US20150375093A1 - Image and reasoning based game - Google Patents

Image and reasoning based game Download PDF

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Publication number
US20150375093A1
US20150375093A1 US14/766,116 US201414766116A US2015375093A1 US 20150375093 A1 US20150375093 A1 US 20150375093A1 US 201414766116 A US201414766116 A US 201414766116A US 2015375093 A1 US2015375093 A1 US 2015375093A1
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Prior art keywords
card
question
image
answer
team
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US14/766,116
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Christine Ann Casey
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Artful Deductions LLC
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Artful Deductions LLC
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Priority to US14/766,116 priority Critical patent/US20150375093A1/en
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Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F2001/008Card games adapted for being playable on a screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0475Card games combined with other games with pictures or figures

Definitions

  • a game that can comprise a plurality of cards. At least one of the plurality of cards comprises at least one image on a first surface of the card, at least one question on a second surface of the card, and an answer to the question. The answer is on a third surface of the card. The at least one image provides at least one clue for deducing the correct answer to the at least one question.
  • a game is provided that comprises at least one card, wherein at least one of the plurality of cards comprises: at least one image on a first surface of the card; at least one question on a second surface of the card; and an answer to the question. The answer is on a third surface of the card. The at least one image is considered for determining the correct answer to the at least one question.
  • the method can further include providing a first response to the first question and comparing the first response to the first question to a first answer to the first question.
  • the method can include providing a point value if the response substantially corresponds to the first answer to the first question.
  • Some embodiments provided herein relate to a method of setting up a game that includes two types of cards: “Standard Cards” (that can be assigned to designated categories) and a “Final Card” (which can be the last card).
  • the method comprises: identifying Standard Cards vs. a Final Card from a set of cards, and putting aside the Final Card, separating Standard Cards into at least 2 stacks according to category reflected on the first surface of each card, and arranging each stack in ascending order according to a numerical value that follows the category designation on the first surface of each card, with the numerical value of one being on the top of each stack.
  • Some embodiments provided herein relate to a method of setting up a game.
  • the method comprises, from a set of cards, identifying Standard Cards vs. the Final Card and putting aside the Final Card; from the Standard Cards, separating cards into at least two stacks by card category; and arranging the stacks of cards in ascending order by a numerical value on each card, with the numerical value of one being on the top of each stack.
  • Some embodiments provided herein relate to a game comprising at least one card, wherein at least one of the plurality of cards comprises at least one image on a first surface of the card, at least one question on a second surface of the card, and an answer to the question.
  • the answer is on a third surface of the card, wherein the at least one image allows one to answer the question through deductive reasoning.
  • Some embodiments provided herein relate to a game comprising at least one card, wherein at least one of the plurality of cards comprises: at least one image on a first surface of the card; at least one question on a second surface of the card; and an answer to the question, wherein the answer is on a third surface of the card.
  • the at least one image has been modified in at least one of the following ways: cropped to conceal an answer; redesigned in a seamless manner; portions blocked out seamlessly or overtly; a highlight added; a clue added; and/or a section of the image resized.
  • FIG. 2 is a flow chart representing some embodiments for how to play a game.
  • FIG. 3 is a flow chart representing some embodiments for how to set up game cards.
  • FIG. 4A is a schematic representation of an exemplary Final Card.
  • FIG. 4B is a schematic representation of an exemplary tuck box from a first perspective.
  • FIG. 4C is a schematic representation of an exemplary tuck box from a different perspective.
  • FIG. 5 depicts some embodiments of the various sections and cards.
  • FIG. 6 depicts some embodiments of the various sections and cards.
  • FIG. 7 depicts some embodiments of the various sections and cards.
  • FIG. 8 depicts some embodiments of the various sections and cards.
  • FIG. 9 depicts some embodiments of the various sections and cards.
  • FIG. 10 depicts some embodiments of the various sections and cards.
  • FIG. 11 depicts some embodiments of the various sections and cards.
  • FIG. 12 depicts some embodiments of the various sections and cards.
  • FIG. 13 depicts some embodiments of the various sections and cards.
  • FIG. 14 depicts some embodiments of the various sections and cards.
  • FIGS. 15A-15C depict some embodiments of the various sections and cards.
  • FIG. 16 depicts some embodiments of the various sections and cards.
  • FIGS. 17A-17B depict some embodiments of the various sections and cards.
  • FIGS. 18A-18C depict some embodiments of the various sections and cards.
  • FIGS. 20A and 20C depict some embodiments of the various sections and cards.
  • FIG. 20B depicts an original image.
  • FIG. 22 depicts some embodiments of the various sections and cards.
  • Some embodiments provided herein relate to a game in which images are a central component.
  • one or more of the questions in a deck relate to a provided image, such that the answer can be deduced from the following: the image on a card face, caption on card face, category assignment, information in question itself, and/or information in a prior card in the same deck.
  • one or more card contains an image and/or text that imparts knowledge to players of a substantive nature about a variety of topics and thus, in some embodiments, the game can be educational both in terms of the information that is conveyed by the card and/or the introduction to, or development of deductive reasoning.
  • a tuck box contains a 26-card deck as follows: 25 Standard Cards with 5 Standard Cards in each of 5 categories.
  • the category can be denoted on a card face along with a number from 1 to 5, indicating card order in its respective category.
  • Which category of card to be selected can be determined by a random category generator, and once generated, the next card of that category is selected, the question asked, a response provided, and a comparison of the response given and the answer on the back of the card made, to determine if the response is correct. This continues as long as desired and/or until all 25 Standard Cards are exhausted.
  • the 26 th card is selected last and “FINAL QUESTION” is printed on the face of this card (and is described in greater detail below). The team with the greatest point value wins.
  • teams take turns operating the chance device, such as a die, once per turn until no Standard Cards remain.
  • a card can contain an image on the card front that provides a clue to the answer.
  • time allotted for each team to answer a question can be allotted for each team to answer a question.
  • the time allotted to answer each question is one minute.
  • the time can be 10 seconds, 30 seconds, 120 seconds or any other agreed upon duration.
  • the chance device is an eight-sided die as follows: a) five different sides reflect a category (for example, five different categories); b) two different sides reflect, “ANY”, meaning a card may be chosen from any category; and c) one side reflects, “LOSE TURN”.
  • game play is such that if no cards remain in a category that is rolled, the team that has rolled the die can choose any category.
  • the cards contain both the question and answer on a same side (opposite the side that includes the first section), with the answer being bolded and underlined.
  • the answer can be presented on a screen, for example, when playing electronically.
  • the nature of the questions are such that players don't have to provide a response to the question that matches verbatim what is written on the card.
  • a response is to be considered correct if it captures the essence of the answer as reflected on the card.
  • gratuitous information follows the answer, which can shed light on why an answer is correct and/or what clue(s) (if any) are contained in the image. In some embodiments, this additional information may not pertain to the answer, but is related—directly or tangentially—to the question topic and/or the image and provided for its educational or entertainment value.
  • scoring in the game takes place in two parts. First, a subtotal score is determined based upon the number of Standard Cards answered correctly. In some embodiments, teams can hold onto Standard Cards for those questions answered correctly for purposes of score calculation. While the scoring system can be varied, in some embodiments, teams are rewarded for excelling in one or more categories as follows: a first correct response to a question in a category is worth 1 point; a second correct response to a question in that category is worth 2 points; a third correct response to a question in that category is worth 3 points, and so on. In some embodiments, it is irrelevant which questions in a category are responded to correctly.
  • each correct response can be worth a single point.
  • the game continues to the Final Card.
  • each team decides (optionally in secret) how many points to wager for the Final Card, writing this value down.
  • players may look at the image on the card face of the Final Card when determining their wagers.
  • the wager must be made blind.
  • the question on the Final Card is read aloud.
  • each team discusses the question and decides what to respond (in secret), writing down the response.
  • the answer is read aloud. As detailed herein, in some embodiments, the answer is printed inside the tuck box. The teams then reveal their responses as well as their wagers and the final score is calculated. In some embodiments, teams that responded correctly add the number of points wagered to their subtotal. An incorrect response reduces the subtotal by the number of points wagered. Additional details and embodiments of the game are provided below.
  • the first surface 140 and second surface 130 are on a same side of the card 110 .
  • the first surface 140 is on one side of the card, and the second surface 130 is on an opposite side of the card.
  • the first surface 140 and the third surface 135 are on opposite sides of the card (for example 110 and 120 of card 100 ).
  • the second surface and the third surface are on a same side of the card, and that side is opposite to the first surface.
  • the cards include a category designation followed by a number, indicating card's order in that category 150 , which can be used to arrange card order.
  • the card is a physical card.
  • a single game play can comprise a plurality of Standard Cards. In some embodiments, there are at least 5 Standard Cards. In some embodiments, there are at least 20 Standard Cards. In some embodiments, there are 25 Standard Cards, such as those shown in FIG. 1 , and at least 1 Final Card (described in FIG. 4A ).
  • a single game play includes a plurality of physical cards and at least 10% of the deck are comprised of cards that contain at least one image on a first surface of the card, at least one question on a second surface of the card, wherein the first is on a first side of the card and the second surface is on a second side of the card.
  • the answer can be on the second side of the card that is opposite to the first side of the card.
  • the at least one image in a deck contains a clue that enables players to deduce the answer to the at least one question.
  • more than 10% of the cards in a deck involve this relationship between the question, the image and the answer, for example, at least 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 70% or greater of the cards in a deck include an image containing a clue that allows one to deduce the answer.
  • a deck further comprises at least one Final Card, wherein an answer to the question in the Final Card is printed on an inside surface of the tuck box in which the deck was packaged.
  • an answer to the question in the Final Card is printed on an inside surface of the tuck box in which the deck was packaged.
  • a deck is provided, wherein the deck includes a Final Card packaged along with the Standard Cards in a tuck box.
  • the Final Card of the deck can be provided in a different format from the Standard Cards (which are shown in FIG. 1 ).
  • the Final Card 400 can include a first side 410 that has a first section 440 .
  • the first section 440 can include an indicator that the card is different from the Standard Cards and is intended to serve as the deck's Final Card.
  • the first section can include an image that somehow relates to the question, thereby providing players with some indication as to question topic of the Final Card.
  • the Final Card can have an associated image that can contain a clue, so as to allow one to deduce the answer, without relying purely on the memory or knowledge base of the players. However, this is not required in all embodiments.
  • the tuck box includes both the answer in one section 437 , as well as an additional section 438 that includes an image(s) to provide additional insight and/or context and/or information regarding the question, the answer, question topic, and/or the image associated with the question or image(s) in tuck box.
  • a first image in section 440 can be one in which a visual representation of the answer has been “blacked-out” or seamlessly removed from the image itself
  • the second image in the additional section 438 can be the “intact” image, and thus provide the answer in image form, to provide additional context, beyond that provided in the answer text in section 437 . While shown as a unfolded box in FIGS.
  • the “tuck box” need not include the flaps as shown on the left-hand side of FIG. 4B . Without the flaps, the tuck box will have a shape closer to a sleeve. However, as the presence of the cards inside this arrangement will still prevent people from seeing the sections 437 and/or 438 , such an arrangement is adequate.
  • the tuck box in “box” form or “sleeve” form) can be wrapped in cellophane or other wrapping to keep the contents inside the tuck box.
  • the answer to the question in the Final Card 400 is provided inside an envelope or a sleeve as an alternate option of ensuring that players do not prematurely see the answer.
  • the tuck box can be configured and/or manufactured to be capable of being torn open to reveal the inside surface of the tuck box and the text and any image(s) therein.
  • the sides of the tuck box can be perforated for a more controlled opening.
  • the box can be folded into a box form without adhesive (or with a reduced amount), so as to allow a cleaner and/or simpler way to open the box and/or allowing it to be refolded to its original form and cards repacked in the box.
  • the answer to the question on the Final Card is printed on an internal surface of the tuck box that holds the deck. In some embodiments, this allows the game to be played with a minimal of material, as the cards can be contained in the tuck box and a separate card is not needed for the answer.
  • the game further comprises a chance device. Any chance device can be used.
  • the chance device is a die.
  • the die comprises at least as many surfaces as a number of the different categories and at least one category-label corresponding to each of the different categories. Each of the at least one category-labels is positioned on a surface of the die.
  • the die comprises at least one more surface than the quantity of the different categories.
  • the at least one surface comprises a category-label corresponding to a combination of two or more of the different categories.
  • the die comprises 8 surfaces.
  • the chance device provides the following options: the first designated category, A, the second designated category, B, the third designated category, C, the fourth designated category, D, the fifth designated category, E, select a category, and lose a turn.
  • presentation of any one of the above options results in either choosing a card from the designated category per the die, choosing a card from a team selected category, or having the team that has operated the chance device lose a turn.
  • a fourth surface 136 of at least about half of the cards further comprises at least one gratuitous fact or image that relates to the question topic.
  • the game includes a time-keeping device.
  • game play does not involve a board.
  • game play can incorporate a board as an alternate means of play. In some embodiments, this allows one to keep score of the points. In some embodiments, this allows one to provide an alternate option of determining if one is “entitled” to take a shot at question in Final Card. In some embodiments, score can be kept by retaining the Standard Cards for which the team provided a correct response.
  • the game can be played on phone, computer, PDA, or other electronic device. In some embodiments the game can be played on a TV or DVD player. In electronically provided formats, the answers and/or additional images which are normally displayed in surfaces 135 and 136 can be provided in separate frames after a team has provided their response. In some embodiments, the game can be played across the cloud. In some embodiments, the game can be hosted on a centralized database or server and the questions and/or answers can be coordinated between players.
  • At least one card includes an image that contains a clue so as to allow one to deduce and/or use logical reasoning to devise the answer.
  • the ability to answer a question does not necessarily depend upon a player's memory or existing knowledge base, but can further be determined by a reasoned analysis, for some embodiments of the cards.
  • At least one card includes an image that is revised in a seamless way. In some embodiments, at least one card includes an image that is revised in an overt way.
