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Patent 3190920 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3190920
(54) English Title: GAME TILE SYSTEM
(54) French Title: SYSTEME DE JEU DE TUILES
Status: Compliant
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 3/00 (2006.01)
  • A63H 3/04 (2006.01)
  • A63H 33/06 (2006.01)
  • A63H 33/10 (2006.01)
(72) Inventors :
  • ZIRAN, JUSTIN (United States of America)
  • DELONG, CHAS (United States of America)
  • KINSELLA, BRYAN (United States of America)
  • PIEZAS, JOSH (United States of America)
(73) Owners :
  • NATIONAL ENTERTAINMENT COLLECTIBLES ASSOCIATION, INC. (United States of America)
(71) Applicants :
  • NATIONAL ENTERTAINMENT COLLECTIBLES ASSOCIATION, INC. (United States of America)
(74) Agent: BORDEN LADNER GERVAIS LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2021-08-25
(87) Open to Public Inspection: 2022-03-03
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2021/047552
(87) International Publication Number: WO2022/046907
(85) National Entry: 2023-02-24

(30) Application Priority Data:
Application No. Country/Territory Date
63/069,954 United States of America 2020-08-25
63/171,303 United States of America 2021-04-06

Abstracts

English Abstract

A tile game system is provided that includes a plurality of two-dimensional and three-dimensional components. The two-dimensional components can include a plurality of modular tiles provided in various sizes and configurations that can be joined together to form a grid-based gameplay area. The three-dimensional components can include external boundaries for the gameplay area, internal boundaries, terrain elements such as columns and staircases, and game figures. According to aspects of the present disclosure, the external and internal boundaries can be provided with recessed sections that allow a game figure to be contained within a single grid square and prevent the grid of the gameplay area from becoming warped. According to some aspects of the present disclosure the internal and external boundaries can be illuminated and provided with removable and interchangeable light-permeable skins that allow a user to switch between various illuminated designs.


French Abstract

Système de jeu de tuiles comprenant une pluralité de pièces bidimensionnelles et tridimensionnelles. Les pièces bidimensionnelles peuvent comprendre une pluralité de tuiles modulaires de diverses tailles et configurations qui peuvent être assemblées pour former une zone de jeu en quadrillage. Les pièces tridimensionnelles peuvent comprendre des limites externes pour la zone de jeu, des limites internes, des éléments de terrain tels que des colonnes et des escaliers, ainsi que des figurines de jeu. Selon des aspects de la présente divulgation, les limites externes et internes peuvent être pourvues de sections évidées qui permettent à une figurine de jeu d'être contenue à l'intérieur d'un seul carré de quadrillage et d'empêcher la déformation du quadrillage de la zone de jeu. Selon certains aspects de la présente divulgation, les limites internes et externes peuvent être éclairées et pourvues d'enveloppes amovibles, interchangeables et perméables à la lumière qui permettent à un utilisateur d'alterner entre divers dessins éclairés.

Claims

Note: Claims are shown in the official language in which they were submitted.


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CLAIMS
What is claimed is:
1. A modular tile game system with one or more game tiles and illuminating
components, comprising:
at least one modular illuminated unit of a tile game configured to be
removably
attached to one or more adjacent game tiles, the modular illuminated unit
housing at least
one light source, at least one contactless switch, a power source, and a
controller coupled
to the at least one light source, the at least one contactless switch, and the
power source;
at least one control device configured to actuate the contactless switch;
the contactless switch configured to transmit a control signal to the
controller when
in proximity to the control device;
the controller adapted to alter operation of the at least one light source in
response
to the control signal from the contactless switch.
2. The tile game system of claim 1, wherein the at least one contactless
switch
comprises a magnetically activated switch and the control device generates a
magnetic
field.
3. The tile game system of claim 2, wherein the magnetically activated
switch
comprises a reed switch.
4. The tile game system of claim 2, wherein the magnetically activated
switch
comprises a Hall-effect sensor.
5. The tile game system of claim 1, wherein the modular illuminated unit is
an
illuminated tile unit.
6. The tile game system of claim 1, wherein the modular illuminated unit is
an
illuminated wall unit.
7. The tile game system of claim 1, wherein the modular illuminated unit is
an
illuminated boundary unit.
8. The tile game system of claim 2, wherein the control device is a wand
having a
magnet in at least a first end thereof.
9. The tile game system of claim 2, wherein the control device is a game
figure having
a magnet in a base thereof.
10. The tile game system of claim 2, wherein the magnetically activated
switch defines
an activation area on a portion of a surface of the modular illuminated unit.
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11. A modular tile game system with one or more game tiles and illuminating

components, comprising:
at least one screen frame unit including a frame configured to accept a mobile

computing device having a display screen, the frame having an display opening
adapted to
view the display screen of the mobile computing device when the mobile
computing
device is positioned within the frame, the frame having a peripheral area
surrounding the
display opening adapted to cover at least a portion of a display periphery of
the mobile
computing device when the mobile computing device is positioned therein;
at least one game tile positionable adjacent to the screen frame unit and
having a
surface area formed from one or more base units, the one or more base units
being
dimensioned for a base of a game figure; and
the peripheral area of the frame formed from a plurality of the base units
dimensioned for a base of a game figure.
12. The system of claim 11, wherein the peripheral area of the frame is
textured and
configured to approximate a terrain.
13. The system of claim 12, wherein the mobile computing device is
configured to
generate an image approximating the terrain.
14. The system of claim 11, wherein the peripheral area includes a
plurality of
protrusions, each of the plurality of protrusions being of an equal height
relative to a
bottom of the frame and configured to support a game figure thereon.
15. The system of claim 11, wherein the frame comprises a plurality of
frame
components configured to accept mobile computing devices of various
dimensions.
16. The system of claim 11, comprising a light-permeable skin positionable
within the
display opening and adjacent to the display screen of the mobile computing
device.
17. The system of claim 16, wherein a perimeter of the light-permeable skin
is
configured to mate with a perimeter of the display opening.
18. The system of claim 17, wherein the light-permeable skin includes an
opaque area
configured to prevent light generated by the display screen from passing
therethrough and
a light-transmissive area configured to allow light generated by the display
screen to pass
therethrough.
19. The system of claim 17, wherein the light-permeable skin includes an
opaque area
configured to prevent light generated by the display screen from passing
therethrough and
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one or more apertures disposed through the screen configured to allow light
generated by
the display screen to pass therethrough.
20. The system of claim 19, comprising one or more light-
transmissive pegs configured
to be received within the apertures of the light-permeable skin and distribute
light from the
display screen of the mobile device to an exterior side of the light-permeable
skin.
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Description

Note: Descriptions are shown in the official language in which they were submitted.


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GAME TILE SYSTEM
SPECIFICATION
BACKGROUND
CROSS-REFERENCE TO RELATED APPLICATIONS
This application claims the benefit of U.S. Provisional Patent Application No.

63/069,954, filed August 25, 2020, and United States Provisional Application
No.
63/171,303, filed April 6, 2021. This application is also is a continuation-in-
part of
International Application No. PCT/US2020/026244, filed April 1, 2020, which
claims
priority to U.S. Provisional Application No. 62/827,821, filed April 1, 2019.
and U.S.
Provisional Application No. 62/950,576, filed December 19, 2019. The entire
disclosures
of which are hereby expressly incorporated by reference.
FIELD OF THE DISCLOSURE
The present disclosure relates to a customizable game board tile system that
allows
the construction of a grid layout across a playable area.
RELATED ART
In the realm of role-playing games ("RPG-), a square-gridded map or board is
often
used as the environment in which play is conducted. This consistent and
repeating square-
grid creates the world that establishes relative position of all players -
much the same way
a chess board establishes possible positions of play. Two players who are X
squares away
from each may interact only by the rules governing the X interval. As RPG
entertainment
has evolved, game environments have advanced from one-dimensional paper-based
maps
to sophisticated three-dimensional ("3D") simulations of natural topographies,
landscapes,
and architectures - particularly dungeons - defined as an interior space with
rooms,
hallways, hidden rooms, hidden passages, etc_ In the last example of
architectures, it is the
creation of physical 3D walls (defined as things that separate) that - while
advancing the
immersive experience of RPG play, has warped the continuity of the square-
gridded map
world that is the fabric of excruciatingly detailed game play. Walls (and
other separating
things such as doors and windows) - whether on the border of the tile grid and
table, or
internal to the tile grid - creating hall ways, rooms, building exteriors,
fences and other
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structures where a clear delineation of one side and the other side is
required, impose a real
physical thickness forcing itself on a three-dimensional square-grid. In paper
maps, a wall,
or boundary, is a decorated line that can be imagined and re-imagined as
needed. In
sophisticated 3D environments, boundaries, as they are currently executed ¨ if
not the
width of the square-grid, tither subtract space from the adjacent grid squares
OR expand
the grid by some arbitrary measurement not in line with the natural space of
the game. For
a game paying special attention to detail ¨ real or fantastic, the inability
for game pieces to
occupy the space ¨ the grid squares, they rightfully should can cause play
inconsistencies
as much as physical piece placement problems; often inciting the passions of a
very
committed game community.
Accordingly, what is needed, but has not been developed, is a grid-based three-

dimensional game system that provided for the creation of three-dimensional
internal
barriers, without adversely impacting the continuity of the grid-based game
area.
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SUMMARY
The present disclosure relates to a game tile system addressing a modularly
customizable play-space created via maintenance of a rectilinear grid layout.
The square
or rectangular grid layout can be consistent and uninterrupted throughout the
customizable
play-space. The architecture of the play space utilizes a boundary mechanism
for the
secure attachment of modular boundaries to a modular tile base such that the
base of a
game-piece may fully occupy the grid-square adjacent to the boundary. It also
establishes
a continuous square grid via a boundary locking mechanism with a limited
horizontal
fluctuation to the square grid created by three-dimensional interlocking
tiles.
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BRIEF DESCRIPTION OF THE DRAWINGS
The foregoing features of the disclosure will be apparent from the following
Detailed Description, taken in connection with the accompanying drawings, in
which:
FIG. 1 is a perspective view of components of a tile game system, assembled in
an
exemplary configuration, according to the present disclosure;
FIG. 2 is an exploded view of interior components of the tile game system,
illustrating connections therebetween;
FIG. 3 is an exploded view of external components of the tile game system,
illustrating connections therebetween;
FIG. 4 is a perspective view of components of the tile game system, assembled
in
an exemplary configuration, according to the present disclosure;
FIG. 5 is an exploded view of a modular base tile of the tile game system
according
to the present disclosure;
FIG. 6 is an exploded view of interior components of the tile game system,
according to some aspects of the present disclosure, illustrating connections
therebetween;
FIG. 7 is an exploded view of interior components of the tile game system,
according to some aspects of the present disclosure, illustrating connections
therebetween;
FIG. 8A is a front perspective view of a tile veneer according to the present
disclosure;
FIG. 8B is a rear perspective view of the tile veneer of FIG. 8A;
FIG. 9A is a perspective view of an interior terrain element according to the
present
disclosure;
FIG. 9B is a perspective view of another interior terrain element according to
the
present disclosure;
FIG. 10 is a front view of an adjustable internal boundary according to the
present
disclosure;
FIG. 11 is a perspective view of the adjustable internal boundary of FIG. 10,
in an
assembled configuration, according to the present disclosure;
FIG. 12 is a perspective view of an illuminated external boundary, positioned
in a
first configuration, according to some aspects of the present disclosure;
FIG. 13 is an exploded view of the illuminated external boundary of FIG. 12;
FIG. 14 is a perspective view of the illuminated external boundary of FIG. 12,

positioned in a second configuration;
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FIG. 15 is a perspective view of an illuminated tile section of the
illuminated
external boundary of FIG. 12, positioned in a third configuration, according
to some
aspects of the present disclosure;
FIG. 16 is a perspective view of an illuminated tile unit according to some
aspects
of the present disclosure;
FIG. 17 is a perspective view of the illuminated tile unit of FIG. 16, with a
light
permeable skin removed;
FIG. 18 is a perspective view of an illuminated internal boundary according to

some aspects of the present disclosure;
FIG. 19 is a perspective view of an illuminated external boundary according to

some aspects of the present disclosure;
FIG. 20 illustrates a plurality of game components according to some aspects
of the
present disclosure;
FIG. 21 illustrates a game component of FIG. 20 positioned within the tile
game
system of the present disclosure;
FIG. 22 is a perspective view of a locking clip according to the present
disclosure;
FIG. 23 is a perspective view of another locking clip according to the present

disclosure;
FIG. 24 is a top perspective view of a video framing system according to the
present disclosure;
FIG. 25 is another top perspective view of a frame of the video framing system
of
FIG. 24;
FIG. 26 is a bottom perspective view of the frame of the video framing system
of
FIG. 24;
FIG. 27 is an exploded view of components of the video framing system,
illustrating a connections therebetween;
FIG. 28 is perspective view of the video framing system of FIG. 24, with video

content displayed thereon;
FIG. 29 is a perspective view of the video framing system of FIG. 24 in
connection
with the tile game system of the present disclosure;
FIG. 30 is a side view of the video framing system of FIG. 24 in connection
with
the tile game system of the present disclosure;
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FIG. 31 is a top view of another video framing system according to the present

disclosure;
FIG. 32 illustrates another video framing system according to the present
disclosure, including a plurality of protrusions configured to position a game
figure
thereon;
FIG. 33 is an exploded view of another video framing system according to the
present disclosure;
FIG. 34 is an exploded view illustrating a light permeable skin positioned on
the
video framing system of FIG. 24;
FIG. 35 is a perspective view of the light permeable skin positioned on the
video
framing system of FIG. 24, illustrating operation thereof;
FIG. 36 is a perspective view of another light permeable skin according to the

present disclosure, including receptacles for receiving light permeable pegs;
FIG. 37 is a perspective view of the light permeable skin and pegs of FIG. 36,

illustration operation thereof;
FIG. 38 is a perspective view of another video framing system according to the

