APPARATUS, SYSTEM AND METHODS FOR PLAYING A WORD GAME UTILIZING GOLF EQUIPMENT

A golf putting system for increasing golf putting acumen includes a transportable golf putting mat manufactured from a carpet-like material and having a top side and a backing, such that the mat can be placed onto the top of existing surfaces to prevent slipping. The golf putting mat contains a layout on the top side made up of a plurality of targets, such as letters, numbers or playing cards, which are separated from the other targets such that a putted golf ball can rest inside any of the separations to distinguish a target. Also included are metal rings, configured to be located inside one or more of the separations to further distinguish the targets from the others. Additionally, a value indicator can be placed on the side of the golf putting matt to assist or revise the scoring of the game, which is played by putting a golf ball on the mat at one or more of the targets.

BACKGROUND OF THE INVENTION

Two questions persist in the contemporary game of golf of late: Why is the game of golf stagnating/on the decline? and, How does a player translate lesson or practice form to the course most effectively? Both questions find roots in access to play and practice by way of effective time, methods, means, and guidance. The two questions also express a potential cause-effect relationship, as the challenge to elevate one's ability at a leisure sport tends to push the overly frustrated learner to declare “sour grapes,” giving up on an activity that could otherwise have provided great joy and reward—had the player come to the activity down a more welcoming path.

Effective transference of learning is rooted in experience and facilitated by a state of play. Learning golf is challenged because the longstanding paradigm of driving range and course enhances the departure from creating practice that better simulates play (without the time, space, and pace of an actual course). A truly effective teaching device must address the potential frustrations learners will face, not to alleviate or exaggerate them but to afford the learner as many means to success while still dealing candidly with personal assessments. The invention fosters in golf practitioners a fuller consideration and exercises a more considered commitment to the choices involved in making a golf stroke, and it does so in a manner that permits players to draw on/exercise other valuable skills beyond the immediate application it has to golf.

SUMMARY OF THE INVENTION

The present invention relates to a game system comprised of game-play formats combining the challenges of word-forming, card playing, and putting, played on an expertly designed, gridded field of letters of the English alphabet or simulated playing cards.

Playing the game's various formats creates challenges and training/assessment opportunities for human skill-sets common to golf and non-golf contexts, alike, namely: physical (balance, motor, kinesthetic awareness), cognitive (system comprehension, problem solving), and social-emotional (team dynamics, conflict-resolution)as well as language and resourcing acumen—in a play-based learning environment.

The chief embodiment includes an expertly designed letter, number or playing card layout on a metered grid, presented onto a durable and portable surface, such as a roll of turf or a carpet-like material, with a backing to adapt venues for game play. Accessories to play include golf balls, marker chips (called “Mulligans”); metal rings that are placed on the field in several games; and a series of game-play formats with rule variations intended to sharpen the assessment and clarifying skills that reinforce effective ball striking and increased confidence.

Additional embodiments disclose, inter alia, converting a bowling lane into a lane to play golf putting games on a field depicting targets, such as those for GOLFWORDS™ and PUTT FOR DOUGH™ scoring games, as referred to throughout the present application in relation to GOLFWORDS™ and PUTT FOR DOUGH™. The disclosure and setup may be promptly installed and removed to make the lane usable for bowling again quickly and without harming the lane or approach. Alternative embodiments to the disclosure will convert other primary-use areas and utilize original and environmental technology, defined as “any computer technology used for function or aesthetic already established in any space where the disclosure may be deployed.”

Other embodiments of this invention involve different symbol sets and accompanying rule variations; different media and means to depict the game on a playing surface; and design dimensions intended to adapt/address specific, non-golf venues to play the games.

The invention intends to create a more effective, constructive, and beneficial use of golf practice time by combining several dynamics, all of which happen to be germane both to the game of golf and, candidly, to everyday life. The invention means to serve as a play-based learning system, intended not only to train golfers in the act of putting but also to train their focus by introducing secondary and supplemental challenges. These challenges, such as the board layout, the rules variations, including ring use, score-weighting, and head-to-head competition target and train those elements of individual acumen that help and hinder their efficacy, building on strengths to address and strengthen weaknesses.

For instance, someone using the invention to improve his or her putting needs to work on technique, assessment and problem solving, and making and committing to choices that either build confidence or manage doubt. This requires both a complex problem with multiple solutions and factors that best surrogate the conditions of “actual play.”

The invention permits a working parent, for instance, to practice effectively and productively while still being able to create meaningful and useful connections in his or her life. The layout of the playing surface is designed to encourage assessment to identify advantages, as well as variations in play to challenge one's adaptability to factors in play. Now a dad and kids are learning words together while his putting practice includes spending engaged time with them as everyone learns. This also deflects efforts from falling into conventional “habit traps” which significantly influences the internalization of practice in all instances.

The multi-skill nature of the challenges presented in the invention also lends the game to encourage team play development by way of designing play that encourages how players identify the ways people contribute to group success and, in the case of individuals wishing to include others, how players identify ways for others to contribute to group success.

Combining fundamentals of golf swing mechanics with game play centered around word-based challenges and their respective components results in activity with the capacity to synthesize the challenge/development of kinesthetic, cognitive, and social-emotional arenas concurrently in participants. In team-play contexts, this permits players to share respective strengths and accomplish more while growing stronger as individuals over time, supporting and having fun in common efforts.

