WO2008089455A2 - Amusement by playing a game that changes - Google Patents

Amusement by playing a game that changes Download PDF

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Publication number
WO2008089455A2
WO2008089455A2 PCT/US2008/051511 US2008051511W WO2008089455A2 WO 2008089455 A2 WO2008089455 A2 WO 2008089455A2 US 2008051511 W US2008051511 W US 2008051511W WO 2008089455 A2 WO2008089455 A2 WO 2008089455A2
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WO
WIPO (PCT)
Prior art keywords
game
tile
tiles
player
path
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Application number
PCT/US2008/051511
Other languages
French (fr)
Other versions
WO2008089455A3 (en
Inventor
Jason Ivan
Original Assignee
Jason Ivan
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Filing date
Publication date
Application filed by Jason Ivan filed Critical Jason Ivan
Publication of WO2008089455A2 publication Critical patent/WO2008089455A2/en
Publication of WO2008089455A3 publication Critical patent/WO2008089455A3/en

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Classifications

    • 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
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/04Building blocks, strips, or similar building parts

Definitions

  • a board game is a game that is played on a board, which limits the extent of the game.
  • Some board games such as chess, checkers, and backgammon can have high game-play replayability due to the numerous combinations of moves that can be made on the board.
  • these board games may be too sophisticated for children or novice game players due to the complicated rules and advanced strategic thought required to play them.
  • Other board games define a beginning, an end, and a path that connects them, which leads to a lack of game-play novelty.
  • Players are often bored from playing these latter board games because of the repetition involved, which is carried out mechanically or unthinkingly. What is needed is a game that is easy to learn and play while avoiding the feelings of weariness and dissatisfaction from board games that lack replayability or freshness.
  • a kit form of the invention includes a game mat comprises a set of game tiles.
  • Each game tile has a top, a bottom, four sides, and a height.
  • the four sides and the height of one game tile are dimensionally similar to the four sides and the height of another game tile.
  • the top and the bottom of one game tile have a path design which width is aesthetically compatible with a width of another path design of the top and the bottom of another game tile to create a sense of game play continuity.
  • the game further comprises a set of rule templates for players to specify rules of the game.
  • the game also comprises a deck of cards.
  • a first set of cards directs players to move a number of spaces in a path of the game or perform some sort of immediate game-related action.
  • a second set of cards can be played whenever and may provide safety from the commands of the first set of cards.
  • a method form of the invention includes a method of playing a game by building it first that comprises building a game from a set of game tiles.
  • Each game tile has a top and a bottom.
  • the top and the bottom of one game tile each has a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile.
  • the set of game tiles includes ''Start" and "Finish 11 game tiles, path game tiles, branch game tiles, imperative game tiles, and card game tiles.
  • the method further comprises playing the game by one player or more than one player spinning or rolling for a value with which to move along a path of the game.
  • the method further comprises executing again the act of building the game while the act of playing the game is occurring to cause one or more of the game tiles to be removed, flipped, or swapped to create a new game.
  • a computer-readable medium form includes a computer-readable medium having stored thereon computer- executable instructions to perform a method of playing a game by building it first.
  • the method comprises building a game from a set of game tiles.
  • Each game tile has a top and a bottom.
  • the top and the bottom of one game tile each has a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile.
  • the top of one game tile has a path design but not the bottom.
  • the set of game tiles includes "Start" and "Finish” game tiles. path game tiles, branch game tiles, imperative game tiles, and card game tiles.
  • the method further comprises playing the game by one player or more than one player by spinning or rolling for a value with which to move along a path of the game.
  • the method further comprises executing again the act of building the game while the act of playing the game is occurring to cause one or more game tiles to be removed, flipped, added, or swapped to create a new game.
  • FIGURE IA is a pictorial diagram illustrating exemplary game tiles that can be assembled to form a board game
  • FIGURE IB is a pictorial diagram illustrating an exemplary board game constructed from game tiles
  • FIGURE 1C is a pictorial diagram illustrating a number of exemplary cards that can be drawn during game play to add uncertainty into the game play;
  • FIGURE ID is a pictorial diagram of an exemplary device that can be spun to determine move values for game players to progress in a board game
  • FIGURE 2 A is a perspective diagram illustrating exemplary game structures, such as blocks, sliders, and bridges;
  • FIGURE 2B is a perspective diagram illustrating exemplary game structures, such as blocks and traps;
  • FIGURE 2C is a perspective diagram illustrating a game that incorporates game tiles as well as game structures, such as blocks and bridges;
  • FIGURE 3 is a pictorial diagram illustrating an exemplary rule template
  • FIGURE 4 is a block diagram illustrating an exemplary network configuration of game players connected to a game server.
  • FIGURES 5A-5E are process diagrams illustrating an exemplary method for playing a game by building the game first.
  • FIGURE IA illustrates a set 100 of exemplary game tiles 102-112C that can be assembled to form a board game.
  • Any suitable game tiles can be used, such as those illustrated in FIGURE IA 5 those in FIGURE IB, and others not shown in either FIGURES IA, IB.
  • Each game tile has four sides, top, bottom, and height.
  • the set 100 of game tiles 102-1 12C allows players to build a game from the game tiles in the set 100.
  • each game tile is dimensionally or physically compatible with other game tiles so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile to create a sense of game play cohesion.
  • the dimensions of one side of a game tile are of similar magnitude as the dimensions of me remaining sides.
  • the height of a game tile is preferably of similar magnitude as the height of other game tiles
  • the physical dimensions include dimensions of 2.5" x 2.5" x 1/4".
  • the top of a game tile preferably has a design that is functionally and aesthetically compatible with other game tiles so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile and a composite design formed from game tiles to create
  • a sense of game play continuity which can be initiated and terminated by suitable game tiles, such as a "Start" game tile 102 or a "Finish” game tile 104.
  • the game tiles can have any suitable number of design categories. At least three design categories functionally serve to indicate a path, a terminal, or an imperative. Other suitable design categories are possible. While the foregoing focuses on the top of a game tile, Ln one embodiment, the
  • 5 bottom of the game tile in addition to the top of the game tile also has a design that is also functionally and aesthetically compatible with other game tiles, top or bottom, so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile and a composite design formed from game tiles to create a sense of game play continuity, which can be initiated and terminated by suitable game tiles.
  • each game tile can be arranged or rearranged in any combination. Ln one embodiment, the game tiles lack joiners and being in proximity of one another composes them into a game. In another embodiment each game tile includes a magnet and each game tile is joined with another game tile through a metal ball. In yet another embodiment, each game tile includes a magnet of both polarities so that it can be joined
  • each game tile can be joined with another game tile using male/female jigsaw projections or voids.
  • each game tile can be joined with another game tile using a mushroom fastener, Velcro No Snag fastener, or other suitable non-paired or non-polar materials.
  • the game tiles may include
  • the game tiles may include backing fastener such as Velcro, felt, magnets, metal connectors, physical connections, or other suitable materials to allow them to stick to paired materials, such as a Velcro pad, felt pad, or metal pad.
  • the game tiles can be made of any suitable materials, such as wood, plywood, plastic, and so on.
  • the "Start” game tile 102 can have any suitable design, as long as it functionally communicates a starting point of a game coupled to a path of the game.
  • the "Start” game tile 102 has the word “Start” to linguistically communicate a starting point of a game. It also has an arrow pointing toward a particular direction to aid players in moving toward the particular direction. Housing both the word “Start” and the arrow is a circular design, which opens to a portion of a path design having a predefined width.
  • the circular design in the "Start” game tile 102 indicates a terminal of a game.
  • the predefined width ⁇ f the path design is similar to the width of other path designs so that one game tile is aesthetically compatible with other game tiles. More than one "Start" game tile is possible in the set 100.
  • the "Finish” game tile 104 can have any suitable design as long as it functionally communicates a path that concludes in an ending point of a game.
  • the "Finish” game tile 104 has the word “Finish” to linguistically communicate an ending point of a game. It also has a star design enveloped in a filled circle indicating success. Housing both the word “Finish” and the star design is a circular design, which opens to a portion of a path design having a predefined width.
  • the circular design in the "Finish” game tile 104 indicates a terminal of a game.
  • the predefined width of the path design is similar to the width of other path designs so that one game tile is aesthetically compatible with other game tiles. More than one "Finish” game tile is possible in the set 100.
  • a straight path game tile 106 can have any suitable design as long as it functionally communicates a path of a game.
  • the straight path game tile 106 has a path design with two portions, both portions of the path design having a similarly predefined width. One portion is in one color and the other portion is in another color to create two game spaces on the straight path game tile 106.
  • One color may include a color that is a neutral color, such as white or clear, which may not be immediately affected by imperatives of the game.
  • Another color may include a color that is affected by imperatives of the game.
  • the player that is under the imperative must move to a game tile that has a game space with the color red, such as the portion of a straight path game tile 11 OB that has the color red.
  • the predefined width of the path design is similar to the width of other path designs so that the straight game tile 106 is aesthetically compatible with other game tiles. More than one straight path game tile 106 is possible in the set 100.
  • Curved path game tiles 108B, 108C can have any suitable design as long as each functionally communicates a path of a game.
  • the curved path game tile 10SB, IOSC has a path design with two curved portions, both curved portions of the path design having a similarly predefined width. One portion is in one color and the other portion is in another color to create two game spaces on the curved path game tiles 108A, 10SB.
  • One color may include a color that is a neutral color, such as white or clear, which may not be immediately affected by imperatives of the game.
  • Another color may include a color that is affected by imperatives of the game.
  • the predefined width of the path design is similar to the width of other path designs so that the curved game tiles 108A, 108B are aesthetically compatible with other game tiles. More than one curved path game tiles 108A, 108B is possible in the set 100.
  • An imperative game tile 11 OA can have any suitable design as long as it functionally communicates not only an imperative but also a path of a game.
  • the imperative game tile 1 1 OA has a path design with an imperative "Move to Red Space,” depicted in written words in the middle of the path design.
  • a filled circle with the color red emphasizes the imperative and aids the player to locate a game space that has the same hue as the color in the filled circle.
  • the imperative "Move to Red Space” the player that is under the imperative must move to a game tile that has a game space with the color red, such as a portion of a straight path game tile 1 1OB that has the color red.
  • the predefi ned width of the path design of the path game tiles 11OA and 11OB is similar to the width of other path designs so that the imperative game tile 11OA is aesthetically compatible with other game tiles. More than one imperative game tile 11 OA is possible in the set 100.
  • imperative path game tiles include imperative game tiles 112A. 112B, and 112C.
  • the imperative game tile 112A has a path design with an imperative "Zap Opponent Back Five Spaces.” depicted in written words in the middle of the path design. An outline of a lightning bolt below the written imperative emphasizes the imperative and adds humor to the game play. Given the imperative, the player whose game piece is situated on the imperative game tile 112A can command another player to move his game piece back five spaces on the path.
  • the imperative game tile 112B has another path design with an imperative "Switch With Opponent,” depicted in written words in the middle of the path design. An outline of a flower below the written imperative emphasizes the imperative and adds humor to the game play.
  • the player whose game piece is situated on the imperative game tile 112B can command an opponent to switch game pieces such that the player's game piece is now located at a position formerly occupied by the opponent and the opponent's game piece is located at a position formerly occupied by the player.
  • the imperative game tile 112C has another path design with an imperative "Extra Turn! depicted in written words in the middle of the path design. Given the imperative, the player whose game piece is situated on the imperative game tile 112C can take another turn to advance his position in the game to the disadvantage of his opponents.
  • the predefined width of the path design of the imperative game tiles 112A, 112B, and 112C is similar to the width of other path designs so that the imperative game tiles 112A, 112B, and 112C are aesthetically compatible with other game tiles.
  • a card game tile 114 can have any suitable design as long as it functionally communicates not only a path of a game but also an opportunity to draw a card that adds an element of surprise and delight to the game play.
  • the card game tile 114 has a path design with a declaration "Crazy Card,' 1 depicted in written words in the middle of the path design coupled with a sun burst pattern design. Given the declaration "Crazy Card,” the player whose game piece landed on the card game tile 114 can draw a card from a deck of cards, such as a deck 200 illustrated at FIGURE 1C.
  • the card contains instructions to enhance game play including imperatives.
  • the predefined width of the path design of the card game tile 114 is similar to the width of other path designs so that the card game tile 114 is aesthetically compatible with other game tiles. More than one card game tile 114 is possible in the set 100.
  • a "Lose a Turn” game tile causes a player who lands on this game tile to lose Ms next turn.
  • a "Move Ahead 5 Spaces' 1 causes a player who lands on tills tile to immediately move ahead five spaces.
