Itinerary fulfillment travel game and method of play
Disclosed is an entertaining, enlightening, and educational travel related game, and method of play, in which players compete to fulfill predetermined itineraries. Each player's itinerary is determined prior to the beginning of the game by the random distribution of itinerary cards, which relate directly, on a one to one basis, to travel destinations located on the game pathway. Distinct playing pieces are provided to represent each player's “family”, as well as tokens that represent each player's travel allowance, and a die to determine the extent of movement. The path also contains several spaces relating to instruction cards that may advance or impede the player's collection of the said itinerary. The winner is the first player to successfully visit all the travel destinations on his or her individual itinerary and then return all of his or her “family members” back to his or her home position.
The present disclosure relates to games and method of play, in particular games with a travel theme and method of play. Even more specifically, the present disclosure relates to games with a travel theme wherein the main objective of the game is the fulfillment of an itinerary.
BACKGROUNDGames have been developed that pertain to almost every aspect of life, and have endless objectives, strategies, and devices for play. Many of the most successful games combine real life scenarios with methods of play that give each participant an exciting experience and an equal chance of winning. Many games incorporate pathways representing part of a person's journey through life. Game pieces are often used to represent the various players and track their movements about a game pathway. Chance devices such as dice are also utilized to determine extent of travel and can replicate life's unpredictable nature. Pathway spaces relating to instruction cards may sometimes be used to present pitfalls or advantages that can change the course or perceived success of the journey. Even play money and bank accounts can be established in order to replicate the pain and pleasures of real life personal finance. All of these game aspects combine to allow a player to use with and strategy to compete against his or her human, or even computer based, counterparts creating an exciting experience.
SUMMARY OF THE DISCLOSUREThe present disclosure relates to itinerary based travel and combines the exciting aspects of getting to visit new places with the “real life issues” that must be dealt with when traveling, while also overcoming many of the shortfalls of prior travel related games.
The present disclosure can be embodied in a game and method of play comprising a game surface, or an electronic representation thereof, with at least one path containing a plurality of spaces, wherein at least two players, each represented by at least one distinct game piece, take turns entering a game piece onto the said playing path or paths via at least one starting point, and in turn move their pieces about the said path or paths a number of spaces determined by at least one random number generating device, while attempting to land on a specific set of spaces, each relating to a specific place, object, person, character, or the like, which comprise the players' individual itineraries, which are determined prior to the start of the game by the random distribution of itinerary cards, which correspond directly to the individual destination spaces on the pathway and are indicated by the placement of itinerary markers, while also attempting to land on, or avoid landing on, certain pre-marked spaces, which correspond to at least one set of instruction cards, which may either advance or delay the completion of the players' objectives, all while attempting to manage their travel allowances, wherein upon completing their individual itineraries, the players then attempt to be the first to move their said playing pieces about the said path or paths to at least one ending point, therein being the first player to complete the game.
There are many aspects which set the current disclosure apart from prior travel related games. As detailed in the present disclosure each player receives a random travel itinerary, prior to the start of the game, created by shuffling and distributing itinerary cards that correlate, on a one to one basis, to the destination spaces on the game pathway. This process of generating an itinerary eliminates the need for numerous lists, which greatly reduces the chance of repeating the same itinerary in future games. The current disclosure incorporates two sets of instruction cards, one set with instructions that have a positive spin and one set with more negative instructions, however, the current disclosure is played in such a way that drawing a card from either set could have unexpected positive or negative effects. Unlike most geography related games the present disclosure does not incorporate into the design a map of a country or region, allowing the theme of the game to be changed without changing the layout. This allows the game to accommodate any theme from small town points of interest, to worldwide travel, or even space travel without restricting movement from one travel sight to another. This format also allows the theme of the game to include subjects not directly related to a place, such as persons or cartoon characters. Also, since the present disclosure incorporates a single rate of payment for each sight visited, the financial portion of the game is simplified compared to the task of keeping track of various monetary units or bank accounts found in some other travel related games.
