This invention pertains to games.
More particularly, the invention pertains to an interactive game for young children to select a dream and provide background information concerning the dream to determine whether to collect the dream in a game unit.
In another respect, the invention pertains to an interactive game which requires manual dexterity for a young child to deposit in the game unit a card describing a dream.
In a further respect, the invention pertains to a game in which a first player, on being asked by a second player, selects a dream.
In still another respect, the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player, provides background information on the dream selected by the first player.
In still a further respect, the invention pertains to an interactive game of the type described in which criteria are selected to determine whether the game unit is used to collect a dream selected by the first player.
In yet still another respect, the invention pertains to an interactive game of the type described in which a first player, on being asked a question by a second player after the first player has slept, provides additional background information on the dream selected by the first player.
Games which utilize questions and answers are well known.
U.S. Pat. No. 6,648,331, issued Nov. 18, 2003, describes a game in which a game unit is utilized. The game unit includes a sleeve and a game card rotatably mounted in the sleeve. Subjects are identified on the game card, along with clues used to guess the identity of each subject. A first player holds the game unit and provides a clue to a second player. The second player can, after receiving the clue, ask a question of the first player in an attempt to gain enough information to identify the subject. If the second player, after asking the question, can not identify the subject, the first player provides the second player with a second clue from the game card, after which the second player can again ask a question in an attempt to identify the subject. And so on. One embodiment of the invention is described in Claim 1 of the patent:
U.S. Pat. No. 5,746,431, issued May 5, 1998, describes a question and answer football game. The game provides a complete game for individual institutions and/or teams. Players compete by answering questions which are inscribed on play cards. The play cards are divided into categories according to progressive levels of difficulty. The game can be played by one individual, two individuals, or two groups of individuals. The game may be played using data from one or two institutions. A score card is used by the offensive player to record the results of each play attempted, the outcome, points scored and total score. The defensive player reads questions from cards drawn from the four categories requested by the offensive player or team More difficult questions are worth more yards gained. Kick cards are used for punt, kickoff, field goal, and extra point attempts. A team marker is placed on a game board which resembles a football field and provides yard markers for visual reference of player process. As points are scored, they are tabulated on a score card. The game follows standard football rules and conventions. Kick cards and play cards are arranged in a game box. One embodiment of the invention is set forth in Claim 1:
Another embodiment of the invention is set forth in Claim 4:
A further embodiment of the invention is set forth in Claim 6:
U.S. Pat. No. 5,913,518, issued Jun. 22, 1999, describes a game for entertainment as well as learning. The game is provided on a case which also serves as a storage container. One side of the case has a field of play that simulates a real life game. Game pieces are provided on the other side and include questions on cards that must be answered correctly for a player to have a chance to advance a token on the field of play. The answer to the questions is revealed in an answer window. Spinners are provided with markings to indicate the movement of the token. The rules of the game are variable to be suited to the age group of the players. Claim 1 describes one embodiment of the invention:
U.S. Pat. No. 6,224,057, issued May 1, 2001, describes a game which merges two game formats into a unique and novel game comprising a game board and playing pieces. The playing pieces are used by the players to mark the movement of the players as the players advance around the game board. During each turn, the player must answer a question and construct a list of words based upon the letters in the correct answer. The player accumulating a predetermined number of points is declared the winner. Claim 1 describes one embodiment of the invention:
U.S. Pat. No. 6,120,032, issued Sep. 19, 2000, discloses a game having a display of alphanumeric combinations, and a device containing at least one category of subjects involving questions and correct answers to the questions in the form of clues provided by the numbers of the alphanumeric combination contained in the display. One embodiment of the invention is described in Claim 1 of the patent:
Another embodiment of the invention is described in Claim 18:
U.S. Pat. No. 4,124,214, issued Nov. 7, 1978, concerns a board game in which a player can select one of several hypothetical “interpretations” of a dream and then, based on the value awarded the selected interpretation, alter his position on the game board. Claim 5 describes one embodiment of the invention:
One disadvantage of prior art games is that they typically require a playing board, which board can be impractical to use while traveling in an automobile, airplane, or other vehicle. Prior art games also normally are not utilized prior to and do not incorporate and facilitate sleep as part of the game.
Accordingly, it would be highly desirable to provide an improved game that would not require the use of a board and would be utilized prior to and incorporate sleep as part of the game.
Therefore, it is a principal object of the invention to provide an improved game method and apparatus.
These and other, further and more specific objects and advantages of the invention will be apparent from the following detailed description of the invention, taken in conjunction with the drawings, in which:
Briefly, in accordance with the invention, I provide an improved method of playing a game concerning dreams. The method includes the step of providing a dream collection game unit. The game unit comprises a hollow housing; at least one opening formed in the housing; at least one transparent jewel member mounted in the housing; and, at least one light mounted in the housing to illuminate the jewel and produce light rays that exit said hollow housing through the opening. The method also include the steps of selecting criteria to meet to use the dream collection game unit to collect a dream; selecting at least one first and one second player; asking of the first player by the second player to select a dream; asking at least a first question of the first player by the second player to gain background information on the selected dream; evaluating, on the basis of a response to the first question by the first player, whether the criteria are met to utilize the dream collection game unit to collect the selected dream; and, first and second player retiring to bed and sleeping. The method can also include the step of, after the first and second player awaken from sleep in step (g), asking at least a first question of the first player by the second player to gain background information on the selected dream. The method can also include the further step of, on the basis of a response to the first question by the first player after the first and second layer awaken from sleep, determining whether the criteria are met to utilize the dream collection game unit to collect the selected dream.
