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Patent Searching and Data


Title:
APPARATUS FOR PLAYING A GAME
Document Type and Number:
WIPO Patent Application WO/1999/058212
Kind Code:
A1
Abstract:
Apparatus for playing a game is disclosed which comprises a support (10), a plurality of cube-shaped game playing members (50) rotatable on and removable from the support (10), each game playing member (50) having a plurality of character bearing surfaces (60, 62, 64, 66) on which letters or numbers may be formed, depending on the game to be played.

Inventors:
ONG WOOI MING (SG)
Application Number:
PCT/SG1998/000036
Publication Date:
November 18, 1999
Filing Date:
May 14, 1998
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
ONG WOOI MING (SG)
International Classes:
A63F9/08; A63F3/04; A63F9/00; A63F9/04; (IPC1-7): A63F9/08
Foreign References:
EP0113705A11984-07-18
US4651992A1987-03-24
GB2225248A1990-05-30
DE8136431U11982-07-08
DE8112934U11981-12-03
Attorney, Agent or Firm:
Greene-kelly, James Patrick (Tanjong Pagar P.O. Box 636, Singapore 6, SG)
Download PDF:
Claims:
CLAIMS
1. Apparatus for playing a game comprising a support, a plurality of game playing members rotatable on and removable from the support, each game playing member having a plurality of character bearing surfaces.
2. Apparatus as claimed in Claim 1 wherein the support comprises an elongate cylindrical member for receiving the game playing members.
3. Apparatus as claimed in Claim 2 wherein the support further comprises stops at each end of the member.
4. Apparatus as claimed in Claim 3 wherein one said stop is detachable from the member.
5. Apparatus as claimed in any one of the preceding Claims wherein the game playing members are each substantially in the form of a cube.
6. Apparatus as claimed in Claim 5 wherein each cube has a cylindrical bore provided between two opposed sides and the four remaining sides form said character bearing surfaces.
7. Apparatus as claimed in any one of the preceding claims wherein each game playing member has a different combination of characters to the others.
8. Apparatus as claimed in any one of the preceding Claims wherein the character bearing surfaces of different game playing members are alignable when the game playing members are disposed on the support.
9. Apparatus as claimed in any one of the preceding Claims wherein the character bearing surfaces are each provided with a letter.
10. Apparatus as claimed in Claim 9 wherein each cube includes a representation of a vowel on one said character bearing face.
11. Apparatus as claimed in Claim 10 wherein the vowel representation is selected from: a, e, i, o, u or an indication that any letter may be represented.
12. Apparatus as claimed in any one of Claims 1 to 8 wherein the character bearing faces are each provided with a number.
13. Apparatus as claimed in Claim 12 further comprising a die, each face of the die bearing an arithmetical operator.
14. Apparatus as claimed in any one of Claims 9 to 11 wherein the game playing members number twenty five.
15. Apparatus as claimed in Claim 14 wherein each game playing member has four character bearing surfaces and the letters are distributed on the game playing members in accordance with Table 2. of the accompanying description.
16. Apparatus as claimed in Claim 15 wherein the letters on each game playing member are in accordance with Table 1. of the accompanying description.
17. Apparatus as claimed in Claim 12 or Claim 13 wherein the number of game playing members is fifteen.
18. Apparatus as claimed in Claim 17 wherein each game playing member has four character bearing surfaces and the numbers are distributed on the game playing members in accordance with Table 4. of the accompanying description.
19. Apparatus as claimed in Claim 18 wherein the numbers on each game playing member are in accordance with Table 3. of the accompanying description.
Description:
APPARATUS FOR PLAYING A GAME FIELD OF THE INVENTION This invention relates to apparatus for playing a game and games played with such apparatus.

SUMMARY OF THE INVENTION According to the invention, there is provided apparatus for playing a game comprising a support, a plurality of game playing members rotatable on and removable from the support, each game playing member having a plurality of character bearing surfaces.

Preferably the support is provided with stops at each end. The stop at one end is removable to allow the game playing members to be placed on and removed from the support.

In a first preferred form, the characters are letters and in a second preferred form the characters are numbers.

The game playing apparatus further preferably comprises, where the characters are numbers, a die provided with arithematical operators on each face.

