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Title:
ELECTRONIC PEDAGOGICALLY EDUCATIONAL GAMING DEVICE AND METHOD OF PLAYING A GAME
Document Type and Number:
WIPO Patent Application WO/2008/154887
Kind Code:
A1
Abstract:
An electronic pedagogically educational gaming device using a stored, game generating, in an electronic medium operable software for creating of a playing area (9), where the playing area (9) displayed on monitor (7) has its surface divided into a net of individual playing fields (10, 11) for placing of the chosen playing tokens (8) according to specific rules. The device comprises a system of playing tokens (8) formed by sets of ten playing tokens (8) marked with numerals from 0 to 9 on their face side and movable along the playing fields by a player and comprising at least 50 playing tokens (8), size of the playing area (9) is from 8 x 8 to 15 x 15 playing fields (10, 11), which fields (10, 11) are either of the same kind of plain playing fields (11) without any mathematical signs or they are of the same kind of plain playing fields (11) without any mathematical signs and of bonus playing fields (10), further a player's magazine (5) for the playing tokens (8) drawn by player, a move keeper (4), and a results area (6), where the total number of playing tokens (8) of the system, the size of the playing field (9), the kind of playing fields (10, 11) of the playing area (9) and the number and arrangement of the bonus playing fields (10) are settable in advance, and the playing field (9), the player's magazine (5) of the playing tokens (8), the move timekeeper (4) and the results area (6) are displayed on a monitor (7) during the play. In a method of carrying out of arithmetic operation a combination of at least two playing tokens (8) drawn is placed on the playing board so as to represent one of the permitted arithmetic operations, and next arithmetic operations are attached to this basic arithmetic operation by one of the permitted steps. Placing of the playing tokens (8) to create the numeric operations is carried by the player himself, other operations are electronic.

Inventors:
CAP ZDENEK (CZ)
TESAR VLADIMIR (CZ)
Application Number:
PCT/CZ2007/000068
Publication Date:
December 24, 2008
Filing Date:
July 09, 2007
Export Citation:
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Assignee:
CAP ZDENEK (CZ)
TESAR VLADIMIR (CZ)
International Classes:
A63F13/22; A63F13/335; A63F13/46
Foreign References:
US5893718A1999-04-13
FR2742895A11997-06-27
Other References:
GAMEHOUSE SOFTWARE: "Scrabble", November 2006 (2006-11-01), XP002466022, Retrieved from the Internet [retrieved on 20080122]
WIZARBOX: "Scrabble Edition 2007", UBISOFT, November 2006 (2006-11-01), XP002466023, Retrieved from the Internet [retrieved on 20080109]
Attorney, Agent or Firm:
PATENTSERVIS Praha, a.s. (Praha 4, CZ)
Download PDF:
Claims:

Claims :

1. An electronic pedagogically educational gaming device using a stored, game generating, in an electronic medium operable software for creating of a' playing area (9) , where the playing area (9) displayed on a monitor (7) has its surface divided into a net of individual playing fields (10, 11) for placing of the chosen playing tokens (8) according to specific rules, characterized in that the device comprises a system of playing tokens (8) formed by sets of ten playing tokens (8) marked with numerals from 0 to 9 on their face side and movable along the playing fields by a player and comprising at least 50 playing tokens (8) , size of the playing area (9) is from 8 x 8 to 15 x 15 playing fields (10, 11) , which fields (10, 11) are either of the same kind of plain playing fields (11) without any mathematical signs or they are of the same kind of plain playing fields (11) without any mathematical signs and of bonus playing fields (10) , further a player's magazine (5) for the playing tokens (8) drawn by player, a move timekeeper (4) , and a results area (6) , where the total number of playing tokens (8) of the system, the size of the playing field (9) , the kind of playing fields (10, 11) of the playing area (9) and the number and arrangement of the bonus playing fields (10) are settable in advance , and the playing field (9), the player's magazine (5) of the playing tokens (8) , the move timekeeper (4) and the results area (6) are displayed on a monitor (7) during the play.

2. A device according to claim 1, characterized in that the bonus playing fields (10) are represented by two kinds of the bonus playing fields (10) , the numerical ones and the operational ones, and of two values, whereby, the operational bonus playing fields (10) multiply the point value of the whole arithmetic operation twice or thrice according to distinguishing colour of the bonus and position of the bonus if one of playing tokens (8) used in this operation is placed on a bonus playing field (10) , and whereby the numerical bonus playing fields (10) multiply twice or thrice, according to distinguishing colour of the bonus and position of the bonus, the point value of the playing token (8) placed on it.

