NUMBER GAMES AND WORD GAMES

A number game in which the object is to match a player's score to a target number, including a playing surface with a plurality of numbers therein and operators on the outside of the playing surface which includes at least one moveable playing piece. Whenever a playing piece is moved to one of the numbers on the playing surface, the player's score is changed based on that number and according to the mathematical function of the operator towards which the playing piece was moved. One embodiment of the invention is a word game in which each of the numbers on the playing surface has an associated letter. Movement of the playing piece from number to number in this version of the game necessarily also means movement of the playing piece to the number's associated letter. Each single play consists of a single continuous movement of the playing piece from letter to letter in an attempt to form a word. A temporary score is tabulated for each single play. When the single play results in a valid word being formed, the temporary score is added to the player's score.

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Description
FIELD OF INVENTION

This invention relates to number games and word games. More specifically, this invention relates to number and word games whose object is to reach a target score.

BACKGROUND OF THE INVENTION

The object of most number games and word games is for a player to accumulate the most points or the most words.

There are very few number games for those with mathematical skills.

BOGGLE™, and RUZZLE™ are well known examples of word games. These games are fun for all, unless two competitors are not evenly matched. If one player has a superior knowledge of words or superior abilities of spatial recognition, he is more inclined to accumulate the most words or points and win most matches. Often times, a player with a talent for word play does not also have mathematical skills. Similarly, a player with less talent for word play often has superior mathematical skills.

Advertisements are not currently part of number games and word games. When advertisements are used in conjunction with such games, they are spatially separated from the game and hardly ever viewed by the player.

There is a need for a number game for players with a talent for math.

There is a need for a word game for players with less talent for word play, but superior math skills, to be able to compete with players having superior word play skills.

There is a need for a game in which advertisements can become an integral part of the game, in which the ads can change during the game, and prizes and coupons can be won during the game.

SUMMARY OF THE INVENTION

This is a number game in which the object is to match a player's score to a target number. It consists of a playing surface with a plurality of numbers therein and operators on the outside of the playing surface. It includes at least one moveable playing piece. Whenever a playing piece is moved to one of the numbers on the playing surface, the player's score is changed based on the that number and according to the mathematical function of the operator towards which the playing piece was moved.

In some preferred embodiments, the operators are placed at the edges of the playing surface, thus allowing for horizontal and vertical play of the playing piece(s). In other preferred embodiments operators are also placed at the corners of the playing surface, thus allowing for diagonal play of the playing piece(s). It should be readily apparent that either or both placement of operators could be available in all embodiments.

In the preferred embodiments, the mathematical functions of the operators include addition and subtraction. However, it should be readily apparent that any mathematical function including, but not limited to, multiplication and division could also be used as operators.

The playing surface can also include roadblocks onto which playing piece(s) may not be moved, advertisements, prizes, and instructions for changing any or all elements of the playing surface.

One embodiment of the invention is a word game in which each of the numbers on the playing surface has an associated letter. Movement of the playing piece from number to number, in this version of the game, necessarily also means movement of the playing piece to the number's associated letter. Each single play consists of a single continuous movement of the playing piece from letter to letter in an attempt to form a word. temporary score is tabulated for each single play. When the single play results in a valid word being formed, the temporary score is added to the player's score.

Means for moving the playing piece(s), changing the numbers, changing the elements of the playing surface, changing the score, tracking the letters of the attempted word, determining whether a valid word is formed, and tracking temporary scores, are all accomplished in the computer versions of this invention by well known programming techniques. In a live version of the game, these means may be provided by a combination of well known mechanical, computer, human, and material elements as more fully set forth below.

While the specification concludes with claims particularly pointing out and distinctly claiming the subject matter which is regarded as the invention, it is believed that the invention, the objects and features of the invention, and further objects, features, and advantages thereof will be better understood from the following description taken in connection with the accompanying drawings in which:

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A through 1D are front views of one embodiment of the game at first, second, third and fourth points in time showing the progression of the game as it is played.

FIG. 2 is a front view of the same embodiment depicted in FIG. 1 showing instruction squares, advertising squares and a roadblock.

FIG. 3 is a front view of an alternative embodiment showing three playing pieces.

FIG. 4 is a front view of an alternative embodiment showing one playing piece, a timer and a move counter.

FIGS. 5A and 5B are front views of an alternative embodiment showing a puzzle in FIG. 5A and the solution to that puzzle in 5B.

