US2003178772A1PendingUtilityA1

User friendly convenience game

Priority: Feb 5, 2002Filed: Feb 5, 2003Published: Sep 25, 2003
Est. expiryFeb 5, 2022(expired)· nominal 20-yr term from priority
Inventors:Chiu Gan
A63F 2001/0441A63F 3/0423A63F 2003/00066A63F 3/00072A63F 3/0415
25
PatentIndex Score
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Claims

Abstract

Apparatus is disclosed for a mathematical game between a coder and a hacker. A method is disclosed for playing a mathematical game between a coder and a hacker. Apparatus is disclosed for a mathematical game for at least two players. A method is disclosed for playing a mathematical game by at least two players. Apparatus is disclosed for a mathematical game played by at least two players. A method is disclosed for playing a mathematical game.

Claims

exact text as granted — not AI-modified
What is claimed is:  
     
         1 . Apparatus for a mathematical game between a coder and a hacker, the game comprising: 
 a first field configurable to display a secret code therein, said secret code having at least two objects each selectively configurable to at least two positions;    concealment means for selectively concealing the secret code in the first field from the hacker;    a second field selectively configurable to display a clue therein, the clue providing a representation of the secret code;    a third field selectively configurable to display a series of attempts at object selection and arrangement by the hacker so as to match the secret code selectively hidden by the concealment means from the hacker; and    a fourth field configurable to display feedback information related to each one of the series of attempts at object selection and arrangement by the hacker, the feedback information comprising a first representation of the objects correctly selected by the hacker for each one of the series of attempts at object selection and arrangement, and a second representation of the objects correctly arranged by the hacker for each one of the series of attempts at object selection and arrangement.    
     
     
         2 . A method of playing a mathematical game between a coder and a hacker, the method comprising: 
 selecting a secret code having at least two objects each selectively configurable to at least two positions, wherein the coder configures a first field to display the secret code therein;    concealing the secret code displayed in the first field from the view of the hacker;    displaying a clue in a second field, the clue providing a representation of the secret code, and the second field being displayed to the hacker;    selecting a given number of objects in each one of a series of attempts to match the secret code concealed from the view of the hacker, wherein the hacker selects the objects based on the clue in the second field;    arranging the objects selected in each one of the series of attempts to match the secret code concealed from the view of the hacker, wherein the hacker arranges the objects; and    providing feedback information related to each one of the series of attempts to match the secret code, the feedback information including a first representation of the objects correctly selected by the hacker for each one of the series of attempts, and the feedback information including a second representation of the objects correctly arranged by the hacker for each one of the series of attempts.    
     
     
         3 . Apparatus for a mathematical game for at least two players, the mathematical game apparatus comprising: 
 a playing board having a plurality of cells defined thereon, the plurality of cells forming a grid comprising columns of cells and rows of cells;    a set of numeric representations for each one of the at least two players, wherein an individual one from the set of numeric representations is selectively configurable to an individual one of the plurality of cells;    a first region of the playing board including a first portion of cells within the plurality of cells, the first region defining a playing area, and the first region having a starter cell disposed therein;    a second region of the playing board including a second portion of cells within the plurality of cells, the second region being configured to illustrate the set of numeric representations remaining for each one of the at least two players, wherein each one of the numeric representations in the second region is selectively positionable to one of the plurality of cells within the first portion of cells;    first selection means for choosing a target sum for each one of the at least two players; and    second selection means for choosing a starter numeric representation for entry into the starter cell disposed in the first region;    wherein each of the at least two players in turn enter at least one of the numeric representations from the set of numeric representations remaining for that one of the at least two players into the first region of the playing board so as to provide the target sum for that one of the at least two players along one of an adjacent column of cells and an adjacent row of cells.    
     
     
         4 . A method of playing a mathematical game by at least two players, the method comprising: 
 choosing a target sum for each of the at least two players;    choosing a starter numeric representation for a starter cell disposed within a first region of a playing board;    selectively inserting from a set of numeric representations for one of the at least two players at least one of the numeric representations from a second region of the playing board into the first region, the at least one numeric representation being inserted adjacent to a used cell already having one of the numeric representations therein so as to provide the target sum for that one of the at least two players along one of an adjacent column of cells and an adjacent row of cells; and    continuing to selectively insert numeric representations by each of the at least two players in turn until at least one of the set of numeric representations for one of the at least two players is empty and the set of numeric representations for one of the at least two players has no remaining numeric representations which will provide the target sum, wherein the one of the at least two players having the fewest remaining numeric values from the set of numeric values wins.    
     
     
         5 . Apparatus for a mathematical game played by at least two players, the apparatus comprising: 
 a playing board having a continuous pathway formed by a plurality of boxes, the continuous pathway having a gate box disposed in one of the plurality of boxes;    a plurality of markers having unique characteristics with respect to one another, each one of the plurality of markers representing one of the at least two players, respectively, the markers being selectively moved from one of the plurality of boxes to another one of the plurality of boxes on the playing board;    selection means for selecting a given number from a range, wherein the given number is used to determine how many boxes a given one of the plurality of markers is moved forward in the continuous pathway;    value means for representing resources of the at least two players;    a zone including at least one of the plurality of boxes on the continuous pathway of the playing board, the zone being configured to permit movement of one of the plurality of markers according to a computed value based on the selection means and a pre-determined mathematical function;    a choice box configured in one of the plurality of boxes on the continuous pathway, the choice box having given sets of situations requiring a decision, wherein the given one of at least two players entering the choice box receives one of the given sets of situations based on the given number of the selection means corresponding to the given set of situations;    a shadow lap box configured in one of the plurality of boxes on the continuous pathway, wherein the given one of the at least two players entering the shadow lap box is given an opportunity to select another one of the at least two players and receive the same consequences in terms of changes in the value means as the another one for a single lap around the continuous pathway of the boxes; and    a challenge arena including at least one of the plurality of boxes on the continuous pathway of the playing board, the challenge arena being configured to allow two of the at least two players in the challenge arena to engage with one another so as to compete for the value means possessed by the other one.    
     
     
         6 . A method for playing a mathematical game, the method comprising: 
 providing a playing board having a continuous pathway formed by a plurality of boxes, the playing board having a gate box disposed within the continuous pathway of the plurality of boxes;    placing unique markers for each of at least two players in the gate box;    determining how many boxes a given one of the plurality of markers is moved forward in the continuous pathway, wherein the determination is made by selection means; and    carrying out a specific task at the another one of the boxes by the one of the unique markers, the specific task involving use of value means representing resources of each of the at least two players, wherein the specific task boxes comprise: 
 a zone including at least one box on the continuous pathway of the playing board, the zone being configured to permit movement of one of the plurality of markers according to a computed value based on the selection means and a pre-determined mathematical function;  
 a choice box configured in one of the plurality of boxes on the continuous pathway, the choice box having given sets of situations requiring a decision, wherein the given one of at least two players entering the choice box receives one of the given sets of situations based on the given number of the selection means corresponding to the given set of situations;  
 a shadow lap box configured in one of the plurality of boxes on the continuous pathway, wherein the given one of the at least two players entering the shadow lap box is given an opportunity to select another one of the at least two players and receive the same consequences in the terms of changes in value means as the another one for a single lap around the continuous pathway of the boxes; and  
 a challenge arena including at least one of the plurality of boxes on the continuous pathway of the playing board, the challenge arena being configured to allow two of the at least two players in the challenge arena to engage with one another so as to compete for the value means possessed by of the other one.

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