Psychologically optimized mystery party game
    1.
    发明申请
    Psychologically optimized mystery party game 失效
    心理优化神秘派对游戏

    公开(公告)号:US20040032082A1

    公开(公告)日:2004-02-19

    申请号:US10222513

    申请日:2002-08-16

    Inventor: Cindy W. Vincent

    CPC classification number: A63F3/00075 A63F9/18 A63F2300/807

    Abstract: A mystery game system optimized for children and/or developmentally disadvantaged individuals. Various game mechanics are provided in order to provide a role-playing mystery game that is suitable in terms of level of difficulty for all participants; that does not require any participant to play the role of a criminal and/or nullbad guynull, that allows responsible supervision of the course of the game, that provides positive social rewards to a selected individual (for example a particular child whose birthday party is the occasion for the game), that provides a carefully structured format for progression of the game, and which includes one or more modest nullphysicalnull challenges such as hunts for treasure and/or clues. In one embodiment, the present invention teaches a role-playing game system in which play and revelation of clues proceeds in a structured series of rounds, with players being called upon to provide a specific clue and/or advancement of the game's nullstory linenull and/or nullscriptnull. A central nulldetectivenull character may supervise other player's rounds, and non-player supervisors may also supervise revelation of each character's clues. Non-player characters may take the negative roles (such as suspects), and the central character may have sufficient information to solve the mystery at the end of the game. In the preferred embodiment, game mechanics provide a sense of mastery even to children and negative roles are not played by anyone but rather are introduced through the plot.

    Abstract translation: 为儿童和/或发育不利个人优化的神秘游戏系统。 提供各种游戏机制,以提供适合于所有参与者的难度级别的角色扮演神秘游戏; 这不需要任何参与者扮演犯罪和/或“坏人”的角色,允许对游戏过程进行负责任的监督,为选定的个人(例如特定的生日聚会的孩子)提供积极的社会奖励 是游戏的场合),它提供了精心设计的游戏进程格式,包括一些或多个适度的“物理”挑战,例如寻找宝藏和/或线索。 在一个实施例中,本发明教导了一种角色扮演游戏系统,其中线索的游戏和启示以结构化的一系列轮回进行,玩家被要求提供游戏的“故事线”的特定线索和/或进步, 和/或“脚本”。 中央“侦探”角色可以监督其他玩家的回合,非玩家主管也可以监督每个角色的线索的启示。 非玩家角色可能扮演负面角色(如嫌疑人),中央角色可能有足够的信息来解决游戏结束时的谜团。 在优选实施例中,游戏机制提供了对儿童的掌握感,而负面角色不由任何人玩,而是通过剧情介绍。

    Game
    2.
    发明申请
    Game 失效
    游戏

    公开(公告)号:US20040051250A1

    公开(公告)日:2004-03-18

    申请号:US10242178

    申请日:2002-09-12

    CPC classification number: A63F9/18 A63F1/04 A63F3/00 A63F3/00261

    Abstract: A game includes a game board 10 marked with a plurality of indicia 40a-40b, 41a-41b, 42a-42e, 43, and 44. The game also includes a plurality of markers 30a-30f for positioning on indicia of the playing surface. A deck of question cards 20 including a plurality of question cards 21 is included, with each card bearing instructions 52, a question 53, and answers 54. The questions are designed to test various skills. A deck of bidding cards 22 is also included, with each card bearing the relative value of the bid 60 and relevant instructions 61. Successful identification of the answers on the question cards determines advancement of a player's marker on the game playing surface commensurate with the bidding card played, marker location on indicia 41-44, and the success of other players on the same question card.

    Abstract translation: 游戏包括标记有多个标记40a-40b,41a-41b,42a-42e,43和44的游戏板10.游戏还包括用于定位在游戏表面的标记上的多个标记30a-30f。 包括包括多个问题卡21的一组问题卡20,每个卡带有指令52,问题53和答案54.这些问题被设计用于测试各种技能。 还包括一组招标卡22,每张卡都具有标价60的相对价值和相关说明61.成功识别问题卡上的答案确定了与竞标相称的游戏玩家表面上的玩家标记的推进 卡牌,标记41-44上的标记位置,以及其他玩家在同一个问题卡上的成功。

    Family tree trivia game
    3.
    发明申请
    Family tree trivia game 审中-公开
    家庭树琐事游戏

    公开(公告)号:US20020195772A1

    公开(公告)日:2002-12-26

    申请号:US09977694

    申请日:2001-10-16

    CPC classification number: A63F3/00006 A63F3/0449 A63F9/18 A63F2001/045

    Abstract: The nullFamily Tree Trivia Gamenull is conceived and designed to incorporate individual family history's into a customized board game format. It is a unique concept that customizes the game for each family ordering the game, through a process of interaction with the family. The family ordering the game submits a set of photographs that will be scanned and inlaid on the game board creating the path that family members participating in the game will follow throughout game play. The family also submits a questionaire and individual questions, and answers to those questions (relative to the family history and family members). These questions and answers are printed on nullgame cardsnull which are selected by the family members as they proceed through game play. Following the game instructions, players will systematically spell out the family Sir name to complete the game. Includes boxed customized game board, customized game cards, and game equipment.