  • At least one card includes an image that was selected because it was not excessive or humorous when created, but is excessive or humorous by today's standards (e.g., social norms, customs, scientific knowledge). These images are selected to give the game a humorous element.
  • Such cards include images and text that can be both humorous and educational. Thus, in some embodiments, the images or information in the cards are only humorous from today's perspective.
  • At least one image provides critical information and/or context for the question.
  • the question could not be asked without the image on the card front because the question involves either: a) asking players to assess/determine the overall nature of what is depicted or b) asking players to decipher/analyze some aspect of what is depicted.
  • the image(s) with the question contains a clue to the answer that is also included in the question text.
  • the image is directly or tangentially related to question topic, but does not contain a clue. Such images without clues can have an entertainment and/or educational value.
  • what is depicted was intended to be comical when created, such as cartoons or satirical prints. In some embodiments, what is depicted wasn't comical when created but is comical by modern standards. In some embodiments, text on the second side of the card contains information about image on the first side of the card in a way unrelated to the question topic.
  • the image and/or question relates to and/or is at least one of the following: medical devices, mosaic, sculpture, military equipment, cartoons, advertisements, fresco, coins, an illuminated manuscript, clothing, photos, paintings, medical drawing, or an original print.
  • image(s) are reflected on the back of the card, with the answer. In some embodiments, the image(s) on the back illustrate the answer.
  • At least one card contains an image on the card face that has been customized (for example, cropped; portions blocked out, either overtly or seamlessly; reconfigured; clue added, highlight added; and/or revised) for use in the game.
  • At least one card contains an image on the card front that has been adjusted so as to conceal the answer by having some of it blocked out in an overt way, with the “intact” image depicted on card back along with the answer.
  • At least one card contains an image on the card front that has been adjusted so as to conceal the answer by having some of it blocked out in a seamless way.
  • At least one card contains an image on the card front that has been adjusted so as not to reveal the answer by having some of it blocked out in a seamless way with the “intact” image depicted on card back along with the answer.
  • At least one card contains an image on the card front or card back that has been reconfigured, so as to exclude irrelevant portions or portions which could not reasonably fit on card.
  • At least one card contains an image on the card front that has had a highlight added to direct players' attention to a particular aspect of the image.
  • At least one card contains an image on the card front that has been revised, as its original form would reveal the answer and the image is not conducive to cropping, blocking out, or reconfiguration.
  • the additional information provided on the card back, with the answer provides greater context for the answer, the image, and/or the question.
  • the text on the card back makes reference to the image on card front in a manner that is distinct from any relationship that might exist between the question and the image.
  • each card stands on its own.
  • the text or images from at least one card provides a clue(s) to the answer of a subsequent question card in the same deck.
  • the order of these “linked” cards (which can be controlled by the value 150 ) is predetermined and established by game play.
  • At least one card contains more than one image on the card front.
  • At least one card contains an image on the card back.
  • most of the images within the surface 140 are selected so that players are exposed to images that they have not seen before and pertain to subject matter unfamiliar to players.
  • images in a deck are carefully selected such that they come from different time periods, dating from ancient history to modern times.
  • the images can be educational in this manner.
  • the image in section 140 and/ 136 has been customized, in such a way that a clue is provided.
  • deductive reasoning can be employed to determine what has been altered (such as rearranged or removed from the image in the space 140 ).
  • the image in section 136 can be used to show the original image.
  • the game itself is educational in that it assists in teaching the players' deductive reasoning.
  • the Standard Cards can be from any category.
  • the Standard Cards are educational in nature.
  • the images relate to the time period of the question topic.
  • the question topics are from a time period before 1980.
  • the questions topics are from a time period before 1970.
  • the question topics are from a time period before 1960.
  • the question topics are from a time period before 1950.
  • the question topics are from a time period before 1940.
  • the question topics are from a time period before 1930.
  • the question topics s are from a time period before 1920. In some embodiments, the question topics are from a time period before 1910. In some embodiments, the question topics are from a time period before 1900. In some embodiments, the question topics are from a time period before 1890. In some embodiments, the question topics are from a time period before 1880. In some embodiments, the question topics are from a time period before 1870. In some embodiments, the question topics are from a time period before 1860. In some embodiments, the question topics are from a time period before 1850. In some embodiments, the question topics are from a time period before 1840. In some embodiments, the question topics are from a time period before 1830.
  • the question topics are from a time period before 1000. In some embodiments, the question topics are from a time period before 500. In some embodiments, the question topics are from a time period before 100. In some embodiments, the question topics are from a time period prior to 1 B.C.
  • one or more of the categories can be Warfare. In some embodiments, this category relates to: weaponry; military equipment; military regulations and practices; and notable battles. In some embodiments, one or more of the categories can be Language. In some embodiments, this category relates to commonly used words and phrases. In some embodiments, one or more of the categories can be Science & Technology. In some embodiments, this category relates to scientific knowledge, such as it was understood in past centuries. In some embodiments, the science has since been disproven. In some embodiments, one or more of the categories can be Government & religion. In some embodiments, this category relates to law, taxes, organized religious hierarchy, religious beliefs and/or customs. In some embodiments, one or more of the categories can be Daily Life. In some embodiments, this category relates to sports, leisure, clothing, books, and/or ordinary objects.
  • the game can be unlike other games as a) the game includes clues in images, image caption, category designation, preceding question; b) the game includes customized images, with the image customization sometimes being done for the purpose of “creating” a clue; c) the game includes more than 1 image on card front; d) the game includes an image on the card back; and/or e) the game contains images players are unlikely to have seen before.
  • the images depict one or more of the following aspects: pre-1950 paintings; pre-1950 frescos; pre-1950 murals; pre-1950 objects (e.g statues, carvings, sculptures, tombstones, uniforms/clothing/footwear, coins, vehicles, billboards, signs, weaponry, military equipment, medical devices, household items, sarcophagi, medical paraphernalia, scientific objects, scientific paraphernalia, etc.); pre-1950 lithographs; pre-1950 prints; pre-1950 etchings, pre-1950 engravings, pre-1950 woodcuts; pre-1950 cartoons; pre-1950 satirical illustrations; pre-1950 medical drawings; pre-1950 maps; pre-1950 military leaflets; pre-1950 military documents; pre-1950 legal documents; pre-1950 books; pre-1950 book illustrations; pre-1950 manuscripts; pre-1950 manuscript illuminations; pre-1950 advertisements; pre-1950 mosaics; pre-1950 periodicals (e.g., newspapers, magazines, journals, almanacs, etc.
  • the game can be unlike other games in that one or more of the answers can be deduced from one or more of the following: an image(s) on the card front (and thus the image is not perfunctory); an image caption on the card front; the question itself, including any sentence(s) preceding question; category to which the question is assigned; and/or image or text in a previous card in same deck.
  • one or more of the questions are open-ended. In some embodiments, the one or more of the questions are objective, and thus, scoring is simplified. In some embodiments, multiple possible responses are provided, from which a team chooses a correct answer, including 2, 3, 4, 5, 6 or more options. In some embodiments, true/false and/or yes/no questions can be provided.
  • At least one card contains an image on the card front that is a portion of the one “fully revealed” on the card back, which illustrates the answer. In some embodiments, at least one card contains an image on the card back that is “new” and is included to illustrate the answer. In some embodiments, at least one card contains an image on the card back that does not illustrate the answer, but is tangential to the question topic and has been included to further entertain/educate players.
  • At least one card contains an image on the card back and/or front that has been “customized” for use in the game.
  • an image has been customized to conceal a portion as follows: (i) part of image concealed in an overt way, with players asked to determine what has been “blacked-out” or otherwise hidden from view; and/or (ii) part of image concealed in a seamless way, blocking from view something that might reveal answer or detract players from focusing on relevant portion of image.
  • some images have been cropped as follows: (i) part of an image is cropped out which would reveal the answer, with the larger image shown on the card reverse along with the written answer. In some embodiments, some images have been changed in a significant way.
  • text within the image has an underline added (or image otherwise customized to emphasize a part of it).
  • an image can be from a variety of sources, including at least one of the following: woodcuts, lithographs, etchings, paintings, newspapers, magazines, mosaics, statues, manuscript illuminations, posters, alphabet books, medical drawings, coins, objects, ordinary objects, sarcophagus, etc.
  • one or more of the questions involve an obsolete technology and/or flawed science.
  • a question includes humor in the text or images.
  • the images are not only unfamiliar to players but also they date to the time period associated with the question.
  • an information source is referenced on each card.
  • the source such as a periodical or book—is more than 30 years old, and players are likely to be unaware of the existence of the information source.
  • the game is educational in that players learn of information sources there were unaware existed and it is also educational in that referencing the source is conducive to players' obtaining additional information on the topic.
  • the questions and/or images and/or answers can be educational. In some embodiments, the questions and/or images and/or answers can be educational given the facts revealed in the answer or the second image. In some embodiments, the questions and/or images and/or answers can be educational in that they train the player how to think deductively and/or interpret various facts in light of an image. In some embodiments, the questions and/or images and/or answers are educational and/or enlightening given the answer provided in its relevant historical context, in contrast to today's standards.
  • one image can be present on each question card. In some embodiments, one image is present on a side of the question card. In some embodiments, more than one image can be present on one or more sides of the question card, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10 or more images can be present on a side.
  • an image can be provided which contains a clue. In some embodiments, an image can be provided with the answer.
  • a single game play can involve a fixed and/or predetermined number of cards.
  • the fixed number of cards associated with a single game play can be those packaged in a tuck box, referred to in this document as a deck.
  • the number of cards can vary from one game play to another as agreed upon by the players.
  • any number of cards can be agreed upon.
  • the number of cards agreed upon depends upon the length of play desired.
  • the number of cards in a deck is, for example, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 35, 40, 45, 50, or more cards.
  • Standard Cards and Final Cards can be contained within separate tuck boxes (for example, all Final Cards would be packaged in a single tuck box dedicated to Final Cards and all cards associated with the same category would be packaged in separate tuck boxes.
  • the number of cards packaged in a tuck box can vary.
  • multiple tuck boxes (each containing, for example, a deck of 26 cards) can be packaged and sold in a single game box. Because there need be no board and the cards associated with a single game play can be packaged in separate tuck boxes, a single tuck box (along with a die and timer) can easily fit in a purse or suitcase, so the game can be easily be taken and played anywhere.
  • game play is such that cards are used only once as each card contains only 1 question and a fixed number of cards (for example, 26) are used each time the game is played, with all cards (for example, 26) for each game packaged in a separate tuck box and a different number is printed on the outside of each tuck box, so players can ensure they don't play with the same cards more than once.
  • a fixed number of cards for example, 26
  • all cards for example, 26
  • a single game play involves a 26-card deck, with 5 Standard Cards in each of 5 categories (Warfare, Language, Government & Religion, Science & Technology, Daily Life), thus 25 cards, plus 1 Final Card which contains a question posed to all players.
  • each 26-card deck is packaged in a separate tuck box. Because there is no board and cards associated with a single game play are packaged in separate tuck boxes, a single tuck box (along with a die and timer) can easily fit in a purse or suitcase, and the game can easily be taken and played anywhere.
  • the arrangement provides a surface, for example, inside of the tuck box, on which the answer to the question in the Final Card can be concealed (in embodiments in which the answer to the question on the Final Card is printed on the inside of the tuck box).
  • the image and/or card is larger than a typical question and answer game card.
  • the card is at least 2 ⁇ 3 inches, for example 2 ⁇ 3, 2.5>3.5, 3 ⁇ 4, 3.5 ⁇ 4.5, 4 ⁇ 5, 4.5 ⁇ 5.5, 5 ⁇ 6, 5.5 ⁇ 6.5, 6 ⁇ 7 or larger.
  • the image is at least 3 ⁇ 4 inches, for example 3 ⁇ 4, 3.5 ⁇ 4.5, 4 ⁇ 5, 4.5 ⁇ 5.5, 5 ⁇ 6, 5.5 ⁇ 6.5, 6 ⁇ 7, 10 ⁇ 12, or larger.
  • a method of playing a game comprises providing at least a first card, reading a first question on the first card, and providing a first image associated with the card.
  • the first image comprises at least one clue for deducing a correct answer to the first question.
  • the method further includes providing a first response to the first question, comparing the first response to the first question to a first answer to the first question, and awarding a point value if the response substantially corresponds to the first answer to the first question.
  • at least one card in a deck contains an image with such a clue. In some embodiments, none of the cards in the deck include images with such a clue.
  • FIG. 2 provides a flow chart of some embodiments of playing the game.
  • a first team can start by optionally selecting a first category for a first type of card (e.g., which designated question should be read) 210 . In some embodiments, this can be done with a random number generator or the die as provided herein.
  • one can provide the first card 215 and read the question on the first card 220 .
  • a first image that is associated with the card, can be provided 225 .
  • the first image comprises at least one clue for deducing a correct answer to the first question.
  • the first team can provide a first response to the first question 230 .
  • the first answer can be provided on the opposite side of the card, for some embodiments, or within the tuck box (for embodiments involving the Final Card).
  • One or more of the above processes can be repeated as many times as desired, with the questions be administered to a different team each turn, such that each team gets an opportunity to play in each round.
  • each team may only have an opportunity to use the random number generator, if the “lose a turn” option comes up.
  • the Standard Cards are selected until none remain, leaving just the Final Card. In some embodiments, the above process continues for two or more cards and for two or more categories 245 , for example, it can be repeated for all five categories.
  • a Final Card remains.
  • an answer to the question in the Final Card is located on the inside of a tuck box 250 .
  • Each team can bid anywhere from zero points to all their points.
  • the answer to the question in the Final Card is printed inside the tuck box, one can tear open the tuck box to reveal the correct answer 260 . Teams can then add (or subtract) the amount wagered (depending upon whether the answer was correct) from their subtotal. The team with the most points wins 265 .
  • the game is played on an electronic medium.
  • the card comprises printed stock.
