GAME WITH CLUE BUILDING AND GUESSING

Information

  • Patent Application
  • 20160332069
  • Publication Number
    20160332069
  • Date Filed
    May 17, 2015
    9 years ago
  • Date Published
    November 17, 2016
    8 years ago
Abstract
A game and a method of playing a guessing game. The method includes: providing a plurality of physical game pieces; communicating a first target answer to a first player; communicating a second target answer to a second player; arranging by the first player at least a first subset of the plurality of game pieces, to form a first visual clue for attempting communicate the first target answer; arranging by the second player at least a second subset of the plurality of game pieces, to form a second visual clue for attempting to communicate the second target answer; guessing, by other than the first player, a first candidate answer based on the first visual clue, the other than the first player including the second player; guessing by other than the second player a second candidate answer based on the second visual clue; and deciding whether the first candidate answer sufficiently matches the first target answer; wherein the steps of arranging to form the first visual clue and arranging to form the second visual clue overlap in time at least partially.
Description
TECHNICAL FIELD

The present invention relates to games. Embodiments of the present invention relate to games, and methods of playing games, that employ pieces for use on a tabletop or other surfaces.


BACKGROUND

People of various ages and temperaments enjoy playing games for entertainment and also for learning and development. Some games include an element of trying to guess an answer based on clues.


Examples of games involving guessing include charades, Taboo, Pictionary, Play-Doh “Pictionary”, LEGO Creationary, and Morphology. (Taboo, Pictionary, Play-Doh, LEGO, LEGO Creationary, and Morphology are all, presumably, trademarks of their respective makers.)


In charades, one player performs physical actions to form a dynamic clue to an answer, while other players watch and try to guess the answer based on the clue.


In Taboo, one player speaks words that are not “taboo” words to form a verbal clue to an answer, while other players listen and try to guess the answer based on the clue. The “taboo” words for each answer are five forbidden words (and variations) that have been predetermined for the particular answer.


In Pictionary, one player makes a drawing on paper to form a visual clue to an answer, while other players watch and try to guess the answer based on the clue.


In Cranium and in Play-Doh “Pictionary”, one player makes a three-dimensional sculpture with modeling compound (colloquially, “modeling clay”) to form a visual clue to an answer, while other players watch and try to guess the answer based on the clue.


In LEGO Creationary, one player makes a three-dimensional model out of interlocking hard-plastic LEGO puzzle pieces to form a visual clue to an answer, while other players watch and try to guess the answer based on the clue.


In Morphology, one player makes a three-dimensional model out of various three-dimensional objects (wooden sticks, glass beads, colored cubes, strings, and other objects), and optionally moves the objects in puppeteer fashion, to make a visual and optionally dynamic clue, while other players watch and try to guess the answer based on the clue.


Such existing guessing games as described above are fun for many people, but there exists a need for other games, for the sake of novelty and also for other reasons.


For example, there are aspects or characteristics of existing games as described above that, unbeknownst to players, might cause the players to not enjoy the games as much as possible.


For example, in the above-described existing games, there are relatively long periods of time in which either the hands or the minds, or both, of players who are trying to guess are not sufficiently engaged.


For example, in the above-described existing games, it may be too easy to make clues, given that players are in various games allowed very much freedom to use pencil or strings to make arbitrary drawings or almost arbitrary string-shapes, and to use three dimensions of space.


For example, in the above-described existing games, the answers are provided to players in the form of single words or phrases rather than in a more visual form.


For example, in the above-described existing games, the development of skill in creating two-dimensional representational graphics is lacking because players are in various games allowed very much freedom to use pencil or strings to make arbitrary drawings or nearly arbitrary string-shapes, or to use three dimensions of space, or to depict, in two dimensions, a predominantly three-dimensional object.


Some of the above-identified limitations of existing games might be felt especially strongly, and perhaps subconsciously or otherwise inarticulably, by people who are highly tactile or who are highly visual-spatial or who are on the autism spectrum.


SUMMARY

Accordingly, there is a need for additional games and methods for playing games.


In some embodiments of the present invention, there is a method of playing a guessing game. The method includes the steps of: providing a plurality of physical game pieces; communicating a first target answer to a first player; communicating a second target answer to a second player; arranging by the first player at least a first subset of the plurality of game pieces, to form a first visual clue for attempting communicate the first target answer; arranging by the second player at least a second subset of the plurality of game pieces, to form a second visual clue for attempting to communicate the second target answer; guessing, by other than the first player, a first candidate answer based on the first visual clue, the other than the first player including the second player; guessing by other than the second player a second candidate answer based on the second visual clue; deciding whether the first candidate answer sufficiently matches the first target answer; wherein the steps of arranging to form the first visual clue and arranging to form the second visual clue overlap in time at least partially.


