Patent Publication Number: US-2016243436-A1

Title: Tile matching game

Description:
CLAIM OF PRIORITY 
     This Application claims priority under 35 U.S.C. §119(e) from earlier filed U.S. Provisional Application Ser. No. 62/176,603, filed Feb. 24, 2015, which is hereby incorporated by reference. 
    
    
     BACKGROUND 
     1. Field of the Invention 
     The present disclosure relates to the field of games, particularly a tile matching game that can be played using a plurality of tiles each having four quadrants with marked indicia. 
     2. Background 
     Dominos and other tile-matching games have been popular for centuries. Such games can be played casually with family or friends, or in tournaments or other competitions. Generally, one or more areas on each game piece are matched against other similar areas of other game pieces, and the game pieces are laid out on a game board or other playing surface. However, despite the popularity of such games, players often enjoy trying new games with different rules and/or different game pieces. 
     What is needed is a tile-matching game that uses game pieces each having four quadrants that indicate a value, such that matching adjacent game pieces can be based on the values associated with the quadrants within those tiles. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  depicts a top view of a tile. 
         FIG. 2  depicts a perspective view of an exemplary embodiment of a tile. 
         FIG. 3  depicts an exemplary embodiment of a tile set having thirty tiles. 
         FIG. 4  depicts an exemplary embodiment of a tile set having forty five tiles. 
         FIG. 5  depicts an example of active edges of a quadrant on a tile. 
         FIG. 6  depicts an example of tiles placed according to legal moves during a game. 
         FIG. 7  depicts an example of tiles placed according to a non-legal move during a game. 
         FIG. 8  depicts an example of awarding points based on an “Around the World” scoring method. 
         FIG. 9  depicts an example of awarding points based on a “Matching Only” scoring method. 
         FIG. 10  depicts an example of awarding points based on a “Full Matrix” scoring method. 
         FIG. 11  depicts an example of awarding points based on a “Skip” scoring method. 
         FIG. 12  depicts an example of awarding points with a “Two-Divisible” scoring restriction in place with an “Around the World” scoring method. 
         FIG. 13  depicts an example of awarding points with a “Three-Divisible” scoring restriction in place with an “Around the World” scoring method. 
         FIG. 14  depicts an example of awarding points with a “Five-Divisible” scoring restriction in place with an “Around the World” scoring method. 
         FIGS. 15A-15C  depict embodiments of a scoring method selector. 
         FIG. 16  depicts a flowchart for playing one embodiment of a game with two or more players using a tile set of unique tiles and a scoring method selector. 
         FIG. 17  depicts a block diagram of the functional components of an exemplary embodiment of a computer system. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  depicts a top view of a tile  100 , and  FIG. 2  depicts a perspective view of one non-limiting exemplary embodiment of a tile  100 . A tile  100  can be a substantially planar body having a substantially square shape. A tile  100  can comprise wood, plastic, metal, metal alloy, acrylic, porcelain, ceramics, glass, and/or any other desired material. 
     A tile  100  can be divided into four substantially square quadrants  102 , with one quadrant  102  on each of the tile&#39;s four corners. In some embodiments, dividers  104  on the tile  100  can mark the separation between the quadrants  102 . In various embodiments, dividers  104  can be lines printed, painted, or otherwise marked on the surface of the tile  100 , be grooves carved or indented into the surface of the tile  100 , be embossed lines raised from the surface of the tile  100 , be separate components affixed to the surface of the quadrant  102 , and/or any other type of divider or mark. In alternate embodiments, dividers  104  between quadrants  102  can be absent. 
     Each quadrant  102  can be marked with indicia  106  that represents a particular value. In some embodiments, the absence of indicia  106  can also represent a particular value. In some embodiments, the indicia  106  can be dots, with the number of dots present in a quadrant  102  representing that quadrant&#39;s value. In other embodiments, the indicia can be letters, numbers, logos, Roman numerals, Greek numerals, colors, pictures, braille symbols, and/or any other character, icon, or symbol. In various embodiments, indicia  106  can be printed, painted, or otherwise marked on the quadrant  102 , be carved or indented into the surface of the quadrant  102 , be raised from the surface of the quadrant  102 , be separate components affixed to the surface of the quadrant  102 , and/or any other type of indicia or marking. By way of a non-limiting example, the indicia  106  can be dots painted or printed on the surface of a tile  100 . By way of another non-limiting example, the indicia  106  can be glass or diamond inserts coupled with the surface of a tile. 
     As will be described below, a tile set  300  comprising a plurality of tiles  100  can be used together to play a game. Each tile  100  in a tile set  300  can have a unique combination of the indicia  106  on its four quadrants  102 , such that each one of the tiles  100  in the tile set  300  is distinct. 