The simple nature of the design of the present disclosure also allows the game to be played by a greater range of people than most travel games. The present disclosure can easily be played by persons with limited travel knowledge or by those who have never even traveled before without placing them at a disadvantage. Variations can even be adapted for non-reading players without diverging from the overall play of the game. Also, a player's success in the game is not necessarily relative to whether he or she has played before. Since the information about each destination visited is presented in a purely educational form, new players have just as much of a chance to win as those who have played many times before. The method of play of the present disclosure also does not rely too heavily on luck, but rather incorporates an equal balance of chance and strategy, which adds to the games overall appeal.
The purpose of the present disclosure is to provide a new and exciting game, which may embody various forms including a traditional board game, an electronic handheld game, a computer game, a television game, or any other interactive game, in which the object of the game is a race to complete a predetermined itinerary, which can focus on any place, such as a theme park, region, such as North America, city, such as New York, country, such as Italy, galaxy, such as the Milky Way, or system, such as a nuclear power plant, any object or set of objects, such as the oceans of the world or lost treasures of the Atlantic, group or groups of people, such as country music singers, characters, such as those in movies or cartoons, or any other type of category, allowing the said game to embody an infinite number of themes familiar to all peoples regardless of background, age, or culture.
It is believed by the inventor that the combination of aspects particular to the present disclosure creates a new, entertaining, enlightening and highly marketable game, for a large variety of players, which can accommodate any collection of items that may form an itinerary.
The following details an exemplary embodiment of the present disclosure as illustrated in
In one embodiment, the home position areas 5 are distinguishable from each other by a distinct feature or features such as color, shape, texture, size, symbol, or other identifying feature. As an example, the home position areas 5 may be red, blue, green, and yellow. The home position areas 5 further include at least one game piece placement area 4 indicating a location on which each player can place his/her game pieces 15 (
The illustrative sheet 1c additionally includes travel allowance placement areas 8a and 8b for each home position 5. The travel allowance areas 8a and 8b indicate locations on which the player's travel allowance may be placed. The game board 1 comprises six travel allowance areas 8a and 8b. However, additional or fewer travel allowance areas 8a and 8b are possible in other embodiments.
The illustrative sheet 1c further includes, at least one game pathway 2. The game pathway 2 is a circular configuration divided into a plurality of equal travel pathway spaces 3. Game board 1 comprises thirty-six pathway spaces 3, however in another embodiment a different number of pathway spaces of equal or varying size and configuration may be used. In one embodiment, the thirty-six pathway spaces comprise four free spaces 3b, twenty-four travel itinerary spaces 3a, four instruction spaces 6a, and four distinctly separate instruction spaces 6b.
In one embodiment, the free spaces 3b are the first space directly adjacent to each of the players' home positions areas 5. When a free space 3b is landed on during play, no action is taken by the player. In one embodiment, the free spaces 3b may have distinct features which distinguish each free space 3b from each of the other free spaces 3b and/or the other various travel pathway spaces 3.
In one embodiment, the travel itinerary spaces 3a include pictures or illustrations of, and/or names of, the various places, objects, persons, characters, etc. which are to be “visited” by the players during the course of the game. Note that the term visited refers to the act of a player moving his/her game piece 15 (
In addition, the travel itinerary spaces 3a are associated with a series of itinerary marker holes 1e. On game board 1, the itinerary holes 1e are located in a radial fashion around the game board 1 next to or within each travel itinerary space 3a. The itinerary holes 1e each accept a peg style itinerary marker 16 (
The instruction spaces 6a relate to a set of positive based instruction cards 11 (
The instruction spaces 6b relate to a set of negative based instruction cards 12 (
As an example, the game board 1 comprises circle symbols and triangle symbols on the instruction spaces 6a, 6b, respectively. The circle symbols on instruction spaces 6a correspond to the circle symbol in instruction card placement area 7a. Accordingly, the circle symbol in the instruction card placement area 7a corresponds to the circle symbol on the positive-based instruction cards 11. Therefore, when the player lands on the instruction space 6a, the player selects a positive-based instruction card 11 from the instruction card placement area 7a. In the same way, the triangle symbols on instruction spaces 6b correspond to the triangle symbol in instruction card placement area 7b. Accordingly, the triangle symbol in the instruction card placement area 7b corresponds to the triangle symbol on the negative-based instruction cards 12. Therefore, when a player lands on the instruction space 6b, the player selects a negative-based instruction card 12 from the instruction card placement area 7b. Note that the circle symbols and triangle symbols are used for exemplary purposes only. Other symbols, titles and/or colors may be used to associate the instruction spaces 6 with the instruction card placement areas 7 and the instruction cards 11 and 12.