3. A device according to claim 1, characterized in that the results area (6) includes score of players, information about the arithmetical operations created on the playing area (9), and mutual communication in writing, including the messages of observers .

4. A device according to claim 1, characterized in that the electronic medium is a playing console connected to a television set or to a monitor (7) .

5. A device according to claim 1, characterized m that the electronic medium is a compact device with own built in monitor (7) or external monitor (7) .

6. A device according to claim 1, characterized m that the electronic medium is a mobile phone.

7. A device according to claim 1, characterized m that the electronic medium is a computer.

8. A device according to claim 1, characterized in that the electronic medium is a host computer.

9. A device according to claim 1, characterized in that the electronic medium is an Internet system.

10. A device according to claim 9, characterized in that the Internet system comprises a plurality of player's personal computers connectible to the host computer for accumulating of data defining the game environment, where the player's computers and the host computer are interconnected via Internet for information exchange and allowing to player to control game objects, where the system further comprises transmitting means for data transmission to be received by plurality of observers, which means are different from the means for information exchange between the player's computer and the host computer.

11. A method of playing a game displayed on a monitor (7) of a device according to any of the preceding claims, comprising displaying of the game on a display and placing of the chosen playing tokens (8) by at least one player on the playing area

(9) so that they represent permitted arithmetic operations, characterized in that it comprises the steps: drawing of a given number of playing tokens from a system of playing tokens into a player's token electronically; combining of two and more of the drawn playing tokens by means of a player's controlling device on the playing area (9) so that they represent arithmetic operations according to predetermined rules, whereby, one of the playing numerals of the first move is placed on the central playing field; gradual assigning of other arithmetic operations in individual moves by steps according to the game rules;

evaluating of correctness of the move electronically; recording of the arithmetic operation and of the reached gain in points electronically, ending of the move by replenishment of the playing tokens with numerals in the player's magazine electronically, and repeating of the previous steps until the playing tokens in the system are exhausted.

12. A method according to claim 10, characterized in that further arithmetic operations are created by one of the steps from the group comprising: addition of at least one drawn playing token (8) to the playing tokens (8) on the playing ground; operation of attaching crosswise to the playing tokens (8) on the area, whereby, the new operation comprises one or more playing tokens (8) that are already placed on the playing area (9) or neighbours with one or more playing tokens (8) on the area,- operation of attaching parallelly to the playing tokens (8) on the area, whereby, the new operation must comprise one or more playing tokens (8) already laying on the area or shall neighbour with one or more playing tokens (8) on the area; whereby, with the playing token (8) marked by the numeral 0 always only one step of the group is carried out comprising: operation of attaching a part of which is the numeral 0, where a new arithmetic operation does not need to come into existence by neighbourhood of the playing token (8) with the numeral 0 with other playing tokens (8) , but from such neighbourhood also does not result any gain of points; attaching of a playing token (8) with numeral 0 between two opposite playing tokens (8) , where a new arithmetic operation

must come into existence thereby, a part of which is zero and adjacent playing tokens (8) interconnected by the zero; other cases of attaching when the playing token (8) with the numeral 0 is controlled by the rules of attaching so as the other playing tokens (8), whereby, recording of any new operation does not commence with the numeral 0, 0 is not added, subtracted, multiplied or divided and 0 is not the final result of an operation, and, whereby, the playing tokens (8) meaning in specific moves specific arithmetic operation are for any new move considered as a cluster of playing tokens (8) that cannot be further combined arbitrarily and covered in further arithmetic operations, and, whereby, in a given move the gain in points bring all playing tokens (8) and bonuses, of which the new arithmetic operations are composed, whereby, the playing tokens ' (8) bring gain to the newly created operations for every arithmetic operation in which they are involved.

13. Method according to claim 10, characterized in that before commencement of playing at least one of the parameters from the group consisting of the total number of playing tokens (8) of the system, scope of the playing area (9) , kind of playing fields of the playing area (9) , number and placement of the bonus playing fields, time of the movement and the permitted mode of the arithmetic operations is set up.

