Patent Publication Number: US-2023149795-A1

Title: System and methods for game play

Description:
TECHNICAL FIELD 
     This disclosure relates to educational and entertainment games. 
     The present invention relates to games, more particularity to various embodiments of a competitive puzzle and board game for multiple players that challenges players to construct puzzles. 
     BACKGROUND 
     Games teach children and adults skills that then can be used in real life scenarios. These games provide an opportunity to develop logic skills and motor skills. Games come in many forms, and some examples include puzzles, board games, card games, and lawn games. 
     Games also provide us with education and entertainment as we learn the consequences of the actions of the characters. Additionally, we are engaged and entertained as we become invested in the characters and their specific trials and triumphs. 
     Background Games:
     Puzzle—Pieces together create a picture.   Pinochle—Different phases within the game, strategy, and luck of the draw.   Dominoes—Pieces laid down in lines. To create a line, after the first piece, a piece must match one already on the board. In certain situations, two pieces can be connected to one puzzle piece, creating different lines of pieces.   Connect the Dots—Winner has the most squares with their name. Can create long runs of squares by using contiguous lines, break in the contiguous path means less squares won per person.   Horseshoes—Closest and farthest count, a way to measure.   Chess—Thinking several steps ahead, position pieces to set up future play, moving forward, backwards and side to side.   Chutes &amp; Ladders—Jumping from across rows.   Blackjack—Counting cards.   Blockus—Strategic play, geometric pieces, each piece is a different configuration of 1,2,3,4 or 5 squares. Pieces left over have points. Lowest number of points wins. Each player has a quadrant; person who connects to other quadrant gets credit.   Legos—Various puzzle pieces that connect in a variety of ways to make different shapes, buildings, or tangible things.   

     SUMMARY OF THE INVENTION 
     This geometric multi-dimensional puzzle game is centered around the directional piece, consisting of one junction and a combination of connectors, arrowheads, and arrowfeathers. The connectors represent the four points on a compass: north, south, east, and west, and are located 90 degrees from each other, radial to the junction. Each directional piece has at least one arrowhead or one arrowfeather and up to four arrowheads or arrowfeathers. The three-dimensional directional pieces have additional connectors projecting from the center either up or down. There are 23 two-dimensional directional pieces and 184 three-dimensional directional pieces. Directional pieces represent every configuration and combination of arrowheads and arrowfeathers based on north, south, east, west, up, and down. Arrowheads connect to arrowfeathers and, when placed on the gameboard, create puzzle patterns. A combination of the indentation on the underside of the directional piece and the knob on the gameboard locks the alignment of the directional pieces. 
     The game includes various modes of play/formats depending on level of expertise or preference. In some embodiments, players first build out a complete puzzle pattern and then select instruction cards, from which they migrate their creature figurines starting from a beginning puzzle piece location. The winner is the first player to land on the end puzzle piece location. In some embodiments, players strategically place their directional pieces on the gameboard, and the player with the fewest remaining pieces wins. 
     Each directional piece configuration represents a compass (north, south, east, west) combined with a tangential analogy to computer code, 1s &amp; 0s, or on &amp; off, and the quantum idea that you can be both a 1 and a 0 at the same time. 
     The geometric multi-dimensional thinking puzzle game apparatus  50  is solution oriented critical thinking enhancement tool, which operates by challenging players in a strategic way through a process to achieve the goal of solving the puzzle, which is created by connecting various directional pieces  200  in different puzzle pattern  500  configurations with or without placing directional pieces  200  on the gameboard  400 . 
     The puzzle game apparatus  50  is designed to be played in a variety of options with or without the gameboard  400 . The gameboard  400  options provide for competitive play by two or more players in different phases, each phase utilizing a plurality of the game apparatus  50  components, including, but not limited to, using the directional pieces  200  in the organization trays  300  to create a puzzle pattern  500  with the players then drawing instruction cards  700  that direct how to migrate their creatures  600  around the puzzle pattern  500 . The levels of play include beginner, intermediate, advanced, expert, and genius. 
     Beginner expertise play can be with or without the gameboard  400  where the directional pieces  200  are placed on a flat surface, and directional pieces  200  are randomly placed end to end by joining together the notch of an arrowhead  120  with the notch of an arrowfeather  130 . This can be played by one or more players. 
     For the intermediate, advanced, and expert levels of expertise, players attempt to be the first person to migrate from the ‘START OF PUZZLE’  200   a  directional piece to the ‘END OF PUZZLE’  200   f  directional piece. This option for the game is played in a minimum of two phases. Phase One consists of creating a puzzle pattern  500  by placing various directional pieces  200  on the puzzle gameboard  400 , by connecting each directional piece  200  to one already on the board. They connect to each other end-to-end by aligning the notch of an arrowhead  120  to the notch of an arrowfeather  130 . Phase Two is accomplished by migrating creatures  600  around the puzzle pattern  500  upon selection of an instruction card  700 . Taking turns, each player strategically migrates their creature either by ‘moving contiguously’ from the junction  102  of one directional piece  200  to the junction  102  on a different directional piece  200  or by ‘jumping’ from a specifically colored junction  102  of a directional piece  200  to a different junction  102  of the same color, as described on the instruction card  700  selected. This version of the game ends when a player is stationed on the ‘END OF PUZZLE’ directional piece  200   f . The same gameboard can be utilized for replay of Phase Two. Creatures  600  go back to ‘START OF PUZZLE’ directional piece  200   a  and continue to play as described for Phase Two. Each time the same puzzle pattern  500  is played with the instruction cards  700 , creatures  600  will migrate on different paths of travel. The outcome could be that the winner is the same or, more likely, different. Another option is to restart Phase One and create a new puzzle pattern  500  on the same gameboard  400  where the directional pieces  200  are laid out in a different configuration. Then the order of play is similar as described for Phase Two. 