  • teams can keep those cards for which they provided correct answers, allowing the teams to keep track of the score.
  • the program itself can keep track of the score.
  • the first question is read by a member of a first team to a member of a second team, wherein the first image is viewed by a member of the second team, and wherein comparing the first response to the first question is performed by a member of the first team.
  • the method further comprises providing a second card, reading a second question on the second card, and providing a second image associated with the second card.
  • the second image can comprise at least one clue for deducing a correct answer to the second question.
  • One can further provide a second response to the second question and compare the second response to the second question to a second answer to the second question. Points can then be awarded if the second response substantially corresponds to the second answer to the second question. This can be repeated until no cards remain.
  • the category of card selected can be determined by the random number generator, and, in other embodiments, the cards can follow a predetermined order.
  • the team reading the question is different from the team answering the question.
  • the second question is read by a member of a second team to a member of a first team.
  • the second image is viewed by a member of the first team and comparing the second response to the second question is performed by a member of the second team.
  • each team reads and answers further questions to receive further point values that are summed together into a total point value. In some embodiments, this continues until the total point value for one of the teams reaches a predetermined value.
  • a time limit is established between a) the reading of the first question and providing the first image, and b) providing the first response to the first question. In some embodiments, if the first response is not provided within the time limit, no point value is assigned to a team that is to provide the first response, for the first question. Time limits can be set for all questions. The time limit can be the same or different for the Final Question.
  • the method further comprises positioning the first card of the first question in a first location if the first response to the first question substantially corresponds to the first answer.
  • the first position can be one associated with the team that answered the question correctly, such that the subtotal can be kept simply by counting the number of cards in each teams' possession.
  • At least 20 cards are provided.
  • at least 20 questions are asked, such as 10 to each team if there are at least 2 teams and no team rolls “lose turn”.
  • at least 20 questions are asked, such as 20 questions to one team if there are at least 2 teams and one of the teams continually rolls “lose turn”.
  • some, all, or none of the questions may contain a link between the image and the answer such that deductive reasoning of the image provides the answer.
  • a wager for the Final Card, a wager, limited to each team's subtotal, can be placed on the question in the Final Card.
  • the first team can provide a point value wager of no less than zero, and no greater than its point subtotal.
  • the second team can provide a point value wager of no less than zero and no greater than its point subtotal.
  • These point value wagers can be: a) kept secret (for example written down and concealed); b) declared verbally; or c) bid by placement of their cards into a bid pile, in those embodiments in which the teams retain their cards for keeping track of the scores.
  • the process for the Final Card can further include providing the question in the Final Card, having the first team provide a first response to the question, and having the second team provide a second response to the question.
  • the responses can be written down and then revealed after all teams have written down their responses to determine which team(s) have the correct answer. Team subtotal scores are then increased by the value of their wager (for a correct response) or decreased by the value of their wager (for an incorrect response), to calculate final scores and determine which team has won.
  • the options for setting up the game can vary depending upon the particular format of the game.
  • the categories can include Warfare, Language, Science & Technology, Government & religion, and Daily Life.
  • a database can be accessed for the cards and an option made available to the player to provide a response.
  • a timer is provided for the game.
  • the time allotted for each question can be 1 minute, although more or less time can be allotted depending upon the desired length of the game and/or skill levels of the players.
  • one team may be allotted 30 seconds for each turn, whereas a second team can be allotted 1 minute or more.
  • to clear the timer one can press Minute (M) and Second (S) buttons simultaneously.
  • to set timer to 1 minute one can press the (M) button.
  • to begin countdown one can press the “Start/Stop” button once.
  • a beeper will sound.
  • to silence the timer one can press a “Start/Stop” button once.
  • card templates can be presented on the user's graphical user interface according to a software program embodying one or more of the provided embodiments.
  • a user of a computing device can employ a visual interface that, optionally, can be connected via a network (which may be a local area network, home network, wireless network, private network or public network, such as the Internet, for example) to a hosting computer.
  • the hosting computer can be a server accessible for free, via permission, through payment or other means in order to provide pre-established games.
  • “Card” templates can be provided that allow the user to use the computer to enter questions and answers as described above.
  • the hosting computer can provide card sets with established images and text as outlined above.
  • the identifying card indicia and game parameters can also be selected by the user (such as which cards are selected).
  • Suitable programming abilities include any option for directing a computer system to execute the steps of the system and method as described herein, including for example, systems comprised of processing units and arithmetic-logic circuits coupled to computer memory, which systems have the capability of storing in computer memory, which computer memory includes electronic circuits configured to store data and program instructions, programmed steps of the method of the invention for execution by a processing unit.
  • the game also may be embodied in a computer program product, such as a cd, DVD, compact flash card, diskette or other recording medium, for use with any suitable data processing system.
  • the present embodiments can further run on a variety of platforms, including Microsoft WindowsTM, LinuxTM, or other platforms, for example.
  • Table 1 below provides an example for how the game can be scored between two teams, including both the subtotal and the final score, following the wager.
  • a Team A member takes the die and rolls category 4 .
  • the first category 4 card is drawn by a member of Team B or Team C, who reads the question to Team A while they review image on the front of the card.
  • the Team A uses information in the image to respond correctly to the question and keeps the card.
  • a Team B member takes the die and rolls category 4 .
  • the second category 4 card is drawn by a member of Team A or Team C who reads the question to Team B while they review image on the front of the card.
  • the Team B responds correctly to the question and keeps the card.
  • a Team C member takes the die and rolls category 1 .
  • the first category 1 card is drawn by a member of either Team A or Team B, who reads the question to Team C while they review image on the front of the card.
  • The. Team C uses information in the image to respond correctly to the question and keeps the card.
  • An additional image on the back of the card reveals the larger context of the image on the front of the card, thereby providing additional information regarding the topic.
  • a Team A member takes the die and rolls “lose turn”.
  • a Team B member takes the die and rolls “choose a category”.
  • the Team B chooses category 4 .
  • a category 4 card is drawn by a member of either Team A or Team C, who reads the question to Team B while they review image on the front of the card.
  • the Team B uses information in the image to respond correctly to the question and keeps the card.
  • a Team C member takes the die and rolls category 1 .
  • the next category 1 card is drawn by a member of Team A or Team B, who reads the question to Team C while they review the image on the front of the card.
  • the Team C member responds incorrectly to the question and does not keep the card.
  • the Final Card is drawn and the image on the front reviewed, while teams determine what amount to wager, without reading the question on the back of the card.
  • the Team A wagers 18 points.
  • the question is read and each team decides among themselves what to respond, with each time writing their answer secretly on a separate piece of paper.
  • the tuck box in which the cards were contained is then torn open to reveal the correct answer.
  • the Team A response is found incorrect and their total score drops to zero.
  • the Team B response is also found incorrect, and their total score drops to 3.
  • the Team C response is found correct, and their total score increases to 6, making the Team C the winner.
  • the present example outlines a variety of exemplary playing cards.
  • FIG. 5 is an example of a card that contains an image on a card face that contains a clue to the answer.
  • the nuns' mouths are closed and hands are “in motion,” clues that the answer is “sign language”.
  • FIG. 6 is an example of a card that gives the game a humorous aspect as it contains an image intended to be funny, such as a cartoon or image of a satirical nature.
  • an 18 th c. satirical print is pictured concerning a national dog tax in England based on breed, which depicts men pleading for a tax break for their dogs.
  • FIG. 7 is an example of a card that gives the game a humorous aspect as it contains an image that was not excessive or humorous when created, but is excessive or humorous today because it emphasizes a difference in perspective (e.g. social norms, customs, scientific knowledge) between the time period of the image and present day.
  • a medical device is pictured that was used by 19 th c. physicians to administer “tobacco enemas”.
  • FIG. 8 is an example of a card that contains an image on a card that provides critical information/context for the question.
  • the question could not be asked without the image on the card because the question involves asking players to assess/determine the nature of an image/object.
  • the question involves determining the nature of a wrought iron object.
  • FIG. 9 is an example of a card that contains an image on a card that provides critical information/context for the question.
  • the question could not be asked without the image on the card because the question involves asking players to decipher/analyze some aspect of image/object.
  • the question involves the nature of the hoses in the image.
  • FIG. 10 is an example of a card containing gratuitous information on the card about image on the card front.
  • the card contains information about the pickpocket depicted on another section of the card.
  • FIG. 11 is an example of a card in which the image caption on card contains a clue to the answer.
  • the word “stormy” is included in image caption, which is a clue that the answer is “stolen his thunder”.
  • FIG. 12 is an example of a card in which the card contains not only the written answer, but also an image illustrating the answer.
  • an image depicted on the card along with the answer shows a cannon loaded with an arrow.
  • FIG. 13 is an example of a card in which an image on the card with the question is cropped, so as not to reveal the answer, with the entire or larger image illustrating the answer depicted on the card along with the written answer.
  • the image on the card with the answer shows a stockpile of cartridges cropped from the image associated with the question.
  • FIG. 14 is an example of a card in which an image on the card with the question is adjusted from the original, so as not to reveal the answer, by having some of it blocked out in an overt way, with the original image illustrating the answer depicted on the card along with the written answer.
  • the image on the card with the answer shows people riding in a car wearing storm aprons, which is overtly blocked out of the image on the card with the question,
  • FIGS. 15A-15C is an example of a card in which an image on the card with the question is adjusted from the original, (in FIG. 15A ) so as to conceal the answer by having some of it blocked out in a seamless way.
  • FIG. 15B the words “day” and “night” from the original poster are seamlessly deleted from image on the card.
  • FIG. 15C A back of the card is shown in FIG. 15C .
  • FIG. 16 is an example of a card in which an image on the card with the question is adjusted from the original so as to conceal the answer by having some of it blocked out in a seamless way, with the original image illustrating the answer depicted on the card along with the written answer.
  • the people and bicycles in the original image are seamlessly blocked out, but are shown on the opposite side of the card (bottom panel of FIG. 16 ).
  • FIGS. 17A and 17B provide an example of a card in which an image on the card front is reconfigured from the original ( FIG. 17A ), so as to exclude irrelevant portions or portions which could not reasonably fit on card.
  • the majority of the text in advertisement are removed.
  • FIGS. 18A-18C provide an example of a card in which an image on the card front ( FIG. 18B ) is revised from the original ( FIG. 18A ), as it reveals the answer and is not conducive to cropping, blocking out, or reconfiguring.
  • FIG. 18B the “patient” is removed and the necklace placed around neck of “dentist”.
  • FIG. 18C provides the question and answer sections.
  • FIGS. 19A-19C provide an example of a card in which text or image from one card provides a clue or clues to the answer of a subsequent question card.
  • one card makes reference to coaches making frequent tavern stops and a subsequent card ( FIG. 19C , providing the question section and FIG. 19B providing the image) in the same deck pertains to adjective used in the pictured ad to describe coach drivers—sober.
  • FIGS. 20A-C provide an example of a card in which an image on the card front ( FIG. 20A ) has been revised from the original, in such a way that a clue is created/provided.
  • FIG. 20A an image of a gas mask as well as the words “gas mask” are eliminated from view, with blanks added for the letters in gas mask.
  • FIG. 20B shows the original poster and FIG. 20C provides the question and answer sections.
  • FIG. 21 is an example of a card in which an image on the card front has had a highlight added to the original (top panel), to draw players' attention to a portion of image.
  • the words “smooth faced and black beard” are underlined as the players are asked to decipher the meaning of these words.
  • the backside of the card is shown in the bottom panel.
  • FIG. 22 is an example of a card in which there is more than one image on the card.
  • the bottom panel shows the arrangements of the questions and answers.
  • FIG. 23 is an example of a card in which there is more than one image on the card back.
  • FIG. 23 bottom panel
  • the top panel displays additional information regarding the topic.
  • an electronic game system can include one or more electronic devices such as personal computers, laptop computers, tablet computers, Internet servers, personal digital assistants (PDA), mobile phones, etc.
  • PDA personal digital assistants
  • electronic devices can each include a processor which controls operation of the electronic devices.
  • the processor can also be referred to as a central processing unit (CPU).
  • Memory which can include both read-only memory (ROM) and random access memory (RAM), can provide instructions and data to the processor.
  • a portion of the memory can also include non-volatile random access memory (NVRAM).
  • the processor typically performs logical and arithmetic operations based on program instructions stored within the memory.
  • the instructions in the memory can be executable to implement the methods described herein.
  • the processor can include or be a component of a processing system implemented with one or more processors.
  • the one or more processors can be implemented with any combination of general-purpose microprocessors, microcontrollers, digital signal processors (DSPs), field programmable gate array (FPGAs), programmable logic devices (PLDs), controllers, state machines, gated logic, discrete hardware components, dedicated hardware finite state machines, or any other suitable entities that can perform calculations or other manipulations of information.
  • Electronic devices can also include machine-readable media for storing software.
  • Software shall be construed broadly to mean any type of instructions, whether referred to as software, firmware, middleware, microcode, hardware description language, or otherwise. Instructions can include code (e.g., in source code format, binary code format, executable code format, or any other suitable format of code). The instructions, when executed by the one or more processors, cause the processing system to perform the various functions described herein.
  • Electronic devices can each also include a housing that can include a transmitter and/or a receiver to allow transmission and reception of data between the electronic game system and a remote location.
  • the transmitter and receiver can be combined into a transceiver.
  • An antenna can be attached to the housing and electrically coupled to the transceiver.
  • Electronic devices can each also include multiple transmitters, multiple receivers, multiple transceivers, and/or multiple antennas.
  • the housing can further include a user interface, which can include any combination of input and output devices such as, for example, displays, touchscreen, buttons, lights, etc.
  • the electronic game system can be configured to store representations of one or more cards (such as the card 100 and/or 400 , described above with respect to FIGS. 1 and 4A ).
  • the cards can be stored as data, instructions, commands, information, signals, bits, symbols, and/or chips that can be represented by voltages, currents, electromagnetic waves, magnetic fields or particles, optical fields or particles, or any combination thereof.