  • a "Move Back 5 Spaces” game tile causes a player who lands on this tile to immediately move back five spaces.
  • a "Rocket” game tile causes a player who lands on this tile to immediately move ahead ten spaces.
  • a “Slow Mo” game tile causes a player who lands on this tile to cut his next turn's roll in half.
  • a "Tile Swap” game tile causes a player to swap one tile with any other in the game but the game tile cannot be used on "Start,” “Finish,” or a game tile one or one's opponent is currently on.
  • a "Tile Flip” game tile causes a player to flip over any tile in the game but the game tile cannot be used on a game tile one or one's opponent is currently on.
  • a "Turbo Mode” game tile causes a player who lands on the game tile to double his roll on his next turn.
  • a "Zap! game tile causes a player who lands on this tile to move or causes his opponent to move back five spaces.
  • a "Swap Start” game tile causes an immediate swap of "Start” and “Finish” game tiles with each other and players now move towards the new finish locations (direction of play reverses).
  • FIGURE IB illustrates a game 200 built from the game tiles in the set 100 and other game tiles not shown, which are a part of the set 100 or are not originally part of the set 100 but are added later through acquisitions of additional game kits.
  • the players build the game 200 by placing game tiles to create one or more paths.
  • a "Start" game tile 116 is adjacent to a curved path game tile 118, which is adjacent to an imperative game tile 120 "Move To Red Space.”
  • the imperative game tile 120 is adjacent to a curved path game tile 122, which is adjacent to an imperative game tile 124 "Slow Mo!
  • the player landing on the imperative game tile 124 is commanded to divide his next roll (or spin) by a number, such as two. to create a calculated quotient, effectively limiting the player's next move to the calculated quotient.
  • the imperative game tile 124 is adjacent to a curved path game tile 126, which is adjacent to a card game tile 128 "Crazy Card.”
  • the card game tile 128 is adjacent to a curved path game tile 130, which is adjacent to a curved path game tile 132, and which in turn is adjacent to a curved path game tile 134.
  • the curved path game tile 134 is adjacent to an imperative game tile 136 "Extra Turn" which commands the player landing on the imperative game tile 136 to take another turn of the game to the disadvantage of other players.
  • the imperative game tile 136 is adjacent to a straight path game tile 138, which is adjacent to an imperative game tile 140 "Switch With Opponent.”
  • the imperative game tile 140 is adjacent to a curved path game tile 142, which is adjacent to another curved path game tile 144.
  • the curved path game tile 144 is adjacent to a straight path game tile 146, which is adjacent to an imperative game tile 148 "Move Back Five Spaces.”
  • the imperative game tile 148 is adjacent t ⁇ a straight path game tile 150. which is adjacent to a curved path game tile 152, and which in turn is adjacent to another curved path game tile 154.
  • the curved path game tile 154 is adjacent to an imperative game tile 156 "Turbo Mode! 11 which commands the player landing on the imperative game tile 156 to calculate a product of his next roll (or spin) with another number, such as a two. The player then moves his game pieces ahead by the calculated product.
  • the imperative game tile 156 is adjacent to the straight path game tile 158, which is adjacent to an imperative game tile 160 "Move To Purple Space.”
  • the imperative game tile 160 is adjacent to a curved game tile 162. which is adjacent to another curved game tile 164.
  • the curved game tile 164 is adjacent to an imperative game tile 166 "Lose Turn,” which is adjacent to another imperative game tile 168 "Zap Opponent Back Five Spaces.”
  • the imperative game tile 168 is adjacent to a straight path game tile 170, which is adjacent to an imperative game tile 172 “Move To Green Space.”
  • the imperative game tile is adjacent to a curved path game tile 174, which is adjacent to a straight path game tile 176.
  • the straight path game tile 176 is adjacent to a card game tile 178 "Crazy Card,” which is adjacent to a straight path game tile 180.
  • the straight path game tile is adjacent to an imperative game tile 182 "Move Ahead Five Spaces,” which is adjacent to a branch game tile 195.
  • the branch game tile 195 has a path design which leads a player in two different directions. To direct players' path in one direction, the path design includes the word “Odd” with an arrow pointing toward the one direction. To direct a player in the other direction, the path design includes the word “Even” with an arrow pointing toward the other direction.
  • the branch game tile 195 has two paths, one path being accessible by an odd value and the other path being accessible by an even value.
  • a branch game tile when placed next to another game tile, may split a path into two branches or to join two paths into one.
  • a player chooses a branch to proceed when encounters a branch game tile and is not forced into one path or the other path.
  • Other binary ways for determining progression in one path and in the other path are possible.
  • a branch game tile has four paths and is called an intersection game tile. The intersection game tile functions to divide a path into multiple branches or to unite multiple paths into one.
  • the branch game tile 195 is adjacent to a curved path game tile 193, which is adjacent to a card game tile 191 "Crazy Card.”
  • the card game tile 191 is adjacent to a curved game tile 187, which is adjacent to a "Finish” game tile 185.
  • the branch game tile 195 is also adjacent to another curved path game tile 184, which is adjacent to an imperative game tile "Zap Opponent Back Five Spaces.”
  • the imperative game tile 186 is adjacent to a straight path game tile 188, which is adjacent to a curved path game tile 190.
  • the curved path game tile 190 is adjacent to a card game tile 192 "Crazy Card.” which is adjacent to a straight path game tile 194.
  • the straight path game tile 194 is adjacent to an imperative game tile 196 "Switch With Opponent,” which is adjacent to a straight path game tile 198.
  • the straight path game tile 198 is adjacent to a curved path game tile 199, which is adjacent to a "Finish” game tile 197.
  • FIGURE IB illustrates a two-dimensional board game using the game tiles but any suitable configurations can be built.
  • a board game can be built in a straight line spanning the length of a floor.
  • Another board game can be built zigzagging across a table.
  • a further board game can be built on multiple levels, such as chairs, a floor, a table, or using optional game structures, such as blocks, and so on.
  • An additional board game can be built in the shape of a figure eight.
  • yet another board game can be built that crosses over with still another board game.
  • FIGURE 1C illustrates an exemplary deck 200 of cards, which are drawn by players when their game pieces land on a card game tile. Any suitable cards that add elements of surprise and delight can be used and are not limited to those contained in the deck 200. Some cards must be played immediately so that the effects produced by these cards occur contemporaneously. Other cards are played at the discretion of the players. The purpose of cards and their play (whether immediately or later) are conveyed by text, illustrations, symbols, colors, each alone or in combination.
  • a card 202 contains a message "Use this card to protect against any card or tile," indicating that imperatives, from another card or another tile cannot affect a player who produces the card 202.
  • the card 202 contains a shield-of-arms design to further emphasize the card's defensive ability.
  • a card 204 contains a message "Go forward or back two spaces,” indicating that a player can use the card 204 to progress or regress along a path of a game by the indicated game spaces.
  • a text design "Which Way?" and a numerical design "2" emphasize the utility of the card 204.
  • a card 206 contains a message "Slow Mo! Next Roll ⁇ 2," indicating that on a player's next roll, he calculates a quotient using the roll value divided by a number, such as two. The opponent's next move along a path is limited by the quotient.
  • a police card design emphasizes the action required by the card 206.
  • a card 208 contains a message "Use this card to protect against a 'Slow Mo 1 card or tile,” indicating that a player can use the card 208 to counteract an imperative from a game tile or the card 206 to cause the player's movement along a path to be limited by a calculated quotient.
  • a text design "Fast Lane” and a police card design with a void symbol over it emphasize the defensive nature of the card 206.
  • a card 210 contains a message "Turbo Mode! Next Roll x 2,” indicating that a player can use the card 210 to boost his progression along a path by increasing the value of his next roll in calculating a product from the value and a number, such as two.
  • a race car design emphasizes the utility of the card 210.
  • a card 212 contains a message "Switch With Opponent,” indicating an imperative that can be used by a player to command an opponent to switch game pieces such that the player's game piece is now located at a position formerly occupied by the opponent and the opponent's game piece is located at a position formerly occupied by the player.
  • a card 214 contains a message "Use this card to protect against a 'Zap Back 1 card or tile,” indicating that a player may use the card 214 to void an imperative to regress along a path by the number of game spaces indicated by a "Zap Back” card or tile.
  • a text design "Lighting Rod” and a visual design of a lightning rod act to emphasize the defensive utility of the card 214.
  • a card 216 contains a message “Extra Turn! indicating that a player may use the card 216 to obtain an extra turn at progressing along a path to the disadvantage of his opponents.
  • a card 218 contains a message "Move Back Five Spaces,” indicating an imperative to cause an opponent to regress by an amount of game spaces on a path.
  • the rules may specify (at the election of the players) that whenever a particular number, such as six, is rolled or spun, the player obtaining the particular number may also draw a card.
  • a particular number such as six
  • the player when an arrow on a spinner, stops at a sector that commands a player to draw a card, or when a face of a special dice, after a roll, reveals that a card is to be drawn by a player, the player draws a card.
  • the card must be played immediately or may be played at the discretion of the player who possesses the card, depending on the drawn card
  • a number of cards not illustrated in FIGUHE 1C which may be a part of a deck of cards, includes a "Fast Lane” card which protects against a "Slow Mo” card or game tile; a “Lose a Turn” card which causes a player to lose his ability to roll or move at the next turn; a "Move Ahead 5 Spaces” card which causes a player to move ahead five spaces immediately; a "Rocket” card which causes a player to move ahead ten spaces immediately; a “Super Swap” card which causes a player to swap a number of game tiles with others in the game but cannot be used on "Start,” “Finish,” or the game tiles on which the player or his opponents occupy; a “Super Flip” card which causes a player to flip a number of game tiles with others in the game but cannot be used on “Start,” “Finish,” or the game tiles on which the player or his opponents occupy; a “Stay” card which protects a player against the effects of
  • the player can ask whether the number is "higher” or “lower” than the incorrect guess, and the player guesses one more time, (4) if the correct number is guessed, the player can move forward five spaces, and if not, the player stays where he is; a "Color Favorites” card which causes (I) one of the opponents to write down his favorite color on a piece of paper, (2) the player tries to guess the color, (3) if a correct guess is provided on the first try, the player can move forward three spaces, and if not, the player stays where lie is; a "Rhyme Master” card which causes (1) one of the opponents to come up with a word for the player, (2) the player finds another word that rhymes and says it aloud, (3) if the player were able to find another word that rhymes, the player moves ahead four spaces, (4) if the player were unable to find another word that rhymes, the opponent who came up with the word says another word aloud that rhymes, and if the opponent were able to do so, the
  • Some cards can be categorized as direction cards, directing players to move a number of spaces in a path of a game. Some cards can' be categorized as safety cards, providing safety from the commands of other cards. Some cards can be categorized for immediate play and others for playing at players' discretion. Some cards cause players to move their avatars to a particular spot in a path. Some cards require interaction among players by requiring an action, answer, physical, verbal, mental challenge that must be met. Some cards when played affect positions of avatars, game components, game play, each alone or in combination. Other cards not shown include those that influence board layout, such as by causing players to swap out or flip over game tiles of their choice, which adds dynamism and changes to the configuration of the game board as a game progresses. In other words, the building of a game need not be limited to the beginning but may occur during game play to surprise and delight its players.
  • FIGURE ID illustrates a random element 300, which in one embodiment is a spinner.
  • the players obtain a value with which to move their game pieces along a path of a game by spinning an arrow.
  • the value is indicated by a segment pointed to by the arrow.
  • the random element 300 is a die.
  • the random element 300 is a computer-executable method, such as a program, that runs on a computer. Ln all embodiments, the value can be a number which represents a number of spaces that a player is allowed to move on his turn. The value can also be an action or command specified by drawing a card.
  • FIGURE 2 A illustrates game structures that can use to build a game by adding dimensionality.
  • Game tiles can be placed on some of these game structures.
  • a portion 220 of the game is built by using blocks, sliders, and a bridge.
  • each block, slider, or bridge is dimensionally or physically compatible with other blocks so that a block can be laid adjacent, subjacent, or superjacent to another block.
  • the dimensions of one side of a block are of similar magnitude as the dimensions of the remaining sides.
  • the height of a block is preferably of similar magnitude as the height of other blocks, such as one inch.
  • the physical dimensions include dimensions of 2,5" x 2.5" x 1 ".
  • the physical dimensions include dimensions of 2.5" x 2.5" x 1.5".
  • the physical dimensions include dimensions of 2.5" x 2.5" x 2".
  • any suitable block height will do and need not be limited to any particular height.
  • Column 222 forms a column using a single block. Adjacent to column 222 is column 224 using two blocks, one of which is hidden because of the perspective view. Column 226 is adjacent to column 224 and is created from three blocks, two of which are hidden. Adjacent to column 226 is column 228 formed from blocks 228A-22SD. Column 228 supports a bridge 232 at one end while at another end the bridge 232 is supported by column 230 formed from blocks 230A-230D. Column 248 is adjacent Io column 230 and is formed from three blocks, two of which are hidden. Adjacent to column 248 is column 234, formed from two blocks, one of which is hidden. Column 236 is adjacent to column 234 and is formed from one block. Abutting columns 234, 236 is a slider 240.
  • Adjacent to the slider 240 is column 239 formed from two blocks, one of which is hidden. Adjacent to column 239 is a slider 246. Adjacent to column 228 is another slider 244. Abutting the slider 244 are columns 242, 238, the latter of which formed from two blocks, one block being hidden.
  • FIGURE 2B illustrates game structures that can use to build a game by adding dimensionality. Game tiles can be placed on some of these game structures. More specifically, a portion 270 of the game is built by using blocks and a trap 272. Many of the game structures of FIGURE 2B are similar to those of FIGURE 2A and they shall not be described here again for brevity purposes.
