Luck of the Irish™ Board Game and Method of Play
A themed-knowledge game and associated method of play, comprising: a plurality of game cards, each game card containing N questions thereon in a one-to-one correspondence with N predetermined categories of knowledge, and each of the N questions having an answer therefor; a game board comprising a plurality of game spaces between a start space and a finish space thereof; the plurality of game spaces subdivided into a plurality of game space clusters of N+1 game spaces per game space cluster; within each the game space cluster, N of the N+1 game spaces having a one-to-one correspondence with one of the N predetermined categories of knowledge, and the remaining 1 of the game spaces being a “lucky” game space; and rules for playing the game as disclosed herein.
Board games of various varieties have long been popular around the world. Often, a game will develop popularity because of its unique, distinctive theme, as well its own particular set of rules for moving around the board and winning the game.
Certain attributes appear in common, across many different board games. These common attributes include such things as: a game piece provided to each player to move about the board, a plurality of spaces on the board over which these game pieces are moved, a die or dice used to randomly determine the number of spaces over which a piece is to be moved, and cards which are to be drawn or used in relation to the space upon which a player lands.
Trivia games are also very popular throughout the world, wherein the players are required to provide answers to questions on general knowledge, or knowledge of a specific type (themed knowledge). Some trivia games do not make use of any associated game board, and in other instances, the answering of trivia questions is related directly to play that takes place upon an associated game board.
Trivial Pursuit® is perhaps the best-known game which combines moving around a board with answering specific trivia questions in areas of themed knowledge. Thus, for example, in the so-called “genus edition,” this game contains questions in six categories, namely: geography, entertainment, history, art & literature, science & nature, and sports & leisure. Players move around a board with a game piece and acquire “wedges” as they successfully answer questions in each category, and are eligible to “win” only after they have answered at least one question in each category.
As among the myriad of games in the crowded prior art combining movement about a game board with being required to answer themed trivia questions, each particular game is distinguished from other games, both objectively and in the subjective view of game consumers, by the overall combination of elements including the game board layout, the knowledge themes upon which they are based, and the rules by which movement is achieved in relation to the answering of questions and for ultimately “winning” the game.
It is particularly desirable to provide a combination board and trivia game which can be used to learn about the geography, history, and other facts pertaining to a particular country of the world, for example not limitation, Ireland. This helps to take learning about individual countries—which can sometimes be perceived by children or adults as an unpleasant chore—and render it fun and pleasant in the context of a friendly board game competition.
SUMMARY OF THE INVENTIONDisclosed herein is a themed-knowledge game and associated method of play, comprising: a plurality of game cards, each game card containing N questions thereon in a one-to-one correspondence with N predetermined categories of knowledge, and each of the N questions having an answer therefor; a game board comprising a plurality of game spaces between a start space and a finish space thereof; the plurality of game spaces subdivided into a plurality of game space clusters of N+1 game spaces per game space cluster; within each the game space cluster, N of the N+1 game spaces having a one-to-one correspondence with one of the N predetermined categories of knowledge, and the remaining 1 of the game spaces being a “lucky” game space; and rules for playing the game, wherein the rules provide that: all players begin with game pieces to mark their positions, collocated on the start space of the game board; with play moving in sequential turn from one player to the next, at least one standard, six-sided die or equivalent is used by a given player in a given turn to randomly determine the number of spaces to move the given player's game piece in the given turn, and the given player's game piece is moved accordingly; if the given player in the given turn, after using the at least one die in the given turn, lands on one of the N game spaces corresponding with one of the N predetermined categories of knowledge, the given player is required to try to answer a game card question for the predetermined category of knowledge corresponding with the game space, the question being in a required category; alternatively, if the given player in the given turn, after using the at least one die in the given turn, lands on one of the “lucky” game spaces, the given player is allowed to choose the one of the N predetermined categories of knowledge for which to try to answer a game card question, the question being in a chosen category; if the given player in the given turn answers the game card question incorrectly, in the required or chosen category, the given player's turn is ended and play immediately passes to the next player; and if the given player in the given turn answers the game card question correctly, in the required or chosen category, the given player receives exactly one bonus use of the at least one die, moves their piece forward the number of bonus spaces corresponding to the one bonus use of the at least one die, and then the given player's turn is ended and play immediately passes to the next player. This game can also be embodied for virtual play on a computerized device, and, of course, embodied by encoding into a suitable computer-readable medium. In the specific, non-limiting embodiment disclosed herein, the theme of this game relates to the country of Ireland.
