US20190255425A1
2019-08-22
15/901,681
2018-02-21
A game designed to facilitate the formation of new relationships and deepen existing relationships by accomplishing an assigned task within the game. The game involves the players' personalities, traits, emotions, and opinions. Players gather evidence, alibis, or other information needed to solve a mystery by making inquiries and exchanging information. The game has two general formats: the “Networking” format being a setting in which any of eight or more players visit other players or settings to gather and exchange information in order to acquire evidence used to solve a mystery; and the “Family” format being a setting for up to ten players, the players gathering around a playing surface and answering personal questions, sharing and learning information about each other in exchange for evidence used to solve a mystery by considering Alibis and Evidence.
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A63F9/04 IPC
Games not otherwise provided for Dice ; Dice-boxes; Mechanical dice-throwing devices
A63F2009/188 » CPC further
Games not otherwise provided for; Question-and-answer games Details of questions, e.g. with increasing level of difficulty
A63F9/18 » CPC further
Games not otherwise provided for Question-and-answer games
A63F2001/0491 » CPC further
Card games; Card games combined with other games having markings on the rear face or reverse side
A63F9/0413 » CPC further
Games not otherwise provided for; Dice ; Dice-boxes; Mechanical dice-throwing devices Cuboid dice
A63F1/04 » CPC main
Card games Card games combined with other games
A63F2001/0408 » CPC further
Card games; Card games combined with other games with text
This invention relates to games and, more particularly to a game designed to facilitate the formation of new relationships and deepen existing relationships.
Historically, board games have been played in many societies. Discoveries made at archaeological sites in Turkey, Syria, and Iraq have unearthed ancient games and evidence that indicate ancient Egyptians also played board games.
The game called Senet, from earlier than 3000 B.C., is the oldest board game, consisting of a grid of 30 squares arranged in three rows with two sets of pawns. The game was played as a way to contact deities. It was believed that the successful player was protected by the gods Ra, Thoth, and Osiris. This game was often placed within tombs. In fact, Senet was pictured in a fresco found in Merknera's tomb and Queen Nefertari was portrayed in her tomb while playing Senet. The game was referred to in the Book of the Dead.
Backgammon is also a game from about the same period as Senet, originating in Persia more than 5,000 years ago. Chess, Pachisi (Parcheesi), and Chaupar originated in India, the games, Go and Liubo originated in China, Shax originated in Somalia, Bao originated and is still played in eastern Africa. Patolli originated in Mesoamerica and played by ancient Aztecs, and the Royal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago.
A list of games was compiled by Gautama Buddha, who is reputed to have warned his disciples not to play certain games because he believed them to be a waste of time that distracted from the pursuit of wisdom and enlightenment. This list dates from the sixth or fifth century B.C. and is the earliest known list of games, including games of throwing dice and guessing a friend's thoughts.
Notwithstanding the specific game or games referred to by Buddha for guessing a friend's thoughts, few games have expanded beyond simple objective goals. Many games have been invented on all subjects over the ensuing millennia, but games that involve the players' personalities, traits, emotions, and opinions or games that facilitate the formation of new relationships and deepen existing relationships are rare, if not non-existent.
U.S. Pat. No. 2,959,871 issued to Honkavara for METHOD OF DETERMINING TYPE OF PERSONALITY AND APPARATUS THEREFOR on Nov. 15, 1960 describes a method of determining the psychological traits of a person using charts of geometrical FIG.s In different colors.
U.S. Pat. No. 3,940,863 issued to Kritzberg for PSYCHOLOGICAL TESTING AND THERAPEUTIC GAME DEVICE on Mar. 2, 1976 describes a game fostering the telling of a story based on iconographic stimuli. A set of objects and figurines are set up on a stimulus board. Each of these objects functions as an icon tending to invoke a significant primary emotion. Dice having different indicia on the faces thereof are thrown by the players. If a first indicia comes up, the players select one, two or three icons about which a story is told. The number of icons selected is a function of a numerical indicia on the die face. If a second indicia comes up, a card is selected which refers to an emotional category and calls for the player to tell a story about an icon on the board that fits the emotional category.