  • the trap 272 is similar to a bridge in dimensions in mat it is elongated so that at one end the trap is supported by a column of blocks and at another end the trap is supported by another column of blocks.
  • the trap 272 is dissimilar to a bridge in that an opening located at a point in the trap to cause an avatar representing a player to fall through to another level of a game and after which the player continues at that level.
  • these game tiles may cause the player's avatar to move to another level, perhaps a level higher than the level occupied by the trap.
  • the player may land on another game structure that is not an elevator game tile or a trampoline game tile but functions similarly to an elevator game tile or a trampoline game tile, and, in such a situation, the player's avatar would move to another level as described before.
  • Blocks and other game structures may be coupled together via magnets, metal connectors, or physical connectors.
  • Blocks are used to create game structures adding levels and dimensions to a two-dimensional game although other game structures come ready for play, such as bridges, sliders, traps, steps, and so on.
  • Bridges such as the bridge 232, are used to create continuity in a path of the game while avoiding a depression under which another path of the game may pass through.
  • Sliders cause an avatar representing a player to slide from a location to another location in the game. Steps allow players to incorporate treads without building these steps from scratch using blocks.
  • FIGURE 2C illustrates a constructed game 242 using game tiles, blocks, and bridges to create game structures.
  • Section 244 of the constructed game comprises a "Start" game tile, four straight path game tiles, and an intersection game tile.
  • a translucent arrow hovering above the game tiles of section 244 indicates a potential path of play.
  • Section 246 is oriented perpendicular to section 244.
  • Section 246 comprises four straight path game tiles.
  • a translucent arrow hovering above the game tiles of section 246 and pointing toward the intersection game tile indicates a potential path of play.
  • Perpendicularly oriented against section 246 is section 266, which includes two curved path game tiles and a straight path game tile.
  • Section 268 is perpendicular to section 266 and comprises three straight path game tiles. Perpendicularly oriented against section 268 is section 254, which comprises five straight path game tiles (three of which are hidden), and two curved path game tiles. A translucent arrow hovering above the game tiles of section 254 and pointing toward one of the two curved path game tiles indicates a potential path of play.
  • Section 252, perpendicularly oriented against section 254. comprises three straight path game tiles placed on top of three columns of a game structure. The game structure is built from four blocks, one block forming one column, another two blocks forming another column, and the fourth block forming the third column.
  • section 250 Perpendicularly oriented against section 252 is section 250, which comprises two curved path game tiles, and three straight path game tiles.
  • Section 250 is oriented perpendicular to section 248.
  • Section 248 comprises two straight paths placed on top of two columns of a game structure.
  • the game structure is built from three blocks, one block forming one column and the remaining two blocks forming another column.
  • Adjacent to section 248 is section 256, which comprises a branch game tile and two strait path game tiles placed on top of a bridge.
  • the bridge is placed on top of two columns of a game structure defining a depression under which section 254 passes through.
  • the game structure is built from six blocks, three blocks forming one column and the remaining three blocks forming another column.
  • a translucent arrow hovering above the game tiles of section 256 and pointing toward section 248 indicates a potential path of play.
  • Adjacent to section 256 is section 260, which comprises two straight path game tiles on top of two columns of a game structure. The game structure is built from three blocks, one column forming from two blocks and the remaining block forming a second column.
  • Perpendicularly oriented against section 260 is section 262.
  • Section 262 comprises one curved path game tile, six straight path game tiles, a branch game tile, and a "Finish" game tile.
  • a translucent arrow hovering above the game tiles of section 262 and pointing toward the "Finish” game tile indicates a potential path of play.
  • Perpendicularly oriented against section 262 is section 264, which comprises two straight game tiles. A translucent arrow hovering above the game tiles of section 264 and pointing toward the branch game tile indicates a potential path of play.
  • FIGURE 3 illustrates a template 302 from a set of rule sheet templates.
  • Each rule sheet template contains rule elements that can be selected by players to tailor the game for their amusement. Instructions are provided to help the players, such as "Create your own rules” text instructions and "Circle or write in your choices” text instructions.
  • a text phrase "Game created by:” follows by a blank allows the author(s) of the rules to be memorialized.
  • rule elements 304 includes “First Player Is ". Under this category, players may select options such as “Youngest Player”; “Oldest Player”; “Player With Highest Dice Roll”; “Player With Lowest Dice Roll”; or “Player With Closest Birthday”.
  • Another category of rule elements 306 includes “Play Order Is ". Under this category, players may select options, such as “Clockwise”; “Counter-Clockwise”; “Youngest to Oldest”; or “Oldest to Youngest”.
  • Yet another category of rule elements 308 includes '"Opponent 1 On Card/Piece Means !.
  • a further category of rule elements 310 includes “Landing On Space With Another Player ". Under this category, players may select options, such as "Does None ... Both Players Stay In Same Space”; “Zaps Other Player Back A Number of Spaces,” where players specify the number of spaces: or “Moves You Forward Another Number of Spaces,” where players specify the number of spaces.
  • An additional category of rule elements 312 includes "Draw a Crazy Card”.
  • players may select options, such as "When landing on a Crazy Card space”; or "When the number [insert a number from 1-6] is rolled or spun.
  • 11 As yet another category of rule elements 314 includes "To Win”. Under this category, players may select options, such as "Exact Roll Required to Finish”; and “Exact Or Higher Roll For Finish”.
  • An additional category of rule elements 316 allows players to specify custom rules.
  • FIGURE 4 illustrates a computing environment 400, which serves to allow game players 404, 406, and 408 to interact with one another over network clouds to build a game and to play the game using components, such as "Start" game tiles, "Finish” game tiles, path game tiles, imperative game tiles, card game tiles, a deck of cards, a spinner, and so on.
  • the network cloud is a local area network.
  • the network cloud is a wireless network.
  • the network cloud is a wide area network, such as the Internet.
  • a local area network includes a single computing machine connected to one or more players via one or more communications ports, such as USB.
  • a game server 410 acts to facilitate the building of a game by game players 404, 406, and 408, and further acts to referee the playing of the game using rules established by the game players.
  • the rules established by the game players can be selected from an electronic version of the set of rule sheet templates maintained by the game server 410 and presented by the game server 410 to the game players 404, 406, and 408, for them to agree on the rules of the game.
  • the game players 404, 406, 408 need not use the computing environment 400 to play a game after it is built. Instead, the game players may request that the game server 410 to publish the game into physical form, which is then shipped to the game players for them to play.
  • the term "publish” means printing and manufacturing the components of the game, and these components are packaged and shipped to the game players.
  • the game and its components such as game tiles and cards, can be saved as pieces of software and its data on a computer-readable medium, and these pieces of software and its data can be installed on another computing machine for players to play stand-alone or coupled to the network cloud.
  • FIGURES 5A-5D illustrate a method 5000 for building and playing a board game. From a start block, the method 5000 proceeds to a set of method steps, defined between a continuation terminal ("Terminal A") and an exit terminal ("Terminal B").
  • the set of method steps 5002 describes the building of a board game by players from a set of game tiles.
  • Terminal A (FIGURE 5B) the method 5000 proceeds to block 500S where the players pick one or more game tiles and place them on a surface. Preferably, the players select one or more "Start" game tiles to initiate the building of a game but this need not be so and other game tiles can be selected to begin.
  • a test is performed to determine whether the players have finished building the game.
  • the method proceeds to terminal A and skips back to block 5008 where the above-identified processing steps are repeated. If the answer to the test at decision block is YES 3 the method proceeds to block 5012 where the players place one or more "Finish 11 game tiles to terminate the game. At block 5014, the players decide on a set of rules using a rule template sheet. The method then proceeds to exit Terminal B.
  • the method proceeds to a block of method steps 5004 defined between a continuation terminal ("Terminal C") and another continuation terminal ("Terminal D").
  • the set of method steps 5004 describes the playing of the game by moving game pieces or game avatars around one or more paths created by the game.
  • Terminal C (FIGURE 5C)
  • the method proceeds to block 5016 where the players place game pieces or avatars on one or more "Start" game tiles.
  • a player actuates a method for determining a move value, such as a spinner, a die, a computer program, and so on. See block 501S, At block 5020, the player moves his game avatar to a game tile according to the move value.
  • a test is performed at decision block 5022 to determine whether the moved-to game tile is an imperative game tile and therefore has a command. If the answer to the test at decision block 5022 is NO. the method proceeds to another continuation terminal ("Terminal C2"). If the answer to the test at decision block 5022 is YES, the method proceeds to block 5024 where the player performs the imperative or causes an opponent to perform the imperative, depending on the content of the imperative. The method then proceeds to another continuation terminal ("Terminal Cl ”) and skips back to block 5018 where the above-identified processing steps are repeated.
  • the method proceeds to decision block 5026 where a test is performed to determine whether the moved-to game tile is a card game tile. If the answer to the test at decision block 5026 is YES, the method proceeds to block 5028 where the player draws a card from a deck of cards and either performs the imperative or causes an opponent to perform the imperative, depending on the contents of the card. The method then continues to Terminal Cl and skips back to block 5018 where the above-identified processing steps are repeated. If the answer to the test at decision block 5026 is NO, the method proceeds to block 5030 where a test is performed to determine whether the moved-t ⁇ game tile is an Imperative game tile. If the answer to the test at decision block 5030 is NO, the method proceeds to another continuation terminal ("Terminal C4"). If the answer to the test at decision block 5030 is YES, the method proceeds to another continuation terminal ("Terminal C4").
  • the method proceeds to block 5032 where the player performs the command described by the imperative game tile. For example, if the imperative game tile commands the player to swap out or flip game tiles, the player would proceed to perform such a command. In this particular example, such acts of swapping and flipping essentially rebuild the game, hence enliven the game play by adding elements of surprise and delight
  • the method then continues to Terminal Cl and skips back to block 5018 where the above-identified processing steps are repeated.
  • the method proceeds to decision block 5034 where a test is performed to determined whether the moved-to game tile is a "Finish" game tile. If the answer to the test at decision block 5034 is NO. the method proceeds to terminal Cl and slaps back to block 5018 where the above-identified processing steps are repeated. If the answer to the test at decision block 5034 is YES, the method proceeds to the exit terminal D.
  • any suitable rules for building and playing a game are possible. For example, in a free-play game (for one or more players), a player and his family or friends connect tiles however they want, creating their own personalized board game; then they can proceed to play their new game.
  • a player sets aside the "Start" and "Finish” game pieces from (lie rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the player mixes them up; the player then places the "Start” game piece where he wants to begin the game; the player then takes one game tile randomly from the mixed game tiles, and places it connecting to the "Start” game tile; next, the player picks another game tile and connects it with the last game tile he put down; the player repeats the
  • the players set aside the "Start” and “Finish” game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the players place the "Start” game tile or tiles where they want to begin the game; each player, in turn, takes one game tile from the mixed game tiles, and places it connecting to the "Start” game tile; players repeat the above steps until they have placed the last game tile. If a player has placed a branch game tile, he can place any later game tiles connected to any available game tile; the players finish the board game with the "Finish” game tile; next, the players play their new game.
  • the player sets aside the "Start” and “Finish” game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, (lie player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the player places the "Start” game tile where he wants to begin the game; the player rolls the die; the player takes a number of game tiles from the mixed game tiles matching the number he rolled on the die (e.g., if he rolled a five, he draws five pieces); the player then places them connecting to the "Start" game tile or to each other; the player can connect them in any order he wants; next, the player repeats the above steps until he has placed the last tile; if he has placed a branch game tile, he can place any later game tiles connected to any available game
  • the players set aside the "Start” and “Finish” game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the players place the "Start" game tile(s) where they want to begin the game; each player.
  • rolls the die takes a number of game tiles from the mixed game tiles matching the number he rolled on the die (e.g., if he rolled a five, he draws five game tiles), and places them connecting to Hie "Start" game tile or to each other in any order he wants; each player repeats the above steps until he has placed the last game tile; if the player has placed a branch game tile, he can place any later game tiles connected to any available game tile; the players finish the board game with one or more "Finish” game tiles; the players then play their new game.
  • the method proceeds to a block of method steps 5006, defined between a continuation terminal ("Terminal E") and an exit terminal ("Terminal F").
  • the set of method steps 5006 describes that the first player to reach the goal set forth by the game declares himself the winner of the game. While illustrative embodiments have been illustrated and described, it will be appreciated that various changes can be made therein without departing from the spirit and scope of the invention.

