A universal signaling system for board games

JP2024539648A5Pending Publication Date: 2025-10-21XPLORED SRL
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Patent Information

Application Number
JP2024522426
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2021-10-12
Filing Date
2022-10-10
Publication Date
2025-10-21

AI Technical Summary

Technical Problem

Existing interactive board games face challenges with high production costs and limited flexibility due to the need for customized electronic components integrated into each game piece, leading to latency issues and inflexible visual and auditory feedback systems.

Method used

A universal base structure with integrated electronics that can be paired with various game pieces, providing adaptable visual and auditory feedback without requiring specific commands, using a pre-defined orientation and communication protocol to emit signals based on game events.

Benefits of technology

Enables cost-effective, flexible, and synchronized visual and auditory feedback across multiple game pieces by using a single hardware structure that automatically recognizes and adapts to different game elements, reducing latency and production costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The proposed invention consists of an optical-acoustic signaling system for game elements used during so-called hybrid games. The game is equipped with a companion app, i.e. a support app running on a paired electronic device (PC, tablet, console). The optical-acoustic signaling system makes it possible to provide visual information in real time that is specific to game states, situations and events that correlate with one or more game elements (usually pawns or functionally equivalent objects) used and moved by players in the course of the hybrid game. In particular, the proposed invention focuses on a base that can be paired with different game elements, which allows the base to be used universally when different games vary and when the types of game elements or pawns that characterize the game vary.
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Description

[Technical field]

[0001] (Technical field) The present invention relates to the field of board and parlour games, characterized by the support of electronic components such as PCs, tablets, smartphones or game consoles. More precisely, it concerns a device intended to provide, in real time, visual information specific to game states, situations and events, correlated with one or more of the elements (usually pawns or functionally equivalent objects) used and moved by the players within the game itself. The device in particular has a structure of a base of regular shape positioned below the game elements, and is able to display different states and events through light elements. [Background technology]

[0002] (Background technology) In the context of parlor and board games, there is frequently a need to keep track of events or states involving one or more of the game elements. In particular, different elements (preferably, but not necessarily, pawns) are positioned and moved on the board and game surface. Such elements based on different situations occurring may modify their "state" or their statistical parameters, for example, based on rules. For example, in the case of games that envisage collisions between different elements, they may gradually reduce their health levels. In other cases, some pieces may be unable to move, become more vulnerable, etc., again based on the choices made by the players and the rules of the particular game.

[0003] Generally, in traditional board games that use only "passive" elements (cards, tokens, pawns, etc.), this kind of information is either recorded in an appropriate game journal, or is highlighted by positioning appropriate "tokens" near the pawns and elements involved so that they can be more easily seen by the players, or in some cases by inserting them into special seats provided on the base for the pawns themselves to rest on.

[0004] In the world of gaming, so-called hybrid games have emerged in recent years and provide for connections and collaborations between physical games (i.e. characterized by real objects that can be manipulated) and virtual games (i.e. coordinated software running on devices such as PCs, tablets, smartphones, game consoles or interactive gaming systems) to enhance the playing experience. So-called electronic board games, in particular the e-Pawn platform, commercially known as Yoyn, are also becoming increasingly important and widespread. The said games are characterised by complex constructive solutions for tracking the playable elements, many of which are also the subject of patent applications, and envisage the possibility of activating and tracking the events and situations of the different game elements through annotations on an external game screen (for example the screen of a PC, tablet or smartphone connected to the game system).

[0005] While this solution makes it possible to automate the management of the state and the annotations specific to each element involved in the game, preventing the player from forgetting to take them into account during the course of the game, the storage and display of state on a system external to the board on which the pieces themselves are moved represents only an automation of the annotation system, and does not facilitate the interpretation of the state, and above all does not intuitively correlate this information with the single pawns and elements placed on the board.

[0006] For this reason, some interactive game systems (such as WO2012033863A1) propose the use of game elements or "smart" pawns, and interactive supports equipped with integrated electronic devices (such as CA3050303A1 (Patent Document 2) Aitken Nicolas [CA], (January 22, 2021)) can communicate with a game management unit and can activate acoustic or optical indicators based on game events. In this way, players do not have to automatically keep track of information about the state of the elements used, but they also receive visual and / or auditory feedback generated directly from the respective pawns or pieces.

