US PATENT SUBCLASS 463 / 9
.~ In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.)


Current as of: June, 1999
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463 /   HD   AMUSEMENT DEVICES: GAMES

1  DF  INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (E.G., COMPUTER/VIDEO GAME, ETC.) {15}
9.~ In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.) {3}
10  DF  .~.~> With chance element or event (e.g., backgammon, Scrabble, etc.) {1}
14  DF  .~.~> Chess- or checker-type
15  DF  .~.~> Geometric maze


DEFINITION

Classification: 463/9

In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.):

(under subclass 1) An electronic data processing application that requires from a participant a decision making process in the management or planning of a scheme, trick, or course of action, or the solution to a puzzle, question, or other perplexing situation.

(1) Note. See the (1) Note in the subclass 7 definition for the line between a mental process of that subclass and this subclass.

SEE OR SEARCH THIS CLASS, SUBCLASS:

2+, for a game including electronic data processing and an element of mental strategy or problem solving ability that further includes a simulated projectile.

6, for a race game including electronic data processing that further includes an element of mental strategy or problem solving ability.

7+, for a game including electronic data processing and an element of mental strategy or problem solving ability that further requires an element of physical skill or ability.

SEE OR SEARCH CLASS

273, Amusement Devices: Games, 292+, for a card or tile game, subclasses 153+ for a puzzle,

and subclasses 429+ for a problem-eliciting-response game.

434, Education and Demonstration,

322+, for subject matter including a question or problem eliciting response for an instructional or demonstration purpose.