Title:
Sentence creation game
Kind Code:
A1


Abstract:
A sentence game is disclosed wherein letters drawn from a random number of lettered and numbered cards from at least one set of cards. Restrictions for forming the sentence are determined by the drawing of an “action” card.



Inventors:
Martin, Sherry Ford (Los Angeles, CA, US)
Application Number:
11/110704
Publication Date:
10/26/2006
Filing Date:
04/21/2005
Primary Class:
International Classes:
A63F1/00
View Patent Images:
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Primary Examiner:
PIERCE, WILLIAM M
Attorney, Agent or Firm:
JONATHAN GRANT (2107 HOUNDS RUN PLACE, SILVER SPRING, MD, 20906, US)
Claims:
What is claimed is:

1. A game for formation of a sentence from a plurality of letters, said game comprising: (a) at least one deck of cards, each card comprising: i) a letter printed thereon; and ii) a number value assigned to said letter printed thereon; (b) a device for determining the number of letters to be drawn and the amount of time to be allotted to form a sentence from said letters; and c) a stack of direction cards to indicate the conditions to be attached to the formation of a sentence, wherein each said sentence is formed by arranging the letters in any order and using each said letter as the first letter of a word of said sentence created by a player/team.

2. The game according to claim 1, wherein (a) comprises: (A) a first said deck of cards, each of said cards of said first said deck comprising: i) a consonant printed thereon; and ii) a number value assigned to said consonant printed thereon; and (B) a second said deck of cards each of said cards of said second said deck comprising: i) a vowel printed thereon; and ii) a number value assigned to said vowels printed thereon.

3. The game according to claim 1, wherein said device for determining the number of cards and for determining the amount of time in which to form said sentence is a die.

4. The game according to claim 1, wherein said device for determining the number of cards and for determining the amount of time in which to form a sentence is a spin wheel.

5. The game according to claim 1, further comprising a deck of steal cards wherein said steal cards gives another player an opportunity to form a sentence using the dealt cards of an opponent player.

6. The game according to claim 1, further comprising at least one time piece in which to measure the time for which a sentence is to be formed.

7. The game according to claim 6, wherein said at least one time piece is a sand timer.

8. The game according to claim 7, wherein there are at least four said sand timers, each said sand timer measuring a different length of time.

9. A game for the listing of words or names having a common theme, said game comprising: (a) at least one deck of cards, each said card comprising: i) a letter printed thereon; and ii) a number value assigned to said letter printed thereon; (b) a device for determining the number of letters to be drawn and the amount of time to be allotted to form words; and c) a stack of direction cards to indicate the conditions to be attached to the formation of said words for said theme; wherein each said word of said theme is formed by arranging the letters in any order and using each said letter as the first letter of a word of said theme.

10. The game according to claim 9, wherein (a) comprises two deck of cards, wherein (A) a first said deck of cards, each of said cards of said first said deck comprising: i) a consonant printed thereon; and ii) a number value assigned to said consonant printed thereon; and (B) a second said deck of cards each of said cards of said second said deck comprising: i) a vowel printed thereon; and ii) a number value assigned to said vowels printed thereon.

11. The game according to claim 9, wherein said device for determining the number of cards and for determining the amount of time in which to form said sentence is a die.

12. The game according to claim 9, wherein said device for determining the number of cards and for determining the amount of time in which to create the words is a spin wheel.

13. The game according to claim 9, further comprising a deck of steal cards wherein said steal cards gives another player an opportunity to form said words using the dealt cards of an opponent player.

14. The game according to claim 9, further comprising at least one time piece in which to measure the time for which a sentence is to be formed.

15. The game according to claim 14, wherein said at least one time piece is a sand timer.

16. The game according to claim 15, wherein there are at least four said sand timers, each said second glass measuring a different length of time. four sand timers to delineate the number of seconds

17. A method of playing a game for forming a sentence from a plurality of letters, said method comprising: A) obtaining: i) at least one deck of cards, each card comprising: a) a letter printed thereon; and b) a number value assigned to said letter printed thereon; (B) a device for determining the number of letters to be drawn and the amount of time to be allotted to form a sentence from said letters; and C) a stack of direction cards to indicate the conditions to be attached to the formation of a sentence, forming said sentence by arranging the letters in any order and using each said letter as the first letter of a word of said sentence created by a player/team.