Additionally, bowling alleys address people who like to bowl. That's it. Over time, however, bowling has started to suffer. While there are plenty of stereotypes and irrational fictions surrounding giving bowling a try, it still means that there are a ton of bowling alleys for a sport that has seen declines in participation. Plus, they were already making space under their roofs for other kinds of draws and games: concessions and liquor service, video games, pool tables, Foosball, that shuffleboard thing with the sand, darts, even ping pong, but all these games need other floor space. Plus, there is also the overhead technology for scoring, effect lighting, recording, and making (or trying to make) bowling more fun for more people, all of this is already in place, if there were another game to utilize all of it without committing lanes to non-bowling use.

Bowling alley “innovators” have converted areas of consecutive bowling lanes into miniature golf courses to offer an alternative activity (good) on underused space (also good); impractical to uninstall, move, and/or store to return to serviceable alleys. Plus . . . it's mini golf—it's fun once, but after the novelty wears off, most people are done with the same setup.

DETAILED DESCRIPTION OF THE DISCLOSURE

The present invention relates to a game system comprised of game-play formats which combine the challenges of word-games, card games and putting, played on an expertly designed, gridded field10of letters12(FIGS. 9 & 10) of the English alphabet or playing cards14(FIGS. 5 and 6).

The preferred embodiment includes an expertly designed letter layout (FIG. 9;FIG. 10) on a metered grid10, presented onto a durable and portable surface16, such as a roll of turf or a carpet-like material, with a backing18to adapt venues for game play; golf balls20, marker chips22, called “Mulligans” (FIG. 3, foreground); metal rings24that are placed on the field10in several game variations (FIGS. 3 & 4); and a series of game-play formats intended to sharpen golf acumen while using challenges to develop language skills as surrogate processes to those involved in a conventional golf shot. It should be note that the clear, recreational potential of this game is a key component in play-based learning; the entertainment elements establish a context of greater receptivity, helping to offset experiences of frustration and sustain engagement to reap developmental benefits while “having fun playing games.”

Other embodiments of this invention involve different symbol sets and accompanying rule variations such as playing card symbols14(FIGS. 5, 6); different media and means to depict the game on a playing surface16; and design dimensions intended to adapt/address specific, non-golf venues to play the games. Specifically, one embodiment is designed specifically to use over portions of a regulation bowling lane26and its context (depicted inFIG. 1).

Conspicuous characteristics of the applied surface will and may include a distribution of characters, indicators or symbols (“target symbols”)12, such as letters, numerals, or other symbol sequences. The symbols may or may not have a perceived order to them, and these target symbols12may be enclosed and grouped by larger target indicators28and/or individually enclosed by a target field30; markings32that may depict the boundaries and zones34of the game, as well as enclose and demarcate different groups of target symbols12. These shapes may be geometrical, asymmetrical, and/or incremental in relation to each other; be demonstrable in a fixed matter on an existing, single-piece36or modular, multi-piece38surface to be reassembled; applied to a single-piece36of turf or artificial surface using a stencil and transfer-material; or applied to a turf or artificial surface36using projection of light, such as a stage light or computer-controlled projector that would depict and possibly administer the play of the game.

The targets12may also be presented either in the context of a natural or otherwise established playing boundary, which may or may not be part of the desired playing boundary.

The gaming system's various formats of play create challenges and training/assessment opportunities for human skill-sets common to golf and non-golf contexts, alike, namely: physical (balance, motor, kinesthetic awareness), cognitive (system comprehension, problem solving), and social-emotional (team dynamics, conflict-resolution)—as well as language and resourcing acumen—in a play-based learning environment. Disguising these potential developmental benefits in a game makes the practice of putting for golf more practical, beneficial, and accessible to a varied audience of enthusiasts.

The chief physical component to present playing area of the invention consists of a letter layout10, designed in the spirit of the architecture of a golf hole, i.e., to include details to encourage using one's perception to gain advantage/relief and influence tactic, as well as provide a visual metric for distance and scoring reference purposes. Targets12are arranged on the preferred embodiment, e.g., identical letters placed adjacent to each other, to replicate the challenges and considerations a golfer must make while offering details to evoke rationale to attempt longer, risk-reward type shots and pursue a more aggressive style of play.

The chief physical accessories that accompany the playing surface10are: putters40and golf balls20(a set for each side playing a turn, each set numbered in sequence from 1 to 8 or more); a number of metal rings24, measuring up to 10 inches (10″) in diameter and having a gauge/thickness of less than one-eighth of an inch (⅛″) in diameter, used to indicate award targets on the playing surface in game play; several “Mulligan chips,” or indicator markers22to count favors in game play; and a series of markers44, numbered 1-10, to indicate and adjust score weights of given rows46and targets12for play.

In Play-Based Learning, the learning appears to happens as a passive consequence of mere engagement, but it is the intent-of-design of the game and its key components to combat frustration by offering multiple solutions, as well as to offer as many means to compensate legitimately for one's perceived disadvantages, permitting adaptation practices while the individual continues to work to strengthen and condition any and all attributes—in this case, motor-kinesthetic, cognitive/language and problem-solving, and social-emotional dynamics, chiefly.

