THEOLOGICAL QUESTION AND ANSWER GAME

A theologically themed question and answer board game that rewards players for correctly answering theological questions by awarding structure pieces. The first player to build a theological structure from the structure pieces wins the game. The structure can include a theological building or monument, such as the Kabba in Mecca. The game includes a game track for receiving markers of the players for movement therealong. Order of play and movement on the game track is determined by drawing of straws. A question space correlates to a question media, such as an index card, imprinted with a theological question. Answering correctly accrues a structure piece. An event space includes event instructions for the player to follow. The event instructions are theologically based, comprising a theological theme. The event instructions allow the players to accrue and lose structure pieces and challenge other players for structure pieces with self-formulated questions.

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Description
FIELD OF THE INVENTION

The present invention relates generally to a theological question and answer game and, in particular, to a theologically themed strategy board game that rewards players for correctly answering theological questions by awarding structure pieces to enable each player to be the first to build a structure.

BACKGROUND OF THE INVENTION

Typically, question and answer board games relating to geography and a wide variety of other subjects are well known. Questions to be answered by the players in these games are primarily randomly determined by manually operable spinners configured as rotatable indicating arrows. Accordingly, question selection is determined solely by the turning force manually applied to the spinner by a player. Further, questions relating to known educational board games directed to the fifty states of the United States are generally restricted to geography.

Various question and answer board games have been utilized in the prior art. For example, U.S. Pat. No. 4,577,485 sets forth a question and answer board game having a game track imprinted thereon for receiving markers of the game players for movement therealong in response to correctly answered questions appearing on cards pulled from a plurality of decks randomly selected by throws of a die. Each deck of cards relates to a distinct question category including history, geography, art, literature, theater and cinema, as well as miscellaneous.

U.S. Pat. No. 4,834,389 discloses another board game having an outline of the continental USA imprinted on it. A principal and several secondary motorcycle routes are marked within the continent to define a path for a simulated motorcycle race across the country. Order of play and movement along the paths is controlled by a spinner on the board and directions given on cards selected from one of a plurality of decks and marked by a token shaped as a motorcycle.

However theses question and answer games do not fully educate and entertain the players on matters of spirituality or religion. The questions provided are often trivial and add nothing substantive to a player's outlook on life and the hereafter.

What is desired is a theologically themed question and answer board game that provides theologically themed questions, challenges, and events for accruing structure pieces to competitively build a theological structure, such as the Kabba.

SUMMARY OF THE INVENTION

The basic inventive concept provides a theologically themed question and answer game that rewards players for correctly answering theological questions by awarding structure pieces. The first player to build a structure from the structure pieces wins the question and answer game. The game includes a game track imprinted thereon for receiving markers of the players for movement therealong. Order of play and movement on the game track is determined by drawing of straws.

In some embodiments, the game track is divided into a plurality of spaces. At least one of the spaces comprises an event space representative of a distinct theological category, such as a historical event, religious book content, and general theological trivia. Upon landing on the event space, a player follows a set of event instructions that enhance the game dynamic. At least one of the spaces comprises a question space that correlates with a plurality of question media arranged in at least two media sets. Upon landing on the question space, the player draws a correlating question card and attempts to answer the question. Players can also challenge with their own questions or take a chance and invest in their knowledge. Answering the question correctly earns the player at least one structure piece. The event space instruction may also ask the player to answer from the question cards.

The goal of the game is to be the first player to complete construction of a structure—often a theological structure—with the individual structure pieces. The players accrue the structure pieces by following the event instructions, answering correctly to a drawn question media, and winning question media challenges to and from other players. The theological question and answer game provides both entertainment and educational benefits.

