins the game.
  • the initial player may invite, for example through the app., by text or e-mail, any additional players and other players may see how many games are being played when they open their app or on the online version. Prospective players may choose to join any game that will allow them in. They may also see the parameters of the game as set forth above.
  • players may choose their game pieces by clicking or tapping on “select” icons which may show amounts of pieces, i.e. 10-14, 15-18, 18+, etc.
  • the application may randomly chooses the amount of pieces in each category.
  • a player may be able to tap the game piece icon to choose the other side of the game piece. Once a game piece has been tapped, the game piece may be adapted to remain in that orientation with no further ability to tap to re-select the first side.
  • a player may click/tap a timer icon after they have “reviewed” the available pieces and when they are ready to play, no later than, for example, 15 seconds after last piece has been “turned over” or the timer automatically starts its countdown. The more pieces displayed, the longer the “review time” is before timer starts automatically.
  • the total points earned may be added to their score automatically. If some pieces remain to played the bonus round may begin.
  • the current player's score may be automatically totaled by adding points for game pieces used and subtracting points for each piece unused by the current player during their play.
  • any other player may click/tap the Bonus/Starter icon 120 once the time on the timer has been reached, and play continues by that other player as described, for example, as set forth herein.
  • the Play when all the pieces have been played, PASS has been rolled consecutively by a predetermined number of players, or the predetermined timeframe for all players to have a chance to click/tap the Bonus/Starter icon has been reached, the Play may be automatically saved in a data storage element such as a memory device, the game piece icons may disappear from the screen and the “select amount of pieces” icons may be displayed for prompting the next player.
  • the starting player may be determined by whichever player clicks, taps, etc. on the Bonus/Starter Block icon.
  • the Block icon may be rolled randomly and a side may be exposed with, for example, a number on it.
  • a difference between an electronic version and a physical version of the game may be, for example, that only the 1 st 4 players who grab the Block icon may roll.
  • a turn comprises making as many words, phrases, sentences or other allowable usage in the allotted time and creating a score based upon the game pieces used and those not used;
  • the data pertaining to each of the plays may be backed up and stored, for example on a data storage element, so players have the ability to access their play(s) when the game is finished or at a later date.
  • This data may be accessed by the player by way of, for example, a game account and/or personal player account.
  • a player may be able to e-mail, make an electronic card, make a physical card and access or purchase other forms of merchandise available on the website or through the application.
  • players may have the ability to send text messages along with the game pieces.
  • a texting feature in the application that any player may be able to access, which will immediately enable their keyboard or Qwerty to interact with the application.
  • the keyboard may be able to function as an input device in association with the game application and software.
  • the keys on the player's keyboard may have a variety of functions.
  • a link may be provided within the website or mobile application through which players and users may access instructions and information on how their keyboard can function in connection with the game.
  • There may be, for example, a particular tab or button in the app which players or users may select to readily return to their regular keyboard functionality, and conveniently switch the keyboard back and forth between game mode and normal mode.
  • certain embodiments may include a pop-up window that has the “shift” keys and regular keys that change when shifted or controlled.
  • Players may be able to text from this pop-up window in the game pieces, and save their “texts” so they can be e-mailed or made into physical or electronic cards that they can later send.
  • This capability may be further monetized by way of, for example, the charging of a fee for sending such messages, electronic cards, or the like.
  • Certain embodiments may provide an electronic score pad that shows each player's score in association with their name, for example, upon clicking a screen icon.
  • the high score or current player, whether the player is in regular play or bonus play, may be shown on the screen as well. Further, status changes may be indicated.
  • the game pieces may be edible.
  • such game pieces may take the form of cookies, crackers, candy, a combination thereof or the like.
  • Packaging in certain such embodiments may house, for example, a collection or assortment of edible game pieces, a set of instructions and a bonus element.
  • Edible game pieces may be marked with a symbol on one side or multiple sides by embossments or other impression, formed by way of, for example, a mold or stamping process.
  • the symbol markings may be printed onto an edible game piece using, for example, food grade coloring and stencil.
  • the bonus element may be a non-edible collectible addition included with the package of edible game pieces, and once a determined amount of bonus elements are collected they may be redeemed for merchandise, or points that can be used in an electronic computer version of the game.
  • the instructions may include a method of play that is shorter, and may involve protocols such as, for example, having to put your un-played pieces back in the package and try again another day, taking pieces from another player, eating the edible pieces within a certain time frame if the play is not accepted by another player, a combination thereof or the like.
  • the game may be played as or take the form of a TV game show, which may, for example, have an electronic and or digital playing area and game pieces.
  • respective answer deciphers e.g., text deciphers
  • the contestants may be shown to the contestants, for instance on the sides of the playing surface, and there may be more answer deciphers than can be matched on the playing surface.
  • the game show host may explain the game, scoring and prize structure at the top of the show and there may exist a website interface with instructions to accompany the game show.
  • contestants may hit a start button to randomly determine who goes first. There may be a random number of game pieces displayed in position on the playing surface deciphers before a timer starts. There may be another area where game pieces are located and where the contestants would choose the game pieces they wish to place in the blank positions, that would then appear in contestant designated blank positions.
  • the game pieces may be chosen by a contestant, for example, physically by tapping on them and then by tapping on the blank position where they wish it to be placed or, if contestants are formed into teams, team members may direct a designated team member, for instance from a distance, to choose certain game pieces and place them in certain blank positions.
  • the contestants may have a predetermined length of time to play as many game pieces as they can in any of the decipher directions and to match completed deciphers on the playing area to the displayed answer deciphers.
  • the studio audience may see what the players see and may scream out directions to urge contestants as to which game pieces to choose or into which spaces to place them.
  • certain game pieces may be decoy pieces. Contestants may have the choice to hear a symbol pronounced in another language or see how it is spelled in another language and to choose the language they wish to hear or see it in. There may be an option to flip the game piece, exposing the other side and symbol for use. There may be several contestants on one team and there may be several teams competing against each other to finish the deciphers first. The game may be won by points that have a monetary value and certain aspects of the game may incur more value per point.
  • a game piece used in another language may have more value than one in the native language of the contestants.
  • a bonus round may consist of contestants having the game pieces displayed in the game piece area and the blank decipher positions displayed on a playing surface and a timeframe in which to complete the decipher by placing the pieces in the blank positions appropriately, where the round is won if such placement is performed in a correct and timely manner.
  • contestants may be tasked with finding the game pieces before they may play them on the playing surface.
  • the game pieces may be physical, digital or a combination thereof.
  • the game pieces may also be represented by objects that infer the game piece symbol. For instance, the symbol of a candle may be displayed in a painting with a candle in it which painting is hanging on a wall amongst decoy game pieces.
  • the game piece may be the actual object, such as a candle, that can be located by the contestant amongst decoy game pieces and relocated and used in playing the game by placing the object in the appropriate blank position on the playing area.
  • the game pieces could be marked on t-shirts and worn by certain respective audience members, wherein the contestant would locate that symbol and then direct the audience member wearing the respective t-shirt to go to a certain position on the playing area.
  • the game pieces may also have a hidden prize or value associated with them.
  • the contestants may have to walk through an obstacle course or designated area filled with all the decoy pieces and game pieces, wherein they would have to find the usable game pieces.
  • the game pieces may be oversized, multi-faceted or digital symbols that are touched, for instance on a wall and light up when touched and then appear on the playing surface digitally and where the contestant designates.
  • an element of information and/or history about the game piece or its symbol in order to invite a learning experience.
