LETTER CARDS AND METHOD FOR PLAYING GAMES WITH THE LETTER CARDS
FIELD OF THE INVENTION The invention relates to playing pieces bearing letters thereon and to the use of letter cards for playing games, learning, and other activities.
BACKGROUND OF THE INVENTION The use of cards bearing indicia for entertainment and education is well-known. Such words commonly are provided in decks of cards and may be associated with other apparatus, such as game boards, timers, dice, spinners, etc. Examples of such apparatus, and games playable with the apparatus, are disclosed in the following U.S. patent references: 622,240; 627,046; 742,498; 912,547; 1,012,574; 1,076,307; 1,107,417;
1,234,954 1,312,278 1,377,327 1,540,085 1,545,766 1,551,680 1,557,824 1,732,980 1,803,763 2,042,930 2,071,014 2,128,749 2,265,334 2,766,987 3,565,439 3,654,712 4,192,513 4,333,656 4,402,513 4,428,582 4,773,651 4,775,157 4,826,175 4,923,199 5,108,113 5,199,714 5,409,237 5,417,432 5,524,899 5,564,710 and 5,697,615.
SUMMARY OF THE INVENTION These known apparatus and game playing methods have several deficiencies. In particular, each game set typically offers no more than a few games. Of those inventions above-mentioned, U.S. Pat. No. 4,428,582 offers the most games, which is nine. The prior art fails to adequately show how letter cards may be used to play hundreds of games. This failure is evident in the actual number of games disclosed by each reference. It is further evident in the actual number of variations of each game. It is even further evident in the very manner that these variations are presented. That is, these variations are typically shown to apply
to only one game, not universally to several games. It is still further evident in the lack of suggestion as to developing additional, distinct games, as by combining existing games. Second, prior art game sets and methods of play typically fail to offer educational benefit. U.S. Pat. Nos. 3,654,712; 5,108,113; 5,417,432; and 5,524,899 do offer alphabet-learning games. However, the prior art fails to show the kind of educational application truly necessary to build vocabulary, spelling, phonics and improve languages skills for players having a relatively broad range of language skills.
Third, the prior art fails to offer handicapping. That is, the prior art fails to show how players of varying abilities can be competitive while playing together.
In consideration of the prior art, there are several objects and advantages of the present invention. First, the present invention shows how letter cards may be used to play hundreds of games.
This is evident in the actual number of games and the many variations offered in the invention. It is further evident in the provision for inventing new games, as by combining existing games. Second, the present invention shows how letter cards may be used for educational application above and beyond simple alphabet-learning games. For example, learning activities with language skills application include but are not limited to the following: spelling; building vocabulary; and enhanced understanding, recognition, and use of nouns, adjectives, and verbs; understanding, recognition, and use of categories, rhymes, speech sounds, syllables, sentence structure and the use of definitions. Third, the present invention offers handicapping by showing how players of varying abilities can play games and compete on an equalized basis.
In particular, the present invention provides a method for playing a game. In one embodiment, the invention provides a method of playing a game that includes the following five steps: providing a plurality of cards, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical; shuffling the cards; determining the game protocol; distributing cards according to the game protocol; and calling out at least one word according to the game protocol and the distribution of cards. A second embodiment of the invention provides a method of playing a game including the following five steps: providing a plurality of cards, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical; shuffling the cards; determining the game protocol; distributing cards according to the game protocol; and arranging the distributed cards according to the game protocol. A third ebodiment of the invention provides a method of playing a game including the following six steps: providing a plurality of cards, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical; shuffling the cards; determining the game protocol; distributing a portion of the plurality of cards according to the game protocol; stacking the undistributed cards in a stock; and placing unwanted cards, according to the game protocol, into a discard pile and drawing at least one card from the stock of cards.
The present invention comprises letter cards and possible wild cards used for playing games, learning, and other activities. The chief objects and advantages on the invention are as follows:
(A) the understanding and use of playing hundreds of games and learning activities;
(B) the educational application for building vocabulary and improving language skills;
(C) the provision for handicapping so that players of varying abilities can be competitive. Playing games provided by the use of the present invention can be of tremendous educational and psychological benefit. These games build vocabulary and improve language skills, provide healthy competition and boost confidence, and promote fair play and gamesmanship. These games bring pleasure that may be both immediate and lasting.
Playing games provided by the use of the present invention may be enjoyed by virtually all ages and abilities. These games can be of tremendous benefit to families. Child psychologists recognize the importance of bringing parents and children together, which is easily accomplished by playing such games.
Playing games provided by the use of the present invention can bestow on a person a lifelong curiosity about words. This curiosity has a way of leading to other things, such as a love of reading, better communication skills, and much more. Playing games provided in the present invention should prove to be one of the easiest and most effective ways to ensure this love of words.
