KOKKOROKO GAME

A word and sentence forming game in English and in all International languages such as Devanagari, Gurumukhi, Bengali, Gujarati, Oriya, Telugu, Tamil, Kannada, Malayalam, Urdu, Sindhi, Sanskrit, Chinese, Russian, Arabic, Spanish, French, German and others. A set of letters are arranged in a programmatic fashion for each occurrence of the game. Rules are provided by which words and grammatically valid sentences ranging from simple to complex in any subject area are formed by each player or a machine in a finite amount of time. The game challenges the players to imagine some vowel characters to create grammatically correct word and sentence formation. The player who accumulates the predetermined number of points is declared winner.

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Description
CROSS REFERENCE TO RELATED APPLICATION

This non-provisional application claims the benefit of provisional application No. 62/865,529, filed Jun. 24, 2019, of the same title, Attorney Docket No. VSGR-1901-P, currently pending.

BACKGROUND

There have been number of word games developed and played over the past several years. Majority of these games are built for playing in English language for forming English words. Some of the popular games in English language include Boggle and Scrabble. These games are generally based on a simple premise of forming a whole word or a phrase when some portion of letters making up the word or phrase is known. English language, with a small set of 26 alphabets is well suited for these games. In the case of other languages such as Indian languages, one has to deal with more than 50 base alphabets and hundreds of dead consonants, live consonants and conjuncts which are formed with the combination of vowels and consonants. It is a challenge to provide board games and word games which can represent alphabet combinations and word forming rules adhering to the strong phonetic grammatical rules of such languages. For these reasons, there are no formal word forming games so far which can be played by laymen in many languages. There are also no games that challenge the player to form any grammatically valid sentences in any languages including in English.

This invention addresses this need and provides a simple technique and set of rules which makes word forming and sentence forming game in any language feasible. Simple rules are provided to interconnect the words to virtually form unlimited sentences based on the creativity of the players. This invention can be applied to a variety of word games including: board games, books, electronic toy games, game shows, mobile application games, social media applications, teaching aids, educational shows on TVs and other media and formats.

SUMMARY

A word and sentence forming game in English and in all International languages such as Devanagari, Gurumukhi, Bengali, Gujarati, Oriya, Telugu, Tamil, Kannada, Malayalam, Urdu, Sindhi, Sanskrit, Chinese, Russian, Arabic, Spanish, French, German and others. A set of letters are arranged in a programmatic fashion for each occurrence of the game. Rules are provided by which words and grammatically valid sentences ranging from simple to complex in any subject area are formed by each player or a machine in a finite amount of time. The game challenges the players to imagine some vowel characters to create grammatically correct word and sentence formation. The player who accumulates the predetermined number of points is declared winner.

Note that the various features of the present invention described above may be practiced alone or in combination. These and other features of the present invention will be described in more detail below in the detailed description of the invention and in conjunction with the following figures.

BRIEF DESCRIPTION OF DRAWINGS

In order that the present invention may be more clearly ascertained, some embodiments will now be described, by way of example, with reference to the accompanying drawings, in which:

FIG. 1 is a top view of a deck of cards in a box; this diagram shows a deck of pre-printed cards with a set of consonant letters programmatically arranged;

FIG. 2a is a top view of a sample card from the deck given in FIG. 1. Shown here with a set of consonant alphabets in language: ‘English’;

FIG. 2b is a top view of a sample card from the deck given in FIG. 1. Shown here with a set of consonant alphabets in Indian language: ‘Telugu’;

FIG. 3 is a Sample Game Book image with few inside pages with game cards in various languages;

FIG. 4a are sample words formed using FIG. 2a according to the game rules for the first embodiment;

FIG. 4b are sample words formed using FIG. 2b according to the game rules for the first embodiment;

FIG. 5 in an example of an electronic word toy or a mobile App for the second embodiment; and

FIG. 6 is an example of a website for the third embodiment.

DETAILED DESCRIPTION

The object of the present invention is to provide entertainment, brain teaser and educational value in any language of choice.

