Board game combining several activities

In its preferred embodiment, the present invention relates to a game concept that combines different guessing techniques in a way that lets players choose the technique they wish to perform. Players are being given an opportunity to make their teammates guess several answers, and their total time for doing so is limited. Players therefore must make strategic choices regarding the technique they wish to use to make their teammates guess each answer. The game kit would typically include cards (FIG. 1) indicating an answer to be guessed (1), as well as a predetermined list of points (3) attributed to different guessing techniques (2). This card contents is intended to give the opportunity to a player to choose amongst the different techniques (2) in order to make his teammates guess the answer (1). If successful, he will obtain the predetermined number of points corresponding to the technique chosen (3) as listed on the card. In a typical round of play, a player would be provided with a determined amount of cards and would attempt to make his teammates guess the answers on these cards within a determined amount of time. For each answer to be guesses, the player would have the choice of the technique he wishes to perform. More difficult techniques for a given card give more points, but also usually take longer to perform, giving the player less time for the other cards to be performed. An important feature of the game is for the players to manage their time and choose their techniques wisely, in order to get the most points out of their cards before the time is up.

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Description

The present application is an application claiming the benefit under 35 USC Section 119(e) of U.S. Provisional Patent Application Ser. No. 61/282,700, filed Mar. 18, 2010.

FIELD OF THE INVENTION

The present invention relates to a game. More particularly, the present invention relates to a game allowing players to choose amongst various techniques to make their teammates guess words, names or expressions.

BACKGROUND OF THE INVENTION

Games involving techniques which are oriented toward making teammates guess words, names or expressions have enjoyed a broad success.

Many games exploit a single technique to make teammates guess. Examples of such techniques are drawing, sculpting modeling clay, miming, humming, using word associations or trivia questions. However the appeal of these games involving a single technique is limited, in that they cater more to the people who are skilled at or enjoy performing the particular technique involved.

Other games on the market have combined different techniques. These games include a mix of various techniques, including some of the techniques that are mentioned in the previous paragraphs, in an attempt to please a broader range of players. However these games only partially answer the problem. As these games force players to perform the given techniques, they can still be frustrating for players who are not skilled at, or for any other reason do not enjoy performing a given technique. Players who may be shy, self conscious, or not skilled at the particular technique they are being asked to perform will derive much less enjoyment from the game, or will simply refuse to play.

Additional frustration occurs with these games if a player knows little or nothing about the answer that he is being asked to perform with a given technique. When people in a group have different interests, come from varying ethnic, cultural or social backgrounds, or belong to different age generations, they can get frustrated by the fact that they have to perform a given technique relating to people, places, songs, or expressions that they know very little or nothing about. Examples of such frustration can be if a player is asked to hum a tune that he does not know, or mime the name of a person that he does not know.

In addition, such games are usually conceived in such a way that they can only be played by a minimum of four players therefore further reducing their potential appeal.

There is a need for a game that can combine various guessing techniques in a way that is competitive and enjoyable for any group of players.

SUMMARY OF THE INVENTION

The present invention relates to a game concept that combines different guessing techniques in a way that lets players choose the techniques they wish to perform. Players are being given an opportunity to make their teammates guess several answers, and their total time for doing so is limited. Players therefore must make strategic choices regarding the technique they wish to use to make their teammates guess each answer.

The game kit would typically include cards, each indicating an answer to be guessed (1), as well as a predetermined list of points (3) attributed to different guessing techniques (2). This card contents is intended to give the opportunity to a player to choose amongst the different techniques (2) in order to make his teammates guess the answer (1). If successful, he will obtain the predetermined number of points corresponding to the technique chosen (3) as listed on the card.

The choice of techniques on a card would typically be the following. The “Draw” technique allows the player to draw with pencil and paper. The “Clay” technique allows the player to sculpt with modeling clay. The “Mime” technique allows the player to gesture silently. The “Hum” technique allows the player to hum or whistle a tune. The “Wire” technique allows the player to design shapes with wires. The “Clown” technique allows the player to make facial movements and oral sound effects. The “1 Word” technique allows the player to say only one word. The “2 Words” technique allows the player to say only two words. The “Trivia” technique allows the player to read the trivia question printed on the card.

