WO2008111984A2 - Symbol arrangement board game using playing card symbols - Google Patents
Symbol arrangement board game using playing card symbols Download PDFInfo
- Publication number
- WO2008111984A2 WO2008111984A2 PCT/US2007/065780 US2007065780W WO2008111984A2 WO 2008111984 A2 WO2008111984 A2 WO 2008111984A2 US 2007065780 W US2007065780 W US 2007065780W WO 2008111984 A2 WO2008111984 A2 WO 2008111984A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- tiles
- game
- board
- score
- list
- Prior art date
Links
- 238000000034 method Methods 0.000 claims description 9
- HVCNNTAUBZIYCG-UHFFFAOYSA-N ethyl 2-[4-[(6-chloro-1,3-benzothiazol-2-yl)oxy]phenoxy]propanoate Chemical compound C1=CC(OC(C)C(=O)OCC)=CC=C1OC1=NC2=CC=C(Cl)C=C2S1 HVCNNTAUBZIYCG-UHFFFAOYSA-N 0.000 description 6
- 208000001613 Gambling Diseases 0.000 description 2
- 239000003086 colorant Substances 0.000 description 2
- 239000000463 material Substances 0.000 description 2
- 230000002860 competitive effect Effects 0.000 description 1
- 239000010432 diamond Substances 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 239000002360 explosive Substances 0.000 description 1
- 230000003340 mental effect Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/02—Chess; Similar board games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F2001/005—Poker
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0423—Word games, e.g. scrabble
- A63F2003/0428—Crosswords
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/20—Dominoes or like games; Mah-Jongg games
Definitions
- the present invention relates to board games and more specifically, board games using card symbols.
- Board games are a popular group activity at parties and family get-togethers. Board games have been around since at least ancient Egypt and have not lost their popularity in spite of the advent and explosive growth of the video game industry. In fact, some board games became incorporated into video games. This allows one to play alone, against the machine or play with a remote opponent over the Internet.
- Symbol arrangement games such as poker are thought to be at least a thousand years old.
- the main feature of such games is hierarchical rating of "hands", which dates back to medieval Persia. Poker took its modern shape in the 19 th century when it was brought to New La by French settlers and then blossomed in Mississippi riverboat casinos .
- An important feature of card games is concealing one's cards from the opponent. At the same time, some cards are laid on the table, allowing the players to dwell on probabilities of different outcomes and strategize. Some board games are similar in that respect if each player conceals the game tiles, until he is ready to place the combination on the board. For example, Scrabble® involves placing letter tiles on a board to assemble words. A player plans the next move based on what is on the board as well on the perceived probability of the opponent's next move. A player may plan out a long word in the hope that the missing letters will be made available by the opponents .
- a way to make a traditional card game exciting while keeping gambling optional would be to have a more complex method of scoring. This would allow players to indulge their competitive streak by strategizing and getting the most points.
- An ideal game would have rules that are complex enough to involve strategy, yet easy to learn, so that the players can start playing right away.
- it would be advantageous to have such a hand-arranging game that would combine luck with strategy and could continue for a while, allowing the players to accumulate points so that the winner is announced at the very end.
- the present invention is a symbol arrangement board game that uses tiles marked with playing card symbols.
- the game requires that the tiles be arranged in sequences on a playing board. The sequences overlap in a crossword fashion. Some squares of the playing board may also be marked with extra score points.
- the score for each move is a sum of the value of each tile, the value of each type of sequence, and any additional points from the board squares where the tiles are placed.
- the game uses a playing board with a grid pattern.
- the units of the grid are preferably squares, but may have any other shape, such as for example, circles or diamonds, as long as the shapes are capable of forming a grid.
- the description refers to the units of the grid as "game squares".
- the board itself may be square, i.e. have the same number of game squares on each side. The size and shape of the board and the number of game squares may vary for different levels of play. In general, for decorative purposes, the board itself may take any shape, such as a heart, a circle, an oval or a triangle, as long as it provides a surface on which a grid of game squares can be displayed.
- Various game squares on the board are labeled with different colors or different special symbols. These marked squares may form a pattern, such as, for example, a cross, a diagonal cross or a combination of the two. Each color or symbol indicates a score enhancement.
