Abstract: A computer device has a display, a user interface, and at least one processor. The processor is configured to provide a game board of a computer implemented game. The game board comprising a first dedicated area associated with a first player and a second dedicated area associated with a second player. When it is the first player's turn, the processor is configured to cause the display to display the first dedicated area and the common area. When it is the second player's turn, the processor is configured to cause the display to display the second dedicated area and the common area.
Abstract: An accelerated game engine is described for calculating and illustrating legal moves for an active player's pieces. The game engine obtains a game state of the four-player chess game describing positions of pieces. The game engine removes a first branch of calculations including moves placing a captain piece of the first active player in check. The game engine further removes and/or retains branches of calculations relating to moves based on whether the King is in check. The client device can display a graphical user interface illustrating the board and the pieces. In response to receiving a selection of a piece to move by the first active player, the client device illustrates, via the graphical user interface, valid moves of the selected piece.
Type:
Grant
Filed:
October 17, 2022
Date of Patent:
July 30, 2024
Assignee:
Quaternity, LLC
Inventors:
Shreyas Kumar, Alan Turower, Krysztof Pikora, Michal Kaplon, Dawid Zwolinski
Abstract: Disclosed is an educational board game having a game surface and associated physical gaming elements that cooperatively simulate distinct phases of a supply chain, in which different physical gaming elements and game board segments correspond to those distinct supply chain phases. Mating, player-specific (e.g., color coded) material game pieces represent materials that may be combined to form a simulated product. Combined game pieces representing player-specific products may then be moved across the game board with players paying various supply chain costs and receiving payment for product sales through the segments of the supply chain. A random number generator, such as one or more dice, in combination with various cards, are used by the players to determine the occurrence of various supply chain risks, values, and projections as the players progress through the segments of the supply chain to ultimate sale of finished products.
Abstract: A computer-implemented method, non-transitory computer-readable medium and apparatus for dynamic management of formations in a video game. The method includes maintaining a virtual three-dimensional environment and causing a plurality of video game characters to travel along a path in the virtual three-dimensional environment in a formation. The formation has a formation type and the formation type is a first formation type. The method also includes moving the formation along the path. The method also includes, responsive to determining a change in characteristics of the path at a point in the virtual three-dimensional environment that is ahead of the formation, changing the formation type to a second formation type in advance of the change in characteristics of the path.
Abstract: The present disclosure provides a gaming device. The gaming device may include a geared-wheel assembly having a first gear wheel and a second gear wheel. The first gear wheel and the second gear wheel may be capable of getting rotatably engaged with each other via its teeth and slots. The gaming device may include a gear turntable member that may be aligned behind the first gear wheel and the second gear wheel. The gear turntable member may be rotatingly coupled to the first gear wheel and the second gear wheel. The gaming device may include a first front supporting member and a second front supporting member to support its respective gear wheel from front. The gaming device further includes a method of playing the gaming device, which defines a winning position or a losing position.
Abstract: A game using cards or virtual cards that are used by players during game play to dynamically create a board representing a territorial expanse. Game play takes place within the context of a narrative or story line for the characters playing the game wherein the narrative develops and unfolds according to explicit choices the player makes at multiple opportunities to choose among several options. The player choices that direct the game play and narrative are intended to ultimately resolve a goal-oriented quest or attain an objective assigned to the player's character. The game play and the assembly of the cards or virtual cards to form the territory arise from the characters' exploration of territory represented by a plurality of numbered cards and by the characters' interaction with other features of the cards and with the features of non-numbered cards.
Abstract: This invention is a novel word forming board game that uses a unique combination of features that enables and rewards large word formation. In addition, chance is used to make the outcome less predictable and more fun for players of all skill levels. The game apparatus includes a larger number of board spaces, a large number of letter tiles, and chance components (multiplier, bonus word, swap card and swap tiles chance types). The method of play uses a large number of letter tiles per player hand, and the ability to exchange letter tiles at the end of each turn. The basis of the word points is the word length which rewards large word formation. The multiplier chance types amplify the impact of forming large words on the player score, with multiplier values as high as 10 and as low as ?10, distributed so lesser skilled players can win more often.
Abstract: A system, method, computer program, and on-line computer site is provided for customizing scripture study to enhance scriptural fluency. The method includes specifying a range of passages from a small assortment to a complete canon of scripture, then randomly generating a passage from within the range, optimizing a study to meet personal goals using interactive features, and producing a study report to save and share with peers for collaboration and feedback. Preferably, the invention is operated in conjunction with an interactive Web site or stand alone software program.
