Lettered Balls for Use in Word Games

A word game has a plurality of tennis balls bearing alpha-numeric characters, spaced apart uniformly on the spherical surface of the tennis balls, a support structure having a thickness, parallel upper and lower surfaces, and an arrangement of indentions configured to support individual tennis balls in a manner to primarily display one alphanumeric character on each ball placed, a mechanism enabling selection of one or more categories for words in a specific game, and a rule set for the specific game, in which athletic activities with the tennis balls may be a part of the rules, wherein the athletic activities may server to acquire balls by players or teams, or to define specific used of balls and characters on the balls in the game.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS-REFERENCE TO RELATED DOCUMENTS

The present invention is a continuation-in-part (CIP) of co-pending application Ser. No. 14/031,966, filed Sep. 19, 2013, which was filed claiming priority to provisional Patent Application (PPA) 61/704,902, filed Sep. 24, 2012. Accordingly priority is claimed for the present application to the filing date of PPA Ser. No. 61/704,902 for claims enabled in that PPA.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention is in the technical field of games, and pertains more particularly to word games.

2. Description of Related Art

Word games are played by many people both young and old. A challenge of finding correct letters to spell words appeals to many players. Games such as Scrabble®, Scattergories®, and Boggle® are popular, but players may often desire a different game that offers different challenges. What is needed in the art is a game that provides a plurality of game pieces each having a plurality of letters that may be arranged to spell words. In some embodiments one or more categories may be provided on cards, such that the players may spell words that fit the categories.

BRIEF SUMMARY OF THE INVENTION

In one embodiment of the invention a word game is provided, comprising a plurality of tennis balls bearing alpha-numeric characters, spaced apart uniformly on the spherical surface of the tennis balls, a support structure having a thickness, parallel upper and lower surfaces, and an arrangement of indentions configured to support individual tennis balls in a manner to primarily display one alphanumeric character on each ball placed, a mechanism enabling selection of one or more categories for words in a specific game, and a rule set for the specific game, in which athletic activities with the tennis balls may be a part of the rules, wherein the athletic activities may server to acquire balls by players or teams, or to define specific used of balls and characters on the balls in the game.

In one embodiment the alpha-numeric characters are in different colors or different fonts and colors an fonts are included as conditions in the rule set. Also in one embodiment indentions in the support structure are circular through-holes, the support structure has a specific thickness and the relationship of the diameter of the through holes to the thickness is such that a tennis ball placed over one of the through holes is supported entirely by the peripheral edge of the through-hole without the tennis ball touching a surface upon which the support structure rests. Still in one embodiment the support structure has a specific thickness, and the indentions are spherical in form without penetrating entirely through the thickness of the support structure.

In one embodiment the arrangement of indentions is a Cartesian array having uniform rows and columns of indentions, and a number of indentions equal to or greater than 25. Also in one embodiment the rule set includes requirements for carrying out at least one physical task with the tennis balls in acquiring individual ones of the balls by an individual player or team. Still in one embodiment physical task involves throwing or catching a tennis ball by one or more players.

In some embodiments the physical task involves rolling one or more tennis balls by one or more players of the game. Also in some embodiments the physical task involves throwing a tennis ball against a wall and catching it on a rebound by one or more players of the game. And in other embodiments the physical task involves determining by a result of the task with a tennis ball a particular character on the ball to be presented as a part of a word in the game.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 illustrates game pieces in an exemplary embodiment.

FIG. 2 illustrates a card in an embodiment of the invention.

FIG. 3 illustrates a playing surface in an embodiment of the invention.

FIG. 4 illustrates a timer in an embodiment of the invention.

FIG. 5 illustrates a method of playing a game in an embodiment of the invention using “BASIC” rules.

FIG. 6 illustrates a method of playing a game in an embodiment of the invention using “SIMPLE” rules.

FIG. 7 illustrates a method of playing a game in an embodiment of the invention using “VANISHING” rules.

FIG. 8 illustrates a method of playing a game in an embodiment of the invention using “MESSY” rules.

FIG. 9A illustrates a method of playing a game in an embodiment of the invention using “STACKED” rules.

FIG. 9B illustrates an arrangement of base and dependent words in an embodiment of the invention.

FIG. 9C illustrates a second arrangement of base and dependent words in an embodiment of the invention.

FIG. 10A illustrates a method of playing a game in an embodiment of the invention using “SHRINKING” rules.

FIG. 10B illustrates another exemplary arrangement of base and dependent words in an embodiment of the invention.

FIG. 11A illustrates a method of playing a game in an embodiment of the invention using “STICKY” rules.

FIG. 11B illustrates an exemplary arrangement of connected words in an embodiment of the invention.

FIG. 12 illustrates a method of playing a game in an embodiment of the invention using “FRIENDLY” rules.

FIG. 13 illustrates a method of playing a game in an embodiment of the invention using “GREEDY” rules.

FIG. 14 illustrates a method of playing a game in an embodiment of the invention using “BRILLIANT” rules.

