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Title:
THREE-DIMENSIONAL WORD GAME
Document Type and Number:
WIPO Patent Application WO/2009/089582
Kind Code:
A1
Abstract:
A three-dimensional word game apparatus (100), comprises a plurality of game pieces (108, 110) and a game board (102). At least some of the game pieces comprise tiles (108) having two faces (202, 204) and two pairs of opposed edges, at least one of the faces (202) being substantially flat and bearing game indicia (206), and each pair of opposed edges having complementary connecting structures (208, 210, 212, 214) adapted to interconnect neighbouring game pieces along a vertical axis (v) and a first horizontal axis (h-i). Furthermore, at least some of the game pieces, which may be dedicated corner pieces (1 10), comprise a connecting structure (302, 304) adapted to connect a game piece which is connected with a neighbouring piece along said vertical axis (v) and/or said first horizontal axis (In1) with one or more further neighbouring game pieces, along a second horizontal axis (h2) orthogonal to the first horizontal axis. The game board (102) includes at least one connecting structure (106) complementary with one of said connecting structures (214) on an edge of the tiles, which is thereby adapted to support a three-dimensional construction of game pieces above the game board (102). A method (800) of playing the game is also provided, wherein players take turns to arrange (810) the game pieces into a three-dimensional construction according to specified rules of arrangement, and are allocated (812) scores based upon tile values which may be multiplied in accordance with the players' use of corner pieces.

Inventors:
TEFAYE JOSEPH ELIE (AU)
Application Number:
PCT/AU2009/000039
Publication Date:
July 23, 2009
Filing Date:
January 15, 2009
Export Citation:
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Assignee:
GAMES R US INTERNAT PTY LTD (AU)
TEFAYE JOSEPH ELIE (AU)
International Classes:
A63F3/00; A63H33/08
Domestic Patent References:
WO1986004253A11986-07-31
Foreign References:
US5799943A1998-09-01
GB2369782A2002-06-12
Attorney, Agent or Firm:
SUMMERFIELD, Mark (302 Burwood RoadHawthorn, Victoria 3122, AU)
Download PDF:
Claims:
CLAIMS:

1. A three-dimensional word game apparatus, comprising a plurality of game pieces and a game board, wherein: at least some of the game pieces comprise tiles having two faces and two pairs of opposed edges, at least one of the faces being substantially flat and bearing game indicia, and each pair of opposed edges having complementary connecting structures adapted to interconnect neighbouring game pieces along a vertical axis and a first horizontal axis; at least some of the game pieces comprise a connecting structure adapted to connect a game piece which is connected with a neighbouring piece along said vertical axis and/or said first horizontal axis with one or more further neighbouring game pieces, along a second horizontal axis orthogonal to the first horizontal axis; and the game board includes at least one connecting structure complementary with one of said connecting structures on an edge of the tiles, which is thereby adapted to support a three-dimensional construction of game pieces above the game board.

2. The apparatus of claim 1 wherein some or all of the game pieces comprise tiles having two faces and two pairs of opposed edges, at least one of the faces being substantially flat and bearing game indicia, and each pair of opposed edges having complementary connecting structures adapted to interconnect neighbouring game pieces along the vertical axis and the first horizontal axis, each tile further comprising a connecting structure adapted to connect the tile with one or more neighbouring game pieces along the second horizontal axis.

3. The apparatus of claim 1 wherein at least some of the game pieces are corner pieces which do not bear game indicia, each corner piece including: a first connecting structure adapted to interconnect with a complementary connecting structure of one of the tiles which is positioned adjacent to the corner piece along the first horizontal axis; and

a second connecting structure adapted to interconnect with a complementary connecting structure of another one of the tiles which is positioned adjacent to the corner piece along the second horizontal axis, whereby the corner pieces are adapted to connect neighbouring tiles along the first and second horizontal axes.

4. The apparatus of claim 3 wherein the corner pieces are of at least two visually distinguishable types.

5. The apparatus of claim 4 wherein each corner piece is colour-coded using one of at least two visually distinguishable colours.

6. The apparatus of any one of the preceding claims wherein the complementary connecting structures on each pair of opposed edges of the tiles are complementary protrusions and recesses.