U.S. Pat. No. 4,230,321 issued to Smith for FAMILY RELATIONSHIPS CARD GAME on Oct. 28, 1980 describes a card game for teaching family relationships made up of a first group of cards carrying indicia, such as a name alone or in conjunction with an appropriate illustration, corresponding to the individual members of plural, adjacent generations of a family and including a plurality of cards for each such member; and a second group of cards carrying indicia descriptive of the relationships existing between any pair of different family members within these plural generations from the perspective of the particular player of the game and including a plurality of such cards for each such relationship for controlling during play the association of the family member cards in a predetermined pattern.
U.S. Pat. No. 4,684,135 issued to Bouchal STORY TELLING GAME on Aug. 4, 1987 describes a game for stimulating innovation and exercising fundamental thinking and communication skills. Each game player is provided with a game card which is imprinted with pictorial illustrations and legends characterizing a predetermined number of different kinds of stories which each player is to tell during the course of play. Each player in turn randomly selects the primary characteristics of a story to be told. The player then randomly selects a randomly predetermined number of graphic images, these being then used by the player in telling a story of the previously selected character. On successfully completing the telling of the story, the player is given a frame to place about the particular pictorial illustration bearing the characterizing legend for the story just told. The game is completed when a player has first provided frames about all the pictorial illustrations on his game card.
U.S. Pat. No. 4,934,708 issued to Kolkind for FAMILY QUIZ BOARD GAME on Jun. 19, 1990 describes a quiz game including questions about family members garnered through personal research and knowledge. The game includes a game board, tokens representing individual players, game cards resembling miniature buses having passenger spaces to be filled in by the player, and a pair of throw dice to determine the moves of the tokens on a sequential path on the game board. When a token lands on any of a number of certain spaces in the sequential path a question card is drawn and right or wrong answer given. A passenger space is to be filled in on the game card for each correct answer. A full bus and a right answer in a parking lot space wins the game.
U.S. Pat. No. 5,002,282 issued to Hanley for METHOD OF HAVING A CONCEPT INTEGRATION BOARD GAME on Mar. 26, 1991 describes a game where players verbally describe relationships between randomly chosen concepts. Each player is randomly given a set of markers representing a wide range of characteristics or facts of nature. Each player places a marker on any space in the playing lattice of the playing board. The first player picks a card which has a statement of physical, mental, physiological, spiritual or emotional characteristics of human beings and natural phenomena. Then that player must use the statement to describe the relation between the first player's placed marker and any other marker on the playing lattice which is inner-connected to the first player's placed marker, an inner-connection being defined as similarly colored lattice spaces connected by similarly colored lines running through the middle portion of the lattice. The other players vote on whether they find the described relationship acceptable. If acceptable, another marker from the first player's set of markers is placed on the playing lattice and play continues to the next player.
U.S. Pat. No. 5,599,020 issued to Fields for FORTUNE TELLING GAME USING CARDS on Feb. 4, 1997 describes a deck of fortune telling cards that includes multiple cards which depict people of different genders and age ranges. A person whose fortune is to be told is identified with one of the cards by writing the person's name on the card. The deck includes internal condition cards which depict different human conditions including emotions and attitudes. Quantity cards which indicate measurements of time and distance are included as are relationship cards which depict different human relationships. A question card having an area on which a question can be depicted or written is also included in case the fortune telling game is to be used for answering a question in an entertaining manner.
U.S. Pat. No. 6,029,975 issued to Siemers for PSYCHO-SOCIAL GAME THAT MEASURES EMOTIONAL DISTANCE BETWEEN PLAYERS' RESPONSES on Feb. 29, 2000 describes a method for determining the emotional distance between individuals by use of a game process wherein the players are provided with a number of hypothetical human interaction situations, offered a set of possible responses for each situation, and are also given an opportunity to create unique responses. A coding system is provided for prepared responses, and a response coding flow sheet is provided for determining the behavior category of the players' response. Players each set forth their response behavior code on the game board. The majority response is established, and the distance of each individual from the majority is determined.
In accordance with the present invention, there is provided a game having multiple game pieces including all or some combination of the following: name badges or other identification of players; means for attaching the name badges to players; cards of varying shape and color combinations identifying the players or locations; cards of varying shape and color combinations identifying information used in the game; a standard die or another form of random number generator, such as a multi-sided decimal die or a wheel with a spinner; and questions in the form of lists or appearing on cards. In the preferred embodiment, such questions inquire about information in four categories: “fun” cards that typically contain easy to answer questions about personal preference, facts and experiences; “zen” cards that typically contain slightly more personal questions about joy, travel and meaningful life experiences; “reflect” cards that typically contain thought-provoking questions regarding personal opinions, qualities in others and personal development; and “story” cards that typically contain questions requiring players to share a personal story or event from their life.