  • the playing surface may be one that has several levels and is 3 dimensional so that the pieces may be placed in spaces above or below and next to other pieces if they are physical objects, for instance like a cubical bookcase or a super-sized cubical bookcase that would fit oversized objects or even a person, for instance if that person is a DOCTOR, which is a symbol required for the decipher, or is wearing a t-shirt with the symbol on it.
  • the playing area could also be a field or giant horizontal surface where the pieces would be positioned and the playing area would be viewed from above (i.e., substantially 90 degrees from) the horizontal plane of the playing area, or at a lesser angle from the horizontal plane.

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Abstract

Kits, methods and computer programs are disclosed which facilitate playing of a communication game incorporating rebuses. Each of an assortment of game pieces may have one or more respective symbols thereon. Each symbol may be convertible between an active state and an inactive state. Each game piece may be convertible by one or more players from an unused status to a used status during play intervals, wherein a respective game piece is in its used status when placed in an adjacent arrangement with one or more other game pieces such that their active symbols combine to form one or more communication elements incorporating one or more rebus elements. A bonus element may be activatable by a player for temporary designation of the activating player as a bonus player and for substantially random presentation of a player instruction from a set of player instructions. Timing and scoring aspects may be incorporated.

Description

    RELATED APPLICATIONS
  • This application claims the benefit of U.S. patent application Ser. No. 13/858,037 filed Apr. 6, 2013, U.S. Provisional Application No. 61/642,036 filed May 3, 2012, and U.S. Provisional Application No. 61/801,748 filed Mar. 15, 2013, the contents of each of which are incorporated by this reference in their entirety for all purposes as if fully set forth herein.
  • TECHNICAL FIELD
  • The present invention relates generally to board, table and computer games. More particularly, the present invention relates to games involving arrangements of marked game pieces to form perceptible communications without relying exclusively on alphanumeric symbols.
  • BACKGROUND
  • Games involving creative communication are well known to stimulate learning, promote teamwork, help and break the ice in social situations, and serve as a therapeutic component in the treatment of communication disorders. Typical conventional communication-based board games involve the formation of words or phrases using games pieces having markings limited to letters or numbers. Such conventional games may limit the player to the creation of a single word or phrase. Moreover, televised game shows have existed in which predetermined rebuses, or pictograms representing syllabic sounds, were used as part of a puzzle that the contestants were required to solve.
  • What is needed is a convenient, inexpensive game kit which allows players to organize a random selection of graphic-adorned game pieces under timed conditions, wherein the game pieces can be creatively arranged to communicate a word, name, phrase, sentence or other thoughts and ideas without exclusive reliance on standard alphanumeric symbols or a singular language. In some embodiments, it may also be desirable for such game pieces to be decorative, wearable, biodegradable, and/or scented.
  • SUMMARY
  • The present invention is directed to kits, methods and computer programs for playing a game that includes elements of competition, skill and intelligence. In certain embodiments, a plurality of playing pieces containing words, letters, numbers, graphics on each side of the playing pieces may be placed in a container, mixed up and then taken by a player and placed on a playing surface such as a table or floor. The player may be required, for example, to take at least ten game pieces from the container or may take up to the entire number of gaming pieces and throw the game pieces on the playing surface. The game can also be played on an electronic device.
  • In an exemplary embodiment of the physical game, upon placing the game pieces on the playing surface, a player may initially change the exposed face of any or all playing pieces once. A timer is started and the player has until the time on the timer has expired to make any phrase, word, sentence, names, etc., or combinations thereof, out of the game pieces. Upon expiration of the time, any other player may then grab the bonus block, roll it and follow the instructions on the bonus block. In certain embodiments, the time limits in the game may be agreed upon by the players in advance. Certain such time limits, for example, may be set to 1, 2 or 3 minutes. The initial player is awarded points for the game pieces used and, for any unused pieces, points are then deducted from the total to obtain the initial player's score. The subsequent player, depending on the instruction on the bonus block, may have one minute to play all unused game pieces they can (e.g., the as-of-yet unused games pieces that have already been pulled from the container). If the subsequent player uses all pieces play ends. If other pieces remain, any other player, including the initial player, may grab the bonus block and play continues until all pieces have been used, all players have rolled a PASS consecutively, no one grabs the bonus block, or the winning score is achieved by a player. At this point all the pieces are put back into the container and play resumes as above until the agreed upon score limit is reached. The first player to reach the agreed upon score is the winner.
  • The disclosure herein teaches, at least in part, embodiments of a novel game apparatus with a plurality of playing pieces each bearing a letter, word, number, symbol, pictorial, graphic or a combination thereof on one or more surfaces of a physical playing piece or as electronic representation if the game is played electronically or on-line. The game can be played with others or solo and in any language. In particular exemplary embodiments, the players of the game decide on a winning point score such as 200, 300 or 500 points. The lower the points required to win, the shorter the game. Game players may roll a bonus/starter block or die in order to determine which player goes first. The player may then select at least, for example, ten game pieces and can change the showing face of any or all games piece over just once before starting a timing device. In embodiments, the player must then use as many game pieces as possible to form or make phrases, words, slogans, names, places, statements, sentences that consist of at least two game pieces in a separate or interconnected fashion. In certain preferred embodiments, the at least two game pieces may only be interconnected in separate fashion (e.g., multiple communication elements that form a single phrase or statement, but that are not all interconnected with one another) if all game pieces initially grabbed are used to make the phrase, statement, or the like. In particular such embodiments, the separate fashion may not be allowed in Bonus Play, and Bonus Play must be connected to existing play.
  • In certain exemplary embodiments, scoring may be based upon the number of game pieces used by the particular player with a deduction applied for game pieces which were not used by that player. In a multi-player environment, after the initial player's time has expired with unplayed pieces remaining, the first player to grab the bonus/starter block rolls the bonus block, follows the instructions on the block, starts the timer, and then uses the remaining playing pieces until their time expires. Play continues until the bonus block is not grabbed and rolled by any player, the winning score has been reached, all pieces have been used or PASS has been rolled consecutively by all players in the game.
  • In particular embodiments, the game may be web-based or mobile app-based rather than requiring physical elements such as game pieces and blocks. For example, embodiments may include an on-line multi-player game with players connected locally via a Wi-Fi network, other local network, or over the Internet. The game can also be played by a single user on a computer or other digital device such as a smartphone or other gaming device or other devices that may be subsequently developed (e.g., those that may, for example, generate or incorporate holographic images). An electronic embodiment may comprise or otherwise involve an electronic computing means, a display means, an input means, and electronic control for game play. Further, such embodiments may additionally comprise an electronic connection for multi-player game playing
  • In certain embodiments of an electronic/software-based embodiment, the Bonus Block (which may otherwise be referred to herein as a bonus element) may be digitally displayed and, for instance, the first player to “tap” the respective screen, button or icon is the one who gets to “Roll.” In particular such embodiments, the Player then waits to receive an electronic signal to the effect of “previous Player score completion” on their screen/device, and “taps” the digital block image again and the block may again be electronically rolled to randomly land with one of the 3 options displayed. The embodiment may be programmed to make it impossible to Roll the block if the score has not been computed and displayed.