A general aspect of the present invention provides the opportunity to gain knowledge by answering theologically themed questions to accrue structure pieces used to complete a structure, comprising:

  • a game board comprising a game track, the game track comprising a plurality of spaces, the plurality of spaces configured to receive at least two markers from at least two players for moving along the game track,
  • the plurality of spaces comprising at least one event space, the at least one event space configured to correlate to a plurality of event instructions, each event instruction comprising a theologically related instruction for the at least two players to follow,
  • the plurality of spaces further comprising at least one question space, the at least one question space configured to correlate to a plurality of question media, each question medium comprising a theologically related question for the at least two players to answer;
  • a plurality of straws configured to determine order of play and movement along the game track; and
  • a plurality of structure pieces configured to complete a theological structure,
  • wherein each player accrues the plurality of structure pieces by answering the theologically related question,
  • wherein the first player to form the structure wins the question and answer game.

In a second aspect, the question and answer game comprises a question and answer game having an Islamic theme.

In another aspect, the game board comprises a generally rectangular shape.

In another aspect, the plurality of spaces comprise about twenty eight spaces.

In another aspect, the at least two markers comprise six smooth black stones.

In another aspect, the at least one event space comprises a Journey space, an Invest in Knowledge space, a Battle of Badr space, a Quraysh space, a Fast space, and a Treaty of Hudaibiya space.

In another aspect, the Journey space comprises a starting point for the at least two markers.

In another aspect, the Invest in Knowledge space correlates to an instruction for risking a predetermined number of the plurality of structure pieces.

In another aspect, the Battle of Badr space comprises an instruction for challenging another player, wherein a winning player in the challenge gains a predetermined number of structure pieces and the other player loses the same number of structure pieces.

In another aspect, the Quraysh space comprises an instruction for losing a turn and returning the marker to the Journey space.

In another aspect, the Fast space comprises an instruction for prohibiting eating or drinking during the duration of the question and answer game.

In another aspect, the Treaty of Hudaibiya space comprises an instruction for receiving at least one structure piece.

In another aspect, the plurality of question media comprises a plurality of index cards printed with a question on one side.

In another aspect, the at least two sets of media comprise a Hadith set of questions, a Sunnah set of questions, a Sharia set of questions, and a Quran set of questions.

In another aspect, the at least two sets of media comprise a basic, and an intermediate, and an advanced degree of difficulty.

In another aspect, each straw comprises a unique number, wherein a higher ordered unique number is representative of priority for order of play and movement along the game track.

In another aspect, each player receives a theological structure to complete with the plurality of structure pieces.

In another aspect, the structure comprises a two dimensional puzzle depicting a cuboid building.

In another aspect, each structure piece comprises a partial images of the cuboid building.

In another aspect, the plurality of structure pieces comprises one hundred structure pieces for each theological structure.

In another aspect, the question and answer game comprises at least one container configured to contain the plurality of structure pieces and the plurality of pieces for each player.

In another aspect, the at least one container comprises a pouch.

In another aspect, the question and answer game comprises a straw container for containing the plurality of straws.

A second general aspect of the present invention provides a method of playing a question and answer game for answering theologically themed questions to accrue structure pieces used to complete a theological structure, comprising:

  • providing at least two markers and a predetermined number of structure pieces to at least two players;
  • initially positioning the at least two markers on a game track;
  • drawing a plurality of straws for determining order of play and movement along a game track;
  • landing on a question space;
  • answering a question media;
  • landing on an event space;
  • following an event instruction;
  • accruing a plurality of structure pieces; and
  • building a structure with the plurality of structure pieces,
  • wherein a first player to build the structure wins the question and answer game.
  • These and other advantages of the invention will be further understood and appreciated by those skilled in the art by reference to the following written specification, claims and appended drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will now be described, by way of example, with reference to the accompanying drawings, in which:

FIG. 1 presents a top view of an exemplary theological question and answer game with accompanying playing pieces, question cards, puzzle, and puzzle pieces, in accordance with an embodiment of the present invention;

FIGS. 2A and 2B present a flowchart diagram of an exemplary theological question and answer game, in accordance with an embodiment of the present invention; and

FIG. 3 is a block diagram present an exemplary client/server system which may be used by an exemplary web-enabled/networked embodiment of the present invention.