Turning now to the drawings, which depict the presently preferred embodiments of the invention for the purpose of illustrating the practice thereof and not by way of limitation of the scope of the invention, and in which like reference characters refer to corresponding elements throughout the several views,
One possible light arrangement inside housing 25 is illustrated in
The use of jewel 15 and/or light in game unit 10 that emanates outwardly from game unit 10 is believed important in the practice of the invention because the intention is to make game unit 10 appear to a three to ten year old young child to be a safe, and possibly somewhat mystical and powerful, place to collect a dream.
In one embodiment of the game of the invention, game unit 10 is provided. Criteria are selected to determine whether to use game unit 10 to collect dreams.
One criteria could be that unit 10 is utilized only to collect dreams about animals. Another criteria could be that unit 10 is utilized only to collect dreams about family members. A further criteria could be that unit 10 is utilized only to collect dreams about Disneyland. A further criteria could be that unit 10 is utilized only to collect dreams about snowy landscapes. An alternate criteria could requires the dream to be about Disneyland during a certain trip to Disneyland. These foregoing criteria are ordinarily positive, enjoyable experiences, in which case the unit 10 is used to collect such dreams.
An alternate criteria could require that a dream collected by unit 10 be a dream about crocodiles or a monster sleeping under the bed of one of the game players; or, could require that a dream collected by unit 10 be about a time when one of the game players was injured while playing. Such criteria are ordinarily undesirable experiences, in which case the unit 10 is used to collect such kinds of dreams.
For sake of discussion and example, and not limitation, it is assumed that the criteria for using unit 10 to collect dreams is that the subject matter of the dream must concern a pine tree woodland during the winter, where the trees and ground are coated in a fresh layer of snow.
The next step in the game is to select first and second players. At least the first player is a young child aged three to ten. The second player can also be a young child, or can be older.
The next step in the game is for the second player to ask the first player to select a dream. One way that the first player selects a dream is to draw a card 17, 18 from a stack 16 of playing cards. Each card 17, 18 is imprinted 19 with a general dream topic and, if desired, additional background information about the dream. Another way for the first player to select a dream is to write down on a blank card 17, 18 a dream of choice. A further way for a first player to select a dream is to select a past experience or dream. Or to select an experience or dream that is desired.
The next step in the game is for the second player to ask the first player a question to gain background information about the selected dream. While the form of the question can vary as desired, the second player can, for example, ask “What is the dream about?” or request “Give me some background information on what the dream is about.” One way the first player provides such background information is to read the background information that is imprinted 19 on a card 17, 18 drawn by the first player, or, that was written on a card by the first player. Another way for the first player to provide such background information is for the first player to verbally describe the background information without reference to the card, as for examples in the case of a past experience or dream by the first player. Another way for the first player to provide such background information is to hand a card 17, 18 to the second player. For sake of example, it assumed that the second player drew a card 17, 18 and that the card describes background information comprising a dream topic concerning Disneyland, and the first player recites this background information to the second player.
The next step in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and since the current dream concerns Disneyland, the criteria are not met and unit 10 is not utilized to collect the dream. That can conclude the game, or, the game can continue. For sake of example, it is assumed that the game continues, and that the first players draws another card 17, 18 from the deck 16 of cards. This next card drawn by the first player describes a snowy scene in a forest with deer walking through the forest. When the second player asks a question to gain background information about the newly selected dream, the first player describes the snowy scene recited on the card (or simply hands the card to the second player).
The next step, again, in the game is to determine, according to the response provided by the first player to the second player's request for background information, whether the criteria necessary to utilize the dream collection game unit 10 are met. Since the criteria require a snowy winter scene, and the card drawn by the first player recites a snowy winter scene, the criteria for utilizing unit 10 to collect the dream are determined to be met. Unit 10 collects the dream when the first player inserts the card 18, 19 in slot 12 such that the card 18, 19 falls into unit 10.
The next step in the game is for the first and second players to retire to bed and sleep.
The next step in the game is, after the players awaken from sleeping, for the second player to again ask the first player for background information about the dream. The background information can comprise a repeat of the information that the first player gave the second prior to their both sleeping, or, can comprise additional information such as, by way of example and not limitation, whether the first player while sleeping had a dream about a snowy woodland scene. The additional background obtained from the first player after the players have slept may be used to determine whether the criteria for unit 10 are still met, or are not met. If, for example, the first player had a dream while sleeping about a snowy scene, but something undesirable happened during the dream and the unit 10 is intended to store dreams with positive experiences, then it may be determined that the criteria for the dream are not met and that unit 10 should not collect the dream, or be considered as a collection point for the dream, in which case the card earlier placed in unit 10 can be removed from unit 10.
This application claims priority based on Provisional Patent Application Ser. No. 60/832,288 filed Jul. 20, 2006.
Number | Date | Country | |
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60832288 | Jul 2006 | US |