GB2269325A - Word game - Google Patents
Word game Download PDFInfo
- Publication number
- GB2269325A GB2269325A GB9315567A GB9315567A GB2269325A GB 2269325 A GB2269325 A GB 2269325A GB 9315567 A GB9315567 A GB 9315567A GB 9315567 A GB9315567 A GB 9315567A GB 2269325 A GB2269325 A GB 2269325A
- Authority
- GB
- United Kingdom
- Prior art keywords
- consonants
- word
- indicator
- indicating
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0423—Word games, e.g. scrabble
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
- A63F2003/00018—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track
- A63F2003/00022—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track played along concentric endless tracks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
- A63F11/0051—Indicators of values, e.g. score counters
- A63F2011/0069—Abacus
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/10—Miscellaneous game characteristics with measuring devices
- A63F2250/1063—Timers
- A63F2250/1068—Sandglasses
Landscapes
- Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Multimedia (AREA)
- Toys (AREA)
Abstract
Apparatus for playing a game comprises a board provided with a substantially continuously extending series of place positions commencing at a start position and ending in a finish position, and tiles or the like for indicating a selected letter of the alphabet at each of the place positions. The tiles can be two-sided differentiated as to colour. Dice (Fig.3) can also be provided having indications of differing numbers of differing consonants on each face. <IMAGE>
Description
APPARATUS FOR PLAYING A GAME
This invention relates to apparatus for playing a game and more particularly a word game.
According to the present invention apparatus for playing a game comprises a board provided with a substantially continuously extending series of place positions commencing at a start position and ending in a finish position, means for indicating a selected letter of the alphabet at each of the place positions.
Preferably a random indicator is provided for indicating a consonant letter of the alphabet at each indicative position.
Such a random indicator can be arranged to indicate two or more consonants at two or more of its indicative positions and it can also be arranged to indicate a different number at each position.
In a preferred construction the different indicative positions carry an increasing number of consonants and an increasing number value, the high number of consonants carrying higher number values.
In a convenient construction the random number indicator can be a six sided dice and with this construction a first side of the dice can indicate one consonant and a low number, the second side can indicate two consonants and a higher number and the other sides can indicate appropriately increasing numbers of consonants and numbers up to the sixth side which indicates six consonants and the highest value number.
The substantially continuously extending series of place positions on the board can be arranged in a spiral configuration.
The means for indicating the selected letters may comprise a number of lettered counters dimensioned for location on said place positions.
The lettered counters can be double sided and have a distinctive indicator on each side, provided, for example, by a colour.
The apparatus may also include a score counter, for example an abacus or a set of numbered counters.
Timing means can also be included for example in the form of a sandglass with a rapid sand return action.
As set forth above the apparatus is for playing what is essentially a domestic board game but it will be appreciated that the apparatus could also be incorporated in a computer game or, for example, as a community game, played on a stage before an audience or as a television game.
If provided in the form of a computer game then the board would be shown on the screen, means being provided for selecting the letters and operating the random indicator, the selected letters then being thrown up on the board when shown.
The object of the game is to make up a continuing series of hyphenated, interconnected, extended or associated words along the continuously extending series of place positions, the first player making up the first word and the players acting alternatively to continue the series.
Thus, the first playing operates the random letter indicator a predetermined number of times to produce a list of letters of the alphabet. Armed with these a player makes up a word from the letters available or, if the letters are only consonants, any suitable vowels. The made up word is indicated on the continuously extending series of place positions commencing at the start position. The second player then selects a second set of letters to make up a word which, in effect, continues from the first word. For example, if the first word was "FARMERS" then the second player could add the word "CART". This would be an "associated" word. The first player could then add "HORSE" thus making "CART" into "CARTHORSE" as a single word. The scoring can be taken from the number of letters added each time. The game continues until the finish position is reached.
The above is only a basic outline of how the game can be played as there are many variations which will be set out in the rules which are to follow.