7. The apparatus of claim 6 wherein the protrusions and recesses are dovetailed such that interconnected neighbouring game pieces may be locked together in a robust and stable fashion.

8. The apparatus of any one of the preceding claims wherein the game pieces further include a plurality of support pieces, which are adapted to support cantilevered portions of the three-dimensional construction of game pieces.

9. The apparatus of any one of the preceding claims wherein the game indicia include alphabetical indicia, whereby words may be formed by neighbouring tiles arranged along said vertical and/or horizontal axes.

10. The apparatus of claim 9 wherein the game indicia further include numerical indicia representing a score associated with each corresponding tile.

11. A method of playing a three-dimensional word game by a plurality of players, comprising the steps of: providing a plurality of game pieces, the game pieces comprising:

tiles, having at least one face bearing game indicia, and two pairs of opposed edges, the tiles being connectable to neighbouring game pieces along a vertical axis and a first horizontal axis; and corner pieces, connectable with a neighbouring game piece along said vertical axis and with one or more further neighbouring game pieces along a second horizontal axis orthogonal to the first horizontal axis; providing a game board which is adapted to support a three-dimensional construction of said game pieces above the game board; initially allocating to each said player a predetermined number of randomly selected ones of said plurality of game pieces; each player taking turns to arrange game pieces from the player's allocation into a portion of a three-dimensional construction of game pieces above the game board in accordance with specified rules of arrangement; each player being allocated a score following each turn, the score being based upon values associated with each tile included in said portion of the three-dimensional construction, and upon a multiplier associated with each corner piece included in said portion of the three-dimensional construction; terminating the steps of each player taking turns and being allocated a score when all of at least one player's allocated game pieces have been employed in the three-dimensional construction, or when all players are unable to arrange further game pieces in the three-dimensional construction in accordance with the rules of the arrangement; and determining a winner of the game in accordance with accumulated player scores.

12. The method of claim 11 wherein at least some of the tiles are also corner pieces.

13. The method of claim 1 1 wherein the tiles and corner pieces are distinct game pieces.

14. The method of claim 13 wherein the corner pieces are distinct game pieces of at least two visually distinct types, and the score multiplier associated with each corner piece is dependent upon its type.

15. The method of claim 14 wherein the corner pieces are colour-coded using at least two visually distinguishable colours, and the score multiplier associated with each corner piece is dependent upon its colour code.

16. The method of any one of claims 11 to 15 further including the step, after each player completes a turn, of replenishing the player's allocation of game pieces by random selection from a remaining pool of unallocated game pieces.

Description:

THREE-DIMENSIONAL WORD GAME FIELD OF THE INVENTION

The present invention relates to word games, and more particularly to a three-dimensional word game and apparatus, including game pieces and a game board, for playing the game.

BACKGROUND OF THE INVENTION

Word games have long been popular with people of all ages. One of the best known, and most successful, word games is Scrabble™, which includes a game board comprising a two-dimensional grid, and tiles having letters of the alphabet printed on one face. Players form interlocking words in the manner of a crossword on the playing board, competing to achieve the highest score by using letters in combinations and locations that best exploit values associated with the game tiles, and premium squares on the playing board. As such, the game of Scrabble™, is limited to the two-dimensional plane of the playing board. In order to expand the possibilities for fun and creativity, various three-dimensional word games have been proposed. For example, US patent no. 3,930,651 , dated 6 January 1976, to James E Rader, describes a three-dimensional word game apparatus which includes a cube, of three units per side, adapted to receive letter pieces. The cube provides 26 slots for receiving letter blocks, with one letter of the alphabet being associated with each of the 26 blocks. Players take turns placing one or more letter blocks into the spaces of the game cube, and words are spelled out by tracing a path between consecutively adjacent letter pieces in order to determine a winner of the game. Related US patent no. 4,009,882, dated 1 March 1977, also to James E Rader, discloses a three-dimensional word game apparatus comprising a cubic solid having six faces defining six respective playing surfaces. Paper pieces, or covers, are provided upon which are formed indicia indicative of six playing surfaces or areas, each of which includes a plurality of playing spaces, some of which are unique to that playing area and some of which traverse the boundaries between that playing area and one or two adjoining playing areas. Game play is similar to the method disclosed in US patent no. 3,930,651 , except that in place of the game blocks players are able to write letters directly onto the paper covers, thereby reducing the cost of the game apparatus.