14. Method according to any of previous claims, characterized in that the number of the remaining playing tokens (8) in the system is electronically updated and communicated to the player.

Description:

ELECTRONIC PEDAGOGICALLY EDUCATIONAL GAMING DEVICE AND METHOD OF PLAYING A GAME

Field of the Invention

The present invention relates to an electronic pedagogically educational gaming device using a stored, game generating, in an electronic medium operable software for creating of a playing area, where the playing area displayed on a monitor has its surface divided into a net of individual playing fields for placing of the chosen playing tokens according to specific rules .

The present invention also relates to a method of playing a game displayed on a monitor of an above mentioned device, comprising displaying of the game on a display and placing of the chosen playing tokens by at least one player on the playing area so that they represent permitted arithmetic operations.

The device is based on table board games of the criss-cross type, where it is played with a set of playing stones, which set comprises subsets of playing stones with identically marked face sides .

It is an object of such games to combine the playing stones in an area adapted to it so that they create meaningful combinations according to rules set in advance.

Preferably, the invention relates to an electronic gaming device being a full-valuable pedagogically educational means.

Background of the Invention

Games of the criss-cross type, where playing stones are put down successively on a square playing area divided by a rectangular network into individual square playing fields, are known. The playing stones are marked with numerals and arithmetic signs on one side or on both sides. In some models, the arithmetic signs are marked on separate stones, in the other ones they are marked on playing stones together with numerals. By means of a combination of numbers and arithmetic signs it is possible to symbolize the basic arithmetic operations in the playing area. The need to include the expression of arithmetic signs in this type of game as a means for expressing of an arithmetic operation limits the possibility to combine freely and brings about difficulties in the possibility to symbolize the more complex arithmetic operations.

The document GB 2,258,620 discloses playing stones comprising a set of stones marked with numerals and a set of stones marked with arithmetic signs. Three stones, two of them marked with numerals and one marked with arithmetic sign, placed between them, are placed linearly on the playing surface and form a mathematical equation, where the stone marked with arithmetic sign represents a mathematical relation between the stones marked with numerals.

The document GB 2,299,949 discloses playing stones, each of them marked either with a numeral or an arithmetic sign or the sign of equation.- ' The stones are placed in separate magazines, wherefrom they are drawn by lots by players. The first player and then each subsequent player, create equations by means of at least three stones, of which one is provided with an arithmetic sign, whereby, each player can use the stones already placed on

the board. Score of a move is equal to the sum of the numbers used in an equation.

The document GB 2,301,043 discloses a game using a plurality of playing stones, each of which is marked with a numeral on one side and an arithmetic sign on the other side. The stones can also be marked with numerals on the side where there is also an arithmetic sign for the purpose to determine score. The stones can be of various colours and the playing board comprises coloured areas in the same colour, which areas form bonus fields. The game consists in placing of the stones on the playing area so as to create a complete mathematical equation.

Also, a game allowing creating of arithmetic operations on an area without any help of the arithmetic signs was disclosed. A player only explains aloud what is the meaning of the attached set of playing stones. For example, the player places the playing stones 1 and 3 and 4 on the playing area and explains that he means 1 + 3 = 4.

The specification US 5,893,718 discloses a game using a playing area divided into a system of squares with two diagonally positioned rows of coloured bonus squares, which diagonal rows cross in the central star. Positions of players are marked at the sides of the playing area. The playing stones are stored in a magazine and the game comprises also magazines for each of the players. On one side, each stone is marked with a numeral from 1 to 0 and on the other side it is unmarked. Each player has a limited number of playing stones drawn from the magazine. The game starts on the central star. In his/her move, each player strives to create a mathematical equation by using three or more of his/her stones together with the stones already placed on the playing board. The equations are created by attaching of the stones horizontally, vertically, the numbers symbolized on the

stones can be added, subtracted, divided, etc. to achieve the whole. Scoring is based on adding of the numbers on the stones. On the bonus squares the value of a number is doubled. Scores in each round of the game are recorded. The game ends when all 100 stones were drawn and used to attach them to the stones held by the players up to eight stones or when a player cannot make an equation by using his/her stones. The scores are added and the highest score wins.

However, all types of games mentioned above use such systems of rules that they offer only trivial possibilities of arithmetic operations and a limited possibility to combine.

