Game to arrange groups of tokens spanning an attribute space
A game using tokens bearing a number (N>2) of N-valued attributes, by finding, among tokens in each player's possession alone or in combination with those on a common playing field, groups of N tokens whose attributes, suitably permuted, form lines spanning the N-dimensional cube of NN combinations, and to arrange the playing field to consist entirely of such groups and networks thereof.
This application claims the benefit of U.S. Provisional Application No. 61/207,916, filed Feb. 18, 2009, which is incorporated by reference herein.
BACKGROUNDThe present invention relates to a game played by arranging tokens in patterns on a playing field according to rules that pertain to the tokens' attributes.
A well-known example of a game arranging token in patterns on a playing field is dominoes, which is played using a set of tokens called tiles or simply dominoes. Each domino is a block marked with two groups of zero to six dots or “pips” on one surface. Under the basic rules, at each turn, a player attempts to place the end of a domino from his or her hand beside another domino with an end that has a matching number of dots. All the dominoes on the playing field must be connected together. Pips at the ends of lines of tiles are counted with each turn to keep score in some variants of the game, which ends when some team or player has amassed a specified number of points. The public domain describes many details and rules for different games for those interested. More information on dominoes is available at various websites, including http://www.dominorules.com/domino basics.aspx.
Popular as it is, the game of dominoes has some disadvantages. For example, it may become clear that one player's lead is insurmountable well before the end of the game, and kids (among others) may not want to continue a game they are sure to lose. The game of dominoes calls for little or no imaginative or radical problem-solving, in that it prohibits rearrangement of the dominoes after placement on the playing field.
SUMMARY OF THE INVENTIONWe recognized and addressed a need for a new game that rewards strategy over chance, can be played in a short time (e.g., a coffee break), holds winning in suspense until the end, and can be easily learned yet challenges players at many different levels.
The present invention is a game played with a set of tokens (e.g., playing tiles) distinguishable by combinations of three or more attributes (i.e., characteristics of interest), each attribute having, on a given token, one of three or more discrete values. The game challenges players to shed all from their hands by (a) identifying playable groups of tokens—groups within which every attribute either (i) retains a single value or (ii) takes on each of its available values—and (b) constructing on a playing field an evolving pattern of tokens, in which (i) every continuous row or column of tokens consists of at least one playable group and (ii) every token belongs to at least one such continuous row or column.
The game is designed for brief and spontaneous play, combining the challenge of recognizing special groups of tokens—among which the several attributes vary maximally or not at all—with the fun of arranging and linking such collections of tokens on a tabletop. Despite the apparent simplicity of its rules, the game rewards subtle reasoning and requires supple visualization.
The patent or application file contains at least one drawing executed in color. Copies of this patent or patent application publication with color drawing(s) will be provided by the Office upon request and payment of the necessary fee.
A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
The following description includes the best mode of carrying out the invention. This detailed description is made for the purpose of illustrating the general principles of the invention and should not be taken in a limiting sense. The scope of the invention is determined by reference to the claims.
The tiles in a first embodiment constitute a set of tokens distinguished by three attributes, each attribute ranging over three values, such that one tile bears each combination of available values of the attributes.
Certain embodiments include rules that permit players to conceal the tokens that they hold. Any of several mechanisms can be used. For example, in the first embodiment the tiles (e.g. tile 111) are constructed with a thickness suitable for standing on edge, and of materials capable of concealing all indicia when viewed from behind (as by opposing players). Other embodiments may include a rack to hold each player's tiles at an angle that facilitates viewing by that player alone.
In the first embodiment, the term “triad” is defined as any group of three tiles in which each attribute (i.e. foreground color, background color, or shape) either retains the same value or takes on all three available values. Thus, taking the shape attribute as an example, in a valid triad, either all three tiles bear the same shape (e.g., all three shapes are moons), or all three tiles bear different shapes (i.e., one moon, one star, and one sun). Similar conditions apply, independently, to the other two attributes.
Players begin the game by drawing the minimum number of tokens (four) that can include a triad without constituting one (which would end the game). With each turn, a player either sheds some tiles from his or her hand by arranging one or more triad(s) on the playing field, or adds a randomly-drawn tile to his or her hand.
- 1. (a) Players agree to reveal or conceal tiles, then each player draws four tiles;
- (b) The one with the most red-marked shapes must take his or her turn first;
- (c) The first player to run out of tiles will win the game.
- 2. During each turn, a player must either (a) shed one or more tile(s) by building triads on the playing field, or (b) draw a tile from the grab bag.
- 3. Players may freely rearrange triads already on the playing field, provided
- (a) every continuous row or column of tiles is a single triad, and
- (b) every tile is in some triad disposed as a continuous row or column.
