Victory - The Journey of Life Board Game and Method of Play

A board game is disclosed that mimics real life situations as one embarks on their journey of life encountering times of peace, temptation, trials and tribulations; and ultimately achieving the greatest gift called, Eternal Life. Generally, players move repeatedly from Peace sections to Trouble sections as they make their way towards the goal of Eternal Life on their individual game card. Every time a player moves onto a Trouble space they must select a Trouble card on the game board and announce their decision or action taken towards the card from the information provided to the other players. Jesus cards are available to every player at any time throughout the entire game. The first player to reach the Eternal Life section is the winner.

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Description
CROSS-REFERENCE

This application claims priority from Provisional Patent Application Ser. No. 61/600,161 filed Feb. 17, 2012.

BACKGROUND

Christian families are always looking for nurturing and spiritually enriching tools for entertainment that are also fun for diverse ages. Many board games or other entertainment ventures do not support Christian values, and/or may be appropriate for only a narrow age group. Furthermore, many people speak as if they have total “victory” throughout life, but their lifestyle and attitudes depict an opposite understanding of Christian values. Additionally, the gaming ministry is always looking for new areas to expand their reach and methods, and would benefit greatly from a board game that challenges Christians in a fun and interactive way.

There is a need for a board game that provides a unique opportunity to teach players of all ages through biblical references, practical application and symbolic spiritual game play on how to live a victorious lifestyle through Jesus Christ. Most details of the game contain a biblical reference and/or spiritual symbolism that relates to actual life situations, while encouraging participants to reflect on the spiritual actions one should take in resolving personal issues according to the Christian faith. Playing this game also reinforces players' understanding of the Bible, Christ's finished work on the cross, how to be led by the Holy Spirit, the principles of “loving one another like Christ has loved us,” having peace in Jesus Christ, and being in good cheer while enduring times of trouble. This product is designed to provoke and encourage prayer, laughter, discussion and biblical solutions for your journey in life. Using this product can revolutionize the game ministry while helping people to accept and understand that they must lean and depend on Jesus Christ in times of peace, trials and tribulations, and during times of temptation.

SUMMARY

The following presents a simplified summary in order to provide a basic understanding of some aspects of the disclosed innovation. This summary is not an extensive overview, and it is not intended to identify key/critical elements or to delineate the scope thereof. Its sole purpose is to present some concepts in a simplified form as a prelude to the more detailed description that is presented later.

The subject matter disclosed and claimed herein, in one aspect thereof, comprises a board game that mimics real life situations as one embarks on their journey of life encountering times of peace, temptation, trials and tribulations; and ultimately achieving the greatest gift of all—Eternal Life. Most details of the game has a biblical reference and/or spiritual symbolism that relates to actual life troubles and reflects the spiritual actions one should take on how to deal with or overcome life troubles during difficult times. Generally, players move repeatedly from Peace sections to Trouble sections as they make their way towards the goal of Eternal Life on their individual game card. Every time a player moves onto a Trouble space they must select a Trouble card on the game board and announce their decision or action taken towards the card from the information provided to the other players. Jesus cards are available to every player at any time throughout the entire game. It does not have to be a player's turn in order for them to read a Jesus card from any deck pile located on the game board.

Each players' first move of the game from the Peace section (and every move from any Peace section thereafter) is a free grace move, meaning each player automatically moves on their turn to the next Trouble section on their game card and draws a Trouble card from any of the Trouble decks located on the game board without having to roll the dice. The person in control of the Grace timer then sets an undisclosed amount of time on the timer and repeats this action when the timer goes off. At the sound of the Grace timer, each player is allowed to move one space forward.

Players must roll the dice on their second play of the game. A player can only move forward if they roll a five or seven. Players must move back one space if they roll a number eleven. If a player is not able to move, game play goes to the next player. If a player is able to move, the player must move to the next Trouble section and take a Trouble card and follow the instructions. After drawing a card, the player must announce their decision or action taken towards the card. Once a decision has been made as to what the player will do, the next player may go if no further action is needed or taken. To continue game play from the third roll of the dice and thereafter, players can only move on dice rolls of five or seven. Players must move one space backward if they roll a number eleven. The first player to reach the section labeled eternal life is the winner.