The game and scoring variations are designed to pair with the strategic layout-elements of the playing surface to challenge players' skills of managing the rules, weighing risk-reward choices—the same dynamics of consideration and commitment in every stroke in conventional play. While supplanting the environmental variables of conventional play with rule variations to further train awareness and adaptability preparedness for those variables, all of the “golf” work is focused around internalizing such processes while putting from within statistically critical distances from the pin, namely short distances where mistakes become more costly in terms of both strokes and confidence.

Most significant to the formats is the nature of scoring through word-building games. As the layout of the playing surface influences perceptive players to send balls20to areas on the surface that insure a beneficial result, the variations on how players are to create words (as well as what assistances they may use) are designed to drive multiple, Play-Based Learning goals in mind: to foster language and vocabulary development; to promote inquiry and pursue resource assistance; and to cultivate acumen prior to action to foster effective development.

Ball20Leaving the Game Surface: Some games permit collision with other balls20in play on the game surface. In the interest of consistency with the nature of conventional putting and especially safety, should any ball20be sent off the game's physical limits, the player deemed to have caused the ball20to leave forfeits any benefit of that turn and must remove that ball20from play if it should remain in play. All other position play MUST be restored its condition or as close as such prior to the foul.

Rings: Rings24are physical targets placed on the playing surface10. Landing in a ring24may award either an extra ball20, a Mulligan22, or a free-letter. Their use is clarified with the explanation of each game.

Mulligans: Mulligans are markers22used to represent advantage opportunities: “take-back” opportunities, or replays, or to count extra turns. Mulligans22only permit one change or “undoing” per use, although more than one may be used in the same turn. Their use is clarified with the explanation of each game.

Daisy Line: Daisy Line is an added boundary48on the game, indicated by a marker or markers44(typically off the playing surface) to change the value of a row46or section of letters12on the surface. Daisy Lines48must be clearly acknowledged by all players before play begins.

Rollout Rule: If any part of a putted ball20rolls directly over an intended target letter12and then travels less than 18″ additional before coming to a rest, it may be deemed to have earned the intended letter12. The ball20is then replaced on the center of that letter's square12. Rollout Rule REQUIRES declaring the target12before any relevant stroke is taken. The ball20MUST travel over the intended target letter/symbol12to be deemed as earned.

Main Play: Each player takes a turn putting six balls20into the field10and then tries to spell out the highest-scoring word from the letters12where the balls20have stopped. A 10-point bonus for using all six letters12brings the maximum score in a turn to 76 points.

Variation: Opponents “steal” points by readily identifying higher scoring words from their opponents' efforts, adding the difference to their own totals for the round.

Variation: “Egg Timer” includes a time limiting component, where all play must be completed and a word declared in a given amount of time.

Variation: Players try to find as many words as possible in allotted time. Points may be awarded according to the number of words, weighting of the board, and/or letter-length of words. Steals occur when opponents find words the putting team does not find by the end of their turn, and may be made by all opposing teams in the round (not just the first, as in the main version).

Variation: reduce the time limit with subsequent rounds—e.g., first-round turns last four minutes, second-round are 3½ minutes, third-round are three minutes, etc. Scoring may be by point totals, target scores, or rounds won.

Main Play: Players/teams each roll up to six numbered balls20in sequence during their turns, putting up to six balls20to spell a word in order. A player's turn stays alive as long as a word could still be spelled out with successful subsequent efforts. Rings24to earn wild spaces and Mulligans22frequently work into the play of this game.

This version is meant to play in rounds to 100 points but can be played to number of rounds, target score, and match play by turns.

Main Play: With rings24in play on the game surface10, sides take alternating turns putting six balls20at least out to the same field to collect letters12to spell and score. Striking another side's ball20to disrupt spelling is an additional element in play in Head-to-Head. Putted balls20that come to rest in rings24earn an extra ball/turn to putt after regulation balls20are played, offering potential advantage.

After all turns are completed, sides determine their best point-score from their letters12and apply those points toward the given method of scoring (rounds, aggregate, match, etc.).

Game: The Gonzo

Main Play: This game challenges players with outlandish word-building, repeat consistency, and rising stakes with each shot. Sides start each turn with three Mulligans22and play with, typically, one ring per 25 letters12on the field. placed before any play begins. Ring-putts earn Mulligans22, while the entire square in which the ring sits is a “wild” space.

The object is, simply, to be able to spell the longest word in sequence from a series of putts landing either on letters12or “wild” spaces, as well as putt balls20into the rings24to earn Mulligans22to extend their turns.

Game Play: Longer words equate to higher scores. This game does not require score-weighting. Players take turns putting to spell words, two letters12or longer, to claim points and reach a target score first. A turn continues until a putted ball20stops on a letter or disrupts other balls20in play, forcing a misspelling. Order of play after initial turns should be based on honor—the highest current score or turn-winner going first in the following turn.SCORING:Two letters=1 pointThree letters=3 pointsFour letters=7 pointsFive letters=12 points

Point scoring for greater word lengths can be determined by adding subsequent letter lengths to the prior score: six letters12would score 12 points plus six, for 18; seven letters12would score 18 plus 7, for 25 points. This not only entices the risk-reward sense of the player, but it also means that in a seven-round game of The Original, played to 21 points, could be won by a player in the last round of the game despite being virtually scoreless throughout the game. This means that no side is out of contention until that side's final turn has completed without success, thus enhancing potential player engagement despite score disparities.

