Board game equipment
By introducing simulated currency, cards and display units into the board game device, the problem of insufficient player satisfaction in existing devices is solved, and player satisfaction and gaming experience is improved.
Patent Information
- Application Number
- JP2024189110
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-28
- Publication Date
- 2025-02-07
- Estimated Expiration
- 2044-10-28
Smart Images

Figure 0007627987000001_ABST
Abstract
Description
[Technical field]
[0001] The present embodiment relates to a board game set having a board and cards. [Background technology]
[0002] An example of a board game equipment having a board and cards is described in Patent Document 1. The board game equipment described in Patent Document 1 has a board and an instruction card. The board has a board receiving section formed between a base member by connecting three outer peripheral parts of a rectangular member having a board display section with a plate made of a transparent or translucent material attached thereto. The instruction card carries instruction information in the form of letters or pictures that instruct the progress of the game. Patent Document 1 describes that by replacing the board according to the progress of the game, even a player who has been at a disadvantage until then can hope for a chance to turn the game around. Patent Document 1 also describes that it is possible to provide an innovative board game equipment that allows players to enjoy the game to the end without losing their motivation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2003-320071 A Summary of the Invention [Problem to be solved by the invention]
[0004] The inventor of the present application found that the board game equipment described in Patent Document 1 did not take into consideration whether or not players (gamers) could be satisfied, and there was still room for improvement.
[0005] An object of the present disclosure is to provide board game equipment that places emphasis on player satisfaction. [Means for solving the problem]
[0006] This embodiment is a board game device having simulated money, cards displaying the content of a game played by a plurality of players using the simulated money, and a board on which the cards are placed flat in a place of use, the cards being comprised of a plurality of first cards which the player can acquire without paying the simulated money and which have a first display section displaying the amount of the simulated money to be acquired, a plurality of second cards which the player can acquire without paying the simulated money and which have a second display section displaying at least one of the amount of the simulated money to be acquired or the amount of the simulated money to be paid, a plurality of third cards which the player can acquire by paying the simulated money and which have a third display section displaying at least one of the amount of the simulated money to be acquired or the amount of the simulated money to be paid, and a fourth card displaying at least one of the following: an increase in the player's satisfaction by the player paying the simulated money, and a decrease in the player's satisfaction if the player is unable to pay the simulated money. and a plurality of fourth cards having a display unit, the board comprising a first placement area where a deck of the plurality of second cards is placed, a second placement area where a deck of the plurality of third cards is placed, a third placement area where a deck of the plurality of fourth cards is placed, a first discard area where the second cards played and discarded by the player are placed among the plurality of second cards, a second discard area where the third cards played and discarded by the player are placed among the plurality of third cards, a third discard area where the fourth cards played and discarded by the player are placed among the plurality of fourth cards, and a satisfaction level display unit that displays numbers representing the satisfaction levels of the players ranging from zero to a predetermined number at predetermined numerical intervals, and further comprising satisfaction pieces that are used by the players and placed on the satisfaction level display unit, and satisfaction chips that are used by the players and display a number higher than the number indicating the satisfaction level displayed on the satisfaction level display unit. Effect of the Invention
[0007] According to this embodiment, it is possible to provide board game equipment that places emphasis on player satisfaction. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a schematic plan view showing an example in which players use board game equipment to play a game. [Diagram 2] FIG. 2 is an enlarged plan view showing a main board included in the board game equipment. [Diagram 3] This is a conceptual diagram showing examples of income cards, things to do cards, investment cards, second life cards, event cards, disability insurance cards, and pension reduction cards included in the board game equipment. [Figure 4] FIG. 1 is a conceptual diagram showing an example of bills, satisfaction chips, operation chips, multiplier chips, satisfaction pieces, and dice included in board game equipment. [Diagram 5] 1 is a flowchart showing the order of each round executed in a game. [Figure 6] 13 is a flowchart illustrating an example of each step performed in each round. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] (overview) This disclosure describes several embodiments of board game equipment with reference to the drawings. In the drawings for explaining the embodiments of the board game equipment, the same parts are generally designated by the same reference numerals.
[0010] In the game played using the board game equipment 10 shown in Fig. 1, the player P1 starts at a certain age, assuming that he / she is a new member of society. When the game starts, the age of the player P10 increases as the game progresses. Then, the player P1 retires, and through his / her second life after retirement, the game aims to realize an ideal life based on the satisfaction of the player P1.
[0011] The game is played with up to four players P1 participating. When each player P1 starts the game, he or she plays multiple rounds, for example, eight rounds, one after the other. When each player P1 has completed all eight rounds, the work before Second Life is completed. After that, each player P1 performs some additional work, and the game ends. The player P1 with the highest level of satisfaction at the end of the game is declared the winner. Note that when all eight rounds have been completed, any player P1 who does not have the funds to perform additional work for Second Life is declared the loser at that point.
