Discernment game and method of play

A discernment game is provided, the game including a plurality of cards wherein each of the plurality of cards represent a gift. The game also includes a play surface for positioning a predetermined number of cards from the plurality of cards; a means for identifying each of the predetermined number of cards positioned on the play surface; and a means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on said play surface. A method of playing the game comprises positioning on a play surface a predetermined number of cards representing gifts; selecting a chosen gift; giving by a first player to a second player one identifying marker corresponding to the chosen gift; ranking in order of preference at least one selected gift; and awarding points to the first and second players if the chosen gift corresponds with the selected and ranked gift.

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Description
FIELD OF INVENTION

The present invention relates generally to a game and, more particularly, it relates to a game that focuses on the social interaction between players of the game.

BACKGROUND OF THE INVENTION

Various types of games known in the art include games of chance, such as roulette; games based on knowledge, such as subject matter specific question and answer type games; games based on skill such as poker and chess; and games based on performing certain acts to elicit a correct answer, such as charades. With respect to board games, such games typically involve players performing either a single activity or a collection of multiple activities wherein successful completion of the activity or activities usually results in scoring and/or furthering advancement towards the end goal of the game.

Board game activities typically involve players interacting with other players, the game content, and/or other game components. For example, a single game activity may involve a player responding to a plurality of questions asked by another player. Other single game activities may focus on the ability of a player to communicate to another player in a non-spoken manner, such as by acting out a particular role, modeling an object with clay, or drawing an object for the other player to guess what the role or object is. On the other hand, multiple game activities may appeal to a broader spectrum of players having differing skills such that players who are less skilled or less interested in any particular single activity may still participate and enjoy the game. For example, players may have to blindly select an activity from a number of different fields of activities and successfully perform a particular type of task from the selected field of activity in order to advance in the game. The fundamental feature of such activity based type board games, whether it is a single or multiple activity game, is to evaluate a player's skills relating to one or more activities, which determines the player's ability or inability to progress through the game.

Undoubtedly, players who are skilled in a particular activity or field of activities enjoy the experience of playing activity based games. However, those who lack interest or skill in the particular activity or field of activities typical of such games find activity based games unappealing and even embarrassing to play because of their inaptitude to perform the designated tasks, even if there are multiple fields of activities to choose from. Conventional activity based games relating to evaluating knowledge and skill in a field of activity therefore fails to appeal to a broad spectrum of potential players because such games do not cater to people at a general and basic level wherein virtually anyone, with or without skills, may play. More specifically, a player's ability or inability to successfully carry out conventional game activities may be objectively measured as successful or unsuccessful. As such, players who fail to perform a given task may be exposed to judgment and ridicule by another player. However, if a game activity is based on a subjective assessment along a continuum of correctness, players may all be successful but at varying levels to determine the player's progression through the game.

While most conventional board games inherently provide a social experience, such games do not focus on or relate to any interpersonal or social interaction between players. Furthermore, such games do not enable players to define and/or uncover the identity of the other players through the process of playing the game. Human interaction in any social context typically enables people to learn about each other. Some are more perceptive than others at discerning personality traits, moral beliefs, likes and dislikes, and other personal characteristics that make up the identity of a person. Although a common occurrence in day to day life, the ability to discern the identity of other people has not heretofore been the subject matter of a game. For example, the decision making process involved in selecting a gift to give to another is a complex multi-consideration decision process that is largely based on how well the giver knows the receiver. Giving plays a key role in modem day culture. There are religious and cultural differences with respect to giving, but giving is a global phenomenon. The willingness of people to share and exchange possessions with others exists in all societies. Regardless of the reasons people give to others, whether it be motivated by appreciation, commiseration, or acknowledgment, selecting what to give to another may be very challenging. For example, the giver must decide what best symbolizes the giver's intent or conveys the giver's sentiments and in light of that, the giver must be able to assess what the receiver wants. In today's society, there are many material and non material “gifts” to choose from. Being inundated with a virtually infinite number of choices renders making the right choice even more difficult.

Applicant is aware of games that involve players interacting with other players on an interpersonal level. For example, U.S. Pat. No. 5,871,211 to Was provides a game that is enhanced by group interactions and in the playing of which an individual person's thinking style may be categorized into one of four distinct classes.

United States Patent Application Publication No. 2002/0135126 to Marcus provides a board game where, through a series of questions, players reveal various character traits to others and learn various character traits of others with the potential for finding compatibility between two or more of the players.

United States Patent Publication No. 2004/0212149 to Farmer provides a developmental board game and method that includes a playing surface with a plurality of spaces, one or more player tokens, and a manner to determine how many spaces to proceed. The board game is adapted to develop behaviour skills for people with developmental disabilities.

U.S. Pat. No. 4,124,214 to Pavis provides a method and apparatus for playing a game by posing a question to a player to elicit one of several possible responses, each of the responses having an answer value differing from answer values of other responses. The subject matter of the game deals specifically with the subject of dream interpretation.

The problem with existing activity based board games is that they presume players have a certain level of knowledge or skill to enable them to successfully and enjoyably play the game, whereas in reality, not all players have such level of skill or knowledge. Furthermore, conventional activity based games reduce the activity down to a simple right or wrong answer, or successful or unsuccessful outcome, whereas in reality, there is rarely ever a single right answer and the measure of success is relative. Thus, there exists an unaddressed need for an improved board game wherein players from all walks of life with varying levels of skill may enjoy the social experience of playing a board game without performing skill and/or knowledge based tasks. There also exists a need for a game based on interpersonal interaction between players to discern the mental make-up of other players.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide a game about choice in a way that is personal and relevant to a player's daily life.