US patent no. 5,799,983, dated 1 September 1998, to Jeffrey D Morgan, discloses a three-dimensional word game which utilises cubic playing pieces, being letters printed on at least one side. The game includes an irregularly-shaped board. Various mechanisms are proposed for interconnecting the cubic game pieces, and fixing them to the board, including various types of pegs, snap flanges, threaded posts and post seats, arrangements of dovetail slots and tabs, and magnetic attraction. However, due to the cubic shape of the playing pieces, none of these connecting methods appears to be straightforward to manufacture or use, and the resulting game construction is likely to be bulky and heavy, which may limit the extent of self-supporting three-dimensional word structures that may be constructed.

It is accordingly an object of the present invention to provide an alternative three-dimensional word game, which is entertaining and educational to play, and which has game pieces that are inexpensive to manufacture, which are not unduly bulky or heavy, and which may be robustly interconnected to create word constructions in three dimensions. SUMMARY OF THE INVENTION

In a first aspect, the present invention provides a three-dimensional word game apparatus, comprising a plurality of game pieces and a game board, wherein: at least some of the game pieces comprise tiles having two faces and two pairs of opposed edges, at least one of the faces being substantially flat and bearing game indicia, and each pair of opposed edges having complementary connecting structures adapted to interconnect neighbouring game pieces along a vertical axis and a first horizontal axis; at least some of the game pieces comprise a connecting structure adapted to connect a game piece which is connected with a neighbouring piece along said vertical axis and/or said first horizontal axis with one or more further neighbouring game pieces, along a second horizontal axis orthogonal to the first horizontal axis; and the game board includes at least one connecting structure complementary with one of said connecting structures on an edge of the tiles, which is thereby

adapted to support a three-dimensional construction of game pieces above the game board.

Advantageously, therefore, the game apparatus includes game pieces, at least some of which are tiles similar to those utilised in Scrabble™, but having connecting structures to enable three-dimensional word constructions to be formed, and supported by corresponding connectors on the game board. At least some of the game pieces, which may be game tiles bearing indicia, or distinct pieces specially provided for the purpose, facilitate the connection of tiles at right angles to existing structures, and as such act as corner pieces. The design of the game apparatus therefore combines the advantages of conventional two-dimensional word game apparatus, such as the use of flat, lightweight, letter tiles that are simple to manufacture, store and handle, with the ability to extend the word game into three dimensions.

In some embodiments, some or all of the game pieces comprise tiles having two faces and two pairs of opposed edges, at least one of the faces being substantially flat and bearing game indicia, and each pair of opposed edges having complementary connecting structures adapted to interconnect neighbouring game pieces along the vertical axis and the first horizontal axis, each tile further comprising a connecting structure adapted to connect the tile with one or more neighbouring game pieces along the second horizontal axis. That is, in such embodiments at least some of the indicia-bearing tiles also function to enable the game construction to be extended at right angles to an existing structure.

In alternative embodiments, at least some of the game pieces are corner pieces which do not bear game indicia, each corner piece including: a first connecting structure adapted to interconnect with a complementary connecting structure of one of the tiles which is positioned adjacent to the corner piece along the first horizontal axis; and a second connecting structure adapted to interconnect with a complementary connecting structure of another one of the tiles which is positioned adjacent to the corner piece along the second horizontal axis, whereby the corner pieces are adapted to connect neighbouring tiles along the first and second horizontal axes.

Accordingly, such alternative embodiments provide dedicated game pieces for extending the game construction at right angles to an existing structure. Advantageously, the use of such corner pieces may enable the configuration of the indicia-bearing tiles to be simplified, since each such tile only needs to be adapted to connect to other game pieces in two dimensions, and furthermore the corner pieces may take on additional significance in the course of game play, providing for a higher level of player interest and/or scoring variations.

For example, in preferred embodiments the corner pieces are of at least two visually distinguishable types. In particular, each corner piece may be colour-coded using one of at least two visually distinguishable colours. The colours may be used, for example, to signify scoring variations, such as word score multipliers, that are to be applied to words formed adjacent to the corner pieces.