present disclosure, positioned vertically on the game tile system of the
present disclosure;
FIGS. 39A and 39B are perspective views showing images on another video
framing system, and placement of a figure on the video framing system to
trigger content
according to the present disclosure;
FIG. 40 illustrates a holographic video framing system according to the
present
disclosure;
FIG. 41 illustrates another holographic video framing system according to the
present disclosure;
FIG. 42 is a perspective view of another video framing system of the present
disclosure, including a clear overlay;
FIGS. 43A-43C illustrate images on the video framing system that are viewable
through the clear overlay of FIG. 42;
FIGS. 44A and 44B are perspective views of a repurposable illuminated tile
system
according to the present disclosure;
FIG. 45 is a perspective view illustrating internal components of the
repurposable
illuminated tile system of FIGS. 44A and 44B;
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FIG. 46 is an exploded view illustrating components of an exemplary
configuration
of the repurposable illuminated tile system of FIGS. 44A and 44B;
FIG. 47 illustrates another exemplary configuration of the repurposable
illuminated
tile system of FIGS. 44A and 44B;
FIG. 48A is a perspective view of the light permeable skin of the repurposable

illuminated tile system of FIG. 46;
FIG. 48B is a partial cross-sectional view of the light permeable skin of FIG.
48A;
FIG. 49 illustrates another light permeable skin of the repurposable
illuminated tile
system of FIG. 46, including a light impermeable image disposed on an interior
side
thereof;
FIG. 50 illustrates an image on the light permeable skin of FIG. 49 that is
viewable
when the illuminated tile system is active;
FIG. 51 illustrates operation of a magnetically activated repurposable
illuminated
tile system according to the present disclosure;
FIG. 52 is a diagram illustrating a tile video system according to the present

disclosure;
FIG. 53 is a diagram illustrating components of an illuminated flow tile of
FIG. 52
according to the present disclosure;
FIGS. 54A-C are diagrams illustrating exemplary configurations of the
illuminated
flow tile of FIG. 53;
FIG. 55A is a perspective view of components of the tile game system of the
present disclosure arranged in an exemplary configuration and including an
illuminated tile
unit in a deactivated state;
FIG. 55B is a perspective view illustrating the illuminated tile unit of FIG.
55A in
an activated state;
FIG. 56A is a perspective view of components of the tile game system of the
present disclosure arranged in an exemplary configuration including an
illuminated tile
unit in a deactivated state;
FIG. 56B is a perspective view illustrating the illuminated tile unit of FIG.
56A in
an activated state;
FIG. 57 is a diagram including perspective views of a plurality of illuminated
tile
units according to the present disclosure;
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FIG. 58 is a top view of a base of an illuminated tile unit according to the
present
disclosure illustrating internal components thereof;
FIG. 59A is a perspective view of components of the tile game system of the
present disclosure arranged in an exemplary configuration including an
illuminated wall
unit in a deactivated state;
FIG. 59B is a perspective view illustrating the illuminated tile unit of FIG.
59A in
an activated state;
FIG. 60 is a perspective view of components of the tile game system of the
present
disclosure arranged in an exemplary configuration including an illuminated
exterior
boundary unit in an activated state;
FIGS. 61A-D are top views of components of the tile game system of the present

disclosure arranged in an exemplary configuration including a plurality of
illuminated tile
units;
FIG. 62 is a top view of a game tile unit according to the present disclosure
including a modular illumination unit positioned therein;
FIG. 63 is a perspective view of the tile game system according to the present

disclosure having wireless power transfer components arranged in an exemplary
configuration;
FIG. 64 is a perspective view illustrating components of a game tile having
wireless power transfer components therein; and
FIG. 65 is a perspective view of the tile game system according to the present

disclosure having wireless power transfer components arranged in an exemplary
configuration.
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DETAILED DESCRIPTION
The present disclosure relates to a customizable game board tile system that
allows
the construction of a grid layout across a playable area. The present
disclosure is not
limited to embodiments having specific dimensions. Thus, any dimensions
provided
herein are exemplary and are not intended to limit the scope of the present
disclosure.
FIG. 1 is a perspective view of an exemplary tile game system, indicated
generally
at 100, of the present disclosure. The tile game system 100 includes a
plurality of modular
components that can be arranged to form a customized playable area. One or
more game
figures 108 and/or game components 188 (see FIG. 21) can be positioned within
the
customized playable area and moved by users (e.g., players) during gameplay.
The components include a plurality of tiles, provided in various sizes and
configurations, which can be connected to form a continuous grid-based playing
surface.
The components can also include external boundaries, internal boundaries, and
other
gameplay elements. As shown in FIG. 1, the tile game system 100 can include
2x2 tiles
102a-d, one or more 2x8 tiles 104, and one or more 4x4 tiles 106a and 106b.
The 2x2 tiles
102a-d can represent a base unit, with other tiles of the game system 100
having
dimensions that can represent multiples of the base unit. For example, a 2x8
tile can have
the same dimensions as four (4) 2x2 tiles arranged alongside each other (e.g.,
in a row) and
a 4x4 tile can have the same dimensions as four (4) 2x2 tiles arranged in a
square pattern.
As such, any number of the tiles disclosed herein can be arranged to form a
continuous
repeating grid pattern having a lx1 base unit (e.g., a grid square 150, shown
in FIG. 4).
The given dimensions of the tiles (e.g., lxl, 1x4, and 2x2) represent
arbitrary units and
could represent any real-world dimension. Of course, the tiles do not have to
form a grid
with square base units and tiles of other shapes (e.g., rectangles, triangles,
hexagons, etc.)
can be used to form a continuous grid pattern for the playing surface.
Additionally, the
tiles of the present disclosure can include other shapes having non-linear
sides (e.g.,
curves), a mixture of linear and non-linear sides, and can be three
dimensional (e.g., not
being a flat tile). For example, one or more tiles of the present disclosure
can be formed as
tunnels that represent naturally occurring cave systems. Furthermore, the tile
game system
100 of the present disclosure can include tiles having one or more
configurations. As such,
tiles having linear sides and forming a rectilinear grid pattern (e.g., as
shown in FIG. 1) can
be joined with tiles having curved sides that do not form a rectilinear, or
any other, grid
pattern.
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As shown in FIG. 1, the components can also include, but are not limited to,
one
or more external boundaries 110a-d, external boundaries with design features
(e.g., doors,
windows, wall treatments, etc.) 112, exterior wall corners 114a and 114b,
interior wall
corners 116a and 116b, exterior boundary caps 118a and 118b, interior
boundaries 120a-d,
interior boundaries with design features (e.g., doors, windows, wall
treatments, etc.) 122,
and adjustable internal boundaries 124.
FIG. 2 is an exploded view of components of the tile game system 100,
illustrating
connections therebetween. More specifically, the components of the tile game
system 100
shown in FIG. 2 include a first modular base tile 102a, a second modular base
tile 102b, an
internal boundary 120, and a locking clip 126. As shown, internal boundary 120
includes a
decorative section 128, a recessed decorative section 130, and one or more
attachment
sections 132. Attachment sections 132 protrude downward from the recessed
decorative
section 130. The attachment sections 132 can be, for example, rigid, partly
rigid, plastic,
etc.
As shown, the attachment sections 132 of internal boundary 120 can be
configured
as two (2) metal plates inserted between the adjacent sides of the modular
base tiles 102a
and 102b, such that each of the two (2) protruding metal plates is on either
side of the
locking clip 126. Furthermore, when assembled (see FIG. 3), the recessed
decorative
section 130 begins at the point where the adjacent sides of tiles 102a and
102b no longer
contact attachment sections 132 and continues upward until decorative section
128. The
attachments sections 132 of internal boundary 120, or other game components
described
herein (e.g., other internal boundaries, adjustable boundaries, illuminated
boundaries,
terrain elements, and the like), can be inserted between the adjacent sides of
the modular
base tiles 102a and 102b at any time (e.g., before, during, or after
connection of the
modular base tiles), for example, by sliding the attachment sections 132 into
a small gap
between the adjacent sides of the modular base tiles 102a and 102b. Likewise,
the
attachments sections 132 of internal boundary 120 can be removed at any time
by sliding
them out from between the modular base tiles. As such, game components having
attachment sections 132, such as internal boundary 120, can be quickly
inserted and
removed, thereby enabling a user quickly reconfigure the gameplay area of the
of the tile
game system 100. Furthermore, adjacent modular base tiles (e.g., tiles 102a
and 102b) that
are joined together (e.g., by clip 126) do not need to be disassembled, or
significantly
displaced, in order to insert or remove a game component having the attachment
sections
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132 from the game play area. Accordingly, a user can reconfigure game
components
having the attachment sections 132 within the game play area, without
reconfiguring the
modular tiles thereof.
According to other aspects of the present disclosure, the internal boundary
120 can
include a decorative top section having a reduced thickness and a bottom
attachment
section, which can perform the functions of the decorative section 128, the
recessed
decorative section 130, and the attachment sections 132, discussed above. For
example,
the decorative top section of reduced thickness can have a height that
encompasses the
combined heights of the recessed decorative section 130 and the decorative
section 128 of
internal boundary 120 and the decorative top section can have, for example, a
thickness at
any point along its height, that is no greater than the thickness of the
recessed decorative
section 130, so that the thickness of the decorative top section is sufficient
to maintain the
secure attachment of the bottom attachment section.
According to other aspects of the present disclosure, the attachment sections
132 of
internal boundary 120 can be composed of any rigid or partly rigid production
material,
including metal or plastic. The attachment sections 132 can be configured in
any plate or
non-plate format that inserts between the modular base tiles 102a and 102b.
Because the
attachment sections 132 are retained between the modular base tiles 102a and
102b, the
internal boundary 120 is limited in rotational motion along the axis of the
downward
protrusions 132 and limited in back and forth tipping motion along the axis
defined by the
length of the internal boundary 120.
For example, attachment sections 132 can be configured as metal posts, metal
wires, plastic posts, or any other rigid or partly rigid material in a post-of-
minimal-
diameter format that provides structural rigidity of the decorative section
128 and the
decorative recessed section 130 of the internal boundary 120 (or the thin
decorative top
section and bottom attachment section of the alternate internal boundary,
described above),
relative to the base tiles 102a and 102b, and can be configured to be less
than or equal to
the width of a gap 134 (see FIG. 3) between adjacent sides of the modular base
tiles 102a
and 102b when connected via locking clip 126.
According to other aspects of the present disclosure, the attachment sections
132
can be configured as a single thin plate or one or more (non-plate) posts
positioned on one
side of the locking clip 126 when inserted between the modular base tiles 102a
and 102b.
In this example, two protruding posts or a single thin plate protrusion can
perform the
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same function as the attachment sections 132, thereby limiting rotational and
tipping
motion of the internal boundary 120.
The modular base tiles described herein can be reversible, with a first design
side
and a second design side on the respective top and bottom sides thereof, such
that each side
can display a different type of surface material (e.g., wood planks vs. stone
slabs). The
surface material designs for the modular base tiles 102 can also include
naturally forming
wood, stone, other organic textures, and the like. For example, as shown in
FIG. 2,
modular base tile 102a can include a first design side 170 with stone slab
design elements
and a second design side 168 with wood plank design elements. Modular base
tile 102b
can be similarly configured, including a first design side 170 with stone slab
design
elements and a second design side 168 with wood plank design elements.
Furthermore, the
surface details of the first and second design sides can be
sculpted/manufactured such that
design details across the grid square crest at the same height allowing a
round (or square)
game figure base to sit flat on the surface.
FIG. 3 is an exploded view of components of the tile game system 100,
illustrating
connections therebetween. More specifically, the components of the tile game
system 100
shown in FIG. 3 include an external boundary 110 and an exterior boundary cap
118. As
shown, external boundary 110 includes a connecting section 136, a decorative
recessed
section 138 extending from the connecting section 136 (from a height generally
even with
the top surfaces of the modular base tiles 102a and 102b) and a decorative
section 140.
According to some aspects of the present disclosure, external boundary 110,
rather
than including the decorative section 140, the recessed decorative section
138, and the
connecting section 136, can include, for example, two (2) sections, for
example, an
external thin decorative top section and an external bottom connecting
section. In this
embodiment, the external thin decorative top section can be formed such that
its height is
generally equal to the combined heights of the recessed decorative section 138
and the
decorative section 140 and the external thin decorative top section can have,
for example, a
thickness, at any point along its height, that is less than or equal to the
thickness of the
recessed decorative section 138, discussed in connection with FIG. 3. The
thickness of the
recessed decorative section 138 can be the thickness along a vertical surface
142
emanating from connecting section 136 at a point no higher than a surface of
the modular
base tiles 102a or 102b and said vertical surface 142 -can be positioned at
the same
distance from an edge 144 (see, e.g., FIG. 4) of an adjacent side of a base
tile 102 as a
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vertical surface 146 of the decorative recessed section 130 of the interior
boundary 120 is
from the edge 144 of the modular base tiles 102a or 102b that is adjacent to
interior
boundary 120.
FIG. 4 is a perspective view of the components of the tile game system 100,
assembled in an exemplary configuration. More specifically, the configuration
shown in
FIG. 4 includes a first modular base tile 102a, a second modular base tile
102b, an internal
boundary 120, an external boundary 110, an exterior boundary cap 118, and a
game figure
108. the game figure 108 includes a base 148 with a diameter that can be equal
to the
length of a grid square 150a, which can be consistent across every square in
the playing
space. As shown in FIG. 4, the base of figure 108 can be configured to occupy
only a
single grid square 150a, without overlapping unintended grid squares 150b-c.
Making this single grid square occupation possible are the recessed sections
130
and 138 of the internal boundaries 120 and the external boundaries 110,
respectively. The
increased width of the decorative sections 128 and 140 (which would otherwise
force base
148 out of grid square 150a) begins above base 148, such that the height of
the recessed
sections 130 and 138 is greater than the height of base 148 from the reference
point of the
surface plane of the modular base tiles 120a and 120b. This height discrepancy