It is another object of the present invention to provide a game that facilitates social interaction amongst the players

It is another object of the present invention to provide a game wherein players may connect with other players with respect to discerning their wants and needs

It is another object of the present invention to provide a game wherein players may obtain an uplifting sense of goodwill and fulfillment by being able to discern and satisfy the wants and needs of other players and for other players to be able to discern and satisfy the wants and needs of the player.

In accordance with the present invention, a discernment game is provided wherein the game includes a plurality of cards, each of said plurality of cards representing a gift. A play surface for positioning a predetermined number of cards from the plurality of cards is provided. Means for identifying each of the predetermined number of cards positioned on the play surface and means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on the play surface are included.

Each of the plurality of cards includes a first side and a second side. The first side of each card has a first indicia representing the gift and the second side has a second indicia representing a second gift. The play surface includes an organization structure such that each of the predetermined number of cards positioned on the play surface may be referenced by a unique indicia. The means for identifying is preferably identifying markers having a first side and a second side. The first side of the identifying marker includes a unique indicia corresponding to the unique indicia on the play surface. The means for ranking is preferably a ranking marker having a first side and a second side. Associated with the first side of the ranking marker is a ranking value which is associated with a point value.

The game may also include a preference board which has an organization structure corresponding to the organization structure of the play surface. The ranking marker may be positioned on the preference board so as to attribute the ranking value to at least one gift represented by the predetermined number of cards on the play surface. The game may also include a score board and a game marker wherein the game marker is maneuverable along the score board to record advancement through the game. The game may also include at least one blocking card for eliminating one of the gifts on the playing surface and at least one multiplication card for increasing the point value.

A game kit is also provided, the game kit including a plurality of cards, each of the plurality of cards representing at least one gift and instructions for using the plurality of cards in a game. The game includes a play surface for positioning a predetermined number of cards from the plurality of cards; means for identifying each of the predetermined number of cards positioned on the play surface; and means for ranking a predetermined number of gifts represented by the predetermined number of cards positioned on the play surface.

In accordance with the present invention, the method of playing the discernment game includes the steps of:

  • a) positioning on a play surface a predetermined number of cards selected from a plurality of cards, each of the plurality of cards representing at least one gift;
  • b) selecting at least one chosen gift from among the plurality of cards representing at least one gift positioned on the play surface;
  • c) giving from a first player of the game to a second player of the game one identifying marker selected by the first player from among a plurality of identifying markers for identifying each of the predetermined number of cards positioned on the play surface, the one identifying marker corresponding to the at least one chosen gift;
  • d) associating in order of preference by the second player at least one ranking marker with at least one gift selected from among the plurality of cards representing at least one gift positioned on the play surface;
  • e) awarding a predetermined number of points to the first player if the one identifying marker corresponding to the at least one chosen gift corresponds with the at least one selected gift selected by the second player; and
  • f) awarding a predetermined number of points to the second player if the at least one chosen gift corresponds with the at least one selected gift.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing aspects and many of the attendant advantages of this invention will become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:

FIG. 1 is a perspective view of a discernment game in accordance with a first embodiment of the present invention;

FIG. 2 is a plan view of the front side of a first example of a gift card in accordance with the first embodiment of the invention;

FIG. 3 is a plan view of the front side of a second example of the gift card shown in FIG. 2;

FIG. 4 is a plan view of a playing surface in accordance with the first embodiment of the invention, showing a plurality of gift cards laid out on the playing surface;

FIG. 5 is a plan view of a preference board in accordance with the first embodiment of the invention, showing a plurality of preference markers on the preference board;

FIG. 6 is a top view of a preference marker in accordance with the first embodiment of the invention;

FIGS. 7a is a bottom view of a first example of the preference marker as seen in FIG. 6, depicting a first value;

FIGS. 7b is a bottom view of a second example of the preference marker as seen in FIG. 6, depicting a second value;

FIGS. 7c is a bottom view of a third example of the preference marker as seen in FIG. 6, depicting a third value;

FIGS. 7d is a bottom view of a fourth example of the preference marker as seen in FIG. 6, depicting a fourth value;

FIG. 8 is a plan view of a preference board in accordance with the first embodiment of the invention;

FIG. 9 is a plan view of a scoreboard in accordance with the first embodiment of the invention;

FIG. 10a is a perspective view of a score counter in accordance with the first embodiment of the invention;

FIG. 10b is a perspective view of a score counter in accordance with an alternative embodiment of the invention;

FIG. 11a is a plan view of a front side of a first example of a gift token in accordance with the first embodiment of the invention, depicting a first unique identification corresponding to a gift card positioned on the playing surface;

FIG. 11b is a plan view of a front side of a second example of the gift token shown in FIG. 11a, depicting a second unique identification corresponding to a gift card positioned on the playing surface;

FIG. 11c is a plan view of a front side of a third example of the gift token shown in FIG. 11c, depicting a third unique identification corresponding to a gift card positioned on the playing surface;

FIG. 12 is a plan view of a rear side of the gift token shown in FIG. 11a;

FIG. 13 is a plan view of a front side of an example of a blocking card;

FIG. 14 is a plan view of a front side of an example of a first multiplication card; and

FIG. 15 is a plan view of a front side of an example of a second multiplication card.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

With reference to FIGS. 1 to 12, the discernment game 1 according to a first and preferred embodiment of the present invention includes a playing surface 10, a plurality of cards 20, a set of gift markers 30, and a set of choice markers 40. Preferably, game 1 further includes a plurality of preference boards 50, a score board 60, and a plurality of score markers 70.

