Title:
Multilevel educational alphabet corresponding numbers word game
Kind Code:
A1


Abstract:
An educational word game designed to be played with cards or with card squares with three level and three series. The game is entertaining and competitive and functions for the entire family with its multitude of games. It is a developmental tool, a teaching tool and an ongoing learning process of vocabulary building skills. In the Level I game the three letters selected are used independently of each other in the first position of each word, Level II Game in the second position, and Level III in the third position. The first series focus on single letters for all three game levels, the second series on the double letters, and the third series on triple letters. The alphabet letters and the corresponding numbers guideline have many useful purposes.



Inventors:
Lee, Jacqueline (Murrells Inlet, SC, US)
Application Number:
15/330769
Publication Date:
05/11/2017
Filing Date:
11/05/2016
Assignee:
Lee Jacqueline
Primary Class:
International Classes:
A63F3/04
View Patent Images:
Related US Applications:
20060261554Apparatus for word guessing board gameNovember, 2006Hamner
20060261557Game including poseable characters on multi-panel game boardNovember, 2006Hyra et al.
20080187890WORD-BUILDING BOARD GAMEAugust, 2008Podurgiel
20090302533GAME TABLE WITH HIDDEN DISPLAYDecember, 2009Smith
20070135193CARD GAME SYSTEM AND DEVICE HAVING SUPPLEMENTAL AWARDS BASED ON CONSECUTIVE NON-TERMINATING OUTCOMESJune, 2007Nicely
20090224473CHUCKER WITH SLITS AND MEDAL GAME DEVICESeptember, 2009Motegi et al.
20060017227Bingo-like and trivia televison game showJanuary, 2006Falciglia Sr.
20030085523Novel paintball velocimeter and closed-loop regulationMay, 2003Spaulding et al.
20100032906PNEUMATIC STEEL TARGET SYSTEMFebruary, 2010Wilcox
20060145423Stereo playing cardJuly, 2006Lan
20100096808Skins Cards GameApril, 2010Johnson



Primary Examiner:
COLLINS, DOLORES R
Attorney, Agent or Firm:
Jacqueline Lee (P.O. Box 1074 Murrells Inlet SC 29576)
Claims:
I claim:

1. A grid comprising: a plurality of spaces, series and levels for a word game.

2. The grid of claim 1 wherein 30 card squares have outer frames with smaller frames within, twenty six said outer frames have three geometric figures or symbols distributed on the west and east side for matching, double letters and triple letters are on the base of said outer frames, with three said outer frames have the three players choice card squares and are numbered 27, 28, and 29 with the corresponding number of zeroes; each with two angled alphabet stair step designs facing each other, one in ascending order and one in descending order with a circular device between them, one said outer frame has the trademark card square.

3. The grid of claim 1 wherein 30 medium frames are attached inside said outer frames with a variety of patterns for matching and geometric figures on top for matching, and said corresponding number of zeroes at its base, the squares inside said pattern frames have triangle tips on all four corners, inside said triangle tip frames are a raised square with the corresponding numbers on both side of the uppercase alphabet letter.

4. The grid of claim 1 wherein four smaller frames are attached to said pattern frames, and with alphabet letter inside located in the north, south, west, and east, with a complete alphabet set with said grid totaling five randomly selected alphabet sets.

5. The grid of claim 1 wherein the alphabet letters and the corresponding numbers guideline appears in three sections, the upper case said alphabet letters, then said corresponding numbers and third said section has the lower case said alphabet letters.

6. The grid of claim 1 wherein said levels are used in a word game with the Level I, Level II, and Level III Game, Level I all of your words begin with the selected letters, Level II use the selected letters as the second letter in your words, Level III uses the selected letters as the third letter in your words.

7. The grid of claim 1 wherein said series are used in a word game wherein the SSSS each of the card square or card represents one letter of the alphabet, when playing said SSSS you are focused on only one letter (single letter), you may have three different letters or two of same letters and one different letter or you may have three of the same letters; however, these letters are used independently of each other, each of the letters is used individually, separately, as a single letter only to write three different words.

8. The grid of claim 1 wherein said series DDDS each said card square or card represents two letters of the alphabet, when playing said DDDS each said card or card square consists of two letters that are be used as one unit; the letters cannot be separated or reverse.

9. The grid of claim 1 wherein said series TTTS each said card square or card represents three letters of the alphabet, but is used as one unit with Part I when playing said TTTS each said card square or card consists of three letters that are used as one unit, the three letters cannot be separated. Part II (a) said TTTS consists of two letters that are be used as one unit and a single letter. Part II (b) said TTTS consists of a single letter and two letters that are be used as one unit. Part III said TTTS consists of three single letters one is used as single letter to begin the word and the other two letters are used anywhere in the word. Each of the three letters will be used in the first position of the word in the Level I Game and the other two letters are be used anywhere in the word.

10. A deck of cards comprising:

11. The deck of cards of claim 10 wherein the face cards have four upper case letters in standard upright position or two upright and two inverted, with a geometric shape, varying weights, lengths, and sizes around one letter.

