U.S. patent application number 10/042667 was filed with the patent office on 2003-07-10 for method and board game for teaching vocabulary.
Invention is credited to Burrowes, Sherwin D..
Application Number | 20030127798 10/042667 |
Document ID | / |
Family ID | 21923130 |
Filed Date | 2003-07-10 |
United States Patent
Application |
20030127798 |
Kind Code |
A1 |
Burrowes, Sherwin D. |
July 10, 2003 |
METHOD AND BOARD GAME FOR TEACHING VOCABULARY
Abstract
The present invention is generally directed to a game for
teaching vocabulary playable as a competition between two or more
players having comparable or disproportionate vocabulary skills,
the game comprising a game board with a play surface including a
start point space, an end point space and a plurality of movement
spaces arranged linearly to form a sequentially predetermined play
path, select ones of the plurality of movement spaces including a
first indicia for indicating a play command to a player, a set of
game cards, each of the game cards including at least one
vocabulary clue and a corresponding answer, a select one of the
vocabulary clue of a select game card corresponding to a difficulty
level which matches a vocabulary skill level assigned to a player,
a set of PASS cards, each of the PASS cards being distributable to
at least one opposing player when a player passes a turn, and
redeemable by a passing player possessing a PASS card, a plurality
of play pieces configured for marking movement on the play path
between the start point space and the end point space, each of the
plurality of play pieces being assignable to a player, and means
for randomly generating a number to determine the number of
movement spaces to move a current player's play piece along the
play path. The invention is further directed to a computerized
version of the game.
Inventors: |
Burrowes, Sherwin D.;
(Hightstown, NJ) |
Correspondence
Address: |
Kenneth Watov, Esq.
WATOV & KIPNES, P.C.
P.O. Box 247
Princeton Junction
NJ
08550
US
|
Family ID: |
21923130 |
Appl. No.: |
10/042667 |
Filed: |
January 9, 2002 |
Current U.S.
Class: |
273/272 |
Current CPC
Class: |
A63F 2001/0483 20130101;
A63F 9/18 20130101; A63F 2001/045 20130101; A63F 3/0423
20130101 |
Class at
Publication: |
273/272 |
International
Class: |
A63F 003/00 |
Claims
What is claimed is:
1. A game for teaching vocabulary competitively playable between
two or more players having comparable or varying vocabulary skill
levels, said game comprising: a game board with a play surface
including a start point space, an end point space and a plurality
of movement spaces arranged linearly to form a sequentially
predetermined play path where select ones of the plurality of
movement spaces include a first indicia for indicating a play
command to a player; a set of game cards, each of the game cards
including at least one vocabulary clue and a corresponding answer,
each select one of the vocabulary clue of a select game card of
said set of game cards, respectively, corresponding to a difficulty
level matching a vocabulary skill level assigned to a player; a set
of PASS cards, each of the PASS cards being distributable to at
least one opposing player when a player passes a turn, and
optionally redeemable by a passing player possessing a PASS card; a
plurality of play pieces configured for marking movement on the
play path between the start point space and the end point space,
each of the plurality of play pieces being assignable to a player;
and means for randomly generating a number to determine the number
of movement spaces of the play piece of the current player to cross
along the play path.
2. The game of claim 1, further comprising a set of BLOCK cards,
each of said BLOCK cards being distributable to a player upon
exchanging a prerequisite number of PASS cards.
3. The game of claim 1 further comprising a timing device for
indicating a preselected time period for furnishing the answer to
the vocabulary clue.
4. The game of claim 1 wherein the random number selecting means
includes at least one die.
5. The game of claim 1 wherein the said vocabulary clue is selected
from a first language and the corresponding answer is selected from
a second language.
6. The game of claim 1 wherein the sequentially predetermined play
path comprises a plurality of concentric circular paths.
7. A method for playing a game for teaching vocabulary
competitively playable between two or more players having
comparable or varying vocabulary skill levels, said method
comprising the steps of: furnishing a game board with a play
surface including a start point space, an end point space and a
plurality of movement spaces arranged linearly to form a
sequentially predetermined play path where select ones of said
plurality of movement spaces include a first indicia for indicating
a play command to a player; assigning one of a plurality of play
pieces to each player for placement on the start point space on the
game board; assigning a vocabulary skill level to each player;
furnishing a set of game cards, each of said game cards including
at least one vocabulary clue and a corresponding answer, each
select one of said vocabulary clue of a select game card of said
set of game cards, respectively, corresponding to a difficulty
level matching a vocabulary skill level assigned to a player;
selecting a player for a turn as a current player; drawing by
chance a game card from the set of game cards, the drawing being
made by the current player; indicating to the current player the
vocabulary clue on said drawn game card corresponding to a
difficulty level which matches the vocabulary skill level assigned
to the current player; determining randomly a number of movement
spaces the player advances or retreats the assigned play piece on
the play path; receiving the answer to the vocabulary clue from the
current player; advancing the assigned play piece of the current
player on the play path by the number of movement spaces randomly
determined, if the answer is correct; and retreating the assigned
play piece on the play path by the number of movement spaces
randomly determined, if the answer is incorrect.
8. The method of claim 7, further comprising the step of issuing a
PASS card to each player of equal or one skill level lower than the
current player and two PASS cards to each player two skill levels
lower than the current player, after the current player passes two
consecutive turns.
9. The method of claim 7, further comprising the step of issuing a
BLOCK card to one of the players yielding a preselected number of
accumulated PASS cards.