In some embodiments of the present invention, the steps of arranging to form the first visual clue and arranging to form the second visual clue start at the same time according to a predetermined rule.


In some embodiments of the present invention, there is a method of playing a guessing game. The method includes steps of: providing a plurality of game pieces, wherein the game pieces predominantly are non-interlocking and predominantly are two-dimensional solids; communicating a target answer to a first player; arranging by the first player at least a subset of the plurality of game pieces to form a clue, to form a substantially two-dimensional visual clue; guessing, by a second player, a candidate answer based on the clue; deciding whether the candidate answer sufficiently matches the target answer.


In some embodiments of the present invention, the plurality of game pieces are substantially of the same planar thickness.


In some embodiments of the present invention, the plurality of game pieces are each made of a substantially rigid material.


In some embodiments of the present invention, the plurality of game pieces predominantly are geometric shape solids including solids of shapes selected from among polygons, circles, ovals.


In some embodiments of the present invention, the communicating, the arranging, the guessing, and the deciding are referred to as four steps within a round of play, the round of play is referred to as first round of play, and the four steps are repeated in at least a second round of play, and the method further includes: in the second round of play, reducing the plurality of game pieces available for use in the arranging step of the second round of play, to leave a fewer plurality of game pieces available compared to the plurality of game pieces of the first round, to promote in the second round increased difficulty of forming the clue or of guessing based on the clue.


In some embodiments of the present invention, the at least a second round of play includes multiple rounds, including the second round of play and a third round of play, and the method further includes: in the third round of play, reducing the plurality of game pieces available for use in the arranging step of the third round of play, to leave a fewer plurality of game pieces available compared to the plurality of game pieces of the second round, to promote in the third round increased difficulty of forming the clue or of guessing based on the clue.


In some embodiments of the present invention, the communicating step comprises providing, to the first player, a card imprinted with one or more words representing the target answer.


In some embodiments of the present invention, the communicating step comprises providing, to the first player, a card imprinted with one or more graphical representations of the target answer, wherein the graphical representation is other than an illustration of a predominantly two-dimensional object.


In some embodiments of the present invention, the graphical representation is a photograph or illustration that shows three-dimensional qualities of a predominantly three-dimensional object.


In some embodiments of the present invention, there is a tabletop game that includes: a plurality of cards that indicate target answers; a plurality of game pieces to be arranged by a first game player during game play to form a clue for at least a second player to try to guess a target answer based on the clue; wherein the game pieces predominantly are non-interlocking and predominantly are two-dimensional solids.


In some embodiments of the present invention, the plurality of game pieces are substantially of the same planar thickness.


In some embodiments of the present invention, the plurality of game pieces are each made of a substantially rigid material.


In some embodiments of the present invention, the plurality of game pieces predominantly are geometric shapes including shapes selected from among polygons, circles, ovals.


In some embodiments of the present invention, there is a method of playing a guessing game. The method includes the steps of: providing a plurality of game pieces; communicating a target answer to a first player, the target answer including a noun part and an adjective part; arranging by the first player at least a subset of the plurality of game pieces, to form a visual clue for attempting communicate the first target answer; guessing, by at least a second player, a candidate answer based on the visual clue; comparing the candidate answer to the target answer; and, based on the comparing step, providing an advantage if the candidate answer includes the noun part but not the adjective part of the target answer, the advantage referred to as basic advantage, and providing an advantage, referred to as enhanced advantage, if the candidate answer includes the noun part and also the adjective part of the target answer, the enhanced advantage being greater than the basic advantage.





BRIEF DESCRIPTION OF THE DRAWINGS

For a better understanding of the aforementioned embodiments of the invention as well as additional embodiments thereof, reference should be made to the Description of Embodiments below, in conjunction with the following drawings in which like reference numerals refer to corresponding parts throughout the figures.



FIG. 1 is a block diagram illustrating a game in accordance with some embodiments of the present invention.



FIG. 2 is a block diagram illustrating game pieces in accordance with some embodiments of the present invention.



FIG. 3 is a flow diagram illustrating a method of game play in accordance with some embodiments of the present invention.





DESCRIPTION OF EMBODIMENTS

Reference will now be made in detail to embodiments, examples of which are illustrated in the accompanying drawings. In the following detailed description, numerous specific details are set forth in order to provide a thorough understanding of the present invention. However, it will be apparent to one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well-known methods, procedures, components, circuits, and networks have not been described in detail so as not to unnecessarily obscure aspects of the embodiments.