To the accomplishment of the foregoing and related ends, certain illustrative aspects of the disclosed innovation are described herein in connection with the following description and the annexed drawings. These aspects are indicative, however, of but a few of the various ways in which the principles disclosed herein can be employed and is intended to include all such aspects and their equivalents. Other advantages and novel features will become apparent from the following detailed description when considered in conjunction with the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a perspective view of the game board for use in playing the board game in accordance with the disclosed architecture.

FIG. 2 illustrates a perspective view of the game card for use in playing the board game in accordance with the disclosed architecture.

FIG. 3 illustrates a perspective view of the game accessories for use in playing the board game in accordance with the disclosed architecture.

FIG. 4 illustrates a perspective view of the game card in use in accordance with the disclosed architecture.

FIG. 5 illustrates a perspective view of the board game in use in accordance with the disclosed architecture.

DESCRIPTION OF PREFERRED EMBODIMENTS

The innovation is now described with reference to the drawings, wherein like reference numerals are used to refer to like elements throughout. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding thereof. It may be evident, however, that the innovation can be practiced without these specific details. In other instances, well-known structures and devices are shown in block diagram form in order to facilitate a description thereof.

Victory—The Journey of Life board game mimics real life situations as one embarks on their journey of life encountering times of peace, temptation, trials and tribulations; ultimately achieving the greatest gift of all—Eternal Life. The game and method of play is designed to provoke and encourage prayer, laughter, and discussion while providing scripture based biblical solutions and coping skills for your troubled times while on your journey called Life. The game provides a teaching moment with every turn of play, provides family fun with scripture-based discussions of real life situations, and revolutionizes evangelism through the ministry of the board game. Every detail of the game has a biblical reference and/or spiritual symbolism that relates to actual life troubles and reflects the spiritual actions one should take on how to deal with or overcome life troubles during difficult times.

The game is designed for all ages, however, ages 5 to 8 should play accompanied with adults. The game can be played with 2 to 10 players or groups of two or more players depending on how the players want to play. With the numerous symbolic reflections located within the game, the game will truly be one of the most spiritually revealing board games ever played.

The objective of the game is to have players accept and understand that life is a battlefield that everyone must conquer, but defeating that battle cannot be accomplished without the understanding of how to truly lean and depend on Jesus Christ in times of peace, trials, tribulations, and temptations.

The purpose of the game is that many people claim to have victory in life but their lifestyle and attitude depicts something totally opposite from what they say. The game and method of play provide a unique opportunity to teach the young and the old through biblical references, practical application, and spiritual symbolic game play how to obtain and maintain a victorious lifestyle. The game reinforces the players' understanding of the bible, how Christ finished work on the cross, how to be led by the Holy Spirit, (John 13:34), and how to love each other. The game can also be viewed as a therapeutic tool to decrease stress and increase rest.

The goal of the game is a thorough understanding and the application of bible scriptures, God's love, grace, prayer, song, and having an attitude of peace and joy during times of trouble. To win the game, a player must be the first player to reach the eternal life section of the game cards and receive eternal life or the money pot.

The game equipment (as shown in FIGS. 1-3) preferably comprises: a game board 100, a plurality of game cards 200, trouble cards 306 and 308, Jesus cards 304, a plurality of game pieces (i.e., faith coins 216), a pair of dice 300, a timer 310, and fake money 302.

The game board 100, as shown in FIG. 1, is generally rectangular in shape, however any other suitable shape can be used as is known in the art without affecting the overall concept of the invention. The game board 100 would generally be constructed of cardboard, plastic, card stock, etc., though any other suitable material may be used to manufacture the game board 100 as is known in the art without affecting the overall concept of the invention. The game board 100 could also be laminated, such that players could write notes on the game board throughout the game. The game board 100 can also comprise a variety of colors and designs to suit user preference. The game board 100 is approximately between 20 and 22 inches wide as measured from opposing sides 102, and approximately between 30 and 32 inches long as measured from the first end 104 to the second end 106, and approximately between 1/64 and ¼inches thick as measured from the front surface 108 to the back surface (not shown).

