Patent Publication Number: US-6902164-B2

Title: Puzzle game and methods of playing thereof

Description:
BACKGROUND OF THE INVENTION 
   1. Field of the Invention 
   The invention is broadly directed to games, and more specifically to games of skill used by one or more players for enjoyment as well as for exercising the mind through progressive and continual challenges. 
   2. Description of the Related Art 
   There exist a large variety of game categories including card games, board games, multi-player games, single-player games, arcade games, computer games, and the like. Popular game categories include puzzles and “mind-games” where the player must strategize or think through various levels of challenges that are presented. The games can be played alone or with others. In addition to enjoyment, the games develop valued attributes such as planning, critical thinking and strategic decision-making. 
   Some puzzles and mind-games are geared towards a younger audience, while others are directed at an older audience. It is difficult to create a game that combines straight-forward rules with various levels of complexity that would appeal to young and old alike. 
   Accordingly, there is a persistent need for puzzles and games that are fun to play and that can continually challenge a wide range of users. 
   SUMMARY OF THE INVENTION 
   The present invention is directed to a puzzle game and methods of playing the game. One object of the present invention is to create a puzzle that is fun to play and has straight-forward rules, while developing critical thinking attributes. 
   Another object of the present invention is to create a puzzle game and method of playing in which the user is continually challenged using starting scenarios having different levels of complexity. 
   Yet another object of the present invention is to create a puzzle game and method of playing that can be used and enjoyed by a wide variety of users, both in age and skill level. 
   To achieve these and other objects, the present invention provides a puzzle game and method of playing the puzzle game, including the steps of providing a pegboard frame having a plurality of recesses therein. A challenge card is placed on an upper surface of the pegboard frame, the challenge card having a plurality of openings corresponding to certain ones of the plurality of recesses in the pegboard frame. A plurality of posts are placed through the openings in the challenge card and contact the recesses in the pegboard frame. A plurality of elongated planks are placed between adjacent ones of the plurality of posts in selected locations, and a figurine is placed at one side of the challenge card on one of the plurality of posts. The figurine traverses the challenge card from one side to another side in a series of segments, with each segment including traversing from one of the plurality of posts to another of the plurality of posts along one of the plurality of planks disposed therebetween. The plurality of planks are initially positioned to require sequences in which planks must be lifted and repositioned between others of the plurality of posts as the figurine traverses the challenge card. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
     The above objects and other advantages of the present invention will become more apparent by describing in detail the preferred embodiments thereof with reference to the attached drawings in which: 
       FIGS. 1A–1H  are perspective views of the various puzzle components, and which illustrate one of a number of game themes that may be employed; 
       FIGS. 2A and 2B  depict a universal challenge card and a template for additional challenges; 
       FIGS. 3A–3D  are perspective views of the puzzle and challenge cards during the initial set-up process before commencing the game; 
       FIGS. 4A–4D  are perspective views of the puzzle showing how the game is played with a simple example; and 
       FIG. 5  illustrates an applet running on a personal computer, showing the puzzle as it appears on screen prior to commencing a game. 
   

   DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS 
   The present invention will now be described more fully with reference to the accompanying drawings, in which preferred embodiments of the invention are shown. The invention may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein. Rather, the embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the invention to those skilled in the art. 
   Broadly described, the present invention relates to a puzzle game designed to provide enjoyment and promote critical thinking through mental exercises. The ultimate objective of the exemplary “river crossing” puzzle described in detail herein is to help a “hiker” find a route across an animal infested river. Tree stumps dot the crossing, and a few handy old planks are scattered nearby. The hiker must reach the planks and bridge the stumps, while avoiding the animals below. Different game themes are contemplated within the scope of this invention, and one of ordinary skill in the art would understand that the components described below could be adapted or substituted to conform to the particular theme chosen for the game. 
   The structure of the puzzle, and the method of playing (both in person and online) will now be described in greater detail. 