12. The deck of cards of claim 10 wherein the two angled alphabet stair step designs, one in ascending order and one in descending order facing each other with an alphabet letter and the corresponding number in the center with matching number of zeroes below.

13. The deck of cards of claim 10 wherein four cards fall outside the alphabet letters and the corresponding numbers guideline range, three players choice cards and one trademark card numbers 27, 28, 29, and 30 with the some of the center numbers on all 30 cards shifted in a north, south, west, east location.

14. A method of playing a word game comprising: (a) providing a plurality of cards or plurality of card squares wherein each has an alphabet letter and its corresponding number (b) playing the SSSS and the Level I game (c) Selecting three cards by shuffling the deck and turning up three cards to reveal the three playing letters, or with the card squares by tossing 3 chips onto the card squares and selecting the three letters with the most coverage (d) starting the predetermined timer (e) writing your three independent words using the three letters selected to begin each word (f) stopping when the time expires (g) counting your points, one point for each letter in the word if the spelling is correct (h) repeating the above steps until the predetermined points are reached (i) initialing the back of bookmark is optional for the winner

Description:

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of the provisional patent application No. 62/285,695, with a filing date of Nov. 6, 2015 by Jacqueline Lee.

A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.

BACKGROUND OF THE INVENTION

There are a variety of word games, word puzzle games, card games, and board games for entertainment, recreation, and education. Some of these games have tiles or cards with letters or numbers only, and some with a combination of letters and numbers. Some of these games are considered unfair by many players because a particular player may not get the tiles or cards with the higher value points. Assigning points in this manner for scoring purposes may be a contributing factor to losing the game. If it is a word game puzzle where you circle the answers or write the answers on its surface, it is no longer reusable or useful.

The players are usually dealt a fixed amount of cards or issued a certain number of tiles before the game commence. Some of these games will accommodate a limited number of players, two to four at a time. Most of the word games are based on follow-up of another player's letters or word phrase in order to proceed. Most of these games have one way of being played with no alternatives. This becomes repetitive and players get bored and stop using the product in a short period of time. Most of the games are restricted to a certain age range and is not adjustable for all ages. Consumers have complained about too many pieces in a game to keep track of, especially if the piece size is less than one inch. Some card games have suited pairs, for matching two cards that look alike which are clearly distinguishable from the others which becomes boring after a few plays.

BRIEF SUMMARY OF THE INVENTION

This multilevel educational word game with the alphabet letters and the corresponding numbers guideline has three levels and three series. In all three series the word game has cards or card squares. The card deck consists of 30 individual cards while the card grid consists of 30 attached card squares. In the SSSS there are 26 cards or card squares each represent one alphabet letter A-Z with the corresponding numbers 1-26. In the DDDS the 26 cards or card squares represent two alphabet letters, and three alphabet letters in the TTTS. There are three cards or card squares that represent Player's Choice with numbers 27, 28, and 29 for all three series. If the Player's Choice card or card square is selected in SSSS a player can choose any one letter from the alphabet, in the DDDS any two letters, or in the TTTS any three letters. There is one card or card square that represents the trademark name with the number 30. If the trademark card or card square is selected a player can choose any one of these seven letters (E, H, I, N, R, T, Y) in the SSSS, any two in the DDDS or any three in the TITS. The SSSS uses single letters. When playing the SSSS, Level I Game use each of the 3 letters selected independently in the first position of each of the three words. When playing the SSSS, Level H Game use each of the 3 letters elected independently in the second position of each of the three words. When playing the SSSS, Level III Game use each of the 3 letters selected independently in the third position of each of the three words. The DDDS uses double letters and TTTS uses double letters.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows the entire view of the card grid with the 30 squares in accordance with one embodiment. It shows the alphabet letters and the corresponding numbers guideline in accordance with another embodiment. It shows several other embodiments see FIG. 2.

In the FIG. 2 there are several alphabetic suffixes use to describe one enlarged card square from the card grid.

FIG. 2A shows geometric figures and or symbols on the outer frame.

FIG. 2B shows DDDS double letters and TITS triple letters.

FIG. 2C shows geometric figures on top of the pattern frame.

FIG. 2D shows the pattern frame and the corresponding number of zeroes.

FIG. 2E shows the square with four corner tips.

FIG. 2F shows the square with the alphabet letter and the corresponding number.

FIG. 2G shows four smaller frames, each has a letter inside.

FIG. 3 shows an enlarged Player's Choice card square from the card grid.

In the FIG. 4 there are several alphabetic suffixes use to describe the Angstair cards.

FIG. 4A shows one face card from the red trim card deck with a geometric figure around one of the four letters and the two angled alphabet stair step designs with the corresponding number in between to represent the letter on the card. It has the matching number of zeroes.

FIG. 4B shows one face card from the green trim card deck and follows the information in FIG. 4A, but has two inverted letters, and four numbers alongside the west and east panels.

FIG. 4C shows one face card from the blue back card deck and follows the information in FIG. 4A, but has two inverted letters and math equations on the bottom on the card.

FIG. 4D shows the back of the red trim card deck.