The features of the invention believed to be novel are set forth in the appended claims. The invention, however, together with further objects and advantages thereof, may best be understood by reference to the following description taken in conjunction with the accompanying drawing(s) in which:
Disclosed herein is a combination board game and trivia game used to learn about a particular country in a fun and pleasant manner. The particular country used for illustration, but not limitation, is the country of Ireland.
This Luck of the Irish™ game involves movement about a game board 1 illustrated in
While the illustrations and discussion herein depict a “physical” game board 1, as well as physical trivia cards 4, physical game pieces 3, and a physical die 2, it is to be understood throughout, within the scope of this disclosure and its associated claims, that each of these elements can also be “virtually” represented, by encoding this game into a series of computerized instructions which enable the players to play this game on a user computerized device electronically, with the game coding either residing locally on the user computerized device, or remotely accessible from the user computerized device via a telecommunications connection (e.g., the Internet) to a remote computerized device, as can readily be achieved by someone of ordinary skill in the computer and communications arts. Thus, for example, the die roll 2, in a computerized game embodiment, may be virtually represented by generating a random number between 1 and 6. The game board 1 may be virtually represented on a user interface e.g., computer screen display with game pieces 3 marking the location of each player upon the screen display. And the cards 4 may be virtually represented simply by the posing of questions to the players via screen display with user replying via the user interface such as a keyboard and/or mouse.
As will be seen from
With N=3, this plurality of game spaces 11 is subdivided into a plurality of game space clusters of 4=N+1 game spaces per game space cluster (the game spaces connected to numeral 11 in
In the illustration of
In a given turn, a given player first rolls the die 2, then moves his or her piece 3 forward the number of spaces 11 indicted by the die 2 roll. That person then must answer a question, the category or categories of which is determined by the space upon which the player's piece 3 has landed. If the player lands on a “geography” game space, the player must answer a geography question. For landing on the “history” game space, the requirement is to answer a history question, and for landing on the “everything else Irish” game space, the person must answer a question pertaining to any other knowledge related to Ireland. In sum, if the given player in the given turn, lands on a game space 11 corresponding with one of the N predetermined categories of knowledge, that player must try to answer a game card question for the predetermined category of knowledge corresponding with the game space. This shall be referred to as a “required” category.
If, however, the player has landed on the “lucky” game space designated in the illustration of
Once the given player in the given turn has landed on a game space and, if necessary based on landing on a “lucky” space, chosen a topic, the “next” (e.g. front) card 4 is drawn from among the plurality of game cards 4 residing in card box 5. The given player must then try to answer the game card question corresponding to the “required” or “chosen” category, from the card 4 that was drawn. If the given player answers the game card question incorrectly, the given player's turn is ended and play immediately passes to the next player. If, however, the given player answers the game card question correctly, the given player receives exactly one bonus roll of the die 2, and then moves his or her piece 3 forward the number of bonus spaces corresponding to this bonus roll. Then, play immediately passes to the next player. The game card 4 just used is in all cases returned to the “rear” of the card box 5. Of course, from time to time, and especially between games, periodic reshuffling of the game cards 4 will be warranted.
A player wins by being the first player to have his or her game piece 3 reach or pass the finish space 13. In a preferred embodiment of the game rules, the person who wins does not have to come up with an exact roll of the die to precisely land on finish space 13. In an alternative, less-preferred embodiment, the winner must achieve an exact roll onto the finish space 13. That is, a player wins by being the first player to have their game piece 3 reach the finish space 13, preferably by an exact or inexact roll of the at least one die 2, and alternatively by an exact roll of the at least one die 2.
As illustrated in
It is also preferred, though not mandated, that the theme of this game be that of a particular country in the world, such as but not limited to Ireland as illustrated, and that the path of game spaces 11 be configured into two-tiered concentric loop surrounding a map 14 of the particular country and shaped into a rough exterior outline of the particular country, also as illustrated. Though categories can also be varied, for the preferred N=3 embodiment, it is also preferred that the first predetermined category of knowledge comprises geography related to the particular country; that the second predetermined category of knowledge comprises history related to the particular country; and that the third category of knowledge comprises any other knowledge related to the particular country. In all cases, there should also be one such “lucky” space within each game space cluster of N+1 game spaces 11, for which the player who lands there, as discussed, gets to choose from among the N categories on the next game card 4 to be drawn, to try to answer a question from a chosen category.
