Board game equipment
The board game device addresses player satisfaction by incorporating simulated currency and satisfaction tracking, enhancing engagement and enjoyment through visual and quantitative satisfaction mechanisms.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- VALUE ADVISORS INC
- Filing Date
- 2024-10-28
- Publication Date
- 2026-05-14
AI Technical Summary
Existing board game tools do not adequately focus on player satisfaction, leaving room for improvement in enhancing player engagement and enjoyment throughout the game.
A board game device featuring simulated currency, cards displaying currency transactions, and a board with satisfaction display sections, allowing players to track and increase their satisfaction levels through various game actions.
Enhances player satisfaction by providing a mechanism to visually and quantitatively track satisfaction levels, increasing engagement and enjoyment throughout the game.
Smart Images

Figure 2026078295000001_ABST
Abstract
Description
Technical Field
[0001] This embodiment relates to a board game tool having a board and cards.
Background Art
[0002] An example of a board game tool having a board and cards is described in Patent Document 1. The board game tool described in Patent Document 1 has a board and instruction cards. The board has a board storage portion formed between two members by connecting three outer peripheral portions of a rectangular member provided with a board display portion on which a plate made of a transparent or translucent substance is mounted to a substrate member. The instruction card has instruction information for instructing the progress of the game described by characters or pictures. Patent Document 1 describes that, according to the progress of the game, by exchanging the board, even a player who has been at a disadvantage until then can hope for the possibility of reversal. Further, Patent Document 1 describes that it is possible to provide an innovative board game tool that allows players to enjoy the game until the end without losing their enthusiasm for the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The inventor of the present application considered that the board game tool described in Patent Document 1 has not been considered in terms of whether a player can obtain satisfaction, and there is still room for improvement.
[0005] An object of the present disclosure is to provide a board game tool that focuses on player satisfaction.
Means for Solving the Problems
[0006] This embodiment is a board game device comprising: simulated currency; cards displaying the contents of a game played by multiple players using the simulated currency; and a board that is laid flat in a place of use on which the cards are placed, wherein the cards include: multiple first cards having a first display section that shows the amount of simulated currency that a player can acquire without paying and will receive; multiple second cards having a second display section that shows at least one of the amounts of simulated currency that a player can acquire without paying and will receive or the amount of simulated currency that a player will pay; multiple third cards having a third display section that shows at least one of the amounts of simulated currency that a player can acquire by paying and will receive or the amount of simulated currency that a player will pay; and a fourth display section that shows at least one of the following: the player's satisfaction increases when the player pays the simulated currency, or the player's satisfaction decreases when the player is unable to pay the simulated currency. The board comprises a plurality of fourth cards having a display section, the board having a first placement area where a stack of the plurality of second cards is placed, a second placement area where a stack of the plurality of third cards is placed, a third placement area where a stack of the plurality of fourth cards is placed, a first discard area where second cards used and discarded by the player are placed, a second discard area where third cards used and discarded by the player are placed, a third discard area where fourth cards used and discarded by the player are placed, and a satisfaction display section that displays numbers from zero to a predetermined number at predetermined numerical intervals, each representing the satisfaction level of the respective players, and further comprising satisfaction tokens used by the respective players and placed on the satisfaction display section, and satisfaction chips used by the respective players and displaying numbers higher than the satisfaction level numbers displayed on the satisfaction display section. [Effects of the Invention]
[0007] According to this embodiment, it is possible to provide board game equipment that focuses on player satisfaction. [Brief explanation of the drawing]
[0008] [Figure 1] This is a schematic plan view illustrating an example of how players use board game equipment to play a game. [Figure 2] This is an enlarged plan view showing the main board included in the board game set. [Figure 3] This is a conceptual diagram showing examples of income cards, to-do cards, investment cards, second life cards, event cards, disability insurance cards, and pension reduction cards included in board game equipment. [Figure 4] This is a conceptual diagram showing an example of the banknotes, satisfaction chips, investment chips, multiplier chips, satisfaction tokens, and dice included in a board game. [Figure 5] This flowchart shows the order in which each round of the game will be played. [Figure 6] This flowchart shows an example of each step performed in each round. [Modes for carrying out the invention]
[0009] (overview) This disclosure describes several embodiments of board game equipment with reference to the drawings. In the drawings illustrating embodiments of board game equipment, the same parts are generally denoted by the same reference numerals.
[0010] The game, played using the board game equipment 10 shown in Figure 1, starts with player P1 at a predetermined age, representing a new member of the workforce. As the game progresses, player P10's age increases. Eventually, player P1 retires, and the goal is to achieve a highly ideal life, based on player P1's satisfaction level, during their second life.