In the preferred embodiment, a list of suggested questions or question cards is provided, as are worksheets, suspect grids, suspect lists, game story cards, cards identifying information, and, in the Family Game, dry erase markers to solve a mystery, a puzzle, or some other suitable problem requiring a solution, any and all of which problems are described herein as a “mystery,” but which is meant to cover all such solvable problems. The game pieces needed depends on which format is selected: a Networking format, designed for larger numbers of people, such as greater than ten, or a Family Game format, designed for fewer numbers of players in a more intimate setting.
The inventive game is designed to facilitate the formation of new relationships and deepen existing relationships by accomplishing an assigned task (e.g., solving a mystery) within the game. The game involves the players' personalities, traits, emotions, and opinions. Players gather evidence or other information needed to solve the mystery by making inquiries and exchanging information, answering personal questions, sharing and learning information about each other in exchange for evidence used to solve the mystery.
The Networking Format can be used:
Within the Networking and Family formats of the invention, two game versions are available for each: the “Evidence” version and the “Alibi” version. The Evidence version provides words that lead the player to assign certain attributes to the suspect, for example hair color, right- or left-handedness, shoe type, phone type, gender, and other personal attributes. The Alibi version provides a list of suspects to the player and, as they acquire information by playing the game, they learn which suspects have an alibi for the time period during which the crime was committed and, by process of elimination, find the remaining name representing the culprit.
The Networking format of the game requires a “Question of the Game,” which may be chosen from a provided list or created by the host. The Question of the Game is asked of each player and varies depending on the makeup of the players and the intention of the game. For example, the Question of the Game might pertain to a piece of personal information about the player in a social setting, a business strategy to be shared in a corporate setting, or a service project brainstorming exercise in a youth group or scout setting.
The Family format has different categories of questions—possibly Fun, Zen, Reflect and Story, as hereinabove mentioned, or having different category names, varying in style and depth of detail or knowledge required to answer them. Users are free to develop their own categories depending on the intended theme or audience of the game. Such variations are within the scope of the invention. These questions may consist of a variety of personal questions that most people in a range of ages would be able to answer, or may be replaced by themed versions geared towards particular audiences such as religious groups, adult style questions, humorous questions and other such question expansion packs.
Each format and version of the game may be thematically constructed depending on the intended use of the game and directed towards certain groups of people based upon age, vocation, and venue.
It is therefore an object of the invention to provide an entertaining and educational game.
It is a further object of the invention to provide a game, the object of which is to solve a mystery.
It is also an object of the present invention to provide a game that facilitates the formation of new relationships and deepens existing relationships between or among the players thereof.
It is a further object of the present invention to provide a game that involves players' personalities, traits, emotions, and opinions.
These and other objects and advantages of the present invention are more readily apparent with reference to the following detailed description and the accompanying drawings.
A complete understanding of the present invention may be obtained by reference to the accompanying drawings, when considered in conjunction with the subsequent detailed description, in which:
FIG. 1 is a block diagram of a flow chart of a Networking Format of the inventive game using the Evidence Version, in accordance with the present invention;
FIG. 2 is a block diagram of a flow chart of a Networking Format of the inventive game using the Alibi Version;
FIG. 3 is a block diagram of a flow chart of a Family Format of the inventive game using the Evidence Version;
FIG. 4 is a block diagram of a flow chart of a Family Format of the inventive game using the Alibi Version;
FIG. 5 is a graphic representation of shape and color cards;
FIG. 6 is a graphic representation of Evidence cards;
FIG. 7 is a graphical representation of an Evidence worksheet used in the Networking Format, Evidence Version of the game;
FIG. 8 is a graphical representation of a speakeasy stabbing suspect grid for the example mystery used to illustrate the invention;
FIG. 9 is a sample list of suggested questions for Networking formats;
FIG. 10A is a graphical representation of two speakeasy stabbing suspect grids, each with individual clues illustrating the rule-out process;
FIG. 10B is a graphical representation of two speakeasy stabbing suspect grids, each with individual clues continuing the rule-out process, FIG. 10B placed next to FIG. 10A;
FIG. 11 is a graphical representation of the obverse side of Alibi cards;
FIG. 12 is a graphical representation of an Alibi worksheet showing color clues in tabular form as used in the Networking format;
FIG. 13 is a graphical representation of four categories of question cards;
FIG. 14 is a list of examples of “fun” style question cards;
FIG. 15 is a list of examples of “zen” style question cards;
FIG. 16 is a list of examples of “reflect” style question cards;
FIG. 17 is a list of examples of “story” style question cards;
FIG. 18A is a graphical representation of the Family Format Evidence game set up;
FIG. 18B is a graphical representation of a continuation of the Family Format Evidence game set up shown in FIG. 18A;
FIG. 19 is a graphical representation of Family Format Evidence cards;
FIG. 20 is a graphical representation of Family Format Evidence Decoy cards;
FIG. 21 is a graphical representation of a Family Format Evidence Version worksheet;
FIG. 22A is a graphical representation of Family Evidence Rule In/Out suspect grids illustrating the rule-out process;
FIG. 22B is a graphical representation of Family Evidence Rule In/Out suspect grids illustrating the rule-out process, FIG. 22B placed next to FIG. 22A;
FIG. 23 is a graphical representation of the Family Format Alibi game set up;
FIG. 24 is a graphical representation of the Alibi worksheet; and
FIG. 25 is a graphical representation of the obverse sides of Alibi cards.
