Equestrian board game

A new and improved equestrian board game challenging players to collect points through the simulated care and training of their horse while moving their playing piece from the start area to the finish area. The inventive device includes a game board having a plurality of linear movement paths all leading to another circuitous movement path before finally reaching the finishing lane, two sets of playing cards and a single die provided for determining both movement and scoring. A simplified variation of the game rules is provided for younger players.

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Description
FIELD OF THE INVENTION

[0001] The present invention relates to board games and more particularly pertains to a new board game for equestrians, or horse lovers in general, challenging players to collect points in a novel board game while moving their playing piece from the start area to the finish area.

DESCRIPTION OF THE PRIOR ART

[0002] The use of board games is known in the prior art. More specifically, board games heretofore devised and utilized are known to consist basically of familiar, expected and obvious structural configurations, not withstanding the myriad of designs encompassed by the crowded prior art, which have been developed for the fulfillment of countless objectives and requirements.

[0003] Known prior art board games include U.S. Pat. Nos. 5,758,876; 6,209,871 B1; 5,139,266; and 4,241,924.

[0004] While these devices fulfill their respective, particular objectives and requirements, the aforementioned patents do not disclose a new Board Game dedicated to horse lovers. The inventive device described herein includes a game board, said game board having a plurality of linear and circuitous movement paths disposed thereon, at least one die provided for determining movement along the plurality of movement paths, one pack of “training” cards for the accumulation of points and one pack of “pick-a-card” cards which also affect movement of the player's piece on said movement paths. Although all players begin at the same start area, there is a plurality of possible paths to the finish area. Scoring is accomplished both by the drawing of particular cards and by a player's piece landing on designated spaces of the said movement paths.

[0005] In these respects the Board Game according to the present invention substantially departs from the conventional concepts and designs of the prior art, and in so doing provides a challenging new game for adult equestrians, and horse lovers in general, while simultaneously providing for younger players a learning apparatus for the training and enjoyment of horses that is both fun and educational

SUMMARY OF THE INVENTION

[0006] In view of the foregoing disadvantages inherent in the known types of board games now present in the prior art, the present invention provides a new Board Game construction wherein the same can be utilized for challenging players to be the first to move their playing piece from the start area to the finish area while simultaneously accumulating the most points through the drawing of particular cards and landing on specific spaces along the movement paths.

[0007] The general purpose of the present invention, which will be described subsequently in greater detail, is to provide a new Board Game apparatus and many novel features that result in a new Board Game which is not anticipated, rendered obvious, suggested, or even implied by any of the prior art board games, either alone or in any combination thereof.

[0008] To attain this the present invention generally comprises a game board, said game board having a plurality of linear and circuitous movement paths disposed thereon, at least one die provided for determining movement along the plurality of movement paths, one pack of “training” cards for the accumulation of points and one pack of “pick-a-card” cards which also affect movement of the players piece on the said movement paths. Although all players begin at the same start area, there is a plurality of possible paths to the finish area. Scoring is accomplished both by the drawing of particular cards and by a player's piece landing on designated spaces of the said movement paths.

[0009] There has thus been outlined, rather broadly, the more important features of the invention in order that the more detailed description thereof that follows may be better understood, and in order that the present contribution to the art may be better appreciated. There are additional features that will be described hereinafter and which will form the subject matter of the claims appended hereto.

[0010] In this respect, before explaining at least one embodiment of the invention in detail, it is to be understood that the invention is not limited in its application to the details of construction and to the arrangements of the components set forth in the following description or illustrated in the drawings. The invention is capable of other embodiments and of being practiced and carried out in various ways. Also, it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting.

[0011] As such, those skilled in the art will appreciate that the conception, upon which this disclosure is based, may readily be utilized as a basis for the designing of other structures, methods and systems for carrying out the several purposes of the present invention. It is important, therefore that the claims be regarded as including such equivalent constructions insofar as they do not depart from the spirit and scope of the present invention.