  • the electronic game system can be configured to sort “standard cards” into at least two sets according to a category associated with each card.
  • the electronic game system can be configured to sort each set of cards in ascending order according to a numerical value associated with each card.
  • the electronic game system can be configured to flag one card as a “final card.”
  • the electronic game system can include one or more displays configured to display at least one image, at least one question, and an answer to the question.
  • a first electronic device can be configured to display at least one image and/or at least one question to a first user.
  • the first image can include at least one clue for deducing a correct answer to the first question.
  • the images and/or questions can be displayed sequentially (for example, on a single display), or simultaneously (for example, on separate displays or separate portions of a single display).
  • the first electronic device can be further configured to display the answer.
  • a second electronic device can be configured to display the answer to a second user.
  • the second electronic device can display the answer to a question and/or image contemporaneously displayed on the first electronic device.
  • the two electronic devices can coordinate the image, question, and answer via a computer network (such as, for example, WIFITM, BLUETOOTHTM, etc.).
  • the electronic game system can include an input configured to receive an answer, a scoring indication, or other communication from a user.
  • the first electronic device can include a keypad and/or touchscreen digitizer configured to receive an answer to the displayed question.
  • the first electronic device can be configured to compare the received answer to a correct answer stored in memory. The first electronic device can be configured to provide a point value if the received answer substantially corresponds to the correct answer to the question.
  • the first electronic device can be configured to transmit the received answer to the second electronic device.
  • the second electronic device can be configured to receive the answer.
  • the second electronic device can be configured to display the answer.
  • the second electronic device can be configured to compare the received answer to a correct answer stored in memory.
  • the second electronic device can be configured to provide a point value if the received answer substantially corresponds to the correct answer to the question.
  • the second electronic device can be configured to transmit a scoring indication the first electronic device.
  • the scoring indication can include, for example, the point value and/or an indication that the received answer is correct or incorrect.
  • the second electronic device can be configured to receive a scoring indication from a user.
  • the first electronic device can include a keypad and/or touchscreen digitizer configured to receive a point value and/or an indication that the received answer is correct or incorrect.
  • the second electronic device can be configured to transmit the scoring indication to the first electronic device.
  • the first electronic device can be configured to receive the scoring indication from the second electronic device, and can display the scoring indication to a user.
  • the first electronic device can be configured to receive the scoring indication from a user.
  • the first electronic device can include a keypad and/or touchscreen digitizer configured to receive a point value and/or an indication that the received answer is correct or incorrect.
  • the first electronic device can be configured to sequentially display the question and image, display the answer, and receive the scoring indication.
  • logical blocks, modules, and circuits can be implemented within or performed by an integrated circuit (IC).
  • the IC can include a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, electrical components, optical components, mechanical components, or any combination thereof designed to perform the functions described herein, and can execute codes or instructions that reside within the IC, outside of the IC, or both.
  • the logical blocks, modules, and circuits can include antennas and/or transceivers to communicate with various components within a communications network or within the device.
  • a general purpose processor can be a microprocessor, but in the alternative, the processor can be any conventional processor, controller, microcontroller, or state machine.
  • a processor can also be implemented as a combination of computing devices, e.g., a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.
  • Computer-readable media includes both computer storage media and communication media including any medium that can be enabled to transfer a computer program from one place to another.
  • a storage media can be any available media that can be accessed by a computer.
  • such computer-readable media can include RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store desired program code in the form of instructions or data structures and that can be accessed by a computer.
  • Disk and disc includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk, and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer-readable media. Additionally, the operations of a method or algorithm can reside as one or any combination or set of codes and instructions on a machine readable medium and computer-readable medium, which can be incorporated into a computer program product.

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Abstract

Provided herein are various embodiments of question and answer games. The games can be played in a physical or electronic format. Some embodiments of the game employ questions that could not be asked without the image. Some embodiments of the game employ images carefully selected such that they are humorous, either when created or by today's standards. Some embodiments of the game employ customized images. Some embodiments of the game employ more that one images along with the question and also provide one or more images along with the answer. Some embodiments of the game allow for an answer to be deduced from provided clues and/or images.

Description

    COPYRIGHT NOTICE UNDER 37 C.F.R. §1.71
  • A portion of the disclosure of this patent document contains material which is subject to (copyright or mask work) protection. The (copyright or mask work) owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all (copyright or mask work) rights whatsoever.
  • BACKGROUND
  • 1. Field
  • Provided herein are embodiments relating to image and reasoning based games.
  • 2. Description of the Related Art
  • A variety of “question and answer” games exist. Some games can be characterized as either involving: objective questions, for which players guess from a “menu” of answers (e.g., multiple choice, yes/no, T/F); or open-ended questions for which players must come up with answer out of the blue. Some games only include an answer to the question being posed. Others include the answer and a very limited explanation, while still others include the answer and several sentences explaining answer and/or providing info about topic. Finally, some games can be categorized by aspects other than the question, for example, games that include images. Some games have no images while other games include perfunctory images.
  • SUMMARY
  • Some embodiments provided herein relate to a game that can comprise a plurality of cards. At least one of the plurality of cards comprises at least one image on a first surface of the card, at least one question on a second surface of the card, and an answer to the question. The answer is on a third surface of the card. The at least one image provides at least one clue for deducing the correct answer to the at least one question. In some embodiments, a game is provided that comprises at least one card, wherein at least one of the plurality of cards comprises: at least one image on a first surface of the card; at least one question on a second surface of the card; and an answer to the question. The answer is on a third surface of the card. The at least one image is considered for determining the correct answer to the at least one question.
  • Some embodiments provided herein relate to a method of playing a game. The method can comprise providing a first question and providing a first image. The first image is considered for deducing a correct answer to the first question.
  • The method can further include providing a first response to the first question and comparing the first response to the first question to a first answer to the first question. The method can include providing a point value if the response substantially corresponds to the first answer to the first question.
  • Some embodiments provided herein relate to a game that includes a plurality of physical cards. In some embodiments, at least 10 percent of the cards comprise at least one image on a first surface of the card and at least one question on a second surface of the card. The first and second surfaces can be on opposite sides of the card. Answers can be printed on the second side of the card.
  • Some embodiments provided herein relate to a reasoning game that comprises a plurality of physical cards. At least 10 percent of the cards comprise at least one image on a first surface of the card and at least one question on a second surface of the card. The first and second surfaces are on a first side of the card. The cards also comprise an answer to the question that is on a second side of the card that is opposite to the first side of the cards. The at least one image contains a clue or clues which allows players to deduce the answer. In some embodiments, the image is considered for determining the answer.
  • Some embodiments provided herein relate to a method of setting up a game. The method comprises identifying and setting aside a final question card, from a collection of cards, separating a set of cards into at least two stacks by a category of a question on the first surface of cards, and arranging the set of cards in ascending order by a numerical value on each card in the set of cards, with the numerical value of one being on the top of the stack.
  • Some embodiments provided herein relate to a method of setting up a game that includes two types of cards: “Standard Cards” (that can be assigned to designated categories) and a “Final Card” (which can be the last card). The method comprises: identifying Standard Cards vs. a Final Card from a set of cards, and putting aside the Final Card, separating Standard Cards into at least 2 stacks according to category reflected on the first surface of each card, and arranging each stack in ascending order according to a numerical value that follows the category designation on the first surface of each card, with the numerical value of one being on the top of each stack.
  • Some embodiments provided herein relate to a method of setting up a game. The method comprises, from a set of cards, identifying Standard Cards vs. the Final Card and putting aside the Final Card; from the Standard Cards, separating cards into at least two stacks by card category; and arranging the stacks of cards in ascending order by a numerical value on each card, with the numerical value of one being on the top of each stack.
  • Some embodiments provided herein relate to a game comprising at least one card, wherein at least one of the plurality of cards comprises at least one image on a first surface of the card, at least one question on a second surface of the card, and an answer to the question. The answer is on a third surface of the card, wherein the at least one image allows one to answer the question through deductive reasoning.
  • Some embodiments provided herein relate to a game comprising at least one card, wherein at least one of the plurality of cards comprises: at least one image on a first surface of the card; at least one question on a second surface of the card; and an answer to the question, wherein the answer is on a third surface of the card. The at least one image has been modified in at least one of the following ways: cropped to conceal an answer; redesigned in a seamless manner; portions blocked out seamlessly or overtly; a highlight added; a clue added; and/or a section of the image resized.
  • Some embodiments provided herein relate to a game comprising at least one card, wherein at least one of the plurality of cards comprises: at least one image on a first side of the card; at least one image on a second side of the card; at least one question on the second side of the card; and an answer to the question, wherein the answer is on a third surface of the card, wherein the at least one image is considered for determining the correct answer to the at least one question.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a schematic representation of an exemplary Standard card.
  • FIG. 2 is a flow chart representing some embodiments for how to play a game.
  • FIG. 3 is a flow chart representing some embodiments for how to set up game cards.
  • FIG. 4A is a schematic representation of an exemplary Final Card.
  • FIG. 4B is a schematic representation of an exemplary tuck box from a first perspective.
  • FIG. 4C is a schematic representation of an exemplary tuck box from a different perspective.
  • FIG. 5 depicts some embodiments of the various sections and cards.
  • FIG. 6 depicts some embodiments of the various sections and cards.
  • FIG. 7 depicts some embodiments of the various sections and cards.
  • FIG. 8 depicts some embodiments of the various sections and cards.
  • FIG. 9 depicts some embodiments of the various sections and cards.
  • FIG. 10 depicts some embodiments of the various sections and cards.
  • FIG. 11 depicts some embodiments of the various sections and cards.
  • FIG. 12 depicts some embodiments of the various sections and cards.
  • FIG. 13 depicts some embodiments of the various sections and cards.
  • FIG. 14 depicts some embodiments of the various sections and cards.
  • FIGS. 15A-15C depict some embodiments of the various sections and cards.
  • FIG. 16 depicts some embodiments of the various sections and cards.
  • FIGS. 17A-17B depict some embodiments of the various sections and cards.
  • FIGS. 18A-18C depict some embodiments of the various sections and cards.
  • FIGS. 19A-19C depict some embodiments of the various sections and cards.
  • FIGS. 20A and 20C depict some embodiments of the various sections and cards. FIG. 20B depicts an original image.
  • FIG. 21 depicts some embodiments of the various sections and cards.
  • FIG. 22 depicts some embodiments of the various sections and cards.
  • FIG. 23 depicts some embodiments of the various sections and cards.
  • DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
  • Some embodiments provided herein relate to a game in which images are a central component. In some embodiments, one or more of the questions in a deck relate to a provided image, such that the answer can be deduced from the following: the image on a card face, caption on card face, category assignment, information in question itself, and/or information in a prior card in the same deck. In some embodiments, one or more card contains an image and/or text that imparts knowledge to players of a substantive nature about a variety of topics and thus, in some embodiments, the game can be educational both in terms of the information that is conveyed by the card and/or the introduction to, or development of deductive reasoning. In some embodiments, a deck of 26 cards are used (25 Standard Cards with 5 Standard Cards in each of 5 categories, plus 1 Final Card) each time the game is played and each deck is packaged in a separate tuck box, although multiple tuck boxes can be packaged along with a die and timer in a single box. Any number of tuck boxes can be packaged in a single box with a die and timer, but there can be, for example 7 tuck boxes, each numbered 1 to 7. The tuck boxes can be selected for play in any order.
  • In some embodiments, a tuck box contains a 26-card deck as follows: 25 Standard Cards with 5 Standard Cards in each of 5 categories. The category can be denoted on a card face along with a number from 1 to 5, indicating card order in its respective category. Which category of card to be selected can be determined by a random category generator, and once generated, the next card of that category is selected, the question asked, a response provided, and a comparison of the response given and the answer on the back of the card made, to determine if the response is correct. This continues as long as desired and/or until all 25 Standard Cards are exhausted. The 26th card is selected last and “FINAL QUESTION” is printed on the face of this card (and is described in greater detail below). The team with the greatest point value wins.
  • In some embodiments, the game is played in teams. In some embodiments, there is a minimum of 2 teams, such as 3, 4, 5, 6, 7, or more teams. In some embodiments, any number of players can be on a team, for example 1, 2, 3, 4, 5 or more players on a team. In some embodiments, players can be part of different teams, for example, a total of 3 players can play in alternating teams of 2 (for example, each player takes a turn reading a question to the other 2.)
  • In some embodiments, teams take turns operating the chance device, such as a die, once per turn until no Standard Cards remain. In some embodiments, a card can contain an image on the card front that provides a clue to the answer.
  • Various amounts of time can be allotted for each team to answer a question. In some embodiments, the time allotted to answer each question is one minute. In some embodiments, the time can be 10 seconds, 30 seconds, 120 seconds or any other agreed upon duration.
  • While any chance device can be employed (and are discussed in more detail below), in some embodiments, the chance device is an eight-sided die as follows: a) five different sides reflect a category (for example, five different categories); b) two different sides reflect, “ANY”, meaning a card may be chosen from any category; and c) one side reflects, “LOSE TURN”. In some embodiments, game play is such that if no cards remain in a category that is rolled, the team that has rolled the die can choose any category.
  • In some embodiments, the cards contain both the question and answer on a same side (opposite the side that includes the first section), with the answer being bolded and underlined. In some embodiments, the answer can be presented on a screen, for example, when playing electronically. In some embodiments, the nature of the questions are such that players don't have to provide a response to the question that matches verbatim what is written on the card. In some embodiments, a response is to be considered correct if it captures the essence of the answer as reflected on the card. In some embodiments, gratuitous information follows the answer, which can shed light on why an answer is correct and/or what clue(s) (if any) are contained in the image. In some embodiments, this additional information may not pertain to the answer, but is related—directly or tangentially—to the question topic and/or the image and provided for its educational or entertainment value.