[0011] The game is played with up to four players P1. Once each player P1 starts the game, they each perform multiple stages, for example, eight rounds, sequentially. When each player P1 has completed all eight rounds, their pre-Second Life work is finished. After that, each player P1 performs some additional tasks, and the game ends. At the end of the game, the player P1 with the highest level of satisfaction is declared the winner. However, any player P1 who does not have the funds to perform additional tasks for Second Life after completing all eight rounds is declared the loser.
[0012] (Description of board game equipment) The board game set 10 includes elements such as the main board 11 shown in Figures 1 and 2, income cards 12 shown in Figure 3, investment cards 13, things to do cards 14, second life cards 15, event cards 16, disability insurance cards 17, pension reduction cards 18 shown in Figure 3, banknotes 19 shown in Figure 4, satisfaction tokens 20, satisfaction chips 21, investment chips 22, multiplier chips 23, dice 24, and so on.
[0013] Banknote 19 serves as money during and after the game. Banknote 19 is used when player P1 pays money and when player P1 receives money. Situations in which player P1 pays money include, for example, when investing with investment card 13, purchasing a "Things to Do" card 14, purchasing disability insurance card 17, when the effect of event card 16 occurs, paying contract fees, paying running costs, paying penalties, etc. Situations in which player P1 receives money include, for example, when receiving income, receiving investment profits, when the effect of event card 16 occurs, etc. There are multiple banknotes 19, for example, 120 banknotes. The breakdown of banknotes 19 is 20 x 500,000 yen banknotes, 50 x 1,000,000 yen banknotes, 20 x 5,000,000 yen banknotes, 20 x 10,000,000 yen banknotes, and 10 x 50,000,000 yen banknotes.
[0014] There are 20 satisfaction tokens, one for each player P1, for example, 4 tokens, and each satisfaction token 20 is red, blue, green, or yellow. Each player P1 chooses the satisfaction tokens 20 they will use. The 20 satisfaction tokens are used to display each player P1's satisfaction level. In this embodiment, "satisfaction level" is represented by a number (integer), and a relatively higher number indicates a relatively higher satisfaction level. The dice 24 are used during the game, for example, when making investments with investment cards 13.
[0015] Income cards 12 determine the amount of income each player P1 receives during the game. There are a total of 32 income cards 12, including 4 income cards 12 for the age range of 25 to 30, 4 income cards 12 for the age range of 30 to 35, 4 income cards 12 for the age range of 35 to 40, 4 income cards 12 for the age range of 40 to 45, 4 income cards 12 for the age range of 45 to 50, 4 income cards 12 for the age range of 50 to 55, 4 income cards 12 for the age range of 55 to 60, and 4 income cards 12 for the age range of 60 to 65. The reason there are 4 income cards 12 for each age range is because the game is played by 4 players P1.
[0016] The design of the front side (12A) of all Income Cards 12 is the same. The back side (12B) of Income Cards 12 lists items such as age range, annual income, annual expenses, savings, and 5 years' worth of savings. The amounts for the items listed on the back side (12B) differ for each age range. Player P1 receives 5 years' worth of annual income and savings from the bank and pays the bank an amount equivalent to 5 years' worth of expenses for the age range specified on Income Card 12.
[0017] Investment Card 13 is obtained by each player P1 paying banknotes 19 during the progress of the game. There are multiple Investment Cards 13, for example, 83 pieces. On the front surface 13A of the Investment Card 13, the types of investments, such as financial planner, financial advisor, corporate bonds, national bonds, gold, horse racing, art, virtual currency, variable insurance, large foreign stocks, large domestic stocks, domestic equity funds, etc. are displayed. There are multiple Investment Cards 13 for each type of investment. On the back surface 13B of the Investment Card 13, items such as the operation period and value fluctuation are displayed. Some value fluctuations are determined according to the numbers (eyes) rolled on the dice. When player P1 invests using the Investment Card 13, the banknotes 19 are placed under the Investment Card 13. The Investment Card 13 is sold after the game ends and is cashed out.
[0018] Player P1 can acquire a financial planner or a financial advisor by paying a contract fee of 1 million yen. When player P1 holds a financial planner or a financial advisor, player P1 can receive the effect of the Event Card 16 that player P1 holds only when a "1" appears when rolling the dice.
[0019] Player P1 can purchase the Want-to-Do Card 14 by paying money to the bank in order to execute what they want to do during the progress of the game. There are multiple Want-to-Do Cards 14, for example, 60 pieces. The Want-to-Do Card 14 is divided into two types: multiple First Want-to-Do Cards 14A and multiple Second Want-to-Do Cards 14B. The First Want-to-Do Card 14A is used from the first round to the fourth round. The Second Want-to-Do Card 14B is used after the fifth round. On the front surface 14C of the Want-to-Do Card 14, markings for distinguishing the First Want-to-Do Card 14A and the Second Want-to-Do Card 14B are respectively applied.