For a first word game, twenty five game playing members are provided and in a second number game, fifteen game playing members are provided, preferably with a container therefor.

Preferably, in either of the letter or number games, the game playing members have a predetermined distribution of characters on their faces and, most preferably, the game playing members are all different, having predetermined characters on each member.

The game playing members are furthermore preferably cubes and the support comprises a cylindrical bar, each cube having a hollow cylindrical bore with two opposed faces to allow the cubes to rotatably mounted on the bar.

The invention further extends to any game playable with the apparatus as claimed.

BRIEF DESCRIPTION OF THE DRAWING An embodiment of the invention will now be described, by way of example, with reference to the accompanying drawings in which: 1) Figure 1 is a perspective view of an embodiment of the invention.

2) Figure 2 is a side view of the embodiment of Figure 1 with five cubes shown mounted on the support.

3) Figure 3 shows a die used with the embodiment of Figures 1 and 2 in a number game; and 4) Figure 4 is a developed view of the die of Figure 3 showing the arithematical operators on each face.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT With reference to Figure 1, an embodiment of the invention is shown which comprises a support 10 on which a plurality of game playing members substantially in the shape of cubes having chamfered corners, of which one cube labelled 50 is shown, may be rotatably mounted. The support 10 comprises a cylindrical rod 12 having octagonal stops 14,16 provided at each end.

Stop 16 and end 18 of rod 12 are provided with complementary threaded members to allow stop 16 to be detachable.

Each cube 50 has a hollow cylindrical bore 52 provided between two opposed faces 54,56. The diameter of the bore 52 is sufficient to ensure a close but sliding fit on rod 12.

The four faces 60,62,64 and 66 of the cube other than opposed faces 54,56 form surfaces on each of which a character is provided. Such characters may be letters or numbers depending on the game to be played, as hereinafter described.

In use and as shown in Figure 2, during playing of a game using the apparatus, the cubes 50 (of which 5 cubes 50a-50e are shown in Figure 2) are slid onto the rod 12 of support 10, with the stop 16 being screwed in place, so that the cubes 50 can be rotated about shaft 12 so that different surfaces 60-66 of the cubes 50a-50e will align with each other while at the same time preventing the order of the cubes 50a-50e from being changed.

GAME 1 The following illustrates a word game that may be played using the embodiment of apparatus of the invention described above.

For this game, twenty five cubes 50 are provided, each having a letter provided on each face 60,62,64,66. Each cube is unique and the twenty five cubes are lettered as follows: TABLE 1 Cube Letters Cube Letters Cube Letters 1 AYOX 2 AFBS 3 TBUM 4 VEDT 5 UYSZ 6 KOHE 7 IEGX 8 LWTA 9 PIFN 10 LONI 11 RUHJ 12 RWH_ 13 PRTE 14 NVSU 15 TRAI 16 QULTE 17 TNE_ 18 DTAW 19 AELP 20 AESN 21 SEDY 22 CRON 24 SOEC 25 GRHE 25 HIMO The occurrence of each letter on the faces of the cubes in total is as follows: TABLE 2 A-7 H-5 0-6 V-2 <BR> B-2 I-5 P-3 W-3<BR> C-2 J-1 QU-1 X-2<BR> D-2 K-1 R-6 Y-3<BR> E-11 L-4 S-6 Z-1 F-2 M-2 T-8 Blank-2 G-2 N-6 U-4 In the above,"QU"counts as one letter and blanks""can represent any letter PREPARATION The cubes 50 are placed in a bag (not shown) and the cube supports 10 are distributed, one to each player.

STEP 1: THE START WORD (i) Players jointly participate to form a START word.

This is done by drawing 3-8 letter cubes from the bag. By arranging, re-arranging and rotating the cubes, a variety of words can be formed. The words can be any 3-8 letter words.

Each word must use all the cubes drawn.

(ii) From the variety of words formed, one word is selected to be the START word. Once all the players agree on the START word, the arbitrator writes the START word on a sheet of paper and all the cubes drawn are returned to the bag.

STEP 2: THE GAME WORDS Depending on the skills level and confidence of the players, each player will draw at random 3,4,5,6,7 or 8 letter cubes from the bag. For beginners, the minimum 3-cube play is suggested. However, the number of cubes to be drawn must be agreed by all players before the start of the game.