- the enhancement may be to double or triple the value or a game tile, or to double or triple the values of the entire sequence of tiles.
- the game includes tiles or game pieces.
- Each tile may be a flat or a raised piece of a size that fits into the game square of the board.
- the tiles are preferably square, but may have any shape such as a circle, a triangle or a heart, as long as they fit into the game squares of the board.
- the tiles may be made of any material that allows the pieces to be moved and placed on the board manually, electronically or by other means.
- the tiles may be made to have magnetic attraction to the board.
- the top surface of tiles carries printed symbols as is further described below. The bottom surfaces of all tiles are identical so that a tile cannot be recognized when viewed from the bottom side.
- the top surfaces of tiles bear the printed symbols of numbers, letters, colors and suits that correspond to that of a standard (for example 52-card) deck of playing cards with four jokers.
- the back surfaces of the tiles are identical and optionally, may bear a pattern designed to mitigate dirt and grit from showing. Such a pattern will prevent "marking" the identity of the individual tile.
- the number of decks of tiles included in each game may vary according to the number of squares on the game board.
- the game may include a set of tile holders designed in such a way as to allow each individual player to view his tiles but not the tiles of the other players.
- a die of any practical size a writable surface for keeping scores and a container for holding and mixing the tiles.
- PLAYING THE GAME The object of the game is to create interlocking combinations of tiles, crossword style, each combination corresponding to a predetermined sequence, for example, a "hand" of poker.
- a predetermined sequence for example, a "hand" of poker.
- the invention will be described based on the example where the chosen sequences are "hands" of poker.
- Each hand is either vertical or horizontal, diagonal sequences are not allowed.
- Each player endeavors to score the most points in each move.
- the points are a sum of (1) the face values of the tiles; (2) the points assigned to each poker hand; and (3) any extra points as marked on the squares on the board.
- the game begins as follows. First, all of the tiles are placed face down and randomized. Each player is allowed to take a certain number of tiles, for example five or seven. The play begins with the first person placing a minimum of three tiles on the game board, either horizontally or vertically, beginning in the middle of the board. The sequence of tiles must make up a "hand" of poker.
- the hands are "pair” - two tiles of the same number; "straight” — a minimum of three tiles whose numbers are in sequence; “flush” - a minimum of three tiles all of the same suit; “three or more of a kind” - three tiles of the same number; “full house” - a minimum of five tiles including a pair and three or a kind; “two pair” - a minimum of four tiles including two pairs; "straight or royal flush” - a minimum of three tiles, all of the same suit and in a number sequence.
- the first move may not be a "pair” because the first move requires three tiles.
- Figure 1 shows an example of the first move "TURN 1" followed by three consecutive moves "TURNS 2-4".
- the "joker pieces" can assume any number and suit declared by the player. When other players arrange the tiles to include this joker in their hands, the joker's identity may not be changed. However, if no suit or number is declared, the next player may declare the suit and number.
- Figure 2 shows a game board on which a series of moves have been played out.
- the player counts, announces and records his or her the score.
- the player that just played a hand is then allowed to draw tiles from the pile to restore the number of tiles to five or seven.
- the subsequent players then must place the tiles on the board to make up their hands, laying at least one tile per move.
- the tiles may be arranged perpendicular to the direction of the tiles already on the board, in a crossword fashion.
- the tiles can also be added to a hand already on the board, i.e. expanding the existing sequence. In any case, only the newly laid tiles count towards the score.
- the tiles already on the board become the part of the new hand, but do not contribute to the score.
- a player can use a turn to exchange up to three tiles.
- each player can keep their current tiles, while the remaining tiles are taken off the board and randomized. Alternatively, all tiles may be surrendered and randomized.
- the players may designate a dealer.
- a dealer may be selected, for example by throwing dice, optionally included with the game.
- the dealer may be responsible for any or all of (1) randomizing tiles; (2) distributing tiles; and (3) computing the scores.
- Scores are computed by first, adding up the number value on the tiles.
- the values may be assigned, for example according to the rules of poker.
- the number tiles will have their number and the face tiles (jack, queen, king, and ace) each will get ten points.
- any other systems of values may be used.