  • In further embodiments, the games pieces may take the form of, for example, uniquely-marked playing cards. Such playing cards may be, for example, smaller and thicker than standard playing cards. Markings on the cards may comprise play-related indicia on one or both sides of the cards. Alternatively, Bonus/Starter cards may feature play-related indicia on one side of the card and the name of the game on the other side. The bonus starter block may be represented in, for example, 12 cards. Each card may be marked on one side with the same indicia as the Bonus/Starter block and include the “dots” or “numbers” as marked on the block as well. When used to determine which player goes first, the dots or numbers may be used. When used in Bonus Play the words are used. After the cards are used they may be stacked in a new pile so that they may be played in Bonus Play and continuously throughout Bonus Play. A card version of the game may involve the use of one or more score pads and a timing device.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Further advantages of the present invention may become apparent to those skilled in the art with the benefit of the following detailed description of the preferred embodiments and upon reference to the accompanying drawings in which:
  • FIG. 1 is a diagrammatic view of one embodiment of a game kit in accordance with the present invention;
  • FIG. 2 is a diagrammatic view of one example of a play generated during performance of one embodiment of a method of playing a communication game in accordance with the present invention;
  • FIG. 3 is a diagrammatic view of one example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 4 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 5 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 6 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 7 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 8 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 9 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 10 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 11 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 12 is a diagrammatic view of another example of a rebus element shown with a respective decipher chart, including the linguistic basis for each component of the text decipher;
  • FIG. 13 is a diagrammatic view of examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 14 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 15 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 16 is a diagrammatic view of further examples of two individual communication or rebus elements which incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 17 is a diagrammatic view of an example of a corner stop play in which four individual communication elements incorporate respective components of a shared symbol, shown with a respective decipher chart;
  • FIG. 18 is a diagrammatic view of an example of a word split play in which two individual communication elements incorporate respective components of a shared word symbol, shown with a respective decipher chart;
  • FIG. 19 is a diagrammatic view of an example of a play in which four individual communication elements are formed by various means, including word split, vertical and diagonal arrangements of respective game pieces, shown with a respective decipher chart;
  • FIG. 20 is a diagrammatic view of an example of a play in which precursors of respective communication elements are displayed on a graphical user interface of a computing device, wherein certain symbols are shown spatially displaced from their corresponding positions resulting in respective blank spaces generally thereat;
  • FIG. 21 is a diagrammatic view of an example similar to that of FIG. 20, but wherein all of the displaced symbols have been graphically moved by a player into their corresponding positions, resulting in graphical presentation of a text decipher for each respective communication element and corresponding redeemable points being issued;
  • FIG. 22 is a diagrammatic view of an example similar to that of FIG. 20, but wherein some of the displaced symbols have not been moved correctly into their corresponding positions, resulting in no text decipher and no points being issued;
  • FIG. 23 is a diagrammatic view of another example of a play similar to that of FIG. 20, but wherein one of the displaced symbols is initially masked by a decoy symbol;
  • FIG. 24 is a diagrammatic view similar to that of FIG. 23, but wherein the player has flipped the decoy symbol thereby exposing the respective displaced symbol;
  • FIG. 25 is a diagrammatic view similar to that of FIG. 21, wherein all of the displaced symbols have been graphically moved by the player into their corresponding positions, resulting in graphical presentation of a text decipher for each respective communication element and corresponding redeemable points being issued;
  • FIG. 26 is a diagrammatic view of a play comprising multiple communication elements interconnected in crossword fashion, wherein the respective symbols have been selected and positioned at the direction of a first user, and an icon is provided by which the first user can elect to generate a first text decipher corresponding to the communication elements;
  • FIG. 27 is a diagrammatic view of the play depicted in FIG. 26, but wherein the first user has elected to provide a first text decipher corresponding to each communication element, and an icon is provided by which the first user can elect to send the communication elements to a second user;
  • FIG. 28 is a diagrammatic view of the play depicted in FIG. 27, wherein a second text decipher corresponding to the communication elements is solicited from the second user, and an icon is provided by which the second user may elect to submit their second text decipher for comparison with the first text decipher;
  • FIG. 29 is a diagrammatic view of the play depicted in FIG. 28, but wherein the second text decipher has been received from the second user and has been found to substantially match the first text decipher, resulting in corresponding redeemable points being credited to the second user;
  • FIG. 30 is a diagrammatic view of the play depicted in FIG. 28, but wherein the second text decipher has been received from the second user and has been found to partially match the first text decipher, resulting in fewer corresponding redeemable points being credited to the second user; and
  • FIG. 31 is a diagrammatic view of one example of a game show embodiment.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Referring now to the drawings, like reference numerals designate identical or corresponding features throughout the several views.
  • Referring to FIGS. 1 and 2 for illustration, embodiments of a communication game kit 100 may comprise an assortment 110 of game pieces 106 and, in certain preferred embodiments, a bonus element 120. Each game piece 106 may have at least one respective symbol 102 thereon. Each such symbol 102 may be convertible between an active state and an inactive state. such conversion may be triggered, for example, by flipping, rotating, contacting, tossing or shuffling a respective physical game piece 106, or electronically by clicking on a corresponding screen icon. Each game piece 106 may be convertible by one or more players from an unused status to a used status during play intervals. More particularly, referring to FIG. 2 for illustration, a respective game piece 106 may be considered to be in its used status when placed in an adjacent arrangement with one or more other game pieces 106 such that their active symbols 102 combine to form one or more communication elements 112 incorporating one or more rebus elements 114. In embodiments, a communication element 112 may be, for example, one or more words, phrases, sentences, questions or the like. In preferred embodiments, a rebus element 114 may preferably be defined as a representation of words or syllables, wherein the representation is made by pictures of objects or by symbols whose names resemble the intended words or syllables in sound. A rebus element 114 may thus be comprised entirely of a single symbol (e.g., such as a letter C for “see” or “sea,” or a picture of an object such as a phone) or a combination of symbols. Referring to FIG. 2, certain communication elements 112 may include rebus elements 114 and non-rebus elements, such as full words like “they” or “the” when used in their normal manner to form an English phrase or sentence. Contrastingly, certain communication elements (as shown at 112 a, for example) may be comprised entirely of a single rebus element (as shown at 114 a, for example). Moreover, in typical embodiments, at least several of the symbols 102 are non-alphabetic, non-numeric, non-punctuation and non-mathematic (see, for example, the phone and musical note symbols in FIG. 2).
  • In particular embodiments, such as those in which the game pieces 106 are rigid tiles or flexible playing cards, the game pieces 106 may have at least one pair of generally opposing faces, and each symbol 102 of each game piece may be disposed on a respective one of those faces. Similarly, in embodiments in which the game pieces 106 are in the form of polyhedrons with at least one pair of generally opposing faces, each symbol 102 of each game piece may be disposed on a respective face. By way of example, if the game pieces are in the form of cubes, each of the six faces of the cube may display a different symbol 102 thereon.
  • A bonus element 120 may be activatable by a player for temporary designation of the activating player as a bonus player and for substantially random presentation of a player instruction from a set of player instructions. The set of player instructions may include, for example, at least a first instruction 122 directing a substantial randomization of the states of the symbols 102 of some or all unused game pieces 106 prior to continuing a respective play interval. A second instruction 124 may direct the bonus player to continue the respective play intervals with the symbols 102 of all unused games pieces remaining in their extant state. A third instruction 126 may direct that another player may electively activate the bonus element 120. For example only, in certain embodiments the first instruction 122 may be substantially conveyed by the term “TOSS,” the second instruction 124 may be substantially conveyed by the term “AS IS,” and the third instruction 126 may be substantially conveyed by the term “PASS.” Referring to FIG. 1 for illustration, in particular preferred embodiments, the bonus element 120 may take the form of a polyhedron (e.g., a “bonus block”) comprising respective sides on which the first 122, second 124 and third 126 instructions are located.