An advantage of the games of the above-mentioned type is that they are accessible for the youngest participants. However, on the other side, at a certain level of mastering the game, it happens frequently that the attractiveness of the game is exhausted exactly in cases when the game system is so simple that even the randomness element does not make up for this. Here, the need comes through already to introduce a personified style of players into this game, an idea, logic, strategy, method of solution, and to react so to all what the game brings better that the other participants. For a longer time period, a game that does not provide this option can be popular only for the youngest age categories of players or for the undemanding players. This decreases utilizability of the game as an effective tool supporting development of logic and strategic and combination skill.

Also, desk games were disclosed, the principles of which can be applied to electronic devices such as disks, computer software or Internet use.

The document US 6,170,826 discloses a chess like game for three persons, which, apart from the table form, can be played also m an electronic form, either by means of an independent device or by means of a computer or via Internet or via another communication network.

Electronic games for creating of images, words, card games for teaching of mathematics were disclosed, see for example the specifications US 7,176,920, US 6,676,414, US 2005014118

The specification US 6,585,585 discloses an electronic gaming device for teaching of mathematics, the gaming area of which is provided with a combination of usable and unusable fields, oriented to rows and columns, so that the resulting playing structure provides vertical, horizontal and diagonal usable playing fields. A player inserts numbers into the usable slots so that the mathematical difference between the adjacent numbers is greater than one and the adjacent numbers are different.

Accordingly, it is an objective of this invention to create such system that allows carrying out of all conceivable arithmetic operations m the maximal scope on the playing area of a monitor so that the system is easily and clearly accessible and so that it offers highly strategic possibilities, allowing combining of playing tokens into meaningful unions in the greatest possible scope according to rules set m advance.

Summary of the Invention

The above-mentioned objective is reached by an electronic pedagogically educational gaming device comprising a playing area, on which playing area playing tokens marked with playing numerals are placed m accordance with the rules of the game so

that they are able to express arithmetic operations without any use of the arithmetic signs.

The electronic pedagogically . educational gaming device using a stored, game generating, in an electronic medium operable software for creating of the playing area, where the playing area displayed on a monitor has its surface divided into a net of individual playing fields for placing of the chosen playing tokens according to specific rules. The essence is that the device comprises a system of playing tokens formed by sets of ten playing tokens marked with numerals from 0 to 9 on their face side and movable along the playing fields by a player and comprising from 50 to 110 and more playing tokens, the size of the playing area is from 8 x 8 to 15 x 15 playing fields, which fields are either of the same kind of plain playing fields without any mathematical signs or they are of the same kind of plain playing fields without any mathematical signs and of bonus playing fields, further a player's magazine for the playing tokens drawn by player, move timekeeper, and a results area, where the total number of playing stones of the system, the size of the playing field, the kind of playing fields of the playing area and the number and arrangement of the bonus playing fields are settable in advance, and the playing field, the player's magazine of the playing tokens, the move timekeeper and the results area are displayed on a monitor during the play.

The bonus playing fields are represented by two kinds of the bonus playing fields, the numerical ones and the operational ones, and of two values, whereby, the operational bonus playing fields multiply the point value of the whole arithmetic operation twice or thrice according to distinguishing colour of the bonus and position of the bonus if one of playing tokens used in this operation is placed on a bonus playing field, and whereby, the numerical bonus playing fields multiply twice or

thrice, according to distinguishing colour of the bonus and position of the bonus, the point value of the playing token placed on it .

Preferably, the results area includes score of players, information about the arithmetical operations created on the playing area, and mutual communication in writing, including the messages of the observers.

The electronic medium can be any playing console connected to a television set or to a monitor, a compact device with own built in monitor or external monitor, a mobile phone, a computer, a host computer or an Internet system, etc.

The Internet system, comprising a number of personal computers of players connectable to the host computer for collection of data defining the game environment , where the computers of players and the host computer are interconnected via Internet for information exchange and allowing to a player to control game objects, where the system further comprises transmitting means for data transmission to be received by plurality of observers, which means are different from the means for information exchange between the player's computer and the host computer.