subsequently provides a clearance allowing a portion of base 148 to situate
under a ridge
created by the junction of the decorative sections 128 and 140 to decorative
recessed
sections 130 and 138, respectively.
Furthermore, while not a system requirement, the minimal height of the
decorative
recessed sections 130 and 138 required to provide clearance for base 148
ensures that the
decorative sections 128 and 140 of the boundaries 120 and 110 are the primary
visual
component perceived during game play.
According to some aspects of the present disclosure, a larger game figure can
be
provided. For example, tile game system 100 can include a larger game figure
on a base
having a diameter that is a multiple of the length of the sides of grid
squares 150. In this
embodiment, the mechanics of appropriate grid square occupation are
maintained, where
the height of the base is less than the height of the recessed sections 130
and 138, allowing
a portion of the base of the larger game figure to be positioned within the
recessed areas
defined by the decorative recessed sections 130 and 138 of the internal
boundary 120 and
external boundary 110, respectively. Accordingly, the base of the larger game
figure can
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appropriately occupy a larger area created by the combination of, for example,
grid squares
150a-d.
According to other aspects of the present disclosure, the base of game figure
108
can be implemented as a square with side lengths matching a grid square 150 or
a multiple
thereof, which illustrates the non-restrictive nature of the continuous square-
grid tile
system 100. As such, the size of the base of the game figure is only limited
by the size of
the game play area.
FIG. 5 is an exploded view of a base tile 102 showing multiple internal
recessed
spaces 152a-d inside the modular base tile 102 to allow insertion of magnets
196a-d, which
can enable a magnetic connection to game components placed on top of the
tiles, such as
furnishings, terrain, and building components such as columns.
FIG. 6 is an exploded view of components of the tile game system 100,
illustrating
connections therebetween. More specifically, the components shown in FIG. 6
include a
first base tile 202a, a second base tile 202b, an internal boundary 220, and a
magnetized
locking clip 226. As shown, the magnetized locking clip 226 can be similar to
locking clip
126, described herein, with the addition of a magnet 254 disposed therein. As
such, the
magnetized locking clip 226 can secure the attachment of modular base tiles
202a and
202b and can secure a magnetically attractable piece 230 of the interior
boundary 220. The
magnetically attractable piece 230 of the interior boundary 220 can be similar
to the
recessed decorative section 130 of interior boundary 120, except that
magnetically
attractable piece 230 can be formed from a (e.g., ferrous) material that is
attracted to the
magnet 254.
Additionally, one or more horizontal locking tabs 256 can be provided at the
base
of the interior boundary 220, securing the boundary 220 to the modular base
tiles 202a and
202b. For example, as shown in FIG. 6, the internal boundary 220 can include
first and
second horizontal locking tabs 256a-d (collectively, locking tabs 256)
extending from the
magnetically attractable piece 230 and the modular base tiles 202a and 202b
can be
provided with reciprocal notches 258a-d (collectively, notches 258) that are
configured to
receive the horizontal locking tabs 256 of the interior boundary 220, thereby
maintaining
the boundary 220 in an upright position. According to certain aspects of the
present
disclosure, the horizontal locking tabs 256 and the reciprocal notches 258 can
be
configured to frictionally engage each other and can be provided in place of,
or in addition
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to, the magnet 254 of the magnetized locking clip 226 and the magnetically
attractable
piece 230 of the interior boundary 220.
According to other aspects of the present disclosure, the horizontal locking
tabs 256
at the base of the interior boundary 220 can extend outward and can be
configured as
pressure fit dimples or nubs slotting into receptacles below the visible
surface area of the
modular base tiles 202. In this configuration, the design continuity of the
playable square
grid is maintained. According to still further aspects of the present
disclosure, interior
boundary 220 can be provided with one or more attachment sections, similar to
attachment
sections 132 of interior boundary 120, described in connection with FIG. 2.
FIG. 7 is an exploded view of components of the tile game system 100,
illustrating
connections therebetween. More specifically, the components shown in FIG. 7
include a
first modular base tile 302a, a second modular base tile 302b, an interior
boundary 320,
and a locking clip 126. As shown, modular base tiles 302a and 302b can be
configured
with pressure or friction fit tabs 358a-d supporting the interior boundary
320, configured
without an attachment section (e.g., attachment sections 132), and configured
as either an
interior boundary of uniform thickness, for example, the thickness of the
recessed
decorative section 130, or as an internal boundary configured with two (2)
sections,
including a recessed decorative section and decorative section. For example,
as shown in
FIG. 7, the interior boundary 320 includes a decorative section 328 and a
recessed
decorative section 330. Furthermore, the recessed decorative section 330 can
include
notches 360a and 360b. Further still, tabs 358a-d and notches 360a and 360b
can be
configured to frictionally engage each other, thereby securing interior
boundary 320 in an
upright position, generally perpendicular to the modular base tiles 302a and
302b.
Accordingly, the present disclosure includes an attachment mechanism that
positions a boundary (e.g., interior boundaries 120, 220, and 320) at the
meeting points of
(e.g., between) modular base tiles (e.g., modular base tiles 102, 202, and
302) such that the
boundary refrains from infringing upon the area of a grid square (e.g., grid
square 150) at
any point below the height of a game figure base (e.g., base 184), as shown,
for example,
in FIG. 4.
FIG. 8A is a front view of a tile veneer 160 and FIG. 8B is a rear view of the
tile
veneer 160. the modular tiles of the present disclosure (e.g., modular base
tiles 102, 202,
and 302) can be provided with one or more tile veneers 160 (see FIG. 1) that
can clip onto
the edges of the modular base tiles, so as to conceal the attachment points
normally used to
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insert a locking clip (e.g., clip 126). A front side 162 of these veneers 160
can include the
same surface material design as the modular tiles (e.g., wood planks Or stone
slabs), and a
rear side 164 can feature one or more protrusions 166a-c to pressure fit into
the attachment
points normally used to insert a clip 126 into the modular base tiles.
According to some aspects of the present disclosure, the tile game system 100
can
include one or more free-standing interior terrain elements, which can be
positioned
throughout the gameplay area. For example, FIG. 9A is a perspective view of an
interior
terrain element 172, which is configured to represent a pillar (e.g., a wood
column). As
shown, interior terrain element 172 can include one or more attachment
sections 174,
which can function similar to the attachment sections 132 of interior boundary
120. FIG.
9B is a perspective view of an interior terrain element 192, which is
configured to
represent a stairwell. As shown, interior terrain element 192 can also include
one or more
attachment sections 194, which can function similar to the attachment sections
132 of
interior boundary 120. As such, one or more interior terrain elements can be
positioned
within the gameplay area by inserting the one or more attachment sections
between
adjacent tiles (e.g., modular base tiles 120). In addition to the interior
terrain element 172
shown in FIG. 9A and the interior design element 192 shown in FIG. 9B, the
interior
terrain elements of the present disclosure can be provided in additional
configurations,
such as other stairwells, spiral staircases, light posts, and the like.
FIGS. 10 and 11 illustrate an adjustable internal wall system for defining
internal
walls within the grid-space of a single modular base tile according to some
aspects of the
tile game system 100 of the present disclosure. More specifically, FIG. 10 is
a front view
of an adjustable internal boundary 124 and FIG. 11 is a perspective view of
the adjustable
internal boundary 124 positioned on the modular tiles of the present
disclosure. As shown
best in FIG. 10, adjustable internal boundary 124 can include one or more
stabilized
sections 176, one or more non-stabilized sections 178, and hinge points 180.
As shown,
both the stabilized sections 176 and the non-stabilized sections 178 of the
adjustable
internal boundary 124 can be configured with the decorative and functional
characteristics
of the internal boundary 120 (see, e.g., FIG. 2), including decorative
sections 182, recessed
decorative sections 184, and attachment sections 186. As shown, the non-
stabilized
sections 178 do not include an attachment section 186. Attachment sections 186
can be
similar to the attachment sections 132, as discussed herein. As such, the
attachment
sections 186 can be, for example, rigid or partly rigid and formed from metal,
plastic,
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composite materials, or any other suitable material for securing the
adjustable internal
boundary 124 to the tile game system 100 of the present disclosure.
As shown in FIG. 11, the adjustable internal boundary 124 can be configured
such
that the attachment sections 186 of the stabilized sections 176 are inserted
between
adjacent sides of the modular base tiles 102a-c, thereby preventing rotational
motion about
the attachment sections or any back and forth tipping motion along the axis
defined by the
length of the boundary. According to some aspects of the present disclosure,
each of the
stabilized sections 176 and the non-stabilized sections 178 are less than
(e.g., half) the
width of the internal boundary 120, such that each of the stabilized sections
176 and the
non-stabilized sections 178 can have a width that is equal to the length of a
single grid
square unit of the tile game system 100 of the present disclosure. The hinge
points 180 can
connect the stabilized sections 176 and the non-stabilized sections 178
together (e.g., as a
single unified piece), and allow the stabilized sections 176 and the non-
stabilized sections
178 to pivot independently, for example, along a 180-degree angle of motion.
As with the
internal boundary 120, discussed in connection with FIG. 4, the decorative
sections 182
and the recessed decorative sections 184 of the adjustable internal boundary
124 allow a
game figure base 148 to occupy only an intended grid-square 150 of the tile
game system
100 of the present disclosure.
According to some aspects of the present disclosure, the hinge points 180 can
be a
flexible material added to the exterior ends of the stabilized and non-
stabilized sections
176 and 178. However, the hinge points 180 can utilize any pivoting hinge
mechanism
such as an injected living hinge between sections, a flexible material hinge
connected
internally to the ends of the sections 176 and 178, a magnetic hinge where
sections 176 and
178 are connected magnetically whilst still allowing a pivoting action, a
mechanical hinge,
or any other existing mechanical hinge design suitable for pivotably joining
sections 176
and 178 of the adjustable internal boundary 124.
As shown in FIGS. 10 and 11, the stabilized sections 176 can include a single
hinge
point 180 on one side thereof and a terminating standard boundary side,
without a hinge
point 180. Additionally, according to some aspects of the present disclosure,
each
stabilized section 176 can have hinge points 180 on either side thereof,
allowing both sides
of a stabilized section 176 to be connected to multiple non-stabilized
sections 178, such
that a continuing arrangement of stabilized and non-stabilized sections can
extend across
the tiles of the game system 100. Additionally, a non-stabilized section 178
can also be
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coupled to additional non-stabilized sections 178 on either side thereof. For
example, the
adjustable internal boundary can include two stabilized sections 176 at
opposite ends
thereof, with any number (e.g., one or more) of non-stabilized sections 178
therebetween,
connected via hinge points 180. A benefit of multiple hinge points 180 is
apparent with a
game design requiring the inclusion of an interior wall that bisects a 4 x 4
tile 106. For
example, as a 4 x 4 tile 106 can be single piece, with no seams (as opposed to
a 4x4 area
created by four (4) 2 x 2 modular base tiles 102), the attachment section 132
of an internal
boundary 120 is not operable. As such, stabilization points via the attachment
section 132
of an internal boundary 120 must occur along the perimeter of the 4 x 4 tile
106.
Accordingly, a configuration of the adjustable internal boundary 124,
including one or
more stabilized sections 174 coupled to multiple non-stabilized sections 178,
allows the
uninterrupted flow of stabilized internal boundaries 124 across any size tile
area.
FIGS. 12-15 illustrate an external boundary with lighting 410, according to
some
aspects of the present disclosure. More specifically, FIG. 12 is a perspective
view of the
external boundary with lighting 410 arranged in a first (e.g., docked)
configuration, FIG.
13 is an exploded view of the external boundary with lighting 410, FIG. 14 is
a perspective
view of the external boundary with lighting 410 arranged in a second
configuration, and
FIG. 15 is a perspective view of the external boundary with lighting 410
arranged in a third
configuration. As shown in FIGS. 12-15, the external boundary with lighting
can be
arranged in multiple configurations for lighting the tile game system 100 of
the present
disclosure. The external boundary with lighting 410 can include a docking
section 412
and a separated lighted tile segment 414 having a front face 416 with an
receptacle 418 that
exposes a light source 420, and a back face 422 with a control opening (not
shown) for
manipulating led operation. As shown in FIG. 12, the lighted tile segment 414
can be
seated within a recessed area 424 in docking section 412. According to some
aspects of
the present disclosure, the external boundary with lighting 410 can be
configured to have
the have the same exterior dimensions as the external boundary 110.
As shown in FIG. 14, the external boundary with lighting 410 can be configured

such that the lighted tile segment 414 can be seated on top of the docking
section 412.
More specifically, the lighted tile segment 414 can include a channel 426 (or
other clip
system) created between the front face 416 and the back face 422 of the
lighted tile
segment 414, which can be sized to clip onto (e.g., positioned on, via
friction fit or the
like) a rear wall 428 of the external boundary with lighting 410
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The lighted tile segment 414 can also be provided with a light transmitting
element
430 that depicts a light emitting source, for example, a torch. The light
transmitting
element 430 can be formed from any material that allows light from the light
source 420 to
pass therethrough and can include a (e.g., cylindrical, plug-like) protrusion
extending from
a back surface thereof. The protrusion can be configured to be received by,
and mate with,
the receptacle 418 of the lighted tile segment 414. The light transmitting
element 430 can
be shaped to represent any light emitting source and can be formed from any
material that
can be illuminated via the protrusion. The protrusion can be integrally formed
with the
light transmitting element 430, or formed as a separate component, and can
serve the dual
purpose of acting as a conduit for light, and as friction fitting into the
receptacle 418 of the
lighted tile segment 414. The light transmitting element 430 can be formed to
represent,
but is not limited to, a miniature sign or engraving, a facial model such as a
skull or mask,
a figure, or some effect particular to the space, such as fire or energy.
According to some aspects of the present disclosure, the lighted tile segment
414,
utilizing the channel clip system described above (e.g., channel 426), can be
seated on an
internal boundary 120. For example, the thickness of the internal boundary 120
and the
thickness of the rear wall 428 of the docking section 412 (e.g., the remaining
thin wall of
the external boundary with lighting 410 after the lighted tile segment 414 is
removed) can
be configured to be approximately equal. Likewise, the width of the channel
426 of the
lighted tile segment 414 can be configured to accept both the rear wall 428 of
the docking
section 412 and the internal boundary 120. Furthermore, the width of the
channel 426 of
the lighted tile segment 414 can also be configured to clip on to, and to
accept, both the
stabilized sections 176 and the non-stabilized sections 178 of the adjustable
internal
boundary 124.
As shown in FIG. 15, the lighted tile segment 414 of the external boundary
with
lighting 410 can be joined with one or more modular tiles of the tile game
system 100. For
example, the lighted tile segment 414 can have an external length and width
that are
approximately equal to one (1) grid-square 150 unit length of a modular tile
(e.g., tile 102,
104, or 106) of the tile game system 100 and the lighted tile segment 414 can
have a depth
(defined as the distance between the front face 416 and the back face 422)
that can be
approximately equal to the depth of a modular base tile (e.g., modular base
tile 102), where
the depth of the modular base tile is the distance from the top of the pattern
on one side of
the tile to the top of the pattern on the opposing side of the tile.
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The lighted tile segment 414 can be provided with a light transmitting element