FIG. 15 illustrates a method of playing a game in an embodiment of the invention using “CRAFTY” rules.

FIG. 16 illustrates a method of playing a game in an embodiment of the invention using “SOPHISTICATED” rules.

FIG. 17 illustrates a method of playing a game in an embodiment of the invention using “SILLY” rules.

FIG. 18A illustrates a method of playing a game in an embodiment of the invention using “BACKWARDS” rules.

FIG. 18B illustrates an exemplary arrangement of words arranged in alphabetical order by last letter in an embodiment of the invention.

FIG. 19 illustrates a method of playing a game in an embodiment of the invention using “FANCY” rules.

FIG. 20 illustrates a method of playing a game in an embodiment of the invention using “CLAPPING” rules.

FIG. 21 illustrates a method of playing a game in an embodiment of the invention using “DIABOLICAL” rules.

FIG. 22 illustrates a method of playing a game in an embodiment of the invention using “HUGE” rules.

FIG. 23 d illustrates a method of playing a game in an embodiment of the invention using “SKINNY” rules.

FIG. 24 d illustrates a method of playing a game in an embodiment of the invention using “HUNGRY” rules.

FIG. 25 illustrates a method of playing a game in an embodiment of the invention using “TRIVIAL” rules.

FIG. 26 illustrates an exemplary arrangement of game pieces spelling a word using letters of the same color in an embodiment of the invention.

FIG. 27 illustrates an exemplary arrangement of game pieces spelling a word using letters of the same font in an embodiment of the invention.

FIG. 28 illustrates tennis balls which may be used as game pieces in an embodiment of the invention.

FIG. 29 illustrates a mat used to hold tennis balls from FIG. 1.

FIG. 30 illustrates tennis balls from FIG. 1 arranged on a mat from FIG. 2 spelling words.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 illustrates an exemplary embodiment of a selection of game pieces 100 in an embodiment of the invention. In some embodiments the game pieces 100 may be three dimensional pieces having four or more sides 102. In some embodiments each game piece 100 may be a cube having six sides, as shown in FIG. 1. In alternate embodiments each game piece 100 may have a non-cubical shape, such as a tetrahedron, octahedron, dodecahedron, cylinder, prism, or have any other desired shape. In other embodiments the game pieces 100 may be cards, tiles, or any other type of game piece. Each side 102 of each game piece 100 may display a letter of the alphabet 104. In some embodiments each side 102 of each game piece 100 may display a different letter 104. In other embodiments some sides 102 of a game piece 100 may display the same letter 104 as another side 102 of the same game piece 100 or a different game piece 100. The selection of letters 104 for each game piece 100 may be random and/or varied such that at least some game pieces 100 have a different selection of letters 104 than other game pieces 100. In alternate embodiments the game pieces 100 may be spheres or other ovoid shapes, and a plurality of letters 104 may be displayed at various points on the exterior of the game piece 100.

In some embodiments one or more letters 104 and/or sides 102 on each game piece 100 may have different styles, such as different colors, fonts, and/or other characteristics. By way of a non-limiting example, a cube shaped game piece 100 may have two sides 102 with red letters 104, two sides 102 with green letters 104, and two sides 102 with blue letters 104. In alternative embodiments all letters 104 and/or sides 102 may have the same style.

FIG. 2 illustrates an exemplary embodiment of a card 106. Each card 106 may display one or more categories 108 on a face of the card. In some embodiments each card 106 may display a single category 108. In other embodiments each card 106 may display a plurality of categories 108, as shown in FIG. 2. In some of these embodiments the plurality of categories 108 may be sorted and/or selected by difficulty, color, number, category type, and/or any other criteria. In some embodiments the difficulty of the various categories 108 may be color coded. By way of a non-limiting example, in some embodiments a card 106 may display five categories 108, with a “beginner” category 108 in orange, an “easy” category 108 in purple, a “medium” category 108 in blue, an “advanced” category 108 in green, and a “tricky” category 108 in black. In some embodiments categories 108 may be words such as nouns, adjectives, names, or any other type of word. By way of a non-limiting example, FIG. 2 illustrates a card 106 with the categories: “Black Things,” “Sports Equipment,” “Things on a Map,” “Appliances,” and “Counties in this State.” In alternative embodiments categories 108 may be questions, pictures, colors, shapes, numbers, or any other type of category.

FIG. 3 illustrates an embodiment of a playing surface 110. The playing surface 110 may have one or more designated spaces 112. In some embodiments one or more of the designated spaces 112 may be an indentation shaped such that one or more of the game pieces 100 may be inserted into the indentation. In other embodiments the designated spaces 112 may be outlined areas, apertures, slots, or any other space or region.

Game pieces 100, cards 106, and/or playing surfaces 110 may be used together to play a game. In some embodiments the game pieces 100, cards 106, and/or playing surfaces 110 may be physical components. In alternate embodiments the game may be played as a video game, computer program, mobile application, internet game, social network game, or any other type of electronic game. In some of these embodiments the game pieces 100, cards 106, and/or playing surfaces 110 may be digital representations. In alternate embodiments some components may be physical and other components may be electronic.