  • In particular embodiments of a game kit, the majority or all of the game pieces 106 may each include at least two mutually distinct respective symbols 102 thereon. In such embodiments, for example, the respective game pieces 106 may be configured such that at least one symbol 102 on each game piece 106 is in its inactive state while the other respective symbols 102 are in their active state. Moreover, symbols 102 may be considered to be in their active states when they are viewable to the players, for example, by virtue of being permanently printed on a face of a game piece 106 which happens to be visible to one or more of the players when resting on a playing surface, or by the symbol being electronically displayed or illuminated. In certain embodiments in which the game pieces are two-sided tiles or cards, for example, the symbols 102 may be considered to be in their active state when they are generally upwardly-facing on a playing surface. Contrastingly, in various embodiments, a symbol 102 may be considered to be in its inactive state when it is hidden by (e.g. facing) the playing surface or an adjacent game piece, when the symbol is facing away from a respective player, or when the symbol is not displayed or illuminated on an electronic game piece or screen.
  • Returning to FIG. 1 for illustration, certain embodiments of a game kit may further comprise a generally opaque container 118 configured to house the assortment 110 of game pieces and to facilitate substantially randomized retrieval of such an assortment of game pieces from a larger collection of game pieces housed within the container 118. In a typical embodiment of the game kit and method of game play, a collection of game pieces 106 may be sufficient in number so as to supply or comprise multiple assortments of game pieces retrievable from the container 118. In exemplary embodiments, “unused” or “as-of-yet unused” game pieces may be defined as those game pieces that have already been removed from the container (i.e., as part of an assortment 110), but which have yet to be used or “played” by a respective player within the current game.
  • In particular embodiments, the game pieces 106 may be in the form of symbol cards or the like selectable from at least one symbol card deck (not shown) configured to be shuffled. Similarly, in embodiments, the bonus element 120 may take the form of a bonus card deck (not shown) comprising a plurality of bonus cards on which, for example, the first, second and third instructions are respectively located. In such embodiments, activation of the bonus element may be adapted to occur by way of selection of a bonus card from the bonus card deck.
  • Embodiments of the method of playing a communication game in accordance with the present invention may comprise one or more steps. For example, a collection of game pieces 106 may be provided, each game piece 106 typically having at least a respective symbol 102 thereon. Each symbol 102 may be convertible between an active state and an inactive state. Typically, at least several of the symbols are non-alphabetic, non-numeric, non-punctuation and non-mathematic. The player or players may establish an initial play period of fixed length, for example two minutes. For each of one or more initial players, a respective assortment 110 of game pieces 106 may be selected in generally random fashion, for example, from a larger collection of game pieces in a container 118 or a shuffled symbol card deck. Each initial player may be tasked with attempting to use as many of their respective assortment 110 of game pieces 106 as possible within the initial play period.
  • Referring to FIG. 2 for illustration, used game pieces 106 may be defined as those placed in adjacent arrangement with one or more other game pieces 106, from the same assortment for example, such that active symbols 102 of the adjacently arranged game pieces combine to form one or more communication elements 112 which may include one or more rebus elements 114. In certain preferred embodiments of the game method, an initial player score may be calculated for each initial player after the respective initial play period, This calculation may include, for example, crediting points corresponding to each used game piece from the respective assortment. Additionally, in certain embodiments the calculation step may include subtracting points corresponding to each unused game piece of each respective assortment. A timer element may be provided and used for timing initial play periods and bonus play periods during respective play intervals.
  • Referring to FIG. 2 for example, multiple communication elements 112 may be formed in interconnected fashion. In certain methods of playing the game, all communication elements corresponding to each initial player may be required to be formed in interconnected fashion. FIG. 2 in particular depicts an example of crossword-style interconnection between respective communication elements 112. FIGS. 13-19 illustrate possible alternative forms of interconnection between multiple communication elements 112. In certain embodiments of a method for playing a game described herein, each assortment 110 may be required to consist of an identical pre-defined quantity of game pieces 106.
  • In particular embodiments of methods in accordance with the present invention, each of a multiplicity of players may take an independent sequential turn as said initial player. In such embodiments, the step of attempting to use as many of the respective assortment 110 of game pieces 106 as possible within the initial play period may be performed by each respective player within their own respective initial play period.
  • Certain embodiments of a method of playing the game may further comprise the step of imposing a challenge rule, wherein, at the request of another player, an initial player must explain (e.g., decipher verbally or in writing) a respective communication element 112 in order to receive the credit points corresponding to each respective game piece 106 used in formation of the respective communication element.
  • In particular embodiments of a method of playing a communication game, the game may be configured to be played by two or more players. In such embodiments, the method may further comprise the steps of establishing a bonus play period of predetermined length and providing a bonus element 120. In embodiments, the bonus play period may be selected to be shorter than the initial play period (e.g., a one-minute bonus play period versus a two-minute initial play period). The bonus element may be activatable by a player (e.g., by tossing the bonus block or tapping a button on an electronic version) after an initial play period has ended. the activation may result in temporary designation of the activating player as a bonus player, and substantially random presentation of a player instruction from a set of player instructions. The set of player instructions may include two or more of a first player instruction 122, a second player instruction 124 and a third player instruction 126. A first instruction 122 may direct the bonus player to attempt to use as many of the as-of-yet unused game pieces (e.g., from one or more assortments 110 in play) as possible during the bonus play period after a substantial randomization of the states of the symbols 102 of all as-of-yet unused game pieces. A second instruction 124 may direct the bonus player to attempt to use as many of the as-of-yet unused game pieces as possible during the bonus play period with the symbols of all as-of-yet unused games pieces remaining in their extant state. A third instruction 126 may direct that another of the players may electively activate the bonus element.
  • In various embodiments of the game method, each initial player may be given, for example, one opportunity to swap the states of one active symbol and one inactive symbol of each as-of-yet unused game piece prior to or during their respective initial play period. For example, in embodiments in which the game pieces are in the form of tiles with different symbols on opposing faces, the player may have the opportunity to flip a tile over so that the symbol which was previously inactive is now active and newly available for use by the player.
  • In particular embodiments, the substantial randomization of the states of the symbols may be achieved by tossing or dropping the as-of-yet unused game pieces, for example, onto a playing surface. Further, in certain embodiments, each player may be a distinctive team of game participants (e.g., persons). Moreover, in particular embodiments, one or more of the game kits and methods described herein may be computer implemented. In such embodiments, for example, the game pieces and bonus element may be graphically represented within a graphical user interface of a desktop or mobile computing device.
  • Referring to FIGS. 20-22 for illustration, alternative forms of the invention described herein may involve a non-transitory computer-readable storage medium storing instructions which, when executed by a computing device, cause the computing device to perform a method. Such a method may comprise one or more of the steps described herein. For example, a graphical user interface may be presented on a screen 146 of the computing device 142. A communication element 112 may be selected (e.g., from a web server or other architecture which includes a data storage device). The communication element 112 may incorporate one or more rebus elements 114, wherein the communication element 112 may be formed of a plurality of symbols 102 positioned substantially adjacently to one another. Referring to FIG. 20 for illustration, a precursor 134 of the selected communication element 112 may then be displayed within the graphical user interface wherein one or more of the symbols 102 are spatially displaced from their corresponding positions, resulting in a respective blank space 136 generally at those positions. The displaced symbols may then be allowed to be graphically moved by a player into any blank space 136.
  • In certain preferred embodiments, when a displaced symbol is moved to its corresponding position, it is accepted thereat (see, for example, FIG. 21). Contrastingly, when a displaced symbol is moved to a non-corresponding position, it may be rejected therefrom. Such rejection may be graphically depicted by way of, for example, the respective symbol or game piece bouncing out of the blank space 136, or by an “X” or similar marking showing up over the rejected symbol. In embodiments, if all of the displaced symbols are not moved into their respective positions within, for example, a set time limit, fewer or no points will be allocated.