FIG. 5 shows the alphabet letters and the corresponding numbers guideline.

FIG. 6 shows the bookmark.

DETAILED DESCRIPTION OF THE INVENTION

This word game is designed to be played with cards (word card game), and with card squares (word boxboard game). The embodiment utilizing two formats for the same word game because some people like to shuffle cards and others stay away from individual cards for many reasons. The word card game will be referred to as cards or card deck and the word boxboard game will be referred to as card squares or card grid. This multilevel educational word game with the alphabet letters and the corresponding numbers guideline has three game levels and three series. The Super Sensational Single Series (SSSS) has one single alphabet letter. The Deep Dynamic Double Series (DDDS) has two alphabet letters and is used as one unit. The Topnotch Tremendous Triple Series (TTTS) has three alphabet letters and is used as one unit; however, there are three parts to the TTTS that will be discussed later.

This is an educational word game. It comprises cards, card squares, bonus cards, championship cards, bookmarks, timers, tokens, chips, instruction sheets, sample rounds sheet and the alphabet letters and the corresponding numbers guideline. This game can be used as a developmental program for some individuals at different stages of life. This word game can enhance your thinking to a new level of limitless words and other possibilities.

This limitless word game challenges the mind and demands deep creative thinking. The goals and objectives are to provide an additional approach to educational development, and to use the cards, card squares and chips as teaching tools. The bonus cards, championship cards, and bookmarks can be used as a motivational incentive reward program. The players should aim for higher goals and to continue to find ways to write and spell longer words while enhancing ones vocabulary.

The game is listed for ages 9 to adult. However, with an adult supervision, children can be introduced to this educational game at an early age. They can progress from learning the letters and numbers displayed on the cards or card squares to writing two and three letter words and other simple words. This can also be done for others who cannot read regardless of age. The intent is for each individual to advance to a higher game level and complete all three series over a period of time beginning with the Super Sensational Single Series.

Accordingly, several advantages of one or more aspects are as follows: to provide an educational word game with the corresponding numbers to include math games, to provide entertainment; and competition and to provide alternatives ways to play the game. There are several additional games all in one box to avoid boredom and the matching games are challenging. Some of these games allow a person to play alone or with others. Many people can play this word game at one setting. This embodiment removes the dependency of relying on someone else's letters or word phrases. The word game is designed so that each player has the same equal opportunity to win. Each player plays with the same exact cards, card squares, letters, numbers and points system.

The cards and card squares have the alphabet letters and the corresponding numbers to be used for many purposes.

(a) Word knowledge building skills and spelling skills. How? Simply by checking the other player's papers and referring to the dictionary will help you with your spelling skills. You will become more aware of other areas of studies depending on your opponents knowledge or field of study. This embodiment allows you to write words from various fields of studies to include geography, business, mathematics, science and more. To make the game more competitive, if the players are studying to become a doctor or nurse, they can narrow the scope of the game to writing only medical terms, excellent study habit. When using this embodiment as a teaching tool for educational development in an English class narrow the scope of the words to be more specific. For example when playing the SSSS Level I Game have the participants write only words that are nouns for that session. Next time write only pronouns, next session only verbs and so forth until all eight parts of speech have been completed, then move on to the other Game Levels using the above format. This can be done for any subject matter.

(b) The cards and card squares with the alphabet letters and the corresponding numbers can be used by parents to teach their young children. Teach the child that A is the first letter in the alphabet, D is the fourth, and M is the thirteenth letter in the alphabet. The card deck game can be used to make words by placing the cards face up side by side to form words. The child can point to the letters on the card grid squares to make words. The numbers can be used to teach mathematics: counting, adding, subtracting, multiplication and more.

(c) Many people of all ages are having a difficult time figuring out that P is the sixteenth letter in the alphabet even with the use of their fingers as a counting apparatus. People should learn (memorize) the alphabet letters and the corresponding numbers.

(d) Another advantage is to distinguish the difference between similar letter sounds. If someone asks if you are saying F or S, currently it is stated S as in (same) or F as in (fame), but still with some misunderstanding. However, the embodiment of using the alphabet letters with the corresponding numbers will lessen this problem. If someone is asking are you saying F or S you can say F6 or S19, no more confusion. Another example is the P and the T; I have heard people say P as in Paul and the other person responds okay T as in tall, and then the first person agrees. Saying P16 or T20 ends this ongoing error.

(e) Some people are good at remembering names, faces, letters and words, while others are good at remembering numbers. We will refer to them as the letter people and the number people. Memorizing the alphabet letters and the corresponding numbers will be useful for identifying a license plate when one does not have a pen, pencil, paper or any other means of capturing the information. Use this embodiment for identifying a license plate with 3 letters and 3 numbers (example) plate RFJ 397. Each group may remember half of the license plate. The letter people will remember RFJ, but may be unsure of the numbers and vice versa for the number people. However, knowing the alphabet letters and the corresponding numbers, one will recall the entire license plate by converting letters to numbers or vice versa. RFJ=18 6 10 and 397 is CIG

(f) The alphabet letters and the corresponding numbers are useful for math equations.