18. The method according to claim 17, wherein (i) comprises: (A) a first said deck of cards, each of said cards of said first said deck comprising: i) a consonant printed thereon; and ii) a number value assigned to said consonant printed thereon; and (B) a second said deck of cards each of said cards of said second said deck comprising: i) a vowel printed thereon; and ii) a number value assigned to said vowels printed thereon.

19. The method according to claim 17, wherein said device for determining the number of cards and for determining the amount of time in which to form said sentence is a die.

20. The method according to claim 17, further comprising a deck of steal cards wherein said steal cards gives another player an opportunity to form a sentence using the dealt cards of an opponent player.

21. A method for playing a game for the listing of words or names having a common theme, said game comprising: (a) at least one deck of cards, each said card comprising: i) a letter printed thereon; and ii) a number value assigned to said letter printed thereon; (b) a device for determining the number of letters to be drawn and the amount of time to be allotted to form words; and c) a stack of direction cards to indicate the conditions to be attached to the formation of said words for said theme; wherein each said word of said theme is formed by arranging the letters in any order and using each said letter as the first letter of a word of said theme.

22. The method according to claim 21, wherein (a) comprises: (A) a first said deck of cards, each of said cards of said first said deck comprising: i) a consonant printed thereon; and ii) a number value assigned to said consonant printed thereon; and (B) a second said deck of cards each of said cards of said second said deck comprising: i) a vowel printed thereon; and ii) a number value assigned to said vowels printed thereon.

23. The method according to claim 21, wherein said device for determining the number of cards and for determining the amount of time in which to form said words is a die.

Description:

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to a word came for creating sentences.

2. Description of the Prior Art

Numerous games are readily available which utilize the skill and imagination of player, such as word games in which the player demonstrate their lexographic skills. Such games are challenging, provide enjoyment, and are educational as they require the imagination of the player, utilizing verbal skills usually not relied upon in today's video dependent society.

Most of the word games are board type games utilizing letters on the board on playing pieces or blocks placed on the board. These playing pieces are used to form words on the board. Some are card games where either words or acronyms are formed.

U.S. Pat. No. 6,769,692 (Cavalluzzo) discloses a game which includes at least one game card, a plurality of tiles, and a tile bag. The plurality of tiles are selectively positioned on the at least one game card to form words and the tile bag holds the plurality of tiles. The at least one game card has nine rows of a plurality of playing squares thereon, a draw column, a play column, and a bonus column. The plurality of tiles are positionable on the nine rows of a plurality of playing squares to form words. The draw column indicates the amount of the tiles to draw from the tile bag when playing each of the nine rows of a plurality of playing squares, the play column indicates the amount of tiles needed to be used to qualify for a bonus, and the bonus column indicates the amount of the bonus.

U.S. Pat. No. 3,655,195 discloses a word-forming game apparatus comprising lettered playing pieces, each having thereon one or more color bars representative of the value of the letter, such value being inversely proportional to the frequency of occurrence of the letter. The players arrange the pieces to form words, with the pieces used being selected so as to score the highest possible number of points, and are awarded chips corresponding in number and color to the color bars on the pieces played. The winner is the player having the highest count in color chips.

U.S. Pat. No. 4,365,813 discloses a word game including a plurality of playing pieces each having either a letter of the alphabet and a value indicator thereon or being universally useful as any letter of the alphabet, a ratio of lettered to universally useful pieces being at least about 10 to 1. A playing surface having a plurality of contiguous playing piece accepting playing spaces thereon in linear array. A device for generating a number by chance from a selected set of numbers to multiply the sum of the value indicators of the playing pieces on the playing surface to obtain a product after a player takes his turn. A plurality of value markers or the like to be paid to the player in an amount determined by the product developed on his turn. Also, a method of playing the word game utilizing the aforementioned structures. Words are generated by the letters placed on a board, with appropriate amounts of play money being awarded.