The method of playing a game displayed on a monitor of the equipment comprises displaying of the game on a display and placing of the chosen playing tokens by at least one player on the playing area into the permitted arithmetic operations, and comprises the steps : drawing of a given number of playing tokens from a system of playing tokens into a player's playing token magazine electronically; combining of two and more of the drawn playing tokens by means of a player's controlling device on the

playing area so that they represent arithmetic operations according to the predetermined rules, whereby, one of the playing numerals of the first move is placed on the central playing field; gradual assigning of other arithmetic operations in individual moves by steps according to the game rules; evaluating of correctness of the move electronically; recording of the arithmetic operation and of the reached gain in points electronically; ending of the move by replenishing of the playing tokens with numerals in the player's magazine electronically, and repeating of the previous steps until the playing tokens in the system are exhausted.

Preferably, further arithmetic operations are created by one of the steps from the group comprising: addition of at least one drawn playing token to the playing tokens on the playing ground; operation of attaching crosswise to the playing tokens on the area, whereby, the new operation comprises one or more playing tokens that are already placed on the playing area or neighbours with one or more playing tokens on the area; operation of attaching parallelly to the playing tokens on the area, whereby, the new operation must comprise one or more playing tokens already laying on the area or shall neighbour with one or more playing tokens on the area; whereby, with the playing token marked by the numeral 0 always only one step of the group is carried out comprising: operation of attaching a part of which is the numeral 0, where a new arithmetic operation does not need to come into existence by neighbourhood of the playing token with the numeral 0 with other playing tokens, but from such neighbourhood also does not result any gain of points; attaching of a playing token with numeral 0 between two opposite playing tokens, where a new arithmetic operation must come into

-Si- existence thereby, a part of which is zero and adjacent playing tokens interconnected by the zero; other cases of attaching when the playing token with the numeral 0 is controlled by the rules of attaching so as the other playing tokens, whereby, recording of any new operation does not commence with the numeral 0, 0 is not added, subtracted, multiplied or divided and 0 is not the final result of an operation, and, whereby, the playing tokens meaning in specific moves specific arithmetic operation are for any new move considered as a cluster of playing tokens that cannot be further combined arbitrarily and covered in further arithmetic operations, and, whereby, in a given move the gain in points bring all playing tokens and bonuses, of which the new arithmetic operations are composed, whereby, the playing tokens bring gain to the newly created operations for every arithmetic operation in which they are involved.

Before commencement of playing it is possible to set up at least one of the parameters from the group consisting of the total number of playing tokens of the system, scope of the playing area, kind of playing fields of the playing area, number and placement of the bonus playing fields, time of the movement and the permitted mode of the arithmetic operations.

The number of the remaining playing tokens in the system is electronically updated and communicated to the player.

To players, the game allows to communicate by means of written messages in the on-line mode.

The game generating and controlling software is operable in an electronic medium. This electronic medium can be various models

of playing consoles or compact electronic media, mobile phones, personal computers, an Internet communication network etc.

The player's computer can be a desktop computer or a notebook, a mobile phone, a personal diary etc.

The program of the game can be stored on portable data memory media, so as floppy disks, disks, external hard disks, and if it is necessary, it can be installed in the host computer.

The game can be played in two ways, by buying software for various types of playing consoles or compact electronic media, mobile phones, personal computers, internet communication network etc. or by connecting via Internet to the address of the provider of this game, i.e. on-line. Then, this game can be played in three modes by means of the electronic medium, alone against oneself, alone against computer or alone against another player connected on-line to the same address of the game provider .

The invention allows to represent (apart from other things) powers and roots of integers, create more than one operation by attaching playing tokens to more than one stone already placed on the playing area, create more than one operation by attaching playing tokens to one playing token already laying on the area, create operations by attaching of one playing token or playing tokens to those laying on the area, to determine possibilities, combine arbitrarily and include the playing tokens already laying on the playing area into all further arithmetic operations, provide several variants of the record of points.

The rules allow further variations of playing the game.

The game provides a balanced combination of randomness elements with an active creative access. The system of strategy and game rules meet the requirements to allow a possibility to carry out more complex calculation actions and allow to combine the playing tokens to meaningful combinations being in accordance with the previously given rules of game in the greatest possible extent. The up to now unprecedented combination and strategic variability of the game supports the effort to find the best method and game playing tactics in the long-time use, what is a task, which is interesting virtually for all age categories of players. With regard to its nature, the game is comprehensible easily and without any translation all over the world. Higher qualitative modification of this type of games (crated by other authors) is not feasible, because the rules comprising the framework of this game, system of playing, the system on which the rules can be realized and understanding of the general relations in the work with arithmetic operations is optimised up to the limit which cannot be surpassed.