     Other versions of play include utilizing an independent diagram depicting a pre-determined puzzle pattern  500  as shown in  FIG.  36   . The goal is for the player to lay out the directional pieces  200  without a time deadline on the gameboard  400  corresponding to the configuration depicted on the independent, pre-determined diagram of a puzzle pattern  500 . The player whose puzzle pattern  500  correctly placed the directional pieces  200  on the gameboard  400  wins. In case of a tie, the players are then timed while creating the same puzzle pattern  500  again. With timed play, the fastest player to create the puzzle pattern  500  that is consistent with the pre-determined puzzle pattern  500  wins. 
     The object of the genius level of play is to be the player with the fewest directional pieces  200  remaining when no more directional pieces  200  can be placed on the play space knobs  420  on the gameboard  400 . Each player is provided with a different color set of similar directional pieces  200  in similar organization trays  300 , each organization tray  300  consisting of the same number and same directional piece configurations. Players take turns strategically placing their color directional pieces  200  on the gameboard  400 . After the possible configurations of directional pieces  200  are placed on the play space puzzle knobs  420  on the gameboard  400 , the player with the least number of directional pieces  200  and the least number of arrowheads  120  and arrowfeathers  130  remaining wins. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG.  1    is a perspective view of the puzzle game apparatus according to this present invention. 
         FIG.  2   a    is a top plan view of the junction of the directional piece embodiment. 
         FIG.  2   b    is a section view of the junction of a directional piece embodiment depicting the indentation on the underside and a section view of the gameboard&#39;s puzzle knob depicting how the two connect on the gameboard. 
         FIG.  3    is a top plan view of the arrowhead  120  part of a directional piece embodiment. 
         FIG.  4    is a top plan view of the arrowfeather  130  part of a directional piece embodiment. 
         FIG.  5    is a top plan view of the junction with straight connectors  142  projecting off the sides. 
         FIG.  6    is a top plan view of the junction with curved connectors  144  projecting off the sides. 
         FIG.  7    is a top plan view depicting the connection of the notched end of an arrowhead  120  to the notched end of an arrowfeather  130 . 
         FIG.  8    is a top plan view of the ‘0−IN+1−OUT˜START OF BOARD’ directional piece embodiment. 
         FIG.  9    is a top plan view of the ‘0−IN+2−OUT˜OUT ONLY, SIDE BY SIDE’ directional piece embodiment. 
         FIG.  10    is a top plan view of the ‘0−IN+2−OUT↦OUT ONLY, STRAIGHT’ directional piece embodiment. 
         FIG.  11    is a top plan view of the ‘0−IN+3−OUT˜OUT ONLY’ directional piece embodiment. 
         FIG.  12    is a top plan view of the ‘0−IN+4−OUT˜OUT ONLY’ directional piece embodiment. 
         FIG.  13    is a top plan view of the ‘1−IN+0−OUT˜END OF BOARD’ directional piece embodiment. 
         FIG.  14    is a top plan view of the ‘1−IN+1−OUT˜STRAIGHT’ directional piece embodiment. 
         FIG.  15    is a top plan view of the ‘1−IN+1−OUT˜CURVED LEFT’ directional piece embodiment. 
         FIG.  16    is a top plan view of the ‘1−IN+1−OUT˜CURVED RIGHT’ directional piece embodiment. 
         FIG.  17    is a top plan view of the ‘1−IN+2−OUT˜STRAIGHT, CURVED LEFT’ directional piece embodiment. 
         FIG.  18    is a top plan view of the ‘1−IN+2−OUT˜STRAIGHT, CURVED RIGHT’ directional piece embodiment. 
         FIG.  19    is a top plan view of the ‘1−IN+2−OUT˜STRAIGHT, SIDE BY SIDE’ directional piece embodiments. 
         FIG.  20    is a top plan view of the ‘1−IN+ 3 −OUT˜STRAIGHT, CURVED, CURVED’ directional piece embodiment. 
         FIG.  21    is a top plan view of the ‘2−IN+0−OUT˜DEAD−END, STRAIGHT’ directional piece embodiment. 
         FIG.  22    is a top plan view of the ‘2−IN+0−OUT˜DEAD−END, SIDE BY SIDE’ directional piece embodiment. 
         FIG.  23    is a top plan view of the ‘2−IN+1−OUT˜STRAIGHT, CURVED LEFT’ directional piece embodiment. 
         FIG.  24    is a top plan view of the ‘2−IN+1−OUT˜STRAIGHT, CURVED RIGHT’ directional piece embodiment. 
         FIG.  25    is a top plan view of the ‘2−IN+1−OUT˜STRAIGHT, STRAIGHT’ directional piece embodiment. 
         FIG.  26    is a top plan view of the ‘2−IN+2−OUT−SIDE BY SIDE’ directional piece embodiment. 
         FIG.  27    is a top plan view of the ‘2−IN+2−OUT˜OPPOSITE’ directional piece embodiment. 
         FIG.  28    is a top plan view of the ‘3−IN+0−OUT˜DEAD−END, STRAIGHT’ directional piece embodiment. 
         FIG.  29    is a top plan view of the ‘3−IN+1−OUT˜STRAIGHT, CURVED, LEFT’ directional piece embodiment. 
         FIG.  30    is a top plan view of the ‘4−IN+0−OUT˜DEAD−END’ directional piece embodiment. 
         FIG.  31    is a top plan view of an organization tray embodiment. 
         FIG.  32    is a top plan view of another organization tray embodiment. 
         FIG.  33    is a top plan view of another organization tray embodiment. 
         FIG.  34    is a section of the raised puzzle knob. 
         FIG.  35    is a top plan view of the front of the square-shaped, exemplary gameboard consisting of a play space with a geometric grid and raised puzzle knobs. 
         FIG.  36    is a top plan view of the front of the polygon-shaped, exemplary gameboard consisting of a play space with a geometric grid and raised puzzle knobs. 