U.S. Pat. No. 5,374,065 discloses a language building game for two to four players utilizing a grid marked game playing board, a pool of playing tiles each bearing a letter of the alphabet on its face, and a scoring sheet for each player. The game method includes placing a first plurality of tiles on the board by a first player, placing only a single tile on the board adjacent to the first plurality of tiles by the second player, wherein the first and second players continue to build about the first plurality of tiles and the single tile by placing additional pluralities of tiles on the board.

U.S. Pat. No. 6,234,486 discloses a word-forming card game that does not feature points comprising a deck of cards marked with letters of the alphabet and method of play. Players are dealt seven cards which they hold “hand” style and keep private throughout game. Each player, in turn, has the opportunity to change the cards in his or her hand by picking a new card from a discard pile or the undealt stack of cards. If player keeps such new card he or she tosses a card from existing hand to discard pile in order to maintain a seven-card hand throughout the game. Players try to develop a hand in which every letter is either a word itself or part of a word. A seven-letter word wins and all other hands that use up all letters in combination of complete words are ranked based on longest word or words.

U.S. Pat. No. 5,639,094 (Manchester) discloses a first set of cubes having a first set of consonants printed thereon. A second set of cubes has a second set of consonants printed thereon which occur less commonly in English words than the first set of consonants. A third set of cubes has vowels printed thereon. Score cards and a timer are included. Using the dice the player rolls enough time to get a certain number of letters, and then must make as many words as possible from those letters in a given length of time, in order to achieve the maximum number of points.

U.S. Pat. No. 5,230,518 (Crowe) discloses a mediated name game apparatus having a playing board involving randomly drawn playing tiles to be matched with names of noteworthy people having a first set of uniformly colored playing tiles inscribed with letters of and English alphabet and numbers, a second of playing tiles having a second uniform color, also inscribed with letters and numbers, a plurality of bag containers for concealed containment of the first and second sets of playing tiles, the playing board consisting of a tray board divided into a plurality of columns for accepting and retaining the playing tiles corresponding to the first letters of selected by players of names of noteworthy people, and including a game card for listing the names and for scoring the associated numbers contained on the playing tiles selected and for a procedure for challenging and mediating names selected wherein the mediation is performed by referring to a mutually agreed upon reference source typically a book. The invention also relates to a method of play for matching playing tiles, having letters inscribed thereon, with names of noteworthy people from a selected category of activity, involving a procedure for challenging a one players section by an other player and for mediating the challenge by referring to an agreed-upon reference book or source.

U.S. Pat. No. 5,374,065 (Motskin) discloses a language building game for two to four players utilizing a grid marked game playing board, a pool of playing tiles each bearing a letter of the alphabet on its face, and a scoring sheet for each player. The game method includes placing a first plurality of tiles on the board by a first player, placing only a single tile on the board adjacent to the first plurality of tiles by the second player, wherein the first and second players continue to build about the first plurality of tiles and the single tile by placing additional pluralities of tiles on the board.

U.S. Pat. No. 5,769,421 discloses is a word forming game which has a letter selection based on words used commonly in conversation. The word game of the present invention may include: one six-sided die; a game board having four player areas, each area numbered one through six to correspond to the numbers on the die; thirty-one letter tiles imprinted with commonly used letters on both sides of the tile; and a score card. According to a method of playing the game of a preferred embodiment, four players place letter tiles next to each number located in the player areas. By rolls of the die, each player selects four of the letters and attempts to form a word. Each player is given preferably eight rounds in which to form words. At the end of the game, the player may receive a bonus score for forming a sentence from the words formed during the game. Generally, each letter used to form a word counts one point. The scorecard is used to record the letters, words and the points. The player at the end of eight rounds with the highest total points is the winner.

