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    • 1. 发明授权
    • Pyramid game
    • 金字塔游戏
    • US06588755B1
    • 2003-07-08
    • US10091198
    • 2002-03-05
    • Arvind Nigale
    • Arvind Nigale
    • A63F300
    • A63F3/00176A63F3/00154A63F2003/00179A63F2003/00416A63F2003/00716A63F2003/00804A63F2003/00807A63F2003/00883
    • The present invention is a game. The game board used is shaped like a triangle. The board has three sides with at least four primary interlocking base pieces and three secondary interlocking angle pieces connecting the sides, creating a triangular board. The game also uses a plurality of tetrahedra, where four tetrahedron pieces form a pyramid with square base. Each tetrahedron piece has a centralized hole on its face that is showing when a pyramid is formed. The game also includes symbols that can be fixedly attached and removed from the faces of the tetrahedron pieces. At the vertex of the triangular board is a primary base piece which holds one player's chosen combination to be guessed by the other player. The other player tries to guess the combination of symbols, colors, and directions that the player has chosen and hidden behind a shield.
    • 本发明是游戏。 使用的游戏板形状像三角形。 该板具有三个侧面,其中至少有四个主要互锁基件和三个连接两侧的辅助互锁角件,形成三角形板。 该游戏还使用多个四面体,其中四个四面体片形成具有方形基底的金字塔。 每个四面体件在其表面上具有集中的孔,当形成金字塔时显示。 游戏还包括可以从四面体片的表面固定地附接和移除的符号。 在三角形板的顶点是主要的基本部分,其保持一个玩家选择的组合以被另一个玩家猜到。 另一个玩家试图猜测玩家选择并隐藏在盾牌后面的符号,颜色和方向的组合。
    • 4. 发明授权
    • Board game and method of playing thereof
    • 棋盘游戏及其玩法
    • US07568699B2
    • 2009-08-04
    • US10821754
    • 2004-04-09
    • John Edward O'Neill
    • John Edward O'Neill
    • A63F3/00
    • A63F3/02A63F9/04A63F2003/00725A63F2003/00804
    • A game board is divided into squares, and is partitioned into an inner play area and an outer play area that surrounds the inner play area. The outer play area acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area. The inner play area preferably comprises a 6×6 array of squares, and the outer play area includes a perimeter of squares which surround the inner play area. A position of a game piece traversing the outer play area determines functionality of certain game pieces positioned within the inner play area. Functionality of these game pieces in the inner play area are in a constant state of change relative to the changes of position of the game piece in the outer play area.
    • 游戏板被划分为正方形,并且被划分为内部游戏区域和围绕内部游戏区域的外部游戏区域。 外部游戏区域用作游戏引擎,因为它控制内部游戏区域内的一个或多个游戏棋子的功能。 内部播放区域优选地包括6×6的正方形阵列,并且外部播放区域包括围绕内部游戏区域的正方形周长。 穿过外部游戏区域的游戏者的位置确定位于内部游戏区域内的某些游戏件的功能。 内游戏区域中的这些游戏装置的功能性相对于外场游戏区域中的游戏者的位置的变化处于恒定的变化状态。
    • 5. 发明授权
    • Pyramid puzzle system
    • 金字塔拼图系统
    • US06637745B1
    • 2003-10-28
    • US10051687
    • 2002-01-22
    • Gevorg Vardanyan
    • Gevorg Vardanyan
    • A63F912
    • A63F9/12A63F9/1204A63F9/1288A63F2003/00798A63F2003/00804A63F2009/1292A63H33/042
    • A system of pyramid puzzles provides sets of puzzle-pieces formed as identical spheres tangentially attached together in one or more row(s) on a square grid pattern, configured to provide interesting challenges with surprising solutions in assembling pyramids The puzzle system includes two families of sets of matched pairs of puzzle pieces for assembling pyramids of two corresponding equilateral shapes: triangle-based and square-based. For the triangular-based pyramid, puzzle-pieces are configured from single or plural attached rows of spheres forming rectangular outlines that each form an inclined layer in the pyramid. For the square-based pyramid, puzzle-pieces are configured in generally L-shaped orthogonal forms in matched pairs that each combine to form a horizontal layer in the pyramid. The sets can range from relatively simple with as few as four puzzle-pieces to larger sets of any desired size, increasing in progressive steps, in accordance with the teachings of the invention.