The game may be played by one or more players. In some embodiments a player may play with or against other players and/or computer opponents. In other embodiments players may be grouped into teams that may play with or against one another. In alternate embodiments a single player may play the game to attempt to get a high score or achieve other objectives.

In some embodiments a plurality of game pieces may be provided to each player or team. In other embodiments each player or team may draw from a pool of game pieces. In some embodiments a plurality of cards may be provided in a deck. In other embodiments one or more cards may be provided to each player or team. In some embodiments there may be one playing surface 110 for each player or team. In other embodiments all players or teams may use the same playing surface 110. In alternate embodiments the playing surface 110 may be absent, and players or teams may play the game on a table, floor, or any other surface.

In some embodiments the game may be played by having each player or team select and/or move game pieces 100 with sides 102 that display letters 104 that spell out a word that fits a selected category 108 on a drawn card 106. In some embodiments the game and/or individual rounds may have a time limit. In these embodiments a timer 114 may be provided, as shown in FIG. 4. The timer 114 may be a clock, sand timer, buzzer, or other timing device. In some embodiments players may attempt to spell out the most words using their game pieces 100 during a predetermined time period and/or number of rounds. In other embodiments game pieces 100 may be discarded as they are used, with the winning player being the player who discards the most game pieces 100 during a predetermined time period and/or number of rounds, or is the first player to discard all of his or her game pieces 100. In still other embodiments other scoring systems and/or methods of determining a winner may be used.

Several possible embodiments comprising different sets of rules for playing the game are described below. Each of the sets of rules described below has been given a title, however the titles are for reference only and are not intended to be limiting. Each set of rules is intended to be non-limiting, as in some embodiments elements of one set of rules may be combined or replaced with elements of another set of rules to play the game.

“Basic” Rules

FIG. 5 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may have 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell one or more words that fit into one or more categories 108 on the card. In some embodiments the players may position the game pieces on a surface such that the letters on the side 102 facing upward spell out the intended word. By way of a non-limiting example, in FIG. 1 a player has positioned game pieces 100 to spell “RIVER,” which fits into the “Things on a Map” category 108 shown in FIG. 2. In some embodiments players may spell one word for each category 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

Players may earn a predetermined number of points for each word they spell correctly that fits into a category 108 on the card 106. In some embodiments other players may verify that words are correctly spelled and fit a category 108 before points are awarded. In some embodiments a dictionary may be consulted if players are unclear on whether a word is spelled correctly. In some embodiments players may vote on whether to accept another player's word if a player raises a question of whether the word meets fits within a category 108. Players may play the game in this manner to earn enough points to meet or exceed a predetermined winning score. In some embodiments multiple rounds of selecting a card 106 and spelling words may be played in order to reach a predetermined winning score. By way of a non-limiting example, in some embodiments each correctly spelled word that meets a category 108 may be worth one point, and the winning score may be set at fifteen points, such that multiple rounds of selecting cards 106 with five categories 108 each and spelling words may be needed before a player reaches the winning score.

In some embodiments there may be a predetermined time limit during which players attempt to spell words that meet categories 108 on a drawn card 106, after which points are tallied and a new card 106 is drawn from the deck to begin a new round if no player has reached the winning score. By way of a non-limiting example, the timer 114 may count down a time limit of two minutes per round. In some embodiments players may re-use game pieces 100 that were used in previous rounds for each new round.

“Simple” Rules

FIG. 6 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. The cards 106 may have numbered or color coded categories 108, and the players may choose which number or color category 108 to use. A player may take a card 106 from the deck and read and/or display the category 108 on the card 106 corresponding to the selected number or color to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell as many words as possible that fit into that category 108 during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of two minutes per round. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters. Each correctly spelled word may earn each player a predetermined amount of points for that round, after which a new card 106 is selected and new words are spelled with the same game pieces 100. The players may play a predetermined number of rounds, with the winner being the player with the most points after the final round.

“Vanishing” Rules

FIG. 7 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. Each card 106 in the deck may have numbered or color coded categories 108. The players may agree on which number or color category 108 will be used. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell a word that fits into the category 108 of the number or color they selected. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

When the first player that spells a word that fits the category 108 of the color the player selected, that spelling player may yell out the word and play stops. The word may be verified by the other players as being accurately spelled and appropriate for the category 108. If the word is not spelled correctly or is not appropriate for the category 108, play may resume and players may continue to attempt to spell words with their game pieces 100. After a spelled word has been verified as accurate and appropriate, one or more game pieces 100 may be discarded by the spelling player depending on the length of the spelled word. In some embodiments the other players may add game pieces 100 if the spelled word was longer than a minimum number of letters 104. By way of a non-limiting example, in some embodiments: for words with three or four letters 104, the spelling player may discard one game piece 100; for words with five letters 104, the spelling player may discard two game pieces 100; for words with six letters 104, the spelling player may discard two game pieces 100 and the other players may each add one game piece 100; for words with seven letters 104, the spelling player may discard three game pieces 100 and the other players may each add two game pieces 100; and for words with eight or more letters 104, the spelling player may discard five game pieces 100 and the other players may each add two game pieces 100.