Shown in
In one embodiment, each itinerary card front 10a includes a depiction and/or name of an individual place, object, person, character, or other itinerary theme. The depictions an/or name is similar to and easily relatable to those which are featured on the individual travel itinerary spaces 3a.
In one embodiment, the itinerary card back 10b includes educational information about the featured place, object, person, character, or the like, that appears on the card front 10a. In one embodiment, the itinerary card back 10a is designed in the form of a cancelled post card with the aforementioned educational information listed in the general area normally reserved on a standard postcard for correspondence.
Shown in
In one embodiment, the positive-based instruction card front 11a has distinct features, such as a particular title, design, and/or color, corresponding to the positive-based instruction spaces 6a. In the example provided, the positive-based instruction spaces 6a are marked with a circle symbol and the positive-based instruction cards 11 are marked by a corresponding circle symbol.
In one embodiment, each instruction card back 11b has instructions with a positive spin. The instruction card back 11b includes instructions for the player relating individually to each of the travel itinerary spaces 3a. For example, a positive-based instruction card back 11b may read “Free trip to the Colosseum.” The instruction card back 11b may also include instructions not directly relating to an individual travel itinerary space 3a. As an example, a positive-based instruction card back 11b not related to a particular travel itinerary space 3a may read “Early flight, move ahead 3 spaces”.
Also shown in
In one embodiment, the negative-based instruction card front 12a has distinct features, such as a particular title, design, and/or color, corresponding to the negative-based instruction spaces 6b. In the example provided, the negative-based instruction spaces 6b are marked with a triangle symbol and the negative-based instruction cards 12 are marked by a corresponding triangle symbol.
In one embodiment, each instruction card back 12b has instructions with a negative spin. The instruction card back 12b includes instructions for the player relating individually to each of the travel itinerary spaces 3a. For example, a negative-based instruction card back 12b may read “Visit the Great Wall of China, pay one token.” The instruction card back 12b may also include instructions not directly relating to an individual travel itinerary space 3a. As an example, a negative-based instruction card back 12b not related to a particular travel itinerary space 3a may read “Lost luggage, move back 3 spaces”.
Shown in
In one embodiment, the random number generating device is a standard six-sided die 13. However, a number of other methods including spinners, or die with more or fewer sides, or any other random number or color generating device or combination of devices may be used to determine the extent of movement of a player's game piece or pieces.
The travel allowance token 14 is used to create and keep track of a player's travel allowance. In one embodiment, each player is initially given three single value travel allowance tokens 14 and three double value travel allowance tokens 14, distinguishable from each other by shape, color, indicia, or other. As one example, the single value travel allowance tokens 14 may be light colored and double value travel allowance tokens 14 may be dark colored. The tokens 14 may be constructed of wood, plastic, or other suitable material and having a token style shape, however, a number of other devices including play money, or poker chips, or items of a different shape, color, or design may be used to achieve the same purpose.
The game piece 15 illustrated is used to mark a player's movement along the game pathway 2. In one embodiment, each player is given three like-colored game pieces, which are distinct in color from the other players' game pieces. However, any number of game pieces may be used and may have any distinct shape, color, design or other unique feature that distinguishes them from the other players' game pieces. The game piece 15 may be constructed of wood, plastic, cardboard, or any other type of suitable material.
