The present invention relates generally to the field of word games. More specifically, the present invention relates to a word card game designed to enhance diction and vocabulary skills while offering a solution to boredom and isolation. The word card game comprises a plurality of alphabet or letter cards that can be combined and/or associated with one another to form words. Each of the letter cards can comprise a single letter. The letter cards can also be combined or paired with action cards. Predeterminable values can be assigned to the letter cards and/or action cards to generate or calculate points therefrom. Additionally, the word card game can also feature several different action cards that can be used to adjust point values of formed or ‘played-out’ words, and/or to adjust other gameplay protocols. The word card game offers a fun and entertaining replacement for standard board or tabletop games. Accordingly, the present disclosure makes specific reference thereto. Nonetheless, it is to be appreciated that aspects of the present invention are also equally applicable to other like applications, devices and methods of manufacture.
By way of background, various kinds of games are available for the entertainment of users. For example, people may enjoy playing cards and tabletop games for fun. A wide variety of board games are also well known and are available for people to play. Games such as poker, dice games, and more have been known for a long time, and have been played by people around the world. Conventional games, heretofore known, are based on typical rules and strategies, and people may quickly become bored playing the same games repetitively. Further, by playing the same games repetitively, people may become a master of a game and may easily be able to predict the strategies of the other players. This can make the game uninteresting and frustrating for the other players.
Additionally, people may desire to play games which not only provide fun and entertainment but that also work to enhance the education of the participants, thereby maintaining/restoring good brain function. Typical tabletop games, such as dice or card games, do not work on the creative skills and mental abilities of the individuals playing the game. People may not be able to continually learn from conventional games available in the state of the art. Further, typical card games are usually based on tricks and predictable strategies. However, once a person becomes proficient in such card games, and is able to predict the tricks or strategies of their opponent, the games can become monotonous. Other individuals may hesitate to play such games. Furthermore, most current card games are not educationally oriented, and do not work on enhancing the learning skills of the individuals playing the games.
Therefore, there exists a long felt need in the art for a game that is a fun and entertaining replacement for standard board or tabletop games. Additionally, there is a long felt need in the art for a game that is unique, and that can be used by educational institutions to enable individuals to learn through fun and entertainment. Further, there is a long felt need in the art for a game that works on enhancing creative diction and memory skills, and that is educationally oriented and adaptable to different educational levels. Finally, there is a long felt need in the state of the art for a game that enhances vocabulary skills, improved brain function, is relatively inexpensive to manufacture and that is both fun and easy to play.
The subject matter disclosed and claimed herein, in one embodiment thereof, comprises a deck of cards including a group of alphabet or letter cards, and a group of non-alphabet or action cards. The alphabet cards comprise a plurality of assorted consonant and vowel cards. Each alphabet card includes an individual alphabetic letter on a face thereof. The group of alphabet cards can include multiple duplicates of the same letter. The group of non-alphabet or action cards comprise a plurality of non-alphabet cards. Each non-alphabet or action card includes a rule or protocol on a face thereof. The group of non-alphabet cards can include multiple duplicates of the same rule or protocol. Some of the non-alphabet cards can be used to boost the points a player can earn. The deck of cards can contain more alphabet cards than non-alphabet or action cards. To be described in more detail hereinafter, the alphabet cards are used for making, creating, or “playing-out” words, and the action cards are used to boost the points scored by the “played-out” words.
In this manner, the novel word action game of the present invention accomplishes all of the forgoing objectives, and provides a relatively easy and entertaining solution to enable the individuals to play the word game while learning new words and enhancing their creative/mental abilities. The word action game of the present invention is also user friendly, inasmuch as it provides fun and entertainment, while simultaneously eliminating the boredom of playing repetitive and conventional games.
The following presents a simplified summary in order to provide a basic understanding of some aspects of the disclosed innovation. This summary is not an extensive overview, and it is not intended to identify key/critical elements or to delineate the scope thereof. Its sole purpose is to present some general concepts in a simplified form as a prelude to the more detailed description that is presented later.