[0020] On the back surface 14D of the "Thing to Do" card 14, there are items such as what Player P1 wants to do during the game, a number indicating the increase in Player P1's satisfaction level while holding the "Thing to Do" card 14, the payment amount for purchasing the "Thing to Do" card 14, the running cost for achieving the increase in satisfaction, the usage instructions of the "Thing to Do" card, and so on.
[0021] There are multiple types of "things to do" displayed on the "Thing to Do" card 14. Also, there are multiple copies of the first "Thing to Do" card 14A with the same "thing to do" displayed, and multiple copies of the second "Thing to Do" card 14B with the same "thing to do" displayed. The "things to do" displayed on the first "Thing to Do" card 14A include, for example, getting married, giving birth, starting a hobby, skydiving, taking a sightseeing flight by helicopter, etc. The "things to do" displayed on the second "Thing to Do" card 14B include, for example, building a two-family house, purchasing high-class jewelry, purchasing a tower mansion, purchasing a villa, etc.
[0022] When Player P1 holds the "Thing to Do" card 14 and Player P1 pays an amount equivalent to the running cost to the bank, the satisfaction level increases by the number displayed on the back surface 14D. If Player P1 cannot pay the running cost displayed on the "Thing to Do" card 14, Player P1's satisfaction level decreases by the amount displayed on that "Thing to Do" card 14.
[0023] There are multiple Second Life cards 15, for example, 50 cards. The Second Life card 15 has two types: the Dream Card 15A and the Big Dream Card 15B. There are multiple copies of the Dream Card 15A and the Big Dream Card 15B respectively. On the front surface 15C of the Second Life card 15, there is a display that can distinguish the Dream Card 15A from the Big Dream Card 15B. On the back surface 15D of the Second Life card 15, there are items such as the content of the Second Life, a number indicating the satisfaction level, the purchase amount, a number indicating the penalty, and so on.
[0024] The content of the second life shown on the back of Dream Card 15A (15D) includes, for example, a peaceful life surrounded by family, forming a band and making a debut, buying a farm and living a self-sufficient life, buying antiques, buying a camper van and going on a trip, etc. The content of the second life shown on the back of Big Dream Card 15B (15D) includes, for example, traveling with people who have helped you, renovating your home, taking a Mediterranean cruise on a private yacht, traveling around ancient cities in Asia, going to the moon on a space trip, etc. The satisfaction level, purchase amount, and penalty level are all relatively higher for Big Dream Card 15B than for Dream Card 15A.
[0025] Second Life Card 15 is acquired by each player P1 during the game by paying the purchase price to the bank and is placed in player P1's hand area. After the game ends, Second Life Card 15 serves to increase each player P1's satisfaction level, or to decrease it depending on the penalty.
[0026] There are multiple Event Cards 16, for example, 20 of them. The design on the front 16A of all Event Cards 16 is the same. Therefore, Player P1 cannot distinguish between the 20 Event Cards 16. Each Player P1 can acquire an Event Card 16 at a predetermined time in each round during the game without paying money to the bank. The back 16B of Event Card 16 displays the event content, the target of the event, and the effect of the event that occurs. Event content includes things like receiving an investment gift from grandparents, the global financial crisis, taking a temporary leave of absence due to a serious illness, inheriting an inheritance from parents, and receiving a bonus for improved performance. Effect content includes things like receiving money and paying money. The effects of Event Card 16 occur during the game or after the game ends.
[0027] There are four Disability Insurance Cards 17, and each Disability Insurance Card 17 displays the contract fee that Player P1 must pay to the bank to purchase it. Each Player P1 can choose whether or not to purchase a Disability Insurance Card 17. Each Player P1 can purchase a Disability Insurance Card 17 by paying the contract fee to the bank. If Player P1 possesses a Disability Insurance Card 17, they are not affected by some of the effects described on other cards, such as the effects of Event Card 16.
[0028] Investment chips 22 are placed on top of investment cards 13 held by player P1, for example, on investment trusts. Investment chips 22 are used to indicate the investment period of the investment trust. The investment periods displayed on investment chips 22 are 5 years, 15 years, 20 years, 25 years, 30 years, and 35 years. There are four types of investment chips 22: The first investment chip displays 5 years on one side and 10 years on the other. The second investment chip displays 15 years on one side and 20 years on the other. The third investment chip displays 25 years on one side and 30 years on the other. The fourth investment chip displays 35 years on one side. There are 16 of each of the first, second, and third investment chips, and 8 of the fourth investment chip.
[0029] Multiplier chips 23 display a number corresponding to the multiplier written on investment card 13. The multiplier is a number used to calculate the amount of profit to be obtained relative to the investment amount. There are three types of multiplier chips 23. The first multiplier chip displays -50% on the front and +50% on the back. The second multiplier chip displays +100% on the front and +200% on the back. The third multiplier chip displays +500% on the front and +1000% on the back. There are 30 first multiplier chips, 20 second multiplier chips, and 10 third multiplier chips. During the game, player P1 rolls dice 24 and places a multiplier chip 23 on investment card 13 that matches the multiplier on investment card 13 corresponding to the number rolled.