Furthermore, the game board 100 may have a picture of a cross and an open bible in the middle of it, and the cross may have John 3:16-17 imprinted above it and the words “Not Guilty” crossed over each other on the cross, and centered at the top may be a silhouette of a dove with the phrase “Walking in the Spirit” written on it and various Bible verses included, and on the bottom of the game board 100 may be written “The Works of the Flesh” along with various Bible verses, though the game board 100 does not need such word, designs, and symbols printed on it and can function without the words, designs, and symbols. Additionally, the game board 100 can comprise a variety of different words, designs, and symbols to suit user and manufacturing preference. Generally, the words, designs, and symbols would comprise biblical references and/or spiritual symbols. The game board 100 would also comprise various placement slots 110 for holding the plurality of Jesus cards and the plurality of trouble cards 306 and 308. The game board 100 may also comprise placement slots 112 for discarded Jesus cards and discarded trouble cards 306 and 308.

The game card 200, as shown in FIG. 2, is generally rectangular in shape, however any other suitable shape can be used as is known in the art without affecting the overall concept of the invention. The game cards 200 would generally be constructed of cardboard, plastic, card stock, etc., though any other suitable material may be used to manufacture the game cards 200 as is known in the art without affecting the overall concept of the invention. The game cards 200 could also be laminated, such that players could write notes on the game cards throughout the game. The game cards 200 can also comprise a variety of colors and designs to suit user preference. The game cards 200 are approximately between 8 ¼ and 8 ½ inches wide as measured from opposing sides 202, and approximately between 6 ¼ and 6 ½ inches long as measured from the first end 204 to the second end 206, and approximately between 1/100 and ¼ inches thick as measured from the front surface 208 to the back surface (not shown).

Furthermore, the game cards 200 may resemble a Bible and be divided into peace sections or spaces 210, trouble (trials and tribulations) sections or spaces 212, and eternal life sections or spaces 214. Further, the game cards 200 may comprise arrows that point toward and away from the eternal life section 214, to show that life's journey goes in both directions, away from eternal life and towards it. The game cards 200 also comprise various Bible verses, and other designs and symbols to suit user and manufacturing preference. Generally, the words, designs, and symbols would comprise biblical references and/or spiritual symbols. Further, a game piece, such as a faith coin 216 is used to traverse the game cards 200.

Additional game accessories (as shown in FIG. 3) are provided for use in playing the board game. For example, a pair of dice 300 for players to roll to randomly determine the movement of the plurality of game pieces. A plurality of game pieces, such as faith coins 216 are used by players to move sequentially through the peace and trouble sections, and then to the eternal life section to be eligible to win the game. Faith coins 216 are included with the game, but a player can use real money or any other similar object as a game piece when playing the game.

Fake or simulated money 302 is also included in the game, however players can use real money when playing the game as well. Generally, during the game, the banker or facilitator adds any amount of currency to the money pot on the game board at the conclusion of any discussion, prayer, or decision made by the players. Furthermore, a Grace timer 310 is included with the game and is randomly set to go off (i.e., at 5, 10, or 15 minute intervals). The Grace timer 310 allows every player to move one space forward when it goes off regardless of where the player is located on their individual game boards. A player could utilize a Bible 312 with the game, but a Bible 312 is not included with the game accessories and is not needed to play the game.

Additionally, Jesus cards 304, trials and tribulation cards 306, and temptation cards 308 are included in the game. The trials and tribulation cards 306 and the temptation cards 308 are grouped together as trouble cards. The trouble cards provide situations pertaining to temptations, trials and tribulations. Players are encouraged to discuss and share their life troubles, however, if they decide not to, it is their choice, but they must be honest and voice their decision about the action required to take from the scenario on the trouble card. Jesus cards 304 have Bible verses written on them that will provide biblical solutions for troubled times and will encourage players to live a life of good cheer during times of trouble. A player may select a Jesus card 304 at any time throughout the play of the game; even if it is not their turn. These cards 304 are very powerful because they have Bible verses written on them that will provide biblical solutions for the trouble cards, which actively request the assistance of a Jesus card and will encourage players to live a life of good cheer during times of trouble. The Jesus cards may be applied at any time during the game.

SET UP OF THE GAME: 1) One of the players shuffles the deck of Jesus cards and spreads the cards evenly amongst the four outside placement slots labeled Jesus located on the game board (not on the cross pictured in the middle of the game board).

2) Next, one of the players shuffles the deck of trouble cards and spread the cards evenly amongst the four inner placement slots labeled Trouble located on the game board (not on the Bible pictured in the middle of the game board).