(g) Using the corresponding numbers of the alphabet letter is acceptable for those groups of players that want an assigned point value other than one point per letter. This involves more math and calculation; however, some players have more of a competitive drive. Remember each player will still have the same set of three letters and an opportunity to use any other letters to write his/her words. All twenty six letters are available to all the players.

The card grid is approximately 7.75-8.5 inches by 10.5-11 inches. Some of the frames have a grid-like mesh-net pattern or texture. One embodiment of the card grid has an upper and lower rectangle with 30 card squares in between the two rectangles illustrated in FIG. 1. The upper rectangle will have the trademark name. The lower rectangle shows the alphabet letters and the corresponding numbers guideline in three sections. The first section has the upper case alphabet letters and the second section has the corresponding numbers and third section has the lower case alphabet letters.

The ,card grid is designed with 30 attached squares on one card and is referred to as card squares. The outer frames of twenty six squares have three geometric figures or symbols on them distributed on the west and or east side of the frame FIG. 2A. The outer frames of twenty six squares have the DDDS letters and on three frames the TTTS letters on its base FIG. 2B. The medium frames are attached inside the outer frames with a variety of patterns with geometric figures on top FIG. 2C and the corresponding number of zeroes at its base FIG. 2D. The squares inside the pattern frames have triangle tips on all four corners FIG. 2E. Inside the triangle tip frames are a raised square with the corresponding numbers on both side of the uppercase alphabet letter FIG. 2F.

Four smaller frames are attached to the pattern frames. Each smaller frame has one alphabet letter inside of it. These smaller frames are located in the north, south, west, and east. Each location has a complete alphabet set FIG. 2G. The card grid has five randomly selected alphabet sets.

The card grid has three players choice squares with two angled alphabet stair step designs facing each other, one in ascending order and one in descending order. In between the stair steps is a circular device representing continuation. The three Player's Choice squares are number 27, 28, and 29 with the same number of zeroes illustrated in FIG. 3. The card grid has one square with the trademark name.

The card grid is designed to play many games: matching patterns and geometric figures, locating, finding, searching words and math games. Because the letters are in a permanent location on the card grid a player can find, locate, search, and develop words by using the 26 alphabet letters as they are arranged on the card grid, plus the three Player's Choice squares choose any alphabet letter A-Z, and the one trademark square choose from these seven letters (E, H, I, N, R, T, Y). There are over 100 words to be located and written from the card grid using a letter from the center square frame FIG. 2F. The word can be determined or located in any direction across, down, up, diagonally, vertically, horizontally, backwards, as long as each squares touches the next letter square. Use the above process for the north set of alphabet letters, the south set, west set, and the east set. How? This is when the mind challenge and the deep creative thinking come into play. When playing the north alphabet set imagine those letters in the center square frame FIG. 2F. However, if this is too difficult, there are 30 individual lettered miniature bonus cards that can be place over each center square frame to change the grid. These lettered miniature bonus cards are for changing the letters in the SSSS game. These lettered miniature bonus cards have several uses. They can function as a chip with numbers 1-30 on the back to correspond with the letters on the face side. They can be used by younger children to match the alphabet letter in all five locations. Others can see how many they can match in 30 seconds. If the numbers are on the back match the numbers to the corresponding letters in 30 seconds rotating locations.

The card deck and card grid are designed with subtle flaws to keep the mind active. Some numbers and letters are off centered. Some colors for matching purposes maybe a shade lighter or darker or faded. The gradients or textures may show some subtle differences. The embodiment is use for matching three similar geometric shapes or symbols or other objects with some subtle differences or maybe it is an illusion. Look for differences or distortion in the patterns, colors, textures, size, height and more.

One embodiment of the card deck, the size is approximately 3″×3.69″. Each card has the same letter on the face of the card 4 times with one letter surrounded by a geometric shape with varying weight, length and size. Each card has two angled alphabet stair step designs facing each other, one in ascending order and one in descending order with the corresponding number between them illustrated in FIG. 4. The number of zeroes on the card is equivalent to the alphabet letter and the corresponding number FIG. 4.

The Angstair cards are unique to look at and appeasing to the eyes because of the magnificent, vibrant and engaging colors, textures and great artistry. The face of the cards has colors, for matching purposes; some of the cards are textured with different gradient of colors. All of the cards have the trademark name on it. The cards are available in three different back colors red trim, green trim and blue trim. The red trim cards have 4 upright standard letters FIG. 4A. The green trim cards have four numbers alongside the west and east panels FIG. 4B and the blue trim cards have math equations on the bottom FIG. 4C. Both have 2 of the 4 letters inverted, so it functions well in an upside down position. The back of the cards in each set are identical and decorative and do not have any playing purposes.

The Anguide cards have the alphabet letters and the corresponding numbers guideline on each card. The Angoval cards have the alphabet letters with the corresponding numbers inside the oval shape head with an array of colors and designs and math equations on the face of each card. Both have a deck of 30 cards with four of the same alphabet letters on the face of each card with two inverted letters. During my research and observation some people with eye issues appreciates the size of these lettered cards.