In some embodiments discarded game pieces 100 may be discarded from the beginning of the spelled word. By way of a non-limiting example, if a player spells the word “THROW,” the player may discard the two game pieces 100 at the front of the word: the game pieces 100 used for the letters “T” and “H.” After game pieces 100 have been discarded and/or added, a new card 106 may be drawn and players may attempt to spell a word fitting into the category 108 of their selected color with their remaining game pieces 100.

In some embodiments a player may exchange one or more of his or her game pieces 100 between rounds. In alternate embodiments a player may exchange all of his or her game pieces 100 between rounds. In some embodiments exchanging game pieces 100 may be performed when the player has less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, in some embodiments a player may exchange all of his or her game pieces 100 when the player has eight or fewer game pieces 100 remaining.

In some embodiments the winning player may be the first player with less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, the winner may be the first player with fewer than five game pieces remaining 100.

“Messy” Rules

FIG. 8 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. Each card 106 in the deck may have numbered or color coded categories 108. The players may agree on which number or color category 108 will be used. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell as many words as possible that fit into the category 108 of the number or color they selected during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of two minutes per round. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

At the end of each round, spelled words may be verified by the other players as being accurately spelled and appropriate for category 108. After a spelled word has been verified as accurate and appropriate, one or more game pieces 100 may be discarded by the spelling player depending on the length of the spelled word. By way of a non-limiting example, in some embodiments: for words with three, four, or five letters 104, the spelling player may discard one game piece 100; for words with six or more letters 104, the spelling player may discard two game pieces 100. In some embodiments discarded game pieces 100 may be discarded from the beginning of the spelled word. By way of a non-limiting example, if a player spells the word “THROW,” the player may discard the game piece 100 at the front of the word: the game piece 100 used for the letter “T.” After the round has been completed and game pieces 100 have been discarded, the players may draw a new card 106 and play a new round.

In some embodiments a player may exchange one or more of his or her game pieces 100 between rounds. In alternate embodiments a player may exchange all of his or her game pieces 100 between rounds. In some embodiments exchanging game pieces 100 may be performed when the player has less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, in some embodiments a player may exchange all of his or her game pieces 100 when the player has eight or fewer game pieces 100 remaining.

In some embodiments the winning player may be the first player with less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, the winner may be the first player with fewer than five game pieces remaining 100.

“Stacked” Rules

FIG. 9A illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. Each card 106 in the deck may have numbered or color coded categories 108. The players may agree on which number or color category 108 will be used. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to create an arrangement of words during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of three minutes per round. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

The players may attempt to create an arrangement comprising a base word and dependent words that re-use the letters of the base word, such that the first letter of each dependent word is one of the letters of the base word. In some embodiments the base word may fit the selected category, while the base words may be any word. By way of a non-limiting example, for a category 108 that reads “States,” a player may use game pieces 100 to spell the base word “OREGON” and six dependent words that begin with the letters “O,” “R,” “E”, “G,” “O,” and “N” respectively, as shown in FIG. 9B.

In some embodiments the game pieces 100 of the base word may be positioned vertically when viewed from above, such that dependent words may extend horizontally to the right from the game pieces 100 of the base word. In alternate embodiments the game pieces 100 of the base word may be positioned horizontally when viewed from above, and the dependent words may extend vertically below the game pieces 100 of the base word.

In some embodiments the winner of the game may be the player that spelled a base word with the highest number of letters, as long as each letter of the base word also has a dependent word with more than a predetermined number of letters. By way of a non-limiting example, a player that plays the arrangement of game pieces shown in FIG. 9B may beat a player that plays the arrangement of game pieces shown in FIG. 9C because the base word “OREGON” in has more letters than the base word “OHIO.” In the event that two or more players spell base words with the same number of letters, the player who used the greatest number of game pieces 100 in his or her arrangement may prevail.

“Shrinking” Rules

FIG. 10A illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 30 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. Each card 106 in the deck may have numbered or color coded categories 108. The players may agree on which number or color category 108 will be used. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to create an arrangement of words. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

The players may attempt to create an arrangement comprising a base word and dependent words that re-use the letters of the base word, such that the first letter of each dependent word is one of the letters of the base word. In some embodiments the base word may fit the selected category, while the base words may be any word. By way of a non-limiting example, for a category 108 that reads “Months,” a player may use game pieces 100 to spell the base word “JULY” and four dependent words that begin with the letters “J,” “U,” “L”, and “Y” respectively, as shown in FIG. 10B.