   The puzzle components for the illustrated “river crossing” theme will be described with reference to  FIG. 1 . The figurine  10  in  FIG. 1A  must traverse from one side of the river to the other. The figurine identified in  FIG. 1A  is a “hiker” to conform to the river crossing game theme, but any type of figurine may be used in the context of this invention. The hiker  10  may have a magnet  12  disposed in its lower portion or base area, which is used to magnetically contact the planks (described later). 
   In  FIG. 1B , the pegboard game frame  20  provides the underlying grid of recesses  21  for all challenge card stump locations. Pegboard game frame  20  may also have at least one, and preferably two magnetic locations  22  and  24  (indicated by graphic circles) on opposing sides, to enable the hiker  10  to “rest” between challenges, by magnetically coupling the hiker  10  to the pegboard  20 . This also ensures the hiker  10  will not be “lost” between game plays. While the pegboard  20  shown in  FIG. 1B  presents an orthogonal grid, other grid geometries are contemplated and could be accommodated within the scope of the present invention. For example, a triangular, circular or hexagonal grid may be employed. 
     FIG. 1C  depicts the challenge cards  30 , and each card  30  provides pre-defined openings or holes  32  for placement of tree stumps. The challenge cards  30  also have pre-designated shaded regions  34 , which identify the initial placement locations for the planks prior to commencing that specific challenge. Each of the challenge cards  30  is unique. The challenges are designed for beginners to experts, and present various levels of complexity to test the player. The challenge cards  30  may be color-coded, numbered or otherwise identified according to level of difficulty, for example, beginner, intermediate, advanced or expert. By developing a range of puzzles through the challenge cards  30 , players&#39; young and old will find a level that will challenge their skills. Of course, the game may be packaged so that it contains just one, or any number of challenge levels. 
   Cylindrical posts or tree stumps  40  in  FIG. 1D  are strategically placed through holes  32  in each of the challenge cards  30  and into the corresponding recess  21  in pegboard game frame  20 . Again, in this discussion, the posts  40  are tree stumps to conform to the river crossing game theme. Posts of different shapes and sizes are contemplated within the scope of this invention. The pegboard game frame  20  as shown in  FIG. 1B  includes 35 recesses, but different numbers of recesses are contemplated within the scope of the invention. Each challenge card stump setup is unique, which provides a different challenge for each game. The puzzle as played includes 20 tree stumps, but any number may be accommodated. 
   As shown in  FIG. 1E , planks  50  of various lengths are provided. The planks  50  are strategically placed on the pre-designated shaded portions  34  of the challenge card  30  prior to starting the game. One long-length plank  52 , two medium-length planks  54  and two short-length planks  56  are provided. Of course, different numbers and lengths of planks  50  are contemplated within the scope of the invention. The different lengths foster different challenges for each game situation, requiring continual assessment of the crossing strategy as the game progresses. 
   Since the plurality of planks  50  provided with each challenge at the start of the game are not all contiguous, or there are an insufficient number of planks  50  to cross the entire river, the hiker  10  must move across the river by lifting and repositioning planks  50  between stumps  40  in repeated sequences. In other words, the plurality of planks  50  are initially positioned to require sequences in which the planks  50  must be lifted and repositioned between the stumps  40  as the hiker  10  traverses the challenge card  30 . 
   As shown in  FIG. 1F , which is a bottom view of the plank, a magnet  59  may be centrally located in an underside of each of the planks  50  (collectively  52 ,  54  and  56 ). During game play, the magnet  12  in the hiker&#39;s  10  base area contacts the magnet  59  in the plank  50 . This helps to firmly position the hiker  10  on the plank  50 , as well as allow the hiker  10  to magnetically couple and lift the plank  50  and reposition it as the game progresses. 
   Note also that the ends of each of the planks  50  contain a recessed curved portion  55  that conforms too, and mates with the cylindrical outer form of the tree stumps  40 , ensuring a sung fit to avoid horizontal displacement during game play, but which allows the plank  50  to be easily extracted in the vertical direction. Different mating surfaces between the ends of the planks  50  and stumps (posts)  40  are contemplated within the present invention to ensure the horizontal displacement is minimized, while allowing for vertical extraction. For example, the post  40  may be square and the ends of the plank  50  would have a recessed triangular portion to mate with the corner of the square post  40 . 