[0012] (Board game equipment explanation) The board game equipment 10 is a set including elements such as a main board 11 shown in Figures 1 and 2, income cards 12 shown in Figure 3, investment cards 13, things you want to do cards 14, second life cards 15, event cards 16, disability insurance cards 17, pension reduction cards 18, banknotes 19 shown in Figure 4, satisfaction pieces 20, satisfaction chips 21, management chips 22, multiplier chips 23, dice 24, etc.
[0013] The bills 19 play a role as money during the game and after the game ends. The bills 19 are used when the player P1 pays money and when he receives money. The player P1 pays money when, for example, investing with the investment card 13, purchasing the wish card 14, purchasing the disability insurance card 17, when the effect of the event card 16 occurs, when paying a contract fee, when paying running costs, when paying a penalty, and the like. The player P1 receives money when, for example, receiving income, when receiving investment profits, when the effect of the event card 16 occurs, and the like. There are a plurality of bills 19, for example, 120 bills. The bills 19 are broken down into 20 500,000 yen bills, 50 1 million yen bills, 20 5 million yen bills, 20 10 million yen bills, and 10 50 million yen bills.
[0014] There are four satisfaction pieces 20, for example, the maximum number of players P1, and the colors of each satisfaction piece 20 are red, blue, green, and yellow. Each player P1 chooses a satisfaction piece 20 to use. The 20 satisfaction pieces are used to display the satisfaction level of each player P1. In this embodiment, "satisfaction level" is expressed as a number (integer), and the higher the number, the higher the satisfaction level. The dice 24 are used when investing with the investment card 13 during the game, etc.
[0015] The income cards 12 determine the amount of income each player P1 will receive during the game. There are 32 income cards 12 in total, including four income cards 12 corresponding to the age range of 25 to 30, four income cards 12 corresponding to the age range of 30 to 35, four income cards 12 corresponding to the age range of 35 to 40, four income cards 12 corresponding to the age range of 40 to 45, four income cards 12 corresponding to the age range of 45 to 50, four income cards 12 corresponding to the age range of 50 to 55, four income cards 12 corresponding to the age range of 55 to 60, and four income cards 12 corresponding to the age range of 60 to 65. The reason there are four income cards 12 with different age ranges is because four players P1 will play the game.
[0016] The front 12A of each income card 12 has the same design. The back 12B of each income card 12 lists items such as age range, annual income, annual expenses, savings amount, and five years' worth of savings amount. The amounts of the items listed on the back 12B vary for each age range. Player P1 receives five years' worth of annual income and savings amount from the bank within the age range listed on the income card 12, and pays an amount equivalent to five years' worth of expenses to the bank.
[0017] Each player P1 acquires the investment card 13 by paying bills 19 during the game. There are a plurality of investment cards 13, for example, 83 cards. The front surface 13A of the investment card 13 indicates the type of investment, for example, financial planner, financial advisor, corporate bond, government bond, gold, horse racing, art, virtual currency, variable insurance, major foreign stocks, major domestic stocks, domestic stock-type investment trust, etc. There are a plurality of investment cards 13 for each type of investment. The back surface 13B of the investment card 13 indicates items such as the investment period and value fluctuation. The value fluctuation is determined according to the number (number) that is rolled by rolling the dice. When the player P1 invests using the investment card 13, he places the bills 19 under the investment card 13. The investment card 13 is sold after the game ends and converted into cash.
[0018] Player P1 can acquire a financial planner or financial advisor by paying a contract fee of 1 million yen. If player P1 has a financial planner or financial advisor, the effect of event card 16 held by player P1 will be applied only when the dice are rolled and a "1" is rolled.
[0019] In order to carry out what he wants to do while the game is in progress, player P1 can purchase what-to-do cards 14 by paying money to the bank. There are a plurality of what-to-do cards 14, for example 60 of them. The what-to-do cards 14 are divided into two types: a plurality of first what-to-do cards 14A, and a plurality of second what-to-do cards 14B. The first what-to-do cards 14A are used in the first to fourth rounds. The second what-to-do cards 14B are used from the fifth round onwards. The fronts 14C of the what-to-do cards 14 are marked to distinguish between the first what-to-do cards 14A and the second what-to-do cards 14B.
[0020] The back side 14D of the What I Want to Do card 14 displays items such as what the player P1 wants to do during the game, a number indicating the increase in satisfaction of the player P1 who possesses the What I Want to Do card 14, the amount to be paid to purchase the What I Want to Do card 14, the running costs to achieve the increase in satisfaction, and instructions for using the What I Want to Do card.