The subject matter disclosed and claimed herein, in one embodiment thereof, comprises a deck of cards including a plurality of alphabet cards and a plurality of non-alphabet or action cards. The plurality of alphabet cards can include an assortment of consonant cards and an assortment of vowel cards. Each alphabet card can have an individual alphabet/letter on a face thereof. The plurality of alphabet cards can include several cards having the same letter thereon. The non-alphabet or action cards comprise a plurality of non-alphabet cards. Each non-alphabet or action card can include a rule or protocol on a face thereof. In one arrangement, the deck of cards comprises more alphabet cards than non-alphabet or action cards. The alphabet cards are used for making, “playing-out” or creating words, while some of the action cards are used to boost the points scored by the made or created words.
In a further embodiment of the present invention, a method of playing a vocabulary-based game by a plurality of players is disclosed. The method comprises the initial step of providing a deck of unique playing cards. The deck of cards can include both alphabet cards (i.e., letter cards) and non-alphabet or action cards. Each alphabet card can have an individual alphabet letter on a face thereof, and each action card can have a rule or protocol on a face thereof. Some rules or protocols describe methods to boost the points a player can earn via the alphabet cards. Play can begin by shuffling the deck of cards and dealing out a predetermined number of cards to each of the plurality of players, and then stacking the remaining cards face down into one pile for use by the plurality of players during the game. A player can begin his or her turn by “playing-out” a word from their hand. Playing-out a word comprises combining two or more alphabet cards to form a recognized word (e.g., as recognized by a standard dictionary). Typical word formation involves combining at least one consonant letter with at least one vowel letter. The player can contemporaneously add one or more letters to a word made by another player in order to score additional points. Alternative plays can include use of action cards if the player does not have a word to play, and cannot add to another player's word. Alphabet cards and action cards that have been “played-out” (i.e. used) can be stacked in a discard pile. During a turn, respective players pick more cards from the stacked pile to replenish the cards held in their hand in order to maintain the predetermined number of dealt cards. One contemplated turn for a player includes trading, or replenishing, all cards presently held by the player with a like number of cards from the stacked pile. Game points can be awarded to each player based on the length of the word played (i.e., the count of the letters). Action cards can be played to enhance (i.e., add to or multiply) the game points scored. The game can end when all cards in the stacked pile have been consumed and/or when one player uses all of their cards. At the end of the game, game point totals can be adjusted by subtracting one point for each alphabet card and two points for each action card held by a player from their respective scored points. A winner can then be declared by comparing each player's point total, wherein the player with the highest final score wins the game.
In one exemplary arrangement, the game can be played with deck of cards by two to six players. Prior to starting the game, ground rules of the game should be established. The rules must be understood and agreed to by all participants. To start the game, a selected first player is named. The game can start with the player positioned to the left of the dealer and then proceed in a clockwise rotation. A clock-wise rotation, as typically done when playing “poker”, “bridge”, etc., determines the second, third, etc., and last player. After shuffling of the deck of cards, a predetermined number of cards (as agreed to in advance by the players) are dealt out to each player starting with the first player and finishing with the last player. The remaining cards can then be placed face down in a stacked pile at the center of the playing area.
The game of the present invention, also referred to as “Word Action!”, provides a vocabulary-based game that is entertaining for a group of players to participate in while also being challenging, stimulating, interesting and educational. The game promotes the concepts of vocabulary, diction and word relationships. The game permits players to be awarded points corresponding to the number of letters in the words that they form. Action cards can be used to enhance or modify the awarded points. Additionally, the game stimulates creativity in forming words and improves spelling of words.
The game cards can be conventional or non-conventional, and the game rules are easy to both understand and follow. Game point totals are likewise easy to calculate, and each player has a fair chance to win. The game can be played by any number of players, and by players of any age. The game of the present invention offers an entertaining activity for any number of players, making it an ideal game for any occasion. As will be appreciated, the game encourages players to use their vocabulary and diction skills to maximize the player's point total.