The apparatus can be made in various way and some embodiments will now be described by way of example and with reference to the accompanying drawings in which
Figure 1 is a plan of a board which can be used with
the game;
Figure 2 shows alternative sides of a letter counter
which can be used on the board shown in Figure 1;
Figure 3 shows the six faces of a six sided dice with
appropriate markings for playing the game;
Figure 4 is a side view of a timer in the form of a
sandglass which can be used with the apparatus in a
first position and,
Figure 5 shows the sandglass of Figure 4 in an
inverted position.
As shown in Figure 1 the playing board has a substantially continuously extending series of place positions, indicated by reference numeral 1 commending at a start position 2 and ending in a finish position 3. In the board shown the positions 1 are in the form of a substantially inwardly extending spiral from the start position 2 to the finish position 3. The inner rings of the spiral are spaced apart from the adjacent rings by the spacing lines 4. The spacing lines 4 are wide enough to allow the lettered counters shown in in Figure 2 to be easily placed in the place positions 1.
The positions marked X are referred to as "bridging positions" in the Rules set out below.
Figure 2 shows the alternative sides of a single counter carrying the letter 'P'. As will be seen the counters are of square configuration in the form of plates.
One side of the counter 5 carries a distinctive indicator, in this case a dark colour, for example red, as indicated by reference numeral 6 and the other side carries a lighter colour, for example yellow, as indicated by reference numeral 7. A number of such counters are supplied, for example three or four complete alphabets, and a suitable dispenser, not shown, could be provided for delivering appropriate counters. Alternatively the counters could be spread out on a flat surface to enable the players to select them when required.
Figure 3 shows the faces of a six sided dice, the faces being indicated by reference numerals 9 to 14. The face 9 carries a single consonant letter 15 in this case the letter "B", face 10 carries two consonants indicated by reference numeral 16, the face 11 three consonants 17, the face 12 four consonants 18, the face 13 five consonants 19 and the sixth face, which is indicated by reference numeral 14 carries six consonants 20.
Each face carries a numeral, indicated by reference numeral 21 on face 9, the value of the numeral increasing in line with the increasing number of consonants on each of the faces. Thus it will be seen that the numeral 21 on face 10 is number 4, on face 11 is 9, on face 12 is 16, on face 13 is 25 and on face 14 is 36.
In order to render the faces more distinctive the numerals 21 are carried in distinctive shaped markings, they are shown on the respective surfaces 9 to 14 in a wave formation, a circle, a triangle, a square, pentagon and hexagon. The remainder of the surface is also divided up again so that the number of consonants can be easily observed and the divisions are provided by lines radiating generally from the shape surrounding the numeral, apart from
Figure 1 in which the letter "B" is merely shown to one side.
The dice serves three purposes, it can be used at the start of the game to nominate the starting player, it can be used to introduce an element of chance into the consonants available for forming a start word and it can be used throughout the game to indicate roughly the score disparity as will be explained in The Rules.
In an alternative form of the invention the random indicator could be combined with the means for indicating a selected letter of the alphabet at each of the place positions by, for example, providing the lettered counters in a container from which they are randomly issued. In one example the container can be arranged so that only one letter counter is dispensed at a time. The important aspect of the device is that the player cannot select the letters that he wants but is merely issued with the lettered counters in a random fashion. The player can then arrange the letters to provide the first word that is to be used when the game commences.
A timer device can also be provided and Figure 4 shows a suitable inexpensive form of device provided by a sandglass 10. Such a sandglass has a casing 11 made from a clear synthetic resin material. The casing carries a waisted spindle 12, the waisted portion 13 of which carries a sliding ball 14. The diameter of ball 14 is slightly less than the area of the narrow portion 15 of the casing 11 and the waisted portion 13 of the spindle is arranged so that when the sandglass is in the position shown in Figure 4, the sand indicated by reference numeral 36 can run from the top to the bottom in the usual manner. When the sandglass is inverted to the position shown in Figure 5 however the ball 14 moves along the spindle 12 to allow rapid return of the sand due to the increase in area of the gap between the ball 14 and the inner wall of the narrow portion 15 of the casing.The intention of the rapid return sandglass is to enable the game to progress without delay if a player takes his turn quickly.
It will be appreciated however that any other suitable form of timer could be employed.
Any suitable form of counter apparatus can also be provided, for example numbered counters or an abacus.
It will be appreciated that the board can be made in many shapes, sizes and patterns provided there is a continuous series of place positions extending from start to finish.
To commence the game with the apparatus shown in the drawings the first player throws the dice, say seven times and selects the corresponding letters in the lettered counters. If the player is a colour red then he uses the red side of the counters and when he has thrown the dice the sandglass timer is set to run. The player has to make up the word within the allotted time or incur penalty points as is explained in the rules.
When the first player has taken his turn the sandglass is re-set and the second player now has to make up a word which is hyphenated, interconnected, an extension of or associated with the first word or in accordance with the rules set out below he selects the appropriate lettered counters, this time in yellow and places them on the board and the game continues in this manner according to the rules until the finish position on the board is reached.
RULES
STARTING PROCEDURE RULES AND DEFINITIONS
The game is for playing between two players or two groups of players.
STARTING PROCEDURE (i) Both players throw the dice and the highest scorer forms the "start word".
(ii) The starting player throws the dice seven more times and after each throw selects one letter from the upturned face. These with any vowels may be used to form the "start word", in that players chosen colour.
(iii) After each visit to the game board, each player must use the dice to indicate the score disparity. By retaining the dice a player indicates he/she is winning, and by ceding it, that the opponent is leading.
eg.: If 1 is upturned the score disparity d : d / 1 ie. evens If 4 is upturned the score disparity d : 1 A d Z 4 If 36 is upturned the score disparity d : 25 ' d L 36
RULES 1. Players take turns, to try to register a single "score word" in their colour, within a specified time.
2. Each "score word" or "neutral word" is based upon a "parent word". The last word in the given series , which is always a common noun.
3. A "score word" or "neutral word" may only have one case preposition prefixing it, and that is understood and not registered.
4. When a "parent word" can be confiscated, intact or after a transformation, a player changes it, in situ, into his/her own colour.
5. Where apt a player may interpret a "parent word" as other than a common noun, i.e. as a verb etc.
DEFINITIONS
SCORE WORDS 1. Backwords and Forwords are each separately score words. They are common nouns which respectively are registered before and after a "parent word" to form a hyphenated or open compound word.
eg.
Backword "parent word" Forword
Farm Horse Race 2. Compound Backwords and Forwords are each separately score words. Respectively they are registered before and after a "parent word" to start and complete a "figure of speech", or "common saying of associated words" with a common noun.
eg.
Compound Backword "parent word" Compound Forword "Stab in the" Back "a winner" 3. A Chainword is another common noun formed by adding a letter/letters anywhere to a "parent word", which so transformed is confiscated.
eg.
eg.
Parent Word Chain Word
Shoe Shovel 4. An Alterword is another common noun formed from all the letters of a "parent word", which is so transformed is confiscated.
eg.
Parent Word Alterword
Rail Lair 5. A Multiword is an open compound combination of three or more "score words" and the player who completes it, confiscates the opponents words therein.
eg.
Parent Word First Score Word Second Score Word
Police Dog Handler
NEUTRAL WORDS
"Neutral Words" are used to facilitate the formation of "Score Words".
1. A Linkword is any word of three or more letters found intact in a "Parent Word". It is exposed by cancelling the surplus letters eg.
Parent Word Linkword Score Word
Chair Air "A Grievance" 2. A Password is any word, apart from another common noun, formed by adding a letter/letters to a Parent Word, in whose colour these additional letters are registered.
eg.
Parent Word Password Score Word
Head Heading Paper 3. A Broken Word is any word of three or more letters, other than an "Alterword", found, but not intact, in a "Parent Word", in whose colour it is registered.
eg.
Parent Word Broken Word Score Word
Table Let A flat 4. A Byword is a "Score Word" a player registers in the opponents colour to facilitate the registration of a more profitable one in his/her own colour.
eg.
Parent Word Byword Score Word
Court Case "of mistaken identity"
SCORE RULES 1. A player is awarded one point per letter registered in his/her colour and generally the highest score wins.
2. Three bonus points are awarded for starting or finishing a "Score Word" on a bridging square.
3. If a "Score Word" finishes on the "end square" the score for that word is doubled.
4. If a player covers the "end square" and the "bridging squares", as above, that player automatically wins the game.
5. If a player establishes a lead of 36 or more points that player is automatically the winner.
6. The game is drawn if 13 or more squares remain uncovered.
7. A player forfeits their previous or immanent visit for registering (a) a misspelt word (b) an unacceptable "Score Word" or "Neutral Word" (c) An invalid objection (d) An incorrect indication of the score.
Claims (1)
1. Apparatus for playing a game comprising a board provided with a substantially continuously extending series of place positions commencing at a start position and ending in a finish position, and means for indicating a selected letter of the alphabet at each of the place positions.
2. Apparatus as claimed in claim 1 including a random indicator for indicating a consonant letter of the alphabet at each indicative position.
3. Apparatus as claimed in claim 2 in which said random indicator indicates two or more consonants at two or more of its indicative positions.
4. Apparatus as claimed in claim 3 in which the random indicator also indicates a different number at each position.
5. Apparatus as claimed in claim 4 in which the different indicative positions carry an increasing number of consonants and an increasing number value, the high number of consonants carrying higher number values.
6. Apparatus as claimed in claims 2 to 5 in which the random number indicator is a six sided dice.
7. Apparatus as claimed in claim 6 when dependent on claim 5 in which a first side of the dice indicate one consonant and a lower number, the second side indicating two consonants and a higher number and the other sides indicating appropriately increasing numbers of consonants and numbers up to the sixth side which indicates six consonants and the highest value number.
8. Apparatus as claimed in any one of the preceding claims in which the substantially continuously extending series of place positions on the board are arranged in a spiral configuration.
9. Apparatus as claimed in any one of the preceding claims in which the means for indicating the selected letters comprises a number of lettered counters dimensioned for location on said place positions.
11. Apparatus as claimed in claim 10 in which said lettered counters are double sided and have a distinctive indicator on each side.
12. Apparatus as claimed in claim 11 in which the distinctive indicator is provided by a colour.
13. Apparatus as claimed in any one of the preceding claims including a score counter.
14. Apparatus as claimed in any one of the preceding claims including a timing means.
15. Apparatus as claimed in claim 14 in which said timing means is provided by a sandglass with a rapid sand return action.
16. Apparatus for playing a game substantially as described herein with reference to and as shown in the accompanying drawings.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9315567A GB2269325B (en) | 1992-08-07 | 1993-07-28 | Apparatus for playing a game |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB929216845A GB9216845D0 (en) | 1992-08-07 | 1992-08-07 | Apparatus for playing a game |
GB9315567A GB2269325B (en) | 1992-08-07 | 1993-07-28 | Apparatus for playing a game |
Publications (3)
Publication Number | Publication Date |
---|---|
GB9315567D0 GB9315567D0 (en) | 1993-09-08 |
GB2269325A true GB2269325A (en) | 1994-02-09 |
GB2269325B GB2269325B (en) | 1995-09-20 |
Family
ID=26301396
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB9315567A Expired - Fee Related GB2269325B (en) | 1992-08-07 | 1993-07-28 | Apparatus for playing a game |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2269325B (en) |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1220371A (en) * | 1967-04-11 | 1971-01-27 | Springbok Editions Inc | Apparatus for playing a game |
US4365813A (en) * | 1978-09-05 | 1982-12-28 | Ernest Hirsch | Word game |
-
1993
- 1993-07-28 GB GB9315567A patent/GB2269325B/en not_active Expired - Fee Related
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1220371A (en) * | 1967-04-11 | 1971-01-27 | Springbok Editions Inc | Apparatus for playing a game |
US4365813A (en) * | 1978-09-05 | 1982-12-28 | Ernest Hirsch | Word game |
Also Published As
Publication number | Publication date |
---|---|
GB9315567D0 (en) | 1993-09-08 |
GB2269325B (en) | 1995-09-20 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
PCNP | Patent ceased through non-payment of renewal fee |
Effective date: 19970728 |