It will also be understood that, although the terms first, second, etc. may be used herein to describe various elements, these elements should not be limited by these terms. These terms are only used to distinguish one element from another. For example, a first game piece could be termed a second game piece, and, similarly, a second game piece could be termed a first game piece, without departing from the scope of the present invention.


The terminology used in the description of the invention herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used in the description of the invention and the appended claims, the singular forms “a”, “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term “and/or” as may be used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items. It will be further understood that the terms “includes,” “including,” “comprises,” and/or “comprising,” when used in this specification, specify the presence of stated features, but do not preclude the presence or addition of one or more other features and/or groups thereof


As used herein, the term “if” may be construed to mean “when” or “upon” or “in response to determining” or “in response to detecting,” depending on the context. Similarly, the phrase “if it is determined” or “if [a stated condition or event] is detected” may be construed to mean “upon determining” or “in response to determining” or “upon detecting [the stated condition or event]” or “in response to detecting [the stated condition or event],” depending on the context.


Attention is now directed toward embodiments of game sets according to some embodiments of the present invention. FIG. 1 is a block diagram illustrating a game 100 in accordance with some embodiments of the present invention. Game 100 includes prompt cards 110, a plurality of game pieces 120, a score log 130, and a timer 140.


In some embodiments, the prompt cards 110 each include a target answer for one player to attempt to communicate to another player for the other player to guess. A target answer on a prompt card may be in the form of a word/phrase and/or an image. Preferably, both a word/phrase and an image are present on a prompt card. Preferably, the image is a photograph or an illustration that shows the three-dimensional qualities of a three-dimensional object.


In some embodiments, the game pieces 120 predominantly are non-interlocking and predominantly are two-dimensional solids.


For example, the game pieces 120 may be geometric shape solids. For example, the geometric shape solids may be prisms of geometric shapes, such as polygons, circles, ovals. The prisms may include rounded edges, in the way of playing tiles. For example, the game pieces may be substantially of the same planar thickness. For example, the game pieces may each be made of a substantially rigid material, for example, wood or plastic. Wood especially gives a nice tactile feeling.


In some embodiments, the score log 130 is configured to log the scores/progress of various players. For example, the score log may be a paper grid in a book of paper grids. For example, the score log may be a game board imprinted with positions (scores) on which scoring tokens belonging to each player is positioned and moved, in which position indicates score/progress. For example, the score log 130 may be any other mechanical or electronic hardware or software device or service for keeping track of score/progress.


In some embodiments, the timer 140 is configured to time a period of play, for example, a period for constructing clues using the game pieces 120 and/or a period for guessing answers. For example, the timer may be a mechanical timing device or an electronic hardware or software device or service for timing.



FIG. 2 is a block diagram illustrating a set 120A of game pieces in accordance with some embodiments of the present invention. In FIG. 2, the set 120A of example game pieces are two-dimensional shape solids, optionally of substantially equal planar thickness, optionally of a substantially rigid material such as wood (preferred) or plastic, having shapes including circle 210, square 220, triangle 230, hexagon 240, diamond 250, rectangle 260, and rhombus 270. Preferably, there are a large number of copies of each shape, such that all players will have enough to build with, even if they all build simultaneously. For example, at least ten copies of each shape for each player would be a generous amount to provide.



FIG. 3 is a flow diagram illustrating a method 300 by illustrating one round of game play in accordance with some embodiments of the present invention.


In the method 300, after starting one round of play in step 305, steps include selecting prompt cards that contain a target answer in step 310; building clues in step 320 to try to communicate the target answer, guessing images in step 330 based on the clues to produce a guess; determining whether the guess sufficiently matches the target answer in step 340 (according to the rules and judgment of the clue builder); and, if there is a sufficient match, awarding points/advancement in step 350; iterating through further clues in steps 360 and 370, the further clues having been built by other players; and ending the round of play in step 380.


According to some embodiments, it is preferred that selecting prompt cards in step 310 is simultaneous by multiple players, preferably by all players, and building of clues in step 320 is simultaneous by multiple players, preferably by all players.


According to some embodiments, it is preferred that guessing answers in step 330 is guessing one player's answer by all other players, based on the clue built by that one player in this round.


Accordingly, it is preferred that building clues is simultaneous for multiple players, preferably all players, while guessing answers based on the clues is sequential, one clue-builder's clue at a time by other players, preferably all other players.


It should be appreciated that game 100 is only one example of a game set, and that games according to embodiments of the present invention may have more or fewer elements than shown, may combine two or more elements, or may have a different configuration or arrangement of the elements.