  • In some embodiments, scoring in the game takes place in two parts. First, a subtotal score is determined based upon the number of Standard Cards answered correctly. In some embodiments, teams can hold onto Standard Cards for those questions answered correctly for purposes of score calculation. While the scoring system can be varied, in some embodiments, teams are rewarded for excelling in one or more categories as follows: a first correct response to a question in a category is worth 1 point; a second correct response to a question in that category is worth 2 points; a third correct response to a question in that category is worth 3 points, and so on. In some embodiments, it is irrelevant which questions in a category are responded to correctly. Thus, if team A correctly responds to question #1 and #2 in the Language category and team B correctly responds to questions #3 and #4 in the Language category, both teams each earn 3 points in that category. After all 25 Standard Cards have been exhausted, points in all categories are added to obtain team subtotals. In other embodiments, each correct response can be worth a single point.
  • In some embodiments, once the Standard Cards are exhausted, and team subtotals determined, the game continues to the Final Card. In some embodiments, for the Final Card but before the question in the Final Card is read, each team decides (optionally in secret) how many points to wager for the Final Card, writing this value down. In some embodiments, while players are not allowed to read the question before wagering, players may look at the image on the card face of the Final Card when determining their wagers. In other embodiments, the wager must be made blind. After the teams have recorded their wagers, the question on the Final Card is read aloud. In some embodiments, each team discusses the question and decides what to respond (in secret), writing down the response. In some embodiments, after all of the teams have recorded their responses, the answer is read aloud. As detailed herein, in some embodiments, the answer is printed inside the tuck box. The teams then reveal their responses as well as their wagers and the final score is calculated. In some embodiments, teams that responded correctly add the number of points wagered to their subtotal. An incorrect response reduces the subtotal by the number of points wagered. Additional details and embodiments of the game are provided below.
  • In some embodiments, the above game can comprise a plurality of cards. As shown in FIG. 1, in some embodiments, at least one of the plurality of cards 100 comprises at least one image on a first surface 140 of the card and at least one question on a second surface 130 of the card. The card can further include an answer that is on a third surface 135 of the card. In some embodiments, and for some of the cards in the deck, the at least one image provided on the first surface 140 can provide at least one clue for deducing the answer, which is located in surface 135. In some embodiments, the card can include a fourth surface 136, which can include a second image or images regarding and/or relating to the first image or topic. In some embodiments, the second image provides greater context for the first image, the answer or the topic.
  • In some embodiments, the first surface 140 and second surface 130 are on a same side of the card 110. In some embodiments, the first surface 140 is on one side of the card, and the second surface 130 is on an opposite side of the card. In some embodiments, the first surface 140 and the third surface 135 are on opposite sides of the card (for example 110 and 120 of card 100). In some embodiments, the second surface and the third surface are on a same side of the card, and that side is opposite to the first surface. In some embodiments, the cards include a category designation followed by a number, indicating card's order in that category 150, which can be used to arrange card order. In some embodiments, the card is a physical card. The card can be made of plastic, paper, or any other material that can display image(s) and text. In some embodiments, the card is a virtual card displayed on a screen. In some embodiments, the cards are electronic representations, and as such, can simply be presented as part or the entirety of a screen on an a visual display, such as a computer monitor, phone, PDA, tablet, reader, or other device with a display. In such embodiments, the image(s) and question need not be provided as a “card”, but can simply be provided on the screen, and the answer, any additional images, and gratuitous information provided at a subsequent time. In other words, in such embodiments, the screen itself can be the various surfaces on which content is displayed at various points in time. In some embodiments, the card includes a caption 111. The caption can provide additional information regarding the image in the first surface 140 and/or provide a clue as to the answer to the question being asked. In some embodiments, the first surface (which can include the image) can be on either the first side 110 of the card or the second side 120 of the card. The question (including the second surface 130) need not be on both sides of the card, and is preferably on one side or the other. In electronic embodiments, surface 130 with the question can be associated with the first surface 140 (which includes the image) or it can precede or follow the displaying of the section 140 with the image.
  • In some embodiments, a single game play can comprise a plurality of Standard Cards. In some embodiments, there are at least 5 Standard Cards. In some embodiments, there are at least 20 Standard Cards. In some embodiments, there are 25 Standard Cards, such as those shown in FIG. 1, and at least 1 Final Card (described in FIG. 4A).
  • In some embodiments, each card belongs to a designated category. A deck can include at least 1 category (and thus at least 1 stack of cards). In some embodiments, a deck includes 2, 3, 4, 5, 6, 7, 8, 9, 10 or more categories. In some embodiments, the deck can include 5 categories. In some embodiments, each card has a single question.
  • In some embodiments, a single game play includes a plurality of physical cards and at least 10% of the deck are comprised of cards that contain at least one image on a first surface of the card, at least one question on a second surface of the card, wherein the first is on a first side of the card and the second surface is on a second side of the card. The answer can be on the second side of the card that is opposite to the first side of the card. In some embodiments, the at least one image in a deck contains a clue that enables players to deduce the answer to the at least one question. In some embodiments, more than 10% of the cards in a deck involve this relationship between the question, the image and the answer, for example, at least 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 70% or greater of the cards in a deck include an image containing a clue that allows one to deduce the answer.
  • In some embodiments, a plurality of physical cards comprises a deck of at least 25 cards packaged in a tuck box. In some embodiments, the tuck box can hold 25 Standard Cards as well as the Final Card. Thus, in some embodiments, the game can be sold with a single deck along with a timer and dice, with the tuck box itself serving as the storage system for the cards. In some embodiments, a set of instructions can be included with the game.
  • In some embodiments, the plurality of physical cards (which can be a deck) includes cards assigned to five designated categories. In some embodiments, the first designated category is Warfare. In some embodiments, the second designated category is Language. In some embodiments, the third designated category is Science & Technology. In some embodiments, the fourth designated category is Government & Religion. In some embodiments, the fifth designated category is Daily Life. In some embodiments, cards from all five categories (or more) can be included in a deck. In some embodiments some categories are excluded (for example, for a shorter game). In some embodiments, a single game play can further include decks from a second tuck box, a third tuck box, a fourth tuck box; and a fifth tuck box.
  • In some embodiments, a deck further comprises at least one Final Card, wherein an answer to the question in the Final Card is printed on an inside surface of the tuck box in which the deck was packaged. Thus, in some embodiments, one can look inside or tear open the tuck box to reveal the answer and any additional text or images provided along with the answer.
  • In some embodiments, a deck is provided, wherein the deck includes a Final Card packaged along with the Standard Cards in a tuck box. As shown in FIGS. 4A and 4B, in some embodiments, the Final Card of the deck can be provided in a different format from the Standard Cards (which are shown in FIG. 1). In some embodiments, the Final Card 400 can include a first side 410 that has a first section 440. The first section 440 can include an indicator that the card is different from the Standard Cards and is intended to serve as the deck's Final Card. In some embodiments, the first section can include an image that somehow relates to the question, thereby providing players with some indication as to question topic of the Final Card. In some embodiments, on the card's opposite side 420, there can be a second section 435 that can include the final question and a third section 436 that can include an image (for example, if the image is not in section 440). In some embodiments, the question section can be within the tuck box, and thus, the Final Card need not always include the final question (which can be, for example in the tuck box, in some embodiments).
  • In some embodiments, the Final Card can have an associated image that can contain a clue, so as to allow one to deduce the answer, without relying purely on the memory or knowledge base of the players. However, this is not required in all embodiments.
  • In some embodiments, the Final Card contains the question on the card back but not the answer because the question in the Final Card (by definition) is posed to (and read and/or heard by) all players, and thus, to ensure players do not prematurely see the answer, it is not printed on the card back 400, but is instead printed on the inside of the tuck box 401 at section 437 (as shown in FIG. 4B). Thus, the answer to the question in the Final Card can be hidden by the card packaging device itself. Section 437 can include both the answer, as well as any image(s) providing greater context and/or gratuitous information about any images, the answer or question topic. However, in some embodiments, only the answer is provided within the tuck box 401. As shown in FIG. 4C, in some embodiments, the tuck box includes both the answer in one section 437, as well as an additional section 438 that includes an image(s) to provide additional insight and/or context and/or information regarding the question, the answer, question topic, and/or the image associated with the question or image(s) in tuck box. For example, a first image in section 440 can be one in which a visual representation of the answer has been “blacked-out” or seamlessly removed from the image itself, whereas the second image in the additional section 438 can be the “intact” image, and thus provide the answer in image form, to provide additional context, beyond that provided in the answer text in section 437. While shown as a unfolded box in FIGS. 4B and 4C, in some embodiments, the “tuck box” need not include the flaps as shown on the left-hand side of FIG. 4B. Without the flaps, the tuck box will have a shape closer to a sleeve. However, as the presence of the cards inside this arrangement will still prevent people from seeing the sections 437 and/or 438, such an arrangement is adequate. In some embodiments, the tuck box (in “box” form or “sleeve” form) can be wrapped in cellophane or other wrapping to keep the contents inside the tuck box.
  • In some embodiments, the answer to the question in the Final Card 400 is provided inside an envelope or a sleeve as an alternate option of ensuring that players do not prematurely see the answer.
  • In some embodiments, as the tuck box contains the cards as well as the answer on the inside, the tuck box can be configured and/or manufactured to be capable of being torn open to reveal the inside surface of the tuck box and the text and any image(s) therein. In some embodiments, the sides of the tuck box can be perforated for a more controlled opening. In some embodiments, the box can be folded into a box form without adhesive (or with a reduced amount), so as to allow a cleaner and/or simpler way to open the box and/or allowing it to be refolded to its original form and cards repacked in the box.
  • In some embodiments, the answer to the question on the Final Card is printed on an internal surface of the tuck box that holds the deck. In some embodiments, this allows the game to be played with a minimal of material, as the cards can be contained in the tuck box and a separate card is not needed for the answer.
  • In some embodiments, an answer to the question in the Final Card can be provided on an inside surface of the tuck box. In some embodiments, the question on the Final Card need not relate to an associated image and/or involve deductive reasoning or the analysis of an image, but the answer can be presented upon an inside surface of a tuck box that is configured to hold at least some part of the deck. Such a presentation of an answer can provide an interesting and exciting twist to the end of any question and answer game, including games of trivia.
  • In some embodiments, the game further comprises a chance device. Any chance device can be used. In some embodiments, the chance device is a die. In some embodiments, the die comprises at least as many surfaces as a number of the different categories and at least one category-label corresponding to each of the different categories. Each of the at least one category-labels is positioned on a surface of the die. In some embodiments, the die comprises at least one more surface than the quantity of the different categories. The at least one surface comprises a category-label corresponding to a combination of two or more of the different categories. In some embodiments, the die comprises 8 surfaces. In some embodiments, the chance device provides the following options: the first designated category, A, the second designated category, B, the third designated category, C, the fourth designated category, D, the fifth designated category, E, select a category, and lose a turn. Thus, presentation of any one of the above options results in either choosing a card from the designated category per the die, choosing a card from a team selected category, or having the team that has operated the chance device lose a turn.
  • In some embodiments, a fourth surface 136 of at least about half of the cards further comprises at least one gratuitous fact or image that relates to the question topic. In some embodiments, the game includes a time-keeping device.
  • In some embodiments, game play does not involve a board. In some embodiments, game play can incorporate a board as an alternate means of play. In some embodiments, this allows one to keep score of the points. In some embodiments, this allows one to provide an alternate option of determining if one is “entitled” to take a shot at question in Final Card. In some embodiments, score can be kept by retaining the Standard Cards for which the team provided a correct response. In some embodiments, the game can be played on phone, computer, PDA, or other electronic device. In some embodiments the game can be played on a TV or DVD player. In electronically provided formats, the answers and/or additional images which are normally displayed in surfaces 135 and 136 can be provided in separate frames after a team has provided their response. In some embodiments, the game can be played across the cloud. In some embodiments, the game can be hosted on a centralized database or server and the questions and/or answers can be coordinated between players.
  • As noted above, in some embodiments, at least one card includes an image that contains a clue so as to allow one to deduce and/or use logical reasoning to devise the answer. Thus, the ability to answer a question does not necessarily depend upon a player's memory or existing knowledge base, but can further be determined by a reasoned analysis, for some embodiments of the cards.
  • In some embodiments, at least one card includes an image that was satirical when created or intended to be humorous when created and was chosen to give the game a humorous element. In some embodiments, two or more cards in a deck meet one more of these criteria. In some embodiments, at least 10, 20, 30, 40, or 50% or more of the cards in a deck meet one or more of these criteria.
  • In some embodiments, at least one card includes an image that is revised in a seamless way. In some embodiments, at least one card includes an image that is revised in an overt way.
  • In some embodiments, at least one card includes an image that was selected because it was not outrageous or humorous when created, but is outrageous or humorous by today's standards (e.g., social norms, customs, scientific knowledge). These images are selected to give the game a humorous element. Such cards include images and text that can be both humorous and educational. Thus, in some embodiments, the images or information in the cards are only humorous from today's perspective.
  • In some embodiments, at least one image provides critical information and/or context for the question. In some embodiments, the question could not be asked without the image on the card front because the question involves either: a) asking players to assess/determine the overall nature of what is depicted or b) asking players to decipher/analyze some aspect of what is depicted.
  • In some embodiments, the image(s) with the question contains a clue to the answer that is also included in the question text. In some embodiments, the image is directly or tangentially related to question topic, but does not contain a clue. Such images without clues can have an entertainment and/or educational value.
  • In some embodiments, what is depicted was intended to be comical when created, such as cartoons or satirical prints. In some embodiments, what is depicted wasn't comical when created but is comical by modern standards. In some embodiments, text on the second side of the card contains information about image on the first side of the card in a way unrelated to the question topic.
  • In some embodiments, the image on the front and/or back dates to a time period of the question. In some embodiments, the question refers to the image on the first side of the card as a whole, rather than a particular aspect within the image.
  • In some embodiments, clues to the answer can also be contained within the question text or image caption.