The Original was first played as a seven-round match to 21 points, because a player could score the minimum, three-letter word each round and still make a playoff against other qualifiers. Also, the first player to putt a seven-letter word at any point in the game could take the game outright—a tactic to counter conservative play.

Variation: The side going first putts but may lock in shorter words to secure points and continues until missing. However many balls20count toward the first side's score is the number of balls20each subsequent side has to build its score for that turn, but if a subsequent side is able to continue spelling past the threshold and still score, they get to take the advantage.

Game: Better Than You

Game Play: Sides take turns selecting words and going first. Each side then takes a turn putting to all letters12of that word for the maximum point scores on a point-weighted playing surface. Missed attempts count as penalties against scores.

Variation: Balls20played by each side in the round remain on the surface until the round is complete.

Game: Ring Words

Game play: A word is selected, and then one side places a ring on the board on letters12in that word. Each side must putt successfully to those letters12in as few strokes as possible. A side places one ring on the board on/for each letter in the word. Each side then gets a turn to putt and capture the letters12in the word in as few strokes as possible. A ball20that comes to rest in a letter-ring deducts a stroke from total score.

Variation: place rings24on all letter-spaces for just one letter in the word.

Variation: Select a word. Have one side plan the ring placement and write it down. Have another side rearrange the point-weighting and write it down. Share results and set up the board accordingly to play.

Game play: Up to five rings24are placed so that one ring appears in every two-foot interval (three rows46) maximum on the playing surface. Players take turns putting three balls20at a time into the field and use the letters12to form words and score as play continues. Ring spaces are wild and, like the darts-version of the game, once a given number of balls20have landed inside, that section of the game surface is “closed out” to scoring for the remaining rounds of the game.

Game play: Players putt to letters12to score points while also trying to use every letter in the alphabet first. 50 points are awarded to the side that uses the alphabet in the fewest visits, plus points for words scored.

Variation: A much longer version, players use the “Scramble” format of play to putt to letters12and form words that begin with each letter in the alphabet.

Game play: Using a series of words, such as a vocabulary list for an academic assignment, players putt out words like holes on a course. Scoring is by total strokes over par in series of words (stroke play) or playing to win each word (match-play).

In learning and training situations, Mulligans22can be won by players for demonstrating knowledge and comprehension information about the words. In putting-focused training, the field-weighting can be changed to shift a player's distance-priority targets.

Variation: StableWord (pun on Stableford) applies the point-weighting of the field and rewards players for distance-control; the point-scoring opportunities require that players consider their strategies to maximize efforts as letters12and point-weights provide higher scoring opportunities as they occur.

Game: Laurel and Hardy

Game play: Assign Daisy Lines48to divide the board into three sections. Players have to spell a given word without putting into the same section consecutively.

Game: Log Roll Best to play on a minimum seven-column game

Game play: Sides take turn calling out a category—e.g., “a type of bird”—and each side then must try to putt to letters12that will spell a type of bird first. The “Log Roll” idea comes in as players also may opt to disrupt opposing play by hitting balls20to dislodge and disrupt their positions.

Game: Pick a Card

Also need: a deck of cards

Game play: One side draws a card and putts a number of balls20equivalent to the face value of the drawn card, which the side will then use to spell words and score points.

Variation: Identify and spell a word with a letter length that corresponds to the face value of the drawn card.

Game: Test Match

Game play: Teams of players send each member in alternation to putt out up to eight balls20to spell words. When a player uses letters12to spell a word, those balls20are removed from the board and returned to play. The player continues to putt to letters12, build words, and re-putt until choosing to stop or fouling out (failing to spell with all balls20played, board foul). Play either alternates between sides, or one side plays all its players and then the opposing sides are given an equivalent turn to best the established scores.

Game: Land Grab

Also need: markers, like poker chips or distinctly patterned card decks or cardstock (50 cards per side).

Game play: A side sends a ball20onto the playing surface, then a second. As soon as the second ball20comes to rest on its letter12, the first side to call out a word with those two letters12“grabs” the word, placing markers on letters12to spell out the called word on the weighted game.

Letters12that have been played may not be replayed or reused. Play carries on until no one/team in the round can find a play, a team loses all of its balls20out of play, or a score is not posted by any side in consecutive rounds.

Variation: Players may replay letters12they have captured for points, but they must surrender the letter12, leaving it available to be played by another side.

Game play: Designed for a language class activity, a player from a team putts two or three balls20to select letters12. The team brainstorms words with all three letters12in them and score points for the words they come up with and then putt those words for points or for a par score.

Game: Ladder Games

Game play: Players spell words by putting progressively longer or shorter putts.

Variation: Players try to spell the word for a given round in as few visits as possible. A turn is done when a player completes the task or commits a foul with no Mulligan22to play.

Variation: Sides alternate shots as each tries to progress up or down the field according to pattern. Players may either use their shots to advance their own progress or to thwart competitor progress strategies, accelerate.

Variation: Distance fouls are penalized by removing playable rows46to close the remaining, playable field to complete the challenge.

Variation: the Stall. Each team picks one or more rows46as “snag” rows—if an opponent's ball20should come to rest on a snag row46, then they must successfully putt again to that same row46before they may continue up the board.

Points can also be awarded for: shortest or longest total travel between putts; fewest total strokes/penalties to complete; shortest time plus penalties. These games are quick, head to head style games that can be played as a series. It's good to have a timer for this game, too.

