A tabletop game progress monitoring system includes a housing supporting an output display, value controls, a memory selection interface, and a value selection input. The memory selection interface selects among multiple stored values. The value selection input selects a step size used by the value controls to change a selected stored value. A processor is operably coupled to an input interface and the output display. The processor updates the selected stored value based on user input and causes the output display to present an updated value. The system stores stored values in nonvolatile storage so that stored values remain available after power off. In some implementations, the system includes a reset function that sets at least one stored value to a reset value. In some implementations, the system includes magnets configured to detachably couple multiple systems together.
Legal claims defining the scope of protection, as filed with the USPTO.
a housing; a display supported by the housing, the display being configured to present a numeric value; an increment control supported by the housing; a decrement control supported by the housing; a memory selection input supported by the housing, the memory selection input having multiple selectable positions each corresponding to a respective stored value; a step selection input supported by the housing, the step selection input having multiple selectable positions each corresponding to a respective step size; a processor operably coupled to the display, the increment control, the decrement control, the memory selection input, and the step selection input; and a nonvolatile memory operably coupled to the processor and storing the respective stored values; wherein the processor is configured to: select, based on a selected position of the memory selection input, a stored value among the respective stored values as a selected stored value; determine, based on a selected position of the step selection input, a step size among the respective step sizes as a selected step size; in response to actuation of the increment control, increase the selected stored value by the selected step size; in response to actuation of the decrement control, decrease the selected stored value by the selected step size; store an updated selected stored value in the nonvolatile memory; and cause the display to present the updated selected stored value; wherein the nonvolatile memory retains the respective stored values after the device is powered off; and wherein the device includes a reset function configured to set at least one of the respective stored values to a reset value. . A tabletop game value tracking device comprising:
claim 1 . The tabletop game value tracking device ofwherein the multiple selectable positions of the memory selection input include a first position, a second position, a third position, and a fourth position.
claim 1 . The tabletop game value tracking device ofwherein the multiple selectable positions of the memory selection input correspond to positions A, B, C, and D.
claim 1 . The tabletop game value tracking device ofwherein the multiple selectable positions of the memory selection input correspond to positions 1, 2, 3, and 4.
claim 1 . The tabletop game value tracking device ofwherein the multiple selectable positions of the step selection input correspond to step sizes 1, 5, 10, and 25.
claim 1 . The tabletop game value tracking device ofwherein the memory selection input comprises a sliding selector movable among the multiple selectable positions.
claim 1 . The tabletop game value tracking device ofwherein the step selection input comprises a sliding selector movable among the multiple selectable positions.
claim 1 . The tabletop game value tracking device ofwherein the display is configured to present an indicator corresponding to the selected position of the memory selection input.
claim 1 . The tabletop game value tracking device ofwherein the reset function is configured to set only the selected stored value to the reset value.
claim 1 . The tabletop game value tracking device ofwherein the reset function is configured to set each of the respective stored values to the reset value.
claim 1 . The tabletop game value tracking device offurther comprising at least one magnet disposed within the housing, the at least one magnet being configured to detachably couple the housing to a housing of a second tabletop game value tracking device.
a first tabletop game value tracking device; and a second tabletop game value tracking device; wherein each of the first tabletop game value tracking device and the second tabletop game value tracking device comprises: a housing; a display configured to present a numeric value; an increment control; a decrement control; a memory selection input having multiple selectable positions each corresponding to a respective stored value; a step selection input having multiple selectable positions each corresponding to a respective step size; a processor operably coupled to the display, the increment control, the decrement control, the memory selection input, and the step selection input; a nonvolatile memory operably coupled to the processor and storing the respective stored values, the nonvolatile memory retaining the respective stored values after the device is powered off; and at least one magnet disposed within the housing; wherein the at least one magnet of the first tabletop game value tracking device and the at least one magnet of the second tabletop game value tracking device are configured to detachably couple the housings in a coupled configuration; and wherein the display of the first tabletop game value tracking device and the display of the second tabletop game value tracking device are simultaneously visible in the coupled configuration. . A tabletop game value tracking system comprising:
claim 12 . The tabletop game value tracking system ofwherein the coupled configuration aligns the housings side by side.
claim 12 . The tabletop game value tracking system ofwherein the first tabletop game value tracking device is configured to track a first game value and the second tabletop game value tracking device is configured to track a second game value different from the first game value.
claim 12 . The tabletop game value tracking system offurther comprising a magnetically attachable accessory configured to detachably couple to at least one housing of the system.
selecting a memory position using the memory selection input; displaying a stored value corresponding to the selected memory position on the display; selecting a step size using the step selection input; actuating the increment control to increase the stored value by the selected step size or actuating the decrement control to decrease the stored value by the selected step size; storing an updated stored value in the nonvolatile memory; and retaining the updated stored value in the nonvolatile memory after the device is powered off. . A method of tracking a tabletop game value using a tabletop game value tracking device that includes a display, an increment control, a decrement control, a memory selection input having multiple selectable positions each corresponding to a respective stored value, a step selection input having multiple selectable positions each corresponding to a respective step size, a processor, and a nonvolatile memory storing the respective stored values, the method comprising:
claim 16 . The method offurther comprising magnetically coupling a first tabletop game value tracking device to a second tabletop game value tracking device so that a first display of the first tabletop game value tracking device and a second display of the second tabletop game value tracking device are simultaneously visible.
claim 16 . The method offurther comprising activating a reset function to set at least one stored value to a reset value.
Complete technical specification and implementation details from the patent document.
This application claims the benefit of U.S. Provisional Application Ser. No. 63/768,761, filed on Mar. 7, 2025, which is hereby incorporated by reference in its entirety.
This disclosure relates to electronic game accessories. This disclosure also relates to compact electronic devices used with tabletop games for tracking numeric values during gameplay.
Tabletop games include board games, card games, role playing games, and other games played on a surface. Many tabletop games involve changing numbers during play. Examples include score, health, points, resources, currency, and turn counts. Players often want the numbers to stay accurate and visible.
Some tabletop games use manual tracking methods. A player may write values on paper. A player may move tokens. A player may use dice or markers. These approaches can be slow. These approaches can interrupt play. These approaches can also lead to mistakes when values change often.
Some electronic trackers exist. Some are not convenient on a table. Some are not convenient to share between players. Some do not store multiple values in a simple way. Some do not make it easy to change the size of a value change during play. As a result, there remains a need for improved approaches for tracking numeric values during tabletop gameplay.
This disclosure relates to a tabletop game progress monitoring system for tracking one or more numeric values during tabletop gameplay. In some implementations, the system is used by a single game player to track multiple values. In some implementations, the system is shared by multiple game players.
In some implementations, the system includes a housing that supports an output display. The output display is configured to present a numeric value associated with a selected stored value. The housing supports value controls configured to change the selected stored value. The system includes a memory selection interface having multiple selectable positions, where each selectable position corresponds to a respective stored value.
In some implementations, the system includes a value selection input configured to select a step size used when changing the selected stored value using the value controls. In some implementations, the value selection input includes selectable positions corresponding to step sizes 1, 5, 10, and 25.
In some implementations, the system includes a processor operably coupled to an output display and an input interface. The input interface receives user inputs associated with the value controls, the memory selection interface, and the value selection input. The system stores stored values in nonvolatile storage so that one or more stored values remain available after the system is powered off. In some implementations, a reset function sets at least one stored value to a reset value.
In some implementations, the system includes magnets configured to detachably couple the system to another system to allow simultaneous viewing of multiple output displays. In some implementations, the disclosure also relates to methods for configuring and operating the system, including selecting a stored value using the memory selection interface, selecting a step size using the value selection input, changing the stored value using the value controls, and storing an updated value in nonvolatile storage.
100 105 100 110 100 1 FIG. This disclosure describes a tabletop game progress monitoring system (). In this disclosure, the tabletop game progress monitoring system may also be referred to as a tabletop game value tracking device, and the terms may be used interchangeably. In this disclosure, the memory selection interface may also be referred to as a memory selection input. In this disclosure, the value selection input may also be referred to as a step selection input. A game player () can use the system () during a tabletop game ().shows an example use case. A tabletop game can involve changing numbers during play. A player may track a score. A player may track health. A player may track resources. A player may track another game related value. The system () can reduce manual tracking.
3 7 FIGS.through 300 300 show an example tabletop game progress monitoring system (). The system () includes a housing. The housing can be sized for placement on a tabletop surface. The housing can also be sized for handling by a user during play. In some implementations, the housing has a length of about 8.89 cm, a width of about 3.18 cm, and a thickness of about 1.59 cm. Other sizes can be used. In some implementations, the housing length is in a range from 5 cm to 15 cm. In some implementations, the housing width is in a range from 3 cm to 10 cm. In some implementations, the housing thickness is in a range from 1 cm to 5 cm.
115 115 115 115 115 115 115 115 115 The housing supports an output display (). The output display () presents a numeric value. The numeric value corresponds to a stored value selected for viewing and editing. The output display () can be a segmented numeric display. The output display () can be a liquid crystal display. The output display () can be an organic light emitting diode display. The output display () can be an electronic ink display. The output display () can present one value at a time. In some implementations, the output display () also presents a memory position indicator that corresponds to a current memory selection. In some implementations, the output display () also presents a status indicator, such as a ready indicator.
120 120 115 120 5 FIG. The housing supports value controls (). The value controls () include a first control that increases a selected stored value and a second control that decreases the selected stored value.shows one example layout in which the output display () is arranged between the value controls (). Other layouts can be used.
125 125 120 125 125 4 FIG. The housing supports a value selection input (). The value selection input () selects a step size used by the value controls ().shows one example placement of the value selection input () on a face of the housing. In one implementation, the value selection input () has selectable positions corresponding to step sizes 1, 5, 10, and 25. Other step sizes can be used. A step size can be selected based on game rules. A step size can be changed during play.
310 310 310 310 300 4 FIG. The housing supports a memory selection interface (). The memory selection interface () selects among multiple stored values.shows one example placement of the memory selection interface () on a face of the housing. The memory selection interface () has multiple selectable positions. Each selectable position corresponds to a respective stored value. In one use pattern, the stored values correspond to different values for a single player. Example values include health, points, and currency. In another use pattern, the stored values correspond to different players when a single system () is shared.
310 125 115 310 125 In some implementations, the memory selection interface () and the value selection input () are positioned on a face of the housing near the output display (). In some implementations, at least one of the memory selection interface () or the value selection input () is positioned on a side surface or a bottom surface of the housing. In some implementations, one or more covers are provided over one or more selector openings while allowing selector movement. In some implementations, an electronics assembly is mounted on a circuit board. In some implementations, a prototype system uses a circuit board of a first size and a housing portion provides clearance for the circuit board. In some implementations, a production system uses a custom circuit board and a smaller housing while maintaining the same functions.
310 310 310 310 A selectable position can be labeled using letters. A selectable position can be labeled using numbers. The labeling does not change the function. In some implementations, the memory selection interface () uses a sliding selector that moves along a slot. In some implementations, the memory selection interface () uses a switch. In some implementations, the memory selection interface () uses one or more buttons. In some implementations, the memory selection interface () uses a rotary selector. A selection mechanism can include detents that help hold a selected position. A selection mechanism can provide tactile feedback.
125 125 125 125 125 The value selection input () can also take different forms. In some implementations, the value selection input () uses a sliding selector. In some implementations, the value selection input () uses a switch. In some implementations, the value selection input () uses one or more buttons. In some implementations, the value selection input () uses a rotary selector. A selection mechanism can include detents that help hold a selected step size. A selection mechanism can include printed indicators or molded indicators adjacent to each selectable position.
305 305 300 300 115 In some implementations, magnets () are disposed within the housing. Magnets () can be arranged to detachably couple the system () to another system (). Coupling can allow a user to view multiple output displays () at the same time. Coupling can also reduce switching among memory positions when a user tracks many values.
300 300 115 305 In one example use pattern, a first system () tracks a first value and a second system () tracks a second value. A user can place the coupled systems on a tabletop surface so both output displays () are visible. In some implementations, magnets () support coupling in a side-by-side arrangement. Other coupling arrangements can be used. A magnet arrangement can be selected to help alignment during coupling. A magnet arrangement can be selected to provide a holding force suitable for tabletop use.
305 In some implementations, magnets () are also used for accessory attachment. An accessory can be detachable. An accessory can be configured to couple to the housing. An accessory can support a game related item. Examples include a token holder, a die holder, or a scorecard holder. Accessory structures can vary.
2 FIG. 200 200 205 205 205 205 shows an example internal architecture for a tabletop game progress monitoring system (). The system () includes a processor (). The processor () can be a microcontroller. The processor () can be a microprocessor. The processor () can include one processing unit or multiple processing units.