3) Each player gets a game card and determines if they are playing as a saved or unsaved player. The players then select a faith coin game piece and place it on the first peace section of their individual game card (as shown in FIG. 4).

4) Each player rolls the dice. The player who rolls the lowest goes first. The player who rolls the highest will be the Grace timer and the Banker/Facilitator. The banker will then determine where on the game board they want to have the money pot and then places $100 (or any amount of money) on that spot, the banker/facilitator will also determine how often they want the Grace timer to go off. These times are not to be shared with the other players and may be changed or reset as often as the Grace timer would like.

5) During the game, the banker/facilitator (Grace timer) is responsible for adding any amount of currency to the money pot at the conclusion of any discussion, prayer or decision made by the players. The facilitator is also responsible for recognizing and encouraging opportunities for prayer, dancing, singing, discussion and training during the game.

GAME PLAY: During the game, players move repeatedly between Peace sections (or spaces) and Trouble sections (Trials and Temptations) on their path to the Eternal Life section on their individual game card (as shown in FIG. 5). Every time a player moves onto a Trouble space with their faith coin they must select a Trouble card on the game board and announce their decision or action taken towards the card from the information provided to the other players. Used Trouble cards must be placed at the foot of the cross on the bible on the game board after the player has made a decision. Jesus cards are available to every player at any time throughout the entire game. It does not have to be a player's turn in-order for them to read a Jesus card from any deck pile located on the game board. Players can read Jesus cards as often as they desire. Players place used Jesus cards on the cross on the game board after the player is finished with the card. Jesus cards have Bible verses written on them that will provide biblical solutions for the trouble cards, which actively request the assistance of a Jesus card and it will encourage players to live a life of good cheer during times of trouble.

1) Each players' first move of the game from the Peace section (and every move from any Peace section thereafter) is a free grace move, meaning each player automatically moves on their turn to the next Trouble section on their game card with their faith coin and draws a Trouble card from any of the Trouble decks located on the game board without having to roll the dice. (The player who rolled the lowest value goes first). Trouble cards provide real life interactive scenarios of trials, tribulations and temptations. The trouble cards will cause players to pray, sing, dance, perform required actions, elicit biblical discussions and promote training opportunities throughout the game.

2) The person in control of the Grace timer then sets an undisclosed amount of time on the timer and repeats this action when the timer goes off. At the sound of the Grace timer, each player is allowed to move one space forward. From this point also, the facilitator/banker (also known as the person in control of the Grace timer) will add money to the pot whenever there is a prayer, a song, a dance, a discussion, or a training opportunity occurs. A players' response to a trouble card will determine if the facilitator/banker will add money. The object is to add a lot of money so the money pot is more desirable than eternal life—as it is currently in real life for many people today. Therefore, at the end of the game, if the player selects the money pot over eternal life it creates an instant discussion on which is more important or has the higher value. (Hence, the push for real money for realistic game play.) Players must never allow a winner to select the money pot over eternal life, if this happens, group prayer must be conducted until the player selects eternal life. For more realistic game play, players can use real money for the winners' pot and/or faith coins.

3) Players must roll the dice on their second play of the game. A player can only move forward if they roll a five or seven. Players must move back one space if they roll a number eleven. If a player is not able to move, game play goes to next player. If a player is able to move, the player must move to the next Trouble section and take a Trouble card and follow the instructions. After drawing a Trouble card, the player must announce their decision or action taken towards the card. Once a decision has been made as to what the player will do, the next player may go if no further action is needed or taken.

4) To continue game play from the third roll of the dice and thereafter, players can only move on dice rolls of five or seven. Players must move back one space if they roll a number eleven. In addition to the dice roll, all players must move one space forward at the sound of the Grace timer.

5) After landing onto a Peace section anyplace on your individual game card (that resembles a Bible), on your next turn, move one space forward without rolling dice. This is considered a Grace move. Grace movements are symbolic of God's unmerited favor.

6) You are encouraged to select Jesus cards throughout the entire game even if it is not your turn. This encourages and teaches players to build a relationship with Jesus through the word of God and while learning bible verses it enables them to use the bible verse in a practical way through game play which can easily be transferred over into real life. Players at some point of the game will be forced to refer to a Jesus card or find a bible verse that will help them with their trial, tribulation, or temptation. If players do not pull Jesus cards then their trouble cards will have more impact on them (i.e., it becomes a tougher game play). This will not interfere with regular game play, it only enhances game play.

