US2004090009A1PendingUtilityA1

Word-forming tile game

Priority: Nov 5, 2002Filed: Nov 5, 2003Published: May 13, 2004
Est. expiryNov 5, 2022(expired)· nominal 20-yr term from priority
A63F 2011/0062A63F 2003/0428A63F 3/0423
32
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Claims

Abstract

A crossword-type, word-forming game for play by a plurality of players, each independently arranging their own randomly-selected group of tiles to form one or more words in crossword fashion. Each tile displays a letter and a face value. All players randomly select one or more additional tiles at designated points during play, and independently form additional or different words, in crossword puzzle fashion in their personal play area, using the newly drawn tile in conjunction with previously drawn tiles, at any time until the game ends. A score is calculated based upon the sum of the face values of the tiles used by each player, and additional value is given to selected words, such as proper nouns associated with a designated text.

Claims

exact text as granted — not AI-modified
What is claimed is:  
     
         1 . A method for playing a crossword-type word-forming game, comprising the steps of: 
 a. a plurality of players each independently arranging letter-bearing tiles to form words in crossword fashion;    b. the players drawing additional tiles periodically during the game until completion of play; and    c. each player arranging or rearranging their words using the additional tiles as they are drawn.    
     
     
         2 . A method in accordance with  claim 1 , wherein the letter-bearing tiles display on their face a letter of the alphabet and a numerical value approximately inversely proportional to the frequency of occurrence of that letter in a designated text.  
     
     
         3 . A method in accordance with  claim 2 , wherein the letter-bearing tiles further include a plurality of “wild” tiles displaying no letter of the alphabet and no numerical value, the “wild” tiles being usable to represent any letter of the alphabet at a player's choosing.  
     
     
         4 . A method in accordance with  claim 2 , further comprising the step of: 
 a. randomly drawing an initial set of tiles from a draw group of tiles; and wherein the step of drawing additional tiles periodically during the game comprises randomly selecting additional tiles from the draw group; and wherein completion of play is reached when all tiles in the draw group have been used.    
     
     
         5 . A method in accordance with  claim 4 , further comprising the step of tallying a score for each player upon completion of play, the score comprising: 
 a. the sum of the numerical value of letters in each word formed by a player;    b. plus a bonus for players that have formed selected words from the designated text;    c. minus the numerical value of letters not played;    d. minus the numerical value of letters in disqualified words.    
     
     
         6 . A method in accordance with  claim 5 , wherein the letter-bearing tiles further include a plurality of “wild” tiles displaying no letter of the alphabet and no numerical value, the “wild” tiles being usable to represent any letter of the alphabet at a player's choosing, and wherein the score further includes one or more factors selected from the group consisting of: 
 a. a point bonus for being the first player to finish;  
 b. the point value of letters common to two words being counted twice;  
 c. a penalty for a player having drawn a different total number of tiles than the other players; and  
 d. a penalty for “wild” tiles not used.  
 
     
     
         7 . A method in accordance with  claim 1 , wherein the designated text is selected from the group consisting of the Bible, a textbook, and a fictional work.  
     
     
         8 . A method in accordance with  claim 1 , further comprising the step of the players drawing additional tiles (i) when any player has successfully used all of his or her tiles, or (ii) when all players are unable to successfully use all of their tiles.  
     
     
         9 . A method in accordance with  claim 1 , further comprising the step of allowing any player to rearrange their tiles at any time prior to completion of play.  
     
     
         10 . A crossword-type, word-forming game for a plurality of players, comprising: 
 a. a plurality of letter-bearing tiles; and    b. a list of instructions, directing each player to perform game activities, including: 
 i. randomly drawing an initial set of letter-bearing tiles;  
 ii. independently arranging the letter-bearing tiles to form the player's independent array of words in crossword fashion; and  
 iii. rearranging the tiles within the player's independent array at any time prior to completion of play.  
   
     
     
         11 . A word-forming game in accordance with  claim 10 , wherein the letter-bearing tiles display on their face a letter of the alphabet and a numerical value.  
     
