Title:
Teng-a-reng
Kind Code:
A1


Abstract:
An apparatus and method of using a bingo game to teach and/or reinforce colors and numbers learning in a foriegn language. Player selects a play board that consists of 25 squares. Each square contains a color and number. Players listen to a designated caller who calls the color and number on each calling card. Players mark the appropriate square. In one version, the player wins points by yelling one or more of the following expressions: Center, Colors, Corners (in the target foreign language), or TENG-A-RENG. One or more phrases (except TENG-A-RENG) may be yelled once per player per round. The player with the most points at the end of a set of rounds wins the game. In the second version of play, players win TENG-A-RENG tokens by yelling one or more of the expressions named in the first version. However, these expressions may be yelled only once per round per group of players. The player with the most TENG-A-RENG tokens at the end of a set of rounds wins the game.



Inventors:
Paul, Thea Lee (Richmond, VA, US)
Application Number:
09/776152
Publication Date:
08/08/2002
Filing Date:
02/05/2001
Assignee:
PAUL THEA LEE
Primary Class:
International Classes:
A63F3/06; A63F3/04; (IPC1-7): A63F3/06
View Patent Images:
Related US Applications:



Primary Examiner:
PIERCE, WILLIAM M
Attorney, Agent or Firm:
Thea Lee Paul (Richmond, VA, US)
Claims:
1. I claim a bingo game and method for teaching and reinforcing colors and numbers in a foreign language. (a) a method of claim 1 in which Wild Cards may be used to mark any square on the play board. (b) a method of claim 1 that involves a points system in order to win.

Description:

FIELD OF INVENTION

[0001] This invention relates to bingo games, specifically to such a bingo game that allows for teaching and/or reinforcing colors and numbers in a target foreign language.

BACKGROUND-DESCRIPTION OF PRIOR ART

[0002] Traditional bingo is a game of chance in which each player uses a board that contains 25 squares, in a 5 by 5 format. Each column of squares corresponds to a letter. Each letter B, I, N, G, and O corresponds to specific numbers. Players listen to the letter and number called. Player marks the appropriate square on his board. This game is won only by marking five squares in consecutive order, vertically, horizontally, or diagonally.

[0003] POKENO is a game of chance constructed in the 25 square, 5 by 5 format. It is a combination of the games Poker and Keno. Players make monetary wages and win by marking sequences of squares that coincide with known Poker hands.

[0004] UNO bingo is a game that consists of four boards. Each board consists of nine spaces. Each space contains a color and number. Player may win only by marking all of the squares on his card.

[0005] My foreign language game will demonstrate a new use of a bingo game in which two or more concepts, per square, are used on the play board. The games heretofore mentioned known have a number of disadvantages like:

[0006] (a) traditional bingo is unattractive in its color. It is often constructed with one color of print (usually black or red) on the board. It is very simple in design. Therefore, it is not visually stimulating for the foreign language learner.

[0007] (b) POKENO is too ornamental in design. Each square on its board duplicates its design from a deck of playing cards. The foreign language learner will find it difficult to concentrate on the language and locate the square with the ornamentation as a distraction. Furthermore, playing cards have no word cues printed on them to help the foreign language learner. POKENO is often played in a gambling environment and therefore, is not suitable for minor (children) players.

[0008] (c) UNO bingo is too elementary in its approach. Players simply roll the dice and mark the appropriate square. It only allows for four players to participate. The only way to win the game is to mark all of the squares on the board.

OBJECTS AND ADVANTAGES

[0009] 1. to provide a foreign language colors and numbers bingo game.

[0010] 2. to provide a colorful and fun bingo game for the foreign language learner.

[0011] 3. to provide a bingo game with dual options of play and dual ways of winning.

[0012] 4. to provide a bingo game to be used in all levels of foreign language learning.

DRAWING FIGURES

[0013] FIG. 1A—represents the set of green (Verde) calling cards. Each green card contains a triangle.

[0014] FIG. 1B—represents the set of blue (Azul) calling cards Each blue card contains a rectangle with rounded edges.

[0015] FIG. 1C—represents the set of red (Rojo) calling cards. Each red card contains a rectangle.

[0016] FIG. 1D—represents the set of purple (Morado) calling cards. Each purple card contains an oval.

[0017] FIG. 2A—represents the green Wild Card

[0018] FIG. 2B—represents the blue Wild Card

[0019] FIG. 2C—represents the red Wild Card

[0020] FIG. 2D—represents the purple Wild Card

[0021] FIGS. 3A-3H show the eight different play boards.