WINNING THE GAME: The first player to reach the space or section labeled eternal life is the winner. The player can then choose either the money pot (real money makes it more realistic) or Eternal Life. (The choice of money allows for an excellent teaching opportunity.) Additionally, if every player reaches the space that contains eternal life at the same time due to the Grace timer, this is referred to as the Second Coming, and can be used as another training opportunity or discussion point.

Additional features of the game include the use of a facilitator. The facilitator is not a necessary part of the game, but can be used if wanted. The facilitator is a player that sets the pace of the game by encouraging players to communicate with each other about their troubles. The facilitator encourages players to pray and stand fast according to the bible verse(s) given on the Jesus card.

Additionally, a Grace timer can be used, as discussed supra. Typically, the facilitator, or other player if there is no facilitator, randomly sets the Grace timer to go off at non-specific intervals. For example, the timer could be set at 5, 10, or 15 minute intervals. It is at the discretion of the time keeper to determine at what intervals or random times the Grace timer will go off. The Grace timer allows every player to move one space forward when it goes off regardless of where the player is located on their individual game boards. It is recommended to keep the timer hidden from all players during the game. This promotes the element of surprise and reinforces the anticipation of the timer alarm as a gift of God's Grace upon our lives.

As stated supra, the game includes Jesus cards and trouble cards which provide instructions and discussion topics, as well as practical application for game play. Specifically, Jesus cards have Bible verses written on them that will provide biblical solutions for troubled times and will encourage players to live a life of good cheer during times of trouble. For example: Read All of Colossians Chapter 3 and discuss it with the other players. Then move one space forward. Additionally, the Jesus cards can include non-bible verse actions for the players, such as: Pray for your neighbor and then move one space forward. This is called a Love Thy Neighbor Jesus card, and can be given away to another player after a player uses it. A player may select a Jesus card at any time throughout the play of the game; even if it is not their turn. Jesus cards are very powerful and may be applied at any time during the game.

Trouble Cards which include Trial and Tribulation Cards and Temptation Cards, provide situations pertaining to temptations, and trials and tribulations. Trouble cards provide situations that contribute to mimicking real life scenarios. The scenarios provided on each card require the player through practical application of the proper selected Jesus card, prayer and/or group discussion to discover a biblical solution to correct the action required from the scenario on the card. Trouble cards drive the play, interaction and practical application of the game. Players realize that there is no escaping trial, tribulations and temptations, but also will understand that one must be of good cheer while facing these troubled times. Players are encouraged to discuss and share their life troubles, however, if they decide not to, it is their choice, but they must be honest and voice their decision about the action required to be taken from the scenario on the card. The Jesus Cards and Trouble Cards can also provide players with instructions pertaining to movement on the game cards. For example: The Trouble Card can state “Skip a Turn.” If a player has been instructed to or has decided to skip a turn, then the player must skip a turn. If a player chooses a Trouble Card that states “Move one space backwards,” or if the player chooses not to perform the action on the card, then the player must move back one space. A player moves forward with the Jesus or Trouble cards when the action listed on the specific card is performed, and/or if the player carries out the instructions on the card. If the Trouble Card states “Refer to Jesus Card,” a player must refer to a Jesus card(s) on the game board in order to find a solution to the given problem listed on the Trouble Card or skip a turn or move back one space. Further, players can be delivered through prayer and/or scripture verses written on the Jesus cards. This deliverance is simulated since the player actually does not have an actual situation, however, it is possible that actual deliverance (one being set free) can occur if personal problems are discussed and prayed for. For example, if a player actually has a drinking problem, prayer can be performed that could set that person free from their drinking problem.

Players can play the game as unsaved players or saved players. Unsaved players are players who play the game as someone who has not yet accepted Jesus Christ as their Lord and Savior. This player may play until the very end of the game but may not enter into the section which contains eternal life until the unsaved player has accepted Jesus Christ as their personal Lord and Savior. At any point throughout the game the unsaved player may inquire about how to become Saved and may change their status if they become a believer. Once the unsaved player has expressed their belief in Jesus Christ and become Saved, the player may enter the space which contains eternal life on their next turn provided they roll a five or seven, or if the Grace timer goes off. If the player rolls the number eleven, the player must move back one space. Saved players are players who play as someone who has accepted Jesus Christ as their personal Lord and Savior.

