Systems and methods for a dynamic virtual board game

The dynamic turn-based virtual board game system trains and evaluates mathematics skills by using random number generation and luck cards to adapt gameplay difficulty, offering an engaging and effective learning experience.

WO2026052927A1PCT designated stage Publication Date: 2026-03-12BEGENIO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-04
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Existing virtual board games lack dynamic and effective methods to train and evaluate mathematics skills, failing to provide engaging and interactive experiences that enhance learning.

Method used

A dynamic turn-based virtual board game system that uses a dice module to generate random numbers for mathematics expressions, gameplay modules to advance game pieces based on correct answers, and an evaluation module to identify and adjust difficulty based on player performance, incorporating luck cards with various effects to enhance engagement and learning.

Benefits of technology

The system effectively trains and evaluates mathematics skills through interactive gameplay, dynamically adjusting difficulty and providing engaging challenges, thereby enhancing user learning experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A system for executing a dynamic turn-based virtual board game includes a dice module that generates random numbers corresponding to a simulated roll of two multi-sided dice. One or more gameplay modules execute the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns: a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation. An evaluation module identifies one or more low-success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns. The dice module dynamically limits the generated random numbers in accordance with the identified low-success expressions.
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Description

Attorney Docket No.: 095513.00187SYSTEMS AND METHODS FOR A DYNAMIC VIRTUAL BOARD GAMEBACKGROUND

[0001] The present invention relates to systems and methods for a dynamic virtual board game, and more particularly to systems and methods for a dynamic virtual board game that trains and evaluates mathematics skills.BRIEF SUMMARY OF THE INVENTION

[0002] A system for executing a dynamic turn-based virtual board game is disclosed. The system comprises a dice module configured to generate random numbers corresponding to a simulated roll of two or more multi-sided dice. One or more gameplay modules are collectively configured to execute the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns: a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation. An evaluation module is configured to identify one or more low-success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns. The dice module is further configured to dynamically limit the generated random numbers in accordance with the identified low-success expressions.

[0003] A method of executing the dynamic turn-based virtual board game is further disclosed.The method includes generating, via a dice module, random numbers corresponding to a simulated roll of two or more multi-sided dice. The method also includes executing, via one or more gameplay modules, the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns: a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation. The method also includes identifying, via an evaluation module, one or more low- success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns. The method also includes dynamically limiting the generated random numbers in accordance with the identified low-success expressions.Attorney Docket No.: 095513.00187

[0004] A non-transitory medium is further disclosed. The non-transitory medium stores computer-readable instructions that when executed by a computing device configures the computing device to perform the method of executing a dynamic turn-based virtual board game.

[0005] Other objects, advantages and novel features of the present invention will become apparent from the following detailed description of one or more preferred embodiments when considered in conjunction with the accompanying drawings. It should be recognized that the one or more examples in the disclosure are non-limiting examples and that the present invention is intended to encompass variations and equivalents of these examples.BRIEF DESCRIPTION OF THE DRAWINGS

[0006] The features, objects, and advantages of the present invention will become more apparent from the detailed description, set forth below, when taken in conjunction with the drawings, in which like reference characters identify elements correspondingly throughout.

[0007] Figure 1 illustrates a dynamic virtual board game system in accordance with at least one embodiment;

[0008] Figure 2 illustrates an exemplary system architecture in accordance with at least one embodiment;

[0009] Figure 3 illustrates an exemplary visualized game board in accordance with at least one embodiment;

[0010] Figure 4 is a flow-chart illustrating a method of turn-based gameplay in accordance with at least one embodiment;

[0011] Figure 5 is a flow-chart illustrating an exemplary process for the playing and execution of luck cards;

[0012] Figure 6 is a flow-chart illustrating an exemplary process for lock area determination and get-out-of-lock sub-gameplay;Attorney Docket No.: 095513.00187

[0013] Figure 7 is a flow-chart illustrating an exemplary process for executing the normal move sub-gameplay;

[0014] Figure 8 is a flow-chart illustrating an exemplary process for determining whether the current position of the game-piece is one of the special tiles and executing the special tile subgameplay;

[0015] Figure 10 is a flow-chart illustrating an exemplary process for ranking the available tiles; and

[0016] Figure 9 is a flow-chart illustrating an exemplary process for generating non-random numbers as the simulated dice roll.DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] The above described drawing figures illustrate the present invention in at least one embodiment, which is further defined in detail in the following description. Those having ordinary skill in the art may be able to make alterations and modifications to what is described herein without departing from its spirit and scope. While the present invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail at least one preferred embodiment of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the present invention, and is not intended to limit the broad aspects of the present invention to any embodiment illustrated.

[0018] In accordance with the practices of persons skilled in the art, aspects of the invention is described below with reference to operations that are performed by a computer system or a like electronic system. Such operations are sometimes referred to as being computer-executed. It will be appreciated that operations that are symbolically represented include the manipulation by a processor, such as a central processing unit, of electrical signals representing data bits and the maintenance of data bits at memory locations, such as in system memory, as well as other processing of signals. The memory locations where data bits are maintained are physical locations that have particular electrical, magnetic, optical, or organic properties corresponding to the data bits.Attorney Docket No.: 095513.00187

[0019] When implemented in software, code segments perform certain tasks described herein. The code segments can be stored in a processor readable medium. Examples of the processor readable mediums include an electronic circuit, a semiconductor memory device, a read-only memory (ROM), a flash memory or other non-volatile memory, a floppy diskette, a CD-ROM, an optical disk, a hard disk, etc.

[0020] In the following detailed description and corresponding figures, numerous specific details are set forth in order to provide a thorough understanding of the present invention. However, it should be appreciated that the invention may be practiced without such specific details. Additionally, well-known methods, procedures, components, and circuits have not been described in detail.

[0021] Figure 1 illustrates a dynamic virtual board game system 100 in accordance with at least one embodiment. In general, the system operates to provide a dynamic virtual board game to one or more requesting users by way of a software application executed on one or more user devices 110. When executed on a user device 110, the software application configures the device to such that the user can play the dynamic virtual board game via the user device 110. The dynamic virtual board game is such that players advance their respective game-pieces via providing correct results of mathematics expressions defined by randomly generated natural numbers and a selected mathematics operation (i.e., addition, subtraction, multiplication, or division).

[0022] The system 100 may include a system server 120 configured to support the software application with respect to one or more of the functions and / or processes thereof, as described herein. The system server 120 may include one or more computing devices, including one or more server computers and storage devices, and may be connected to a network 180 via which the system server 120 and / or any of its components may communicate with other computing devices connected to the network 180. The server computers may include components typically associated with such devices, such as one or more processors, physical memories, software instructions, data, displays, and interfaces.

[0023] The user devices 110 are generally computing devices of the users, and may include mobile (e.g., laptop computer, tablet computer, smartphone, PDA, wearable, etc.) or stationary (e.g., desktop computer, etc.), multi-purpose or dedicated, devices. In some embodiments, the userAttorney Docket No.: 095513.00187 devices 110 may be augmented and / or virtual reality devices, or brain-machine interface devices for connecting humans and computers (e.g., neuro-links, etc.). The user devices 110 may include components typically associated with such devices, such as one or more processors, physical memories, software instructions, data, displays, and interfaces.

[0024] The processors may instruct the computer components to perform various tasks based on the processing of information and / or data that may have been previously stored or have been received, such as software instructions and / or data stored in the memory. The processors may be standard processors, such as a central processing unit (CPU), or may be dedicated processors, such as an application-specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

[0025] The memory stores at least instructions and / or data that can be accessed by the processor. For example, the memory may be hardware capable of storing information accessible by the processor, such as a ROM, RAM, hard-drive, CD-ROM, DVD, write-capable, read-only, etc. The set of instructions may be included in software that can be implemented on the user device 110. It should be noted that the terms “instructions,” “steps,” “algorithm,” and “programs” may be used interchangeably. Data can be retrieved, manipulated or stored by the processor in accordance with the set of instructions or other sets of executable instructions. The data may be stored as a collection of data.

[0026] The server computers and / or user devices 110 may include one or more software applications, stored in respective memories, which software applications, when executed by the respective processors configures the user device 110 and / or the server computer to function as described herein. In particular, the user device 110 may be configured such that the user can play the dynamic virtual board game via the user device 110; the server computer may be configured to support the playability of the dynamic virtual board game via the user device 110 (e.g., via hosting a website or other online platform that hosts the dynamic virtual board game).

[0027] The display may be any type of device capable of communicating data to users, such as a liquid-crystal display (“LCD”) screen, a plasma screen, touch-sensitive screen, etc. The interface allows users to communicate with the user device 110 and may be a physical device (e.g., a port, a keyboard, a mouse, a touch-sensitive screen, microphone, camera, a universal serial busAttorney Docket No.: 095513.00187(USB), CD / DVD drive, zip drive, card reader, etc.) and / or may be virtual (e.g., a graphical user interface “GUI,” etc.).

[0028] Figure 2 illustrates an exemplary system architecture 200 in accordance with at least one embodiment. The system architecture 200 comprises: a graphical user interface (GUI) module 210, a memory module 220, a profile management module 230, and one or more gameplay modules 240-290 configured to manage aspects of gameplay.

[0029] The GUI module 210 is configured to control one or more components of the user device 110 so as to enable the user to interact with the user device 110 and vice versa, via a graphical user interface, in furtherance of the functions described herein. Such components may include, for example, one or more cameras, microphones, speakers, position sensors (e.g., accelerometers, angular velocity sensors, etc.), haptic feedback devices, user input devices (e.g., touch-sensitive surfaces, keyboard, mouse, etc.), visual displays, and / or any other device capable of enabling such interaction.

[0030] The GUI module 210 may be generally configured to display one or more icons and / or graphics representing corresponding aspects of the turn-based gameplay effectuated by one or more of the profile-management and / or gameplay modules. In particular, the virtual objects and / or functions described herein, whose display to the user player may facilitate the turn-based gameplay, may be visualized by the GUI module 210. It will be further understood that the various selections and / or other actions described herein as being carried out by the user players may be so carried out via the GUI module 210 displaying a corresponding interactive icon (e.g., one or more buttons, lists, etc.) and / or graphic via which the user may make such selection and / or take such action.

[0031] The memory module 220 is configured to control components of the user device 110 to enable the user device 110 to store, access, delete, modify and otherwise manage data storage on one or more physical memories of the user device 110 in furtherance of the functions described herein. The data may be stored in one or more databases with respect to which the memory module 220 may comprise a database management system.Attorney Docket No.: 095513.00187

[0032] The profile management module is configured to control or otherwise cooperate with components of the user device 110 to generate, store, update and otherwise maintain a user profile associated with the user in furtherance of the functions described herein. The user profile may include user profile data, including, for example, user identification data, user gameplay data, user evaluations, and any other information that may be utilized in furtherance of the functions described herein. The user profile and / or the user profile data may be stored in the one or more databases, and may be communicated to other components.