FIG. 6 is a front view of an alternative embodiment that allows diagonal play.

FIG. 7 is a front view of an alternative embodiment of the game.

FIGS. 8A through 8D are front views of an embodiment of the word play version of the game at first, second, third and fourth points in time showing the progression of the game as it is played.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS OF THE INVENTION

In the following detailed description of the invention, various preferred embodiments are described in order to provide a full and complete understanding of the invention and its preferred embodiments. It will be recognized that although specific terms arc employed, these are employed in the descriptive and not in the generic sense, and it will be understood that the invention is susceptible to numerous and various alternatives, modifications, and equivalents as will be apparent to those skilled in the relevant art.

The preferred embodiment shown in the FIGS. 1, 2, and 3, and detailed hereinafter, describes a computer version of the game known as, and published under, the UDA trademark.

Game and Object of Game

As shown in FIG. 1, this embodiment of the game includes a grid of numbers 11, 12, 13, 14, 15, 21, 22, 23, 24, 25, 31, 32, 33, 34, 35, 41, 42, 43, 44, 45, 51, 52, 53, 54, and 55, arranged in columns and rows. Each number is contained in a square. It should be readily apparent that the shape of the number container is unimportant and that, in fact, no container is necessary. The playing surface consists of these 25 squares and the numbers therein.

In the example shown in FIG. 1, there arc five rows and five columns of numbers. It should be readily apparent that this game can be played using any number of rows and any number of columns. In fact, as seen in another embodiment, rows and columns are also unnecessary.

The player score is displayed in two places in this embodiment. It is shown on playing piece 71 and on player score display 72. As the game progresses, as discussed below, the score changes from fifty-eight in FIG. 1A to sixty-five in FIG. 1B to sixty-two in FIG. 1C to sixty-seven in FIG. 1D. There is no necessity for the player score to be displayed in two places.

The target score is displayed on target score display 75. The target score is eighty-nine.

Four mathematical functions, or operators, are displayed near the edges of the playing surface. A minus sign 61 is displayed to the left of the playing surface and plus signs 62, 63, and 64 are displayed near the top, right and bottom edges of the playing surface.

Numbers 11, 12, 13, 14, 15, 21, 22, 23, 24, 25, 31, 32, 33, 34, 35, 41, 42, 43, 44, 45, 51, 52, 53, 54, and 55, target number 75, player score 72, and operators 61, 62, 63 and 64 may each be randomly selected or pre-selected at the start of the game.

The object of the game is to match the player score to the target number. At the stage of the game shown in FIG. 1A, player score is fifty-eight and the target number is eighty-nine. The playing piece sits on square 32.

In this embodiment, the player may move his piece to an adjacent square above, below, to the left or to the right of the square in which he sits. Thus he may move up to square 22, to the right to square 33, down to square 42, or to the left to square 31. If he moves up to square 22, he will be moving onto a one and toward the plus sign of operator 62. The result would be to add one to his score. If he moves right to square 33, he will be moving onto a four and toward the plus sign of operator 63. The result would he to add four to his score. If he moves left to square 31, he will be moving onto a five and toward the minus sign of operator 64. The result would be to subtract five from his score. The means for moving the playing piece in this computer version of the game is through well known programming.

As shown in FIG. 1B, the player decided to move his piece 71 down from square 32 to square 42. Since he moved onto the seven that was in square 42 and toward the plus sign of operator 64, seven points are added to his score 72. Thus, the player score 71, 72 is changed from fifty-eight in FIG. 1A to sixty-five in FIG. 1B.

The next move, as shown in FIG. 1C, the player moves his piece 71 left from square 42 to square 41. Since he moved onto the three that was in square 41 and toward the minus sign of operator 61, three points are subtracted from his score 71, 72. Thus, the player score 71, 72 is changed from sixty-five in FIG. 1B, to sixty-two in FIG. 1C.

Finally, as shown in FIG. 1D, the player moves his piece 71 up from square 41 to square 31. Since he moved onto the five that was in square 31 and toward the plus sign of operator 62, five points are added from his score 71, 72. Thus, the player score 71, 72 is changed from sixty-two in FIG. 1C. to sixty-seven in FIG. 1B.