Abstract

A game is formed in which one or more players build it before it is played or during its play. The game can be built on multiple levels using blocks. The game is dynamic in that game tiles forming the game can be supplanted with other game tiles during game play although the game can alternatively remain static. The rules of the game can be customized by the players. Although the game can be built from a physical kit, it can also be virtually built over a computer network, such as the Internet

Description

AMUSEMENT BY PLAYING A GAME THAT CHANGES
BACKGROUND
Games are activities engaged in for diversion and amusement. A board game is a game that is played on a board, which limits the extent of the game. Some board games such as chess, checkers, and backgammon can have high game-play replayability due to the numerous combinations of moves that can be made on the board. However, these board games may be too sophisticated for children or novice game players due to the complicated rules and advanced strategic thought required to play them. Other board games define a beginning, an end, and a path that connects them, which leads to a lack of game-play novelty. Players are often bored from playing these latter board games because of the repetition involved, which is carried out mechanically or unthinkingly. What is needed is a game that is easy to learn and play while avoiding the feelings of weariness and dissatisfaction from board games that lack replayability or freshness.
SUMMARY
This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This summary is not intended to identify key features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
In accordance with one aspect of the present invention, a kit form of the invention includes a game mat comprises a set of game tiles. Each game tile has a top, a bottom, four sides, and a height. The four sides and the height of one game tile are dimensionally similar to the four sides and the height of another game tile. The top and the bottom of one game tile have a path design which width is aesthetically compatible with a width of another path design of the top and the bottom of another game tile to create a sense of game play continuity. The game further comprises a set of rule templates for players to specify rules of the game. The game also comprises a deck of cards. A first set of cards directs players to move a number of spaces in a path of the game or perform some sort of immediate game-related action. A second set of cards can be played whenever and may provide safety from the commands of the first set of cards.
In accordance with another aspect of the present invention, a method form of the invention includes a method of playing a game by building it first that comprises building a game from a set of game tiles. Each game tile has a top and a bottom. The top and the bottom of one game tile each has a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile. The set of game tiles includes ''Start" and "Finish11 game tiles, path game tiles, branch game tiles, imperative game tiles, and card game tiles. The method further comprises playing the game by one player or more than one player spinning or rolling for a value with which to move along a path of the game. The method further comprises executing again the act of building the game while the act of playing the game is occurring to cause one or more of the game tiles to be removed, flipped, or swapped to create a new game.
In accordance with another aspect of the present invention, a computer-readable medium form includes a computer-readable medium having stored thereon computer- executable instructions to perform a method of playing a game by building it first. The method comprises building a game from a set of game tiles. Each game tile has a top and a bottom. In one embodiment, the top and the bottom of one game tile each has a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile. In another embodiment, the top of one game tile has a path design but not the bottom. The set of game tiles includes "Start" and "Finish" game tiles. path game tiles, branch game tiles, imperative game tiles, and card game tiles. The method further comprises playing the game by one player or more than one player by spinning or rolling for a value with which to move along a path of the game. The method further comprises executing again the act of building the game while the act of playing the game is occurring to cause one or more game tiles to be removed, flipped, added, or swapped to create a new game. DESCRIPTION OF THE DElAWINGS
The foregoing aspects and many of the attendant advantages of this invention will become more readily appreciated as the same become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:
FIGURE IA is a pictorial diagram illustrating exemplary game tiles that can be assembled to form a board game;
FIGURE IB is a pictorial diagram illustrating an exemplary board game constructed from game tiles;
FIGURE 1C is a pictorial diagram illustrating a number of exemplary cards that can be drawn during game play to add uncertainty into the game play;
FIGURE ID is a pictorial diagram of an exemplary device that can be spun to determine move values for game players to progress in a board game;
FIGURE 2 A is a perspective diagram illustrating exemplary game structures, such as blocks, sliders, and bridges;
FIGURE 2B is a perspective diagram illustrating exemplary game structures, such as blocks and traps;
FIGURE 2C is a perspective diagram illustrating a game that incorporates game tiles as well as game structures, such as blocks and bridges;
FIGURE 3 is a pictorial diagram illustrating an exemplary rule template;
FIGURE 4 is a block diagram illustrating an exemplary network configuration of game players connected to a game server; and
FIGURES 5A-5E are process diagrams illustrating an exemplary method for playing a game by building the game first.
DETAILED DESCRIPTION
FIGURE IA illustrates a set 100 of exemplary game tiles 102-112C that can be assembled to form a board game. Any suitable game tiles can be used, such as those illustrated in FIGURE IA5 those in FIGURE IB, and others not shown in either FIGURES IA, IB. Each game tile has four sides, top, bottom, and height. The set 100 of game tiles 102-1 12C allows players to build a game from the game tiles in the set 100. Preferably, each game tile is dimensionally or physically compatible with other game tiles so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile to create a sense of game play cohesion. In one embodiment, the dimensions of one side of a game tile are of similar magnitude as the dimensions of me remaining sides. The height of a game tile is preferably of similar magnitude as the height of other game tiles
5 in the set 100. In one embodiment, the physical dimensions include dimensions of 2.5" x 2.5" x 1/4".
The top of a game tile preferably has a design that is functionally and aesthetically compatible with other game tiles so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile and a composite design formed from game tiles to create
.0 a sense of game play continuity, which can be initiated and terminated by suitable game tiles, such as a "Start" game tile 102 or a "Finish" game tile 104. The game tiles can have any suitable number of design categories. At least three design categories functionally serve to indicate a path, a terminal, or an imperative. Other suitable design categories are possible. While the foregoing focuses on the top of a game tile, Ln one embodiment, the
5 bottom of the game tile in addition to the top of the game tile also has a design that is also functionally and aesthetically compatible with other game tiles, top or bottom, so that a game tile can be laid adjacent, subjacent, or superjacent to another game tile and a composite design formed from game tiles to create a sense of game play continuity, which can be initiated and terminated by suitable game tiles.
'0 The game tiles can be arranged or rearranged in any combination. Ln one embodiment, the game tiles lack joiners and being in proximity of one another composes them into a game. In another embodiment each game tile includes a magnet and each game tile is joined with another game tile through a metal ball. In yet another embodiment, each game tile includes a magnet of both polarities so that it can be joined
:5 directly with another game tile having a magnet of opposing magnetic orientation. In a further embodiment, each game tile can be joined with another game tile using male/female jigsaw projections or voids. In an additional embodiment each game tile can be joined with another game tile using a mushroom fastener, Velcro No Snag fastener, or other suitable non-paired or non-polar materials. The game tiles may include
0 slide-resistant backing to inhibit slippage. The game tiles may include backing fastener such as Velcro, felt, magnets, metal connectors, physical connections, or other suitable materials to allow them to stick to paired materials, such as a Velcro pad, felt pad, or metal pad. The game tiles can be made of any suitable materials, such as wood, plywood, plastic, and so on.
The "Start" game tile 102 can have any suitable design, as long as it functionally communicates a starting point of a game coupled to a path of the game. For example, the "Start" game tile 102 has the word "Start" to linguistically communicate a starting point of a game. It also has an arrow pointing toward a particular direction to aid players in moving toward the particular direction. Housing both the word "Start" and the arrow is a circular design, which opens to a portion of a path design having a predefined width. The circular design in the "Start" game tile 102 indicates a terminal of a game. Preferably, the predefined width αf the path design is similar to the width of other path designs so that one game tile is aesthetically compatible with other game tiles. More than one "Start" game tile is possible in the set 100.
The "Finish" game tile 104 can have any suitable design as long as it functionally communicates a path that concludes in an ending point of a game. For example, the "Finish" game tile 104 has the word "Finish" to linguistically communicate an ending point of a game. It also has a star design enveloped in a filled circle indicating success. Housing both the word "Finish" and the star design is a circular design, which opens to a portion of a path design having a predefined width. The circular design in the "Finish" game tile 104 indicates a terminal of a game. Preferably, the predefined width of the path design is similar to the width of other path designs so that one game tile is aesthetically compatible with other game tiles. More than one "Finish" game tile is possible in the set 100.
A straight path game tile 106 can have any suitable design as long as it functionally communicates a path of a game. For example, the straight path game tile 106 has a path design with two portions, both portions of the path design having a similarly predefined width. One portion is in one color and the other portion is in another color to create two game spaces on the straight path game tile 106. One color may include a color that is a neutral color, such as white or clear, which may not be immediately affected by imperatives of the game. Another color may include a color that is affected by imperatives of the game. In other words, if a game tile were to command "Move to Red Space," the player that is under the imperative must move to a game tile that has a game space with the color red, such as the portion of a straight path game tile 11 OB that has the color red. (See for example, game tiles 11OA, I l OB.) Preferably, the predefined width of the path design is similar to the width of other path designs so that the straight game tile 106 is aesthetically compatible with other game tiles. More than one straight path game tile 106 is possible in the set 100.
Curved path game tiles 108B, 108C can have any suitable design as long as each functionally communicates a path of a game. For example, the curved path game tile 10SB, IOSC has a path design with two curved portions, both curved portions of the path design having a similarly predefined width. One portion is in one color and the other portion is in another color to create two game spaces on the curved path game tiles 108A, 10SB. One color may include a color that is a neutral color, such as white or clear, which may not be immediately affected by imperatives of the game. Another color may include a color that is affected by imperatives of the game. Preferably, the predefined width of the path design is similar to the width of other path designs so that the curved game tiles 108A, 108B are aesthetically compatible with other game tiles. More than one curved path game tiles 108A, 108B is possible in the set 100.
An imperative game tile 11 OA can have any suitable design as long as it functionally communicates not only an imperative but also a path of a game. For example, the imperative game tile 1 1 OA has a path design with an imperative "Move to Red Space," depicted in written words in the middle of the path design. A filled circle with the color red emphasizes the imperative and aids the player to locate a game space that has the same hue as the color in the filled circle. Given the imperative "Move to Red Space." the player that is under the imperative must move to a game tile that has a game space with the color red, such as a portion of a straight path game tile 1 1OB that has the color red. Preferably, the predefi ned width of the path design of the path game tiles 11OA and 11OB is similar to the width of other path designs so that the imperative game tile 11OA is aesthetically compatible with other game tiles. More than one imperative game tile 11 OA is possible in the set 100.