    • 金字塔拼图系统提供了一组拼图,形成为在方格网格图案中的一个或多个行中切向连接在一起的相同球体,配置为在组合金字塔中提供令人惊奇的解决方案提供有趣的挑战拼图系统包括两个系列 用于组装两个对应的等边形状的金字塔的匹配拼图块对:三角形和基于平方的。 对于三角形金字塔,拼图由单个或多个连续的球形排构成,形成矩形轮廓,每个轮廓在角锥体中形成倾斜层。 对于方形金字塔,拼图通常以匹配对中的大致L形正交形式配置,每个组合形成金字塔中的水平层。 根据本发明的教导,这些组合可以从相对简单的范围变化到少至四个益智块到任何所需尺寸的较大组合,并且逐渐增加。
    • 6. 发明授权
    • Method for playing a three dimensional board game
    • 玩三维棋盘游戏的方法
    • US5660388A
    • 1997-08-26
    • US502194
    • 1995-07-13
    • Arnold Benn
    • Arnold Benn
    • A63F3/02A63F3/00
    • A63F3/00214A63F2003/00403A63F2003/00804
    • A board game comprises a board and a set of movable pieces for each of two players. The board is marked into a matrix of spaces forming a plurality of concentric perimeters, the innermost perimeter surrounding a single central space. Each perimeter comprises a separate level, the outermost perimeter being the lowermost level, and the central space forming the uppermost level. Each level has selected "jumping" spaces. A player may move a piece may only to an adjacent space on the same level, except when (1) the piece is on a jumping space, or (2) another piece is on an adjacent space on the same level, or (3) another piece is on adjacent space on the next higher level. When a piece is on a jumping space, it may jump to the immediately adjacent space on the next higher level. When another piece is on an adjacent space on the same level, the piece to be moved may jump over that piece to the next space on the same level. When another piece is on an adjacent space on the next higher level, the moving piece may jump over that piece to the next space one level above it. If the jumped-over piece is that of the opposing player, it may be moved to any unoccupied space on the lowest level. When a piece reaches the central space, it is removed from play. The first player to remove all of his or her pieces from play wins.
    • 棋盘游戏包括两个玩家中的每一个的棋盘和一组动作片。 板被标记成形成多个同心圆周的空间矩阵,最内围的周边围绕单个中心空间。 每个周边包括单独的水平面,最外周边是最低水平面,中心空间形成最高水平面。 每个级别都选择了“跳跃”空间。 或者(2)另一件在相同级别的相邻空间上,或者(3)在同一级别的相邻空间上, 另一部分在下一个较高的相邻空间上。 当一块在跳跃的空间中时,它可能会跳到下一个更高级别的紧邻的空间。 当另一件在同一水平的相邻空间上时,待移动的件可以跳过该件到同一级别的下一个空间。 当另一件在下一个较高级别的相邻空间上时,移动件可能会跳过该件,到其上方一级的下一个空间。 如果跳过的部分是对方的球员,则可能会移动到最低级别的任何未占用空间。 当一块到达中央空间时,它从播放中移除。 第一个把他或她的所有作品从玩中夺走的玩家。
    • 7. 发明申请
    • Board Game and Method of Using
    • 棋盘游戏和使用方法
    • US20150145207A1
    • 2015-05-28
    • US14090800
    • 2013-11-26
    • Paul Ali
    • Paul Ali
    • A63F3/02
    • A63F3/02A63F1/04A63F2001/0416A63F2003/007A63F2003/00804A63F2003/0082
    • A novel board game is provided that allows individuals to play a game that has simple rules, is resolved quickly, and is still enjoyable. The present board game comprises two sets of opposing game pieces, a checkerboard, and a unique deck of forty-seven cards. The players take opposing turns drawing a card and then moving one of their game pieces in one of the cardinal directions a number of squares equal to the number drawn. Players may also draw a “jump” card, which allows that player to vault one of their pieces over an opposing piece. Players get one point for reaching their opponent's back row and another point for completely surrounding one of their opponent's game pieces, thereby removing that piece from the board. The game is over when one player totals five points.