     As shown in  FIG. 1 , quadrant  102   a  (referred to herein as “Quadrant A”) can have indicia  106  that expresses a value within a first range. Quadrant  102   d  (referred to herein as “Quadrant D”) can be on the opposite corner on the tile  100  from Quadrant A, and Quadrant D can have indicia  106  that expresses the same value as the indicia  106  on Quadrant A. Quadrant  102   b  (referred to herein as “Quadrant B”) can be on a corner of the tile  100  that is adjacent to Quadrant A, and Quadrant B can have indicia  106  that expresses a value within a second range. Quadrant  102   c  (referred to herein as “Quadrant C”) can be on the opposite corner on the tile  100  from Quadrant B, and Quadrant C can have indicia  106  that expresses a value within a third range. 
     In some embodiments, the values of the indicia  106  for each quadrant  102  of each tile  100  in a tile set  300  can be determined based on the total number of tiles  100  in the tile set  300 . According to one value assignment scheme, the tiles  100  can be arranged in a grid with rows and columns, and the number of rows and columns can determine the value of the indicia  106  on each tile&#39;s quadrants  102  according to the tile&#39;s position in the grid. As a non-limiting example,  FIG. 3  depicts an exemplary embodiment of a tile set  300  having thirty unique tiles  100  arranged in a grid with six rows and five columns. 
     The first range of values, used for the indicia in Quadrants A and D of each tile  100 , can include numeric values between one and the total number of rows. As such, Quadrants A and D on each tile  100  can express a value equal to its row number. By way of a non-limiting example,  FIG. 3  shows an embodiment with tiles  100  arranged in a grid with six rows, such that the first range of values used for Quadrants A and D includes numeric values from one up to six expressed as dots. As shown in  FIG. 3 , Quadrants A and D of each tile  100  in the first row at the top of the grid have one dot, Quadrants A and D of each tile in the second row have two dots, Quadrants A and D of each tile in the third row have three dots, Quadrants A and D of each tile in the fourth row have four dots, Quadrants A and D of each tile in the fifth row have five dots, and Quadrants A and D of each tile in the sixth and final row have six dots. 
     The second range of values, used for the indicia in Quadrant B of each tile  100 , can include numeric values between the total number of columns and one less than twice the number of columns, beginning with the highest value in this range for tiles  100  in the first column and decreasing the value for tiles  100  in each subsequent column. By way of a non-limiting example,  FIG. 3  shows an embodiment with tiles  100  arranged in a grid with five columns, such that the second range of values used for Quadrant B includes numeric values from nine down to five expressed as dots. As shown in  FIG. 3 , Quadrant B of each tile in the first column on the left side of the grid has nine dots, Quadrant B of each tile in the second column has eight dots, Quadrant B of each tile in the third column has seven dots, Quadrant B of each tile in the fourth column has six dots, and Quadrant B of each tile in the fifth and final column on the right of the grid has five dots. 
     The third range of values, used for the indicia in Quadrant C of each tile  100 , can include numeric values between the zero and one less than the total number of columns, beginning with zero for tiles  100  in the first column and increasing the value for tiles  100  in each subsequent column. By way of a non-limiting example,  FIG. 3  shows an embodiment with tiles  100  arranged in a grid with five columns, such that the third range of values used for Quadrant C includes numeric values from zero up to four expressed as dots. As shown in  FIG. 3 , Quadrant C of each tile in the first column on the left side of the grid has zero dots, Quadrant C of each tile in the second column has one dot, Quadrant C of each tile in the third column has two dots, Quadrant C of each tile in the fourth column has three dots, and Quadrant C of each tile in the fifth and final column on the right of the grid has four dots. 
       FIG. 3  thus depicts one exemplary embodiment of a tile set  300  having thirty tiles  100 , each tile  100  in the tile set  300  having a unique combination of indicia  106  on its four quadrants  102  as determined through the above-described value assignment scheme. Similarly,  FIG. 4  depicts another exemplary embodiment of a tile set  300  having forty five tiles  100 , each tile  100  in the tile set  300  having a unique combination of indicia  106  on its four quadrants  102  as determined through the above-described value assignment scheme. In some embodiments or situations, the extra fifteen tiles  100  shown in the bottom three rows of  FIG. 4  can be sold or provided as an expansion set that can be added to the tile set  300  shown in  FIG. 3  for additional gameplay options, while in other embodiments the complete tile set  100  shown in  FIG. 4  can be sold or provided together. 