[0007] However, all of the known solutions mentioned above involve the need to integrate appropriate components in each piece, with high production costs, and above all, they are closely correlated with the form of the piece itself and the type of game, so that the visual signaling system and the associated electronics must be different for each piece of each game, with little flexibility. Even those solutions that envisage the possibility of using a single support interacting with multiple pawns require the game system to communicate specific implementation commands to each element individually, but in that communication, latency problems result. [Prior art documents] [Patent documents]

[0008] [Patent Document 1] International Publication No. 2012 / 033863 [Patent Document 2] Canadian Patent Application Publication No. 3050303 Summary of the Invention [Means for solving the problem]

[0009] (Objective of the Invention) To overcome the aforementioned limitations, for obvious reasons of cost, functional flexibility, uniformity and convenience of use in the aforementioned solutions, it is desired to realize a system for automatically providing visual and audio feedback in the context of interactive board games, which is easily adaptable to a number of different game pieces and provides different types of feedback based on the game parts with which the instruments are paired. More precisely, it is desired to realize a single hardware structure capable of managing the communication with a remote system and the activation of visual and audio type signals, which is adaptable and usable for various types of game elements, also belonging to a number of games that are different and heterogeneous in their form, function and use. The structure is programmable to automatically recognize and adapt to the different forms and types of elements with which it is paired. It is also desired that the structure, in contrast to some known solutions and a few instruments currently available on the market, is not limited to receiving specific implementation commands from a remote system for each of the optical and / or audio signalers present on the board, but is endowed with its own intelligence, works in a more functional and energy efficient manner, and is capable of receiving only comprehensive information related to the variation of a state or situation or game event. It defines an autonomous and automatic visual and / or auditory signaling that is emitted based on the signaled event and the part with which the structure is paired.

[0010] Furthermore, it is desirable for the instrument signal transmission system to be able to operate accurately even when there are multiple systems d being used simultaneously and paired with different elements and pawns, without the need for the connected remote systems to send specific commands to each active unit, and therefore emit light or auditory signals consistent with the paired piece and current game situation.

[0011] DISCLOSURE OF THEINVENTION The solution to the above problem is achieved through a base with a specific shape (e.g. circular) and with appropriate seats or joints that can be paired with different game elements, each with its corresponding seat or joint in turn. This allows the base to be used universally so that the game elements and pawns vary but maintain the correct and appropriate predetermined and known orientation in them.

[0012] The base houses an electronic board for remote communication with the game system and for emitting visual and / or audio signals, as well as a battery for powering the electronic board, and can be freely coupled, detached and moved between different game elements of various shapes and characteristics.

[0013] The components mounted on the electronic board housed in the base are fully equivalent to those integrated in some of the known smart game components and comprise a radio frequency transmitter (preferably, but not necessarily, of Bluetooth type), a CPU, memory as well as at least one optical signaller for information management and process control. For further implementations, the components mounted on the electronic board can comprise an audible signaller instead of or paired with the at least one optical signaller.

[0014] However, it should be noted that the base does not constitute a banal container for the electronic device, but also represents a modular and highly flexible mechanical device, which by its specificity of shape and function allows the free use of the same electronic board for visual and audio signal transmission as well as remote communication, in pair with several different game elements, regardless of their physical and functional characteristics. It also allows the transfer of said same electronic board from one game element to another. Moreover, it makes it possible to avoid any customization that would in fact be necessary to adapt the electronic device to the physical shape of the game element that it has to be integrated into.

[0015] From a mechanical point of view, the base actually collects mechanically interlocking elements with an intentionally asymmetric geometric shape, which can be fitted into a dedicated seat, which is either placed beforehand in the base or, in any case, under the game elements that are intended to interact with it, whatever their type.