Other exemplary imperative path game tiles include imperative game tiles 112A. 112B, and 112C. The imperative game tile 112A has a path design with an imperative "Zap Opponent Back Five Spaces." depicted in written words in the middle of the path design. An outline of a lightning bolt below the written imperative emphasizes the imperative and adds humor to the game play. Given the imperative, the player whose game piece is situated on the imperative game tile 112A can command another player to move his game piece back five spaces on the path. The imperative game tile 112B has another path design with an imperative "Switch With Opponent," depicted in written words in the middle of the path design. An outline of a flower below the written imperative emphasizes the imperative and adds humor to the game play. Given the imperative, the player whose game piece is situated on the imperative game tile 112B can command an opponent to switch game pieces such that the player's game piece is now located at a position formerly occupied by the opponent and the opponent's game piece is located at a position formerly occupied by the player. The imperative game tile 112C has another path design with an imperative "Extra Turn!" depicted in written words in the middle of the path design. Given the imperative, the player whose game piece is situated on the imperative game tile 112C can take another turn to advance his position in the game to the disadvantage of his opponents. Preferably, the predefined width of the path design of the imperative game tiles 112A, 112B, and 112C is similar to the width of other path designs so that the imperative game tiles 112A, 112B, and 112C are aesthetically compatible with other game tiles.
A card game tile 114 can have any suitable design as long as it functionally communicates not only a path of a game but also an opportunity to draw a card that adds an element of surprise and delight to the game play. For example, the card game tile 114 has a path design with a declaration "Crazy Card,'1 depicted in written words in the middle of the path design coupled with a sun burst pattern design. Given the declaration "Crazy Card," the player whose game piece landed on the card game tile 114 can draw a card from a deck of cards, such as a deck 200 illustrated at FIGURE 1C. The card contains instructions to enhance game play including imperatives. Preferably, the predefined width of the path design of the card game tile 114 is similar to the width of other path designs so that the card game tile 114 is aesthetically compatible with other game tiles. More than one card game tile 114 is possible in the set 100.
The following lists a number of game tiles, some of which are not shown in the figures, not for limiting purposes but for illustration purposes. A "Lose a Turn" game tile causes a player who lands on this game tile to lose Ms next turn. A "Move Ahead 5 Spaces'1 causes a player who lands on tills tile to immediately move ahead five spaces. A "Move Back 5 Spaces" game tile causes a player who lands on this tile to immediately move back five spaces. A "Rocket" game tile causes a player who lands on this tile to immediately move ahead ten spaces. A "Slow Mo" game tile causes a player who lands on this tile to cut his next turn's roll in half. A "Tile Swap" game tile causes a player to swap one tile with any other in the game but the game tile cannot be used on "Start," "Finish," or a game tile one or one's opponent is currently on. A "Tile Flip" game tile causes a player to flip over any tile in the game but the game tile cannot be used on a game tile one or one's opponent is currently on. A "Turbo Mode" game tile causes a player who lands on the game tile to double his roll on his next turn. A "Zap!" game tile causes a player who lands on this tile to move or causes his opponent to move back five spaces. A "Swap Start" game tile causes an immediate swap of "Start" and "Finish" game tiles with each other and players now move towards the new finish locations (direction of play reverses).
FIGURE IB illustrates a game 200 built from the game tiles in the set 100 and other game tiles not shown, which are a part of the set 100 or are not originally part of the set 100 but are added later through acquisitions of additional game kits. The players build the game 200 by placing game tiles to create one or more paths. A "Start" game tile 116 is adjacent to a curved path game tile 118, which is adjacent to an imperative game tile 120 "Move To Red Space." The imperative game tile 120 is adjacent to a curved path game tile 122, which is adjacent to an imperative game tile 124 "Slow Mo!" The player landing on the imperative game tile 124 is commanded to divide his next roll (or spin) by a number, such as two. to create a calculated quotient, effectively limiting the player's next move to the calculated quotient.
The imperative game tile 124 is adjacent to a curved path game tile 126, which is adjacent to a card game tile 128 "Crazy Card." The card game tile 128 is adjacent to a curved path game tile 130, which is adjacent to a curved path game tile 132, and which in turn is adjacent to a curved path game tile 134. The curved path game tile 134 is adjacent to an imperative game tile 136 "Extra Turn" which commands the player landing on the imperative game tile 136 to take another turn of the game to the disadvantage of other players. The imperative game tile 136 is adjacent to a straight path game tile 138, which is adjacent to an imperative game tile 140 "Switch With Opponent." The imperative game tile 140 is adjacent to a curved path game tile 142, which is adjacent to another curved path game tile 144. The curved path game tile 144 is adjacent to a straight path game tile 146, which is adjacent to an imperative game tile 148 "Move Back Five Spaces." The imperative game tile 148 is adjacent tα a straight path game tile 150. which is adjacent to a curved path game tile 152, and which in turn is adjacent to another curved path game tile 154. The curved path game tile 154 is adjacent to an imperative game tile 156 "Turbo Mode!11 which commands the player landing on the imperative game tile 156 to calculate a product of his next roll (or spin) with another number, such as a two. The player then moves his game pieces ahead by the calculated product.
The imperative game tile 156 is adjacent to the straight path game tile 158, which is adjacent to an imperative game tile 160 "Move To Purple Space." The imperative game tile 160 is adjacent to a curved game tile 162. which is adjacent to another curved game tile 164. The curved game tile 164 is adjacent to an imperative game tile 166 "Lose Turn," which is adjacent to another imperative game tile 168 "Zap Opponent Back Five Spaces." The imperative game tile 168 is adjacent to a straight path game tile 170, which is adjacent to an imperative game tile 172 "Move To Green Space." The imperative game tile is adjacent to a curved path game tile 174, which is adjacent to a straight path game tile 176.
The straight path game tile 176 is adjacent to a card game tile 178 "Crazy Card," which is adjacent to a straight path game tile 180. The straight path game tile is adjacent to an imperative game tile 182 "Move Ahead Five Spaces," which is adjacent to a branch game tile 195. The branch game tile 195 has a path design which leads a player in two different directions. To direct players' path in one direction, the path design includes the word "Odd" with an arrow pointing toward the one direction. To direct a player in the other direction, the path design includes the word "Even" with an arrow pointing toward the other direction. Thus, if the value rolled by the player is odd, the player is forced to go in one direction, and if the value is even, the player goes in another direction. In this embodiment, the branch game tile 195 has two paths, one path being accessible by an odd value and the other path being accessible by an even value. In another embodiment, a branch game tile, when placed next to another game tile, may split a path into two branches or to join two paths into one. hi yet another embodiment, a player chooses a branch to proceed when encounters a branch game tile and is not forced into one path or the other path. Other binary ways for determining progression in one path and in the other path are possible. In another embodiment, a branch game tile has four paths and is called an intersection game tile. The intersection game tile functions to divide a path into multiple branches or to unite multiple paths into one.
The branch game tile 195 is adjacent to a curved path game tile 193, which is adjacent to a card game tile 191 "Crazy Card." The card game tile 191 is adjacent to a curved game tile 187, which is adjacent to a "Finish" game tile 185. The branch game tile 195 is also adjacent to another curved path game tile 184, which is adjacent to an imperative game tile "Zap Opponent Back Five Spaces." The imperative game tile 186 is adjacent to a straight path game tile 188, which is adjacent to a curved path game tile 190. The curved path game tile 190 is adjacent to a card game tile 192 "Crazy Card." which is adjacent to a straight path game tile 194. The straight path game tile 194 is adjacent to an imperative game tile 196 "Switch With Opponent," which is adjacent to a straight path game tile 198. The straight path game tile 198 is adjacent to a curved path game tile 199, which is adjacent to a "Finish" game tile 197.
FIGURE IB illustrates a two-dimensional board game using the game tiles but any suitable configurations can be built. For example, a board game can be built in a straight line spanning the length of a floor. Another board game can be built zigzagging across a table. A further board game can be built on multiple levels, such as chairs, a floor, a table, or using optional game structures, such as blocks, and so on. An additional board game can be built in the shape of a figure eight. As yet another board game can be built that crosses over with still another board game.
FIGURE 1C illustrates an exemplary deck 200 of cards, which are drawn by players when their game pieces land on a card game tile. Any suitable cards that add elements of surprise and delight can be used and are not limited to those contained in the deck 200. Some cards must be played immediately so that the effects produced by these cards occur contemporaneously. Other cards are played at the discretion of the players. The purpose of cards and their play (whether immediately or later) are conveyed by text, illustrations, symbols, colors, each alone or in combination. A card 202 contains a message "Use this card to protect against any card or tile," indicating that imperatives, from another card or another tile cannot affect a player who produces the card 202. The card 202 contains a shield-of-arms design to further emphasize the card's defensive ability. A card 204 contains a message "Go forward or back two spaces," indicating that a player can use the card 204 to progress or regress along a path of a game by the indicated game spaces. A text design "Which Way?" and a numerical design "2" emphasize the utility of the card 204.
A card 206 contains a message "Slow Mo! Next Roll ÷ 2," indicating that on a player's next roll, he calculates a quotient using the roll value divided by a number, such as two. The opponent's next move along a path is limited by the quotient. A police card design emphasizes the action required by the card 206. A card 208 contains a message "Use this card to protect against a 'Slow Mo1 card or tile," indicating that a player can use the card 208 to counteract an imperative from a game tile or the card 206 to cause the player's movement along a path to be limited by a calculated quotient. A text design "Fast Lane" and a police card design with a void symbol over it emphasize the defensive nature of the card 206.
A card 210 contains a message "Turbo Mode! Next Roll x 2," indicating that a player can use the card 210 to boost his progression along a path by increasing the value of his next roll in calculating a product from the value and a number, such as two. A race car design emphasizes the utility of the card 210. A card 212 contains a message "Switch With Opponent," indicating an imperative that can be used by a player to command an opponent to switch game pieces such that the player's game piece is now located at a position formerly occupied by the opponent and the opponent's game piece is located at a position formerly occupied by the player.
A card 214 contains a message "Use this card to protect against a 'Zap Back1 card or tile," indicating that a player may use the card 214 to void an imperative to regress along a path by the number of game spaces indicated by a "Zap Back" card or tile. A text design "Lighting Rod" and a visual design of a lightning rod act to emphasize the defensive utility of the card 214. A card 216 contains a message "Extra Turn!" indicating that a player may use the card 216 to obtain an extra turn at progressing along a path to the disadvantage of his opponents. A card 218 contains a message "Move Back Five Spaces," indicating an imperative to cause an opponent to regress by an amount of game spaces on a path.
