The present invention relates generally to strategy games, and more particularly to tic-tac-toe related games.
The traditional game of tic-tac-toe is a simple, readily learned game. Little playing strategy is required. As a result, traditional tic-tac-toe does not appeal to a large number of people. And those who do play the game seldom play it more than a few times in succession, since only a minimal level of challenge is presented.
The game of chess, on the other hand, is a highly sophisticated and complex game. A lengthy period of time is required to complete a single game. For these reasons, chess is played mainly by a comparatively small number of highly devoted and motivated followers of the game. Chess therefore fails to appeal to the masses for different reasons than tic-tac-toe.
U.S. Pat. No. 3,879,040 (Smith) discloses a three dimensional tic-tac-toe game apparatus. The three dimensional nature of the game adds complexity and sophistication to tic-tac-toe. This in turn stimulates player interest and increases the market appeal of the game beyond that of the basic tic-tac-toe game. However, three dimensional tic-tac-toe still falls far short of the complexity and mental challenge which are intrinsic to the game of chess.
Other adaptations and modifications of the basic tic-tac-toe game are shown in U.S. Pat. Nos. 3,588,113 (Nelson), 3,747,926 (Odom), 3,889,953 (Grasham). Each of these three tic-tac-toe modifications adds further complexity to stimulate player interest and enjoyment of the game.
Yet none of these known tic-tac-toe games are played on a conventional two dimensional board and require that a player plan one more ahead in order to successfully produce score generating combinations of playing pieces on the board. This requirement for planning at least one move ahead would vastly increase the enjoyment and challenge of tic-tac-toe without substantially increasing the amount of time required to complete a single game.
Embodiments herein include a multi-grid tic-tac-toe game that can be played on a conventional two-dimensional board and that requires players to strategically plan tic-tac-toe moves in advance. Moreover, the multi-grid tic-tac-toe game can be played by more than just two people (e.g., three or four), and can even be played in teams. These features increase the enjoyment and challenge of tic-tac-toe as compared to the traditional version, without substantially increasing the amount of time required to complete a single game.
The multi-grid tic-tac-toe game may be embodied as a game apparatus. The game apparatus includes a plurality of individual tic-tac-toe grids. Each individual grid in turn includes a plurality of playing areas. These playing areas are configured to receive playing pieces. At least one of the individual tic-tac-toe grids shares at least one common playing area with another one of the individual tic-tac-toe grids.
In some embodiments, the individual grids include a plurality of peripheral tic-tac-toe grids as well as a central tic-tac-toe grid. The central grid shares at least one common playing area with each peripheral grid. These peripheral grids may be spaced apart from one another, so that the peripheral grids themselves do not share common playing areas with one another. Alternatively, common playing areas may be shared between different peripheral grids.
Regardless, in a multi-grid tic-tac-toe game between players, different players use different sets of playing pieces, e.g., distinguished by color, size, shape, or the like. The players take turns placing playing pieces from their respective sets on or in different playing areas. In making these moves, each player attempts to form one or more so-called “tic-tac-toes” with their respective playing pieces, or to prevent an opponent from doing so.
A player forms a tic-tac-toe as used herein if he or she places a predetermined number of playing pieces (e.g., three) in a corresponding number of adjacent playing areas that are aligned. Notably, these playing areas do not need to belong to a single individual tic-tac-toe grid, but instead may belong to different individual tic-tac-toe grids. A tic-tac-toe may therefore extend across different individual grids. This feature, in conjunction with the relatively large number and arrangement of playing areas, contributes to the sophistication and complexity of multi-grid tic-tac-toe.
Notably, according to some embodiments, a game between players does not necessarily end when one player forms a tic-tac-toe. Instead, the game awards points to respective players for tic-tac-toes formed, and accumulates each player's points over one or more tic-tac-toes. The winner is the player with the most points accumulated, e.g., when playing pieces have been placed on all of the playing areas. This feature likewise contributes to the sophistication and complexity of multi-grid tic-tac-toe, and further facilitates play by more than two players.
The multi-grid tic-tac-toe game may alternatively be embodied as a computer program product, as detailed herein.