430b. For example, the light transmitting element 430b can be a scaled model
of a light
emitting source, such as a ground based fire shown in FIG. 15. The light
transmitting
element 430b can rest on the receptacle 418 of the lighted tile segment 414,
and when the
light source 420 is activated, the miniature model illuminates accordingly.
According to
other aspects of the present disclosure, a miniature model of a light emitting
source (e.g.,
light transmitting element 430b) can also be configured with a protrusion such
that it mates
with the receptacle 418. The light transmitting element 43011 can be anything
intended to
illuminate via a protrusion, which can serve the dual purpose of acting as a
conduit for
light and as a friction fitting into the receptacle 418. For example, the
light transmitting
element 430b can be formed to represent, but is not limited to, a miniature
sign or
engraving, a figure, a light post or some atmosphere effect particular to the
space, such a
fire or energy. According to some aspects of the present disclosure, the
lighted tile
segment 414 can include a protrusion configured as a connective means to the
receptacle
418 for light transmittable piping to illuminate a game figure, or the like.
According to other aspects of the present disclosure, multiple units of the
lighted
tile segment 414 can be joined together (e.g., via locking clips 126) to form
a larger game
tile, for example, a 2x2 grid-square modular base tile 102. Also, a
complementary
modular base tile can be provided that, when combined with one or more lighted
tile
segments 414, can form a complete modular tile (e.g., 2x2 unit grid-square).
For example,
where only a single lighted tile segment 414 is provided, the complementary
modular base
tile can be "V" shaped, composed of three single grid squares arranged in a 90-
degree
pattern. According to another example, where two (2) adjacent lighted tile
segments 414
are provided, the complementary modular base tile to complete the 2x2 four
unit grid-
square can be a 2x1 modular base tile.
FIGS. 16 and 17 are perspective views of an illuminated tile unit 506 having a

replaceable light permeable decorative skin 508. More specifically, FIG. 16
shows the
illuminated tile unit 506 with the replaceable light permeable decorative skin
508 arranged
thereon and FIG. 17 shows the illuminated tile unit 506 with the replaceable
light
permeable decorative skin removed.
As shown in FIG. 17, the illuminated tile unit 506 can be configured as a 4x4
grid-
square unit having an illuminating function - whether by LED, incandescent,
electroluminescent or some other light transmitting means, whereby light is
transmitted
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upwards. For example, the illuminated tile unit 506 can include a base having
one or more
(e.g., an array of) LED lights. Furthermore, the illuminated tile unit 506 can
include a
pressure-activated light function (e.g., via a switch or button) whereby light
operations,
such as ON and OFF, and light settings, such as color, brightness, and effects
(e.g., fade,
blink, pulse, etc.), can be accessed by downward pressure applied to an
illuminating face
514 of the illuminated tile unit 506.
As shown in FIG. 16, the light permeable decorative skin 508 can include a
decorative side 516 including an opaque skin area 518 that prevents the
transmission of
light and a light permeable skin area 520 that permits the transmission of
light. The light
permeable decorative skin 508 can also include a translucent skin area that
allows for the
transmission of light subject to the characteristics of the material of which
light permeable
decorative skin 508 is composed.
The depth of the illuminated tile unit 506, including both the replaceable
light
permeable decorative skin 508 and base 510, can be approximately equal to the
depth of a
modular base tile (e.g., tile 102, 104, or 106). For example, if the depth of
modular base
tile 102 is 8mm and the base 510 of the illuminated tile unit 506 is 6mm, then
the light
permeable decorative skin 508 can be 2mm. Conversely, if the light permeable
decorative
skin 508 is 6mm, then the base 510 of the illuminated tile unit 506 can be
approximately
2mm.
According to other aspects of the present disclosure, the light permeable
decorative
skin 508, whilst maintaining the above defined light transmitting
characteristics, can be
voluminous, exhibiting physical protrusions upward that can emulate natural
terrain
formations such as rocks, boulders, lava flows, water flows, pools,
vegetation, etc. and
built terrain formations such as ruins, architecture, and other non-naturally
occurring
voluminous formations.
Furthermore, while an exemplary configuration of the illuminated tile unit 506
is
shown in FIGS. 16 and 17 as a 4x4 size illuminated tile 506 including a 4x4
size light
permeable decorative skin 508, other shapes and sizes such as a lx 1 , 2x2,
3x3, 5x5, etc., or
any irregularly shaped tile including, but not limited to, a 2x3, 2x4, "V"
shaped 3x1, etc.
are included within the scope of the present disclosure.
Additionally, as shown in FIGS. 16 and 17, the illuminated tile unit 506 can
be
coupled to an external power source 522 for powering the illuminated tile unit
506 (e.g.,
providing power to the one or more LED lights 512). Additionally, or
alternatively, the
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illuminated tile unit 506 can also include an internal power source (e.g., one
or more
batteries) driving the illuminating function, making the illuminated tile 506,
a self-
contained unit.
The tile game system 100 of the present disclosure can include a plurality of
light
permeable decorative skins 508, with different types of illuminating patterns.

Furthermore, a first light permeable decorative skin 508 can be removed from
the base 510
of the illuminated tile unit 506 and replaced with a second light permeable
decorative skin
having a different illuminating pattern, such that consumers have the ability
to utilize a
plurality of different replaceable light-permeable decorative skins 508,
without requiring
replacement of the base 510 of the illuminated tile unit 506, and thereby
enjoying the light-
transmitting functionality, while limiting the consumer cost associated with
the investment
in light-emitting technology in the base 510 of the illuminated tile unit 506
of the tile game
system 100.
According to other aspects of the present disclosure, the illuminated tile 506
and
replaceable light-permeable decorative skin 508 can be configured in a 2x2
grid-unit
square format and provided in a multiplicity. These 2x2 illuminated tile units
(and
illuminated tile units 506) can furthermore be configured such that the
multiplicity of units
can be remotely controlled by a separate control unit, whether by RF,
Bluetooth, Wi-Fi, IR,
or other remote control technology that has the ability of actuating
synchronized light
function change on the multiplicity of illuminated tile units.
According to some aspects of the present disclosure, the illuminated tile
units 506
can be placed in an adjacent position to each other, for example, either side
to side, or
corner to corner, in a meandering or directed pattern, within the tile game
system 100. For
example, a plurality of paired replaceable light-permeable decorative skin
pieces 508 can
be configured with decorative side 516 designs representative of a unified
path of flow.
This unified path of flow can be presented as naturally occurring flows,
including but not
limited to, lava flows, water flows, and in the world of fantasy, energy
flows, fire flow, ice
flows, electricity flows, stone path flows, crystal flows, organic matter
flows, and the like.
These flows can also be presented as non-natural occurring flows, including
but not limited
to, built pathways or architectures represented as stone, masonry, steel or
other built items
of a modern, futuristic, fantastic, or ancient styles.
Furthermore, each of the illuminated tile units 506 can be controlled,
separately or
together, by one or more controllers, such that an effect of flow can be
attained among the
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plurality of units comprising the unified path flow. As an example, where the
plurality
illuminated tile units 506 and the replaceable light-permeable decorative skin
pieces 508
are configured to represent a stream or river, a prescribed light operation
can toggle light-
emission between light blue, blue, and dark blue. This random oscillation of
hues of blue
amongst the plurality of replaceable light-permeable decorative skin units 508
can provide
the illusion of flowing water.
FIG. 18 is a perspective view of an illuminated internal boundary 620
including a
base tile portion 622 and a vertical wall 624. As shown, the vertical wall 624
can be
coupled to an edge of the base tile 622 and extend upward at a generally
perpendicular
angle thereto, such that the vertical wall 624 can be positioned between the
base tile 622
and an adjacent tile (e.g., tiles 102, 104, or 106). Similar to interior
boundary 120, the
illuminated internal boundary 620 can include a recessed section 626 at the
bottom of the
vertical wall 624, allowing for a base 148 of a game figure 108 (see FIG. 4)
to extend
therein and preventing the base 148 of the game figure from extending onto one
or more
adjacent grid squares 150.
The vertical wall 624 of the of the illuminated internal boundary 620 can
include a
backlight 628 and a light permeable skin 630. The backlight can be formed from
a light-
transmissive and/or scattering material and can include a light source (e.g.,
LED edge-
lighting) that projects light in one or more directions (e.g., perpendicular
to each vertical
side of the backlight 628). Additionally, the light source of the backlight
628 can be
coupled to an external power source, or a power source (e.g., a battery) can
be positioned
within the base tile 622. Furthermore, the base tile 622 can include a button
632, or the
like for controlling operation of the backlight 628. For example, similar to
the illuminated
tile unit 506, the backlight 628 can be configured with a plurality of
programs, such as for
varying the colors and patterns of the light produced by the light source.
As shown in FIG. 18, the light permeable skin 630 can be positioned directly
adjacent to, and cover, the backlight 628, such that the backlight is not
visible when
viewed from a direction normal thereto. The light permeable skin 630 can be
removably
attached to the backlight 628 (e.g., via clips 634 or the like) and a light
permeable skin 630
can be positioned on either side of the backlight 628. The light permeable
skin 630 can be
substantially similar in form and function to the light permeable decorative
skin 508, and
thus, can include an opaque skin area 636 and a light permeable skin area 638,
allowing
light from the backlight 628 to pass therethrough in a predetermined pattern.
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According to other aspects of the present disclosure, the illuminated internal

boundary 620 can be configured to have a generally similar form to internal
boundary 120.
Specifically, the vertical wall 624 if the illuminated internal boundary 620
can include a
power source for powering the backlight 628 and a button 632, or the like, for
controlling
operation thereof, and therefore does not need to be coupled to the base tile
622.
FIG. 19 is a perspective view of an illuminated external boundary 710 of the
tile
game system 100 of the present disclosure. Illuminated external boundary 710
can be
substantially similar in form as the external boundary 110 and substantially
similar in
function as the illuminated internal boundary 620, except for the distinctions
noted herein.
As shown, the illuminated external boundary 710 can include a base 712 with
one or more
apertures 714 (e.g., apertures 714a-c) configured to accept a locking clip 126
for
attachment to one or more adjacent tiles (e.g., tiles 102, 104, 106, or any
illuminated tile or
segment disclosed herein), a vertical backlight 716 extending generally
perpendicular from
the base 712, and one or more light permeable skins 718 removably attached to
one, or
both, sides of the backlight 716. The light permeable skin 718 can be
substantially similar
in form and function to the light permeable decorative skin 508, and thus, can
include an
opaque skin area 722 and a light permeable skin area 724, allowing light from
the
backlight 716 to pass therethrough in a predetermined pattern. Similar to
exterior
boundary 110, illuminated external boundary 710 can include a recessed section
720,
allowing for a base 148 of a game figure 108 (see FIG. 4) to extend therein
and preventing
the base 148 of the game figure 108 from extending onto one or more adjacent
grid squares
150. Like the illuminated internal boundary 620, the illuminated external
boundary can be
coupled to an external power source, or include a power source therein (e.g.,
a battery), for
providing power to the backlight and can include a button or switch for
controlling
operation thereof.
FIG. 20 shows a plurality of game components 188a-i of the tile game system
100
according to some aspects of the present disclosure and FIG. 21 shows the game