- Each "house” also has a score. For example, “full house”, “four of a kind”, “straight or royal flush” each gets two times the score (the sum of tile values). Alternatively, each hand may have different value.
- the joker pieces are scored as their declared value or, in the case of a "flush", a joker may be scored as ten points.
- Additional points may be awarded for using the marked squares on the board.
- some squares may be marked with a double or triple tile, or double or triple hand.
- the special squares may be marked with color.
- the squares may be colored as follows: light green doubles the tile value; dark green triples the tile value; light yellow doubles the hand value; dark yellow triples the hand value.
- the score enhancement may be simply written on the square as words, e.g. "DOUBLE TILE". If a hand covers two bonus squares then that score is doubled and redoubled (multiplied four times), or tripled and re-tripled (multiplied nine times) as indicated. Bonus squares are only counted on the turn in which they are originally played. On later turns the tile counts only at its face value.
- the game may involve betting.
- Each player receives an equal number of chips.
- Each player puts in a pre-determined number of chips as an ante.
- Betting can begin on each round once each player receives his five (or seven) tiles from the pool and assesses his or her chances of winning that round of play.
- the first player bets a certain number of chips.
- the next player must either match that number, raise the number, or drop out of the that round. If one player raises, then all other players must match, raise or drop out. This continues until all players have contributed to the pot. If a player bets in such a way as to induce all other players to drop out then he wins the pot without revealing his tiles, thus allowing bluffing to occur.
- a die is cast to determine who will lay their tiles first and another round of betting can occur.
- the player with the highest number on the die is allowed to lay his tiles first, then the player to the left, until all players play their hand.
- the player with the highest score in that round wins the pot. If the two highest hands are identical, except for the suit, they are tied and the pot is split between them.
- the game pieces remaining with the players are returned to the pool, re-shuffled, and a new five (or seven) pieces are dealt out for the next round.
- the pieces on the board remain there.
- the symbol arrangement game of the present invention may also be played using electronic devices.
- a single player may play with the device that allows him or her to pick random tiles, view the tiles and place the tiles on the board in order to get the maximum score.
- the game may display only a fraction of the board at a time.
- the electronic game may include one or more virtual players, competing with the human player.
- the game may be played over a network, whereby remote players view the opponents' moves on the screen and then perform their moves using the electronic game.
- the electronic game may also involve betting wherein the players deposit chips, tokens or coins as their bets or entry fees and the machine dispenses chips, tokens or coins as winnings.
- the game may also have a magnetic card reader and debit or credit the player's bank account, credit card or pre-paid debit card. The game may immediately dispense winnings and require a deposit or an entry fee for each game. Alternatively, the game may keep track of the score and credit or debit the account at the end.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
Abstract
A symbol arrangement board game uses tiles marked with playing card symbols. The game requires that the tiles be arranged on a playing board in sequences corresponding to poker hands. The sequences intersect in a crossword fashion. Some squares of the playing board are marked with extra score points. The score for each move is a sum of the value of each tile, the points for the hand and any additional points from the board squares where the tiles are placed. The sum of all scores determines the winner. Optionally, the players may bet on the outcome of each round of hands.
Description
SYMBOL ARRANGEMENT BOARD GAME USING PLAYING CARD SYMBOLS
By Roger M. Yanagita
CLAIM OF PRIORITY This application claims priority to a provisional application Serial No. 60/906,260 filed on March 12, 2007, entitled "Symbol Arrangement Game". BACKGROUND OF THE INVENTION
The present invention relates to board games and more specifically, board games using card symbols.
Board games are a popular group activity at parties and family get-togethers. Board games have been around since at least ancient Egypt and have not lost their popularity in spite of the advent and explosive growth of the video game industry. In fact, some board games became incorporated into video games. This allows one to play alone, against the machine or play with a remote opponent over the Internet.
Many board games involve educational material or trivia facts, so that the entertainment is combined with learning. Nevertheless, competition remains the main attraction of most games.
Card games in general also date back centuries. However, card games are associated with social evils of
betting and gambling. Often parents and party hosts shun card games for that reason. This is unfortunate, because card games can be entertaining and exciting and even develop various mental skills, such math skills, strategy and analysis.
