Title:
GAME WITH CLUES
Kind Code:
A1


Abstract:
A method for playing a game that includes selecting an answer word by a first player. The first player displays a clue word and a non-clue word. One or more other players who view the displayed clue word and non-clue word guess at least one word. A round is ended after another player guesses the answer word, or the other players do not guess the answer word after one or more clue and non-clue words are displayed. The inclusion of the non-clue words increases the complexity of guessing the answer word. For example, the non-clue words can be selected by the first player to create clues for a word that is different from but common to the answer word.



Inventors:
Osborne, Ian (Gardena, CA, US)
Ludwig, Victory (Torrance, CA, US)
Application Number:
12/552967
Publication Date:
03/04/2010
Filing Date:
09/02/2009
Assignee:
Rudell Design LLC
Primary Class:
International Classes:
A63F9/00
View Patent Images:
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Primary Examiner:
PIERCE, WILLIAM M
Attorney, Agent or Firm:
IRELL & MANELLA LLP (1800 AVENUE OF THE STARS, SUITE 900, LOS ANGELES, CA, 90067, US)
Claims:
What is claimed is:

1. A method for playing a game, comprising: selecting an answer word by a first player; displaying a clue word and a non-clue word by the first player; guessing at least one word by one or more other players who view the displayed clue word and non-clue word; and, ending a round after another player guesses the answer word, or the other players do not guess the answer word after one or more clue and non-clue words are displayed.

2. The method of claim 1, wherein the first player wins the round if the other players do not guess the answer word after the display of one or more clue words and non-clue words.

3. The method of claim 1, wherein the guessing of words is performed in a time interval set by a timer after the display of a last set of clue and non-clue words.

4. The method of claim 1, wherein the answer word and a plurality of clues words are provided by a card and the first player adds at least one non-clue word for the displaying of the clue words and non-clue words.

5. The method of claim 2, wherein the first player is given one or more points for each display of a clue word and a non-clue word that does not result in the guessing of the answer word.

6. The method of claim 1, wherein the first player loses the round if another player guesses the answer word.

7. The method of claim 1, wherein the clue word and non-clue word are displayed by writing the clue and non-clue words onto a panel.

8. The method of claim 1, wherein the clue word and non-clue word are displayed by an electronic display.

9. A method for playing a game, comprising: selecting a card that has an answer word and a plurality of clue words by a first player; writing a clue word provided by the card and a non-clue word onto a panel; guessing at least one word by one or more other players who view the displayed clue word and non-clue word; and, ending a round after another player guesses the answer word, or the other players do not guess the answer word after one or more clue and non-clue words are displayed.

10. The method of claim 9, wherein the first player wins the round if the other players do not guess the answer word after the display of one or more clue words and non-clue words.

11. The method of claim 9, wherein the guessing of words is performed in a time interval set by a timer after the display of a last set of clue and non-clue words.

12. The method of claim 10, wherein the first player is given one or more points for each display of a clue word and a non-clue word that does not result in the guessing of the answer word.

13. The method of claim 9, wherein the first player loses the round if another player guesses the answer word.

14. The method of claim 2, wherein a second player is given one or more points for guessing a correct answer word after a first player has displayed at least one clue word and a non-clue word to said second player.

15. The method of claim 1, wherein the card is displayed on a card stand that provides visual cues to the first player regarding which clues have been utilized.

16. The card stand of claim 15 wherein said visual cues are pivotably attached tabs that can be manipulated by player one.

Description:

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to Application No. 61/094,278, filed on Sep. 4, 2008.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a method of playing a game that includes clue words and non-clue words.

2. Prior Art

There have been marketed different types of games where one player provides a clue and other players must guess an answer on the clue. These games include providing clues that will lead to the correct answer. It would be desirable to provide a game that increases the complexity of a clue answering game, and that provides a unique format in which clues play a part in game-winning, namely clue-giving in a reverse manner as players must give predetermined clues in hopes that opponents will not guess an answer.

BRIEF SUMMARY OF THE INVENTION

A method for playing a game that includes selecting an answer word by a first player. The first player displays both a clue word and a non-clue word to opponents. One or more other players who view the displayed clue word and non-clue word guess at least one word. A round is ended after another player guesses the answer word, or the other players do not guess the answer word after one or more clue and non-clue words are displayed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustration showing a game set that is used to perform a game of the present invention.

FIG. 2 is an illustration showing a rack on which a card is supported, and a means by which a player can record which clues he has already used.

FIG. 3 is an illustration showing a card of the game on which preprinted clue hints are displayed for the clue giver of the game.