In a typical round of play, a player would be provided with a determined amount of cards and would attempt to make his teammates guess the answers on these cards within a determined amount of time. For each answer to be guesses, the player would have the choice of the technique he wishes to perform. More difficult techniques for a given card give more points, but also usually take longer to perform, giving the player less time for the other cards to be performed. An important feature of the game is for the players to manage their time and choose their techniques wisely, in order to get the most points out of their cards before the time is up.

When a consumer is standing in a store looking for a board game, he is not only thinking about himself. He is also thinking about his friends and family members, wondering whether they would like to play the game. He may even be thinking specifically about his next family or friends gathering, trying to find a game that everyone will like.

This game has several advantages over other games that include guessing techniques. It distinguishes itself in many respects, making it an altogether original, more appealing, and more universal choice for consumers.

The first and most important distinction with other similar games relates to the fact that these games usually force players to engage in specific techniques, or give them limited leeway. While most people enjoy seeing others perform various expressive techniques, some people do not enjoy when they are asked to perform a specific technique themselves. Thus, when some of the individuals attending a family or friends gathering are shy, self-conscious, or simply do not enjoy performing certain techniques, other guessing games may not be enjoyed by all or will simply not be played. In contrast, this game is carefully designed to have universal appeal. The game caters to very diverse strengths with its nine different techniques. It also adapts to each player's personality by allowing to strategically choose the techniques to be performed. The choice of techniques is so broad that everyone is able to enjoy the game. Even a shy participant can enjoy playing the game by resorting to the “One Word”, “Two Words” or “Trivia” category when he is too embarrassed to perform some of the cards with the other more “expressive” techniques. The way all the techniques have been incorporated with the point-allocation system and the timer allows the game to be competitive and challenging, while giving the players all the needed flexibility. This invention allows a player to see all the different options available for a given word on the card, and then to choose according to his abilities. It may be that a player would not be comfortable for example miming a certain word, but would like miming another word when he picks a different card. The same goes for all the other activities. The player's choice is further informed by the knowledge he has of his teammates, as well as the amount time he has left and the number of points given for each activity.

A second distinction with other games in that category is the fact that the “Clown” and “Wire” techniques are by themselves unique. They have never been featured in any other guessing game. These challenging techniques provoke fun interactions and laughter when attempted by the most daring participants who seek to obtain the high scores associated with their level of difficulty.

A third distinction with other games in that category is that the game mechanics allow for it to be played by as little as two players, unlike most other guessing games that which usually require a minimum of four players. This further broadens the potential appeal of the game when compared to competing products.

A fourth distinction is that this game would not lead to the frustration experienced by players who are being asked to perform a specific technique in relation to an answer which they know little or nothing about. In the event that a player does not know the answer to be guessed, he may always choose to simply read the trivia question on the card.

The novel features which are considered characteristic for the invention are set forth in the appended claims. The invention itself, however, will be best understood from the following description of the specific embodiments when read and understood in connection with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows the frontal view of an example of preferred embodiment of a card

FIG. 2 shows the frontal view of an example of a card without points

FIG. 3 shows the frontal view of an example of a card with a different answer for every guessing technique

FIG. 4 shows the preferred embodiment of the scorecard

FIG. 5 shows an example of sculpting wire

FIG. 6 shows a preferred embodiment of the spinner

FIG. 7 shows an overview of the preferred embodiment of the game kit contents, except the instructions for the game

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

FIG. 1. shows an example of card. This card indicates an answer to be guessed (1), which can be for instance a word, name or expression. The answer to be guessed represents a challenge. The card also indicates a list of different techniques (2) which a player can use to make his teammates guess the answer (1). The guessing techniques represent different options open to the player in attempting to succeed in the challenge. In this preferred embodiment the techniques are “Draw”, “Clay”, “Mime”, “Hum”, “Wire”, “Clown”, “1 Word”, “2 Words”, and “Trivia”. The card also indicates a predetermined list of rewards, here represented by points (3), attributed to each technique in the answer is correctly guessed. The points are determined according to the level of difficulty of each technique in relation to the answer to be guessed. Finally, the card indicates a question (4), which is associated with the “Trivia” technique. The proper answer to this question (4) is the answer which appears on the card (1). This card is designed to give the opportunity to a player to choose amongst the different techniques (2) in order to make his teammates guess the answer (1). If successful, he will obtain the predetermined number of points corresponding to the technique chosen (3).