[0012] It is therefore an object of the present invention to provide a new board game apparatus and method which has many of the advantages of the board games mentioned heretofore and many novel features that result in a new board game that is not anticipated, rendered obvious, suggested, or even implied by any of the prior art board games, either alone or in any combination thereof.

[0013] It is another object of the present invention to provide a new board game, which may be easily and efficiently manufactured and marketed.

[0014] It is a further object of the present invention to provide a new board game, which is of a durable and reliable construction.

[0015] An even further object of the present invention is to provide a new board game which is susceptible of a low cost of manufacture with regard to both materials and labor, and which accordingly is then susceptible of low prices of sale to the consuming public, thereby making such board game economically available to the buying public.

[0016] Still yet another object of the present invention is to provide a new board game, which provides in the apparatuses and methods of the prior art some of the advantages thereof, while simultaneously overcoming some of the disadvantages normally associated therewith.

[0017] Still yet another object of the present invention is to provide a new board game for equestrians, or horse lovers in general, challenging players to collect points while moving their playing piece from the start area to the finish area along a plurality of possible movement paths.

[0018] Yet another object of the present invention is to provide a new board game which includes a game board having a plurality of possible linear and circuitous movement paths disposed thereon which all lead to the finish area, a single die and two sets of playing cards, one set affecting movement of the playing pieces and a second set for accumulation of points by the individual players.

[0019] Still yet another object of the present invention is to provide a new board game that would provide an enjoyable game that could be participated in for friendly competition and entertainment.

[0020] Even still yet another object of the present invention is to provide a new board game that would provide a challenge for adult equestrians while simultaneously providing for younger players a learning apparatus for the training and enjoyment of horses that is both fun and educational.

[0021] These together with other objects of the invention, along with the various features of novelty which characterize the invention, it's operating advantages and the specific objects attained by it's uses, reference should be made to the accompanying drawings and descriptive matter in which there are illustrated preferred embodiments of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

[0022] The invention will be better understood and objects other than those set forth above will become apparent when consideration is given to the following detailed description thereof Such description makes reference to the annexed drawings wherein:

[0023] FIG. 1 is a perspective view of the entire game assembly comprising the present invention.

[0024] FIG. 2 is a top plan view of the game board forming a part of the present invention.

[0025] FIG. 3 is a top plan view of an example scorecard and the individual training cards forming a part of the present invention.

[0026] In the various figures of the drawing, like reference characters designate like parts.

DESCRIPTION OF THE PREFERRED EMBODIMENT

[0027] With reference now to the drawings, and in particular to FIGS. 1 through 3 thereof, a new board game embodying the principles and concepts of the present invention and generally designated by the reference numeral 10 will be described.

[0028] As best illustrated in FIGS. 1 through 3, the board game 10 comprises a game board 11, a single die 12, a plurality of playing pieces 13, a plurality of scorecards 14, a pack of “pick-a-card” cards 15, and a pack of “training” cards 16 normally retained in a tray 17. Said game board 11 is substantially planer, generally rigid in structure, and generally rectangular in shape. In addition, said game board 11 has a plurality of movement paths disposed thereon. Said movement paths comprise a primary starting linear path 20, two secondary linear shortcut paths 21 crossing two respective bridges 21a, a circuitous path 22 bisected by a shortcut trail 22a, and finally a finishing lane 23. All of the said movement paths are further divided into a plurality of individual spaces.

[0029] All players begin play at the Pasture Start space 30. The object of the game is to score points by mastering particular training disciplines symbolized by landing on the respective training spaces 31. Points may also be scored by a player's piece 13 landing on the Blue Ribbon space 32. A plurality of events is simulated by landing on the “Pick-a-Card” spaces 33 including being sent to the Vet spaces 34, Blacksmith spaces 35, Grounded Barn spaces 36 and Training Center spaces 37. The game is over and the scores tallied when the first player's piece 13 reaches the Home Barn space 38.