FIG. 5 shows the alphabet letters and the corresponding numbers guideline in a chart form and the stair step designs.

FIG. 6 shows a bookmark that goes with the Angstair card deck.

OPERATIONS

How are the three playing letters selected? Three cards are randomly selected from the card deck and these three cards are placed face up side by side displaying all three letters. Three chips are tossed on the card grid squares to select the three playing letters. The three Player's Choice cards or card squares choose any alphabet letter A-Z, and the one trademark cards or card square chooses from these seven letters (E, H, I, N, R, T, Y). The three letters are randomly selected for each round until the predetermine points are reached.

In the Super Sensational Single Series (SSSS) each card or card square represents one alphabet letter. When playing the SSSS you are focused on three individual single alphabet letters selected. However, the following combinations of single letters are possible: three different letters, or two of the same letters and one different letter, or three of the same letters. These letters are used independently of each other. Each of the letters are used individually, separately, as a single letter only, and is use to write three different words in 30 seconds. All three letters are used independently to play the game. Write three different words in each round using the three selected letters.

When playing the Level I Game the three letters selected are used independently of each other in the first position of each word. Stated differently, you will begin each of your three words using each of the three selected letters, one letter for each word. Each of the three letters is used separately.

When playing the Level II Game the three letters selected are used independently in the second position of each word. Stated differently, the three selected letters will be the second letter in each of the three independent words.

When playing the Level III Game the three letters selected are used independently in the third position in each word. Stated differently, the three letters selected are used independently in the second position of each word. Suppose the three random letters selected are A, D, and M; see the examples below for the position locations of these letters.

LEVEL LEVEL LEVEL
I GAMEII GAMEIII GAME
anynamestay
dayadoptbud
manyamarm

In the Level I Game the A begins one of the words (any), D begins one of the words (day), and the M begins one of the words (many). The three different letters are used independently to begin each of the three different words.

In the Level II Game the A is the second letter in one of the words (name), D is the second letter in one of the words (adopt), and the M is the second letter in one of the words (am). The three different letters are used and in the second position of three different words.

In the Level III Game the A is the third letter in one of the words (stay), D is the third letter in one of the words (bud), and the M is the third letter in one of the words (arm). The three different letters are used and in the third position of three different words.

In the Deep Dynamic Double Series (DDDS) each card or card square represents two alphabet letters. When playing the DDDS each card or card square consists of two letters that are used as one unit. The pair of letters cannot be separated or reversed and will be referred to as double letters. All three groups of double letters are used to play the game. Write three different words in each round using the three selected groups of double letters. When playing the Level I Game the three groups of double letters selected are used independently in the first position of each word. When playing the Level II Game the three groups of letters selected are used independently in the second position of each word. When playing Level III Game the three groups of letters selected are used independently in the third position of each word. Suppose the three random double letters selected are AD, DA, and MA; see the examples below for the position locations of these letters.

LEVEL LEVEL LEVEL
I GAMEII GAMEIII GAME
ad dm ad e gr ad e
da ya da ptce da r
ma nya ma zear ma da

In the Topnotch Tremendous Triple Series (TTTS) each card or card square represents three alphabet letters. The TTTS consists of three parts. Part I each card or card square consists of three letters that is used as one unit. The three letters cannot be separated or reversed and will be referred to as triple letters. All three groups of triple letters are used to play the game. Write three different words in each round using the three selected groups of triple letters. When playing the Level I Game the three groups of triple letters selected are used independently in the first position of each word. When playing the Level II Game the three groups of letters selected are used independently in the second position of each word. When playing Level III Game the three groups of letters selected are used independently in the third position of each word.

In Part I of the TTTS suppose the three random triple letters selected are ARC, ANT, and PER; see the examples below for the position locations of these letters.

LEVEL LEVEL LEVEL
I GAMEII GAMEIII GAME
arc haeologistp arc hmentst arc hy
ant icipationp ant agraphsl ant ingly
per adventurea per tometerup per most

Part II (a) of the TTTS consists of two letters referred to as double letters that are used as one unit and a single letter in this order The single letter can be anywhere in word as long as it follows the double letters.

Part II (b) of the TTTS consists of a single letter and two letters referred to as double letters that are used as one unit in this order. The double letters can be anywhere in word as long as it follows the single letter.

Part III of the TTTS consists of three single letters one is used as single letter to begin the word and the other two letters are used anywhere in the word. Each of the three letters will take turns being used in the first position of the word in the Level I Game and the other two letters are used anywhere in the word. Each of the three letters will take turns being used in the second position of the word in the Level II Game and the other two letters are used anywhere in the word. Each of the three letters will take turns being used in the third position of the word in the Level III Game and the other two letters are used anywhere in the word.

The main point with all three series (SSSS, DDDS, and TTTS) is each has three game levels and the three game levels do not interconnect or overlap when playing in the above format. The three game levels are played separately. In the ramification an alternative way of playing will be discussed.