The itinerary marker 16 is a peg style marker, which is used to keep track of a player's individual itinerary. In this regard, the player places the itinerary markers 16 in the itinerary marker holes 1e (
Referencing
Game play may begin by rolling the die 13 in order to determine who goes first. The player rolling the highest number may start his or her turn by rolling the die 13 again and moving the indicated number of travel pathway spaces 3. Play begins by counting the free space 3b adjacent to his or her home position 5 and moving counterclockwise thereafter. Depending on which travel pathway space 3 a player lands on, one of the following actions might be taken:
If a player lands on a free space 3b, no action is taken.
If a player lands on a travel itinerary space 3a the player pays a visitation fee for visiting that particular space. However, if the landed on space is already occupied by one of the players other game pieces 15, the player is considered to be “staying with a family member,” and therefore no fee is due. The visitation fee for landing on a travel itinerary space 3a should be one single value travel allowance token 14 or the exchange of one double value travel allowance token 14 for a previously used single value travel allowance token 14.
If a player lands on a travel itinerary space 3a which is part of the player's individual itinerary, the visitation fee is paid. In addition, the corresponding peg style itinerary marker 22 is removed, and the player flips the corresponding itinerary card 10 over revealing the postcard side 10b. The player may then read aloud the educational information detailed thereon, thereby completing that portion of the player's itinerary.
If a player lands on a positive-based instruction card space 6a, the player draws a positive-based instruction card 11 from the top of the positive-based instruction card pile and follows the instructions on the card back 11b (
If a player lands on a negative-based instruction card space 6b a player should draw a negative-based instruction card 12 from the top of the negative-based instruction card 12 pile and follow the instructions on the back of the card. If the drawn negative-based instruction card 12 instructs the player to move to another space 3, the player moves the same game piece 15 that landed on the instruction card space 6b to the instructed space 3 and continues play in the same manner as if the player had landed on the space 3 via a roll of the die 13, including paying a visitation fee if instructed to land on an itinerary space 3a. If the card instructs the player to move to another negative-based instruction card space 6b, the player moves to the indicated instruction space 6b, draws another instruction card 12, and continues play accordingly.
In the event a player lands on a travel itinerary space 3a that has a visitation fee, and the player is already out of travel allowance tokens 14, the player's game piece 15 that landed on the travel itinerary space 3a returns to the home position. When this happens, the player's travel allowance 14 is completely refilled.
Continuing to take turns rolling the die 13, each player traverses the game pathway 2, while attempting to land on each of the itinerary spaces 3a on his or her individual travel itinerary. Meanwhile, each player makes decisions on which game piece 15 to move on each turn, whether or not to land on the instruction card spaces 6, and whether to use up his or her travel allowance tokens 8 or try to save them by utilizing free spaces 3b and spaces already occupied by his or her own game pieces. In the event a player runs out of travel allowance tokens 14, the player also determines which game piece 15 he or she prefers to move on his or her next turn, considering that which ever game piece 15 the player moves may end up being sent home 5.
Once a player has visited all of the travel itinerary spaces 3a on his or her travel itinerary the player makes sure all his or her game pieces 15 are moved out of his or her home position 5 before beginning to move any game pieces 15 into his or her home position 5. A player does not need an exact numbered roll to move the game piece 15 into his or her home position 5. A player completes the game by first visiting all of the itinerary spaces 3a comprising that player's individual itinerary, secondly, by making sure all of the player's game pieces 15 are moved out of the his or her home position 5, and lastly, by moving all of his or her playing pieces back into the player's home position 5.
Step 104 is further described with reference to
The player then indicates the number and type of players in step 107. For example, the player may desire to play one or more human players against one or more computer players, or two or more human players against each other, and also possibly enter a unique name indication for each. Players may also have the option of choosing generic or custom game pieces, as indicated in step 108. Along with a myriad of generic game piece shapes, custom game pieces may take the form of people such as a typical family including father, mother, and child shaped pieces, or different characters such as those found in a cartoon or theme park, or a number of other custom forms.