Preferably, the complementary connecting structures on each pair of opposed edges of the tiles are complementary protrusions and recesses. In preferred embodiments, the protrusions and recesses are dovetailed such that interconnected neighbouring game pieces may be locked together in a robust and stable fashion.

If necessary, the game pieces may further include a plurality of support pieces, which are adapted to support cantilevered portions of the three-dimensional construction of game pieces. However, it is anticipated that with a sufficiently light and robust tile design, most structures formed in the course of game play will be substantially self-supporting upon one or more connecting structures provided on the game board. Preferably, the game indicia include alphabetical indicia, whereby words may be formed by neighbouring tiles arranged along said vertical and/or horizontal axes. While this form of indicia is obviously most appropriate when the word game is configured to be played in English, or other alphabetically-based language, it will be appreciated that alternative forms of indicia may be employed in languages having a different written basis.

It is additionally preferred that the game indicia further include numerical indicia representing a score associated with each corresponding tile. As in conventional word games, such as Scrabble™, the scores may be determined

based upon a frequency of usage of each letter within the relevant alphabet. The particular number and distribution of tiles bearing each of the available alphabetical indicia is also preferably based upon a corresponding frequency of usage. In another aspect, the invention provides a method of playing a three-dimensional word game by a plurality of players, comprising the steps of: providing a plurality of game pieces, the game pieces comprising: tiles, having at least one face bearing game indicia, and two pairs of opposed edges, the tiles being connectable to neighbouring game pieces along a vertical axis and a first horizontal axis; and corner pieces, connectable with a neighbouring game piece along said vertical axis and with one or more further neighbouring game pieces along a second horizontal axis orthogonal to the first horizontal axis; providing a game board which is adapted to support a three-dimensional construction of said game pieces above the game board; initially allocating to each said player a predetermined number of randomly selected ones of said plurality of game pieces; each player taking turns to arrange game pieces from the player's allocation into a portion of a three-dimensional construction of game pieces above the game board in accordance with specified rules of arrangement; each player being allocated a score following each turn, the score being based upon values associated with each tile included in said portion of the three-dimensional construction, and upon a multiplier associated with each corner piece included in said portion of the three-dimensional construction; terminating the steps of each player taking turns and being allocated a score when all of at least one player's allocated game pieces have been employed in the three-dimensional construction, or when all players are unable to arrange further game pieces in the three-dimensional construction in accordance with the rules of the arrangement; and determining a winner of the game in accordance with accumulated player scores.

In some embodiments, at least some of the tiles are also corner pieces. However, the tiles and corner pieces may alternatively be distinct game pieces.

In a preferred embodiment, the corner pieces are distinct game pieces of at least two visually distinct types, and the score multiplier associated with each corner piece is dependent upon its type. For example, the corner pieces may be colour-coded using at least two visually distinguishable colours, and the score multiplier associated with each corner piece may be dependent upon its colour code.

The method may further include the step, after each player completes a turn, of replenishing the player's allocation of game pieces by random selection from a remaining pool of unallocated game pieces. Further preferred features and advantages of the invention will be apparent to those skilled in the art from the following description of preferred embodiments of the invention, which should not be considered to be limiting of the scope of the invention as defined in the preceding statements, or in the claims appended hereto. BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the invention will now be described with reference to the accompanying drawings, in which like reference numerals indicate like features, and wherein:

Figure 1 is a game apparatus including a game board upon which a three-dimensional word construction has been formed, according to a first embodiment of the invention;

Figure 2 depicts a tile, according to the first embodiment of the invention;

Figure 3 depicts a front-perspective view of a corner piece according to the first embodiment of the invention; Figure 4 depicts a rear-perspective view of the corner piece of Figure 3;

Figure 5 shows a game apparatus including a game board upon which a three-dimensional word construction has been formed, according to a second embodiment of the invention;

Figure 6 depicts a front-perspective view of a tile, according to the second embodiment of the invention;