Like reference numerals refer to like parts throughout the various views of the drawings.

DETAILED DESCRIPTION OF THE INVENTION

The following detailed description is merely exemplary in nature and is not intended to limit the described embodiments or the application and uses of the described embodiments. As used herein, the word “exemplary” or “illustrative” means “serving as an example, instance, or illustration.” Any implementation described herein as “exemplary” or “illustrative” is not necessarily to be construed as preferred or advantageous over other implementations. All of the implementations described below are exemplary implementations provided to enable persons skilled in the art to make or use the embodiments of the disclosure and are not intended to limit the scope of the disclosure, which is defined by the claims. For purposes of description herein, the terms “upper,” “lower,” “left,” “rear,” “right,” “front,” “vertical,” “horizontal,” and derivatives thereof shall relate to the invention as oriented in FIG. 1. Furthermore, there is no intention to be bound by any expressed or implied theory presented in the preceding technical field, background, brief summary or the following detailed description. It is also to be understood that the specific devices and processes illustrated in the attached drawings, and described in the following specification, are simply exemplary embodiments of the inventive concepts defined in the appended claims. Hence, specific dimensions and other physical characteristics relating to the embodiments disclosed herein are not to be considered as limiting, unless the claims expressly state otherwise.

In this document, relational terms such as “first” and “second,” “top” and “bottom,” and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. The terms “comprises,” “comprising,” or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. An element proceeded by “comprises a . . . ” does not, without more constraints, preclude the existence of additional identical elements in the process, method, article, or apparatus that comprises the element.

Referring initially to FIG. 1, a theologically themed question and answer board game 100 provides both entertainment and educational benefits to at least two players for answering theologically themed questions and trivia. The at least two players are rewarded for correctly answering theological questions by receiving a plurality of structure pieces 118. In some embodiments, the first player to build a theological structure 116 from the structure pieces 118 wins the question and answer game 100.

As referenced in FIG. 1, the question and answer game 100 includes a game track 102 imprinted thereon for receiving markers 110 of the players for movement therealong. The board on which the game track 102 is printed may include a rigid card board material having a substantially rectangular or square shape. However in other embodiments, a circular, triangular, or cubical shape may be used. In yet another embodiment, the board may be a computer generated image.

In any case, the players position around the perimeter of the board, in a position to view all aspects of the question and answer game 100 and also opposing players. In one embodiment, 2-6 players can play. However, in an online version of the game 100, a larger number of players may participate in the game 100. At least two markers 110 represent the at least two players on the game track 102. Each player receives a marker 110. The markers 110 may include, without limitation, smooth black stones. However, any unique identifier may be used.

In some embodiments, the order of play and movement on the game track 102 is determined by drawing of straws 112. The straws 112 may include a rod shaped member about 6″ long and having a bulbous bottom end. A unique number is printed on the bottom end. In one embodiment, the player who draws the larger number receives priority in movement. The unique number also indicates the amount of movement along the game track 102. In some embodiments, a straw container 115 may hold the plurality of straws 112. The straw container 115 restricts visibility of the unique number until the straws 112 are drawn. The bottom end remains hidden from view while being drawn from a straw container 114. However in other embodiments, a computer generated algorithm may determine the order of play and the movement along the game track 102.

The game track 102 is divided into a plurality of spaces. In one embodiment, twenty-eight spaces may be used. However, more or less spaces are possible in other embodiments. The spaces comprise at least one event space 104 and at least one question space 104. The spaces may be anywhere along the game track 102. However in one embodiment, the four event spaces 104 position on the corners of the game track 102, and two event spaces 104 position randomly along the game track 102. The rest of the spaces comprises the question space 104.