[0016] More generally, the base can be freely paired with different pawns and game elements, provided that they are arranged with the aforementioned seat, which is adapted and corresponds to the shape of the joints present on the base. The fact that the base housing the electronic board can be paired with different game elements by a unique joint and therefore by a single possible orientation makes it possible to know a priori the relative orientation of the electronic board (and in particular of the light or audio indicator) with respect to the body of the game element itself. This solution makes it possible to ensure that the light or audio signaling can be advantageously emitted at a specific part of the game element paired with the base. For example, if the base is equipped with a light emitter, its position can be determined so that the light emerges from a specific point of the paired piece. Using suitable transparent inserts (light guides) inside the game elements, the light of the emitters is brought to a specific point and creates the illusion of illumination by certain parts of the element itself (for example creating the illusion of lit headlights on a car-shaped piece, or the illusion of a light frame on a framing object, etc.).

[0017] According to a further implementation, the base can feature sectors made of transparent material with multiple multicolor light emitters (e.g., four RGB type LEDs), capable of indicating the state of the underlying emitters. Thanks to the unique joints, the relative orientation of the base and the paired game element can be predefined. Thus, each transparent sector can be positioned to be aligned with a specific part of the game element and represent different situations or conditions (specifically related to a part or side of the game element itself). Take as an example a base with four light sectors appropriately positioned to be aligned with the front, back, left and right side of the game element. Then, different colored lights, activated based on the rules and the game situation, can be used to signal different conditions on each of the four sides (e.g., highlighting the presence of a wound on a side by activating a red light signal on the corresponding side, or indicating the presence of a shelter or protection by activating a white light in the protected sector, or again indicating the need for a change in the orientation of the game element through a combination of lights).

[0018] During the construction stage of the game elements it will therefore be necessary to provide, for example in the lower part, a suitable seat suitable for accommodating the joints of the interacting base. As a result, the insertion of the base itself follows predetermined and fixed orientations and rules for the geometry of the game elements. By realizing multiple shapes and types of game elements, the same base, and therefore the same electronic board, can be moved from one element to another, complying with all the aforementioned geometric rules. The orientation of the board itself relative to the geometry of the game element with which the card is sometimes paired is predetermined and known a priori.

[0019] Therefore, the relative arrangement between the base and the pairable game element, and consequently the position of the visual and audio signallers with respect to the shape and size of the selected game element, is predetermined and known. Therefore, the effect of each signaller could be known a priori by simply knowing the type of paired game element (and therefore the shape and orientation of the model it represents, as well as the relative position of any focal points or light guides, for the purpose of matching state information communicated during the game). Therefore, for each different piece and pairable game element, a set of tables could be predefined a priori to be loaded into the memory of the electronic board of the base. The tables define a priori the different effects of the signallers or their combinations, as different states of different games and paired game elements vary. In particular, a table could be defined a priori containing the states of the different light emitters (e.g., switch on / off for a simple light signaller, color and intensity for a multi-color type RGB light emitter, sound and intensity for an audio emitter, etc.) integrated in the electronic device of the base. For each state assumed by the different games that may be used, and for each different pawn or element used within the games, the table may be predetermined a priori, based on the physical or geometric characteristics of the different game elements that may be paired in the base. By appropriately storing the table in the memory of the electronic board of the base, the base will then be able to automatically adapt with each type of game element that will be paired thereafter.

[0020] Upon each pairing with a new game element, the connected remote terminal (PC, tablet, smartphone, console or possible intermediary and intermediate communication hardware) communicates to the base (and thus to the electronic board in which it is housed) the identification code "g" (among G possible games) of the game being played (where 1<=g<=G) and the identification code "Xn" (among XN possible game elements available for game "g") of the game element with which the base itself has been paired (where 1<=n<=N). Based on these codes, the control system of the base will select, pre-load and use a table of events corresponding to the ongoing game and to the paired game element, thus providing itself with the information necessary to correctly interpret the messages sent by the remote terminal. That information relates to an event "Eq" or a state "Sp" that occurs during the course of the execution of game "g" and consequently activates a visual or auditory effect corresponding to said event "Eq" or state "Sp" that corresponds to the paired game element "Xn".