Figure 7 depicts a rear-perspective view of the tile of Figure 6; and

Figure 8 is a flowchart illustrating a method of playing a word game according to a preferred embodiment of the invention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Figure 1 illustrates a game apparatus 100 which includes a game board 102, upon which a three-dimensional word construction 104 has been formed, in accordance with a first embodiment of the invention. As will be appreciated, the arrangement 100 typically results from a number of turns of play by two or more players of the game. Exemplary rules of play are described in greater detail below, with reference to Figure 8. The initial part of this description is focused primarily upon the physical structure of the game apparatus 100, which facilitates game play. The three-dimensional word construction 104 is supported on the game board 102 by a connecting structure 106, which consists of a projecting lug having a suitable shape for mating with a corresponding slot of a game tile, such as that described in greater detail below, with reference to Figure 2. In the embodiment shown in Figure 1 , the game board 102 includes four such projecting structures 106, one being located at the centre of each of the four sides of the substantially square or rectangular game board. It will be appreciated, however, that a greater or fewer number of supporting projections 106 may be provided, in various embodiments of the invention.

The three-dimensional word construction 104 is formed from two types of game pieces, namely tiles 108 and corner pieces 1 10.

Figure 2 illustrates, in closer detail, a tile 108 according to the first embodiment of the invention. The tile 108 has a front face 202 and a rear face 204, which are surrounded by four edges. The front and rear faces 202, 204 are substantially flat, and the front face 202 bears game indicia, in the form of an alphabetical letter 206. Pairs of opposed edges of the tile 108 have complementary connecting structures adapted to interconnect neighbouring game pieces along a vertical axis (v) and a first horizontal axis (h-i). In particular, a projecting lug 208 is provided on one edge (the left edge, as shown in Figure 2), while a corresponding slot 210 is provided in the opposing edge (Ze the right edge). As shown, the lug 208 and slot 210 have complementary dovetailed shapes, and are designed such that neighbouring pieces may be interconnected. The lug 208 and slot 210 are preferably designed to be a close match in size, and to provide a slight interference fit when two tiles are interconnected, to prevent

the tiles from sliding apart, and to ensure that the word construction remains stable as the game progresses.

A similar lug 212 and slot 214 are provided in the other pair of opposing edges {ie the top and bottom edges as shown in Figure 2). Accordingly, the complementary structures 208, 210 provide for interconnection of tiles along the first horizontal axis (h-i), while the complementary structures 212, 214 provide for interconnection of tiles along the vertical axis (v). By these means, interlocking words may be formed in a two-dimensional plane above the playing board 102, such as the words "crater" and "brave" illustrated in the arrangement 100 of Figure 1.

So that words may be formed in the third dimension, ie along the second horizontal axis (h 2 ), corner pieces 1 10 are provided, as illustrated in closer detail in Figures 3 and 4. In particular, Figure 3 is a front-perspective view of a corner piece 110, while Figure 4 is a rear-perspective view of the same corner piece. The corner pieces include a rear attachment portion 302, which in the embodiment shown consists of two separate projections 310, 312, which together provide a complementary fit to the slots 210 of the tiles 108. The right-hand edge of the corner piece 1 10 includes a slot 304 corresponding with the slot 210 of the tile 108. The top and bottom edges similarly include a lug 306 and complementary slot 308, corresponding with the same structures 212, 214 of the tile 108. Accordingly, further corner pieces and/or tiles may be interconnected above and below the corner piece 110, along the vertical axis (v).

Fitting the rear attachment portion 302 of the corner piece 110 into the right-hand slot 210 of a tile 108 enables the three-dimensional word construction to be continued along the second horizontal axis (h 2 ), by fitting the lug 208 of a further neighbouring tile into the slot 304 of the corner piece 110. Similarly, fitting the lug 208 of a tile 108 into the slot 304 of a corner piece 1 10 also enables the three-dimensional word construction to be extended along the second horizontal axis (h 2 ). As will be appreciated, the first of these two arrangements involving a corner piece 1 10 generally places the corner piece at the beginning of a new word, whereas the second arrangement generally places the corner piece at the end of a new word.

