Game for teaching fundamental aspects of dating, relationships, and marriage

A board game simulates relational scenarios to educate players on dating and marriage, enhancing emotional intelligence and relationship skills, addressing the lack of fundamental guidance in existing games.

US20260208030A1Pending Publication Date: 2026-07-23FAIRLEY EDWARD LEVAR
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Patent Information

Authority / Receiving Office
US · United States
Patent Type
Applications(United States)
Current Assignee / Owner
FAIRLEY EDWARD LEVAR
Filing Date
2025-01-22
Publication Date
2026-07-23

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Abstract

A board game for teaching participants about dating, relationships, and marriage. Each player starts at single, which is physically located in the middle of the board. The object of the game is for a player to start in the middle at single and advance from single to dating to relationship and then to marriage. A player wins when they end up on a physical location deemed “Know Love.” The game comprises of the following: (1) a non-negotiable list of must haves associated with each player; (2) an indicium of a set of scenarios created by three decks of cards, labeled the dating phase, relationship phase and marriage phase; and (3) the board that has counted each with instructions. Each player advances through the roll of the die to various places on the board and is randomly assigned the particular game event by the instruction on the space in which they land. The space potentially affects their advancement by giving a personality trait to each random position that affects their position or by instructing the user to respond to a question from one of the decks, depending on what phase they are in. By answering the posed scenario, the player either advances, loses turns, changes phases, or goes back to single. The scenario or position can also be affected by each player's non-negotiable list.
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Description

BACKGROUND

[0001] The present invention relates generally to the field of games, and more particularly to teaching individuals about relationships, including real-life dating, relationships, and marriage concepts.

[0002] A relationship coach is a professional who helps people improve their relationships with others by teaching them strategies to communicate better and be more emotionally intelligent. Relationship coaches can help with a variety of relationships, including romantic, family, friendship, and business relationships.

[0003] Relationship coaching has emerged as a global industry and is booming. In 2024, revenues for the relationship coaching sector rose to $928.5M.SUMMARY

[0004] The present invention provides a particularly effective mechanism for teaching dating, relationship, and marriage skills to players in the context of a game. Each player starts at single, which is physically located in the middle of the board. The object of the game is for a player to start in the middle at single and advance from single to dating to relationship and then to marriage. A player wins when they end up on a physical location deemed “Know Love.” The game comprises of the following: (1) a non-negotiable list of must haves associated with each player; (2) an indicium of a set of scenarios created by three decks of cards, labeled the dating phase, relationship phase and marriage phase; and (3) the board that has counted each with instructions. Each player advances through the roll of the die to various places on the board and is randomly assigned the particular game event by the instruction on the space in which they land. The space potentially affects their advancement by giving a personality trait to each random position that affects their position or by instructing the user to respond to a question from one of the decks, depending on what phase they are in. By answering the posed scenario, the player either advances, loses turns, changes phases, or goes back to single. The scenario or position can also be affected by each player's non-negotiable list.BRIEF DESCRIPTION OF THE DRAWINGS

[0005] The preferred exemplary embodiment of the present invention will hereinafter be described in conjunction with the appended drawings, where like designations denote like elements, and:

[0006] FIG. 1 is a schematic illustration of various game pieces for use of a game in accordance with the present invention;

[0007] FIG. 2 is a schematic pictorial of an embodiment of a game in accordance with the present invention;

[0008] FIG. 3 is a schematic illustration of an exemplary section of a game board for use in one embodiment of a game in accordance with the present invention; and

[0009] FIG. 4 shows exemplary faces of landing spaces associated in one embodiment of a game in accordance with the present invention.DETAILED DESCRIPTION

[0010] There are many board games out there that address a common theme: war, strategy, investing—all playing for a common theme to beat another to a definable goal. This specific forum can be used as an educational tool rather than for the sake of purely competition. It is important in society to know how to advance from dating to falling in love. Education in schools and in other forums rarely address the need of an individual to be successful in relationships and, more specifically, intimate relationships. Most people learn through experiences with others and the various circumstances and situations that are encountered in relationships. However, this process can be somewhat draining and excessively emotional as one picks and chooses a mate. Many relationships encounter negative emotions, such as bitterness, envy, jealousy, anger, and others. The object of the present invention is to expose the player to these scenarios that exist so one can be better equipped to find the person that they are compatible with and to provide knowledge of the path to ultimate bliss with the right person.

[0011] There are many games for couples on the market today, however, what they usually lack is a fundamental education in the path of relationships and knowing when it is better to remain single or when one should move forward to ultimate bliss. The goal of the present invention is to educate people with the common situations that arise in relationships so one can know what to expect in certain situations and circumstances. This is much needed in society as relationships affect the health and well-being of a person and their effect upon others. The goal of the present invention is to achieve such education to foster and equip players of the game with a better idea of how to advance through relationships and practice such without causing an unnecessary negative emotional experience as what occurs in reality. By utilizing a board game, one can experience a trek through a relational path without the full brunt of a realistic consequence. Thereby, causing an education of such through a virtual character or fantasy by imposing upon such, a realistic set of events that mimic reality within a set frame.