SYMBOLIC REFERENCES AND GAME TRAINING POINTS: These should be revealed at the end of the game and used as a teaching exercise.

Faith coins: Game training points:

1) The size of the faith coins 216 can represent the amount of faith a player has, for example, some players had big faith while others had little faith. Players can discuss how our perception and intimidation of others faith can sometimes prohibit us from having solid belief, although players should also have noticed that the size of their faith did not hinder their progression in the game.

2) Additionally, players should discuss that while on their journey of life they were faced with moments of peace and times of trouble, however, if they never lost their faith, they were rewarded with eternal life.

Symbolic references:

1) Salvation is by God's grace, through faith in Christ (Ephesians 2:8). The coins symbolize or represent the players' faith. The size of the coin dictates the amount of faith the player has. The bigger the coin the greater the faith. Throughout the game play the facilitator or other game players should have recognized and called upon players by the size of their faith and have them lead in prayer or discussion. For example: oh yea of Great faith (player with a quarter or half dollar coin) can you lead us in a prayer, or oh yea of little faith (player with a penny or dime) can you provide a prayer of deliverance for us, etc. Further, the facilitator or other game players can utilize Bible verses and other scripture readings to reinforce these symbolic references and stimulate discussions, such as Ephesians 2:8-9.

2) The facilitator or other game players can demonstrate using the individual game card and faith coins how grace through faith has moved them (saved them) and/or brought them to eternal life.

3) The facilitator or other game players can explain how the progression of moving the faith coin forward on the individual game card only came by grace rolling the dice and getting the #5 (Grace) or #7 (Completion), or by the grace timer and not by their works (rolling any other number to move forward).

4) The facilitator or other game players can explain that moving forward by the #7 comes from Colossians 1:12-14 and Colossians 1:19-22, which discusses redemption, reconciliation, and completeness.

5) The facilitator or other game players can ask the questions or have the following discussion: What does the Bible say about the measure of faith? What does the Bible say about those with Great faith or those with little faith? What does the Bible say about faith in general? Etc. Further, the facilitator or other game players can utilize Bible verses and other scripture readings to reinforce these symbolic references and stimulate discussions, such as Hebrews 11:6.

Saved or Unsaved: Life's journey is the same for the saved and unsaved person, both will experience times of peace and times of trouble.

Game training points: The facilitator or other game players can ask the following questions:

1) Life's journey is the same for the saved an unsaved player up to what point?

2) What is the difference between being saved and unsaved? How does one become saved? Etc.

Symbolic references:

1) Saved players will simulate during game play that they go to Jesus as much or as less than an unsaved player. The facilitator or other game players can discuss this theory.

Game card (Bible): Your game card symbolizes the Bible, and everyone is encouraged to study the Word of God (the Bible).

Game training points and Symbolic references:

1) The facilitator and other game players can discuss why the word Peace on the game card is intentionally larger than the word Trouble, and how this symbolizes that maintaining your peace is much more important than worrying about your troubles. Thus, one should try to find Peace during troubled times.

2) The last block of Trouble has one space versus two. This symbolizes the maturity in attitude during times of Trouble as we progress through the Journey of Life, which can be discussed by the facilitator or other game players.

3) The facilitator and other game players can discuss that the arrows are pointing in both directions, which symbolizes the set-backs one may encounter during the Journey of Life.

4) The facilitator and other game players can discuss the pictures and how they all represent a time of trouble that people had to go through. We realize that God was with them during these times of trouble, but they still had to go through the troubles.

5) The facilitator and other game players can discuss how the bible verses John 16:33 and John 14:27 tell everyone that they will go through times of trouble but Jesus says to be of good cheer and let not your heart be troubled and afraid because he has come to give you peace.

6) The facilitator and other game players can have everyone read 1 Corinthians 15:57 and discuss victory, and can further ask questions or have a discussion about the above points:

7) The facilitator and other game players can discuss why we must go through trials, tribulations and temptations? What type of attitude did Jesus say to have during times of tribulations? How do you handle it? What is the mind-set? What emotions are you going through? Are you still praising God during this time? Did or do you depend on the Word of God? Did you call upon Jesus?