Although the following detailed description contains specific details for the purposes of illustration, those of ordinary skill in the art will appreciate that variations and alterations to the following details are within the scope of the invention. Accordingly, the exemplary embodiments of the invention described below are set forth without any loss of generality to, and without imposing limitations upon, the claimed invention.
The inventive game has multiple game pieces including all or some combination of the following: name badges, cards of varying shape and color combinations identifying the players; cards of varying shape and color combinations identifying evidence used in the game, a standard die; and family game question cards inquiring about information. A list of suggested questions may be provided, as may be evidence worksheets, suspect grids, suspect lists, game story cards, and dry erase markers.
Referring now to FIG. 1, there is shown a block diagram of a flow chart of a Networking Format of the inventive game using the Evidence Version as opposed to the Alibi Version, described hereinbelow. In the Networking Format, players circulate to all of the people or places displaying the required Shape and Color Cards (FIG. 5) in an effort to collect the evidence either by exchanging answers to the “Question of the Game” with another player and then trading evidence, by visiting booths or other physical locations to find the evidence, or listening to a short presentation (e.g., in a trade show scenario). Each player's/location's secret piece of Evidence is found on the Evidence Card (FIG. 6) contained on the reverse side of the badge holding each player's/location's color/shape card. In this process, the players systematically receive a particular piece of secret evidence from each player or location, which they record on their Evidence Worksheet (FIG. 7). The players then use the Evidence to form four separate conclusions (one total conclusion for each color set of evidence) to rule out one or more suspects on a Suspect Grid (FIG. 8) and arrive at a final solution to the mystery. Evidence Worksheets and Suspect Grids may be different depending upon the theme of the game.
As mentioned hereinabove, the Networking format can be used:
For some themes or applications of the networking game, the players may also be asked to record the answers that other players give to the Question of the Game. For example, students may be asked to record ideas if the game is being used as a brainstorming exercise, wedding attendees may be asked to record travel ideas in a list for the newlyweds to use in their married travels, and other such uses where the player records a piece of information he or she learns from another player or place visited as they gather evidence.
If more than one set of symbol/color combination cards are used to accommodate larger numbers of participants than the original set of 32 cards, players need only visit one of each symbol/color combination. All green squares, for example, would have the exact same evidence words on their reverse side.
It is possible to unscramble the correct piece of evidence and then make an error transcribing this information on the Suspect grid. For example, often players can accidentally eliminate the suspects they should be ruling in for any given piece of evidence, resulting in a major error in their investigation. If the host reveals that they have something incorrect, it is up to the player to figure out the mistake and the player will not be allowed to learn the final clue until he or she demonstrates that their investigative skills are accurate.
Referring now to FIG. 2, there is shown the Networking Format of the game using the Alibi Version, which is identical in gameplay to the Evidence Version except that the Alibi Version provides a list of suspects to the players and, as they acquire information by playing the game, they learn which suspects have an Alibi for the time of the crime, with the remaining name, after all of the suspects with Alibis have been ruled out, representing the culprit.
