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    • 4. 发明申请
    • BOARD GAME
    • 板游戏
    • WO2007000650A1
    • 2007-01-04
    • PCT/IB2006/001752
    • 2006-06-27
    • ROSSOUW, Daniel, Rocco
    • ROSSOUW, Daniel, Rocco
    • A63F3/00
    • A63F3/00072A63F3/00006A63F3/00088A63F2003/00018A63F2003/00025
    • A board game is disclosed comprising a playing board 10 comprising an outer ring route (14) comprising a plurality of discrete landing zones that are arranged next to each other so as to define a continuous path and a plurality of animal capture routes (16, 18, 20, 22 and 24) that extend inwardly from the outer ring route (14) for allowing a player to acquire an animal associated with the capture route (16, 18, 20, 22 and 24), each capture route (16, 18, 20, 22 and 24) also comprising a plurality of discrete landing zones that are arranged next to each other so as to define a continuous path, with at least one of the landing zones of each of the capture routes (16, 18, 20, 22 and 24) being pre-designated as an animal acquisition zone (58).
    • 公开了一种棋盘游戏,其包括游戏板10,游戏板10包括外环路线(14),其包括彼此相邻布置的多个离散着陆区域,以便限定连续路径和多个动物捕获路线(16,18 ,20,22和24),其从所述外环路线(14)向内延伸,以允许玩家获取与所述捕获路线(16,18,20,22和24)相关联的动物,每个捕获路线(16,18 ,20,22和24),其还包括彼此相邻布置的多个离散着陆区域,以便限定连续路径,每个捕获路线(16,18,20)的至少一个着陆区域 ,22和24)被预先指定为动物采集区(58)。
    • 5. 发明授权
    • Learning system and method and trivia game implementing same
    • 学习系统和方法和琐事游戏实现相同
    • US07543819B2
    • 2009-06-09
    • US11642259
    • 2006-12-20
    • Geoffrey Cox
    • Geoffrey Cox
    • A63F1/00
    • A63F1/00A63F9/18A63F2003/00025
    • The present invention provides a progressive fact or trivia game. In one embodiment, the present invention is implemented as a series of cards, each having a unique multiple choice question as well as a unique number or other identifying indicia placed conspicuously thereon. After each possible answer to the question, another number or identifying indicia appears referencing a separate card in the series. When a player answers a question from a given card, the number or other indicia placed beside the player's answer indicates the next card to which the player should proceed. The next card holds the next question for the player to answer. The present invention can be implemented through physical cards or electronically over a network, for example.
    • 本发明提供了渐进的事实或琐事游戏。 在一个实施例中,本发明被实现为一系列卡,每个卡具有唯一的多项选择问题以及明显放置在其上的唯一号码或其他识别标记。 在问题的每个可能的答案之后,出现另一个数字或识别标记,引用该系列中的单独的卡。 当玩家从给定的卡片中回答问题时,放置在玩家答案旁边的数字或其他标记表示玩家应该继续进行的下一张牌。 下一张卡持有玩家回答的下一个问题。 例如,本发明可以通过物理卡或通过网络电子地实现。
    • 6. 发明申请
    • Learning system and method and trivia game implementing same
    • 学习系统和方法和琐事游戏实现相同
    • US20070158909A1
    • 2007-07-12
    • US11642259
    • 2006-12-20
    • Geoffrey Cox
    • Geoffrey Cox
    • A63F1/00A63F9/18
    • A63F1/00A63F9/18A63F2003/00025
    • The present invention provides a progressive fact or trivia game. In one embodiment, the present invention is implemented as a series of cards, each having a unique multiple choice question as well as a unique number or other identifying indicia placed conspicuously thereon. After each possible answer to the question, another number or identifying indicia appears referencing a separate card in the series. When a player answers a question from a given card, the number or other indicia placed beside the player's answer indicates the next card to which the player should proceed. The next card holds the next question for the player to answer. The present invention can be implemented through physical cards or electronically over a network, for example.
    • 本发明提供了渐进的事实或琐事游戏。 在一个实施例中,本发明被实现为一系列卡,每个卡具有唯一的多项选择问题以及明显放置在其上的唯一号码或其他识别标记。 在问题的每个可能的答案之后,出现另一个数字或识别标记,引用该系列中的单独的卡。 当玩家从给定的卡片中回答问题时,放置在玩家答案旁边的数字或其他标记表示玩家应该继续进行的下一张牌。 下一张卡持有玩家回答的下一个问题。 例如,本发明可以通过物理卡或通过网络电子地实现。
    • 7. 发明授权
    • Rhyming word game
    • 韵文游戏
    • US6019372A
    • 2000-02-01
    • US28827
    • 1998-02-24
    • Richard Frank PolaskiMichael William NieldLinda Tobias PolaskiRobin Maura Nield
    • Richard Frank PolaskiMichael William NieldLinda Tobias PolaskiRobin Maura Nield
    • A63F1/10A63F3/00A63F3/04
    • A63F3/0423A63F1/10A63F2003/00025A63F2250/1084
    • A rhyming word game including a game board having a plurality of advancement zones which contain a plurality of advancement positions defining a movement path. At the base of each advancement zone is a start position. All advancement zones lead to a mutual finish position in the center of the game board. There are a number of game pieces which are positionable on each of the plurality of advancement positions for movement from the start position to the finish position. There are a number of playing cards which have a plurality of clues and a corresponding number of rhyming answers. The answers are definitions, interpretations, or associations of the clues. There also exists a timing apparatus used to limit the amount of time players have to respond with the correct rhyming answers to the given clues from the playing cards. The time varies according to the position of a player's game piece on the game board. When players respond with the correct rhyming answers within the allotted time, they advance one position toward the finish position. The first player to advance to the finish position wins the game.