U.S. Pat. No. 5,014,996 discloses a game utilizing a deck of playing cards. The playing cards each have letter designations in the upper left hand corner in each of two different invertible positions of the card with the letter designation differing from each other. In the lower right hand corner of each of the two invertible positions of the card, there is provided an “information center” giving the letter designation of the card should the card be inverted. Thus, as the cards are held in a hand, one adjacent to the other, both the letter designating the card in its upright position as well as the letter available to the card, should the card be inverted, are both visible to the player. Cards are selected and a word must be formed with the cards being able to be positioned in either of their two inverted positions. After the word is formed, the word is then used as an acronym in the formation of a sentence, with the sentence preferably being associated with the word itself.

SUMMARY OF THE DISCLOSURE

The present game uses either cards or an electronic device which randomly draws limited random number of random consonants and a selected limited number of random vowels, from which the player make a sentence.

In one embodiment of the game, the player has a limited amount of time to form a sentence from the randomly chosen letters.

In another embodiment, the game is comprised is comprised of at least two sets of cards, with one set of cards comprised of consonants and another set of cards comprised of vowels.

In another embodiment of the game, each of the cards has a numeric value. In this embodiment, the game is won by accumulating points by creating sentences out of dealt letter cards.

In yet another embodiment of the game, a third set of cards provides a set of standards for the formation of the sentence.

In yet another embodiment of the game, a fourth set of cards or set of instructions allow for the other players to capitalize on the inability of one of the players to form a sentence with the letters provided.

In yet another embodiment of the invention, the game is played by used of an electronic device which randomly selects the number of cards, the consonants, and the vowel(s) to be used to form a sentence.

In another embodiment of the game, instead of sentences, the player lists various words of a theme, idea or concept.

The invention and its advantages will become evident from the drawings and detailed description below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 a perspective view of the invention;

FIG. 2 is front view of one of the dealt set of cards; and

FIG. 3 is an electronic version of the game.

DETAILED DESCRIPTION OF THE DISCLOSURE

The game 1 begins by one of the players rolling the die 2. The die has, of course six sides and the number on “top” 3 of the die 2 to indicate how many cards are to be drawn face down from a deck of consonant cards 4. Each of the consonant cards 4 have a consonant 5 printed on the consonant card 4, as well as a number 6 indicating the point value of that consonant. Proposed values for each of the consonants are as follows:

LETTERPOINT VALUE
FREE LETTER0
B4
C3
D4
F5
G5
H5
J7
K6
L2
M3
N2
P3
Q7
R2
S2
T2
V8
W6
X10
Y1

The consonant cards can be comprised of one card for each letter, or some cards may be repeated.

Additionally, one vowel card 7 is drawn face down from a deck of vowel cards 8. Each of the vowels on the vowel card also have a value.

LETTERPOINT VALUE
FREE LETTER0
A2
E3
I1
O4
U5

A free letter card allows the player/team to use any letter they want for that card.

It should be noted that the vowel and consonant cards should be shuffled before each turn.

It should be noted that the number 3 on the die 2 also determines how much time the player/team will get to create their sentence. The chart below indicates the recommended time, based upon the numbers on the die:

DIE =TIMER
4 =30 sec.
5 =45 sec.
6 =60 sec.
Steal =15 sec.

In one preferred embodiment of the game, the player selects an “action” card from an action card deck 9. The cards of the action card deck 9 give instructions as to how to complete the sentence. Examples of the instructions are, “Get an a additional 15 points if you can create a sentence without changing the order in which the cards were dealt. Your sentence can be created using the letters in order, either forward or backwards, to get your additional points.” “Create a sentence with at least one color in it.” “Get an additional 15 points if you can successfully create a sentence that rhymes.” “Create a sentence with an animal or insect in it.”

After reading the “action” card 9, the player/team then flips over the cards that were dealt. The timer 10, which may be a watch, stopwatch, or any other time piece, but which is preferably a sand glass, is turned over after the player/team flips over the last card. The game may come with four sand times, with a 15 second sand timer 11, a 30 second sand timer 12, a 45 second sand timer 13, and a 60 second sand timer 14.