Symbol arrangement games, such as poker are thought to be at least a thousand years old. The main feature of such games is hierarchical rating of "hands", which dates back to medieval Persia. Poker took its modern shape in the 19th century when it was brought to New Orleans by French settlers and then blossomed in Mississippi riverboat casinos .
An important feature of card games is concealing one's cards from the opponent. At the same time, some cards are laid on the table, allowing the players to dwell on probabilities of different outcomes and strategize. Some board games are similar in that respect if each player conceals the game tiles, until he is ready to place the combination on the board. For example, Scrabble® involves placing letter tiles on a board to assemble words. A player plans the next move based on what is on the board as well on the perceived probability of the opponent's next move. A player may plan out a long word in the hope that
the missing letters will be made available by the opponents .
One may argue that when the game resolves quickly and depends mostly on luck, as for example, with poker or black jack, players tend to want betting in order to increase the excitement. For example, each round of poker is rather short. After only a few cards are played, the game round ends and highest-scoring hand collects the winnings. However, when the game takes time and involves strategy, as for example, with Scrabble® or Monopoly®, the players enjoy the process of the game itself and feel pride and satisfaction in accomplishing complex moves and getting the highest score.
A way to make a traditional card game exciting while keeping gambling optional would be to have a more complex method of scoring. This would allow players to indulge their competitive streak by strategizing and getting the most points. However, when developing such a game, one should bear in mind that overly complicated and unfamiliar rules will be a turn-off for most players. An ideal game would have rules that are complex enough to involve strategy, yet easy to learn, so that the players can start playing right away.
In summary, it would be advantageous to have such a hand-arranging game that would combine luck with strategy and could continue for a while, allowing the players to accumulate points so that the winner is announced at the very end.
SUMMARY OF THE INVENTION
The present invention is a symbol arrangement board game that uses tiles marked with playing card symbols. The game requires that the tiles be arranged in sequences on a playing board. The sequences overlap in a crossword fashion. Some squares of the playing board may also be marked with extra score points. The score for each move is a sum of the value of each tile, the value of each type of sequence, and any additional points from the board squares where the tiles are placed.
DETAILED DESCRIPTION OF THE INVENTION
COMPONENTS OF THE GAME
The game uses a playing board with a grid pattern. The units of the grid are preferably squares, but may have any other shape, such as for example, circles or diamonds, as long as the shapes are capable of forming a grid. For simplicity, the description refers to the units of the grid as "game squares". The board itself may be square, i.e. have the same number of game squares on each side. The
size and shape of the board and the number of game squares may vary for different levels of play. In general, for decorative purposes, the board itself may take any shape, such as a heart, a circle, an oval or a triangle, as long as it provides a surface on which a grid of game squares can be displayed. Various game squares on the board are labeled with different colors or different special symbols. These marked squares may form a pattern, such as, for example, a cross, a diagonal cross or a combination of the two. Each color or symbol indicates a score enhancement. For example, the enhancement may be to double or triple the value or a game tile, or to double or triple the values of the entire sequence of tiles.
Next, the game includes tiles or game pieces. Each tile may be a flat or a raised piece of a size that fits into the game square of the board. The tiles are preferably square, but may have any shape such as a circle, a triangle or a heart, as long as they fit into the game squares of the board. The tiles may be made of any material that allows the pieces to be moved and placed on the board manually, electronically or by other means. Optionally, for example for the travel version of the game, the tiles may be made to have magnetic attraction to the board. The top surface of tiles carries printed symbols as
is further described below. The bottom surfaces of all tiles are identical so that a tile cannot be recognized when viewed from the bottom side.
The top surfaces of tiles bear the printed symbols of numbers, letters, colors and suits that correspond to that of a standard (for example 52-card) deck of playing cards with four jokers. The back surfaces of the tiles are identical and optionally, may bear a pattern designed to mitigate dirt and grit from showing. Such a pattern will prevent "marking" the identity of the individual tile. The number of decks of tiles included in each game may vary according to the number of squares on the game board. Optionally, the game may include a set of tile holders designed in such a way as to allow each individual player to view his tiles but not the tiles of the other players.