  • Referring to FIG. 21 for illustration, in certain embodiments of non-transitory computer-readable storage medium in accordance with the present invention, the method may further comprise the step of presenting a text decipher 138 of each communication element 112 if all of the displaced symbols 102 (e.g., those shown in FIG. 20) are accepted at their corresponding positions.
  • Referring to FIG. 23, in particular embodiments of a non-transitory computer-readable storage medium, at least one of the displaced symbols may be masked by a decoy symbol 140. In such an embodiment, the player may have the option to flip the decoy symbol 140, thereby exposing the respective displaced symbol. In some forms of such embodiments, the flip may be irreversible. FIG. 24 depicts the play 116 after the decoy symbol 140 has been flipped, but before the displaced exposed symbol 102 is moved into its respective position.
  • In certain embodiments of the non-transitory computer-readable storage medium, the corresponding method may further comprise one or more of the steps of establishing a time limit, allotting a player point total 150 one or more points if all displaced symbols are moved to their corresponding positions within the time limit (see, for example, FIG. 25), and possibly allotting a competitor point total (not shown) one or more points if all displaced symbols are not moved to their corresponding positions within the time limit. The countdown of a time limit may be graphically indicated by a timer icon 152.
  • In particular embodiments of non-transitory computer-readable storage medium, the corresponding method may further comprise the steps of determining a winning point threshold, repeating the steps of selecting, displaying, allowing and allotting until either the player point total or competitor point total reaches the winning threshold, and allocating the player one or more winner prize tokens if the player point total reaches the winning point threshold before the competitor point total reaches the winning point threshold. In embodiments, the winning prize tokens may be redeemable for goods or services.
  • In particular embodiments of the non-transitory computer-readable storage medium, the corresponding method may further comprise determining a winning point threshold, repeating the steps of selecting, displaying, allowing and allotting until either said player point total or said competitor point total reaches said winning threshold, and allocating the player one or more loser prize tokens if the competitor point total reaches the winning point threshold before the player point total reaches the winning point threshold. In embodiments, the loser prize tokens may be redeemable for goods or services.
  • Referring to FIGS. 26-30 for illustration, alternative embodiments of a non-transitory computer-readable storage medium may be provided. Such media may store instructions which, when executed by a first computing device 142 and a second computing device 144, cause the computing devices to collectively perform an alternate game method. The alternate game method may begin, for example, with selecting (e.g., from computing device memory and/or a remote web server) a collection of symbols on the first computing device 142 having a first screen 146. A container icon 118 may be presented on the first screen 146. A first player may then be allowed to activate the container icon 118, thereby resulting in an assortment of the symbols 102 being displayed on the first screen 146. In certain embodiments, the assortment may comprise a random number of respective symbols equal to or less than the total amount of symbols in the collection. One or more of the assortment of symbols may be, for example, moveable by the first player into generally adjacent arrangement with one or more other of the assortment of symbols such that the adjacently arranged symbols combine to form a play 116. The play 116 may be defined, for example, by one or more communication elements 112 incorporating one or more rebus elements 114.
  • Referring to FIG. 27 for illustration, in certain of the alternative embodiments, a first text decipher 138 may be received from the first player, wherein the decipher 138 textually interprets each communication element 112. The play 116 may then be transmitted (e.g., by way of a web server or the like) to the second computing device 144 for display thereon as illustrated, for example, in FIG. 28. Referring to FIGS. 29 and 30 for illustration, a second text decipher 154 may then be received from a second player, wherein the decipher 154 textually interprets each corresponding communication element 112. In embodiments, one or more points 150 may be allocated to the second player if the second text decipher 154 substantially matches the first text decipher 138.
  • In further alternative embodiments, one or more non-transitory computer-readable storage media storing instructions may be provided. When executed by one or more computing devices, the instructions may cause the computing devices to perform a second alternative method. In embodiments of such second alternative method, a first computing device 142 may be initially prompted to prepare a communication element incorporating one or more rebus elements. The communication element 112 may be formed of a plurality of symbols 102 positioned substantially adjacently to one another, wherein the symbols may have been selected and positioned at the direction of a first user by way of a first user interface. The first computing device 142 may receive from the first user a first text decipher 138 by way of the first user interface. The first text decipher 138 may be a textual translation of the respective communication element. Next, the first computing device 142 may send the communication element and first text decipher 138 to the second computing device 144 for display on a second user interface on the second computing device. The one or more computing devices may comprise, for example, cell phones, computer tablets, laptop or desktop computers, remote web servers, any combination thereof, or the like.
  • In embodiments, the second alternative method may further comprise the steps of receiving a second text decipher 154 from a second user by way of the second user interface prior to displaying the first text decipher 138, and allowing comparison of the second text decipher 154 to the first decipher 138 to determine whether they substantially match one another. In preferred embodiments, the second text decipher 154 is a textual interpretation of the communication element by the second user. Depending upon the particular embodiments, such comparison may be performed, for example, by the first user or by one of the computing devices (e.g., the first computing device or a remote web server). If the second text decipher 154 substantially matches the first text decipher 138, the second user may be allocated one or more prize tokens which may be redeemable for goods or services.
  • One example of a card embodiment of the game may begin with shuffling of the cards. The players may then choose Bonus/Starter card to see who goes first. For example, the high number may go first. Bonus/Starter card(s) are placed face down in a stack once they have been used to determine first player of first round, for later use in Bonus Round. The first player closes their eyes and spreads the cards out on flat surface. The first player then, with eyes still closed, chooses, for example, at least 10 cards. When the first player is finished, the rest of the cards are restacked and put aside by any other Player. Play may then continue as in other embodiments described herein. When the timer runs out and any pieces are unplayed, any other player may place their hand over the Bonus/Starter stack of cards, if they choose to enter a Bonus Round, while the player tallies score. After the score for the play is tallied, the Bonus Player draws a card and does what the card states. Play may continue as in other embodiments described herein, except that if the Bonus Player grabs a TOSS, then they simply pick up the unplayed cards, hold them all in one hand at least, for example, a foot above the playing surface and clear from the actual play, and drop the cards and play the surface that is showing on the card.
  • The following describes in additional detail of possible embodiments of the invention. In one preferred embodiment, the game pieces are wooden, although other materials can be used, and may be marked on all sides with the relevant information. In certain embodiments, the minimal number of game pieces may be ten, while the preferred number of game pieces may be at least fifty. The game pieces may be contained in a container that is capable of being sealed and shaken in order to properly mix the game pieces. A timing device used may be any device from an egg timer to and electronic watch or other timing device. The timing device may emit sound. In general the time for play can be varied depending on the skill of the player. For experienced players, two minutes for an initial play period may be the optimal time, but newer players may find 5 minutes optimal.
  • A preferred embodiment of a bonus/starter block 120 is show in FIG. 1 and possesses sides that display TOSS, AS IS and PASS to indicate what play action is to take once the bonus/starter block is rolled. TOSS means the player/team gathers all remaining game pieces (e.g., those that have already been removed from the container 118 is part of an assortment 110, but are as-of-yet unplayed), tosses them and tries to play them all. AS IS means the game pieces are played as is. PASS means no play can happen and the bonus block 120 can be grabbed by any other players/teams. The bonus/starter block 120 may also have dots on each surface similar to the dots on dice with each face having a different number of dots. At the beginning of each game the bonus/starter block 120 may be thrown and the player with the highest number of dots goes first. In another embodiment, the bonus/starter block could also have numbers, instead of dots, printed on each face.