  • In some embodiments, the image and/or question relates to and/or is at least one of the following: medical devices, mosaic, sculpture, military equipment, cartoons, advertisements, fresco, coins, an illuminated manuscript, clothing, photos, paintings, medical drawing, or an original print. In some embodiments, over 50% of the images capture one or more of the following subject matters: pre-1950 paintings; pre-1950 frescos; pre-1950 murals; pre-1950 objects (e.g., statues, carvings, sculptures, tombstones, uniforms/clothing/footwear, coins, vehicles, billboards, signs, weaponry, military equipment, medical devices, household items, sarcophagi, medical paraphernalia, scientific objects, scientific paraphernalia, etc.); pre-1950 lithographs; pre-1950 prints; pre-1950 etchings, pre-1950 engravings, pre-1950 woodcuts; pre-1950 cartoons; pre-1950 satirical illustrations; pre-1950 medical drawings; pre-1950 maps; pre-1950 military leaflets; pre-1950 military documents; pre-1950 legal documents; pre-1950 books; pre-1950 book illustrations; pre-1950 manuscripts; pre-1950 manuscript illuminations; pre-1950 advertisements; pre-1950 mosaics; pre-1950 periodicals (e.g., newspapers, magazines, journals, almanacs, etc.); pre-1950 structures (e.g., castles, aqueducts, arches, churches, buildings, monuments, etc.); pre-1950 photos; pre-1950 ephemera (e.g., broadsides, trade cards, baseball cards, brochures, pamphlets, dueling notices, political materials, public notices, etc.); pre-1950 paper currency; reproductions of pre-1950 objects; and/or pre-1950 textiles (e.g., tapestries, flags/banners, quilts, needlepoint, etc.). In some embodiments, the questions address one or more of the above subject matters.
  • In some embodiments, image(s) are reflected on the back of the card, with the answer. In some embodiments, the image(s) on the back illustrate the answer.
  • In some embodiments, at least one card contains an image on the card face that has been customized (for example, cropped; portions blocked out, either overtly or seamlessly; reconfigured; clue added, highlight added; and/or revised) for use in the game.
  • In some embodiments, at least one card contains an image on the card front that has been cropped so as not to reveal the answer, with the entire or larger image depicted on card back along with the answer.
  • In some embodiments, at least one card contains an image on the card front that has been adjusted so as to conceal the answer by having some of it blocked out in an overt way, with the “intact” image depicted on card back along with the answer.
  • In some embodiments, at least one card contains an image on the card front that has been adjusted so as to conceal the answer by having some of it blocked out in a seamless way.
  • In some embodiments, at least one card contains an image on the card front that has been adjusted so as not to reveal the answer by having some of it blocked out in a seamless way with the “intact” image depicted on card back along with the answer.
  • In some embodiments, at least one card contains an image on the card front or card back that has been reconfigured, so as to exclude irrelevant portions or portions which could not reasonably fit on card.
  • In some embodiments, at least one card contains an image on the card front that has had a highlight added to direct players' attention to a particular aspect of the image.
  • In some embodiments, at least one card contains an image on the card front that has been revised, as its original form would reveal the answer and the image is not conducive to cropping, blocking out, or reconfiguration.
  • In some embodiments, the additional information provided on the card back, with the answer, provides greater context for the answer, the image, and/or the question. In some embodiments, the text on the card back makes reference to the image on card front in a manner that is distinct from any relationship that might exist between the question and the image.
  • In some embodiments, each card stands on its own. In some embodiments, the text or images from at least one card provides a clue(s) to the answer of a subsequent question card in the same deck. Thus, in those embodiments, the order of these “linked” cards (which can be controlled by the value 150) is predetermined and established by game play.
  • In some embodiments, at least one card contains more than one image on the card front.
  • In some embodiments, at least one card contains an image on the card back.
  • In some embodiments, most of the images within the surface 140 are selected so that players are exposed to images that they have not seen before and pertain to subject matter unfamiliar to players. In addition, in some embodiments, images in a deck are carefully selected such that they come from different time periods, dating from ancient history to modern times. Thus, the images can be educational in this manner.
  • In some embodiments, the image in section 140 and/136 has been customized, in such a way that a clue is provided.
  • Thus, deductive reasoning can be employed to determine what has been altered (such as rearranged or removed from the image in the space 140). In such embodiments, the image in section 136 can be used to show the original image.
  • As will be appreciated by one of skill in the art, in some embodiments, the game itself is educational in that it assists in teaching the players' deductive reasoning. In some embodiments, the Standard Cards can be from any category. In some embodiments, the Standard Cards are educational in nature. In some embodiments, the images relate to the time period of the question topic. In some embodiments, the question topics are from a time period before 1980. In some embodiments, the questions topics are from a time period before 1970. In some embodiments, the question topics are from a time period before 1960. In some embodiments, the question topics are from a time period before 1950. In some embodiments, the question topics are from a time period before 1940. In some embodiments, the question topics are from a time period before 1930. In some embodiments, the question topics s are from a time period before 1920. In some embodiments, the question topics are from a time period before 1910. In some embodiments, the question topics are from a time period before 1900. In some embodiments, the question topics are from a time period before 1890. In some embodiments, the question topics are from a time period before 1880. In some embodiments, the question topics are from a time period before 1870. In some embodiments, the question topics are from a time period before 1860. In some embodiments, the question topics are from a time period before 1850. In some embodiments, the question topics are from a time period before 1840. In some embodiments, the question topics are from a time period before 1830. In some embodiments, the question topics are from a time period before 1000. In some embodiments, the question topics are from a time period before 500. In some embodiments, the question topics are from a time period before 100. In some embodiments, the question topics are from a time period prior to 1 B.C.
  • In some embodiments, one or more of the categories can be Warfare. In some embodiments, this category relates to: weaponry; military equipment; military regulations and practices; and notable battles. In some embodiments, one or more of the categories can be Language. In some embodiments, this category relates to commonly used words and phrases. In some embodiments, one or more of the categories can be Science & Technology. In some embodiments, this category relates to scientific knowledge, such as it was understood in past centuries. In some embodiments, the science has since been disproven. In some embodiments, one or more of the categories can be Government & Religion. In some embodiments, this category relates to law, taxes, organized religious hierarchy, religious beliefs and/or customs. In some embodiments, one or more of the categories can be Daily Life. In some embodiments, this category relates to sports, leisure, clothing, books, and/or ordinary objects.
  • In some embodiments, the game can be unlike other games as a) the game includes clues in images, image caption, category designation, preceding question; b) the game includes customized images, with the image customization sometimes being done for the purpose of “creating” a clue; c) the game includes more than 1 image on card front; d) the game includes an image on the card back; and/or e) the game contains images players are unlikely to have seen before. In some embodiments, over 50% of the images depict one or more of the following aspects: pre-1950 paintings; pre-1950 frescos; pre-1950 murals; pre-1950 objects (e.g statues, carvings, sculptures, tombstones, uniforms/clothing/footwear, coins, vehicles, billboards, signs, weaponry, military equipment, medical devices, household items, sarcophagi, medical paraphernalia, scientific objects, scientific paraphernalia, etc.); pre-1950 lithographs; pre-1950 prints; pre-1950 etchings, pre-1950 engravings, pre-1950 woodcuts; pre-1950 cartoons; pre-1950 satirical illustrations; pre-1950 medical drawings; pre-1950 maps; pre-1950 military leaflets; pre-1950 military documents; pre-1950 legal documents; pre-1950 books; pre-1950 book illustrations; pre-1950 manuscripts; pre-1950 manuscript illuminations; pre-1950 advertisements; pre-1950 mosaics; pre-1950 periodicals (e.g., newspapers, magazines, journals, almanacs, etc.); pre-1950 structures (e.g., castles, aqueducts, arches, churches, buildings, monuments, etc.); pre-1950 photos; pre-1950 ephemera (e.g., broadsides, trade cards, baseball cards, brochures, pamphlets, dueling notices, political materials, public notices, etc.); pre-1950 paper currency; reproductions of pre-1950 objects; and/or pre-1950 textiles (e.g., tapestries, flags/banners, quilts, needlepoint, etc.).
  • In some embodiments, the game can be unlike other games in that one or more of the answers can be deduced from one or more of the following: an image(s) on the card front (and thus the image is not perfunctory); an image caption on the card front; the question itself, including any sentence(s) preceding question; category to which the question is assigned; and/or image or text in a previous card in same deck. In some embodiments, there are other, intervening cards between a first card which supplies a clue, and the subsequent card containing question to which the clue applies.
  • In some embodiments, one or more of the questions are open-ended. In some embodiments, the one or more of the questions are objective, and thus, scoring is simplified. In some embodiments, multiple possible responses are provided, from which a team chooses a correct answer, including 2, 3, 4, 5, 6 or more options. In some embodiments, true/false and/or yes/no questions can be provided.
  • In some embodiments, at least one card contains an image on the card front that is a portion of the one “fully revealed” on the card back, which illustrates the answer. In some embodiments, at least one card contains an image on the card back that is “new” and is included to illustrate the answer. In some embodiments, at least one card contains an image on the card back that does not illustrate the answer, but is tangential to the question topic and has been included to further entertain/educate players.
  • In some embodiments, at least one card contains an image on the card back and/or front that has been “customized” for use in the game. For example, in some embodiments, an image has been customized to conceal a portion as follows: (i) part of image concealed in an overt way, with players asked to determine what has been “blacked-out” or otherwise hidden from view; and/or (ii) part of image concealed in a seamless way, blocking from view something that might reveal answer or detract players from focusing on relevant portion of image. In some embodiments, some images have been cropped as follows: (i) part of an image is cropped out which would reveal the answer, with the larger image shown on the card reverse along with the written answer. In some embodiments, some images have been changed in a significant way. In some embodiments, text within the image has an underline added (or image otherwise customized to emphasize a part of it). In some embodiments, an image can be from a variety of sources, including at least one of the following: woodcuts, lithographs, etchings, paintings, newspapers, magazines, mosaics, statues, manuscript illuminations, posters, alphabet books, medical drawings, coins, objects, ordinary objects, sarcophagus, etc.
  • In some embodiments, one or more of the questions involve an obsolete technology and/or flawed science. In some embodiments, a question includes humor in the text or images. In some embodiments, the images are not only unfamiliar to players but also they date to the time period associated with the question. In some embodiments, an information source is referenced on each card. In some embodiments, the source—such as a periodical or book—is more than 30 years old, and players are likely to be unaware of the existence of the information source. Thus, in some embodiments, the game is educational in that players learn of information sources there were unaware existed and it is also educational in that referencing the source is conducive to players' obtaining additional information on the topic.
  • In some embodiments, the questions and/or images and/or answers can be educational. In some embodiments, the questions and/or images and/or answers can be educational given the facts revealed in the answer or the second image. In some embodiments, the questions and/or images and/or answers can be educational in that they train the player how to think deductively and/or interpret various facts in light of an image. In some embodiments, the questions and/or images and/or answers are educational and/or enlightening given the answer provided in its relevant historical context, in contrast to today's standards.
  • In some embodiments, one image can be present on each question card. In some embodiments, one image is present on a side of the question card. In some embodiments, more than one image can be present on one or more sides of the question card, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10 or more images can be present on a side.
  • In some embodiments, an image can be provided which contains a clue. In some embodiments, an image can be provided with the answer.
  • In some embodiments, a single game play can involve a fixed and/or predetermined number of cards. In some embodiments, the fixed number of cards associated with a single game play can be those packaged in a tuck box, referred to in this document as a deck. In some embodiments, the number of cards can vary from one game play to another as agreed upon by the players. In some embodiments, any number of cards can be agreed upon. In some embodiments, the number of cards agreed upon depends upon the length of play desired. In some embodiments, the number of cards in a deck is, for example, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 35, 40, 45, 50, or more cards. In some embodiments, Standard Cards and Final Cards can be contained within separate tuck boxes (for example, all Final Cards would be packaged in a single tuck box dedicated to Final Cards and all cards associated with the same category would be packaged in separate tuck boxes. In some embodiments, the number of cards packaged in a tuck box can vary. In some embodiments, multiple tuck boxes (each containing, for example, a deck of 26 cards) can be packaged and sold in a single game box. Because there need be no board and the cards associated with a single game play can be packaged in separate tuck boxes, a single tuck box (along with a die and timer) can easily fit in a purse or suitcase, so the game can be easily be taken and played anywhere.
  • In some embodiments, game play is such that cards are used only once as each card contains only 1 question and a fixed number of cards (for example, 26) are used each time the game is played, with all cards (for example, 26) for each game packaged in a separate tuck box and a different number is printed on the outside of each tuck box, so players can ensure they don't play with the same cards more than once. In games in which only a fixed number of cards are used each time the game is played, the variability in the amount of time it takes to play the game is minimized.
  • In some embodiments, a single game play involves a 26-card deck, with 5 Standard Cards in each of 5 categories (Warfare, Language, Government & Religion, Science & Technology, Daily Life), thus 25 cards, plus 1 Final Card which contains a question posed to all players. In some embodiments, each 26-card deck is packaged in a separate tuck box. Because there is no board and cards associated with a single game play are packaged in separate tuck boxes, a single tuck box (along with a die and timer) can easily fit in a purse or suitcase, and the game can easily be taken and played anywhere. In some embodiments, the arrangement provides a surface, for example, inside of the tuck box, on which the answer to the question in the Final Card can be concealed (in embodiments in which the answer to the question on the Final Card is printed on the inside of the tuck box).
  • In some embodiments, as the images are relevant for the deductive aspect of the game, one or more of the images and/or cards can be adequately large enough for players to examine the image. Thus, in some embodiments, the image and/or card is larger than a typical question and answer game card. In some embodiments, the card is at least 2×3 inches, for example 2×3, 2.5>3.5, 3×4, 3.5×4.5, 4×5, 4.5×5.5, 5×6, 5.5×6.5, 6×7 or larger. In some embodiments, the image is at least 3×4 inches, for example 3×4, 3.5×4.5, 4×5, 4.5×5.5, 5×6, 5.5×6.5, 6×7, 10×12, or larger.