[0022] (FIG. 3A provides an example of the type of winning sequences also found on each of the other play boards.)

[0023] FIGS. 4A-4D show the plates to be used in the second version of play.

[0024] FIG. 5-illustrates the TENG-RENG play token

REFERENCE NUMERALS IN DRAWINGS

[0025] 20 one of winning squares for Colors and Corners

[0026] 22 one of winning squares for Colors

[0027] 24 one of winning squares for Colors

[0028] 26 one of winning squares for Colors

[0029] 28 one of winning squares for Corners

[0030] 30 winning square for Center

[0031] 32 one of winning squares for Corners

[0032] 34 one of winning squares for Corners

OPERATION DESCRIPTION OF FIGURES.

[0033] In the first version of play, the player selects one board (FIGS. 3A-3H). The present invention consists of eight boards and up to eight people, including the caller may play. Players collect enough chips to cover all squares on the board. Players choose a caller. Each round should have a different caller. The caller shuffles the calling cards (FIG. 1A-1D) and turns the deck over face down. The caller pulls and calls the color and number found on each card. Player marks the appropriate square. In the event that the caller calls one of the Wild Cards (FIG. 2A-2D), players may cover any square on their board of the like called color. Players place one marker over the appropriate square. Players earn points by covering the following:

[0034] a. the center square (30)-2 points. Player yells “Center” in the foreign language.

[0035] b. 4 corner squares(20,28,32, and 34)-7 points. Player yells, “Corners” in the foreign language.

[0036] c. 4 of like color in the top row (20,22,24, and 28)-8 points. Player yells, “Colors” in the foreign language.

[0037] d. 5 squares marked in any consecutive order (horizontally, vertically, or diagonally)-10 points. Player yells, “TENG-A-RENG”.

[0038] Player must yell TENG-A-RENG at the moment the last appropriate square is marked. Player may not yell TENG-RENG after the winning card has been called and play has continued.

[0039] If two players win at the same time, players add the numbers in the winning squares. The player with the highest number value wins that round.

[0040] One or more phrases (except TENG-A-RENG) may be yelled once per player per round. TENG-A-RENG is the only phrase that ends one round and signals the start of another. The player with the highest accumulation of points at the end of rounds wins the game.

[0041] In the second version of play, players collect one play board(FIGS. 3A-3H). Players collect enough chips to cover all squares on the play board. Players also collect 25 TENG-A-RENG tokens. At the start of each round, each player contributes one TENG-A-RENG token to each of the four plates (FIG. 4A-4D). Players choose a caller. The caller shuffles the calling cards and turns the deck face down. The caller pulls and calls the color and number found on each card. Players win play tokens by marking one or more of the sequences named in the first version of play (i.e. Center, Corners, and/or Colors in the foreign language, and TENG-A-RENG).

[0042] The rules of the second version are consistent with those of the first version with the following exceptions:

[0043] a. Each phrase may be yelled only once per round per group of players. Upon yelling an expression(s), player removes TENG-RENG tokens from the appropriate plate(s). No one else may win the tokens from that plate until the next round.

[0044] b. If no player wins the TENG-A-RENG tokens on the plates for Center, Colors, or Corners before TENG-A-RENG is yelled, the tokens remain on the plate. For the next round of play, players continue to add one token to those plates. The tokens increase until there is a winner.

[0045] TENG-A-RENG is still the only phrase that ends one round and signals the start of another. The player with the highest accumulation of TENG-A-RENG tokens at the end of rounds wins the game.

SUMMARY, RAMIFICATION, AND SCOPE

[0046] Accordingly, the reader will see that my invention allows for a colorful and fun bingo game, which attracts the attention of the foreign language learner. It can teach and/or reinforce colors and numbers in a foreign language. If offers versions of play for both the elementary and advanced players. It provides a review or teaching tool for two or more concepts in foreign language learning. The concepts may be adapted for beginning and advanced levels.

[0047] The above specifications do not limit the scope of my foreign language bingo game. For example, the play board may implement different and/or additional colors from the present invention. It may include a higher order of numbers. The deck of card may be printed with a foreign language other than the Spanish used as an example in the present invention. The board may implement the use of pictures in place of colors or numbers. The deck of cards can be printed with the name of the shape and number versus the color and number. The board may be made larger in size for the elementary school learner or consist of more than 25 squares to lengthen the duration of play.