Turning now to Figure 5, there is shown an alternative embodiment of a game apparatus 500 including a game board 502 upon which a three-dimensional word construction 504 has been formed. In like manner to the first embodiment 100, the alternative embodiment 500 utilises a game board 502 having suitable supporting projections 506. Words are formed in three dimensions above the game board 502, using game tiles, eg 508. However, the second embodiment 500 differs from the first embodiment 100 in that separate corner pieces 110 are not provided, but instead individual game tiles 508 are adapted to enable connection of neighbouring tiles along all three orthogonal axes. The structure of the tiles 508 of the second embodiment is illustrated in close detail in Figures 6 and 7. In particular, Figure 6 is a front-perspective view of the tile 508, whereas Figure 7 is a rear-perspective view of the same tile.

In like manner to the tile 108 of the first embodiment, the tile 508 of the second embodiment includes front and rear faces 602, 604, the front face 602 being substantially flat, and bearing game indicia in the form of alphabetical letter 606. Viewed from the front, ie as in Figure 6, the tile 508 has two pairs of opposed edges, each pair having complementary connecting structures adapted to interconnect neighbouring game pieces along the vertical axis (v) and the first horizontal axis (h-i). In particular, complementary dovetailed projections and slots 608, 610 and 621 , 614 are provided on the horizontally and vertically opposed edges respectively.

As is best seen in the rear-perspective view of the tile 508 shown in Figure 7, an additional slot 616 is provided in the rear of the tile, having the same shape as slots 610, 614, but being disposed at right angles to the slot 610. Accordingly, the left-hand projecting lug 608 of a further neighbouring tile may be fitted into the additional rear slot 616 so as to extend the three-dimensional word construction along the second horizontal axis (h 2 ). In this manner, the word construction 504 may be formed along all three orthogonal axes above the game board 502, without the use of distinct corner pieces 110. While two distinct embodiments are shown in Figures 1 to 7, the first including tiles 108 that are connectable along only two orthogonal axes, and corner pieces 1 10 providing for connection along the third orthogonal axis, as compared with the second embodiment which includes tiles capable of

connection along all three orthogonal axes, it will be appreciated that numerous variations are possible, based upon these principles. For example, further alternative embodiments may utilise a combination of tiles 108 permitting two-dimensional connectivity, in combination with tiles 508 permitting full three-dimensional connectivity, and such embodiments may or may not also include additional corner pieces 1 10. Furthermore, in some embodiments it may be desirable to provide a number of tiles in which one or more of the projecting lugs (eg 208, 212, 608, 612) and/or complementary-shaped slots (eg 210, 214, 610, 614) are omitted, thereby limiting the locations within the three-dimensional word construction 104, 504, in which the tiles may be used. For example, a tile in which the top and bottom connecting structures 212, 214 are omitted may only be used within horizontal words (such as the word "brave" in the embodiments 100 and 500). Typically, it may be expected that the benefits of such variations, and in particular the provision of "restricted-use" tiles, will depend upon associated game rules. For example, different scores may be associated with restricted-use tiles, reflecting the greater difficulty for a player to make effective use of them within the three-dimensional word construction.

Figure 8 is a flowchart 800 illustrating a method of playing a three-dimensional word game according to a preferred embodiment of the present invention. It is presently believed that the game is most enjoyable if the rules are simple and familiar, in order not to detract from the players' experience. Accordingly, the general process of game play is very similar to the well-known rules of Scrabble™. Naturally, however, modifications are required to account for the unrestricted three-dimensional nature of word construction, and to adapt the scoring mechanisms from the conventional system, which is based upon the location of "premium squares" on the two-dimensional game board of the prior art.

Steps 802 and 804 of the process 800 comprise the provision of game pieces and of a game board in accordance with an embodiment of the invention, such as any of the game apparatus described above with reference to Figures 1 to 7, and/or variations thereof. In particular, at step 802 game pieces are provided, which comprise tiles and corner pieces. As discussed previously, the corner pieces may be distinct from the tiles, or alternatively some or all of the tiles may act as potential corner pieces, in addition to having at least one face bearing

game indicia, eg alphabetical letters. In the following description of exemplary game rules, an embodiment is discussed in which distinct corner pieces are provided, since this involves the most substantial modification to the traditional game rules. However, it will be appreciated that these rules may readily be modified, for example by excluding processes uniquely associated with distinct corner pieces, in order to accommodate embodiments of the game apparatus in which such corner pieces are not provided.