         FIG.  37    is a top plan view of the puzzle gameboard embodiment with directional pieces arranged in a solved puzzle pattern. 
         FIG.  38    is a front elevation view of the creature type A embodiment. 
         FIG.  39    is a front elevation view of the creature type B embodiment. 
         FIG.  40    is a front elevation view of the creature type C embodiment. 
         FIG.  41    is a front elevation view of the creature type D embodiment. 
         FIG.  42    is an isometric view of the plurality of the different types of instruction cards used in the game. 
         FIG.  43    is a side elevation view of the swing measuring compass embodiment. 
         FIGS.  44   a  and  44   b    are isometric views of the die embodiment. 
         FIG.  45    is a flowchart describing the basic steps and phases in the intermediate, advanced, and expert levels of the method of play of the game. 
         FIG.  46    is a flowchart describing the basic steps and phases in the genius level of the method of play of the game. 
     
    
    
     DETAILED DESCRIPTION 
     Similar reference characters denote corresponding features consistently throughout the attached drawings. 
     Referring to  FIG.  1   , the present invention comprises a puzzle game apparatus  50 , which in a preferred embodiment, includes a plurality of directional pieces  200 , at least one organization tray  300 , as least one gameboard  400 , at least one solved puzzle pattern  500 , creatures  600 , measuring compass  800 , dice  840 , and instruction cards  700 . 
     An electronic version of the present invention comprises a plurality of three-dimensional directional pieces, which differ from the two-dimensional playing directional pieces. 
     This multi-dimensional geometric puzzle game apparatus  50  can be played by one, two, or more players in a multitude of options, variations, and different levels of expertise. The levels include a beginner level, intermediate level, advanced level, expert level, and genius level. 
     Beginner level of play includes utilizing only the directional pieces  200 , where pieces are laid on a flat surface and the directional pieces  200  are connected in a manner similar to building blocks. The object of this level of play is to teach how pieces connect and to create various patterns. There does not necessarily have to be a winner. Intermediate, advanced, and expert levels of expertise utilize the directional pieces  200 , the organizational trays, the gameboard  400 , instruction cards  700 , the compass  800 , and the dice  840 . 
     Intermediate, advanced, and expert levels have two phases of playing. The object of these levels is to be the first player to migrate their creatures  600  from the ‘START OF PUZZLE’  200   a  piece to the ‘END OF PUZZLE’  200   f  piece. There are a multitude of play options and variations of the game, each creating puzzle patterns  500  by placing directional pieces  200  on a puzzle knob  420  on the gameboard  400 . Intermediate, advanced, and expert levels in Phase One play begin by determining the order of play, with each player taking turns selecting a directional piece  200  in the organization trays  300  and placing the directional piece  200  on a puzzle knob  420  on the gameboard  400  creating a puzzle pattern  500 . Once there are no more locations where a player can add a directional piece  200  to the gameboard  400 , Phase Two begins. During Phase Two, a player selects an instruction card  700  and then migrates their creature  600  as described on the card, around the puzzle pattern  500  from the ‘START OF PUZZLE’  200   a  directional piece to the ‘END OF PUZZLE’  200   f  directional piece. The player that wins is the first to land on the ‘END OF PUZZLE’  200   f  directional piece. Intermediate level of play includes utilizing the gameboard  400 , a limited plurality of directional pieces  200 , creatures  600 , and a limited plurality of instruction cards  700 . Advanced level of play includes utilizing the gameboard  400 , the entire plurality of directional pieces  200 , creatures  600 , and a specific plurality of instruction cards  700 . Expert level play includes utilizing the gameboard  400 , the entire plurality of directional pieces  200 , creatures  600 , and the entire plurality of instruction cards  700 . 
     The genius level of expertise utilizes the entire plurality of directional pieces  200  and the gameboard  400 . The object of the genius level play is to be the player with the fewest directional pieces  200  remaining when no more directional pieces  200  can be placed on the play space knobs  420  on the gameboard  400 . Each player is provided with a different color set of similar directional pieces  200  in similar organization trays  300 , each consisting of the same number and same directional piece configurations. Players take turns strategically placing their color directional pieces  200  on the gameboard  400 . After all the possible directional pieces are placed on the play space puzzle knobs  420  on the gameboard  400 , the player with the least number of directional pieces  200  and the least number of arrowheads  120  and arrowfeathers  130  remaining wins. Each remaining directional piece  200  counts as two points and each arrowhead  120  or arrowfeather  130  counts as one point. 
     A plurality of directional pieces  200  embodiments are multi-dimensional, and each comprises a unique configuration. Directional pieces  200  are specially configured to connect to each other and to connect to the gameboard puzzle knobs  420 . Directional piece components  200  include only one junction  102 , a plurality of connectors  142 , a plurality of arrowheads  120 , and a plurality of arrowfeathers  130 , and they can vary in color. Attached to the junction  102 , each directional piece  200  has a minimum of one connector  142  and a minimum of at least one arrowhead  120  or one arrowfeather  130 . A directional piece  200  may have more than one arrowhead  120 , may have more than one arrowfeather  130 , or may have a combination of arrowheads  120  and arrowfeathers  130 . Each directional piece  200  has an indentation  112  on the underside of the junction  102  that fits over the raised puzzle knob  420  on the puzzle gameboard  400 .  FIGS.  2  through  30    depict embodiments of the plurality of directional piece  200  configurations. Connectors  142 / 144  are located 90 degrees from each other, radial to the junction  102 . The connectors on two-dimensional directional pieces  200  represent the four points on a compass: north, south, east, and west. Each directional piece  200  embodiment has at least one arrowhead  120  or one arrowfeather  130  and can have up to four arrowheads  120  or arrowfeathers  130  in any combination. The three-dimensional directional pieces  200  have additional connectors projecting up from the junction  102  or down from the junction  102 . There are  23  two-dimensional directional pieces and  184  three-dimensional directional pieces. The plurality of directional pieces  200  represents every configuration and combination of arrowheads  120  and arrowfeathers  130  based on north, south, east, west, up, and down. 
