US20050194740A1
2005-09-08
11/073,376
2005-03-03
An educational board game, which includes a playing surface with a defined travel path between stores where players will visit in their quest to acquire collectables as outlined on a given card. Multiple players attempt to answer questions of a various nature to receive payment throughout the game. The goal of the game is to acquire all four collectibles and receive the bonus. The subject matter of the game may be derived around a theme, such as book collecting for example.
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A63F3/00006 » CPC main
Board games; Raffle games; Types of board games Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
A63F3/00119 » CPC further
Board games; Raffle games; Types of board games Board games concerning music, theatre, cinema, or art
A63F9/18 » CPC further
Games not otherwise provided for Question-and-answer games
Priority is claimed to Provisional Application Ser. No. 60/550,750 filed on Mar. 5, 2004.
FIELD OF THE INVENTIONA board game for multiple players is disclosed, which combines the elements of conversation, strategy, change, knowledge of subject matter and calculated risks.
BACKGROUNDA board game named “Booktastic!™” was created to stimulate conversation between players based on personal experiences as they pertain to reading and literature. However, persons of all ages are also entertained and enjoy the game setting in which a person's knowledge of a particular subject other than reading and literature is challenged and the game participants receive educational benefits. There are the elements of chance and risk-taking, which adds to the competitive nature and provides entertainment to the game. To that end, the present game has been developed.
COPYRIGHT NOTICEA portion of the disclosure of this patent document contains material, which is protected by copyright. The copyright owner has no objection to the facsimile reproduction by anyone of this patent document, but otherwise reserves all copyright rights including, without limitation, making derivative works of the material protected by copyright.
SUMMARY OF THE INVENTIONThe general purpose of the presently disclosed game, which will be described in greater detail, is to provide a new educational apparatus and method of play, which is not anticipated, rendered, suggested or implied by any of the prior board games, either alone or in combination. The numbers of the various items and the amounts used for prices described herein are exemplary only and it will be recognized by those skilled in the art that the numbers can be changed and varied without departing from the spirit and the scope of the invention of this patent.
In accordance with one aspect of the disclosure, a board game is provided wherein each player's turn involves an element of chance, selecting a specific category of subject matter of which the player can test his or her knowledge and the acquisition of specified items.
Players travel around the board (in any direction they choose) and visit stores illustrated on the board to search for and acquire all four of the items highlighted on their collection card, to be described subsequently. The player that collects all four items receives a $200 bonus at the end of the game. Players may buy or sell their collectables with the bank that can form part of the game. Players may also buy, sell or trade collectables with other players to improve their own collection, or to thwart another player's attempt to complete their collection.
Players earn “money” each turn by answering literary questions, preferably at the beginning of their turn, before rolling the die. The questions are listed on question cards in three increasingly difficult categories. The deck of question cards is shuffled and placed to the side of the game board. The question cards have three questions per card, one question from each category. Causal Reader questions, to be described subsequently, have no wrong answers and are worth $25. The Avid Reader questions, will be described in more detail later and are more challenging (multiple choices or true and false) and a player must give the right answer to receive $50. The Collector questions are the most difficult and a player receives $75 for correct answers. The deck of question cards also include random cards that will affect the players in a positive or negative manner, such as “lose a turn” or “receive cash” etc. These cards will be described in more detail later. “Casual Reader” questions are written for players that are not familiar with books or literature and are scripted in a manner that invites pleasant conversation. The “Avid Reader” questions are geared toward the person that averages ten to fifteen books a year and ask questions that these readers will know. “Collector” questions are difficult and require an expert level of knowledge to answer. These three categories represent most people in the market.
The “purchase price”, the “market value”, and a “discount price” are listed on the “collectable” card. In the example of Booktastic! the collectable card represents a book (the collectable card for Winetastic! would be a bottle of wine, for Artastic!-the collectable card would be a piece of artwork and so on). For the purpose of this explanation, from this point on the collectables will be referred to as books and stores will be referred to bookstores.
The book cards are shuffled at the beginning of the game and three books are randomly placed face up in each of the twelve bookstores on the board. Players may sell their “books” in any store for the “discount price” listed on the book card (players may sell books to other players for any amount agreed upon). When a player sells a book in a store the book remains face up in that store until another player buys the book or until the end of the game. Acquiring a book for the purchase price and selling it for the discount price is another way for players to earn money.
The purchase price is the amount a player must pay the bank to acquire the book. The market value is the amount that the book is worth at the end of the game. The discount price is the amount that a player will receive from the bank by selling the book in a bookstore. For example, a player may buy a book in one of the bookstores that has a market value of $100 for the purchase price of $65. On the next turn, the player answers a question then rolls the die and sells the book for the discount price, or $80. By purchasing the book and holding it for a few turns, the player receives a $15 profit. If a player sells a book in a bookstore, the book remains in that store face up until another player buys it or the game ends.