At step 806, an initial allocation of game pieces is provided to each player. More particularly, the game pieces are arranged, for example by placing them in a bag, such that each player is able to draw seven tiles, at random, without being able to see the letters (Ze game indicia) printed on each tile. In accordance with a preferred method, tiles and corner pieces are included in the initial draw, but each player must nonetheless end up with seven tiles. Accordingly, if a player, in his or her turn, draws one or more corner pieces, then a further draw is required, until the player has seven tiles. A number of variations of the rules are possible in relation to the corner pieces. For example, the player may be permitted to keep all corner pieces drawn, and be required to draw additional pieces until a total of seven letter tiles has been drawn. Alternatively, players may be required to return all corner pieces and to draw again, until the required seven letter tiles is drawn. In yet another variation, players may be restricted to a particular maximum number of corner pieces, for example two corner pieces, when drawing new tiles. If the number of corner pieces drawn exceeds this maximum, then the player may be required to return the corner pieces to the bag, and to draw again.

Following the initial allocation step 806, each player will have seven letter tiles, and zero or more corner pieces.

Play then proceeds with each player in turn, for example proceeding clockwise around the board 102. It is envisaged that the game may be played by between two and four players, such that each player is nominally associated with a unique side of the square or rectangular playing board. However, the game can, in principle, be played by a greater number of people, particularly if a larger number of game pieces are provided, as discussed in greater detail below. Unlike Scrabble™, in which the feasible number of playing pieces is effectively constrained by the finite area of the two-dimensional playing surface, and the

practical maximum number of players is accordingly also constrained, a three-dimensional word game is not necessarily subject to such constraints.

At step 808, therefore, play commences with the first player. More particularly, the steps 810, 812, 814 are completed by the first player, and then repeated by each player in turn. At step 810, the player arranges a number of game pieces on the game board. In general, the rules of arrangement are that the letters may build on one of the provided support structures 106 of the game board, or upon an existing three-dimensional word construction, eg 104, although obviously this latter option is not available to the initial player. The specific rules of arrangement are that the newly placed letters must form a word, and it is common for players to agree upon an authoritative source, such as a suitable dictionary, in order to arbitrate any disputes. In the example 100 illustrated in Figure 1 , the initial player has formed the word "crater", building vertically upon the support 106. The player could equally have elected to place this word horizontally.

At step 812, the player is allocated a score for the newly placed word. Preferred scoring systems are discussed in greater detail below, however in general the score may be based upon values associated with each tile included in the newly contributed portion of the three-dimensional word construction, and additionally upon a multiplier associated with each corner piece included amongst the newly played game pieces.

At step 814 the player draws replacement pieces from the remaining pool of unallocated game pieces, such that the player once again has seven letter tiles. As indicated by the decision step 816, play then proceeds around the board to the next player 818, repeating steps 810, 812, 814. If any player is unable, or unwilling, to place a complete word, then they may be provided with the option to pass, and/or to return all of their game pieces to the pool, and draw a new allocation, in place of their normal turn. A round is completed once all players have had a turn and, as indicated by decision step 820, play recommences from the first player, with the process continuing until further play is no longer possible. For example, play will terminate if all game pieces have been employed within the three-dimensional

word construction, or when all players are unable to arrange further game pieces in accordance with the specified rules of arrangement by word formation. Alternatively, play may terminate when at least one player has utilised all of their allocated pieces, and no replacement pieces remain in the pool. When any or all of these conditions are satisfied, play may continue until the end of the current round (as indicated in the flowchart 800) or in a simple variation, play may terminate immediately.

Finally, at step 822, a winner of the game may be determined by accumulating the individual allocated scores achieved by each player over all of their separate turns.

For example, the arrangement 100 shown in Figure 1 represents a game in which three turns have been taken, by two or more players. As previously noted, the first player placed the word "crater" vertically upon the support 106. In the second turn, the word "brave" has been placed along the first horizontal axis, utilising the first letter "R" of the word "crater". The player taking the third turn has utilised the letters "X", "T", "O", and "L", along with a corner piece 110, in order to form the word "extol" along the second horizontal axis, utilising the final letter "E" of the word "brave".