The steps of the Networking Format Alibi Version of the game are as follows:
In certain versions of this game, culprits may be animals or other characters in the game theme that are not represented by proper names, but rather other nouns, such as animals in a zoo, or bugs at a picnic, etc.
For some themes or applications of the Networking format, the players may also be asked to record the answers that other players give to the Question of the Game. For example, students may be asked to record ideas if the game is used as a brainstorming exercise, wedding attendees may be asked to record travel ideas in a comprehensive list for the newlyweds to use in their married travels, and players can record other pieces of information they learn from another player or place they visit in order to gather Alibis to eliminate from their suspect list.
If more than one set of symbol and color combination cards are used to accommodate larger numbers of participants than the original set of 32 cards, players need only visit one of each symbol and color combination, as identical color/shape combinations will have identical Alibis behind them.
It is possible to accidentally cross off the wrong name and make an error transcribing information to the suspect list. If the host tells a player that he or she has accused the wrong suspect, the player must return to the pool of Alibis to discover the mistake.
Referring now to FIG. 3, there is shown the Family format of the game using an Evidence Version. In the Family format, the players take turns in a clockwise rotation rolling the die and answering a question from the card that is drawn corresponding to each player's roll. If the player rolls a one, the player must draw a Fun card (FIG. 13). If the player rolls a two, the player must draw a Zen card (FIG. 13). Likewise, if the player rolls a three, the player must draw a Reflect card (FIG. 13), and a roll of four requires that the player draw a Story card (FIG. 13). Rolling a five results in the loss of that player's turn, and rolling a six requires the rolling player to roll again until a number other than five or six is rolled. Then the rolling player must choose another player to answer the same question and also receive evidence. In other themed expansion packs, Fun, Zen, Reflect and Story may be given different category names.
After any roll other than a five, the question is read aloud by the player whose turn is next in sequence. FIGS. 14 (Fun), 15 (Zen), 16 (Reflect) and 17 (Story) list a representation of the types of questions that may be found within each category of question, respectively. Once the player whose turn it is has answered the question with a corresponding short fact or piece of personal information (Fun card); an example of personal growth, a life experience, or travel story (Zen card); a personal thought or opinion (Reflect card); or shared a personal story (Story card); that player may look at the back of the number of Evidence Cards corresponding to the player's roll and record information on the Family Game Evidence Worksheet (FIG. 21). By collecting enough evidence, a player ultimately arrives at the solution to the mystery. In other themed expansion packs, Fun, Zen, Reflect and Story may be given different category names.
Referring now to FIGS. 18A and 18B, there is shown the setup for the Family Format Evidence Version.
The steps of the Family Format Evidence Version of the game are as follows:
Players may employ whatever strategy they wish when deciding which cards to look at, but may not “re-look” at a card if they accidently uncover one they have already seen. Some of the cards are decoy cards. The players should attempt to remember which ones are decoys so they do not waste a turn looking at them again.
Referring now to FIG. 4, there is shown the Family format of the game using the Alibi Version. In the Family format, the players take turns in a clockwise rotation rolling the die and answering a question from the card that is drawn corresponding to each player's roll. If the player rolls a one, the player must draw a Fun card (FIG. 13). If the player rolls a two, the player must draw a Zen card (FIG. 13). Likewise, if the player rolls a three, the player must draw a Reflect card (FIG. 13), and a roll of four requires that the player draw a Story card (FIG. 13). Rolling a five results in the loss of that player's turn, and rolling a six requires the rolling player to roll again until a number other than five or six is rolled. Then the rolling player must choose another player to answer the same question and also receive an Alibi or other noun. In other themed expansion packs, Fun, Zen, Reflect, and Story may be given different category names.
After any roll other than a five, the question is read aloud by the player whose turn is next in sequence. Once the player whose turn it is has answered the question with a corresponding short fact or piece of personal information (Fun card), an example of personal growth, a life experience, or travel story (Zen card), a personal thought or opinion (Reflect card), or shared a personal story (Story card), that player may look at the back of the number of Alibi cards equivalent to the player's roll and cross off the names of the Alibis they learn on their Alibi Worksheet (FIG. 24). FIGS. 14 (Fun), 15 (Zen), 16 (Reflect) and 17 (Story) list a representation of the types of questions that may be found within each category of question, respectively. By collecting enough Alibis, a player ultimately arrives at the solution to the mystery. In other themed expansion packs, Fun, Zen, Reflect, and Story may be given different category names.