Game board: Players can focus on the placement of viewed Jesus and Trouble cards on the game board.

Game training points and Symbolic references:

1) The placement of Jesus cards on the cross symbolizes Jesus' finished work on the cross and all of his promises.

2) The placement of Trouble cards at the foot of Jesus on the Bible symbolizes taking your problems to Jesus and leaving them at the cross.

3) Also, the placement of Trouble cards on the Bible represents the understanding that solutions to all problems and troubles are found in the Bible.

4) The facilitator and other game players can ask questions or have discussions about God's promises, The Crucifixion, and how to read the Bible and find answers to your everyday problems, as well as discussing the above-listed questions.

Game Board: Players can focus on the picture of a dove, the phrases: Walking in the Spirit, and The Works of the Flesh, and the surrounding bible verses.

Game training points and Symbolic references:

1) The picture of the dove symbolizes the Holy Ghost and the bible verses explain how to be led by the Spirit in order to walk in the Spirit.

2) The works of the flesh crossed out symbolize a way life that we all struggle with, but will overcome with the help of Jesus Christ.

3) The bible verses on the edge of the game board represent the benefits of Christ's finished work.

Jesus cards: Jesus cards are always available to any player at any time during the game.

Game training points and Symbolic references:

1) When applied to the appropriate situation, the Bible verse on the Jesus card allows the player to stand fast, abstain, move forward, take their next turn, and be of good cheer regardless of the action required from the Trouble they are faced with.

2) Jesus cards are white and bright yellow because of Jesus' appearance at The Mount of Transfiguration. For example, see Matthew 17—Now after six days Jesus took Peter, James, and John his brother, led them up on a high mountain by themselves; and He was transfigured before them. His face shone like the sun, and His clothes became as white as the light.

3) Many players will pull a Jesus card and hold onto it even though there are numerous different cards available. This shows how people in real life will be hesitant to approach Jesus even though this is only game, and how some people will hold onto one or two bible verses and apply them to everything in their lives. You cannot use a bible verse typically used to claim healing for a financial breakthrough.

4) The facilitator and other game players can ask questions or have a discussion about how to apply the Bible verses to one's personal life to assist them on their Journey of Life, as well as to discuss the above-mentioned points.

Trial and Temptation cards (Trouble cards): The Trouble cards are black, white, and bright yellow. The black represents darkness and hard times, the white and yellow trim around the word TROUBLE symbolizes Jesus always being there with you during your hard times. (See for example, Hebrews 13:5).

Grace timer and dice roll: Ways of progressing in the game.

Game training points:

1) The Grace timer allows for every player to move one space forward when it goes off It symbolizes God's unmerited mercy, grace and favor.

2) Dice roll number five symbolizes Grace. (See for example, Ephesians 2:8-9).

3) Dice roll number seven symbolizes Completion. (See for example, Colossians 1:12-14, 19-22).

4) Dice roll number eleven symbolizes Confusion.

Temptation cards:

Trouble cards are written with two types of scenarios, one being a Trial and the other being a Temptation. It is better to not explain the temptation cards in such a way that it blatantly states that this card is a temptation, but instead focus on the situation or circumstance, and provide scriptural solutions. The facilitator and other game players should allow the players to vocalize and realize that this is a temptation card on their own. The self-revelation of temptation cards allows for a bigger and better game “wow factor” and also helps players realize that within the game, as in real life, the devil is deceitful and sneaky. You will discover that the more individuals play the game, the more things are revealed to them by the Holy Spirit and players actually receive the revelation of knowing that.

What has been described above includes examples of the claimed subject matter. It is, of course, not possible to describe every conceivable combination of components or methodologies for purposes of describing the claimed subject matter, but one of ordinary skill in the art may recognize that many further combinations and permutations of the claimed subject matter are possible. Accordingly, the claimed subject matter is intended to embrace all such alterations, modifications and variations that fall within the spirit and scope of the appended claims. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as “comprising” is interpreted when employed as a transitional word in a claim.