    • 提供了一种新颖的棋盘游戏,允许个人玩简单规则的游戏,快速解决,并且仍然令人愉快。 目前的棋盘游戏包括两套相对的游戏片,棋盘,以及独一无二的四十七张牌。 玩家采取相反的方式绘制卡片,然后在其中一个主要方向上移动其中一个棋子,其数量等于所绘制的数字。 玩家也可以画一个“跳”卡,这样就可以让玩家将其中一块放在相对的一块上。 玩家得到一分,以达到他们的对手的后排,另一个点,完全围绕他们的一个对手的游戏件,从而从板上删除那块。 游戏结束时,一个玩家总共五点。
    • 9. 发明申请
    • Board game and method of playing thereof
    • 棋盘游戏及其玩法
    • US20040201171A1
    • 2004-10-14
    • US10821754
    • 2004-04-09
    • John Edward O'Neill
    • A63F003/00
    • A63F3/02A63F9/04A63F2003/00725A63F2003/00804
    • A game board is divided into squares, and is partitioned into an inner play area and an outer play area that surrounds the inner play area. The outer play area acts as a game engine in that it controls the functionality of one or more game pieces within the inner play area. The inner play area preferably comprises a 6null6 array of squares, and the outer play area includes a perimeter of squares which surround the inner play area. A position of a game piece traversing the outer play area determines functionality of certain game pieces positioned within the inner play area. Functionality of these game pieces in the inner play area are in a constant state of change relative to the changes of position of the game piece in the outer play area.
    • 游戏板被划分为正方形,并且被划分为内部游戏区域和围绕内部游戏区域的外部游戏区域。 外部游戏区域用作游戏引擎,因为它控制内部游戏区域内的一个或多个游戏棋子的功能。 内部播放区域优选地包括6×6的正方形阵列,并且外部播放区域包括围绕内部游戏区域的正方形周长。 穿过外部游戏区域的游戏者的位置确定位于内部游戏区域内的某些游戏件的功能。 内游戏区域中的这些游戏装置的功能性相对于外场游戏区域中的游戏者的位置的变化处于恒定的变化状态。
    • 10. 发明授权
    • Method of manipulating and interpreting playing pieces
    • 操纵和解释玩具的方法
    • US4936585A
    • 1990-06-26
    • US428496
    • 1989-10-27
    • Andrew J. LooneyJohn W. Cooper
    • Andrew J. LooneyJohn W. Cooper
    • A63F3/00A63F3/02
    • A63F3/00697A63F3/00529A63F2003/00804
    • A strategy game utilizing two forms of a playing piece, one indicating direction and representing attack, the other indicating position and representing defense. Each player has a plurality of playing pieces. The game begins with all pieces held in storage During the game, playing pieces are put into play and either take up defensive positions or attack defensive pieces already in place. The game ends when all pieces have been played. Participants may make plays at any time they choose. The object of the game is to protect one's defensive pieces while attacking the defensive pieces of one's opponents. The winner is determined through a method of interpreting the success of attacks by examining placement of pieces relative to each other.
    • 使用两种形式的游戏,一种指示方向和表示攻击的策略游戏,另一种指示位置和表示防御。 每个玩家都有多个播放片。 比赛开始时,所有的棋子都保存在游戏中,游戏中玩的棋子将被放下,或者采取防守位置或攻击已经到位的防守。 游戏结束时,所有片段都被播放。 参赛者可以随时选择玩。 游戏的对象是保护自己的防守,同时攻击对手的防守。 获胜者是通过一种通过检查片段相对于彼此的放置来解释攻击成功的方法来确定的。