10. The method of claim 9, wherein the preselected number of
accumulated PASS cards is six.
11. The method of claim 9, further comprising the step of blocking
the current player's turn by an opposing player surrendering a
BLOCK card prior to the determination of the random number of
movement steps.
12. The method of claim 7, further comprising the steps of:
allowing the current player to pass the turn; and affording one of
the opposing players of a lower or equal skill level an opportunity
to furnish the answer to the vocabulary clue of the drawn game card
as a bonus turn.
13. The method of claim 7, further comprising the step of seizing a
PASS card from the current player, if the current player passes
twice consecutively.
14. The method of claim 7, further comprising the step of directing
the current player to act in conformity with a play command
assigned to one of the plurality of movement spaces, in connection
to the landing of the current player's play piece on the
corresponding movement space in a forward move.
15. The method of claim 7, wherein the determining step further
comprises the step of rolling a die or pair of dice.
16. The method of claim 7, further comprising the step of timing
the current player's turn to ensure its completion within an
allotted time period.
17. The method of claim 7, wherein the vocabulary clue and the
answer are expressed in different languages.
18. A game for teaching of vocabulary allowing for competition
between two or more players having comparable or disproportionate
vocabulary skills of varying degree, comprising: a set of game
cards, with each card of said set having a plurality of words or
phrases to be defined, and with said plurality of words or phrases
being of varying level of definitional difficulty on each of such
card, one from another, and with each card also having a definition
for each of said plurality of words or phrases on said card to be
defined, and with each definition corresponding to the varying
level of definitional difficulty of each plurality of words or
phrases to be selected for definition, and with each card having at
least one word or phrase to be defined of a difficulty level
disproportionately greater than a second word or phrase on such
card to be selected for definition, and also having a corresponding
definition for such disproportionately more difficult word or
phrase to be defined, wherein some of the plurality of words or
phrases to be defined, and the definitions corresponding to said
plurality of words or phrases, are in the same language, and
optionally wherein others of the plurality of words or phrases to
be defined, and the definitions corresponding to said other
plurality of words or phrases, are in different languages; and a
game board having a predetermined path, a plurality of play pieces
to be moved around said board in the predetermined path, means for
ascribing by chance specific movement space number to the words or
phrases of said plurality of words or phrases being defined for
movement of the play pieces on the predetermined path, wherein for
one mode of play, players of comparable vocabulary skill
selectively seek to define words or phrases of comparable level of
definitional difficulty on each of said cards, and players of
disproportionate vocabulary skills selectively seek to define words
or phrases of disproportionate level of definitional difficulty on
said same cards, and wherein for another mode of play, each player
actuates said means to ascribe a specific movement space number to
said word or phrase after such word or phrase has been properly
defined.
19. The game of claim 18, further comprising a set of PASS cards,
each of the PASS cards being distributable to at least one opposing
player when a player passes a turn, and optionally redeemable by a
passing player possessing a PASS card.
20. The game of claim 19, further comprising a set of BLOCK cards,
each of said BLOCK cards being distributable to a player upon
exchanging a prerequisite number of PASS cards.
21. A method for playing a game for teaching vocabulary
competitively playable between two or more players having
comparable or varying vocabulary skill levels executable by a
computer having a processor, a display device, a data input device,
and a storage device, said method comprising the steps of:
electronically furnishing a game board with a play surface
including a start point space, an end point space and a plurality
of movement spaces arranged linearly to form a sequentially
predetermined play path where select ones of said plurality of
movement spaces include a first indicia for indicating a play
command to a player on the computer display; electronically
assigning one of a plurality of play pieces to each player for
placement on the start point space on the game board on the
computer display; electronically assigning a vocabulary skill level
to each player; electronically furnishing a set of game cards on
the computer display, each of said game cards including at least
one vocabulary clue and a corresponding answer, each select one of
said vocabulary clue of a select game card of said set of game
cards, respectively, corresponding to a difficulty level matching a
vocabulary skill level assigned to a player; electronically
selecting a player for a turn as a current player; electronically
drawing by chance a game card from the set of game cards, the
drawing being made by the current player; electronically indicating
to the current player the vocabulary clue on said drawn game card
corresponding to a difficulty level which matches the vocabulary
skill level assigned to the current player; electronically
determining randomly a number of movement spaces the player
advances or retreats the assigned play piece on the play path;
electronically receiving the answer to the vocabulary clue from the
current player through the data input device; electronically
advancing on the computer display the assigned play piece of the
current player on the play path by the number of movement spaces
randomly determined, if the answer is correct; and electronically
retreating on the computer display the assigned play piece on the
play path by the number of movement spaces randomly determined, if
the answer is incorrect.
Description
FIELD OF THE INVENTION
[0001] This invention relates generally to board games, and more
particularly to educational board games and methods for teaching
vocabulary.
BACKGROUND OF THE INVENTION
[0002] Numerous games have been developed and played through the
ages to provide suspense and excitement. Games generally attempt to
simulate the more intense human experiences including physical
skill, intellectual contest and excitement involved in random
occurrences. For both adults and children, games have a strong
appeal because they deal with specific issues in a way that is
sufficiently simplified to be manageable within the imposed limits
of space and time. Gaming techniques are frequently incorporated
into educational programs to make them more stimulating and fun
which, in turn, promotes learning through heightened motivation and
positive reinforcement. A properly designed educational game is
capable of capturing and holding the attention of the player, while
at the same time convey the requisite information to the player in
a manner in which it will be easily and effectively retained.
