GB2218649A - Game - Google Patents
Game Download PDFInfo
- Publication number
- GB2218649A GB2218649A GB8910518A GB8910518A GB2218649A GB 2218649 A GB2218649 A GB 2218649A GB 8910518 A GB8910518 A GB 8910518A GB 8910518 A GB8910518 A GB 8910518A GB 2218649 A GB2218649 A GB 2218649A
- Authority
- GB
- United Kingdom
- Prior art keywords
- game
- coordinates
- pattern
- player
- information
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
- 239000011159 matrix material Substances 0.000 claims abstract description 17
- 239000003999 initiator Substances 0.000 claims description 2
- 238000000034 method Methods 0.000 claims description 2
- 230000002250 progressing effect Effects 0.000 claims description 2
- 238000013519 translation Methods 0.000 abstract description 2
- 230000014616 translation Effects 0.000 abstract description 2
- 241000270295 Serpentes Species 0.000 description 7
- 241000021559 Dicerandra Species 0.000 description 1
- 235000010654 Melissa officinalis Nutrition 0.000 description 1
- 230000004913 activation Effects 0.000 description 1
- 230000006978 adaptation Effects 0.000 description 1
- 238000003491 array Methods 0.000 description 1
- 230000001419 dependent effect Effects 0.000 description 1
- 230000000881 depressing effect Effects 0.000 description 1
- 230000000994 depressogenic effect Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- PCHJSUWPFVWCPO-UHFFFAOYSA-N gold Chemical compound [Au] PCHJSUWPFVWCPO-UHFFFAOYSA-N 0.000 description 1
- 239000010931 gold Substances 0.000 description 1
- 229910052737 gold Inorganic materials 0.000 description 1
- 238000003780 insertion Methods 0.000 description 1
- 230000037431 insertion Effects 0.000 description 1
- 238000002372 labelling Methods 0.000 description 1
- 239000000865 liniment Substances 0.000 description 1
- 230000013011 mating Effects 0.000 description 1
- 239000012780 transparent material Substances 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
- Pinball Game Machines (AREA)
Abstract
A game for two or more players comprises a set of cards supporting two patterns, and an arrangement such as dice for randomly generating a set of coordinates. One of the two patterns is marked to indicate the progress of the game. A first pattern defines a matrix in which each of an array of locations is identified by a respective one of the set of coordinates that can be generated, and a second pattern identifies pieces of information each identified by a respective one of the set of coordinates which can be generated. Thus a player is asked to provide the piece of information corresponding to a particular set of coordinates without reference to the second pattern and thereafter to mark his first pattern in dependence upon his ability to supply the requested information. As shown, a board 1 has a transparent dome 3 covering dice (5) and four hinged transparent panels 2 for retaining changeable cards. One side of each panel provides questions based on spelling, arithmetic, geography or translations and the other side provides peg holes for placing an array of pegs or pegs in a game corresponding to snakes-and-ladders, snooker, baseball, football, golf or grandprix. <IMAGE>
Description
GAME
The present invention relates to a gamè for two or more players.
A multitude of board games have been proposed in the past which supposedly are both enjoyable to play and have eductional benefit. In most cases however only one of the two objectives is achieved. One of the reasons for this is that, particularly in the case of games intended for children, it is necessary for the playing of the game to be supervised by an adult to whom the game is boring. Furthermore it is difficult to adjust the level of the game to accommodate a wide range of ability levels.
It is an object of the present invention to provide a game for two or more player wic obviate or mitigates the problems outlined above.
According to the present invention there is provided a game for two or more players comprising a plurality of cards supporting twe patterns, means for randomly generating a set of coordinates, and means for marking one of the two patterns to indicate the progress of the game, wherein a first pattern defines a matrix in which each of a plurality of locations is identified by a respective one of the set of coordinates that can be generated, and a second pattern identifies a plurality of pieces of information each identified by a respective one of the set of coordinates which can be generated, whereby a player can be asked to provide the piece of information corresponding to a particular set of coordinates without reference to the second fdtterii and thereafter to mark his first pattern in dependence upon his ability to supply the requested information.
The invention also provides a game for two or more players, comprising a plurality of cards supporting two patterns, each player being allocated a single card with the two patterns on opposite sides thereof or two cards each bearing one of the patterns, wherein a first pattern defines a matrix in which each of a plurality of locations is identified by a respective set of coordinates and a second pattern identifies a plurality of pieces of information each identified by a respective set of coordinates, the game proceeding in accordance with a set of rules such that a set of coordinates is randomly generated to identify a location on the pattern and a corresponding piece of informatior. on the second pattern, a first player attempts to provide the corresponding piece of information either by direct reference to the coordinates if thfs define the piece of information to be provided or by reference to a question read out by another player and derived by that other player from the corresponding piece of information on the second pattern, the location on the first pattern of the first player identified by the coordinates is marked in a manner which indicates whether or not the correct piece of information has been provided, the game progressing such that each player repeats the above process in turn until the game is terminated as a result of any one player's first pattern being marked in a predetermined characteristic manner.