As shown in FIG. 1, playing surface 10 is preferably a game board that may be supported on a table top or any relatively flat surface. In an embodiment of the invention, playing surface 10 may be mounted on a spinning pedestal such that playing surface 10 may be rotated by each player to clearly view the predetermined number of individually selected cards 25 positioned on playing surface 10. As seen in FIG. 1, playing surface 10 is generally square in shape and includes an organization system on a first side of playing surface 10 such as a grid-like structure. Preferably, each section of the grid is associated with one or more unique indicia 12 such as a number, a symbol, or a colour. A predetermined number of individually selected cards 25 taken from plurality of cards 20 may be positioned on playing surface 10 in each grid section such that each individually selected card 25 positioned within each grid section is associated with and may be identified by unique indicia 12 on playing surface 10. Other geometrical configurations of playing surface 10, such as rectangular, triangular, and rhomboidal are within the scope of the present invention. Alternative and/or additional means for identifying each individually selected card 25 are also contemplated and within the scope of the present invention. For example, each unique indicia 12 associated with each grid section of play surface 10 may include a combination of a specific colour, number, and/or symbol. In an alternative embodiment of the invention not shown in the figures, unique indicia 12 includes a combination of different colours and numbers.

Playing surface 10 may be made of any rigid or semi rigid material such as cardboard or plastic. Alternatively, playing surface 10 may be any generally flat surface such that a game board may not be necessary. For greater clarity, the predetermined number of individually selected cards 25 may be positioned directly on any generally flat surface such as a table top, a floor surface, or the seat of a chair. The generally flat surface may include an organization system involving an explicitly drawn grid or an organization system in which players imagine a grid. In such alternative embodiment where a game board is not used, means for identifying each individually selected card 25 by way of unique indicia 12 may include player assigned identifiers, such as object markers, drawn identifiers, or implicit identifiers defined by positions on the organization system.

In another embodiment of the invention not shown in the figures, discernment game 1 may be configured as a multi-media game and therefore, other alternative configurations of playing surface 10, such as a graphical user interface for a computer based playing environment (e.g., a software game for a personal computer or for a computer network) or a wall display for a television-based playing environment, a reality TV show where contestants learn about each other in order to give the right gifts or other TV variations thereof, or a browser-based game, are also within the scope of the present invention.

As seen in FIGS. 1 to 4, each card 22 of the plurality of cards 20 includes a first side and a second side. On the first side of each card 22, there is a unique indicia 24 representing a unique gift. Each unique indicia 24 represents a different gift from every gift represented by all other unique indicia 24. Indicia 24 may be an image or visual representation of the subject matter of the gift or a written description of the subject matter of the gift. Preferably, indicia 24 includes an image and a written description 24a of the subject matter of the gift. Without intending to be limiting, a gift is defined throughout this application as anything an individual may desire in reality or in fantasy. For example, a gift may be a material object, such as a watch or a mansion; a service, such as a cosmetic surgical procedure or a spa package; an opportunity to support a cause, such as donating to a charitable organization or volunteering to work for a relief effort; an activity such as learning to cook or skydiving; a job, such as a CEO position with an international organization or a political appointment; a fantasy, such as owning a unicorn or riding a dragon; or a travel opportunity such as a trip around the world or an African safari.

In the first embodiment of the invention, on the second side of each card 22 is a second unique indicia 26 representing a gift different from the gift represented by indicia 24 on the first side of each card 22. Preferably, second unique indicia 26 on the second side of each card 22 is different from any other indicia represented on the remaining cards in plurality of cards 20. Similar to indicia 24, preferably, indicia 26 includes an image and a written description 26a of the subject matter of the gift.

In an alternative embodiment of the invention, the second side of each card 22 may be a category indicia 27 representing the general category of gifts represented by indicia 24. For example, the gifts represented by indicia 24 on the first side of each card 22 may be divided into four general value groupings. In such an example, category indicia 27 may be a first, second, third, and fourth unique colour representing an inexpensive gift, a moderate value gift, an expensive gift, and a luxurious gift, respectively. Category indicia 27 may be a symbol or a number or a combination of colour, symbol, and/or colour. As a further example, category indicia 27 may be a first, second, and third unique colour representing a blue collar job, a white collar job, and a government position, respectively. In the first and preferred embodiment, each card 22 depicts indicia 24, 24a on a first side and indicia 26, 26a on a second side of each card 22 wherein both sides of card 22 also includes category indicia 27 representing the category of the gifts, as seen in FIGS. 2 and 3.