[0033] The system architecture 200 may further comprise one or more gameplay modules configured to manage one or more aspects of the turn-based gameplay described herein. The one or more gameplay modules may comprise: a game board module 240; a player-management module 250; a dice module 260; a credits module 270; a luck card module 280; and a turnmanagement module 290, operatively coupled via a data bus.

[0034] It will be understood that each of the modules may exchange data and / or other signals so as to collectively carry out the turn-based gameplay described herein. Accordingly, for the sake of brevity, such interactions are briefly described herein at a level sufficient for those of ordinary skill in the art to make and use the system 100, without going into exhaustive detail that would be unnecessary for those of ordinary skill in the art to understand the inventive system 100.

[0035] The game board module 240 is configured to manage a game board 300, which may be a virtual model that is stored in the database and may be visualized by the GUI module 210. An exemplary visualized game board 300 is illustrated in Figure 3.

[0036] As illustrated in Figure 3, the game board 300 comprises a plurality of tiles 302 arranged in a circular array 304 and two or more linear arrays 306 extending radially from a central infinity tile 310. Each linear array 306 comprises an equal number of tiles 302 so as to form an unbroken path of tiles from the circular array 304 to the infinity tile 310. Moreover, each linear array 306 is preferably spaced apart from the adjacent linear array 306 such that adjacent linear arrays 306 together define respective arcs of the circular array 304 that each comprise an equal number of tiles 302.Attorney Docket No.: 095513.00187

[0037] The plurality of tiles 302 may be virtual and / or data objects representing tiles or spaces on the game board 300. Accordingly, the tiles 302 may be stored in the database and may be visualized by the GUI module 210 in accordance with the game board 300.

[0038] The plurality of tiles 302 may be associated with gameplay properties such that normal advancement of the game-pieces along the arrayed tiles may be executed, as discussed herein. Accordingly, the tiles 302 are preferably selectable by the user, via the GUI module 210, in accordance with the turn-based gameplay.

[0039] In at least one embodiment, each tile 302 has one or more associated tile effect that modifies the turn-based game play in accordance with the associated effect(s). The game board 300 module 240 may be queried to determine the tile effect of any given tile. Exemplary tiles 302 and associated tile effects are described without limitation and for the purpose of illustrating the principles of the invention only.

[0040] The plurality of tiles 302 includes one or more standard tiles. The standard tiles may be associated with gameplay properties such that there is no tile effect, or the tile effect is a nonce effect, when the current position of the game-piece is the standard tile.

[0041] The plurality of tiles 302 includes one or more arrow tiles 312, each located where the linear arrays respectively intersect the circular array. The arrow tiles 312 may be associated with gameplay properties such that normal advancement from the circular array to the linear array may be permitted only if the current position of the game-piece is the arrow tile at the start of the normal advancement. In other words, if the current position of the game-piece is on the arrow tile 312 at the start of the normal advancement, then normal advancement of the game-piece from the circular array to the linear array may be permitted.

[0042] The plurality of tiles 302 includes a start tile 314 located where one of the linear arrays intersects the circular array. The start tile 314 may be associated with gameplay properties such that, at the start of gameplay, the game-piece of each player is initially positioned on the start tile 314. The start tile 314 may otherwise assume the gameplay properties of the arrow tiles 312.

[0043] The plurality of tiles 302 includes one or more special tiles 316, each of which is associated with gameplay properties according its tile effect. In this manner, the arrow tiles andAttorney Docket No.: 095513.00187 the start tiles may be considered special tiles 316, but they are discussed separately from other special tiles for clarity. Exemplary special tiles 316 and associated tile effects are further described herein.

[0044] The game board 300 may further include one or more lock areas 320 located separate and distinct from the arrayed tiles 302. The lock areas 320 may be associated with gameplay properties such that normal advancement of the game-piece is not permitted if the current position of the game-piece is on any of the lock areas 320.

[0045] The player-management module 250 is configured to associate each player with a corresponding virtual game-piece 340. The game-piece 340 may be visualized, in accordance with its respective position on the game board 300, by the GUI module 210 in furtherance of the turnbased gameplay.

[0046] In some embodiments, the turn-based gameplay may be between two or more players. The two or more players may include at least one user-player, which may be the user playing the dynamic virtual game via the user device 110. The two or more players may additionally include an Al-player, which may be a computer simulated player.

[0047] The player-management module 250 is further configured to manage player state data for each player. The player state data may be stored in the database and updated in accordance with the turn-based gameplay. In some embodiments, the player state data is stored in a player profile for the current game. In such embodiments, each player profile may be associated with the user profile of the corresponding player / user.

[0048] The player state data includes a current position of the game-piece of the player on the game board 300. The current position of the game-piece may indicate the tile of the game board 300 on which the game-piece of the player is positioned in accordance with the turn-based gameplay.

[0049] The current position of the game-piece on the game board 300 may be visualized by the GUI module 210.Attorney Docket No.: 095513.00187

[0050] The player state data includes a credit token inventory 350. The credit token inventory 350 may be a data structure that tracks credit tokens possessed by the player in accordance with the turn-based gameplay. The credit token inventory 350 may be updated to reflect a current state of the credit tokens possessed by the player as such current state changes in accordance with the turn-based game play.

[0051] In some embodiments, the player state data also includes a credit balance 352 of the player. The credit balance 352 of the player reflects a sum total of the denominations of the credit tokens within the credit token inventory 350 of the player. For example, where the credit token inventory includes one credit token of a 10-credit denomination, one credit token of a 20-credit denomination, and one credit token of a 50-credit denomination, the credit balance of the player would be 80 credits.

[0052] The credit token inventory 350 and / or the credit balance 352 of the player may be visualized by the GUI module 210.

[0053] The player state data may also include a luck card inventory 360. The luck card inventory 360 may be a data structure that tracks luck cards possessed by the player in accordance with the turn-based gameplay. The luck card inventory 360 may be updated to reflect a current state of the luck cards possessed by the player as such current state changes in accordance with the turn-based game play.

[0054] The luck card inventory 360 of the player may be visualized by the GUI module 210. However, in some embodiments the players do not possess luck cards and therefore such embodiments would not include the luck card inventory or the visualization thereof.

[0055] The player state data includes a skip turn indicator. The skip turn indicator may comprise a binary state indicator in which an off-state indicates the current turn of the player is not to be skipped and an on-state indicates the current turn of the player is to be skipped, in accordance with the turn-based gameplay. In some embodiments, the off-state may comprise the integer zero, while the on-state comprises at least the integer one. In some embodiments, the on-state may comprise any integer equal to or greater than one, such that the integer indicates the number of turns to be skipped in accordance with the turn-based game-plat. In such embodiments, it will beAttorney Docket No.: 095513.00187 understood that the on-state indicator may be reduced by one in accordance with each skipped turn, until the off-state is reached.

[0056] The player state data may further include a lock state identifier that identifies whether the current position of the game-piece of the player is the even-lock area, the odd-lock area, or no lock area.

[0057] The dice module 260 is a random number generator configured to simulate the results of a roll of at least two multi-sided dice. Accordingly, the random number generator may randomly generate a plurality of numbers, each of which may be a natural number from one to a predetermined upper limit. In at least one embodiment, the dice module 260 is configured to simulate the results of two twelve-sided dice. The simulated dice roll 390 may be visualized by the GUI module 210 in furtherance of gameplay.

[0058] The credits module 270 is configured to generate and manage a plurality of credit tokens in accordance with the turn-based gameplay. The credit tokens may be virtual and / or data objects representing physical credit tokens. Accordingly, the credit tokens may be stored in the database and may be visualized by the GUI module 210. In some embodiments, the credits module and / or the database utilize a queue data structure in which credit tokens are stored in a credit token queue 370, which may be visualized by the GUI module 210.

[0059] Each credit token may have a denomination, which may be one of a plurality of possible denominations. In some embodiments, the possible credit token denominations include: 10-credit, 20-credit, and 50-credit denominations. In some embodiments, there is a predetermined number of credit tokens for each denomination, but that predetermined number need not be the same number for each denomination. In other words, there may be more or less credit tokens of a first denomination than there are for a second denomination.

[0060] The credits module 270 is configured to transfer one or more credit tokens from the credit token queue to the credit balance of the players in accordance with the turn-based gameplay described herein. For example, when the turn-based gameplay results in at least one player receiving a credit token from the credit token queue (e.g., in response to landing on a credit tile),Attorney Docket No.: 095513.00187 the credits module 270 may transfer the credit token at the front of the credit token queue to the player profile.

[0061] The credits module 270 may be configured to similarly transfer credit tokens from the player to the end of the credit token queue in accordance with the turn-based gameplay. For example, when the turn-based gameplay results in at least one player returning a credit token to the credit token queue (e.g., in response to landing on a tile requiring the return of a certain amount of credits), the credits module 270 may transfer the credit tokens from the player profile to the end of the credit token queue.

[0062] In some embodiments, the credits module 270 may be further configured to provide change. Accordingly, the credits module 270 may further be configured to generate and manage additional credit tokens in the course of providing change.

[0063] The luck card module 280 is configured to manage a plurality of luck cards in accordance with the turn-based gameplay. Accordingly, the luck cards may be stored in the database and may be visualized by the GUI module 210.

[0064] The luck cards may be virtual and / or data objects representing physical luck cards. Accordingly, the luck cards may be stored in the database and may be visualized by the GUI module 210. In some embodiments, the luck cards module and / or the database utilize a queue data structure in which luck cards are stored in a luck card queue 380, which may be visualized by the GUI module 210

[0065] The luck card module 280 is configured to transfer one or more luck cards from the luck card queue to the luck card inventory of the players in accordance with the turn-based gameplay described herein. For example, when the turn-based gameplay results in at least one player receiving a luck card from the luck card queue (e.g., in response to landing on a luck card tile), the luck card module 280 may transfer the luck card at the front of the luck card queue to the player profile.

[0066] The luck card module 280 may be configured to similarly transfer luck cards from the player to the end of the luck card queue in accordance with the turn-based gameplay. For example, when the turn-based gameplay results in at least one player returning a luck card to the luck cardAttorney Docket No.: 095513.00187 queue (e.g., in response to executing the luck card or the luck card otherwise being executed), the luck card module 280 may transfer the executed luck card from the player profile to the end of the credit token queue.

[0067] Each luck card has one or more associated effects that modify the turn-based game play in accordance with a luck card sub-gameplay. In some embodiments, each luck card includes an immediacy indicator that indicates whether the effect of the luck card is an immediate effect. Preferably, all luck cards have an immediate effect. However, some luck cards may have an on- demand effect in which the effect is not executed until the player with the luck card plays the luck card in accordance with the turn-based gameplay.