It should be noticed that the number displayed in square 42 changed from a seven in FIG. 1A to a four in FIG. 1C. Also, the number displayed in square 41 changed from a three in FIGS. 1A and 1B to a one in FIG. 1D. The means for accomplishing this change in this computer version of the game is through well known programming. As the playing piece leaves a square a new random number appears in that square. The new number may or may not be the same as the old number that was in that square before the playing piece covered it. In this way, the numbers on the playing surface are constantly changing.

Along with numbers, squares can also be occupied with instructions, advertisements and roadblocks as shown in FIG. 2. Instruction squares 81, 83, 85, 87 and 89 provide further means to dramatically change the playing surface. When playing piece 71 is moved to instruction square 81, the target number 75 is changed from its current number to another number. When playing piece 71 is moved to instruction square 83, an operator 61, 62, 63, 64 is changed from its current mathematical function to a different mathematical function. When playing piece 71 is moved to instruction square 85, the player score 71, 75 is changed from its current number to a new number. When playing piece 71 is moved to instruction square 87, all of the other squares on the playing surface are changed from the current set of numbers, instructions, prizes, advertisements and roadblocks to a new set of numbers, instructions, advertisements and roadblocks. When playing piece 71 is moved to instruction square 89, playing piece 71 is moved to a different square on the playing surface. All of the aforesaid movements and changes are accomplished in this computer version of the game by well known programming techniques.

Prize square 93 displays a prize, in this case a 2-for-1 coupon, that will be allocated to the player upon moving to the square. In addition to being a prize, square 93 is also an advertisement from the company providing the coupon. Another advertisement is seen on roadblock square 91. In this case, playing piece may not be moved onto roadblock 91. If the player wants to reach square 87 from its current position, he needs to make four moves instead of just two moves that would have been necessary if he could have moved onto square 87. In both these situations, the dynamics of the game has changed in a way that forces the player to engage more directly and actively with the advertising material displayed on the advertising squares, prize squares and roadblocks.

In the FIG. 2 embodiment, as in the embodiment shown in FIG. 1, as the playing piece leaves a square a new random number, advertisement, instruction, prize or roadblock appears in that square. The new content of the square may or may not be the same as the old content that was in that square before the playing piece covered it. In this way, the playing surface is constantly changing. All such changes are made through well known programming techniques.

In FIG. 3, three playing pieces 71, 73 and 74 are shown playing the same game at the same time. Each player may take turns moving one at a time. Multiple players add a different element to the game as each player much strategize their movement depending on the location of the opposing playing pieces, because each opposing piece acts as a roadblock denying entry onto the square that is occupied. Any number of playing pieces are allowed, depending on the size of the playing surface and the number of squares thereon. It is well known that multiple players can play the same game on the same monitor or on different monitors through wifi or over the internet. This multi-player version can also contain the instruction, advertising, prize and roadblock squares previously discussed.

A solitaire version of the game is shown in FIG. 4 in which a timer 95 and/or a move counter 97 is displayed to keep track of the time it takes and/or the number of moves it takes for the player to reach the goal of matching his score 71 to the target number. This solitaire version can also be played over wifi or the internet. In this way, a player can be presented with the same playing surface as other players and compete for the fastest times to complete the puzzle or the least number of moves to complete the game. Also, this version may contain the instruction, advertising, prize and roadblock squares previously discussed.

FIGS. 5A and 5B show another embodiment showing an unsolved puzzle in FIG. 5A and a solution to the same puzzle in 5B. The player score begins with zero as shown on playing piece 71 and the object of the puzzle is, as shown, to reach the target number nineteen in five moves. The solution is to move playing piece 71 from square 22 to square 23 to square 24 to square 34 to square 44 and to square 43. Following along path 99, it should be apparent that zero plus five plus nine plus 1 plus six minus 2 equals nineteen. And thus the goal of matching the target number is accomplished in the five moves required. Path 99 can be achieved by using a pointing device on a computer or a finger on a tablet, just as in all previous embodiments.

In a paper version of the embodiment shown in FIGS. 5A and 5B, path 99 can be made using a pen or pencil. In the paper version, the playing piece is defined as movable in that it is easily visualized as moving along path 99. Similarly, scoring means are defined as the computation that is easily made by the player because of the simplicity of the calculations needed.

FIG. 6 is another embodiment showing new operators 65, 66, 67, 68 outside the four corners of the playing surface, along with operators 61, 62, 63, 64 at the outside edges of the playing surface. New operators 65, 66, 67, 68 allow for diagonal moves, as should be readily apparent.