   An instruction/solution booklet  60  in  FIG. 1G  includes complete how-to-play instructions plus a move-by-move solution code for each challenge card. A bag  70  as shown in  FIG. 1H  can also be provided to keep the various components of the game together during travel or storage. 
     FIG. 2A  depicts a “universal card”  80  with a plurality of holes  82  matching all the recesses  21  in pegboard game frame  20 . This card can be used to play bonus challenges provided by the game vendor, for example, through a web site or via additional hard copy materials that are provided after the game has been purchased. For example, the web site of the game vendor would depict a template pattern  90  in  FIG. 2B , illustrating the starting placements of the stumps  40  and planks  50 . The user would place the universal card  80  on the pegboard game frame  20  and then place the stumps  40  in the holes  82 , and place the planks  50  on the universal card  80 , in accordance with the template pattern  90  depicted on the web site. Such interactivity ensures that the users will never become bored with the game, as they can always pursue new challenges. 
   The game set-up, playing rules and methods of play will now be described in greater detail. 
   Referring to  FIGS. 3A–3D , during the set-up process, a challenge card  30  is placed on an upper surface of the pegboard game frame  20  as shown in  FIGS. 3A and 3B . Then, the stumps  40  are placed through the holes  32  in each challenge card  30  and reside in the recesses  21  of the pegboard game frame  20  as shown in  FIG. 3C . Finally, planks  50  (of different lengths  52 ,  54  and  56 ) are placed on the corresponding pre-designated shaded regions  34  of the challenge card  30 , and fit snugly between two stumps  40  when placed. Note that not all the planks  50  may be contiguous at the start of the game, or there may be an insufficient number of planks  50  to reach the other side (as shown in  FIG. 3D ), thereby requiring sequences were the hiker  10  must lift and reposition the planks  50  while moving across the challenge card  30 . The hiker  10  can start on the shore nearest the card number  33  printed on the challenge card  30  as shown in  FIG. 3D . 
   To play the game, the hiker  10  moves by walking along a plank  50  to get to the next stump  40 . The hiker  10  cannot get from stump to stump by jumping—the hiker  10  must move planks  50  to bridge the gaps between stumps  40 . The hiker  10  can pick up and move one plank  50  at a time, but the hiker  10  can only reach and move a plank  50  contacting the stump  40  where he is currently standing. See  FIGS. 4A and 4B . The planks  50  must fit snugly between two adjacent stumps  40 , so the hiker  10  can only move a plank  50  of a certain length ( 52 ,  54  or  56  as shown in  FIG. 1E ) to a space between two stumps  40  that corresponds to the length of the plank  50 . Once reaching a stump  40 , the hiker  10  can pick up any plank  50  contacting the stump  40  in any direction, and carry it along another plank  50  as far as he is able to go before putting it down again. See  FIGS. 4C and 4D . Each movement between the stumps  40  is referred to as a segment, and each segment requires a sequence of lifting and repositioning the planks until the hiker  10  reaches the other side of the challenge card. 
   The plank  50  lifting and repositioning sequences are made easier by the magnetic coupling between the magnet  12  in the base area of the hiker  10  and the magnet  59  in each of the planks  50 , as described above. 
   The rules of the game may include the following:
         No jumping is allowed between stumps  40  or planks  50  or from a stump  40  to shore.   The hiker  10  can pick up and move or carry a plank  50  if one end touches the stump  40  where he is standing.   The hiker  10  can only pick up or carry one plank  50  at a time.   Planks  50  must be supported between stumps  40  on both ends, and must be an exact fit.   Planks  50  cannot be placed diagonally, only north-south or east-west.   Planks  50  cannot support other planks  50 .   Planks  50  cannot be stacked.   Planks  50  cannot cross over other stumps  40  or planks  50  in the way.       

   Of course, any or all of these rules can be modified to increase, decrease or change the challenges, and such modifications are contemplated within the scope of the present invention. For example, if the underlying geometry of the pegboard  20  grid were modified, from orthogonal to triangular or hexagonal, the game rules could allow for placement of the planks  50  in many directions, not just north-south or east-west. 
