In the history of word games, none has been radically innovative as INversionGAMES, where any letter can be turned instantly into another! For beginners, this unique feature provides greater flexibility in finding or forming words. For advanced players, it provides greater opportunity to score more points. Each letter has an assigned value based on frequency distribution data.
This system of rotatable letters called "versaTILEtters" on tiles or cards forms the basis of word games collectively called "INversionGAMES." An example of a tile game is mentioned in the $1 Pledge section on the right. The card games include Word Wars I.II.III demonstrated by Tom Vasel in the following video.
BONUS: You'll get two decks instead of one!
With two decks of different colors, we are able to expand the number of games that can be played in addition to World Wars I.II.III. The rules for Extreme WW I.II.III, Keep Your Word as well as Clues and Cues, for example, are shown below. You can possibly even invent your own game rules!
UPDATE ON THE ARTWORK
Michael Graham who taught typography as an associate professor at the American University has joined the project and will provide his expertise in the final artwork. The design would thus have variations from the depictions above. The tweaking of the g-k letter combination shown in Tom Vasel's preview video, for example, produced the following result:
BONUS: More games to play!
You can play a part in this story that began more than a decade ago. In December 1998, I created versaTILEtters after observing the dilemma among players of word games that while beginners get baffled, experts get bored. I sent prototypes of the card games to Wizards of the Coast (WotC), which accepted idea submissions at that time. In February 2000, WotC owner Richard Garfield who created the wildly popular Magic: The Gathering trading cards wrote that "your game concept is very creative" and fit for the "broader market."
WotC, however, was bought by Hasbro that in May 2000 sent a letter stating that it is their strict company policy not to accept "unsolicited external ideas." The project was thus abandoned as I was kept busy by my growing family and career.
Fast forward to August 2011, when hurricane Irene battered the US east coast and caused flooding in our basement. Among the recovered boxes were those that contained prototypes and printed rules for my original games including WORD WARS I.II.III. By this time my wife and I have two young children, who informally restarted the process of playtesting. Our kids play a variety of computer and mobile games and rate them on a scale that ranges from "finger game" to "brain game."
They are Angry Birds fanatics, not used to playing with actual cards, but candidly confirmed that the INversionGAMES are really coooool. Our nine-year-old daughter provided proof of concept when she defeated me in my own game! After several months of playing the inevitable wish, of course, was for these games to be made into computer or mobile apps.
Well, it so happens that Words With Friends game app owner Zynga has an office only 25 minutes away, and in February 2012 they announced a partnership with Hasbro! The Zynga office manager kindly provided the email address of her boss, but the messages sent about potential collaboration were not returned. In retrospect, their website does state that "Zynga shall have no obligations concerning the Submissions, including but not limited to, no obligation to return any materials or acknowledge receipt of any Submissions."
INversionGAMES LLC was thus formed as a family enterprise dedicated to provide fun games that make brains brighter, even without the big engines of Hasbro or Zynga.
Kickstarter provides an opportunity to introduce concepts and creations that would otherwise remain undiscovered, allow other people to participate in the process of development, and let early adopters obtain products in advance. After a very long period of incubation, we hope you agree that it's time to get this innovation Kickstarted.
- (30 days)