[0021] There are multiple types of "things I want to do" displayed on the thing I want to do cards 14. There are multiple first thing I want to do cards 14A with the same "things I want to do" displayed on them, and there are multiple second thing I want to do cards 14B with the same "things I want to do" displayed on them. The "things I want to do" displayed on the first thing I want to do cards 14A include, for example, getting married, having a child, taking up a hobby, skydiving, taking a sightseeing flight in a helicopter, etc. The "things I want to do" displayed on the second thing I want to do card 14B include, for example, building a two-family home, buying luxury jewelry, buying a tower apartment, buying a vacation home, etc.
[0022] When player P1 has a Want to Do card 14, if player P1 pays the amount equivalent to the running cost to the bank, the satisfaction level of player P1 increases by the number shown on the back side 14D. If player P1 cannot pay the running cost shown on the Want to Do card 14, player P1's satisfaction level decreases by the amount shown on the Want to Do card 14.
[0023] There are a plurality of Second Life cards 15, for example 50 cards. There are two types of Second Life cards 15, Dream cards 15A and Big Dream cards 15B. There are a plurality of each of the Dream cards 15A and Big Dream cards 15B. The front surface 15C of the Second Life card 15 is marked to distinguish between the Dream card 15A and the Big Dream card 15B. The back surface 15D of the Second Life card 15 displays items such as the content of Second Life, a number indicating the satisfaction level, the purchase amount, and a number indicating a penalty.
[0024] The contents of a second life displayed on the back 15D of the Dream Card 15A include, for example, a peaceful life surrounded by family, forming a band and debuting, buying a field and living a self-sufficient life, buying antiques, buying a camper van and going on a trip, etc. The contents of a second life displayed on the back 15D of the Big Dream Card 15B include, for example, traveling with people who have helped you, renovating your home, cruising the Mediterranean on a private yacht, traveling around ancient cities in Asia, going to the moon on a space trip, etc. The numbers indicating satisfaction, the purchase amount, and the numbers indicating penalties are relatively higher on the Big Dream Card 15B than on the Dream Card 15A.
[0025] During the game, each player P1 obtains a Second Life card 15 by paying the purchase amount to the bank, and places the card in the player P1's hand area. After the game ends, the Second Life card 15 serves to increase the satisfaction level of each player P1, or to decrease the satisfaction level according to a penalty.
[0026] There are a plurality of event cards 16, for example, 20. The design of the front surface 16A of each event card 16 is the same. Therefore, the player P1 cannot distinguish between the 20 event cards 16. Each player P1 can obtain an event card 16 at a predetermined timing in each round of the game without paying money to the bank. The back surface 16B of the event card 16 displays the contents of the event, the target of the event, and the effect of the event that occurs. The contents of the event include investment gifts from grandparents, a global financial crisis, taking a temporary leave of absence due to serious illness, inheriting parent's inheritance, improving business performance, and the like. The contents of the effect include receiving money, paying money, and the like. The effect of the event card 16 occurs during the game or after the game ends.
[0027] There are four Incapacity Insurance Cards 17, and the amount of the contract that the player P1 will pay to the bank to purchase the Incapacity Insurance Card 17 is displayed on each of the Incapacity Insurance Cards 17. Each player P1 can choose whether or not to purchase the Incapacity Insurance Card 17. Each player P1 can purchase the Incapacity Insurance Card 17 by paying the contract amount to the bank. If the player P1 has the Incapacity Insurance Card 17, he or she will not be affected by some of the effects written on other cards, for example, the effects of the event card 16.
[0028] The investment chip 22 is placed on, for example, an investment trust among the investment cards 13 held by the player P1. The investment chip 22 is used to indicate the investment period of the investment trust. The investment periods displayed on the investment chip 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 has 5 years displayed on the front side and 10 years displayed on the back side. The second investment chip has 15 years displayed on the front side and 20 years displayed on the back side. The third investment chip has 25 years displayed on the front side and 30 years displayed on the back side. The fourth investment chip has 35 years displayed on one side. There are 16 first, second, and third investment chips each, and 8 fourth investment chips.
[0029] The multiplier chips 23 display a number corresponding to the multiplier written on the investment card 13. The multiplier is a number used to calculate the amount of profit obtained from 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. The player P1 places the multiplier chip 23 indicating the multiplier that matches the multiplier of the investment card 13 that corresponds to the number that came up when the dice 24 was rolled during the game on the investment card 13.
[0030] The pension reduction cards 18 are used after the game ends. There are two pension reduction cards 18, and the amount that the player P1 will pay to the bank is displayed on each of the pension reduction cards 18. The four amounts printed on the front and back of each pension reduction card 18 are all different. The player P1 can obtain a pension reduction card 18 depending on the event content displayed on the event card 16.
[0031] The main board 11 shown in FIG. 2 is a place where various cards and satisfaction pieces 20 are placed when playing a 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 surface and a back surface, and the main board 11 is placed with the front surface facing up on a usage location 30 shown in FIG. 1, for example, 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 peripheral shape of the main board 11 is a quadrangle, for example, a rectangle. The main board 11 may be configured to be, for example, foldable and unfoldable. The outside of the main board 11 is a second auxiliary placement area 91.
