Background of the Invention
The field of games and puzzles have enjoyed increased interest of late with the advent of adult and educational games. Such games not only provide relaxation and entertainment for the players, but also provide mental stimulation and develop reasoning processes as well as other faculties. Certain puzzles requiring physical manipulation are often used by individuals when concerned with a particular problem, and serve to occupy their hands and focus their thought processes. Games which require physical manipulation also help to relieve excess energy and tension produced by stressful situations.
One game of the type requiring physical manipulation provides a cubic structure having a number of squares on each individual face of the cube. The cube has an internal mechanism which allows any bank or set of squares lying in a single plane to be pivoted about a central axis in order to shift the squares of one face to another. Originally, each cube face has a different uniform color which allows for identification of the individual squares. The object of this game is to return all the similar colored squares to a single face after their locations have become disorganized. One such game is marketed under the trademark RUBIK's CUBE, owned by the Ideal Toy Corporation. Heretofore, such games have provided geometric configurations in which each face is distinguished by a different color, these color indicia being permanently connected.
Summary of the Invention
The invention of the present application provides a game which includes markers and a playing unit made up of a number of shiftable facets. Each marker carries a design and are to be attached to the different facets of the playing unit.
In a more specific embodiment, the markers each carry a letter of the alphabet and can be adhesively attached to the playing unit to spell words as desired by the player. After the location of the letters have been shifted on the playing unit, the player must return all the letters to their original position in order to spell out the original words. The letters can be removed and recombined as desired.
In a second embodiment, a playing unit having markers attached to it carrying letters of the alphabet as indicia is used with a random chance means, such as a spinner or die, and a timekeeping means. The chance means is used to determine how much time a player is allowed in which to spell words simultaneously on the faces of the playing unit, with a predetermined number of points awarded for each number of words so spelled. This game provides competition between numerous players as well as providing an individual challenge for each individual player.
In still another embodiment a second playing unti is provided for use with a first playing unit, chance means and timekeeping means. Two teammates each operate one of the playing units as described in the second embodiment above, with the cubes being scored individually, or placed in abutment with each other to provide certain faces having twice the number of letters in a row as contained on a single unit. When placed in abutment the cubes are scored together.
The game of the present invention provides both relaxation and entertainment, and also operates as a tension release by occupying a user's hands. Additionally, the game has educational value in developing spelling, logic and mathematical relationship skills.
If non-uniform letters are used as indicia, the game of the present invention is more difficult than cubic games which make use of uniformly colored squares on each face of the cube. As the particular orientation of each square is unimportant in such a color-coded game and each face is uniform, more than one ultimate solution or configuration is possible. In the game of the present invention which makes use of letters or other indicia, not only can the game be set up so that none of the indicia are interchangeable, but each indicia must be oriented correctly. With such a starting configuration of indicia there is only a single solution to the game.
The game has particular usefulness and applicability in teaching the learning impaired and in medical rehabilitative therapy. Since the letters can be selected and removably attached to the cube as desired, the degree of difficulty of the game can be reduced to allow a progression of the reasoning faculties necessary to solve the game. This can be accomplished by making a number of the faces of the game all contain the same letter, or cause all the facets which lie in a particular row or column of the faces to be identical, reducing the number of facets requiring repositioning, and thus reducing the variables and difficulty of the game. Also, if the game proves to be too difficult in a selected configuration and a player desires to start over, the markers can be removed and set up in a new starting configuration.
Brief Description of the Drawings
FIG. 1 is a side elevational view of a cube with letters attached embodying the present invention;
FIG. 2 is a perspective view of a cube with letters attached of the present invention;
FIG. 3 is a perspective view of the cube of FIG. 2 in operation;
FIG. 4 is a side perspective view of a cube and markers of the present invention.
Detailed Description of the Preferred Embodiment
As shown in FIG. 4, the present invention provides a game which includes a playing unit 1 having a multifaced geometric configuration in which all the faces are uniform in appearance. Numerous stickers or markers 2 are provided, each of which carries some indicia, there being at least as many different indicia as there are faces on the playing unit 1. The markers 2 are removably attached by the player to the playing unit 1, which has a mechanism which allows facets on each face of the unit to be shifted in order to disorganize the markers. The player then is required to return the markers to their original configuration.
In the preferred embodiment, the playing unit 1 has a cubic configuration 10 with six faces 11. Each face 11 includes nine facets 12 which are squares of equal size layed out in three rows and three columns.
