Competitive lexicology game

A crossword game is disclosed bearing similarities to prior art in games such as Scrabble and the like. The method of play closely resembles that of Scrabble, but advances word formation through the employment of compound character alternates to single letter values that can be put into play. These mutli-character alternates represent many of the common prefix, root and suffix elements in the American and English languages, as well as compound consonants, such diphthongs. They introduce a swifter word completion gambit to classic game strategy, increasing satisfaction in accomplishment, and higher frequency rates of word completion, while also broadening knowledge of word construction left wanting in prior art.

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Description
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH or DEVELOPMENT

[0001] (N/A) 1 REFERENCES CITED 2,752,158 Jun. 1956 Brunot et at. 273/272 4,341,387 Jun. 1982 Freyman 273/240 4,690,410 Sep. 1987 Berton 273/299 4,892,319 Jan. 1990 Johnson 273/272 4,896,889 Jan. 1990 Kuhn 273/272 5,139,271 Aug. 1992 Bez 273/272 5,603,504 Feb. 1997 Powell 272/348.4 5,702,105 Dec. 1997 Glikmann 273/272 5,799,943 Sep. 1998 Morgan 273/272

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The invention relates to word games. In particular, this invention relates to a game which challenges multiple players in word knowledge and strategic skills, wherein the winner shall be the player who achieves the highest aggregate numerical score for words formed during the game from randomly selected letters or alternate letter strings.

[0004] 2. Background of Prior Art

[0005] The long-popular game of Scrabble, as described in Pat. No. 2,752,128, to Brunot et al, has developed a large following worldwide because of its intellectual content, potentially high skill levels possible, strategy involved and intrinsic entertainment value for players of a wide range of ages. Limitations to even greater popularity are founded in the tedium experienced by less-skilled players even early in the game, or for more skilled players toward the end of the game, in producing words from the limited availability of letters in one's possession.

[0006] Educationally, Single letter values played in such games of prior art place more stress on memorized word spellings than on patterns of word construction, inferred meanings that can be derived, or the various parts of speech that can be contrived from basic roots and applied stems in the language. These features are the basis for broader knowledge and understanding of language that should be addressed more functionally in such games.

[0007] It is also seen that while the many concepts of word building games have often provided wide variety in methods of play, the success of the game Scrabble has been predicated on a method of play which does not largely detract from the true theme of such games, i.e., to build more and larger words as quickly as possible. It can be seen in many less successful examples of prior art that, while variety was added in methods of play, the mechanics of some of those methods departed from the central word building theme, detracting from the basic goal of word building games. More complicated rules and methods were sometimes added, without necessarily adding any content to the intrigue, excitement or entertainment value in the achievement of the basic goal in play. Complexity in game format is also largely the most inhibiting factor in age range for players, thereby inhibiting some games from family enjoyment, and limiting market segment and target group.

BRIEF SUMMARY OF THE INVENTION 1. OBJECT OF THE INVENTION

[0008] The object of this invention is to provide an educational game of simple intuitive format which helps build a broader knowledge of the American and English languages through word building and recognition, allowing more latitude in word completion, based on modular letter combinations frequently recurrent in the aforementioned languages. These letter combinations can be used to intuitively conceive and build words of inferred meaning from their roots and stems, helping to build word knowledge. In the preferred embodiment, the letter strings exist as the reverse side of typically flat, square playing pieces, played as alternates to associated single letter values shown on the obverse side of same playing pieces, either side being usable at the discretion of the player. They are placed on a grid matrix play board, having—in the preferred embodiment—a 15 by 15 space layout totaling 225 spaces, some of which are labeled with special indicia indicating factors affecting calculation of letter or word values placed over them during play.