While only certain preferred features of the invention have been illustrated and described, many modifications, changes and substitutions will occur to those skilled in the art. It is, therefore, to be understood that the appended claims are intended to cover all such modifications and changes as fall within the true spirit of the invention.
Claims
1. A themed-knowledge game, comprising:
- a plurality of game cards, each game card containing N questions thereon in a one-to-one correspondence with N predetermined categories of knowledge, and each of said N questions having an answer therefor;
- a game board comprising a plurality of game spaces between a start space and a finish space thereof;
- said plurality of game spaces subdivided into a plurality of game space clusters of N+1 game spaces per game space cluster;
- within each said game space cluster, N of said N+1 game spaces having a one-to-one correspondence with one of said N predetermined categories of knowledge, and the remaining 1 of said game spaces being a “lucky” game space; and
- rules for playing said game, wherein said rules provide that:
- all players begin with game pieces to mark their positions, collocated on said start space of said game board;
- with play moving in sequential turn from one player to the next, at least one standard, six-sided die or equivalent is used by a given player in a given turn to randomly determine the number of spaces to move said given player's game piece in said given turn, and said given player's game piece is moved accordingly;
- if said given player in said given turn, after using said at least one die in said given turn, lands on one of said N game spaces corresponding with one of said N predetermined categories of knowledge, said given player is required to try to answer a game card question for the predetermined category of knowledge corresponding with said game space, said question being in a required category;
- alternatively, if said given player in said given turn, after using said at least one die in said given turn, lands on one of the “lucky” game spaces, said given player is allowed to choose the one of said N predetermined categories of knowledge for which to try to answer a game card question, said question being in a chosen category;
- if said given player in said given turn answers the game card question incorrectly, in said required or chosen category, said given player's turn is ended and play immediately passes to the next player; and
- if said given player in said given turn answers the game card question correctly, in said required or chosen category, said given player receives exactly one bonus use of said at least one die, moves their piece forward the number of bonus spaces corresponding to said one bonus use of said at least one die, and then said given player's turn is ended and play immediately passes to the next player.
2. The game of claim 1, wherein a player wins by being the first player to have their game piece reach said finish space, by an exact or inexact roll of said at least one die.
3. The game of claim 1, wherein a player wins by being the first player to have their game piece reach said finish space, by an exact roll of said at least one die.
4. The game of claim 1, wherein said N=3.
5. The game of claim 1, wherein said N+1 game spaces within each said game space cluster appear in identical order among all of said game space clusters.
6. The game of claim 1, said plurality of game spaces between said start space and said finish space being an even multiple of N+1.
7. The game of claim 1, comprising no less than fifteen (15) of said game space clusters, and therefore no less than 15×(N+1) game spaces between said start space and said finish space.
8. The game of claim 1, wherein:
- the theme of said themed-knowledge game relates to a particular country in the world;
- said N=3;
- a path of said game spaces is configured into a two-tiered concentric loop surrounding a map of said particular country and shaped into a rough exterior outline of said particular country;
- a first of said N=3 predetermined categories of knowledge comprises geography related to said particular country;
- a second of said N=3 predetermined categories of knowledge comprises history related to said particular country; and
- a third of said N=3 predetermined categories of knowledge comprises any other knowledge related to said particular country.
9. The game of claim 8, wherein:
- said particular country in the world is Ireland;
- said “lucky” game space within each said game space cluster is symbolized by a shamrock.
10. A user computerized device comprising a user interface, computerized processing, and computerized storage for playing the game of claim 1, wherein said plurality of game cards, said game board, said game pieces and their movement upon said game board, the use of said at least one die, and the practice of said rules, are all coded into a plurality of computerized instructions for virtually representing the playing of said game on said user computerized device.
11. The user computerized device of claim 10, wherein the playing of said game on said user computerized device occurs over a telecommunications connection to a remote computerized device situated at a location remote from said user computerized device.
12. A computer-readable medium comprising a plurality of instructions executable by a computerized device for playing the game of claim 1, wherein said plurality of game cards, said game board, said game pieces and their movement upon said game board, the use of said at least one die, and the practice of said rules, are all encoded into said plurality of computerized instructions for virtually representing the playing of said game on the computerized device.