According to the present invention, a set of language consonant alphabets are provided for one or more players. The random set of these alphabets are either pre-printed in a stack of cards or dynamically generated for each occurrence of the play.

A pre-determined time is provided to set a finite time to start and finish one occurrence of the game. The alphabets are randomly arranged for each occurrence thru an algorithm. No vowel characters are provided in the character set. Within the defined time, each player makes up valid words with adjoining consonants and by imagining the required vowels to form the letter combinations. Words are formed with imagined vowels to form live consonants, conjunct letters as well as full form vowel beginning words. To further assist sentence formation, the invention allows for occasionally providing a set of ‘bonus words’ which users can use to complete their sentences from the words created.

According to the invention, after each occurrence of the game, the words are given points by each player. No points are given to the vowel characters which are in the middle of the word unless they appear at the beginning of the word. Each occurrence of a consonant is given one point each. The points are added up for each word and for the total list of words in a sentence. If any bonus words are given to users, and if the users uses those bonus words to form their sentences, further points are added from the bonus words.

According to the invention, a pre-determined score is set as a winning total. Multiple occurrences of the game are played till a first player reaches the pre-determined total.

In a group play where the multiple players are playing together, the pre-determined limit may be a time or a set target score.

A further object of the present invention is to provide a unique word game in any world language encouraging the players to think beyond what is shown on the game, strategize and be creative in their domain. In this object, the game is like a brain teaser.

A further object of the present invention is to be a fun based educational tool to language teachers, students and anyone who is interested to understand the beauty and complexity of languages.

Diagrams for First Embodiment

FIG. 1: Top view of a deck of cards in a box: This diagram shows a deck of pre-printed cards with a set of consonant letters programmatically arranged.

FIG. 2a: Top view of a sample card from the deck given in FIG. 1. Shown here with a set of consonant alphabets in language: ‘English.

FIG. 2b: Top view of a sample card from the deck given in FIG. 1. Shown here with a set of consonant alphabets in Indian language: ‘Telugu’.

FIG. 3: A Sample Game Book image with few inside pages with game cards in various languages

FIG. 4a: Sample words formed using FIG. 2a according to the game rules for the first embodiment. Shown here with a sample set of words in language ‘English’. Note that the invention allows words to be imagined and formed with only limited number of consonant characters. Conjunct letters, half forms, full forms of letters, can all be created using the rules provided in the game to create literally hundreds of words for each occurrence of the game. Also shown in the picture are valid words, invalid words, valid sentences and invalid sentences as per the rules of the game.

FIG. 4b: Sample words formed using FIG. 2b according to the game rules for the first embodiment. Shown here with a sample set of words in Indian language ‘Telugu. Note that the invention allows words to be imagined and formed with only limited number of consonant characters. Conjunct letters, half forms, full forms of letters, can all be created using the rules provided in the game to create literally hundreds of words for each occurrence of the game. Also shown in the picture are valid words, invalid words, valid sentences and invalid sentences as per the rules of the game.

Diagrams for Second Embodiment

FIG. 5: Example of an electronic word toy or an App on mobile devices for the second embodiment. In this embodiment, a small visual screen and a few keys are provided either in an independent game device or integrated into as an App on any of the mobile platforms such as Apple, Google, Microsoft or provided within a messaging platform such as WhatsApp to play either individually or a among a group of people.

Diagrams for Third Embodiment

FIG. 6: Example of web site for the third embodiment. In this embodiment, the invention is provided via an Internet based web application which can be used by one or more players online.

Entire Process for First Embodiment

At the start of the game, a pre-determined total score and time for each occurrence of the game are agreed upon. The game can be played by one or more people. At the start of the game, a card is randomly picked by any player from the deck of cards shown in FIG. 1 and the card is kept open for all to see. FIGS. 2a and 2b shows the open sample card in two languages. A timer is activated and the game begins.

Each player starts forming and writing valid words within the language using the adjoining consonants and with imagined vowels. No vowels are visible to the players.