     In alternate embodiments, a tile set  300  can have more or fewer tiles  100  than shown in  FIG. 3  or  FIG. 4 , with indicia  106  assigned through the above-described value assignment scheme or any other value assignment scheme. By way of a non-limiting example, an alternate embodiment of a tile set  300  could have sixty four tiles  100  with values for their indicia  106  assigned based on a grid arrangement with eight columns and eight rows, with Quadrants A and D of the tiles  100  having values between one and eight, Quadrants B of the tiles  100  having values between fifteen and eight, and Quadrants C of the tiles  100  having values between zero and seven. 
       FIG. 5  depicts an example of active edges  502  of a quadrant  102  on a tile  100 . As mentioned above, a tile set  300  of unique tiles  100  can be used to play a game. During gameplay, each quadrant  102  of a tile  100  can be considered to have two active edges  502 , positioned on the peripheral edges of the tile  100  within that quadrant  102 . By way of a non-limiting example, the upper tile  100  shown in  FIG. 5  has a quadrant  102  with eight dots, and that quadrant  102  has an active edge  502  along the tile&#39;s bottom edge and another active edge  502  along the tile&#39;s right edge. 
     During play, tiles  100  can be placed on a playing surface, such as a game board or table. After the first tile  100  has been placed on the playing surface, subsequent tiles  100  can be placed on the playing surface. For each new tile  100 , the values of the new tile&#39;s quadrants  102  can be compared against the values of the quadrants  102  in the tiles  100  already on the playing surface, as indicated by the indicia  106 . The new tile  100  can be played if, without moving previously played tiles  100 , at least one matching quadrant  102  of the new tile  100  can be placed directly against at least one matching quadrant  102  in the collection of previously played tiles  100 , without placing any non-matching quadrants  102  directly against each other. The new tile  100  can be rotated to be placed in any legal position on the playing surface. 
     By way of a first non-limiting example, in  FIG. 5  legal moves include placing active edges  502   a  and  502   d  side by side, or placing active edges  502   c  and  502   d  side by side, as both moves would place the quadrants  102  displaying eight dots together, without placing non-matching quadrants  102  together. 
       FIG. 6  depicts a non-limiting example of tiles  100  placed according to legal moves during a game. In  FIG. 6 , a first tile  100   a  has been placed against a second tile  100   b  along the active edges  502  of quadrants  102  with a value of six, and a third tile  100   c  has been placed against the second tile  100  along active edges of matching quadrants  102  each having a value of one. As only active edges  502  of matching quadrants  102  are directly touching, the moves made to create this arrangement of tiles  100  would be legal and allowed during a game. 
       FIG. 7  depicts a non-limiting example of tiles  100  placed according to a non-legal move during a game. As with  FIG. 6 , in  FIG. 7  quadrants  102  of the second tile  100   b  and the third tile  100   c  each having a value of one were matched and placed against one another along their active edges  502 . However, unlike the arrangement shown in  FIG. 6 , in  FIG. 7  the third tile  100   c  was also placed against the first tile  100   a  such that active edges  502  of non-matching quadrants  102  in the first tile  100   a  and the third tile  100   c  are directly adjacent to one another. As such, this move would be disallowed during a game. 
     In some embodiments, points can be awarded after each new tile  100  is placed on the playing surface according to a legal move. Points can be awarded according to a scoring method, such that a different number of points can be scored for the same move depending on the scoring method chosen. Scoring methods can include an “Around the World” scoring method, a “Matching Only” scoring method, a “Full Matrix” scoring method, and/a “Skip” scoring method. The points for a player&#39;s new move can be added to a player&#39;s running point total for the game. 
       FIG. 8  depicts a non-limiting example of awarding points based on an “Around the World” scoring method. When the “Around the World” scoring method is used, after a new tile  100  is placed by a player, the player can receive points based on the total value of all quadrants  102  in the tiles  100  on the playing surface, minus the value of all quadrants  102  with matched active edges  502 . Players can calculate the point total by adding together the value of non-matched quadrants  102  on the playing surface, totaling the value of all quadrants  102  on the playing and then subtracting the value of matched quadrants  102 , or by totaling the points scored using any other desired counting method. In the example of  FIG. 8 , a player who adds tile  100   c  to the collection of tiles  100  on the playing surface would receive thirty seven points for the move, calculated by summing the values of the non-matched quadrants  102 . Specifically, the thirty seven points for the move shown in  FIG. 8  would be calculated by adding values of six, six, and three from the non-matched quadrants  102  of tile  100   a , adding values of one and three from the non-matched quadrants  102  of tile  100   b , and adding values of five, eight, and five from the non-matched quadrants  102  of tile  100   c , while excluding from the point total the values of the matching quadrants  102  having directly adjacent active edges  502 . 