In some embodiments the game pieces 100 of the base word may be positioned vertically when viewed from above, such that dependent words may extend horizontally to the right from the game pieces 100 of the base word. In alternate embodiments the game pieces 100 of the base word may be positioned horizontally when viewed from above, and the dependent words may extend vertically below the game pieces 100 of the base word.

The first player to complete an arrangement of a base word and dependent words all meeting a predetermined minimum length may shout out the base word the player spelled and play may stop. The spelled base word may be verified by the other players as being accurately spelled and appropriate for the category 108. After the spelled base word has been verified as accurate and appropriate, the spelling player may discard the game pieces 100 used in the shortest dependent word. By way of a non-limiting example, if the first player to complete an arrangement of a base word and dependent words spells the base word “JULY” as shown in FIG. 10B, that player may discard the game pieces 100 used in the dependent word “LIP.” After the round has been completed and game pieces 100 have been discarded, the players may draw a new card 106 and play a new round.

In some embodiments the winning player may be the first player with less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, the winner may be the first player with fewer than twelve game pieces remaining 100.

“Sticky” Rules

FIG. 11A illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to create an arrangement of words during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of four minutes per round. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

The words may each fit one of the categories 108 on the card 106. The words may be connected to one another by one or more letters, such that at least letter of one word is re-used as a letter of a separate word. The connected words may be arranged vertically and horizontally when viewed from above. By way of a non-limiting example, the arrangement of words shown in FIG. 11B comprises words connected horizontally and vertically by at least one letter.

In some embodiments the winner of the game and/or round may be the player who uses the most game pieces 100 in an arrangement of connected, correctly spelled words that each fit into a category 108 on the drawn card 106 within the predetermined time limit.

“Friendly” Rules

FIG. 12 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell one or more words with the same number of letters that fit into one or more categories 108 on the card during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of three minutes per round. In some embodiments each word may be longer than a predetermined number of letters and have the same number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters, and a player may choose to spell words all having four letters. In some embodiments the winner of the game and/or round may be the player that spells the greatest number of words of the same length within the predetermined time limit. By way of a non-limiting example, a player that spells four words each with three letters may beat a player that spells three words each with five letters.

“Greedy” Rules

FIG. 13 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with five game pieces 100. A plurality of auxiliary game pieces 100 may be provided in a pool that is accessible by all players. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell one or more words that fit into one or more categories 108 on the card 100. In some embodiments the words may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters. When more than one word is spelled, the words may be connected to one another by one or more letters, such that at least letter of one word is re-used as a letter of a separate word. The connected words may be arranged vertically and horizontally when viewed from above. Once a word has been spelled by a player, the player may break up the word and re-use its game pieces 100 for new or longer words at any later point, as long as all words in the arrangement remain connected.

When a player has zero game pieces 100 remaining after spelling one or more words, that player may add a predetermined number of game pieces 100 from the plurality of auxiliary game pieces 100. By way of a non-limiting example, in some embodiments when a player runs out of game pieces 100 after spelling words, the player may add three game pieces 100. After the player has added new game pieces 100, the player may continue attempting to spell words that fit any of the categories 108 on the card 106. If the players agree that no player may spell any more words that fit any of the categories 108 on the card 106, the players may draw a new card 106 and attempt to spell words that fit any of the categories 108 on the new card 106.

In some embodiments the winner of the game and/or round may be the first player to acquire more than a predetermined number of game pieces and use them all to spell words that fit into the categories 108 on the drawn cards 106. By way of a non-limiting example, the winning player may be the first player to acquire and use 20 game pieces 100, with no game pieces 100 remaining.

“Brilliant” Rules

FIG. 14 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into any one category 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

After spelling words, players may place their spelled words into alphabetical order. In some embodiments the first player to spell more than a predetermined number of words that fit the same category 108 and place the spelled words into alphabetical order may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells four words that each fit the same category 108 and places those four spelled words into alphabetical order may earn one point, and the winner of the game may be the first player to earn five points.

“Crafty” Rules

FIG. 15 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may individually select which category to use. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into their selected category 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters and have the same number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters, and a player may choose to spell words all having four letters.

In some embodiments the first player to spell more than a predetermined number of equally long words that fit the same category 108 may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells four words of the same length that each fit the same category 108 may earn one point, and the winner of the game may be the first player to earn five points.

“Sophisticated” Rules

FIG. 16 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into any one category 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters.

The spelled words may each fit into the same category, and may be of increasing length, such that no word has the same number of letters. By way of a non-limiting example, a player may select the category “Colors,” and the player may attempt to spell five words of increasing length that fit the category, such as “Red,” “Blue,” “Green,” “Yellow,” and “Fuchsia.” In some embodiments the player may place the words in order from shortest to longest.

In some embodiments the first player to spell more than the predetermined number of words of increasing length that fit the same category 108 and places them in order may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells five words of increasing length that each fit the same category 108 may earn one point, and the winner of the game may be the first player to earn five points.