[0021] Finally, thanks to the shape, or rather the unique and predefined coupling of the shape of the base with the bottom of the game element, and thanks to the pre-determined table containing information about the states of the different light or audible signals in response to respective different game events or states, the base can be paired to multiple game elements without the need to have specific electronics for each of them.

[0022] Additionally, by having more electronic devices (and relative bases) and more game elements that can be paired with the electronic devices, different combinations can be created based on the specifics of any type of board game, particularly based on variations in the number of interacting game elements, the type of pieces, and the given rules of use.

[0023] The advantages of the invention are even more significant and obvious in the case of a usage scenario when several bases are used simultaneously and paired with different game elements, since the remote electronic device does not have to communicate to each electronic device information specific to the activation methods of the different emitters, with the resulting loss of synchronicity of the generated effects, but can instead limit itself to simultaneously communicating to all active devices the codes of states or events that have occurred during the course of the game. Thanks to the pre-loaded tables in the memory of each electronic device and the pre-selection of the table to be used, the procedure described above, which assumes that the identification code of the ongoing game "g" and the identification codes of the paired game elements "Xn" are communicated to each base, allows each electronic device to autonomously define the visual and auditory effects to be generated based on the code of the state "Sp" or the event "Eq" transmitted by the remote device.

[0024] According to a further implementation, the base comprises a magnetic switch adapted to activate the power supply of the electronic device by a battery integrated in the base itself only when excited by a strong magnetic field. Advantageously, in the lower part of each game element or pawn that can be paired with said base, a magnet is integrated and appropriately positioned, so that when the base and the game element are paired, the magnetic field of said magnet is placed in the base and excites the magnetic switch, activating it.

[0025] According to a further implementation, each game element or pawn that can be paired with the base is equipped with a unique identifier (e.g., an RFID tag or a QR code) adapted to be automatically recognized by a remote device or directly by a suitable reader integrated in the electronics of the base. This information is used by the base with which it is paired to recognize the identification code of the game element itself (Xn) in response to events and conditions occurring during the game, at the initial stage of configuration and selection of tables used for the activation of effects, obviating the need to receive this information from a remote terminal.

[0026] For the purpose of communicating game state to the bases, if more than one of them are used, the subject system of the present invention can envisage the use of intermediate and intermediary communication hardware, which uses the same radio communication protocol (so not necessarily Bluetooth), such as an electronic board integrated in the base, so that it can simultaneously communicate with all active bases based on information received from remote electronic devices (PC, tablet, smartphone, console, etc.) connected through additional radio or wireless communication interfaces. [Brief description of the drawings]

[0027] Detailed Description of the Accompanying Drawings Further features and advantages of the proposed technical solution will become more apparent in the following description of preferred but non-exclusive embodiments as depicted in the attached drawing table No. 9.

[0028] [Figure 1] FIG. 1 represents the overall system of the subject invention, which is an interacting base and several game elements of various shapes and types with which the base can be paired through an asymmetric interlocking system.

[0029] [Diagram 2]FIG. 2 shows in more detail the base and its components and in particular the components constituting the electronic board that is inserted into the base itself.

[0030] [Diagram 3] Figures 3 and 4 represent two possible embodiments of a base and a game element with which it can be paired, showing how asymmetric joints create a uniquely oriented bond between the base and the game element, allowing for defining any resulting internal and external geometry of the game element itself (e.g., the presence and position of light guides). [Figure 4] Figures 3 and 4 represent two possible embodiments of a base and a game element with which it can be paired, showing how asymmetric joints create a uniquely oriented bond between the base and the game element, allowing for defining any resulting internal and external geometry of the game element itself (e.g., the presence and position of light guides).

[0031] [Diagram 5] FIG. 5 details a further implementation of the system in which the base comprises a magnetic switch, an identification code reader and an accelerometer, and the paired game element comprises a magnet and a unique identifier.

[0032] [Figure 6] FIG. 6 represents the structure of a table that is pre-loaded into the memory of the electronic board contained in the base, which table contains parameters that are useful for managing the different types of game elements with which the base can be paired, and the different games in which it can be used.