Game play: Players bid on how long a word they/their teammates can spell with Mulligans22and Wilds to assist. Once one team issues the dare, the opponent then must putt that length of word successfully. Opposition attempts to do better to steal the round.

GOLFWORDS™ Casino″ games adapt the design of a GOLFWORDS™ game with playing card symbols and adapt popular card games with the same spirit of play-based learning for a different audience than those who enjoy word games. The playing field is adorned with all 52 cards14of a standard playing deck, the depicted embodiment of this game having each card appear twice on the playing field (FIG. 5). While this distinguishes GOLFWORDS™ Poker from its progenitor, GOLFWORDS™, it accommodates the same categories of challenges to promote a play-based and cross-disciplinary development platform.

GOLFWORDS™ Poker also utilizes Mulligans22, as well as poker chips or markers to designate values for wagers, as well as a proper deck or decks of playing cards for games played against the house.

The following games are designed for play on the PUTT FOR DOUGH™ “Casino” Lane layout. In all the Putt for Dough Lane games, any ball20that is putted off the field and into a gutter results in a player going “bust” for that turn, ending the turn and forcing a loss of any wagers in play at the time.

Wild cards in PUTT FOR DOUGH™: Players may use rings24to designate card-spaces as “wild” or do so by declaration, making all such cards on the field wild.

Game: High Hand

Game play: Players putt a given number of balls20to the card-symbols and try to create the highest hand OR the highest point value (or both) in that round, also called a “hand.” Players play against each other in either or both of these categories, and may place further “wagers” on their play against opponents.

Game Play: These variations on the game of blackjack involve playing against a “house hand,” determined by a dealer who either draws cards or putts to earn the house hand. The game begins with each side placing their bets on their efforts and then putting two balls20onto the field, resulting in two cards “in hand.” The “dealer” for the round then putts one ball20out to the field to identify the house's show card. Players may then raise their wagers before the dealer draws another card to determine the “18line.”

Once the18line is determined, players take extra putts as needed to improve their hands without going over 21 (bust). The dealer then putts to best the counts of the players in the hand, and adjusts the bank and players' chips according to outcomes.

Variation: the Dealer's role may rely more, or entirely, on drawing cards.

Variation: players may either begin by drawing a card and then putting to improve their hands or by putting first, then drawing a card, and then putting again to build their hands . . . but when they putt after drawing a card, they also have to respect the18line.

The18line is the number—one to ten, determined by the face value of the card the dealer draws—of rows46from the baseline before a card is in play when the dealer is putting to improve a house-count of 18 or higher.

Players ante and each putt two balls20to determine their hold cards. Players then await the flop, wager or fold, and follow suit (another pun! I'm not even trying!!) betting on the Turn and the River.

Variation: Each player antes and is dealt two cards for hold cards. Flop, River, and Turn are putted (five balls20total) either by a “dealer,” by one or more players, or some combination thereof. Players make wagers accordingly until showdown.

Variation: Players play a hand of Hold 'em to determine a winner. All players then try to putt to the winning hand on the weighted field in order to best the winner of the poker hand and steal or share the pot.

An alternative embodiment of the disclosure is designed to present a roll-out of artificial turf of a size and shape to present a surface to play GOLFWORDS™ and PUTT FOR DOUGH™ games on a bowling lane26, with an attached or separate underlayment to provide traction and protection. The preferred embodiment of the disclosure includes a rectangular section of artificial turf measuring 42 inches (three feet, six inches) by 240 inches (20 feet), as well as an underlayment of the same dimensions to provide both friction for adhesion and a measure of protection for the bowling lane26surface. The preferred embodiment includes a kit end-barrier that converts from a cylindrical container that the game mat wraps around and includes two gutter-stops to prevent golf balls20from traveling into the pin setting and ball-retrieving mechanics.

The applied surface presents the necessary symbols to play either GOLFWORDS™ or PUTT FOR DOUGH™, which may show up by:

The game is set up by preparing the lane26and approach area with a dust mop, then laying down the “tacky” layer, followed by rolling out the game surface into the lane26, then separating the accessories to assemble and place the barrier down the lane26at the end of the game.

Since the game includes weighting areas of the board to be worth more at times than others, the preferred embodiment will also require placing markers44to indicate the weighting of areas of the game surface. Technology may permit managing the weighting of the areas without having to use physical markers, but for now, it's how we roll. Please see the Illustrations for a depiction of a physical weighting marker44. Values on the markers44are typically 1-10, per our other patent, but with this one we could change those numbers or even make them dollar values, which is more consistent with the card-suit themes of the other, PUTT FOR DOUGH™ games, which we're about to get into (as well as the other GOLFWORDS™ games we've come up with).

Here are the games to play on GOLFWORDS™ and PUTT FOR DOUGH™.

Word-Format Standard Games

Note: Any time both weighting adjustments and rings24are used, it is important that when competitors are responsible to place the point-weight markers44and/or the rings24, the player or team who leads (begins the round) gets to place the rings24on the field, while the player or team in last place then controls positioning the weight markers44, in that order.

Also helpful to have: two timers that can be synchronized, with audible signals.