Abstract: A kit of educational building blocks includes a first set of amino acid side chain building blocks, each amino acid side chain building block corresponding to a distinct one of 20 distinct amino acid side chains, a second set of identical amino end building blocks, each amino end building block having a first end configured to removably engage with the amino acid side chain building blocks to form an amino end-side chain block combination, and a third set of identical acid end building blocks, each acid end building block having a first end configured to removably engage with amino end-side chain block combination to produce an amino acid building block assembly. The first, second, and third set of blocks are configured so that a plurality of amino acid building block assemblies can be linked to one another so as to model a series of linked amino acids in a protein.
Type:
Grant
Filed:
March 15, 2017
Date of Patent:
September 10, 2019
Assignee:
Massachusetts Institute of Technology
Inventors:
John Kim Vandiver, Kathleen M. Vandiver
Abstract: An apparatus for negotiating a work role relationship between two participants, comprising a Dialog and Agreement Board with multiple in-dialog areas where participants place one or more cards representing elements or parts of the work role relationship or personal characteristics related to the work role, and with a commitment area upon which cards can be taken from the in-dialog areas and placed to represent agreed-upon commitments by the participants. An agreement between the participants may be documented manually or automatically, in whole or in part. Components marked with bar codes can be read for entry into a computer program for documenting agreements.
Abstract: A game set for a randomizable table game includes a game board and a plurality of game pieces. The game board holds a number of magnetic tiles, each said tile containing a predetermined number of coin magnets with the coin magnets serving as play spaces on the game board. The game pieces each include a transparent hollow body that has opposite generally flat faces and can be set onto a selected magnet or space on the game board. A coin magnet in the transparent hollow body can invert or be held in its original position depending on whether the polarities of the playing piece and tile magnets match. Players may attempt to achieve a row of three game pieces with indicia on the magnets being all X or all O.
Abstract: The present invention includes a deck of playing cards for playing a card game comprising a plurality of spell cards and a plurality of trap cards. The spell cards are for offensive use by a player to inflict consequences to the player's opponent while the trap cards are for defensive use by a player to mitigate consequences of the spell cards. The spell cards and trap cards are intended to be combined and mixed into a single deck and then divided into player decks and distributed between the players. However, the use of spell cards is limited by a mana resource cost associated with each card and a corresponding mana resource availability of a spell caster desiring to use the spell cards. A plurality of cards in each player deck are removed from their respective player decks and used by each player to indicate available mana resources and exhausted mana resources.
Abstract: A method for playing a word-forming and word-guessing board game (10) between at least a first player and a second player includes (i) each of the players selecting a letter tile set (20), a card deck (22) and a dice set (26); (ii) each of the players utilizing a predetermined number of letter tiles (20) from their letter tile set (20) to form a word that is hidden from each of the other players; (iii) the first player utilizing their card deck (22) and their dice set (26) to win an opportunity to guess the word of any of the other players; and (iv) the first player making a guess of the word of any of the other players.
Abstract: The present invention provides methods, systems and apparatus for promoting game play frequency of online games. Embodiments include displaying a plurality of positioned game elements, wherein each positioned game element is associated with a game time period; displaying a game indicia associated with a positioned game element if a player has acquired a game piece during the game time period associated with the positioned game element; selecting one or more positioned game elements after a game duration; and awarding one or more prizes if the selected positioned game elements are associated with a game indicia. Numerous additional aspects are disclosed.
Type:
Grant
Filed:
October 3, 2017
Date of Patent:
November 6, 2018
Assignee:
Gamesys Ltd.
Inventors:
Hans Elias, Alexander Sandford Todd Young, Thomas David James Aicken, Robeson Mandela Reeves
Abstract: The present disclosure relates to an apparatus, system, and method that allow non-musicians to compose and perform a musical composition. Although some existing electronic devices can provide a virtual environment to compose and play musical sound digitally, manipulating such a virtual environment can be difficult and may require specific software expertise, as well as knowledge of music theory. The present disclosure provides a platform that facilitates the creation of a musical composition without such software expertise or knowledge of music theory. The platform models a musical composition as a simultaneous playback of one or more musical contents. The platform allows players to control or modify one or more of the plurality of musical contents to generate or synthesize a musical composition.
Type:
Grant
Filed:
December 21, 2016
Date of Patent:
October 16, 2018
Assignee:
HARMONIX MUSIC SYSTEMS, INC.