After each player has drawn the agreed number of cubes, the players start to form words from the cubes he has drawn. These words are called GAME words. Each GAME word must make use of all the cubes; i. e. if 3 cubes were drawn by each player, every GAME word must be a 3-letter word.

By re-arranging and rotating the cubes, a variety of GAME words can be formed. Each player makes a mental note of all the possible GAME words. These GAME words can also be written down. However, the list of GAME words must be obscured from all the other players.

Players are given 2 minutes to derive their lists of GAME words. [This period of 2 minutes is variable, depending on the skills level of players and the number of cubes played.] At the end of the 2 minutes, the arbitrator calls for the game to commence.

At this juncture, each player will arrange his/her cubes 50 in a most favourable order, and slot the cubes 50 in that order through the player's support 10. Once in place, players are not allowed to re-arrange the cubes 50. Since re-arrangement is not allowed, a most favourable order is one in which as many words as possible can be formed just by rotating the cubes 50.

The end of the support is secured with stop 16 which remains in place throughout each game.

STEP 3: THE LINK WORDS Relying only on vocabulary and imagination, players take turns to introduce a word that is linked to the immediate preceding word. This word is called the LINK word. It can consist of any number of letters. The player writes the LINK word next to the immediate preceding word.

Each LINK word must be associated, related or connected in some way to the immediate preceding word. If the LINK word is deemed acceptable, the arbitrator calls LINK and play moves on to the next player. If a player's LINK word is deemed not acceptable, the arbitrator calls NO LINK and that word is discounted. Play moves on to the next player. Also, each LINK word must not be a derivative of the immediate preceding word.

If it is, the arbitrator calls NO LINK, DERIVATIVE and that word is discounted. Play moves on to the next player. The decision of the arbitrator is final.

The LINK word of the player who starts the game must be linked to the START word. The LINK word of the second player must be linked to the LINK word of the first player and so on. In other words, a player's LINK word must be linked to the last acceptable LINK word. if however, the LINK word of the first player was not acceptable by the arbitrator's call of NO LINK then the second player's LINK word must be linked to the START word.

Play continues until there is a LINK-UP STEP 4: THE LINK-UP A LINK-UP ends the game and it takes place when a player's LINK word is accepted and the accepted LINK word is amongst that player's own list of GAME words.

Once the arbitrator calls LINK, the player calls LINK-UP and displays the cubes 50 that show the GAME word. This player wins the game.

The GAME word must come from the cubes 50 as they are slotted and secured on the support 10 when the game commenced. In the course of the game, players are not allowed to re-arrange the order of the cubes 50. Only rotation of cubes is allowed. It is therefore important strategy to slot the cubes 50 through the support 10 in a most favourable order.

When a LINK-UP takes place, players return their cubes to the bag to begin a new game, An example of the game being played will now be described. To exemplify a play, the following assumptions are made: (1) 5 players viz A, B, C, D and E. Player A is drawn to start the game followed by B, C, D, E, A, B.....

(2) 4-cube play. Player A's GAME words include LION.

The other players'GAME words are not stated in the example.

(3) START word is GUIDE.

(4) All players have completed deriving their list of GAME words and have slotted their cubes on the support. The support is secured.

Player A introduces a LINK word that must be associated, related or connected to GUIDE. The association, relation or connection can be in any manner as deemed reasonable by the arbitrator. To do so, A relies only on his/her vocabulary and imagination. The LINK word can consist of any number of letters. In this case, player A introduces TOURIST. Player A writes TOURIST next to GUIDE. Since TOURIST is associated, related or connected to GUIDE, the arbitrator says LINK and play moves on to player B. It can be seen that the LINK word that can be played is only limited by the player's vocabulary and imagination. In fact, player A could have played a host of other words as acceptable LINK words to GUIDE. These include TRAVEL, ROAD, TOUR, SCOUT, MOUNTAIN, TREKKING, NAVIGATOR. All these words and indeed many more are associated, related or connected to GUIDE in some way. The association, relation or connection must be obvious enouah for the arbitrator to accept.