FIG. 7 is another embodiment showing numbers 201, 203, 205, 207, 209, 211, 213, 215, 217, 219, 221, 223, 225, 227, 229, 231, 235, 237, and 239 spread out on playing surface 250. Target number 275 and operators 261, 262, 263, 264 are situated similarly to previous embodiments. The player score, sixty-two, is shown on circular playing piece 271. In this computer version of the game, playing piece 271 is a virtual ball that can be rolled into the numbers. As in previous embodiments, the player score is changed according to the number into which ball 271 is rolled and according to the direction it is rolling when it strikes the number. In the example shown, the number is subtracted from the player score if it is moving to the left, and added to the player score if it is moving up, down or to the right when it strikes the number. Rolling a virtual ball is accomplished by well known hardware and programming technology available in portable devices such as the iPad and iPod.

It should be noted that all of the embodiments discussed as computer versions of the game can also be accomplished by live action players on a flat playing surface. A person can be substituted for a playing piece. Individual monitors or simple cardboard squares (or similar material) can he substituted for the computerized squares that contain the numbers, instructions, advertising, prizes and roadblocks. The operators, target score, and player score are easily displayed by mechanical or other visual means. The person can simply step on the monitors or cardboard squares as he walks around the playing surface. New cardboard squares can easily replace old cardboard squares as the player steps off the old cardboard squares. If monitors are used instead of cardboard squares, the monitors can be easily display new squares as the player steps off the monitor. In this way, a large crowd can watch the game being played or video cameras can follow the progress of the game, as in a game show type format.

FIGS. 8A through 8D show another preferred embodiment of the game involving word play. In this version, each square of the playing surface contains a letter along with a number. The object of this game is two-fold. Similar to previous versions, the ultimate goal is to match the player score 172 to the target number 175. However, points can only be accumulated by forming words.

This embodiment of FIG. 8 presumes the use of a tablet device such as an iPad in which a finger is used as the playing piece. A single play starts with the finger touching one of the squares on the playing surface and continues as the finger is moved from square to square until the finger is released from touching the iPad. A temporary score 180 is tabulated during the single play and, if a valid word is formed during the single play, the temporary score is added to the player score 172. Play is continued in this fashion until player score 172 matches the target number 175.

FIGS. 8A through 8D show the formation of the word N-A-G-S during a single play of four moves, and the resultant temporary score of (−1) being added to the player score. The single play starts in 8A with a player placing his finger 171 (playing piece) on square 135, which contains the letter N and is worth one point. The temporary score 180 starts with one because the letter N in square 135 is worth one point. FIG. 8B shows finger 171 moved down to square 145, which contains the letter A and is worth one point. One point is added to temporary score 180 because square 145 was worth one point and finger 171 was moved towards the plus sign of operator 164. FIG. 8C shows finger 171 moved left to square 144, which contains the letter G and is worth two points. Two points are subtracted from temporary score 180 because square 144 was worth two points and finger 171 was moved towards the minus sign of operator 161. Finally, as shown in FIG. 8D, finger 171 is moved left to square 143, which contains the letter S and is worth one point. One point is subtracted from temporary score 180 because square 143 was worth one points and finger 171 was moved towards the minus sign of operator 161. Finger 171 is then lifted from the screen and the single play is over. The word N-A-G-S is then determined, by well known programming means, to be a valid word and the temp score of −1 is added to player score 172.

Another example of a word that could be formed in FIG. 8 is the word E-X-H-O-R-T. This word would start by pressing finger 171 on the E in square 151 and then moving to the X in square 141, the H in square 131, the O in square 132, the R in square 133, the T in square 133, and then lifting finger 171 from the screen. This word would accumulate one, eight, four, one, one, and one points; and all these sixteen points would be added temporary score because all finger movement was towards the plus signs of either operators 162 or 163; and these points would be added to player score because EXHORT is a valid word.

It should be readily seen that diagonal play could easily be allowed in the word play embodiment, if desired, by simply adding operators at the outside corners of the playing surface. If such were the case, it should be noted that the word E-X-H-O-R-T-I-N-G could be played by simply extending the single play for E-XH-O-R-T to squares 125, 135 and 144.

The invention is not limited to the embodiments described above. All changes and modifications thereof, not constituting departures from the spirit and scope of the invention, are intended to be included.