The present invention also provides a game substantially as hereinafter described.
Preferably the cards may be supported in transparent panels pivotally mounted on a board. The first pattern is normally uppermost with the second pattern being concealed on the underside of the panel. When one player asks another player a question he can swing his panel upwards to see the required piece of information and ask the appropriate question. A player being asked a question is of course not allowed to look at his own second pattern. The panels may support holes corresponding in position to the respective locations in the matrix, pegs being provided to be inserted into either the holes corresponding to each location for which the respective player has provided a correct answer, or holes selected by the player to improve his chances of completing a wwinningw array of pegs.
Of course the reverse could be the case, pegs being inserted each time an incorrect answer is given. The game may be terminated when a predetermined "winning" pattern of pegs has been formed, for example a straight row of pegs extending from one side of the matrix to the other, or a row of pegs lined up with a reprinted line on the matrix.
The coordinates may be generated by simple dice. Alternatively other means for generating the coordinates could be provided, for example non-standard dice, electronic dice or any other appropriate device.
A timer may be incorporated into the game to limit the amount of time available to a player to provide the required piece of information. Any timing mechanism could be provided, for example a mechanical, electromechanical or electronic timer.
One possible arrangement comprises an integrated coordinate generator and timer initiator. In one simple arrangement the coordinate generator is in the form of a transparent dome beneath which dice are located. Depression of the dome agitates the dice and simultaneously releases a ball which then rolls down a circuitous ramp, the timed interval terminating when the ball reaches the bottom of the ramp.
The coordinates may be for example numbers appearing on the uppermost face of two or more dice or letters appearing on the uppermost face of two or more dice or a combination of numbers and letters provided on separate dice. The matrix can be a rectangular array with one of the coordinates along one axis and the other coordinate along the other axis. The pieces of information which it is required for players to provide can be of any form. For example if one is trying to teach basic arithmatic each of the dice could have numbered faces say 1 to 10 on each dice. The players would know at the start of the game that the questions were related to, for example, addition or multiplication. In the case of addition, the dice would be agitated, the relevant player would then have to add up the face value of the two dice and provide an answer before termination of the timing interval. In these circumstances it would not be necessary to look at the second pattern to decide upon the questions (add the two face values of the dice) to the answered. The second pattern would only have to be consulted in the event of a dispute as to the correct answer, the same coordinates labelling pattern the appropriate answer on the second. Other questions could be asked however, the nature of which is not inherent in the coordinates generated. For example an array of pairs of coordinates could be printed on the second pattern with each pair of coordinates adjacent a particular word. Each time the dice are agitated one player would then look at his second pattern and call out the word adjacent the particular pair of coordinates generated. The player whose turn it was would then have to spell out the word before the timing interval expired.
Embodiments of the present invention will now be described, by way of example, with reference to the accompanying drawings, in which:
Fig. 1 is a top plan view of a board game in accordance with the present invention;
Figs. 2 to 6 are views respectively on the lines 2-2, 3-3, 4-4, 5-5 and 6-6 of Fig. 1 after removal of the four side panels illustrated in Fig. 1;
Figs. 7 to 11 illustrate details of the side panels shown in Fig. 1; Fig. 12 illustrates the pattern on a first (upper) side of s playing card to be 'nsrted i r, ,n- of the side panels shown in Fig. 1 and Figs. 7 to .1; Fig. 13 shows a multiplication table printed or the reverse side of the card shown in Fig. 12;;
Figs. 14 and 15 illustrate alternative patterns to those shown in Figs. 12 and 13;
Figs. 16 and 17 illustrate the two faces of a card intended to teach the capital cities of listed countries;
Fig. 18 illustrates a card which can be used to play a game which is a derivative of conventional snakes and ladders
Fig. 19 illustrates a card which can be used to play a game which is a derivative of snooker;
Fig. 20 illustrates a card which can be used to play a spelling game; and
Figs. 21 to 24 illustrate typical "winning lines Referring to Figs. 1 to 11, the illustrated components of the game comprise a board 1 to which four side panels 2 are hinged. A transparent dome 3 is mounted centrally of the board over a spring steei plate 4, dice 5 being mounted on the plate 4 and beneath the dome 3.