Plurality of cards 20 may be organized in separate decks, based on category indicia 27 such that all cards from a first category are in one deck and all cards from a second category are in a second deck. Each deck may be stored within a container. In the first embodiment of the invention shown in FIG. 1, plurality of cards 20 are organized into four separate decks 20a, 20b, 20c, and 20d and stored in boxes 28a, 28b, 28c, and 28d, respectively. Each of the deck of cards 20a, 20b, 20c, and 20d contains a plurality of individual cards 22 wherein, preferably, each card 22 includes first unique indicia 24, 24a on the first side, second unique indicia 26, 26a on the second side, and category indicia 27 on both sides of each card 22. Each of the deck of cards 20a, 20b, 20c, and 20d represents a general category of gifts, as discussed above, as identified by category indicia 27. As described in greater detail below, a set of category cards 35 may be provided to determine which deck of cards will be used in each round of play. In the embodiment where plurality of cards 20 are organized into four different categories, category cards 35 may include four cards, each card representing each category. Alternatively, category cards 35 may include a plurality of cards wherein each category is equally represented within the plurality of cards. Category cards 35 may be shuffled or otherwise randomized such that a randomly selected card from category cards 35 will dictate which of the deck of cards 20a, 20b, 20c, and 20d will be used to select predetermined number of individually selected cards 25 for a particular round play. Category cards 35 may include category indicia 27 on a first side and a neutral indicia on a second side or category indicia 27 on both sides.

Although each deck of cards 20a, 20b, 20c, and 20d represents a general category, each indicia 24 on the first side of each card 22 and indicia 26 on the second side of each card 22 within each deck depicts a wide range of items within the general category. For example, each card 22 of each deck 20a, 20b, 20c, and 20d may be categorized into subsets of distinct gifts such as products or services. Each card 22 of each deck 20a, 20b, 20c, and 20d may be further categorized into additional subsets of distinct gifts such as predominantly male preferred gifts, predominantly female preferred gifts, and gifts preferred by both sexes. Preferably, each deck of cards 20a, 20b, 20c, and 20d includes a balanced mix of gifts in each general value grouping so as to appeal to a broad spectrum of players, regardless of gender, age, culture, or any type of persuasion.

In an embodiment of the present invention, expansion packs to discernment game 1 may be provide wherein more gifts of different categories and/or specialized gifts may be added as new decks of cards. For example, an additional deck of cards representing one dollar gifts or an additional deck of cards representing flea market finds may be added. Alternatively, additional decks of cards may be provided to target a specific demographic or interest group such as cards that cater to children, teens, or seniors or cards that cater to dog lovers, movie lovers, or history buffs. In another embodiment of the invention, another extension pack to support more players may be provided such that additional players may concurrently play discernment game 1. In an embodiment of the invention, discernment game 1 supports between two to six concurrent players and the additional extension pack may support between seven to ten concurrent players. The maximum of ten players is not intended to be limiting.

In an embodiment of the invention, there are nine gift markers 30 in a set, corresponding to the nine grid sections of playing surface 10. As shown in FIGS. 11a to 11c and 12, gift markers 30 are identifying markers having a first and a second side. On the first side of each gift marker 30, there is an indicia 32 corresponding to each unique indicia 12 associated with each grid section of play surface 10. On the second side of each gift marker 30 is a neutral indicia 34 such as a visual representation of a gift. Neutral indicia 34 on the second side of each gift marker 30 may be an image or a word or anything that does not suggest or hint at what indicia 32 is on the first side of each gift marker 30. Each gift marker 30 corresponds to each section of the grid of play surface 10 such that each gift marker 30 may be attributed to each gift represented by indicia 24 or 26 on each individually selected card 25 positioned on play surface 10. As discussed in greater detail below, a player may give to another player a gift marker 30 corresponding to the gift the player has chosen to give to the player. When giving the gift marker 30 corresponding to the chosen gift, the first side of the gift marker 30 is concealed such that the player receiving the gift marker 30 may only see neutral indicia 34 on the second side of gift marker 30 so that the receiving player does not know what the chosen gift is. Preferably, gift markers 30 are rigid chips, similar to poker chips. Alternatively, other means for identifying each section of the grid and giving the gift to another player may be used such as the use of pen and paper for writing gift tags to give to the receiving player.

As shown in FIGS. 6 and 7a to 7d, in an embodiment of the invention, there are four choice markers 40 in a set. Choice markers 40 are ranking markers having a first and a second side. On the first side of each choice marker 40, there is an indicia 42 corresponding to a ranking value. In an embodiment of the invention, the ranking value includes first, second, third, and a penalty. As shown in FIG. 7d, indicia 46 corresponding to the penalty are the words “No Way”. Ranking values may be represented by words or numerically or in any manner that conveys a form of ranking. Each ranking value may be associated with a unique point value indicia 48. As described in greater detail below, indicia 42 corresponding to the highest ranking value, such as first, is associated with a highest point value indicia 48, such as three points and indicia 42 corresponding to the lowest ranking value, such as third, is associated with a lowest point value indicia 48, such as one point. Indicia 46 corresponding to the penalty ranking value is associated with a deduction point value indicia 48, such as minus four points. In an alternative embodiment, an additional five choice markers 40 may be included in the set wherein the additional five choice markers 40 each have a zero ranking value indicia 42 and a zero point value indicia 48.

On the second side of each choice marker 40 is a neutral indicia 44 such as a visual representation of a podium. Neutral indicia 44 on the second side of each choice marker 40 may be an image or a word or anything that does not suggest or hint at what ranking value is on the first side of each choice marker 40. Similar to gift markers 30, preferably, choice markers 40 are rigid chips, similar to poker chips. Alternatively, other means for ranking may be used such as the use of pen and paper to write down the preferences.