[0068] If the luck card has an immediate effect, the luck card sub-gameplay is immediately executed upon being transferred to the luck card inventory or otherwise becoming possessed by the player (e.g., being “pulled” or “drawn”), in accordance with the turn-based gameplay described herein. As used in this context, the phrase “immediately executed” means that the luck card is executed during the current turn of the player and is not held in the luck card inventory of the player (or at least is not held in the luck card inventory of the player past the current turn). The execution of luck cards is described elsewhere herein. After being executed, the luck card is returned to the luck card queue.

[0069] In some embodiments, the luck card module 280 is configured to perform a condition check to determine whether the luck card is playable. For example, it may be a condition of playing the out-of-luck cards that the current position of the game-piece is on one of the lock areas.

[0070] Exemplary luck cards and associated luck card effects are described without limitation and for the purpose of illustrating the principles of the invention only.

[0071] In some embodiments, the luck cards may comprise one or more advance-game-piece cards having an associated advance-game-piece effect. In general, the advance-game-piece card may be associated with gameplay properties such that, in response to executing the advance-game- piece card, the game piece of the player is advanced a predetermined number of spaces (e.g., 3, 5, 7, etc.) indicated by the advance-game-piece card. The direction of advancement (e.g., forward / backward, clockwise / counter-clockwise, etc.) may be, in some embodiments, indicatedAttorney Docket No.: 095513.00187 by the advance-game-piece card in accordance with the direction of normal advancement. Moreover, in some embodiments, the predetermined number of spaces may be a negative number (e.g., -3, -5, -7, etc.) of spaces so as to be counter to the direction of normal advancement.

[0072] In some embodiments, the advance-game-piece card may indicate the predetermined number of spaces for advancement in terms of degrees of the circular array. Thus, for example, the advance-game-piece card may indicate that the game-piece of the player is to be advanced a predetermined number of degrees (e.g., 270, 180, 90, 60, etc.) around the circular array, which corresponds to the predetermined number of spaces.

[0073] In some embodiments, the luck cards may comprise one or more rolling-math cards having a rolling-math effect. In general, the rolling-math cards may be associated with gameplay properties such that, in response to executing the rolling-math card, the current player is required to roll the dice again (one or more) and perform some mathematical operation with the results. In some embodiments, the mathematical operation indicates how the game-piece of the current player is to be advanced, and the current player must input the result of the mathematical operation in order to advance the game-piece accordingly. The mathematical operation to be performed may be indicated by the rolling-math card.

[0074] For example, the rolling-math card may indicate that the current player is to identify the higher / lower of the two numbers displayed by the dice roll, with a correct result input by the current player then advancing the game-piece a corresponding number of spaces.

[0075] As another example, the rolling-math card may indicate that the current player is to identify which, if any, of the two numbers displayed by the dice roll is even / odd, with a correct result input by the current player then advancing the game-piece a corresponding number of spaces.

[0076] As another example, the rolling-math card may indicate that the current player is to identify a mathematical operation that, when applied to the two numbers displayed by the dice roll, results in an even / odd number, with a correct result input by the current player then advancing the game-piece a corresponding number of spaces.Attorney Docket No.: 095513.00187

[0077] As a final example, the rolling-math card may indicate that the current player is to identify whether one or more of numbers displayed by the dice roll is a prime number, with a correct result input by the current player then advancing the game-piece a corresponding number of spaces.

[0078] In some embodiments, the luck cards may comprise one or more another-turn cards having an another-turn effect. In general, the another-turn cards may be associated with gameplay properties such that, in response to executing the another-turn card, the current player is provided with another turn immediately after the conclusion of the current turn.

[0079] In some embodiments, the luck cards may comprise one or more skip-turn cards having a skip-turn effect. In general, the skip-turn cards may be associated with gameplay properties such that, in response to executing the skip-turn card, one or more turns of the current player is skipped. The one or more skipped turns may include at least the current turn, but may also include one or more of the subsequent turns of the current player. The skip turn indicator of the current player may be updated in accordance with the skip-turn effect.

[0080] In some embodiments, the luck cards may comprise one or more transfer-credits cards having an associated transfer-credits effect. In general, the transfer-credits card may be associated with gameplay properties such that, in response to executing the transfer-credit card, a predetermined number of credits, indicated by the transfer-luck card, is transferred between players and / or between one or more players and the credit token queue.

[0081] For example, the transfer-credits card may transfer the indicated number of credits (e.g., 20-credits, 50-credits, etc.) from the current player to each other player, or to one or more select other players. Where the transfer-credits card transfers credits to a select player or select players, the transfer-credits card may include one or more rules for determining the recipient of the credits, such as, for example: the player immediately preceding and / or following the current player in the turn order, the player oldest and / or youngest in age, the player with the most and / or least highest credit balance, etc.

[0082] In the corresponding fashion, the transfer-credits card may transfer the indicated number of credits from one or more other players to the current player. In such instances, theAttorney Docket No.: 095513.00187 transfer-credits card may similarly include one or more rules for determining the payors of the credits. It will be understood that the credit token queue may be indicated as either payor or recipient in lieu of one or more select players.

[0083] Similarly, where the transfer- credits card transfers credits from the credit token queue to the current player, the transfer-credits card may indicate the number of credits transferred.

[0084] In some embodiments, it may be a condition of the credits transfer that the credit balance of the current player exceed a certain amount. For example, a predetermined amount of credit tokens (e.g., 10, 20, 30, 40, etc.) may be transferred depending on the credit balance of the current player (e.g., more than 50, 100, 150, 200, etc.).

[0085] In some embodiments, the luck cards may comprise one or more go-to-lock cards having a go-to-lock effect. In general, the go-to-lock cards may be associated with gameplay properties such that, in response to executing the go-to-lock card, the game-piece of the current player is relocated to one of the lock areas. In some embodiments, the go-to-lock cards indicate which of the lock areas (e.g., even or odd) the game-piece of the current player is to be relocated to.

[0086] In some embodiments, the luck cards may comprise one or more out-of-lock cards having an out-of-lock effect. In general, the out-of-lock cards may be associated with gameplay properties such that, in response to executing the out-of-luck card, the game-piece of the current player is repositioned from any of the lock areas to the start tile. It may be a condition of playing one of the out-of-luck cards that the current position of the game-piece is on one of the lock areas.

[0087] In some embodiments, the luck cards may comprise one or more ride-to-infinity cards having a ride-to-infinity effect. In general, the ride-to-infinity cards may be associated with gameplay properties such that, in response to executing the ride-to-infinity card, the game-piece of the current player is advanced either to the infinity tile or to one of the arrow tiles. It may be a condition of advancing to the infinity tile that the game-piece of the current player be on the linear array. It may be a condition of advancing to one of the arrow tiles that the current player meet the credit condition (e.g., 200 credits) for advancing from the circular array to the linear array.Attorney Docket No.: 095513.00187

[0088] In some embodiments, the luck cards may comprise one or more for-infinity-keeps cards having a for-infinity-keeps effect. In general, the for-infinity-keeps cards may be associated with gameplay properties such that, in response to executing the for-infinity-keeps card, the gamepiece of the current player is advanced to one of the arrow tiles. It may be a condition of the for- infinity-keeps card that the current player meet the credit condition (e.g. , 200 credits) for advancing from the circular array to the linear array. The for-infinity-keeps card preferably has an on-demand effect.

[0089] The turn-management module 290 is configured to associate one of the players with a current turn, and to update the association so as to associate the current turn with another one of the players.

[0090] The turn-management module 290 is further configured to manage the current turn, in accordance with the turn-based gameplay. Managing the current turn may include communicating data and / or instructions with one or more of the other gameplay modules, in accordance with the turn-based gameplay. Managing the current turn may further include receiving, via the GUI module 210, input of the player associated with the current turn, in accordance with the turn-based gameplay.

[0091] Turning now to Figure 4, the tum-based gameplay will now be described in accordance with at least one embodiment. Figure 4 is a flow-chart illustrating a method of the turn-based gameplay in accordance with at least one embodiment.

[0092] At step 410, the turn-based gameplay is initiated. The initiation of the turn-based gameplay includes: setting the current position of each game-piece to the start tile; determining a turn order of the players; and associating the current turn with one of the players in accordance with the turn order. The player associated with the current turn is sometimes referred to herein as the current player. The subsequent player in the turn order is sometimes referred to herein as the next player. Exemplary processes for the initiation of the turn-based gameplay are further described herein. The process then proceeds to step 420.

[0093] At step 420, the turn-based gameplay includes determining whether the current player elects to play one of the luck cards from the luck card inventory of the current player. If it isAttorney Docket No.: 095513.00187 determined that the current player elects to play one of the luck cards from their luck card inventory, the turn- based gameplay proceeds to step 430. If it is determined that the current player does not elect to play one of the luck cards from the inventory, gameplay proceeds to step 440. At step 430, the turn-based gameplay includes executing the luck card sub-gameplay according to the played luck card. The turn-based gameplay then proceeds to step 440. Exemplary processes for the playing and execution of luck cards are further described herein.

[0094] At step 440, the turn-based gameplay includes determining whether the game-piece of the current player is positioned in one of the lock areas. If it is determined that the game-piece is positioned in one of the lock areas, the turn-based gameplay proceeds to step 450. If it is determined that the game-piece is not positioned in one of the lock areas, the turn-based gameplay proceeds to step 460. At step 450, the turn-based gameplay includes executing a get-out-of-lock sub-gameplay. The turn-based gameplay then proceeds to step 490. Exemplary processes for lock area determination and get-out-of-lock sub-gameplay are further described herein.

[0095] At step 460, the turn-based gameplay includes executing a normal move sub-gameplay according to which the normal advancement of the game-piece of the current player may be achieved. Exemplary processes for normal move sub-gameplay are further described herein. The turn-based gameplay then proceeds to step 470.

[0096] At step 470, the turn-based gameplay includes determining whether the current position of the game-piece of the current player is one of the special tiles. If it is determined that the current position of the game-piece is one of the special tiles, the turn-based gameplay proceeds to step 480. If it is determined that the current position of the game-piece is not one of the special tiles, the turn-based gameplay proceeds to step 490. At step 480, the turn-based gameplay includes executing a special tile sub-gameplay according to the special tile corresponding to the current position of the game-piece of the current player. The turn-based gameplay then proceeds to step 490. Exemplary processes for special tile determination and sub-gameplay are further described herein.