Main Way to Play: Place the weighting indicators alongside the mat as desired/directed. Each player has the same amount of time in a round to putt six balls20into the field and then try to spell out the highest-scoring word from the letters12where the balls20have stopped. 10 bonus points earned for using all six letters12, meaning the maximum score in a round is 76 points. The first opponent to call a correct word with a higher point value “steals” the point difference to add to their game totals. SeeFIGS. 1 through 7for exemplary disclosure, including weighted scoring and steals, among others.

“A” Variation: same play as above, but with a “Boggle” kinda twist! Players try to find as many words as possible in the time allotted. Points may be awarded according to the number of words, weighting of the board, and/or letter-length of words. Steals occur when opponents find words the putting team does not find by the end of their turn, and may be made by all opposing teams in the round (not just the first, as in the main version).

“B” Variation: reduce the time limit with subsequent terms (Rd. 1 is four minutes, Rd. two is 3½ minutes, Rd. Three is three minutes, etc. Victor is determined by the highest point score after neither side can score in a round or the interval reduces the time period to zero.

Typically this six-ball game is played to 100 points on the weighted field so that it can be won in as few as two rounds; scoring options inside “A” variation may warrant selecting lower scores or agreeing to highest score after a set number of rounds played. Rings24may be applied in this variation for wilds and/or Mulligans (“Mullies”)22, as they often add greater challenge than help to players.

Game 2: Six Ball Spell-out

Only correctly spelled words score in this game! Players/teams each take a turn in each round, putting up to six balls20in numbered sequence (1 through 6), trying to spell a word letters-in-order. A player's visit in a turn stays alive along as a six-letter word can still be made with the letters12as they are selected on the field. Example: if a player putts to E-N-D, that player may then say, “I'll take that,” and the word END is scored according to the board. If that player instead were to try to spell ENDS, but misses the “E” or deflects a standing letter12and makes nonsense of what the player had, then the turn is over.* If, however, the ball20misses its mark and lands instead on an “I,” the player may continue to try to complete the turn spelling ENDING. If a player had C-A-M-P, however, and landed on the “I” instead of the “E,” the player's visit would end, since CAMPING is a seven-letter word.

This version is played on the weighted board, also typically to 100.

Mullies22and wild rings24, again, each offer their own special perks and pitfalls. We recommend sparing use of each in this particular game. It must be noted that a Mullie22only undoes one problem at a time when used. If a Mullie22is played to repair a turn where both the last ball20fails to reach a successful spot AND dislodges another ball20or balls20already in play, using a Mullie22will only remove the erroneous putt. Otherwise it costs ONE Mullie22to repair EACH displaced ball20. Ouch.

This is the grand-dame of the game, and essentially a weighted-field sibling to Game4, “The Original.” Players start each turn with three Mullies22and play to a weighted board with, typically, one ring per 25 letters12on the field is a good starting point, placed according to whoever has honors (as the weighting, if adjusted, is to the preference of the most-trailing player or side).

The object is, again, to score the most points by spelling long words and by also getting putted balls20to stop in the rings24, since not only do rings24make their spaces into “WILD” spaces, but also a ball20that comes to rest in a ring after it is struck earns the player another Mullie24, as well.

The purest. Simply, longer words earn higher scores. Playing on an unweighted board to a total of 21 points or more, players take turns putting to spell words three letters12or longer to claim points and reach a target score first.

A turn continues until a putted ball20stops on a letter12or deflects other balls20in play, forcing a misspelling.

Order of play in subsequent rounds in competitive play must follow “honors,” i.e., highest to lowest point scores in the prior round and adjusting to reflect honors with each new round.SCORING:Three letters=3 pointsFour letters=7 pointsFive letters=12 pointsSix letters=18 pointsSeven letters=25 pointsEight letters=33 pointsNine letters=42 points

Point scoring for word lengths greater than nine letters12can be determined by adding letter lengths to the prior score:

The Original was first played as a seven-round match to 21 points, because a player could score the minimum, three-letter word each round and still make a playoff against other qualifiers. Also, the first player to putt a seven-letter word at any point in the game could take the game outright—a tactic to counter conservative play.

“A” Variation: Word-lock. A player may opt to “lock in” smaller words, trading higher point scores to maintain their turn: two three-letter words and one four-letter word total 10 letters plays for 13 points, while a four- and a six-letter word totals 25 points. A 10-letter word counts as 52 points, rewarding both the risk and knowing a 10-letter word.

Game: Better Than You

This is a challenge game, where a player selects a word and each player tries to find a way to spell the word for points. The challenge to this format of play is that the same word can be spelled using letters12that are near or far for different point-bonus values. This means a three-letter word could be worth anything from six points to 33 points. Play carries on until the number of rounds are played/point total is reached.

Game: Ring Variations

A word is selected and indicated on the field using metal rings24. The objective—to capture each letter12in as few strokes as possible—offers a significant side bet for a reasonable risk: if you can get your ball20to come to rest in the ring24, you deduct strokes from your score. Beware, though . . . the ring can just as easily deflect you away from your target!

Game: Word Cricket

This weighted-field variation is very good for juniors and providing intensive time with individual words. Rings24are placed on letters12that spell a selected word across the field of play10. The rows46are then weight-marked, and players take turns putting to the letters12on the field10that also help to spell the word, scoring points according to weight; a turn continues until the player misses a valid target12letter. Play carries on until there are one, two, or three balls20in each of the rings24(for stronger putters). Like “Cricket” in darts, once a ring24has been “filled,” players can no longer score on that letter12in the field. “Adult” variations can use this with acronyms and brand names, in the relevant settings.