component 188a positioned within the tile game system 100 of the present
disclosure. As
shown, each of the game components 188a-i can be configured to be positioned
on top
surfaces of the modular base tiles (e.g., tiles 102, 104, and 106) of the
system 100.
Furthermore, each of the game components 188a-i can be configured to have a
with that is
substantially equal to one or more grid squares 150 of the modular base tiles.
For example,
as shown in FIG. 21, game component 188a has a width that is approximately
equal to the
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width of the modular game tile 102 (e.g., the width of two grid squares 150),
with
outermost edges 190a and 190b of a base 192 of the game component 188a being
received
within the recessed sections 130 of the external boundaries 110. The game
components
can also have a with less than, or greater than, that of modular base tile
102. For example,
as shown in FIG. 20, each of game components 188e-h have a width that is half
of the
modular base tile 102 (e.g., the width of a single grid square 150). According
to some
aspects of the present disclosure, the game components 188a-i can also be
magnetically
attracted to the modular game tiles by way of magnets disposed therein. For
example, the
base 192 of the game component 188a can included a ferrous material, and the
modular
game tile 102 can have one or more magnets disposed therein (see, e.g., FIG.
5), thereby
magnetically attracting, and securing, the game component 188a to the modular
base tile
102.
FIGS. 22 and 23 illustrate locking clips for use with the tile game system 100
of the
present disclosure. More specifically, FIG. 22 is a perspective view of the
locking clip 126
having a first half 126a configured to engage a first game component disclosed
herein and
a second half 126b configured to engage a second game component disclosed
herein. FIG.
23 is perspective view of a locking clip 326 having a first half 326a
configured to engage a
first game component disclosed herein and a second half 326b configured to
engage a
second component that is different from the first game component. For example,
first
halves 126a and 326a and second half 126b can be similar and can be configured
to engage
the modular tiles (e.g., tiles 102, 104, 106, etc.), boundaries (e.g.,
boundaries 110, 710,
etc.), and other components of the present disclosure. Conversely, the second
half 326b
shown in FIG. 23 can be configured to engage different components having
different
locking mechanisms. Furthermore, the second half 326b can encompass a
plurality of
different configurations and game component attachment systems, in addition to
the
double pronged structure shown in FIG. 23. As such, locking clip 326 can
include the first
half 326a and any one of a plurality of second halves 326b specifically
configured to be
coupled to a specific game component. Accordingly, locking clip 326 can be
configured to
couple the game components of the present disclosure to other systems having
distinct
components and locking systems. Further still, the second half 326b of locking
clip 326
can comprise a game component. Thus, according to some aspects of the present
disclosure, the first half 326a of locking clip 326 can be coupled (e.g.,
permanently or
removably) to a game component, such that a game component having the first
half 326a
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of locking clip 326 can be coupled to, and used in connection with, the game
components
disclosed herein.
FIG. 24 illustrates a tile-based video framing mechanism 802 (hereinafter,
frame
802) for integrating a video screen device 850 into the playable grid-space of
the
continually contiguous square-grid tile system 100 of the present disclosure.
As shown in
FIG. 25, the frame 802 is configured such that a peripheral area 804 has an
opening 806 for
viewing a display screen 852 of the video screen device 850. The peripheral
area 804 also
has a terrain side 808 and, as shown in FIG. 26, a concave nesting side 810,
such that when
the frame 802 is placed upon the video screen device 850, an interior surface
812 of the
concave nesting side 810 can abut a display periphery 854 of the display
screen 852 of the
video screen device 850. FIG. 27A is and exploded view showing the frame 802
being
positioned on the video screen device 850 and FIG. 27B shows the frame 802
fully
engaged with the video screen device 850, together forming a combined frame
and video
screen device unit (hereinafter, frame screen unit 860).
Furthermore, as depicted in FIG_ 28, the video screen device 850 can display
contextual video content 862, which can be viewed through the opening 806.
Specifically,
the video screen device 850 can be configured to display the contextual video
content 862,
including one or more graphical representations of various in-game terrains
and other
gameplay elements. Furthermore, the contextual video content 862 can include
both
dynamic content (e.g., a moving video), static content (e.g., a "paused"
video, static image,
or other static graphical rendering), or a combination thereof presented on
the display
screen 852 of the video screen device 850. According to some embodiments of
the present
disclosure, the video screen device 850 can also be provided with an audio
system (e.g.,
one or more internal or external speakers, including wired or wireless
connectivity thereto)
that can generate audible content. The audible content can be contextual and
synchronized
with the contextual video content 862 (e.g., a "flowing water" sound can be
played if a
river is displayed on the video screen device), can be triggered by active
gameplay
elements (e.g., a "fire" sound can be played if the video screen device
displays flowing
lava and a game piece is positioned thereon, or a "cracking ice" sound can be
played if the
video screen device displays a frozen lake and a game piece is positioned
thereon), or can
be independently selected by a user (e.g., chosen from a list of musical
compositions
designed to enhance the immersion of the players in the gameplay environment).
The
peripheral area 804 can also be configured to represent one or more in-game
terrains and
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other gameplay elements. For example, as shown, the peripheral area 804 can
emulate a
rocky volcanic terrain and the contextual video content 862 may represent
moving or
bubbling lava. According to another example, the peripheral area 804 can
emulate a
botanical shore line and the contextual video content 862 may represent
flowing river
water. It should be understood that the peripheral area 804 and the contextual
video
content 862 can be configured to represent any combination of in-game terrains
and/or
environments without departing from the spirit and scope of the present
disclosure.
The video screen device 850 can be any device with a flat viewing surface
(e.g.,
screen) displaying a pixelated moving or static image. The video screen device
450 may
include, but is not limited to, a memory card driven marketing tablet, a smart
phone (such
as an iphone, or the like), a tablet computer (such as an ipad, kindle, or the
like), a
separately purchasable component OEM screen (such as Raspberry Pi Screens, or
the like),
any of the previously mentioned exemplary devices reconfigured or customized
such that
the display screen 852 is still functional in an otherwise altered device, or
any other device
having a screen using LCD, LED, OLED, QLED, plasma or any other technology
existing
or yet to be invented, that is capable of displaying a pixelated moving image,
static image,
graphical representation, or the like.
As illustrated in FIG. 29, the rectangular periphery has a length dimension "X-
and
a width dimension "Y", which are whole number multiples of the base grid unit
length
(e.g., a grid square 150, shown in FIG. 4). In the embodiment shown in FIG.
29, the frame
802 is 7 x 4 base grid unit lengths. Additionally, as illustrated in FIG. 30,
the peripheral
area 804 can be characterized by a gradation of sculpt extending from the
opening 806 to
side walls 814 of the frame 802. For example, the peripheral area 804 of the
frame 802 can
have a maximum height about the opening 806 and the peripheral area 804 can
have a
minimum height dimension "Z- where the peripheral area 804 meets the side
walls 814 of
the frame 802. As shown, the height dimension Z of the side walls 814 is
generally equal
to the height of the modular base tiles 102 described herein. At the point of
elevation Z,
the side walls 814 of the frame 802 can be configured as a vertical plane
perpendicular to
the resting horizon of frame 802, such that an adjacent modular base tile 102
can sit
unobstructed creating a continuous threshold from the frame 802 to the
adjacent modular
base tile 102.
FIG. 31 presents another embodiment of the frame screen unit 860, where the
terrain side 808 of the frame 802 is configured such that the manifesting
surface area of the
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peripheral area 804 closely approximates the surface area of a whole unit base
grid space
(e.g., formed from one or more whole lx1 grid units). Furthermore, the exposed
surface
area of the display screen 852, visible through the opening 806, can also
closely
approximate a whole unit base grid space (e.g., formed from one or more whole
lx1 grid
units). In this close approximation to grid unit spaces, figures can be played
using the
same table rules bounding figures playing on the modular base tiles described
herein.
FIGS. 32A and 32B show another embodiment of the frame 802 of the present
disclosure having a plurality of protruding design elements 816 positioned on
the terrain
side 808 of the frame 802. Specifically, FIG. 32A is a top view of the frame
802 having
the protruding design elements 816 and FIG. 32B is a side elevational view of
the frame
802 with the protruding design elements 816. As shown in FIGS. 32A and 32B,
the
protruding design elements 816 can be configured as rock terrain, or any other
terrain,
having a minimum of three points of equal elevation (e.g., three protruding
design
elements having equal height relative to a bottom side 818 of the frame 802)
within an
approximated grid unit square of the terrain side 808. In this configuration,
a base 822 of
an RPG figure 820 has the ability to sit upright and stabilized on an
apparently un-uniform
and irregular foundation of the peripheral area 804. According to some
embodiments, the
three points of equal elevation can be equidistant from each other.
FIG. 33 is an exploded view of another tile-based video framing mechanism
(hereinafter, frame 832) of the present disclosure. As shown, the frame 832 is
presented as
a multi-piece reconfigurable frame structure including permanent corner pieces
834 that
can interconnect with a multiplicity of variable length side pieces 836 to
form a dynamic
frame mechanism with a variable frame length dimension "X- and a variable
frame width
dimension "Y." As discussed in connection with frame 802, it should be noted
that the
length and width dimensions of frame 832 adhere to measurements that are a
whole
number multiple of a base grid unit length (e.g., multiples of a lx1 grid
unit). In this
configuration, video screen devices (e.g., video screen device 450, not shown)
of varying
sizes and shapes can be utilized with a single frame 832, obviating the need
to purchase a
non-reconfigurable static frame sized for each specific video screen device
450.
FIG. 34 depicts a dynamic light illuminated tile system 870, including a
replaceable
light-permeable decorative skin 840(also referred to herein as skin 840) and
the frame
screen unit 860. In this configuration, the skin 840 can have a skin perimeter
842, such
that the skin perimeter 842 is congruent with (e.g., corresponds and/or mates
with) a
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perimeter 844 of the video display opening 806 of the frame 802. FIG. 35 is a
perspective
view of the illuminated tile system 870 showing the skin 840 positioned within
the opening
806 of the frame 802. As shown, the replaceable light permeable decorative
skin 840 sits
atop the display screen 852 of the video screen device 850 (not shown) and
within the
video display 0pening806 of the frame 802. Furthermore, while the perimeter
844 of the
video display opening 806 shown in FIG. 35 is configured to be representative
of a lava
flow out-cropping, the video display opening 806 and/or its perimeter 844 can
be
configured to be representative of any other in-game environment and/or
structure, such as,
for example, of a geological, organic, geometric, or architectural nature,
with the attendant
congruence of the skin perimeter 842. While the illuminating decorative tile
system 870 of
the present disclosure can include a similar light-permeable decorative skin
that is reliant
on non-pixelated light (e.g., uniform and/or static light produced by an LED
array or other
light source, as shown and described in connection with FIGS. 44A-47) in
practical
application, FIG. 35 shows how the dynamic light illuminated tile system 870
can utilize
pixelated light (e.g., non-uniform and dynamic light transmitted from video
screen devices
850), creating highly controllable multi-colored light effects. Because the
pixelated light
produced by a video screen device 850 is highly controllable, the visual
effects produced
by the pixelated light passing through the light-permeable decorative skin 840
are equally
controllable. For example, the pixelated light can be controlled to illuminate
only a
specific portion of the light-permeable skin 840, can illuminate one portion
of the skin 840
in a first color and another portion of the skin 840 in another color (see,
e.g., FIG. 35
showing a color gradient (from right to left)), can control the brightness of
the visual effect
in various areas of the skin 840, or a combination thereof.
FIGS. 36 and 37 are diagrams illustrating operation of the dynamic light
illuminated tile system 870 and further provided with a replaceable light non-
permeable
decorative skin 880 (also referred to herein as skin 880). Specifically, FIG.
36 shows the
dynamic light illuminated tile system 870 in an inactive state and FIG. 37
shows the
dynamic light illuminated tile system 870 in an illuminated state. As shown,
the
replaceable light non-permeable decorative skin 880 is provided with a skin
perimeter 882
configured such that the skin 880 can be positioned within the video display
opening 806
of the frame 802. Within skin 880 are peg receptor apertures 884 formed such
that all skin
material within peg receptor apertures 884 is removed, and light transmission
through peg
receptor apertures 884 from one side of skin 880 to the other side of skin 880
occurs
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unhindered. The peg receptor apertures 884 can be any shape, but are optimally