Of course, the present invention is not limited to the above features and advantages. Indeed, those skilled in the art will recognize additional features and advantages upon reading the following detailed description, and upon viewing the accompanying drawings.
Each of the individual tic-tac-toe grids 52 includes a plurality of playing areas 54. These playing areas 54 are configured to receive playing pieces 56. In at least one embodiment, for example, the playing pieces 56 comprise pegs and the playing areas 54 comprise apertures or openings configured to receive those pegs. Regardless, at least one of the individual tic-tac-toe grids 52 shares at least one common playing area 54 with another one of the individual tic-tac-toe grids 52.
In some embodiments, an individual tic-tac-toe grid 52 shares a common playing area 54 with another individual tic-tac-toe grid 52 in the sense that the common playing area 54 is a playing area 54 of both grids 52. As shown in
With a common playing area 54 being a playing area of multiple grids 52, that common playing area 54 contributes to those grids 52 each having a predetermined number of playing areas 54. Again using
An individual tic-tac-toe grid 52 in other embodiments shares a common playing area 54 with another individual tic-tac-toe grid 52 in the sense that the grids 52 overlap, in part. Each grid 52 in such embodiments includes a number of playing areas 54 arranged in rows (e.g., as shown in
Of course, the game apparatus 50 may have more than just a single common playing area 54. For example, two individual tic-tac-toe grids 52 may share more than one common playing area 54. Alternatively or additionally, the game apparatus 50 may include three or more grids 52, with at least one grid 52 sharing a common playing area 54 with each of the other grids 52.
In some embodiments, the peripheral grids 52A, 52B, 52D, and 52E are spaced apart from one another. That is, although the central grid 52C shares a common playing area 54 with each peripheral grid, the peripheral grids 52A, 52B, 52D, and 52E themselves do not share common playing areas 54 with one another. Moreover, playing areas 54 of different peripheral grids 52A, 52B, 52D, and 52E are not adjacent to one another.
Accordingly, the individual tic-tac-toe grids 52 in
Another feature of the individual tic-tac-toe grids 52 in
With the game apparatus 50 configured in this way, the apparatus 50 is used for playing a quite sophisticated version of tic-tac-toe. The game can be played on a conventional two-dimensional board and requires players to strategically plan moves in advance. Moreover, the game can be played by more than just two people (e.g., three or four), and can be played in teams. These features increase the enjoyment and challenge of tic-tac-toe compared to the traditional version, without substantially increasing the amount of time required to complete a single game.
In a game between players, different players use different sets of playing pieces 56, e.g., distinguished by color, size, shape, or the like. The players take turns placing playing pieces 56 from their respective sets on or in different playing areas 54. Specifically, with each turn, each player places one playing piece 56 in one playing area 54 that does not already have a playing piece 56 disposed therein. In making these moves, each player attempts to form one or more so-called “tic-tac-toes” with their respective playing pieces 56, or to prevent an opponent from doing so.
A player forms a tic-tac-toe as used herein if he or she places a predetermined number of playing pieces 56 (e.g., three) in a corresponding number of adjacent playing areas 54 that are aligned. Notably, these playing areas 54 do not need to belong to a single individual tic-tac-toe grid 52, but instead may belong to different individual tic-tac-toe grids 52. A tic-tac-toe may therefore extend across different individual grids 52. This feature, in conjunction with the relatively large number and arrangement of playing areas 54, contributes to the sophistication and complexity of the game.
Notably, according to some embodiments, a game between players does not necessarily end when one player forms a tic-tac-toe. Instead, the game awards points to respective players for tic-tac-toes formed, and accumulates each player's points over one or more tic-tac-toes. The winner of the game is the player with the most points accumulated, e.g., when playing pieces 56 have been placed on all of the playing areas 54.
In one or more embodiments, a player receives a point for each tic-tac-toe that he or she forms. Accordingly, a player may in some cases receive multiple points during any one turn, if that player forms multiple tic-tac-toes with that turn.