Similarly, it should further be appreciated that game pieces 120A are only one example of a set of game pieces, and that game pieces 120 according to embodiments of the present invention may have more or fewer types or shapes of elements.


Similarly, it should further be appreciated that method 300 is only one example of a method for playing a game, and that methods according to embodiments of the present invention may have more or fewer steps than shown, may combine two or more steps, or may have a different configuration or arrangement of the steps.


An Example Game and Method

An example game according to some embodiments of the present invention, hereinafter referred to as Mosaic Scramble, is a tabletop game that uses multiple simple shape pieces (Tiles). Shapes include triangles, rhombuses, hexagons, and squares. Shapes may be of different colors, to make a substantially 2-D image from a description or picture (within a time limit) Then, other players guess and earn points for correct answers, and have the ability to reduce other players' points. Each player has a “hand” of prompt cards, e.g., 5 cards. There is a card redraw deck, common for all players. Each player has a stack of scoring chips.


Game Objective:

The object of the game of Mosaic Scramble is for players to create guessable images using 2-D shapes from a description or picture of an object(s).


Setup:

To set up the game, all the shape tiles are placed in the center of the play area. The deck is shuffled, and the first timekeeper deals out 5 cards to each player. Each player chooses one and sets it face down in front of them. Each player who has done this draws a card.


Gameplay: One Round

All players choose a card from their hand and set it face down in front of them. The card that they choose tells what picture (target answer) they will try to portray in their image (clue). After this is done, a shape die is rolled to see what shape of tile will be disqualified for that round.


Then the timekeeper for the round presses the timer for two minutes and everyone creates the image of the object mentioned on their chosen card. When the two minutes are up all building ceases.


If one of the disqualified shape(s) for this round is used in a player's image, the player must discard his/her image and skip the turn (and not receive points or completed cards, defined below).


All the players yell out guesses of the timekeeper's image (orientation must be given by the image maker).


Once the target answer has been correctly guessed, the shapes from that image are then put back into the center and the maker's card is turned face up and set in the maker's pile of correctly guessed cards. When the target answer is successfully guessed (as determined by the image maker), the guesser gets 2 points and the image maker gets 2 points.


If no players can guess the picture, then the image's maker may play a hint chip (defined below) by putting it on the bottom of the image (the bottom as determined by the orientation). After the hint is given, the players again try to guess the target answer, as described above, which would hopefully be easier after the hint has been given.


If, after all desired hints are given, the target answer is still not guessed, then the image maker will have two choices. The first choice is fail to score this turn and fail to get a completed card, and the shapes from that image are then put back into the center, and the maker's card is turned face up and set in discard pile. The second choice is to keep the image for use in the next round with an opportunity to add pieces without being allowed to remove pieces from the image (except forbidden pieces).


After the image has been guessed or has failed to be guessed (first choice) or is being kept for the next round (second choice), the guessing is performed for a next player's image, as just described. (The next player is the player to the left of the current player.)


Finally, when all player's images have been guessed, the round is to be completed by players' trying to subtract points form one another using completed cards (as described below). Once the subtracting (if any) is finished, then the round ends.


The timekeeper gives the timer to the player on his left, who becomes the new timekeeper, and a new round is started as described above.


Completed Cards:

Completed cards are prompt cards that were successfully guessed. Completed cards can be used to subtract points from other players (discard 3 completed cards=2 points taken from one specific player and given to the player who discarded their cards; discard 5 completed cards=2 points taken from all other players and given to player who discarded their cards). All cards used in this way are put into the discard pile. If no redraw deck exists, then the discard pile will be shuffled, and then used as a redraw deck. These cards only come from each player's completed cards pile after they are played.


Hint Chips:

Hint chips are played by image makers when asked by guessers. Hints are as follows: Animal, Vegetable, Mineral, or Thing. After a hint chip is used, it stays out with it's image, until the image is put away. Then the player takes back the hint card and will re-use it if needed.


Winning the Game:

The game ends at the end of a round when one player gets 30 or more points in 3- or 4-player gameplay. In 5- to 6-player gameplay, the threshold is 28 or more points. In 7- 9-player gameplay, the threshold is 26 or more points. In games with 10 or more players, the threshold is 20 or more points.


Other Rules for Modified Games

Games can be modified to make them easier or harder. These can be modification rules included with the game, separately offered as extension packs, or made up by players. Some variations included with the game are (but not limited to): Color disqualification, per-player Tile number constraint, and 2-player mode (with appropriate rule modifications).