Brief Description of the Drawings

The invention in its various aspects will now be described with reference to certain drawings thereof, in which Figures 1 - 7 show possibilities how to attach the playing tokens marked with numerals to the same playing tokens already laying on the playing area, and the number of points gained in the move. Fig. 8 shows a set of playing tokens marked with numerals 0 to 9. Fig. 9 shows a game plan comprising playing fields without any arithmetic signs and the bonus playing fields. Fig. 10 shows a view on a monitor of a device with displayed game elements and Fig. 11 is a flowchart of a game course.

Examples of embodiments of the invention

As it can be seen in Fig. 9, a specific embodiment of the game plan consists in a squared playing area _9 divided into individual square shaped playing fields. Auxiliary numeric and written markings, serving to determine or record positions of the playing numerals, are situated along the proper playing area 9_. Individual playing fields are lined up so that there are fifteen of them in each horizontal or vertical line. The playing fields comprise of the plain playing fields I 1 I without any mathematical signs and the bonus playing fields JL_O marked by colour and containing arithmetic signs.

However, the size of the playing area 9_ can be chosen to be in the range from 8 x 8 to 15 x 15 playing fields.

The kind of any playing field can also be chosen. The playing fields can be either all of the same kind, without any arithmetic signs, such as are the plain playing fields 1_1, or they can be both of the kind of the plain playing fields IJ 1 without any mathematical signs and of the bonus playing fields 10 marked by colour with mathematical signs. Arrangement of the bonus playing fields ip_ can also be various, it can be either regular, so as it is shown in Fig. 9, or it can be irregular and the colour of the bonus playing fields 1^0 can vary.

The bonus playing fields l_0_ are of two kinds, the numeric ones and the operational ones, and of two values. The operational bonus playing fields l_0 multiply the value in points of the whole arithmetic operation if one of the playing tokens 8_ used in it is placed on a bonus playing field I 1 O, twice or thrice, according to the bonus colour. The numeric bonus playing fields 10 multiply the value in points of the whole arithmetic

operation if one of the playing tokens 8_ used in it is placed on a bonus playing field Ij), twice or thrice, according to the bonus colour.

The playing token 8_ laying on a bonus playing field l_0 can be used during the next course of the playing. However, the player who used it is no more entitled to this bonus. The player obtains only the plain evaluation in points of the numeral on the playing token 8_.

The system of the playing tokens 8_ contains playing token sets, each playing token set with ten playing tokens E^, marked with numerals from 0 to 9. The number of playing tokens 8 ^ is optional from 50 (five sets of numerals from 0 to 9) to 110 (eleven sets of numerals from 0 to 9) . The playing tokens 8_ drown by a player for the game moves are stored in a player's magazine _5 for playing tokens j3.

The playing area 9_, the player's magazine 5_ for playing tokens 8_ of a player, the move timekeeper 4 ^ and the results area 6_ and the communication area are displayed on an electronic medium monitor 1_.

A part of the game is also the generating and checking software operable in an electronic medium. As such medium can serve various models of playing consoles, so as the PlayStation , which consoles are connected to a television set or to a monitor 7_, or compact electronic media, which have their own monitor 1_, mobile phones, personal computers, Internet communication network, etc.

The Internet system comprises a number of personal computers of players connectible to a host computer for collecting of data defining the playing environment, where the computers of players

and the host computer are interconnected via Internet for information exchange and for allowing to player to control the objects of the game. This system can further comprise transmitting means for transmitting of data for reception by many observers as viewers, which means are different from the means for information exchange between a player's computer and the host computer.

The player's computer can be a desktop computer or a notebook, mobile phone, personal recorder, etc.

The game program can be stored on portable data memory media, so as on diskettes, compact disks, external hard disks, and if it is necessary it can be installed in the host computer.

The game can be played in two ways, either by buying the software for various models of consoles, so as the PlayStation', or for compact electronic media, mobile phones, personal computers, internet communication network, etc., or by connecting via Internet to an address of a provider of this game, i.e. on-line. The game can be played in three modes, first of all against oneself (so as Sudoku or chess) , then alone against computer, and finally against another player connected on-line to the same address of the game provider.