[0033] [Figure 7] FIG. 7 represents an algorithm that regulates the initial configuration and activation of visual or audio effects based on events or game state communicated by remote systems.

[0034] [Figure 8]FIG. 8 represents a system in which multiple bases are used simultaneously, each of which can be freely paired with different game elements.

[0035] [Figure 9] 9-10 represent multiple bases paired with different game elements, with different responses to the same game state or game event communicated by a remote system. [Figure 10] 9-10 depict multiple bases paired with different game elements, with different responses to the same game state or game event communicated by a remote system.

[0036] [Figure 11] FIG. 11 depicts an alternative implementation that envisages the use of a device with gateway or mediator functionality, which is used to manage multiple bases. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0037] (Best mode for implementing the invention) With reference to the attached drawings and in particular to FIG. 1 of the attached drawings, an example of the subject of the system (1000) of the invention is represented, in particular a number of game elements (100), (110), (120), (130), (140) characterized by different shapes. Said game elements (in this example there are five, but it could be an inclusive number "XN" of game elements, possibly depending on the ongoing game "g") could all be different or even equal to each other. Regardless of the different types and shapes, the game elements are formed in such a way that they feature, according to the proposed invention, a seat (111) of identical shape in their lower part, in which a corresponding fixing element (201) present on an interacting base (200) can be inserted with a single orientation and clearly. Inside said base (200) there is an electronic board (210). Said board is used to activate different visual and audio effects. The base (200) may then be optionally moved between and possibly paired with different game elements (100), (110), (120), (130), (140). The base is paired with a different game element by inserting fastening elements (201) into identical joints (111) available in each of the available game elements (100), (110), (120), (130), (140).

[0038] With reference to the attached drawings and in particular to FIG. 2, the base (200) and in particular the shape and components housed therein are shown in detail. The base (200) contains the aforementioned electronic board (210) and a battery (220) for powering said board. The electronic board (210) includes a CPU (211) with a unique identification code, a memory (212), at least one visual type emitter (213) or an auditory type emitter (214) and a remote radio frequency transmission system (215). The remote radio frequency transmission system (215) is preferably, but not necessarily, of Bluetooth type. Further, with reference to the drawing in FIG. 2, the preferred, but not exclusive, physical shape of the base (200) and in particular the asymmetric fastening element (201) is shown. The fastening element (201) is used to obtain a unique joint, which has the shape of a corresponding seat (111) obtained in a matable game element. The asymmetry of the construction ensures that insertion of the fixing element (201) of the base (200) into the seat (111) of the mated game element (110) can only be performed in a single direction, guaranteeing a fixed orientation between the base (200) and the mated game element (110) that is known a priori and predetermined.

[0039] With reference to the attached drawings and in particular to Fig. 3 and Fig. 4, two possible embodiment solutions for the base (200) and the relatively pairable game elements (100) (140) are represented as non-exhaustive examples. In particular, in Fig. 3, in a side view and in a top view, a version from the subject of the base (200) of the invention is represented. It features, by way of example, at least four transparent sectors (202), at least four light emitters (213) placed on an electronic board (210), said base (200) being paired with a game element (140). Thanks to the uniqueness of the relative orientation between the base (200) and the paired game element (140) brought about by the interlocking system, the four light sectors will necessarily be positioned so that they correspond exactly to the front, side and rear faces of said game element (140). This allows the individual light emitters (213) to be managed to match the representation of the game element itself (for example, by activating the front part with a white light and the back part with a red light when the game events indicate, for example, that the pawn is in a dark environment). Figure 4 also represents a further version of the inventive base (200) subject matter, in a side view and in a top view, paired with a suitably made game element (100). Thanks to the uniqueness of the relative orientation between the base (200) and the paired game element (100) brought about by the interlocking system, the light emitters (213) and the auditory emitters (214) placed on the electronic board (210) inside the base will be exactly present in a specific part of the paired pawn (100) when placed with the appropriate transparent parts (103) for guiding light or signals and the appropriate slits (104) for outputting transmitted sounds in a specific part of the pawn itself. The slits correspond to the same number of slits placed on the base (200). This makes it possible to generate light effects at specific parts of the game element itself (e.g. by making a weapon glow during a shot) and sound at specific parts (e.g. near a character's weapon) based on game events, which propagate from the base (200) to the game elements it is connected to.