[0032] On the surface of the main board 11, there are provided storage areas 40, 41, 42, 43, 44, a display area 50, a display area 60, disposal areas 71, 72, 73, 74, a satisfaction level display section 75, and a first auxiliary storage area 90.
[0033] The storage area 40 is a place for placing a stack of multiple investment cards 13 with the fronts 13A facing up. The storage area 41 is a place for placing a stack of multiple thing-to-do cards 14 with the fronts 14C facing up. The storage area 42 is a place for placing a stack of multiple event cards 16 with the fronts 16A facing up. The storage area 43 is a place for placing a stack of multiple dream cards 15A with the fronts 15C facing up. The storage area 44 is a place for placing a stack of multiple big dream cards 15B with the fronts 15C facing up.
[0034] The highlight area 50 is placed between the storage area 40 and the discard area 71, and the highlight area 50 is arranged in a plurality of places, for example, four places arranged in a row. The highlight area 50 is a place where the player P1 arranges the investment cards 13 taken out in order from the top of the deck of the investment cards 13 one by one. The investment cards 13 are placed in the highlight area 50 with their back faces 13B facing up. The highlight area 60 is placed between the storage area 41 and the discard area 72, and the highlight area 60 is arranged in a plurality of places, for example, four places arranged in a row.
[0035] The highlight area 60 is a place where the player P1 places the multiple What To Do cards 14 that he or she has taken out in order from the top of the deck of What To Do cards 14, one by one. The What To Do cards 14 are placed in the highlight area 60 with their back faces 14D facing up. The highlight area 60 is located between the placement area 41 and the discard area 72. The highlight areas 60 are arranged in a row in multiple locations, for example, four locations. The four highlight areas 60 include highlight areas 60A, 60B, and 60C. The highlight area 60A can be purchased for 500,000 yen less than the payment amount written on the What To Do card 14, and there is one such location.
[0036] The highlight scene 60B can be purchased with the payment amount written on the Want-To-Do Card 14, and there are two locations. The highlight scene 60C can be purchased for 500,000 yen more than the payment amount written on the Want-To-Do Card 14, and there is one location. The highlight scene 60C is located in the location closest to the storage area 41, and the highlight scene 60A is located in the location closest to the disposal area 72. The highlight scene 60B is located between the highlight scene 60A and the highlight scene 60C.
[0037] The discard area 71 is a place for placing the investment cards 13 that were discarded (trashed) in the highlight scene 50. The discard area 72 is a place for placing the wish cards 14 that were discarded (trashed) in the highlight scene 60. The discard area 73 is a place for placing the discarded (trashed) event cards 16, and is located next to the storage area 42. The discard area 74 is a place for placing the discarded (trashed) second life cards 15, and is located next to the storage area 44. The first auxiliary storage area 90 is located next to the discard area 74. The first auxiliary storage area 90 is a place for placing the event cards 16 whose event effects will continue.
[0038] During the game, each player P1 can visually recognize his / her own satisfaction level from the satisfaction level display section 75 and satisfaction level piece 20. The satisfaction level display section 75 is arranged in a ring shape along the periphery of the main board 11. The satisfaction level display section 75 is configured by displaying numbers indicating satisfaction levels in a row as a series of positive integers that increase in increments of "5" from "0 (zero)". The boundaries between adjacent satisfaction levels are defined by color coding, dividing lines, frames, etc. Each player P1 can display the range of satisfaction levels "0 to 499" in increments of 5 by placing the satisfaction level piece 20 of the color he / she uses on the satisfaction level display section 75.
[0039] The satisfaction level chips 21 are provided to indicate the satisfaction level in units of 500, and there are a plurality of satisfaction level chips 21, for example, eight. The positive integer 500 indicating the satisfaction level is displayed on the front surface 21A of each satisfaction level chip 21, and the positive integer 1000 indicating the satisfaction level is displayed on the back surface 21B of each satisfaction level chip 21. During the game, when the satisfaction level of the player P1 can be displayed as a positive integer of 500, 1000, 1500, or 2000, the player P1 places the satisfaction level chip 21 in front of him / her. Then, the player P1 can display the satisfaction level in integers in intervals of "5" within the range of "0 to 2499" by combining the satisfaction level display unit 75 and the satisfaction level chip 21. When the satisfaction level of each player P1 increases or decreases by the amount displayed on the various cards during the game, the player P1 uses the satisfaction level piece 20 and the satisfaction level chip 21 to change his / her own satisfaction level.
[0040] (Preparation before the game starts) First, the main board 11 is placed face up in the usage area 30. Next, the investment cards 13 are stacked to create a deck. Note that either a financial planner or a financial advisor is included in the deck of investment cards 13. Then, the deck of investment cards 13 is shuffled (mixed up), and the resulting deck of investment cards 13 is placed in the placement area 40. All of the deck of investment cards 13 are placed with the front faces 13A facing up, and player P1 cannot see the back faces 13B of the investment cards 13.