2. GENERAL DESCRIPTION

[0009] The present invention is a game, which, in a physically reproduced set should include

[0010] a) A flat play board, having fashioned or printed on the playing side a grid matrix of 225 evenly-divided spaces, typically square or rectangular, of a size for each space in the matrix large enough for the physical playing pieces to occupy, and having on some spaces indicia of note to the players;

[0011] b) A total of 100 playing pieces or ‘chips’; conceptually flat, four-sided pieces in the preferred embodiment, some 98 of which bearing a single letter of the American/English alphabet—along with its play value—on the obverse side; and an associated letter string with its play value—wherein, at least one letter in the string combination is the same as the letter on the obverse—are indicated on the reverse side;

[0012] c) A convenient container, be it a bag, can, box or other convenient receptacle for storage, mixing and distribution of playing pieces, being a holder of said pieces of b) during random drawings, occurring as required throughout the course of the game;

[0013] d) (Optionally) convenient holders—of any shape or contrivance—to permit playing pieces held by any player to be displayed in an arrangement that permits only that player possessing the piece(s) to see at least one side of each piece held, while also inhibiting other players from seeing what letters are held by players' other than themselves; and,

[0014] e) (Optional) a unique set of rules governing the use of the reverse sides of the playing pieces, or ‘chips’, referred to in b).

[0015] The play board a) may be physically constructed of any material conducive to being laid flat—including cloth—for playing the game, yet may be folded for storage when not in use. Indicia on a number of its 225-grid matrix, sub-divided spaces indicate multiplication factors for word or letter values played onto those positions. Likewise, in an electronic format played on a computer or specialized gameplay device, the board can be adequately depicted on visual output screens.

[0016] The 100 playing chips have, with the exception of two pieces blank on both sides, a single letter (and numerical play—or ‘point’—value) on one side, and an associated letter string ‘script’ on the reverse side, along with its point value. Thus, a playing piece with an ‘A’ on the obverse side would have, on the reverse, any of nine letter combinations designed into the game which also contain an ‘A’, e.g., ‘ABLE’, ‘AC’, ‘AR’, etc. The numbers of chips showing individual letters or combination ‘strings’ selected for the game were predicated by their statistical frequency in the American and English languages. Likewise, the letters B and C have only two associated letter ‘strings’ each for their chips' reverse sides.

[0017] Attached tables in the drawings depict the relationship between letters of the alphabet, total number of pieces with the same, obverse side, single letter, its point value, and the specific, alternate string ‘scripts’ on the reverse side(s).

[0018] The component c) mutli-purpose container can be a can, bag, box or other receptacle which should have an opaque exterior, such that the ‘chips’ placed inside cannot be discerned, large enough to contain all of the playing pieces in the game set and for hands to reach in, plus room for them to be shaken up and randomly arranged inside. A solid container would have need of a lid, while a flexible bag or similar contrivance would make do with sufficient flexibility to afford its opening being held closed by hand when so needed. In an interactive electronic format, an IT-industry standard, computer-generated, algorithm sub-routine can substitute for random drawing of play pieces by manual means.

[0019] As components a), c) and d) can conceivably be interchanged with those of some other word games, therefore no new art is claimed in these devices. By that same virtue, the unique playing pieces can be used as an evolutionary overlay to the Scrabble game, and could be exchanged so that the present pieces add a new dimension to that game hitherto unknown.

BRIEF DESCRIPTION OF DRAWINGS 1. LIST OF DRAWINGS

[0020] Included in this disclosure are nine drawings of the present invention's basic design. These drawings depict the essential elements of the new art, however, they are not intended to limit the physically manifestation of shape to only that shown, most especially for that of the playing pieces.

[0021] FIG. 1 depicts Table 1., which details all piece values for letters A through D.

[0022] FIG. 2 depicts Table 2., which details all piece values for letter E.

[0023] FIG. 3 depicts Table 3., which details all piece values for letters F through I.

[0024] FIG. 4 depicts Table 4., which details all piece values for letters J through N.

[0025] FIG. 5 depicts Table 5., which details all piece values for letter O.

[0026] FIG. 6 depicts Table 6., which details all piece values for letters P through T.

[0027] FIG. 7 depicts Table 7., which details all piece values for letters U through Y.

[0028] FIG. 8 depicts Table 8., which details all piece values for letter Z and the ‘Blank’ pieces.

[0029] FIG. 9 depicts a preferred embodiment of the play board, and a form of the playing piece.

[0030] FIG. 10 depicts a three-dimensional representation of one possible shape for a playing piece.

2. LIST OF REFERENCE NUMERALS EMPLOYED IN THE DRAWINGS

[0031] On FIG. 9, spaces on the play board are depicted by the following numbers:

[0032] 1. Common spaces, of no particular value or effect on play;

[0033] 2. Spaces that permit double the value of the letter played onto it;

[0034] 3. Spaces that permit triple the value of the letter played onto it;

[0035] 4. Spaces permitting double the value of word played across it; and,

[0036] 5. Spaces permitting triple the value of the word played across it.