[0012] Embodiments of the present invention disclose an approach to teach individuals about relationships, including real-life dating, relationships, and marriage concepts.

[0013] Embodiments of the present invention will now be described in detail with reference to the Figures.

[0014] Referring to FIG. 1, game pieces 100, in accordance with the present invention, comprises: dating cards 102; relationship cards 104; marriage cards 106; avoid going single cards 108; non-negotiable list cards 110; dice 112; pawns 114; tokens 116; and bucks 118.

[0015] Referring to FIG. 2, game board 200, in accordance with the present invention, comprises: marriage card space 202; Know Love card space 204; relationship card space 206; dating card space 208; and single space 210.

[0016] Referring to FIG. 3, game board section 300, in accordance with the present invention, comprises: Know Love space 204; dating space 208; single space 210; dating starts space 302; relationship starts space 304; marriage starts space 306; advance to relationship space 308; and back to single space 314.

[0017] Referring to FIG. 4, landing spaces 400, in accordance with the present invention, comprises: dating scenario space 402; negative landing space 404; and positive landing space 406.

[0018] In setting up the game, the following is done: (1) lay game board 200 open within reach of all players; (2) place one die of dice 112 and one or more pawns of pawns 114 of each player's choice in the single space 210, returning leftover pawns 114 to the game box; (3) place all avoid going single cards 108, bucks 118, and tokens 116 in a supply beside game board 200; (4) shuffle all non-negotiable list cards 110 and give one to each player, returning leftover cards to the game box (this represents the type of person each player aspires to end up with during the game; keep it in mind while making decisions during the game and during your love life); (5) separately shuffle dating cards 102, relationship cards 104, and marriage cards 106 into decks, placing each deck on its corresponding spot on game board 200, dating card space 208, relationship card space 206, and marriage card space 202, respectively; and (6) randomly determine the first player or player who rolls the highest die is the first player.

[0019] The goal of the game is to go from “No” Love to “Know” Love, working your way through the dating, relationship, and marriage circuits in order to reach the Know Love space 204 on the top right of game board 200. The game is meant as a story to go through more than a game to strategize upon. Therefore, sometimes, a player will go through situations they have no control over—just as in life. Furthermore, some of the cards and spaces will introduce narrative situations that do not impact the actual game mechanics in any particular way, but that is because the mechanics are not the focus-the story is the focus. Thus, to best enjoy the game, the player should surrender to the narrative, considering each input to build upon the story each character is going through.

[0020] The game is played over multiple rounds until a player reaches Know Love space 204. In each round, players alternate taking turns clockwise. On a player's turn, they resolve the following steps: (1) roll one die of dice 112 (a player only rolls both when a space or card effect instructs to do so); (2) move your pawn 114 clockwise as many spaces as indicated by the player's roll; when starting at single space 210, the first space to move to is dating starts space 302; and (3) resolve the effect of the space landed upon. Once the player is done, the turn is passed to the player to the left.

[0021] Each space describes the situation it represents and gives an in-game effect. When an effect gives avoid going single cards 108, take one from the supply. If an effect would send you back to the single space 210, the player may discard the card and avoid this. These cards represent the legacy of good things the player has done in their love life, which helps give their loved ones confidence they will not mess up again. When an effect gives bucks 118, the player takes the indicated amount from the supply. Just like with avoid single cards 108, if an effect sends the player back to the single space 210, the player can spend $50 bucks 118 to avoid this. These bucks represent money the player can invest in self-improvement, such as counseling, books, or tools within the game. When an effect in the dating circuit has an asterisk (e.g., advance to relationship space 308), the player advances to the relationship circuit and gains a token of tokens 116. While the player has the token, they are protected from effects in the relationship circuit that have an asterisk (e.g., back to single space 314). The player loses the token if they go back to the dating circuit or single space 210. This token represents the player is in a relationship with someone that fits their non-negotiable list. When an effect says dating scenario, relationship scenario, or marriage scenario, the player picks a card from dating cards 102, relationship cards 104, or marriage cards 106, respectively, and reads it aloud, resolving its effects. These cards represent situations the player goes through during particular moments of their love life. The player keeps the cards they drew, nearby, so they can check and reflect upon them when the game ends. If any of the decks deplete, return the cards and shuffle them to rebuild the particular deck.

[0022] The most recent effect the player goes through always trumps the previous one. For example, if the player gains two more rolls and, during the first roll, the player lands on a space that says lose a turn, the player loses their second roll and loses a turn like the space indicated. This represents how the last act in a relationship typically trumps previous outcomes and promises. Doing things right creates a positive momentum, but making a poor call breaks it and redirects to self-reflect, learn, and correct.