  • In some embodiments, a method of playing a game is provided. In some embodiments, the method comprises providing at least a first card, reading a first question on the first card, and providing a first image associated with the card. The first image comprises at least one clue for deducing a correct answer to the first question. In some embodiments, the method further includes providing a first response to the first question, comparing the first response to the first question to a first answer to the first question, and awarding a point value if the response substantially corresponds to the first answer to the first question. In some embodiments, at least one card in a deck contains an image with such a clue. In some embodiments, none of the cards in the deck include images with such a clue.
  • FIG. 2 provides a flow chart of some embodiments of playing the game. In some embodiments, a first team can start by optionally selecting a first category for a first type of card (e.g., which designated question should be read) 210. In some embodiments, this can be done with a random number generator or the die as provided herein. In some embodiments, one can provide the first card 215 and read the question on the first card 220. With the first question, a first image, that is associated with the card, can be provided 225. As noted, in some embodiments, the first image comprises at least one clue for deducing a correct answer to the first question. The first team can provide a first response to the first question 230. One can then compare the first response to the first question to a first answer to the first question 235. As noted herein, the first answer can be provided on the opposite side of the card, for some embodiments, or within the tuck box (for embodiments involving the Final Card). In some embodiments, one provides a point value if the response substantially corresponds to the first answer to the first question 240. One or more of the above processes can be repeated as many times as desired, with the questions be administered to a different team each turn, such that each team gets an opportunity to play in each round. In embodiments employing a random number generator that includes a “lose a turn” option, each team may only have an opportunity to use the random number generator, if the “lose a turn” option comes up.
  • In some embodiments, the Standard Cards are selected until none remain, leaving just the Final Card. In some embodiments, the above process continues for two or more cards and for two or more categories 245, for example, it can be repeated for all five categories.
  • In some embodiments, once all of the Standard Cards have been exhausted, a Final Card remains. In some embodiments, an answer to the question in the Final Card is located on the inside of a tuck box 250. In some embodiments, one can optionally have each team wager a number of points upon a correct response to the question in the Final Card 255. Thus, in some embodiments, one can determine the subtotal score for each team prior to the provision of the Final Card. Each team can bid anywhere from zero points to all their points. Where the answer to the question in the Final Card is printed inside the tuck box, one can tear open the tuck box to reveal the correct answer 260. Teams can then add (or subtract) the amount wagered (depending upon whether the answer was correct) from their subtotal. The team with the most points wins 265.
  • In some embodiments, the game is played on an electronic medium. In some embodiments, the card comprises printed stock. In games where the card is physical, teams can keep those cards for which they provided correct answers, allowing the teams to keep track of the score. In some embodiments, when the game is on an electronic medium, the program itself can keep track of the score.
  • In some embodiments, the first question is read by a member of a first team to a member of a second team, wherein the first image is viewed by a member of the second team, and wherein comparing the first response to the first question is performed by a member of the first team.
  • In some embodiments, the method further comprises providing a second card, reading a second question on the second card, and providing a second image associated with the second card. As above, in some embodiments, the second image can comprise at least one clue for deducing a correct answer to the second question. One can further provide a second response to the second question and compare the second response to the second question to a second answer to the second question. Points can then be awarded if the second response substantially corresponds to the second answer to the second question. This can be repeated until no cards remain. The category of card selected can be determined by the random number generator, and, in other embodiments, the cards can follow a predetermined order.
  • In some embodiments, the team reading the question is different from the team answering the question. Thus, in some embodiments, the second question is read by a member of a second team to a member of a first team. The second image is viewed by a member of the first team and comparing the second response to the second question is performed by a member of the second team.
  • In some embodiments, each team reads and answers further questions to receive further point values that are summed together into a total point value. In some embodiments, this continues until the total point value for one of the teams reaches a predetermined value.
  • In some embodiments, a time limit is established between a) the reading of the first question and providing the first image, and b) providing the first response to the first question. In some embodiments, if the first response is not provided within the time limit, no point value is assigned to a team that is to provide the first response, for the first question. Time limits can be set for all questions. The time limit can be the same or different for the Final Question.
  • In some embodiments, the method further comprises positioning the first card of the first question in a first location if the first response to the first question substantially corresponds to the first answer. In some embodiments, the first position can be one associated with the team that answered the question correctly, such that the subtotal can be kept simply by counting the number of cards in each teams' possession.
  • In some embodiments, at least 20 cards are provided. In some embodiments, at least 20 questions are asked, such as 10 to each team if there are at least 2 teams and no team rolls “lose turn”. In some embodiments, at least 20 questions are asked, such as 20 questions to one team if there are at least 2 teams and one of the teams continually rolls “lose turn”. As noted herein, some, all, or none of the questions may contain a link between the image and the answer such that deductive reasoning of the image provides the answer.
  • In some embodiments, for the Final Card, a wager, limited to each team's subtotal, can be placed on the question in the Final Card. In some embodiments, the first team can provide a point value wager of no less than zero, and no greater than its point subtotal. The second team can provide a point value wager of no less than zero and no greater than its point subtotal. These point value wagers can be: a) kept secret (for example written down and concealed); b) declared verbally; or c) bid by placement of their cards into a bid pile, in those embodiments in which the teams retain their cards for keeping track of the scores. In some embodiments, the process for the Final Card can further include providing the question in the Final Card, having the first team provide a first response to the question, and having the second team provide a second response to the question. In some embodiments, so that each team can respond to the question in the Final Card without revealing their responses to the other team, the responses can be written down and then revealed after all teams have written down their responses to determine which team(s) have the correct answer. Team subtotal scores are then increased by the value of their wager (for a correct response) or decreased by the value of their wager (for an incorrect response), to calculate final scores and determine which team has won.
  • As will be appreciated by those of skill in the art, the options for setting up the game can vary depending upon the particular format of the game. In physical card based embodiments, one can set aside the Final Card from the Standard Cards. One can then separate the remaining Standard Cards in stacks by categories, stacking them in ascending order according to the number on the card, with the numerical value of 1 being on the top of the stack, as this card is the first to be selected in that category. In some embodiments, there can be 5 categories and thus 5 stacks. In some embodiments, the categories can include Warfare, Language, Science & Technology, Government & Religion, and Daily Life. In embodiments that are played electronically, a database can be accessed for the cards and an option made available to the player to provide a response.
  • FIG. 3 outlines some of the processes noted above. In some embodiments, the method of setting up the game comprises identifying and setting aside a Final Card 325. One can then, from the remaining Standard Cards, separate these cards into at least one stack by category 330. One can also arrange the card in the stack in ascending order by a numerical value on card, with the numerical value of one being on the top of the stack 340. The process can optionally be repeated as for each category of question in the collection of cards 350.
  • In some embodiments, a timer is provided for the game. In some embodiment, the time allotted for each question can be 1 minute, although more or less time can be allotted depending upon the desired length of the game and/or skill levels of the players. Thus, in some embodiments, one team may be allotted 30 seconds for each turn, whereas a second team can be allotted 1 minute or more. In some embodiments, to clear the timer, one can press Minute (M) and Second (S) buttons simultaneously. In some embodiments, to set timer to 1 minute, one can press the (M) button. In some embodiments, to begin countdown, one can press the “Start/Stop” button once. In some embodiments, when no time remains, a beeper will sound. In some embodiments, to silence the timer, one can press a “Start/Stop” button once.
  • As described above, one can employ a computer to facilitate the creation and modification of the game described herein. For example, card templates can be presented on the user's graphical user interface according to a software program embodying one or more of the provided embodiments. A user of a computing device can employ a visual interface that, optionally, can be connected via a network (which may be a local area network, home network, wireless network, private network or public network, such as the Internet, for example) to a hosting computer. The hosting computer can be a server accessible for free, via permission, through payment or other means in order to provide pre-established games. “Card” templates can be provided that allow the user to use the computer to enter questions and answers as described above. The hosting computer can provide card sets with established images and text as outlined above. In some embodiments, the identifying card indicia and game parameters can also be selected by the user (such as which cards are selected).
  • It will be apparent to one skilled in the art that any computer system that includes suitable programming abilities for operating in accordance with the disclosed methods also falls well within the scope of the present invention. Suitable programming abilities include any option for directing a computer system to execute the steps of the system and method as described herein, including for example, systems comprised of processing units and arithmetic-logic circuits coupled to computer memory, which systems have the capability of storing in computer memory, which computer memory includes electronic circuits configured to store data and program instructions, programmed steps of the method of the invention for execution by a processing unit. The game also may be embodied in a computer program product, such as a cd, DVD, compact flash card, diskette or other recording medium, for use with any suitable data processing system. The present embodiments can further run on a variety of platforms, including Microsoft Windows™, Linux™, or other platforms, for example.
  • The invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments are therefore to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the claims of the application rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein.
  • EXAMPLE 1 Scoring
  • Table 1 below provides an example for how the game can be scored between two teams, including both the subtotal and the final score, following the wager.
  • TABLE 1
    Scoring Example
    Team A Subtotal
    Warfare Lang Sc/Tech Govt/Rel Daily Life
    2 cards 2 cards 2 cards 2 cards 3 cards
    Score  3 pts + 3 pts + 3 pts + 3 pts + 6 pts = 18 points
    Team B Subtotal
    Warfare Lang Sc/Tech Govt/Rel Daily Life
    4 cards 2 cards 2 cards 3 cards 0 cards
    Score 10 pts + 3 pts + 3 pts + 6 pts + 0 pts = 22 points
    FINAL QUESTION
    Team A Wager: 18
    Team B Wager: 11
    Both teams answer the question correctly, and thus, the final scores are as follows:
    Team A: 36 points
    Team B: 33 points
    Team A will be the winner of the game.
  • EXAMPLE 2 Game Play
  • A Team A member takes the die and rolls category 4. The first category 4 card is drawn by a member of Team B or Team C, who reads the question to Team A while they review image on the front of the card. The Team A uses information in the image to respond correctly to the question and keeps the card.
  • A Team B member takes the die and rolls category 4. The second category 4 card is drawn by a member of Team A or Team C who reads the question to Team B while they review image on the front of the card. The Team B responds correctly to the question and keeps the card.
  • A Team C member takes the die and rolls category 1. The first category 1 card is drawn by a member of either Team A or Team B, who reads the question to Team C while they review image on the front of the card. The. Team C uses information in the image to respond correctly to the question and keeps the card. An additional image on the back of the card reveals the larger context of the image on the front of the card, thereby providing additional information regarding the topic.
  • A Team A member takes the die and rolls “lose turn”.
  • A Team B member takes the die and rolls “choose a category”. The Team B chooses category 4. A category 4 card is drawn by a member of either Team A or Team C, who reads the question to Team B while they review image on the front of the card. The Team B uses information in the image to respond correctly to the question and keeps the card.
  • A Team C member takes the die and rolls category 1. The next category 1 card is drawn by a member of Team A or Team B, who reads the question to Team C while they review the image on the front of the card. The Team C member responds incorrectly to the question and does not keep the card.
  • The teams continue to roll the dice and draw “Standard Cards” until all 25 Standard Cards are exhausted. At this point, subtotals are as follows: the Team A has 18 points, the Team B has 18 points, and the Team C has 3 points.
  • The Final Card is drawn and the image on the front reviewed, while teams determine what amount to wager, without reading the question on the back of the card. The Team A wagers 18 points. The Team B wagers 15 points. The Team C wagers 3 points.
  • The question is read and each team decides among themselves what to respond, with each time writing their answer secretly on a separate piece of paper. The tuck box in which the cards were contained is then torn open to reveal the correct answer. The Team A response is found incorrect and their total score drops to zero. The Team B response is also found incorrect, and their total score drops to 3. The Team C response is found correct, and their total score increases to 6, making the Team C the winner.
  • EXAMPLE 3 Exemplary Cards
  • The present example outlines a variety of exemplary playing cards.
  • FIG. 5 is an example of a card that contains an image on a card face that contains a clue to the answer. In particular, as shown in FIG. 5, the nuns' mouths are closed and hands are “in motion,” clues that the answer is “sign language”.
  • FIG. 6 is an example of a card that gives the game a humorous aspect as it contains an image intended to be funny, such as a cartoon or image of a satirical nature. In particular, as shown in FIG. 6, an 18th c. satirical print is pictured concerning a national dog tax in England based on breed, which depicts men pleading for a tax break for their dogs.
  • FIG. 7 is an example of a card that gives the game a humorous aspect as it contains an image that was not outrageous or humorous when created, but is outrageous or humorous today because it emphasizes a difference in perspective (e.g. social norms, customs, scientific knowledge) between the time period of the image and present day. In particular as shown in FIG. 7, a medical device is pictured that was used by 19th c. physicians to administer “tobacco enemas”.
  • FIG. 8 is an example of a card that contains an image on a card that provides critical information/context for the question. In this case, the question could not be asked without the image on the card because the question involves asking players to assess/determine the nature of an image/object. In particular, as shown in FIG. 8, the question involves determining the nature of a wrought iron object.
  • FIG. 9 is an example of a card that contains an image on a card that provides critical information/context for the question. In this case, the question could not be asked without the image on the card because the question involves asking players to decipher/analyze some aspect of image/object. In particular, as shown in FIG. 9, the question involves the nature of the hoses in the image.
  • FIG. 10 is an example of a card containing gratuitous information on the card about image on the card front. In particular, as shown in FIG. 10, the card contains information about the pickpocket depicted on another section of the card.
  • FIG. 11 is an example of a card in which the image caption on card contains a clue to the answer. In particular, as shown in FIG. 11, the word “stormy” is included in image caption, which is a clue that the answer is “stolen his thunder”.
  • FIG. 12 is an example of a card in which the card contains not only the written answer, but also an image illustrating the answer. In particular, as shown in FIG. 12, an image depicted on the card along with the answer shows a cannon loaded with an arrow.