The above cards are typically drawn when a player lands on a card game tile but this need not be the case. For example, in one embodiment, the rules may specify (at the election of the players) that whenever a particular number, such as six, is rolled or spun, the player obtaining the particular number may also draw a card. In another embodiment, when an arrow on a spinner, stops at a sector that commands a player to draw a card, or when a face of a special dice, after a roll, reveals that a card is to be drawn by a player, the player draws a card. The card must be played immediately or may be played at the discretion of the player who possesses the card, depending on the drawn card
A number of cards not illustrated in FIGUHE 1C, which may be a part of a deck of cards, includes a "Fast Lane" card which protects against a "Slow Mo" card or game tile; a "Lose a Turn" card which causes a player to lose his ability to roll or move at the next turn; a "Move Ahead 5 Spaces" card which causes a player to move ahead five spaces immediately; a "Rocket" card which causes a player to move ahead ten spaces immediately; a "Super Swap" card which causes a player to swap a number of game tiles with others in the game but cannot be used on "Start," "Finish," or the game tiles on which the player or his opponents occupy; a "Super Flip" card which causes a player to flip a number of game tiles with others in the game but cannot be used on "Start," "Finish," or the game tiles on which the player or his opponents occupy; a "Stay" card which protects a player against the effects of any "Zap," "Switch," or "Move" card or game tiles; a "Tile Swap" card which causes a player to swap one tile with any other in the game but the swap cannot take place with "Start," "Finish," or the game tiles on which the player or his opponents occupy; a "Tile Flip" card which causes a player to flip one tile in the game but the flipping cannot take place with "Start," "Finish," or the game tiles on which the player or his opponents occupy; an "Ultra Zap!" card which causes all other players to move back five spaces: a "Which Way? (1)" card which causes a player to choose going forward or backward one space; a "Which Way? (2)" card which causes a player to choose going forward or backward two spaces; a "Zap!" card which causes an opponent to move backward five spaces; a "Reverse" card which causes a player to move backward a number of spaces equivalent to a number rolled; a "Swap Finish" card which causes an immediately swap of "Start" and "Finish" game tiles with each other and players proceed to move towards new finish locations (direction of play reverses); a "Human Spinner" card which causes a player to (1) stand up and close his eyes, (2) the player's opponents place the "Human Spinner" card on the ground (upon which, the card cannot be moved) and notes the human spinner numbers around the "Human Spinner" card's edge, (3) the player spins himself around a few times, (4) when the player stops, he points in any direction he wants, (5) he opens his eyes and figures out the number he spun by looking at the "Human Spinner" card and the direction he pointed, and (6) he then immediately moλ'es as many spaces as the number he rolled; a "Name that Number" card which causes (I) one of the opponents to write down a number between 1 and 6 on a piece of paper, (2) the player tries to guess the number, (3) if an incorrect guess is provided on the first try. the player can ask whether the number is "higher" or "lower" than the incorrect guess, and the player guesses one more time, (4) if the correct number is guessed, the player can move forward five spaces, and if not, the player stays where he is; a "Color Favorites" card which causes (I) one of the opponents to write down his favorite color on a piece of paper, (2) the player tries to guess the color, (3) if a correct guess is provided on the first try, the player can move forward three spaces, and if not, the player stays where lie is; a "Rhyme Master" card which causes (1) one of the opponents to come up with a word for the player, (2) the player finds another word that rhymes and says it aloud, (3) if the player were able to find another word that rhymes, the player moves ahead four spaces, (4) if the player were unable to find another word that rhymes, the opponent who came up with the word says another word aloud that rhymes, and if the opponent were able to do so, the player stays, but if the opponent were unable to come up with another word that rhymes, the player moves forward two spaces; a "Three of a Kind" card which causes (1) a player (opponents pick a category unless the player is a young child) to name three things in a category selected from any of the following categories (a) planets in the solar system, (b) types of flowers, (c) types of trees, (d) continents, (e) types of wild animals, and (2) if the player can name three from one category, he can move forward six spaces, and if not, he stays where he is; a "Rock, Paper, Scissors" card which causes (1) a player to play rock-paper-scissors with one of his opponents, (2) if the player wins three out of five tries with his opponent, he moves forward three spaces, and (3) if his opponent wins, the player stays where he is.
Some cards can be categorized as direction cards, directing players to move a number of spaces in a path of a game. Some cards can' be categorized as safety cards, providing safety from the commands of other cards. Some cards can be categorized for immediate play and others for playing at players' discretion. Some cards cause players to move their avatars to a particular spot in a path. Some cards require interaction among players by requiring an action, answer, physical, verbal, mental challenge that must be met. Some cards when played affect positions of avatars, game components, game play, each alone or in combination. Other cards not shown include those that influence board layout, such as by causing players to swap out or flip over game tiles of their choice, which adds dynamism and changes to the configuration of the game board as a game progresses. In other words, the building of a game need not be limited to the beginning but may occur during game play to surprise and delight its players.
FIGURE ID illustrates a random element 300, which in one embodiment is a spinner. The players obtain a value with which to move their game pieces along a path of a game by spinning an arrow. The value is indicated by a segment pointed to by the arrow. In another embodiment, the random element 300 is a die. In yet another embodiment, the random element 300 is a computer-executable method, such as a program, that runs on a computer. Ln all embodiments, the value can be a number which represents a number of spaces that a player is allowed to move on his turn. The value can also be an action or command specified by drawing a card.
FIGURE 2 A illustrates game structures that can use to build a game by adding dimensionality. Game tiles can be placed on some of these game structures. More specifically, a portion 220 of the game is built by using blocks, sliders, and a bridge. Preferably, each block, slider, or bridge is dimensionally or physically compatible with other blocks so that a block can be laid adjacent, subjacent, or superjacent to another block. In one embodiment, the dimensions of one side of a block are of similar magnitude as the dimensions of the remaining sides. The height of a block is preferably of similar magnitude as the height of other blocks, such as one inch. In one embodiment, the physical dimensions include dimensions of 2,5" x 2.5" x 1 ". In another embodiment, the physical dimensions include dimensions of 2.5" x 2.5" x 1.5". In a further embodiment, the physical dimensions include dimensions of 2.5" x 2.5" x 2". In any embodiment, any suitable block height will do and need not be limited to any particular height.
Column 222 forms a column using a single block. Adjacent to column 222 is column 224 using two blocks, one of which is hidden because of the perspective view. Column 226 is adjacent to column 224 and is created from three blocks, two of which are hidden. Adjacent to column 226 is column 228 formed from blocks 228A-22SD. Column 228 supports a bridge 232 at one end while at another end the bridge 232 is supported by column 230 formed from blocks 230A-230D. Column 248 is adjacent Io column 230 and is formed from three blocks, two of which are hidden. Adjacent to column 248 is column 234, formed from two blocks, one of which is hidden. Column 236 is adjacent to column 234 and is formed from one block. Abutting columns 234, 236 is a slider 240. Adjacent to the slider 240 is column 239 formed from two blocks, one of which is hidden. Adjacent to column 239 is a slider 246. Adjacent to column 228 is another slider 244. Abutting the slider 244 are columns 242, 238, the latter of which formed from two blocks, one block being hidden.
FIGURE 2B illustrates game structures that can use to build a game by adding dimensionality. Game tiles can be placed on some of these game structures. More specifically, a portion 270 of the game is built by using blocks and a trap 272. Many of the game structures of FIGURE 2B are similar to those of FIGURE 2A and they shall not be described here again for brevity purposes. The trap 272 is similar to a bridge in dimensions in mat it is elongated so that at one end the trap is supported by a column of blocks and at another end the trap is supported by another column of blocks. The trap 272 is dissimilar to a bridge in that an opening located at a point in the trap to cause an avatar representing a player to fall through to another level of a game and after which the player continues at that level. In a situation, where the player lands on a game tile that is an elevator game tile or a trampoline game tile, these game tiles may cause the player's avatar to move to another level, perhaps a level higher than the level occupied by the trap. In another situation, the player may land on another game structure that is not an elevator game tile or a trampoline game tile but functions similarly to an elevator game tile or a trampoline game tile, and, in such a situation, the player's avatar would move to another level as described before.
Blocks and other game structures, in various embodiments, may be coupled together via magnets, metal connectors, or physical connectors. Blocks are used to create game structures adding levels and dimensions to a two-dimensional game although other game structures come ready for play, such as bridges, sliders, traps, steps, and so on. Bridges, such as the bridge 232, are used to create continuity in a path of the game while avoiding a depression under which another path of the game may pass through. Sliders cause an avatar representing a player to slide from a location to another location in the game. Steps allow players to incorporate treads without building these steps from scratch using blocks.
FIGURE 2C illustrates a constructed game 242 using game tiles, blocks, and bridges to create game structures. Section 244 of the constructed game comprises a "Start" game tile, four straight path game tiles, and an intersection game tile. A translucent arrow hovering above the game tiles of section 244 indicates a potential path of play. Section 246 is oriented perpendicular to section 244. Section 246 comprises four straight path game tiles. A translucent arrow hovering above the game tiles of section 246 and pointing toward the intersection game tile indicates a potential path of play. Perpendicularly oriented against section 246 is section 266, which includes two curved path game tiles and a straight path game tile.
Section 268 is perpendicular to section 266 and comprises three straight path game tiles. Perpendicularly oriented against section 268 is section 254, which comprises five straight path game tiles (three of which are hidden), and two curved path game tiles. A translucent arrow hovering above the game tiles of section 254 and pointing toward one of the two curved path game tiles indicates a potential path of play. Section 252, perpendicularly oriented against section 254. comprises three straight path game tiles placed on top of three columns of a game structure. The game structure is built from four blocks, one block forming one column, another two blocks forming another column, and the fourth block forming the third column.
Perpendicularly oriented against section 252 is section 250, which comprises two curved path game tiles, and three straight path game tiles. Section 250 is oriented perpendicular to section 248. Section 248 comprises two straight paths placed on top of two columns of a game structure. The game structure is built from three blocks, one block forming one column and the remaining two blocks forming another column. Adjacent to section 248 is section 256, which comprises a branch game tile and two strait path game tiles placed on top of a bridge. The bridge is placed on top of two columns of a game structure defining a depression under which section 254 passes through. The game structure is built from six blocks, three blocks forming one column and the remaining three blocks forming another column. A translucent arrow hovering above the game tiles of section 256 and pointing toward section 248 indicates a potential path of play. Adjacent to section 256 is section 260, which comprises two straight path game tiles on top of two columns of a game structure. The game structure is built from three blocks, one column forming from two blocks and the remaining block forming a second column. Perpendicularly oriented against section 260 is section 262. Section 262 comprises one curved path game tile, six straight path game tiles, a branch game tile, and a "Finish" game tile. A translucent arrow hovering above the game tiles of section 262 and pointing toward the "Finish" game tile indicates a potential path of play. Perpendicularly oriented against section 262 is section 264, which comprises two straight game tiles. A translucent arrow hovering above the game tiles of section 264 and pointing toward the branch game tile indicates a potential path of play.