[0030] Pension Reduction Card 18 is used after the game ends. There are two Pension Reduction Cards 18, and each card displays the amount that Player P1 will pay to the bank. The four amounts written on the front and back of each Pension Reduction Card 18 are all different. Player P1 can acquire Pension Reduction Card 18 depending on the event displayed on Event Card 16.
[0031] The main board 11 shown in Figure 2 is where various cards and satisfaction tokens 20 are placed when playing the game. The main board 11 is made of, for example, paper or synthetic resin and has a plate shape. The main board 11 has a front and a back surface, and is placed with the front surface facing up on the usage location 30 shown in Figure 1, for example, on a table. When the main board 11 placed on the usage location 30 is viewed from directly above in the direction of gravity, the outer shape of the main board 11 is a rectangle, for example. The main board 11 may also be configured to be foldable and unfoldable. The area outside the main board 11 is the second auxiliary storage area 91.
[0032] The surface of the main board 11 is provided with storage areas 40, 41, 42, 43, and 44, as well as display areas 50 and 60, and also with discard areas 71, 72, 73, and 74, a satisfaction display section 75, and a first auxiliary storage area 90.
[0033] Placement 40 is where you place a deck of multiple Investment Cards 13 stacked face up 13A. Placement 41 is where you place a deck of multiple Things to Do Cards 14 stacked face up 14C. Placement 42 is where you place a deck of multiple Event Cards 16 stacked face up 16A. Placement 43 is where you place multiple Dream Cards 15A stacked face up 15C. Placement 44 is where you place multiple Big Dream Cards 15B stacked face up 15C.
[0034] The display area 50 is located between the placement area 40 and the discard area 71, and there are multiple display areas 50, for example, four of them arranged in a row. The display area 50 is where player P1 places one investment card 13 at a time, drawn from the top of the investment card deck. The investment cards 13 are placed in the display area 50 with their backs 13B facing upwards. The display area 60 is located between the placement area 41 and the discard area 72, and there are multiple display areas 60, for example, four of them arranged in a row.
[0035] The highlight area 60 is where player P1 places one of the multiple "Things to Do" cards 14 that they have drawn from the top of the deck of "Things to Do" cards 14. The "Things to Do" cards 14 are placed in the highlight area 60 with their backs 14D facing up. The highlight area 60 is located between the placement area 41 and the discard area 72. There are multiple highlight areas 60, for example, four of them arranged in a row. The four highlight areas 60 include highlight areas 60A, 60B, and 60C. There is one highlight area 60A, which can be purchased for 500,000 yen less than the payment amount written on the "Things to Do" card 14.
[0036] Highlight 60B can be purchased for the amount listed on the "Things to Do" card 14, and there are two of them. Highlight 60C can be purchased for 500,000 yen more than the amount listed on the "Things to Do" card 14, and there is one of them. Highlight 60C is located closest to the "Placement" area 41, and Highlight 60A is located closest to the "Discard" area 72. Highlight 60B is located between Highlight 60A and Highlight 60C.
[0037] Discard area 71 is where investment cards 13 discarded (trashed) during the highlight 50 are placed. Discard area 72 is where "things to do" cards 14 discarded (trashed) during the highlight 60 are placed. Discard area 73 is where event cards 16 discarded (trashed) are placed, and is located next to placement area 42. Discard area 74 is where second life cards 15 discarded (trashed) are placed, and is located next to placement area 44. First auxiliary placement area 90 is located next to discard area 74. First auxiliary placement area 90 is where event cards 16 whose event effects continue are placed.
[0038] During the game, each player P1 can visually perceive their satisfaction level from the satisfaction display unit 75 and satisfaction tokens 20. The satisfaction display unit 75 is arranged in a ring along the periphery of the main board 11. The satisfaction display unit 75 is composed of a series of positive integers indicating satisfaction levels, increasing in increments of 5 from 0 (zero), displayed in a single row. The boundaries between adjacent satisfaction levels are defined by color coding, dividing lines, frames, etc. Each player P1 can place their satisfaction token 20 of their chosen color onto the satisfaction display unit 75 to display satisfaction levels ranging from 0 to 499 in increments of 5.
[0039] Satisfaction chips 21 are provided to represent satisfaction in units of 500, and there are multiple satisfaction chips 21, for example, 8 chips. The front side 21A of each satisfaction chip 21 displays the positive integer 500, which represents satisfaction, and the back side 21B of each satisfaction chip 21 displays the positive integer 1000, which also represents satisfaction. During the game, when player P1's satisfaction can be displayed as a positive integer of 500, 1000, 1500, or 2000, player P1 places a satisfaction chip 21 in front of them. Then, by combining the satisfaction display unit 75 and the satisfaction chips 21, player P1 can display an integer satisfaction level in increments of 5 within the range of 0 to 2499. When each player P1's satisfaction level increases or decreases by the amount shown on the various cards during the game, they use the satisfaction tokens 20 and satisfaction chips 21 to change their satisfaction level.