Those skilled in the art will recognize that a novel board game has been disclosed which includes several elements of gaming together with entertainment aspects and entertainment value that together have heretofore been unappreciated. The above-mentioned features and advantages of the disclosed game will be appreciated by those skilled in the art after reading the detailed description which follows in conjunction with the drawings.
BRIEF DESCRIPTION OF THE DRAWINGSFIGS. 1 and 2 are detailed views on a larger scale of the die and the moving tokens used in conjunction with the game board.
FIG. 3A, in accordance with a preferred embodiment of the game, is a plan view of the game board for the disclosed game.
FIG. 3B is a color depiction of the game board.
FIGS. 4 is a plan view of the front and back of an exemplary selection of cards with questions and answers for the game.
FIG. 5 is an exemplary view of one page of the “Noteworthy Books” or could also be referred to as “Collection Card” in another variation of the game.
FIG. 6 is an exemplary view of the collectable cards or “Book Cards.”
FIG. 7 is an exemplary view of the Score Card, as it relates to the scoring of the game.
ATTACHMENTS 1 through 3 give further detailed examples of questions and answers.
DESCRIPTION OF THE PREFERRED EMBODIMENTThe drawings included are not necessarily to scale and certain elements are shown in schematic or generalized form in the interest of clarity and conciseness. In the description which follows, the elements are marked with the specification and drawing with the same reference numerals respectively.
The game board may for example, without limitation, use as a theme, a local town square or outside shopping area. By way of example, the stores would be bookstores as illustrated in FIG. 3A. The game board is a flat surface with graphic depiction of stores where players will make purchases. For the sake of describing an exemplary game, the remainder of this discussion will refer to “stores” which will be understood to represent the places where transactions take place.
Referring further to FIG. 3A, the game board provides a travel path that represents a sidewalk for players to move between stores. Green squares on the sidewalk represent the entrances to the bookstores and mark where players enter the store (for clarity, the green squares are not represented in FIG. 3A but are seen FIG. 3B). In FIG. 3B the blue spaces represent open sky, more clearly seen in FIG. 3B.
Twelve stores each have three books for players to purchase, in our example. Players may travel in any direction on the board and may change direction at any time. Players do not need to roll on the die the exact number of spaces to enter a store. Once a player lands on the green in front of a store space they are free to enter the store. Stated another way, if a player is, say, three steps away from a store, the rules can be such that the player does not have to roll a “three” on the die to enter the store. The player could roll a “five” or a “six,” for example, and can then enter the store. As another example, and regarding the green squares, if a player is three steps away from a green square in front of a store and rolls a “three” and lands on that green square in front of the store, the player is free to enter the store rather than wait for the next turn to roll a “one.” This can be used as a rule to speed up the game, allowing players to get into stores more quickly.
The game also includes a die as represented in FIG. 1. The color and shape of the die is exemplary and may take other forms or color combinations. The player rolls the die, seen in FIG. 1, during player's turn to advance their token that number of spaces along the travel path. The path is divided into multiple spaces whereon players will advance their token, illustrated in FIG. 2, the number of spaces depicted on the die. If occupied by a token, another token may also occupy the same space; in other words, more than one token may occupy one space. The number of tokens per square is unlimited.
Players of the game keep track of their position along the path by using one of the tokens. The configuration of tokens in FIG. 2 is purely exemplary and the tokens may take many various forms and colors or other design elements.
A further aspect of this board game is the utilization of question cards illustrated in exemplary form in FIG. 4. A player selects a category from which to answer a question; the “Casual Reader” question, or the “Avid Reader” question, or the “Collector” question. A player chooses the category of question he/she would like to answer based on their knowledge of books and literature or the level of risk that makes them comfortable. The player whose turn it is first chooses a category of question, the other player picks up the next card on top of the stack and reads the appropriate question from the three listed on the card. Examples of these questions are listed in ATTACHMENT 2. By way of example, there are three questions per card, one in each category. There are no wrong answers for the Casual Question category and each player is awarded $25 for giving an opinion. Examples of Casual Reader questions are given in ATTACHMENT 1.
Also included randomly throughout the deck of question cards are “chance” cards. These cards do not list any questions, but instead have positive or negative consequences. These cards add an element of “luck” to the game. Examples of negative consequences would be that a player would miss a turn or have to pay a fine. Positive consequences would be that a player would be able to advance to any store or receive money.
If a player receives a random chance card from the stack, the consequences (positive or negative) must be carried out by the player. For example, a player may be required to move their token, or pay money or receive money as described on the card. See ATTACHMENT 4 for examples of random chance cards.