     The junction  102  is the location where the creature  600  rests during play on a puzzle pattern  500 .  FIG.  2   a    is a top plan view of the junction  102  of the directional piece  200 . The underside of the junction  102  has an indentation  112  that links with the puzzle knob  420  on the gameboard  400  to constrain the directional piece  200 , preventing shifting during play creating a puzzle pattern  500  or when migrating creatures  600  around the puzzle board  400 . A directional piece  200  may also be linked to a puzzle knob  420  by a magnet. A plurality of connectors  140  are attached to the junction  102  on varying sides. Connectors  140  are located between the junction  102 , a plurality of arrowheads  120  and a plurality of arrowfeathers  130 .  FIG.  2   b    is a section view of the junction  102  of a directional piece  200  embodiment depicting the indentation on the underside and a section view of the gameboard  400  puzzle knob  420  depicting how the two connect on the gameboard. Puzzle knobs  420  may be fastened onto the game board or may be independent detachable pieces that fit into indentations on the game board. 
     An arrowhead  120  part of the directional pieces  200  embodiment is a polygon shape that consists of a main section  122  and two flared projections  124 .  FIG.  3    is a top plan view of the arrowhead  120  part of a directional piece embodiment  200 . The main section  122  of the arrowhead  120  attaches to a plurality of connectors  140 . An arrowhead  120  flared projection  124  extends on two sides of the main section  122 . The top of the flared projections  124  angles toward the center forming the point of the arrowhead  120  and has a notched end  126 . When the game is played on the gameboard  400  and with the creatures  600 , the arrowhead  120  points in the direction a creature  600  moves ‘OUT’ from the junction  102  of the directional piece  200  onto a different contiguously placed directional piece  200 . A creature  600  can only move ‘OUT’ of a junction  102  through an arrowhead  120 , and only if the arrowhead is connected to an arrowfeather  130 . Arrowheads  120  point forward and allow a creature to move ‘OUT’ from the junction  102  of a directional piece  200 . Moving ‘OUT’ allows a creature  600  to move contiguously from the current directional piece  200  where they are located to an adjacently connected directional piece  200 . A creature  600  can only move ‘OUT’, e.g., move forward, if the current directional piece  200  connects to an arrowfeather  130  of an adjacent directional piece  200 . If there is no connecting arrowfeather  130 , a creature  600  cannot move ‘OUT’, e.g., move forward. Several directional pieces  200  do not contain an arrowhead  120 , and a creature  600  cannot ‘MOVE’ contiguously forward ‘OUT’ of that directional piece. The only way a creature  600  can migrate ‘OUT’ of a directional piece  200  without an arrowhead  120  is to ‘JUMP’ from their current location to a different directional piece  200  of the same color. 
     An arrowfeather  130  part of the directional pieces  200  embodiment is a polygon shape that consists of a main section  132  and two projections  134 .  FIG.  4    is a top plan view of the arrowfeather  130  part of a directional piece embodiment  200 . An arrowfeather  130  part of the directional pieces  200  is a polygon shape that consists of a main section  132  and two projections  134 . The main section  132  of the arrowfeather  130  attaches to a plurality of connectors  140 . An arrowfeather  130  has two sides and a bottom section. The top of the notched end 136  angles toward the center of the main section  132  and points in the direction the creature  600  can move ‘IN’ to a junction  102 . The bottom part of the projection of the directional piece  200  has a notched end  136 . A creature  600  can only move ‘IN’ to a junction  102  through an arrowfeather  130  and only if the arrowfeather  130  is connected to an arrowhead  120 . Arrowfeathers  130  point ‘IN’ to the junction  102  of a directional piece  200 . A creature  600  can only move ‘IN’ to the junction  102  of a directional piece  200  by passing through an arrowfeather  130 . Only when an instruction card  700  directs a player to MOVE′ back can a creature  600  leave a junction  102  through an arrowfeather  130 . Several directional pieces do not contain an arrowfeather  130 , and a creature  600  cannot ‘MOVE’ contiguously into an adjacent directional piece  200 . The only way a creature can migrate ‘IN’ to a junction  102  of a different directional piece  200  without an arrowfeather  130  is to ‘JUMP’  600  from their current location to the junction  102  of a different directional piece  200  of the same color. 
     The connector  140  part of the directional pieces  200  is either straight  142  or curved  144 . Connectors radiate from the junction  102  at 90-degree angles to each other. Connectors  140  join the arrowhead  120  and arrowfeathers  130  at the junction  102 .  FIG.  5    is a top plan view of the junction  102  with straight connectors  142  projecting off two sides.  FIG.  6    is a top plan view of the junction  102  with curved connectors  144  projecting off two sides. Curved connectors are only between an arrowhead  120  and an arrowfeather  130 . 
     Each directional piece  200  configuration embodiment has only one junction  102 , at least one connector  140 , and at least one arrowhead  120  or arrowfeather  130 . When directional pieces  200  are placed together, the arrowhead notch  126  can align with the arrowfeather notch  136 . When playing on the gameboard  400 , connecting the notches  152  of different directional pieces  200  creates a puzzle pattern  500  and provides a path of contiguous migration for the creature  600  to move around the gameboard  400 . A creature  600  can only move ‘OUT’ of the junction  102  of a directional piece  200  contiguously through an arrowhead  120  and only if connected contiguously to an arrowfeather  130 . A creature  600  can only move ‘IN’ to the junction  102  of a directional piece through an arrowfeather  130  and only if connected contiguously to an arrowhead  120 .  FIG.  7    is a top plan view depicting the connection of the notched end  126  of an arrowhead  120  to the notched end  136  of an arrowfeather  130 . The notches  152  constrain movement between two pieces, keeping them from shifting when creatures  600  migrate around the puzzle pattern. 