Similarly, in
In
In some embodiments, a player may also receive two points for each so-called “super tic-tac-toe” that he or she forms, compared to just one point for the “normal” tic-tac-toe just described. A player forms a super tic-tac-toe as used herein if he or she places a predetermined number of playing pieces 56 in a corresponding number of non-adjacent playing areas 54 that are aligned, but belong to different individual tic-tac-toe grids 52. In some embodiments, for example, a player forms a super tic-tac-toe if he or she places one playing piece 56 in a center playing area 54 of the central tic-tac-toe grid 52, and two playing pieces 56 in two aligned, corner playing areas 54 that are disposed farthest from the center playing area 54.
Further, the individual tic-tac-toe grids 62 include a plurality of peripheral tic-tac-toe grids 62A, 62B, 62D, 62E as well as a central tic-tac-toe grid 62C. This central grid 62C is disposed in the center of the peripheral grids 62A, 62B, 62D, and 62E, and correspondingly shares at least one common playing area 64 with each peripheral grid. Moreover, the central grid 62C includes four outer corner playing areas that also constitute inner corner playing areas of the peripheral grids 62A, 62B, 62D, and 62E.
Still further, the grids 62 comprise four diagonal lines of playing areas 64. Each of these diagonal lines includes three aligned playing areas 64 that span two of the peripheral grids and the central grid. The grids 62 also comprise six parallel lines of playing areas 64. Each of these parallel lines includes seven aligned playing areas 64 that span two of the peripheral grids and the central grid.
However, as compared to the game apparatus 50 of
The central tic-tac-toe grid 62C in
Thus, as shown in
Accordingly, the individual tic-tac-toe grids 62 in
Play using the game apparatus 60 of
Those skilled in the art will of course appreciate that the embodiments shown in the above figures represent non-limiting examples, and that numerous variations may be made without departing from the spirit and scope of the invention. For example, the particular number of playing areas, and their particular arrangement, may differ from that discussed above. Also, the particular number of points awarded for a tic-tac-toe, or super tic-tac-toe, may be customized in any manner. Further, the particular shape, size, and color of the individual playing pieces may be modified in any number of ways to distinguish different sets of playing pieces for different players (or teams).
Those skilled in the art will also appreciate that the game apparatus 50, 60 described above may be embodied as a physical, two-dimensional game board, or portion thereof. In this case, the individual tic-tac-toe grids 52, 62 and their respective playing areas 64 lie along a single playing surface. Also, the apparatus 50, 60 may be incorporated into a substrate or other game board structure that is round, square, or any other shape. This game board structure may be constructed of various suitable materials such as plastic, wood, metal or, any combination thereof.
The game board may further include a mechanism integral therewith for recording or otherwise tracking player points. For example, the game board may include two or more sets of receptacles (not shown), one for each player. In this case, the receptacles of any given set are configured to receive scoring pieces (e.g., pegs) of a particular player, for conveniently tracking the number of points awarded to that player.
The multi-grid tic-tac-toe game apparatus may alternatively be embodied in a computer program product. Such a computer program product as taught herein is stored on a computer readable medium, such as a hard disk, an optical disk (e.g., a CD-ROM or DVD disk), a flash memory stick, or the like. So stored, the computer program product includes computer program code that may be executed by a processor associated with a computing device.
In
In another embodiment, one of the players is a computerized opponent configured to play against the user of the device 10, in accordance with the computer program code. For example, after each move by the user, the computerized opponent can consider numerous variables such as: the user's last move, opportunities to block the user from forming tic-tac-toes, opportunities for the computerized opponent to form tic-tac-toes, time into the game (beginning stages, intermediate stages, final stages), the general state of the multi-grid board, and the potential future opportunities of the user and the computer for forming tic-tac-toes. In this regard, the code may cause the device 70 to analyze these variables and to make an intelligent move, in the context of a selected difficulty level.