[0040] With reference to the attached drawings and in particular to Fig. 5, a further implementation of the system is represented, in which the electronic board (210) also comprises a magnetic switch (216), a unique code reader (217, for example of RFID type) and an accelerometer (218), and the paired game element (110) also comprises a magnet (116) and a unique identification code (117, for example consisting of an RFID tag). During the coupling of the base (200) and the game element (110), the magnet (116) integrated in the game element (110) excites the magnetic switch (216) present in the electronic board (210). The magnetic switch (216) in the excited state activates the power supply of the electronic board (210) through a battery (220). A unique code reader (217) integrated in an electronic board (210) contained in the base (200) reads the unique identification code (117) integrated in the game element (110) and stores its value (n) in an internal memory (212).

[0041] With reference to the accompanying drawings and in particular to FIG. 6, a table (300) is shown having sub-tables (301), (302), (303) which represent the values ​​taken by the different visual emitters (213) or auditory emitters (214) integrated in the electronic board (210) when varying the game elements [X1, ..., Xn, ..., XN] paired with the base (200) in the different events [E1, ..., Eq, ..., EQ] or states [S1, ..., Sp, ..., SP] that may occur in each of the compatible games "G" when varying all the games [game1, ..., gameg, ..., gameG] for which the base (200) can be used. The various sub-tables (301), (302), (303), etc., therefore represent all the different possible combinations of visual or auditory signaling. As different events or game states change in an ongoing game, and the different game elements with which the base itself can be paired, the base (200) must play a combination of signaling, allowing the base to be pre-programmed to interpret the events or states communicated by the remote system and consequently activate corresponding visual or auditory effects in multiple possible configurations and situations.

[0042] Referring now to the accompanying drawings, and in particular to FIG. 7, an algorithm (600) regulating the operation of the system is illustrated. In particular: 1) transmitting a signal of successful pairing of the game element to the remote terminal based on the game element; 2) Transmission by the remote terminal of an identification code (Xn) of the running game "g" and the paired game element "Xn.g" (this data can, according to a further implementation, be obtained through a unique code reading system (217) and recorded directly in the memory (212) of the board). 3) Selection of the sub-table "Tg" (303) associated with the n-th row corresponding to the g-th game and the paired game element "Xn.g" in the table (300) contained in the memory (212) of the electronic board (210). 4) Receiving communications related to the activation of a particular event (Eq) or game state (Sp) 5) Activation of a visual or audio signaling effect "Effect(n).Eq" corresponding to a selected event or game state "Eq" communicated from a corresponding paired game element "Xn.g" in the table (303) corresponding to the ongoing game "g" 6) Possible transmission of confirmation of activation of visual or audible effects to remote systems

[0043] With reference to the accompanying drawings, and in particular to Figure 8, a situation is depicted in which the system (1000) envisages the simultaneous use of several bases (200), (250), (260) and different game elements (110), (120), (130), all pertaining to the same game and therefore all capable of being activated simultaneously, all in communication with a remote electronic terminal (400) which manages the rules of the game and sends information about the status and game events to all said bases via a radio communication system (405).

[0044] With reference to the accompanying drawings, and in particular to Figures 9 and 10, two situations are depicted in which the remote electronic terminal (400) communicates the activation of a game event or state via the radio communication system (405), and as a result, all bases (200), (250), (260) automatically activate different visual or auditory effects as the game elements (110), (120), (130) with which they are paired vary.

[0045] With reference to the attached drawings and in particular to Fig. 11, an alternative embodiment of the subject system (1000) of the present invention is represented. It envisages a device (500) with gateway or mediator functions for remote electronic terminals (400) connected through an interface. The mediator device is equipped with a wireless communication system (505) compatible with the radio frequency communication system integrated in the electronic board of the base (215), and is optionally available in the event that a management and mediator function for communication with the bases (200), (250), (260) is required, for example useful when multiple bases are managed or when the remote electronic terminals (400) do not have any radio frequency communication system. The connection (501) between the mediator device (500) and the remote electronic terminals (400) can be wired, as represented in Fig. 11, or wireless, using different transmission protocols useful for this purpose.