       FIG. 9  depicts a non-limiting example of awarding points based on a “Matching Only” scoring method. When the “Matching Only” scoring method is used, after a new tile  100  is placed by a player, the player can receive points based on the total value of the newly matched quadrants  102 , plus all other quadrants  102  in the collection of played tiles  100  that also have the same value as the matched quadrants  102 . Players can calculate the point total by multiplying the value of the matched quadrants  102  by the number of times that value appears on a quadrant  102  on the playing surface, totaling the value of all quadrants  102  on the playing and then subtracting the values of quadrants  102  that do not share the value of the matched quadrants  102 , or by totaling the points scored using any other desired counting method. In the example of  FIG. 9 , a player who adds tile  100   a  to the collection of tiles  100  on the playing surface by matching quadrants  102  with a value of six would receive twenty four points for the move. Specifically, the twenty four points for the move shown in  FIG. 9  would be calculated by adding both values of six shown in the newly matched quadrants  102 , then adding all other values of six shown in other quadrants  102  in both the new tile  100  and previously played tiles  100 . In  FIG. 9 , the new tile  100  has two other non-matched quadrants  102  with a value of six. Therefore, two values of six from the non-matched quadrants  102  would be added to the two values of six from the matched quadrants  102 , leading to a total score of twenty four for the move. 
       FIG. 10  depicts a non-limiting example of awarding points based on a “Full Matrix” scoring method. When the “Full Matrix” scoring method is used, after a new tile  100  is placed by a player, the player can receive points based on the total value of all quadrants  102  in the full collection of tiles  100  on the playing surface. In the example of  FIG. 10 , a player who adds a new tile  100  to the collection of tiles  100  on the playing surface would receive fifty one points for the move, calculated by totaling the values of all quadrants  102  within the three tiles  100  played so far. 
       FIG. 11  depicts a non-limiting example of awarding points based on a “Skip” scoring method. When the “Skip” scoring method is used, zero points can be awarded to a player despite the player&#39;s success in placing a new tile  100  by matching one or more quadrants  102 . 
     In some embodiments, points can be totaled using one of the scoring methods described above, but be awarded to a player contingent on a scoring restriction. In some embodiments an “X-Divisible” scoring restriction can be used, in which points are awarded only if a move&#39;s point total is evenly divisible by a particular number x. By way of a non-limiting example, the score for a new move can be calculated according to the “Around the World” scoring method, and that calculated score can be checked to determine if it is evenly divisible by a particular number x. In some embodiments, the number x used in an “X-Divisible” scoring restriction can be predetermined or chosen prior to beginning a game. In other embodiments, the number x used for an “X-Divisible” scoring restriction can be randomly determined through the use of a spinner, dice, a card drawn from a deck, a random number generator on a computer of mobile application, or through any other selection process. 
     In some embodiments, when an “X-Divisible” scoring restriction is used in a game, a move&#39;s “Around the World” score can be awarded to the player who made the move only if the move&#39;s “Around the World” score is evenly divisible by the number x, while the player would receive zero points for his or her move if the move&#39;s “Around the World” score was not evenly divisible by the number x. In other embodiments, when an “X-Divisible” scoring restriction is used in a game, a potential move can be disallowed if its “Around the World” score would not be evenly divisible by the number x, such that legal moves are only those moves that would be scored as a multiple of the number x using the “Around the World” scoring method. 
       FIG. 12  depicts a non-limiting example of a move scored according to the “Around the World” scoring method, with a “Two-Divisible” scoring restriction in place. In this example, a player can have placed a new tile  100  such that a quadrant  102  with a value of three is adjacent to a quadrant  102  of a previously-played tile  100  that also has a value of three. The total value of the non-matching quadrants  102  of all tiles  100  on the playing surface after the move equals a point total of twenty, as scored with the “Around the World” scoring method. Because twenty is evenly divisible by two, the player who made the move would receive twenty points for the move. In some embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by two, the move would either be disallowed such that the player would need to attempt a different move. In alternate embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by two, the move would be allowed but the player would receive zero points. 
       FIG. 13  depicts a non-limiting example of a move scored according to the “Around the World” scoring method, with a “Three-Divisible” scoring restriction in place. In this example, a player can have placed a new tile  100  such that a quadrant  102  with a value of eight is adjacent to a quadrant  102  of a previously-played tile  100  that also has a value of eight. The total value of the non-matching quadrants  102  of all tiles  100  on the playing surface after the move equals a point total of twenty seven, as scored with the “Around the World” scoring method. Because twenty seven is evenly divisible by three, the player who made the move would receive twenty seven points for the move. In some embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by three, the move would either be disallowed such that the player would need to attempt a different move. In alternate embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by three, the move would be allowed but the player would receive zero points. 