The meaning of the different techniques listed on the card can be summarized as follows. The “Draw” technique allows the player to draw with pencil and paper. The “Clay” technique allows the player to sculpt with modeling clay. The “Mime” technique allows the player to gesture silently. The “Hum” technique allows the player to hum or whistle a tune. The “Wire” technique allows the player to design shapes with sculpting wires (FIG. 5). The wires can be plastic-coated metallic wires of any other type of wire, whether it contains metal or not, that allows a player to design shapes in order to make his teammates guess an answer. The “Clown” technique allows the player to make facial movements and oral sound effects. The “1 Word” technique allows the player to say only one word. The “2 Words” technique allows the player to say only two words. The “Trivia” technique allows the player to read the trivia question printed on the card (4).

For the purpose of illustrating the game concept contained in the aforementioned claims, the preferred embodiment of the game rules may be summarized as follows.

Players are divided into two teams. Players from the first team designate one player to be “the performer”. The performer picks five cards and spreads them face down without looking at them.

A sand timer (60) is provided in the game kit (FIG. 7). As soon as the sand timer is turned, the performer may look at the first card. When the performer has chosen the technique he wishes to use for a card, he must announce it. He may then proceed to the challenge, which means attempting to make his teammates guess that answer. The other member of his team may attempt several answers in order to guess the right answer. After the first card has been played, the performer continues by attempting to make his teammates guess the other four cards while the timer is still running. For every card, the performer chooses the technique he wishes to use. The performer's turn ends when the five cards have been played or when the time has elapsed on the timer, whichever comes first.

More difficult techniques for a given card will give more points, but will also usually take longer to perform, giving the player less time for the other cards to be performed. Choosing a more difficult technique may also result in the card never being guessed, and therefore no points being obtained for that particular card. An important feature of the game is for the performer to manage his time and choose his guessing techniques wisely, in order to get the most points out of the five cards before the time is up. The sand timer (60) gives a player 3 minutes to perform the 5 cards in a round.

Before starting a round, a performer may decide to use the spinner (FIG. 6). If the arrow of the spinner points to one of the indicia representing one of the activities, he will have to use that activity for all five cards in that round. Each time a card is correctly guessed, he will earn double the points indicated on that card for the activity used. However, if the arrow of the spinner points to “−100 points”, the team will play the round as usual and will have to subtract 100 points from its total score at the end of the game. While the spinner may be used at any round, it will typically be used by a team that is lagging behind at the end of a game and desperately needs a lot of points to have a chance of winning.

Teams alternate, with a different player in each round acting as the performer, until both teams have played four rounds

While a team is attempting to guess the answers, a member of the opposing team acts as scorekeeper. Every time the answer on a card is correctly guessed, the scorekeeper will collect that card and indicate the appropriate number of points on the scorecard (FIG. 4). The team that gets the most points within four rounds wins.

If only three players in total are involved, one player will be “neutral”. He will be attempting to guess the words turn after turn, while the other two compete to make him guess the answers in the manner outline above.

If only two players in total are involved, there will be no opposing team. Both players will play on the same team, attempting to obtain a given amount of points within four rounds of play. In the preferred embodiment, the aim is to obtain four hundred points.

The preceding description is the preferred embodiment of the game which is provided to illustrate the context of the claims. Variations may be brought which would still be covered by the scope of the aforementioned claims.

For instance, instead of using a card (FIG. 1), any other device could be used to convey the same type of information to the performer. Any material of any shape that allows the user to perceive information, including any electric or electronic equipment, is a “device” as understood by the aforementioned claims.

Another variation could be to replace the predetermined points by another type of reward which would vary depending on the technique used. For instance, advancing a token on a board for a given amount of spaces could be an indicator of success equivalent to points, and would still be covered by the aforementioned claims.

Another variation could be to invite the performer to obtain a determined amount of points within the shortest amount of time possible. The success of his performance would be judged one the amount if time it took him to obtain the requisite number of points. In this scenario, the performer could be provided with a fixed or an unlimited amount of cards. These variations would still be covered the aforementioned claims.