Referring to FIG. 5, there is illustrated by way of example, a set of questions by subject matter for Avid Readers. The questions are each associated with multiple answers of which only one is correct. A player other than the one answering can read the question aloud and see that the correct answer is given. Correct answers are printed on question cards. Therefore a player trying to answer the question should read the card without learning the answer. The answering player must answer correctly to receive $50.
Referring again to FIG. 4, there it is illustrated by way of example, a set of questions by subject matter for Collectors. The questions are each associated with an answer. A player other than the one answering reads the question aloud and sees that the correct answer is given. Answers are printed on question cards so a player trying to answer the question cannot read the card without also learning the answer. Collector questions are difficult and no choices or hints are given. A player must answer correctly to receive $75. ATTACHMENT 3 illustrates examples of Collector questions.
The question selection process is subjective. The player answering the question chooses a category and the player reading the question takes the top card from the stack of cards and reads the question from the category selected. In other words, Player A decides which question category he/she would like to answer. Player B picks up the top card (or, alternatively, a random card in the appropriate stack) from the stack and reads the question from that category and verifies the answer given by Player A. (Only Avid and Collector answers need to be verified, since the Casual Reader questions have no wrong answer).
The intent of the questions in the game is threefold. First, the questions are scripted to encourage a comfortable environment for friendly conversation. Second the game is designed to promote interest in books and reading. Third, the game is designed to teach basic elements about collecting and collectables.
To add another dimension to the game, players may decide to use only certain categories of questions. For example, if the play group is not interested in collecting, they may opt to not use those questions or if the play group is focused on collecting and want to improve their collection knowledge, they may elect to not use the “Casual Reader” questions and so on. This option will enable each playgroup to personalize the game to that particular setting.
After a player has had the opportunity to answer a question, regardless of the outcome, the player then rolls the die and advances his or her token that number of spaces on the game board. A player must be in a “store” to initiate a transaction. One transaction per turn is allowed. Once a player is inside a bookstore, he/she may initiate a transaction with another player. Players are free to buy, sell or trade their books for any amount that is acceptable to both parties. The transaction between players is only allowed if the player initiating the deal is in a store. This exchange between players is considered the one transaction allowable per turn, so that a player selling a book to another player cannot then buy a book from the store he/she is in on the same turn. It is not necessary for a player to leave a store before making another purchase, as long as he/she waits until the next turn. If a player decided to stay in a store, the player will choose a question on his/her next turn, answer the question, and then receive money if appropriate. The player would then not roll the die but declare that they are staying in the store to initiate another transaction.
Each turn can have up to three steps:
After a player completes his or her turn the play passes to the next player and the game process is carried out as described.
The basic rules of play for the board game are carried out by initiating play through the roll of the single die by each player. The player with the highest number begins play followed by the player to the right. Players may select another process for the order of play. A question reader may be selected or players may take turns reading questions for each other. A “banker” may be selected by any method acceptable to the group.
Referring to FIG. 5, before the play commences, each player chooses a “Noteworthy Book Card” (or “collection” card), which lists the collection the player will be trying to acquire during the play. Players may select a Noteworthy Books card or the Noteworthy Books cards may be shuffled and dealt to each player. Players may select another process for the collection card distribution. The collection cards (Noteworthy Book Card for this example) are placed in front of each player so all players are aware of each other's objectives.
Another aspect of the game involves FIG. 6, which illustrates in an exemplary manner, the books or the collectibles to be acquired during play. These cards representing books are to be shuffled before play and distributed cards face-up in the stores. Three book cards are placed in each of the twelve stores where the players will visit to acquire books on their lists.
Those skilled in the art will appreciate from the foregoing description that a major game strategy pertains to a player manipulating the player's position on the game board by looking at the availability of the books on the game board and tailoring the direction of movement towards those goals. A player may alter their direction of travel around the board based on which books are available in which store since the book on the top card of the book card stack will be visible.
Referring again to FIG. 6, the book cards, which are illustrated in an exemplary manner, have three values listed, the “purchase price”, the “market value” and the “discount price”. The purchase price is the amount a player must pay to acquire the book, the market value is the amount the book is worth at the end of the game and the discount price is the amount at which a player may sell the book during a turn in one of the stores.
An example of a player's strategy is as follows. A player may purchase a collectable (a book, in this example) from one store during a turn and hold the item until being able to enter another store and sell the collectable to earn money and improve the player's buying capabilities. A player may also wish to purchase a book that an opponent is trying to acquire to stop that player from receiving the bonus. These types of purchases would encourage transactions between players.