Once the cards are flipped over, they can be rearranged however the player/team sees fit to complete their sentence. All and only the cards dealt must be used to create the sentence. Eafh letter in a player's hand is used to form a word of a player's choice beginning with that letter. For example, the letter “B” can stand for “Big,” “Before” or any word that begins with the letter “B.” Hence, if, if a player receives a hand consisting of the letters: C, D, L, T an A, an example of a sentence using these letters is “Apples Don't Taste Like Chicken.”

The player receives the points listed on each card if they complete a valid sentence before their timer expires If the action card is not fulfilled, the sentence is not valid.

In one embodiment of the rules of the game, and to make the game a little more challenging, “Sentence Says” must be stated before the sentence; otherwise, the sentence is void.

In another preferred embodiment, if the player/team does not complete a valid sentence before their time expires, or the other teams judge the sentence created to be invalid, then all of the cards that were dealt must be turned back over immediately.

In another embodiment of the game, there is a fourth set of cards, called the “steal cards” 15. The player/team that lost “their sentence” shuffles the same number of steal cards as there are opponents who wish to steal the sentence. One of the “steal” cards 16 must have an “X” on it. The The steal cards are then placed face down on the playing surface. Each opponent that wishes to steal then chooses one of these cards. The player team that picks up the X must now attempt to steal the sentence, using the same set of instructions on the action card that the appeared before.

In a further embodiment of the game, if the player/team who attempts the steal completes the sentence successfully, the points on the cards are doubled and added to their score. However, if the player/team cannot complete their sentence before the timer expires or their sentence is judged to be invalid, they must deduct double the points on the cards from their score.

There are a number of variations to the use of the steal cards. In an alternative embodiment to the game, the team/player who unsuccessfully attempts to steal loses no points. Alternatively, the unsuccessful stealer loses the face value of the points. In another alternative, a player's/team's points may go into the negative.

Similarly, depending on the rules desired by those playing the game, only one attempted steal will be allowed after an unsuccessful attempt at forming a sentence.

As noted above, opponents decide if a sentence is “valid.” In another embodiment of the game, if there is a split amongst or between the teams as to whether a sentence has been formed, the player/team will start again and replay their turn with a new hand.

In a variation of the game, the vowel and consonant cards may be one deck, and, in such cases, there may be more than one vowel in a sentence.

In another variation of the game, instead of the use of a die, a spinning arrow on a board with numbers between 4 and 7 surrounding said arrows may be used to indicate the number of cards to be drawn. Any other method or device may be used to indicate the number of letters to be drawn.

In another embodiment, the game is directed towards the formation of lists, rather than sentences. For instance, an action card is drawn, which states that the player/team must list geographical locations beginning with the letters on the cards dealt. Possible topics or themes for the formation of lists include but are not limited to: geography, automobiles, flowers, birds, animals, plants, movie stars, politicians, historical events and places, political leaders, movie titles, inventions, biblical passages, and famous people.

In another embodiment, the game is directed towards the formation of lists for a specific topic. For instance, if the game is directed about or directed to geography, the action card may read, “list cities found in Asia” or list rivers found in North America.” If the game is about animals, the action card may read, “list mammals found in Africa.”

An electronic version of this game may also be created. A computerized random generator 17 has at least one side 18 and possibly two sides 19. Once an action card is drawn, the player/team will hit the button 20 on the random generator, and an LED will list between 3 and 7 letters 21 from which the player/team is to make a sentence. Concurrent with the letters, a timer 22 within the random generator will indicate and count down the number of seconds remaining in which to form a sentence. The number of vowels may be from 0-7. As with the card game listed above, this electronic form of the game can also be applied to the formation of themed lists. There may be one random generator in a game for everyone's use, or each team/player may have a separate random generator.

There have been disclosed a number of embodiments of the games in this disclosure, However, it is to be understood that various changes and modifications may be made thereto without departing from the spirit of the disclosure.





 
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