A ramp 6 extends around the dome from an upper end 7 to a lower end 8. A finger 9 which is integral with the dome 3 extends partially across the ramp 6 adjacent the upper end 7. A ball can be placed adjacent the finger at the top end of the ramp. When the dome is depressed the dice are agitated and in addition the finger 9 is pushed downwards relative to the ramp 6 so as to release the ball. The ball then rolls slowly down the ramp, the time taken for it to decend to the bottom end 8 being substantially constant.
Balls can be stored in depressions 11 ar nged adjacent each panel Pegs 11 are also stored.
adjacent each panel in arrays of anrJrotriaieif LncpC a holes.
Each of the panels 2 is provided with a snap-fit pivotal connection with the board by means of pins 12 supported on the board and mating slots 13 provided on the panels. The panels 2 can thus be laid flat as shown in Fig. 1 or pivoted upwards so that the underside face of the panels can be seen by a person sitting adjacent the side of the board to which the respective panel is connected.
Each of the panels 2 is fabricated from transparent material and comprises an upper sheet member 14 in which an array of 100 apertures 15 is provided, the apertures being arranged in a rectangular 10x10 matrix. An entry slot 16 is defined adjacent the sheet number 14 to enable a card to be slid therethrough, projections 17 retaining the card in close proximity to the sheet member 14.
Figs. 12 and 13 show the two sides of a card 18 suitable for insertion into one of the side panels 2 illustrated in Fig. 1. Fig. 12 shows the side of the card which faces upwards in the orientation of the side panels 2 shown in Fig. 1. Fig. 13 shows the underside of that card which can only be looked at by pivoting one of the side panels upwards. Thus there is an aperture 15 in the side panel located centrally above each of the square areas indicated in Fig. 12.
The card illustrated in Figs. 12 and 13 is intended for a game based on multiplicatìon.
Accordingly the underside of the card (Fig. 13) indicates the products which can be generated by multiplying the numbers 2 to 10. The game is played by depressing the dome 3 (Fig. 1) so that two ten sided dice 5 located beneath the dome are aaltatc and timing balm is released. If for example the upper faces of the two dice display numbers 7 and Ds, then the result of the multiplication is 21. The person whose turn it is has to give his or her answer to the product of the two displayed numbers -and that answer can be checked by the other players with reference to the reverse side of their cards which they can look at by lifting their respective side panels.The two dice are colour coded, one colour (for example yellow) corresponding to the horizontal list of numbers in Fig. 12 and the other colour, for example blue, corresponding to the vertical array of numbers in Fig. 12. Thus assuming the yellow dice shows numeral 7 and the blue dice shows numeral 3 and the person whose turn it is gives the correct answer (21) a peg is inserted in the aperture corresponding to the square indicated by a cross in Fig. 12. If an incorrect answer is given, or no answer is given within the period determined by the time taken for the ball to roll down the ramp 6 (Fig. 1) no peg is inserted. The game then proceeds to the next person around the board in a similar manner.
Various predetermined conditions can be set for deciding when the game is over. For example the game may be over when a straight horizontal or a straight vertical row of ten pegs has been inserted.
Alternatively the game can be deemed to have come to a conclusion when a predetermined number of pegs has been inserted by any one player.
It will be appreciated that any simple arithmetical skill can be taught using the cards described with reference to Figs. 12 and 13. All participants in the game can check whether or not the answers given are correct and therefore there is no need for a person with relatively good aro t hmetic~ skills to be involved in game supervision.
Alternative cards could be prepared to provide more or less difficult arithmetical task. In the case of Figs. 14 and 15, a card is illustrated which would be used where one of the two dice has 10 faces and one has only 6. Further 'embodiments can be imagined, for example two dice each with six faces, or dice with relatively large numbers on each face.
Figs. 16 and 17 illustrate an alternative card which can be used to teach participants the names of the capital cities of the countries of the world.
When the dice are activiated by pressing the dome 3 of Fig. 1 let us assume that the yellow dice again shows numeral 7 uppermost and the blue dice shows numeral 3 uppermost. This -set of coordinates identifies the question "what is the capital of
Kenya". Accordingly after this combination of dice faces has been displayed the person who activated the device is asked a question by one of the other participants "what is the capital of Kenya". If he gives the correct answer (Nairobi) he can insert a peg at any location corresponding to an aperture overlying one of the four routes shown on Fig. 16.
If he gives the wrong answer, the person asking the question can remove any previously inserted peg.
Again the players take it in turn to answer questions determined by the dice. The game is terminated when a row of pegs has been inserted in each aperture overlying one of the lines shown in Fig. 16.