       FIG. 14  depicts a non-limiting example of a move scored according to the “Around the World” scoring method, with a “Five-Divisible” scoring restriction in place. In this example, a player can have placed a new tile  100  such that a quadrant  102  with a value of five is adjacent to a quadrant  102  of a previously-played tile  100  that also has a value of five. The total value of the non-matching quadrants  102  of all tiles  100  on the playing surface after the move equals a point total of twenty five, as scored with the “Around the World” scoring method. Because twenty five is evenly divisible by five, the player who made the move would receive twenty five points for the move. In some embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by five, the move would either be disallowed such that the player would need to attempt a different move. In alternate embodiments, if the move&#39;s score as calculated with the “Around the World” scoring method was not evenly divisible by five, the move would be allowed but the player would receive zero points. 
     In some embodiments, the scoring method can change throughout a game, such that each new move can potentially be scored according to a different scoring method compared to how the previous move was scored. In some of these embodiments, the scoring method can change multiple times throughout a single game according to the results of a scoring method selector  1500 . 
     In some embodiments, a scoring method selector  1500  can be a spinner with a pointer  1502  and a plurality of fields  1504 . The fields  1504  can display possible scoring methods, and the pointer  1502  can be spun to randomly point to one of the fields  1504 . As such, the pointer  1502  can be spun, and the scoring method displayed on the field  1504  pointed to by the pointer  1502  can be used to score the previous move. In some embodiments a spinner can have one field  1504  for each possible scoring method. By way of a non-limiting example,  FIG. 15A  shows an embodiment where one of four scoring methods can be randomly selected to score each move during a game. In other embodiments, each scoring method option can be displayed in one or more fields  1504 , in a regular or irregular arrangement. By way of non-limiting examples,  FIGS. 15B and 15C  depict embodiments of spinners having varying arrangements of scoring methods displayed in their fields  1504 . 
     In other embodiments, scoring method selectors  1500  can be one or more dice, random number generators, a deck of cards from which cards displaying a scoring method option can be selected, a computer program or mobile application that randomly selects the scoring method to use, or any other device or mechanism for randomly selecting a scoring method. 
     In alternate embodiments, the same scoring method can be used throughout a game, such that a scoring method selector  1500  is not used. By way of a non-limiting example, in some embodiments or situations new moves can always be scored according to a particular scoring method, such as always scoring moves with the “Around the World” scoring method with an “X-Divisible” scoring restriction in place using a particular value of x. 
       FIG. 16  depicts a flowchart for playing one embodiment of a game with two or more players using a tile set  300  of unique tiles  100  and a scoring method selector  1500 . Each player can begin each game with a running point total of zero points, which can be incremented as play goes on. 
     At step  1602 , a player order can be determined. In some embodiments, the scoring method selector  1500  can be used to determine the first player. By way of a non-limiting example, the players can spin a spinner, and the first player that spins the pointer  1502  to a field  1504  displaying the “Full Matrix” scoring method can be chosen as the first player. In some embodiments the remaining player order can go clockwise or counterclockwise from the first player. In alternate embodiments, the first player can be selected by having the oldest or youngest player go first, letting players draw tiles  100  and having the player with the highest or lowest total value shown in their tile&#39;s quadrants  102  go first, having players volunteer to go first, or selecting the first player through any other desired method. 
     At step  1604 , a hand of tiles  100  can be provided to each player. Each player can receive a hand having a number of tiles equal to the total number of tiles  100  in the tile set  300 , divided by the number of players. By way of a non-limiting example, when the tile set  300  contains thirty tiles  100  as shown in  FIG. 3 , two players can each receive fifteen tiles  100 , three players can each receive ten tiles  100 , or five players can each receive six tiles  100 . In some embodiments, one player can deal tiles  100  to the other players. In other embodiments the tiles  100  can be placed face down on the playing surface and players can individually select tiles  100  for themselves, or tiles  100  can be provided to players through any other desired method. In alternate embodiments, steps  1402  and  1404  can be reversed. 
     At step  1606 , the first player can make the first move of the game. The first player can select one tile  100  from his or her hand and place it on the playing surface. As no other tiles  100  are yet on the playing surface, the first player can play any tile  100  from his or her hand without matching one of its quadrants  102  to an already-played tile  100 . 
     At step  1608 , the first player can receive points for the first move, and add it to his or her starting score of zero. In some embodiments the first move can be scored based on the “Full Matrix” scoring method for the first move, as some other scoring methods require at least two tiles  100  with adjoining active edges  402  to be present on the playing surface for points to be awarded. In other embodiments the first move can be scored using another scoring method, or the first move can score zero points. 
     At step  1610 , after the first move has been played and scored, the next player in the player order can become the new current player. In some embodiments, the next player can be the player to the first player&#39;s left or right, such that the player order progresses in clockwise or counterclockwise order. In other embodiments, the player order can continue in order of the player&#39;s ages, alphabetically according to player&#39;s names, or in any other desired order. 
     At step  1612 , the new current player can select a tile  100  from his or her hand and can make a legal move, as described above, based on the values of quadrants  102  of other tiles  100  already present on the playing surface. 
     At step  1614 , the next player in the player order, such as the player to the right or left of the current player, can use the scoring method selector  1500  to determine how the move made by the current player in step  1612  will be scored. By way of a non-limiting example, Player A can make a legal move by placing a new tile  100  on the playing surface, with one of the new tile&#39;s quadrants  102  adjacent to a matching quadrant  102  of an already-played tile  100 . Player B, to the left of Player A, can then spin a spinner to determine how Player A&#39;s move will be scored, such as scoring the move according to an “Around the World,” “Matching Only,” or “Full Matrix” scoring method, or scoring zero points if the spinner&#39;s pointer  1502  lands on a “Skip” field  1504 . 
     As shown in  FIG. 16 , in some embodiments the scoring method for each move can be randomly selected by chance after the move has been made, such that the current player does not know how the move will be scored prior to selecting a tile  100  from his or her hand and placing it on the playing surface. In alternate embodiments, steps  1612  and  1614  can be switched, such that the scoring method to be used can be randomly determined prior to the current player&#39;s move, allowing the current player to make a move with the knowledge of how it will be scored. 
     At step  1616 , the current player can add the points scored during his or her turn, if any, to the current player&#39;s running point total. In some embodiments, if the current player has no tiles  100  that can be played with a legal move during step  1612 , the current player can skip his or her turn and receive zero points, and the game can proceed to step  1618 . 
     At step  1618 , the amount of tiles  100  still remaining in players&#39; hands can be determined. If all the tiles  100  in the tile set  300  have not yet been played, and if additional legal moves can still be made with those tiles  100 , the next player in the player order can become the new current player at step  1620 . The game can then return to step  1612 , where the new current player can attempt to make a legal move. However, if during step  1618  it is determined that all tiles  100  in the tile set  300  have been played, or that no positions exist on the playing surface relative to previously played tiles  100  where the remaining tiles  100  could be legally played, the game can end. 
     When the game ends, the running point total for each player can be compared, and the player with the highest running point total can be declared the winner of the game. In some embodiments, if the players decide to play the game again, the winning player of the last game can be chosen as the first player during step  1602  of the next game. 
     In some embodiments each player can make his or her own moves, and each player&#39;s score can be tracked individually throughout a game. In other embodiments two or more players can play as a team, with the moves of each team member contributing to their team&#39;s overall score. In still other embodiments, a player can play a similar version of the game solo, by randomly drawing or uncovering tiles  100  and attempting to match quadrants  102  of each new tile  100  against previously played tiles  100 . 
     In some embodiments and situations, the game can be played casually or recreationally by friends and/or family members. In other embodiments and situations, the game can be played competitively in tournaments, in organized amateur matches, in organized professional matches, in casinos or gaming establishments, or in any other venue. 
     As described above, in some embodiments the game can be played using physical tiles  100  played on a physical playing surface. In some embodiments, the playing surface can be a game board, table, floor, or other planar surface, such that the tiles  100  can rest on the playing surface through gravity. In other embodiments, the playing surface can at least partially retain tiles  100  placed against it. By way of a non-limiting example, in some embodiments the playing surface can be magnetic, such as a refrigerator, metal box, or metal game board, and the tiles  100  can also be magnetic such that they can be stuck in place on the magnetic playing surface. For instance, a travel game version can be provided with a magnetic tile set  300  stored inside a magnetic box, such that the game can be played with the magnetic tiles on the back of the magnetic box. By way of another non-limiting example, the tiles  100  can have hook and loop fasteners such that they can be temporarily affixed to a playing surface that has corresponding hook and loop fasteners, or is made of felt or any another material to which hook and loop fasteners can be affixed. 