Other optional components of the game include a die of any practical size, a writable surface for keeping scores and a container for holding and mixing the tiles. PLAYING THE GAME The object of the game is to create interlocking combinations of tiles, crossword style, each combination corresponding to a predetermined sequence, for example, a "hand" of poker. Although any predetermined set of card sequences may be used, the invention will be described
based on the example where the chosen sequences are "hands" of poker. Each hand is either vertical or horizontal, diagonal sequences are not allowed. Each player endeavors to score the most points in each move. The points are a sum of (1) the face values of the tiles; (2) the points assigned to each poker hand; and (3) any extra points as marked on the squares on the board.
The game begins as follows. First, all of the tiles are placed face down and randomized. Each player is allowed to take a certain number of tiles, for example five or seven. The play begins with the first person placing a minimum of three tiles on the game board, either horizontally or vertically, beginning in the middle of the board. The sequence of tiles must make up a "hand" of poker. Generally, the hands are "pair" - two tiles of the same number; "straight" — a minimum of three tiles whose numbers are in sequence; "flush" - a minimum of three tiles all of the same suit; "three or more of a kind" - three tiles of the same number; "full house" - a minimum of five tiles including a pair and three or a kind; "two pair" - a minimum of four tiles including two pairs; "straight or royal flush" - a minimum of three tiles, all of the same suit and in a number sequence. The first move may not be a "pair" because the first move requires three tiles. Figure
1 shows an example of the first move "TURN 1" followed by three consecutive moves "TURNS 2-4".
The "joker pieces" can assume any number and suit declared by the player. When other players arrange the tiles to include this joker in their hands, the joker's identity may not be changed. However, if no suit or number is declared, the next player may declare the suit and number. The examples of moves using the joker are shown on Figure 2. Figure 3 shows a game board on which a series of moves have been played out.
At the end of each turn, the player counts, announces and records his or her the score. The player that just played a hand is then allowed to draw tiles from the pile to restore the number of tiles to five or seven. The subsequent players then must place the tiles on the board to make up their hands, laying at least one tile per move. The tiles may be arranged perpendicular to the direction of the tiles already on the board, in a crossword fashion. The tiles can also be added to a hand already on the board, i.e. expanding the existing sequence. In any case, only the newly laid tiles count towards the score. The tiles already on the board become the part of the new hand, but do not contribute to the score.
A player can use a turn to exchange up to three tiles. This is done by turning the tiles face down, drawing the same amount from the pool, then mixing the discarded tiles back into the pool. Then the play resumes with the next player. The game ends when all pieces are gone from the pool and no player can create a hand with the tiles held in his or her possession.
For the next round of the game, each player can keep their current tiles, while the remaining tiles are taken off the board and randomized. Alternatively, all tiles may be surrendered and randomized.
Optionally, the players may designate a dealer. A dealer may be selected, for example by throwing dice, optionally included with the game. The dealer may be responsible for any or all of (1) randomizing tiles; (2) distributing tiles; and (3) computing the scores.
SCORING THE GAME
Scores are computed by first, adding up the number value on the tiles. The values may be assigned, for example according to the rules of poker. The number tiles will have their number and the face tiles (jack, queen, king, and ace) each will get ten points. Alternatively, any other systems of values may be used. Each "house" also has a score. For example, "full house", "four of a kind",
"straight or royal flush" each gets two times the score (the sum of tile values). Alternatively, each hand may have different value. The joker pieces are scored as their declared value or, in the case of a "flush", a joker may be scored as ten points.
Additional points may be awarded for using the marked squares on the board. For example, some squares may be marked with a double or triple tile, or double or triple hand. The special squares may be marked with color. For example, the squares may be colored as follows: light green doubles the tile value; dark green triples the tile value; light yellow doubles the hand value; dark yellow triples the hand value. Alternatively, the score enhancement may be simply written on the square as words, e.g. "DOUBLE TILE". If a hand covers two bonus squares then that score is doubled and redoubled (multiplied four times), or tripled and re-tripled (multiplied nine times) as indicated. Bonus squares are only counted on the turn in which they are originally played. On later turns the tile counts only at its face value.