“Silly” Rules

FIG. 17 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into one of the categories 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters and have the same number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters, and a player may choose to spell words all having four letters.

The words may each fit the same category 108 on the card 106. The words may be connected to one another by one or more letters, such that at least letter of one word is re-used as a letter of a separate word. The connected words may be arranged vertically and horizontally when viewed from above.

In some embodiments the first player to spell more than a predetermined number of connected words of the same length that fit the same category 108 may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells five connected words of the same length that each fit the same category 108 may earn one point, and the winner of the game may be the first player to earn five points.

“Backwards” Rules

FIG. 18A illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into one of the categories 108 on the card 106. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters.

The spelled words may each fit the same category 108. After the words are spelled, they may be placed in alphabetical order based on the last letter of each word. By way of a non-limiting example, the last letters of the words fitting the category “Food” in FIG. 18B are in alphabetical order from top to bottom. The winner may be the first player to spell more than a predetermined number of words and place them in alphabetical order by last letter. By way of a non-limiting example, the winner may be the first player to spell five words that all fit the same category and arrange those five words in alphabetical order by last letter.

“Fancy” Rules

FIG. 19 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into each different category 108 on the card 106. Each word may have either the same number of syllables, vowels, or letters. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters.

In some embodiments the first player to spell more than a predetermined number of words having either the same number of syllables, vowels, or letters that each fit into a different category 108 on the card 106 may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells five words of the same number of syllables, vowels, or letters that each fit into a different category 108 may earn one point, and the winner of the game may be the first player to earn five points.

“Clapping” Rules

FIG. 20 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words that fit into a single category 108 on the card 106. Each word may have the same number of syllables. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may need to be at least three letters.

In some embodiments the first player to spell more than a predetermined number of words having the same number of syllables that each fit into the same category 108 on the card 106 may earn a predetermined number of points, and the players may begin a new round by drawing a new card 106. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, the first player during a round who spells four words of the same number of syllables that each fit into the same category 108 may earn one point, and the winner of the game may be the first player to earn five points.

“Diabolical” Rules

FIG. 21 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell as many words as possible that fit into different categories 108 during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of three minutes per round. Each word may have a different number of vowels or letters. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

In some embodiments if a player spells a word for each category 108 on the card 106 before the time limit expires, and each word has a different number of vowels or letters, that player may be declared the winner. If no player has completed a word for each category when the time limit expires, the player with the most correctly spelled words in different categories with different numbers of vowels or letters may be declared the winner.

“Huge” Rules

FIG. 22 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. The players may then attempt to use letters 104 on their game pieces 100 to spell as many words as possible during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of three minutes per round. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

In some embodiments each correctly spelled word may earn points depending on the length of the word. By way of a non-limiting example, in some embodiments: words with three letters may be worth one point; words with four letters may be worth two points; words with five letters may be worth three points; words with six letters may be worth four points; words with seven letters may be worth five points; words with eight letters may be worth six points; words with nine letters may be worth seven points; words with ten letters may be worth ten points; and words with eleven or more letters may be worth fifteen points. The winner of a game and/or round may be the player with the most points.

“Skinny” Rules

FIG. 23 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 20 game pieces 100. A deck of cards 106 may also be provided that is accessible by all players. Each card 106 in the deck may have numbered or color coded categories 108. In some embodiments the players may agree on which two numbered or colored categories 108 will be used. In other embodiments any number of numbered or colored categories may be agreed upon. A player may take a card 106 from the deck and read and/or display the categories 108 on the card 106 to the other players. The players may then attempt to use letters 104 on their game pieces 100 to spell words for each of the selected categories. In some embodiments each word may be longer than a predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have at least three letters.

When a player believes he or she has spelled a word for each of the selected categories, play may stop. The words may be verified by the other players as being accurately spelled and appropriate for the categories 108. If one or more of the words are not spelled correctly or are not appropriate for the categories 108, each of the other players may transfer a game piece 100 to the player who spelled the incorrect word, play may resume and players may continue to attempt to spell words with their game pieces 100. If both words are verified as accurate and appropriate, the player who played the words may transfer one game piece 100 to each of the other players and a new card 106 may be drawn to begin a new round.

In some embodiments the winning player may be the first player with less than a predetermined number of game pieces 100 remaining. By way of a non-limiting example, the winner may be the first player with fewer than thirteen game pieces 100 remaining.

“Hungry” Rules

FIG. 24 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 21 game pieces 100. A plurality of auxiliary game pieces 100 may be provided in a pool that is accessible by all players. The players may then attempt to use letters 104 on their game pieces 100 to spell as many connected words as possible during a predetermined time limit marked by the timer 114. By way of a non-limiting example, the timer 114 may count down a time limit of three minutes per round. In some embodiments each word may have the same predetermined number of letters. By way of a non-limiting example, in some embodiments each word may have four letters.

The words may be connected to one another by one or more letters, such that at least letter of one word is re-used as a letter of a separate word. The connected words may be arranged vertically and horizontally when viewed from above.