     While physical embodiments are described above, in alternate embodiments the game can be played digitally as an application on a computer, mobile device, casino machine, or any other computer system  1700  as described below with respect to  FIG. 17 . In these embodiments, digital representations of the tiles  100  and their quadrants  102  can be stored in memory on the computer system  1700 . During a game, the computer system  1700  can also assign tiles  100  from the tile set  300  to players&#39; hands, determine the player order and/or first player, display a graphical representation of a playing surface to one or more players on one or more displays, track the position of each tile  100  on either the representation of the playing surface or in a player&#39;s hand, track players&#39; point totals, calculate the points scored for each new move, determine whether each attempted move is or not a legal move based on matched quadrants  102  and/or scoring restrictions, randomly determine the scoring method to be used for each new move, and/or perform any other aspect involved in playing a game. 
     By way of a non-limiting example, a computer system  1700  can be configured to perform some or all of the steps shown in the flowchart of  FIG. 16 . For instance, a computer system  1700  can be configured to automatically determine the player order and the identity of the first player in step  1602 , automatically assign tiles  100  to players&#39; hands in step  1604 , allow or disallow moves that players attempt to make during steps  1606  and  1612  based on whether adjacent quadrants  102  of displayed tiles  100  match and/or whether scoring restrictions are in place, randomly select the scoring method to be used to score a new move during step  1614 , automatically score new moves and add newly scored points to each player&#39;s total score during steps  1608  and  1616 , determine if any tiles  100  remain in players&#39; hands and can still be played during step  1618 , update the current player&#39;s identity to the next player in the player order during steps  1610  and  1620 , and/or determine the winning player at the end of a game. 
     In some embodiments, the game can be played by one or more players on a single computer system  1700 . In alternate embodiments, two or more players can play the same game through two or more different networked computer systems  1700 . By way of a non-limiting example, two players can play a game against each other through applications on separate mobile phones linked over the internet. In still other embodiments, a computer system  1700  can be configured to manage some aspects of a physical game, such as assigning and keeping track of player order and/or tracking player&#39;s scores, while human players play the game with physical tiles and input the points earned by their physical moves into the computer system  1700 . 
     In some embodiments, a computer system  1700  can be configured to take the place of one or more players during a game. By way of a non-limiting example, a single human player can play a game against one or more computer-controlled opponents, with the computer-controlled opponent being controlled locally by software and/or logic running on the user&#39;s device, or being controlled remotely by a server or cloud-based application. By way of another non-limiting example, two human players can play with a single computer-controlled opponent such that the game has three players. 
       FIG. 17  depicts a block diagram of the functional components of an exemplary embodiment of a computer system  1700 . As used herein, the term computer system  1700  is broadly used to describe any computing device that can store and independently run one or more programs. By way of non-limiting examples, a computer system  1700  can be a computer, server, mobile phone, mobile device, tablet, gaming console, set-top box, or any other type of computing device. 
     As discussed above, the execution of sequences of instructions required to practice some of the embodiments described herein can be performed by a computer system  1700 . In some embodiments, execution of the sequences of instructions can be performed by a single computer system  1700 . In other embodiments, two or more computer systems  1700  coupled by a communication link  1715  can perform the sequence of instructions in coordination with one another. Although a description of one computer system  1700  will be presented below, it should be understood that any number of computer systems  1700  can be employed to practice the embodiments. 
     A computer system  1700  can include one or more communication interface  1714  coupled with a bus  1706 . A communication interface  1714  can provide two-way communication between computer systems  1700 . The communication interface  1714  of each respective computer system  1700  can transmit and receive electrical, electromagnetic or optical signals, including data streams representing various types of signal information, such as instructions, messages and data. A communication link  1715  can link one computer system  1700  with another computer system  1700  and/or a network. For example, the communication link  1715  can be a LAN, in which case the communication interface  1714  can be a network card or interface, such as an Ethernet connection or Wi-Fi connection, or the communication link  1715  can be a PSTN, in which case the communication interface  1714  can be an integrated services digital network (ISDN) card or a modem, or the communication link  1715  can be the Internet, in which case the communication interface  1714  can be a dial-up, cable, or wireless modem or connection. 
     A computer system  1700  can transmit and receive messages, data, and instructions, including programs, such as applications and code, through its communication link  1715  and communication interface  1714 . Received program code can be executed by the computer system&#39;s processor(s)  1707  as it is received, and/or can be stored in a storage device  1710 , or other associated non-volatile media, for later execution. 
     In some embodiments, a computer system  1700  can operate in conjunction with a data storage system  1731 , such as a data storage system  1731  that contains a database  1732  that is readily accessible by the computer system  1700 . The computer system  1700  can communicate with the data storage system  1731  through a data interface  1733 . A data interface  1733 , which can be coupled with the bus  1706 , can transmit and receive electrical, electromagnetic or optical signals, including data streams representing various types of signal information, such as instructions, messages and data. In alternate embodiments, the functions of the data interface  1733  can be performed by the communication interface  1714 . 
