Luv: The 21st Century Dating Board Game
The board game simulates 21st-century dating experiences through role-playing and storytelling, addressing the lack of engagement in traditional dating websites by providing an entertaining and interactive platform for users to discuss real dating scenarios.
Patent Information
- Application Number
- US18/795677
- Authority / Receiving Office
- US · United States
- Patent Type
- Applications(United States)
- Current Assignee / Owner
- Filing Date
- 2024-08-06
- Publication Date
- 2026-02-12
AI Technical Summary
Existing dating websites lack an element of coolness and fail to provide an engaging platform for users to discuss real dating situations in a humorous manner, leading to frustration and inefficiency, particularly for younger generations.
A board game that simulates 21st-century dating experiences, allowing players to navigate real dating scenarios through role-playing and storytelling, with components like character cards, date cards, and goal cards, promoting interaction and entertainment among players.
The game provides an engaging and entertaining way for users to experience and discuss dating scenarios, reducing frustration and enhancing social interaction, while offering a fun and organic approach to relationship exploration.
Abstract
Description
COPYRIGHT NOTICE
[0001] A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.BACKGROUNDField of the Invention
[0002] This invention relates to the field of relationship and dating to experience how 21st-century dating looks like.Technical Field
[0003] This invention relates generally to board games and more specifically to those who are looking to experience the 21st Century dating and relationship culture.DESCRIPTION OF THE RELATED ART
[0004] Since the origin of the Internet there have been many web sites dedicated to dating and helping people meet other people for purposes of friendship or romance.
[0005] In 2004, the online dating industry produced over $470 million in revenue, up 20% from the previous year. In the last couple of quarters, however, growth seems to be leveling off as the market is beginning to show signs of maturity and segmentation. On one end of the space, for older people serious about finding a spouse, E-Harmony requires a 400-question self description and True.com offers background checks to ensure single status among users. On the other end, the larger market of younger people who will remain single for longer remains wide open to whoever can actually make the process of exploring love one that is casual, fun, and organic.
[0006] Currently most of the dating web sites are based on users creating profiles of themselves, either by providing written or photographic descriptions of themselves or by answering sets of questions. In many systems users can browse such profiles that been categorized by such values as age, location, goals, interests etc.
[0007] On many current dating websites, women are inundated with hundreds of messages from losers, which take too much work and frustration to sift through. On many such sites younger men often feel like they are lost in the shuffle. After spending time picking out a few women they think they really like, and carefully crafting them e-mails, they often do not hear back from anyone at all. This causes the men to instead write generic emails to much larger numbers of women, perpetuating the vicious cycle where each woman gets more useless emails she is unable process.
[0008] Traditional dating sites lack an element of coolness, and the younger generation avoids using them in order not to appear desperate, opting instead for the limited dating features of social networks like Wink and Friendster.
[0009] There are various games in prior art forms involving questions about relationships. Many of these games have included hypothetical situations with responses by players involving sharing personal feelings in relation to the hypothetical situations presented. None of the games found in the prior art have been seen to include story-telling of real dating situations experienced by players for the purpose of providing an outlet for players to discuss dating misfortunes in a humorous manner, where the winner of the game is the player who can most successfully navigate their romantic life.
[0010] Examples of prior art may be represented in U.S. Pat. No. 5,054,775, Banks et al, wherein a game relating to personal relationships includes questions and sets of categories with players responding to questions about relationships. In this game, players answer personal questions about relationships based on the categories provided in the game. The questions presented by Banks, have predetermined answers to which players can answer correctly or incorrectly. Although Banks' game is about relationships, it is significantly different from the present invention in that there are predetermined, right and wrong answers. Banks' invention does not include questions that require players to answer in a story telling / role-playing format, or phases in which certain players must enter a “Single”, “Dating” or “Married” state.
[0011] In U.S. Pat. No. 5,375,846, Smith provides a question-and-answer game involving questions about etiquette and hypothetical situations. The question cards include situations that present dilemmas to which a player must resolve through role-play, answering each question as if they were a man or woman. Smith's game differs from the present invention in that it asks players to hypothesize about questions of sexual etiquette and score themselves and other players on a sexual etiquette scale. It does not include a board, and pieces with which players must travel around the board, with the purpose of accomplishing their given relationship goal.