[0040] (Preparation before the game starts) First, place the main board 11 face up in the usage area 30. Next, stack the investment cards 13 to form a deck. Note that either a financial planner or a financial advisor is included in the deck of investment cards 13. Then, shuffle (mix) the deck of investment cards 13 and place it in the storage area 40. All investment cards in the deck are placed with their front side 13A facing up, so player P1 cannot see the back side 13B of the investment cards 13.
[0041] Next, the top four cards of the Investment Card 13 deck are drawn one by one, and the four Investment Cards 13 are placed one by one in the four display areas 50. All four Investment Cards placed in each display area 50 are facing their backs 13B upwards. In other words, Player P1 can visually see the investment details of Investment Card 13.
[0042] Furthermore, the "Things to Do" card 14 is divided into the first "Things to Do" card 14A and the second "Things to Do" card 14B. A deck is created by stacking the first "Things to Do" card 14A with the front surface 14C facing up, and a deck is created by stacking the second "Things to Do" card 14B with the front surface 14C facing up. In addition, the first "Things to Do" card 14A deck is shuffled, and the second "Things to Do" card 14B deck is also shuffled. The shuffled first "Things to Do" card 14A deck is placed in the placement area 41 with the front surface 14C facing up. The second "Things to Do" card 14B deck will be used from the fifth round onwards, so the second "Things to Do" card 14B deck is placed in the auxiliary area 80 on the side of the main board 11 as shown in Figure 1.
[0043] Furthermore, from the Second Life Cards 15, create a deck by stacking multiple Dream Cards 15A with their front faces 15C facing the same direction, and then shuffle that deck. Place the shuffled Dream Card 15A deck in the storage area 43 with the front faces 15C facing upwards. Furthermore, from the Second Life Cards 15, create a deck by stacking multiple Big Dream Cards 15B with their front faces 15C facing the same direction, and then shuffle that deck. Place the shuffled Big Dream Card 15B deck in the storage area 44 with the front faces 15C facing upwards. Furthermore, select any 8 cards from the 20 Event Cards 16, create a deck by stacking all of them with their front faces 16A facing upwards, shuffle it, and place the shuffled deck in the storage area 42.
[0044] Each player P1 has one of each of the eight income cards 12, each representing a different age range. Then, each player P1 stacks the eight income cards 12 from top to bottom in order of youngest to oldest age range, with the backs 12B facing upwards. Next, each player P1 places the stack of eight income cards 12 into their own hand area 81 and turns over the top card.
[0045] Then, each player P1 selects their own satisfaction token 20 and places the selected satisfaction token 20 on the satisfaction display section 75 of the main board 11 at the position of satisfaction 100. Also, each player P1 decides whether or not to purchase a disability insurance card 17. A player P1 who purchases a disability insurance card 17 places the disability insurance card 17 in their personal area 81. Furthermore, to proceed with the game, one starting player is chosen from the four players P1, and the starting player receives a die 24, and the game begins.
[0046] (Explanation of game progression and rounds) The game progresses as each player P1 performs one of eight rounds as shown in Figure 5. The eight rounds correspond to the age ranges indicated on the income card 12. Specifically, Round 1 R01 corresponds to the age range of 25 to 30, Round 2 R02 to 30 to 35, Round 3 R03 to 35 to 40, Round 4 R04 to 40 to 45, Round 5 R05 to 45 to 50, Round 6 R06 to 50 to 55, Round 7 R07 to 55 to 60, and Round 8 R08 to 60 to 65. Each player P1 starts with Round 1 R01 and performs each round in an order in which the corresponding age increases sequentially.
[0047] Each round consists of multiple steps, as shown in Figure 6, such as the asset management step S11, the asset administration step S12, the savings withdrawal step S13, the life choice step S14, the event step S15, and the preparation step S16. Each player P1 performs each step in increasing order of the Arabic numerals representing them in each round. However, in the first round R01 only, each player P1 does not perform the asset management step S11 and the asset administration step S12, but starts from the savings withdrawal step S13. Also, in the eighth round R08, each player P1 ends at the event step S15 and does not perform the preparation step S16. Furthermore, in each round, the order in which each step is performed, after the starting player, is determined by each player P1 rolling a die 24, for example. In addition, throughout the game, from the start to the end, the auxiliary area 80 also serves as a bank.
