US 3831938 A
A word by word game employing the following major components (used as described hereinafter): a master sheet containing twenty messages of twelve words each; forty-eight wood word first pieces, each having a message word on one side and a number identifying the position of this word in the message on the other side; forty eight second pieces divided into four like groups of twelve pieces, each piece in each group carrying a different number from one to twelve inclusive; a plurality of markers each carrying a different one of numbers from one to thirty inclusive; a plurality of chips, each carrying a different one of numbers one through twelve inclusive thereon; and a plurality of commpoint pieces each having one of the following legends thereon; comm, commu, commun, communi, communic, communica, communicat, communicate and Good Thinking.
Claims available in
Description (OCR text may contain errors)
United States Patent 1191 Neubauer Aug. 27, 1974 1 WORD PLUS WORD GAME  Inventor: Lewis Neubauer, Philadelphia, Pa.
 Assignee: The Raymond Lee Organization,
Inc., New York, NY. a part interest 22 Filed: Sept. 28, 1973 1211 Appl. 110.; 401,825
FOREIGN PATENTS OR APPLICATIONS 1,208,246 9/1959 France 273/135 D Primary ExaminerPaul E. Shapiro 1 1 ABSTRACT A word by word game employing the following major components (used as described hereinafter): a master sheet containing twenty messages of twelve words each; forty-eight wood word first pieces, each having a message word on one side and a number identifying the position of this word in the message on the other side; forty eight second pieces divided into four like groups of twelve pieces, each piece in each group carrying a different number from one to twelve inclusive; a plurality of markers each carrying a different one of numbers from one to thirty inclusive; a plurality of 131 F chips, each carrying a different one of numbers one 1561 UNITED STATES PATENTS legends thereon; comm, commu, commun, communi, 1,572,433 2/1926 Jones 273/13OE cg n nunic communica communicat communicate 3,1 16,927 l/1964 Kuhlman 213/135 D and G i k 3,l9l,938 6/1965 Sm1th 273/135 D 3,655,195 4/1972 Bean et al 273/135 1) 6 Claims, 6 Drawing Figures MASTER SHEET A 1 1 1111 1hr- 1111 110111 1 1111- 1111 11 1 111111. 1 11 1 1111 11 M 1111. 11 11 111 1 1111 1 111111 94 1111111111l1111.11111111 1 111111- 1111111111\11111 1111 11111111 11111111111111111 11111111 1 1111111 111111111111 111111111 1111 11111 1 A 111 1111 1 1111 11 111 11 111111111101 11111 111111111 11111111 11111l1 11111111 1111111111111 111111111 111 11 11A 111111 11Il11 1111111111111 111111111111 11111 1 1 111111- 11111111 11111111111111111111111 1111 111111 1 1111, 111111111 1111111 111 12A 111111111- 11111 11111111 111111111 111111111 1 1111 1111111111111 1111111111 111111111111 11111 1A11 111 1I111111111 11111 1111111111 111 15A 111111111 1|11111 11111111111111111111 1 1111 1 111111111 11 1 1 l l111111111111111 111111111. 111111111- 1111111 |1111111 1111 111111 111111111111 1111 1811 1111 1111111" 1111111111 1111 1th 111111 1111111111 11111 11111 1111111 111111111 11I11 "11111111111111". 1 1 11l1\1l1l1111,1
20A 11111 1111111111111 n1111 111111111- 1111ln11 11 1l1 11 11 1 11 11 "1111 1111111". 1 1 11111 1 1111 111 111 11 1 11 111111111 wow PLUS WORD GAME SUMMARY OF THE INVENTION My invention is directed toward a word-plus-word game-leading into phrases and sentences designed to encourage the ridiculous, the paradoxical, the absurd, the preposterous and even the sensible thoughts that may come to mind as the game progresses.
This game employs a message sheet carrying a plurality of messages each containing the same number'of words, as well as various types of playing pieces, markers and chips carrying message words and/or numbers or carrying legends described in detail and used as set forth below.
Messages and game parts can be carried as stock items for individuals who wish to enlarge the game after original purchase. This feature enables manufacturers and retailers to increase sales above such attributed to sales of the games in original form.