  • Game pieces 106 can be any shape or size, including a multiple face game piece. however, the optimal game piece may be two-sided and its dimensions may be, for example, 1⅜ inches by 1 inch. The playing surface can be any surface large enough to allow the placement of the game pieces and level enough to keep the playing pieces from moving after placement.
  • In a particular embodiment of the method of playing the game, initially the players agree to a winning point score, respective time limits for initial and bonus play, and whether to play the long or short version of the game. Play of the game may be, for example, initiated by all players throwing the bonus/starter block and the player with the highest number goes first. All game pieces 106 may be placed into a container 118, shaken, and then at least ten game pieces, under a preferred embodiment, are withdrawn and placed on the playing surface. The player can initially turn over, just once, any or all of the playing pieces if desired. A timer is then started and the player has until the timer expires to make words, phrases, sentences, names, places or any combination thereof in any interconnected fashion, including crossword or loose crossword (e.g., other than 90-degree angle) fashion, out of the game pieces showing. Depending on how the game is played, such communications 112 may be made in any language, including English, Spanish, Spanglish, Franglish, Slang, Ubanics, etc. If all pieces are used within the allotted time, and there is no challenge, the player tallies points and, in the first round, play passes to the player to the left. If the time expires, there are un-played pieces and there is no challenge, any other player can grab the bonus/starter block, roll it, and then follow the instructions on the block. At the same time, the initial player's game pieces used are counted up and any game pieces not used are deducted from that player's total. This is the players score for that turn. If the other players present a challenge at that point, the current player provides an explanation. If the Play is deemed accepted then the Bonus Round can begin. If the Play is not accepted, no points are scored, the pieces are returned to the container and play passes to the next player. The timer is started and play resumes until the time expires, the maximum score has been reached, or, if all pieces are used, play ends and continues as above. If pieces remain, any player can grab the starter/bonus block, throw it and then follow the instructions on the block. Play continues in this fashion until all pieces have been used, all players have rolled a PASS consecutively, no one grabs the block or the winning score has been reached. When the turn is completed, the game pieces 106 are put back into the container 118 and the game continues as set forth above until the agreed upon winning point score is achieved by a player.
  • In certain preferred embodiments, when the 1st round is completed (i.e., every player has played once), the direction of continued play halts and from this point forward after each Play and/or Bonus Round has completed, each player can be the next player by grabbing the Bonus/Starter block and commencing the action of rolling it to get the highest number. All players roll and the player with the highest number plays next. This continues throughout game. The game pieces are put back into the container and the last player to play grabs the Bonus/Starter block and rolls to start to establish the starting player for the 2nd Round. All players roll, high number goes 1st in Second round. This may be how the starting player for each Round is established.
  • In embodiments, players may choose a shorter or longer version of the game they wish to play, for instance, at the time they choose the winning point score. For example, if a long version of the game is chosen, then after each Play and/or Bonus Round the game pieces remain on the playing surface in the Play arrangement 116 and the next player plays on the existing Play. A bigger playing surface would likely be needed for the long version.
  • In particular preferred embodiments, if any other player cannot decipher the player's Play when the time has expired, the player must be able to explain what they are trying to state with the Play and if any other player can understand after the explanation, the Play is accepted and points tallied appropriately. If no other player can understand the Play after the explanation, then the Play is deemed unacceptable, and no points are scored, all pieces are returned to container and the Play passes to next player.
  • An interesting aspect of certain embodiments of the game is that if any player rolls a PASS with the bonus/starter block 120, the player who had played prior to the rolling of the PASS by another player, and who may still be counting up his or her score, can also grab the bonus/starter block if that player so desires, keeping the game play flowing at a very fast pace.
  • In particular embodiments, a player may be allowed to turn some or all of the game pieces on their respective edges, and combine such pieces to create structures forming letters, numbers, symbols, punctuation, or the like for use in forming communication elements 112.
  • The game can be played by a solo player or multiple players playing in person, electronically such as over the Internet, Wi-Fi or equivalent connection. An electronic version of the game may, for example, be downloadable as a software application and playable on mobile devices such as tablets and smart phones.
  • In particular embodiments of the game, the player who initiates the game may decide one or more of: (a) how many players can join, (b) the winning point score, (c) the time limit of each play and, (d) the time limit for each bonus play (i.e., the time each bonus player has to play). The short version of the game may be chosen as the only option. Then additional players may be able to join as they wish until the maximum number of players is reached. They play in turn as they arrive to the game in progress. A score record may be kept in which the names of players appear in a column and each Player can see when another joins the game. In certain electronic versions of the game, the initial player may invite, for example through the app., by text or e-mail, any additional players and other players may see how many games are being played when they open their app or on the online version. Prospective players may choose to join any game that will allow them in. They may also see the parameters of the game as set forth above.
  • In certain electronic embodiments, players may choose their game pieces by clicking or tapping on “select” icons which may show amounts of pieces, i.e. 10-14, 15-18, 18+, etc. Alternatively, the application may randomly chooses the amount of pieces in each category. A player may be able to tap the game piece icon to choose the other side of the game piece. Once a game piece has been tapped, the game piece may be adapted to remain in that orientation with no further ability to tap to re-select the first side.
  • In particular embodiments, a player may click/tap a timer icon after they have “reviewed” the available pieces and when they are ready to play, no later than, for example, 15 seconds after last piece has been “turned over” or the timer automatically starts its countdown. The more pieces displayed, the longer the “review time” is before timer starts automatically.
  • In certain embodiments, if all pieces are used by a player, the total points earned may be added to their score automatically. If some pieces remain to played the bonus round may begin. The current player's score may be automatically totaled by adding points for game pieces used and subtracting points for each piece unused by the current player during their play.
  • In particular embodiments, any other player may click/tap the Bonus/Starter icon 120 once the time on the timer has been reached, and play continues by that other player as described, for example, as set forth herein.
  • In certain embodiments, when all the pieces have been played, PASS has been rolled consecutively by a predetermined number of players, or the predetermined timeframe for all players to have a chance to click/tap the Bonus/Starter icon has been reached, the Play may be automatically saved in a data storage element such as a memory device, the game piece icons may disappear from the screen and the “select amount of pieces” icons may be displayed for prompting the next player.
  • In particular electronic embodiments, after the 1st round is played through the 2nd round, the starting player may be determined by whichever player clicks, taps, etc. on the Bonus/Starter Block icon. The Block icon may be rolled randomly and a side may be exposed with, for example, a number on it. A difference between an electronic version and a physical version of the game may be, for example, that only the 1st 4 players who grab the Block icon may roll.
  • Particular preferred embodiments of a method in accordance with the invention may include one or more of the following steps:
  • allowing the players to throw the bonus/starter block 120 to decide the first player;
  • throwing the game pieces 106 on the playing surface, starting a timing device wherein a turn comprises making as many words, phrases, sentences or other allowable usage in the allotted time and creating a score based upon the game pieces used and those not used;
  • continuing game play including the steps of:
      • if no pieces are left, play passes to the player on the left;
      • if pieces are remaining, any player who has grabbed the bonus/starter block tosses the block and follows the instructions on the block and if necessary starts a timer; each round of play continues until:
      • no pieces remain to be played;
      • no player grabs the bonus block;
      • all players have rolled a PASS consecutively; or
      • the maximum score is reached.
  • In an electronic version of the game, the data pertaining to each of the plays may be backed up and stored, for example on a data storage element, so players have the ability to access their play(s) when the game is finished or at a later date. This data may be accessed by the player by way of, for example, a game account and/or personal player account. A player may be able to e-mail, make an electronic card, make a physical card and access or purchase other forms of merchandise available on the website or through the application.