Claims

1. A game, the object of which is to match a player's score to a target number, comprising:

a target displaying a target number,
scoring means for displaying at least one player's score,
a playing surface consisting of a plurality of numbers,
a first operator displayed to the right of said playing surface,
a second operator displayed to the left of said playing surface,
a third operator displayed at the top of said playing surface,
a fourth operator displayed at the bottom of said playing surface,
at least one moveable playing piece, and
scoring means for changing said player's score as said playing piece is moved dependent on the number to which it is moved and the mathematical function of the operator towards which it is moved.

2. The game of claim 1 further comprising:

said plurality of numbers being arranged in columns and rows

3. The game of claim 1 further comprising:

said playing surface having at least one instruction square onto which said playing piece may be moved.

4. The game of claim 3 further comprising:

said instruction square having an instruction that one of said playing pieces be moved to another location on said playing surface,
means for moving one of said playing pieces according to said instruction when said instruction square is occupied.

5. The game of claim 3 further comprising:

said instruction square having an instruction that one or more of said operators be changed, means for changing one or more of said operators according to said instruction when said instruction square is occupied.

6. The game of claim 3 further comprising:

said instruction square having an instruction that one or more of said scores be changed, means for changing one or more of said scores according to said instruction when said instruction square is occupied.

7. The game of claim 3 further comprising:

said instruction square having an instruction that said target number be changed, means for changing said target number according to said instruction when said instruction square is occupied.

8. The game of claim 3 further comprising:

said instruction square having an instruction that said numbers on said playing surface be changed, means for changing said numbers according to said instruction when said instruction square is occupied.

9. The game of claim 3 further comprising:

said instruction square having an instruction that all instruction squares on said playing surface be changed,
means for changing said instruction squares according to said instruction when said instruction square is occupied.

10. The game of claim 1 further comprising:

said playing surface having at least one prize square onto which said playing piece may be moved,
said prize square identifying a prize,
wherein a player is allocated said prize when his playing piece occupies said prize square.

11. The game of claim 1 further comprising:

said playing surface having advertising squares onto which said playing piece may be moved,
said advertising squares displaying an advertisement for a product or service.

12. The game of claim 11 further comprising:

said advertising square also containing an instruction.

13. The game of claim 11 further comprising:

said advertising square also containing a prize.

14. the game of claim 11 further comprising:

said advertising square also displaying a number.

15. The game of claim 1 further comprising:

said playing surface having roadblocks onto which said playing piece may not be moved, wherein a player is required to make additional moves to go around said roadblock to reach a desired spot on said playing surface.

16. The game of claim 15 further comprising said roadblock displaying an advertisement for a product or service.

17. The game of claim 1 further comprising:

a timer to time the amount of time it takes for a player's score to match the target number.

18. The game of claim 1 further comprising:

a move counter to count the number of moves it takes for a player's score to match the target number.

19. The game of claim 1 further comprising:

a fifth operator displayed near the top right corner of said playing surface;
a sixth operator displayed near the bottom right corner of said playing surface;
a seventh operator displayed near the top left corner of said playing surface;
an eighth operator displayed near the bottom left corner of said playing surface;

20. game, the object of which is to match a player's score to a target number, comprising:

a target displaying a target number,
scoring means for displaying at least one player's score,
a playing surface consisting of a plurality of letters,
each of said letters having an associated number in very close visual proximity thereto,
a first operator displayed to the right of said playing surface,
a second operator displayed to the left of said playing surface,
a third operator displayed at the top of said playing surface,
a fourth operator displayed at the bottom of said playing surface,
at least one moveable playing piece,
word tracking means for keeping track of the letters to which said playing piece is moved and the order in which said associated letters arc accumulated during a single play,
word totaling means for changing said player's temporary score during a single play as said playing piece is moved dependent on the number to which it is moved and the mathematical function of the operator towards which it is moved,
word detection means for determining whether the accumulated letters during said single play represent a valid word,
scoring means for changing said player's score by the amount of said temporary score whenever said single play is completed and a valid word is detected by said word detection means.
Patent History
Publication number: 20140300051
Type: Application
Filed: Apr 3, 2013
Publication Date: Oct 9, 2014
Inventor: Robert JACOBS (Crystal Beach, FL)
Application Number: 13/855,940
Classifications
Current U.S. Class: Piece Moves Over Board Having Pattern (273/242)
International Classification: A63F 3/00 (20060101);