The penalties are the same for all three series. A word can be used only once per game level. Misspelled words or incomplete words will lose the points associated with the number of letters in the correct spelling of the word. If you fail to get three words in 30 seconds you lose 3 points for each word you miss. No proper nouns, apostrophes, or hyphenated words, or separated words such as air pressure.

Winning the game is the same for all three series. Write 3 complete words in 30 seconds using the selected letters independently, spell the words correctly, each letter of the word is valued at one point; therefore, longer words equate to more points. Avoid penalties. Each level consists of several rounds. Write 3 different words in 30 seconds using the selected letters in each round. Remember to think positively and improve on each round. The above series can be played with bonus points.

How to Play the Word Boxboard Game?

Select a “leader” to issue the chips for each round, to call out the three letters selected on the boxboard card squares (card grid) after the chips have been tossed by a player, keep the timer, keep updated highest points displayed after each round, issue miniature bonus cards, set up play area, and review the winner's paper for accuracy. Ideally, the leader should not play; rotate the leader.

Each player will take turns tossing the 3 chips per round on the boxboard card squares to select the 3 letters to be use for that round. If the chip lands on more than one letter, select the letter that has the most coverage, if the chip lands on the Player's Choice square or squares, the player selects any letter, or the same letter, or a combination of letters, if the chip lands on the trademark name, select a letter or letters from these letters (E, H, I, N, R, T, Y).

Set the 30 seconds timer, player one tosses the chips on the boxboard card squares. Stop after 30 seconds, a miniature bonus card is issued if earned on the toss. Call out the 3 letters selected on the boxboard card squares. Start the 30 seconds timer. Players begin writing your 3 independent words using the 3 letters selected. Now stop after 30 seconds. Reset the timer for 30 seconds to count your points. Now stop after 30 seconds. Each player call out your points including bonus points Remove the chips and let the next player toss and follow the above steps.

The winner is the first player to reach 300 points. After the first player reaches 300 points, his/her paper is checked for all penalties by the leader or each other. If the player falls below the 300 points after penalty deductions, an additional 30 points are deducted. That player's score is announced and he/she is out of the game. Resume the game with the remaining players. Follow the same procedures. The winner may add his or her initials and date to the back of the bookmark. The players can review each other papers.

How to Play the Math Games Using the Card Grid?

The goal of the math is to add the row of numbers horizontally showing the operations step by step and to see how many complete rows you can add in 30 seconds. There are 6 rows and once you have accomplished the above goals, then reverse and add the rows backwards. Now, add the 5 columns showing the operations step by step from top to bottom and then from bottom to top. Finally, add the entire 30 squares of numbers in 30 seconds for the ultimate challenge. For those who want more challenge follow the above step and multiple the numbers instead of adding the numbers, remember the 30 seconds timer.

How to Play the Word Card Game?

Select a leader to shuffle the cards, keep the timer, and keep updated highest points displayed after each round, and issue the chips. The leader will shuffle the cards and let each player take turns selecting 3 cards per round. Turn the 3 cards face up and place them side by side so the letters are visible. Use the letters on the 3 cards independently to write your words. If the card reads Player's Choice the player who selected the cards for that round can request any letter A-Z. If the card selected is the trademark name the player who selected the card will choose a letter from these letters (E, H, I, N, R, T, Y).

Shuffle the cards, select 3 cards, and turn face up so the letters are visible. Start the 30 seconds timer. Players begin writing your three different words using the letters on each card, now stop after 30 seconds. Reset the timer for 30 seconds to count your points, now stop after 30 seconds and call out your points. The player with highest points receives a chip for that round—in case of a tie—no chip will be issued for that round, but counts as used. Match the chip with the round, round one will receive the chip with the number one on it and so forth. Put the 3 cards back in the card deck.

Repeat the steps above until all 30 chips have been issued and 900 points have been reached. If 900 points have not been reached, continue play until a player reaches 900 points even if all the chips are issued. If a player reaches 900 points before all the chips are issued the game ends.

When the predetermined points are reached the game ends and a check system begins. Now, each person will pass his or her paper to the player to the right to be checked for the correct spelling, counting, and penalties. If another player wants to double check any player's paper, it is allowed. If errors are found the correct adjustments will be made including the chips. Example: If player P received the chip labelled 1 (round 1) and the check system finds a mistake that lowered player P's points below player Q's because of (round 1), the chip is taken from player P and issued to player Q. The same procedures apply to all 30 rounds. If the check system finds a mistake after the 30 rounds only points are deducted. If player P who called out 900 points and the check system verifies less than 900 points after corrections and deductions an additional penalty of 30 points is deducted. If player P still has the highest points, player P is the winner. However, if player P′s points are less than player Q's points after the deductions, then player Q wins. The winner of the game is the player who reaches the 900 points first. If the winner also has the most chips after completing a game level he or she is awarded the bonus bookmark with the trademark name. It is worth 3 points for the next game. If the 900 points are too high reduce to 300 or 500 points.

Some of the additional games are listed below for the word card game using the Angstair cards.