[0048] (Explanation of each step) <Explanation of asset management steps> The asset management step S11 is not performed in the first round R01. When each player P1 performs the asset management step S11, each player P1 selects one of the investment cards 13 placed in the show area 50 and places the investment amount determined by player P1 under the investment card 13. If the face (number) of a die 24 is displayed on the back 13B of the investment card 13, player P1 rolls the die 24. A multiplier chip 23 corresponding to the price fluctuation value determined according to the face (number) of the die 24 is placed on top of the investment card 13.
[0049] If the multiplier displayed on the multiplier chip 23 falls below -100%, for example, between -100% and 200%, the investment written on the investment card 13 fails. When an investment fails, the investment amount is confiscated by the bank, and the investment card 13 is discarded to the discard pile 71. When an investment card 13 is discarded and one of the display spaces 50 becomes empty, the investment card 13 located to the left of the empty display space 50 is moved to the right to fill the vacancy in the display space 50. If the investment written on the investment card 13 does not fail, the investment card 13 and the investment amount are retained.
[0050] If the investment card 13 on which the investment amount is placed has an investment period and price fluctuations corresponding to that period written on its back side 13B, player P1 places an investment chip 22 on top of the investment card 13. When player P1 performs asset management step S11 for the first time, they place the investment chip 22 with 5 years, corresponding to the investment period, facing upwards. Then, as the number of rounds performed by player P1 increases and the number of times asset management step S11 is performed increases, the number of years displayed on the investment chip 22 is increased in increments of 5 years.
[0051] <Explanation of Asset Management Steps> The asset management step S12 is not performed in the first round R01. In the asset management step S12, each player P1 chooses whether to sell or hold their investments. If player P1 chooses to sell their investments, they receive an amount from the bank equivalent to the price fluctuation (multiplier) corresponding to the investment period of the investment chips 22 placed on the investment amount. In addition, the money placed under the investment card 13 is returned to player P1's hand area 81, and the investment card 13 is discarded to the discard pile 71.
[0052] <Explanation of steps for withdrawing savings> Each player P1 begins the first round, R01, with the withdrawal step S13. When player P1 performs the withdrawal step S13, they can receive money from the bank. First, player P1 receives the amount of savings shown on income card 12 from the bank and places the received money in their hand area 81. Note that if player P1 performs the second round, R02 or later, the amount of savings received from the bank may change due to the effects of events that occurred in previous rounds.
[0053] Additionally, Player P1, who possesses the "Things to Do" card 14, can increase their satisfaction by the displayed number by paying the running cost shown on the card to the bank during the savings withdrawal step S13. If Player P1 does not pay the running cost to the bank, the "Things to Do" card 14 is discarded to the discard pile 72, and the satisfaction is reduced by the displayed number. When one of the "Show Areas" 60 becomes free by discarding the "Things to Do" card 14, the remaining "Things to Do" cards 14 are moved one card's length towards the discard pile 72. Also, the top card of the "Things to Do" card deck in the placement area 41 is taken and placed face up 14C on the far left of the second "Show Area" 60.
[0054] Furthermore, if Player P1's satisfaction level increases from less than 500 to 500 or more, but less than 1000, Player P1 receives a 500 satisfaction chip from the bank. If the player's satisfaction level increases from less than 1000 to 1000 or more, the player flips over the 500 satisfaction chip to change their satisfaction level to 1000. Note that the player's satisfaction level can also change in steps other than the savings withdrawal step.
[0055] <Explanation of life choice steps> Each player P1 repeats the life choice step S14 twice in each round. The life choice step S14 includes the first substep, investing with investment cards 13, and the second substep, purchasing a to-do card 14. First, in the first substep, starting with the first player, each player chooses one of the investment cards 13 placed in the display area 50, and player P1 places the amount of money they have decided to invest under the investment card 13.
[0056] In the second substep, each player P1 selects one of the 14 "things to do" cards placed in the display area 60 and purchases it by paying the amount to the bank. Player P1 places the purchased "things to do" card 14 into their hand area 81. When there is space in the display area 60, the remaining "things to do" cards 14 are moved one card closer to the discard area 72. Also, the top card of the "things to do" card deck in the placement area 41 is taken and placed face up 14C on the far left of the display area 60. Note that if each player P1 does not wish to perform one or more substeps in the first or second substep, they may pass on the substep they do not wish to perform.
[0057] <Explanation of Event Steps> In event step S15, player P1 takes one card from the top of the event card deck 16. When player P1 takes an event card 16, its effect is activated during the game. After the effect is activated, the event card 16 with a temporary effect is discarded to discard pile 73. Additionally, event cards 16 whose effects will continue in subsequent rounds are placed in the first auxiliary storage area 90 and the second auxiliary storage area 91. Event cards 16 that display temporary effects, such as inheriting assets from parents, stock market decline due to rising interest rates, a major earthquake, or bonus payments due to improved performance, are discarded to the discard area 73 after their effects have been activated. Furthermore, event cards 16 that display effects that will continue in subsequent rounds, such as strong performance in the corporate defined contribution pension plan, are placed in the second auxiliary storage area 91 because they will have a continuous impact. Furthermore, event cards 16 that display events that take effect only in the next round, such as the arrival of an aging society or rising food, gasoline, and utility costs due to overseas conflicts, are placed in discard area 73 for the next round only, and when the next round ends, those event cards 16 are discarded to discard area 73. In addition, event cards 16 that display events that take effect in subsequent rounds, such as a reduction in old-age pension payments, are placed in the first auxiliary storage area 90, and event cards 16 that display a consumption tax increase are placed in the second auxiliary storage area 91.