The foregoing description, for purpose of explanation, has been described with reference to specific embodiments. However, the illustrative discussions above are not intended to be exhaustive or to limit the invention to the precise forms disclosed. Many modifications and variations are possible in view of the above teachings. The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated.

Claims
  • 1. A method of playing a guessing game, the method comprising: providing a plurality of game pieces, wherein the game pieces predominantly are non-interlocking and predominantly are two-dimensional solids;communicating a target answer to a first player;arranging by the first player at least a subset of the plurality of game pieces to form a clue, to form a substantially two-dimensional visual clue;guessing, by a second player, a candidate answer based on the clue;deciding whether the candidate answer sufficiently matches the target answer.
  • 2. The method according to claim 1, wherein the plurality of game pieces are substantially of the same planar thickness.
  • 3. The method according to claim 1, wherein the plurality of game pieces are each made of a substantially rigid material.
  • 4. The method according to claim 1, wherein the plurality of game pieces predominantly are geometric shape solids including solids of shapes selected from among polygons, circles, ovals.
  • 5. The method according to claim 1, wherein the communicating, the arranging, the guessing, and the deciding are hereinafter referred to as four steps within a round of play, the round of play hereinafter referred to as first round of play, and the four steps are repeated in at least a second round of play, and the method further comprises: in the second round of play, reducing the plurality of game pieces available for use in the arranging step of the second round of play, to leave a fewer plurality of game pieces available compared to the plurality of game pieces of the first round, to promote in the second round increased difficulty of forming the clue or of guessing based on the clue.
  • 6. The method according to claim 5, wherein the at least a second round of play includes multiple rounds, including the second round of play and a third round of play, and the method further comprises: in the third round of play, reducing the plurality of game pieces available for use in the arranging step of the third round of play, to leave a fewer plurality of game pieces available compared to the plurality of game pieces of the second round, to promote in the third round increased difficulty of forming the clue or of guessing based on the clue.
  • 7. The method according to claim 1, wherein the communicating step comprises providing, to the first player, a card imprinted with one or more words representing the target answer.
  • 8. The method according to claim 1, wherein the communicating step comprises providing, to the first player, a card imprinted with one or more graphical representations of the target answer, wherein the graphical representation is other than an illustration of a predominantly two-dimensional object.
  • 9. The method according to claim 8, wherein the graphical representation is a photograph or illustration that shows three-dimensional qualities of a predominantly three-dimensional object.
  • 10. A tabletop game comprising: a plurality of cards that indicate target answers;a plurality of game pieces to be arranged by a first game player during game play to form a clue for at least a second player to try to guess a target answer based on the clue;wherein the game pieces predominantly are non-interlocking and predominantly are two-dimensional solids.
  • 11. The game according to claim 10, wherein the plurality of game pieces are substantially of the same planar thickness.
  • 12. The game according to claim 10, wherein the plurality of game pieces are each made of a substantially rigid material.
  • 13. The game according to claim 10, wherein the plurality of game pieces predominantly are geometric shapes including shapes selected from among polygons, circles, ovals.
  • 14. A method of playing a guessing game, the method comprising the steps of: providing a plurality of physical game pieces;communicating a first target answer to a first player;communicating a second target answer to a second player;arranging by the first player at least a first subset of the plurality of game pieces, to form a first visual clue for attempting communicate the first target answer;arranging by the second player at least a second subset of the plurality of game pieces, to form a second visual clue for attempting to communicate the second target answer;guessing, by other than the first player, a first candidate answer based on the first visual clue, the other than the first player including the second player;guessing by other than the second player a second candidate answer based on the second visual clue; anddeciding whether the first candidate answer sufficiently matches the first target answer;wherein the steps of arranging to form the first visual clue and arranging to form the second visual clue overlap in time at least partially.
  • 15. The method according to claim 14, wherein the steps of arranging to form the first visual clue and arranging to form the second visual clue start at the same time according to a predetermined rule.
  • 16. A method of playing a guessing game, the method comprising the steps of: providing a plurality of game pieces;communicating a target answer to a first player, the target answer including a noun part and an adjective part;arranging by the first player at least a subset of the plurality of game pieces, to form a visual clue for attempting communicate the first target answer;guessing, by at least a second player, a candidate answer based on the visual clue;comparing the candidate answer to the target answer; andbased on the comparing step, providing an advantage if the candidate answer includes the noun part but not the adjective part of the target answer, the advantage hereinafter referred to as basic advantage, andproviding an advantage, hereinafter referred to as enhanced advantage, if the candidate answer includes the noun part and also the adjective part of the target answer, the enhanced advantage being greater than the basic advantage.