[0097] At step 490, the turn-based gameplay includes enabling an “end turn” button upon selection of which the current turn is associated with the next player in the turn order, such that the next player is thereafter the current player until that player is no longer associated with theAttorney Docket No.: 095513.00187 current turn. In other words, by associating the current turn with the next player, a new turn is started in accordance with the turn order. The turn-based gameplay then proceeds to step 492. Exemplary processes for the association of the current turn with the next player in the turn order are further described herein.

[0098] At step 492, the turn-based gameplay includes determining whether the skip turn indicator of the current player indicates the current turn of the player is to be skipped. If the skip turn indicator of the current player indicates the current turn of the player is to be skipped, the turnbased gameplay proceeds to step 490. If the skip turn indicator of the current player indicates the current turn of the player is not to be skipped, the turn-based gameplay proceeds to step 420.

[0099] In some embodiments, the turn-based gameplay may include initiating the turn-based gameplay. Accordingly, the turn-management module 290 may be configured to initiate the turnbased gameplay alone or in combination with other modules.

[0100] The initiation of the turn-based gameplay includes setting the current position of each game-piece to the start tile. The turn-management module 290 may be configured to instruct the player-management module 250, for each player, to set the current position of each game-piece to the start tile.

[0101] The game-piece may be visualized as positioned on the start tile of the game board 300, via the GUI module 210.

[0102] The initiation of the turn-based gameplay may include determining the turn order of the players. The turn order is a sequence of the players looped over the sequence. For example, if there are three players, the third player in the sequence is followed by the first player in the sequence so as to repeat the sequence, i.e., loop it. The turn order may be determined via random placement of each of the players into the sequence. The turn order may alternatively be predetermined via user settings.

[0103] The turn-based management module may be configured to place the players in the looped sequence. The turn order may be visualized via the GUI module 210.Attorney Docket No.: 095513.00187

[0104] The initiation of the turn-based gameplay may include designating the current player by associating the current turn with one of the players in accordance with the turn order. The turnbased management module may be configured to associate the current turn with one of the players in accordance with the turn order.

[0105] The current player may be visualized via the GUI module 210. That is to say, the visualization of the gameplay by the GUI may identify the associated one of the players as the current player. For example, the visualized game-piece of the current player may appear larger, brighter or otherwise more visually distinct than the game-pieces of the other players.

[0106] The initiation of the turn-based gameplay may include setting the credit balance of each player to zero. The turn-management module 290 may be configured to instruct the playermanagement module 250, for each player, to set the respective players credit balances to zero.

[0107] The credit balances of each of the players may be visualized, individually or together, via the GUI module 210.

[0108] The initiation of the turn-based gameplay may include setting the luck card inventory of each player to empty. The turn-based management module may be configured to instruct the player-management module 250, for each player, to set the respective inventories of the players to empty. That is, the inventories of each player are set so as to contain no luck cards.

[0109] The luck card inventories of each of the players may be visualized, individually or together, via the GUI module 210.

[0110] In some embodiments, the turn-based gameplay may include determining whether the current player elects to play one of the luck cards from the inventory. Accordingly, the turnmanagement module 290 and / or the luck card module 280 may be configured to determine whether the current player elects to play one of the luck cards from the inventory and manage the execution of the luck card sub-gameplay according to the luck card played.

[0111] Figure 5 is a flow-chart illustrating an exemplary process for the playing and execution of luck cards.Attorney Docket No.: 095513.00187

[0112] At step 502, the current player may be presented with an option to play one of the luck cards from the luck card inventory of the current player. The option may be presented to the user as an interactive button displayed to the current player. If the current player selects not to play one of the luck cards from the inventory, the process proceeds to step 510. If the current player selects to play one of the luck cards from the inventory, the process proceeds to step 504.

[0113] At step 504, the luck card inventory of the current player may be displayed to the current player such that the current player may select one of the luck cards from the luck card inventory. A selectable exit option may also be displayed to the current player. If the current player selects the exit option, the process proceeds to step 510. If the current player selects one of the luck cards from the displayed inventory, the process proceeds to step 506.

[0114] In some embodiments, only the luck cards that are currently playable are displayed and / or are selectable from the inventory. In other words, appropriate condition checks may be made to determine if any of the luck cards from the luck card inventory have associated conditions in order to be played, and if so, whether those conditions are met. If not, the current player may be prohibited from selecting the luck cards whose conditions are not met.

[0115] At step 506, the current player may be presented with an option to confirm the selection of the luck card. The option may be presented via a displayed confirmation button. If the current player confirms the selection of the luck card, the process proceeds to step 508. If the current player does not confirm the selection of the luck card, the process proceeds to step 504.

[0116] At step 508, the luck-card sub-gameplay is executed for the selected luck card. The luck card sub-gameplay is in accordance with the associated effects of the selected luck card, as described herein. Thus, for example, selecting one of the advance-game-piece cards causes the execution of the associated advance-game-piece effect, and so on. The process then proceeds to step 510. At step 510, the turn-based gameplay is resumed.

[0117] In some embodiments, the turn-based gameplay may include determining whether the game-piece is positioned in one of the lock areas. Accordingly, the turn-management module 290 alone or in combination with other modules may be configured to determine whether the gamepiece is in one of the lock areas.Attorney Docket No.: 095513.00187

[0118] In at least one embodiment, the turn-management module 290 may determine whether the game-piece is in one of the lock areas by retrieving the lock-state of the game-piece from the player-management module 250 with respect to the current player.

[0119] In at least one embodiment, each player profile may include the lock state identifier that identifies whether the current position of the game-piece of the player is the even-lock area, the odd-lock area, or no lock area. Thus, in lieu of retrieving the current position of the gamepiece, the turn-management module 290 may retrieve the lock-state identifier from the playermanagement module 250.

[0120] In some embodiments, the turn-based gameplay may include executing the get-out-of- lock sub-gameplay. In general, the get-out-of-lock sub-gameplay is such that the game-piece of the current player is repositioned from the lock area to the start tile upon the satisfaction of one or more exit conditions. The lock-management module may be configured to execute the get-out-of- lock sub-gameplay.

[0121] In some embodiments, the one or more exit conditions include a first exit condition and a second exit condition. The first exit condition may be that the game-piece of the current player has been positioned in the lock area for a number of turns exceeding a lock-area threshold. The second exit condition may be that a simulated roll of the multi-sided dice results in all even numbers or all odd numbers.

[0122] In some embodiments, the lock areas may comprise an odd-lock area 320-0 and an even-lock area 320-E. In such embodiments, the second exit condition may be bifurcated as to whether the current position of the game-piece is the odd-lock area or the even-lock area. In other words, where the current position of the game-piece is the odd-lock area, the second exit condition may be satisfied by the simulated roll resulting in all odd numbers — and vice-versa with respect to the even-lock area.

[0123] In accordance with the get-out-of lock sub-gameplay, in response to the satisfaction of at least one of the exit conditions, the game-piece of the current player is repositioned from the lock-area to the start tile, and their lock state is set to “none”. That is, the player-management module 250 updates the current position of the game-piece to the start tile.Attorney Docket No.: 095513.00187

[0124] Figure 6 is a flow-chart illustrating an exemplary process for lock area determination and get-out-of-lock sub-gameplay.

[0125] At step 602, it is determined whether the first exit condition is met. In some embodiments, the turn-management module 290 is configured to determine whether the first exit condition is met.

[0126] In some embodiments, the player profiles include a lock counter that represents the number of consecutive turns through the current turn that the game-piece of the player has been in one of the lock areas. In general, the turn-management module 290 may query the lock counter to determine whether the lock counter exceeds the lock-area threshold (i.e., whether the first exit condition is met).

[0127] If the first exit condition is met, the get-out-of lock sub-gameplay proceeds to step 606. If the first exit condition is not met, the sub-gameplay proceeds to step 604.

[0128] At step 604, it is determined whether the second exit condition is met. In some embodiments, the lock-management module is configured to determine whether the second exit condition is met.

[0129] In at least one embodiment, the turn-management module 290 may query the dice module 260, which may simulate the dice roll in response to the query and return the resulting numbers to the lock-management module. In some embodiments, the query to initiate the simulated dice roll may be triggered by the user selecting a corresponding “roll dice” button displayed on the user interface via the GUI module 210 in accordance with the turn-based gameplay.

[0130] In some embodiments, the lock-area is not bifurcated into the odd-lock area and the even-lock area. Accordingly, in such embodiments, the turn-management module 290 may determine whether the resulting numbers are one of: (a) all even numbers, and (b) all odd numbers. If so, the lock-management may determine that the second exit condition is met.

[0131] In some embodiments, the lock-area is bifurcated into the odd-lock area and the evenlock area. Accordingly, the lock-management module may determine whether any of theAttorney Docket No.: 095513.00187 following are true: (a) the resulting numbers are all odd numbers and the current position of the game-piece is the odd-lock area; and (b) the resulting numbers are all even and the current position of the game-piece is the even-lock area. If so, the lock-management may determine that the second exit condition is met.

[0132] If the second exit condition is met, the get-out-of lock sub-gameplay proceeds to step 606. If the second exit condition is not met, the sub-gameplay proceeds to step 610.

[0133] At step 608, the current position of the game-piece is updated to the start tile. In some embodiments, the lock-management module is configured to update the current position of the game-piece.

[0134] In at least one embodiment, the turn-management module 290 instructs the playermanagement module 250, with respect to the current player, to update the current position of the game-piece to the start tile. In response to the instructions, the player-management module 250 updates the current position of the game-piece to the start tile. The get-out-of lock sub-gameplay thereafter proceeds to step 610, which ends the get-out-of lock sub-gameplay.

[0135] In some embodiments, the turn-based gameplay may include executing the normal move sub-gameplay. In general, the normal move sub-gameplay is such that the current position of the game-piece of the current player is updated in accordance with the selection of an available tile by the player from among one or more available tiles. The one or more available tiles are determined in accordance with the correct results of mathematics expressions, which are defined by the numbers resulting from a simulated dice roll and one or more mathematics operations (i.e., addition, subtraction, multiplication, and division). The selection of any tile other than one of the available tiles results in the current position not being updated. The turn-management module 290 may be configured to execute the normal move sub-gameplay alone or with other modules.

[0136] Figure 7 is a flow-chart illustrating an exemplary process for executing the normal move sub-gameplay.

[0137] At step 702, the numbers resulting from the simulated dice roll are determined. In some embodiments, the turn-management module 290 may query the dice module 260, which mayAttorney Docket No.: 095513.00187 simulate the dice roll in response to the query and return the resulting numbers to the turnmanagement module 290. The normal move sub-gameplay thereafter proceeds to step 704.

[0138] At step 704, the one or more available tiles are determined. In some embodiments, the turn-management module 290 is configured to determine the one or more available tiles, based on the numbers from the simulated dice roll (i.e., the rolled numbers), the one or more mathematical operations, and the current position of the game piece.