In some embodiments, the at least one event space 104 is representative of a distinct theological category, such as a historical event, religious book content, and general theological trivia. Upon landing on the event space 104, a player follows a set of event instructions. In one embodiment, the at least one event space 104 comprises a Journey event space, an Invest in Knowledge event space, a Battle of Badr event space, a Quraysh event space, a Fast event space, and a Treaty of Hudaibiya event space. The Journey event space comprises a starting point for the at least two markers 110. This is the point where the players initially place the markers 110 to start the question and answer game 100. The plurality of straws 112 may then be drawn to determine order of movement and amount of movement along the game track 102.

The Invest in Knowledge event space correlates to an instruction for risking a predetermined number of a plurality of structure pieces 118. The player pledges a certain amount of the plurality of structure pieces 118. The player may then draw from a plurality of question media 120 for a theologically related question. If the player answers the question correctly the player wins an additional amount of structure pieces 118 equivalent to the pledged amount. However, if the player answers incorrectly, the player loses the pledged structure pieces 118. It is significant to note that the assessment of whether the theological question is answered correctly is not objective, but rather subjectively based on a plurality of answer media 108, such as a booklet having all the answers to the theological questions. In one embodiment, the plurality of answer media 108, includes answers stored in a computer database, server, or cloud. The answer may thus be queried as needed to answer the plurality of question media 120.

The Battle of Badr event space comprises an instruction for challenging another player, wherein a winning player in the challenge receives a predetermined number of structure pieces from a losing player. The player who lands on the Battle of Badr event space must select another player to challenge. The players take turns asking each other theoretically related questions. When one player misses a question, the player must give up a predetermined number of structure pieces 118, such as five structure pieces 118, to the other player. For the challenge questions, the players may refer to a theological book or reference to draw questions. Those skilled in the art will recognize that formulating a question forces the player to think more about the subject matter, and thus further educate the other players on eclectic subject matter.

The Quraysh event space comprises an instruction for losing a turn and returning the marker to the Journey space. The play then passes on to the next player. The Fast event space comprises an instruction for prohibiting eating or drinking during the duration of the question and answer game 100. This instruction for the Fast event space helps provide a realistic theological feeling to the question and answer game 100. Those skilled in the art will recognize that landing on the Fast event space provides the players with a short term experiment to what it feels like to fast during the month of Ramaddan and while performing Hajj. The Treaty of Hudaibiya event space comprises an instruction for receiving at least one of the structure pieces 118. The player can then draw another straw 112 for an additional movement.

At least one of the spaces comprises a question space 104 that correlates with a plurality of question media 120 arranged in at least two media sets 122. The plurality of question media 120 may include index cards with questions printed on one side. However in other embodiments, the question media 120 may include, without limitation, a computer algorithm or a display screen. The plurality of question media 120 comprise questions having theologically related questions. In one embodiment, the question is, “How many Surrahs in the Quran?”, or “Who was the first caliph of Islam after the Prophet's death?” The plurality of question media 120 comprise a Hadith set of questions, a Sunnah set of questions, a Sharia set of questions, and a Quran set of questions. These questions represent different subject matter, whereby Quran comprises the central religious text of Islam; Hadith comprises deeds and sayings of the prophet Muhammad; Sunna comprises a way of life prescribed as normative for Muslims; and Sharia comprises moral code and religious law of Islam. In one embodiment, a deck of question and answer cards is provided with a card for each question subject.

However in other embodiments, the plurality of questions media 120 may include questions that cover subject matter for other religions. For example, without limitation, Bible questions, life of Jesus questions, Old Testament questions, Torah questions, Siddhartha Gautama questions, and the like. The plurality of questions media 120 are further segregated into at least two sets of media 122, such as separate decks of index cards. The at least two sets of media 122 comprise a basic, and an intermediate, and an advanced degree of difficulty. The plurality of answer media 108, such as answer booklets, provide answers for each question.