  • FIG. 13 is an example of a card in which an image on the card with the question is cropped, so as not to reveal the answer, with the entire or larger image illustrating the answer depicted on the card along with the written answer. In particular, as shown in the bottom panel of FIG. 13, the image on the card with the answer shows a stockpile of cartridges cropped from the image associated with the question.
  • FIG. 14 is an example of a card in which an image on the card with the question is adjusted from the original, so as not to reveal the answer, by having some of it blocked out in an overt way, with the original image illustrating the answer depicted on the card along with the written answer. In particular, as shown in the bottom panel of FIG. 14, the image on the card with the answer shows people riding in a car wearing storm aprons, which is overtly blocked out of the image on the card with the question,
  • FIGS. 15A-15C is an example of a card in which an image on the card with the question is adjusted from the original, (in FIG. 15A) so as to conceal the answer by having some of it blocked out in a seamless way. In particular, as shown in FIG. 15B, the words “day” and “night” from the original poster are seamlessly deleted from image on the card. A back of the card is shown in FIG. 15C.
  • FIG. 16 is an example of a card in which an image on the card with the question is adjusted from the original so as to conceal the answer by having some of it blocked out in a seamless way, with the original image illustrating the answer depicted on the card along with the written answer. In particular, as shown in the top panel of FIG. 16, the people and bicycles in the original image are seamlessly blocked out, but are shown on the opposite side of the card (bottom panel of FIG. 16).
  • FIGS. 17A and 17B provide an example of a card in which an image on the card front is reconfigured from the original (FIG. 17A), so as to exclude irrelevant portions or portions which could not reasonably fit on card. In particular, as shown in the top panel of FIG. 17B, the majority of the text in advertisement are removed.
  • FIGS. 18A-18C provide an example of a card in which an image on the card front (FIG. 18B) is revised from the original (FIG. 18A), as it reveals the answer and is not conducive to cropping, blocking out, or reconfiguring. In particular, as shown in FIG. 18B, the “patient” is removed and the necklace placed around neck of “dentist”. FIG. 18C provides the question and answer sections.
  • FIGS. 19A-19C provide an example of a card in which text or image from one card provides a clue or clues to the answer of a subsequent question card. In particular, as shown in FIG. 19A, one card makes reference to coaches making frequent tavern stops and a subsequent card (FIG. 19C, providing the question section and FIG. 19B providing the image) in the same deck pertains to adjective used in the pictured ad to describe coach drivers—sober.
  • FIGS. 20A-C provide an example of a card in which an image on the card front (FIG. 20A) has been revised from the original, in such a way that a clue is created/provided. In particular, as shown in FIG. 20A, an image of a gas mask as well as the words “gas mask” are eliminated from view, with blanks added for the letters in gas mask. FIG. 20B shows the original poster and FIG. 20C provides the question and answer sections.
  • FIG. 21 is an example of a card in which an image on the card front has had a highlight added to the original (top panel), to draw players' attention to a portion of image. In particular, as shown in the top panel of FIG. 21, the words “smooth faced and black beard” are underlined as the players are asked to decipher the meaning of these words. The backside of the card is shown in the bottom panel.
  • FIG. 22 is an example of a card in which there is more than one image on the card. In particular, as shown in FIG. 22, there are 4 images on the front of the card (top panel), educating players as to the nature of early rubber. The bottom panel shows the arrangements of the questions and answers.
  • FIG. 23 is an example of a card in which there is more than one image on the card back. In particular, as shown in FIG. 23 (bottom panel), there are 2 images on the card back, which educate the players as to the nature of early tire technology. The top panel displays additional information regarding the topic.
  • A person having ordinary skill in the art would understand that the games, cards, and methods described herein can be implemented and/or represented using any of a variety of different technologies and techniques. For example, one or more aspects of the reasoning based game described herein can be implemented on an electronic game system. In various embodiments, an electronic game system can include one or more electronic devices such as personal computers, laptop computers, tablet computers, Internet servers, personal digital assistants (PDA), mobile phones, etc.
  • In some embodiments, electronic devices can each include a processor which controls operation of the electronic devices. The processor can also be referred to as a central processing unit (CPU). Memory, which can include both read-only memory (ROM) and random access memory (RAM), can provide instructions and data to the processor. A portion of the memory can also include non-volatile random access memory (NVRAM). The processor typically performs logical and arithmetic operations based on program instructions stored within the memory. The instructions in the memory can be executable to implement the methods described herein.
  • The processor can include or be a component of a processing system implemented with one or more processors. The one or more processors can be implemented with any combination of general-purpose microprocessors, microcontrollers, digital signal processors (DSPs), field programmable gate array (FPGAs), programmable logic devices (PLDs), controllers, state machines, gated logic, discrete hardware components, dedicated hardware finite state machines, or any other suitable entities that can perform calculations or other manipulations of information.
  • Electronic devices can also include machine-readable media for storing software. Software shall be construed broadly to mean any type of instructions, whether referred to as software, firmware, middleware, microcode, hardware description language, or otherwise. Instructions can include code (e.g., in source code format, binary code format, executable code format, or any other suitable format of code). The instructions, when executed by the one or more processors, cause the processing system to perform the various functions described herein.
  • Electronic devices can each also include a housing that can include a transmitter and/or a receiver to allow transmission and reception of data between the electronic game system and a remote location. The transmitter and receiver can be combined into a transceiver. An antenna can be attached to the housing and electrically coupled to the transceiver. Electronic devices can each also include multiple transmitters, multiple receivers, multiple transceivers, and/or multiple antennas. The housing can further include a user interface, which can include any combination of input and output devices such as, for example, displays, touchscreen, buttons, lights, etc.
  • In various embodiments, the electronic game system can be configured to store representations of one or more cards (such as the card 100 and/or 400, described above with respect to FIGS. 1 and 4A). The cards can be stored as data, instructions, commands, information, signals, bits, symbols, and/or chips that can be represented by voltages, currents, electromagnetic waves, magnetic fields or particles, optical fields or particles, or any combination thereof. In some embodiments, the electronic game system can be configured to sort “standard cards” into at least two sets according to a category associated with each card. The electronic game system can be configured to sort each set of cards in ascending order according to a numerical value associated with each card. The electronic game system can be configured to flag one card as a “final card.”
  • The electronic game system can include one or more displays configured to display at least one image, at least one question, and an answer to the question. For example, a first electronic device can be configured to display at least one image and/or at least one question to a first user. The first image can include at least one clue for deducing a correct answer to the first question. The images and/or questions can be displayed sequentially (for example, on a single display), or simultaneously (for example, on separate displays or separate portions of a single display). In some embodiments, the first electronic device can be further configured to display the answer.
  • In some embodiments, a second electronic device can be configured to display the answer to a second user. For example, the second electronic device can display the answer to a question and/or image contemporaneously displayed on the first electronic device. The two electronic devices can coordinate the image, question, and answer via a computer network (such as, for example, WIFI™, BLUETOOTH™, etc.).
  • The electronic game system can include an input configured to receive an answer, a scoring indication, or other communication from a user. For example, the first electronic device can include a keypad and/or touchscreen digitizer configured to receive an answer to the displayed question. In an embodiment, the first electronic device can be configured to compare the received answer to a correct answer stored in memory. The first electronic device can be configured to provide a point value if the received answer substantially corresponds to the correct answer to the question.
  • In some embodiments, the first electronic device can be configured to transmit the received answer to the second electronic device. The second electronic device can be configured to receive the answer. The second electronic device can be configured to display the answer. In an embodiment, the second electronic device can be configured to compare the received answer to a correct answer stored in memory. The second electronic device can be configured to provide a point value if the received answer substantially corresponds to the correct answer to the question. The second electronic device can be configured to transmit a scoring indication the first electronic device. The scoring indication can include, for example, the point value and/or an indication that the received answer is correct or incorrect.
  • In some embodiments, the second electronic device can be configured to receive a scoring indication from a user. For example, the first electronic device can include a keypad and/or touchscreen digitizer configured to receive a point value and/or an indication that the received answer is correct or incorrect. The second electronic device can be configured to transmit the scoring indication to the first electronic device. The first electronic device can be configured to receive the scoring indication from the second electronic device, and can display the scoring indication to a user.
  • In some embodiments, the first electronic device can be configured to receive the scoring indication from a user. For example, the first electronic device can include a keypad and/or touchscreen digitizer configured to receive a point value and/or an indication that the received answer is correct or incorrect. The first electronic device can be configured to sequentially display the question and image, display the answer, and receive the scoring indication.
  • A person/one having ordinary skill in the art would appreciate that the reasoning based game described herein can be implemented as logical blocks, modules, processors, means, circuits, and algorithm steps implemented as electronic hardware (e.g., a digital implementation, an analog implementation, or a combination of the two, which can be designed using source coding or some other technique), various forms of program or design code incorporating instructions (which can be referred to herein, for convenience, as “software” or a “software module), or combinations of both. Skilled artisans can implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present disclosure.
  • In some embodiments, logical blocks, modules, and circuits can be implemented within or performed by an integrated circuit (IC). The IC can include a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, electrical components, optical components, mechanical components, or any combination thereof designed to perform the functions described herein, and can execute codes or instructions that reside within the IC, outside of the IC, or both. The logical blocks, modules, and circuits can include antennas and/or transceivers to communicate with various components within a communications network or within the device. A general purpose processor can be a microprocessor, but in the alternative, the processor can be any conventional processor, controller, microcontroller, or state machine. A processor can also be implemented as a combination of computing devices, e.g., a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.
  • If implemented in software, functions can be stored on or transmitted over as one or more instructions or code on a computer-readable medium. The steps of a method or algorithm disclosed herein can be implemented in a processor-executable software module which can reside on a computer-readable medium. Computer-readable media includes both computer storage media and communication media including any medium that can be enabled to transfer a computer program from one place to another. A storage media can be any available media that can be accessed by a computer. By way of example, and not limitation, such computer-readable media can include RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store desired program code in the form of instructions or data structures and that can be accessed by a computer. Also, any connection can be properly termed a computer-readable medium. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk, and blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers. Combinations of the above should also be included within the scope of computer-readable media. Additionally, the operations of a method or algorithm can reside as one or any combination or set of codes and instructions on a machine readable medium and computer-readable medium, which can be incorporated into a computer program product.
  • It is understood that any specific order or hierarchy of steps in any disclosed process is an example of a sample approach. Based upon design preferences, it is understood that the specific order or hierarchy of steps in the processes can be rearranged while remaining within the scope of the present disclosure. The accompanying method claims present elements of the various steps in a sample order, and are not meant to be limited to the specific order or hierarchy presented.

Claims (32)

1. A game comprising:
at least one card, wherein at least one of the plurality of cards comprises:
at least one image on a first surface of the card;
at least one question on a second surface of the card; and
an answer to the question, wherein the answer is on a third surface of the card, wherein the at least one image is considered for determining the correct answer to the at least one question.
2. (canceled)
3. The game of claim 1, wherein the card is a virtual card that is displayed on a screen.
4. (canceled)
5. (canceled)
6. (canceled)
7. (canceled)
8. (canceled)
9. (canceled)
10. (canceled)
11. (canceled)
12. (canceled)
13. The game of claim 1, wherein the game is to be played without a board.
14. A method of playing a game, the method comprising:
providing a first question;
providing a first image, wherein the first image is considered for deducing a correct answer to the first question;
providing a first response to the first question;
comparing the first response to the first question to a first answer to the first question; and
providing a point value if the response substantially corresponds to the first answer to the first question.
15. The method of claim 14, wherein the first question is on a first card and the first card is provided, thereby providing the first question, and wherein the first image is on the first card.
16. The method of claim 15, wherein the card comprises printed stock.
17. The method of claim 15, wherein the card is an electronic representation.
18. The method of claim 15, wherein the first question is read by a member of a first team to a member of a second team, wherein the first image is viewed by a member of the second team, and wherein comparing the first response to the first question is performed by a member of the first team.
19. The method of claim 18, further comprising:
providing a second card;
reading a second question on the second card;
providing a second image associated with the second card, wherein the second image is considered for deducing a correct answer to the second question;
providing a second response to the second question; and
comparing the second response to the second question to a second answer to the second question; and
providing a point value if the second response substantially corresponds to the second answer to the second question.
20. (canceled)
21. The method of claim 19, wherein each team reads and answers further questions to receive further point values that are added to a subtotal point value until the total point value at least equals a predetermined total point value for one of the teams.
22. The method of claim 15, wherein at least twenty questions are provided, wherein the twenty questions comprise at least four different categories of questions.
23. The method of claim 22, further comprising the process of selecting one of the four categories of questions.
24. The method of claim 23, wherein the selecting step is performed by a number generator.
25. (canceled)
26. The method of claim 15, wherein a time limit is set between a) the reading of the first question and providing the first image, and b) providing the first response to the first question.
27. The method of claim 26, wherein if the first response is not provided within the time limit, no point value is assigned to a team that is to provide the first response, for the first question.
28. (canceled)
29. The method of claim 15, wherein at least 20 cards are provided.
30. The method of claim 29, wherein at least 20 questions are asked.
31. The method of claim 15, further comprising a first team and a second team,
wherein the first team provides a first point value wager no less than zero, and no greater than a total of points that the first team has;
wherein the second team provides a second point value wager no less than zero, and no greater than a total of points that the second team has;
providing a final question;
the first team providing a first response to the final question;
the second team providing a second response to the final question;
adding the first point value wager to the total of points that the first team has if the first response corresponds to an answer to the final question, or subtracting the first point value wager from the total of points that the first team has; and
adding the second point value wager to the total of points that the second team has if the second response corresponds to an answer to the final question, or subtracting the second point value wager from the total of points that the second team has.
32-49. (canceled)
US14/766,116 2013-02-25 2014-02-21 Image and reasoning based game Abandoned US20150375093A1 (en)

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US20180277009A1 (en) * 2017-03-23 2018-09-27 Casio Computer Co., Ltd. Information display apparatus, information display terminal, method of controlling information display apparatus, method of controlling information display terminal, and computer readable recording medium
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