Player B continues the game and introduces a LINK word that must be linked to TOURIST. Say, player B offers HOLIDAYS.

Player B writes HOLIDAYS next to TOURIST. Since HOLIDAYS is obviously associated, related or connected to TOURIST, the arbitrator says LINK and the play moves on to player C. Again here, Player B could have played a host of other words as possible LINK words to TOURIST. These could include OVERSEAS, MAPS, LUGGAGE, PASSPORT, TRAVEL, IMMIGRATION, VISA or AEROPLANE. All these words and indeed many more are associated, related or connected to"TOURIST"in some way. The game continues with player C.... D.... E.... A.... and so on until there is a LINK-UP. Let's say the subsequent play continues as follows: PLAYER LINK WORD ARBITRATOR'S REASON FOR LINK OR CALL NO LINK C SCHOOL LINK School Holidays D TEACHER LINK A teacher teaches in a school.

E FISH NO-LINK No obvious link between teacher and fish. Fish is discounted.

A MUSIC LINK Music teacher.

B TRUMPET LINK A trumpet produces music C ELEPHANTS LINK Elephants trumpet.

D ELEPHANTIASIS NO-LINK Elephantiasis is a DERIVATIVE derivative of elephants.

Elephantiasis is discounted E ZOO LINK You can find elephants in a zoo.

A LION LINK A lion can be found in a zoo.

At this juncture, Player A calls LINK-UP and displays the letter cubes that show LION. Player A wins the game.

This game may be played with the following options: a. If the players agree, they can appoint themselves as arbitrators as follows: l) Each player takes turns to be arbitrator for an entire game OR 2) Players form a"board"of arbitrators. The"board"of arbitrators will be less that player whose LINK word is being arbitrated. The decision of the board shall be by majority. If there is a tie, the LINK word will be deemed accepted or 3) If only 2 players are playing, the opponent becomes the arbitrator. b. Players can dispense with the joint-participation of forming and selecting the START word. Instead, they can take turns to introduce the START word. However, the START word must be introduced before the players draw their cubes. c. As long as it is found in the dictionary that is consulted, any word can be used except words that: (1) are spelt with an initial Capital letter. (2) are abbreviations. (3) have apostrophes. (4) are hyphenated. 5) are derivatives of the immediate preceding word. d. During the game, if a player wishes to re-arrange the order of the cubes, he/she may do so. He/She informs the other players and he/she forgoes a turn. e. Any player may replace any number of his/her cubes. The player does so by removing the"unwanted"cube (s) from the fastener, drawing the same number of cube (s) from the bag and then returning the discarded cube (s) into the bag. When he/she does so, the player forgoes a turn. f. When there are no cubes left in the bag for replacement, a player can only replace cubes if there is at least another player wanting to replace his/her cubes. When this happens, all players wanting to replace their cubes will remove their "unwanted"cube (s) from the fastener and place them in the bag.

Affected players will randomly draw their cubes from the bag and forgo a turn each. g. Within each game, a LINK word cannot be used more than once. h. When a player's LINK word happens to be amongst the GAME words of another player, the latter cannot call for a LINK-UP. i. When the GAME word contains QU, the GAME word will have one letter more than the number of cubes played. In two of the cubes, one face is blank. These 2 blank faces can be used as any letter, as desired. k. Since the level of enjoyment and entertainment in the game is dependent on the players'imagination and vocabulary, no age limit can be explicitly set. Notwithstanding this, the recommended age for this game is 10 years and above.

