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    • 2. 发明申请
    • Games with movable surfaces and methods for playing the same
    • 具有活动表面的游戏和玩游戏的方法
    • US20070029727A1
    • 2007-02-08
    • US11443616
    • 2006-05-30
    • Nick Berry
    • Nick Berry
    • A63F3/00A63F3/02
    • A63F3/00176A63F2003/00328A63F2003/0034A63F2003/0035
    • A board game apparatus may include one or more superimposed surfaces that are configured to be selectively movable relative to each other to form a changeable pathway. Separate upper and lower board elements may each include pathway indicia on a surface, one being selectively movable among a plurality of predetermined positions relative to the other. In each position, the visible pathway indicia of both surfaces may align to define one or more continuous pathways, and one or more of the continuous pathways are changeable by moving the movable surface from one predetermined relative position to another. Methods for game play may include placing a player mover on a pathway, changing one or more pathways by moving the selectively movable surface from one position to another, and moving the player mover from one board element to the other board element along the continuous pathway.
    • 板游戏装置可以包括一个或多个叠加表面,其被配置为相对于彼此可选择性地移动以形成可变路径。 单独的上部和下部板元件可以各自包括表面上的通路标记,一个在相对于另一个的多个预定位置之间可选择性地移动。 在每个位置,两个表面的可见路径标记可以对准以限定一个或多个连续路径,并且通过将可移动表面从一个预定的相对位置移动到另一个,一个或多个连续路径是可变的。 用于游戏的方法可以包括将玩家移动者放置在路径上,通过将选择性地移动的表面从一个位置移动到另一个位置来改变一个或多个路径,以及沿着连续路径将玩家移动者从一个棋盘元件移动到另一个棋盘元素。
    • 3. 发明申请
    • Interactive board game
    • 互动棋盘游戏
    • US20060138725A1
    • 2006-06-29
    • US11362906
    • 2006-02-28
    • Svetlana Zhitomirskaya
    • Svetlana Zhitomirskaya
    • A63F3/00
    • A63F3/00694A63F2003/0034A63F2003/00432A63F2007/4068A63F2011/0081
    • A pattern made from a magnetizable material (1) is placed below a board. A playing piece (6) contains a magnet (4), which interacts with the magnetic material (1). If placed on special fields on the board, the playing piece slides away and stops (7) near the centre of another field on the board. The special fields are predetermined by the hidden magnetic pattern. The movement of the playing piece along the surface of the board of the board game comes as a surprise until the player memorizes all possible configurations of special fields for a fixed magnetic pattern. The pattern made from the magnetizable material can be varied before the beginning of each game. The disruption of the game caused by the movement of the playing piece to another field of the board of the board game introduces an extra degree of chance to the game of skill.
    • 由可磁化材料(1)制成的图案放置在板下方。 玩具(6)包含与磁性材料(1)相互作用的磁体(4)。 如果放在电路板上的特殊字段上,则播放器将滑出并停止(7)靠近电路板另一个字段的中心。 特殊领域由隐藏的磁性图案预先确定。 游戏棋盘沿着板游戏板的表面的运动是惊奇的,直到玩家记住固定磁图案的特殊场地的所有可能的配置。 从可磁化材料制成的图案可以在每场比赛开始之前变化。 由棋盘游戏引起的游戏中断造成的棋盘游戏的机会增加了一定程度。
    • 4. 发明授权
    • Game board apparatus having removable playing piece movement areas
    • 具有可移动播放片移动区域的游戏板装置
    • US4341386A
    • 1982-07-27
    • US169201
    • 1980-07-15
    • Jacob J. Kleva
    • Jacob J. Kleva
    • A63F3/00A63F3/04
    • A63F3/00A63F3/0415A63F3/0423A63F2003/0034A63F2003/00359
    • Disclosed is a game apparatus comprising a game board having a playing surface containing playing piece movement areas. At least some of the playing piece movement areas are in areas defined by channels into which are fit respective game pieces, each containing an upwardly directed face having an indicium thereon. The indicium for each of the game pieces can be letters of the alphabet, arithmetic numerals or other information, which can be formed into a plurality of indicia patterns, such as words, mathematical problems or an information sequence which can be assigned a player for him to traverse by movement of his playing piece among the playing piece movement areas. The playing piece movement areas on each game board section are grouped together by additional indicium provided on the game board sections to define groups of playing piece movement areas, a playing piece being required to traverse each of the movement areas in a group before proceeding to another group, thus establishing tortuous paths for playing pieces as they move on the playing surface through assigned indicia patterns. The game board can be formed as a plurality of game board sections which are removably engageable either with each other or with an optional crosspiece to permit reorientation of a portion of the game board before or during the play of a game.