Claims

1. A board game, comprising:

a game board;
a plurality of game cards divided into peace, trouble, and eternal life sections;
a plurality of Jesus cards;
a plurality of trouble cards;
a plurality of game pieces;
a pair of dice; and
a supply of simulated money;
wherein a player rolls the pair of dice to randomly determine movement of the plurality of game pieces sequentially through the peace and trouble sections, and then to the eternal life section to be eligible to win the game.

2. The board game of claim 1, wherein the game board comprises placement slots for holding the plurality of Jesus cards and the plurality of trouble cards.

3. The board game of claim 1, wherein the trouble cards comprise temptation cards and trial and tribulations cards.

4. The board game of claim 3, wherein the plurality of trouble cards provides instructions and situations to be followed and discussed by players.

5. The board game of claim 4, wherein the instructions and situations on the trouble cards are directed to religious and biblical references and spiritual symbolisms.

6. The board game of claim 1, wherein the plurality of Jesus cards provides instructions and bible verses to be followed and discussed by the players.

7. The board game of claim 1, further comprising a timer that is set to go off at regular intervals; wherein every player moves one space forward when the timer goes off regardless of where the players are located on the plurality of game cards.

8. The board game of claim 1, further comprising a facilitator; wherein one of the players is the facilitator to encourage players to communicate with each other during the board game.

9. The board game of claim 1, wherein the plurality of game cards resemble bibles and comprise arrows that point toward and away from the eternal life section.

10. The board game of claim 1, wherein the game board comprises a picture of a cross and an open bible, and a plurality of bible verses on its front surface.

11. The board game of claim 1, wherein the game board is laminated.

12. The board game of claim 1, wherein the plurality of game pieces comprise faith coins.

13. A board game, comprising:

a game board;
a plurality of game cards divided into peace, trouble, and eternal life sections;
a plurality of Jesus cards;
a plurality of trouble cards;
a plurality of game pieces;
a pair of dice;
a timer that is set to go off at regular intervals; and
a supply of simulated money;
wherein a player rolls the pair of dice to randomly determine movement of the plurality of game pieces sequentially through the peace and trouble sections, and then to the eternal life section to be eligible to win the game; and
wherein every player moves one space forward when the timer goes off regardless of where the players are located on the plurality of game cards.

14. The board game of claim 13, wherein the plurality of Jesus cards provides instructions and bible verses to be followed and discussed by the players.

15. The board game of claim 13, wherein the trouble cards comprise temptation cards and trial and tribulations cards.

16. The board game of claim 15, wherein the plurality of trouble cards provides instructions and situations to be followed and discussed by players.

17. The board game of claim 16, wherein the instructions and situations on the trouble cards are directed to religious and biblical references and spiritual symbolisms.

18. The board game of claim 13, wherein the game board comprises placement slots for holding the plurality of Jesus cards and the plurality of trouble cards.

19. A method of playing a board game, comprising:

providing a game board;
providing a plurality of game cards divided into peace, trouble, and eternal life sections;
providing a plurality of Jesus cards;
providing a plurality of trouble cards;
providing a plurality of game pieces, a pair of dice, a timer and a supply of simulated money;
rolling at least one die to randomly determine the movement of the plurality of game pieces;
moving at least one of the plurality of game pieces sequentially through the peace and trouble sections, and then to the eternal life section to be eligible to win the game; and
wherein if the at least one game piece lands on a trouble section, then drawing at least one of the plurality of trouble cards, wherein the plurality of trouble cards provides instructions and situations to be followed and discussed by players;
carrying out the instructions on the trouble card or discussing the situation on the trouble card;
drawing at least one of the plurality of Jesus cards, wherein the plurality of Jesus cards provides instructions and bible verses to be followed and discussed by the players;
setting the timer to go off at regular intervals, and allowing every player to move one space forward when the timer goes off regardless of where the players are located on the plurality of game cards; and
continuing game play by having another player roll at least one die to randomly determine movement of the game pieces.

20. The method of claim 19, further comprising adding money to the game board at conclusion of any discussion, prayer, or decision made by the players.

Patent History
Publication number: 20130214487
Type: Application
Filed: Feb 1, 2013
Publication Date: Aug 22, 2013
Inventor: Michael Howard (Jacksonville, FL)
Application Number: 13/756,829
Classifications
Current U.S. Class: With Common Finish (e.g., Parchisi) (273/249)
International Classification: A63F 3/00 (20060101);