  • In an electronic/software application embodiment of the game, players may have the ability to send text messages along with the game pieces. There may be, for example, a texting feature in the application that any player may be able to access, which will immediately enable their keyboard or Qwerty to interact with the application. As a result, the keyboard may be able to function as an input device in association with the game application and software. The keys on the player's keyboard may have a variety of functions. A link may be provided within the website or mobile application through which players and users may access instructions and information on how their keyboard can function in connection with the game. There may be, for example, a particular tab or button in the app which players or users may select to readily return to their regular keyboard functionality, and conveniently switch the keyboard back and forth between game mode and normal mode. Alternatively or in addition, certain embodiments may include a pop-up window that has the “shift” keys and regular keys that change when shifted or controlled. Players may be able to text from this pop-up window in the game pieces, and save their “texts” so they can be e-mailed or made into physical or electronic cards that they can later send. This capability may be further monetized by way of, for example, the charging of a fee for sending such messages, electronic cards, or the like.
  • In particular embodiments, there may be provided a plethora of game pieces that appear in a box and players may choose the individual pieces and make a statement to send via text, e-mail, e-card, physical card, or the like. A player may also opt to put on any other merchandise that is available on the app or website.
  • Certain embodiments may provide an electronic score pad that shows each player's score in association with their name, for example, upon clicking a screen icon. The high score or current player, whether the player is in regular play or bonus play, may be shown on the screen as well. Further, status changes may be indicated.
  • In further embodiments, the game pieces may be edible. For example, such game pieces may take the form of cookies, crackers, candy, a combination thereof or the like. Packaging in certain such embodiments may house, for example, a collection or assortment of edible game pieces, a set of instructions and a bonus element. Edible game pieces may be marked with a symbol on one side or multiple sides by embossments or other impression, formed by way of, for example, a mold or stamping process. Alternatively or in addition, the symbol markings may be printed onto an edible game piece using, for example, food grade coloring and stencil. The bonus element may be a non-edible collectible addition included with the package of edible game pieces, and once a determined amount of bonus elements are collected they may be redeemed for merchandise, or points that can be used in an electronic computer version of the game. The instructions may include a method of play that is shorter, and may involve protocols such as, for example, having to put your un-played pieces back in the package and try again another day, taking pieces from another player, eating the edible pieces within a certain time frame if the play is not accepted by another player, a combination thereof or the like.
  • In another embodiment, the game may be played as or take the form of a TV game show, which may, for example, have an electronic and or digital playing area and game pieces. In at least one such embodiment, respective answer deciphers (e.g., text deciphers) may be shown to the contestants, for instance on the sides of the playing surface, and there may be more answer deciphers than can be matched on the playing surface. There may be a sample direction of play on the playing area/surface already filled in with the game pieces to show the contestants how the pieces can be configured to match the answer deciphers. For instance, this might be timed to happen at the top of the show so that the contestants and viewing audience can understand the game and how it is played. Of course, the game show host may explain the game, scoring and prize structure at the top of the show and there may exist a website interface with instructions to accompany the game show. In embodiments, contestants may hit a start button to randomly determine who goes first. There may be a random number of game pieces displayed in position on the playing surface deciphers before a timer starts. There may be another area where game pieces are located and where the contestants would choose the game pieces they wish to place in the blank positions, that would then appear in contestant designated blank positions. The game pieces may be chosen by a contestant, for example, physically by tapping on them and then by tapping on the blank position where they wish it to be placed or, if contestants are formed into teams, team members may direct a designated team member, for instance from a distance, to choose certain game pieces and place them in certain blank positions. The contestants may have a predetermined length of time to play as many game pieces as they can in any of the decipher directions and to match completed deciphers on the playing area to the displayed answer deciphers.
  • In certain game show embodiments, the studio audience may see what the players see and may scream out directions to urge contestants as to which game pieces to choose or into which spaces to place them. In embodiments, certain game pieces may be decoy pieces. Contestants may have the choice to hear a symbol pronounced in another language or see how it is spelled in another language and to choose the language they wish to hear or see it in. There may be an option to flip the game piece, exposing the other side and symbol for use. There may be several contestants on one team and there may be several teams competing against each other to finish the deciphers first. The game may be won by points that have a monetary value and certain aspects of the game may incur more value per point. For instance, a game piece used in another language may have more value than one in the native language of the contestants. There may be a score area for each contestant's score to be viewable. There may be an option to double a contestant's monetary winnings by playing a bonus round. There may be a bonus element that when activated by a contestant will direct a random action to be followed. For instance, the action may state that the contestant cannot play the bonus round and has to leave the game with their winnings at that point, it may state that they must play the bonus round and risk losing what they have won to that point or that they must give some of their winnings to the other team or contestant. A bonus round may consist of contestants having the game pieces displayed in the game piece area and the blank decipher positions displayed on a playing surface and a timeframe in which to complete the decipher by placing the pieces in the blank positions appropriately, where the round is won if such placement is performed in a correct and timely manner. There may be a chance for the at home viewers to participate electronically or wirelessly, for example online via a website interface, in the same competition and win prizes.
  • In one or more further TV game show embodiments, contestants may be tasked with finding the game pieces before they may play them on the playing surface. The game pieces may be physical, digital or a combination thereof. The game pieces may also be represented by objects that infer the game piece symbol. For instance, the symbol of a candle may be displayed in a painting with a candle in it which painting is hanging on a wall amongst decoy game pieces. Alternatively, the game piece may be the actual object, such as a candle, that can be located by the contestant amongst decoy game pieces and relocated and used in playing the game by placing the object in the appropriate blank position on the playing area. In the alternative or in addition, the game pieces could be marked on t-shirts and worn by certain respective audience members, wherein the contestant would locate that symbol and then direct the audience member wearing the respective t-shirt to go to a certain position on the playing area. The game pieces may also have a hidden prize or value associated with them. In particular embodiments, the contestants may have to walk through an obstacle course or designated area filled with all the decoy pieces and game pieces, wherein they would have to find the usable game pieces. The game pieces may be oversized, multi-faceted or digital symbols that are touched, for instance on a wall and light up when touched and then appear on the playing surface digitally and where the contestant designates.
  • In game show embodiments, there may be provided an element of information and/or history about the game piece or its symbol in order to invite a learning experience. Alternatively or in addition, there may be an explanation of what the symbol is or represents in other languages. There may be penalties imposed. For instance, if a designated number of decoy pieces are chosen or touched the contestant may have points removed from their final score. The playing surface may be one that has several levels and is 3 dimensional so that the pieces may be placed in spaces above or below and next to other pieces if they are physical objects, for instance like a cubical bookcase or a super-sized cubical bookcase that would fit oversized objects or even a person, for instance if that person is a DOCTOR, which is a symbol required for the decipher, or is wearing a t-shirt with the symbol on it. The playing area could also be a field or giant horizontal surface where the pieces would be positioned and the playing area would be viewed from above (i.e., substantially 90 degrees from) the horizontal plane of the playing area, or at a lesser angle from the horizontal plane.
  • While embodiments of the invention have been illustrated and described, it is not intended that these embodiments illustrate and describe all possible forms of the invention. Rather, the words used in the specification are words of description rather than limitation, and it is understood that various changes may be made without departing from the spirit and scope of the invention.