SCORING The arbitrator shall be the score keeper. a. When a player's LINK word is accepted, the score keeper awards to that player the number of points equal to the number of letters in that LINK word. b. These points are written by the score keeper on a score sheet. No points are awarded for a LINK word that is not accepted. c. When the game ends with a call for LINK-UP, the points will only be added up for the player who calls the LINK-UP. All the other players forfeit their points. In the illustration given above, player A, being the winner, would be given 16 points ie 7 for TOURIST, 5 for MUSIC and 4 for LION. Players B, C, D and E score no points for that game. d. When a player suspects another player's LINK word is mis- spelt or does not exist, a challenge can take place. Upon consultation with the dictionary, the loser gets points deducted and the winner is awarded the points. The points deducted/awarded shall be the same as the number of letters in the LINK word being challenged. Points deducted/awarded as a result of a challenge are deducted/awarded from within each game. If affected players do not call a LINK-UP it does not matter to the points awarded/deducted. e. In the example given, if player E had challenged player C's LINK word-. ELEPHANTS, player C would emerge winner and player E, the loser. Player C would thus be awarded another 9 points while player E would have 9 points deducted for ELEPHANTS, being a 9-letter word. However, since Player A was the winner for that game, the deduction/award of points for players E and C is inconsequential. f. If however, player A had challenged player C's LINK word : ELEPHANTS, player C would be awarded another 9 points while player A would have 9 points deducted. Although player A emerged the winner for that game, his total score would be 16- 9 = 7 points. g. The eventual winner is considered (1) the first player to reach an agreed number of points OR (2) the player who obtains the highest score after an agreed number of games.

STRATEGY Since the objective of the game is to score as many points as possible through the LINK words, players must offer the longest possible LINK word. This principle must, however, be tempered by the need to develop and control the progress of the game to one's favourable end ie to match the LINK word with one's own GAME words and so call for a LINK-UP.

THE ADVANCED PLAY As players improve in their skills, the game can be made more exciting as follows: a. For more advanced play, players can progress to 4,5, 6,7 and eventually 8 cubes. Of course, the number of players will correspondingly be reduced, unless more than one set of the game is combined in which case, the number of players can be further increased. b. When more than one set is combined, each set may be of a different colour. In this way, it is very convenient to re- constitute the combined set to individual complete whole sets. c. Timing of player's turns may also be introduced. For example, from the time the arbitrator calls LINK, the next player is given one minute to offer his/her LINK word, failing which, that player forgoes a turn. A timer, such as an"hour glass", may be provided as part of the game apparatus.

GAME 2 The following illustrates a number game that may be played using the embodiment of apparatus of the invention described above.

For this game, 15 cubes are provided, each having a number provided on each sign-bearing face. Each cube is unique and the 15 cubes are numbered as follows: TABLE 3 Cube Markings Cube Markings Cube Marinas 1 1637 2 2571 3 3042 4 4756 5 5092 6 6207 7 7184 8 8173 9 9362 10 0419 11 1809 12 2846 13 3592 14 4601 15 5826 The occurrence of each number on the faces of the cubes in total is as follows: TABLE 4 1 6--77 87--62-- <BR> <BR> <BR> <BR> 3--5 8--5<BR> <BR> <BR> <BR> <BR> <BR> 4--6 9--5<BR> <BR> <BR> <BR> <BR> 5--5 10--6 A signage die 80 is also provided and this is illustrated in Figs. 3 and 4. The 6 sides of the die are marked as follows: 1) Addition (+) 2 sides 2) Subtraction (-) 2 sides 3) Multiplication (x) 1 side 4 Division (-) 1 side ThE relative placement of the sides is shown in the developed view of the die shown in Fig. 4.

PREPARATION The cubes are placed in a bag and the cube supports are distributed, one to each player.

STEP 1: DISTRIBUTION AND SECURING OF CUBES a. Each player randomly draws 3 cubes 50 and slots the cubes on to the cube support 10 and secures the cubes with the stop 16.

STEP 2: THE GAME NUMBERS By rotating the cubes around the support, a plurality of numbers can be formed. These numbers are called GAME numbers.

STEP 3: THE START NUMBER a. The START number is a 2-digit number between 10 and 99.

Any 2 players will jointly participate to form a START number.

The START number is determined by having one player draw a cube 50 from the bag. Using this cube as a die, the player throws the cube. When the cube is still, the number which appear on the side facing upwards will be the first digit of the 2-digit START number. If the side that faces upwards does not have a number or shows the number"zero", the cube will be"re-thrown" until a legitimate first digit is shown. The cube is then returned to the bag. This process is repeated to determined the second digit. The second digit can be a"zero" (0). b. By joining the second digit to the first, a 2-digit number between 10 and 99 is determined. This is the START number and is written on a piece of paper.

STEP 4: THE FACTOR Relying only on the player's understanding of mathematics and his/her imagination, the player who starts the game introduces a number between 1 and 10. This number is called the FACTOR.