Upon landing on the question space 104, the player draws a correlating question media 120 and attempts to answer the question. Each player can also challenge other players with questions based on the player's knowledge of a theological subject matter. Each player can also challenge other players to answer a question media 120 from the event space 104, such as the Battle of Badr event space. The event space 104 instruction may also ask the player to answer from the question media 120. In one embodiment, the player receives one structure piece 118 for answering a question correctly. However in other embodiments, the number of structure pieces 118 can be adjusted to accommodate for more difficult questions.

The goal of the question and answer game 100 is to be the first player to complete construction of a theological structure 116 from the accrue structure pieces 118. In one embodiment, one hundred structure pieces 118 are needed to complete the theological structure 116, and thereby win the question and answer game 100. The plurality of structure pieces 118 may be stored inside a container 114, such a as pouch. In some embodiments, the theological structure 116 may include, without limitation, the Kabba, the Vatican, the Wailing Wall, and generally any religious building or monument related to a religion. The theological structure 116 may include, without limitation, a two dimensional puzzle, a three dimensional building structure, or a computer generated image. The players accrue the structure pieces 118 by following the event instructions, answering correctly to a drawn question media 120, and winning question media 120 challenges to and from other players. In one embodiment, the players start the question and answer game 100 with nineteen structure pieces 118, and then accrue or lose structure pieces 118 during the game 100. The theological question and answer game 100 provides both entertainment and educational benefits.

FIG. 2 illustrates a method 200 for playing an question and answer game 100. The method 200 comprises an initial Step 202 of providing at least two markers 110 to at least two players. The question and answer game 100 includes a game track 102 imprinted thereon for receiving markers 110 of the players for movement therealong. The board on which the game track 102 is printed may include a rigid card board material having a substantially rectangular or square shape. In any case, the players position around the perimeter of the board, in a position to view all aspects of the question and answer game 100 and opposing players. At least two markers 110 represent the at least two players on the game track 102. Each player receives a marker 110. The game track 102 is divided into a plurality of spaces. In one embodiment, twenty-eight spaces may be used. However, more or less spaces are possible in other embodiments. The spaces comprise at least one event space 104 and at least one question space 104.

A Step 204 comprises initially positioning the at least two markers 110 on a game track 102. The markers 110 are positioned on a Journey event space for starting. Any number of determinatives may be utilized to determine order of play, including, without limitation, drawing of straws 112. In some embodiments, the method 200 may include a Step 206 of drawing a plurality of straws 112 for determining order of play and movement along a game track 102. The straws 112 may include a rod shaped member about 6″ long and having a bulbous bottom end. The bottom end remains hidden from view while being drawn from a straw container 114. A unique number is printed on the bottom end. In one embodiment, the player who draws the larger number receives priority in movement. The unique number also indicates the amount of movement along the game track 102.

A Step 208 includes landing on a question space 104. At least one of the spaces comprises a question space 104 that correlates with a plurality of question media 120 arranged in at least two media sets 122. The plurality of question media 120 may include index cards with questions printed on one side. Upon landing on the question space 104, the player draws a correlating question media 120 and attempts to answer the question. Each player can also challenge other players to answer a self-generated question card from the event space 104, such as the Battle of Badr event space. The event space 104 instruction may also ask the player to answer from the question cards. In one embodiment, the player receives one structure piece 118 for answering a question correctly. A Step 210 may include answering a question media 120. In one embodiment, a plurality of answer media 108, such as an answer booklet or answers stored in a database provide the answers for the question media 120.

The method may then continue to a Step 212 of landing on an event space 104. In one embodiment, the at least one event space 104 comprises a Journey event space, an Invest in Knowledge event space, a Battle of Badr event space, a Quraysh event space, a Fast event space 104, and a Treaty of Hudaibiya event space. The Journey event space comprises a starting point for the at least two markers 110.