    Abstract translation: “家谱琐事游戏”被设计和设计,以将个人家族史纳入定制的棋盘游戏格式。 这是一个独特的概念,通过与家庭互动的过程,为每个家庭订购游戏定制游戏。 订购游戏的家庭提供一组将被扫描并镶嵌在游戏板上的照片,创建参与游戏的家庭成员在游戏过程中遵循的路径。 家庭还提交问卷和个人问题,并回答这些问题(相对于家庭史和家庭成员)。 这些问题和答案都印在“游戏卡”上,家庭成员在玩游戏时进行选择。 按照游戏说明,玩家将系统地拼出姓氏姓氏来完成游戏。 包括盒装定制游戏板,定制游戏卡和游戏设备。

    Question and answer game
    4.
    发明申请
    Question and answer game 审中-公开
    问答游戏

    公开(公告)号:US20020140170A1

    公开(公告)日:2002-10-03

    申请号:US09821425

    申请日:2001-03-29

    Inventor: David Vazzana

    CPC classification number: A63F9/18 A63F3/00157

    Abstract: A question an answer game on a college level with three separate rounds of play, the first round providing preset points and the second round and third round requiring wagering of points to be awarded for a correct answer. The third round providing for increased amounts of points to be wagered. The game when played over a commercial global network provides the greatest competition and detailed statistical analysis.

    Abstract translation: 一个大学一级的回答游戏,三场比赛,第一轮提供预设点,第二轮和第三轮要求投注点数,以获得正确答案。 第三轮提供更多的积分。 在一个商业全球网络上玩的游戏提供了最大的竞争和详细的统计分析。

    Method and apparatus for organizational development and education
    5.
    发明申请
    Method and apparatus for organizational development and education 审中-公开
    组织发展和教育的方法和手段

    公开(公告)号:US20040004325A1

    公开(公告)日:2004-01-08

    申请号:US10361798

    申请日:2003-02-10

    CPC classification number: A63F3/00006 A63F9/18 A63F2003/00018

    Abstract: A method for teaching and developing the culture, values, and skills of an organization using an educational game. An organization is divided into associated small teams through a succession of divisions. The small teams play an educational board game emphasizing collaboration, innovation, industry knowledge, and leadership skills. As each small team completes the educational board game, members of the small team assist other associated small teams in completing the educational game. The winners of an educational game are determined by considering both the speed at which associated small teams complete the educational game and the number of points earned by the associated small teams.

    Abstract translation: 使用教育游戏教授和发展组织的文化,价值观和技能的方法。 一个组织通过连续的部门分为相关的小团队。 小团队发挥教学板游戏,强调协作,创新,行业知识和领导技能。 随着每个小团队完成教育棋盘游戏,小团队成员协助其他相关小团队完成教育游戏。 教育游戏的获胜者是通过考虑相关小团队完成教育游戏的速度和相关小团队获得的积分数来确定的。

    Educational-game-of-chance-and-trivia
    6.
    发明申请
    Educational-game-of-chance-and-trivia 有权
    教育游戏的机会与琐事

    公开(公告)号:US20030111794A1

    公开(公告)日:2003-06-19

    申请号:US10065696

    申请日:2002-11-11

    CPC classification number: A63F9/18 A63F9/04

    Abstract: A game board for playing a game of chance and trivia, which include; at least one set of valued question/answer cards and at least one consecutive series of blocks and integers, with each of the individual blocks being separately individually pivotally mounted on a horizontal shaft to conceal or display an integer, and at least one die. The object of the game is to achieve the highest/lowest score by; tossing at least one die and conceal or display one or more integers which; add up to the value of the die or dice. Player continues playing until the number(s) remaining in the series do not add up to the total rolled by die or dice, whereupon; the player collects a question/answer card from the corresponding categories that match the remaining displayed integer(s) from the series. Player to left of player reads the question/answer card to player, if answered correctly the player keeps card. Player continues answering questions until all the questions that correspond to the series have been challenged, whereupon; play passes to the next player. The cards remaining in the players possession are added up to arrive at a score for that player. The player with the highest/lowest score wins the game. The game may be played using any practical number, block and card series and any type of regular polyhedral die or dice, i.e. tetrahedron, cube, octahedron, dodecahedron, icosahedra. A means of playing the present game is also disclosed.