The Steps of the Family Format of the Game using the Alibi Version are as follows:
Players may employ whatever strategy they wish when deciding which cards to look at, but may not “re-look” at a card if they accidently uncover one they have already seen.
It should be noted that, for both versions of the Family Game, some players might feel uncomfortable answering certain questions or they may conjure a difficult memory. Therefore, players can exercise an option to “pass the buck” and give their question and chance to look at as many cards to another player of the game if they feel unable to answer a question for any personal reason. They have this option only once per game.
Since other modifications and changes varied to fit particular operating requirements and environments will be apparent to those skilled in the art, the invention is not considered limited to the example chosen for purposes of disclosure and covers all changes and modifications which do not constitute departures from the true spirit and scope of this invention.
Having thus described the invention, what is desired to be protected by Letters Patent is presented in the subsequently appended claims.
1. A game for discovering participants'0 personalities, traits, emotions, and opinions in the course of solving a mystery, comprising at least of a plurality of game pieces selected from a group of:
a) cards identifying information required to solve a mystery, said cards comprising alibis or evidence;
b) question cards containing questions to ask participants to share personal information and stories in exchange for opportunities to see the alibi or evidence cards;
c) worksheets where participants record information obtained from information on at least one of the alibi or evidence cards, wherein said worksheets comprise evidence worksheets and alibi worksheets;
d) suspect grids and lists using alibi and evidence for excluding suspects from the worksheets; and
wherein said game further comprises at least one element chosen from the group:
i) a random number indicator for use by the players to identify one of a set of game question card categories;
ii) game question cards to prompt a participant to perform an instruction within a selected game question card category selected from a group consisting of “fun,” “zen,” “reflect,” and “story”; and
iii) dry erase markers;
wherein playing said game in the course of solving a mystery facilitates the formation of new relationships and deepens existing relationships.
2. (canceled)
3. (canceled)
4. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said “fun” cards contain questions about personal preference, facts, and experience.
5. The game for discovering p participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said “zen” cards contain personal questions about joy, travel, and meaningful life experiences.
6. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 3, wherein said “reflect” cards contain thought-provoking questions regarding personal opinions, qualities in others, and personal development.
7. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said “story” cards contain questions requiring players to share a personal story or event from their life.
8. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, further comprising an “Evidence” game version and an “Alibi” game version, wherein said “Evidence” game version provides words obtained from viewing a rear side of the evidence cards during play to lead a player to assign certain attributes to a suspect and wherein said “Alibi” game version provides suspects obtained from the rear side of the alibi cards viewed during play so that a player can exclude all but one suspect on a list of suspects to discern the name of the remaining suspect representing the culprit.
9. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said game is played with fewer than eleven players.
10. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, further comprising a random number indicator being one element chose from the group: a standard die; a multi-sided decimal die; and a wheel with a spinner.
11. A game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery, comprising:
a) cards identifying participants of the game, said cards being associated with participants or locations of the game;
b) means to attach the cards identifying participants of the game to respective players, forming a badge holder;
c) cards identifying information for participants to solve a mystery;
d) worksheets where throughout the course of play, participants record information obtained from clues on cards placed behind or on a reverse side of the cards identifying information;
e) suspect grids or lists; and
f) question lists containing story style questions from which a Question of the Game is chosen and which participants share the anwer in exchange for clues to help solve the mystery;
wherein playing said game in the course of solving a mystery facilitates the formation of new relationships and deepens existing relationships.
12. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein the cards identifying participants of the game for each participant of said participants or physical places comprise unique shape and color combinations.
13. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein said worksheets comprise an area comprising at least one page for recording information and an area for excluding suspects and said suspects are listed on at least one form of paper chosen from a group consisting of: grids and lists.
14. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising a Question of the Game that appears on the question list, which is asked of each of said participants and varies depending on the makeup of participants and the intention of the game.
15. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising cards identifying evidence and alibis of said game on cards placed behind or on a reverse side of the cards identifying information or in back of the badge.
16. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising an “Evidence” game version that provides words to lead a player to assign certain attributes to a suspect, and an “Alibi” game version that provides suspects obtained from the rear side of the cards viewed during play so that a participant can exclude all but one suspect on a list of suspects to discern the name of the remaining suspect representing the culprit.
17. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein said game is played with at least eight participants.