A Step 214 comprises following an event instruction. The Invest in Knowledge event space correlates to an instruction for risking a predetermined number of the plurality of structure pieces 118. The Battle of Badr event space comprises an instruction for challenging another player, wherein a winning player in the challenge receives a predetermined number of structure pieces 118 from a losing player. The Quraysh event space comprises an instruction for losing a turn and returning the marker to the Journey event space. The play then passes on to the next player. The Fast event space comprises an instruction for prohibiting eating or drinking during the duration of the question and answer game 100. This instruction for the Fast event space helps provide a realistic theological feeling to the question and answer game 100. Those skilled in the art will recognize that landing on the Fast event space provides the players with a short term experiment to what it feels like to fast during the month of Ramaddan. The Treaty of Hudaibiya event space comprises an instruction for receiving at least one structure piece 118. The player can then draw another straw 112 for an additional movement.

In some embodiments, a Step 216 includes accruing a plurality of structure pieces 118. The players accrue the structure pieces 118 by following the event instructions, answering correctly to a drawn question media 120, and winning question media 120 challenges to and from other players. In one embodiment, answering a question correctly may accrue one structure piece 118. The event spaces 104 may also cause the player to gain or lose additional structure pieces 118. A final Step 218 may include building a theological structure 116 with the plurality of structure pieces 118, wherein a first player to build the theological structure 116 wins the question and answer game 100. The goal of the question and game 100 is to be the first player to complete construction of a theological structure 116 from the accrued plurality of structure pieces 118. In one embodiment, one hundred structure pieces 118 are needed to complete the theological structure 116, and thereby win the question and answer game 100. The plurality of structure pieces 118 may be stored inside a container 114, such a as pouch. In some embodiments, the theological structure 116 comprises a cuboid building, such as the Kabba. The theological structure 116 may include, without limitation, a two dimensional puzzle, a three dimensional building structure, or a computer generated image.

FIG. 3 is a block diagram depicting an exemplary client/server system which may be used by an exemplary web-enabled/networked embodiment of the present invention. In the present invention, a communication system 300 includes a multiplicity of clients with a sampling of clients denoted as a client 302 and a client 304, a multiplicity of local networks with a sampling of networks denoted as a local network 306 and a local network 308, a global network 310 and a multiplicity of servers with a sampling of servers denoted as a server 312 and a server 314.

Client 302 may communicate bi-directionally with local network 306 via a communication channel 316. Client 304 may communicate bi-directionally with local network 308 via a communication channel 318. Local network 306 may communicate bi-directionally with global network 310 via a communication channel 320. Local network 308 may communicate bi-directionally with global network 310 via a communication channel 322. Global network 310 may communicate bi-directionally with server 312 and server 314 via a communication channel 324. Server 312 and server 314 may communicate bi-directionally with each other via communication channel 324. Furthermore, clients 302, 304, local networks 306, 308, global network 310 and servers 312, 314 may each communicate bi-directionally with each other.

In one embodiment, global network 310 may operate as the Internet. It will be understood by those skilled in the art that communication system 300 may take many different forms. Non-limiting examples of forms for communication system 300 include local area networks (LANs), wide area networks (WANs), wired telephone networks, wireless networks, or any other network supporting data communication between respective entities.

Clients 302 and 304 may take many different forms. Non-limiting examples of clients 302 and 304 include personal computers, personal digital assistants (PDAs), cellular phones and smartphones.

Client 302 includes a CPU 326, a pointing device 328, a keyboard 330, a microphone 332, a printer 334, a memory 336, a mass memory storage 338, a GUI 340, a video camera 342, an input/output interface 344 and a network interface 346.

CPU 326, pointing device 328, keyboard 330, microphone 332, printer 334, memory 336, mass memory storage 338, GUI 340, video camera 342, input/output interface 344 and network interface 346 may communicate in a unidirectional manner or a bi-directional manner with each other via a communication channel 348. Communication channel 348 may be configured as a single communication channel or a multiplicity of communication channels.