I BRIEF DESCRIPTION OFITHEDRAWINGS, i
DETAILED DESCRIPTION. OF PREFERRED EMBODIMENTS Referring now to FIGS. l-6, the game which I call GET THE MESSAGE (Good Thinking) employs the following'parts or components:
GAME PARTS I. THE MASTER SHEET 100 (Note: Not seen by players until end of game).
A sheet of paper or cardboard on which is printed twenty messages 102 directly under each other--doublespaced.
Each message is in twelve words. Above each word 104 is a number. The first word is number one and so on until, number twelve.
Preceeding the first word is another code number which will be used later to identify that particular messa e. 2. WOOD WORD N-point M-wor Two hundred and forty domino sized wood pieces 106. Each piece is known as a wood-word". Since all the messages are twelve words long then twelve woodwords are used to recreate the message. Each woodwor has one of the numbers from one to twelve on one side and the'corresponding message word on the other.
The side with number is called an N-point.
The side with word is called an M-word.
3. wood-O Forty-eight domino sized wood pieces 108. Each piece bearing one of the numbers from one to twelve repeated four times that is four number ones, four number two's and so on until twelve. The other side of this piece is blank. This piece will be known as a wood-O". (Note: a woodbecomes a P-wood" word during course of game.)
4. S-point Four hundred and twenty bingo sized (round) markers or chips 110. Each chip bearing one of the numbers from one to thirty repeated 30 times. These chips will be used in scoring and will be known as an S-point".
Forty-eight, colored chips 1l2 each having one of the numbers from one to twelve. This chip is called a "roll-chip. I 6. COMMPOINT" One hundred and forty-four domino sized wood pieces 114 with one of the following on each piece (the other side is blank):
comm repeated on sixteen pieces commu do. commun do. communi do. communic do. communica do. communicat do. commicate do. Good Thinking do.
SUMMARY or TERMS USED 1. Master Sheet a 9 X 10 inch sheet of paper or cardboard on which is printed 20 messages, directly under each other. Each message is in 12 words.
2. Wood-word I A domino sized piece of wood bearing one of the numbers from 1 to 12 on the back and in front with one of the words from the Master Sheet.
3. N-point The number from one to twelve on back of a woodword. 4. M-word The word on other side of N-point". 5. C-word I A Number one wood-word bearing on the m-word side lower right hand corner the identifying code number usedto verify an O.K. Message. 6. wood-O A domino sized piece of wood with one of the numbers from 1 to 12 on one side and blank on the other. (Note: A wood-O becomes a wood-word during course of game.)
7. P-wood-word' A wood-O that has become an M-word and is used for scoring. 8. S-point A marker or chip with one of the numbers from 1 to 30 on it.
9. Roll-chip A colored marker or chip with one of the numbers from 1 to 12 on it. 10. Commpoint A domino sized piece of wood!- blank on one side and on the other side with one of the following comma", commu "commun", communi, communic", communica". communient", communicate" Good Thinking".
in scoring are called comml 1. Good Thinking Signifying that a player has earned all of the commpoints ranging from comm to Good Thinking. 12. Message Any phrase or sentence formed by using ANY combination of wood-words during the course of a game by a player. 13. Declared Message Any 12 word sequence using wood-words in l to 12 sequence that a player declares is one of his quote messages. (Note: All wood-words on a Declared Message are retired from game.) 14. Non-Declared Message I Any 12 word sentence using wood-words IN or OUT of point-number sequence-used for point scoring only. (Note: All wood-words on Non-Declared Messages are reusable always.) 15. N. G. Message Any sentence formed by using any combination of wood-words without regard to the point-number sequence and only using 12 wood-words. Also any 12 word sentence using wood-words in consecutive order from 1 to 12 that does not agree with Master Sheet. 16. Good Thinking Message Any 12 word sentence using wood-words IN or OUT of sequence used to complete a comm to Good Thinking sequence. Worth only 50 points no matter what the point-numbers add up to. (Note: all wood words on Good Thinking Message are re-usable always.) 17. OK. Message Any 12 M-word message made during course of game that is the same as a message on the Master Sheet.