[0023] Apart from the very first step from single space 210 to the dating circuit, the player only advances to higher circuits when an effect instructs to do so. The player does not automatically advance to the next circuit when they land on its starting space, the player keeps going around it until an effect changes it. When the player makes it all the way around a circuit, consider that to be an entire year's worth of experiences. When a player's pawn 114 reaches Know Love space 204, the game ends and that player wins. Alternatively, if an hour has lapsed and no one has won, the game may be ended with no one winning. Likewise, if other players are very close to winning at the point when another player wins, the game may continue for one or more rounds, as one player's success in love does not mean every other player must fail. Regardless of which player won, the players should take some time with one another to share in-game and real-life experiences—that is the best way to get to know love.

[0024] The descriptions of the various embodiments of the present invention have been presented for purposes of illustration, but are not intended to be exhaustive or limited to the embodiments disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the invention. The terminology used herein was chosen to best explain the principles of the embodiment, the practical application or technical improvement over technologies found in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein.

[0025] While in the preferred embodiment, the game is implemented as a board game, the game is readily adaptable to a computer environment, and may be provided on a floppy disk, CD ROM or other suitable medium. Further, in an electronic embodiment, the game can be played by players at diverse locations via a local area network, wide area network or an extended network such as the Internet. Accordingly, the various terms employed in the above description to identify physical components, such as “board,”“tokens,”“dice,”“cards,”“tracks,” etc. should be taken to include electronic media equivalents.

[0026] Also, the preferred embodiment is one example of play and does not constitute the various forms of play that can be altered outside of the rules specified to accomplish the same agenda or similar agenda of the game. For example, one can prefer to remain single and alter the game in such a way that this is the object utilizing the same tools and format. Thus, the present invention is not limited to the scope of the preferred embodiment but in the spirit of the claims and tools fostered to accomplish the object of the game.

[0027] The foregoing is a description of preferred exemplary embodiments and best mode of the invention known to the applicant at the time of filing the application. The invention is not limited to the specific forms shown. For example, modifications may be made in the design and arrangement of the elements within the scope of the invention, as expressed in the appended claims.

Claims

1. A game for teaching relationship skills to players, wherein each player with a non-negotiable list either drawn randomly or chosen by each player at the start of the game, where the object of the game is for a player to advance from single to knowing love, the game comprising:a board, wherein the board includes one or more phases;one or more dice;one or more pawns;one or more decks of cards;a set of bucks; anda set of tokens.

2. The game of claim 1, wherein the game includes a dating scenario, a relationship scenario, and a marriage scenario.

3. The game of claim 2, wherein the dating scenario includes navigating through a dating phase of the player's love life.

4. The game of claim 2, wherein the relationship scenario includes navigating through a relationship phase of the player's love life.

5. The game of claim 2, wherein the marriage scenario includes navigating through a marriage phase of the player's love life.

6. The game of claim 1, wherein the one or more decks of cards includes avoid going single cards, non-negotiable list cards, dating scenario cards, relationship scenario cards, and marriage scenario cards.

7. The game of claim 6, wherein the avoid going single cards represent a legacy of good things the player has done in the player's love life, which helps give the player's loved ones confidence the player will not mess up again.

8. The game of claim 6, wherein the non-negotiable list cards represent a type of person each player aspires to end up with during the game and is used to help make decisions during the game and during the player's love life.

9. The game of claim 6, wherein the dating scenario cards represent situations the player goes through during a dating phase of the player's love life.

10. The game of claim 6, wherein the relationship scenario cards represent situations the player goes through during a relationship phase of the player's love life.

11. The game of claim 6, wherein the marriage scenario cards represent situations the player goes through during a marriage phase of the player's love life.

12. The game of claim 6, wherein the one or more decks of cards present a plurality of scenarios that include a required response, a position on the board, advancement around the board, and placement of the player on the board that represents the player's relationship status.

13. The game of claim 1, wherein the board has a list of events and circumstances subscribed to it as the player attempts to advance from single to knowing love.

14. The game of claim 1, wherein with each phase of the one or more phases is painted a different color indicating an advancement of phases, wherein the one or more phases include single, dating, relationship, marriage, and knowing love.

15. The game of claim 14, wherein each phase of the one or more phases is drawn geometrically circular indicating a geometric path of spiraling outward from being single towards a goal of knowing love.

16. The game of claim 15, wherein placement of being single is at center of a circle on the board and knowing love is at outside of the circle.

17. The game of claim 1, wherein the set of bucks represent money the player can invest in self-improvement, including counseling, books, and tools.

18. The game of claim 1, wherein the set of tokens represent the player is in a relationship with someone that fits the player's non-negotiable list.

19. The game of claim 1, wherein being single includes a point in the player's life before the player is involved with another person.

20. The game of claim 1, wherein knowing love includes a point in the player's life after marriage when the player truly understands and knows the meaning of love within the player's involvement with another person.