Inventors:
Jonathan Mintz, Eric J. Brosius, Paul Burrowes, Michael Fitzgerald, Alexander Rigopulos
Abstract: Security in a geogame is maintained by implementing various security techniques. The various techniques provide specific advantages for different threat modes and attack styles against a geogame implemented via a mobile ad hoc network utilizing a geocast protocol. Jamming is detected by each player device listening for expected retransmissions of its own originated geocasts. If it fails to hear a retransmission, it concludes jamming. Network interdiction is detected by monitoring for received transmissions and/or periodically sending dummy transmissions to support other devices' detections. Location determination attacks are detected by recognizing “impossible” movements. Geogame interruption attacks are detected by detecting unauthorized requests to restart a geogame. Other security measures include utilizing cryptographic keys and/or pass phrases when geocasting. Various penalties within the context of a geogame are levied against a player if a security breach is detected.
Abstract: A board game, also embodied in two or three dimension electronic display, is based on one of China's greatest works of literature, Journey to the West or Monkey. The preferred embodiment of the game of the instant invention allows from two to four players to compete through a combination of chance rolls of dice, chance draw of randomly-sequenced instruction cards, and exercise of strategy. The initial “movement roll” of two six-sided dice by each player begins advance of their game pieces along spaces around a closed path. When all of the game pieces have completed one round, a separate central character game piece may advance along a separate path that ends at a final goal. This requires repetitive circuits of the players' game pieces around the closed path.
Abstract: The present invention provides methods, systems and apparatus for promoting game play frequency of online games. Embodiments include displaying a plurality of positioned game elements, wherein each positioned game element is associated with a game time period; displaying a game indicia associated with a positioned game element if a player has acquired a game piece during the game time period associated with the positioned game element; selecting one or more positioned game elements after a game duration; and awarding one or more prizes if the selected positioned game elements are associated with a game indicia. Numerous additional aspects are disclosed.
Type:
Grant
Filed:
November 29, 2016
Date of Patent:
October 3, 2017
Assignee:
Gamesys Ltd.
Inventors:
Hans Elias, Alexander Sandford Todd Young, Thomas David James Aicken, Robeson Mandela Reeves
Abstract: The present invention relates to a system for showing an image, and more particularly, to a system for showing an image having a game function of performing an interactive game for viewers in a theater. To this end, the present invention provides a system for showing an image, including: a plurality of motion chair assemblies including a predetermined number of motion chairs; a center server configured to control the motion chair assembly; and a screen configured to display an image output from the center server, in which a signal generated in the motion chair assembly is transmitted to the center server according to an image displayed on the screen, and when the generated signal does not accord with a preset condition, the center server operates the motion chair assembly, and when the generated signal accords with the preset condition, the center server does not operate the motion chair assembly.
Abstract: Current CAPTCHA tests are designed to be difficult for a bot and simple for a human-user to answer; however, as artificial intelligence improves, bots are more capable of using techniques such as optical character recognition to resolve current CAPTCHAs in similar manners as human-users. By maintaining a library of security tests and/or questions based on products purchased by the human-user, and using those questions as a CAPTCHA challenge in order to determine if the user is a human-user on how the user responds, CAPTCHA challenges may be directed toward determining a human-user based on responses exhibiting humanity.
Type:
Grant
Filed:
September 29, 2014
Date of Patent:
August 1, 2017
Assignee:
Amazon Technologies, Inc.
Inventors:
Michael James McInerny, Mark Evans Brighton, Sevag Demirjian, Blair Livingstone Hotchkies
Abstract: An apparatus for negotiating a work role relationship between two participants, comprising a Dialog and Agreement Board with multiple in-dialog areas where participants place one or more cards representing elements or parts of the work role relationship or personal characteristics related to the work role, and with a commitment area upon which cards can be taken from the in-dialog areas and placed to represent agreed-upon commitments by the participants. An agreement between the participants may be documented manually or automatically, in whole or in part. Components marked with bar codes can be read for entry into a computer program for documenting agreements.
Abstract: The present invention provides methods, systems and apparatus for promoting game play frequency of online games. Embodiments include displaying a plurality of positioned game elements, wherein each positioned game element is associated with a game time period; displaying a game indicia associated with a positioned game element if a player has acquired a game piece during the game time period associated with the positioned game element; selecting one or more positioned game elements after a game duration; and awarding one or more prizes if the selected positioned game elements are associated with a game indicia. Numerous additional aspects are disclosed.