MEANING OF INITIALS N number P players C check open M message S score SCORING Points are earned by forming a grammatically correct sentence or phrase from any combination of woodwords accumulated during the course of the game.
Players will decide ONLY IF A SENTENCE OR PHRASE IS GRAMMATICALLY CORRECT AND NOT DECLARE IT VOID BECAUSEIT MAKES NO SENSE.
The purpose being to encourage the ridiculous, the paradoxical, the absurd, the preposterous and even the sensible thoughts that may come to mind as the game progresses.
WAYS TO GET POINTS 1. By adding up the N-points on the wood-words used to make approved sentences or phrases.
2. By making commpoints for originating an approved sentence or phrase consisting of 4 words or more--with For l2 Good Thinking" The accumulation of the nine commpoints going from comm" to Good Thinking" is worth an additional 100 points-making a total of 450 points. (Note: A Good Thinking" message is worth 50 points if it is being used to complete a comm to good-thinking" sequence. If a player decides against using a Good- Thinking message as unit in a comm to goodthinking sequence he can add up the N-points of the wood-words in his Good Thinking" message for his score.He cannot use that same message later on in the game for his sequence use.
3. By reproducing what turns out to be an OK. Message.
An O.K. Message is worth 500 points.
An N.G. Message is worth only points (To discourage players from too quickly announcing and showing a Declared Message which he hopes will be the OK. one).
WHAT TO REMEMBER (In Scoring of Points) a. All wood-words in any declared message are retired from the game.
b. All wood-words, except those used in a Declared Message can be used again and again until games end. Including wood-Os that have become wood-words. (See Playing of Game) c. Point count is kept by using Roll-chips and commpoints. All commpoints have their values printed on them.
d. wood-Os that have become wood-words (see Playing of Game) cannot be used to make a Declared Message.
e. Even the changing of but one word in a message already used will earn Roll-chip points.
f. To keep the table clear for more playing room players can keep record of messages that have earned points on pads provided at beginning of game.
g. A player cannot take both Roll-chips and commpoints for the same message.
h. Sentences where Question Marks would be used are eligible for points.
i. Duplication of other players messages not permitted.
GAME IS OVER 1. When a player creates 4 messages (4 player quota) that he feels are OK Messages. He can show his Declared Messages (which he now thinks will be OK.) one at a time or spring all four at one time.
2. When a player has gathered 4 sequences from comm to good-thinking".
3. When there is a stalemate in Buying, Selling and Trading of wood-words (See How to Play Game).
THE WINNER The player who has earned the most points. Not al- 25 points 25 points 25 points 25 points 50 points 50 points 50 points 50 points 50 points ways the one who ends game with messages or commpoint sequence.
REMEMBER WHEN GAME IS OVER FOR ANY OF THE ABOVE REASONS POINTS ARE THEN ADDED UP AS NOT ALL DECLARED MESSAGES ARE O.K. MESSAGES.
HOW TO PLAY GET THE MESSAGE Four Players) (Note Players do not read or see any of messages on Master Sheet before game begins) 1. Each Player takes pad and pencil.
2. All 240 pieces of wood-words are placed in center of table and scrambled with N-point number face up.
3. Each player then picks l2 wood-words from table and places them in front of him with M-word side facing him.
4. Then the 48 wood-'s are mixed in with the woodwords point number side face up.
5. The S-points, Roll-chips and Commpoints are placed separately face-up on the table but away from playing area and within reach of players.
6. Play now begins a. First player rolls dice. The number that comes up is the wood-word number that the player takes from the table. He also takes that same number from the roll-chips. This roll-chip number is to show the other players and the player himself that he has already rolled that number.
Player rolls again. If same number comes up as proven by roll-chip in front of player he loses turn. If different number, he repeats process as with first number and continues playing, as long as he rolls a different number. NOTE: If player rolls a number that turns out to be a wood-O he rolls again.
When player has lost his turn he then sets himself to creating messages.
A PLAYER CAN USE HIS WOOD-O TO WRITE ON ANY WORD HE WANTS TO USE FOR A MESSAGE.
When his turn comes up again he presents his message (only one) to the players for approval-before rolling dice.