To the accomplishment of the foregoing and related ends, certain illustrative aspects of the disclosed innovation are described herein in connection with the following description and the annexed drawings. These aspects are indicative, however, of but a few of the various ways in which the principles disclosed herein can be employed and are intended to include all such aspects and their equivalents. Other advantages and novel features will become apparent from the following detailed description when considered in conjunction with the drawings.
The description refers to provided drawings in which similar reference characters refer to similar parts throughout the different views, and in which:
The innovation is now described with reference to the drawings, wherein like reference numerals are used to refer to like elements throughout. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding thereof. It may be evident, however, that the innovation can be practiced without these specific details. In other instances, well-known structures and devices are shown in block diagram form in order to facilitate a description thereof. Various embodiments are discussed hereinafter. It should be noted that the figures are described only to facilitate the description of the embodiments. They are not intended as an exhaustive description of the invention and do not limit the scope of the invention. Additionally, an illustrated embodiment need not have all the aspects or advantages shown. Thus, in other embodiments, any of the features described herein from different embodiments may be combined.
As noted above, there is a long felt need in the art for a game that is a fun and entertaining replacement for standard board or tabletop games, such as card games. There is also a long felt need in the art for a game that is unique, and that can be used by educational institutions to enable individuals to learn through fun and entertainment. Additionally, there is a long felt need in the art for a game that works on enhancing creative diction and memory skills, and that is educationally oriented and adaptable to different educational levels. Finally, there is a long felt need in the state of the art for a game that enhances vocabulary skills, improved brain function, is relatively inexpensive to manufacture and that is both fun and easy to play.
The present invention, in one exemplary embodiment, is a novel word game for enhancing diction that is comprised of a deck of cards having both alphabet cards and non-alphabet or action cards. The alphabet cards comprise a plurality of alphabet or letter cards, wherein each alphabet card includes an individual alphabet/letter on a face thereof and the alphabet cards can include duplicates of the same letter. The non-alphabet or action cards comprise a plurality of non-alphabet cards, wherein each non-alphabet or action card includes a rule on a face thereof. It is to be appreciated that the non-alphabet cards can be used or deployed to boost or enhance player point totals. To be described hereinafter, the alphabet cards are used for making words and the action cards are used to selectively boost the points scored by the made-up words or to alter other game playing protocols.
Referring initially to the drawings,
In one exemplary deck of alphabet cards 106 having a consonant to vowel ratio in the range of 4:1, the number of consonant cards would be approximately 105 (i.e., a count of five cards for each for the 21 identified consonants) and approximately 25 vowel cards (i.e., a count of five cards for each of the five identified vowels, namely A, E, I, O and U). Another exemplary deck of alphabet cards 106 having a consonant to vowel ratio in the range of 3:1 can include approximately 105 consonant cards (i.e., a count of five cards for each of the 21 identified consonants) and approximately 35 vowel cards (i.e., a count of seven cards for each of the five vowels, namely A, E, I, O and U). In yet another exemplary deck of alphabet cards 106 having a consonant to vowel ratio in the range of 5:2, the deck of alphabet cards 106 may include approximately 105 consonant cards (i.e., a count of five cards for each of the 21 identified consonants) and approximately 40 vowel cards (i.e., a count of eight cards for each of the identified vowels, namely A, E, I, O and U).
In yet a still further embodiment of a deck of alphabet cards 106 having a consonant to vowel ratio in the range of 3:2, the alphabet deck 106 can include approximately 84 consonant cards (i.e., a count of four cards for each of the 21 identified consonants) and approximately 50 vowel cards (a count of ten cards for each of A, E, I, O and U). In still another exemplary deck of alphabet cards 106 having a consonant to vowel ratio in the range of 1:1, the deck 106 can include approximately 63 consonant cards (i.e., a count of three cards for each of the 21 identified consonants) and approximately 65 vowel cards (i.e., a count of thirteen cards for each of the vowels, namely A, E, I, O and U).