[0139] In at least one embodiment, the turn-management module 290 defines the mathematics expressions based on the rolled numbers and each of the one or more mathematics operations. In some embodiments, each mathematical expression reflects a different combination of the rolled numbers and one of the mathematical operations.

[0140] For example, where the rolled numbers are “5” and “4,” and the mathematical operations are addition, subtraction, multiplication and division, the turn-management module 290 would determine the following mathematics expressions: “5+4,” “4+5,” “5-4,” “4-5,” “5x4,” “4x5,” “5- , and “4-^5.”

[0141] In at least one embodiment, the turn-management module 290 may calculate the results of each of the mathematics expressions, and exclude the mathematics expressions whose results are negative numbers and / or non-whole numbers. For example, the expressions “4-5,” “5- , and “4-^5” may be excluded.

[0142] In at least one embodiment, the turn-management module 290 may determine the one or more available tiles from the remaining mathematics expressions and the current position of the game-piece. More particularly, the available tiles may be determined as those tiles that are distances, in arrayed tiles, from the current position of the game-piece, which distances correspond to the results of the remaining mathematics expressions.

[0143] For example, where the remaining mathematics expressions are: “5+4,” “4+5,” “5-4,” “5x4,” “4x5,” the one or more available tiles may be the tiles that are: (a) nine tiles from the current position of the game piece, (b) one tile from the current position of the game piece (i.e., the adjacent tile), and (c) twenty tiles from the current position of the game piece.Attorney Docket No.: 095513.00187

[0144] In some embodiments, the normal advancement of the game-piece may be in any direction along the arrayed tiles. In other words, the game-pieces may be normally advanced in both directions along the circular array (i.e., clockwise and counter-clockwise), as well as in both directions along the linear array (i.e., radially inward or outward).

[0145] In other embodiments, however, the normal advancement may be only in one direction of the circular array (i.e., either clockwise or counter-clockwise) and one direction of the linear array (i.e., radially inward). Accordingly, the turn-management may be configured to exclude from the available tiles those tiles that are not in the permitted directions.

[0146] In some embodiments, the normal advancement of the game-piece may be generally limited to the circular array where the current position of the game-piece is on the circular array, and may be generally limited to the linear array where the current position of the game-piece is on the linear array. The turn-management module 290 may be configured to determine whether the current position of the game-piece is on the circular array, and whether the current position of the game-piece is on the linear array.

[0147] In such embodiments, the turn-management module 290 may be configured to generally exclude from the available tiles those tiles that are not on the circular array when it is determined that the current position of the game-piece is on the circular array. Moreover, in such embodiments, the turn-management module 290 may be configured to generally exclude from the available tiles those tiles that are not on the linear array when it is determined that the current position of the game-piece is on the linear array.

[0148] In such embodiments, however, the normal advancement of the game-piece from the circular array to the linear array may be permitted where the current position of the game-piece is on one of the arrow tiles. Accordingly, the turn-management module 290 may be configured to determine whether the current position of the game-piece is on one of the arrow tiles. In such embodiments, the turn-management module 290 would not exclude tiles from the available tiles based on whether those tiles are on the circular array or the linear array.

[0149] After the available tiles are determined, the normal move sub-gameplay proceeds to step 706. At step 706, the current player selects a tile in an attempt at normal advancement of theAttorney Docket No.: 095513.00187 game-piece. Accordingly, in at least one embodiment, the turn-management module 290 is configured to receive the tile selection of the player associated with the current turn via the GUI.

[0150] At step 708, it is determined whether a tile selection corresponds to one of the available tiles. In some embodiments, the turn-management module 290 is configured to determine whether the tile selection corresponds to one of the available tiles. Accordingly, the turn-management module 290 receives the tile selection and compares the tile selection to the available tiles so as to check if the selected tile is one of the available tiles. If the result of the comparison is that the selected tile is one of the available tiles, the normal move sub-gameplay proceeds to step 710.

[0151] At step 710, the turn- management communicates the selected tile to the playermanagement module 250. The player-management module 250, in response, updates the current location of the game-piece to the selected tile. The normal move sub-gameplay thereafter proceeds to step 712, which ends the normal move sub-gameplay.

[0152] If the result of the comparison is that the selected tile is not one of the available tiles, the current location of the game-piece is not updated and the normal move sub-gameplay proceeds back to step 706. The current player may be notified that the selected tile is not one of the available tiles via a visual and / or audio indicator, such as the selected tile flashing a distinguishing color (e.g., red).

[0153] In some embodiments, if the result of the comparison is that the selected tile is not one of the selected tiles, the normal move sub-gameplay may proceed directly to step 712 without updating the current location of the game-piece. This ends the normal move sub-gameplay.

[0154] In some embodiments, the turn-based gameplay may include determining whether the current position of the game-piece is on one of the special tiles. Accordingly, the turn-management module 290 alone or in combination with other modules may be configured to determine whether the current position of the game-piece is on one of the special tiles.

[0155] The turn-management module 290 may determine whether the game-piece is positioned on one of the special tiles by retrieving the current position of the game-piece from the player-management module 250 for the current player and querying the game board module for the tile effect of the tile corresponding to the current position of the game-piece. Alternatively, inAttorney Docket No.: 095513.00187 some embodiments, the player-module may include a reference to the tile corresponding to the current position of the game-piece, such that the turn-management module 290 need only query the player-management module 250.

[0156] Figure 8 is a flow-chart illustrating an exemplary process for determining whether the current position of the game-piece is one of the special tiles and executing the special tile subgameplay.

[0157] At step 802, the turn-management module 290 retrieves the current position of the game-piece of the player from the associated player profile.

[0158] At step 804, the turn-management module 290 queries to game-board module to determine whether current position of the game-piece corresponds to one of the special tiles. If so, the turn-management module 290 retrieves the associated tile effects for the special tile corresponding to the current position of the game-piece.

[0159] In some embodiments, the turn-management module 290 may query the game-board module for the tile effects in a single query, with the return of a no-effect indicating that the tile is not a special tile.

[0160] In some embodiments, the turn-management module 290 may query the playermanagement module 250 for the tile corresponding to the current position of the game-piece and / or the associated tile effects.

[0161] If the current position corresponds to one of the special tiles, or if the tile effect is other than no-effect, the process proceeds to step 806. If the tile effect is no-effect, or if the tile is not a special tile, the process proceeds to step 808.

[0162] At step 806, the turn-management module 290 executes special tile sub-gameplay in accordance with tile effect associated with the special tile corresponding to the current position of the game-piece. The process then proceeds to step 808.

[0163] At step 808, the process concludes and returns to the turn-based gameplay.Attorney Docket No.: 095513.00187

[0164] In some embodiments, the turn-based gameplay may include executing the special tile sub-gameplay. In general, the special tile sub-gameplay is in accordance with the tile effects of the special tile corresponding to the current position of the game-piece. The turn-management module 290 may be configured to execute the special tile sub-gameplay alone or in combination with other modules.

[0165] Exemplary special tiles and associated tile effects are described without limitation and for the purpose of illustrating the principles of the invention only.

[0166] In some embodiments, the special tiles may comprise one or more credit tiles having an associated draw-credit tile effect. In general, the credit tiles may be associated with gameplay properties such that, when the player concludes the current turn with their game piece located on the credit tile, the player is transferred one of the credit tokens by the credits module 270 in accordance with the credit token queue.

[0167] In some embodiments, the special tiles may comprise one or more luck tiles having an associated draw-luck-card effect. In general, the luck tiles may be associated with gameplay properties such that, where the player concludes the current turn with their game piece located on the luck tile, the player is transferred one of the luck cards by the luck card module 280 in accordance with the luck card queue.

[0168] In some embodiments, the special tiles may comprise one or more roll-again tiles having an associated roll-again effect. In general, the roll-again tiles may be associated with gameplay properties such that, when the player concludes the current turn with their game piece located on the roll-again tile, the player is awarded another turn. In other words, instead of the turn-management module 290 associating the current turn with the next player in accordance with step 490 of Figure 4, the roll-again effect of the roll-again tile causes the method of Figure 4 to proceed from step 480 back to step 420.

[0169] In some embodiments, the special tiles may comprise one or more even-odd tiles having an associated even-odd effect. In general, the even-odd tiles may be associated with gameplay properties such that, when the player concludes the current turn with their game pieceAttorney Docket No.: 095513.00187 located on the even-odd tile, advancement of the player’s game piece is constrained during the player’s subsequent turn to the direction indicated by the even-odd tile.

[0170] In particular, the even-odd tile may include an even-identifier associated with a first direction, and an odd-identifier associated with a second direction opposite the first with respect to the arrayed tiles. The even-identifier and the odd-identifier may be visual inscriptions on opposing sides of the even / odd tile corresponding to the associated directions. The directions may be clockwise / counter-clockwise for even-odd tiles positioned on the circular array. The directions may be radially inward / outward for even-odd tiles positioned on the linear arrays.

[0171] In accordance with the sub-gameplay, when the player concludes the current turn with their game piece located on the even-odd tile, on the subsequent turn of the player, normal advancement occurs, except that: (a) if the correct valid result of the mathematics expression is an even number, advancement of the game-piece of the player is constrained to the first direction; and (b) if the correct valid result of the mathematics expression is an odd number, advancement of the game-piece of the player is constrained to the second direction.

[0172] In some embodiments, the special tiles may comprise one or more occupied tiles having an occupied tile effect. The occupied tiles may be tiles that are occupied by the game-piece of another player and thereby acquire the occupied tile effect. That is, the game-board module may communicate with the player-management module 250 to identify those tiles on which the gamepieces of each of the players are currently positioned as occupied tiles. The game-board module may accordingly activate the occupied tile effect in the occupied tiles — and deactivate the occupied tile effect for un-occupied tiles.

[0173] In general, the occupied tiles may be associated with gameplay properties such that, when the player concludes the current turn with their game piece located on the occupied tile, the player may select to: (a) collect fifty-credits from the other player whose game-piece is occupying the occupied tile, or (b) remove the game-piece of the other player from the occupied tile and place the game-piece in one of the lock areas.

[0174] In at least one embodiment of gameplay, where the player selects to collect fifty-credits from the other player whose game-piece is occupying the tile, and the credit balance of the otherAttorney Docket No.: 095513.00187 player is less than fifty-credits, then the player shall collect the entire credit balance of the other player and the other player shall skip their next turn.

[0175] In some embodiments, the special tiles may include multiple tile effects. For example, in at least one embodiment, the special tiles may comprise one or more roll-again / even-odd tiles, which may have both the roll-again effect and the even-odd effect.

[0176] In some embodiments, the special tiles may comprise one or more arrow tiles having an arrow tile effect. The arrow tiles are tiles located at the intersection of the circular array and each linear array. In general, the arrow tiles may be associated with gameplay properties such that, when the player concludes the current turn with their game piece located on the arrow tile, the player may advance their game-piece from the circular array to the linear array towards the infinity tile on their subsequent turn.