During a round of play, a predetermined number of individually selected cards 25 are placed on play surface 10 such that the gifts depicted on individually selected cards 25 by indicia 24, 26 may be ranked by each player. At least one gift must be ranked or selected by each player. In an embodiment of the invention, four gifts may be selected and ranked according to the preference of each player. For greater clarity, in each set of choice markers 40, one choice marker 40a corresponds to a rank value of first, one choice marker 40b corresponds to a rank value of second, one choice marker 40c corresponds to a rank value of third, and one choice marker 40d corresponds to a penalty rank value. In an embodiment of the invention, each rank value is associated with a predetermined number of points. Preferably, the rank value of first is attributed with three points or the highest number of points; the rank value of second is attributed with two points or any number of points less than the highest number of points; the rank value of third is attributed with one point or any number of points less than the number of points attributed to the rank value of second; and the penalty rank value is attributed with a deduction of a predetermined number of points such as a deduction of four points.

As discussed in greater detail below and as seen in FIG. 5, each player should indicate the rank of the selected gifts in order of preference. In an embodiment of the invention, each choice marker 40 may be positioned on preference board 50 such that the first side of choice marker 40 is concealed so that the other players may only see neutral indicia 44 on the second side of choice marker 40. If a player receives a gift marker 30 from another player corresponding to one of the selected and ranked gifts, as identified by choice marker 40 on preference board 50, both players will be awarded a predetermined number of points. For example, the player giving the selected and ranked gift is awarded “giving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift and the player receiving the selected and ranked gift is awarded “receiving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift. If a player receives a gift marker 30 from another player corresponding to the penalty rank value, both players, the gift giver and the gift receiver will be penalized by having points deducted.

As shown in FIGS. 5 and 8, preference board 50 is generally rectangular in shape and includes an organization system that corresponds to the organization system of play surface 10. In an embodiment of the invention, preference board 50 includes a grid-like structure having an indicia 52 such as a number, a symbol, or a colour associated with each section of the grid wherein each indicia 52 corresponds to indicia 12 on play surface 10. Similar to play surface 10, preference board 50 may be made of rigid or semi rigid material such as cardboard or plastic which may be supported on a table top or any relatively flat surface. In an embodiment of the invention, each player has their own preference board 50 to rank their selected gifts from individually selected cards 25 on play surface 10 by positioning choice markers 40 on preference board 50. Choice markers 40 may be positioned on each section of the grid of preference board 50 in the manner described above and in greater detail in the method of play section.

As shown in FIG. 9, score board 60 is generally rectangular in shape and may be made of the same rigid or semi rigid material as play surface 10 and preference board 50. In an embodiment of the invention, score board 60 includes two paths 62 and 64 wherein a first path 62 records a player's advancement with respect to giving gifts and a second path 64 records the player's advancement with respect to receiving gifts. Each path 62, 64 includes a plurality of cells 65 beginning from a starting point 66, 67, respectively and terminating at a winner's circle 69. In an alternative embodiment, score board 60 may include only one path although preferably, the two path scoring system may be used to measure a player's progress with respect to two separate and distinct skills, giving and receiving. More particularly, first path 62 tracks a player's ability to give and second path 64 tracks a player's ability to receive. In an embodiment of the invention, to win, a player must progress through score board by scoring on both paths 62, 64 until the player reaches winner's circle 69 on both paths. In an embodiment, each player may be given an individual score board 60 although, preferably, a central scoreboard may be provided wherein the advancement of each player may be recorded on a single scoreboard 60.

As shown in FIGS. 10a and 10b, score markers 70 may be placed on score board 60 over the cells 65 so as to keep track of a player's advancement. In an embodiment of the invention, score markers 70 may define an aperture wherein the aperture corresponds to the size of cells 65 such that the score represented by each cell 65 may be visible through the aperture. Alternatively, as seen in FIG. 10, score marks 70 may be an object having varying geometrical configurations to represent each player. In an embodiment of the invention, each player is given two score markers 70, one for each path 62, 64.

Additional game pieces may be provided to generate more interesting dynamics within the game. For example, in an embodiment of the invention, a blocking card 80 or blocking chip may be provided to each player wherein each player may have a one time opportunity, at any point during any round of play, to prevent other players from receiving or losing points. As described in greater detail below, blocking card 80 or blocking chip may be used to effectively eliminate a single gift on playing surface 10 such that no other players may gain or lose any points if it is a selected and ranked gift. In another embodiment of the invention, at least one multiplication card or chip may be provided to each player wherein each player may have a one time opportunity during any round of play to increase their receiving points or giving points by a predetermined amount. Preferably, two multiplication cards 82, 84 or chips are provided to each player, one for increasing receiving points and one for increasing giving points. As described in greater detail below, preferably, multiplication cards 82, 84 or chips is played prior to scoring of any particular round.

Method of Play

The method of game play may be best understood by referring to FIGS. 1 to 12. To play game 1, there must be two or more players, up to a maximum of ten players in the preferred embodiment, although the number of players is not intended to be limiting.

To set up game 1, each player is given a set of gift markers 30, a set of choice markers 40, a personal preference board 50, and a pair of score markers 70 for tracking each player's receiving and giving points. Preferably, each set of gift markers 30, choice markers 40, personal preference board 50, and scoreboard 60 are associated with a colour so that each player may be identified by colour or by other distinguishing means such as a symbol. Next, one or more players shuffle category cards 35 and place them face down on playing surface 10. Category indicia 27 represented on the top card of category cards 35 determines which category of cards from deck of cards 20a, 20b, 20c, and 20d will be used for each round of play. After deciding which deck of cards 20a, 20b, 20c, and 20d will be used, a predetermined number of individually selected cards 25 will be taken from the selected deck and placed on playing surface 10. In an embodiment of the invention, a player may be designated a decision maker to decide whether the gift represented by indicia 24 or the gift represented by indicia 26 will be displayed on play surface 10. The role of decision maker may be rotated to the next player at the beginning of the next round of play.