Type:
Grant
Filed:
March 17, 2014
Date of Patent:
December 6, 2016
Assignee:
Gamesys Ltd.
Inventors:
Hans Elias, Alexander Sandford Todd Young, Thomas David James Aicken, Robeson Mandela Reeves
Abstract: Methods and apparatus are described relating to allowing authorized personnel to customize rake options for one or more electronic games. In one embodiment, a processor-readable media is described, comprising instructions for receiving an indication by a processor, from a user interface, of a desire to customize rake options associated with an electronic game by the authorized personnel, providing a selection of rake options available for customization to the authorized personnel by the processor via the user interface, receiving, by the processor, a selection of one or more rake option settings chosen by the authorized personnel from the user interface, and reducing an account balance of a game player in accordance with the rake option settings chosen by the authorized personnel as the electronic game is played by the game player.
Abstract: A system and method of electronic interpersonal communication includes receiving a selection of a recipient for communication. A user profile for the selected recipient is accessed. The user profile includes a plurality of communication traits of the selected recipient. A graphical display presents at least one communication trait of the selected recipient from the user profile. An electronic communication to the selected recipient is received. The electronic communication is sent to the selected recipient.
Abstract: A method to operate game of chance using a map of sites as playing surface with moving pieces called movers. There are ruled movements. A random draw of ruled movements move movers from sites to sites. Players bet on own selected movers moving to own selected sits by one or several draws of movements. The holder of a hanging bet earns credit to place free make-up bets. Calculation of the hanging or winning probability of every bet together with its hanging credit or winning payoff will be provided. An automatic computer/video version of the game is included.
Abstract: A game apparatus to teach strong moral decision includes a foldable game board that includes a plurality of adjoining path segments. A plurality of colored playing pieces is individually assigned to each team so that each team is able to selectively position the assigned playing piece onto one of the plurality of adjoining path segments. Each team start form a starting segment of the plurality of adjoining path segments, and the first team to reach a winning segment of the plurality of adjoining path segments is recognized as the winning team. The movement of the plurality of colored playing pieces is controlled by a plurality of primary cards and a plurality of secondary cards as each of the plurality of primary cards and each of the plurality of secondary cards respectively relate to a corresponding outcome and a specific outcome within the game apparatus.
Abstract: An educational board game has a plurality of segments positioned in a predetermined order and extending from a starting segment to an ending segment. The educational board game also has a plurality of participant identifiers, wherein each participant identifier represents a single individual playing the game. A random number generator selects a value which determines how many segments a participant is allowed to move on his or her turn. A first feedback stack includes cards describing episodes and which may result in an exchange or loss of points. A second feedback stack includes cards with instructions to read out loud educational content. The educational board game further has a third feedback stack with cards containing questions regarding the subject matter of the game. The educational content read during the game includes answers to the questions presented in the third feedback stack.
Type:
Application
Filed:
June 13, 2013
Publication date:
December 18, 2014
Inventors:
Edwin Manuel Abreu, José Andres Gutiérrez Rivera
Abstract: A method of play, wherein play emphasizes storytelling and story recounting abilities, and wherein the method comprises: (a) providing a gaming device which provides for: a plurality of subject elements, wherein each subject element from the plurality of subject elements comprises a topic for a particular story; and a plurality of situational elements, wherein each situational element from the plurality of situational elements qualifies the subject element; (b) pairing a subject element from the plurality of subject elements with a situational element from the plurality of situational elements; and (c) providing a story based on the paired subject element and selected situational element.
Abstract: A method to operate non-pari-mutuel game of chance using a map of sites as playing surface with moving pieces called movers. The game rules a plurality of movements. A random draw of ruled movements moves movers from sites to sites, one round after another. Calculation of any possible movement outcome probabilities is provided. Players can bet on any one or more possible movement outcomes. The holder of a hanging bet earns credit to place free make-up bets. House edge functions with outcome probability as variable are suggested. An automatic computer/video version of the game is included.
Abstract: A plurality of first team player game pieces, a plurality of second team player game pieces, a football designation device, and a game board are provided for playing a football board game. At least one of the player game pieces may have an advantage over one or more of the other player game pieces. One or more of the player game pieces, may be allowed to move twice as fast as one or more other player game pieces, when a first designation is associated with the one or more player game pieces that are given the advantage. The player game pieces given the advantage may move from a “fast” space, marked with a graphic, to another “fast” space, marked with the same graphic, located a predetermined number of spaces away, such as two spaces away, in any direction.