[0046] (Industrial Applicability) The invention can be realized with complementary materials or technical equivalents with solutions suitable for the scope of purpose and application. The form and dimensions of the constituent parts can be varied in a manner suitable but consistent with the proposed solutions.

[0047] As a non-limiting example, it is noted that the geometry of the parts involved may be varied while maintaining the functionality mentioned above. In particular, the shape of the base (200), the fixing element (201) and the corresponding seat (111) made in the game element (110) may be changed. At the hardware level, the number or type of visual emitters (213) or auditory emitters (214) on the electronic board (210) could be varied, including any and further types of optical signaling, such as for example an ultraviolet RGB LED system. In addition, the technology implemented for the wireless transmission of data between the base and the receiving electronic device, and in particular the type of protocol used, may be varied, without departing from the scope of the features and functions specific to the system proposed and claimed below.

[0048] By varying these implementations, it would be possible to modify the communication, acquisition and activation circuits without departing from the purpose and scope of use of the proposed solution.

Claims

1. An optical-auditory signal transmission system (1000) for game elements (100, 110, 120, 130, 140) used in a hybrid board game, said hybrid board game comprising a remote electronic terminal (400) equipped with a transmission system (405), said optical-auditory signal transmission system (1000) usable with a hybrid board game g which allows a user to select between G different hybrid board games, said game g comprising game elements [X 1 , X 2 , …, X n , …, X N(g) ], and the signal transmission system (1000) is characterized by a total number N(g) of game elements X n , which allows the generation of specific optical-auditory feedback for each of the different game events [E 1 , E 2 , ..., E q , ..., E Q ] (where 1<=q<=Q) and by different game states [S 1 , S 2 , ..., S p , ..., S P ] (where 1<=p<=P), and the event E q and the state S p characterizes the outcome of the hybrid board game g and is controlled and transmitted by the remote electronic terminal (400), The optical-auditory signal transmission system (1000) comprises: a) at least one electronic board (210) comprising a CPU (211) with a unique identification code, a memory (212), at least one visual (213) or auditory (214) type emitter, and a radio frequency remote transmitting and receiving system (215) compatible with said transmission system (405); b) at least one base (200), said base comprising a housing for accommodating said electronic board (210), said base (200) being adapted to hold said game element X; n a base (200) having means for fastening in a unique and predefined orientation with c) said visual (213) or auditory (214) type emitter; The selected game g The game element X fastened to the base (200) n the event E received from the remote electronic terminal (400) q and state S p and means to start depending on An optical-auditory signal transmission system (1000) comprising:

2. The means for activating the visual (213) or auditory (214) type emitters comprises a look-up table (300) pre-loaded in the memory (212) and comprising activation commands, the commands comprising: ・The above game g - The game element X n the event E received from the remote electronic terminal (400) q and the state S p The optical-audio signaling system (1000) of claim 1, selected according to:

3. The lookup table (300) includes G sub-tables (301, 302, 303) corresponding to the selectable hybrid games G, each sub-table including a number N(g) of rows, each row including a respective game element X n For the event E q and the state S p 3. The signaling system of claim 2, wherein the activation command is defined to correspond to:

4. The means for fastening the game element X n 2. The optical-audio signal transmission system (1000) of claim 1, comprising a fixing element (201) adapted to be inserted into a corresponding joint (111) of the optical-audio signal transmission system (1000).

5. An optical-auditory signal transmission system (1000) as described in claim 1, wherein the base (200) includes a battery (220) connected to the electronic board (210).

6. An optical-auditory signal transmission system (1000) as described in any one of claims 1 to 5, wherein the base (200) has at least one transparent sector (202) for the at least one optical emitter (213) mounted on the electronic board (210).