[0030] With respect to the basic rules of play, each player initially chooses a single playing piece 13 representing one of six types of horses, each horse having a respective scorecard 14. Each scorecard 14 lists the individual training disciplines represented by the respective training cards 16. Points are given for accumulation of these training disciplines but each training discipline is assigned a different value in points. Said training disciplines are thus listed on the scorecard 14 as such that the most valuable four disciplines are referred to as the Top Points 14a and the remaining six disciplines are referred to as the Bottom Points 14b. In addition, each respective horse has an individual prioritization of the said training disciplines. Thus, respective training cards 16 may score more points for one player than another. There will also be a space on said scorecard 14 for players to write the name of their horse.

[0031] The object of the game is for players to complete as many of the training disciplines as they can while moving their playing piece 13 around the game board 11, in order to obtain the most points on their scorecard 14. All players begin the game apparatus 10 by rolling the die 12. The player with the highest roll takes the first turn. All players begin at the Pasture Start space 30 and move forward along the initial movement path 20 the number of spaces shown by rolling the die 12.

[0032] There are training spaces 31 on the game board 11 with pictures of the various training disciplines that the player's horse can learn. Each training discipline is in a slightly different position on each individual scorecard 14, but all of the scorecards share the same ten training disciplines. Point values of said training disciplines vary as each breed of horse has special talents and each one is better suited for different disciplines. Only the Pleasure discipline remains in the same location on each scorecard 14 because it is the most important training discipline. All horses should be a pleasure to be around and this is reflected by a one hundred-point reward when drawing the Pleasure Card 16a for the first time. As the player lands on said training spaces 31 they receive the respective training card 16 from the tray 17. Said training card 16 may be kept and traded to another player later in the game. Such a trade may only be done if one of the players involved in the trade has landed on the Training Center space 37. Any player landing on said Training Center space 37 may trade one and only one card with any other player, in addition to receiving an additional roll on the die to move their playing piece 13 again. Training Cards 16 not kept for trading are returned to the tray 17 after the appropriate points for that respective Training Card 16 are written in the proper space on the scorecard 14. If a player has already received the initial points for that particular training discipline they may still receive bonus points by landing on the same training space twice. Said bonus points are written on the scorecard 14 in the appropriate space provided. No points are awarded for landing on a particular training space after the bonus points for the respective training discipline have been written in the provided space on the scorecard 14, although a player still receives the respective Training Card 16 which may be kept to trade with other players later in the game.

[0033] As players proceed along the first linear movement path 20 they will also encounter Blue Ribbon spaces 32 which when landed on allow players to receive the bonus points for any one and only one training discipline, if said player has already received the initial points for that particular training discipline. If all bonus points have already been awarded to a player or if said player has none of the initial training discipline points then said player does not receive any points from landing on the Blue Ribbon space 32.

[0034] Players will also encounter “Pick-a-Card” spaces 33 which, when landed on, simulate events by the drawing of the top “Pick-a-Card” card 15. There is a plurality of “Pick-a-Card” cards that all in some way affect movement of player's pieces 13 around the game board 11. Certain “Pick-a-Card” cards 15 cause a player's piece 13 to be moved to the Vet space 34 or the Blacksmith space 35, both causing a player to lose a turn while their horse is “cared for”. Landing on the Vet space 34 or the Blacksmith space 3 5 has no effect on a player unless it is the direct result of drawing the appropriate “Pick-a-Card” card 15. Other “Pick-a-Card” cards 15 send the player's piece 13 back to the most recently passed Grounded Barn space 36 but the player does not lose a turn unless specifically stated on the card. If a player's piece 13 lands on a Grounded Barn space 36 as a direct result of a die 12 roll, said player receives a “safe” card that may be used to cancel any “go back” “Pick-a-Card” cards 15 drawn later in the game. A plurality of other “Pick-a-Card” cards 15 is provided for variety but all affect movement of the player's piece 13 in some way.