Abstract: A board game includes a plurality of game pieces, a plurality of reward cards, and a game board, where the game board includes a travel path on the game board, said travel path including a plurality of instruction spaces, a plurality of hidden cache spaces, and a plurality of open cache spaces, where one of said plurality of hidden cache spaces and one of said plurality of open cache spaces are associated with one of said plurality of game pieces, and at least one instruction space includes directions to add one of said plurality of reward cards to one of said plurality of open cache spaces that is associated with one of said plurality of game pieces.
Abstract: A method to share challenges between users of a social game system is described. The method may include accessing relationship data reflecting a relationship between a first user and a second user, and accessing challenge data in a challenge database. Based on (1) the challenge data and (2) the relationship between the first user and the second user reflected by the relationship data, the challenge data is selectively communicated as part of a challenge about the first user to the second user, with the challenge forming part of a challenge game.
Type:
Grant
Filed:
December 21, 2010
Date of Patent:
May 20, 2014
Assignee:
Google Inc.
Inventors:
Jonathan Berger, Edmund Wright Helmer, Michael Munie, Shailendra Ramineni Rao, Yoav Shoham, Thuc D. Vu
Abstract: A game for a plurality of players is disclosed herein. The game may include a plurality of pieces for each player. The game may also include a polyhedron having a plurality of faces, wherein each face has a plurality of spaces for holding pieces. The game may further include a random number generator for indicating the number of spaces to move at least one of the pieces at each player's turn.
Abstract: A board game is described in which players take on the role of actors who compete to get to an award show where their talents will be recognized. Along the way, they may encounter various situations that help or interfere with their successful attainment of their goal.
Abstract: Disclosed are two-player games, gaming machines, gaming systems and methods including one or more shared feature games. Each player has a respective base game, game board and a token movable on his game board in response to his base game outcomes. Certain combinations of token positions on the two game boards may trigger play of one or more feature games shared by the players.
Abstract: A board game for drug dealing sensitivity, which includes a playing board, a pair of dice, a plurality of chips/cards, and a plurality of playing pieces. The playing board has a path thereon. The path of the playing board is in a generally figure 8 configuration and is divided into a plurality of landing spaces. The plurality of landing spaces of the path of the playing board have instructional indicia thereon, respectively, instructing what to do if landed upon. The plurality of chips/cards have instructional indicia thereon, respectively. Each chip/card is disposed adjacent to a corresponding landing space and whose instructional indicia corresponds to the instructional indicia of the corresponding landing space of the path of the playing board. The pair of dice determine an amount of landing spaces of the path of the playing board that a respective playing piece moves along the path of the playing board.
Abstract: Disclosed is a multi-track type board game device. The disclosed multi-track type board game device is a board game device including a board plate having a plurality of spaces and representative tokens moving as many spaces as a numeral appeared by rolling a dice, in which the board plate includes: a side track, a section for moving the representative tokens therein, formed along the edge of the surface of the board plate and having a plurality of certificate purchase spaces, instruction spaces and instruction card acquisition spaces respectively formed and arranged in the shape of a square; and a center track, another section for moving the representative tokens therein, formed inside of the side track and having a plurality of certificate purchase spaces, instruction spaces, and instruction card acquisition spaces formed and arranged in the shape of a circle or a square.
Abstract: A method of play, wherein play emphasizes storytelling and story recounting abilities, and wherein the method comprises: (a) providing a gaining device which provides for: a plurality of subject elements, wherein each subject element from the plurality of subject elements comprises a topic for a particular story; and a plurality of situational elements, wherein each situational element from the plurality of situational elements qualifies the subject element; (b) pairing a subject element from the plurality of subject elements with a situational element from the plurality of situational elements; and (c) providing a story based on the paired subject element and selected situational element.
Abstract: An interactive board game with a mystical appearance is disclosed and a method of playing the same. The interactive board game includes a game board with an internal mechanism, a plurality of position indicating markers for moving along a three dimensional path, a plurality of randomly selectable instruction cards, and a plurality of randomly selectable indicia. Players accumulate weapons, charms, and points throughout the game while attempting to slay a dragon.
Abstract: In various embodiments, a predetermined number of move numbers for one or more players or users of a game or application may be determined, e.g., using an indicator. For example, a first group of move numbers for a first player and a second group of move numbers for a second player may be determined. The players use the pre-established move numbers to advance according to the rules of the application or game. Move numbers within a group may be sequenced or non-sequenced. Move numbers may be replaced at each player's turn or when all or a subset of move numbers of a group are used. Move numbers may be established by any type of indicator such as dice, dominos, or a random number generator. In some embodiments, move numbers may be traded in. Move numbers may or may not be visible at predetermined times to one or more players.
