The present invention relates to a design game and, more specifically, to a game involving creative investigation of shapes and themes.
There are games available for building shapes into a complete whole but these are limited in their scope. Traditional puzzles provide shapes that fit together in only one combination of parts and rely on an interfitting system for play. Some variations include pieces fitting into recessed areas and pieces that emphasize three dimensions, while relying on similar methods of combination and connection. Tangrams limit playing pieces to simple geometric shapes and a specific number of pieces.
U.S. Pat. No. 4,298,200, issued to Maurice S. Kanbar, discloses a tangram game assembly citing the need for a game of creative adaptation, however the game is limited to geometric shapes and a certain number of playing pieces.
U.S. Pat. No. 6,027,117, issued to Melvin L. Goldberg, discloses a geometric and cryptographic puzzle citing the need for a hands-on puzzle combined with mental interaction, yet limited to predetermined shapes and sequences.
U.S. Pat. No. 5,067,714, issued to Leslie Rasberry, discloses a variable arrangement floral design jigsaw puzzle citing the need for a plurality of arrangements. However, the puzzle is limited to a system of inner and outer pieces.
U.S. Pat. No. 6,086,478, issued to Klitsner and Welch, discloses a hand-held voice game that cites the need for play with sound and interaction. However, the game operates without the benefit of game pieces and theme indicia. Therefore, a new approach is needed to offer more creative arrangements of shapes.
In accordance with the present invention, there is provided a game apparatus and method for creative investigation and fun. The invention provides a plurality of game pieces in various shapes and a plurality of theme indications on at least one theme indicator. A player chooses a theme indication on a theme indicator, then combines a plurality of the game pieces into a design which illustrates the theme indicated by the theme indication. The game may include a timing indicator, so that the player must complete the design within a determined period, a turn indicator for choosing a manner of play, and a game piece indicator for indicating the number of game pieces to be used during play.
A player may be required to accompany a design with an emission, such as rhythm, improvisation, movement, language, sound, light and title, optionally indicated by an emission indicator, which may be emitted through an emission container. A scoring indicator may be provided for keeping score. A playing board may be used to provide a surface onto which the game pieces are placed to make the design.
a and 3b show theme indicators.
a-8c illustrate an embodiment of the invention in the form of a computer game.
In operation, the invention offers a game apparatus and method for creating design combinations through creative investigation of visual design, and can offer other sensory participation opportunities. The invention is based on the concept of improvisation as something that is created in the moment rather than being pre-planned. The improvisational nature of jazz music, shapes, and colors are inspiration for the game.
The game comprises a plurality of game pieces 15 having a plurality of shapes. In a preferred embodiment, the game can comprise a single group of mixed size, shape and/or color game pieces from which all players can draw. Alternatively, a number of sets of game pieces 15 could be provided, one for each player. The sets can be differentiated by color, and each set might have a different mix of shapes.
The game pieces 15 are in a variety of shapes, such as free-form or irregular shapes 5, 43, 45 or 47; geometric shapes such as triangles 1, squares 9, rectangles 10, circles 11, ovals 12, or spirals 13; representational shapes such as stars 19; natural shapes such as sun 6; letters such as “R” 3; numbers such as “4” 4; or symbols such as heart 7. A container 17 (such as a box, tray or bag) serves to hold the game pieces 15 when they are not in play. The game pieces 15 can be made in a range of sizes, colors and/or textures. Preferably, at least one free-form shape 5 is included.
A player combines a number of the game pieces 15 on a playing field to create a design illustrating a theme. The themes are indicated by a plurality of theme indications. The theme indications are provided on at least one theme indicator. The game might have a plurality of indicators, such as a deck of cards each bearing a theme indication such that a player pulls a card from a deck to determine the theme to be illustrated.
a and 3b show examples of various card sets or decks or sheet 333 which might be used as theme indications. Each set 333 has a number of cards, six of which are shown as examples in each of the figures, although it will be understood that the deck could comprise any number of cards. It will also be understood that the sheet 333 could be structured as a single theme indicator, printed upon a large sheet of paper or a card or a book, having a plurality of theme indications, and the player would determine the theme by selecting one theme indication from the plurality of theme indications, for example by rolling a dice or spinning an arrow to determine a number or letter of the theme indication to be used, or chosen at random.
In
In still another embodiment, the theme could be indicated by a theme indication selected electronically, as on the digital embodiment of
Theme indications can include a topic, subject, category, and sub-set, and examples can include, but are not limited to, nouns, verbs, adjectives, adverbs, sentences, phrases, pictures or symbols expressing concepts which may be literal, figurative, symbolic, or mythological. Any number, category, and variation of themes can be offered. Themes can be offered together, separately, or combined with other information.
Players can build on their ideas quickly with relatively little time to review and “fix” their designs. A timing indicator such as hourglass 728, or a stopwatch or any other timer known to the art, can time each turn. Each player can have a theme indicator sheet 733, each sheet having a number of theme indications which can be chosen by rolling a dice 735 or other selector. An emission container 743 may be provided, as will be explained in greater detail below.