Another possible variation could be to have a different answer associated to each of the techniques on a given card, instead of having just one answer on the card that is common to all of the techniques. FIG. 3 is an example of such a card. The player would still have the option of choosing for every card which technique he wishes to use (20), but the answers associated to each technique would vary (22). The card would specify a predetermined amount of points which would vary depending on the option chosen (21). This would still be covered by the aforementioned claims.

Another variation in the game could be to suppress the points or other types of varying rewards associated with the option chosen. FIG. 2 is an example of a card with such a variation. The difference in point value between one technique and another would no longer be a factor in the choice of option. Players would simply choose the technique which they think represents the quickest way to make their teammates guess the answer. An embodiment of this concept is that the performer would be provided five cards and would try to make his teammates guess as many cards as possible before the time is up. Alternatively the performer could be provided an unlimited amount of cards and would try to make his teammates guess as many cards as possible before the time is up. Alternatively the performer could be provided an unlimited amount of cards and be required to make his teammates guess a determined number of answers. His performance would be judged on the amount of time that was needed to perform the task. These variations would still be covered the aforementioned claims.

Another variation could be that the points or other indicator of success for each technique be determined randomly with a dice, computer program, or some other randomizer before the performer attempts the card, instead of being predetermined on the card. This would still be covered the aforementioned claims

Another variation could be that the points or other indicator of success for each technique be attributed by the other team before the performer attempts the card, instead of being predetermined on the card. This would still be covered the aforementioned claims.

Another variation could be to have more than one performer for a team within a round. The performers would each perform certain challenges one after the other within the round. They would share the total amount of time allowed for the team within the round. This variation would still be covered by the aforementioned claims.

Another variation could be to have more than on performer for a given challenge. The players would have to make decisions in unison. They would be bound by the same rules. This variation would still be covered by the aforementioned claims.

Another variation would be to allow the performer to use a combination of different techniques to make a player guess a single word within a challenge. The rules could state for instance that if a player wished to combine two techniques he could do so but would earn a certain reduced reward. This variation would still be covered by the aforementioned claims.

Another variation would be to use another randomizing device instead of the spinner. For example, a dice comprising indicia referring to the various guessing techniques involved in the game could be such a randomizing device. These variations would still be covered by the aforementioned claims.

Other variations could be to make changes to the number of cards to be played in each round, to the number of rounds to be played within a game, to the number or type of techniques available to the performer, or to the amount of time allowed by the timer within a round. These would still be covered the aforementioned claims.

Claims

1. A game kit comprising at least one device displaying:

a) a plurality of options a player must choose from to perform a challenge wherein: i) the challenge eventually involves making at least another participant guess an answer; and ii) the choice of option by the player has at least the effect of determining a guessing technique which he will have to use to succeed the challenge, amongst a larger number of guessing techniques featured within the available options; and
b) a plurality of indicia revealing predetermined rewards to be earned if the player is successful in the challenge, wherein the rewards vary depending upon the option that is chosen by the player.

2. The game kit of claim 1, wherein a plurality of said devices are provided in the form of playing cards.

3. The game kit of claim 2, wherein the same answer is common to all of the guessing techniques featured on a given playing card;

4. The game kit of claim 3, wherein one of the techniques involves reading a trivia question which already appears on a given playing card.

5. The game kit of claim 4, wherein at least three different guessing techniques are featured within the options presented on the playing card, and at least two of the guessing techniques presented on the playing card are amongst the following:

a) a guessing technique which invites the player to draw;
b) a guessing technique which invites the player to gesture;
c) a guessing technique which invites the player to convey a musical melody by either humming of whistling;
d) a guessing technique which invites the player to sculpt modeling clay;
e) a guessing technique which invites the player to read a question which is provided on the device; or
f) a guessing technique which invites the player to sculpt at least one wire.