[0003] One form of educational game often played includes those
based on words. Word games have been played since the advent of the
spoken language, and usually involve manipulating the basic units
of language for amusement and entertainment while at the same time
fostering learning. These types of games are used to hone the
player's vocabulary and language skills. These games also condition
the player's intellect and reasoning by challenging his imagination
and general knowledge. Some word games are simple enough for
preschool children to play while others are extremely complex. Most
word games can be played by a single individual but are usually
more fun at large gatherings of people as in classrooms or parties.
Word games are typically designed for a specific skill level and
tailored for players possessing the same or similar skill levels.
Such word games, however, do not provide the same stimulation and
fun between players of disproportionate skill levels such as
between a child and an adult, for example.
[0004] Accordingly, there is a need for a game for teaching
vocabulary which accommodates and stimulates players of varying
vocabulary skills and facilitates game play on an equal footing,
while effectively challenging the skills of each individual player.
There is a further need for a game which is both simple to
implement and to play while providing positive stimulation and fun
to promote enhanced learning. Thus, it is highly desirable to
provide a game that not only conveys the necessary information, but
does so in a manner that players find interesting and entertaining,
and motivates the players to play on a regular basis which
desirably encourages retainment of the conveyed information.
SUMMARY OF THE INVENTION
[0005] The present invention is generally directed to an
educational game and method for teaching vocabulary that conveys
relevant information to a player in an interesting and entertaining
manner, thereby encouraging repeated play on a regular basis all of
which promotes learning and better retainment. The game of the
present invention is designed to provide a participating player
with a degree of enjoyment while at the same time, testing and
honing the player's vocabulary skills. Moreover, the game is
adapted to accommodate players of varying vocabulary skills and
facilitate level game play therebetween, while effectively
challenging the skills of each individual player. The game can be
played in any one of several languages including English.
Alternatively, the game can be played in more than one language for
teaching or practicing vocabulary of a different language. The game
can be played by one person alone, or by groups of persons such as
competing teams. The game is played by initially assigning a play
piece and vocabulary skill level for each player, and placing the
play piece on a start point space of a unique game board.
[0006] The game board includes a plurality of movement spaces
defining a play path which includes a start point space and an end
point space for concluding the play path over the surface thereof.
In one embodiment, select ones of the movement spaces include play
commands to enhance and direct the dynamics of the game play. The
game further includes at least one deck of game cards. Each game
card comprises a word/phrase visible on one side thereof, and a
corresponding definition visible on the other side of the card
which varies in levels of difficulty between each card.
Alternatively, each game card can include a word/phrase and
corresponding definition corresponding to a specific level of
difficulty, in different embodiments of the invention. Depending on
the mode of play, the word/phrase or the definition can be used as
a vocabulary clue. In this regard, the player is shown the
word/phrase and then the player must provide the corresponding
definition, or the player is shown the definition and the player
must provide the corresponding word/phrase. The goal of each player
is to correctly answer each clue and progressively move the
assigned play piece from the start point space to the end point
space of the play path before the other players to achieve a
win.
[0007] In one aspect of the present invention, the game provides
for teaching vocabulary competitively playable between two or more
players having comparable or varying vocabulary skill levels, and
comprises:
[0008] a game board with a play surface including a start point
space, an end point space and a plurality of movement spaces
arranged linearly to form a sequentially predetermined play path
where select ones of the plurality of movement spaces include a
first indicia for indicating a play command to a player;
[0009] a set of game cards, each of the game cards including at
least one vocabulary clue and a corresponding answer, each select
one of the vocabulary clue of a select game card of said set of
game cards, respectively, corresponding to a difficulty level
matching a vocabulary skill level assigned to a player;
[0010] a set of PASS cards, each of the PASS cards being
distributable to at least one opposing player when a player passes
a turn, and redeemable by a passing player possessing a PASS
card;
[0011] a plurality of play pieces configured for marking movement
on the play path between the start point space and the end point
space, each of the plurality of play pieces being assignable to a
player; and
[0012] means for randomly generating a number to determine the
number of movement spaces of the play piece of the current player
to cross along the play path.
[0013] In another aspect of the present invention, a method is
provided for playing a game for teaching vocabulary competitively
playable between two or more players having comparable or varying
vocabulary skill levels, wherein the method comprises:
[0014] furnishing a game board with a play surface including a
start point space, an end point space and a plurality of movement
spaces arranged linearly to form a sequentially predetermined play
path where select ones of the plurality of movement spaces include
a first indicia for indicating a play command to a player;
[0015] assigning one of a plurality of play pieces to each player
for placement on the start point space on the game board;
[0016] assigning a vocabulary skill level to each player;
[0017] furnishing a set of game cards, each of the game cards
including at least one vocabulary clue and a corresponding answer,
each select one of the vocabulary clue of a select game card of
said set of game cards, respectively, corresponding to a difficulty
level matching a vocabulary skill level assigned to a player;
[0018] selecting a player for a turn as a current player;
[0019] drawing by chance a game card from the set of game cards,
the drawing being made by the current player;
[0020] indicating to the current player the vocabulary clue on the
drawn game card corresponding to a difficulty level which matches
the vocabulary skill level assigned to the current player;
[0021] determining randomly a number of movement spaces the player
advances or retreats the assigned play piece on the play path;
[0022] receiving the answer to the vocabulary clue from the current
player;
[0023] advancing the assigned play piece of the current player on
the play path by a number of movement spaces randomly determined,
if the answer is correct; and
[0024] retreating the assigned play piece on the play path by the
number of movement spaces randomly determined, if the answer is
incorrect.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] Various embodiments of the invention are described in detail
below with reference to the drawings, in which like items are
identified by the same reference designation, wherein:
[0026] FIG. 1 is a top plan view of a game board in accordance with
one embodiment the present invention;
[0027] FIGS. 2A and 2B show elevational views of the front and
back, respectively, of an example of a game card corresponding to a
particular vocabulary difficulty level for one embodiment of the
present invention;
[0028] FIGS. 3A and 3B show elevational views of the front and
back, respectively, of an example of a game card corresponding to a
second particular vocabulary difficulty level for one embodiment of
the present invention;
[0029] FIGS. 4A and 4B show elevational views the front and back,
respectively, of an example of a game card corresponding to a third
particular vocabulary difficulty level for one embodiment of the
present invention;
[0030] FIG. 5 is an elevational view of an example of a one-point
PASS card in one embodiment of the present invention;
[0031] FIG. 6 is an elevational view of an example of a BLOCK card
in one embodiment of the present invention; and
[0032] FIGS. 7 and 8, in combination, illustrate a flow chart
showing the steps of playing the game for one embodiment of the
present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0033] The present invention is generally directed to a game for
teaching vocabulary through competitive play between two or more
players with comparable or disproportionate vocabulary skills. The
game of the present invention is designed to convey relevant
information to a player in an interesting and entertaining manner,
thereby encouraging repeat play on a regular basis, all of which
promotes learning and retainment. In particular, the game of the
present invention is designed to provide a participating player
with a degree of enjoyment while at the same time, testing and
honing the player's vocabulary skills. The game can be played in
one of several languages including English. Alternatively, the game
can be played in more than one language for teaching or practicing
vocabulary of a different language. The present invention is
further directed to a method for playing a board game to teach
vocabulary.
[0034] The game includes the use of a game board which comprises a
plurality of movement spaces defining a play path with a start
point space and an end point space each at the opposed ends of the
path. In certain embodiments, select ones of the movement spaces
include play commands to enhance and direct the dynamics of the
game play, whereas in other embodiments such spaces may not be
included. The game further includes at least one game deck of game
cards. Each game card comprises a word/phrase visible on one side
thereof, and a corresponding definition visible on the other side
of the card which varies in levels of difficulty between each card.
Alternatively, each game card can include a word/phrase and
corresponding definition corresponding to a specific level of
difficulty. Depending on the mode of play, the word/phrase or the
definition can be used as a vocabulary clue. In this regard, the
player can be shown the word/phrase and then the player must
provide the corresponding definition, or the player can be shown
the definition and the player must provide the corresponding
word/phrase.
[0035] Each player of the game is directed to provide correct
definitions corresponding to words or phrases read to the player or
to provide a correct word or synonym corresponding to the
definition of that word or phrase when the game is played in one
language. Alternatively, if the game is played in more than one
language, each is directed to provide a word, phrase, or definition
in one language, which corresponds to that word, phrase, or
definition given in the other language. The player is afforded an
opportunity to answer the game card while being read or displayed
the vocabulary clue corresponding to the player's assigned level of
difficulty. In accordance with the rules of the game, upon
providing a correct word, phrase or definition, the player or team
is permitted to advance the assigned play piece around the board
along the play path based on the number shown from a random number
generator, such as from the throw of pair of dice or a die, for
example. The player who reaches the end point space first is
declared the winner of the game.
[0036] These and other features of the present invention will be
more clearly understood from a consideration of FIG. 1 of the
Drawings which shows a game board identified by the reference
numeral 60, which can be utilized in accordance with the teaching
rules and instructions for playing the game and increasing
vocabulary skills. The game board 60 includes in one embodiment a
series of concentric circular paths 66, 68, 70, 72 and 74, five in
number in this embodiment, a start point space 62 and an end point
space 64 enclosed by a circular perimeter 75 about a central star
77, with a plurality of movement spaces 1 through 57 arranged
sequentially therebetween to define a play path. The outermost path
66 is divided into sixteen spaces (denoted 62 and 1 though 15). The
next, innermost path 68 is also divided into twelve spaces (denoted
16 through 27), while the next innermost path 70 similarly has
twelve spaces (denoted 28 through 39). The next innermost path 72
is also divided into twelve spaces (denoted 40 through 51).
Finally, the concentric path 74 is divided into four spaces
(denoted 52 through 57). Note that in other embodiments the paths
providing the play path can be other than concentric circular
paths, such as concentric square or rectangular paths. Also, the
path can be a continuous spiral from the outermost starting
position to the innermost end space.
[0037] The play path can simply be traced from the start point
space 62 to the end point space 64 by moving a play piece (not
shown) along the plurality of movement spaces 1 through 57 in a
sequential manner. In a simple embodiment, the play path can be a
simple and linear path extending around the playing surface of the
game board 60 in a creative fashion, although the preferred
embodiment includes a spiral-like configuration that circularly
extends around a central portion of the playing surface.
[0038] As will be seen, the movement spaces denoted as 4, 9, 13,
16, 20, 30, 37, 41, and 46, each carry indicia representing
instructions or command such as, for example, "go to seven", "take
an extra turn", "lose a turn", "double point value", "advance three
spaces", "lose a turn", "go to forty-two", "double point value",
and "lose a turn," respectively. As will be appreciated by one
skilled in the art, the above examples are provided mainly for
purposes of illustration in the present embodiment of the invention
as shown in the drawings, and such "commands" or "instructions", as
well as the particular game board design including the number of
movement spaces, placement of the movement spaces, the shape and
configuration of the play path, and the like can be modified
without departing from the scope of the teachings of the
invention.
[0039] The game board 60 further includes a variety of game
accessories which facilitate game play. The variety of game
accessories includes a plurality of play pieces (not shown) for
monitoring and marking the positions on the movement spaces 62, 64
and 1-57 of the game board 60. Each play piece is assigned to one
of the plurality of players. In addition to the game board 60 and
the play pieces, the game of the invention includes at least one
deck comprising a plurality of game cards 76 (as best shown in
FIGS. 2A, 2B, 3A, 3B, 4A, and 4B), and a random number generator
(not shown) such as pair of dice or a die, for example. The game
can optionally include a timer (not shown) and a plurality of
cardholders (not shown) to hold the game cards 76.
[0040] Each player is permitted to choose a play piece or marker
unique to the player by color, shape, indicia, or otherwise. At the
start of the game all the play pieces are placed on the start point
space 62 of the game board 60. The number of players or teams is
preferably two or more, more preferably between two and ten, most
preferably from three to five players or teams. As noted above, it
is emphasized that the game of the present invention is adapted to
simultaneously accommodate and stimulate players of varying
vocabulary skill levels while sustaining and enhancing the dynamics
of the game play for each of those participating.
[0041] Referring to FIGS. 2A and 2B, the game card 76 includes a
word or phrase on one side 78 thereof and a corresponding
definition for the word or phrase on the opposed side 80 thereof,
representing one particular level of vocabulary difficulty ("Level
1", in this example). With reference to FIGS. 3A and 3B, and 4A and
4B, the game cards 76 are shown for illustrating examples of more
advanced vocabulary difficulty levels (Levels 2 and 3,
respectively). Although not specifically illustrated in the
drawings, note that each game card 76 can be adapted within the
scope of the invention to contain three words, or three phrases,
each of a different level of difficulty for ease of card handling
and reducing the number of card decks in the game. Each of the
words, phrases and definitions are numbered according to the degree
of difficulty of that word, phrase, or definition. If it is desired
to utilize a game card 76 for teaching vocabulary, the front side
78 (which includes the word to be defined) of the game card 76 can
also include a synonym and/or the functional use of the word to be
utilized in helping the player to furnish a proper definition.
[0042] The random number generator (not shown) of the game can be a
pair of dice or a single die. The random number generator is used
generally for determining movement along the play path on the game
board 60, and optionally, to determine which player goes first in
the game. Each die is generally six sided and can be conventionally
marked. Alternatively, the die can include two of the sides having
"one" dot, with two sides having "two" dots, while the remaining
two sides have "three" dots.
[0043] An optional timer (not shown) can be used for games where it
is desirable to time the actions of the current player. In this
mode of play, if the player fails to provide an adequate answer
within the allotted time, the player would be penalized. The timer
can comprise a device with a push button to be depressed in
starting the timer, along with any appropriate visible and/or
audible indicator to be activated at a predetermined time after the
push button has been depressed, or a timing instrument consisting
of a glass vessel having two compartments from the uppermost of
which a quantity of a flowable substance such as sand, water, or
mercury runs into the lowermost one. The cardholder (not shown) can
be nothing more than a rectangular container with one end open and
a top.
[0044] The plurality of play pieces, are each used to monitor and
track the individual positions of each player or team on the game
board 60. It is noted that, when used in conjunction with game
board 60, the play piece can be a "man" or a similar figure which
can be moved from one area to another area on the game board 60,
and of the type to distinguish one from another.
[0045] It should be appreciated and emphasized once more that the
game can be played concurrently at different levels of difficulty.
As so far described, three levels of difficulty are envisioned as
shown in FIGS. 2A and 2B, 3A and 3B, and 4A and 4B, respectively.
The levels are "Level 1" (a junior level), "Level 2" (an
intermediate level) and "Level 3" (a senior level). On each game
card 76 there are words and/or phrases and definitions, each
preceded by the number which corresponds to the level of difficulty
of that word, phrase, or definition, set forth above. A correct
answer to the "Level 1" word, phrase, or definition, will permit
the player to move the play piece the number of movement space as
predetermined by the random thrown of the dice or die. The same
holds true for proper answers to the "Level 2" word, phrase, or
definition, and to the "Level 3" word, phrase, or definition, i.e.,
one, two or three spaces are moved forward or advanced upon giving
a correct answer to the word, phrase, or definition in question,
depending upon the number of die spots showing with each throw. If
an incorrect answer is given upon a roll of the die, the play piece
is moved backwards by the corresponding number of spaces indicated
on the die. Referring to FIG. 5, the game in one embodiment of the
present invention can further include a set of PASS cards 82 which
may be accumulated by the players during the course of the game as
will be described hereinafter in connection with the play methods
of the game. The PASS card 82 includes indicia for identifying
itself as a PASS card on side 84 and can include a point mark as
will be further discussed.
[0046] Referring to FIG. 6, the game in one embodiment of the
present invention can further include a set of BLOCK cards 88 which
can be acquired and retained by the players during play as will be
described hereinafter in connection with the play methods of the
game. The BLOCK card 88 includes indicia for identifying itself as
a BLOCK card on side 84.
[0047] It is noted that minor variations in such items as the
number of players, the number of difficulty levels, time allotted
to answer the clue, specifics as to attaining and using the PASS
and BLOCK cards 88, 84, respectively, the total number of movement
spaces on the game board, the configuration of the play path on the
game board 60, the arrangement of the word/phrases and the
definitions, and the like, can be made without departing from the
scope of the invention.
[0048] With reference to FIGS. 7 and 8, the preferred method of
playing the game of the present invention will be explained in
detail. Referring specifically to FIG. 7, a flow chart 100 is shown
to illustrate the initial preparation, method, and setup of the
game play. In step 102 of the game play, the game is initiated by
furnishing the game board 60 of FIG. 1. Each player or team selects
a play piece and places it on the start point space 62 as indicated
in step 104. Movement of the play piece during play in a single
turn can be made either in the forward or backward direction
(depending on the outcome of the random number generator and
whether or not a correct answer was given by the player), along the
play path as defined by the sequentially arranged plurality of
movement spaces 1-57.
[0049] A difficulty level is assigned to each player according to
the player's skill level in step 106 of the game play. The
difficulty level can be assigned according to the player's age or
knowledge of vocabulary. For example, the game can be designed to
accommodate "Level 1" players comprising individuals of ages 6 to
12, "Level 2" players comprising individuals of ages 13 to 18, and
"Level 3" players comprising individuals of ages 18 and up.
[0050] In steps 108 and 110 of the game play, the game deck is
furnished. The game deck comprises a plurality of game cards 76
containing words/phrases and corresponding definitions of varying
difficulty levels with the words/phrases side, the definition side,
or combination thereof facing up depending upon whether the player
is to give a definition for a word question being asked, or whether
he is to be doing the asking of another player. All the game cards
76 are shuffled randomly and placed in a cardholder or on the game
board 60. Generally, all the players, at the start of the game, can
also agree to referring to a common reference book such as an
authoritative source for validating words. For example, the players
can choose a standard dictionary or a thesaurus. Alternatively,
when the game is played in two languages, all the game cards 76 can
be placed in the cardholder, with the words and/or phrases in one
language facing up or being mixed. In such an arrangement the
questions are asked in one language, and the answers are made in
the other language. The game cards 76 can be arranged to have the
words and phrases in both languages facing both up or down,
depending upon how the game is to be played.
[0051] In steps 112 and 114, the selection of the first player is
determined by lots through the use of the random number generator
included in the game, or any other method agreed upon by the
players. The random number generator can be any one of a variety of
known chance means, such as dice or die, a spinning dial, drawing
numbers from a vessel, an automated lottery device, or simply
flipping coins.
[0052] Preferably, a die is used to determine which player goes
first in the game. Each player or team rolls a single die one at a
time. The player rolling the highest number starts the game. If two
or more players roll the same highest number, those players, and
only those players, can keep rolling the die an equal number of
times until one player wins the starting turn. When it has been
determine which player is to be the first player, the game play
proceeds to step 118 of FIG. 8. Once the starting player's turn has
been completed, the progression of players proceeds in a clockwise
direction around the game board 60 from the starting player.
[0053] Referring specifically to FIG. 8, flowchart 116 is shown
which begins with step 118 in proceeding from FIG. 7 for a play
method of the game. The game cards 76 can be arranged with the
word/phrase side up, the definition side up, or combination of both
as noted above. The game cards 76 can be arranged in separate decks
grouped according to the skill level and selected from a particular
deck according to the skill level of the answering player.
Alternatively, each game card 76 can include a word, phrase or
definition from each skill level in the game, thus permitting the
arrangement of the game cards in a single deck.
[0054] From step 114 of FIG. 7, the game proceeds to step 118 of
FIG. 8 where a game card 76 is drawn from the top of the game deck.
The player to the left of the current one, reads or displays the
vocabulary clue on top of the drawn game card 76 corresponding to
the assigned skill level of the current player. The current player
is then given the opportunity to pass or to answer, in step 120 of
the game play.
[0055] Optionally, the player to the left of the current player can
also initiate the timer to maintain the pace of the game. A preset
time period can be selected in which the player can answer
correctly or pass. The preselected time can vary according to the
skill and assigned difficulty level of the current player. However,
preferably, the time period allowed can range from about 30 seconds
to 1 minute. At the end of the preselected time, the player to the
left of the current player checks the correctness and timeliness of
the answer in step 130 of the game play.
[0056] If the current player decides to answer, the player is
required to roll the dice or die to specify the number of movement
spaces at stake prior to answering the clue. Prior to rolling the
dice or die, the opposing players have an opportunity to block the
current player's turn in step 122 of the game play. If one of the
opposing players possesses a BLOCK card 88 and wishes to block the
current player, the blocking player must present the BLOCK card 88
prior to the throw of the dice or die. A player can obtain a BLOCK
card 88 in exchange for a prerequisite number of PASS cards 82 in
the player's possession. PASS cards 82 can be accumulated by the
player during the course of the game as will be described in detail
hereinafter. If a block is successful, the current player loses a
turn and the next player is selected for the next turn to answer a
new game card 76 as indicated in step 124 of the game play. It is
again noted that a block can be made only if it is executed before
the player throws the dice or die in step 126 of the game play.
Once the outcome of the dice or die is known, the current player is
required to answer the vocabulary clue as indicated in step 128 of
the game play.
[0057] If the answer provided is wrong or inadequately made, the
current player moves the play piece backward on the game board 60
by the exact number of movement spaces indicated by the dice or die
which ends the turn. If the play piece is on the start point space
62, the player remains on the same space and retreats no further,
thus ending the turn for the current player. If the player lands on
a movement space bearing a visual designation or indicia
corresponding to a command, the player is required to ignore the
command as indicated in step 158, and the game play then proceeds
to step 124 where the next player is selected to answer a new game
card 76. If the movement space is blank, the game play then
proceeds to step 124 where the next player is selected to answer a
new game card 76.
[0058] If the answer provided is correct, the current player moves
the play piece forward on the game board 60 by the exact number of
movement spaces indicated by the dice or die (see step 138). If the
player lands on a movement space bearing a visual designation or
indicia corresponding to a command, the player is required to obey
and implement the command as indicated in steps 134 and 136 of the
game play. The command can be implemented by the player in the
current turn or in the next turn of play depending on the specific
nature of command as will be explained in detail hereinafter. If,
during the course of the move, the play piece lands on the end
point space 64 in step 140, the player is declared the winner of
the game and the game ends. It is noted that the player is still
declared the winner, even if the outcome of the dice or die is
greater than the number of movement spaces required to reach the
end point space 64. If the play piece lands on a blank movement
space, the game play then proceeds to step 124 where the next
player is selected to answer a new game card 76.
[0059] As mentioned above, the player has an option to pass a turn
after reviewing the vocabulary clue on the game card 76 as
indicated in step 120 of the game play. The player is permitted to
consecutively pass twice in two turns without incurring a penalty
as indicated in step 142 of the game play. However, the player is
required to answer the vocabulary clue on the next turn after the
two successive passes without being penalized. If the player passes
three or more times consecutively, the opposing players who are of
equal or lower skill level, are entitled to receive and retain PASS
cards 82 for each pass occurrence as indicated in step 146 of the
game play. Any opposing player of the same level or one level lower
to the current player is entitled to a one-point PASS card, and any
opposing player two levels lower to the current player is entitled
to two one-point PASS cards 82. In this manner, players can
accumulate multiple PASS cards 82 during the course of the game.
During the course of the game, each player is required upon request
to show the number of PASS cards 82 accumulated to the other
players. A player possessing one or more PASS cards 82 can pass
more than two consecutive times without suffering a penalty only
upon redeeming a one-point PASS card for each consecutive pass as
indicated in step 144 of the game play. It is noted that in the
event where none of the opposing players are of the same or lower
skill level than the current player, the current player having made
two consecutive passes immediately before, is required to roll the
dice or die, and attempt to answer the vocabulary clue, as
indicated in step 146 of the game play.
[0060] During the course of the game, players are permitted to
exchange a prerequisite number of PASS cards 82 (e.g., six) in
their possession for one BLOCK card 88 as indicated in steps 150
and 152 of the game play. Once acquiring a BLOCK card 88, the
player can use the BLOCK card 88 to block an opposing player for
one turn only. To place a block on a player, the blocking player is
required to say "Block" and tender the BLOCK card 88 before the
current player gets an opportunity to throw the dice or die. Once
the BLOCK card 88 is used, it is returned to the BLOCK card deck
(not shown).
[0061] It is further noted that when a player passes, opposing
players of equal or lower levels can choose the option of answering
the passed game card 76 as indicated in step 154 of the game
play.
[0062] The first opposing player to signal his intent to the other
players, is given the opportunity to answer the vocabulary clue as
indicated in step 156 of the game play. As the game of the present
invention encompasses competition between players of different
experience and skill, a player playing on the senior level of
difficulty would not be permitted to answer questions that were
passed on by players at the junior or intermediate level. However,
the game permits a player at the junior level to answer questions
passed on by other players at the intermediate, or senior level of
difficulty. In this manner, competition can be fostered between a
child and a parent with the novice player participating at a lower
level of difficulty, and the advance player participating at a
higher level of difficulty. Because the object of the game is to
reach the end point space 64 of the game board 60 first, effective
competition is encouraged between players of different experience
and education level, by their answering clues of different
difficulty at the same time, and by permitting the less educated
player to answer those questions that were passed by the more
educated, skillful, experienced player. Once the opposing player is
selected to answer a passed clue, the timer is optionally started
and the game play proceeds to step 126 where the selected opposing
player throws the dice or die prior to answering the clue. Once the
answer has been given, the current game card 76 is removed from
play. In the event that none of the opposing player wants to answer
the passed clue, the game play proceeds from step 154 to step 124
where the next player is selected to answer a new game card 76.
[0063] In the alternative rules of play, all the rules are the same
as in the embodiment described above, with the exception that the
"Level 1" players are exempt from the use of PASS or BLOCK cards
82, 88, respectively.
[0064] As will be readily apparent to those skilled in the art,
disputes might arise as to the correctness of any given definition,
word or phrase corresponding to a word, phrase or definition clue.
In such circumstances, a neutral observer can act as an arbitrator
in resolving the dispute, such as by referring to an available
dictionary, a thesaurus, and the like. If no arbitrator is
available, and no reference work can be utilized in resolving the
difficulty, then the player's turn can be nullified, and another
drawing of the game card 76 and roll of the die will be permitted
in its place.
[0065] With respect to the commands shown on the game board 60 at
movement spaces 4, 9, 13, 16, 20, 30, 37, 41, and 46, it will be
understood that these commands carry the following meanings:
[0066] a) Command 4, "Go to Seven", instructs the player to
immediately move the play piece to movement space 7 upon landing
thereon;
[0067] b) Command 9, "Take An Extra Turn", instructs the player to
immediately draw a new game card 76 for answering where an new
opportunity to answer or pass is given;
[0068] c) Command 13, "Lose a Turn", instructs the player to forgo
a turn in the next round of play;
[0069] d) Command 16, "Double Point Value", instructs the player
that the outcome of the dice or die is doubled at a turn in the
next round of play;
[0070] e) Command 20, "Advance Three Spaces", instructs the player
to immediately move the play piece ahead three spaces upon landing
thereon; and
[0071] f) Command 37, "Go to Forty-two", instructs the player to
immediately move the play piece to movement space 42 upon landing
thereon.
[0072] Although the present invention has so far been described in
the context of competing play as between two players or teams, it
will be readily apparent that the game can also be played by one
player playing alone. Such a player can continue to amass or
subtract points, as he moves around the game board 60. As will also
be apparent, in this manner only one set of game cards 76 is
needed, and only one set of game cards 76 is needed if competing
players alternatively decide to play from the same set of game
cards 76, and not from separate sets of game cards 76 held in their
respective cardholders. Whether a "timer" is used or not depends
upon the preference of the players, and upon their various skill
levels.
[0073] As will be appreciated, one of the main advantages of the
present invention lies in its ability to permit play between
individuals of varying skill levels and experience. To learn
vocabulary, it is one thing to have a child being questioned by an
adult to see whether the child knows various definitional meanings.
No competition exists between them, however. And, as such, the
interest of the child in the game has been found to quickly wane.
On the other hand, with the invention as described, competition can
still exist between the child and the adult, with the child
obviously playing on a lower level of skill than the adult and,
therefore, being asked easier questions than those asked of the
adult. Two things follow in this respect 1) the child is also
hearing the words asked of the adult and learning of the definition
for them, and in this way learns more difficult vocabulary; and 2)
a continuing interest in the game as both players try to move their
play pieces around the game board 60 in an attempt to be the
winner. That the child can be being asked easier question than the
adult is of little relevancy, as the competition between the two is
such as to continue the interest of the child in arriving at the
correct answer for the word, phrase, or definition being asked.
[0074] Because the vocabulary clues are read out loud and then
answered afterward, the game serves not only to test the player's
vocabulary knowledge, but as an effective study tool. The game aids
retention of words, phrases and definitions through repetition and
competition. Players read the clues, answer the clues, and discuss
the answer afterwards. Everyone learns during the process.
[0075] While there has been described what is considered to be a
preferred embodiment of the present invention, it will be readily
understood by those skilled in the art that modifications can be
made without departing from the scope of the teachings herein.
Thus, although one particular game board 60 has been described, it
will be apparent that other configurations can be utilized equally
as well. Similarly, whether commands are being utilized, the nature
of the commands, and their number are all matters of design choice
depending upon how complex one might wish to make the game board
configuration. Equally apparent, as noted, the game of the present
invention can be employed in teaching different languages, where
questions asked in one language are to be answered in a separate
language correctly, before any play piece can be move in a forward
direction.
[0076] Even in such arrangement, it will be noted that although one
participant can be playing the game in learning vocabulary going
from one language to another, a further feature of the invention is
that the opposing player can be playing the game in a totally
different language, or without translating from one language to
another. Thus, a child can be playing the game in translating from
simple English, to simply Spanish, while the adult who is assisting
the child in this instruction can be playing the game in trying to
define more difficult words only in the English language, or in any
other language, or in himself trying to translate from English to
Spanish, French to English, German to French, or any other
arrangement, all in accordance with the kinds or mix of game cards
76 employed. For all the foregoing reasons, the scope of the
present invention can best be determined from a reading of the
claims appended hereto.
[0077] The present invention is also applicable to computerized
versions of the game where a computer comprising, a processor which
is connected to a display, at least one input device and a storage
device such as RAM, floppy disk, hard disk, or combination thereof
for storing a computer program is provided. The computer program is
configured to cause the computer to carry out the steps embodied in
the method of the game as described above whereby the computer can
be operated by at least one user for playing the game of the
present invention, preferably one user for each player turn. For
example, the game board 60 can be displayed on a computer screen
and random player movement can be provided by the computer, as well
as dealing of the game cards 76, and the PASS and BLOCK cards 82
and 88. In fact all or some of the cards may be eliminated with the
computer configured to randomly provide the vocabulary clues at the
appropriate skill level of the current player as well as the play
commands, and track the possession of the PASS cards 82 and BLOCK
cards 88 of all the players. The computerized version of the game
method permits remotely located players to play against one another
using a computer network.
[0078] Although various embodiments of the invention have been
shown and described, they are not meant to be limiting. With
respect to the above description, it is to be realized that the
optimum dimensional relationships for the parts of the invention,
include variations in size, materials, shape, form, function, and
manner of operation, assembly and use, and all equivalent
relationships to those illustrated in the drawings and described in
the specification are intended to be encompassed by the present
invention. Those of skill in the art may recognize various
modifications to these embodiments, which modifications are meant
to be covered by the spirit and scope of the appended claims.
* * * * *