[0041] Next, the top four investment cards 13 are taken out in order from the deck of investment cards 13, and the four taken out investment cards 13 are placed one by one in the four highlight areas 50. The back faces 13B of all four investment cards placed in each of the highlight areas 50 are facing up. In other words, the player P1 can visually check the investment details of the investment cards 13.
[0042] In addition, the Do What You Want cards 14 are divided into the First Do What cards 14A and the Second Do What cards 14B, and a deck is created by stacking the First Do What cards 14A with the front side 14C facing up, and a deck is created by stacking the Second Do What cards 14B with the front side 14C facing up. Furthermore, the deck of the First Do What cards 14A is shuffled, and the deck of the Second Do What cards 14B is shuffled. The shuffled deck of the First Do What cards 14A is placed in the placement area 41 with the front side 14C facing up. The deck of the Second Do What cards 14B is used from the fifth round onwards, so the deck of the Second Do What cards 14B is placed in the auxiliary area 80 on the side of the main board 11 shown in FIG. 1.
[0043] Furthermore, among the Second Life cards 15, a deck of cards is made by stacking a plurality of Dream cards 15A with the faces 15C facing the same direction, and the deck is shuffled. The shuffled deck of Dream cards 15A is placed in the placement area 43 with the faces 15C facing up. Furthermore, among the Second Life cards 15, a deck of cards is made by stacking a plurality of Big Dream cards 15B with the faces 15C facing the same direction, and the deck is shuffled. The shuffled deck of Big Dream cards 15B is placed in the placement area 44 with the faces 15C facing up. Furthermore, any eight cards are selected from the twenty Event cards 16, and a deck of cards is made by stacking all of the cards with the faces 16A facing up, and the deck is shuffled, and the shuffled deck is placed in the placement area 42.
[0044] Each player P1 has eight types of income cards 12 with different age ranges, one for each type. Then, each player P1 stacks the eight income cards 12 from top to bottom in order of age range from youngest to oldest, with the backs 12B facing up. Furthermore, each player P1 places the eight stacked income cards 12 in his / her own hand area 81, and turns over the top card.
[0045] Then, each player P1 selects his / her own satisfaction piece 20 and places the selected satisfaction piece 20 in the satisfaction display section 75 of the main board 11 at the satisfaction level 100 position. Each player P1 also decides whether or not to purchase an Incapacity Insurance Card 17. The player P1 who purchases an Incapacity Insurance Card 17 places the Incapacity Insurance Card 17 in his / her own hand area 81. Furthermore, in order to proceed with the game, one of the four players P1 is selected as the start player, and the start player receives the dice 24, and the game begins.
[0046] (Game progress and round explanation) The game progresses as each player P1 plays eight rounds as shown in FIG. 5. The eight rounds correspond to the age ranges written on the income card 12. That is, the first round R01 corresponds to the age range of 25 to 30 years old, the second round R02 corresponds to the age range of 30 to 35 years old, the third round R03 corresponds to the age range of 35 to 40 years old, the fourth round R04 corresponds to the age range of 40 to 45 years old, the fifth round R05 corresponds to the age range of 45 to 50 years old, the sixth round R06 corresponds to the age range of 50 to 55 years old, the seventh round R07 corresponds to the age range of 55 to 60 years old, and the eighth round R08 corresponds to the age range of 60 to 65 years old. Each player P1 starts from the first round R01 and plays each round in order of increasing age.
[0047] Each round is composed of a plurality of steps as shown in FIG. 6, for example, an asset management step S11, an asset management step S12, a savings withdrawal step S13, a life selection step S14, an event step S15, and a preparation step S16. Each player P1 executes each step in the order of increasing Arabic numerals in each round. Each player P1 does not execute the asset management step S11 and the asset management step S12 only in the first round R01, but starts from the savings withdrawal step S13. Each player P1 ends the game with the event step S15 in the eighth round R08, and does not execute the preparation step S16. Furthermore, in each round, the order of executing each step after the start player is decided by, for example, each player P1 rolling the dice 24. Furthermore, during the game from the beginning 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 executed in the first round R01. When each player P1 executes the asset management step S11, each player P1 selects one of the investment cards 13 placed in the highlight area 50, and places the investment amount determined by the player P1 under the investment card 13. If the number (number) of the dice 24 is displayed on the back side 13B of the investment card 13, the player P1 rolls the dice 24. The multiplier chip 23 corresponding to the price fluctuation value determined according to the number (number) of the dice 24 is placed on 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 that investment card 13 will fail. If the investment fails, the investment amount is confiscated to the bank, and the investment card 13 is discarded to the discard area 71. When an investment card 13 is discarded and one highlight spot 50 becomes free, the investment card 13 located to the left of the free highlight spot 50 is moved to the right, eliminating the free highlight spot 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 period and price fluctuations according to the investment period are written on the back side 13B of the investment card 13 on which the investment amount is placed, the player P1 places the investment chip 22 on the investment card 13. When the player P1 performs the asset management step S11 for the first time, the player P1 places the investment chip 22 with the five years corresponding to the investment period facing up. Then, as the number of rounds performed by the player P1 increases and the number of times the asset management step S11 is performed increases, the number of years of operation displayed on the investment chip 22 increases in five-year increments.