13. A method of playing a themed-knowledge game, comprising:
- providing a plurality of game cards, each game card containing N questions thereon in a one-to-one correspondence with N predetermined categories of knowledge, and each of said N questions having an answer therefor;
- providing a game board comprising a plurality of game spaces between a start space and a finish space thereof, said plurality of game spaces subdivided into a plurality of game space clusters of N+1 game spaces per game space cluster;
- within each said game space cluster, corresponding N of said N+1 game spaces on a one-to-one basis with one of said N predetermined categories of knowledge, and corresponding the remaining 1 of said game spaces with being a “lucky” game space;
- all players beginning with game pieces to mark their positions, collocated on said start space of said game board;
- with play moving in sequential turn from one player to the next, a given player in a given turn using at least one standard, six-sided die or equivalent for randomly determining the number of spaces to move said given player's game piece in said given turn, and moving said given player's game piece accordingly;
- if said given player in said given turn, after using said at least one die in said given turn, lands on one of said N game spaces corresponding with one of said N predetermined categories of knowledge, said given player trying to answer a game card question for the predetermined category of knowledge corresponding with said game space, said question being in a required category;
- alternatively, if said given player in said given turn, after using said at least one die in said given turn, lands on one of the “lucky” game spaces, said given player being allowed to choose the one of said N predetermined categories of knowledge for which to try to answer a game card question, said question being in a chosen category;
- if said given player in said given turn answers the game card question incorrectly, in said required or chosen category, ending said given player's turn and passing play immediately to the next player; and
- if said given player in said given turn answers the game card question correctly, in said required or chosen category, said given player receiving exactly one bonus use of said at least one die, moving their piece forward the number of bonus spaces corresponding to said one bonus use of said at least one die, and then ending said given player's turn and passing play immediately to the next player.
14. The method of claim 13, wherein a player wins by being the first player to have their game piece reach said finish space, by an exact or inexact roll of said at least one die.
15. The method of claim 13, wherein a player wins by being the first player to have their game piece reach said finish space, by an exact roll of said at least one die.
16. The method of claim 13, wherein said N=3.
17. The method of claim 13, further comprising said N+1 game spaces within each said game space cluster appearing in identical order among all of said game space clusters.
18. The method of claim 13, wherein said plurality of game spaces between said start space and said finish space is an even multiple of N+1.
19. The method of claim 13, further comprising providing no less than fifteen (15) of said game space clusters, and therefore no less than 15×(N+1) game spaces between said start space and said finish space.
20. The method of claim 13, further comprising:
- the theme of said themed-knowledge game relating to a particular country in the world;
- said N=3;
- configuring a path of said game spaces into a two-tiered concentric loop surrounding a map of said particular country and shaping said path into a rough exterior outline of said particular country;
- a first of said N=3 predetermined categories of knowledge comprising geography related to said particular country;
- a second of said N=3 predetermined categories of knowledge comprising history related to said particular country; and
- a third of said N=3 predetermined categories of knowledge comprising any other knowledge related to said particular country.
21. The method of claim 20, wherein:
- said particular country in the world is Ireland;
- symbolizing said “lucky” game space within each said game space cluster by a shamrock.
22. The method of claim 13, wherein said plurality of game cards, said game board, said game pieces and their movement upon said game board, the use of said at least one die, and the practice of said rules, are all coded into a plurality of computerized instructions for virtually representing the playing of said game on a user computerized device comprising a user interface, computerized processing, and computerized storage.
23. The user computerized device of claim 22, further comprising playing said game on said user computerized device over a telecommunications connection to a remote computerized device situated at a location remote from said user computerized device.
24. The method of claim 13, wherein said plurality of game cards, said game board, said game pieces and their movement upon said game board, the use of said at least one die, and the practice of said rules, are all encoded by a computer-readable medium comprising a plurality of computerized instructions executable by a computerized device for virtually representing the playing of said game on the computerized device.
Type: Application
Filed: Nov 26, 2008
Publication Date: Apr 2, 2009
Inventor: Helena A. Mirza (Niskayuna, NY)
Application Number: 12/323,568
International Classification: A63F 3/00 (20060101); A63F 9/18 (20060101);