Game pieces 15 (
Referring to step 125, if a player lands on a free space 3b (
If a player lands on an instruction space 3a (
If the player lands on an itinerary space 3a (
At step 142, if the landed on itinerary space 3a (
The computer system 200 may comprise one or more processors, exemplified by processor 201, used to process information. The system 200 may also comprise one or more dynamic storage devices such as RAM (Random Access Memory) 202 in which information relating to current systems, programs, and data may be stored for execution by the processor 201, as well as one or more caches used to enhance the productivity of the processor, exemplified by the level 2 cache 203.
The computer system 200 may also comprise various interfaces such as a LAN (Local Area Network) 204 interface used to communicate with other computer systems, which would facilitate computer network play, or a SCSI (Small Computer System Interface) 205 interface or a USB (Universal Serial Bus) 206 interface, used to communicate with peripheral hardware such as disk drives, printers, and scanners. An AGP (Accelerated Graphics Card) 207 card may also be utilized to enhance the quality of the graphic displays.
Computer system 200 may further comprise one or more storage devices such as a magnetic disk or optical disk and its corresponding disk drive 208, and a hard disk 209 for storing static information and instructions for the processor 201.
In one embodiment game logic 215 may be stored on the hard disk. In another embodiment game logic may be stored on a magnetic or optical disk and accessed via the ROM drive 208. In another embodiment game logic 215 may be accessed via the Internet. Game logic 215 is hardware, software, or a combination thereof for playing the game described in the present disclosure.
The computer system 200 may further comprise a display device 210, such as a cathode ray tube (CRT) or liquid crystal display (LCD), or other display device for conveying information to a computer user. An input device, which may include alphanumeric and/or other keys, referred to as the keyboard 211 may be used for communicating information and command selections to the processor 201. The computer system 200 may additionally comprise a user input device for cursor control 212, such as a mouse, stylus, or cursor direction keys, for communicating directional information and command selections to the processor 201, and for controlling cursor movement on the display 210. An audio device 213, such as a speaker or speakers and/or microphone input, may be utilized for audio interfacing with the computer system 200. Furthermore the computer system 200 may comprise a BIOS (Basic Input/Output System) 214 to run the initial computer start up program and one or more buses used to facilitate communication between components 215.
Note that any or all of the components of system 200 and associated hardware may be used in the present disclosure and that other configurations of a computer system suitable for implementing the current disclosure may include some, all, or none of the illustrated devices.
Game logic 215 may then randomly select a player to go first as indicated in step 365 and display a random number generating device such as a die 13 (
If the player has moved all of his or her game pieces 15 (
If all of the player's game pieces 15 (
If the player decides to move one of his or her game pieces 15 (
The player may also land on an itinerary space 3a (
If the arrived at itinerary space 3a (
If the player arrived at an itinerary space 3a (
If the player arrived at an itinerary space 3a (
If the landed on itinerary space 3a (
After each time the game logic 215 records an itinerary space 3a (
Each time a player moves a game piece into their home space game logic checks to see if all the player's game pieces 15 (
The present disclosure has been detailed in terms of various embodiments, however, it is not intended that this disclosure be limited to these embodiments. The present disclosure may, for example, be modified in a way such as utilizing interchangeable itineraries by changing out the entire pathway or by changing out the individual spaces within the pathway allowing a person to purchase a single game and multiple itinerary themes. Also, in the case of a board game, the itinerary markers could be magnetically attachable to the game board instead of using the aforementioned peg and hole arrangement, or, in the case of an electronic version, the itinerary spaces may be marked by highlighting them with the color of the players' chosen game pieces. Individual players' game pieces could also be more representative of a particular culture by making them in the form of parents and children wearing clothing or other adornments or attributes which relate to that culture. Computer systems, which may be used to implement the game of the present disclosure, vary greatly and another system acceptable for implementing the current disclosure may have a different arrangement than that illustrated and may or may not include all or any of the components illustrated herein and the game would also likely undergo some visual modifications when rendered in an electronic or computer game format. Also the various forms of the terms “player” or “players” and “his or her”, referred to throughout the specifications of the present disclosure, may refer to a human player, or, a computer or otherwise electronically generated player. Although not necessarily described herein, it will be apparent to those skilled in the art that the above mentioned and numerous other modifications may be made to the game without departing from the overall spirit and method of play of the present disclosure, which is defined by the included claims.