7. An optical-auditory signal transmission system (1000) as described in any one of claims 1 to 5, wherein the base (200) further comprises a slit in the at least one auditory emitter (214) mounted on the electronic board (210).

8. The electronic board (210) further includes a magnetic sensor (216), and the magnetic sensor (216) is configured to detect whether the base (200) is connected to a game element X having a magnet (116). n 6. The optical-audio signal transmission system (1000) of claim 5, wherein the optical-audio signal transmission system (1000) is used to connect the battery (220) to the electronic board (210) when combined with the optical-audio signal transmission system (1000).

9. The electronic board (210) further includes a unique code reader (217), the unique code reader including a game element X having a unique identifier (117). n The optical-auditory signaling system (1000) according to any one of claims 1 to 5, which is used for detecting and identifying.

10. The optical-auditory signal transmission system (1000) described in any one of claims 1 to 5, wherein the system (1000) further includes a mediator device (500) connected to the remote electronic terminal (400) via an interface (501), the mediator device (500) having a wireless communication system (505) for communicating with the electronic board (210).

11. The optical-auditory signal transmission system (1000) according to claim 3 is capable of selecting the game element X of a hybrid game g from G hybrid games. n 1. A method for providing optical-auditory feedback to a subject, the method comprising the steps of: a) sending a wake-up signal to said remote electronic terminal (400); b) an identifier corresponding to the game g in progress and the game element X paired with the base (200); n receiving from said remote electronic terminal (400) an identifier corresponding to c) selecting a sub-table (303) in the lookup table (300) indexed by g and loading data and configuration parameters of the electronic board (210), the data and parameters being contained in N(g) rows of the selected sub-table (303); d) said game element X n Selection of said row "n" of said sub-table (303) loaded into memory, corresponding to: e) Event E of the game g currently being executed q or State E p receiving from said remote electronic terminal (400) said signal corresponding to f) Said event E q or State E p Identifying the activation command corresponding to g) implementing said activation command by said visual (213) or auditory (214) type emitter; h) sending a successful execution to said remote electronic terminal (400); A method comprising:

12. The optical-auditory signal transmission system (1000) according to claim 9 provides a game element X comprising a unique identifier (117) of a hybrid game g selectable from G hybrid games. n 1. A method for providing optical-auditory feedback to a subject, the method comprising the steps of: a) sending a wake-up signal to said remote electronic terminal (400); b) receiving from the remote electronic terminal (400) an identifier corresponding to the game g in progress; c) the game element X paired with the base (200) by the unique code reader (217); n obtaining the unique identifier (117) corresponding to d) selecting the sub-table (303) in the lookup table (300) indexed by g and loading data and configuration parameters of the electronic board (210), the data and parameters being contained in the N(g) rows of the selected sub-table (303); e) said game element X n Selection of said row "n" of said sub-table (303) loaded into memory, corresponding to: f) Event E of the game g that is currently being executed q or State E p receiving from said remote electronic terminal (400) said signal corresponding to g) The above event E q or State E p Identifying the activation command corresponding to h) implementing said activation command by said visual (213) or auditory (214) type emitter; i) sending a successful execution to said remote electronic terminal (400); A method comprising:

13. The optical-auditory signal transmission system (1000) according to claim 3 selects the game element X of a hybrid game g selectable from G hybrid games. n 1. A method for providing optical-auditory feedback to a subject, the method comprising the steps of: a) sending an activation signal to said mediator device (500); b) an identifier corresponding to the game g in progress and the game element X paired with the base (200); n receiving from said mediator device (500) an identifier corresponding to c) selecting the sub-table (303) in the lookup table (300) indexed by g and loading data and configuration parameters of the electronic board (210), the data and parameters being contained in the N(g) rows of the selected sub-table (303); d) said game element X n Selection of said row "n" of said sub-table (303) loaded into memory, corresponding to: e) Event E of the game g currently being executed q or State E p receiving from the mediator device (500) the signal corresponding to f) Said event E q or State E p Identifying the activation command corresponding to g) implementing said activation command by said visual (213) or auditory (214) type emitter; h) sending a successful execution to said mediator device (500); A method comprising: