Abstract:
A shove board game system and playing method thereof includes: a game host to process a shove board game program and provide a picture of a chessboard and an information window and reset status of all pieces on the chessboard, a display device communicating with the game host to display the chessboard, pieces and the information window and related information, and an input device communicating with the game host to receive operations of players to proceed the shove board game. The chessboard is octagonal and has multiple longitudinal and transverse lines in directions of X and Y axes and diagonal straight lines formed at an angle of 45 degrees against the X and Y axes. The lines cross one another to form points of intersection. The pieces are positioned on the points of intersection.
Abstract:
Technology is generally described for computing paths between geographical localities. The technology can receive a request for a path between two or more geographical localities, and compute a path based at least on a popularity rating of intermediate geographical localities.
Abstract:
The game includes a playing board having a predetermined continuous path with spaces for movement of pieces therealong in accordance with rules. The playing board includes: (i) marked historical location spaces designating a specified historical location based on a predetermined theme, especially Egyptian pyramids, the spaces identifying its specified historical location by name, pictorial representation or combinations thereof, and having a specified cost to operate value and a landing fee value. (ii) marked action spaces, each designated so as to require a specified action of a player when a piece lands thereon; (iii) marked event spaces, which may initiate a payment or other event of a player when a piece lands thereon. Random movement is established with at least one die, which has six major facets, forming a cube, and eight minor facets. There is a set of operation papers, a set of event cards, a plurality of different icon pieces for use by a plurality of players, and a set of rules.
Abstract:
The trading game simulates a highly liquid market. The game employs tokens and various "Bull" and "Bear" cards to establish a settlement price for various trades. The players create the market prices for each trade during the rounds of play and record the transaction prices on tally sheets. At the completion of a game/round the transaction prices are compared with the determined settlement price to obtain the profit or loss.
Abstract:
A physical card game is provided in which winning mathematic combinations are used from a single deck of cards using symbols that determine calculations using certain aspects of the game here on described as Table Slot King. In this card game no cards are provided to the player for a hand of cards as your traditional card games. This is what makes this card game very unique. In this card game there could be one or more players. These cards are placed in a game board made out of cloth in which there are nine rectangular shapes displayed in a rectangular array within the center of an octagon shape display. Each bet can be played and/or evaluated using certain aspects of the game. At least some prizes or top winning outcomes for a round of play must include winning outcomes from at least one, and preferably from all bets played by a given player.
Abstract:
Technology is generally described for computing paths between geographical localities. In some examples, the technology can receive a request for a path between two or more geographical localities, and compute a path based at least on a popularity rating of intermediate geographical localities.
Abstract:
The game includes a playing board having a predetermined continuous path with spaces for movement of pieces therealong in accordance with rules. The playing board includes: (i) marked historical location spaces designating a specified historical location based on a predetermined theme, especially Egyptian pyramids, the spaces identifying its specified historical location by name, pictorial representation or combinations thereof, and having a specified cost to operate value and a landing fee value. (ii) marked action spaces, each designated so as to require a specified action of a player when a piece lands thereon; (iii) marked event spaces, which may initiate a payment or other event of a player when a piece lands thereon. Random movement is established with at least one die, which has six major facets, forming a cube, and eight minor facets. There is a set of operation papers, a set of event cards, a plurality of different icon pieces for use by a plurality of players, and a set of rules.
Abstract:
Marble Tag is a lively and highly interactive game played in, on, and above a board or maze with marbles guided by sticks. The game may be played either indoors or outdoors. Players of all ages from four years old to more than eighty-four are attracted to participate. Much of the excitement and exercise common to the age-old game of tag are included in the game, however the game requires both less vigor and less space than tag. A certain dexterity to manipulate the sticks and marbles is advantageous, but not necessary. The existence of various strategies of play gives multiple levels of interest to the game. Three qualitatively different ways to play Marble Tag are: as individuals, as partnerships, and with handicaps. Furthermore, other games can be played with the same Marble Tag apparatus or on mazes with minor modifications.
Abstract:
A game board (20) for playing chess or checkers, and the like, for two or more players. Each side of the game board (20) has seven edge stations or playing squares, (e1) through (e7), of two alternating contrasting colors, seven first interior stations, (f1) through (f7), also of two alternating contrasting colors, seven second interior stations, (s1) through (s7), also of two alternating contrasting colors, and a central area (ca). In a preferred embodiment in the initial playing position a first castle occupies e1, a first bishop occupies e2, a first knight occupies e3, a king and a queen occupy e4, a second bishop occupies e5, a second knight occupies e6, and a second castle occupies e7.
Abstract:
The present invention is a 4-D game board, 4-D graph/grid paper, and 4-D galaxy chart of an idealized universe made from a four-dimensional (4-D) hypercube or tesseract projected onto 2-D space. As a 2-D object this grid or game board can be represented in a dart board, book, and especially computer screen/display for any applications for electronic display such as for iPads, and phones. This tesseract is displayed in X, Y, Z, and T axes with coordinates at endpoints and midpoints to make a unique grid with 81 game spaces or nodes. Any number of games can be played on its surface. When used as 4-D graph or grid paper, 4 variables can be graphed at one time and additional nodes can be added to increase precision. Similarly the coordinates/nodes on the board can represent galaxies or sets of galaxies on each side and in the middle of an idealized universe in the X, Y, Z and T directions.