     Directional pieces  200  are stored in organization trays  300  which can include different directional pieces  200  depending on the expertise of the game being played. Beginner level organization trays  300  include different colors of every configuration of directional pieces  200  that have a minimum of one arrowhead  120  and a minimum of one arrowfeather  130 . Directional pieces  200  can include more than one arrowhead  120  and arrowfeather  130 . Intermediate and advanced level organization trays  300  include different colors of only the directional pieces  200  that consist of a minimum of one arrowhead  120  and a minimum of one arrowfeather  130 . Directional pieces  200  can include more than one arrowhead  120  and arrowfeather  130 . Multiple pieces of a similar configuration can be included in these organization trays  300 . Expert level puzzle trays include all directional pieces in different colors. Genius level organization trays  300  are distinguished by colors, with each set of organization trays  300  including the same directional piece  200  configurations. Multiple pieces of a similar configuration can be included if each color of organization trays  300  contains the same number of directional pieces  200 . Each directional piece embodiment  200  is configured differently.  FIG.  8    through  FIG.  30    are a plurality of various directional piece embodiments  200 , each uniquely configured. Each directional piece embodiment  200  consists of only one junction  102 , connectors  140  attached to the junction  102 , each connecting to a combination of arrowheads  120  and arrowfeathers  130 . The unique configurations of directional pieces are described by the quantity of arrowheads  120  designated as ‘OUT’ and arrowfeathers  130  designated as ‘IN’. Except for the ‘start of puzzle’ piece  200   a  and the ‘end of puzzle’ piece  200   f , each other directional pieces  200  is placed on the gameboard  400  by connecting to a directional piece  200  already on the gameboard  400 . 
       FIG.  8    is a top plan view of the directional piece  200  embodiment described as ‘0−IN+1−OUT˜START OF PUZZLE’  200   a , consisting of a junction  102  and a straight connector  142  with an arrowhead  120 . When play occurs on the gameboard  400 , the ‘START OF PUZZLE’ directional piece  200   a  is the first to be placed on the puzzle gameboard  400  and can be placed anywhere on an outside puzzle knob  420   a . All other directional pieces  200  can only be placed on the gameboard  400  by connecting with a directional piece  200  already on the gameboard  50  and can only be placed on a play space puzzle knob  420   b  located inside the gameboard border  54 . 
       FIG.  9    is a top plan view of the embodiment described as ‘0−IN+2−OUT˜CURVED’  200   b  directional piece consisting of a junction  102 , two straight connectors  142  located 90 degrees from each other, sided by side, each connecting to an arrowhead  120 . 
       FIG.  10    is a top plan view of the embodiment described as ‘0−IN+ 2 -OUT˜STRAIGHT’  200   c , directional piece consisting of a junction  102 , two straight connectors  142  located 100 degrees opposite from of each other, each connecting to an arrowhead  120 . 
       FIG.  11    is a top plan view of the directional piece embodiment described as ‘0−IN−3−OUT˜OUT ONLY’  200   d , consisting of a junction  102 , three straight connectors  142  located 90 degrees from each other on three sides of the junction, each connecting to an arrowhead  120 . 
       FIG.  12    is a top plan view of the directional piece  200  embodiment described as ‘0−IN+4−OUT˜OUT ONLY’  200   e , consisting of a junction  102 , four straight connectors  142  located 90 degrees from each other on four sides of the junction, each connecting to an arrowhead  120 . 
       FIG.  13    is a top plan view of the directional piece embodiment described as ‘1−IN+0−OUT˜END OF PUZZLE’  200   f , consisting of a junction  102  and a straight connector  142  with an arrowfeather  130 . The ‘END OF PUZZLE’  200   f  directional piece places second on the puzzle gameboard  400  and can be placed anywhere on an outside puzzle knob  420   a.    
       FIG.  14    is a top plan view of the directional piece  200  embodiment described as ‘1−IN+1−OUT˜STRAIGHT’  200   g  consisting of a junction  102 , two straight connectors  142  located 100 degrees from each other on opposite sides of the junction  102 , where one connects to an arrowhead  120 , and one connects to an arrowfeather  130 . 
       FIG.  15    is a top plan view of the directional piece embodiment described as ‘1−IN+1−OUT˜CURVED LEFT’  200   h , consisting of a junction  102 , two curved connectors  144  located side by side of the junction  102  pointing left, where one connects to an arrowhead  120 , and one connects to an arrowfeather  130 . 
       FIG.  16    is a top plan view of the directional piece  200  embodiment described as ‘1−IN+1−OUT˜CURVED RIGHT’  200   i , consisting of a junction  102 , two curved connectors  144  located side by side of the junction  102  pointing right, where one connects to an arrowhead  120 , and one connects to an arrowfeather  130 . 
       FIG.  17    is a top plan view of the directional piece  200  embodiment described as ‘1−IN+2−OUT˜STRAIGHT, CURVED LEFT’  200   j , consisting of a junction  102 , one straight connector  142  and two curved connectors  144  located 90 degrees from each other side by side, with one pointing left. One straight connector  142  connects to an arrowfeather  130 . The two curved connectors each connect to an arrowhead  120 . 
       FIG.  18    is a top plan view of the directional piece  200  embodiment described as ‘1−IN+2−OUT˜STRAIGHT, CURVED, RIGHT’  200   k , consisting of a junction  102 , one straight connector  142  and two curved connectors  144  located 90 degrees from each other side by side, with one pointing right. One straight connector  142  connects to an arrowfeather  130 . The two curved connectors  144  connect to an arrowhead  120 . 
