This disclosure relates to methods of play for crossword games. More specifically, how played letter tiles are differentiated between players as well as the letters' status of either a vowel or consonant.
Crossword games have been present in English speaking and other language societies for over a hundred years. These have been an enjoyable and educational method for building one's vocabulary and spelling retention, while measuring their talent in a challenging way against one or more other players. However, with these traditional crossword games, the communal selection of letter tiles without a clear division between players, as well as the lack of a tangible differentiation between their designation as either consonant or vowel, introduces a luck factor that can supersede a player's skill.
This provides significant and specific opportunity for the creation of a crossword game whose outcome is more geared on skill.
Herein are the methods and utility for a crossword game with rules that are simple to learn and understand, but whose outcome is primarily geared based on a player's ability at strategy, vocabulary and spelling retention, over that of luck. The unique nature of this crossword game to proportionally align the outcome of the game away from luck and over toward skill is derived from the separate but equal division of letter tiles between players, and each player's ability to choose vowels and consonants separately.
The uniform color of all letter tiles that traditional crossword games use within a community collection for all players to randomly choose from can lead one player to have an unfair advantage by their selection of higher scoring letter tiles. The first part of the invention defined here, that provides the equal division of letters into separate tile collections base on a player's tile color, is critical in increasing skill's impact on the crossword game's outcome. For the game herein, each player has the same access to all of the highest scoring letters, as well as those needed to build longer words.
The uniform shape of vowels and consonants in traditional crossword games can also lead to one player being unfairly presented with a vowel/consonant selection frequency heavily leaned to one side. That can greatly impact the player's ability to score a significant word or even block the player from creating any valid word. Furthermore, a player's selection of tiles leaned toward all vowels or all consonants can also impact the player's word play beyond a single turn. The solution created by traditional crossword games to address this serious issue is to allow players to trade in their tiles, resulting in an unfair loss of the player's turn. The second part of the invention defined herein is to introduce an alternate shape of vowels to that of consonants. This allows each player to randomly pick tiles with the desired number of consonants and vowels separately. Controlling this increases the ability to play longer and higher scoring words, while abolishing the need for the traditional rule of trading in unwanted letter tiles.
The letter scores of traditional crossword games are typically derived solely based on the overall frequency of the letter's usage within the played language. This can give certain letters like ‘X’ (for English) an unfair advantage, since ‘X’ can be used to generate numerous two-letter words; critical to being able to build across other words. To this end, letter scores for this invention are derived based on their difficulty of being used in a played word.
Given that the utility of this invention provides an equal, but separate collection of letter tiles to each player, the number of playable tiles in the game increases when additional players are added to the game. In one embodiment, a default, two-player crossword board of sixteen by sixteen square spaces (
A typical strategy in traditional crossword games is to play shorter adjacent words as a method to block the board from being built upon in that area. This can be counter-productive to the enjoyment level of the game and reduce the reward of being able to play longer words. A positive consequence of the invention defined herein is that the game strategy steers away from shorter, blocking words, to that of racing to build longer words in an effort to play your last tile before your opponents do. Doing so provides the greater reward of adding the larger number of unplayed letter tiles collectively to your score, while subtracting those unplayed tile values individually from the players who failed to play them.
Additional tile sets are also provided in other colors, example: red for player 3 and blue for player 4.