The player writes the FACTOR next to the START number, leaving a space in between them for the SIGNAGE.

STEP 5: THE SIGNAGE AND THE EOUATED NUMBER a. Next, this same player throws the SIGNAGE die. When the SIGNAGE die is still, the sign which appears on the side facing upwards is called the SIGNAGE. b. The player writes the SIGNAGE in the space between the START number and the FACTOR to derive the EQUATED number. c. The EQUATED number is derived mathematically by placing a SIGNAGE between 2 numbers. In this instance, it is placing a SIGNAGE between the START number and the FACTOR. For example, if the START number is 17, and the player who starts the game introduces the FACTOR 9 and that player's thrown SIGNAGE die shows the multiplication sign (X), the EQUATED number is 153 which is derived from 17 X 9 = 153 d. When the EQUATED number is derived, the game moves on to the next player on the right. The next player will first introduce a FACTOR (any number between 1 and 10) and write the FACTOR next to the last EQUATED number. In the example given above, the last EQUATED number would be 153. The player then throws the SIGNAGE die to determine the SIGNAGE. The SIGNAGE is written between the FACTOR this player introduces and the last EQUATED number. In so doing, a new EQUATED number is derived. When the SIGNAGE is a division sign and the last EQUATED number cannot be divided by the FACTOR without a "remainder", the new EQUATED number derived will discount the "remainder". In other words, if 153-'4 = 38 remainder 1, the new EQUATED number is taken as"38". The"1"is discounted.

Whenever an EQUATED number is derived, play moves onto the next player on the right until there is a LINK-UP STEP 6: THE LINK-UP A LINK-UP takes place when an EQUATED number can be found amongst any player's GAME numbers. When that happens, the player calls LINK-UP and displays the cubes that show the GAME number. The player who does so wins points equal to the EQUATED number. Play continues with the player to the right of the player who last derived the EQUATED number. The GAME number must come from the cubes as they are slotted and secured to the fastener when the game commenced. In the course of the game, players are not allowed to re-arrange the order of the cubes. Only rotation of cubes is allowed.

This game may be played with the following options: a. The START number When the number of players is the maximum 5 and with each player drawing 3 cubes, there will be no cubes left in the bag. In such an instance, the START number will be formed by any 2 players offering their third drawn cube to be thrown to determine the START number. It must be agreed whose cube is to be used for the first and second digit of the 2- digit START number. b. SIGNAGE From the time a player writes the FACTOR, he/she must immediately throw the SIGNAGE die. No hesitation is allowed. c. CALCULATOR The use of calculator is not permitted. d. REMAINDER When an EQUATED number is divisible by a FACTOR and leaves a remainder, the remainder is discounted eg 153-4 = 38; the remainder 1 is discounted. The EQUATED number is 38. e. LINK-UP These additional rules may apply: 1) When more than one player has a GAME number that matches the EQUATED number derived, the player who calls LINK-UP fastest will be considered the winner for that EQUATED number derived.

2) LINK-UP can be called by any player once the SIGNAGE is determined. There is no need to await the SIGNAGE or the derived EQUATED number to be written.

3) The GAME number to match the EQUATED must be from continuous, unbroken chain of cubes. In other words, if the EQUATED number is a 2-digit number, the GAME number must come from only the first and second or second and third cubes f. SINGLE DIGIT When the EQUATED number becomes a single- digit, only the addition (+) and multiplication (x) signs can be played. When the thrown SIGNAGE die shows the subtraction (-) or division (-) signs, they are discounted. The player "re-throws"the SIGNAGE die until a legitimate sign is shown. g. DISSOLUTION When the EQUATED number becomes at least a 3-digit number, play is dissolved when there is no call for LINK-UP after 3 consecutive EQUATED numbers have been derived. When the play is dissolved, players will return the cubes to the bag, re-draw the cubes, determine a fresh START number and continue the game. h. TRADE-IN A player may trade-in his/her turn to play and play moves on to the next player. In the immediate EQUATED number that is derived, that player cannot call a LINK- UP. A trade-in takes place in any of the following situations: 1) A player wanting to re-arrange the order of the cubes.