Game Number Four Match the Numbered Chips to the Lettered Cards using the above Guideline anywhere on the Card

Shuffle all 30 cards and turn them face up showing the letters using 6 rows and 5 columns or 3 rows and 10 columns. Place all 30 chips in a container and shake. Now, place all of the chips on the table. Set the timer for 30 seconds and begin placing the corresponding chip number with the letter on the card. Match numbers 27, 28, 29 and 30 with the Player's Choice cards and the trademark card. Each player takes turn. How many were you able to get in 30 seconds? The goal is to get all 30 in thirty seconds. Give yourself (1) point for each successful completion. Earn 30 points per round. The winner is the first player to reach 300 points. This can also be played with word boxboard game.

Game Number Five Match the Numbered Chips to the Lettered Cards using the above Guideline over the Geometric Figure on each Card

Once you are comfortable with game number four, now place the chip over the circled letter on the red trim cards, over the hexagon letter on the green trim cards, and over the triangle letter on the blue trim cards completely covering the geometric figure, leaving only 3 letters exposed. If the geometric figure and the letter are not completely covered you do not earn the point. Shuffle all 30 cards and turn them face up showing the letters using 6 rows and 5 columns or 3 rows and 10 columns. Place all 30 chips in a container and shake. Now, place all of the chips on the table. Set the timer for 30 seconds and begin placing the corresponding chip over the geometric figure on the card. Match numbers 27, 28, 29 and 30 with the Player's Choice cards and the trademark card, between the two angled alphabet stair step designs. Each player takes turn. How many were you able to get in 30 seconds? The goal is to get all 30 in thirty seconds. Give yourself (1) point for each successful completion. Earn 30 points per round. The winner is the first player to reach 300 points.

Game Number Six Place the Cards in the Same Quadrant Location Base on the Geometric Figure on each Card.

Twenty six of the 30 cards have four of the same alphabet letters on it with a geometric figure around one of the four letters please remove the three Player's Choice cards and the trademark card before playing this game. Shuffle all 26 cards and turn them face up showing the letters. With the cards in its upright position you will place each card in one of the four quadrants based on the location of the geometric figure on that card. On your playing surface (if playing alone) think of it as an imaginary quadrant, see example below and a place the cards with the geometric figure in the appropriate quadrant.

If playing with others use a piece of paper and draw the figure below without the letters, and turn all 26 cards face up showing the letters. Now write the letters that belong in each quadrant in 30 seconds. Each player plays at the same time. How many were you able to get in 30 seconds? The goal is to get all 26 in 30 seconds. Give yourself (1) point for each successful completion. Earn (1) point per each letter placed in the correct quadrant on your paper in 30 seconds. Reshuffle the card deck, reset the timer for 30 seconds and repeat until a player reaches 300 points.

Game Number Seven Color Match Face of Cards Letter Side Up

Shuffle all 30 cards and turn them face up showing the letters using 6 rows and 5 columns or 3 rows and 10 columns. There are 10 sets with 3 cards in each set that are color coded. Match the colors, patterns, textures and designs of the cards. You will notice that some sets may have the same or similar shade of the colors. Some sets may have lighter or darker shades of the colors, but with the same pattern, texture and design. Each player takes turn. You will receive (1) point for each correct set matched in 30 seconds. The goal is to match all 10 sets in 30 seconds. The winner is the first player to reach 100 points.

Game Number Eight Color Match Face of Cards Letter Side Down

Shuffle all 30 cards and turn them face down showing the back of the cards using 6 rows and 5 columns or 3 rows and 10 columns Match the colors, patterns, textures and designs of the cards. You will notice that some sets may have the same or similar shade of the colors. Some sets may have lighter or darker shades of the colors, but with the same pattern, texture and design. Player one will turn up any three cards, do the 3 cards have the same color and texture? If so, pick up the 3 cards and place them near you and continue the same process until you do not match 3 cards. If you do not match 3 cards place the cards face down in the same location. The next player follows the same procedure.

This continues until all of the sets have been matched. Each player count how many sets you have in your possession. Each set is worth (1) point. A winner can be claimed in two ways. First, the player that gets 100 point first wins. The second way is to receive a chip for each set you have, and after all of the chips have been issued the player with the most chips is the winner.

Game Number Nine Attention to Details

Are all of the geometric figures around the letters the same size (width and length and thickness)? If not, separate into different piles and write the letters that represent each pile. Are all of the zeroes the same color? If no, what are the colors? Are all of the zeroes printed bold or not? If not, list the letter cards with the bold zeroes on the card. Do all of the zeroes match the number above it? If not, which letter cards do not match?

See the above two angled alphabet stair step designs to answer the next set of questions. Is the number between the two angled alphabet designs centered on the 30 cards? If not, what quadrant is each located in? How many numbers are located in the N (North), NW (North West), NE (North East), E (East), W (West), S (South), SW (South West) and SE (South East) quadrant?