       FIG.  19    is a top plan view of the directional piece  200  embodiment described as ‘1˜IN+ 2 -OUT˜SIDE BY SIDE’  2001 , consisting of a junction  102 , one straight connector  142  and two curved connectors  144  located side by side, the straight connector  142  connects to an arrowfeather  130  and two curved connectors  144  each connect to an arrowhead  120 . 
       FIG.  20    is a top plan view of the embodiment described as ‘1−IN+3−OUT˜STRAIGHT, CURVED, CURVED’  200   m  directional piece consisting of a junction  102 , one straight connector  142  connecting to an arrowfeather  130 , and three curved connectors  144 , each of which connect to an arrowfeather  130 . 
       FIG.  21    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+0−OUT˜DEAD−END, STRAIGHT’  200   n , consisting of a junction  102 , two straight connectors  142  located on opposite sides of the junction  102 , each of which connect to an arrowfeather  130 . 
       FIG.  22    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+0−OUT˜DEAD−END, SIDE BY SIDE’  200   o , consisting of a junction  102  and two straight connectors located side by side off the junction  102 , each of which connect to an arrowfeather  130 . 
       FIG.  23    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+1−OUT˜STRAIGHT, CURVED LEFT’  200   p , consisting of a junction  102 ; two straight connectors  142 , one with an arrowfeather  130  and one with an arrowhead  120 ; and one curved connector  144  with an arrowfeather  130 , with each located on one of three sides of the junction  102 . 
       FIG.  24    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+1−OUT˜STRAIGHT, CURVED RIGHT’  200   q , consisting of a junction  102 ; two straight connectors  142 , one with an arrowfeather  130  and one with an arrowhead  120 ; and one curved connector with an arrowfeather  130 , with each located on one of three sides of the junction. 
       FIG.  25    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+1−OUT˜STRAIGHT, STRAIGHT’  200   r , consisting of a junction and three curved connectors  144 , two with an arrowfeather  130  and one with an arrowhead  120 , each located on one of three sides of the junction. 
       FIG.  26    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+2−OUT˜SIDE BY SIDE’  200   s , consisting of a junction; two straight connectors  142 , each with an arrowfeather  130 ; and two curved connectors  144 , each with an arrowhead  120 , all located 90 degrees from each other on one of the four sides of the junction. 
       FIG.  27    is a top plan view of the directional piece  200  embodiment described as ‘2−IN+2−OUT˜OPPOSITE’  200   t , consisting of a junction  102  and four curved connectors  144 , two opposite from each other, each with an arrowfeather  130 , and two opposite from each other, each with an arrowhead  120 , each located  90  degrees from each other on one of four sides of the junction. 
       FIG.  28    is a top plan view of the directional piece  200  embodiment described as ‘3−IN+0−OUT˜DEAD−END, STRAIGHT’  200   u , consisting of a junction  102  and three straight connectors  142 , each with an arrowfeather  130 , all located  90  degrees from each other on one of three directions of the junction. 
       FIG.  29    is a top plan view of the directional piece  200  embodiment described as ‘3−IN+1−OUT˜STRAIGHT, CURVED, LEFT’  200   v , consisting of a junction  102 ; three straight connectors  142 , each with an arrowfeather  130 ; and one curved connector  144  with an arrowhead  120 , with each located 90 degrees from each other on one of four sides of the junction. 
       FIG.  30    is a top plan view of the directional piece  200  embodiment described as ‘4−IN+0−OUT˜DEAD−END’  200   w , consisting of a junction  102  and four straight connectors  142  each with an arrowfeather  130 , with each located 90 degrees from each other on one of four sides of the junction. 
     The gameboard  400  embodiment is multi-dimensional and configured to receive the plurality of two-dimensional directional pieces  200  as depicted in  FIGS.  35  and  36   . The puzzle gameboard  400  includes a gameboard border. Markings consist of a grooved solid boundary line  402  to define the play space  54  and internal grooved solid grid lines to create a geometric grid  60 , both designed to be tactile by recessing the lines to assist those with limited visibility. The purpose of the geometric grid  404  on the gameboard  400  is to indicate the location of the puzzle knobs  420   b , which is where the directional pieces  200  are positioned and to assist in aligning the plurality of directional pieces  200 .  FIG.  34    is a section view of the puzzle knob  420 . Each gameboard  400  has the grid of puzzle knobs.  FIG.  35    is a top plan view of the front of a sample puzzle gameboard  400  including a geometric grid  404  and variety of puzzle knobs  420 . There are two types of puzzle knobs  420 , outside puzzle knobs  420   a  and play space puzzle knobs  420   b . Outside puzzle knobs  420   a  are around the perimeter, outside of the play space boundary line  402 . Play space puzzle knobs  420   b  are located within the play space boundary line  402 . The geometric grid  404  is created by a plurality of 90-degree recessed horizontal row lines  404   a  intersecting a plurality of 90-degree recessed vertical column lines  404   b . Raised play space puzzle knobs  420   b  are located at the intersections of the horizontal and vertical grid lines. FIG.  35  is an example of the basic puzzle gameboard  400  embodiment, where the number of horizontal rows  404   a  equals the number of vertical columns  404   b , creating a grid that has nine horizontal rows  404   a  and nine vertical columns  404   b , which creates a matrix of eighty-one puzzle knobs  420   b .  FIG.  36    is an optional configuration of the gameboard  400  embodiment which includes additional grid lines where the number of horizontal rows is not equal to the number of vertical columns, and the grid lines can be of various lengths, creating an irregularly shaped gameboard  400  with various numbers of puzzle knobs  420   b.    