The playing unit contains an internal mechanism, which is well known in the art, that maintains the playing unit as a single element, but also allows any row or column of any face to be pivoted around the perimeter of the cube on a line parallel to that row or column of facets 12, shown in FIG. 3. The internal mechanism thereby shifts any given row or column of facets 12 onto a different face of the cube while shifting corresponding rows or columns of facets on other faces, as shown in FIG. 3. The particular location of any given row or column can be shifted to being a corresponding location. One such mechanism is marketed under the trademark "RUBIK'S CUBE" by Ideal Toy Corporation.
Markers 2 are square labels, each of which carries some indicia, preferrably a letter of the alphabet. A large number of letters are provided, preferably with numerous repetitions of each letter of the alphabet. On the face or side of each marker 2 opposite to the side carrying the letter is a pressure sensitive adhesive substance which can be used to repeatedly adhere and remove markers 2 from playing unit 1.
During play, a player selects markers 2 which carry the letters the player desires to use and affixes one of such markers 2 to each of the facets 12 on the playing unit 10. Preferably, the letters are organized on the facets 12 of playing unit 1 to spell out words in each column and row. After the letters have been affixed to provide a starting position, the playing unit 10 is randomly twisted in order to shift the various facets 12 and markers 2 to new positions and thereby disorganize the words spelled by the letters on markers 2. After the playing unit and markers have been sufficiently disorganized, the player attempts to return the markers to their original starting position to spell out the selected words by operating the twisting mechanism within the playing unit 10.
When the game has been completed by returning the letters to their starting position, the playing unit can then be used again, or the markers 2 removed from the playng unit 10 to be set up in a new starting configuration. If a particular player has devoted sufficient time to the game, yet has not yet succeeded in returning the markers to their starting position and other players desire to use the game, the markers can be peeled off or removed from the playing unit 10 and be reaffixed in a desired new starting position.
The degree of difficulty of the game can be reduced by the arrangement of letters on the various faces 11. If all of the letters in a given column or row on corresponding faces are made identical, the number of variables in the game are reduced. Also the difficulty of the game can be reduced by making all of the facets on several faces of the game identical, which also reduces the variables in the game. As more of the different facets are made interchangeable, the difficulty of the game is reduced.
The ability to vary the difficulty of the game is one attribute which makes the game desirable for medical therapy and other teaching situations. Two letter words can be employed on the faces of the playing unit and one row and column left uniform, with the uniform rows and columns being located in corresponding positions on the faces. This allows for a number of markers to be interchangeable. The difficulty can be even further reduced by placing only one or two non-uniform indicia on each face, and further reducing the variables involved with the game.
In a second embodiment a game is provided which can be played by multiple players. A playing unit 1 has markers 2 attached to it, the markers carrying letters of the alphabet as indicia, with the letters having a starting configuration spelling out words. A random chance means, such as a spinner or die (not shown), is operated by a player to determine the amount of time he is allotted to spell out as many words as possible on the faces of the cube simultaneously. Each of the six numbers on the chance means, if a die is used, is assigned a predetermined amount of time. For example, a roll of 1 is assigned a time of forty-five seconds. The timekeeping means (not shown), such as a watch with a second hand, is used to time the player as he attempts to spell words with the letters on the playing unit. At the end of the player's allotted time a predetermined number of points are awarded the player according to the total number of words spelled out by the final configuration of the playing unit, with a greater number of points awarded for a larger number of words. Penalty points can be deducted for a word that was produced during the course of a player's turn but do not appear on the playing unit at the end of the turn of that player. Bonus points can be awarded for multiple words on a single face or for completion of all the words on one face.
The next player then operates the chance means and proceeds with his turn. This game therefore, provides competition between multiple players as well as providing entertainment for an individual player.
In still another embodiment two playing units are used, with the players being grouped into teams of two players each. The game is played according to the second embodiment described above, with the exception that both members of a team each operate one of the two playing units simultaneously. At the end of the allotted time period points can be awarded for each individual playing unit, or the two playing units can be placed in abutment with each other to provide some rows with 6 indicia contained therein. Points are then awarded the two playing units in combination.
It is to be understood that the above description and drawings are of the preferred embodiment and various changes or modifications can be made without departing from the spirit of the invention embodied therein, such as the use of indicia different from letters of the alphabet on the removable markers, or the use of a playing unit having a different geometric configuration. Therefore, it will be understood that the embodiments shown in the drawings and above description are not intended to limit the scope of the invention defined by the claims which follow.