Score may be kept on a scoring indicator such as score sheet 641.
In the embodiment shown in
An “emission” is something, preferably intangible, that is put forth with an action and object, such as a rhythm, improvisation, movement, language, sound, light, and title. An emission can represent an aspect of a design. Emissions can be pre-stored, prepared, selected, altered, improvised, studied, rehearsed, or chosen from an existing source.
An emission indicator 539 can be used by a player to choose one of a plurality of emissions to be associated with a design. In
For a simple level of play, an emission indicator 539 can offer emission indications regarding a basic act, such as clapping hands, stomping feet, rolling fingers on a surface to make a noise, or offering a favorite word for a design. For variations or more advanced levels, emission can get more complex, and can include a plurality of suggestions.
An emission container 543 is used by a player to emit an emission, by, for example, transmitting, recording, translating, storing, and interpreting an emission. Preferably, for standard and more advanced levels, each player can record his or her choice of emission on an emission container 543 for later use. In such a case, the emission container 543 could be a digital recorder which could record an emission on pressing a button 527, and then, on a second button press, play it back through a speaker or screen 521. A card reader slot 528 could be provided to allow the emission container 543 to play back a selection of a sound, video or music clip provided on an appropriate recorded medium.
a-8c show how the apparatus of the invention could be implemented in digital form, as would appear on the screen 80 of a computer. The figures show an implementation as computer software on a programmed general-purpose computer, but it will be understood that the invention could also be implemented on a hand-held game device, personal digital assistant (PDA), portable phone, or other similar digital device.
Referring first to
b shows the screen 80 after the player has clicked as indicated. The function of the variable content area 83 is now as a theme indicator. A theme indication has been chosen and displayed in area 83, indicating that the theme which the player must display is “Animals”. Various ideas or suggestions for this theme are also provided in area 83—several animal names (cat, dog, rabbit), as well as concepts connected with the theme (“in the jungle”, “on the farm”, “whiskers”).
The game piece storage area 82 is populated with a plurality of simulated game pieces. The number of pieces can be randomly assigned, or predetermined, or selected in an earlier step (not shown) by having a player activate a random choice element or select a number from a list. The game pieces can be geometric shapes such as squares or rectangles 89, 90, triangle 91, circles or ovals 92, 100, or straight or curved lines 94. The pieces can also be symbolic or representational, as in burst 93, sun 96, star 99 or heart 97, or free form such as shapes 95 and 98. If desired, a feature could be offered which would allow a player to draw one or more simulated game piece.
As play begins, the time indicator 85 is set to a chosen turn time, here shown as two minutes. The player moves the cursor 88 and clicks the “go” button 86 to start playing. The player can then “drag and drop” the various simulated game pieces from the storage area 82 onto the playing area 81 to form the design. The “drag and drop” procedure is well known to the art of graphical user interfaces and need not be explained here.
In
Based on predetermined scoring rules, which may, for example, factor in the elapsed time remaining and the number of remaining pieces, the game has given the player a score, shown in scoring indicator 84.
The next turn can be initiated by appropriate “clicks”, such as moving the cursor back to “go” 86 or to the theme in variable area 83, or by other methods well known to the art. The game could provide for more than one player, such as by calling for a new player at the end of a turn, with tracking scores for more than one player, and so on, in any form known to the art.
It will be understood that the screens shown in
In the following description, the step numbers refer to the flowchart of
In preparation for the game, players are each provided with a plurality of game pieces 15. Each player receives an equal number of game pieces 15, preferably at least five per player. The exact number of pieces 15 can be determined by agreement between the players, or by use of a game indicator such as dice 231 or 251.
Variations can occur for alternate play. Some players may prefer using more game pieces to create more elaborate designs. Some players, such as younger ages, may want to select more or different game pieces 15 to create their designs without regard to how many were used and what game pieces 15 were first chosen. Game pieces 15 can be exchanged between players, and from the container 17.
If a playing board 719 is provided, the board is laid out in a convenient location in a playing area. It is preferable for each player to have a playing area to be able to play simultaneously, although players can share a playing area if desired. The theme indicators 733, turn indictor 428, timing indicator 728, emission indicators 539, emission container 543, and other game parts are removed from the box 717 and placed as needed. Game pieces 15 are positioned on playing area in any suitably acceptable manner as deemed by user.
Play can begin in any manner determined, such as with youngest player or name beginning closest to “Z” first, and can proceed clockwise, age-wise, or in any suitable fashion determined by the players.
Optionally, the player can use a turn indicator to choose one of a plurality of manners of play for the turn. The manners of play, as shown in the embodiment of the turn indicator 428 shown in
124—Choose a Theme—A Theme is Chosen by use of a Theme Indicator to Select a Theme Indication from a Plurality of Theme Indications.
If the optional turn indicator was used, this step might be modified by the manner of play chosen by the turn indicator. For example, the player might choose a new theme indication, or use the theme indication chosen by the preceeding player in the turn, or to follow the story started by the theme chosen by the first player, etc.