Type:
Grant
Filed:
January 30, 2012
Date of Patent:
October 15, 2013
Assignee:
Cantor Gaming Limited
Inventors:
Fergus A. Leen, Sam B. Lawrence, David G. McNally, Clive Hetherington, David M. McDowell, Kevin R. O'Neal
Abstract: Computer implemented gaming methods are provided that include the identifying a plurality of securities to participate in a race; computing odds at an open of the race for at least one type of bet for each of the plurality of the identified securities; publishing using at least one computing device details of the race; generating a visualization of the race, the visualization comprising a plurality of participants each representing an identified security; determining a price of each of the plurality of securities at a start of the race and at least once during a running of the race; and updating the visualization of the race to reflect a change in the price of at least one of the securities in the race.
Type:
Grant
Filed:
February 15, 2011
Date of Patent:
October 15, 2013
Inventors:
Robert Alan Berman, Stephen Ferrando, Richard Taylor, Leslie Whiteford, Jarrett Lilien
Abstract: The board game that allows girls be the first one to complete the makeover of their chosen girl on the sketch pad. Players move around the board trying to land on the designated spots to color or apply make-up to their girl. The first one to finish (brows, eye shadow, blush, lips and earrings), and get tiara without having the facemask on wins the game.
Abstract: A game board has a grid of playable points with some of the playable points bearing indicia. At least two tokens are provided for moving along the grid and at least two display panels are provided, each having areas for showing indicators of the indicia. If a token ends a move on one of the indicia bearing playable points, the player receives an indicator of the indicia and shows this indicator on one of the areas of said player's display panel. Movement may be along adjacent playable points in any available direction in either a straight line path or along a path that comprises two straight line segments that make an angle with each other.
Abstract: Disclosed are two-player games, gaming machines, gaming systems and methods including one or more shared feature games. Each player has a respective base game, game board and a token movable on his game board in response to his base game outcomes. Certain combinations of token positions on the two game boards may trigger play of one or more feature games shared by the players.
Abstract: An improved gammon game and method of play using unique game pieces is envisioned. The addition of unique playing pieces which are adapted to be used by players to designate movements throughout a game with rules similar to that of historic Takhteh complicates and makes for a more challenging and mentally stimulating gaming experience. Players both young and old will have their mental agility tested by the new rules created specifically for the improved gammon game and method of play.
Abstract: There is provided a game in which a first game piece has a first game piece level value, a second game piece has a second game piece level value, and a third game piece has a third game piece level value. The first game piece also has an attacking ability value such that the first game piece, when within an attacking range with respect to the second and third game pieces (i) is permitted to concurrently attack both of the second and third game pieces if a total of the second and third game piece level values is less than or equal to the attacking ability value, and (ii) is not permitted to concurrently attack both of the second and third game pieces if a total of the second and third game piece level values is greater than the attacking ability value.
Abstract: A toy figure including one or more appendages each made of a coil spring and a magnet disposed at an end portion of each of the one or more appendages. A plurality of such toy figures may be used in a board game that requires players to position a respective one of the toy figures relative to a game board.
Abstract: An educational board game that is comprised of authentic American government and newspaper article conspiracies involving the American people and culture. Play money, drug and oil stocks and gold, silver and platinum gold coin tokens are distributed and traded to acquire conspiracy files.
Abstract: The present invention includes a scent-based board game to challenge the olfactory sense of the player, and a method of play thereof, further including a game board having a start space, an end space and a set of spaces positioned between the start and end space; a scented card having a scent, the identity of the scent and an order; and positional markers. The players progress along the game path by following instructions on the game spaces, identifying the correct scent on the scented cards, and avoiding obstacles. The first player to arrive to the end space is declared as winner.
Abstract: Random value generation in a game is provided. A board game may include a random value generator capable of movement on a surface of a board. Such movement may be initiated at one location on the board and arrive at another location on the board before stopping. The random value generator may include a plurality of faces, each indicating a value in the game. When still or at rest, a face is exposed. The value displayed on the face is a first value in the game. In addition, the movement of the random value generator may also contact one or more game pieces standing on the board. The number of game pieces that are contacted by the moving random value generator may represent a second value in the game.