[0051] <Explanation of asset management steps> The asset management step S12 is not executed in the first round R01. In the asset management step S12, each player P1 selects whether to sell or hold the investment he or she has made. If player P1 selects to sell the investment, he or she receives from the bank an amount equivalent to the price fluctuation (multiplication factor) corresponding to the investment period of the placed investment chips 22, relative to 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 in the discard area 71.
[0052] <Steps for withdrawing savings> Each player P1 starts from the savings withdrawal step S13 in the first round R01. When the player P1 executes the savings withdrawal step S13, he or she can receive money from the bank. First, the player P1 receives the savings amount displayed on the income card 12 from the bank, and places the received money in the hand area 81. Note that when the player P1 executes the second round R02 or later, the savings amount received from the bank may change depending on the effects of events that occurred in the previous rounds.
[0053] Furthermore, in the savings withdrawal step S13, player P1 who has the Do It Yourself card 14 can pay the running cost displayed on the Do It Yourself card 14 to the bank, thereby increasing his / her satisfaction level by the displayed number. If player P1 does not pay the running cost to the bank, the Do It Yourself card 14 is discarded to the discard area 72, and his / her satisfaction level is reduced by the displayed number. When one highlight area 60 is vacant after discarding a Do It Yourself card 14, the remaining Do It Yourself cards 14 are moved one card in the direction of the discard area 72. Also, the top card of the deck of Do It Yourself cards 14 in the placement area 41 is taken, and placed on the leftmost side of the second highlight area 60 with the face 14C facing up.
[0054] Furthermore, if the satisfaction level of player P1 increases from less than 500 to 500 or more and less than 1000, player P1 receives 500 satisfaction chips from the bank. If the satisfaction level of player P1 increases from less than 1000 to 1000 or more, player P1 flips the 500 satisfaction chip over to change the satisfaction level to 1000. Note that the satisfaction level of player P1 also changes in steps other than the savings withdrawal step.
[0055] <Explanation of life choice steps> Each player P1 repeats the life selection step S14 twice in each round. The life selection step S14 includes a first sub-step of investing with the investment card 13 and a second sub-step of purchasing the wish list card 14. First, in the first sub-step, starting with the starting player, players select one of the investment cards 13 placed in the highlight area 50, and the player P1 places bills of the investment amount that he or she has decided on under the investment card 13.
[0056] In the second sub-step, each player P1 selects one of the Want To Do cards 14 placed in the highlight area 60 and purchases it by paying the payment amount to the bank. The player P1 places the purchased Want To Do card 14 in the hand area 81. When an empty space is created in the highlight area 60, the remaining Want To Do card 14 is moved one card closer to the discard area 72. The player P1 also takes the top card of the deck of Want To Do cards 14 in the placement area 41 and places it on the leftmost side of the highlight area 60 with the face 14C facing up. If each player P1 does not want to perform one or more sub-steps of either the first sub-step or the second sub-step, he or she can pass on the sub-steps that he or she does not want to perform.
[0057] <Event step description> In the event step S15, the player P1 acquires one card at a time from the top of the deck of event cards 16. When the player P1 acquires an event card 16, an effect is activated during the game. The event card 16 that displays a temporary effect is discarded to the discard area 73 after the effect is activated. Furthermore, event cards 16 whose effects will continue to be active in the next round and beyond are placed in the first auxiliary storage area 90 and the second auxiliary storage area 91. Event cards 16 displaying events that will have a temporary effect, such as inheriting parent's assets, a stock market decline due to rising interest rates, the occurrence of a major earthquake, or a bonus being paid due to improved business performance, are discarded in the discard area 73 after their effect is activated. Furthermore, event cards 16 displaying events whose effects will continue to be active in the next round and beyond, such as favorable investment performance of a corporate defined contribution pension plan, are placed in the second auxiliary storage area 91, as they will have a continuing effect. Furthermore, an event card 16 that displays an event whose effect only occurs in the next round, such as the arrival of an aging society or rising food, gasoline, and utility costs due to overseas conflicts, is placed in the discard area 73 for the next round only, and when the next round ends, the event card 16 is discarded in the discard area 73. Furthermore, an event card 16 that displays an event whose effect occurs in the next round and beyond, such as a reduction in the amount of old-age pension payments, is placed in the first auxiliary storage area 90, and an event card 16 that displays an increase in the consumption tax is placed in the second auxiliary storage area 91.