CPU 326 may be comprised of a single processor or multiple processors. CPU 326 may be of various types including micro-controllers (e.g., with embedded RAM/ROM) and microprocessors such as programmable devices (e.g., RISC or SISC based, or CPLDs and FPGAs) and devices not capable of being programmed such as gate array ASICs (Application Specific Integrated Circuits) or general purpose microprocessors.

As is well known in the art, memory 336 is used typically to transfer data and instructions to CPU 326 in a bi-directional manner. Memory 336, as discussed previously, may include any suitable computer-readable media, intended for data storage, such as those described above excluding any wired or wireless transmissions unless specifically noted. Mass memory storage 338 may also be coupled bi-directionally to CPU 326 and provides additional data storage capacity and may include any of the computer-readable media described above. Mass memory storage 338 may be used to store programs, data and the like and is typically a secondary storage medium such as a hard disk. It will be appreciated that the information retained within mass memory storage 338, may, in appropriate cases, be incorporated in standard fashion as part of memory 336 as virtual memory.

CPU 326 may be coupled to GUI 340. GUI 340 enables a user to view the operation of computer operating system and software. CPU 326 may be coupled to pointing device 328. Non-limiting examples of pointing device 328 include computer mouse, trackball and touchpad. Pointing device 328 enables a user with the capability to maneuver a computer cursor about the viewing area of GUI 340 and select areas or features in the viewing area of GUI 340. CPU 326 may be coupled to keyboard 330. Keyboard 330 enables a user with the capability to input alphanumeric textual information to CPU 326. CPU 326 may be coupled to microphone 332. Microphone 332 enables audio produced by a user to be recorded, processed and communicated by CPU 326. CPU 326 may be connected to printer 334. Printer 334 enables a user with the capability to print information to a sheet of paper. CPU 326 may be connected to video camera 342. Video camera 342 enables video produced or captured by user to be recorded, processed and communicated by CPU 326.

CPU 326 may also be coupled to input/output interface 344 that connects to one or more input/output devices such as such as CD-ROM, video monitors, track balls, mice, keyboards, microphones, touch-sensitive displays, transducer card readers, magnetic or paper tape readers, tablets, styluses, voice or handwriting recognizers, or other well-known input devices such as, of course, other computers.

Finally, CPU 326 optionally may be coupled to network interface 346 which enables communication with an external device such as a database or a computer or telecommunications or internet network using an external connection shown generally as communication channel 316, which may be implemented as a hardwired or wireless communications link using suitable conventional technologies. With such a connection, CPU 326 might receive information from the network, or might output information to a network in the course of performing the method steps described in the teachings of the present invention.

In the foregoing specification, specific embodiments of the present invention have been described. However, one of ordinary skill in the art appreciates that various modifications and changes can be made without departing from the scope of the present invention as set forth in the claims below. Accordingly, the specification and figures are to be regarded in an illustrative rather than a restrictive sense, and all such modifications are intended to be included within the scope of present invention. The benefits, advantages, solutions to problems, and any element(s) that may cause any benefit, advantage, or solution to occur or become more pronounced are not to be construed as a critical, required, or essential features or elements of any or all the claims. The invention is defined solely by the appended claims, including any amendments made during the pendency of this application, and all equivalents of those claims as issued.

Claims

1. An question and answer game for answering theologically themed questions to accrue structure pieces used to complete a structure, the game comprising:

a game board comprising a game track, the game track comprising a plurality of spaces, the plurality of spaces configured to receive at least two markers from at least two players for moving along the game track,
the plurality of spaces comprising at least one event space, the at least one event space configured to correlate to a plurality of event instructions, each event instruction comprising a theologically related instruction for the at least two players to follow,
the plurality of spaces further comprising at least one question space, the at least one question space configured to correlate to a plurality of question media, each question medium comprising a theologically related question for the at least two players to answer;
a plurality of straws configured to determine order of play and movement along the game track; and
a plurality of structure pieces configured to form a theological structure,
wherein each player accrues the plurality of structure pieces by answering the theologically related question,
wherein the first player to form the theological structure with the plurality of structure pieces wins the question and answer game.