Notwithstanding, it is to be appreciated that the count for each alphabet card, in the deck of alphabet cards 106, should approximate the frequency as to which that particular letter is used in English word formation. For example, some of the most common letters used in the English language are E, A, R, I, O, T, N and S (refer to Table 1 below). More specifically, Table 1 reflects one analysis of the letters occurring in the words listed in the main entries of the Concise Oxford Dictionary (9th edition, 1995). The frequency of each letter in word formation is represented by the percentages of occurrence illustrated next to the letter. Using these frequencies, one can equate the relative usage ratio of each letter.
For example, the most used letter, E, is 56 times more common than the letter Q in forming English words. Accordingly, in one arrangement of the deck of alphabet cards 106, the count or number of each alphabet card may reflect the relative usage of each letter in the English language. The closer the count of the deck of alphabet cards 106 (i.e. frequency in the deck) is to typical usage in the English language, the easier the game 100 will be to play. Conversely, diverting the count of the deck of alphabet cards 106 away from typical usage in the English language, the more difficult the game 100 will be to play. Therefore, players can manipulate the difficulty of game play by changing the ratio, count, or number of particular letters in the deck of alphabet cards 106. Any number of alphabet cards 106, in a variety of respective ratios of consonants to vowels, can be used to compile a deck of alphabet cards 106 to fulfill the objectives of the game as described herein. It should also be appreciated that relative letter usage ratios, including consonant to vowel ratios, can be adapted according to specific languages used in playing the game.
Each alphabet card 106 has a letter 1060 on its face, and each alphabet card 106 can be in a different color. By comparison, each non-alphabet or action card 108 has a rule, action step or protocol 1080 printed on its face, and each non-alphabet or action card 108 can be in a different color. A document sheet (i.e., rules of the game) 110 can also be included in the game box 104 to suggest the rules for playing the game 100.
Referring again to
During play, a player can challenge a word on its legitimacy and/or spelling, and incomplete or improper words may be penalized. In one alternative or contemporaneous play, the designated second player 202 may choose to add a letter or letters to a word created by a previous play of another player. The addition of a letter or letters can be at the end of (i.e., a suffix), or in front of (i.e., a prefix) the previously played word. Adding to another player's word can be limited to a single occurrence if all of the players so agree in advance of the game. The player adding to a word, or previous play, of another player, can score the point total of the newly formed word according to the count of letters in the newly formed word. In on embodiment, a point per letter is awarded for words having 6 or fewer letters, 10 points are awarded for a seven letter word and 12 points are awarded to words containing eight or more letters. Additionally, a bonus of 10 points is awarded if a player plays all seven cards in one turn, which is in addition to the points awarded for the word played. A player who is unable to play a word may pass when it is his or her turn.
In another alternative or contemporaneous play, the designated second player 202 can play an action card 108 if the player does not have a word to play and cannot add to a previous player's word, or if it doesn't need to be partnered with a word (e.g., the action cards Double, Triple and Quad have to be played with a word). After all of the cards are played, the designated second player 202 can then pick up cards from the stacked pile to replenish the played cards in order to retain a total seven cards in their hand at the conclusion of their turn at block 305. The same steps can then be repeated by each of the remaining players 203, 204 to finish a turn of the game at block 306.
It is to be appreciated that action cards 108 can also be used by a player during any turn to enhance the point value of the word created by that player 201, 202, 203, 204. Exemplary action cards 108 can include specific enhancements, operations or instructions to be followed by a player. For example, exemplary action cards 108 may include enhancements that instruct the player to add one or two points, respectively, to the played word of said player. Other exemplary action cards 108 can include enhancements that instruct the player to multiply the count of a played word of said player by two or three, respectively (i.e., DOUBLE POINT 2× or TRIPLE POINT 3×). Illustrative scoring for an exemplary three letter word, combined with the above described action cards, would result in the following point totals: 3+1=4; 3+2=5; 3×2=6; and 3×3=9. Illustrative scoring for an exemplary four letter word, combined with the above described action cards, would result in the following point totals: 4+1=5; 4+2=6; 4×2=8; and 4×3=12. Nonetheless, it is to be appreciated that a different count of letters for the played word will respectively result in a different point total being achieved. Other action cards, with a variety of point enhancements, can be designated for playing the game 100. For example, another example of an action card 108 may include an instruction that allows the player to form more than one word during a single turn. Still another example of an action card 108 could include reversing the direction of play from a first direction to a second direction (i.e., REWIND).