At any time during the time limit, players may choose to draw a predetermined number of new game pieces 100 from the plurality of auxiliary game pieces 100. By way of a non-limiting example, a player may choose to draw seven additional game pieces 100 from the plurality of auxiliary game pieces 100.

At the end of the time limit, each player may count the number of correctly spelled connected words that each have the predetermined number of letters, and count the number of unused game pieces 100. Each player's score may be the amount of game pieces 100 used in the spelled words subtracted by the number of unused game pieces 100. By way of a non-limiting example, a player who began with 21 game pieces and added seven additional game pieces during the time limit may have spelled six connected words of four letters each and may have used 19 of the player's total 28 game pieces, with nine unused game pieces remaining. That player may subtract the nine unused game pieces from the 19 used game pieces, for a total score of ten. The winner of the round and/or game may be the player with the highest score.

“Trivial” Rules

FIG. 25 illustrates a method of playing the game according to this embodiment of the rules. In this embodiment, a predetermined number of game pieces 100 may be provided to each player or team. By way of a non-limiting example, in some embodiments each player may begin with 40 game pieces 100. In some embodiments one or more players may generate a list of questions. In alternate embodiments a deck of cards 106 may also be provided that is accessible by all players, and the one or more categories 108 on each card 106 may be questions. Questions may be asked and/or displayed from the generated list and/or cards 106. The players may attempt to use letters 104 on their game pieces 100 to spell words that answer the questions. In some embodiments questions may be asked and/or displayed one at a time.

In some embodiments the first player to spell a word that answers the current question may earn a predetermined number of points, and the players may begin a new round by asking and/or displaying a new question. The winner may be the first player to meet a minimum number of points. By way of a non-limiting example, if the question is “What is the capital of Oregon?” the first player to spell “SALEM” may earn a point, and the winner of the game may be the first player to earn ten points.

MODIFICATIONS

The foregoing sets of rules are purely exemplary, and the rule sets and/or scoring systems may be modified and/or combined to create further ways of playing the game. Most rule sets specify providing the same number of game pieces to each player, but in some games governed by alternative rue sets players may compete for game pieces to get as many as they can before words are spelled out. In some embodiments one or more elements of one set of rules may be combined or replaced with elements of another set of rules to play the game. By way of non-limiting examples, players may play games with multiple rounds of the same rules, play a single round of any rule set, play multiple rounds with or without a time limit, play with the same or different categories for each player, play with a different number of points to determine the winner, play with a different beginning number of game pieces, or play with any other desired modification.

In some embodiments the game may be even further modified by specifying which letters on which game pieces are valid to play. By way of non-limiting examples, in some embodiments game pieces may have different colors and/or have sides and/or letters with varying colors and/or fonts. In some of these embodiments a player may play game pieces and/or letters on those game pieces with one or more specific fonts and/or colors. By way of non-limiting examples, in the exemplary arrangement shown in FIG. 26 all the letters 104 that spell “BLUE” may be of the same color, and in the exemplary arrangement shown in FIG. 27 all the letters 104 that spell “FONT” may be in the same font. In other embodiments all words may have matching fonts and/or colors. In some embodiments the color of fonts and/or colors may match the color of a selected category 106. In still alternate embodiments players may earn bonus points for matching fonts and/or colors. By way of a non-limiting example, in some embodiments a player may earn one point for each spelled word, but earn an extra point for any spelled words that comprises game pieces with matching fonts and/or colors.

In another aspect of the invention the scale of a game may be expanded, and such a game may be, for example, provided for play outdoors, in an open environment. In such a game it may be desirable to have game pieces that are much larger than game pieces thus far described in embodiments of the invention described above.

In one aspect of the invention tennis balls have been adopted and configured as game pieces. FIG. 28 illustrates eight tennis balls 2801 having characters lettered thereon. In this example balls 2801 have letters placed according to natural divisions and regions following seams of the tennis ball, but this is not a limitation in the invention. Characters might be of any size and placement, and also of any color, font and size. It is required in the invention, however, that one character on each ball used in a game be clearly intended as an object of purposeful placement of the ball bearing the characters.

FIG. 29 is a perspective illustration of a mat 2901 in an embodiment of the invention. Mat 2901 has through openings 2902 arranged in a Cartesian coordinate system with rows and columns. In this example the arrangement is five by nine, providing forty-five through openings. It is necessary that the thickness of mat 2901 be provided such that if a ball of FIG. 1 is placed over one of the through openings, the ball will be supported by contact with the circular periphery of the opening, and the ball will not rest on a support surface upon which the mat may rest. The thickness to just support a tennis ball off a support under the mat is a minimum thickness for a mat in this embodiment, but the thickness may be greater than this minimum thickness. In some embodiments the thickness of the mat may be equal to the minimum thickness, and instead of openings, spherical indentions of the same diameter as a tennis ball may be provided in the arrangement on the mat. An advantage in this embodiment is that more of the surface of a tennis ball will be engaged by surface of the mat, and the balls may be held more securely.