[0177] In some embodiments, the player may advance their game-piece to the linear array using the arrow tile only upon satisfaction of a credit condition. The credit condition may be that the credit balance of the player meets or exceeds a credit threshold. For example, where the credit threshold is 200-credits, the player may not utilize the arrow tile to advance their game-piece to the linear array, despite landing on the arrow tile, unless the credit balance of the player exceeds 200-credits.

[0178] In addition, as discussed herein, the game board 300 may include the central infinity tile located where the linear arrays intersect each other. In general, the infinity tile may be associated with gameplay properties such that, when the player concludes the current turn with their game piece located on the infinity tile, the player wins the dynamic virtual board game.

[0179] The infinity tile may be associated with further gameplay properties such that normal advancement of the game-piece past the infinity tile is prohibited. In other words, where normal advancement of the game-piece results in the game-piece being advanced past the infinity tile, the normal advancement is not carried out and game-piece remains on at its current position.

[0180] In some embodiments, advancing to the infinity tile requires advancing the exact number of tiles to land on the infinity tile. In other words, where the correct valid result is a number greater than the number of tiles from the current position of the game-piece to the infinityAttorney Docket No.: 095513.00187 tile, the game-piece is not permitted to be advanced. In other embodiments, the game-piece is permitted to be advanced beyond the infinity tile to another of the linear arrays, and back.

[0181] In some embodiments, prior to executing the special tile sub-gameplay, the turnmanagement module 290 may make a threshold determination of whether the current position of the game-piece corresponds to a prior position of the game-piece on the preceding turn. If so, the turn-management module 290 may skip executing the special tile sub-gameplay. Thus, for example, where the game-piece of the player in the prior turn landed on the special tile, but is not advanced off of the special tile in accordance with normal gameplay for the current turn, the special tile sub-gameplay is not again executed despite the game-piece remaining on the special tile. However, in some embodiments, where normal gameplay for the current turn results in advancement of the game-piece 0-spaces (e.g., if the mathematical expression is 5-5) so as to effectively “land” on the same tile, the special tile sub-gameplay for the special tile may be again executed.

[0182] In some embodiments, the turn-based gameplay may include advancing to the next turn in accordance with the turn order. Accordingly, the turn-management module 290 may be configured to associate the current turn with the next player in the turn order, such that the next player is thereafter the current player until it is no longer associated with the current turn.

[0183] In some embodiments, the system architecture 200 further includes an artificial intelligence (A.I.) player module configured to simulate one or more players. In particular, the A.I. player module may automate selections of an A.I. player.

[0184] In at least one embodiment, the A.I. player is one of the players but is not one of the users. The A.I. player is rather an artificial intelligence operating via the A.I. player module. A.I. players are generally known in the art of electronic games, and will only be described in the context of the specific automations relevant to the disclosed invention. It will be understood that the general programming of the artificial intelligence to simulate generic player actions is within the ordinary skill in the art.

[0185] In at least one embodiment, the A.I. player module is configured to automate the selection of tiles in accordance with normal move sub-gameplay. For example, the A.I. playerAttorney Docket No.: 095513.00187 module may be configured to automate the selection of tiles in accordance with the processes described with reference to Figure 4.

[0186] In general, the A. I. player module ranks each of the available tiles indicated by the simulated dice roll. Figure 10 is a flow-chart illustrating an exemplary process by the A.I. player / A.I. player module ranks the available tiles.

[0187] At step 1002, the A.I. player module identifies each of the available tiles indicated by the simulated dice roll, in accordance with the normal move sub-gameplay. For example, the A.I. player module may query the turn-management module 290 for the available tiles. In some embodiments, the available tiles are queued for ranking. The process then proceeds to step 1004.

[0188] At step 1004, the A.I. player module selects the next available tile for which a rank has not been determined. If none of the available tiles have been ranked, the A.I. player module selects one of the available tiles to be the initial tile to be ranked. In some embodiments, such selection is in accordance with the ranking queue. However, it will be understood that such selection may be random or in accordance with some other ordering scheme. The process then proceeds to step 1006 for the available tile selected.

[0189] At step 1006, the A.I. player module determines whether the available tile is the infinity tile. More particularly, the A.I. player module queries to game-board module to determine whether the available tile corresponds to the infinity tile. If the available tile is the infinity tile, the available tile is associated with a first highest rank (step 1100) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not the infinity tile, the process proceeds to step 1008.

[0190] At step 1008, the A.I. player module determines whether the available tile is one of the linear arrayed tiles. More particularly, the A.I. player module queries to game-board module to determine whether the available tile corresponds to one of the linear arrayed tiles. If the available tile is one of the linear arrayed tiles, the available tile is associated with a second highest rank (step 1120) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not one of the linear arrayed tiles, the process proceeds to step 1010.Attorney Docket No.: 095513.00187

[0191] At step 1010, the A.I. player module determines whether the available tile is one of the arrow tiles. More particularly, the A.I. player module queries the game-board module to determine whether the available tile corresponds to one of the arrow tiles.

[0192] If the available tile is one of the arrow tiles, the A.I. player module checks whether the credit condition is met by the A.I. player (step 1012). More particularly, the A.I. player module queries the player profile for the A.I. player and compares the credit balance of the A.I. player with the credit condition to determine if the credit condition is met. If the credit condition is met, the available tile is associated with a third highest rank (step 1130) and the process proceeds to step 1004, where the next available tile to be ranked is selected.

[0193] If the credit condition is not met, the A.I. player module checks whether the available tile is occupied by another player with two or more credit tokens (step 1014). More particularly, the A.I. player module queries the player profiles of each of the other players to determine their respective current positions and numbers of credit tokens. The A.I. player determines from the respective current positions and numbers of credit tokens whether the available tile is occupied by another player with two or more credit tokens.

[0194] If the available tile is occupied by another player with two or more credit tokens, the available tile is associated with a fifth highest rank (step 1150) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile is not occupied by another player with two or more credit tokens, the process proceeds to step 1028.

[0195] At step 1028, the A.I. player module determines whether the available tile is the start tile. If not, the process proceeds to step 1020. If so, the A.I. player module determines whether there is another player in one of the lock areas (step 1030). More particularly, the A.I. player module queries the player profiles of each of the other players to determine their respective current positions and / or lock state identifier. The A.I. player determines from the respective current positions and / or lock state identifier whether another player is in one of the lock areas. If there is another player in one of the lock areas, the available tile is associated with a ninth highest rank (step 1190) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If not, the process proceeds to step 1020.Attorney Docket No.: 095513.00187

[0196] Returning to step 1010, if the available tile to be ranked is not one of the arrow tiles, the process proceeds to step 1016.

[0197] At step 1016, the A.I. player module determines whether the available tile is one of the credit tiles. More particularly, the A.I. player module queries to game-board module to determine whether the available tile corresponds to one of the credit tiles. If the available tile is one of the credit tiles, the available tile is associated with a fourth highest rank (step 1140) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not one of the credit tiles, the process proceeds to step 1018.

[0198] At step 1018, the A.I. player module determines whether the available tile is one of the roll-again tiles. More particularly, the A.I. player module queries to game-board module to determine whether available tile corresponds to one of the roll-again tiles. If the available tile is one of the roll-again tiles, the available tile is associated with a sixth highest rank (step 1160) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not one of the roll-again tiles, the process proceeds to step 1020.

[0199] At step 1020, the A.I. player module determines whether the available tile is one of the luck tiles. More particularly, the A.I. player module queries to game-board module to determine whether the available tile corresponds to one of the luck tiles.

[0200] If the available tile is not one of the luck tiles, the A.I. module checks whether the available tile corresponds to an occupied tile (step 1022). More particularly, the A.I. player module queries the player profiles of each of the other players to determine their respective current positions. The A.I. player determines from the respective current positions whether the available tile is occupied by another player.

[0201] If the available tile is occupied by another player, the available tile is associated with a seventh highest rank (step 1170) and the process proceeds to step 1004, where the next available tile to be ranked is selected.

[0202] If the available tile is not occupied by another player, the available tile is associated with an eighth highest rank (step 1180) and the process proceeds to step 1004, where the next available tile to be ranked is selected.Attorney Docket No.: 095513.00187

[0203] Returning to step 1020, if the available tile is one of the luck tiles, the A.I. module checks whether the available tile corresponds to one of the linear array tiles (step 1024). More particularly, the A.I. player module queries to game-board module to determine whether available tile corresponds to one of the linear array tiles. If the available tile is one of the linear array tiles, the available tile is associated with a tenth highest rank (step 1200) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not one of the linear array tiles, the process proceeds to step 1026.

[0204] At step 1026, the A.I. player module checks whether another player is on one of the linear array tiles. More particularly, the A.I. player module queries the player profiles of each of the other players to determine their respective current positions. The A.I. player determines from the respective current positions whether the current position of another player corresponds to one of the linear array tiles. If another player is on one of the linear array tiles, the available tile is associated with a seventh highest rank (step 1170) and the process proceeds to step 1004, where the next available tile to be ranked is selected. If the available tile to be ranked is not one of the linear array tiles, the process proceeds to step 1022.

[0205] In general, once the available tiles are ranked, the A.I. player module selects the available tile based on a priority order corresponding to the ranking. Thus, any available tiles with the first highest rank will be selected by the A.I. player module over any available tiles with the second highest rank, and so on and so forth. Where two or more of the available tiles are associated with the same ranking, those available tiles may be prioritized randomly with respect to each other.

[0206] In this manner, the A.I. player module may be configured to automate the selection of tiles in accordance with normal move sub-gameplay.

[0207] In some embodiments, the A.I. player module may include a difficulty level setting that configures the A.I. player to simulate gameplay mistakes, such as miscalculating the mathematical expression or selecting a sub-optimal available tile (i.e., an available tile that is not the highest priority / ranked available tile). The difficulty level setting may comprise one or more difficulty levels (e.g., easy, medium, hard, etc.).Attorney Docket No.: 095513.00187

[0208] The difficulty level setting may generally simulate the A.I. player miscalculating the mathematical expression. In some embodiments, each of the difficulty levels may correspond to one or more data objects storing mastery values representing the chance of the A.I. correctly calculating mathematical expressions involving various combinations of the numbers 1-12 (e.g., for two 12-sided die) and the mathematical operations used in accordance with the turn-based gameplay. For example, for the mathematical expression 5 x 10, the data object may have the mastery value for 5 as 65%, the mastery value for multiplication as 45%, and the mastery value for 10 as 80%. The chance of solving the mathematical expression may be determined as the average of the corresponding mastery values. Thus, referring back to the example, the chance of correctly calculating 5 x 10 would be set to 63%. It will be understood that mastery values for each of the numbers available as potential results of the simulated dice roll, as well as each of the possible mathematical operations, may have their own mastery values.