[0012] U.S. Pat. No. 5,681,046, Lawrence describes a compatibility game with a series of personal questions which players answer by assigning numeric values to. The purpose of Lawrence's game is to find likenesses among players of the opposite sex and to match players with potential partners. The method and purpose of Lawrence's invention is significantly different than the present invention. Although Lawrence's game involves players answering personal questions about relationships and dating, the purpose of his game is to discover potential compatibilities between players. His game is not meant to be played with members of the same sex. In addition, his game does not involve role-playing, where characters must enter into a “Single”, “Dating” or “Married” state in the game in order to accomplish their goal and win.
[0013] There have been games in the prior art providing various methods of play involving topics of relationships, dating and sex. None of the above noted patents, taken singularly or combined include what is being disclosed in this invention. This invention provides a new game relating to personal dating and relationship experiences.
[0014] None of the previous inventions and patents, taken either singly or in combination, is seen to describe the instant invention as claimed. Hence, the inventor of the present invention proposes to resolve and surmount existent technical difficulties to eliminate the aforementioned shortcomings of prior art.SUMMARY
[0015] In light of the disadvantages of the prior art, the following summary is provided to facilitate an understanding of some of the innovative features unique to the present invention and is not intended to be a full description. A full appreciation of the various aspects of the invention can be gained by taking the entire specification, claims, drawings, and abstract as a whole.
[0016] The invention is a boardgame that allows players to experience what dating and relationships are like in the 21st century.
[0017] It is a new product. There are thirteen main components: box, board, date cards, torture cards, goal cards, character cards, attachable player pieces, marriage pieces / rings, reason chips, relationship history logs, rule book, pencils and die. The parts will work together as described in the rule book.
[0018] This game could have expansion packs for the character cards, date cards, torture cards, and / or goal cards. This game could also have several editions, such as the “Christian Edition” or the “Baby Boomers Edition” or the “GenX Edition”.
[0019] An advantage of the present invention is its' simplicity. There is no technical skill or intelligence required to play and no complex game pieces, apart from the attaching player pieces, which easily attach to each other or connect to a third piece to indicate a new player state. This invention provides a useful and novel game that is easily conveyed, understood and played. There is no right or wrong answers. The only qualification needed to play is the presence of some substandard dating / relationship experiences and the ability to gossip and tell stories. These features, combined, provide an advantage to the game's marketability as well as manufacturing costs.
[0020] It is a further object of the present invention to improve the results obtained by online dating services, or to provide entertainment to groups of teens and adults.
[0021] The components are either plastic or cardstock. There are no critical ranges of size, weight, pressure for any component, but the player pieces must interlock or attach to each other.
[0022] It is a further object of the present invention to provide a new and improved method which is of a reliable system.
[0023] This application is for all age groups, primarily over the age of 12, and targets all types of people.
[0024] This Summary is provided merely for purposes of summarizing some example embodiments, to provide a basic understanding of some aspects of the subject matter described herein. Accordingly, it will be appreciated that the above-described features are merely examples and should not be construed to narrow the scope or spirit of the subject matter described herein in any way. Other features, aspects, and advantages of the subject matter described herein will become apparent from the following Detailed Description, Figures, and Claims.DETAILED DESCRIPTION
[0025] Detailed descriptions of the preferred embodiment are provided herein. It is to be understood, however, that the present invention may be embodied in various forms. Therefore, specific details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art to employ the present invention in virtually any appropriately detailed system, structure or manner.
[0026] Love is a game about dating and relationships in the 21st century. Try to accomplish your goal while dealing with other players who have their own agenda. Convince other players to date, marry or hookup with you, but beware, not everyone has the same goal as you!How to Win:
[0027] Each player finishes their own round when they pass the End of Round flag. The first player to achieve their goal by the end of their round wins. If a dating or married pair reach the end of a round and both meet their goal, the person with the most reason chips wins.Set Up:1. Set up board with Date and Torture cards.
[0029] 2. Each player picks a character card and a player piece.
[0030] 3. Each player blindly picks a goal card. KEEP IT A SECRET.
[0031] 4. Each player gets two reason chips and a relationship log.
[0032] 5. Everyone starts off “Single.” Decide who goes first by rolling the die. Play continues clockwise.On Your Turn:1. Roll the dice, move your piece. If you are dating or married, the other player moves with you, but only you pick up and play any Date or Torture cards you land on.
[0034] 2. Each character card has a special action. You may take your action on your turn each round.