This can be done by starting a stopwatch, turning over an hourglass 728, etc. One to three minutes would be an appropriate time for completing a design, although other times could be used within the teachings of the invention for more complex designs, more or fewer pieces, teamwork, etc.
The player takes the game pieces 15 and combines them into a design by placing the game pieces 15 in the playing area or on the playing board 719, as appropriate.
If the optional timing indicator is used, the player must stop when the time runs out. Preferably, the player must use all of the game pieces 15 in making the design.
127—If all Players have not yet Made Designs, Play Passes to the Next Player
The description above is for an embodiment of the method in which each player makes a design, one at a time, and each player is given a separate time within which to complete their design. The same method could be used in an embodiment where all players create their designs at the same time, and all stop on the first to occur of a player completing his or her design, or the end of the time period.
Alternatively, the game could be played such that all of the players start their designs at the same time (step 126), and the timing indicator is started (step 125) when the first player finishes the design. Each of the other players continues to work on their designs, and must finish within the additional time provided by the timing indicator. Thirty to ninety seconds would be an appropriate time for the timing indicator in this case.
Optionally, once the design is formed by combination of the game pieces 15, the player can use an emission indicator 539 to choose an emission to associate with the design. The emission is performed when the design is presented in step 129.
If the simultaneous alternative was chosen, as players finish and wait for everyone to complete their designs, players can plan titles and other emissions. Alternatively, this step could be done by all players after all designs are completed.
The players share their designs (and emissions, if the method is being played with emissions). The order of presentation can be determined by the players or by rule. For example, the first player in the turn, or the player who finished first can share his or her design first, and sharing can continue until all players have shared. Sharing can be done individually and in groups.
If emissions are used in the game, the emissions can be presented at the time that each player shares their design. The emission might consist of a rhythm, an improvisation, a movement, language, a sound, a light or a title. Emissions can be presented using an emission container 543.
Emission can be a sound created by a player and repeated, such as a rumbling sound, as in what a vehicle might make. Sounds can be turned into a musical score (song or instrumental), movements into dance, and words into poems, stories and songs. Light can accompany such activity. Instruments and equipment can be used to create the emission.
Emission can be generated, created, and activated by any player, and can be shared at any time, at random, signaled, and planned moment. Players can take turns sharing emissions individually, collectively in groups, to a rhythm or melody, as instructed, or inspired. Players can take turns conducting, choreographing, leading, and performing emissions.
Emissions can be created by, or recorded, with a device and repeated. Such manner of play can be chosen at beginning of game or indicated during play, such as indicated on a card, spinner, or polygonal form. For advanced and extreme levels, emission can involve more complex use of the arts. Disabilities are considered, and emissions can have any sensory-related form most suitable for participation.
Emissions can be guessed, chosen, or selected at random in whole or part, such as a collection of music stored and emitted, to surprise players with a sound to accompany their designs. An improvisation can be shared without a specified leader. Players can guess design themes/ideas and choose emissions for other players. Emissions can be the same for all players, such as naming a title and/or sound for each design, and players can offer emissions for another player.
Examples of performing emissions can include each player sharing his or her design with the group, then stating the title and his/her sound or movement associated with the design. At the end of each play, for instance, the player who finished first in constructing his/her design can act as leader in conducting the players to share their sounds and/or movements in a group performance. This can be done by the leader pointing to other players, and to him or herself, to share emissions. The rhythm of the performance can match the manner in which the leader points to the other players, signaling individuals or groups when to share their emissions, and changing the pace of their emissions through the speed and repetition of pointing. A more complex performance, such as a big band finale, can include a compilation of sounds or other emissions from the game, and can be performed at the end of the game. Players can offer improvisations with other sounds and actions arising out of initial emissions. Players can take turns performing, leading and improvising.
130—Keep Score with a Scoring Indicator
Points can be awarded on any aspect of the game and in any suitably coordinated approach. Scoring and bonus points can be based on a number of factors, such as:
Scoring can use any suitable tallying system. An example: each player gets five points for finishing design in time, ten points if all game pieces are used, an extra five points for the player who finishes first, and ten points for including an emission. Alternately, markers can be given for scoring different activities, such as one for each activity achieved, and the player with the most markers at the end of the game can be the big winner.
Accordingly, it is to be understood that the embodiments of the invention herein described are merely illustrative of the application of the principles of the invention. Reference herein to details of the illustrated embodiments is not intended to limit the scope of the claims, which themselves recite those features regarded as essential to the invention.
This application is a continuation-in-part filed under 35 USC §120 of pending application Ser. No. 12/322,166, entitled “GAME APPARATUS AND METHOD”, filed Jan. 28, 2009, which claimed one or more inventions which were disclosed in provisional patent application for Festival Method, Apparatus, and Game: Ser. No. 61/062,806, filed Jan. 29, 2008. The benefit under 35 USC §19(e) of the U.S. provisional application is hereby claimed, and the aforementioned applications are hereby incorporated herein by reference.
Number | Date | Country | |
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61062806 | Jan 2008 | US |
Number | Date | Country | |
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Parent | 12322166 | Jan 2009 | US |
Child | 12575075 | US |