Before playing commencement, it is possible to set up, select, the total number of playing tokens 8_ of the system, scope of the playing area 55, kind of the playing fields in the playing area 9_ and the number and arrangement of bonuses or the draw time and the mode of arithmetic operations, or more of these parameters, to select or reject displaying of calculation aids in the playing area 9_ (for example tables, calculator) to select or reject access of other Internet users to view the playing, to

select or to reject certain types of players as opponents (for example league match, male, female, etc.) .

The electronic game can be played by more players, mainly two, or one player against himself/herself .

For example two players from different parts of the world meet at the playing area displayed on their monitors. Having set up the game and having drawn the playing tokens for players by a software, the players combine their playing tokens marked with numerals using a controlling equipment, e.g. a mouse, into arithmetic operations for the play on the playing area according to playing rules set in advance. The computer checks correctness of the arithmetic operations independently from the players themselves. In case, the arithmetic operation has been put together correctly, the computer recognizes what arithmetic operation it is, and the operation is displayed together with the arithmetic signs in a reserved area beside the playing area. For example, the numerals 1, 2, 3, placed by a player next to each other on the playing area, are recognized as equation 1 + 2 = 3, and in this form they are rewritten into the reserved area. In case of an arithmetic operation put together incorrectly, the software recognizes this as an error, and the numerals are returned to the player's magazine. This player looses his move and points obtained by this erroneous operation are subtracted. In their moves the players rotate up to the end of a play, i.e. up to exhausting of all playing tokens available for a play. The software updates information about the remaining number of playing tokens permanently, and so the players are always informed about how many playing tokens remain . Simultaneously with recording of the arithmetic operation, the computer sums the points, whereby the bonuses are also included. Each individual move ends with replenishment of the playing

tokens in the player's magazine. After the end of playing the computer calculates the score and announces the winner.

In the course of the play, the player can give up a draw or to swap the playing tokens or even to give up the whole game, however, in one move, the player has only one of these possibilities and does not gain any points in such move.

The game allows to players to communicate in a defined area by means of written messages in the online mode. The player only writes the message and gives an instruction to send it. The game allows to other people to be connected as viewers only. Before commencing of the game, the players are allowed to agree on the allowed game mode, i.e. on the scope of allowed arithmetic operations. That means that they will have the possibility to permit a move to the opponent that the software alone would reject. In this case the software evaluates the move by points (after recognition by the opponent) according to rules for calculation of points.

In the opening move the player places on and combines two or more playing numerals to that one of the playing tokens, which is placed on the central playing field. The playing tokens are always placed on in the horizontal or vertical lines. The arithmetic operations created by the playing tokens must be readable in the horizontal line from left to right and in the vertical line from the upper side downwards. This is valid also for all subsequent moves. The game does not comprise any signs indicating the arithmetic operations. Placing of playing numbers into an arithmetic operation recognises and explains the computer .

The rules determine the permissible arithmetic operations that can by expressed by a player by means of the playing tokens. The rules permit adding, subtracting, multiplying, dividing, the square and cube powers and roots of integers . The result of an arithmetic operation cannot be zero. Also, zero cannot be added or subtracted. The arithmetic operations can have only two terms .

For example, the opening player has drawn five playing tokens provided with numerals 4, 9, 7, 3, 6. By means of such playing tokens it is possible to express several arithmetic operations:

The square power of 7 is 49; it is recorded as 749;

The square root of 9 is 3; it is recorded as 93;

3 + 4 = 7; it is recorded as 347;

9 + 7 = 63; it is recorded as 9763;

36:9 = 4; it is recorded as 3694;

73 - 9 = 64; it is recorded as 73964.

In his/her combination, the opening player is not influenced by the already placed playing tokens. Therefore, the player tries to maximize his/her gain by placing of so many playing tokens as possible. The maximum gain in points provides the last example in this case. The evaluation in points is obtained by plain total of the point values of all playing tokens used in the move. Therefore, 7 + 3 + 9 + 6 + 4 = 29 points. A privilege of the opening player is to multiply the obtained evaluation in points by two. Therefore, the final gain in points of his/her move is 29 x 2 = 58 points.

The second player, and then any player authorised to move, has to follow up with his/her placing of the playing tokens directly to the plying tokens already placed in the first or the previous move. All playing tokens placed in the move must be placed on in one row horizontally or vertically and have to be an expression

of a single arithmetic operation. In this move, any newly- created neighbourhood of the playing tokens attached with the plying tokens already placed m the playing area has to create or be a part of a new arithmetic operation. See Figures 2 to 7. The player is entitled to points for any arithmetic operation created m a given move .