Play begins with all players placing each of their pair of score markers 70 on each of the start positions 66, 67 of first and second paths 62, 64, respectively. Players complete as many rounds of play as needed until a winner emerges. In an embodiment of the invention, a winner emerges when both score markers 70 belonging to a single player has entered winner circle 69.

By way of example in which eight players are playing, the predetermined number of individually selected cards 25 to be laid out on play surface 10 is nine. As such, nine gifts depicted by indicia 24 or 26 are laid out on play surface 10 by one or more players. As shown in FIG. 4, play surface 10 defines a three by three grid wherein indicia 12 are numbers. The numbers ‘1’, ‘2’ and ‘3’, refer to the three gifts on the first row, ‘1’ referring to the first gift, ‘2’ referring to the second, and ‘3’ referring to the third. The second row is referenced in the same way by the numbers ‘4’, ‘5’, and ‘6’, and in the third row, by the numbers ‘7’, ‘8’ and ‘9’. The number of gifts used may be varied accordingly if there are fewer players, as discussed in greater detail below. Preferably, individually selected cards 25 are laid out from left to right, one row at a time.

In a preferred embodiment, a round is played out by all the players concurrently in the following manner:

A) Preparing Each Round

  • i) One or more players shuffle or otherwise randomize category cards 35 and place them face down on playing surface 10. One or more players turn over the top card of category cards 29 and thereby determine which category of gifts from deck of cards 20a, 20b, 20c, and 20d will be used for each round of play.
  • ii) The designated decision maker positions the predetermined number of individually selected cards 25 onto the grid or other organizing system of playing surface 10. The predetermined number of individually selected cards 25 depends on the number of players, as described in greater detail below. The decision maker also decides which gift, as represented by indicia 24 or indicia 26, will be positioned on playing surface 10. The role of decision maker rotates clockwise to the next player after each round of play.
  • iii) The players ensure that each player has a complete set of gift markers 30 at the beginning of each round, as they may have been given to other players during previous rounds.
  • iv) The players ensure that each player has a complete set of choice markers 40 at the beginning of each round.
  • v) Players may discard any spare gift markers 30 that may not be used. For example, if only seven gifts are displayed on play surface 10, gift markers 30 corresponding to the sections of the grid of play surface 10 that do not have gifts displayed may be discarded.
    B) Giving Gifts
  • vi) Each player chooses, from among the selection of gifts displayed on play surface 10, which gift to give to each of the other players, based on what each player believes the other players may want. For example, gift selection may be based on pure speculation or gift selection may be based on prior knowledge one player has of another player. In a preferred embodiment, players can only give each gift once thereby forcing players to make some tough choices.
  • vii) When a player has decided which gift to give to each player, the player locates the gift markers 30 that correspond with each gift, as identified by indicia 12 on play surface 10. For example, if there are four players, each player selects a gift for each of the other three players and locates the three selected gift markers 30 that correspond with each of the selected gifts on play surface 10. Indicia 32 of each of the selected gift markers 30 correspond to unique indicia 12 associated with the gift displayed on the play surface 10 that the player has chosen to give to each of the other three players.
  • viii) Each of the selected gift markers 30 are then distributed to each of the other players face down such that only neutral indicia 34 on the second side of gift marker 30 is visible to all players. Each player should give one gift marker 30 to each other player.
    C) Making Choices for Personal Preferences
  • ix) Players may then select and rank the gifts displayed on play surface 10 based on their personal preferences by positioning choice markers 40 on preference board 50. Both tasks of giving and selecting and ranking may be completed in any order, but preferably, the giving of gifts should precede the ranking of gifts. In either embodiment, both tasks must be completed before scoring can begin.
  • x) In the first embodiment of the invention, each player places all their choice markers 40 on the position of preference board 50 that corresponds to the gift having the ranking indicated by indicia 42 of the placed choice marker 40. Choice marker 40 may be placed face down on preference board 50 such that only neutral indicia 44 is visible to the other players. The players may choose to place their choice markers 40 in a sequential order other than in order of rank so as to keep the identity of each choice marker 40 a closely guarded secret. In another embodiment, players may select their top three preferences and penalty gift and place the corresponding choice markers 40 denoting first, second, and third rank value and penalty rank face up onto preference board 50 after the gift giving component of the game has been completed.
  • xi) In the embodiment that provides for choice markers 40 having a rank value of zero, players also place such zero rank value choice markers 40 face down on positions not associated with their top three choices so as to obscure the actually selected and ranked gifts.
    D) Scoring Gifts to Complete the Round
  • xii) Each player takes turn revealing their preferences by turning over choice markers 40 on their preference board 50.
  • xiii) Each gift marker 30 is also turned over to reveal the gift each player has given to each of the receiving players. The color associated with each gift marker 30 indicates which player gave each gift.
  • xiv) The player that gives gift marker 30 corresponding to a gift the receiving player has selected and ranked is awarded a predetermined amount of ‘giving’ points equal to the point value of indicia 48 displayed on the second side of the choice marker 40, and may advance their score marker 70 along first path 62 on score board 60.
  • xv) The player receiving a gift marker 30 that corresponds with a selected and ranked gift is also awarded a predetermined amount of ‘receiving’ points equal to the point value of indicia 48 displayed on the second side of the choice marker 40, and may advance their score marker 70 along second path 64 on score board 60.
  • xvi) In an embodiment of the invention, if gift marker 30 corresponds to a gift given a rank value of first, three giving points are awarded to the player giving the gift and three receiving points are awarded to the receiver of the gift. If gift marker 30 corresponds to a gift given a rank value of second, two giving points are awarded to the player giving the gift and two receiving points are awarded to the receiver of the gift. If the gift marker 30 corresponds to a gift given a rank value of third, one giving point is awarded to the player giving the gift and one receiving point is awarded to the receiver of the gift. For greater clarity, when one player scores for giving, the receiving player also scores for receiving. Both such players are awarded the same points.
  • xvii) If the gift marker 30 corresponds to a gift having a penalty rank value, four points are deducted from the player giving the gift. The receiver of the gift is not penalized for receiving the gift selected and ranked to have a penalty rank value.
  • xviii) In an embodiment of the invention, points may be deducted if a player gives a gift that another player does not want or has not selected and ranked at all. This point deduction will impact both the giver and the receiver who will both lose one giving point for giving an unwanted gift. A players total giving points cannot drop below zero.
  • xix) In another embodiment of the invention, no further points will be awarded to a player if the player receives the same gift from at least three other players. This only impacts the receiver who will not receive any further points for selecting a predictable gift.
  • xx) If one score marker 70 of a player has already reached the winner's circle 69, the player may not advance that one score marker 70 past this point and accumulate more points, but can lose points if they do not give gifts that other players want to receive as outlined above.
  • xxi) The winner is the first player having both score markers 70 in the winner's circle 69 on scoreboard 60. For example, if score marker 70 on path 62 reaches winner's circle 69 after a round of play, the player has not won. If score marker 70 on path 64 also reaches winner's circle 69 in a subsequent round, the player wins the game.
  • xxii) In the preferred embodiment the number of points required to reach the winner's circle 69 is twenty-six, although the number of points may be varied to achieve a desired duration of the game.
  • xxiii) If a winner has not emerged by the end of a round then the players may simply play another round.
  • xxiv) For every subsequent to a round of play, the player first to reveal the ranked and given gifts to begin the scoring process is the player clockwise adjacent to the player who performed such tasks in the preceding round of play. For the first round, the player first to reveal the ranked and given gifts to begin the scoring process is randomly selected.
    E) Variations on Scoring