When two or more hands are formed in the same play, each is scored. The common tile is counted (with any bonus points) in each hand. Using all five (or all seven) tiles at ones disposal in a "straight" or a "flush" in any one
play doubles the score. A "straight flush", a "royal flush", "four of a kind" and "full house" also double the score.
After the total scores are computed for each player, the final score is reduced by the value of the tiles still held after the game is over. The player with the highest score wins the game. Optionally, in the case of a tie, the player with the highest score before the penalty for unplayed tiles wins the game. ALTERNATIVE METHOD OF PLAY: BETTING
Optionally, the game may involve betting. Each player receives an equal number of chips. Each player puts in a pre-determined number of chips as an ante. Betting can begin on each round once each player receives his five (or seven) tiles from the pool and assesses his or her chances of winning that round of play. The first player bets a certain number of chips. The next player must either match that number, raise the number, or drop out of the that round. If one player raises, then all other players must match, raise or drop out. This continues until all players have contributed to the pot. If a player bets in such a way as to induce all other players to drop out then he wins the pot without revealing his tiles, thus allowing bluffing to occur.
Then a die is cast to determine who will lay their tiles first and another round of betting can occur. The player with the highest number on the die is allowed to lay his tiles first, then the player to the left, until all players play their hand. The player with the highest score in that round wins the pot. If the two highest hands are identical, except for the suit, they are tied and the pot is split between them.
The game pieces remaining with the players are returned to the pool, re-shuffled, and a new five (or seven) pieces are dealt out for the next round. The pieces on the board remain there. The game ends when there are not enough tiles in the pool to give five (or seven) tiles to each player. ELECTRONIC GAME
The symbol arrangement game of the present invention may also be played using electronic devices. For example, a single player may play with the device that allows him or her to pick random tiles, view the tiles and place the tiles on the board in order to get the maximum score. For ease of viewing over a telecommunications device, the game may display only a fraction of the board at a time. The electronic game may include one or more virtual players, competing with the human player. Alternatively, the game
may be played over a network, whereby remote players view the opponents' moves on the screen and then perform their moves using the electronic game.
The electronic game may also involve betting wherein the players deposit chips, tokens or coins as their bets or entry fees and the machine dispenses chips, tokens or coins as winnings. The game may also have a magnetic card reader and debit or credit the player's bank account, credit card or pre-paid debit card. The game may immediately dispense winnings and require a deposit or an entry fee for each game. Alternatively, the game may keep track of the score and credit or debit the account at the end.
Claims
1. A symbol arrangement board game comprising: a game board having a grid of geometric shapes, wherein a subset of said shapes is marked with indicia of enhanced score; and a plurality of tiles, each displaying a playing card symbol, whereby said tiles are placed on said board in intercepting sequences from the list of allowed sequences of playing cards, and scored.
2. The game of claim 1, further comprising at least one die.
3. The game of claim 1, further comprising tile holders, that allow viewing of one's tiles while concealing them from others.
4. The game of claim 1, further comprising a container for randomizing tiles.
5. The game of claim 1, wherein said geometric shapes are squares.
6. The symbol arrangement game of claim 1 wherein said score enhancements include one or more selected from a group consisting of doubling the tile, tripling the tile, doubling the sequence and tripling the sequence.
7. A method of playing the symbol arrangement board game, using a board having a grid of geometric shapes, some of said shapes marked with indicia of score enhancement, and a plurality of tiles displaying playing card symbols, comprising the steps of:
( 1 ) randomly selecting a set of said tiles from said plurality of tiles; and
( 2 ) arranging at least a subset from said set of tiles on said board to form a sequence from a list of allowed sequences of playing cards.
8. The method of claim 7, wherein said list of allowed sequences of playing cards comprises a list of poker hands .
9 . The method of claim 7 , further comprising a step of scoring said sequence .
1 0 . The method of c laim 9 wherein said scoring is accomplished based on a predetermined set of values as signed to each ti le , each hand and score enhancements marked on said board , one which at least one of said tiles has been placed .
11. The method of claim 7, further comprising a step of placing a bet after each said step of randomly selecting a set of tiles.