[0035] In addition to the initial primary movement path 20 there are two secondary shortcut paths 21 that lead over two respective bridges 21a. A player's piece may only cross these bridges 21a if said player has received the Pleasure Card 16a. These secondary shortcut paths 21 considerably shorten the route to the Finishing Lane 23. However before reaching the Finishing Lane 23 all players must pass their playing pieces 13 through the circuitous movement path 22 that is bisected by a secondary shortcut trail 22a. Said secondary shortcut trail 22a may only be used if all of a player's Top points 14a on the scorecard 14 are filled in, although the accompanying bonus points are not required. The circuitous movement path 22 may be rounded as many times as necessary to build up a player's score. Player's may not move their pieces 13 onto the Finishing Lane 23 until they have received all of their horse's initial Top Points. Bonus points are not necessary to enter the Finishing Lane 23 but are recommended. The Finishing Lane 23 leads directly to the Home Barn 38. A player must roll on the die 12 the exact number of spaces necessary to land on the Home Barn space 38. Upon entrance by any player's piece 13 into the Home Barn space 38 the game immediately stops and all player's tally up their individual scores. The player who first landed on the Home Barn space 38 receives a twenty-five-point bonus. The winner of the game is the player with the highest score.

[0036] There is also included a set of rules for the younger horse-lovers. For younger children the object of the game is to move along the movement paths normally by rolling the die 12 and collect as many of the Training Cards 16 as possible without keeping score on the scorecards 14. The first player to move their playing piece 13 to the Home Barn space 38 will receive three Training Cards 16 as a bonus. Whoever has the most Training Cards 16 wins the game.

[0037] As to a further discussion of the manner of usage and operation of the present invention, the same should be apparent from the above description.

[0038] With respect to the above description then, it is to be realized that the optimum dimensional relationships for the parts of the invention, to include variations in size, materials, shape, form, function and manner of operation, assembly and use, are deemed readily apparent and obvious to one skilled in the art, and all equivalent relationships to those illustrated in the drawings and described in the specification are intended to be encompassed by the present invention. Therefore, the foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described, and accordingly, all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.

[0039] Further, the purpose of the foregoing abstract is to enable the U.S. Patent and Trademark Office and the public generally, and especially the scientists, engineers and practitioners in the art who are not familiar with patent or legal terms or phraseology, to determine quickly from a cursory inspection the nature and essence of the technical disclosure of the application. The abstract is neither intended to define the invention of the application, which is measured by the claims, nor is it intended to be limiting as to the scope of the invention in any way.

Claims

1. A new and improved board game for equestrians and horse lovers, comprising;

a game board having a plurality of movement paths disposed thereon, said movement paths divided into a plurality of individual spaces over which player pieces may move, said spaces representing events, locations and also facilitating the scoring of points for players;
a plurality of playing pieces for movement along said movement paths of said game board;
a die for generating numbers representing the number of spaces which said pieces may move;
a pack of training cards representing horse training disciplines necessary to score points; and
a second pack of “pick-a-card” cards representing certain events affecting movement of said player pieces on said game board.

2. The new and improved board game as described in claim 1, and further including a plurality of individual scorecards representing each player's respective horse.

3. The new and improved board game as described in claim 2, wherein said movement paths on said game board include a primary movement path shortened by two secondary shortcut paths.

4. The new and improved board game as described in claim 3, wherein said primary and secondary movement paths all lead to a circuitous movement path bisected by a secondary shortcut trail.

5. The new and improved board game as described in claim 4, wherein a finishing lane leads directly from said circuitous movement path to the finish area.

6. The new and improved board game as described in claim 5, and further including a tray for holding said training cards.

Patent History
Publication number: 20020185813
Type: Application
Filed: Jun 8, 2001
Publication Date: Dec 12, 2002
Inventor: Jennifer Jones (Bradenton, FL)
Application Number: 09877834
Classifications
Current U.S. Class: Sports Or Outdoor Recreational Activities (273/244); Race To A Finish (e.g., Backgammon) (273/248)
International Classification: A63F003/00;