The present invention relates to a method and a game for implementing a memory tile game.
Various types of memory tile games are known, by the term tile meaning both usually rectangular polygonal elements, in paper or cardboard (the “cards”) and elements in plastic material. Tiles can, of course, also have a different shape, such as a circular shape.
Each tile has two flat faces, one of which usually shows a drawing, an image or a photograph, for example of an animal.
The game consists in placing all the tiles in a playing surface, the face which is provided with a drawing or image facing down that surface (and therefore concealed), in turning a first tile, seeing the image it shows and turning a second tile to check whether or not the images match. If the matching image is found, the player wins and takes the two tiles from the playing surface. If not, the tiles are turned face down again by the player to conceal their image, and play is passed to the next player or opponent or competitor. The positions of the previously turned tiles must be memorized by the players for their subsequent matching with the tiles having identical images.
Consequently, the game lasts as long as all pairs of matching tiles have been revealed and removed from the playing surface. Usually, therefore, the known memory games and the game methodologies related to them provide for the search for two pairing mages among a plurality of images marked on the tiles.
This type of game, however, may be restricted. An object of the present invention is to provide a memory game which can incite the players' attention for not being repetitive, but always challenging.
In particular, an object of the invention is to provide a method of playing and a game based on memory and on remembering the position in the playing surface of tiles which have identical indicators, on one of their sides or faces, according to which not only pairs of tiles with matching indicators, but also a plurality of tiles, more than two, with matching indicators, must be sought, the finding of which leads to a higher game score.
Another object is to provide a method of playing and a memory game whose development, unlike the known memory games, is unpredictable.
These and other objects which will be evident to those skilled in the art are achieved by a method and a memory game according to the attached claims.
For a better understanding of the present invention, the following drawings are attached purely by way of non-limiting example, in which:
With reference to the aforementioned figures, they represent some different types of tiles that can be used in the present invention. Generally, the game according to the invention comprises tiles 1 represented here with a circular shape, but which can also be made with a different shape. Each tile has two faces or sides, only one of which (indicated with 2) is visible in the figures; this face 2 bears an indicator K which is selected from a numerical indicator, a writing or a symbol indicating a playing action.
The numerical indicator indicates how many tiles with the same indicator must be sought from the plurality of tiles in a playing surface (indicated with G in
For example, with reference to the figures, the tile 1 of
The tiles of
As mentioned, the indicators marked on face 2 of the tiles 1 can in any case be different from those shown in the figures and explicitly (because they show a number or a set of elements which on the whole, even counted, indicate a number) or conventionally correspond (as in the case of
Furthermore, the tiles, in pairs, can have playing indicators or images on face 2, which are directly or conventionally (that is to say according to precise game instructions, for example written or annexed to the game) connected to the game mode of implementation.
For example, the game may comprise pairs of tiles 1A indicating that the opponents have to reverse the game direction, as in
Other pairs of tiles (“TAKE”) may have an indicator on face 2 (clear or indicated according to a game agreement) that allows the player who picks them up from the playing surface to obtain what another player has accumulated up to that point of the game (
Obviously, the game comprises a plurality of tiles corresponding to those of the figures so as to make the game longer and more attractive for the players.
The modality (and thus the method according to the invention) with which the game is played are as follows. The game is played for example (but not necessarily) with seventy-two tiles of the type shown in
The game starts by placing the plurality of tiles in the playing surface, taking care not to make face 2 of tile 1, which rests in that surface, visible to the players. Several players participate in the game and play in turn according to a playing direction of selection (or rotation). For example, the youngest player starts and play passes to the adjacent player in a clockwise direction of the game. The first player turns a first tile and shows it to the other players. If the tile is
Obviously, if the player finds different tiles, he or she turns them both in order to bring their face 2 back to the playing surface. Play is then passed to the next player in a clockwise direction who plays in the way as described above (remembering the position of the tiles turned back over to conceal the indicator). The game ends when all the tiles 1 have been taken from the playing surface and the winner is the player who has achieved the highest game score calculated according to the value of the tiles collected, as described below.
As described, the tiles 1A can change the way the game is played. In fact, if a player finds a tile 1A indicating the reversal of the playing direction (REVERSE tile) and picks up another tile from the tiles in the playing surface with the matching indicator that identifies the inversion of the direction of rotation of the players (clockwise direction, for example), the playing rotation is reversed. If two tiles 1A that show the indicator corresponding to “SWAP” are turned, the player who has found these tiles can exchange the tiles already in his or her possession with those of any other player, but without being able to know the game score corresponding to these tiles.
In the event that the found tiles 1A are of the “TAKE” type (that is to say with indicators corresponding to this action), the player who has found them can take the tiles of any other player, without knowing the corresponding game score.
Similarly, if a player finds two tiles with the indicator “SKIP”, the direction of the playing rotation remains the same, but the next player skips his or her turn.
The game described also provides different scores for the different tiles 1: for example, the DOUBLE tiles have an overall score of two points; the TRIS tiles have an overall score of five points and the POKER tiles have an overall score of ten points.
Therefore the indicators marked on the tiles 1 only indicate how many tiles with the same indicator must be sought from the plurality of tiles in the playing surface so that they can all be taken from the playing surface; these indicators may obviously not necessarily correspond to the game score relating to said tiles. For example, by collecting three TRIS tiles the player gets five game points.
A game according to the invention is therefore very dynamic and challenging.