U.S. patent number 3,826,499 [Application Number 05/294,821] was granted by the patent office on 1974-07-30 for invisible ink markings in defined areas of a game device responsive to color changing chemical marker.
Invention is credited to Leon G. Lenkoff.
United States Patent |
3,826,499 |
Lenkoff |
July 30, 1974 |
INVISIBLE INK MARKINGS IN DEFINED AREAS OF A GAME DEVICE RESPONSIVE
TO COLOR CHANGING CHEMICAL MARKER
Abstract
A game device including defined areas having differing invisible
ink markings whereby the marking of one of said areas by a player
with a color changing chemical marking means provides a differing
game scoreable response from the marking of the other area.
Inventors: |
Lenkoff; Leon G. (Louisville,
KY) |
Family
ID: |
23135082 |
Appl.
No.: |
05/294,821 |
Filed: |
October 4, 1972 |
Current U.S.
Class: |
273/240; 273/265;
273/271; 273/277; 283/95; 434/328; 401/198; 273/139; 273/269;
273/272; 273/287; 503/206 |
Current CPC
Class: |
A63F
9/18 (20130101); A63F 9/00 (20130101); A63F
3/00895 (20130101); A63F 3/062 (20130101); A63F
3/00094 (20130101); A63F 3/0685 (20130101); A63F
2003/00078 (20130101) |
Current International
Class: |
A63F
9/00 (20060101); A63F 9/18 (20060101); A63F
3/06 (20060101); A63F 3/00 (20060101); A63f
003/00 (); G09b 003/02 () |
Field of
Search: |
;273/139,138,13R,13B,13C,13D,13E,13F,13G,13H ;35/9G,9A,48R
;283/6 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
|
|
|
|
|
|
|
403,416 |
|
Dec 1933 |
|
GB |
|
411,460 |
|
Aug 1945 |
|
IT |
|
Other References
"Fishin' Fun," Copyright 1970, Spot-O-Gold Corp., Philadelphia, Pa.
.
"Eraso," Copyright 1971, Spot-O-Gold Corp., Philadelphia,
Pa..
|
Primary Examiner: Oechsle; Anton O.
Assistant Examiner: Kramer; Arnold W.
Claims
I claim:
1. A simulated-tac-toe game comprising a marking sheet; a color
changing chemical marking means for marking said sheet visibly; at
least one tic-tac-toe grid visibly marked on said sheet to define
areas associated therewith in which two differing indicia are
normally placed in the progress of a conventional tic-tac-toe game;
said defined areas each being printed with an invisible ink marking
designating one indicia or the other, said markings including at
least one winning linear array of one indicia and/or the other
whereby a player may arbitrarily assign to himself one of the two
indicia marking designations with the other designation being
assigned to an opponent who may be imaginary whereby the player on
selectively marking said areas with the color changing chemical
marking means develops said invisible ink markings in an attempt to
complete a winning linear array of the markings assigned to himself
before completion of a winning linear array of the other
marking.
2. A simulated naval engagement game comprising marking sheet
means; color changing chemical marking means for marking said sheet
means visibly; a first grid for one player visibly marked on said
sheet means to define areas associated therewith; said grid defined
areas each being printed with a respective one of invisible ink
markings which invisible ink markings are developed on being marked
with said color changing chemical marking means; said invisible ink
markings including groups of invisible markings with the markings
within each group being identical and the markings of each group
being different than the markings of each other group; the
identical invisible ink markings of each group being aligned in
linear array on adjoining defined areas of said grid with each
invisible linear array simulating an unseen naval vessel; and a
second grid for a second player marked on said sheet means in a
manner similar to said first grid and printed in competitively
arranged fashion with similar invisible linear array groups whereby
one player can play against the other by each alternatively
selectively marking its marking grid with color changing chemical
marking means in an attempt to win by first developing all of the
invisible groups of markings simulating all of the naval vessels on
its grid before the other.
3. A simulated naval engagement game comprising marking sheet
means; color changing chemical marking means for marking said sheet
means visibly; a grid visibly marked on said sheet means to define
areas associated therewith; said grid defined areas each being
printed with a respective one of invisible ink markings which
invisible ink markings are developed on being marked with said
color changing chemical marking means; said invisible ink markings
including groups of invisible markings with the markings within
each group being identical and the markings of each group being
different than the markings of each other group; the identical
invisible ink markings of each group being aligned in linear array
on adjoining defined areas of said grid with each invisible linear
array simulating an unseen naval vessel; and a scoreboard marked on
said sheet means defining a number of score marking areas; the
number of score marking areas being less than the number of grid
areas and greater than the total number of linear arrayed areas
simulating said naval vessels whereby a player alternating between
selectively marking an invisibly marked grid area and a different
scoremarking area with said color changing chemical marking means
attempts to win by developing all of the groups of markings
simulating all the naval vessels before marking all the
scoremarking areas.
4. A simulated maze game comprising a marking sheet; a color
changing chemical marking means for marking said sheet visibly; at
least one section on said marking sheet including a plurality of
visibly marked adjacent areas selectable for marking by said
marking means; a visibly designated entrance at a first position of
said section of adjacent areas designating one of said areas and a
visibly designated exit at a second position designating another of
said areas; all of said areas each being printed with one of
invisible ink markings; said invisible ink markings comprising
single directional arrows, double directional arrows and
nondirectional indicia with said single directional arrows each
being variably positioned and indicating the next adjacent area
designated thereby, the double directional arrows variably
positioned and indicating the next adjacent areas designated
thereby, and the nondirectional indicia failing to indicate any
adjacent areas; and a continuous tortuous pathway made up of said
directional arrows extending from said entrance to said exit
whereby on marking said areas starting at said entrance with said
marking means and following the invisible ink markings developed
thereby an attempt is made to complete the continuous tortuous
pathway to said exit by marking the fewest possible numbers of said
areas with said marking means.
5. A simulated bingo-type game comprising a marking sheet means;
color changing chemical marking means for marking said sheet means
invisibly; a first grid visibly marked on said sheet means to
define areas therewith with each defined area being printed with
one of a random variation of visible ink markings to identify said
defined areas; and a second grid visibly marked on said sheet means
to define areas therewith with all but at least one of said defined
areas including in random fashion an invisible ink marking
corresponding with one of the distinct visible markings in one of
the defined areas of said first grid and the at least one defined
area excepted in said second grid including an invisible symbol
representing a straw contestant against a player whereby a player
on selectively marking said areas on said second grid develops said
invisible ink markings to select defined areas in said first grid
in accordance with the agreement between the developed markings and
the visible ink markings on the defined areas of said first grid in
an attempt to select a linear array of defined areas across said
first grid before selecting on said second grid said invisible
symbol representing said straw contestant.
Description
BACKGROUND OF THE INVENTION
The present invention relates to a game device and more
particularly to a game device which utilizes invisible printing ink
to provide differing game scoring responses.
It has been long known in the printing art to scribe invisible ink
upon a writing surface in a desired manner and to then utilize a
suitable color activating means to react with the ink so that the
invisible ink scribing becomes visible. This basic principle has
been utilized in the printing art effectively to provide various
forms of teaching and testing arrangements. A student is given a
marking pen and, based upon knowledge of certain information,
selects an outlined area for marking corresponding to an answer
which the student believes is correct to a question relating to
such certain information which has been posed either in writing or
orally.
SUMMARY OF THE INVENTION
The present invention recognizes that the basic principle of
scribing invisible ink upon a writing surface and marking the same
can be utilized in a novel manner to provide a straight-forward,
economical, readily understandable and utilizable means of
obtaining differing game scoring responses. The present invention
further recognizes and employs this principle to provide a new,
useful and novel way to play by oneself with an invisible opponent
or with another player popular games such as "Tic-Tac-Toe,"
"Bingo," "Maze," "Hangman," "Baseball," and "Fleet," as well as
many other challenging games. In accordance with the present
invention these games can be assembled on several sheets to provide
a compact, readily transportable book which when assembled with a
suitable marking device will provide a player with a package
affording many hours of entertainment.
More particularly, the present invention provides a game comprising
at least one marking sheet; color changing chemical marking means
for marking the sheet visibly; at least one section on the marking
sheet including at least two defined areas selectable for marking
by the marking means; one of the defined areas being printed with
an invisible ink marking in a manner to distinguish it from the
defined area remaining when the means for marking the sheet
contacts one of the defined areas to determine the presence of the
invisible ink marking which will visibly develop a preselected
image to chemical reaction with the invisible ink marking if the
ink is contacted by the marking means, thus providing a differing
game scoreable response from the marking of the other area.
It is to be understood that various modifications can be made in
the arrangement, form and character of the game device disclosed
herein without departing from the scope or spirit of the present
invention.
Referring to the drawings which disclose several advantageous
embodiments of the present invention:
FIG. 1 is a plan view of a marking sheet incorporating visible
grids to provide defined areas which include appropriate invisible
markings of a game similar to "Tic-Tac-Toe."
FIG. 2 is a plan view of a marking sheet incorporating visible
grids and appropriate visible and invisible markings for a game
similar to "Bingo";
FIG. 3 is a plan view of a marking sheet incorporating visible
grids and appropriate visible and invisible markings for a game
similar to "Fleet";
FIG. 4 is a plan view of a marking sheet incorporating visible
grids and appropriate markings and invisible markings for a game
similar to "Baseball";
FIG. 5 is a plan view of a marking sheet incorporating two sections
which are interrelated by a written legend and including
appropriate invisible markings to provide a clue and identification
game entitled "Mission Underwater";
FIG. 6 is a plan view of a marking sheet incorporating two sections
which are interrelated by a written legend and including
appropriate invisible markings to provide a clue and identification
game entitled "Game Time";
FIG. 7 is a plan view of a marking sheet incorporating a multiple
of adjacent defined areas including appropriate invisible markings
in the form of direction signals and visible ink markings defining
entrance and exit points to provide a game of "Maze";
FIG. 8 is a plan view of a marking sheet incorporating a visibly
defined figure and a further defined area with appropriate
invisible markings to provide a game of "Twenty-One";
FIG. 9 is a plan view of a marking sheet incorporating a first
section including appropriate visible and invisible markings and
second and third recording sections to enter the results of the
marking of said first section to provide a game called "Hangman";
and,
FIG. 10 is a color changing chemical marking means in the form of a
pen and a cap for the tip thereof.
Referring to FIGS. 1 through 4 of the drawings, four different
games incorporating the novel invention are disclosed, one on each
marking sheet 1, 2, 3 and 4 respectively, each game including a
visible grid section formed by a first set of spaced, parallel
vertical lines crossed by a second set of spaced parallel
horizontal lines to provide a multiplicity of defined areas which
are printed with suitable invisible ink markings so that the
defined areas in each grid provide a variety of distinguishing
visible figures when a player selectively fills in the defined area
with an appropriate marking pen, such as that disclosed in FIG. 10.
Pen 10 can be provided with a suitable cap 20.
It is to be understood that any of several chemical formulations
for invisible printing inks known in the printing art can be
employed in the present invention. For example, the marking sheets
can be treated with a suitable acid or base material which remains
substantially invisible and the writing instrument 10 can be
provided with appropriate color changing chemical materials. The
acid or base is conveniently applied in any one of several aqueous
solutions. The particular invisible ink formulation used on the
marking sheets and writing instrument does not comprise an
essential part of the present invention and the present invention
is not to be considered as limited to any specific formulation. It
is only essential that the figures in the defined areas remain
suitably invisible until marked by a player with an appropriate
marking instrument and formulations such as those described in the
long-expired U.S. Pat. No. 1,884,197 to H. J. Peterson et al. and
the more recently expired U.S. Pat. No. 2,618,866 to C. S. Adams
should suffice, as well as more recently developed formulations
like those set forth in U.S. Pat. No. 3,363,336 to B. F.
Skinner.
Referring specifically to FIG. 1 of the drawings, the novel
invention is disclosed as incorporated into two forms of the well
known game, "Tic-Tac-Toe." In one form, the upper portion of the
marking sheet 1 includes several visible grids 5, each having nine
defined areas. The grids 5 are marked in the defined areas with
suitable invisible figure markings of "X"s and "O"s with one
winning row of at least one letter or a winning row of both
letters. The player decides whether he will be an "X" or an "O."
The letter remaining is that of an imaginary opponent. With an
appropriate marking instrument the player then selectively and
alternatively marks the described areas for himself and his
opponent (horizontally, vertically or diagonally) in an attempt to
win over his imaginary opponent by obtaining a row of his selected
letter before that of his imaginary opponent.
As a variation of the game of "Tic-Tac-Toe," the lower portion of
marking sheet 1 is also provided with several visible grids 5, each
having nine defined areas. The grids 5, as above, are marked in the
defined areas with invisible figure markings of "X"s and "O"s, with
at least one winning row of "X"s. The player, who is always an "X"
attempts to achieve a winning arrangement of his designated letter
with a minimum of tries with his marking instrument.
Referring to FIG. 2 of the drawings, the novel invention is
disclosed as incorporated in the form of the well known game
"Bingo." The marking sheet 2 includes a visible grid 6. In the
advantageous embodiment disclosed grid 6 is comprised of 76 defined
areas marked in random order in the defined areas with invisible
figures in the form of numerals running from 1 through 75, and an
invisible letter "B," representing the winning of an imaginary
opponent. The four defined areas at the point of grid 6 are blacked
out. Adjacent grid 6, is a gridded scoreboard 7 made up in the form
of a "Bingo" card. Each card 7 in the embodiment disclosed includes
a grid of twenty-five defined areas in the form of five adjacent
vertical columns of five defined areas each with each defined area
having invisible markings in the form of dots therein. The columns
are numbered successively with the numeral heading ranges of
"1-15," "16-30," 31-45," "46-60" and "61-75," respectively, and the
five described areas in each column are further each visibly marked
with one single numeral of an amount which falls within the range
in the numeral heading of the column. It is to be noted that, in
the embodiment disclosed, the middle space of the column having the
numeral heading range of "31-45" is indicated as a "Free Space" to
give the player a "by" for this described area. In playing the game
of FIG. 2, when the player contacts a defined area on grid 6 with
the marking instrument and, assuming a numeral becomes visible, he
proceeds to locate this numeral on the defined area on the
associated grid scoreboard 7 in the column under the appropriate
numeral heading range. Assuming the number is in a defined area in
the column he contacts the defined area with his marking instrument
to record his selection. He then proceeds to mark another defined
area on grid 6, playing to complete a continuous row vertically,
diagonally or horizontally or alternatively all four corners of
grid 7 before the invisible "B" representing his imaginary opponent
appears. As a variation in the game, the player can continue after
completing the first row in an attempt to complete a maximum number
of rows before the invisible "B" becomes visible.
Referring to FIG. 3 of the drawings, the novel invention is
disclosed as incorporated in the form of a novel game entitled
"Fleet." The marking sheet 3 includes visible grid 8. In the
advantageous embodiment disclosed, grid 8 is comprised of 64
defined areas marked with invisible ink letters in the defined
areas, with five "B"s in five adjoined defined areas representing a
battleship, four "C"s in four adjoined defined areas representing a
cruiser, three "D"s in three adjoined defined areas representing a
destroyer and two "S"s in two adjoined defined areas representing a
submarine and the remaining defined areas with "X"s representing
misses. The adjoining defined areas of the several ships can be
vertical, horizontal or diagonal. Adjacent grid 8 is a scoreboard 9
representing shots. Scoreboard 9 includes 32 defined areas in the
form of circles marked wtih invisible ink. Each time a player
contacts a defined area on grid 8 with a marking instrument, he
then completes a circle to keep a record of the shots taken. To
destroy a ship the player must fill in every letter of that ship
with the game object being to destroy the fleet with a minimum
number of shots. As a variation of the game, two players can play,
each player taking shots at his opponent's fleet comprised of a
separate grid 8 (not shown). The first to destroy his opponent's
fleet wins.
Referring to FIG. 4 of the drawings, the novel invention is
disclosed as incorporated in the form of the popular game
"Baseball." The marking sheet 4 includes visible grid 11. In the
advantageous embodiment disclosed, grid 11 is comprised of 79
defined areas marked with invisible ink in random fashion in the
defined areas with a preselected number of "S"s representing
"Strikes" a preselected number of "B"s representing "Balls", a
preselected number of "H"s representing "Hits", and a preselected
number of "O"s representing "Outs." The two defined areas at the
bottom corners of grid 11 are blacked out. Adjacent grid 11 is a
scoreboard 12. Scoreboard 12 includes 54 defined areas, each of
which is marked with an invisible ink dot. The scoreboards are
sectioned off for six Batters, each having a horizontal row of nine
defined areas under columns marked "Balls," "Strikes," "Outs," and
"Hits or Walks." For each batter under the column "Balls" there are
four defined areas, for each batter under the column "Strikes"
there are three defined areas, and for each batter under the
columns "Outs" and "Hits or Walks" there is one defined area. Each
time a player contacts a defined area on grid 11 with a marking
instrument, which grid can be entitled "Pitched Ball Chart," there
becomes visible one of the figures or symbols which indicates a
strike, ball, hit or out. The player then goes to scoreboard grid
12 and opposite the batter who is then at bat, makes an appropriate
entry with the marking instrument in accordance with the symbol
which has become visible in grid 11 so that one of the invisible
dots becomes visible upon contact by the marking instrument with
the selected defined area. Thus, a record is made of the results
obtained in the Pitched Ball Chart. A suitable legend can be
associated with grids 11 and 12 to indicate what is required for a
player to either win, tie or lose. For example, four hits or walks
can indicate a win, three hits or walks can indicate a tie, and
less than three hits or walks can indicate a loss. In addition, a
defined area can be located as disclosed in FIG. 4 below the "Outs"
and the "Hits or Walks" so that totals can be entered.
Referring to FIGS. 5 and 6 of the drawings, the novel invention is
disclosed as incorporated in the form of "Clue" games. FIG. 5,
discloses the novel game of "Mission Underwater" and FIG. 6,
discloses the novel game, "Game Time." Each of these two games
includes a written legend 17 which interrelates a written clue
section 18 with a visible pictorial section 19. In the game of FIG.
5, entitled "Mission Underwater," the legend 17, for example,
describes that an old mine has been floated into the bay before an
annual boat show. It is the player's job to decide under which of
the boats disclosed in pictorial section 19 that the mine is
located so that the mine may be defused. To find the right boat,
the player is instructed to select a clue in Clue Section 18 and
then use the result to fill in a defined circle under one of the
boats of pictorial section 19. The defined circle below each boat
in pictorial section 19 is inscribed with an invisible marking
either in the form of "yes" or "no." The clues visibly written in
section 18 refer to physical attributes of the boat. For example,
whether a boat has a pennant, an outboard motor, an anchor,
portholes, sails, paddles, cabins above deck, and people on the
deck. Opposite each of the clues is a defined area with an
invisible marking indicating either a "yes" or a "no". The player
selects one clue and marks the defined area with an appropriate
marking instrument so that the invisible answer becomes visible in
either "Yes" or "No" form. If "yes," the player makes an
appropriate selection of one of the boats pictorialized in section
19 by marking the described area below the boat with the marking
instrument so that the invisible image "yes" or "no" becomes
visible. The number of tries indicates the success of a player. If
the mine is located in one or two tries, the player proves to be a
"real life saver." If three or four tries are needed the player
"has still saved the day". If five or six tries are needed, the
plaeyr "should turn in his flipper". If seven or more tries are
needed, the mine goes off and the player "is sunk."
Referring to FIG. 6, the written legend in the area 17 interrelates
"Clue" section 18 with "Pictorial" section 19 by asking a player to
select an appropriate athletic game pictorialized in section 19 by
equipment associated with the game and identified in section 18
with written clues associated with the several games. The equipment
of fifteen different games are pictorially disclosed in section 19,
including baseball, football, basketball, golf, tennis, volleyball,
soccer, horseshoes, table tennis, pool, ice hockey, badminton,
marbles, shuffleboard and bowling. Below each of the games in a
defined area there is set forth in invisible ink, selectively the
legend "Right" or "Wrong." In "Clue" section 18, eight written
clues relating to the games are set forth. For example, the shape
of the equipment, the material composition of the equipment,
whether the equipment is inflated, whether it is kicked, whether it
is hit with something wooden, whether it goes over a net, whether
it is used on ice and whether it goes over 50 yards. Opposite each
of the clues is a defined area bearing an invisible image
indicating "Yes" or "No." The player selects a clue by contacting
the defined area opposite thereto with a suitable marking
instrument. If the image proves to be a "Yes" the player then
selects one of the games associated with that clue by marking the
defined area below the game with the marking instrument. If the
appropriate game is selected the invisible image when marked will
indicate a "Right," if not, it will indicate a "Wrong." The player
is scored in accordance with the number of clues he needs to find
the right game. If one or two clues are utilized the player is a
"master sportsman." If three or four clues are utilized, the player
is "average." If five or six clues are utilized, the player is
"poor." And, if seven or eight clues are utilized, the player is
"out of the game."
Referring to FIG. 7 of the drawings, the marking sheet 21 is
disclosed as incorporating the game of "Maze." In the advantageous
embodiment of the invention disclosed, the marking sheet includes
84 defined areas in the form of spaced, visible circles. Each of
the circles is printed with an invisible ink marking comprised of
direction signals, some of which include two arrows and others of
which include one arrow to provide at least two differing paths,
within said section of defined areas. Only one of the paths leads
to a preselected target area, which in the advantageous embodiment
disclosed is visibly designated at the lower periphery of the
section as "Exit." Diagonally opposite the defined areas of this
section at the upper periphery thereof, in the advantageous
embodiment disclosed, there is suitably marked "Enter." Certain of
the defined areas are marked with an "N" to indicate that a player
has taken a wrong path. The player then has to back up to his last
option and try again, until ultimately he reaches the "Exit" end.
The least number of described areas marked indicates the success of
the player in reaching his path.
Referring to FIG. 8 of the drawings, the marking sheet 28 is
disclosed as incorporating the popular card game "Twenty-One."
In the advantageous embodiment disclosed on marking sheet 28,
provision is made for twelve separate games set forth in twelve
separate horizontal rows. Each row includes pairs of defined areas,
for example, 29-30; 32-33; 34-35; 36-37; and 38-39. Each of these
defined areas is printed with a different invisible ink marking
figure. The visibly defined figure Twenty-One written at the top of
the page represents the achievement figure. A second visibly
defined figure adjacent each row comprises an indicia figure. The
invisible figures in the sections 29-30 and the successive sections
32-33, etc. are so selected that the marking of one of the defined
areas provides a figure which when associated with the indicia
figure equals a differing game scoreable response relative the
marking of the achievement figure 21. The object of the game is to
have two or more cards that total as closely as possible to the
achievement figure 21. To win, the player must total more points
than his imaginary opponent without going over 21. Points can be
determined by card value. One can count aces indicated by "A" as 1
or 11; picture cards indicated by "K", "Q", or "J" for King, Queen
and Jack, respectively, are 10 and all other cards count at their
face value. The player imagines he is playing an imaginary opponent
who is already finished taking cards. The player does not know the
imaginary opponent's total. The right hand card of each pair is
invisibly printed with the total at which the imaginary opponent
quit and an invisible marking of either "W" or "L" to respectively
indicate whether the player has "Won" or "Lost." The player fills
in the left hand card in the first pair and adds it to the visible
number adjacent the section. He then decides whether he wants to
quit or proceed. If he decides to quit, he fills in the right hand
card of the first pair which shows the opponent's number, and would
indicate a "W" or an "L" to show whether the player has won or
lost. If, on the other hand, he decides to go on to the next pair,
he once again fills in the left hand number and adds that to his
previous total. If he decides to quit at that point, he then fills
in once again the right hand number which will show his imaginary
opponent's total and indicate whether the player has won or lost.
If he decides to go on instead of having filled in the right hand
number, he proceeds to the next pair and fills in the left hand
side and so on, selecting the right hand side of a pair only at the
point where he quits to show the total of the imaginary opponent
and whether the player has won or lost. The player can get as many
cards as he wants by filling in the left card in each set, and he
must choose them in the order left to right. He will only fill in
the right hand card in each set when he is ready to quit. When he
fills in the right hand card the game is over. Player wins all ties
and if he goes over 21, he has automatically lost. Thus, a simple,
straight-forward, enjoyable method of playing an imaginary opponent
is provided to give a player 12 card games of enjoyment.
Referring to FIG. 9 of the drawings, the novel invention is
disclosed as incorporated on a marking sheet 40 to provide the well
known game of "Hangman." This game includes a first section 41,
comprised of a plurality of defined areas which are printed with
differing invisible ink markings. In the instant embodiment of the
invention 26 defined areas are provided and above each is visibly
printed one of the letters of the alphabet. The defined areas are
printed with differing invisible ink markings, which in the
embodiment disclosed, comprise either the word "No" or a numeral. A
second section 42 and a third section 43 are also provided. The
second section 42 includes several defined areas with visible
numerals associated with each of the defined areas. In the instant
embodiment, the second section is comprised of eight such defined
areas with the numerals running from 1 through 8. The third section
43 in the instant embodiment is a pictorial representation of a man
referred to as the "Hangman". This man is divided into 16 separate
parts. The defined areas in the first section 41 which have the
visible letters representing the letters in a chosen word to be
filled in in the second section are filled in with invisible
numbers which correspond to the visible numbers in the second
section, in accordance with the position of the letter in the word
to be completed in the second section. For example, if the word
"Humorist" is to be completed in the second section, the "H" would
be filled in with the invisible number 1, the "U" with the
invisible number 2, the "M" with the invisible number 3, the "O"
with the invisible number 4, the "R" with the invisible number 5,
the "I" with the invisible number 6, the "S" with the invisible
number 7, and the "T" with the invisible number 8. The remaining
defined areas are filled in with the invisible marking "no" to
indicate that the letter associated therewith is not applicable in
the second section 42. The player guesses any letter in the first
section 41 with his marking instrument. If the letter he guesses is
part of the secret word a number or numbers will appear in the box.
With his marking instrument he then goes to section 42 and prints
the letter in the blank space above the number indicated in section
41. After several letters have been found, the word will begin to
take shape. If the letter guessed is not in the word, a "No" will
appear. For each "No" the player must fill in one of the 16 parts
of the Hangman with his marking instrument. If all 16 parts of the
Hangman are filled in before the player completes the word, he
loses. If he completes the word first, he wins.
* * * * *