[0209] For each of the available tiles, the A.I. player module may be configured to consider the chance of correctly calculating the mathematical expression in selecting one of the available tiles for normal advancement of the game-piece in accordance with the turn-based gameplay. In particular, for each available tile, the chance of correctly calculating the mathematical expression corresponding to the available tile may be compared to a randomly generated number from 0-100. If the randomly generated number is greater than the chance of correctly calculating the mathematical expression, the A.I. player module is permitted to select the available tile for normal advancement of the game-piece in accordance with the turn-based gameplay. Thus, continuing with the prior example, where the randomly generated number is above 63, the A.I. player module is permitted to select the available tile corresponding to 5 X 10.

[0210] If the randomly generated number is less than the chance of correctly calculating the mathematical expression, the A.I. player module may be precluded from selecting the available tile for normal advancement of the game-piece in accordance with the turn-based gameplay. However, in some embodiments, where the A.I. player module is by this process precluded from selecting any of the available tiles, the A.I. player module may be configured to select the available tile with a corresponding mathematical expression that the A.I. player has the highest chance of correctly calculating.Attorney Docket No.: 095513.00187

[0211] In some embodiments, the difficulty levels may correspond to a plurality of subdifficulty levels that each corresponds to a respective mathematical operation. Thus, for example, a multiplication sub-difficulty level may correspond to a multiplication-only data object storing mastery values for the numbers with respect to multiplication. Accordingly, the mastery value for 5 in the multiplication sub-difficulty level may be different than the mastery value for 5 in the addition sub-difficulty level. In this way, the respective mastery values may be set or otherwise managed so as to simulate an A. I. player that has trouble solving selected types of mathematical expressions (e.g., multiplication by 7) and / or selected individual mathematical expressions (e.g., 7 x 9).

[0212] Additionally, or alternatively, the difficulty level setting may generally simulate the A.I. player making a sub-optimal available tile selection. As discussed herein, the A.I. player module generally selects one of the available tiles for normal advancement of the game-piece in accordance with the priority ranking of the available tiles. However, the A.I. player module may adjust its selection of the available tile, at least in part, based on the difficulty level setting, so as to select a lower-ranking available tile over a higher-ranking available tile.

[0213] More particularly, each of the difficulty levels may correspond to a decision-making value representing the chance that the A.I. player will select the highest ranked available tile that it is permitted to select.

[0214] For each of the available tiles, the A.I. player module may be configured to consider the decision-making value in selecting one of the available tiles for normal advancement of the game-piece in accordance with the turn-based gameplay. In particular, starting with the highest- ranked available tile, the A.I. player module may compare the decision-making value to a randomly generated number from 0-100. If the randomly generated number is greater than the decision-making value, the A.I. player module is permitted to select the available tile for normal advancement of the game-piece in accordance with the turn-based gameplay. If not, the A.I. player module is not permitted to select the available tile. The A.I. player then checks the next highest- ranked available tile, and so on until the A.I. player is either permitted to make the selection, or until the A.I. player module reaches the lowest-ranked available tile. If the A.I. player reaches the lowest-ranked available tile, the lowest-ranked available tile is selected. Accordingly, the A.I.Attorney Docket No.: 095513.00187 player may make less than optimal moves (i.e., simulated mistakes) throughout the course of normal gameplay.

[0215] In some embodiments, certain available tiles may be associated with special decisionmaking values that override or otherwise modify the difficulty level set decision-making value when those available tiles are considered for selection. For example, the infinity tile may have a special decision-making value of 0, reflecting that the A.I. player will always select the infinity tile if it is available. In this way, the A.I. player module can be prevented from making unrealistic tile selections no matter what the difficulty level is set to.

[0216] In some embodiments, the A.I. player model is permitted to select the available tile if the decision-making value is greater than the randomly generated number, rather than the previously discussed other way around. In such embodiments, greater decision-making values correspond to the A.I. player making better decisions. Also, in such embodiments, the special decision-making value for the infinity tile would be 100.

[0217] As discussed herein, the profile management module is configured to control or otherwise cooperate with components of the user device 110 to generate, store, update and otherwise maintain the user profile associated with the user in furtherance of the functions described herein. The user profile may include user profile data, including, for example, user identification data, user gameplay data, user evaluations, and any other information that may be utilized in furtherance of the functions described herein. The user profile and / or the user profile data may be stored in the one or more databases, and may be communicated to other components. More particularly, the user profile and / or user profile data may be accessed by one or more of the user devices 110 and displayed thereon via the device GUI.

[0218] In some embodiments, the user profile data includes a gameplay history of the user, including but not limited to a turn-by-turn timeline of each game that the user played. The profile management module may be configured to generate the gameplay history based on the gameplay data of the user (and / or other users) received from one or more of the game modules, including simulated dice rolls, tile selection, available tiles, rankings of available tiles, credit balance and / or inventory, luck card inventory, current position, or any other data discussed herein as involved in gameplay.Attorney Docket No.: 095513.00187

[0219] In some embodiments, the user profile data includes gameplay analysis data. The gameplay analysis data may reflect statistical analysis of the gameplay history of the user. The profile management module may be configured to perform the statistical analysis based on user gameplay data received from one or more of the game modules.

[0220] In at least one embodiment, the gameplay analysis data may indicate which mathematical expressions the user is and / or is not struggling with.

[0221] Accordingly, each possible mathematical expression the users can encounter in the turn-based gameplay may be stored in the user profile in association with a success rate that indicates how successful the user historically is at solving that mathematical expression in the context of the turn-based gameplay. The success rate may be the number of times the mathematical expression has been correctly solved out of the number of times it has been encountered.

[0222] In some embodiments, the mathematical expression is generally determined to be encountered when, in the context of a simulated dice roll for the normal move sub-gameplay, the mathematical expression corresponds to an available tile for that simulated dice roll. For example, if the simulated dice roll is 5 and 6, and there are available tiles at 11 spaces and 1 space from the current tile, both the mathematical expressions of 6-1 and 6+5 would be encountered.

[0223] The user profile data may establish, update and otherwise maintain a record of how many times each mathematical expression has be encountered by the user.

[0224] The user profile data may further establish, update and otherwise maintain a record how many times each mathematical expression encountered by the user corresponds to one of the available tiles selected by the user in accordance with the normal move sub-gameplay. In other words, the user profile data may indicate how many times each mathematical expression was solved correctly by the user. For example, if the simulated dice roll is 5 and 6, and the user selected the available tile at 11 spaces, the user profile data may indicate that the mathematical expression of 6+5 was solved correctly.

[0225] In some embodiments, as the user continues to engage in the turn-based gameplay, the user profile data may be updated to reflect a continuing record of how many times each mathematical expression has been encountered by the user and how many times each encounteredAttorney Docket No.: 095513.00187 mathematical expression has been solved correctly by the user. The success rate may be determined by the user profile module based on this record.

[0226] In at least one embodiment, the user profile data may identify one or more mathematical expressions as low-success expressions. More particularly, for each mathematical expression, the user profile module may compare the success rate of the mathematical expression to a success rate threshold. Where the success rate of the mathematical expression is less than the success rate threshold, the mathematical expression may be determined to be a low-success expression.

[0227] The success rate threshold may be predetermined or may be variable. For example, the success rate may be variably determined as a rolling average of each of the success rates over all the mathematical expressions.

[0228] In some embodiments, the mathematical expression is not considered encountered when, in the context of a simulated dice roll for the normal move sub-gameplay, the mathematical expression corresponds to an available tile that is ranked lower than the available tile selected by the user for normal advancement of the game-piece. This may be an exception to the general determination of whether mathematical expressions are encountered. This is because the circumstance suggests that the user, while solving the mathematical expression for the selected available tile correctly, avoided solving the mathematical expression for a higher ranked available tile.

[0229] It will be understood that the user profile module may rank the available tiles analogously to the ranking process discussed herein with respect to the A.I. player module, except by the user profile module. Alternatively, the ranking may be done by the A.I. player module, or any other module, and the results of the ranking may be queried by the user profile module, in accordance with the gameplay discussed herein.

[0230] In at least one embodiment, the low-success expressions may be organized or otherwise compiled by the user profile module to determine additional metrics. For example, it may be determined from the low-success expressions that the user is generally weaker in multiplication than the other operations, or that the user is generally weaker in dividing by 4, 6 and 8 than dividing by 2 and 5. These additional metrics are illustrative only. Other metrics,Attorney Docket No.: 095513.00187 particularly operation metrics (e.g., addition, etc.) and / or family metrics (e.g., five’s multiplication tables, etc.) are specifically contemplated.

[0231] In at least one embodiment, the user profile data may be compiled into one or more reports viewable via the GUI of the user device 110. The reports may include, for example, the gameplay history, gameplay analysis data, and / or any other user profile data.

[0232] In some embodiments, the gameplay analysis data of a user-player may be utilized to modify the simulated dice roll. More particularly, the simulated dice roll may be modified so as to more heavily weight dice rolls that may encourage the user-player to solve low-success expressions.

[0233] Accordingly, the dice module 260 may be further configured to non-randomly generate the plurality of numbers simulating the dice roll, so as to more heavily weight dice rolls that may encourage the user-player to solve low-success expressions. Figure 9 is a flow-chart illustrating an exemplary process by the dice module 260 for generating such non-random numbers as the simulated dice roll.

[0234] At step 902, the dice module 260 determines whether a dice value manipulation indicator indicates that the simulated dice roll should be random or limited. Each player profile may include the dice value manipulation indicator, indicating whether the simulated dice roll for the corresponding player should be random or limited. In operation, the dice module 260 may query the player profile of the current player to check the dice value manipulation indicator and make the aforementioned determination.

[0235] If the dice value manipulation indicator indicates that the simulated dice roll should be random, the dice module 260 operates as described above to randomly generate the plurality of numbers simulating the dice roll (step 904). If the dice value manipulation indicator indicates that the simulated dice roll should be limited, the process proceeds to step 906.

[0236] At step 906, the dice module 260 determines whether a manipulation-recency threshold is met. The manipulation-recency threshold may represent a minimum number of turns (e.g., four turns) between the generation of non-random numbers for the simulated dice rolls. Accordingly, each player profile may include a manipulation-counter that tracks the number of turns since theAttorney Docket No.: 095513.00187 generation of non-random numbers for the simulated dice rolls for the player. In operation, the dice module 260 may query the player profile of the current player to check the manipulation counter so as to determine whether the manipulation-counter has reached the manipulation-recency threshold.