The imagined vowels can be at the beginning of the words or part of the consonants thus giving raise to live consonants. Multiple consonants can be used to form conjuncts and conjuncts can be combined with imagined vowels to form live conjuncts.

List of valid words can be connected to form grammatically valid sentences in any domain that user can think of.

At the end of the defined time, players give a score to each of the words and sentences that they formed. The following scoring rules are used:

    • One point is given to each of the consonants used in the word

No point is given to the vowels used within the word

One additional point is given if the word starts with a vowel

The points for each word as calculated above are added

The total points for all the words are added

All the points for the words are added to calculate the total score for sentences

    • The above computed score is the total score for one occurrence of the game. The game is repeated multiple times till the first player reaches a total score as agreed upon at the beginning of the game as a winning total score.
    • In solo play of the book in any embodiment, users play the game individually as a brain teaser for personal fun and entertainment or for improving language skills.

Variations in such items as the number of players, the number, shapes and surfaces of the playing letters, time allotted to list the words, bonus words, themes, total number of points needed to the winner can be made without departing from the scope and spirit of the invention.

Entire Process for Second Embodiment

In this embodiment, the word game is provided as an electronic toy or a Mobile App or in a messaging service such as WhatsApp. FIG. 5 shows a sample version of such an embodiment. At the start of the game, a pre-determined total score and time for each occurrence of the game are agreed upon. The game can be played by one or more people.

Each player starts forming and writing valid words within the language using the adjoining consonants and with imagined vowels. No vowels are visible to the players.

In the group messaging variation of this game-play such as in WhatsApp or any other gaming device, an Administrator or Moderator will automatically generate the card and present to the people in the group to play as per the rules.

The imagined vowels can be at the beginning of the words or part of the consonants thus giving raise to live consonants. Multiple consonants can be used to form conjuncts and conjuncts can be combined with imagined vowels to form live conjuncts.

At the end of the defined time, players give a score to each of the words listed. The following scoring rules are used:

One point is given to each of the consonants used in the word

No point is given to the vowels used within the word

One additional point is given if the word starts with a vowel

The points for each word as calculated above are added

The total points for all the words are added

All the points for the words are added to calculate the total score for sentences

    • The above computed score is the total score for one occurrence of the game. The game is repeated multiple times till the first player reaches a total score as agreed upon at the beginning of the game as a winning total score.
    • In solo play of the book in any embodiment, users play the game individually as a brain teaser for personal fun and entertainment or for improving language skills.

Although preferred embodiments of the invention have been described in the foregoing description and illustrated in the accompanying drawings, it will be understood that the invention is not limited to the embodiments disclosed but is capable of numerous rearrangements, modifications and substitutions of parts and elements and rules without departing from the spirit the invention. Accordingly, the present invention is intended to encompass such rearrangements, modifications of parts, elements and rules as within the spirit and scope of this invention.

Entire Process for Third Embodiment

In this embodiment, the invention is provided as a web site application. FIG. 6 shows a sample version of such an embodiment. At the start of the game, a pre-determined total score and time for each occurrence of the game are agreed upon. The game can be played by 2 or more people. At the start of the game, the ON button is pressed and the language in which the game is to be played is selected. Pressing of the START button starts the timer and the game. A programmatically generated set of consonants generated using language rules are displayed on the website.

Each player starts forming and writing valid words within the language using the adjoining consonants and with imagined vowels. No vowels are visible to the players.

The imagined vowels can be at the beginning of the words or part of the consonants thus giving raise to live consonants. Multiple consonants can be used to form conjuncts and conjuncts can be combined with imagined vowels to form live conjuncts.

At the end of the defined time, players give a score to each of the words listed. The following scoring rules are used:

One point is given to each of the consonants used in the word

No point is given to the vowels used within the word

One additional point is given if the word starts with a vowel

The points for each word as calculated above are added

The total points for all the words are added

All the points for the words are added to calculate the total score for sentences

    • The above computed score is the total score for one occurrence of the game. The game is repeated multiple times till the first player reaches a total score as agreed upon at the beginning of the game as a winning total score.
    • In solo play of the book in any embodiment, users play the game individually as a brain teaser for personal fun and entertainment or for improving language skills.