He/she informs the other players and carries out the re- arrangement.

2) Any player wanting to replace any number of his/her cubes. The player does so by removing the"unwanted" cube (s) from the fastener, drawing the same number of cube (s) from the bag and then returning the discarded cube (s) into the bag.

3) When there are no cubes left in the bag for exchange as in the case of the maximum 5 players, a player can only exchange cubes if there is at least another player wanting to exchange his/her cubes. When this happens, all players wanting to exchange their cubes will remove their "unwanted"cube (s) from the fastener and place them in the bag. Affected players will randomly draw their cubes from the bag.

4) When a player exchanges his/her cubes, the player can re- arrange the cubes without forgoing any additional turn to play the game. i. Since the level of enjoyment and entertainment in the game is dependent on the players'imagination and grasp of mathematics, no age limit can be explicitly set.

Notwithstanding this, the recommended age for this game is 8 years and above.

SCORING Any player can be the score keeper. Scoring is based on the following: a. The player who is the fastest in calling"LINK-UP"wins that call. Of course, the player must substantiate by displaying the GAME number matching the EQUATED number. When this happens, the score keeper awards to that player the number of points equal to the EQUATED number. b. Penalty 1) A penalty is awarded to any player who: a) calls LINK-UP but does not have the GAME number matching the EQUATED number or who displays a GAME number that does not match the correctly derived EQUATED number. b) writes the wrong EQUATED number.

2) The penalty awarded will be points deducted equal to the EQUATED number correctly derived. c. The eventual winner is considered to be the first player to reach an agreed number of points OR the player who obtains the highest score after an agreed number of LINK-UPs or after an agreed time duration.

STRATEGY Since the objective of the game is to score as many points as possible by being the fastest to offer the GAME number matching the EQUATED number, players must offer a FACTOR which, when combined with any one of the any 4 possible SIGNAGES will derive an EQUATED number that can be found amongst their own GAME numbers. To do so, a"reasonable"level of mathematical skill is required. Intense concentration and the ability to compute at high speed, will be necessary to win consistently.

THE PLAY An example of the game being played will now be described. To exemplify a play, the following assumptions are made: (1) 3 players viz Allan, Betty and Candy. Allan is drawn to start the game followed by Betty, Candy, Allan, Betty...

(2) All players have slotted their cubes through the support and the supports are secured.

(3) START number is 17. a) The START number is written on a piece of paper: 17 b) Allan introduces a FACTOR 9 and writes 9 next to 17. Note the space be between 17 and 9: 17 9 c) Allan's thrown SIGNAGE die shows the multiplication sign (x) and he writes it between 17 and 9, derives the EQUATED number and writes [=153]: 17 x 9 = 153 d) No one calls LINK-UP. Play moves on to Betty. Betty introduces a FACTOR 4 and writes 4 next to 153. Note the space between 153 and 4: 17 x 9 = 153 4 e) Betty's thrown SIGNAGE die shows the division sign and she writes it between 153 and 4, derives the EQUATED number and writes [=38], the remainder"I"is discounted: 153-4 4 38 f) Allan calls LINK-UP, displays the GAME number 38 from his cubes and is awarded 38 points. Play moves onto Candy. Candy introduces a FACTOR 9 and writes 9 next to 38. Candy's thrown SIGNAGE die shows the subtraction (-) sign. g) Betty immediately calls LINK-UP, displays the GAME number 29 even before Candy writes the SIGNAGE (-) or the EQUATED number 29. Betty is awarded 29 points. Candy writes the rest of the EQUATION: 38-9 = 29 h) Play moves onto Allan. Allan introduces a FACTOR 9 and writes 9 next to 29 29 9 Allan's thrown SIGNAGE die shows the multiplication (x) sign. j) Betty calls LINK-UP and displays a GAME number 251 even before Allan writes the derived EQUATED number which is 261.

Betty has called LINK-UP but has displayed a wrong EQUATED number, Betty will have 261 points deducted from her score; 261 being the correctly derived EQUATED number.