DETAILED DESCRIPTION

Disclosed is a method for playing a game that includes selecting an answer word by a first player. The first player then displays both a clue word and a non-clue word. The non-clue word can be displayed either before or after the clue word. One or more other players who view the displayed clue word and non-clue word guess at least one word. A round is ended after another player guesses the answer word, or the other players do not guess the answer word after one or more clue and non-clue words are displayed. The inclusion of the non-clue words increases the complexity of guessing the answer word. For example, the non-clue words can be selected by the first player to create clues for a word that is different from, but common to, the answer word.

Referring to the drawings by reference numbers, FIG. 1 shows a game set 10. The game set 10 includes a plurality of cards 12. Each card 12 includes an answer word 14 and one or more clue words 16. The clue words 16 can be words that are associated with the answer word 14. For example, a clue word 16 may describe a characteristic of the answer word 14, such as “BUMPER” describing “PINBALL”.

The game set 10 may also have a plurality of clue panels 18, a marker 20 and a wipe-off cloth 22. The panels 18, marker 20 and wipe-off cloth 22 allow a player to display a clue word 16 provided by a card 12 and a non-clue word 24 that either that player creates, or which could also be printed on the card as a hint word. FIG. 3 illustrates a card 12 of the game that includes hint words 38 that a player can, if they choose, utilize during gameplay instead of creating their own hint words. For example, in FIG. 3 an answer word is APPLE. One clue word 16 is SAUCE. Below SAUCE are two suggested hint words 38, BARBECUE SAUCE and WHITE SAUCE. The words 16 and 24 can be written onto the panels 18 with the marker 20 and removed with the wipe-off cloth 22. The panels 18 can be inserted into a stand 26 for an upright display of the clue 16 and non-clue words 24, by sliding them into slots that run vertically in the uprights of the stand 26. The game set 10 may also include a timer 28 such as an hour glass, or an electronic timer.

A game can be played wherein a first player selects a card 12 from a stack of cards. The selected card 12 includes an answer word 14 and a plurality of clue words 16. The first player then writes one of the clue words 16 and a non-clue word onto a panel 18 and inserts the panel 18 into the stand 26. By way of example, the answer word may be “pinball” and the first player may use the given clue “bumper” and then add a non-clue word such as “buggy”. The other players must then attempt to guess the answer word. To assist the first player's writing of non-clue word, the cards 12 could include pre-printed suggested non-clue words (not shown) beside each clue word on the card. The inclusion of the non-clue word increases the complexity of the game because the other players do not know which word is the clue. The game rules may allow the first player to add “&”, “a”, “of” or “the” between the clue word and non-clue word.

The first player may continue to write clue words and non-clue words onto panels 18 and insert the panels 18 into the stand 26 for display. The first player could offer the clues to the other players in any order, and does not need to follow the clue order 16 on the card. FIG. 2 shows a card stand 30 that can be attached to the game unit 26. Card 12 is placed in card stand 30 by the first player. Tabs 32 are pivotally attached to card stand 30. As the first player selects one of the clue words 16 to write on a panel 18, he can then pivot the tab shown as 34 to a second position, to designate that a certain clue was already utilized in that round. The other players continue to guess the answer word, calling out answers as fast as they can. The other players may look for links between the words displayed by the panels to determine the actual clue words and guess the answer word. The first player may utilize non-clue words that provide clues to a word that is common but different from the answer word to lead the other players away from the answer. For example, the answer word may be “newspaper” with given clues “headline”, “deliver”, “print”, “feature” and “doorstep”. The first player may display the words “headline judge”, “print evidence” and “doorstep crime” to try to suggest to the other players that the answer has something to do with a crime, and lead them away from the answer word “newspaper”.

Clue and non-clue words can be displayed until the last panel is inserted into the stand. By way of example, a round may include the display of 5 panels. It is advantageous for the first player to write the clue and non-clue words on the panels as quick as possible to reduce the amount of time that the other players have to guess the answer. When the last panel is displayed, the timer 28 is activated and the other players have a certain time interval to guess the answer. A round ends when a player guesses the answer word, or none of the other players provide the answer before the expiration of the timer 28. The first player can be awarded at least one point for each panel that is displayed that does not result in a guessed answer. FIG. 2 illustrates a scoring label 36 affixed to a post of the stand 26 that could assist with scoring. Alternatively, the one player who guessed the correct answer word can be rewarded points relative to how many panels were required prior to his correct guess. More panels would earn fewer points. The panels are wiped clean and removed from the stand. The next player selects a card and the process is repeated. The first player to score a predetermined number of points may win the game. For example, a player that first reaches 30 points wins the game.

While certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative of and not restrictive on the broad invention, and that this invention not be limited to the specific constructions and arrangements shown and described, since various other modifications may occur to those ordinarily skilled in the art. For example, although panels are described, the game set may include an electronic device that allows players to enter clue and non-clue words that are then displayed by the device.