     A computer system  1700  can includes a bus  1706  or other communication mechanism for communicating information such as instructions, messages and data, and one or more processors  1707  coupled with the bus  1706  for processing information. A computer system  1700  can also include a main memory  1708 , such as a random access memory (RAM) or any other type of dynamic storage device, coupled with the bus  1706  for storing dynamic data and instructions to be executed by the processor(s)  1707 . The main memory  1708  also can be used for storing temporary data, such as variables or other intermediate information during execution of instructions by the processor(s)  1707 . 
     A computer system  1700  can further include a read only memory (ROM)  1709  or any other type of static storage device coupled with the bus  1706  for storing static data and instructions for the processor(s)  1707 . A storage device  1710 , such as a magnetic disk, solid state drive, or optical disk, can also be provided and coupled with the bus  1706  for storing data and instructions for the processor(s)  1707 . 
     A computer system  1700  can be coupled via the bus  1706  to a display device  1711 , such as, but not limited to, a liquid-crystal display (LCD) screen, a light-emitting diode (LED) display, an organic light-emitting diode (OLED) display, or a cathode ray tube (CRT) monitor, for displaying information to a user. One or more input device  1712 , such as a touchscreen integrated with the display device  1711 , a keyboard comprising alphanumeric and/or other keys, a mouse, a touchpad, and/or any other input device, can be coupled with the bus  1706  for communicating information and command selections to the processor(s)  1707 . 
     In some embodiments, an individual computer system  1700  can perform specific operations with its processor(s)  1707  by executing one or more sequences of one or more instructions contained in the main memory  1708 . Such instructions can be read into the main memory  1708  from another computer-usable medium, such as the ROM  1709  or the storage device  1710 . Execution of the sequences of instructions contained in the main memory  1708  can cause the processor(s)  1707  to perform the processes described herein. In alternate embodiments, hard-wired circuitry can be used in place of, or in combination with, software instructions. 
     The term “computer-usable medium,” as used herein, refers to any medium that provides information or is usable by the processor(s)  1707 . Such a medium can take many forms, including, but not limited to, non-volatile, volatile and transmission media. Non-volatile media, such as media that can retain information in the absence of power, includes the ROM  1709 , flash memory, Blu-Ray discs, DVD-ROM, CD-ROM, magnetic tape, and magnetic discs. Volatile media, such as media that does not retain information in the absence of power, includes the main memory  1708 . Transmission media includes coaxial cables, copper wire and fiber optics, including the wires that comprise the bus  1706 . Transmission media can also take the form of carrier waves, such as electromagnetic waves that can be modulated, as in frequency, amplitude or phase, to transmit information signals. Additionally, transmission media can take the form of acoustic or light waves, such as those generated during radio wave and infrared data communications. 
     In the foregoing specification, the embodiments have been described with reference to specific elements thereof. It will, however, be evident that various modifications and changes can be made thereto without departing from the broader spirit and scope of the embodiments. For example, the reader is to understand that the specific ordering and combination of process actions shown in the process flow diagrams described herein is merely illustrative, and that using different or additional process actions, or a different combination or ordering of process actions can be used to enact the embodiments. The specification and drawings are, accordingly, to be regarded in an illustrative rather than restrictive sense. 
     It should also be noted that the present invention can be implemented in a variety of computer systems. The various techniques described herein can be implemented in hardware or software, or a combination of both. The techniques can be implemented in computer programs executing on programmable computers that each include a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device, and at least one output device. Program code can be applied to data entered using the input device to perform the functions described above and to generate output information. The output information can be applied to one or more output devices. In some embodiments each program can be implemented in a high level procedural or object oriented programming language to communicate with a computer system. In other embodiments the programs can be implemented in assembly or machine language, if desired. In any case, the language can be a compiled or interpreted language. Each such computer program can be stored on a storage medium or device (such as a ROM or magnetic disk) that is readable by a computer system for configuring and operating the computer system when the storage medium or device is read by the computers system to perform the procedures described above. The system can also be considered to be implemented as a computer-readable storage medium, configured with a computer program, where the storage medium so configured causes a computer system to operate in a specific and predefined manner. Further, the storage elements of the exemplary computing applications can be relational or sequential (flat file) type computing databases that are capable of storing data in various combinations and configurations. 
     Although exemplary embodiments of the invention have been described in detail above, those skilled in the art will readily appreciate that many additional modifications are possible in the exemplary embodiments without materially departing from the novel teachings and advantages of the invention. Accordingly, these and all such modifications are intended to be included within the scope of this invention construed in breadth and scope in accordance with the appended claims.