Referring now to Fig. 18, this illustrated one side of a card which each player inserts into his side panel. Three dice are used, two with ten faces and one with six faces. The player whose turn it is activates the dice and moves a single peg the number of places indicated by the uppermost face of the six sided dice. If for example on a players first go the six sided dice shows numeral 1 uppermost that player then has the possibility of following a ladder up to space 38. Equally if a player lands on a space corresponding to the head of the snake, the possibility arises of him moving down the snake, for example from square 16 to square 6. Movement up a ladder or down a snake is dependent upon the player answering a question correctly.Thus when a player's peg lands on s snake or a ladder, the dice are activated again and an arithmetical question is asked on the basis of the face values of the two ten sided dice. If the correct answer is given the player can move up a ladder or refuse to go down a snake.
Alternatively if the wrong answer is given, the player cannot move up a ladder but is forced to go down a snake. This adds a variation to the basic arithmetical game described with reference to Figs.
12 and 13. In this version of the game a player wins when he lands exactly on the 100th square. It will be appreciated that a card of the type illustrated in
Fig. 18 is inserted over a card having an underside surface as illustrated in Fig. 13 so that all participants can look up the correct answers as identified by the ten sided dice.
Referring now to Fig. 19, this illustrates another card which is intended to simulate the game of snooker. Again three dice are used and each player has a peg which he moves across the board in accordance with the face value of the six sided third dice. If a player lands on a red bal] the dice are again activated and an arithmetical question is asked on the basis of the face values of the other two dice. If a correct answer is given, the player is deemed to have "potted" that red ball and scores one point. He then moves one square forward. If this lands him on a square labelled by a nor-red ball the player then has an opportunity to answer a further arithmetical question. If the answer he gives is correct he moves forward by the numerical value of that ball, for example by seven spaces if the ball is black.He can then have another turn, involving activation of the dice again, and moves forward by the face value of the six sided dice. On the other hand if a player lands on a square corresponding to a non-red ball without first having "potted' a red ball, this is deemed to be a foul shot and the player must move back the value of the ball he has hit or a minimum of four squares, whichever is the greater.
If a player gives a wrong answer or fails to give an answer within a predetermined time limit he stays on the same spot and play passes onto the next player.
Fig. 20 illustrates a card suitable for use in an adaptation of the game based on spelling. Each player would be provided with a card having an upper face as illustrated in Fig. 12 and a lower face as illustrated in Fig. 20. When a player activates the dice, his side panel is positioned so that he cannot see the lower face illustrated in Fig. 20. The two ten sided dice are used to select a particular word.
Again if the selection is 73 that word in the present example is 'look'. Accordingly one of his opponents, for example the person immediately to his left, asks the player how to spell 'look1. If the player gets the answer right (and his opponents can check his answer b looking at their own cards as shown in Fig.
20) he is entitled to insert a peg at the location in the matrix illustrated in Fig. 12 indicated by the cross X.
Referring now te Figs. 21 to 24, various rules may be determined to decide at what point the game is terminated. The peg pattern illustrated in Fig. 2' could be deemed to constitute the end of a game, that is a continuous chain of pegs extending from one side of the matrix to the other, continuity being deemed to be maintained between pegs which are in adjacent rows, adjacent columns, or diagonally adjacent rows and columns. In the case of Fig. 22 the game is deemed to be over when all the ten pegs in a single row of holes have been inserted. In the case of Fig.
23, the game is deemed to be over when all the ten holes in a column have been occupied by pegs. In the case of Fig. 24 the game is deemed to be over when a continuous (as defined with reference to Fig. 21) chain of pegs has been established between the upper and lower edges of the matrix.
Variations to the games described above are possible. For example if a wrong answer is given to a question, rather than not being permitted to insert a peg a player may be forced to remove a peg selected by the player immediately to his left for example
This makes it possible for a player to move key pegs from an opponents peg pattern to reduce his chances of establishing a winning chain of pegs. Variations can also be developed for almost any known sporting activity, for example baseball, football, golf, grandprix car racing or the like. Further educational applications are possible also, for example translations or the like.
By way of further example detailed rules for games based on the above described equipment are set out below, including general rules which apply to all variations. Adders and ladders" corresponds to the embodiment of Fig. 18; "free kick" is one possible way of arranging a game based on football knowledge; "capital cities" corresponds to the embodiment of
Figs. 16 and 17; "a hundred breaks corresponds trJ r- embodiment of Fig. 19, "number busters" corresponds to the embodiments of Figs. 12 and 13 and Figs. 14 and 15, "go for gold" is another variation based on football, and "word busters" which corresponds to the embodiment illustrated in Fig. 20.
Claims (11)
1. A game for two or more players comprising a plurality of cards supporting two patterns, means for randomly generating a set of coordinates, and means for marking one of the two patterns to indicate the progress of the game, wherein a first pattern defines a matrix in which each of a plurality of locations is identified by a respective one of the set of coordinates that can be generated, and a second pattern identifies a plurality of pieces of information each identified by a repective one of the set of coordinates which can be generated1 whereby a player can be asked to provide the piece of information corresponding to a particular set of coordinates without reference to the second pattern and thereafter to mark his first patterr. in dependence upon his ability to supply the requested information.
2. A game for two or more players, comprising a plurality of cards supporting two patterns, each player being allocated a single card with the two patterns on opposite sides thereof or two cards each bearing one of the patterns, wherein a first pattern defines a matrix in which each of a plurality of locations is identified by a respective set of coordinates and a second pattern identifies a plurality of pieces of information each identified by a respective set of coordinates, the game proceeding in accordance with a set of rulEs such that a set of coordinates is randomly generated to identify a location on the pattern and a corresponding piece of information on the second pattern, a first player attempts to provide the corresponding piece of information either by direct reference to the coordinates if these define the piece of information to be provided or by reference to a question read out by another player and derived by that other player from the corresponding piece of information on the second pattern, the location on the first pattern of the first player identified by the coordinates is marked in a manner which indicates whether or not the correct piece of information has been provided, the game progressing such that each player repeats the above process in turn until the game is terminated as a result of any one player's first pattern being marked in a predetermined characteristic manner.
3. A game according to claim 1 or 2, wherein the cards are supported in transparent panels pivotally mounted on a board, the first pattern being visible on an upper side of the panel and the second pattern being visible on the underside of the panel.
4. A game according to claim 3, wherein the panels define holes corresponding in position to the respective locations in the matrix, pegs being provided to be inserted into the holes to indicate selected locations.
5. A game according to claim 4, wherein the holes are arranged such that pegs can be located to define a straight row of pegs extending from one side of the matrix to the other, or a row of pegs lined up with a preprinted line on the matrix.
6. A game according to any preceding claim, comprising dice to generate the coordinates.
7. A game according to any preceding claim, comprising a timer arranged to limit the amount of time available to a player to provide the required piece of information.
8. A game according to claim 7, comprising an integrated coordinate generator and timer initiator.
9. A yame according t claim 8, wherein the coordinate generator is in the form of a transparent dome beneath which dice are located, depression of the dome agitating the dice and simultaneously releasing a ball to roll down a ramp, the timed interva.l terminating when the ball reaches the bottom of the ramp.
10. A game according to any preceding claim, wherein the matrix is a rectangular array with one of the coordinates along one axis and another coordinate along the other axis.
11. A game substantially as hereinbefore described with reference to the accompanying drawings.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB888810851A GB8810851D0 (en) | 1988-05-07 | 1988-05-07 | Game |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| GB8910518D0 GB8910518D0 (en) | 1989-06-21 |
| GB2218649A true GB2218649A (en) | 1989-11-22 |
Family
ID=10636522
Family Applications (2)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB888810851A Pending GB8810851D0 (en) | 1988-05-07 | 1988-05-07 | Game |
| GB8910518A Withdrawn GB2218649A (en) | 1988-05-07 | 1989-05-08 | Game |
Family Applications Before (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB888810851A Pending GB8810851D0 (en) | 1988-05-07 | 1988-05-07 | Game |
Country Status (1)
| Country | Link |
|---|---|
| GB (2) | GB8810851D0 (en) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2324971A (en) * | 1997-05-08 | 1998-11-11 | Manfred Peter Lindfield | Board game apparatus |
| RU2427408C1 (en) * | 2010-06-02 | 2011-08-27 | Анзор Мухамедович Табухов | Method to conduct game or competition "click of luck" |
-
1988
- 1988-05-07 GB GB888810851A patent/GB8810851D0/en active Pending
-
1989
- 1989-05-08 GB GB8910518A patent/GB2218649A/en not_active Withdrawn
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2324971A (en) * | 1997-05-08 | 1998-11-11 | Manfred Peter Lindfield | Board game apparatus |
| GB2324971B (en) * | 1997-05-08 | 2001-05-09 | Manfred Peter Lindfield | Board game apparatus |
| RU2427408C1 (en) * | 2010-06-02 | 2011-08-27 | Анзор Мухамедович Табухов | Method to conduct game or competition "click of luck" |
Also Published As
| Publication number | Publication date |
|---|---|
| GB8910518D0 (en) | 1989-06-21 |
| GB8810851D0 (en) | 1988-06-08 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |