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Method and apparatus for a board game

Inactive Publication Date: 2010-04-15
G A T E WAYS PUBLICATIONS
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0067]at least two playing positions each of which bears indicia to the effect that the landing of a player token on it results in the awarding to that player of a token which contributes to the ending of a game.
[0092]It is unlike other board games that have a designated start and finish position on the board. In the presently described game the players can seek to prolong the game until they are in a winning position. In preferred embodiments, three discrete pathways are provided where the player tokens on each pathway are restricted to moving only along their respective playing circuit and each respective player token has its own unique functions and objectives. Further, plural random number generating means, such as dice, may be incorporated such that the movement of each player token corresponding to it own respective playing path is controlled by its respective random number generating means at each turn. For example, with three discrete playing paths it is preferred that three separate random number generating means such as three dice are activated and moving all three of a player's tokens in correspondence to each respective random number generating means. A further advantage is provided in preferred embodiments where particular game control cards may be provided to increase the complexity of the game, such as for example the use of question cards which allow for questions that may be more intellectually demanding and take longer to answer than other questions but these question cards do not hold up the game whilst they are answered. There is also an advantage offered in preferred embodiments where decision making cards are provided to give greater control over the direction and development of the game as it is played out.

Problems solved by technology

U.S. Pat. No 5,607,160 (Stevens at al) identifies a problem in a number of prior art games that facilitate movement of playing pieces around a board by players either answering questions, drawing or, acting out a word or object but do not combine any or all three of the skills involved in questions, drawing and acting.
U.S. Pat. No. 6,267,375 (Bernstein et al) identifies a problem with known life choice and career games in that they do not address the myriad of career and family choices available to girls and young women.

Method used

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  • Method and apparatus for a board game

Examples

Experimental program
Comparison scheme
Effect test

— example 1

Super Challenge Question—Example 1

[0204]You are lost in dense bushland and as evening approaches the temperature falls to near freezing point. When you fail to return to camp by nightfall, a search party will be organised, but it may not set out until first light, and even then, the search area is likely to be large. It may be hours or even days before you are located. Your survival will depend on your common sense and wit, the suitability of the bush walking clothes you are wearing, and a few personal items such as your wristwatch, a compass, two muesli bars, a multi-function knife, and a water bottle containing about half a litre of water. What action do you take?

[0205]Take 5 points for each of the following factors you mention in your response.

[0206]1. The need to keep warm over night in the freezing conditions (eg. perhaps by digging a hole to protect you from the wind and covering yourself with suitable foliage to maintain body heat)

[0207]2. Avoiding straying too far from your ...

— example 2

Super Challenge Question—Example 2

[0210]You set up a lemonade stand in your street as a fundraiser for the local youth club. At the end of the first week your profits are less than anticipated. What might you do to improve your situation?

[0211]Take 5 points for each of the following factors you mention in your response.

[0212]1. Advertising within the neighbourhood

[0213]2. Sourcing cheaper raw materials to achieve an increased profit margin

[0214]3. Increasing the price of a glass of lemonade as long as this achieves an increased total profit

[0215]4. Operating only on days when the weather is appropriate (warm, sunny, etc.). This minimises waste.

[0216]5. Offering some incentives—everybody likes a bargain

— example 3

Super Challenge Question—Example 3

[0217]You plan to walk from Town A to Town B. The direct route, a distance of 14km, will take you entirely through rugged bush country. However, there is a large square clearing with a side length of 7 km situated as in the diagram below. The square clearing has two diagonals, one of which starts at C and is perpendicular to the direct route from A to B, at a point 7 kms from both towns.

[0218]It is considered that time will be saved if you travel on a route similar to the one shown above passing through P and Q, where the section PQ is parallel to the direct route. Your average travel speed in the bushland is 1 km / hr and your average travel speed through the clearing is 5 km / hr. Let the perpendicular distance between AB and PQ be x. Find and describe the route for which your traveling time will be least.

[0219]Take 5 points for each of the following factors you mention in your response.

[0220]1. Finding an expression for the total time taken to travel...

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PUM

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Abstract

A board game uses a board (1) which is marked with centre (2) middle (3) and outer (4) playing circuits and player tokens (107, 108, 109, 111, 112, 113) which move on the board (1). The game ends when a player's token (107, 111) lands on an End of Game square (6, 7) and that player also holds an End of Game card which has been obtained by the player's token (107, 111) landing on a square that is marked with a star (12, 13, 14, 16). Player tokens (108, 112) moving on the middle circuit (3) may land on mystery (17, 18, 19, 21, 22, 23, 24, 25), Score (34, 36, 37, 38, 39, 41, 42, 43, 44, 46, 47, 48), and Question squares (27, 28, 29, 31, 32 and 33). Player tokens (109, 113) moving on the outer circuit (4) may land on mystery (57, 58, 59, 61), decision (62, 63, 64, 66) and Question squares (67, 68, 69 and 71). Player tokens may also land on six squares (49, 51, 52, 53, 54, 56) which are marked with the words “Miss a Turn”. These six squares (49, 51, 52, 53, 54, 56) are located at points where the middle circuit (3) coincides with the centre circuit (2) or the outer circuit (4).

Description

RELATED APPLICATIONS[0001]This application claims priority to Australian Provisional Patent Application No. 2006906084 in the name of G.A.T.E.Ways Publications Pty Ltd, which was filed on 1 Nov. 2006, entitled “A Board Game” and, Australian Provisional Patent Application No. 2006906085 in the name of G.A.T.E.Ways Publications Pty Ltd, which was filed on 2 Nov. 2006, also entitled “A Board Game” and Australian Provisional Patent Application No. 2007905175 in the name of G.A.T.E.Ways Publications Pty Ltd, which was filed on 21 Sep. 2007, also entitled “A Board Game” and the specifications thereof are incorporated herein by reference in their entirety and for all purposes.FIELD OF THE INVENTION[0002]The present invention relates to games in which players move tokens around a playing path on a playing board. Such games are commonly known as “board games”. In one form, the present invention relates to board games in which the playing and / or participation thereof, may be facilitated by el...

Claims

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Application Information

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IPC IPC(8): A63F3/00
CPCA63F2003/00009A63F3/00006
Inventor JACKLIN, KARL MARTIN
Owner G A T E WAYS PUBLICATIONS
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