1. Field of the Invention
The invention is broadly directed to games, and more specifically to games of skill used by one or more players for enjoyment as well as for exercising the mind through progressive and continual challenges.
2. Description of the Related Art
There exist a large variety of game categories including card games, board games, multi-player games, single-player games, arcade games, computer games, and the like. Popular game categories include puzzles and “mind-games” where the player must strategize or think through various levels of challenges that are presented. The games can be played alone or with others. In addition to enjoyment, the games develop valued attributes such as planning, critical thinking and strategic decision-making.
Some puzzles and mind-games are geared towards a younger audience, while others are directed at an older audience. It is difficult to create a game that combines straight-forward rules with various levels of complexity that would appeal to young and old alike.
Accordingly, there is a persistent need for puzzles and games that are fun to play and that can continually challenge a wide range of users.
The present invention is directed to a puzzle game and methods of playing the game. One object of the present invention is to create a puzzle that is fun to play and has straight-forward rules, while developing critical thinking attributes.
Another object of the present invention is to create a puzzle game and method of playing in which the user is continually challenged using starting scenarios having different levels of complexity.
Yet another object of the present invention is to create a puzzle game and method of playing that can be used and enjoyed by a wide variety of users, both in age and skill level.
To achieve these and other objects, the present invention provides a puzzle game and method of playing the puzzle game, including the steps of providing a pegboard frame having a plurality of recesses therein. A challenge card is placed on an upper surface of the pegboard frame, the challenge card having a plurality of openings corresponding to certain ones of the plurality of recesses in the pegboard frame. A plurality of posts are placed through the openings in the challenge card and contact the recesses in the pegboard frame. A plurality of elongated planks are placed between adjacent ones of the plurality of posts in selected locations, and a figurine is placed at one side of the challenge card on one of the plurality of posts. The figurine traverses the challenge card from one side to another side in a series of segments, with each segment including traversing from one of the plurality of posts to another of the plurality of posts along one of the plurality of planks disposed therebetween. The plurality of planks are initially positioned to require sequences in which planks must be lifted and repositioned between others of the plurality of posts as the figurine traverses the challenge card.
The above objects and other advantages of the present invention will become more apparent by describing in detail the preferred embodiments thereof with reference to the attached drawings in which:
The present invention will now be described more fully with reference to the accompanying drawings, in which preferred embodiments of the invention are shown. The invention may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein. Rather, the embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the invention to those skilled in the art.
Broadly described, the present invention relates to a puzzle game designed to provide enjoyment and promote critical thinking through mental exercises. The ultimate objective of the exemplary “river crossing” puzzle described in detail herein is to help a “hiker” find a route across an animal infested river. Tree stumps dot the crossing, and a few handy old planks are scattered nearby. The hiker must reach the planks and bridge the stumps, while avoiding the animals below. Different game themes are contemplated within the scope of this invention, and one of ordinary skill in the art would understand that the components described below could be adapted or substituted to conform to the particular theme chosen for the game.
The structure of the puzzle, and the method of playing (both in person and online) will now be described in greater detail.
The puzzle components for the illustrated “river crossing” theme will be described with reference to
In
Cylindrical posts or tree stumps 40 in
As shown in
Since the plurality of planks 50 provided with each challenge at the start of the game are not all contiguous, or there are an insufficient number of planks 50 to cross the entire river, the hiker 10 must move across the river by lifting and repositioning planks 50 between stumps 40 in repeated sequences. In other words, the plurality of planks 50 are initially positioned to require sequences in which the planks 50 must be lifted and repositioned between the stumps 40 as the hiker 10 traverses the challenge card 30.
As shown in
Note also that the ends of each of the planks 50 contain a recessed curved portion 55 that conforms too, and mates with the cylindrical outer form of the tree stumps 40, ensuring a sung fit to avoid horizontal displacement during game play, but which allows the plank 50 to be easily extracted in the vertical direction. Different mating surfaces between the ends of the planks 50 and stumps (posts) 40 are contemplated within the present invention to ensure the horizontal displacement is minimized, while allowing for vertical extraction. For example, the post 40 may be square and the ends of the plank 50 would have a recessed triangular portion to mate with the corner of the square post 40.
An instruction/solution booklet 60 in
The game set-up, playing rules and methods of play will now be described in greater detail.