[0058] <Preparation steps> In preparation step S16, each player P1 prepares to proceed to the round corresponding to the next age range. Player P1 removes one card from the top of the deck of income cards 12 that he or she owns, raising the age range. In addition, the start player of the currently active round hands over the dice 24 that he or she owns to player P1, who is located to the left of the start player. Player P1 who receives the dice 24 becomes the start player of the next round.
[0059] Furthermore, of the four investment cards 13 placed in the highlight area 50, the two closest to the discard area 71 are discarded to the discard area 71, and the two investment cards 13 remaining in the highlight area 50 are moved closer to the discard area 71 and stopped at the highlight area 50. Also, two investment cards are taken from the top of the deck of investment cards 13 in the placement area 41, and the investment cards 13 are placed in two vacant spots in the highlight area 50 with their faces 13A facing up.
[0060] Furthermore, of the four Want To Do Cards 14 placed in the highlight area 60, the two closest to the discard area 72 are discarded to the discard area 72, and the two Want To Do Cards 14 remaining in the highlight area 60 are moved closer to the discard area 72 and stopped at the highlight area 60. Also, two cards are taken from the top of the deck of Want To Do Cards 14 in the placement area 41, and these Want To Do Cards 14 are placed in two vacant spots in the highlight area 60 with their faces 14C facing up.
[0061] Also, when the process proceeds to preparation step S16 in the fourth round R04, the first thing to do card 14A of the thing to do cards 14 remaining in the placement area 41 and the second thing to do card 14B of the thing to do cards that were placed in the auxiliary area 80 are stacked together to create a deck of cards, and the deck of cards is shuffled. The shuffled deck of the thing to do cards 14 is placed in the placement area 41. In this case, the surfaces 14C of all of the thing to do cards 14 are facing up.
[0062] Furthermore, in the preparation step S16 in the fourth round R04, each player P1 takes out four cards from the top of the deck of dream cards 15A and four cards from the top of the deck of big dream cards 15B. Each player P1 selects up to five cards from the eight second life cards 15 taken out, and discards the remaining cards to the discard area 74. The player P1 does not pay the amount displayed on the second life card 15. The player P1 places the selected second life card 15 with the back side 15D facing up in the hand area 81. The hand area 81 is located to the side of the main board 11. The hand area 81 is reserved for each player P1. The hand area 81 is a place where the various cards and bills 19 owned by the player P1 are placed.
[0063] (End of game and explanation of winner and loser) When each player P1 executes the first round R01 to the eighth round R08 and executes the event step S15 of the eighth round R08, the work before the second life is completed as shown in Fig. 6. When the eighth round R08 ends, each player P1 executes the following additional work.
[0064] <First additional work> Each player P1 sells all of the investment cards 13 he or she owns, and receives from the bank an amount equivalent to the profits generated by the investment. Note that the player P1 can use some of the investment cards 13 to increase his or her satisfaction level.
[0065] <Second additional work> Each player P1 pays the bank the amount of money needed to live from age 65 to age 100. First, player P1 executes the event on the event card 16 in the hand area 81 and pays the necessary amount to the bank. Player P1 also pays the amount shown on the pension reduction card 18 to the bank. If player P1 is unable to pay the amount to the bank, then player P1's satisfaction level will decrease by 500.
[0066] <Third additional work> Each player P1 uses the money remaining after performing task 3 to play the Second Life card 15 placed in the hand area 81. When player P1 pays the amount shown on the Second Life card 15 to the bank, the satisfaction level of player P1 increases by the number shown on the Second Life card 15. If player P1 is unable to pay the amount shown on the Second Life card 15 to the bank, the satisfaction level of player P1 decreases by the number shown in the penalty.
[0067] <Determining the winner> After the eighth round R08 is completed, the first additional task and the third additional task are performed, and the game ends. The player P1 with the highest level of satisfaction at the end of the game becomes the winner of the game. If there are multiple players P1 with the highest level of satisfaction, the player P1 who played the Second Life card 15 with the highest level of satisfaction becomes the winner. If there are multiple players P1 who played the Second Life card 15 with the highest level of satisfaction, all of the players P1 become winners. In the board game equipment 10 of this embodiment, the player P1 can obtain money and use the money to increase his level of satisfaction. Therefore, the player P1 can enjoy the game while simulating the investment activities necessary for living. If the player P1 does not have the funds to perform the additional tasks at the end of the eighth round R08, he becomes the loser at that point.
[0068] (Extended rules) Rule 1 The stacking order and types of the eight event cards 16 placed in the placement area 42 can be adjusted in advance. Second rule When each player P1 executes the life selection step S14 in each round, he / she can execute rule 2 by paying 1 million yen to the bank. In rule 2, the four investment cards 13 placed in the highlight area 50 and the four want-to-do cards 14 placed in the highlight area 60 are each discarded. Next, the top four cards are taken from the deck of investment cards 13 in the placement area 40 and placed in the highlight area 50, respectively. Furthermore, the top four cards are taken from the deck of want-to-do cards 14 in the placement area 41 and placed in the highlight area 60, respectively.