Basically, the winner of the game is the player who has the highest monetary value in collectables (books) and cash combined. A scorecard for this is seen in FIG. 7. The player that has collected all four collectables as described on their collection card of FIG. 5, receives a bonus of $200 from the “bank” at the end of the game. When a player has acquired all four books (collectables) that player announces that the game will be ending and the other players have one more turn to improve their collections. Other ending sequences can easily be envisioned. As an example, another way to end the game would be to set a time limit for play.
Those skilled in the art will appreciate the foregoing description that a major strategy pertains to a player buying collectables to improve their collection, or buying a collectable to thwart an opponent trying to achieve the same objective.
In the event that it is not possible for one player to obtain all four collectables listed on the collection card, it is permitted for one player to call the game over and each player will have one more turn to improve their collection before the game ends. For example, if one player has purchased a book that will prevent his opponent from acquiring all four books on his list and that player is unwilling to negotiate a trade or a sale, it would be impossible to complete the collection and call the game over. Or, if one player runs out of money and is unable to build up enough cash reserves to purchase more books then it is permissible to call the game over. Scoring is the same except no player will receive the bonus. The winner will have the most cash and the most valuable book collection without the bonus.
The foregoing describes an entertaining and educational board game. The subject matter or theme of the board game may vary and may be based on one of many categories of subject matter. The “book collecting” aspect of the exemplary embodiment of the game described above is primarily for purposes of illustration of the basic features of the game. The structural components may vary depending on manufacturing processes. Moreover, the advantages and elements and the rules of play described herein are believed to be set forth in sufficient detail as to enable those skilled in the art to practice the invention. Further, various substitutions and modifications may be made without departing from the scope and the spirit of the invention. Hence, the proper scope of the current invention should be determined only by the broadest interpretation of the appended claims so as to encompass all such modifications.
Rules and Method of Play
In order to better understand the disclosed game, a version of the rules that incorporate the major concepts of the game are stated below. It is understood that the rules may be modified without departing from the spirit or the scope of the invention.
Object
The object of the game is to amass the most valuable collection of books and cash.
Recommendations:
The player with the most valuable collection of books and cash at the end of the game wins.
Game Alternatives:
The game may be played with a large number of people (such as a book group or in a classroom situation) by choosing teams and having several players use one token. Suggestions for playing in teams include taking turns within the team to answer questions or teams may answer a question collectively or they may have discussions and agree on the answer to be given. The team can do likewise when selecting the book to buy. If there is a disagreement about an answer or a purchase, a vote can be taken within the group and majority rules.
A second alteration would be to shuffle the book cards and distribute one book to each player before the game begins so that each player has one book to start the game. This alteration shortens the length of the game if time is a consideration. The group could also decide to only collect two books on the collectable card. Any of these alterations are acceptable.
Game Variations:
Booktastic! was created to provide an opportunity for players to discuss and learn more about books and each other. The same principles can be applied to a game about wine, Winetastic! Players travel around the board to visit various wine shops or vineyards and collect vintage wines based on type, (i.e. chardonnay, pinot noir, cabernet, etc.) or region (i.e. California, France, Spain, etc.). The players broaden their knowledge base by discussing different aspects of wine collecting and different experiences related to wine tasting. The game also lends itself well to a game about collecting art. Players visit art shops and museums to buy artwork and complete their collections. Art related questions and facts are the topic of conversation in Artastic! Another variation for the game is Traveltastic! Players travel around, whether the world, the U.S., or a specific country or region looking for specific souvenirs while answering different travel-related questions. Showtastic! provides players the opportunity to discuss various Broadway shows they have seen while visiting theaters to collect ticket stubs. Tunetastic! includes questions about the music industry and musical artist while the players hunt for and collect music memorabilia in the various stores on the board. These are just some of the ways the game can be adapted to different areas of interest. The list is not complete.
Attachment 1
Examples of Casual Reader Questions:
1. An educational board game for collecting collectables comprising: a game board, including a playing surface with a travel path for one or more play tokens arranged between “stores” with a start space along said path;
a plurality of game tokens, each token being adapted to be placed on a space on the game board travel path; and
at least one die.
2. The educational board game of claim 1 further including: a set of collection cards that list the collectables to be acquired.
3. The educational board game of claim 1 further including: a set of cards listing the collectables that will be sought and collected.
4. The educational board game of claim 1 further including: a plurality of questions associated with said game, said plurality having no wrong answers.
5. The educational board game of claim 1 further including: a plurality of questions that has multiple choice and true and false answers.
6. The educational board game of claim 1 further including: a plurality of questions that are difficult and the answers to which are provided.
7. The educational board game of claim 1 including: a plurality of random cards with positive and negative consequences.
8. The educational board game of claim 1 further including: the opportunity to earn money by the means of buying and selling collectibles based on a monetary strategy.
9. The educational board game of claim 1 further including: the winning of the game by completing the collection of collectables or by having the most money and the most valuable collection.