Referring to
To play the game, the hiker 10 moves by walking along a plank 50 to get to the next stump 40. The hiker 10 cannot get from stump to stump by jumping—the hiker 10 must move planks 50 to bridge the gaps between stumps 40. The hiker 10 can pick up and move one plank 50 at a time, but the hiker 10 can only reach and move a plank 50 contacting the stump 40 where he is currently standing. See
The plank 50 lifting and repositioning sequences are made easier by the magnetic coupling between the magnet 12 in the base area of the hiker 10 and the magnet 59 in each of the planks 50, as described above.
The rules of the game may include the following:
Of course, any or all of these rules can be modified to increase, decrease or change the challenges, and such modifications are contemplated within the scope of the present invention. For example, if the underlying geometry of the pegboard 20 grid were modified, from orthogonal to triangular or hexagonal, the game rules could allow for placement of the planks 50 in many directions, not just north-south or east-west.
In addition, in another embodiment of the game, two or more hikers 10 may have to cross the river together. In such cases, the hikers 10 may have to work cooperatively, passing planks 50 back and forth in order to get everybody across. Also, different hikers 10 may have different talents and abilities; for example, some hikers 10 may be able to only lift short-length planks 56, not the long-length planks 52. Still further, the game rules may be modified so that the hikers 10 have to locate a treasure or a prize at the far side of the river, and then bring the treasure or prize back across the river. In such a case, there could be a rule providing that if a hiker 10 is holding a treasure or prize, they cannot pick up a plank 50.
As a player becomes familiar with the game, some helpful strategic moves will emerge. The simplest moves are just relays, that is, proceeding to the end of the first plank 50, stepping on the stump 40, turning and picking up the plank 50 previously traversed, carrying it along the next plank 50, and putting the first plank 50 down again to form the next bridge between adjacent stumps 40. Sometimes the hiker 10 might have to get clever and leave a plank 50 behind in a spot where it will come in handy later. Sometimes the hiker 10 will move a plank 50 just to clear a path so it does not block where he wants to go. The strategies become more complex as the player progresses through the different challenge levels. The complexity of the game is determined by the inter-relationship between the number of posts, the number of planks, the placement of the planks, and the number of steps needed to traverse the challenge card.
The player can play the game on the physical board provided and described above, and when all the challenge cards 30 are mastered, the player can seek supplemental challenges from the game vendor, via a web site or hard copy distribution as described above. Also, the players may wish to design their own challenges using the universal card 80. In addition, the “game board” may be painted or otherwise patterned on a suitable substrate, such as a large tarp or canvas. In such cases, the stumps 40 and planks 50 could be large cardboard cutouts so that people actually have to do the walking and plank moving to solve the puzzle. Again, as described above, single players or teams may be used on such a large game board.
The game may also be produced in versions patterned on smaller suitable substrates, such as paper or cardboard. In such cases, the stumps 40 and planks 50 could also be cardboard cutouts to facilitate game play.
Still further, the game itself could be played on a computer, whether a stand-alone computer, via the Internet, or via a portable computerized device such as a GameBoy®, cell phone, or personal digital assistant (PDA).
For example, as shown in
To move a virtual plank 108, the player would simply click on it with a mouse (which shadows the virtual plank 108 into an outline), and then move and click on the spot between two virtual stumps 110 where you want the virtual plank 108 to be placed next. If it is a legal move, the computer will let you do it; if not, the player must figure out what is wrong and then make a legal move. In addition to a mouse, other conventional input devices to select and reposition the virtual planks 108 planks are contemplated within the scope of this invention. To make the game easier for younger players, virtual planks 108 that could be moved legally may be bounded by virtual stumps 110 of a first color, and virtual planks 108 that cannot be moved legally may be bounded by virtual stumps 110 of a second color. The online game proceeds in the same fashion, with the same rules, as described above with regard to the physical game.
Gaming continues to be a growing industry and there is always a need for new games that players will enjoy and will continue to play. It is important that any new game be easy to understand and that the game provided multiple opportunities to win. Also, by having access to the additional online challenge games, a player will have new challenges and will not become frustrated with the game and abandon it.
While the present invention has been described in detail with reference to the preferred embodiments thereof, it should be understood to those skilled in the art that various changes, substitutions and alterations can be made hereto without departing from the scope of the invention as defined by the appended claims.
Number | Name | Date | Kind |
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3695615 | Shoptaugh | Oct 1972 | A |
3804415 | Ryan | Apr 1974 | A |
4326720 | Erlich | Apr 1982 | A |
5269531 | McNamara | Dec 1993 | A |
Number | Date | Country | |
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20050023754 A1 | Feb 2005 | US |