When a message is approved the player takes the -point, equivalent (see Scoring of Points) from the 8-point or Commpoint pile.
. The next three players will follow same procedure as the first player.
c. When play comes around again to first player he continues to roll for a number that he has not made. The roll-chips in front of player is the means of checking.
When any player has made all the numbers (Rollchips) from I to 12 in any order he puts the Roll-chips back on the table and begins all over again.
NOTE: The number one Roll-chip is picked when the player rolls a one from a single dice. The player may roll for this Number one at any time during his turn. AS IN SCORING OF POINTS REMEMBER ANY WOODWORD USED IN A MESSAGE CAN BE USED AGAIN AGAIN UNTIL END OF GAME.
BUY, SELL, TRADE:
d. When all the wood-words have been taken from table then players will expose at any time, any wood-word they think they can spare and offer to Buy, Sell, or Trade with any other player for a wood-word, they think will help in creating other messages or with a view towards ending game. Players will continue to Score Points after Buying,
Selling or Trading and can at any time offer to Buy, Sell or Trade any wood-word not previously exposed.
GAME IS OVER AS EXPLAINED IN POINT SCORING NOTE: Words on wood-Os erased or washed off before beginning new game.
123 456789 1A To get something you don't have you do something l0 11 12 you're not doing 12 3&56789 101112 You cannot know what you are if you never look at yourself 567 1011 in anger or passion has been thought of 123 3A What is said 12 beforehand 1 2 l 5 6 7' 8 Q 10 Some lies are in re welcome and easier to believe than 11 12 the truth 123h5678 101112 Why give up trying if no one has called you a quitter l2 3 5 7 9 Other people's faults are soon seen while our own l0 l1 weaknesses go unrecognized in your way 3 l 5 6 7 8 '1 11A Bad habits that cannot be broken are excused as lo ll 12 virtues of necessity 1 2 3 b 5 6 7 .8 a 10 12A Stupid people can be very clever when it comes to ll 12 blaming others 1 2 3 l 5 6 8 o 10 13A Don't want more than is needed unless prepared to lose 11 12 something necessary 1 2 3 u 5 '6 8 a 11m Some consider a wrong committed more than once no l0 l1 12 longer a sin l23h56789101112 15A Ii you would not be Judged a fool don't act like one 7 16A Rash resolutions are meekly surrendered to the same Q 10 ll 12 temptations that prompted them i king 23 l5678 17A Asking friends and relatives for advice is like ma l0 l1 12 then qualified experts 11 12 of news 123 i5678 10 Quarrel with friends and find out: how much they know 11 12 about you 1 2 3 A 5 6 7 8 If learning is your intention review all your 9 10 11 12 satisfying and unpleasant experiences While I have described my invention with particular reference to the drawings, such is not to be considered as limiting its actual scope.
Having thus described this invention, what is asserted as new is:
l. A word plus word game leading into phrases and sentences which comprises:
a master sheet containing a plurality of messages disposed one below the other, each message containing a like number of words, each word being identia plurality of first wood-word pieces, each having a message word on one side and the number identifying this word on the other side;
a plurality of second wood pieces, each having a different one of the identification numbers thereon;
a plurality of markers, each having a different one of numbers from one to thirty inclusive thereon;
a plurality of chips, each having a different one of the numbers which identifies the position of a message word thereon; and
a plurality of third commpoint pieces, each third piece having one of the following thereon: comm, commu, commun, commune, communic, communica, communicat, communicate, and Good Thinking.
2. The game of claim 1 employing twenty messages of twelve words each.
3. The game of claim 2 wherein there are forty-eight second pieces divided into four like groups of twelve, each piece in each group carrying a different number from one to twelve inclusive.
4. The game of claim 3 wherein the chips are divided into four like groups of twelve, each piece in each group carrying a different number from one to twelve inclusive.
5. The game of claim 4 wherein there are one hundred and forty-four commpoints divided into nine groups of sixteen, each group being assigned a different fied by the number which identifies its sequential one of the legends recited in claim 1.
position in the message, the first word in the message being identified by the number one and so on; I}
6. The game of claim 5 wherein additional messages and game parts can be added.