Claims (29)

1. A communication game kit comprising:
an assortment of game pieces, each said game piece having at least a respective symbol thereon, each said symbol being convertible between an active state and an inactive state, each said game piece being convertible by one or more players from an unused status to a used status during play intervals, wherein a respective said game piece is in its used status when placed in an adjacent arrangement with one or more other said game pieces such that their active said symbols combine to form one or more communication elements incorporating one or more rebus elements; and
a bonus element activatable by a said player for temporary designation of said activating player as a bonus player and for substantially random presentation of a player instruction from a set of player instructions, said set of player instructions including at least a first instruction directing a substantial randomization of said states of said symbols of all unused said game pieces prior to continuing a respective one of said play intervals, a second instruction directing said bonus player to continue said respective one of said play intervals with said symbols of all unused said games pieces remaining in their extant state, and a third instruction directing that another said player may electively activate said bonus element.
2. A game kit as defined in claim 1 wherein at least the majority of said game pieces each include at least two mutually distinct said respective symbols thereon, said majority of said game pieces being configured such that at least one said symbol on each said game piece is in said inactive state while the other respective said symbols are in said active state.
3. A game kit as defined in claim 2 wherein said game pieces have at least one pair of generally opposing faces, each said symbol of each said game piece being disposed on a respective said face.
4. A game kit as defined in claim 2 wherein said game pieces are in the form of polyhedrons with at least one pair of generally opposing faces, each said symbol of each said game piece being disposed on a respective said face.
5. A game kit as defined in claim 4 further comprising a generally opaque container configured to house said assortment of said game pieces and to facilitate substantially randomized retrieval of said assortment from a collection of said game pieces.
6. A game kit as defined in claim 1 wherein said game pieces are in the form of symbol cards selectable from at least one symbol card deck configured to be shuffled.
7. A game kit as defined in claim 1 wherein said bonus element is a bonus card deck comprising a plurality of bonus cards on which said first, second and third instructions are respectively located, said activation being adapted to occur by way of selection of a said bonus card from said bonus card deck.
8. A game kit as defined in claim 1 wherein said bonus element is a polyhedron comprising respective sides on which said first, second and third instructions are located.
9. A game kit as defined in claim 1 further comprising a timer element for timing initial play periods and bonus play periods during respective said play intervals.
10. A game kit as defined in claim 1 wherein said symbols are in their active state when they are viewable to said one or more players.
11. A game kit as defined in claim 1 wherein said symbols are in their active state when they are generally upwardly-facing.
12. A game kit as defined in claim 1 wherein each said communication element is one or more words, phrases, sentences or questions.
13. A game kit as defined in claim 1 wherein at least several of said symbols are non-alphabetic, non-numeric, non-punctuation and non-mathematic.
14. A game kit as defined in claim 1 wherein said communication elements are formed in interconnected fashion.
15. A game kit as defined in claim 1 wherein said first instruction is substantially conveyed by the term “TOSS”, said second instruction is substantially conveyed by the term “AS IS”, and said third instruction is substantially conveyed by the term “PASS”.
16-21. (canceled)
22. A method of playing a communication game configured to be played by two or more players, said method comprising the steps of
providing a collection of game pieces, each said game piece having at least a respective symbol thereon, each said symbol being convertible between an active state and an inactive state, at least several said symbols each being non-alphabetic, non-numeric, non-punctuation and non-mathematic;
establishing an initial play period of fixed length;
selecting, in generally random fashion and for each of one or more initial players, a respective assortment of said game pieces from said collection;
within said initial play period, each said initial player attempting to use as many of their respective said assortment of game pieces as possible, wherein used said game pieces are defined as those placed in adjacent arrangement with one or more other said game pieces such that active said symbols of said adjacently arranged game pieces combine to form one or more communication elements which may include one or more rebus elements;
calculating an initial player score for each said initial player, said calculation including crediting points corresponding to each used said game piece of each respective said assortment;
establishing a bonus play period of predetermined length; and
providing a bonus element activatable by a said player after a said initial play period has ended, wherein said activation results in
(a) temporary designation of said activating player as a bonus player, and
(b) substantially random presentation of a player instruction from a set of player instructions, said set of player instructions including at least
(i) a first instruction directing said bonus player to attempt to use as many of the as-of-yet unused game pieces from one or more said assortments as possible during said bonus play period after a substantial randomization of said states of said symbols of all said as-of-yet unused said game pieces;
(ii) a second instruction directing said bonus player to attempt to use as many of said as-of-yet unused game pieces as possible during said bonus play period with said symbols of all said as-of-yet unused said games pieces remaining in their extant state, and
(iii) a third instruction directing that another said player may electively activate said bonus element.
23. A method as defined in claim 22 wherein said substantial randomization of said states is achieved by tossing or dropping said as-of-yet unused said game pieces.
24. A method as defined in claim 22 wherein each said player is a distinctive team of game participants.
26. A method as defined in claim 22 wherein said bonus play period is shorter than said initial play period.
27. A method as defined in claim 22 wherein each said initial player is given one opportunity to swap said states of one active said symbol and one inactive said symbol of each said as-of-yet unused said game piece prior to or during their respective said initial play period.
28. A method as defined in claim 22 wherein said game is computer implemented, said game pieces and bonus element being graphically represented within a graphical user interface.
29. A non-transitory computer-readable storage medium storing instructions which, when executed by a computing device, cause the computing device to perform a method, the method comprising:
presenting a graphical user interface on a screen of said computing device;
selecting a communication element incorporating one or more rebus elements, said communication element being formed of a plurality of symbols positioned substantially adjacently to one another;
displaying a precursor of said communication element within said graphical user interface wherein one or more said symbols are spatially displaced from their corresponding said positions resulting in a respective blank space generally thereat; and
allowing said displaced symbols to be graphically moved by a player into any said blank space, wherein when a said displaced symbol is moved to its corresponding said position it is accepted thereat and when a said displaced symbol is moved to a non-corresponding said position it is rejected therefrom.
30. The non-transitory computer-readable storage medium of claim 29 in which the method further comprises:
presenting a text decipher of said communication element if all of said displaced symbols are accepted at their corresponding said positions.
31. The non-transitory computer-readable storage medium of claim 29 wherein at least one of said displaced symbols is masked by a decoy symbol, said player having the option to irreversibly flip said decoy symbol thereby exposing the respective said displaced symbol.
32. The non-transitory computer-readable storage medium of claim 29 in which the method further comprises:
establishing a time limit;
allotting a player point total one or more points if all said displaced symbols are moved to their corresponding positions within said time limit; and
allotting a competitor point total one or more points if all said displaced symbols are not moved to their corresponding positions within said time limit.
33. The non-transitory computer-readable storage medium of claim 32 in which the method further comprises:
determining a winning point threshold;
repeating said steps of selecting, displaying, allowing and allotting until either said player point total or said competitor point total reaches said winning threshold; and
if said player point total reaches said winning point threshold before said competitor point total reaches said winning point threshold, allocating said player one or more winner prize tokens which are redeemable for goods or services.
34. The non-transitory computer-readable storage medium of claim 32 in which the method further comprises:
determining a winning point threshold;
repeating said steps of selecting, displaying, allowing and allotting until either said player point total or said competitor point total reaches said winning threshold; and
if said competitor point total reaches said winning point threshold before said player point total reaches said winning point threshold, allocating said player one or more loser prize tokens which are redeemable for goods or services.
35-39. (canceled)
US14/125,580 2012-05-03 2013-04-29 Communication game kit and method Abandoned US20140217673A1 (en)

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US14/125,580 US20140217673A1 (en) 2012-05-03 2013-04-29 Communication game kit and method
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USD806793S1 (en) * 2016-06-17 2018-01-02 Christa Romano Child worry relief teaching kit
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