“A” Variation: Alphabet Games. These games structure around learning the letters12of the alphabet. Players putt on the weighted field to words to score the most points while also trying to use every letter12in the alphabet at least once first. Once that happens, the scores are totaled up: points for weighted letters12, as well as 50 points for first to close out the alphabet.

“B” Variation: Players use the “Scramble” format of play to putt to letters12and form words that begin with all of the letters12in the alphabet (or a selection of letters12according to a lesson or brand-related word). Players may putt until they can spell a word; this opens play to steals and bogey-penalties for unused balls20left on the field.

Words/Par utilizes a series of words, often selected deliberately for learning applications, and an unweighted field. Players get a list of related words, which are assigned par values according to their letter12lengths and presented as the holes of a course. Players try to spell the words on the board to par/in as few total strokes as possible. Scoring is by total strokes over par in series of words (stroke play) or playing to win each word (match-play).

In learning and training situations, Mullies22can be won by players for knowing information about each of the “holes” (words/terms). In putting-focused training, the field-weighting can be used to shift a player's distance-priority targets.

“A” Variation: Stable ‘word’ (pun on Stableford) applies the weighted field and rewards players for distance-control, requiring that players rethink their strategies to maximize their best efforts in their strongest scenarios.

Game: Laurel and Hardy

In this unweighted, to-par game, the board is divided into three sections30(symmetrical or otherwise). A word is selected, and both sides try to spell the word without putting into the same section30consecutively. Scoring is based on word length to-par and penalties for zone violations; variations may include aggressive and simultaneous play, if the surface permits safely.

Game: Pick a Card

What Else You'll Need: a deck of cards

One side draws a card14and putts eithera number of balls20equivalent to the face value of the drawn card, which the side will then use to spell words and score points,or to identify and spell a word with a letter12length that corresponds to the face value of the drawn card14.

Game: Test Match

An intense game, intended, ideally, for teams in lane-play or remote-competition venues, teams of players work with one dozen balls20into the field, attempting to make words out of the letters12they claim. When a player arranges letters12to spell a word, the player so indicates; points are recorded for the word, and the team removes ONLY those balls20from the field to continue play. A side's turn ends when a point total has been achieved Scoring is based on a combination of total strokes played, points scored and rounds played, as well as penalties for balls20left on the field.

Game: Land Grab Go

What else you'll need to play this game: markers, like poker chips, distinctly patterned card decks or cardstock (50 cards per side).

Players putt and spell to join five squares vertically, horizontally, or diagonally by putting to spell base-words and then adding prefixes or suffixes to lengthen the base-word and claim letter-squares on the playing field. Once the team identifies a base word, if a teammate can find an adjacent letters12that would help spell a prefix or suffix, the team may play a card onto that square to “claim” it, as well as the remaining letters12of the word extension from anywhere on the playing field.

Example: one side putts to collect letters12that spell the base word ACT. A teammate on the side notices a letter “O” adjacent to the “C” their team's ball20rests on. It registers to the player that “I-O-N” spells the word ACTION, so the player calls out, “ACTION,” and plays team cards onto the adjacent “O,” and then onto an “I” and an “N” elsewhere on the field. Play carries on in the round until the team has played its allotment of balls20(3 to 12) per turn.

Steals (or turnovers) may occur when: a team claims open letter-spaces that touch adjacent edges of a square controlled by an opponent. A team may steal this square by placing their card on top of the opponent's card; after a team completes its turn, an opponent can identify a letter in a word-extender and claim it and its additional letters12on the field; and if a ball20is deflected off the field and/or into the gutter, it is considered out of play until the match is completed. The letter it gained, as well as any adjacent letters12, is deducted from the point score.

Letters12that have been played may not be replayed, only captured; these squares are hazards or out of play until steals or the game is done. Play carries on until no one/team in the round can find a play, a team loses all of its balls20out of play, or a score is not posted by either side in consecutive turns.

Scoring is based on points for most putted/claimed/stolen letters12, optional penalties, and total score. Conventionally weighting the field (increase weight with increased distance) significantly clarifies the tactics of the game, so non-linear field weighting is recommended.

Players then take turns to putt out as many words from the list, marking them off as they do and counting the number of strokes per each effort. Points are awarded for most total unique words in a team's pool; most words per letter-length category; longest word; strokes taken total/per word/per letter.

Game: Ladder Games

In these games players get up to 12 golf balls20per turn to spell a word using prior putt lengths as limitations. These games travel up the field with increasing putting length or start at the far end and carry on with shorter and shorter putts . . . even including staggers in places. Justa keepit interstin' . . .

“A” Variation: Speed. Players try to spell the word for a given round, each attempting to spell out the word successfully in as few visits as possible. A turn is done when a player completes the task or runs out of golf balls20. Putts that miss a target do not cost a player's turn unless they also fail to progress the player accordingly across the field.

“B” Variation: alternating shot. Sides alternate shots, each trying to progress up or down the field according to pattern. Players may either use their shots to advance their own progress or to thwart competitor progress strategies, accelerate.

“C” Variation: Thrust. In this variation, a distance foul is penalized by an additional push up the field of a number of rows46, hastening and closing the remaining playable field to complete spelling of the word.