[0069] (others) An example of the technical meaning of the matters described in this embodiment is as follows. The board game equipment 10 is an example of a board game equipment. The bills 19 are an example of imitation currency. The income card 12, the investment card 13, the things you want to do card 14, the second life card 15, and the event card 16 are examples of cards. The main board 11 is an example of a board. The income card 12 is an example of a first card, and the back surface 12B is an example of a first display section. The event card 16 is an example of a second card, and the back surface 16B is an example of a second display section. The investment card 13 is an example of a third card, and the back surface 13B is an example of a third display section. The things you want to do card 14 and the second life card 15 are examples of a fourth card. The back surfaces 14D and 15D are examples of a fourth display section.
[0070] The storage area 42 is an example of the first storage area, the storage area 40 is an example of the second storage area, and the storage areas 41, 43, and 44 are examples of the third storage area. The waste area 73 is an example of the first waste area, the waste area 71 is an example of the second waste area, and the waste areas 72 and 74 are examples of the third waste area. The satisfaction level display section 75 is an example of a satisfaction level display section. The satisfaction level piece 20 is an example of a satisfaction level piece. The satisfaction level chip 21 is an example of a satisfaction level chip. Furthermore, the amount of money, rules, penalties, investment details, event details, second life details, what you want to do, running costs, satisfaction levels, and the like are examples of game details. The satisfaction level of 499 is an example of a predetermined number of satisfaction levels. Furthermore, the "5" interval is an example of a predetermined number interval.
[0071] This embodiment is not limited to those disclosed using the drawings, and various modifications are possible without departing from the gist of the present invention. For example, the board game equipment 10 can be understood as a board game set. The planar shape of the board may be a circle, an ellipse, a triangle, a pentagon, a hexagon, or the like. The imitation currency is not limited to paper money, and may be coins. The predetermined number of satisfaction levels may be a number other than 499. An example of the predetermined number interval may be other than "5". [Industrial Applicability]
[0072] This embodiment can be used as a board game device having a board and cards. [Explanation of symbols]
[0073] 10...Board game equipment, 11...Main board, 12...Income card, 12B, 13B, 14D, 15D, 16B...Back side, 13...Investment card, 14...Things to do card, 15...Second life card, 16...Event card, 19...Banknote, 20...Satisfaction piece, 21...Satisfaction chip, 40, 41, 42, 43, 44...Place, 71, 72, 73, 74...Discard area, 75...Satisfaction display area
Claims
1. A board game device having simulated currency, cards showing the content of a game played by a plurality of players using the simulated currency, and a board that is placed flat in a place of use and on which the cards are placed, The card is a plurality of first cards each having a first display portion which the player can obtain without paying the simulated currency and which displays the amount of the simulated currency to be obtained; a plurality of second cards which the player can obtain without paying the simulated money and which have second display sections on which at least one of the amount of the simulated money to be obtained and the amount of the simulated money to be paid is displayed; a plurality of third cards which the player can acquire by paying the simulated currency and which have third display sections displaying at least one of the amount of the simulated currency to be acquired and the amount of the simulated currency to be paid; a plurality of fourth cards each having a fourth display portion displaying at least one of the following: that the player's satisfaction level will increase if the player pays the simulated money; and that the player's satisfaction level will decrease if the player is unable to pay the simulated money; Including, The board is a first placement area in which a deck of cards including the plurality of second cards is placed; a second placement area in which a deck of cards including the third cards is placed; a third placement area in which a deck of cards including the plurality of fourth cards is placed; a first discard area in which the second cards that have been used and discarded by the player are placed, among the plurality of second cards; a second discard area in which the third cards that have been used and discarded by the player are placed, among the plurality of third cards; a third discard area in which the fourth cards that have been used and discarded by the player are placed, among the plurality of fourth cards; a satisfaction level display unit that displays numbers representing the satisfaction levels of the players from zero to a predetermined number at predetermined numerical intervals; Equipped with a satisfaction level piece used by each of the players and placed on the satisfaction level display section; a satisfaction level chip used by each of the players and displaying a higher number than the satisfaction level displayed in the satisfaction level display section; There are also board game equipment.
2. 2. The board game equipment according to claim 1, The satisfaction level indicators are arranged in a ring shape along the outer edge of the board.
3. 2. The board game of claim 1, The board is configured to be freely foldable and unfoldable.
Citation Information
Patent Citations
Match-up card game
JP2006345995A
Toy game
JP2008212305A
Board game device
JP2008259572A
Game card set
JP2009005853A
Game for Teaching Financial Skills to Players
US20110123963A1