[0058] <Preparation Steps> In the preparation step S16, each player P1 prepares to proceed to the next round corresponding to their age range. Player P1 removes one card from the top of their 12 income cards, increasing their age range. They also pass the 24 die held by the starting player of the current round to the player P1 located to the left of that starting player. The player P1 who receives the 24 die becomes the starting player for the next round.
[0059] Furthermore, of the four investment cards 13 placed in the display area 50, the two closest to the discard area 71 are discarded to the discard area 71, and the remaining two investment cards 13 in the display area 50 are moved closer to the discard area 71 and stopped at the display area 50. Also, two cards are taken from the top of the deck of investment cards 13 in the placement area 41, and these investment cards 13 are placed face up in the two empty spaces in the display area 50.
[0060] Furthermore, of the four "Things to Do" cards 14 placed in the display area 60, the two closest to the discard area 72 are discarded to the discard area 72, and the remaining two "Things to Do" cards 14 in the display area 60 are moved closer to the discard area 72 and stopped at the display area 60. Also, two cards are taken from the top of the deck of "Things to Do" cards 14 in the placement area 41, and these "Things to Do" cards 14 are placed face up in the two empty spaces in the display area 60.
[0061] Furthermore, in the fourth round R04, when proceeding to the preparation step S16, the first desire card 14A of the desire cards 14 that remained in the placement area 41 and the second desire card 14B of the desire cards that was placed in the auxiliary area 80 are stacked to form a deck, and this deck is shuffled. The shuffled deck of desire cards 14 is placed in the placement area 41. In this case, all of the desire cards 14 are facing upwards with their front faces 14C.
[0062] Furthermore, in the preparation step S16 of the fourth round R04, each player P1 draws four cards from the top of the Dream Card 15A deck and four cards from the top of the Big Dream Card 15B deck. Each player P1 selects up to five of the eight Second Life Cards 15 they drew and discards the remaining cards to the discard pile 74. Player P1 does not pay the amount shown on the Second Life Cards 15. Player P1 places the selected Second Life Cards 15 face down 15D in their hand area 81. The hand area 81 is located to the side of the main board 11. Each player P1 has their own hand area 81. The hand area 81 is where player P1 places all of their cards and banknotes 19.
[0063] (Explanation of game end and winner / loser) Once each player P1 has completed rounds 1 (R01) through 8 (R08) and event step S15 of round 8 (R08), the pre-Second Life work is complete, as shown in Figure 6. After round 8 (R08) is complete, each player P1 performs the following additional tasks.
[0064] <First additional task> Each player P1 sells all 13 investment cards they possess and receives an amount from the bank equivalent to the profits generated from their investments. Player P1 can also use some of the 13 investment cards to increase their satisfaction level.
[0065] <Second additional task> Each player P1 must pay the bank the money they need to live on between the ages of 65 and 100. First, player P1 must execute the event on event card 16 in their hand area 81 and pay the required money to the bank. Player P1 must also pay the amount shown on pension reduction card 18 to the bank. If player P1 is unable to pay the money to the bank, their satisfaction level decreases by 500.
[0066] <Third Additional Work> Each player P1 uses the money remaining after performing Task 3 to play Second Life Card 15, which is located in their hand area 81. If player P1 pays the amount shown on Second Life Card 15 to the bank, player P1's satisfaction increases by the amount shown on Second Life Card 15. If player P1 is unable to pay the amount shown on Second Life Card 15 to the bank, player P1's satisfaction decreases by the amount shown in the penalty.
[0067] <Determination of the winner> After the 8th round (R08) is completed, the game ends when the above-mentioned 1st additional task to 3rd additional task is performed. At the end of the game, the player P1 with the highest satisfaction level is declared the winner. If there are multiple players with the highest satisfaction level, the player P1 who performed the Second Life Card 15 with the highest satisfaction level is declared the winner. If multiple players have performed the Second Life Card 15 with the highest satisfaction level, all of those players are declared winners. In this embodiment of the board game equipment 10, player P1 can acquire money and use that money to increase their satisfaction level. Therefore, player P1 can enjoy the game while simulating investment activities necessary for daily life. At the end of the 8th round (R08), any player P1 who does not have the funds to perform additional tasks is declared the loser.