DETAILED DESCRIPTION OF THE INVENTION

[0037] To increase the intensity of play in Scrabble or derivative crossword games, the two-sided chip set is used to create more words, more quickly. Satisfaction levels in the accomplishment of more frequent word completions add to the entertainment value of the game, as well as broadening knowledge words through constructions of added roots and stems, inferring new meanings to core words being played on the board.

[0038] Letter combinations and their specifically acceptable board orientations are shown on the reverse sides of chip—or optionally on the same side, though such juxtaposition limits character size due to space constraints—representing elements forming words constituent to the American/English lexicons, such as:

[0039] 1. Common prefixes and suffixes, e.g., ANTI-, -WAY, -WARD, etc.;

[0040] 2. Stems used to form parts of speech, e.g., -AL, -TIVE, -LY, -NESS, etc.;

[0041] 3. Comparatives and superlatives, e.g., -ER, -EST, etc.;

[0042] 4. Participles, e.g., -ED, etc.;

[0043] 5. Uncommon plurals, e.g., -EN, -ES, etc.;

[0044] 6. Such forms as gender, diminution and the like, e.g., -ESS, -LET, etc.;

[0045] 7. Diphthongs and common compounds, e.g., CH, NT, TH, etc.; and other components.

[0046] Statistical analysis of letter ‘strings’ renders values of relative frequency in the language; just as do similar analyses for single letters only. The relative values assigned to these ‘scripts’ reflect their relative frequency, or rarity.

[0047] The play board, which may be substituted with other similar matrices, should have five elemental types of spaces represented thereon, being

[0048] 1. Common spaces, of no particular value or effect on play;

[0049] 2. Spaces that permit double the value of the letter played onto it;

[0050] 3. Spaces that permit triple the value of the letter played onto it;

[0051] 4. Spaces permitting double the value of word played across it; and,

[0052] 5. Spaces permitting triple the value of the word played across it.

[0053] FIG. 9 depicts one possible arrangement of play board containing the above five grid-space types.

[0054] Play can be governed by essentially the same rules as for Scrabble. Additional rules may be applied for bringing alternate letter strings (‘scripts’) into play. Use of the ‘scripts’ may be freely permitted at will, or delimited by stage of game progression—such as only prior to, or only after a score level has been achieved; cyclically—such as only on odd or even turns; positionally—such as only on certain space types on the play board, or chronologically controlled—such as only up to or after a certain amount of game time. These are but a few of the acceptable delimiters to accentuate play. Because of the broad number of possibilities in abstract rule strictures, they are considered a device to be left carte blanche to the agreement of participant players or competing groups.

[0055] Play progresses as it does with the game Scrabble, by selecting the player to start first, and those thereafter in turns; the drawing of seven playing ‘chips’ and replenishments as required, construction of words and calculation of scores; no new art is claimed in this established method. It enhances the value of the prior art and the new invention that a method is similar and common between them. New art is claimed exclusively in the evolution of lexicological partitioning of the game by the addition of frequently recurring multi-letter ‘scripts’ to heighten play.

Claims

1. A playing piece, or ‘chip’, possessed of dual, interchangeable values defined in Tables 1-8, so depicted, plus their relative numerical gameplay point values being shown on either of two prominent sides; wherein the obverse side has a single letter, and the reverse has a multi-letter string ‘script’, generally inclusive of the single letter denoted on the obverse—as shown in the aforementioned Tables; or contrarily, a ‘chip’ having both interchangeable values depicted on the same face, but still interchangeable in play.

2. An electronic media equivalent of the dual-value playing piece, for use in word building games of such similar method as the game Scrabble, though entailing a new system of letter strings as shown in Tables 1-8.

Patent History
Publication number: 20030080509
Type: Application
Filed: Feb 11, 2002
Publication Date: May 1, 2003
Inventor: Sunee Chaisanit (Bangkok Yai)
Application Number: 10068933
Classifications
Current U.S. Class: Word, Sentence, Or Equation Forming (e.g., Scrabble, Hangman) (273/272)
International Classification: A63F003/00;