In the embodiment where a blocking card or blocking chip is provided to each player, a player may at any time during any round apply the blocking card to a single gift displayed on playing surface 10. As described above, the use of blocking card 80 or blocking chip effectively eliminates a single gift on playing surface 10. By placing blocking card 80 on the gift to be blocked, none of the other players may gain or lose any points for giving or receiving the blocked gift. In an embodiment of the invention, blocking card 80 may be known as an ‘Out of Stock’ card. For example, the Out of Stock card may be placed on a gift by a player after receiving high giving points for a gift so as to prevent the following players from being awarded the same points that may allow them to enter winner's circle 69. Alternatively, the Out of Stock card may be used to prevent another player from being awarded extra points because of the use of the multiplication card, described below. Preferably, the Out of Stock card may be played a limited number of times by each player during the game, including being played only once by each player during the game.

In the embodiment where at least one multiplication card or chip is provided to each player, a player may apply the multiplication card to a gift to receive a greater predetermined number of points for giving or receiving a ranked gift. Preferably, the multiplication card doubles the points awarded or doubles the points deducted for the gift to which the multiplication card is applied. In an embodiment of the invention, the multiplication card may be known as a ‘Joker’ card and preferably, each player is given a “Giving Joker” 82 and a “Receiving Joker” 84, as shown in FIGS. 14 and 15. The Giving Joker 82 may be placed on gift marker 40 or otherwise associated with gift marker 40 when giving a gift to another player and the Receiving Joker 84 may be placed on choice marker 30 or otherwise associated with choice marker 30 when selecting and ranking a gift. For example, if a player is confident that a chosen gift for a particular player is going to be a gift highly ranked by such particular player, the player may associate Giving Joker 82 with gift marker 40 corresponding to the chosen gift and potentially be awarded double the number of points attributed with the rank value of the chosen gift. However, if Giving Joker 82 is applied to a gift and given to a player that has ranked the same gift with the penalty value, the giving player will have double the number of points deducted. The Giving Joker 82 must be applied before the other player reveals its choice markers 30. Similar to Giving Joker 82, a player may apply or otherwise associate Receiving Joker 84 with a ranked gift that the player anticipates other players will likely give so as to potentially be awarded double the number of points attributed with the rank value of the ranked gift.

F) Variations Based on the Number of Players

Preferably, the number of gifts are linked to the number of players as follows:

Number of players 2 3 4 5 6 7 8 9 10 Number 9 7 7 7 8 8 9 9 9 of Gifts per round Layout 123 123 123 123 123 123 123 123 123 of 456 456 456 456 456 456 456 456 456 Gifts 789 7 7 7 78 78 789 789 789

In the exemplary case of two, eight, nine or ten players, the predetermined number nine of gift cards 25 are positioned, before the start of each round of play, on the nine grids of the playing surface 10. In the exemplary case of three, four or five players, the predetermined number seven of gift cards 25 are positioned, before the start of each round of play, on the seven grids indicated by the unique indicia 12 as grids one to seven. In the exemplary case of six or seven players, the predetermined number eight of gift cards 25 are positioned, before the start of each round of play, on the eight grids indicated by the unique indicia 12 as grids one to eight.

From the foregoing description, it may be seen that a game formed in accordance with the present invention incorporates many novel features and offers significant advantages over those currently available. While the presently preferred embodiment of the invention has been illustrated and described, it is to be understood that within the scope of the appended claims, various changes can be made therein without the departing from the scope of the invention.

Claims

1. A game for playing by two or more players, the game comprising:

a) a plurality of cards, each of said plurality of cards representing at least one gift;
b) a play surface for positioning a predetermined number of cards from said plurality of cards;
c) means for identifying each of said predetermined number of cards positioned on said play surface; and
d) means for ranking a predetermined number of gifts represented by said predetermined number of cards positioned on said play surface.

2. The game of claim 1 wherein each of said plurality of cards comprises a first side and a second side, said first side having a first indicia representing a first gift, said second side having a second indicia representing a second gift.

3. The game of claim 2 wherein said play surface comprises an organization structure such that each of said predetermined number of cards positioned on said play surface may be referenced by a unique indicia.

4. The game of claim 3 wherein said means for identifying comprises a plurality of identifying markers comprising first and second marker sides, each said first marker side having a unique indicia corresponding to each of said unique indicia on said play surface.

5. The game of claim 4 wherein said means for ranking comprises a ranking marker, said ranking marker comprising a first ranking marker side and a second ranking marker side, said first ranking marker side having associated therewith a ranking value.

6. The game of claim 5 wherein said ranking value is associated with a point value.

7. The game of claim 6 further comprising a preference board, said preference board comprising a preference board organization structure corresponding to said organization structure of said play surface

8. The game of claim 7 wherein said ranking marker may be positioned on said preference board so as to attribute said ranking value to at least one gift represented by said predetermined number of cards on said play surface

9. The game of claim 8 further comprising a score board and a game marker, said game marker being maneuverable along said score board to record advancement through the game.

10. The game of claim 9 further comprising at least one blocking card for eliminating one of said gifts on said playing surface

11. The game of claim 10 further comprising at least one multiplication card for increasing said point value.

12. A game kit, the game kit comprising:

a) a plurality of cards, each of said plurality of cards representing at least one gift; and
b) instructions for using said plurality of cards in a game, said game comprising a play surface for positioning a predetermined number of cards from said plurality of cards; means for identifying each of said predetermined number of cards positioned on said play surface; and means for ranking a predetermined number of gifts represented by said predetermined number of cards positioned on said play surface.

13. A method of playing a game, said method comprising the steps of:

a) positioning on a play surface a predetermined number of cards selected from a plurality of cards, each of said plurality of cards representing at least one gift;
b) selecting at least one chosen gift from among said plurality of cards representing at least one gift positioned on said play surface;
c) giving from a first player of the game to a second player of the game one identifying marker selected by said first player from among a plurality of identifying markers for identifying each of said predetermined number of cards positioned on said play surface, said one identifying marker corresponding to said at least one chosen gift;
d) associating in order of preference by said second player at least one ranking marker with at least one gift selected from among said plurality of cards representing at least one gift positioned on said play surface;
e) awarding a predetermined number of points to said first player if said one identifying marker corresponding to said at least one chosen gift corresponds with said at least one selected gift selected by said second player; and
f) awarding a predetermined number of points to said second player if said at least one chosen gift corresponds with said at least one selected gift.

14. The method of claim 13 wherein the step of positioning on said play surface said predetermined number of cards selected from said plurality of cards comprises referencing each of said predetermined number of cards positioned on said play surface by one of a plurality of unique indicia of an organization structure of said play surface.

15. The method of claim 14 wherein the step of associating in order of preference by said second player said at least one ranking marker with said at least one selected gift comprises positioning said at least one ranking marker on a preference board in accordance with a preference board organization structure of said preference board, said preference board organization structure corresponding to said organization structure of said play surface so as to attribute a ranking value to said at least one gift.

16. The method of claim 15 wherein the step of giving said one identifying marker from among said plurality of identifying markers comprises giving said one identifying marker having a first side and a second side, said first side having at least one unique identifying marker indicia, said unique identifying marker indicia corresponding to said one of a plurality of unique indicia of said organization structure of said play surface, said second side having one or more neutral indicia.

17. The method of claim 16 wherein the step of associating said at least one ranking marker comprises associating said at least one ranking marker having a first ranking marker side and a second ranking marker side, said first ranking marker side being associated with a ranking value, said second side having one or more neutral indicia.

18. The method of claim 17 wherein the step of associating said at least one ranking marker comprises associating said at least one ranking marker having a point value associated with said ranking value.

19. The method of claim 18 further comprising the step of positioning a blocking card on said play surface such that other players are prevented from receiving points in respect of one of said at least one gift.

20. The method of claim 19 further comprising the step of positioning a multiplication card on said play surface so as to increase awarding of points in respect of one of said at least one gift.

Patent History
Publication number: 20070102880
Type: Application
Filed: Nov 9, 2005
Publication Date: May 10, 2007
Inventors: Nicholas Kellett (Kelowna), Julie Kellett (Kelowna)
Application Number: 11/271,549
Classifications
Current U.S. Class: 273/242.000; 273/249.000
International Classification: A63F 3/02 (20060101); A63F 3/00 (20060101);