Regardless, the code causes the device 70 to perform the processing illustrated in
The code also causes the device 10 to accept input from the players associated with tic-tac-toe moves (Block 82). The code may cause the device 10 to accept this input from user interface 78, or from a remote communications interface (not shown). If one of the players is a computerized opponent, the code may cause the device 10 to accept input associated with tic-tac-toe moves of that computerized opponent in accordance with a selected difficulty level. Regardless, the input associated with a player's tic-tac-toe move includes a selection of one of the playing areas, as discussed above. Finally, the code causes the device 10 to, responsive to input from a player, determine whether the player's current tic-tac-toe move results in one or more tic-tac-toes. This determination is based on any of that player's previous tic-tac-toe moves as recorded in memory (e.g., memory 74).
The code in various embodiments causes the device 70 to determine whether the player's current move results in one or more tic-tac-toes, in a manner consistent with the rules discussed above with respect to
In this regard, the code in some embodiments causes the device 70 to award points to respective players for tic-tac-toes formed, and to accumulate each player's points over one or more tic-tac-toes. The code then causes the device 70 to determine the winner of the tic-tac-toe game as the player with the most points accumulated. Thus, the device 70 does not immediately declare the winner of the tic-tac-toe game and clear all playing area selections as soon as one player forms a tic-tac-toe. Instead, the code causes the device 70 to maintain the playing area selections, even after one player forms a tic-tac-toe, and to defer declaration of the winner until all or substantially all playing areas have been selected. See, for example,
In one or more embodiments, the plurality of individual tic-tac-toe grids includes two or more peripheral tic-tac-toe grids, as well as a central tic-tac-toe grid disposed in the center of the peripheral tic-tac-toe grids. In these embodiments, the code causes the device 70 to award a different number of points for normal tic-tac-toes and super tic-tac-toes, as described above. See, for example,
Continuing with
Processing continues to block 106, whereupon the game is started. The code causes the device 70 to accept input from one of the players associated with a tic-tac-toe move. The player may, for example, select a playing area via the user interface 78, which may comprise a touchscreen interface. The code causes the device 70 to record this move and to increment a move counter by 1.
Thereafter, the code causes the device 70 at block 108 to determine if the player's current move resulted in a tic-tac-toe, whether normal or super. In some embodiments, the code causes the device to store or otherwise have access to all possible scoring configurations of the multi-grid game board. Then, after each move, the code causes the device to survey the past moves and to determine if the current move resulted in a tic-tac-toe. If so, the code causes the device to determine the number of points that should be awarded (e.g., 1 for a normal tic-tac-toe and 2 for a super tic-tac-toe). If the code causes the device 70 to award one or more points (YES at block 108), the device 70 updates the current game scoreboard (Block 110).
After processing a player's current move, the code causes the device 70 to determine if the move counter has reached a predetermined number (e.g., 41 or 33). If not (NO at Block 112), then play proceeds to the next player (Block 114). If so (YES at Block 112), then the code causes the device 70 to determines the winner of the game. In the case of two players, player 1 and player 2, if player 1's score is greater than player 2 for the game that has just been completed, then the device 70 increases the score of player 1 in the past game scoreboard by 1 (Block 116). Likewise, if player 1's score is less for the preceding game than that of player 2, then the device 70 increases the score of player 2 in the past game scoreboard by 1 (Block 118). Finally, the device 70 resets the current game score to 0-0 (Block 120), before presenting the players the option of whether or not to play again.
The present invention may, of course, be carried out in other specific ways than those herein set forth without departing from the scope and the essential characteristics of the invention. The present embodiments are therefore to be construed in all aspects as illustrative and not restrictive and all changes coming within the meaning and equivalency range of the appended claims are intended to be embraced therein.
Number | Name | Date | Kind |
---|---|---|---|
D172796 | Kaye et al. | Aug 1954 | S |
3464701 | Mahoney | Sep 1969 | A |
3556526 | Currie | Jan 1971 | A |
3588113 | Nelson | Jun 1971 | A |
3747926 | Odom | Jul 1973 | A |
3879040 | Smith | Apr 1975 | A |
3889953 | Grasham | Jun 1975 | A |
4371169 | Compton | Feb 1983 | A |
5249805 | Neil et al. | Oct 1993 | A |
6254098 | Kirkpatrick | Jul 2001 | B1 |
Number | Date | Country | |
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61299412 | Jan 2010 | US |