   In addition, in another embodiment of the game, two or more hikers  10  may have to cross the river together. In such cases, the hikers  10  may have to work cooperatively, passing planks  50  back and forth in order to get everybody across. Also, different hikers  10  may have different talents and abilities; for example, some hikers  10  may be able to only lift short-length planks  56 , not the long-length planks  52 . Still further, the game rules may be modified so that the hikers  10  have to locate a treasure or a prize at the far side of the river, and then bring the treasure or prize back across the river. In such a case, there could be a rule providing that if a hiker  10  is holding a treasure or prize, they cannot pick up a plank  50 . 
   As a player becomes familiar with the game, some helpful strategic moves will emerge. The simplest moves are just relays, that is, proceeding to the end of the first plank  50 , stepping on the stump  40 , turning and picking up the plank  50  previously traversed, carrying it along the next plank  50 , and putting the first plank  50  down again to form the next bridge between adjacent stumps  40 . Sometimes the hiker  10  might have to get clever and leave a plank  50  behind in a spot where it will come in handy later. Sometimes the hiker  10  will move a plank  50  just to clear a path so it does not block where he wants to go. The strategies become more complex as the player progresses through the different challenge levels. The complexity of the game is determined by the inter-relationship between the number of posts, the number of planks, the placement of the planks, and the number of steps needed to traverse the challenge card. 
   The player can play the game on the physical board provided and described above, and when all the challenge cards  30  are mastered, the player can seek supplemental challenges from the game vendor, via a web site or hard copy distribution as described above. Also, the players may wish to design their own challenges using the universal card  80 . In addition, the “game board” may be painted or otherwise patterned on a suitable substrate, such as a large tarp or canvas. In such cases, the stumps  40  and planks  50  could be large cardboard cutouts so that people actually have to do the walking and plank moving to solve the puzzle. Again, as described above, single players or teams may be used on such a large game board. 
   The game may also be produced in versions patterned on smaller suitable substrates, such as paper or cardboard. In such cases, the stumps  40  and planks  50  could also be cardboard cutouts to facilitate game play. 
   Still further, the game itself could be played on a computer, whether a stand-alone computer, via the Internet, or via a portable computerized device such as a GameBoy®, cell phone, or personal digital assistant (PDA). 
   For example, as shown in  FIG. 5 , a web site could contain a series of game board scenarios  100  that can be played online. The rules of the computerized game are the same as the physical version, but since it is displayed on a video terminal of some sort and viewed in two-dimensions rather than three, there are a few modifications that need to be considered. As shown in  FIG. 5 , the player starts the game on a starting post  102  on the left side of the board; the object is to cross the river (the blue box)  104  and end at a finishing post  106  on the right side of the board  100 . To accomplish this, the player needs to move the “virtual planks”  108  across the playing grid, between “virtual stumps”  110  until one of the virtual planks  108  reaches the right side. 
   To move a virtual plank  108 , the player would simply click on it with a mouse (which shadows the virtual plank  108  into an outline), and then move and click on the spot between two virtual stumps  110  where you want the virtual plank  108  to be placed next. If it is a legal move, the computer will let you do it; if not, the player must figure out what is wrong and then make a legal move. In addition to a mouse, other conventional input devices to select and reposition the virtual planks  108  planks are contemplated within the scope of this invention. To make the game easier for younger players, virtual planks  108  that could be moved legally may be bounded by virtual stumps  110  of a first color, and virtual planks  108  that cannot be moved legally may be bounded by virtual stumps  110  of a second color. The online game proceeds in the same fashion, with the same rules, as described above with regard to the physical game. 
   Gaming continues to be a growing industry and there is always a need for new games that players will enjoy and will continue to play. It is important that any new game be easy to understand and that the game provided multiple opportunities to win. Also, by having access to the additional online challenge games, a player will have new challenges and will not become frustrated with the game and abandon it. 
   While the present invention has been described in detail with reference to the preferred embodiments thereof, it should be understood to those skilled in the art that various changes, substitutions and alterations can be made hereto without departing from the scope of the invention as defined by the appended claims.