Alan writes the EQUATED number [=261] and play moves to Betty 29 x 9 = 261 k) Betty introduces a FACTOR 9 and writes 9 beside 261 261 9 m) Betty's thrown die shows the division sign and both Candy and Betty call LFNK-UP. But Candy was faster in calling LINK- UP. She displays the GAME number 29. Candy is awarded 29 points. Betty writes the EQUATED number [=29] and play moves to Candy. n) Candy introduces FACTOR 7 and writes 7 beside 29. Candy's thrown SIGNAGE shows the division (-) sign. Candy writes the division sign and the EQUATED number derived [=4]; the remainder 1 is discounted. Betty calls LINK-UP, displays the GAME number 4 and is awarded 4 points. Candy writes the rest of the equation 29 7 4 o) The equated number has become a single digit. Play moves on to Allan. p) Allan introduces a FACTOR 9 and writes 9. The thrown SIGNAGE die shows a division (-) sign. The (-) sign is discounted. Allan rethrows the SIGNAGE die and it shows the subtraction (-) sign. The sign is discounted. Allan re-throws the SIGNAGE die again and it shows the multiplication (x) sign.

Allan writes [=39] by mistake. q) Candy calls LINK-UP and displays the cubes showing 36, the correctly derived EQUATED number. Candy is awarded 36 points and Allan has 36 points deducted for writing the wrong EQUATED number. Allan re-writes the correct EQUATED number 4 x 9 = 36 i) Play moves onto Betty. Betty introduces a FACTOR 8 and writes 8. The thrown SIGNAGE shows a multiplication sign.

Betty writes the SIGNAGE and derives the EQUATED number [=288].

The EQUATED number has become a 3-DIGIT number 36 x 8 = 288 s) No call for LINK-UP. Play moves onto Candy. Candy introduces a FACTOR 6 and the thrown SIGNAGE die shows the multiplication (x) sign. Candy writes the SIGNAGE and derives [=1728]. The EQUATED number remains at least a 3-DIGIT number 288 x 6-1728 t) No call for LINK-UP. Play moves onto Allan. Allan introduces the FACTOR 9 and the thrown SIGNAGE shows the division sign and writes [=192]. The EQUATED number remains still at least a 3-digit number. u) No call for LINK-UP. Three consecutive EQUATED numbers of at least 3 digits have been derived without any player calling for a LINK-UP. Play is dissolved.

ADVANCED PLAY As players improve their skills, the game can be made more exciting by introducing timing as follows: a) From the time a SIGNAGE is determined, players are given 30 seconds (or even less) to call LINK-UP. If the 30 seconds lapse, no LINK-UP call is permitted and play moves onto the next player. b) From the time an EQUATED number is written down and there is not a LINK-UP, the next player is given 30 seconds to introduce the FACTOR. If the 30 seconds lapse, play moves onto the next player.

PLAY VARIATIONS 15. The game can be made more adventurous and versatile by: 1) having each player draw 4 or even 5 cubes. All the rules apply except that on"Dissolution'as follows: a) For a 4-cube play, the game is dissolved when the EQUATED number becomes at least a 4-digit number and there is no call for LINK-UP after 4 consecutive EQUATED numbers have been derived. b) For a 5-cube play, the game is dissolved when the EQUATED number becomes at least a 5-digit number and there is no call for LINK-UP after 5 consecutive EQUATED numbers have been derived 2) When a 4 or 5 cube play is adopted, the number of players will correspondingly be reduced unless more than one set of the game is combined. Indeed, when more than one set is combined, the number of players can be further increased.

3) When more than one set is combined, it is preferred that each set is of a different colour. In this way, it is very convenient to re-constitute the combined set to individual complete whole sets.

JUNIOR PLAY In games involving Juniors, who may find the multiplication and division difficult, these 2 signs may be discounted.

Alternatively, the (x) and () signs can be used as (+) and minus SOLITAIRE A player can play this game by himself/herself to improve his/her own skills.

Although an embodiment of the apparatus for playing a game has been described above, this is not to be construed as limitative. For example, although the game playing members have been shown as cubes, they may be, essentially, of any shape provided each member has a plurality of similar surfaces which can be aligned with each other. For example, rather than having four character bearing surfaces, three, five, six etc. may be provided and these could be either be flat or arcuate.

Furthermore, ancillary equipment for playing the game may also be provided, for example a timer, paper and writing implements.




 
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