Even though m specific moves the playing tokens mean specific arithmetic operations, m any new move they are perceived only as a cluster of playing tokens that can be further combined arbitrarily and can be included in further arithmetic operations .

The arithmetic operation must be readable from above downwards or from left to right .

The arithmetic operations are created by attaching of one or up to all drawn playing stones to the stones already placed on the playing area, see Figures 2 to 7, either by attaching of an arithmetic operation crosswise, see the moves 3, 4, 6, 7, or parallelly, the moves 5, S, 7 to the playing tokens already placed on the playing area. A new operation must comprise one or more playing tokens already placed on the playing area or must neighbour with one or more playing tokens already placed on the playing area, see Figures 3, 4, 6, 7. None of the playing tokens can be removed or moved after it was placed and counted m.

Record of none new arithmetic operation can start with the numeral 0. Result of none arithmetic operation can be zero. If the zero is a part of an attached arithmetic operation, it is not necessary to create a new arithmetic operation by eventual neighbourhood with some already placed playing tokens. No points gain is produced by such neighbourhood, see Fig. 5. If the zero

is placed between two opposite playing tokens , an arithmetic operation must be produced by this, a part of which calculation is zero and the opposite playing tokens interconnected by the zero, see for example 20 : 04 = 4. In all remaining cases the playing token 0 comes under the attaching rules for other playing tokens .

Playing ends if there is no playing token in the system and if one of the players uses his last playing token or if none of the players can move.

The numerals marked on the playing tokens indicate also the point value of the playing tokens . The point gain in a given move is produced by all playing tokens and bonuses, which are comprised in a new operation. The playing tokens, which are common for the newly created operations, bring gain for each operation they are involved in. Both bonuses are applicable only in the move, in which the bonus field is used.

The player who closed the playing is entitled to a gain in points. He gains the point values of all playing tokens remained to the opponent after the playing had been closed. The opponent subtracts this point value of the playing tokens remained from his/her final point gain.

Other variants of playing the game are also possible.

Each player has his/her playing area and a set of playing tokens. The appointed player draws five playing tokens for example. Other players take the same playing tokens from their sets and place them in their player's magazines. After a preset time each of the players shows his arithmetic operation. Only the player showing the operation with the highest point gain

obtains points and the other players place his/her variant on their boards, and the playing continues further. The player with the highest point gain is the winner. This variant is not limited by the number of players.

The junior variant is prepared for the beginning arithmeticians. The game plan is simple and the rules are moderate, without any multiples and roots. A child learns without knowing it, and is also enjoyed. The improvement is rapid and guaranteed in regular playing .

The variant "Mr. Arithmetician" is an advanced variant of the classical one used for matches in this game. The game plan is different, more exactly, the bonus fields are arranged differently. In comparison to the classic version the level of rooting and multiplying is not limited. A big change is the possibility of playing and calculating in all directions.

Example 1

The first player moved according to Fig. 1 and placed playing tokens indicated with numerals 2 and 4 on the board, what is marked as Move 1. The next Moves 2 to 7 are obvious from Figures 2 to 7, the final move is the Move 7, which move is the last from the demonstration of the possibilities how to attach playing tokens to the already placed tokens and further of the calculation of points. The numerals in bold are the newly attached playing tokens to the arithmetic operation, the numerals in frame then mark additional newly created operations. The newly attached operations are highlighted. Further operations crated by this attaching are marked by boxes.

Move 1 means square power of 2 = 4 ; Move 2 means 12 : 4 = 3;

Move 3 means 6 - 4 = 2; Move 4 means square power of 7 49, 6 x 4 = 24; Move 5 means 10 : 5 = 2, 2 + 5 7; Move 6 means 8 - 3 = 5, 2 X 4 = 1 , square root of 9 = 3 ; Move 7 means 38 - 3 = 35, 24 : = 3 , square root of 9 = 3

Industrial Use

The device has capacity to be an excellent tool supporting logics, strategic and combination skill in school institutions and a popular means of entertainment for a broad class of population.

List of Reference Signs

4 Move timekeeper

5 Player's magazine

6 Results area

7 Electronic medium monitor

8 Playing token

9 Playing area

10 (numerical and operational) Bonus playing fields

11 Plain playing field