Returning to the one potential method of playing the game 100 of the present invention described in
It is also contemplated that the card game 100 can be altered to include more than one language on the alphabet cards. It is to be appreciated that playing the aforementioned game, using multiple languages, can facilitate one's learning of a second language. For a greater number of players, the total number of cards in the deck 102 can be increased including an increased number of alphabet cards 106 and non-alphabet cards 108. The cards may be manufactured from a durable paper or plastic material with the letters, rules and protocol designations printed or otherwise applied or formed on a face of the card. The game 100 of the present invention challenges players 201, 202, 203, 204 to exercise their diction, vocabularies and problem-solving skills, and provides both educational and entertainment benefits. In the game, any type of word including nouns, verbs, adjectives, adverbs, etc. are acceptable. To increase the challenge of the game, proper nouns such as Michael, America, and Ohio can be prohibited during the playing of one's hand. Additionally, two letter words can also be prohibited during the playing of one's hand to further increase the challenge of the game 100. Alternatively, two letter words may be permitted, provided that the two letter word does not include the two letter alphabet card.
In a preferred embodiment of the game 100, it should be noted that players 201, 202, 203, 204 may be penalized for creating an improper or incomplete word, depending on the rules agreed to by all players at the onset of the game. Alternatively, the player may simply not be awarded any score for the improper or incomplete word. Players are encouraged to play more complicated (i.e., longer) words and to add action cards to score large amounts of points. In one embodiment, the game 100 may have an associated timer 107 (see e.g.,
The playing cards 106, 108 of the present invention can be made available in multiple different languages including, without limitation, English, Spanish, French, Chinese, Japanese, Russian, Italian, Korean, Thai, German, or any other language that is spoken and written in various countries around the world. The cards 106, 108 of the deck 102 may further comprise any logo, indicia, trademark, geometric pattern, customizable color and font, embroidery and print and/or images on their face.
Certain terms are used throughout the following description and claims to refer to particular features or components. As one skilled in the art will appreciate, different persons may refer to the same feature or component by different names. This document does not intend to distinguish between components or features that differ in name but not structure or function. As used herein “deck of alphabet and action cards”, “Word Action! cards”, and “deck of cards” are interchangeable and refer to the word game for enhancing diction 100 of the present invention.
Notwithstanding the forgoing, the word game for enhancing diction 100 of the present invention can be played by any number of players at any place in accordance with the simple rules of the game. All of the players 201, 202, 203, 204 have an equal and fair chance of winning the game 100. Although the dimensions of the components of the cards 106, 108 are important design parameters for user convenience, the cards 106, 108 may be of any size that ensures optimal performance during use and/or that suits the user's needs and/or preferences. Various modifications and additions can be made to the exemplary embodiments discussed without departing from the scope of the present invention. While the embodiments described above refer to particular features, the scope of this invention also includes embodiments having different combinations of features and embodiments that do not include all of the described features. Accordingly, the scope of the present invention is intended to embrace all such alternatives, modifications, and variations as fall within the scope of the claims, together with all equivalents thereof.
What has been described above includes examples of the claimed subject matter. It is, of course, not possible to describe every conceivable combination of components or methodologies for purposes of describing the claimed subject matter, but one of ordinary skill in the art may recognize that many further combinations and permutations of the claimed subject matter are possible. Accordingly, the claimed subject matter is intended to embrace all such alterations, modifications and variations that fall within the spirit and scope of the appended claims. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as “comprising” is interpreted when employed as a transitional word in a claim.
The present application claims priority to, and the benefit of, U.S. Provisional Application No. 63/034,442, which was filed on Jun. 4, 2020 and is incorporated herein by reference in its entirety.
Number | Date | Country | |
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63034442 | Jun 2020 | US |