    • 一种押韵词游戏,包括具有多个前进区的游戏板,该游戏板包含多个定义移动路径的前进位置。 在每个升级区的基地是开始位置。 所有进阶区域都会在游戏中心的相互完成位置。 存在可以从多个前进位置中的每一个上定位用于从起始位置移动到完成位置的多个游戏件。 有许多扑克牌具有多个线索和相应数量的韵律答案。 答案是线索的定义,解释或关联。 还存在一个计时装置,用于限制玩家必须用扑克牌给出的线索的正确韵律答案来响应的时间量。 时间根据玩家在游戏板上游戏的位置而变化。 当玩家在规定的时间内回答正确的韵律回答时,他们会向完成位置前进一个位置。 第一个进入完成位置的玩家赢得了比赛。
    • 8. 发明授权
    • Three talent boardgame
    • 三人才板游戏
    • US5607160A
    • 1997-03-04
    • US585115
    • 1996-01-11
    • Arthur J. StevensLinda T. Stevens
    • Arthur J. StevensLinda T. Stevens
    • A63F3/00
    • A63F3/001A63F2003/00025A63F2250/1068
    • The present invention is directed toward an educational and entertaining game that challenges the players knowledge, artistic and theatrical talents. The game is played by rolling a die and moving a game piece the appropriate number of spaces. The object of the game is to move completely around the pathway on the gameboard before the opposing teams. The pathway contains letters designating which category of play the team must perform. The three categories are Q-Question, D-Draw, and A-Act. Playing cards are included which contain the various questions, draw and act words to perform. Answers to the questions, as well as the reference to where in the Bible one can find the answer, are provided on the playing cards. Additionally, the gameboard has some spaces designated as open-play spaces in which the opposing teams may attempt to correctly solve the category first in order to discontinue the playing teams turn and advance around the playingboard. A team's play continues until they are unsuccessful at correctly answering the category within the allotted time or until they have successfully answered three consecutive categories. The pathway of spaces are three intersecting arcs that, when followed, return to the original Alpha/Omega space. The three categories of the game are presented to invoke all the players' talents and provide competitiveness between persons with different talents, while incorporating learning, fun and interaction.
    • 本发明涉及一种教育和娱乐游戏,挑战玩家的知识,艺术和戏剧人才。 游戏是通过滚动一个模具和移动一个游戏件的适当数量的空格。 游戏的对象是在对手的队伍之前,在游戏板上的路径上完全移动。 该路径包含指定团队必须执行哪个类别的字母的字母。 这三个类别是Q-Question,D-Draw和A-Act。 包括纸牌,其中包含各种问题,绘制和行为要执行的单词。 有关问题的答案,以及参考圣经中可以找到答案的地方,都是在扑克牌上提供的。 此外,游戏板具有指定为开放空间的一些空间,其中对方的队伍可能尝试首先正确地解决该类别,以便中止游戏队伍转向和推进扑克牌。 球队的比赛继续进行,直到他们在分配时间内正确回答分类失败或直到成功回答连续三个类别为止。 空间的路径是三个相交的弧线,当跟随时,它们返回到原始的Alpha / Omega空间。 提供三类游戏,以引用所有玩家的才能,并提供具有不同人才的人之间的竞争力,同时结合学习,乐趣和互动。
    • 9. 发明授权
    • Educational board game apparatus and method of using same
    • 教育板游戏机及其使用方法
    • US4940239A
    • 1990-07-10
    • US272111
    • 1988-11-16
    • John O. Tuttle
    • John O. Tuttle
    • A63F3/00A63F3/04A63F9/18
    • A63F3/04A63F2003/00025A63F3/00006A63F9/18
    • The game apparatus includes a plurality of player position marking pieces, a game board having a playing area with an endless path arranged to divide symmetrically the playing area into smaller areas for receiving individual decks of question and answer playing cards. The path is divided into interconnecting subdivisions and includes category and bonus indicia on the subdivisions. Each one of the playing cards contains a quotation or a definition with a missing word on one side, and the correct missing word to complete the quotation or definition on the reverse side of the card. The playing cards are divided into subject matter categories that are distinguishable from one another and are placed according to categories into the smaller areas on the playing board. The position marking pieces are initially placed on the game board on any subdivision bearing a bonus indicia, and thereafter are moved manually traveling along the path in any desired direction where only the number of subdivisions is determined by a move determining device and the player successfully completes a selected quotation or definition by identifying a missing word.
    • 游戏装置包括多个玩家位置标记片,游戏板具有游戏区域,该游戏区域具有设置成将游戏区域对称地分成较小区域的无尽路径,用于接收单个问答扑克牌。 该路径分为互连子区,并在子区域中包括类别和奖励标记。 每一张扑克牌都包含一个报价单或一边缺少单词的定义,以及正确的缺失单词以完成卡背面的报价或定义。 扑克牌被划分成彼此区分的主题类别,并且根据类别被放置在玩板上的较小区域中。 位置标记件最初放置在具有奖励标记的任何细分上的游戏板上,然后在任何所需方向上沿着路径手动地移动,其中只有移动确定装置确定了细分数,并且玩家成功完成 通过识别缺失的单词来选择报价或定义。