    Abstract translation: 玩游戏机会和琐事的游戏板,包括; 至少一组有价值的问答卡和至少一个连续的一系列块和整数,其中每个独立块单独地单独地枢转地安装在水平轴上以隐藏或显示整数,以及至少一个管芯。 游戏的目标是达到最高/最低分; 折腾至少一个模具,并隐藏或显示一个或多个整数; 加上死亡或骰子的价值。 播放器继续播放,直到系列中剩余的数字不会加上总计或死亡的骰子; 播放器从与该系列中的剩余显示整数相匹配的相应类别中收集问答卡。 播放器左边的播放器读取问题/答案卡给播放器,如果回答正确,播放器保持卡。 玩家继续回答问题,直到与系列相对应的所有问题都受到挑战, 玩传球给下一位球员。 玩家拥有的剩余牌数相加,以达到该玩家的分数。 具有最高/最低分数的玩家赢得比赛。 游戏可以使用任何实际的数字,块和卡片系列以及任何类型的常规多面体模具或骰子,即四面体,立方体,八面体,十二面体,二十面体。 还公开了玩本场比赛的手段。

    Interactive question and answer word deduction game
    7.
    发明申请
    Interactive question and answer word deduction game 失效
    交互式问答单词扣除游戏

    公开(公告)号:US20030071419A1

    公开(公告)日:2003-04-17

    申请号:US09982131

    申请日:2001-10-17

    CPC classification number: A63F9/18 A63F2001/0441 A63F2003/00271

    Abstract: An educational interactive word game is played utilizing only a single game card. During the game a first player, after being given clues by a second player to the identity of a selected object exercises his or her deductive skills by asking questions of the second player to gain background information about the subject. After obtaining background information, the first player guesses the identity of the selected object.

    Abstract translation: 仅使用单个游戏卡播放教育性交互式文字游戏。 在比赛期间,第一名玩家在被第二名玩家给予所选对象身份的线索之后,通过询问第二名玩家的问题来获得关于该主题的背景信息来锻炼他或她的演绎技能。 获得背景信息后,第一名玩家猜测所选对象的身份。

    Sesquip
    8.
    发明申请
    Sesquip 审中-公开

    公开(公告)号:US20020125638A1

    公开(公告)日:2002-09-12

    申请号:US10092959

    申请日:2002-03-04

    Inventor: Robert Levin

    CPC classification number: A63F3/0423

    Abstract: The present inventions is a vocabulary building word game that converts common phrases, names, titles, or words into complex and generally not commonly known words. By use of definitional clues, the player or players attempt to determine the meaning of the common phrase, name, title or word. A player's skill is indicated by the number of clues needed to solve the puzzle. While playing the game, the player(s) are building their vocabularies while having fun.

    Abstract translation: 本发明是将普通短语,名称,标题或单词转换成复杂且通常不常见的单词的词汇构建单词游戏。 通过使用定义线索,玩家或玩家尝试确定公用短语,姓名,标题或单词的含义。 玩家的技能由解决难题所需的线索数量表示。 在玩游戏时,玩家正在建设自己的词汇,同时玩乐。

    Psychic Seeds Entertaining Growth System
    9.
    发明申请
    Psychic Seeds Entertaining Growth System 失效
    心理种子娱乐增长系统

    公开(公告)号:US20040135313A1

    公开(公告)日:2004-07-15

    申请号:US10248359

    申请日:2003-01-14

    CPC classification number: A63F9/001 A63F9/18 A63F2250/323

    Abstract: An Entertaining Growth System that utilizes the growth of a seedling within its design to create an entertaining and interesting device of chance. In its simplest form it allows the user to ask a nullquestionnull of the Entertaining Growth System and receive an nullAnswernull by observing the Dynamic Growth of a plant, in this case as seedling, through labeled holes in a lid.

    Abstract translation: 一个娱乐增长系统,利用其设计中的幼苗的发展,创造一个有趣和有趣的机会的机会。 以最简单的形式,它允许用户通过观察植物的动态生长(在这种情况下作为幼苗)通过盖子中的标记孔来询问娱乐增长系统的“问题”。

    Method of playing an educational board game
    10.
    发明申请
    Method of playing an educational board game 审中-公开
    玩教育棋盘游戏的方法

    公开(公告)号:US20030222399A1

    公开(公告)日:2003-12-04

    申请号:US10159643

    申请日:2002-06-03

    Abstract: The invention is a means of playing an educational board game. Topics for children to which this means of play can be applied include safety around dogs, street-proofing, accident prevention, manners and dog obedience training. The game comprises a game board and playing markers, a numbered spinning device to define movement around the board and sets of instructional cards. By way of messages on the game board, activities described on the various instructional cards and various means of reward and penalty set out in the rules, several learning and teaching strategies are employed so that players are amused and learning concurrently. These strategies include modelling, conditioning, positive and negative reinforcement, response to verbal and visual cues, and physical activity. Individual and group activities occur throughout the period of play. Criteria for success in some of the activities are graded to provide greater challenge for older children and adults.

    Abstract translation: 本发明是玩教育板游戏的手段。 适用于这种玩法的儿童的主题可以包括狗周围的安全,街头防护,事故预防,礼仪和狗服从训练。 该游戏包括一个游戏板和播放标记,一个编号的旋转装置,用于限定棋盘周围的运动和一组教学卡。 通过游戏板上的消息,各种教学卡上描述的活动和规则中规定的各种奖励和惩罚手段,采用了几种学习和教学策略,使玩家可以同时娱乐和学习。 这些策略包括建模​​,调理,积极和消极的强化,对口头和视觉线索的反应以及身体活动。 个人和团体活动发生在整个游戏期间。 对一些活动取得成功的标准进行分级,为年龄较大的儿童和成年人提供更大的挑战。

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