[0068] (Extended rules) • Rule 1 The order and types of the eight event cards 16 to be placed in placement area 42 can be pre-arranged. • Rule 2 Each player P1 can perform Rule 2 in each round by paying 1 million yen to the bank when performing the life choice step S14. Rule 2 involves discarding the four investment cards 13 placed in Showcase 50 and the four things to do cards 14 placed in Showcase 60. Next, take the top four investment cards 13 from the deck in Placement 40 and place them in Showcase 50. Furthermore, take the top four things to do cards 14 from the deck in Placement 41 and place them in Showcase 60.
[0069] (others) An example of the technical meaning of the matters described in this embodiment is as follows: Board game equipment 10 is an example of board game equipment. Banknotes 19 are an example of simulated currency. Income cards 12, investment cards 13, things to do cards 14, second life cards 15, and event cards 16 are examples of cards. Main board 11 is an example of a board. Income card 12 is an example of a first card, and the reverse side 12B is an example of a first display section. Event card 16 is an example of a second card, and the reverse side 16B is an example of a second display section. Investment card 13 is an example of a third card, and the reverse side 13B is an example of a third display section. Things to do cards 14 and second life cards 15 are examples of fourth cards. The reverse sides 14D and 15D are examples of fourth display sections.
[0070] Placement area 42 is an example of the first placement area, placement area 40 is an example of the second placement area, and placement areas 41, 43, and 44 are examples of the third placement area. Discard area 73 is an example of the first discard area, discard area 71 is an example of the second discard area, and discard areas 72 and 74 are examples of the third discard area. Satisfaction display unit 75 is an example of the satisfaction display unit. Satisfaction token 20 is an example of a satisfaction token. Satisfaction chip 21 is an example of a satisfaction chip. Furthermore, the amount, rules, penalties, investment details, event details, second life details, things to do, running costs, satisfaction level, etc. are examples of game content. Satisfaction level 499 is an example of a predetermined number of satisfaction levels. Also, the interval of "5" is an example of a predetermined number interval.
[0071] This embodiment is not limited to what is disclosed with reference to the drawings, and can be modified in various ways without departing from its essence. For example, the board game equipment 10 can also be understood as a board game set. The planar shape of the board may be circular, elliptical, triangular, pentagonal, hexagonal, etc. Furthermore, the simulated currency is not limited to banknotes, but may also be coins. The predetermined number of satisfaction points may be a number other than 499. Also, an example of the predetermined number interval may be something other than "5". [Industrial applicability]
[0072] This embodiment can be used as a board game tool having a board and cards. [Explanation of symbols]
[0073] 10...Board game equipment, 11...Main board, 12...Income cards, 12B, 13B, 14D, 15D, 16B...Reverse side, 13...Investment cards, 14...Things to do cards, 15...Second life cards, 16...Event cards, 19...Banknotes, 20...Satisfaction tokens, 21...Satisfaction chips, 40, 41, 42, 43, 44...Placement area, 71, 72, 73, 74...Discard area, 75...Satisfaction display area
Claims
1. A board game device comprising: mock currency; cards displaying the contents of a game played by multiple players using the mock currency; and a board that is placed flat in a place of use on which the cards are placed, The aforementioned card is A plurality of first cards, each having a first display section that shows the amount of the simulated currency that the player can acquire without paying the simulated currency, A plurality of second cards, each having a second display section that the player can acquire without paying the simulated currency and which displays at least one of the amounts of the simulated currency to be acquired or paid, A plurality of third cards having a third display section that can be acquired by the player by paying the simulated currency, and which displays at least one of the amounts of the simulated currency obtained or the amount of the simulated currency paid, A plurality of fourth cards having a fourth display section that shows at least one of the following: the player's satisfaction increases when the player pays the simulated currency, or the player's satisfaction decreases when the player is unable to pay the simulated currency; Includes, The aforementioned board is The first area where the stack of the aforementioned multiple second cards is placed, A second storage area where the stack of the aforementioned multiple third cards is placed, A third storage area where the stack of the aforementioned multiple fourth cards is placed, A first discard area where the second cards used and discarded by the player are placed, A second discard area where the third cards used and discarded by the player are placed, A third discard area where the fourth cards that have been used and discarded by the player are placed, A satisfaction display unit that displays numbers representing the satisfaction levels of each of the aforementioned players, ranging from zero to a predetermined number at predetermined numerical intervals, Equipped with, Each of the aforementioned players uses a satisfaction token, which is placed on the satisfaction display unit, A satisfaction chip used by each of the aforementioned players, which displays a number higher than the satisfaction number displayed on the satisfaction display unit, Board game equipment with additional features.
2. A board game device according to claim 1, The satisfaction display section is arranged in a ring shape along the outer edge of the board, and is a board game component.
3. A board game according to claim 1, The aforementioned board is a board game device with a structure that allows for easy folding and unfolding.