The game appeals to, and aims to stimulate and challenge, the faculty of visualization, so color plays a natural role in certain embodiments. For example, in the first embodiment, the first two attributes of a tile are foreground and background colors.
The tiles shown in
The three-digit reference numbers in the drawings refer to the tiles as follows:
One turn consists of the player's attempt to shed tiles while arranging the playing field to consistent entirely of triads in accordance with rule 3 described earlier. At decision step 52, the player determines if he or she can shed any tile(s). If the player can shed and chooses to shed, following the “Yes” branch of 52 and the “Yes” branch of 54, the player sheds tile(s) at step 56. If this leaves any tiles in the player's hand, taking the “Yes” branch of decision step 58, the player passes the grab bag to the next player at step 62. If the player shed the last tile, the player wins the game at step 64.
At step 62, the player signals completion of his or her turn. This is necessary because the player may rearrange the tiles on the playing field in several steps, any one of which would have satisfied rule 3, as shown in
If the player does not shed at least one tile at step 56, whether by choice as in the “No” branch of decision step 54 or by inability as in the “No” branch of decision step 52, he or she must draw one tile from the grab bag in step 60, concluding the player's turn.
Play-by-Play Account of an Example Game with Tiles Concealed by Default
Recapitulating the opening of the example game, we assume that the players have not agreed to reveal tiles (
Tiles newly drawn or shed by either player are shown with heavier borders. Also, in actual play, rows or columns of tiles would be more closely spaced than they appear in the game examples. They are shown with some separation to emphasize their mobility, and for clearer demarcation of groups of tiles such as item 90 in
In
Player B is unaware of that problem, because the tiles of Player A are concealed by agreement.
Play-by-Play Account of an Example Game with Tiles Revealed by Agreement
The players in the foregoing game had the option of agreeing in advance to reveal, rather than conceal, their tiles. Supposing this to have been their mutual choice, the game might have ended differently, with strategy playing a stronger role.
In
In
Rule 3 permits tiles to be built on the playing field in “islands” (isolated triads) such as triad 80 and triad 82 shown in
As an unexpected result of Rule 3, illustrated in
The above embodiment is one of a family of games within the ambit of the invention, each game using a set of tiles or tokens bearing a number (N>2) of N-valued attributes. The number of distinct tokens needed to cover all the combinations is (number of values) raised to the power (number of attributes), or NN, hence the number of tokens is at least 33=27. For a given value of N, a “playable group” is defined as a group of N tokens in which each attribute either retains a single value or takes on all N allowed values. With this general notion of a “playable group” (which includes a “triad”), the generalized rules become:
- 1. (a) Players agree to reveal or conceal tiles, then each player draws N+1 tiles;
- (b) The starting player is selected by lottery or by agreement;
- (c) The first player to run out of tokens will win the game.
- 2. During each of their turns, players must either:
- (a) use up some of their own tokens by building playable groups on the table, or
- (b) draw a token at random from the grab bag.
- 3. Players may freely rearrange playable groups already on the table, provided
- (a) every continuous row or column of two or more tokens consists of a playable group; and
- (b) every token is in some playable group disposed as a continuous row or column.
With the number of attributes (and of values) N=4, there would be 44=256 tokens, corresponding directly to bytes. This variant of the rules would be especially amenable to embodiment in a computing device. The attributes in this case would be fields of two bits within a byte, each bit field admitting of 4 values. Larger values of N are also conceivable although it would entail at least 55=3,125 tokens.
The choice of attributes for the tokens is arbitrary, to such an extent that the tokens themselves, as well as the playing field and the hands of one or more players, may in some embodiments appear only as images displayed by one or more computing devices. The game-playing apparatus embodying the invention in such cases would consist of a computing device including a processor executing a program designed to supervise the execution of externally-supplied software algorithms and to verify their conformance to the rules disclosed here. The supervisory program would enable such software algorithms to play against one another, in addition to or instead of one or more humans. In several embodiments, the software is implemented on a computing device such as a PC, an Apple computer, an Apple iPhone, or a Web application.
Thus the game-playing apparatus may comprise a computing device programmed to execute competing game-playing algorithms or accept commands from competing agents. The playing field and players' hands would exist in the memory of the computing device and could also be depicted in a computer display. Play would be controlled by (i) one or more human players, or (ii) one or more instances of competing algorithms programs, or (iii) agents of both types.
Other embodiments of the game, suitable for more than four players, are readily derived by combining multiple sets of tokens.
The first embodiment includes an opaque grab bag of suitable size and design (not shown) to store all the tiles, mix them up, and manually remove them individually during a game. Such a grab bag, while not essential to the invention, is an element of that embodiment because it serves both as a way to identify the current player and as a convenient package for the tiles. Any suitable shuffling or randomizing dispenser could substitute for the grab bag.
