Tynax ~ Patent Library

Patent for Sale:

Gaming Method for Interactive Rule Change    

Method for determining a rule change during game play for board, video, and virtual reality gaming.


Board games and computer games include a rule that can be changed by a player upon the occurrence of a predetermined condition during the course of the game so that the variable rule becomes more favorable to said player.
Examples of different rules that can be changed during play involve:
• Execution of a playing turn
• The outcome of a confrontation
• Odds for the outcome of a confrontation
• Acquisition of a playing piece
• Movement of a playing piece
• Relative values of some of the playing pieces
The game may include one or more variable rules.
Computer Games include video games and virtual reality games, including, but not limited to, games in which a player is able to participate in a virtual environment.
For computer games, a playing piece may be an icon or an avatar displayed on a computer monitor.

Primary Application of the Technology

Board games
Video games
Virtual Reality games
Computer games
Wagering games
Movement-of-Playing-Pieces games
Acquistion-of-Playing-Pieces games
Relative-Values-of-Playing-Pieces Games

Patent Summary

U.S. Patent Classes & Classifications Covered in this listing:

Class 273: Amusement Devices: Games

Apparatus or means, such as games and sports, by which contests of skill or chance may be engaged in among two or more participants, where the result of such contests can be indicated according to definite rules; apparatus or means, such as puzzles and fortune telling devices, by which a test of the skill or fortune of one or more persons, in accomplishing some sought result, may be obtained, chance devices being included, even if not of themselves games or elements of games, by reason of their similarity to other chance devices herein. Targets combined with devices for projecting aerial or surface projectiles or missiles against or through the targets, per se, and projectors, per se, only if the projectile passes at all times over a surface.

Subclass 237: Electrical

Class 463: Amusement Devices: Games

Subject matter, relating to the type of amusement, recreation, or play activity commonly known as: (1) A game, wherein one or more players or participants engage in a competition or contest involving skill, ability, strategy, or chance--against either another player or players or against a device which is intended to function as a competitive player or players; the exception being that a game which includes or utilizes a tangible projectile--other than a propelled racing game or a chance device, classified herein--is classified elsewhere. (2) A chance device. (3) A puzzle, wherein a participant"s mind is tested or otherwise challenged in an exercise of cleverness, ingenuity. (4) a fortune telling, wherein an attempt is made to predict the future. (5) device used by a person (often involved in law enforcement) to electrically shock or strike a human being so as to control said being, (e.g., a police club, night stick, black jack, brass knuckles, martial-art-type striking device, electric prod, etc.).

Subclass 10: With chance element or event (e.g., backgammon, Scrabble, etc.)
Subclass 11: Card- or tile-type (e.g., bridge, dominoes, etc.)