2. The game of claim 1, in which the question and answer game comprises an Islamic theme.

3. The game of claim 2, in which the game board comprises a generally rectangular shape.

4. The game of claim 3, in which the plurality of spaces comprise about twenty eight spaces.

5. The game of claim 4, in which the at least two markers comprise six smooth black stones.

6. The game of claim 5, in which the at least one event space comprises a Journey event space, an Invest in Knowledge event space, a Battle of Badr event space, a Quraysh event space, a Fast event space, and a Treaty of Hudaibiya event space.

7. The game of claim 6, in which the Journey event space comprises a starting point for the at least two markers.

8. The game of claim 7, in which the Invest in Knowledge the Journey event space comprises an event instruction for risking a predetermined number of the plurality of structure pieces.

9. The game of claim 8, in which the Battle of Badr event space comprises the event instruction for challenging another player, wherein a winning player in the challenge receives a predetermined number of structure pieces from a losing player.

10. The game of claim 9, in which the Quraysh the Journey event space comprises the event instruction for losing a turn and returning the marker to the Journey space.

11. The game of claim 10, in which the Fast the Journey event space comprises the event instruction for prohibiting eating or drinking during the duration of the question and answer game.

12. The game of claim 11, in which the Treaty of Hudaibiya event space comprises the event instruction for receiving at least one structure piece.

13. The game of claim 12, in which the plurality of question media comprises a plurality of index cards printed with a question on one side, the plurality of question media configured to correlate to a plurality of answer media, the plurality of answer media configured to answer the questions from the plurality of question media.

14. The game of claim 13, in which the at least two sets of media comprise a Hadith set of questions, a Sunnah set of questions, a Sharia set of questions, and a Quran set of questions.

15. The game of claim 14, in which each straw comprises a unique number, wherein a higher ordered unique number is representative of priority for order of play and movement along the game track.

16. The game of claim 15, in which the question and answer game comprises at least one container configured to contain the plurality of structure pieces and the at least two markers for the at least two players, the question and answer game further comprising a straw container configured to contain the plurality of straws.

17. The game of claim 16, in which the theological structure comprises a two dimensional puzzle depicting a cuboid building.

18. The game of claim 17, in which each structure piece comprises a partial images of the cuboid building.

19. A method of playing an question and answer game for answering theologically themed questions to accrue structure pieces used to complete a theological structure, comprising:

providing at least two markers and a predetermined number of structure pieces to at least two players;
initially positioning the at least two markers on a game track;
drawing a plurality of straws for determining order of play and movement along a game track;
landing on a question space;
answering a question media;
landing on an event space;
following an event instruction;
accruing a plurality of structure pieces; and
building a theological structure with the plurality of structure pieces,
wherein a first player to build the theological structure wins the question and answer game.

20. One or more computer storage media storing computer-usable instructions, that when used by one or more computing devices, cause the one or more computing devices to perform a method of playing a theologically related question and answer game, the method comprising the steps of:

(a) providing at least two markers and a predetermined number of structure pieces to at least two players;
(b) initially positioning the at least two markers on a game track;
(c) drawing a plurality of straws for determining order of play and movement along a game track;
(d) landing on a question space;
(e) answering a question media;
(f) landing on an event space;
(g) following an event instruction;
(h) accruing a plurality of structure pieces; and
(i) building a theological structure with the plurality of structure pieces, wherein a first player to build the theological structure wins the question and answer game.
Patent History
Publication number: 20150328534
Type: Application
Filed: May 16, 2014
Publication Date: Nov 19, 2015
Inventor: Aesop Ameen (Miami, FL)
Application Number: 14/280,558
Classifications
International Classification: A63F 3/00 (20060101);