FIG. 3 is a perspective view of a mat 2901 with an arrangement of through-openings as described above, with ten balls 2801 placed on openings in the mat such that balls placed spell two words, the words being “spell” and “words”. It should be noted that the intention here is to place the balls so that the intended letters (characters) face upward, upward being vertical relative to the horizontal placement of the mat on a support surface.

Lettered balls 2801 as game pieces placed a mat 2901 may be used to play any of the games described above, and may be serviceable for new types of games in this invention, where tennis balls with characters may be involved in games that have rules as described in many embodiments above, but also additional components, such as, for example, instances of throwing, batting and retrieving the lettered ball during the playing of a word game. Balls may be retrieved, for example, from a basket or other container at random, thrown against a wall, caught by a player, and then, according to what character faces upward when the ball is caught, become the first letter of a word to be formed according to an agreed-to category of words in the game. A player, then deciding on a word in the category starting with the first letter determined, may by rule be required to throw balls at random and catch them rebounding until the second and subsequent letters may be revealed by catch position and place on the ma to form the word intended.

Many athletic word games may be thus composed with rules to accommodate lettered tennis balls as described above, in many instances using rules of the games described above, or a mixture of described rules, and additional rules specific to a game played with tennis balls. Games and lettered tennis balls will be used by teachers, trainers, coaches and facilitators who want to combine physical activity with word/math games. Such balls can be used to teach juggling, dribbling, kicking, throwing, catching and a variety of other athletic skills, and then they can be used for more cognitive challenges using the letters or numerals on the balls. An example of such a challenge might be that there are 2 teams and everyone starts with a ball. Everyone needs to dribble their ball across a basketball court and make a basket. If they make a basket then their team will get to use that ball when it is time to spell. This could also be done with kicking the balls into a goal or hitting the balls over a net. After the competing teams have each had a chance to win their balls, the facilitator would then direct them to spell using those letters. They might be given specific words/numbers to build or they might just be directed to spell as many words as they can. They might be given questions and they need to assemble the correct answer using the balls. For example, What is the capital of Oregon? or What is 12 times 23? Such a product is needed because it creates an easy way to combine fun, physical activity and exercise with academic or cognitive challenges. There are a many games that involve spelling or math but these balls will give people the ability to play athletic games that also involve math and language arts.

Although the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the invention as described and hereinafter claimed is intended to embrace all such alternatives, modifications and variations that fall within the spirit and broad scope of the appended claims.

Claims

1. A word game comprising:

a plurality of tennis balls bearing alpha-numeric characters, spaced apart uniformly on the spherical surface of the tennis balls;
a support structure having a thickness, parallel upper and lower surfaces, and an arrangement of indentions configured to support individual tennis balls in a manner to primarily display one alphanumeric character on each ball placed;
a mechanism enabling selection of one or more categories for words in a specific game; and
a rule set for the specific game, in which athletic activities with the tennis balls may be a part of the rules, wherein the athletic activities may server to acquire balls by players or teams, or to define specific used of balls and characters on the balls in the game.

2. The word game of claim 1 wherein the alpha-numeric characters are in different colors or different fonts and colors an fonts are included as conditions in the rule set.

3. The word game of claim 1 wherein the indentions in the support structure are circular through-holes, the support structure has a specific thickness and the relationship of the diameter of the through holes to the thickness is such that a tennis ball placed over one of the through holes is supported entirely by the peripheral edge of the through-hole without the tennis ball touching a surface upon which the support structure rests.

4. The word game of claim 1 wherein the support structure has a specific thickness, and the indentions are spherical in form without penetrating entirely through the thickness of the support structure.

5. The word game of claim 1 wherein the arrangement of indentions is a Cartesian array having uniform rows and columns of indentions, and a number of indentions equal to or greater than 25.

6. The word game of claim 1 wherein the rule set includes requirements for carrying out at least one physical task with the tennis balls in acquiring individual ones of the balls by an individual player or team.

7. The word game of claim 6 wherein the physical task involves throwing or catching a tennis ball by one or more players.

8. The word game of claim 6 wherein the physical task involves rolling one or more tennis balls by one or more players of the game.

9. The word game of claim 6 wherein the physical task involves throwing a tennis ball against a wall and catching it on a rebound by one or more players to the game.

10. The word game of claim 6 wherein the physical task involves determining by a result of the task with a tennis ball a particular character on the ball to be presented as a part of a word in the game.

Patent History
Publication number: 20140084541
Type: Application
Filed: Oct 16, 2013
Publication Date: Mar 27, 2014
Inventor: Joe Parsons Hedgecock (Santa Cruz, CA)
Application Number: 14/055,140
Classifications
Current U.S. Class: Word, Sentence, Or Equation Forming (e.g., Scrabble, Hangman) (273/272)
International Classification: A63F 3/04 (20060101);