[0237] If it is determined that the manipulation-counter has not reached the manipulationrecency threshold, the dice module 260 operates as described above to randomly generate the plurality of numbers simulating the dice roll (step 904). If the manipulation-counter has reached the manipulation-recency threshold, the process proceeds to step 908.

[0238] At step 908, the dice module 260 queries the user profile of the current player to identify the low-success expressions for the current player. If there are no identified low-success expressions for the current player, the dice module 260 operates as described above to randomly generate the plurality of numbers simulating the dice roll (step 904).

[0239] While not shown in Figure 9, in some embodiments, if there are identified low-success expressions for the current player, the dice roll module limits the simulated dice rolls so as to only allow for simulated dice rolls corresponding to the identified low-success expressions. For example, where the identified low-success expressions are 3 x 4 and 8 x 6, the simulated dice rolls may be limited to 3 and 4 or 8 and 6.

[0240] Returning to Figure 9, in accordance with step 908, if there are identified low-success expressions for the current player, the process proceeds to step 910.

[0241] At step 910, the dice module 260 executes a process loop that determines, for each low- success expression, whether to limit the simulated dice roll to the dice roll corresponding to the low-success expression. That is, the dice module 260 determines, for each low-success expression, whether the dice roll corresponding to the low-success expression is allowed for the simulated dice roll. In accordance with the process loop, at step 910, the dice module 260 selects a first or a next one of the identified low-success expressions for which to make the determination. The process loop then proceeds to step 912 for the selected low-success expression.

[0242] At step 912, the dice module 260 determines whether the dice roll corresponding to the low-success expression leads to the highest-ranking available tile for that dice roll. For example,Attorney Docket No.: 095513.00187 where 3 x 4 is the selected low-success expression, the dice module 260 would check if the simulated dice roll of 3 and 4 results in the highest-ranking available tile being 12 spaces removed from the current position of the player.

[0243] It will be understood that the dice module 260 may rank the available tiles analogously to the ranking process discussed herein with respect to the A.I. player module, except by the dice module 260. Alternatively, the ranking may be done by the A.I. player module, or any other module, and the results of the ranking may be queried by the dice module 260, in accordance with the gameplay discussed herein.

[0244] Returning to step 912, if the dice roll corresponding to the low-success expression leads to the highest-ranking available tile for that dice roll, the dice roll corresponding to the low-success expression (e.g., 3 and 4 in the prior example) is allowed for the simulated dice roll (step 914). That is to say that the simulated dice roll may be 3 and 4.

[0245] However, if the dice roll corresponding to the low-success expression does not lead to the highest-ranking available tile for that dice roll, the dice roll corresponding to the low-success expression (e.g., 3 and 4 in the prior example) may be blocked for the simulated dice roll (step 916). That is to say that the simulated dice roll may not be 3 and 4.

[0246] In either case, the process proceeds to step 918 where it is checked whether there are additional low-success expressions to evaluate as allowed or blocked. If so, the process returns to step 910 to select the next one of the identified low-success expressions for which to make the determination.

[0247] After the dice module 260 has cycled through all of the low-success expressions, it will have identified which of the low-success expressions are allowed as simulated dice rolls, and which are blocked as simulated dice rolls. The dice module 260 then, at step 920, simulates the dice roll in accordance with those allowed simulated dice rolls, excluding the blocked simulated dice rolls.

[0248] It will be understood that this process may be analogously applied to other low-success metrics without departing from the scope of the invention. For example, where multiplication is aAttorney Docket No.: 095513.00187 generally low-success metric, the simulated dice roll may be similarly limited to dice rolls where multiplying the generated numbers leads to the highest-ranked available tile.

[0249] In this manner, the simulated dice roll may be modified so as to more heavily weight dice rolls that may encourage the user-player to solve low-success expressions.* * *

[0250] The embodiments described in detail above are considered novel over the prior art and are considered critical to the operation of at least one aspect of the described systems, methods and / or apparatuses, and to the achievement of the above described objectives. The words used in this specification to describe the instant embodiments are to be understood not only in the sense of their commonly defined meanings, but to include by special definition in this specification: structure, material or acts beyond the scope of the commonly defined meanings. Thus, if an element can be understood in the context of this specification as including more than one meaning, then its use must be understood as being generic to all possible meanings supported by the specification and by the word or words describing the element.

[0251] The definitions of the words or drawing elements described herein are meant to include not only the combination of elements which are literally set forth, but all equivalent structure, material or acts for performing substantially the same function in substantially the same way to obtain substantially the same result. In this sense, it is therefore contemplated that an equivalent substitution of two or more elements may be made for any one of the elements described and its various embodiments or that a single element may be substituted for two or more elements.

[0252] Changes from the subject matter as viewed by a person with ordinary skill in the art, now known or later devised, are expressly contemplated as being equivalents within the scope intended and its various embodiments. Therefore, obvious substitutions now or later known to one with ordinary skill in the art are defined to be within the scope of the defined elements. This disclosure is thus meant to be understood to include what is specifically illustrated and described above, what is conceptually equivalent, what can be obviously substituted, and also what incorporates the essential ideas.Attorney Docket No.: 095513.00187

[0253] Furthermore, the functionalities described herein may be implemented via hardware, software, firmware or any combination thereof, unless expressly indicated otherwise. If implemented in software, the functionalities may be stored in a memory as one or more instructions on a computer readable medium, including any available media accessible by a computer that can be used to store desired program code in the form of instructions, data structures or the like. Thus, certain aspects may comprise a computer program product for performing the operations presented herein, such computer program product comprising a computer readable medium having instructions stored thereon, the instructions being executable by one or more processors to perform the operations described herein. It will be appreciated that software or instructions may also be transmitted over a transmission medium as is known in the art. Further, modules and / or other appropriate means for performing the operations described herein may be utilized in implementing the functionalities described herein. It will be further understood that the functionalities described herein as being carried out by one or more modules are not limited to being carried out by the modules with respect to which they are described, but may be carried out by any or any combination of the described modules and / or additional modules.

[0254] The foregoing disclosure has been set forth merely to illustrate the invention and is not intended to be limiting. Since modifications of the disclosed embodiments incorporating the spirit and substance of the invention may occur to persons skilled in the art, the invention should be construed to include everything within the scope of the description and equivalents thereof.

Claims

Attorney Docket No.: 095513.00187CLAIMS1. A system for executing a dynamic turn-based virtual board game, comprising: a dice module configured to generate random numbers corresponding to a simulated roll of two or more multi-sided dice; one or more gameplay modules collectively configured to execute the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns: a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation; an evaluation module configured to identify one or more low-success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns, wherein the dice module is further configured to dynamically limit the generated random numbers in accordance with the identified low-success expressions.

2. The system of claim 1 , wherein the generated random numbers are limited so as to increase the occurrence of the generated random numbers corresponding to the low-success expressions.

3. The system of claim 1 or claim 2, wherein the mathematics operation is one of a plurality of possible mathematics operations, wherein the mathematics expression is one of a plurality of possible mathematics expressions,Attorney Docket No.: 095513.00187 wherein each possible mathematics operation defines a corresponding possible mathematics expression, wherein each possible mathematics expression has a corresponding possible correct result, wherein the correct result corresponds to an available tile of a plurality of available tiles, wherein each available tile corresponds to one of the possible correct results, and wherein each of the plurality of available tiles is selectable by the user so as to indicate the correct result from among the possible correct results.

4. The system of claim 3, wherein the low-success expressions are identified from the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result.

5. The system of claim 4, wherein the plurality of available tiles are ranked, and wherein the low-success expressions are identified as the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result and ranked higher than the available tile selected by the user as corresponding to the correct result.

6. A method of executing a dynamic turn-based virtual board game, comprising: generating, via a dice module, random numbers corresponding to a simulated roll of two or more multi-sided dice; executing, via one or more gameplay modules, the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns:Attorney Docket No.: 095513.00187 a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation; identifying, via an evaluation module, one or more low-success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns, dynamically limiting the generated random numbers in accordance with the identified low- success expressions.

7. The method of claim 6, wherein the generated random numbers are limited so as to increase the occurrence of the generated random numbers corresponding to the low-success expressions.

8. The system of claim 6 or claim 7, wherein the mathematics operation is one of a plurality of possible mathematics operations, wherein the mathematics expression is one of a plurality of possible mathematics expressions, wherein each possible mathematics operation defines a corresponding possible mathematics expression, wherein each possible mathematics expression has a corresponding possible correct result, wherein the correct result corresponds to an available tile of a plurality of available tiles, wherein each available tile corresponds to one of the possible correct results, and wherein each of the plurality of available tiles is selectable by the user so as to indicate the correct result from among the possible correct results.Attorney Docket No.: 095513.001879. The method of claim 8, wherein the low-success expressions are identified from the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result.

10. The method of claim 9, wherein the plurality of available tiles are ranked, and wherein the low-success expressions are identified as the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result and ranked higher than the available tile selected by the user as corresponding to the correct result.

11. A non-transitory medium storing computer- readable instructions that when executed by a computing device configures the computing device to perform a method of executing a dynamic turn-based virtual board game, comprising: generating, via a dice module, random numbers corresponding to a simulated roll of two or more multi-sided dice; executing, via one or more gameplay modules, the dynamic turn-based virtual board game over a plurality of turns such that, during each turn of one or more turns: a game-piece of a player is advanced along a plurality of arrayed tiles in accordance with the player inputting a correct result of a mathematics expression defined by the random numbers generated by the dice module for the turn and a mathematics operation; identifying, via an evaluation module, one or more low-success expressions for the player from the generated random numbers and the mathematics operations over the plurality of turns,Attorney Docket No.: 095513.00187 dynamically limiting the generated random numbers in accordance with the identified low- success expressions.

12. The non-transitory medium of claim 11 wherein the generated random numbers are limited so as to increase the occurrence of the generated random numbers corresponding to the low-success expressions.

13. The non-transitory medium of claim 11 or claim 12, wherein the mathematics operation is one of a plurality of possible mathematics operations, wherein the mathematics expression is one of a plurality of possible mathematics expressions, wherein each possible mathematics operation defines a corresponding possible mathematics expression, wherein each possible mathematics expression has a corresponding possible correct result, wherein the correct result corresponds to an available tile of a plurality of available tiles, wherein each available tile corresponds to one of the possible correct results, and wherein each of the plurality of available tiles is selectable by the user so as to indicate the correct result from among the possible correct results.

14. The non-transitory medium of claim 13, wherein the low-success expressions are identified from the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result.Attorney Docket No.: 095513.0018715. The non-transitory medium of claim 13, wherein the plurality of available tiles are ranked, and wherein the low-success expressions are identified as the possible mathematics expressions corresponding to available tiles not selected by the user as corresponding to the correct result and ranked higher than the available tile selected by the user as corresponding to the correct result.

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