Playing games provided by the use of the present invention is just plain fun and offers several benefits within the context of improving language skills. These benefits include but are not limited to the following: (A) Learning new words, meanings, usages, and spellings; (B) Using the dictionary or other authorities; (C) Issuing and defending challenges; (D) Playing by the rules, and exercising appropriate conduct; (E) Enforcing rules, settling disputes, and maintaining fairness; (F) Using mathematical skills in terms of betting, card counting, and scoring; (G) Betting, bluffing, and taking calculated risks; (H) Assessing and evaluating spatial relationships of
letters in making words; (I) Assessing and evaluating options as to which letters to keep and which letters to discard; (J) Planning and executing strategies to outwit opponents; and (K) Developing social and interpersonal skills.
To those who are naturally good at games , the letter cards provided by the invention present an opportunity to not only learn but also teach. These letter cards offer the possibility for experimentation and the development of new games. These letter cards can serve to stimulate the creative process within each person. As a whole, these letter cards should serve to develop and encourage creativity, independent thinking, and positive values. Other features and advantages of the invention will become apparent to those skilled in the art upon review of the following detailed description, claims and drawings .
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is a plan view of the obverse sides of each of the cards of a deck of cards embodying the invention.
Figure 2 is an enlarged view of two of the cards shown in Fig. 1.
Figure 3 is a perspective view of the deck shown in Fig. 1 placed in a stack.
Figure 4 is a view similar to Fig. 3 and illustrates a second stack of cards. Figure 5A is a plan view of a "pyramid" arrangement of several of the cards shown in Fig. 1.
Figure 5B is a plan view of an arrangement of seven cards lying face up.
Figure 6A is a view of eight cards lying face up and arranged in a "hollow" rectangle.
Figure 6B is a view similar to Fig. 6A. Figure 7A is a view similar to Fig. 6A. Figure 7B is a view similar to Fig. 7A of nine
cards lying face up.
Figure 8A is a plan view of a hand of five cards arranged to read "sting".
Figure 8B is a plan view of a hand of five cards arranged to read "aside".
Figure 8C is a plan view of a hand of five cards arranged to read "waste" .
Figure 8D is a plan view of a hand of five cards arranged to read "toast". Figure 8E is a plan view of a hand of five cards arranged to read "chaos".
Before one embodiment of the invention is explained in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangements of components set forth in the following description or illustrated in the drawings. The invention is capable of other embodiments and of being practiced or being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting.
DESCRIPTION OF THE PREFERRED EMBODIMENT I. The Deck of Cards
An exemplary embodiment of the invention is a deck containing seventy-two cards, such as the deck illustrated in Fig. 1. Figure 1 illustrates the obverse or face sides of each of the cards in the deck. Views of seventy-two cards are shown. Seventy of these cards are letter cards. The remaining two cards are wild cards. The cards each bear indicia in one of two colors. When the cards in the deck are stacked (see, Fig. 3) in a stock pile or simply a "stock" so that only the reverse side of the top card is visible for viewing, i.e., the top card lies face down, each and every other card below the top card in the stock is only visible for viewing along its perimeter. Like the
top card, each and every other card in the stock typically lies face down.
Figure 4 is a view similar to Fig. 3 and illustrates a discard pile of the cards. A discard pile is typically arranged so that only the obverse side of the top card is visible for viewing, i.e., the top card lies face up. In this example, the top card bears indicia representing the letter N. Each and every other card in the discard pile is only visible for viewing along its perimeter. Like the top card, each and every other card in the discard pile typically lies face up.
As mentioned above, the cards in the deck bear indicia in one of two colors; half the cards in the deck have red indicia letters and the remaining cards have black indicia. While various combinations of cards and letter distributions can be used in the successful practice of the invention, in the preferred embodiment, the face of each letter card represents a letter of the alphabet and the letter distribution using the English alphabet is: eight Es; six As; six Is; six Os; and two each of the other letters. Wild cards may be any letter of choice, and their use is always optional. Figure 2 illustrates in more detail two cards which are typical of the cards in the deck. In particular, the cards shown in Fig. 2 each bear indicia representing the letter A. Each of these is oriented in a normal reading position. These two cards are distinguished by color of indicia, i.e., one is black and the other is red.
Playing games provided by the use of the present invention does not proscribe any particular embodiment. Therefore, the actual embodiment is not material to the use of the present invention as long as the utility exists.
It is to be understood that the present invention is not limited to English language usage. It can be
used for playing games, learning, and other activities in any language. Therefore, the indicia borne on each letter card may be any indicia used in any language. Each letter card follows the example shown in Figure 2. Views of two letter cards are shown. Each letter card has an obverse side 10 and a perimeter 12. On the obverse side 10 of each letter card is indicia bearing a letter of the alphabet. In this case, the indicia borne on both cards is the letter A. In the view of the card on the left, indicia 20, 22, and 24 are black or any other color. In the view of the card on the right, indicia 20', 22', and 24' are red or any color other than the color of indicia 20, 22, and 24. The indicia 20, 20', 24, and 24' are shown oriented in normal reading position. The indicia 22 and 22' are shown oriented in inverted position; that is, rotated 180° relative to the normal reading position.
II. General Rules of Play Operation of the present invention will be shown or described in two ways. First, general information applying to some, or all, games is provided, including a description of how to effectuate variations, handicapping, and the invention of new games. Second, the rules of play for forty games are provided. Some of these descriptions will include variations not described in the general information section below. It is to be understood that the present invention is not limited to forty games. Instead, it should be plain that hundreds of games are offered in the present invention. In several instances, for example, one game can become many games simply by restricting word length in any of over thirty ways. Untold numbers of new games are also possible simply by combining existing games.
Deciding Dealer Fan the deck face down on the playing surface. Each player picks a card and turns it up. Whoever
picks the card nearest to the beginning of the alphabet is dealer. If there is a tie, break the tie by picking and turning up a new card.
Taking Turns In games that involve taking turns, it is customary to begin with the player at dealer's left. Turns always pass in clockwise rotation.
Word Validity In most games, all words are allowed except place names, personal names, trademark names, hyphenated words, contractions, abbreviations, prefixes, and suffixes. Certain types of proper nouns, though normally capitalized, are allowed. These include: days of the week, months of the years, holidays, names for signs of the zodiac, and words of geographical origin. A simple test to determine validity of such words is to put "a," "an," or "last" in front of the word. Examples: "last" Friday, "last" May, "last" Easter, "a" Leo, "an" American. If it sounds right, the word is allowed.
Word Length "Any length" typically refers to a word of from two to twelve letters in length. One-letter words such as "a" and "I" are not allowed unless otherwise stated in the rules. In many games, you can add challenge to the game by restricting word length. For instance, you may:
(A) Decide on set word lengths of 2, 3, 4, 5, 6, 7, 8, 9, or 10 letters; (B) Decide on two-letter minimums with maximum word lengths of 3, 4, 5, 6, 7, 8, 9, or 10 letters;
(C) Decide on three-letter minimums with maximum word lengths of 4, 5, 6, 7, 8, 9, 10, 11, or 12 letters;
(D) Decide on four-letter minimums with maximum word lengths of 5, 6, 7, 8, 9, 10, 11, or 12 letters;
(E) Decide on five-letter minimums with maximum word lengths of 6, 7, 8, 9, 10, 11, or 12 letters. In this way, one game becomes many games.
Word Challenges You may challenge another player's word. Say
"challenge" if you think a word is not a word. Settle challenges by consulting a dictionary. Does a player have to know what the word means? Or, is it good enough simply to prove that the word exists? Decide for yourself before play begins.
Handicapping Make word games more even by imposing extra rules on better players. This might include imposing word restrictions and stricter criteria for defending challenges. Word restrictions may refer to length, category, and parts of speech.
New Games Letter cards represent such a basic component of language that it may strike your fancy to make up your own word games. One easy way of doing this is by combining games. For instance, combine Heads and Tails into one game simply by playing Heads when dealing a red letter and Tails when dealing a black letter.
III. Specific Rules of Play
A. Call-Out Games Each of the following descriptions provides a method of playing a game consisting of five steps.
First a plurality of cards are provided, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical. Second, the cards are shuffled. Third, the game protocol is determined.
Fourth, the cards are distributed according to the game protocol. Finally, at least one word is called out according to the game protocol and distribution of cards.
1. All Recall
Shuffle the cards. Then spread them all out, face down, so that none of the cards are touching or overlapping one another. Now take turns turning up three cards at a time. The object of the game is to call out a three-letter word using those letters you turn up. If you can make a three-letter word, call it out. If no one challenges your word, you keep the three cards and take another turn. Otherwise, if you cannot make a word, turn the cards back down without changing their position on the playing surface.
2. Bacon Bits
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is threefold: (1) to call out "bacon" when both letters are black; (2) to call out "eggs" when both letters are red; (3) to otherwise call out a word of any length using those letters - that is, when one letter is black and the other letter is red.
3. Scrambled Eggs
Shuffle the cards. Deal three letters at a time to the center of the playing surface. The object of the game is threefold: (1) to call out "bacon" when all three letters are black; (2) to call out "eggs" when all three letters are red; (3) to otherwise call out a word using those letters - that is, when all three letters are neither black nor red.
Categories
Shuffle the cards. Choose a category involving one-word callouts. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word that begins with that letter and fits the chosen category. For example, if the category is animals, then possible callouts for L, D, and P are "lion," "duck," and "pig," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
5. Describe It
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a descriptive adjective - that is, a word used to describe something or someone. Your word must begin with that letter. For example, if the letters are W, P, and G, then possible callouts are "windy," "pretty," and "grand," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
6. Doubles
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is to call out a word that has those letters. For example, if the letters are 10, MS, and FH, then possible callouts are "pillow," "smile," and "half," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
7. Heads
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word that begins with that letter. For example, if the letters are S, A, and V, then possible callouts are "sand," "alligator," and
"violin," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
8. Initial Reaction
Shuffle the cards. Choose a category involving two-word callouts. Deal two letters at a time to the center of the playing surface. The object of the game is to call out two words that fit the chosen category. One word must begin with one of the two letters . The other word must begin with the other of the two letters. For example, if the category is famous people, then possible callouts for SW, AL, and EA are "William Shakespeare, " "Abraham Lincoln, " and "Albert Einstein," respectively.
9. Inners
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is to call out a word having those letters anywhere in the middle of the word. For example, if the letters are El, AA, and ML, then possible callouts are "thief," "salad," and "flame," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
10. It Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a common noun - that is, a being or thing. Your word must begin with that letter. For example, if the letters are T, I, and K, then possible callouts are "table," "ink," and "kangaroo," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
11. It Does What?
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the
game is to call out a verb - that is, an action, occurrence, or state of being. Your word must begin with that letter. For example, if the letters are L, K, and 0, then possible callouts are "listen," "kick," and "open," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
12. Lasting Letter
Pick a card out of the deck at random. This is the "lasting letter". Now shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word using both the lasting letter and the letter dealt. For example, if the lasting letter is U, then possible callouts for the letters A, M, C, and K are "auto," "umbrella," "uncle," and "luck," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length. A variation of the game is to add a rule stating that the lasting letter must come before the letter dealt. Another variation of the game is to add a rule stating that the lasting letter must come after the letter dealt. Yet another variation of the game is to add a rule stating that these letters must be together, as in Love Letters (see paragraph 14).
13. Long Short
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out two words. The first word must begin with that letter. Also, the first word must have a minimum length of four letters.The second word must be shorter than the first word. Also, the second word must have at least three of the same letters as the first word. For example, if the letters are Y, B, and
M, then possible callouts are "year ear," "beast best," and "marble lab," respectively. Note that the second word does not have to begin with the same letter as the first word.
14. Love Letters
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is to call out a word that has those letters. They may occur anywhere in your word as long as they are together. For example, if the letters are MI, YN, and AL, then possible callouts are "mist," "any," and "ball," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
15. Oh Honey
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out two words. The first word must begin with that letter. The second word must begin with the last letter of the second word. For example, if the letters are J, Q, and C, then possible callouts are "jam mouse," "quick key," and "cat time," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
16. Outers
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is to call out a word that has those letters. One of them must be the first letter of your word; the other must be the last letter of your word. For example, if the letters are JL, GN, and XT, then possible callouts are "jail," "green," and "tax,"
respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
17. Pied Piper
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out two words that both begin with that letter. The first word must be a descriptive adjective. The second word must be a common noun. For example, if the letters are B, H, and R, then possible callouts are "big bear," "high hill," and "red rabbit," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
18. Quads Shuffle the cards. Deal four letters at a time to the center of the playing surface. The object of the game is to call out a word that has those letters. For example, if the letters are RWLT, GAOS, and IYAA, then possible callouts are "wrestle," "gallops," and "calamity," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
19. Rhyme Time
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out two words. The first word must begin with that letter. The second word must rhyme with the first word. For example, if the letters are D, N, and L, then possible callouts are "door four," "nose froze," and "late weight," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
20. Rhymes With
Shuffle the cards. Choose a sound to rhyme with. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word that begins with that letter and rhymes with that sound. For example, if the sound of the rhyme is "long o," then possible callouts for R, T, and I are "row," "toe," and "indigo," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
21. Short Sentence
Shuffle the cards. Deal three letters at a time to the center of the playing surface. The object of the game is to call out a complete sentence. It must make some (but not perfect) sense and be grammatically correct. For example, if the letters are JKB, TDQ, and GTS, then possible callouts are "Julie kicks Bob," "Tigers dance quickly," and "Go to sleep," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length. Variations are created by changing the deal to four or more letters. In making up longer sentences, use pencil and paper as needed. You can also vary the game by requiring sentences to follow a certain order with respect to parts of speech, as noun-verb-noun and noun-verb-adverb.
22. Short Tiny
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the
game is to call out two words. The first word must begin with that letter. Also, the first word must have a length of either three, four, or five letters. The second word must be shorter than the first word and have two of its letters. For example, if the letters are L, F, and K, then possible callouts are "light hi," "fire if," and "kind kid," respectively. Note that the second word does not have to begin with the same letter as the first word.
23. Sounds of Speech
A "sound of speech" is a component part of a word. There are three types: vowel, consonant, and vowel and consonant combined. For instance, the "s" sound occurs in "sit," "science," "mustard". The "short oo" sound occurs in "book," "could," "pudding". The "shoon" (with "short oo") sound occurs in "nation," "action," "ocean. "
Shuffle the cards. Choose a sound of speech. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word with that sound of speech and using that letter.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length. Variations are created by combining consonant sounds, as "sk" ("skip," "score," "desk") and "sh" ("shop," "lotion," "anxious"). Another variation is to choose a group of vowel sounds. For example, call out one-syllable words with "long" vowel sounds whenever A, E, I, 0, U, or Y is played.
24. Sticky Wicket
Shuffle the cards. Deal two letters at a time to the center of the playing surface. The object of the game is to call out two words. The first word must begin with the first letter and be a descriptive adjective. The second word must begin with the second
letter and be a common noun. For example, if the letters are CO, IA, and OB, then possible callouts are "cold ones," "intelligent ants," and "old bag," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
25. Syllables Shuffle the cards. Decide the number of syllables to be used in words . Then deal one letter at a time to the center of the playing surface. The object of the game is to call out a word that begins with that letter and has that number of syllables. For example, if the letters are S, F, and D, then possible one-syllable callouts are "sun," "free," and "day," respectively. Possible two-syllable callouts for the same letters are "style," "fire," and "dozen," respectively. Possible three-syllable callouts for the same letters are "slippery," "fantastic," and "direction," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
26. Tails
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word that ends with that letter.
For example, if the letters are 0, Y, and D, then possible callouts are "go," "toy," and "odd," respectively.
Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
27. Triples
Shuffle the cards. Deal three letters at a time to the center of the playing surface. The object of
the game is to call out a word that has those letters. For example, if the letters are SPU, EMV, and ZLO, then possible callouts are "spunk," "move," and "bulldozer," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
28. Tummies
Shuffle the cards. Deal one letter at a time to the center of the playing surface. The object of the game is to call out a word having that letter anywhere in the middle of the word. For example, if the letters are B, H, and C, then possible callouts are "rabbit," "itchy," and "catch," respectively. Decide word length at the outset. The game is easiest when words may be any length. Add challenge to the game by restricting word length.
29. What Am I? Shuffle the cards. Look at the top card without revealing it to the other players. Now think of a word beginning with that letter. Then give the other players clues so that they can guess your word. The object of the game is for one of the other players to call out your word. For example, suppose the top card is E, and you think of the word "eye". Your first clue might be "I can be blue, green, or brown". A second clue, if needed, might be "I'm shiny, and light passes through me". A third clue, if needed, might be "I blink, and I wink."
Whoever calls out the correct word keeps the card and becomes the next player to pick a letter and think of a word.
30. Word Slap
Shuffle the cards. Deal a "private card" to each player. This card lies face up on the playing surface but is "private" in the sense that only the player to
whom it is dealt may use it. Then deal two "public cards" to the center of the playing surface. These cards also lie face up but are "public" in the sense that any player may use them. The object of the game is to slap down, then immediately call out a word using your private card letter and at least two public card letters.
Decide minimum word length at the outset. The game is easiest when the minimum word length is three letters. Add challenge to the game by increasing the minimum word length. In doing so, this means increasing the original deal of public cards.
31. Word Snag Shuffle the cards. Deal three letters at a time to the center of the playing surface. Take turns calling out a word using those letters. Each player has ten seconds to make a callout. For example, if the letters are IPI, then possible callouts are "pilgrim," "pinpoint," "pinstripe," "pitiful," "pipeline," "principle," "principal," "insipid," "imprint," "impossible," "opinion," "opposition," "spirit," "spiritual," "inspire," and so on. The object of the game is twofold: (1) to call out words using those letters; (2) to stay in the game until all other players have gone out.
Additional rules include:
(1) if you repeat an earlier callout, you're out;
(2) if you do not make a callout within ten seconds, you're out;
(3) if your callout is not a valid word, you're out;
(4) if you call out a plural form of a word that ends in -s or -es, you're out; (5) if you call out an inflected form of a regular verb that ends in -ed, -ing, -s, or -es, you're out;
(6) if you call out a comparative word that ends in -er or -ier, you're out;
(7) if you call out a superlative word that ends in -est or -iest, you're out.
Decide word length at the outset. Add challenge to the game by restricting word length.
32. Word Tag
Shuffle the cards. Deal two letters at a time to the center of the playing surface. Take turns calling out a word using those letters. Each player has ten seconds to make a callout. For example, if the letters are AO, then possible callouts are "ago," "about," "oral," "orange," "toad," "load," "road," "goal," "coal," "cloak," "soak," "oak," "boat," "goat," "coat," "throat," "float," "oat," "oar," "soar," "roar," "roast," "toast," "coast," and so on. The object of the game is twofold: (1) to call out words using those letters; (2) to stay in the game until all other players have gone out.
Additional rules include: (1) if you repeat an earlier callout, you're out;
(2) if you do not make a callout within ten seconds, you're out;
(3) if your callout is not a valid word, you're out; (4) if you call out a plural form of a word that ends in -s or -es, you're out;
(5) if you call out an inflected form of a regular verb that ends in -ed, -ing, -s, or -es, you're out;
(6) if you call out a comparative word that ends in -er or -ier, you're out;
(7) if you call out a superlative word that ends in -est or -iest, you're out.
Decide word length at the outset. Add challenge to the game by restricting word length.
B. Solitaire Games Each of the following descriptions discloses a method of playing a game consisting of five common steps. First, a plurality of cards is provided, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical. Second, the cards are shuffled. Third, the game protocol is determined. Fourth, the cards are distributed according to the game protocol. Finally, the distributed cards are arranged according to the game protocol.
33. Solve the Pyramid Shuffle the cards. Deal a "pyramid," an example of which is shown in Figure 5A, making sure the cards in one row overlap those in the row above it. Figure 5A illustrates such a "pyramid" arrangement of cards wherein the cards are aligned in seven overlapping rows. The cards in any given row overlap the cards in the row above it. The cards in the top six rows lie face down. The cards in the seventh row lie face up. In the illustrated example, each card, from left to right, in the seventh row bears indicia representing the letters B, K, T, P, I, Y, and H.
Deal the first six rows face down and the bottom row face up. Then deal yourself a "reserve" of seven cards face up. An example of such a reserve is shown in Fig. 5B. In the illustrated example, each card, from left to right, bears indicia representing the letters I, D, Q, R, L, U, and X. The remainder of the deck is not used.
The object of the game is to "solve the pyramid" by using all of its letters to spell words. Rules are as follows:
(1) Spell words either by using only letters from the pyramid or by using letters from both the pyramid and your reserve.
(2) Whenever you spell a word, remove those letters from the pyramid and, if applicable, your reserve.
(3) As letters are removed from the pyramid, turn up any cards not overlapped.
The game ends when you either solve the pyramid or cannot continue.
In the pyramid shown in Fig. 5A, you could begin by spelling any of several words, such as "bit," "kit," "kip," "tip," "it," "pi," "pith," "pithy," and "thy".
In spelling "thy" and "kip," you remove KTPIYH from the pyramid. This play frees up five cards in the sixth row. Turning them up, suppose you discover their letters are NOATB. B is still left in the bottom row. Again, you have several choices of words to spell, such as "at," "bat," "ban," "tan," "no," "not," "boa," "bob," "boat," and "oat". The best play is to spell "bob" and "tan" removing all six letters. This play frees up the lone remaining card in the sixth row and four cards in the fifth row.
Turning them up, suppose you discover their letters are Z in the sixth row and EHFA in the fifth row. Although you could spell "haze," your best play is to spell "fez" and "ha," removing all five letters. This play frees up the lone remaining card in the fifth row and three cards in the fourth row. You discover their letters are OIPL, and you can remove all four of them by spelling "lo" and "pi". At this point, you have just seven letters left in the pyramid. Words must be a minimum length of two letters.
Add challenge to the game by restricting word length to a minimum of three letters .
Variations are created as follows: (1) change the number of rows in the pyramid; (2) change the size of your reserve; (3) restrict word length; (4) remove certain letters from the deck. For instance, make the game easier by dealing fewer rows and a bigger reserve. Or remove hard-to-play letters, such as J, Q, x, and Z.
34. Word Circles
A "word circle" is a "hollow" rectangular arrangement of letters that spells four words. Figure 6A illustrates an example of such an arrangement, particularly an arrangement of eight cards lying face up and arranged in a "hollow" rectangle. The cards are arranged orthogonally into rows and columns. The top row reads "fed". The bottom row reads "rec". The left column reads "far". The right column reads "doc". Figure 6B illustrates a second example of such an arrangement, wherein the top row reads "fro"; the bottom row reads "eke"; the left column reads "foe", and the right column reads "ode". Two of the words must be of equal length and read horizontally from left to right. The other two words must be of equal length and read vertically from top to bottom.
Word circles may be any of several sizes. Size is determined by two numbers. The first number equals the horizontal word length. The second number equals the vertical word length. Common sizes of word circles, the number of cards per size, and the number of cards you deal to yourself are indicated in the playing surface that follows.
SIZE OF CIRCLE CARDS IN CIRCLE CARDS DEALT
3 x 3 8 16
3 x 4 10 20
3 x 5 12 24
4 x 4 12 24
4 x 5 14 28
5 x 5 16 32
Shuffle the cards. Choose the size of your word circle. Now set a time limit for yourself of, say, 5, 10, or 15 minutes. Then deal yourself the appropriate number of cards, which is double the number of cards that will be in your word circle. Be sure the cards do
not overlap one another. Start timing, and go! The object of the game is to create a word circle before time expires.
For example, suppose you choose a 3 x 3 word circle. You happen to deal the following letters:
COAFVKERQEDZIIEO. After a few minutes, you might come up with either of the following word circles shown in Figs. 6A or 6B.
Variations are created by: (1) dealing yourself fewer cards; (2) playing with either red or black letters only; (3) not playing with wild cards. Word Circles may also be played as a multi-player game by dealing everyone the same set of cards. Then race one another. Use as many extra decks of cards as needed.
35. Word Squares
A "word square" is a "solid" rectangular (though not necessarily square) arrangement of letters. All letters making up "rows" must be words of equal length that read horizontally from left to right. All letters making up "columns" must be words of equal length that read vertically from top to bottom. For example, Figure 7A illustrates such an arrangement of nine cards lying face up and arranged in a "solid" rectangle. The cards are arranged orthogonally into rows and columns. The top row reads "men". The middle row reads "aye". The bottom row reads "dew". The left column reads "mad". The middle column reads "eye". The right column reads "new". Figure 7B illustrates a second "solid" rectangle of cards: the top row reads "wed"; the middle row reads "ago"; the bottom row reads "son"; the left column reads "was"; the middle column reads "ego"; and the right column reads "don". Word squares may be any of several sizes. Size is determined by two numbers. The first number equals the horizontal word length. The second number equals the vertical word length. Common sizes of word squares,
the number of cards per size, and the number of cards you deal to yourself are indicated in the playing surface that follows.
SIZE OF SOUARE CARDS IN SOUARE CARDS DEALT
3 x 3 9 18 3 x 4 12 24 3 x 5 15 30 4 x 4 16 32 4 x 5 20 40
5 5 25 50
Shuffle the cards. Choose the size of your word square. Now set a time limit for yourself of, say, 5, 10, or 15 minutes. Then deal yourself the appropriate number of cards, which is double the number of cards that will be in your word square. Be sure the cards do not overlap one another. Start timing, and go! The object of the game is to create a word square before time expires. For example, suppose you choose a 3 x 3 word square. You happen to deal the following letters: EEELNOYAGXGDOMISUW. After a few minutes, you might come up with either of the following word squares shown in Figs. 7A or 7B. Variations may be created by: (1) dealing yourself fewer cards; (2) playing with either red or black letters only; (3) not playing with wild cards. Word Squares may be played as a multi-player game by dealing everyone the same set of cards. Then race one another. Use as many extra decks of cards as needed.
C. Card Games
Each of the following descriptions discloses a method of playing a game consisting of six common steps. First, a plurality of cards is provided, each of the cards having opposite sides, one of the opposite sides having an alphabetic indicia and each of the opposite sides of the cards being identical. Second,
the cards are shuffled. Third, the game protocol is determined. Fourth, a portion of the plurality of cards are distributed according to the game protocol. Fifth, the undistributed cards are stacked in a stock. Finally, the unwanted cards are placed, according to the game protocol, into a discard pile while at least one card is drawn from the stock of cards.
36. Word Stud Shuffle the cards. Deal each player a first card face down followed by a second and third card face up.
Have a betting interval. If at least two players have stayed in, deal each such player a fourth card face up.
Have another betting interval. Once again, if at least two players have stayed in, deal each such player a fifth card face down. Have a final betting interval.
If, during any of the betting intervals, all but one player drops out, then the player who stays in wins.
Otherwise, when more than one player stays in after the final interval, have a showdown. Whoever, then, has the highest-ranking hand wins. The object of the game is to win the pot.
Ranking hands is as follows: (1) A longer word beats a shorter word. (2) When words are of equal length, a flush beats no flush.
(3) Otherwise, whoever has the word which would occur first in a dictionary wins.
(4) When players have the same highest-ranking hand in a showdown, they split the pot.
Several terms that apply to Word Stud are defined in Word Draw (see paragraph 39). In Word Stud, there is no ante; and, any card dealt face down is called a "hole card." Variations are created by changing the deal to either four, six, or seven cards. In Four-Card Word Stud, there is no fifth card and, therefore, just two betting intervals. In Six-Card Word Stud, the sixth
card is dealt face down, which allows a fourth betting interval. In Seven-Card Word Stud, the initial deal is first and second cards face down followed by third and fourth cards face up. Have a betting interval, then deal a fifth card face up. Have a second betting interval, then deal a sixth card also face up. Have a third betting interval, then deal a seventh card face down. Have a final betting interval and showdown.
37. Silent Partner
Shuffle the cards. All players ante. Then deal each player a hand of four cards. Deal the next card face up to the center of the playing surface. This is the "silent partner". Have a betting interval. Then take turns discarding any unwanted cards face down.
Deal each player the same number of cards as he or she discarded. Have another betting interval. If, during any of the betting intervals, all but one player drops out, then the player who stays in wins. Otherwise, when more than one player stays in after the final interval, have a showdown. Whoever, then, has the highest-ranking hand wins. The object of the game is to win the pot.
Ranking hands is as follows: (1) Only words using the silent partner are considered to have rank. You must, therefore, spell a word by mentally combining the silent partner with the letters in your hand.
(2) A longer word beats a shorter word. (3) When words are of equal length, a flush beats no flush.
(4) Otherwise, whoever has the word that uses the silent partner in the earliest letter position wins. If, for instance, the silent partner is S, "sting" beats "aside" because the "s" occurs as the first letter in "sting" and as the second letter in "aside". Similarly, "aside" beats "waste"; "waste" beats "toast"; and "toast" beats "chaos". These hands are
shown in Figs. 8A, 8B, 8C, 8D, and 8E . If there is a tie in letter position, then whoever has the word which would occur first in a dictionary wins.
(5) When players have the same highest-ranking hand in a showdown, they split the pot.
If the silent partner is a wild card, each player determines for him or herself what letter it stands for. During the showdown, players must declare their letters before showing their words. Several terms that apply to Silent Partner are defined in Word Draw (see paragraph 39).
Variations of the game are created by changing the deal to five or more cards.
38. Spellbound
Shuffle the cards. Deal each player a hand of two cards. Place the stock (see Fig. 3) in the center of the playing surface. Turn up the top card from the stock and place it alongside to start a discard pile (see Fig. 4). Take turns picking the top card from the stock and then discard or declare a word.
The object of the game is to spell a word using the letters in your hand along with the letter of the top card in the discard pile. At the time, you will be holding three letters: the card you just picked from the stock and the two cards you were already holding. Your declared word, therefore, will have four letters. Additional rules are as follows:
(1) If you cannot spell a word, make your discard face up.
(2) If you can spell a word, do not discard. Instead, show your hand to the other players and declare your word.
(3) If a player declares an invalid word, then that player is out. In this case, the remaining players continue play. If there is only one remaining player, he or she wins immediately.
Add challenge to the game by changing the deal to a hand of three or more cards per player.
39. Word Draw Shuffle the cards. All players ante. Then deal each player a hand of five cards. Place the stock (see Fig. 3) in the center of the playing surface. Have a betting interval. Then take turns discarding any unwanted cards face down. Deal each player the same number of cards as he or she discarded. Have another betting interval. If, during any of the betting intervals, all but one player drops out, then the player who stays in wins. Otherwise, when more than one player stays in after the final interval, have a showdown. Whoever, then, has the highest-ranking hand wins. The object of the game is to win the pot. Ranking hands is as follows:
(1) A longer word beats a shorter word.
(2) When words are of equal length, a flush beats no flush.
(3) Otherwise, whoever has the word which would occur first in a dictionary wins.
(4) When players have the same highest-ranking hand in a showdown, they split the pot. Betting terms are defined presently. An "ante" is a stake made before the initial deal; it is not considered a bet. A "betting interval" is a period in which players either "stay in" (as by betting or checking) or "drop out". A "flush" is a hand in which all the letters are the same color. A "hand" is the cards initially dealt to each player; or, the cards held in hand. A "pot" is the total amount of all players' stakes being played for in a single game. A "showdown" is a period in which players must show their hands to declare a word and determine a winner. A "stock" is the undealt portion of the deck.
Variations are created by changing the deal to either four, six, or seven cards.
40. Word Gin
Shuffle the cards. Deal each player a hand of four cards. Place the stock (see Fig. 3) in the center of the playing surface. Turn up the top card from the stock and place it alongside to start a discard pile (see Fig. 4). Take turns picking the top card from either the stock or discard pile, and then discard.
The object of the game is to spell a word using all your letters. These letters must be in alternating color sequence - that is, red-black-red-black or black-red-black-red.
Additional rules are as follows:
(1) If you cannot spell a word, make your discard face up. (2) If you can spell a word, make your discard face down and say "gin". Then show your hand to the other players.
(3) If a player calls "gin" without having a valid word, then that player is out. In this case, the remaining players continue play. If there is only one remaining player, then he or she wins immediately. Add challenge to the game by changing the deal to five or more cards per player.
In consideration of the foregoing, use of the present invention shows hundreds of games and learning activities. Playing such games has clear educational value in terms of building vocabulary and improving language skills. Furthermore, a provision for handicapping makes it possible for players of varying abilities to be competitive.
While the descriptions and operation of the present invention contain many specificities, these are not to be construed as limitations on the scope of the invention. Instead, they are to be regarded as exemplary. It is to be expected that various changes, alterations, rearrangements, and obvious modifications may be made without substantially departing from the implied spirit and scope.