     
         12 . A word-forming game in accordance with  claim 11 , wherein the numerical value displayed on a tile is approximately inversely proportional to the frequency of occurrence of that letter in a designated text.  
     
     
         13 . A word-forming game in accordance with  claim 10 , wherein the instructions further direct the players, upon completion of play, to tally a score for each player, the score including the sum of the numerical value of letters in each word formed by that player, plus a bonus for selected words associated with a designated text, minus a penalty for tiles not used.  
     
     
         14 . A word-forming game in accordance with  claim 10 , wherein the instructions further direct the players to randomly draw additional tiles from a draw group periodically during the game until completion of play  
     
     
         15 . A word-forming game in accordance with  claim 10 , wherein all letter-bearing tiles are equally randomly distributed to the players prior to commencement of play.  
     
     
         16 . A word-forming game in accordance with  claim 10 , wherein completion of play is reached when all tiles have been used and: 
 a. any player has successfully used all of his or her tiles; or    b. all players are unable to successfully use all of their tiles.    
     
     
         17 . A crossword-type, word-forming game, comprising: 
 a. a draw group of tiles, each tile displaying a letter and a face value, the face value being inversely related to an approximate frequency of occurrence of the letter in a designated text;    b. a plurality of player positions;    c. a randomly selected initial group of tiles disposed at each player position;    d. a list of instructions, directing each of a plurality of players, one at each player position, to perform game activities including: 
 i. independently arranging the initial group of tiles to form one or more words in crossword fashion;  
 ii. randomly selecting one or more additional tiles from the draw group at designated points during play;  
 iii. independently forming additional or different words, in crossword puzzle fashion, using the newly drawn tile in conjunction with the initial group of tiles and previously drawn tiles, until a game-end condition is reached; and  
 iv. calculating a score for each player after the game-end condition is reached, the score being based upon the face value of the tiles used by that player to form words, and additional value given to selected words associated with the designated text.  
   
     
     
         18 . A word-forming game in accordance with  claim 17 , further comprising a plurality of “wild” tiles displaying no letter of the alphabet and no numerical value, the “wild” tiles being usable to represent any letter of the alphabet at a player's choosing, and wherein the score is further based upon one or more factors selected from the group consisting of: 
 a. a point bonus for being the first player to use all of their tiles;  
 b. the point value of letters common to two words being counted twice;  
 c. a penalty for tiles not used;  
 d. a penalty for disqualified words;  
 e. a penalty for a player having drawn a different total number of tiles than the other players; and  
 f. a penalty for “wild” tiles not used.  
 
     
     
         19 . A method for playing a crossword-type, word-forming game by at least two players, comprising the steps of: 
 a. placing a plurality of tiles face-down in a draw group, the tiles having a face with indicia representing a letter of the alphabet and a point value, the point value corresponding to the approximate frequency of occurrence of that letter in a designated text;    b. allocating a set of tiles from the draw group to each player;    c. upon initiation of play, each player independently attempting to arrange their selected tiles, face-up in a personal play area visible to all players, to form an array of words in crossword puzzle fashion;    d. drawing at least one additional tile from the draw group and using the additional tile to modify the array to form words in crossword fashion;    e. repeating step d until completion of play; and    f. calculating a score for each player based upon the point value of the tiles they have used in their array.    
     
     
         20 . A method in accordance with  claim 19 , wherein the plurality of tiles further includes a plurality of “wild” tiles displaying no letter of the alphabet and no numerical value, the “wild” tiles being usable to represent any letter of the alphabet at a player's choosing.  
     
     
         21 . A method in accordance with  claim 20 , wherein the step of calculating the score further includes the step of applying one or more factors selected from the group consisting of: 
 a. a point bonus for words associated with the designated text;    b. a point bonus for being the first player to finish;    c. the point value of letters common to two words being counted twice;    d. a penalty for tiles not used;    e. a penalty for disqualified words;    f. a penalty for a player having drawn a different total number of tiles than the other players; and    g. a penalty for “wild” tiles not used.

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