12. The method of claim 11, further comprising increasing said bets.
13. An electronic symbol arrangement board game apparatus comprising: video display, displaying (1) a game board wherein said board consists of a grid of geometric shapes, with a subset of said shapes being marked with indicia of enhanced score; and (2) game tiles, said tiles placed face down; means for selecting and turning over said game tiles on said display; means for placing said tiles on said board in a sequence, selected from a list of allowed sequences; and means for computing the score of each said sequence.
14. The apparatus of claim 13, wherein said list of allowed sequences consists of the list or poker hands .
15. The apparatus of claim 13, wherein said means for turning over and placing said tiles is a touchscreen display.
16. The apparatus of claim 13, wherein said means for turning over and placing said tiles is a navigation key to scroll through a menu of commands.
17. The apparatus of claim 13, capable of transmitting game data over the network.
18. The apparatus of claim 13, further comprising a coin or a token receiving mechanism.
19. The apparatus of claim 17, further comprising a coin or a token dispensing mechanism.
20. The apparatus of claim 13, further comprising a magnetic card reader.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US90626007P | 2007-03-12 | 2007-03-12 | |
US60/906,260 | 2007-03-12 |
Publications (2)
Publication Number | Publication Date |
---|---|
WO2008111984A2 true WO2008111984A2 (en) | 2008-09-18 |
WO2008111984A3 WO2008111984A3 (en) | 2008-11-27 |
Family
ID=39760252
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2007/065780 WO2008111984A2 (en) | 2007-03-12 | 2007-04-02 | Symbol arrangement board game using playing card symbols |
Country Status (1)
Country | Link |
---|---|
WO (1) | WO2008111984A2 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US10086258B2 (en) | 2014-04-18 | 2018-10-02 | Canned Bananas Llc | Systems and methods for allowing players to play poker games using game tiles including multiple playing card symbols |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4306724A (en) * | 1979-08-29 | 1981-12-22 | Stephen R. M. Brzezinski | Board game apparatus |
US4934711A (en) * | 1988-04-29 | 1990-06-19 | Runstein Neil W | Word and category game |
US5586764A (en) * | 1995-03-27 | 1996-12-24 | Katz; Daniel B. | Card game set having block shaped tiles |
-
2007
- 2007-04-02 WO PCT/US2007/065780 patent/WO2008111984A2/en active Application Filing
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US10086258B2 (en) | 2014-04-18 | 2018-10-02 | Canned Bananas Llc | Systems and methods for allowing players to play poker games using game tiles including multiple playing card symbols |
Also Published As
Publication number | Publication date |
---|---|
WO2008111984A3 (en) | 2008-11-27 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7338362B1 (en) | Card game | |
US6547247B2 (en) | Playing cards and method for playing card games therewith | |
US6065752A (en) | Method of playing a wagering board card game with a progressive jackpot | |
US6454266B1 (en) | Bet withdrawal casino game with wild symbol | |
US7614624B2 (en) | Wild Viking roulette | |
US7104542B2 (en) | Pull-tab skill tournament poker | |
US6773012B1 (en) | Card game | |
US20030075869A1 (en) | Bet withdrawal casino game with wild symbol | |
US20090295087A1 (en) | One bet card game | |
US20090020951A1 (en) | One bet poker | |
US20150151188A1 (en) | Playing Cards and Method for Playing Card Games Therewith | |
US20080237984A1 (en) | Omaha duel poker | |
US20180200609A1 (en) | Bad beat side bet on house-banked casino card games | |
US20020096829A1 (en) | Game and method of playing | |
US20050212213A1 (en) | Card-craps game with non-standard deck | |
Morehead et al. | Hoyle's rules of games | |
US20060082062A1 (en) | Card game | |
US7510191B1 (en) | River card poker | |
US6550771B1 (en) | Method of playing an object selection game | |
US20090026704A1 (en) | 123 poker | |
US20130062829A1 (en) | Apparatus for Betting-Type Card Game or Simulated Card Game | |
WO2013009963A1 (en) | Card deck and method of playing card games with same | |
US8708793B1 (en) | Modified blackjack game method | |
US20070252333A1 (en) | Beat the dealer 21 card game | |
US20140217672A1 (en) | Pairs card game |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 07759953 Country of ref document: EP Kind code of ref document: A2 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 07759953 Country of ref document: EP Kind code of ref document: A2 |