     To play at the intermediate, advanced, and expert levels of expertise, there are two phases which utilize the gameboard  400 , the directional pieces  200 , the creatures  600  and the instruction cards  700 , the measuring compass  800  and the dice  840 . As described in  FIG.  45   &#39;s flowchart, players take turns in Phase One creating a puzzle pattern  500  by placing various directional pieces  200  on the puzzle gameboard  400 , by connecting each directional piece  200  to one already on the board. The directional pieces  200  connect to each other end to end by aligning the notch of an arrowhead  120  to the notch of an arrowfeather  130 . Phase Two is accomplished by migrating creatures  600  around the puzzle pattern  500  upon selection of an instruction card  700  which will direct a player to migrate their creature either by a ‘MOVE’  720 , a ‘JUMP’  740 , or a ‘COMBO’  760  of actions or by the method described in an ‘UT-OH’  780  card from the junction  102  of one directional piece  200  to the junction  102  of a different directional piece  200 . 
     The first rule defines how the creature  600  can migrate contiguously around the puzzle pattern  500 . Migrating contiguously occurs when a creature  600  can ‘MOVE’  720  out from the junction  102  of their current location on the puzzle pattern  500  into the junction  102  of a different connecting directional piece  200 . The second rule defines how a creature  600  can migrate around the gameboard  400  by a ‘JUMP’  740  by leaving the colored junction  102  where the creature  200  is currently located and migrating to a similarly colored junction  102  of a different directional piece  200 . The genius level of expertise consists of one phase and utilizes the gameboard  400  and the directional pieces  200 . 
       FIGS.  31  through  33    are top plan views of organization tray  300  embodiments, each described as a dimensional board depicting openings  302  which represent a specific shape of a variety of directional pieces  200  and are offset from the size of the specific directional piece  200 . Each opening is designed to receive the corresponding directional piece  200 . One end of an opening  302  has a cutout  304  for ease of lifting out an individual directional piece  200 . Combined, the organization trays hold a plurality of directional piece  200  embodiments, and each opening can have multiple layers of similar directional pieces  200  stacked on top of each other. There are different levels of play in a puzzle organization tray  300  each depending on the expertise level of the players. The levels include a beginner level, intermediate level, advanced level, expert level, and genius level. 
     Configuring a puzzle pattern  500  occurs when the various directional pieces  200  are placed on the gameboard  400 . Players create different puzzle patterns  500  dependent on the placement of the various directional pieces  200 ; puzzle pattern configuration  500  is created when the various directional pieces  200  are placed on the puzzle gameboard  400 .  FIG.  37    is a top plan view of a sample puzzle pattern. Different puzzle patterns  500  can be created by arranging the directional pieces in different configurations. The puzzle pattern  500  creates a path of travel for a creature  600  to migrate from the ‘START OF PUZZLE’  200   a  directional piece to the ‘END OF PUZZLE’  200   f  directional piece. Once a puzzle pattern  500  is created, not every puzzle pattern  500  will include a contiguous path of travel to migrate a player&#39;s creature  600  from the start to end of the puzzle pattern  500 . In this situation, a ‘JUMP’  740  instruction card will need to be drawn to continue to migrate around the puzzle pattern  500 . A puzzle pattern  500  configuration can be played more than one time. The outcome will be different each time a specific pattern is played because of the order of instruction cards  700  drawn changes the path taken when there are various options within one puzzle pattern  500  or when jumping by color. 
     A creature  600  is a movable game piece used to migrate around the puzzle pattern  500 .  FIGS.  38  through  41    are front elevation views of various creatures  600 . The creature shape  600  includes antennae  602 , arms  604 , eyes  606 , mouth(s)  608 , a body  610 , a standing post  612 , and a bottom base  614 . For example, creature one  600   a  has one antenna  602  centered on top. Creature two  600   b  has one antenna  602  on the side pointing out sideways from the top. Creature three  600   c  has two antennae  602  on top. Creature four  600   d  has two antennae  602 , one on each side pointing out sideways from the top. Creature  600  shapes may be other variations of antennae, arms, eyes, and mouths. 
     Instruction cards  700  provide direction regarding migrating creatures  600  around a puzzle pattern  500 .  FIG.  42    is an isometric view of the plurality of the different types of instruction cards used in the game. Referring to  FIG.  42   , the plurality of playing cards  700  have a front side  702  and a back side  706  and indicate a manner of how a creature  600  migrates around the puzzle pattern  500  from the start of puzzle  200   a  to the end of puzzle  200   f . The front side of the card  702  identifies the format of the geometric multi-dimensional puzzle game. The back side of the playing card  706  comprises the action to be taken by a player during their turn, allowing them to migrate their creature  600  on the puzzle pattern  500 . Each instruction card  700  has a different action to be taken during a player&#39;s turn. As shown in  FIG.  42   , the playing cards  700  are separated into four general groups: ‘MOVE’ contiguously  720 , ‘JUMP’ by color  740 , dual action moving  760 , and miscellaneous actions  780 .  FIG.  45    is a flowchart describing the basic steps and methods to play the intermediate, advanced, and expert levels of the game.  FIG.  46    is a flowchart describing the basic steps and methods to play the genius level of the game. 
     The first group of instruction cards  700  comprises a series of ‘MOVE’  720  contiguously from one junction  102  to another junction  102 , according to the instruction card  700  drawn. A plurality of directional pieces  200  provides only one option to ‘MOVE’  720  contiguously, while another plurality of directional pieces  200  provide more than one option to ‘MOVE’  720  contiguously. The ‘MOVE’  720  contiguously cards comprise one or more ‘MOVE’ cards  720 , direct the player to move their creature  600  contiguously from the current junction  102  on the directional piece  200  where they are stationed to a different junction  102 . Most of the ‘MOVE’ cards  720  direct a player to ‘MOVE’ creatures  600  forward. Other options are to move forward, move forward to the left, move forward to the right, move backward, move backward to the left, or move backward to the right. Each ‘MOVE’ card  720  denotes how many junctions  102  to move between or to stay on the junction  102  where they are stationed. 
     The second group of instruction cards  700  comprises a series of cards that directs the player to ‘JUMP’  740  from the current junction  102  the creature is located to a different junction  102  of the same color, according to the ‘JUMP’ card  740  drawn. 