The instructions 20 in
Rule 3(a) effectively limits the number of playable groups that can share a given token to two. We have found that requiring every continuous row or column of tokens to be a single playable group does not unduly limit possible moves so much as it forces us to search more deeply for available moves than if playable groups could extend in all four directions from one tile. However, in some embodiments, the rule may be dropped, so that a tile can belong to up to four playable groups. Even in such cases, every continuous row or column of two or more tokens must consist of one or more playable groups.
All three (or N) attributes may be freely chosen, while preserving the challenge of constructing networks of playable groups of tokens on a playing field. For example, the length, width and depth of the token could be used as attributes, or the shape of the token itself, its surface texture, and its consistency could form an alternative, tactile attribute space. The attribute of shape need not be used, but if it is, numerous alternatives exist, such as squares, circles and triangles, or depictions of planes, trains and automobiles. In other embodiments, background color could be replaced by other attributes such as number of markings as described in U.S. Provisional Application No. 61/207,916, or surface finish (e.g. glossy, matte, rough) or material (e.g. wood, metal, stone).
Claims
1. A game-playing apparatus, comprising:
- (A) a set of at least twenty-seven tokens distinguishable by a number of attributes, each attribute ranging over an equal number of values, including at least one token bearing each combination of said values, labelled or accompanied by
- (B) rules requiring each player in succession (i) either to (a) find, among tokens in said player's possession alone or in combination with those previously placed on a common playing field, one or more groups, herein designated “playable groups” to signify that among any such group, each attribute independently either retains a single value or takes on all of its available values, and (b) construct on a common playing field, by a process including the shedding of at least one of said player's tokens and permitting manipulation of tokens already on said field, an arrangement of tokens in which (1) every continuous row or column of two or more tokens consists of at least one playable group, and (2) every token lies in at least one playable group thus disposed, (ii) or to draw one token at random from the remaining pool.
2. The game-playing apparatus of claim 1, wherein said rules specify that the tokens must be disposed on said field in such a way that
- (A) every continuous row or column of two or more tokens consists of exactly one playable group, and
- (B) every token belongs to at least one such continuous row or column.
3. The game-playing apparatus of claim 2, wherein a game is defined to
- (A) begin with the drawing of a fixed starting number of tokens at random from a pool by each player, and
- (B) end with the victory of the first player to run out of tiles.
4. The game-playing apparatus of claim 3, wherein the rules are enforced by a computing device programmed to execute game-playing algorithms, and
- (A) the playing field is in a computer display, and
- (B) said display depicts arrangements of tokens currently in play and groups of tokens held by one or more players, as controlled by (i) one or more human players, or (ii) one or more instances of competing software programs, or (iii) playing agents of both types.
5. A game-playing apparatus, comprising:
- (A) a set of at least one complement of twenty-seven tokens, each bearing a single marking of one of three distinct shapes, printed or displayed as a foreground in one of three distinct colors, on a background printed or displayed in one of three other distinct colors, each such complement of tokens containing one token bearing each combination of marking shape, foreground color and background color, and
- (B) labelling specifying rules requiring each player in succession (i) either to (a) find, among tokens in said player's possession alone or in combination with tokens previously placed on a common playing field, one or more special groups, herein termed “triads,” consisting of three tokens, each bearing a marking, such that all three of the markings either match or differ in shape, in color and in background color, and (b) construct on a common playing field, by a process including the shedding of at least one of said player's tokens and permitting manipulation of tokens already on said field, an arrangement of tokens in which (1) every continuous row or column of two or more tokens consists of at least one triad, and (2) every token lies in at least one triad thus disposed, (ii) or to draw one token at random from the remaining pool.
6. The game-playing apparatus of claim 5, wherein said rules specify that the tokens must be disposed on said field in such a way that
- (A) every continuous row or column of two or more tokens consists of exactly one triad, and
- (B) every token belongs to at least one such continuous row or column.
7. The game-playing apparatus of claim 6, wherein a game is defined to
- (A) begin with the drawing of a fixed starting number of tokens at random from a pool by each player, and
- (B) end with the victory of the first player to run out of tiles.
8. The game-playing apparatus of claim 7, wherein the rules are enforced by a computing device programmed to execute game-playing algorithms, and
- (A) the playing field is in a computer display, and
- (B) said display depicts arrangements of tokens currently in play and groups of tokens held by one or more players, as controlled by (i) one or more human players, or (ii) one or more instances of competing software programs, or (iii) playing agents of both types.
Type: Application
Filed: Feb 5, 2010
Publication Date: Aug 19, 2010
Inventors: Stephan Rainer Heumann (Mountain View, CA), LuJia Li Heumann (Mountain View, CA)
Application Number: 12/658,357
International Classification: A63F 1/00 (20060101); A63F 9/24 (20060101);