“D” Variation: the Stall. Each team picks one or more rows46as “snag” rows—if an opponent's ball20should come to rest on a snag row46, then they must successfully putt a given number of times on that same row46before being able to continue up the board.

Points can also be awarded for: shortest or longest total travel between putts; fewest total strokes/penalties to complete; shortest time plus penalties. These games are quick, head to head style games that can be played as a series. It's good to have a timer for this game, too.

Players bid on how long a word they/their teammates can spell with Mullies22and Wilds to assist. Once one team issues the dare, the opponent then must putt that length of word successfully. If unsuccessful, opposition may attempt to do so to steal the round.

“A” Variation: Weighting the field allows an optional challenge, where opponents may try to putt the word with a higher or lower point value.

Alternatively, PUTT FOR DOUGH™ Casino Lanes games adapt from popular card games. In lieu of alphabet letters12and rules of spelling and word structures, the field is adorned with the 52 cards14of a standard playing deck, and players must regard the rules of play and associated gambling. Additionally, PUTT FOR DOUGH™ games also include the elements of wagering and either applies point scores to or replaces them directly with currency values. These distinguish PUTT FOR DOUGH™ from its progenitor, GOLFWORDS™, while adapting the same categories of challenges to promote play-based and cross-disciplinary learning.

The following games are designed for play on the PUTT FOR DOUGH™ “Casino” Lane's layout. In all the Putt for Dough Lane games, any ball20that is putted off the field and into a gutter results in a player going “bust” for that turn, ending the turn and forcing a loss of any wagers in play at the time.

Wild cards in PUTT FOR DOUGH™

Players may designate cards as “wild” (assignable by the player) on the field either by declaration, making all such cards presented on the field into “wild” spaces, or by placing rings24in the field to highlight fewer, specific cards on the field.

Game: High Hand

What else you will need: chips or PUTT FOR DOUGH™ “Bank currency”. Players putt a given number of balls20to the card-symbols and try to create the highest hand OR the highest point value (or both) in that round, also called a “hand.” Players play against each other in either or both of these categories, and may place further “wagers” on their play against opponents.

These variations on the game of blackjack involve playing against a “house hand.” The game begins with each side placing their bets on their efforts and then putting two balls20onto the field, resulting in two cards “in hand.” The “dealer” for the round then putts one ball20out to the field to identify the house's show card. Players may then raise their wagers before the dealer draws another card to determine the “18line.”

Once the18line is determined, players take extra putts as needed to improve their hands without going over 21 (bust). The dealer then putts to best the counts of the players in the hand, and adjusts the bank and players' chips according to outcomes.

“A” Variation: the Dealer's role may rely more, or entirely, on drawing cards.

“B” Variation: players may either begin by drawing a card and then putting to improve their hands or by putting first, then drawing a card, and then putting again to build their hands . . . but when they putt after drawing a card, they also have to respect the18line.

The18line is the number—one to ten, determined by the face value of the card the dealer draws—of rows46from the baseline before a card is in play when the dealer is putting to improve a house-count of 18 or higher.

This game can be either really fast or really slow, depending on how you . . . play your cards.

“A” Variation: Players ante and then each putt two balls20to determine their hold cards. Players then await the flop, wager or fold, and follow suit (another pun! I'm not even trying!!) betting on the Turn and the River.

“B” Variation: Each player antes and is dealt two cards for hold cards. Flop, River, and Turn are putted (five balls20total) either by a “dealer,” by one or more players, or some combination thereof. Players make wagers accordingly until showdown.

“C” Variation: Players play a hand of Hold 'em to determine a winner. All players then try to putt to the winning hand on the weighted field in order to best the winner of the poker hand and steal or share the pot.

Reference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” or “an embodiment”, or the like, means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” or “in an embodiment”, or the like, in places throughout the specification are not necessarily all referring to the same embodiment.

Further, the particular features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. Thus, the particular features, structures, or characteristics illustrated or described in connection with one embodiment may be combined, in whole or in part, with the features structures, or characteristics of one or more other embodiments without limitation given that such combination is not illogical or non-functional. Although numerous embodiments of this invention have been described above with a certain degree of particularity, those skilled in the art could make numerous alterations to the disclosed embodiments without departing from the spirit or scope of this disclosure.

All directional references (e.g., plus, minus, upper, lower, upward, downward, left, right, leftward, rightward, top, bottom, above, below, vertical, horizontal, clockwise, and counterclockwise) are only used for identification purposes to aid the reader's understanding of the present disclosure, and do not create limitations, particularly as to the position, orientation, or use of the any aspect of the disclosure.

As used herein, the phrased “configured to,” “configured for,” and similar phrases indicate that the subject device, apparatus, or system is designed and/or constructed (e.g., through appropriate hardware, software, and/or components) to fulfill one or more specific object purposes, not that the subject device, apparatus, or system is merely capable of performing the object purpose. Joinder references (e.g., attached, coupled, connected, and the like) are to be construed broadly and may include intermediate members between a connection of elements and relative movement between elements. As such, joinder references do not necessarily infer that two elements are directly connected and in fixed relation to each other. It is intended that all matter contained in the above description or shown in the accompanying drawings shall be interpreted as illustrative only and not limiting. Changes in detail or structure may be made without departing from the spirit of the invention as defined in the appended claims.