     The third group of instruction cards  700  comprises a series of ‘COMBO’  760 , which are cards that first describe migrating the creature  600  of the player selecting the ‘COMBO’  760  card and then describe migrating the creature  600  of another player. 
     The fourth group of playing cards  700  comprises a series of cards that tend to be negative actions. The ‘UT-OH’  780  cards direct the player to make certain actions with a creature  600 . They can include directing a player to not migrate during their turn, swap their creature  600  with that of any other players creatures  600 , or migrate back to the ‘START OF PUZZLE’  200   a , according to the ‘UT-OH’ card  780  drawn. 
     The intermediate, advanced, and expert levels of play continue in the above manner with the subsequent players taking their turns sequentially as indicated in the steps in the flow charts of  FIG.  45   . The procedure continues until a player lands on the ‘END OF PUZZLE’ directional piece. For the genius level, play continues in the above manner with the subsequent players taking their turns sequentially as indicated in the steps in the flow charts of  FIG.  46   . Play continues until no more directional pieces can be placed on the gameboard  400 . 
     When an instruction card drawn directs a player to ‘JUMP’  740  from their current junction  102  to a different junction  102  of a similar color, it may not be obvious which colored junction is the closest or farthest from the creature&#39;s current location. Any player can challenge which colored spot is to be the creature&#39;s  600  new location after the ‘JUMP’  740 . The measuring compass  800  embodiment shown in  FIG.  43    is utilized to determine the correct colored junction to ‘JUMP’  740  their creature  600  to. The measuring point  802  on the stationary vertical post  804  is placed on the intersection of the crosshairs  104  on the current junction  102 . Then, the measuring cord with the rotating vertical post  806  is extended to the crosshairs of a different junction of the same color. The rotating vertical post  806  is then placed on the new color junction and the cord is locked  816  to keep from extending any further. The player swings the rotating vertical post  806  to determine if there is any other colored spot closer. The leveling bubble on the top of the handle  808  can be used to ensure the vertical posts are plumb and level. This is helpful when two spots are very close to the same distance from the current junction where the creature  600  is located. 
     A single die  840  is utilized depending on the level of expertise of the game being played. As shown in  FIGS.  44   a  and  44   b   , the die  840  is generally cubical, displaying indicia ‘1’  842  on one face, indicia ‘2’  844  on two opposing faces, indicia ‘3’  846  on two opposing faces, and indicia ‘4’  848  on one face opposite the indicia ‘1’  842 . The single die  840  is mainly used for the beginner level in lieu of the playing cards to determine the number of junctions  102  a creature  600  is to move during a players turn. The die can also be used in intermediate, advanced, and expert expertise levels of play in conjunction with the instruction cards  700 . 
     Flowcharts provide for an illustration of the basic steps in the method of play of the present game.  FIG.  45    describes the intermediate, advanced, and expert levels of expertise play  1100 . All embodiments of the present puzzle apparatus  50 , whether using physical gaming apparatus or electronic play, utilize essentially the same method and procedures outlined in  FIG.  45   . Phase One is a set-up phase where the gameboard  400  is configured and the order of play determined among players  1103 , as indicated in the flowchart in  FIG.  45   . Play begins with step  1105  where the first player places ‘START OF PUZZLE’  200   a  piece anywhere on an outside knob  420   a  on the gameboard  400 , and then in the next step  1107 , the second player places the ‘END OF PUZZLE’  200   f  piece on the gameboard  400 . Play then passes to the next player  1110  to create the puzzle pattern by placing additional directional pieces  200  on the knobs  420   b  inside the play space  402 . Once there are no more available play space knobs on which to add directional pieces  200 , Phase Two begins  1120 . Taking turns, each player draws  1123  an instruction card  700 , reads the card  1125 , and then moves their creature  600  as described, migrating around the puzzle pattern  500 , either by a ‘MOVE’ contiguously  1140 , a ‘JUMP’ by color  1143 , a ‘COMBO’ of migrations  1145 , or ‘UT-OH’ migrations  1147 . Play passes  1160  to the next player to continue until a player lands on the ‘END OF PUZZLE’ piece and is declared the winner. 
     The genius expertise level is illustrated in flowchart  1200  in  FIG.  46   . Genius level only utilizes the directional piece  200  embodiments and the gameboard  400  embodiment of the present puzzle apparatus  50 , whether using physical gaming apparatus or electronic play, utilizing essentially the same method and procedures outlined in  FIG.  46   . There is only one phase in the genius expertise level. Initially, the game starts with the configuring of the gameboard  400  and the order of play determined among players  1203 , as indicated in the flowchart in  FIG.  46   . Play begins with step  1205  where the first player places the ‘START OF PUZZLE’  200   a  piece anywhere on an outside knob  420   a  on the gameboard  400 . Then in the next step  1207 , the second player places the ‘END OF PUZZLE’  200   f  piece on the gameboard  400 . Play then passes to the next player  1210  to create the puzzle pattern by placing additional directional pieces  200  on the knobs  420   b  inside the play space  402 . The goal is to be the player with the fewest directional pieces  200  remaining with the least amount of arrowheads  120  or arrowfeathers  130 . Players are to strategically place directional pieces  200  while considering the implications of each directional piece  200  placed on the gameboard  400 . Once there are no more available play space knobs  1220  on which to add a directional piece  200 , players count  1240  their remaining pieces to determine the winner with the lowest score. 
     In conclusion, the present puzzle game in its various embodiments provides for interesting and educational entertainment for one, two, or more people who enjoy puzzles, games, and the like. The numerous embodiments provide several different devices that may be used for the present game, including electronic play. There are several variations on how to play with the various puzzle game embodiments. Regardless of the specific rules and methods of play, the present game provides entertaining and educational competition for all those involved. 
     It is to be understood that the present invention is not limited to the embodiments described above but encompasses any and all embodiments within the scope of the following claims.