Game Number Ten Mathematic

Shuffle all 30 cards and randomly select 3 cards. The cards are used independently of each other. The number between the two angled alphabet stair step designs on each face card is to be added to itself, subtracted from itself, multiplied by itself, and divided by itself in 30 seconds on the red trim cards (basic math). Show your work. Example (A) if the card had the number fifty on it you would write


50+50=100, 50−50=0, 50×50=2500, and 50 divided by 50=1 (use the sign)

The basic math is completed for you on the green trim cards. They run vertically on both side panels on the face card. Add those four numbers and add it to the equation (3 the number between the two angled alphabet designs) +30 =Example (B) using the results from example (A)100+0+2500+1=2601+(3×50)+30 =

On the blue trim card do the math adding the first four numbers and then adding it to the equation. See example B above. To challenge your mind, change the plus sign + in front of the equation to a multiplication sign x and solve the problem. To make it more challenging remove the 0 and the 1 from the first four numbers and multiply the other two numbers, then take the product and multiply it by the equation and then multiple by 30. Then the equation will be 100×2500=250000×(3×50)×30= If you are able to complete 3 cards in 30 seconds correctly congratulations.

CONCLUSION, RAMIFICATIONS, AND SCOPE

The multilevel educational word game has many embodiments. One embodiment is the alphabet letters and the corresponding numbers guideline FIG. 4. This word game is entertaining and challenging. An embodiment of the word game is eye hand coordination skills. This unique multilevel educational word game utilizes two embodiments the card deck and the card grid. The word game has three series and each series has three game levels. The three series are the SSSS, DDDS, TTTS. The word game provides many more games all in one box.

A variation of playing the three games level is to combine them. For example, if you are playing the SSSS using these 3 selected letters A, D, M set timer for 30 seconds and focus only of the letter A and write three words; one word for Level I, then one word for Level II and the final word for Level III. Repeat this process for the other two letters.

    • any name stay

The alphabet letters and the corresponding numbers guideline should be memorized and taught to all children at an early age FIG. 5. Using the alphabet letters and the corresponding numbers instead of saying S or F, I or Y, P or T, B or D , M or N and etc., simply say F the six letter of the alphabet or F6, and S the nineteenth letter of the alphabet or S19, which will lessen the misuderstanding of similar letter sounds.

All of the SSSS card decks have 4 capital letters on the face of the cards. A total of 4 single sets. The Angstair red trim cards have 4 upright letters all facing in the same directions. All of the other cards have 2 upright letters and 2 inverted letters.

The DDDS card decks can have up to 8 letters on the face of the cards; the letters are double letters. A total of 4 double sets. All or some of the cards can have 4 upright letters and 4 inverted letters.

The TTTS card decks can have up to 12 letters on the face of the cards; the letters are triple letters. A total of 4 triple sets. All or some of the cards can have up to 6 upright letters and 6 inverted letters.

Each of the Angst it card has the number representing the letter in between the two angled alphabet stair step designs with matching number of zeroes below. These zeroes can be use by parents for younger children to practice counting, adding and for other purposes. These cards will give joy to the young and aged. Alternatively, these cards can be put into a card grid format, and the current card grid can be made into hand held cards.

The bookmark can be used as a motivational incentive reward program FIG. 6.

Besides machine manufacturing here are some advantages of the hand making process which is time consuming as most people are aware. The 30 cards can be hand cut, with an option to have some or all or none of the cards hand sealed or stamped with an embosser. The cards can be laminated, with 120 edges per set hand rounded.

The laminated cards versus the coated cards are less likely to tear, rip split or be destroyed after a few uses and are more stain and liquid resistant.

The current card grid is approximately 7.75″-8.5″×10.5-11″. It is called boxboard because of its size. The size is made convenient to carry with you to play any time with others or alone and for practice purposes. The current size fits into a briefcase and backpack, so, take it to work, school and on your, vacation. The game can be played inside the box. The card grid for the word boxboard game can be made 13″×13″ if needed.

The card grid has a grid-like mesh-net texture appearance and can be handmade and laminated to last longer.

The chip size is approximately 1¼ inches. The chip color is white with black numbers on the white label. Only one side of the chip is labelled, numbers 1-30. However, there are several variations that can be done. Here are some variations and modifications on the chips that can be made of various materials.

1) Both sides of the chips can be labelled 1-30.

2) Label one side 1-30 and the other side can be labelled A-Z to match the alphabet letters and the corresponding numbers according to the guideline and PC 27, PC 28, PC 29, and TT30. The PC represents Player's Choice and the TT represents the trademark name.

3) Label one side 1-30 and the other side can be labelled A-1, B-2, C-3, D-4, E-5, and continue format through Z-26, PC 27, PC 28, PC 29, and TT30. The PC represents Player's Choice and the TT represents the trademark name.

4) Label one side 1-30 and the other side can be labelled 1-A, 2-B, 3-C, 4-D, 5-E, and continue format through Z-26 and PC 27, PC 28, PC 29, and TT30. The PC represents Player's Choice and the TT represents the trademark name.

Can I alter the game? Yes, please feel free to change how many points are needed to win the game based on your time availability. When playing the word boxboard game, use a different size chip. This product should be commercially successful.

In the detail description you will notice many specificities for full disclosure, not for limiting the scope of the embodiments.