Although preferred embodiments of the invention have been described in the foregoing description and illustrated in the accompanying drawings, it will be understood that the invention is not limited to the embodiments disclosed but is capable of numerous rearrangements, modifications and substitutions of parts and elements and rules without departing from the spirit the invention. Accordingly, the present invention is intended to encompass such rearrangements, modifications of parts, elements and rules as within the spirit and scope of this invention.

Entire Process for Fourth Embodiment

In this embodiment, the invention is provided as a book. The book will contain multiple pages with pre-printed algorithmically ordered consonant characters in a given language.

At the start of the game, a pre-determined total score and time for each occurrence of the game are agreed upon. The game can be played by one or more people. At the start of the game, a page is randomly picked by any player from the book and the page is kept open for all to see. FIG. 3 shows the sample book cover & sample pages with cards.

Each player starts forming and writing valid words within the language using the adjoining consonants and with imagined vowels. No vowels are visible to the players.

The imagined vowels can be at the beginning of the words or part of the consonants thus giving raise to live consonants. Multiple consonants can be used to form conjuncts and conjuncts can be combined with imagined vowels to form live conjuncts. Sentences are formed by combining words in any domain and theme. In certain book pages, specific themes and or bonus words may be provided by the invention in which case the words and sentences can be written within those themes and bonus words.

At the end of the defined time, players give a score to each of the words listed. The following scoring rules are used:

One point is given to each of the consonants used in the word

No point is given to the vowels used within the word

One additional point is given if the word starts with a vowel

The points for each word as calculated above are added

The total points for all the words are added

The points for each word are combined when calculating total score for sentences

    • The above computed score is the total score for one occurrence of the game. The game is repeated multiple times till the first player reaches a total score as agreed upon at the beginning of the game as a winning total score.
    • In solo play of the book in any embodiment, users play the game individually as a brain teaser for personal fun and entertainment or for improving language skills.

Minor variations in such items as the number of players, the number, shapes and surfaces of the playing letters, time allotted to list the words, total number of points needed to the winner can be made without departing from the scope and spirit of the invention. The popular word games such as Boggle and Scrabble can be easily adapted with this invention to make those games applicable to all languages.

Entire Process for Fifth Embodiment

In this embodiment, the invention is provided as an educative/fun game show on broadcast networks such a Televisions, Theaters, Gaming Rooms etc.

At the start of the game, a pre-determined total score and time for each occurrence of the game are agreed upon. The game can be played by one or more people. At the start of the game, a screen is randomly generated by the host of the program and the screen is kept open for all to see. FIGS. 2a & 2b shows the card presented on such an open sample screen. The timer device is activated and the game begins.

Each player starts forming and writing valid words within the language using the adjoining consonants and with imagined vowels. No vowels are visible to the players.

The imagined vowels can be at the beginning of the words or part of the consonants thus giving raise to live consonants. Multiple consonants can be used to form conjuncts and conjuncts can be combined with imagined vowels to form live conjuncts.

At the end of the defined time, players give a score to each of the words listed. The following scoring rules are used:

One point is given to each of the consonants used in the word

No point is given to the vowels used within the word

One additional point is given if the word starts with a vowel

The points for each word as calculated above are added

The total points for all the words are added

All the points for the words are added to calculate the total score for sentences

    • The above computed score is the total score for one occurrence of the game. The game is repeated multiple times till the first player reaches a total score as agreed upon at the beginning of the game as a winning total score.

Minor variations in such items as the number of players, the number, shapes and surfaces of the playing letters, themes, bonus words, prizes, silent periods, time allotted to list the words, total number of points needed to the winner can be made without departing from the scope and spirit of the invention.

PRIOR ART

The use of English language for word games is well known.