6. A method of game play, comprising:

a) providing at least at least one round of play;
b) providing that within a round, a team will have the opportunity to take on several successive challenges;
c) providing that with respect to each challenge, at least one member of the team will assume the role of “the performer”, wherein if a plurality of players assume the role of the performer with respect to a given challenge they will be required to make decisions in unison and will each be bound by the same rules;
d) providing that in order to succeed in a challenge the performer will have to make at least one other participant guess one answer by using a least one particular guessing technique;
e) providing that prior to starting each challenge, the performer will have the opportunity to choose amongst a plurality of options;
f) providing that the choice of option by the performer will have at least the effect of determining the guessing technique or guessing techniques which he will have to use to succeed the challenge, amongst a larger number of guessing techniques featured within the available options;
g) providing that before choosing an option, the performer will be allowed to know all the guessing techniques available for that challenge, and the corresponding answer or answers as the case may be;
h) providing that the success of the team will be influenced at least in part by the speed with which the performer will be able to successfully accomplish the challenge;
i) providing that the success of the team will be influenced at least in part by the elapsing of the total time within a round of play

7. The method of game play of claim 6, wherein:

a) rewards to be earned if the player is successful in the challenge, will vary depending upon the option that is chosen by the player;
b) the performer will be allowed to know in advance the different rewards represented by the different options; and
c) the total amount of time allowed with a round will be limited.

8. The method of game play of claim 7, wherein at least three different guessing techniques are features within the different options to perform a challenge, and wherein at least two of these guessing techniques are amongst the following:

a) a guessing technique which invites the player to draw;
b) a guessing technique which invites the player to gesture;
c) a guessing technique which invites the player to convey a musical melody by either humming of whistling;
d) a guessing technique which invites the player to sculpt modeling clay;
e) a guessing technique which invites the player to read a question which is provided on the device; or
f) a guessing technique which invites the player to sculpt at least one wire.

9. The method of game play of claim 8, wherein a single answer is common to all the options within a challenge.

10. The method of game play of claim 6, wherein the options available within a challenge are presented on a playing card, along with indicia revealing predetermined rewards to be earned if the player is successful in the challenge, wherein the rewards vary depending on the option chosen, and wherein the performer may see the card prior to choosing the option he will be performing in a challenge.

11. The method of game play of claim 9, wherein the options available within a challenge are presented on a playing card, along with indicia revealing predetermined rewards to be earned if the player is successful in the challenge, wherein the rewards vary depending on the option chosen, and wherein the performer may see the card prior to choosing the option he will be performing in a challenge.

12. The method of game play of claim 6, wherein one of the techniques available to perform a challenge is to read a trivia question that is provided within the game kit.

13. The method of game play of claim 11, wherein one of the techniques available to perform a challenge is to read a trivia question that is provided on the playing card.

14. The method of game play of claim 6, wherein one of the techniques available to perform a challenge is to sculpt at least one sculpting wire.

15. The method of game play of claim 11, wherein one of the techniques available to perform a challenge is to sculpt at least one sculpting wire.

16. The method of game play of claim 11, wherein

a. one of the techniques available to perform a challenge is to read a trivia question that is provided within the game kit; and
b. one of the techniques available to perform a challenge is to sculpt at least one sculpting wire.

17. The method of game play of claim 16, wherein one of the techniques available to perform a challenge is to make facial movement and sound effects.

18. The method of game play of claim 11, further comprising the possibility of using a randomizing device before starting a round, wherein:

a. a plurality of the techniques involved in the game are represented by the randomizing device; and
b. when the randomizing device is used and yields a result associated with one of the guessing techniques involved in the game, the performer will have to use that guessing techniques for all challenges to be performed within the round, and if a challenge is successfully completed, the performer will get and increased reward as compared to the reward he would have obtained if he had performed the same challenge without having used the randomizing device.

19. A game kit comprising:

a. at least one sculpting wire; and
b. instructions which give an opportunity to a player to make at least one other participant guess an answer by using the technique of sculpting at least one wire, and also give an opportunity to the player to make at least one participant guess an answer with at least one other guessing technique.

20. The game kit of claim 19, wherein the instructions give an opportunity to the player to choose amongst a plurality of guessing techniques to make at least another participant guess a given answer and wherein the reward granted if the answer is successfully guessed varies depending on the guessing technique that was chosen.

Patent History
Publication number: 20110309575
Type: Application
Filed: Mar 14, 2011
Publication Date: Dec 22, 2011
Inventor: Marc Ribeiro (Laval)
Application Number: 13/047,788
Classifications
Current U.S. Class: Chance Devices (273/138.1)
International Classification: A63B 71/00 (20060101);