Claims
1. A game, comprising:
- a path divided into a plurality of spaces and a portion of the pathway spaces exhibit itinerary identifiers and a combination of the said spaces exhibiting itinerary identifiers creates an itinerary.
2. The game of claim 1, wherein the different identifiers identify geographical locations, objects, persons, or characters.
3. The game of claim 2, wherein the subject of the game may be changed.
4. The game of claim 1, wherein at least one space exhibiting itinerary identifiers has a corresponding itinerary card.
5. The game of claim 1, further comprised of one or more markers for marking each of the different identifiers on the pathway.
6. The game of claim 1, wherein the path further comprises spaces identifying instruction cards.
7. The game of claim 6, wherein there is at least one set of positive-based instruction cards and at least one set of negative-based instruction cards.
8. The game of claim 1, wherein the path further comprises spaces not related to an itinerary or instructions.
9. The game of claim 1, wherein at least one player has a home position.
10. An electronic game, comprising:
- a path divided into a plurality of spaces and a portion of the pathway spaces exhibit itinerary identifiers and a combination of said spaces creates an itinerary;
- logic configured to display the pathway and other game components to a display device; and
- the logic further configured to receive data indicative to the set up and play of the game from a user.
11. The game of claim 10, wherein the logic is configured to generate one or more computer-generated players, and to control the computer-generated player's decisions and game piece movements, and to execute the user's game piece movements and decisions based on the user's input.
12. The game of claim 10, wherein the different identifiers identify geographical locations, objects, persons, or characters.
13. The game of claim 12, wherein the subject of the game may be changed.
14. The game of claim 10, wherein at least one space exhibiting itinerary identifiers relates to a corresponding itinerary card.
15. The game of claim 10, further comprised of one or more markers for marking each of the different identifiers on the pathway.
16. The game of claim 10, wherein the path further comprises spaces relating to instruction cards.
17. The game of claim 16, wherein there is at least one set of positive-based instruction cards and at least one set of negative-based instruction cards.
18. The game of claim 10, wherein the path further comprises spaces not related to an itinerary or instructions.
19. The game of claim 10, wherein at least one player has a home position.
20. A method of play comprising:
- receiving an itinerary identifying one or more itinerary spaces on a playing path by the distribution of itinerary cards; and
- traversing the path until one or more of the spaces identified have been landed on.
21. The method of play of claim 20, wherein funds are used to pay a fee for landing on a space with an itinerary identifier.
22. The method of play of claim 20, further comprising the step of landing on instruction spaces correlating to one set of positive-based instruction cards, and a second distinctly separate set of negative-based instruction cards.
23. The method of play of claim 22, wherein both the positive-based and negative-based instruction cards may advance or impede the player's progress.
24. The method of play of claim 20, wherein each player's home position is the player's starting and ending position.
25. The method of play of claim 20, further comprising the step of moving one or more game pieces to an ending position to complete a game.
26. The method of play of claim 20, wherein one or more markers are used in conjunction with the different itinerary identifiers to identify a player's itinerary on the pathway.
Type: Application
Filed: May 11, 2009
Publication Date: Nov 11, 2010
Inventor: Mark Alan Smith (Harvest, AL)
Application Number: 12/463,649
International Classification: A63F 3/04 (20060101);