With regard to scoring, each individual tile preferably has an associated point value, which may be indicated by additional numerical indicia printed on the tile (for example in a corner), similar to Scrabble™. Indeed, in a preferred embodiment the number, frequency and scores associated with letter tiles are based closely upon the corresponding parameters of Scrabble™. As is well-known, English-language editions of Scrabble™ contain 100 letter tiles, including two blank tiles, which score zero points apiece. The most frequent letters are "E" (12 tiles), "A" (nine tiles), "I" (nine tiles), and "O" (eight tiles). These common letters, amongst others, score one point apiece, while at the opposite extreme the letters "Q" and "Z" (one tile each) score 10 points. Complete letter distributions, and associated point values, for Scrabble™ in a variety of different languages, are widely published, and accordingly are not repeated herein.

The basic score allocated to a player in a given turn is equal to the sum of the point values of all letters appearing in each newly formed word. However, in a variation on the conventional scoring system, corner pieces may be used to

provide a score multiplier. In particular, any new word formed by utilising a corner piece such that the word commences or concludes with a letter from a word aligned along the other horizontal axis, may be subject to a corresponding score multiplication. In preferred embodiments, corner pieces are provided which are of at least two visually distinct types, and the score multiplier associated with each corner piece is dependent upon its type. More particularly, the corner pieces are preferably colour-coded, and the multiplier value is associated with the colour code. In one exemplary embodiment, blue and red corner pieces are provided, and use of a blue corner piece doubles the word score, whereas use of a red corner piece triples the word score. Non-multiplying corner pieces (eg white corner pieces) may also be provided. The relative numbers of corner pieces having different multiplier values may vary, but it is generally envisaged that fewer corner pieces representing higher multiples will be provided as compared with corner pieces representing lower multiples. In this way, players are encouraged to utilise corner pieces strategically, attempting to conserve the larger multipliers for words having higher basic score values, in order to maximise overall scoring opportunities and achieve a higher final score.

As has already been noted, the physical constraints applicable to a three-dimensional word construction game are not as limiting as those which apply to a two-dimensional board game. It may therefore be practical, and appropriate, to provide a larger number of letter tiles than is conventionally utilised in Scrabble™ for example. This may in turn enable the game to support a larger number of simultaneous players. In order to maintain a desirable distribution of letters and point values, it is envisaged that increases in the total number of letter tiles, and associated corner pieces, be achieved by duplication of the basic set of game pieces. That is, if the basic game set consists of 100 letter tiles, and corresponding number of associated corner pieces, expanded game sets would consist of doubled, trebled and so forth replicas of the initial game set. Advantageously, once a player has purchased a basic game apparatus, consisting of a game board and an initial set of game pieces, further sets of game pieces could be made available separately as an "expansion pack".

Although it is considered that with appropriate tile design, such as the first and second embodiments depicted in Figures 1 to 7, three-dimensional word

constructions created in the course of game play should be reasonably stable and robust, it is envisaged that in unusual or extreme cases (such as extensively cantilevered constructions) the combined weight of the tiles may cause some instability of the structure, such as bending and/or twisting. If this is an issue, then additional support structures may be provided. Suitable supports may be formed from specially provided tiles, such as blank tiles and/or corner pieces, which may be produced in a distinctive colour in order to distinguish them from active game pieces. For example, support pieces may be made grey, or black, in order to distinguish them from white letter tiles and/or blue and red corner pieces. Of course, a very wide variety of different colour schemes and/or other visually distinctive features, may be employed.

In other possible variations, additional scoring bonuses may be provided in appropriate circumstances. For example, as in Scrabble™, additional bonus points may be awarded if a player is able to utilise all seven letter tiles in a single turn. Bonuses may also be awarded, for example, for use of multiple existing letters within a new word placement, since this may be more challenging to achieve in a three-dimensional word construction than on a constrained two-dimensional board. In yet another possible scoring variation, additional points may be awarded for utilising the supports 106 on the playing board, rather than building on an existing three-dimensional word construction, since it may be advantageous to encourage players to do this early in a game in order to open up a wider range of construction opportunities, which may in turn open up the game, and expand its three-dimensional qualities.

These and other variations are all encompassed within the scope of the present invention, and the particular embodiments described above are intended to be exemplary only, and should not be considered to be limiting of the scope of the invention, which is defined in the following claims.