configured to allow for the greatest transmission of light from the display
screen 852
through the peg receptor apertures 884. Furthermore, the skin 880 is provided
with light
transmittable pegs 886a-d (together, light transmittable pegs 886), which
disperse and
scatter light from the display screen 852 to create peg illumination of the
light
transmittable pegs 886. While the light transmittable pegs 886 shown in FIGS.
36 and 37
are depicted as light transmittable "globular" forms, they may also be
represented in any
form and size - whether organic, geological, animal, man-made, spiritual, or
architectural
including but not limited to crystals, totem poles, statues, fire, energy,
clouds, apparitions,
etc. without departing from the spirit and scope of the present disclosure.
The light
transmittable pegs 886 can also be decorated with paint such that only
specific areas of the
light transmittable pegs 886 are illuminated.
Additionally, as the display screen 852 can emit controllable light from the
video
screen device 850, emitted light can be synchronized in space and temporally
with the pre-
determined peg receptor apertures 884 of skin 880. In so doing, the light
transmittable
pegs 886 can be selectively illuminated at a specific time with a specific
color based upon
a pre-determined algorithm, program, routine, or the like. For example, as
shown in FIG.
37, a first light transmittable peg 886a (at right) can be illuminated in a
first (e.g., green)
color, a second light transmittable peg 886b (at center) can be illuminated in
a second (e.g.,
red) color, a third light transmittable peg 886c (at top) can be illuminated
in a third (e.g.,
white/grey) color, and a fourth light transmittable peg 886d (at left) can be
left
unilluminated, or can be illuminated in any other color producible by the
video screen
device 850. The light transmittable pegs 886 can also illuminate in real time
controlled by
a user, such as a Director, Dungeon Master, or General Game Manager based on
continually changing game parameters.
FIG. 38 illustrates another embodiment of the game tile system 100 of the
present
disclosure, including a vertically positionable frame screen unit 890 with a
tile-based video
framing mechanism 892, configured to accept the video screen device 850,such
that the
display screen 852 is perpendicular, or at another angle, to the modular base
tiles 104. In
this configuration, the frame 892 can be either pre-attached to (e.g.,
permanently coupled
to) the modular base tiles 104 and positioned within the continually
contiguous square grid
of system 100 (e.g., see base tile 104 shown in FIG. 1), can be removably
positioned
between the modular base tiles 104 via a rigid attachment section (see, e.g.,
attachment
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sections 132 described in connection with FIG. 2) secured to the frame 892, or
attached by
some other means that maintains a secure and stable perpendicular orientation.
When
positioned in the perpendicular orientation shown in FIG. 38, the frame screen
unit 890
may represent, among many other things - portals, doors, and other fantasy or
science
fiction gates ways as well as naturally occurring formations such as
waterfalls.
FIGS. 39A and 39B, show another embodiment of the present disclosure,
including
a frame screen unit 960 with a video screen device 950 having a capacitive
touch screen
952, such as a tablet computer, smartphone, or other mobile computing.
Specifically, FIG.
39A shows the frame screen unit 960 in a resting state of operation and FIG.
39B shows
the frame screen unit in a triggered state. With reference to FIG. 39B, a
triggering figure
920 is provided with a capacitive pad (not shown), or other capacitive
element, integrated
into a figure base 922. While the embodiment illustrated in FIGS. 39A and 39B
show a
pre-combined figure 920 and base 922, other embodiments can include a separate
clip-on
base accessory (not shown) containing an appropriate capacitive pad, or other
capacitive
element configured to trigger the capacitive touch screen 952 of the video
screen device
950. As shown in FIG. 39B, when the capacitive pad of the base 922 touches
capacitive
touch screen 952, an appropriate interactive video content 962, or other
graphical
depiction, can be activated. For example, as shown in FIG. 39A, the video
screen device
950 can generate a first graphical depiction (e.g., a calm water pond) and, as
shown in FIG.
39B, the video screen device 950 can generate a second graphical depiction
with the
interactive video content 962 (e.g., ripples on the water pond) when the
capacitive pad of
the base 922 touches capacitive touch screen 952 of the video screen device
950.
FIG. 40 shows another frame screen unit 1060 of the present disclosure.
Specifically, FIG. 40 illustrates the frame screen unit 1060 inverted such
that a display
screen 1052 is facing downwards and is supported by columns 1064, where the
columns
1064 can be integrated in the continually contiguous square grid tile system
by either pre-
attachment to modular base tiles (e.g., modular base tiles 102) sitting in the
continually
contiguous square grid tile system, can be attached via a rigid attachment
section (e.g.,
attachment section 132) on the columns 1064, or can be attached by some other
means that
maintains a secure and stable upright orientation of the columns 1064.
Furthermore, the
columns 1064 can have columns tops 1066 which securely attach to a column
attaching
area 1068 on a terrain side 1008 of frame 1002. Additionally, attached to a
central area
1070 of display screen 1052 ¨ either directly contacting the flat screen, or
by proximity via
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a clear screen covering part of the frame 1002 can be a reflection device such
as a
"pyramidal holographic" reflection device 1072 (hereinafter, reflection device
1072). A
suction cup can be used to attach the reflection device to the screen. This
reflection device
1072 redirects pixelated light (e.g., images) from the display screen to the
reflection device
such as four video sections on the display screen 1052 to four sides 1074 of
reflection
device 1072 to create the illusion of a floating holographic image. It will be
understood by
those of ordinary skill in the art that the reflection device 1072 can have a
pyramidal
configuration, as shown in FIG. 40, or any other configuration suitable for
redirecting
content from the display screen 1052, such that the content can be viewed by a
user.
FIG. 41A is a perspective view and FIG. 41B is a front elevational view of
another
frame screen unit 1160 according to the present disclosure. More specifically,
in the
embodiment of FIGS. 41A and 41B, a different orientation of a tile-based video
framing
mechanism 1102 (hereinafter, frame 1102) is shown and the frame screen unit
1160
includes a mechanism for projecting a virtual or "holographic" image onto the
continually
contiguous square grid tile system of the present disclosure. The mechanism
can include
the frame screen unit 1160 attached via a rigid supporting arm 1164 to a
reflecting surface
1166 such that the angle of the plane of reflecting surface 1166 relative to
the plane of a
display screen 1152 of the frame screen unit 1160 (relative angle 0) allows
for the
reflection of contextual video content 1168. A frame 1102 of the frame screen
unit 1160
can include one or more surface features 1105, which are formed to represent
various
contextual game elements, environments, terrains, and the like, and function
to occlude the
frame 1102 from view by a user, in order to enhance gameplay immersion. For
example,
as shown in FIG. 41A, the surface features 1105 are formed to convey a "fire"
effect.
However, it should be understood that the surface features 1105 can be formed
to represent
water, rocks, clouds, or any other contextual game elements, environments,
terrains, or the
like, which function to occlude the frame 1102 from view by a user.
Additionally, a rigid
anchoring arm 1170 can be attached to the reflecting surface 1166 and either a
base 1172
or a modular base tile (not shown). According to some embodiments, the rigid
supporting
arm 1164, reflecting surface 1166, rigid anchoring arm 1170, and BASE 1172 can
be
formed from a transparent material (e.g., plastic, glass, and the like). The
entire reflecting
assembly 1180, including the rigid anchoring arm 1170, reflecting surface
1166, rigid
supporting arm 1164, and frame screen unit 1160, can be configured to rotate
via an axel
mechanism 1174 by 360 degrees around the base center point 1176 of the BASE
1172 or
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modular base tile. In this rotating configuration of the reflecting assembly
1180, all
players around the continually contiguous square grid tile system have visual
access to the
reflected contextual video content 1168 from their respective positions around
the game
table when the base 1172 is immovable relative to the surrounding tile system.
FIG. 42 shows an embodiment of a frame 1202 where a rectangular periphery 1204

can be configured such that a terrain side 1208 thereof mirrors the textures
of surrounding
modular base tiles 102 at a height "Z" equal to the height of the modular base
tiles 102. In
this frame 1202 variation ¨ a use case encompassed by previously discussed
tile-based
video framing mechanisms of the present disclosure ¨ larger (e.g., figure)
bases can be
employed on top of the threshold between the rectangular periphery 1204 and
the
surrounding modular base tiles 102. Furthermore, FIGS. 42-43C depict a clear
rigid
overlay 1264 on top of the display screen 1252 of a video screen device 1250,
ensuring the
equal elevation (height) among the modular base tiles 102, the frame 1202, and
the overlay
1264. However, according to some embodiments of the present disclosure, the
clear rigid
overlay 1264 can be substituted with a replaceable light non-permeable
decorative skin
(e.g., skin 880 discussed in connection with FIGS. 36 and 37) and the
attendant light
transmittable pegs (e.g., pegs 886 discussed in connection with FIGS. 36 and
37) described
herein.
FIGS. 44A-45 illustrate an exemplary embodiment of a repurposable illuminating

decorative tile system 1300 such that a single repurposable illuminating tile
unit 1302 (see
FIG. 45) can light an illuminable decorative modular base tile 1304 (see FIG.
44A), an
illuminable decorative full-size exterior wall 1306 (see FIG. 44B), or some
other
illuminable component of the continually contiguous square grid tile system
100 of the
present disclosure.
FIG. 46A is an exploded view of the illuminable decorative full-size exterior
wall
assembly 1306, FIG. 46B is a side perspective view of the illuminable
decorative full-size
exterior wall assembly 1306, and FIG. 46C is a top perspective view of the
illuminable
decorative full-size exterior wall assembly 1306. As shown, the repurposable
glow tile
1302 can be nested in a full-size exterior wall glow tile seat 1308 to create
a wall-seated
glow tile. Nested in front of the wall-seated glow tile can be a replaceable
light permeable
decorative skin 1310. Furthermore, the light permeable decorative skin 1310
can be
situated adjacent to an illuminating face 1312 such that the operations of
light transmission
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are subject to the characteristics of the material of which light permeable
decorative skin
1310 is composed.
In the embodiment of FIG. 46A-C the repurposable illumination tile unit 1302
can
be configured such that a 2x2 grid-square unit has an illuminating function -
whether by
LED, incandescent, electroluminescent or some other light transmitting means,
known or
unknown, whereby light is projected away. Furthermore, the repurposable
illumination tile
unit 1302 can include a pressure-activated light function whereby light
operations of on,
off, and light settings ¨ such as, but not limited to, color, brightness, and
effects (fade,
blink, pulse, etc.), can be accessed by pressure applied to the illuminating
face 1312 of the
repurposable glow tile 1302 towards the glow tile 1302 opposing side. A
button, switch,
or other interface can also be used to control and/or alter the illumination
of the
repurposable illumination tile unit 1302.
Furthermore, as discussed in connection with the light permeable decorative
skin
508, the light permeable decorative skin 1310 can be configured with a
decorative side
1314 including an opaque skin area that prevents the transmission of light, a
light
permeable skin area that enables the transmission of light, and/or a
translucent skin area
that allows for the transmission of light subject to the characteristics of
the material of
which light permeable decorative skin 1310 is composed.
FIG. 47 shows a relationship of size between the 2x2 repurposable glow tile
1302
and the 4x4 practical illuminated tile 506. Other than a difference in square
length, the
depth of both glow tiles 1302, 506 can be approximately the same, governed by
the
relationship of the depth of both the replaceable light permeable decorative
skin 1310 and
the glow tile unit 1302 such that the depth of the modular base tile 102 less
the depth of the
orientable illumination tile unit 1302 approximately equals the depth of the
light permeable
decorative skin 1310. For example, if the depth of the modular base tile 102
is 8mm and
the illumination tile unit 1303 is 6mm, then light permable decorative skin
1310 can be
2mm. Conversely, if the light permeable decorative skin 1310 is 6mm, then the
illumination tile unit 1302 can be approximately 2mm.
The light permeable decorative skin 1310, whilst still maintaining the above
defined light transmitting characteristics of the decorative side 1314, the
decorative side
1314 can be voluminous exhibiting physical protrusions upward emulating
natural terrain
formations such as rocks, boulders, lava flows, water flows, pools,
vegetation, etc. and
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built terrain formations such as ruins, architecture, and other non-naturally
occurring
voluminous formations.
While an exemplary embodiment of the repurposable illuminating tile system
1300
is shown as a 2x2 grid-square unit with a 2x2 size, the repurposable
illumination tile 1302,
and the 2x2 size light permeable decorative skin 1310, other shapes and sizes
such as a
lx1 , 3x3, 4x4, 5x5, etc., or any irregularly shaped tile including, but not
limited to, a 2x3,
2x4, "V" or -1_," shaped 3x1, etc. can be provided, having the characteristics
of the
repurposable illumination tile 1302 and the light permeable decorative skin
1310 disclosed
herein.
FIGS. 48A and 48B illustrate an embodiment of the present disclosure with a
2X2
hidden image tile skin 1316 that can be integrated into the framework of the
repurposable
illumination tile system 1300, executed as an exterior wall. The hidden image
tile skin
1316 shown in fig. 48 is a subset of the light permeable decorative skin 1310,
discussed in
connection with FIGS. 16 and 17. The hidden image tile skin 1316 can include:
1) a clear
light permeable body 1318, such as a clear polymer including, but not limited,
to ABS, PP,
STYRENE, etc.; 2) a play viewable, decorative top side 1320; and 3) a play
obscured,
decorative bottom side 1322.
FIG. 49 illustrates a play viewable, decorative top side 1320 painted such
that it can
be indistinguishable (e.g., having similar surface features and appearance)
from the
decorative side of the modular base tiles 102 upon visual inspection. It also
illustrates a
play obscured, decorative bottom side 1322 having a light impermeable coating
1324
applied thereto, in order to create a "negative" image 1326 with a "positive"
image 1328
being formed from the exposed material of the clear light permeable body 1318.
FIG. 50A shows the repurposable illumination tile 1302 in a deactivated state
and
FIG. 50B shows the repurposable illumination tile 1302 in an activated state.
As shown,
the 2X2 hidden image tile skin 1316 is situated such that the player obscured,
decorative
bottom side 1322 is adjacent to the illuminating face 1312 of the repurposable
illumination
tile 1302 (see, e.g., fig. 48). In this configuration, when the repurposable
illumination tile
1302 is off, and no light is emitted, the play viewable decorative top side
1320 continues to
remain generally indistinguishable from the surrounding modular base tiles
102, exterior
boundaries, or any other homogeneous repeating component of the tile system of
the
present disclosure. However, when the repurposable illumination tile 1302 is
on, and light
is emitted, the player obscured, decorative bottom side 1322 allows for the
transmission of
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light only through areas of the clear light permeable body 1318 not coated
with paint. As
light refracts through the clear light permeable body 1318 it ultimately exits
the clear light
permeable body 1318 on the play viewable decorative top side 1320 such that
the
"positive" image illumination 1328 appears on the play viewable decorative top
side 1320.
It should also be noted the light impermeable coating 1324 applied to create
the
"negative" image 1326 of the player obscured, decorative bottom side 1322 of
the clear
light permeable body 1318, if executed as a dark tinted light absorbent
coating, as shown
in FIG. 49, can be recoated with a reflective coating 1330 (see FIG. 48B) such
that two
congruent paint coats can cooperate to create the "negative" image 1326. In
this
configuration, the dark-tinted light absorbent coating prevents transmission
of light as
dictated by the "negative" image 1326, and the reflective coating 1330 (which
can be, but
is not limited to, a white coat of paint) improves light reflection and
dispersion between the
player obscured, decorative bottom side 1322 surface and the illuminating
mechanism of
tile 1302, thereby increasing the luminescence of the "positive" image 1328
illumination.
FIGS. 51A-C present an exemplary configuration for a magnetically-activated
repurposable illumination tile system 1400 ("magnetic glow tile system 1400"),
such that
its exterior form can emulate that of the previously described repurposable
illumination tile
1304. However, whereas the repurposable illumination tile 1304 can include a
pressure-
activated light function, a magnet glow tile 1402 of the magnetic glow tile
system 1400
can be illuminated when exposed to a magnetic force within a specified
proximity.
For example, also illustrated by FIGS. 51A-C is a triggering figure 1404
configured
such that a rare-earth or other appropriate magnet is integrated in to a
figure base 1406.
While the embodiment illustrated shows direct incorporation into a pre-
combined figure
1404 and BASE 1406, other embodiments can include a separate clip on base
accessory
containing the appropriate magnet.
According to one exemplary operation process, as long as the triggering figure