FIGURE 3 illustrates a template 302 from a set of rule sheet templates. Each rule sheet template contains rule elements that can be selected by players to tailor the game for their amusement. Instructions are provided to help the players, such as "Create your own rules" text instructions and "Circle or write in your choices" text instructions. A text phrase "Game created by:" follows by a blank allows the author(s) of the rules to be memorialized.
One category of rule elements 304 includes "First Player Is ...". Under this category, players may select options such as "Youngest Player"; "Oldest Player"; "Player With Highest Dice Roll"; "Player With Lowest Dice Roll"; or "Player With Closest Birthday". Another category of rule elements 306 includes "Play Order Is ...". Under this category, players may select options, such as "Clockwise"; "Counter-Clockwise"; "Youngest to Oldest"; or "Oldest to Youngest". Yet another category of rule elements 308 includes '"Opponent1 On Card/Piece Means ...". Under this category, players may select options, such as "Player Can Choose"; "Person On Player's Left"; "Person On Player's Right"; or "Person In The Lead," and the election of options defines an opponent in cases where more than two player are playing a game, A further category of rule elements 310 includes "Landing On Space With Another Player ...". Under this category, players may select options, such as "Does Nothing ... Both Players Stay In Same Space"; "Zaps Other Player Back A Number of Spaces," where players specify the number of spaces: or "Moves You Forward Another Number of Spaces," where players specify the number of spaces. An additional category of rule elements 312 includes "Draw a Crazy Card". Under this category, players may select options, such as "When landing on a Crazy Card space"; or "When the number [insert a number from 1-6] is rolled or spun.11 As yet another category of rule elements 314 includes "To Win". Under this category, players may select options, such as "Exact Roll Required to Finish"; and "Exact Or Higher Roll For Finish". An additional category of rule elements 316 allows players to specify custom rules.
FIGURE 4 illustrates a computing environment 400, which serves to allow game players 404, 406, and 408 to interact with one another over network clouds to build a game and to play the game using components, such as "Start" game tiles, "Finish" game tiles, path game tiles, imperative game tiles, card game tiles, a deck of cards, a spinner, and so on. In one embodiment, the network cloud is a local area network. In another embodiment, the network cloud is a wireless network. In yet another embodiment, the network cloud is a wide area network, such as the Internet. As would be appreciated by one with ordinary skill in the networking art, a local area network includes a single computing machine connected to one or more players via one or more communications ports, such as USB.
The components, such as "Start" game tiles, "Finish" game tiles, path game tiles, imperative game tiles, card game tiles, a deck of cards, a spinner, and so on, can be implemented using software as would be readily appreciated by one skilled in the art. A game server 410 acts to facilitate the building of a game by game players 404, 406, and 408, and further acts to referee the playing of the game using rules established by the game players. The rules established by the game players can be selected from an electronic version of the set of rule sheet templates maintained by the game server 410 and presented by the game server 410 to the game players 404, 406, and 408, for them to agree on the rules of the game. The game players 404, 406, 408 need not use the computing environment 400 to play a game after it is built. Instead, the game players may request that the game server 410 to publish the game into physical form, which is then shipped to the game players for them to play. In an embodiment where the game is non-electronic, the term "publish" means printing and manufacturing the components of the game, and these components are packaged and shipped to the game players. In another embodiment, where a game can be built and played electronically, the game and its components, such as game tiles and cards, can be saved as pieces of software and its data on a computer-readable medium, and these pieces of software and its data can be installed on another computing machine for players to play stand-alone or coupled to the network cloud.
FIGURES 5A-5D illustrate a method 5000 for building and playing a board game. From a start block, the method 5000 proceeds to a set of method steps, defined between a continuation terminal ("Terminal A") and an exit terminal ("Terminal B"). The set of method steps 5002 describes the building of a board game by players from a set of game tiles. From Terminal A (FIGURE 5B) the method 5000 proceeds to block 500S where the players pick one or more game tiles and place them on a surface. Preferably, the players select one or more "Start" game tiles to initiate the building of a game but this need not be so and other game tiles can be selected to begin. Next, at block 5010, a test is performed to determine whether the players have finished building the game. If the answer to the test at decision block is NO, the method proceeds to terminal A and skips back to block 5008 where the above-identified processing steps are repeated. If the answer to the test at decision block is YES3 the method proceeds to block 5012 where the players place one or more "Finish11 game tiles to terminate the game. At block 5014, the players decide on a set of rules using a rule template sheet. The method then proceeds to exit Terminal B.
From Terminal B (FIGURE 5A): the method proceeds to a block of method steps 5004 defined between a continuation terminal ("Terminal C") and another continuation terminal ("Terminal D"). The set of method steps 5004 describes the playing of the game by moving game pieces or game avatars around one or more paths created by the game. From Terminal C (FIGURE 5C), the method proceeds to block 5016 where the players place game pieces or avatars on one or more "Start" game tiles. A player actuates a method for determining a move value, such as a spinner, a die, a computer program, and so on. See block 501S, At block 5020, the player moves his game avatar to a game tile according to the move value. A test is performed at decision block 5022 to determine whether the moved-to game tile is an imperative game tile and therefore has a command. If the answer to the test at decision block 5022 is NO. the method proceeds to another continuation terminal ("Terminal C2"). If the answer to the test at decision block 5022 is YES, the method proceeds to block 5024 where the player performs the imperative or causes an opponent to perform the imperative, depending on the content of the imperative. The method then proceeds to another continuation terminal ("Terminal Cl ") and skips back to block 5018 where the above-identified processing steps are repeated.
From Terminal C2 (FIGURE 5D)1 the method proceeds to decision block 5026 where a test is performed to determine whether the moved-to game tile is a card game tile. If the answer to the test at decision block 5026 is YES, the method proceeds to block 5028 where the player draws a card from a deck of cards and either performs the imperative or causes an opponent to perform the imperative, depending on the contents of the card. The method then continues to Terminal Cl and skips back to block 5018 where the above-identified processing steps are repeated. If the answer to the test at decision block 5026 is NO, the method proceeds to block 5030 where a test is performed to determine whether the moved-tα game tile is an Imperative game tile. If the answer to the test at decision block 5030 is NO, the method proceeds to another continuation terminal ("Terminal C4"). If the answer to the test at decision block 5030 is YES, the method proceeds to another continuation terminal ("Terminal C4").
From Terminal C3 (FIGURE 5E), the method proceeds to block 5032 where the player performs the command described by the imperative game tile. For example, if the imperative game tile commands the player to swap out or flip game tiles, the player would proceed to perform such a command. In this particular example, such acts of swapping and flipping essentially rebuild the game, hence enliven the game play by adding elements of surprise and delight The method then continues to Terminal Cl and skips back to block 5018 where the above-identified processing steps are repeated. From Terminal C4 (FIGURE 5E), the method proceeds to decision block 5034 where a test is performed to determined whether the moved-to game tile is a "Finish" game tile. If the answer to the test at decision block 5034 is NO. the method proceeds to terminal Cl and slaps back to block 5018 where the above-identified processing steps are repeated. If the answer to the test at decision block 5034 is YES, the method proceeds to the exit terminal D.
Any suitable rules for building and playing a game are possible. For example, in a free-play game (for one or more players), a player and his family or friends connect tiles however they want, creating their own personalized board game; then they can proceed to play their new game. As a second example, in a pick-a-tϋe game (for one player), a player sets aside the "Start" and "Finish" game pieces from (lie rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the player mixes them up; the player then places the "Start" game piece where he wants to begin the game; the player then takes one game tile randomly from the mixed game tiles, and places it connecting to the "Start" game tile; next, the player picks another game tile and connects it with the last game tile he put down; the player repeats the above steps until he has placed the last game tile. If he has placed a branch game tile, he can place any later game tiles connected to any available game tile; next the player finishes his board game with the "Finish" game tile; and he then proceeds to play his new game.
As a third example, in a pick-a-tile game (for two or more players), the players set aside the "Start" and "Finish" game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the players place the "Start" game tile or tiles where they want to begin the game; each player, in turn, takes one game tile from the mixed game tiles, and places it connecting to the "Start" game tile; players repeat the above steps until they have placed the last game tile. If a player has placed a branch game tile, he can place any later game tiles connected to any available game tile; the players finish the board game with the "Finish" game tile; next, the players play their new game.
As a fourth example, in a roll-a-tile game (for one player), the player sets aside the "Start" and "Finish" game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, (lie player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the player places the "Start" game tile where he wants to begin the game; the player rolls the die; the player takes a number of game tiles from the mixed game tiles matching the number he rolled on the die (e.g., if he rolled a five, he draws five pieces); the player then places them connecting to the "Start" game tile or to each other; the player can connect them in any order he wants; next, the player repeats the above steps until he has placed the last tile; if he has placed a branch game tile, he can place any later game tiles connected to any available game IiIe; the player finishes lias board game with the "Finish" game; he then proceeds to play his new game,
As a fifth example, in a roll-a-tile game (for two or more), the players set aside the "Start" and "Finish" game tiles from the rest of the game tiles; in an embodiment where game tiles are one-sided, the player then turns over the remaining game tiles so they are upside-down (in an embodiment where game tiles are two-sided, the remaining tiles are placed in a bag, box, tile dispenser, or other conceal means to hide game tiles from view); the players place the "Start" game tile(s) where they want to begin the game; each player. in turn, rolls the die, takes a number of game tiles from the mixed game tiles matching the number he rolled on the die (e.g., if he rolled a five, he draws five game tiles), and places them connecting to Hie "Start" game tile or to each other in any order he wants; each player repeats the above steps until he has placed the last game tile; if the player has placed a branch game tile, he can place any later game tiles connected to any available game tile; the players finish the board game with one or more "Finish" game tiles; the players then play their new game.
From exit Terminal D (FIGURE 5A), the method proceeds to a block of method steps 5006, defined between a continuation terminal ("Terminal E") and an exit terminal ("Terminal F"). The set of method steps 5006 describes that the first player to reach the goal set forth by the game declares himself the winner of the game. While illustrative embodiments have been illustrated and described, it will be appreciated that various changes can be made therein without departing from the spirit and scope of the invention.

Claims

The embodiments of the invention in which an exclusive property or privilege is claimed are defined as follows:
3. A game, comprising: a set of game tiles, each game tile having a top, a bottom, four sides, and a height, the four sides and the height of one game tile being dimensionally similar to the four sides and the height of another game tile, the top and the bottom of the one game tile having a path design which width is aesthetically compatible with a width of another path design of the top and the bottom of the another game tile to create a sense of game play continuity; a set of rule templates for players to specify rules of the game; and a deck of cards, a first set of cards directing players to move a number of spaces in a path of the game, a second set of cards providing safety from the commands of the first set of cards.
2. The game of Claim 1, further comprising a random element for providing a value with which to use to move along the path of the game.
3. The game of Claim 1 , further comprising a means of fastening including Velcro, magnet, or felt.
4. The game of Claim 1, wherein a set of game tiles comprises "Start" game tiles to initiate the game and "Finish" game tiles to terminate the game.
5. The game of Claim 1, wherein a set of game tiles comprises path game tiles, the path game tiles including curved path game tiles, straight path game tiles, and branch game tiles.
6. The game of Claim 1, wherein a set of game tiles comprises imperative game tiles, which command a player or his opponent to perform an act.
7. The game of Claim I1 wherein a set of game tiles comprises card game tiles, which cause a player to draw a card from the deck of cards.
8. A method of playing a game by building it first comprising: building a game from a set of game tiles, each game tile having a top and a bottom, the top and the bottom of one game tile each having a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile; playing the game by one player or more than one player by spinning or rolling for a value with which to move along a path of the game; and executing again the act of building the game while the act of playing the game is occurring to cause one or more of the game tiles to be removed, flipped, or swapped to create a new game.
9. The method of Claim 8, wherein building includes building the game with multiple "Start" and "Finish" game tiles.
10. The method of Claim 8, wherein building includes building the game on multiple levels using blocks comprising block elements, bridge elements, and slide elements.
11. The method of Claim 8, wherein building includes spinning or rolling a die to determine a number of game tiles a player can use to build the game.
12. The method of Claim 8, wherein playing includes causing a number of game tiles forming the game to be replaced or to be flipped over to expose a different path design on the opposite side.
13. The method of Claim 8, wherein playing includes dropping through a trap to reach a different level of the game.
14. The method of Claim 8. further comprising drawing a card from a deck of card when an arrow on a spinner stops at a sector indicating that a card is to be drawn.
15. A computer-readable medium having stored thereon computer-executable instructions to perform a method of playing a game by building it first, comprising: building a game from a set of game tiles, each game tile having a top and a bottom, the top. bottom, or both top and bottom of one game tile each having a path design which is aesthetically compatible with another path design of the top and the bottom of another game tile; playing the game by one player or more than one player by spinning or rolling for a value with which to move along a path of the game; and executing again the act of building the game while the act of playing the game is occurring to cause one or more of the game tiles to be removed, flipped, added, or swapped to create a new game.
16. The computer-readable medium of Claim 15, further comprising publishing the game by printing its components or by saving the game as pieces of software and its data on the computer-readable medium.
17. The computer-readable medium of Claim 15, wherein building includes building the game on multiple levels using chairs, floors, tables, or optional game structures.
18. The computer-readable medium of Claim 15, wherein building includes determining a set of rales from a rule template.
19. The computer-readable medium of Claim 15, wherein playing includes causing a number of game tiles forming the game to be replaced, swapped out, or flipped over during playing the game.
20. The computer-readable medium of Claim 15, wherein playing includes dropping through a trap to reach a different level of the game.
PCT/US2008/051511 2007-01-19 2008-01-18 Amusement by playing a game that changes WO2008089455A2 (en)

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US4290607A (en) * 1976-06-03 1981-09-22 Mcdonald Gerald F Travel game device
US4569527A (en) * 1983-11-14 1986-02-11 Marvin Glass & Associates Treasure game with separable, changeable surfaces
US5018743A (en) * 1989-04-19 1991-05-28 Brainy Toys Inc. Board game
US5941525A (en) * 1998-05-07 1999-08-24 Gallub; Frank Black widow board game
US6814663B2 (en) * 2000-02-11 2004-11-09 Sony Corporation Online digital photography game system

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Publication number Priority date Publication date Assignee Title
US2026082A (en) * 1935-08-31 1935-12-31 Parker Brothers Inc Board game apparatus
US4290607A (en) * 1976-06-03 1981-09-22 Mcdonald Gerald F Travel game device
US4569527A (en) * 1983-11-14 1986-02-11 Marvin Glass & Associates Treasure game with separable, changeable surfaces
US5018743A (en) * 1989-04-19 1991-05-28 Brainy Toys Inc. Board game
US5941525A (en) * 1998-05-07 1999-08-24 Gallub; Frank Black widow board game
US6814663B2 (en) * 2000-02-11 2004-11-09 Sony Corporation Online digital photography game system

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