    • 公开了一种游戏装置,包括具有包含游戏片移动区域的游戏面的游戏板。 运动区域中的至少一些运动区域在通道中限定的区域中,每个游戏区域各自包含向上指向的面上具有标记的游戏件。 每个游戏件的标记可以是字母表,算术数字或其他信息的字母,其可以形成多个标记图案,例如单词,数学问题或可以为他分配玩家的信息序列 通过运动中的运动穿过运动区域。 每个游戏板部分上的游戏片移动区域通过设置在游戏板部分上的附加标记分组在一起,以限定游戏块移动区域的组,在进行另一个游戏之前,需要一个播放块来遍历一组中的每个移动区域 组合,从而建立曲折的路径,用于通过分配的标记模式在播放表面上移动。 游戏板可以形成为可以彼此可拆卸地彼此接合或可选的横档的多个游戏板部分,以允许在玩游戏之前或游戏期间重新定向游戏板的一部分。
    • 7. 发明授权
    • Removable player station and locking mechanism for electronic games
    • 电动游戏机可移动播放台和锁定机构
    • US08277326B2
    • 2012-10-02
    • US12353263
    • 2009-01-14
    • Tyler V. KuhnDonald L. Evans
    • Tyler V. KuhnDonald L. Evans
    • A63F9/24A63F13/00G06F17/00G06F19/00A63B67/00A63B69/02
    • A63F1/06A63F1/067A63F3/00643A63F2003/0034A63F2003/00359A63F2009/241A63F2009/2438
    • A removable player station and locking mechanism. In one implementation, a removable player station allows quick and secure replacement, swapping, and upgrade of a modular player station component for electronic games. In one context, an electronic game table may employ multiple of the removable player stations, each secured with a locking mechanism and a common or a unique lock. In one implementation of a latching mechanism, a pivotable cradle attaches to the electronic game or game table and seats the removable player station through a pivoting motion that also brings the cradle into a locking position. When the pivotable cradle is opened from the locking position, the cradle lifts the removable player station from the game or tabletop for easy manual removal. The accessible part of the locking mechanism may be located under an electronic game tabletop away from view of the players.
    • 一个可拆卸播放台和锁定机构。 在一个实现中,可移动播放器站允许用于电子游戏的模块化播放器站组件的快速和安全的替换,交换和升级。 在一个上下文中,电子游戏桌可以使用多个可移动播放器站,每个可移动播放器站用锁定机构和公共或唯一的锁固定。 在锁定机构的一个实施方式中,可枢转摇篮附接到电子游戏桌或游戏台,并且通过枢转运动来安置可移动播放器台,该枢转运动也使托架进入锁定位置。 当可枢转支架从锁定位置打开时,托架将可移动播放器台从游戏或桌面提起,以便于手动移除。 锁定机构的可接近部分可以位于远离玩家观看的电子游戏桌面下方。
    • 8. 发明授权
    • Progressing pattern memory game and its associated method of play
    • 进步模式记忆游戏及其相关的玩法
    • US06601850B1
    • 2003-08-05
    • US09978289
    • 2001-10-17
    • Brad Ross
    • Brad Ross
    • A63F908
    • A63F3/00643A63F2003/00287A63F2003/0034A63F2003/00416A63F2003/00523A63F2003/00646A63F2003/00955A63F2009/2402A63F2009/2451A63F2011/0083
    • A game and its associated method of play. The game contains a plurality of object areas in which game objects may be placed. Game objects are randomly added to, or removed from, the object areas one by one. Before the addition or removal of each new object, the player is made to visualize a neutral field of play that is either completely filled with game objects or devoid of game objects. As such, each time a player views the object areas, an additional game object has been added or removed, but the player does not know which object has just been added. Using memories of the object areas when last viewed, a player tries to identify which of the game objects present is the game object that was just added or removed. If the player selects correctly, the cycle is repeated and another game object is randomly added or removed. If the player selects the wrong game object, the game ends.
    • 游戏及其相关的玩法。 游戏包含可放置游戏对象的多个对象区域。 游戏对象随机地逐个添加到对象区域或从对象区域中移除。 在添加或删除每个新对象之前,使玩家可视化一个完全填充游戏对象或没有游戏对象的中立场地。 因此,每当玩家观看对象区域时,已经添加或删除了附加的游戏对象,但是玩家不知道刚刚添加了哪个对象。 使用最后一次观看时的对象区域的记忆,玩家尝试识别存在的游戏对象中哪一个是刚被添加或删除的游戏对象。 如果玩家选择正确,则重复循环,并随机添加或删除另一个游戏对象。 如果玩家选择了错误的游戏对象,游戏结束。
    • 10. 发明授权
    • Board game apparatus
    • 棋盘游戏装置
    • US3799547A
    • 1974-03-26
    • US25091872
    • 1972-05-08
    • HILLS R
    • HILLS R
    • A63F3/00A63F3/02
    • A63F3/00075A63F3/02A63F2003/0034A63F2003/00719A63F2003/0075A63F2250/48
    • A playing board is divided up into a number of discrete areas or squares. On each of two opposite sides a fortress area is provided. Each of two players has a set of playing pieces one of which is a standard to be defended in the fortress. Each player has three strongpoints movable about the board and capable of enhancing the strength of the areas of the board which they cover each of said strongpoints consisting of a flat, square member having nine through openings, each of a size to fit over any one of said playing pieces, whereby said member can be placed over any selected group of board areas, irrespective of whether or not there are playing pieces on one or more of said areas. By movement of playing pieces and strongpoints the tactics employed in the besieging and defence of fortresses is simulated.
    • 一个棋盘被分成多个离散的区域或正方形。 在两个相对的两侧,提供一个堡垒区。 两个玩家中的每一个都有一组玩家,其中一个是在堡垒中被捍卫的标准。 每个玩家具有三个可以围绕板移动的强点,并且能够增强板的区域的强度,它们覆盖每个所述强点,这些强点由具有九个穿过开口的扁平的正方形构件组成,每个尺寸适合任何一个 所述玩具,由此所述构件可以放置在任何选定的棋盘组区域上,而不管在所述区域中的一个或多个上是否有玩具。 通过演奏棋子和优点,模拟围困和防御堡垒所采用的策略。