  • For example, U.S. Pat. No. 6,224,057, dated Dec. 13, 1998 by Morton; Randall A, explains an enhanced word game for playing in English language.
  • U.S. Pat. No. 4,684,135, dated Aug. 14, 1987 by Bouchal explains a story telling word game.
  • U.S. Pat. No. 5,645,280, dated, Jul. 8, 1987 by Zelmer is an educational word game for improving vocabulary.

Numerous academic publications discussed the complexity of Indian languages and representing them in computer based applications. Notable among such publications are:

  • “Acharya, The Website for Multilingual Systems” by Systems Development Laboratory, IIT Madras, India. (http://acharya.iitm.ac.in/)
  • “Indic Scripts and Languages” by Unicode Consortium http://www.unicode.org/faq/indic.html
  • ‘Composite character formation in Indian scripts with a small set of working patterns, a Postscript implementation’, by Vidya Sagar Anisingaraju, proceedings of the Regional Workshop on Computer Processing of Asian Languages, Bangkok, 1989.

A number of different word games are disclosed in A GAMUT OF GAMES, Pantheon Books, New York, N.Y. One such a game, i.e., “Lexicon”, uses fifty two letter cards, the object being, to be the first to play out a hand into a crossword layout. Another type word game, “Boggle”, involves sixteen letter cubes shaken into a square. Players list words they find by going from letter to letter in any direction. A third type of word game, “Scrabble”, involves letter tiles played on a board in crossword fashion.

The present invention described is a major deviation of the above popular English word games as to suit the rigid rules and grammatical syntax of all world languages. The invention eliminates the need to provide hundreds of character glyphs in languages to form valid letter combinations, by employing a set of innovative rules adhering to the respective language grammar. The invention allows for users to think and create valid sentences of any size as long they are contextually relevant. None of the Prior Art we studied has this ability of ‘imagining vowels’ and ‘forming words and sentences’ with borrowed vowels.

While this invention has been described in terms of several embodiments, there are alterations, modifications, permutations, and substitute equivalents, which fall within the scope of this invention. Although sub-section titles have been provided to aid in the description of the invention, these titles are merely illustrative and are not intended to limit the scope of the present invention. It should also be noted that there are many alternative ways of implementing the methods and apparatuses of the present invention. It is therefore intended that the following appended claims be interpreted as including all such alterations, modifications, permutations, and substitute equivalents as fall within the true spirit and scope of the present invention.

Claims

1. A method of playing a game by a plurality of users, comprising the steps of:

a. Providing a game set with a plurality of playing surfaces with specific language alphabets printed on each surface;
b. Providing a means of specifying a finite time period or a silent period in a group play for each occurrence of the game; wherein, in the selected time period, each player makes up as many valid words as possible using the adjoining consonant letters, borrowing as many vowels as possible as the given language grammar permits; evaluating the word list and generating a score based upon said evaluation and adding said score to any previously earned score that player may have accumulated; and combines the said words into grammatically valid sentences to form a total score for the said sentences; and

2. Providing a means of randomly ordering the said playing letters for each occurrence of the game on any medium including: paper, electronic, social, mobile and others;

3. The method of playing a game as set forth in claim 1 wherein said step of evaluating a list comprises the steps of:

establishing a grammatically accepted word in the said world language;
comparing said each word in said word list to see if each word in said list is found within a standard word reference source accepted by the group of people playing the game;

4. The method of playing a game as set forth in claim 3 wherein said standard word reference is an accepted language dictionary in which the game is being played.

5. The method of playing a game as set forth in claim 3 wherein said standard sentences are grammatically and thematically accepted under the game rules in which the game is being played.

6. The method of playing a game either with other individuals or by a Robot playing the game within the constraints of the rules.

Patent History
Publication number: 20200398147
Type: Application
Filed: Jun 23, 2020
Publication Date: Dec 24, 2020
Inventor: Vidya Sagar Anisingaraju (San Jose, CA)
Application Number: 16/909,886
Classifications
International Classification: A63F 1/04 (20060101); A63F 1/06 (20060101);