205 215 215 120 310 125 205 115 205 115 The processor () is operably coupled to an input interface (). The input interface () can receive input signals from the value controls (), the memory selection interface (), and the value selection input (). The processor () is also operably coupled to the output display (). The processor () can cause the output display () to present a current value.
200 220 220 220 220 220 The system () includes a power source (). The power source () can include a battery. In one implementation, the power source () includes a single AA battery. Other power sources can be used. In some implementations, the power source () includes a coin cell battery. In some implementations, the power source () includes a rechargeable battery. A power source can be selected based on size and runtime targets.
200 225 230 230 200 265 255 310 265 The system () includes a memory module () and a storage module (). The storage module () can include nonvolatile storage. The system () can store one or more values in nonvolatile storage so values remain available after power off. The stored values can be stored as stored values () in a data store (). In some implementations, each memory position selected by the memory selection interface () corresponds to a separate entry within stored values ().
230 205 230 235 235 230 240 240 230 245 245 230 250 250 115 The storage module () can include software modules executed by the processor (). The storage module () can include a command processing engine (). The command processing engine () can interpret user inputs. The storage module () can include an incrementing engine (). The incrementing engine () can update a selected stored value in response to an increase input. The storage module () can include a decrementing engine (). The decrementing engine () can update a selected stored value in response to a decrease input. The storage module () can include an output generation engine (). The output generation engine () can generate an output state for the output display () based on a current selected stored value.
200 210 210 210 210 The system () can include a communication module (). The communication module () can support wired communication. The communication module () can support wireless communication. In some implementations, the communication module () is omitted.
255 260 120 120 The data store () can store selectable counting rules (). A counting rule can define how a stored value changes in response to a user input. A counting rule can specify whether the value controls () apply the selected step size in a simple additive manner. A counting rule can also support other update behaviors. In some implementations, a counting rule supports a multiplier based on a user input pattern. Examples include a double press pattern or a triple press pattern on a value control (). A counting rule can be selected for a game. A counting rule can be selected for a stored value. A counting rule can be selected for a player.
125 120 205 205 205 205 115 In a common use pattern, the value selection input () selects a step size, and the value controls () apply that step size to updates. When a user actuates an increase control, the processor () increases a selected stored value by the selected step size. When a user actuates a decrease control, the processor () decreases the selected stored value by the selected step size. The processor () stores the updated value in nonvolatile storage. The processor () causes the output display () to present the updated value.
200 215 3 7 FIGS.through The system () can include a reset function. The reset function can set at least one stored value to a reset value. In some implementations, the reset value is zero. In some implementations, the reset function resets a stored value corresponding to a current memory selection. In some implementations, the reset function resets multiple stored values. A reset function can be invoked through the input interface (). A reset input action can vary across implementations. A reset input action can use a separate reset control. A reset input action can use a hold action. A reset input action can use a sequence action. The reset function can be implemented without changing the layout shown in.
230 265 265 The stored values can be retained after power off. Nonvolatile storage within the storage module () can store the stored values (). When the system returns to an on state, the system can retrieve stored values () from nonvolatile storage.
8 FIG. 400 400 200 200 200 115 shows an example configuration method (). The configuration method () can begin when the system () enters an on state. The system () can determine whether to retrieve stored values from nonvolatile storage or initialize values to a reset value. The system () can then present a ready indication on the output display ().
9 FIG. 500 500 310 200 115 500 125 500 120 200 500 shows an example operating method (). The operating method () can include selecting a memory position using the memory selection interface (). The system () can then present a stored value on the output display (). The operating method () can include selecting a step size using the value selection input (). The operating method () can include changing the stored value using the value controls (). The system () can store an updated value in nonvolatile storage. The operating method () can repeat during play.
1 9 FIGS.through Although various implementations are described with reference to, other implementations are possible. Components can be rearranged. Control layouts can vary. Display types can vary. Selection mechanisms can vary. Step size sets can vary. Counting rules can vary. Magnet arrangements can vary. These variations can be implemented while maintaining the general functions described above.
Cooperative Patent Classification codes for this invention. Click any code to explore related patents in that topic.
March 9, 2026
September 10, 2026
Browse 5M+ US patents with plain-English claim translations and AI-generated analysis.