[0035] 3. If you land on a Date or Torture square, READ THE CARD ALOUD and play it. If the card says to hook-up, date, marry, or break up with someone, don't forget to give them reason chips as described below. If the card says keep, keep the card with you until mentioned. If not, put it at the bottom of the deck.
[0036] 4. If you land on an empty square you can do nothing, or take ONE of the following actions each turn:
[0037] 4.1 Date Someone: If you're Single, convince another Single player to date you. If they say yes, give them one reason chip, move your piece to their square, and connect to their piece. You two are now “Dating”.
[0038] 4.2 Marry Someone:
[0039] If you're Dating, convince your partner to marry you. If they say yes, give them one reason chip and crown your players with a ring piece. Both of you are now “Married”, and your pieces move together on the board for both partner's turns. If you land on special tiles, only the partner whose turn it is picks up a card, but both partners move together if needed. If they say no, you remain dating for the current turn.
[0040] If you've Hooked-up with someone at any point, you can ask them to marry you.
[0041] 4.3 Hook Up:
[0042] If you're Single, convince a Single or Dating player to hookup with you. If yes, give them one reason chip and move your piece to their square, but don't connect your pieces.
[0043] If you're Dating, convince your partner, or another player who is single or Dating to hook-up with you. If they say yes, give them one reason chip. They (and their partner if they're dating someone) must move to your square. Stay connected to your current partner.
[0044] 4.4 Break Up:
[0045] If you're Dating, give your partner one reason chip and separate your pieces. Both players remain in the same square. Your partner can reject your breakup if they have some card in their favour, or if they give you two reason chips.
[0046] If you're Married, give your partner two reason chips and separate your pieces. Both players remain in the same square. Your partner can reject your breakup if they have some card in their favour, or if they give you four reason chips.
[0047] 5. If your relationship status changed, record your partner's name and circle your relationship status.
[0048] 6. If you reach the end of your round and haven't met your goal, keep your goal card and start a new round.
[0049] 7. Throughout the game, players can discuss and try to figure out other players' goals. This becomes helpful when you land on a gossip square.Characters:
[0050] Each character card has a special action. You may take your action on your turn each round, if applicable.Goals:
[0051] There are six different types of goals, and two of each. When playing the game for the first time, READ ALL POSSIBLE CARDS ALOUD, so players can familiarize themselves with possible goals. If you suspect someone's goal card at any point in the game, you may discuss it with other players if you wish.Reason Chips:
[0052] If you owe a player reason chips and don't have enough, you (and your partner if applicable) must go back one step for each chip you don't have-do not play any special squares you land on. Note: This rule does not apply if you are asking someone to hook-up, date, marry, or break-up or if you are rejecting someone's request; you must have enough chips to complete any of these actions.
[0053] Collect two new reason chips every time you finish a round and pass the Start square.Gossip Squares:
[0054] Guess someone's goal. If you're wrong, move back to the last Torture square and pick up the card. If you're right, the other player fails their goal. They must go back to Start, put their goal card back in the deck and draw a new goal card. If they were dating or married, both players must go back to start, but only the one whose goal was guessed picks up a new goal card.
[0055] While a specific embodiment has been shown and described, many variations are possible. With time, additional features may be employed. The particular shape or configuration of the platform or the interior configuration may be changed to suit the system or equipment with which it is used.
[0056] Having described the invention in detail, those skilled in the art will appreciate that modifications may be made to the invention without departing from its spirit. Therefore, it is not intended that the scope of the invention be limited to the specific embodiment illustrated and described. Rather, it is intended that the scope of this invention be determined by the appended claims and their equivalents.
[0057] The Abstract of the Disclosure is provided to allow the reader to quickly ascertain the nature of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. In addition, in the foregoing Detailed Description, it can be seen that various features are grouped together in various embodiments for the purpose of streamlining the disclosure. This method of disclosure is not to be interpreted as reflecting an intention that the claimed embodiments require more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive subject matter lies in less than all features of a single disclosed embodiment. Thus, the following claims are hereby incorporated into the Detailed Description, with each claim standing on its own as a separately claimed subject matter.
Claims
I: Game playing apparatus including some or all of the following:
1. A box;2. A board;3. Date cards;4. Torture cards;5. Goal cards;6. Character cards;7. Attachable player pieces;8. Marriage rings / pieces / holders;9. Reason chips / tokens;10. Relationship history logs;11. Pencils;12. Rulebook.
13. Die
Citation Information
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