1404 remains outside of a triggering boundary 1408, magnetic glow tile 1402
can remain
in a light-off state. However, upon the triggering figure 1404 crossing the
triggering
boundary 1408 and entering a trigger area 1410, the magnetic glow tile 1402
can
immediately enter a light-on state.
According to some embodiments of the present disclosure, the magnetic glow
light
system 1400 can be used in connection with the hidden image tile skins 1316 to
display
and/or convey immediate and visually impactful game information based upon a
player's
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immediate figure positioning choice. As an example, the hidden image tile
skins 1316 can
be configured as a "traps," such as a trap door, hidden snake pit, booby trap,
etc.
According to some embodiments, this game information is only displayed upon a
player
positioning a figure on the magnetic glow light tile 1402.
FIG. 52 is a diagram illustrating a tile video system 1500 according to some
embodiments of the present disclosure. As shown, the tile video system 1500
can include
a screen unit 1502 and a power unit 1504. The screen unit 1502 can be similar
to the frame
screen unit discussed herein, can include a video screen 1506 and a frame
1508, and can
receive power from one or more power (e.g., battery) units 1504 via one or
more
connectors 1510 (e.g., including female connector 1510a and male connector
1510b). As
such, the screen unit 1502 becomes functional (e.g., powered) when coupled to
a power
unit 1504 via a connector 1510. The connectors 1510 can utilize non-standard
or standard
connection protocols and hardware (e.g., USB, thunderbolt, lightning, etc.)
and thus, can
transfer both power and data between components of the game tile system of the
present
disclosure. For example, as shown in FIG. 52, the screen unit 1502 can be
provided with
one or more female USB-A type connectors 1510a and power unit 1504 can include
one or
more male USB-A type connectors 1510b for connection thereto. According to
some
embodiments, the screen unit 1502 can include one or more connectors 1510 on a
top
surface 1516 thereof. As such, one or more power units 1504, or other modular
units
described herein, can be connected to the connectors 1510 on the top surface
1516 of the
screen unit 1502 and supported in a vertical orientation, forming in-game
boundaries in the
gameplay area.
The power unit 1504 can be a modular component that is sized and shaped to be
integrated within the game tile system of the present disclosure and can also
be configured
to provide power to one or more electronic game tile system components. For
example, as
shown in FIG. 52, the power unit 1504 can have a similar size and shape as a
modular base
tile, discussed herein, so the power unit 1504 can be integrated into the
gameplay area of
the tile game system of the present disclosure. According to some embodiments,
the
power unit 1504 can also be configured as other three dimensional shapes
(e.g., a boulder,
a mountain, a statue, etc.) that can be placed on the game board and/or occupy
a space
configured to accept a modular base tile. The power unit 1504 can be connected

individually to another electronic component, or can be connected in series
(e.g., daisy
chained) to provide a longer use period. For example, the power unit 1504 can
include one
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male connector 1510b, for connection to the female connector 1510a of the
screen unit
1502, and can include a female connector 1510a for connection to one or more
additional
power units 1504.
The tile video system 1500 can also include one or more additional modular
components that can be integrated into the gameplay area of the tile game
system of the
present disclosure. For example, as shown in FIG. 52, the video system 1500
can include a
modular speaker unit 1511 and a modular flow tile 1514. The speaker unit 1511
can
include one or more connectors 1510, such as male connector 1510b, and can be
coupled
to the screen unit 1502 via a female connector 1510a. Furthermore, the frame
screen unit
1502 can include a plurality of connectors 1510 that can be used to power
other items, such
as flow tiles 1514, where the frame screen unit 1502 is the intermediary
between the
modular power unit 1504 and the flow tile 1514. However, the power unit 1504
can also
be connected directly to a flow tile 1514, in order to provide power thereto.
In addition to
the modular electronic tile components shown in FIG. 52 (e.g., the frame
screen unit 1502,
the power unit 1504, the speaker unit 1511, and the flow tile 1514), the game
tile system of
the present disclosure can also include additional powered game play
components,
including, but not limited to, a mechanical vibration unit, a servo controlled
movement
unit, a motor and gear controlled movement (e.g., rotational or movement in
any axis) unit,
an actuator controlled movement unit, as well as lighting, sound, or any other
physical
visual effect units, such as smoke production, and any other visual effect
requiring power.
FIG. 53 is a diagram illustrating internal components of the flow tile 1514
and
FIGS. 54A-C are diagrams illustrating operation thereof. As shown in FIG. 53,
the flow
tile 1514 can include a one or more LEDs 1518a-e (together, LEDs 1518), or
other light
sources, that can be controlled to produce a plurality of in-game lighting
effects and can be
powered by an internal power source (e.g., one or more batteries 1520a and
1520b, as
shown in FIG. 53) or an external power source (e.g., power unit 1504 via
connector 1510,
as shown in FIG. 52). The on/off status of the LEDs 1518 can be controlled to
create the
illusion of movement. For example, in the case of a lava effect, the LEDs 1518
can be
controlled to "flicker" and move along a row, to create the illusion that the
lava is flowing.
As shown in FIGS. 54A-C, the flow tiles 1514 can have a housing formed from a
transparent or semi-transparent material that can diffuse the light output
from the LEDs
1518 and protect the internal components of the flow tile 1514. The flow tiles
1514 can be
configured to have a similar shape as one or more of the modular base tiles
disclosed
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herein, such that the flow tiles 1514 can be integrated into the gameplay area
of the game
tile system of the present disclosure, and two or more flow tiles 1514 can be
connected
together, or placed adjacent to one another, to create larger and modular
lighting effects.
Accordingly, the flow tiles 1514 can include a plurality of connectors 1510,
such power
and communications can be exchanged therebetween, when arranged in various
configurations. The color of the LEDs 1518 can be controlled to simulate a
particular in-
game effect. For example, as shown in FIG. 54A, the LEDs 1518 can be
controlled to
output various shades of red, orange, and yellow light to create a lava
effect, as shown in
FIG. 54B, the LEDs 1518 can be controlled to output various shades of blue and
turquoise
light to create a water effect, and as shown in FIG. 54C, the LEDs 1518 can be
controlled
to output various shades of green, yellow, and orange light to create an acid
effect. It
should be understood by those of ordinary skill in the art that the LEDs 1518
can be
controlled to output any color of light in the color spectrum.
FIGS. 55A and 55B are perspective views of components of the tile game system
100 arranged in an exemplary configuration and illustrating operation of
another
illuminated tile unit 1506 according to the present disclosure. More
specifically, FIG. 55A
shows the illuminated tile unit 1506 in a deactivated state and FIG. 55B shows
the
illuminated tile unit 1506 in an activated state. A control device 1550, for
altering
operation of the illuminated tile unit 1506, is also shown.
Similar to the illuminated tile unit 506, described in connection with FIGS.
16 and
17, the illuminated tile unit 1506 can include a light permeable decorative
skin 1508
positioned on a base 1510, similar to that shown in FIG. 16, having a light
source 1512
therein. The light source 1512 could include one or more (e.g., an array of)
LED chips,
incandescent bulbs, electroluminescent material, or other light-emitting
technology, and is
configured direct light through (e.g., illuminate) the light permeable
decorative skin 1508
positioned thereon. The light permeable decorative skin 1508 can be configured
to be
removable from the base 1510, or the light permeable decorative skin 1508 and
base 1510
could be configured as an integral unit.
The light permeable decorative skin 1508 can be substantially similar to the
light
permeable skin 508, discussed in connection with FIG. 16. Accordingly, the
light
permeable decorative skin 1508 can include a decorative side 1516 including an
opaque
skin area 1519 that prevents the transmission of light and a light permeable
skin area 1521
that permits the transmission of light. The light permeable decorative skin
1508 can
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include a translucent skin area that allows for the transmission of light
subject to the
characteristics of the material of which light permeable decorative skin 1508
is composed.
The light permeable decorative skin 1508 can include physical features formed
to represent
a plurality of different surface textures and/or terrains. For example, as
shown in FIGS.
55A and 55B, the light permeable decorative skin 1508 includes surface
topography that
emulates a stone floor. The light permeable decorative skin 1508 can also be
formed to
emulate natural terrain formations such as rocks, boulders, lava flows, water
flows, pools,
vegetation, etc. and built formations such as ruins, architecture, and other
non-naturally
occurring voluminous formations.
The illuminated tile unit 1506 can be coupled to an external power source
(e.g.,
power source 522 described in connection with FIGS. 16 and 17) for powering
the
illuminated tile unit 1506 (e.g., providing power to an array of LED lights).
Additionally,
or alternatively, the illuminated tile unit 1506 can include an internal power
source 1522
(e.g., one or more batteries) driving the light source 1512, making the
illuminated tile 1506
a self-contained unit.
As shown in FIG. 55B, the tile game system 100 can include a control device
1550
configured to alter operation of the illuminated tile unit 1506. According to
one non-
limiting example, the illuminated tile unit 1506 can include a magnetically
actuated switch
1515, such as a reed switch, a Hall-effect sensor, etc., and control circuitry
1524 coupled
to the light source 1512 to control operation thereof and the control device
1550 can
include a magnet 1552 or other means for generating a magnetic field. To
encourage a
user's immersion into the fantasized world depicted by elements of the tile
game system
100, the control device 1550 can be designed to represent various objects
germane to the
world. For example, as shown in FIG. 55B, the control device 1550 can be
formed to
depict a wizard's staff and the magnet 1552 can be located at a distal end
thereof.
Accordingly, a user can initiate and/or control various lighting effects of
the illuminated
tile unit 1506, which appear to be magical and created with the wizard's
staff. It should be
understood that the control device 1550 can be formed to depict other in-game
objects,
such as, but not limited to, wands, rings, tokens, crystals, jewels,
figures/characters, and
the like without departing from the spirit and scope of the present
disclosure.
A user can alter operation of the light source 1512 by moving the magnet 1552
of
the control device 1550 into proximity with the switch, such as reed switch
1515, located
within the illuminated tile unit 1506. Furthermore, a plurality of operations,
behaviors, or
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routines, can be programmed into the control circuitry 1524 of the illuminated
tile unit
1506 in order to illicit a particular action based on a control signal
received from the reed
switch 1515. As such, a user can cycle through pre-programmed operations with
each
subsequent magnetic activation of the switch 1515 by the control device 1550.
For
example, the control circuitry 1524 could be configured with a "momentary-
switch
behavior such that moving the magnet 1552 of the control device 1550 into
proximity with
the reed switch 1515 causes the light source 1512 to illuminate and removing
the magnet
1552 from proximity with the reed switch 1515 causes the light source 1512 to
deactivate.
Alternatively, the control circuitry 1524 could be configured with a
"latching" switch
behavior such that moving the magnet 1552 of the control device 1550 into (and
out of)
proximity with the reed switch 1515 a first time causes the light source to
illuminate and
moving the magnet 1552 of the control device 1550 into proximity with the reed
switch
1515 a second time causes the light source 1512 to deactivate. The control
circuitry 1524
of the illuminated tile unit 1506 can also be configured to alter additional
parameters (e.g.,
colors, patterns, etc.) of the light source based on a control signal received
from the reed
switch 1515. Accordingly, a user can cycle through, and select from, a
plurality of colors
and/or patterns produced by the light source by repeatedly moving the magnet
1552 of the
control device 1550 into, and out of, proximity with the reed switch 1515. For
example,
the control circuitry could be configured such that subsequent signals from
the switch 1515
cause the light source 1512 to behave as follows: 1) ON + BLUE LIGHT CONSTANT;
2)
ON + BLUE LIGHT PULSE; 3) ON + RED LIGHT CONSTANT; 4) ON + RED LIGHT
PULSE; AND 5) OFF. Other configurations of the control circuity and electronic
behavior
can be employed.
According to some embodiments of the present disclosure, in to avoid operation

cycling, the illuminated tile unit 1506 could be provided with a plurality of
spatially
distinct (e.g., separated) switches 1515, each corresponding to one or more
specific
operations. For example, a first switch 1515 located at the top right corner
of the
illuminated tile unit 1506 could activate ON + RED LIGHT PULSE, and a second
switch
1515 located at the bottom left hand corner of the illuminated tile unit 1506
could activate
ON + BLUE LIGHT CONSTANT. Additional features of the tile game system 100 of
the
present disclosure can be similarly controlled by way of one or more magnetic
switches
1515. For example, a user can control sounds produced by a speaker, videos or
images
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produced by a display device, or any other electronically controllable game
features
disclosed herein.
FIGS. 56A and 56B are perspective views of components of the tile game system
100 illustrating an exemplary operation of the illuminated tile unit 1506
according to the
present disclosure. Specifically, FIG. 56 shows a control device 1550
positioned outside
of an activation area, indicated by dashed lines 1556, and FIG. 56B shows the
control
device 1550 positioned partially within the activation area 1556. As shown,
the control
device 1550 can be configured as a game piece (e.g., a figure) having a base
1554 with a
magnet 1552 positioned therein and the illuminated tile unit can 1506 can have
an
activation area 1556, which can be defined by placement of one or more
switches 1515 in
the base of the illuminated tile unit 1506. Accordingly, when the figure 1550
is moved
into the activation area 1556, as shown in FIG. 56B, the magnet 1552 in the
base 1554
actuates the switch 1515 in the illuminated tile unit 1506 and causes the one
or more light
sources 1512 to illuminate.
As shown in FIGS. 57A ¨ 57E, the tile game system 100 of the present
disclosure
can include a plurality if illuminated tile units 1506a-e having a plurality
of light
permeable decorative skins 1508a-e, with different types of illuminating
patterns.
Furthermore, a first light permeable decorative skin 1508 can be removed from
a base
1510 of an illuminated tile unit 1506 and replaced with a second light
permeable
decorative skin 1508 having a different illuminating pattern, such that
consumers have the
ability to utilize a plurality of different replaceable light-permeable
decorative skins 1508,
without requiring replacement of the base 1510 of the illuminated tile unit
1506, and
thereby enjoying the light-transmitting functionality, while limiting the
consumer cost
associated with the investing in a plurality of bases 1510 for each
illuminated tile unit 1506
of the tile game system 100.
FIG. 58 is a diagram illustrating components of the base 1510 of the
illuminated
tile unit 1506 arranged in an exemplary configuration according to the present
disclosure.
As shown, the base 1510 includes a plurality of light sources 1512a-h (e.g.,
RUB LEDs), a
switch 1515 (e.g., a reed switch, Hall-effect sensor), an internal power
source 1522 (e.g., a
battery), and control circuitry 1524 (e.g., an integrated circuit).
As discussed herein, the switch 1515 can be a magnetically actuated switch,
such as
a reed switch Hall-effect sensor, or can be another form of sensor allowing
for contactless
activation, such as a proximity sensor or REID circuit. It should be
understood that a reed
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switch is activated by the presence of a magnetic field, whereas a Hall-effect
sensor can
determine the magnitude and polarity of a magnetic field. While both types
reed switches
and Hall-effect sensors can function as a switch, unique characteristics of
Hall-effect
sensors can provide additional game play value. For example, since a Hall-
effect sensor
can recognize N and S polarity, this polarity can be used to identify sides of
the control
device 1550 (e.g., wand), or any physical totem used for activation of the
switch 1515. As
such, orientation makes a difference in game play. In one example, a first end
of the
control device 1550 can be used to activate one or more specific illuminated
tile units 1506
and a second end of the control device 1550 can be used to activate one or
more different
illuminated tile units 1506.
According to another exemplary embodiment, because a Hall-effect sensor can
determine the magnitude of a magnetic field, the distance between the control
device 1550
tip and the sensor 1515 is determined and acts as an input metric to the
control circuitry
1524, such that varying distance between the control device 1550 tip and the
sensor 1515
functions as human interface control knob, or slider. Thus, as the magnetic
field
strengthens with movement of the control device 1550 tip towards the sensor
1515,
intensity of LED light 1512, for example, could also increase to a level
commensurate with
required game play, for example, low illumination indicating fading powers of
a character
and strong illumination indicating heightened strength.
In some embodiments, a Hall-effect sensor 1515 can also be used determines
orientation (e.g., rotation) relative to a changing magnetic field. For
example, the Hall-
effect sensor 1515 can be used in connection with the control circuitry 1524
to determine
the rotation of a figure having a magnet in its base (see, e.g., control
device 1550 described
in connection with FIGS. 56A and 56B) relative to the illuminate tile unit
1506, or other
game tile unit provided with a Hall-effect sensor, and the rotation of the
figure can be used
as an input to control other aspects of the game. For example, rotating the
base of the
figure could function as a control knob. Additionally, with respect to the
control device
1550 (e.g., game figure) described in connection with FIGS. 56A and 56B, a
figure with a
sufficiently strong magnetic field positioned around the illuminated tile unit
1506 (e.g.,
outside of the activation field 1556), can dynamically affect the function of
the illuminated
tile unit 1506 based on the figure's distance and/or orientation relative
thereto.
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According to other aspects of the present disclosure, one or more of the
illuminated
tile units 1506a-e can be coupled together such that a plurality of units 1506
can be
controlled by (e.g., slaved to) a single control unit 1524, or an external
controller), whether
by direct connection, RF, Bluetooth, Wi-Fi, IR, or other communication
protocol that has
the ability to synchronize light function change on the plurality of
illuminated tile units
1506. For example, a plurality of illuminated tile units 1506 can be placed in
adjacent
positions and communicatively coupled to each other and a plurality of
respective
replaceable light-permeable decorative skin pieces 1508 can be configured with
decorative
side 1516 designs representative of a unified path of flow. This unified path
of flow can be
presented as naturally occurring flows, including but not limited to, lava
flows, water
flows, and in the world of fantasy, energy flows, fire flow, ice flows,
electricity flows,
stone path flows, crystal flows, organic matter flows, and the like. These
flows can also be
presented as non-natural occurring flows, including but not limited to, built
pathways or
architectures represented as stone, masonry, steel or other built items of a
modern,
futuristic, fantastic, or ancient styles. Accordingly, a user can control
illumination for the
entire path of flow by actuating a reed switch 1515 in one or more of the
plurality of units
1506, using the control device 1550, as described herein.
As shown, The depth of the illuminated tile unit 1506, including both the
light
permeable decorative skin 1508 and base 1510, can be approximately equal to
the depth of
a modular base tile of the present disclosure (e.g., tiles 102, 104, or 106
shown in FIG. 1),
such that the illuminated tile unit 1506 can be positioned adjacent to other
tiles to form a
(e.g., visually) continuous gameplay surface. For example, if the depth of
modular base
tile 102 is 8mm and the base 1510 of the illuminated tile unit 1506 is 6mm,
then the light
permeable decorative skin 508 can be 2mm. Conversely, if the light permeable
decorative
skin 508 is 6mm, then the base 1510 of the illuminated tile unit 1506 can be
approximately
2mm.
Likewise, the illuminated tile unit 1506 can be configured in a plurality of
different
sizes that are compatible with other modular base tiles of the present
disclosure, such that
the illuminated tile unit 1506 can be positioned adjacent to other tiles to
form a continuous
gameplay surface. For example, as shown in FIGS. 55A and 55B, the illuminated
tile unit
1506 can be configured as a 4x4 grid-square unit. The illuminated tile unit
1506 can also
be configured as square tiles having other dimensions (e.g., lxl, 2x2, 3x3,
5x5, etc.),
rectangular tiles (e.g., such as 1x2, 1x3, 2x3, 2x4, etc.), "V" or "L" shaped
tiles, as well as
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other tile shapes and configurations, without departing from the spirit and
scope of the
present disclosure.
FIGS. 59A-60 illustrate operation of additional magnetically activated
illuminated
components of the tile game system 100 according to the present disclosure.
More
specifically, FIG. 59A is a perspective view of components of the tile game
system 100
arranged in an exemplary configuration, including a magnetically activated
illuminated
wall unit 1606 in a deactivated state and FIG. 59B is a perspective view
showing the
components of FIG. 59A, including the wall unit 1606 in an activated state.
The
illuminated wall unit 1606 can include a plurality of light sources that, when
activated,
depict an illuminated arch, and when the light sources are deactivated, the
illuminated wall
unit appears to be an ordinary rock wall. FIG. 60 is a perspective view of
components of
the tile game system 100 arranged in an exemplary configuration, including a
magnetically
activated illuminated exterior boundary unit 1706 in an activated state. The
illuminated
exterior boundary unit 1606 can include a plurality of light sources that,
when activated,
illuminate the boundary, and when the light sources are deactivated, the
illuminated wall
unit appears to be an ordinary rock wall.
It should be understood that the illuminated wall unit 1606 and the
illuminated
exterior boundary unit 1706 can function similar to the illuminated tile unit
1506,
described in connection with FIGS. 55A-58, but can arranged in a vertical
orientation, and
can be activated by the control device 1550. Accordingly, illuminated wall
unit 1606 and
the illuminated exterior boundary unit 1706 can each include a plurality of
light sources
(e.g., RGB LEDs), a switch (e.g., a reed switch), an internal (e.g., a
battery) or external
power source, and control circuitry (e.g., an integrated circuit).
Additionally, the
illuminated wall unit 1606 and the illuminated exterior boundary unit 1706 can
each
include a base portion enclosing the foregoing components and a light
permeable
decorative skin, allowing illumination therethrough, or base and light-
permeable skin
could be formed as an integral unit. It should also be understood that the
illuminated wall
unit 1606 and the illuminated exterior boundary unit 1706 can be configured to
be
activated from an interior face (e.g., faces visible in FIGS. 59A-60), an
exterior face (e.g.,
faces opposite those visible in FIGS. 59A-60), or both. The illuminated wall
unit 1606 and
the illuminated exterior boundary unit 1706 can also include one or more of
the connection
mechanisms described herein for engaging the illuminated wall unit 1606 and
the
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46
illuminated exterior boundary unit 1706 with one or more additional components
of the tile
game system 100.
FIGS. 61A-61D are top views of components of the tile game system 100 arranged

in an exemplary "Canyon Run" configuration and illustrating operation of a
plurality of
illuminated tile units 1506a-c according to the present disclosure. A
plurality of 2 X 2
game tiles, including illuminated tile units 1506a-c and one or more
additional game tile
units disclosed herein, can be joined together to form a large play area, such
as the 4x12
play area shown. The elongated nature of the play area creates, what is often
called in
game nomenclature, a "Canyon Run" (hereinafter canyon 1800). It should be
understood
that while the canyon 1800 shown in FIGS. 61A-61D is formed from individual 2
x 2
game tiles, the canyon 1800 could also be formed from 4 x 4 game tiles, a
single 4 x 12
game tile, or other sizes of game tiles without departing from the spirit and
scope of the
present disclosure. It should also be understood that the canyon run
configuration shown
in FIGS. 61A-61D is for illustrative purposes and, as such, can include
additional, or
fewer, illuminated tile units 1506.
A plurality magnetic sensors 1515 (not shown) are positioned throughout the
game
play area of the canyon 1800. For example, the sensors 1515 can be positioned
within
particular lx1 grid areas of game tiles, the sensors 1515 can be centrally
positioned within
2x2 tiles (see, e.g., FIGS. 56A and 56B), and/or multiple sensors could be
positioned in a
2x2 game tile, each corresponding to particular lx1 grid area thereof.
Accordingly, a user,
player, dungeon master, game director, etc., can create dynamic, immersive
storytelling as
he/she/they illuminate sections of the canyon 1800 to create unexpected
obstacles for
players to traverse. As the story develops, these obstacles can be removed, or
increased,
using the control device 1550 (not shown) to actuate the sensors 1515, as
described herein.
For example, at the beginning of gameplay none of the illuminated tile units
1506a-c are
activated, as shown in FIG. 61A. A user can then use the control device 1550
to activate
illuminated tile unit 1506a, as shown in FIG. 61B, can subsequently activate
illuminated
tile unit 1506b, as shown in FIG. 61C, and can subsequently activate
illuminated tile unit
1506c, as shown in FIG. 61D.
FIG. 62 is a diagram showing a modular illumination unit 1910 positioned
within a
game tile 102 (see, e.g., FIG. 5) according to the present disclosure. The
modular
illumination unit can include the functionality of the illuminated tile units
1506 described
herein (e.g., activation by the control device 1550) and can be configured to
be removably
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47
positioned within a cavity 101 of the game tile 102, or within similar
cavities of one or
more game tiles or components disclosed herein, thereby enhancing the
functionality of the
game tile 102 and providing illumination thereof. Accordingly, the modular
illumination
unit 1910 can include one or more light sources 1912 (e.g., RGB LEDs), a
switch (e.g., a
reed switch, Hall-effect sensor, proximity sensor, REID circuit, etc.) that
can be actuated
by the control device 1550, an internal power source (e.g., a battery), and
control circuitry
(e.g., an integrated circuit).
In another embodiment, as shown in FIGS. 63-65, a tile section 2010 is shown.
Also shown is a wand 2020, and a game piece 2030, each of which may have one
or more
wireless receivers, such as receiver LEDs 2040, which include an LED and
circuitry that is
powered by induction, for example by a wireless power transmitter, such as a
tile-based
power transmitter. One or more receiver LEDs 2040 could be embedded in a game
piece
2030, which could be a miniature figure, and one or more receiver LEDs 2040
could be
embedded in a wand 2020, for example, at or near the tip of the wand 2020. The
receiver
LEDs 2040 can respond to the power transmitter when the receiver LEDs 2040 are
located
at certain positions on a tile section 2010. Alternatively, or additionally,
wand 2020 could
have a wand power transmitter, not shown, that could actuate receiver LEDs
2040 in a
game piece 2030 when the wand power transmitter in the wand 2020 is charged
and
positioned proximate to the receiver LEDs 2040 to inductively power the
receiver LEDs
2040 in the game piece 2030.
As shown in FIGS. 63 and 64, a tile 2010 can have a standard appearance on an
upper surface 2012 for supporting a game piece 2030 thereon, and can have a
wireless
power transmitter circuit 2050 attached to an underside 2014 of tile 2010. The
power
transmitter circuit 2050 can have a charging surface positioned at the
underside 2014 of the
tile 2010 to create an induction charging field on and above the upper surface
2012, or
portions thereof, of the tile 2010. The wireless power transmitter circuit
2050 can have a
power cord 2052 and a plurality of electronic components to create an
induction field that
can electrify or illuminate items that include induction illumination
features. For example,
a game piece or a wand can include one or more receiver LEDs 2040 which are
illuminated
when positioned over or proximate to the wireless power transmitter circuit
2050, so as to
light-up or flash. Any suitable wireless charging circuit can be used, such as
the wireless
charger made and sold by Yootech, for example, model number F500. Such a
circuit can
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48
energize receiver LEDs 2040 to cause same to flash or otherwise respond to the
wireless
power transmitter circuit 2050.
FIG. 65 shows tile 2010 with top surface 2012 with game piece 2030, and
figures
2032 and 2034, thereon. Game piece 2030 includes receiver LEDs 2040 that are
illuminated because the game piece 2030 is positioned over a wireless power
transmitter
circuit (not shown) positioned under the top surface 2012 of tile 2010. As
with any
electronic apparatus disclosed herein, the power source can be A/C or D/C and
can be
obtained from batteries or from an outlet through a wire.
Having thus described the system and method in detail, it is to be understood
that
the foregoing description is not intended to limit the spirit or scope
thereof. It will be
understood that the embodiments of the present disclosure described herein are
merely
exemplary and that a person skilled in the art may make any variations and
modification
without departing from the spirit and scope of the disclosure. All such
variations and
modifications, including those discussed above, are intended to be included
within the
scope of the disclosure.
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Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2021-08-25
(87) PCT Publication Date 2022-03-03
(85) National Entry 2023-02-24

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $100.00 was received on 2023-08-18


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if standard fee 2024-08-26 $125.00
Next Payment if small entity fee 2024-08-26 $50.00

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

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Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $421.02 2023-02-24
Maintenance Fee - Application - New Act 2 2023-08-25 $100.00 2023-08-18
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
NATIONAL ENTERTAINMENT COLLECTIBLES ASSOCIATION, INC.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Miscellaneous correspondence 2023-02-24 1 26
Declaration of Entitlement 2023-02-24 1 18
Patent Cooperation Treaty (PCT) 2023-02-24 2 85
Description 2023-02-24 48 2,412
Claims 2023-02-24 3 94
Drawings 2023-02-24 62 13,207
International Search Report 2023-02-24 3 144
Patent Cooperation Treaty (PCT) 2023-02-24 1 64
Correspondence 2023-02-24 2 48
National Entry Request 2023-02-24 9 273
Abstract 2023-02-24 1 22
Representative Drawing 2023-07-17 1 20
Cover Page 2023-07-17 1 58