Abstract: A game wherein players move their game pieces around a pathway through multiple chambers is described. Moreover, the game may be portable. In some cases, the game apparatus may be carried in a plastic case that resembles a hard-backed book. The game components may be based on an individual chapter from a published children's book or novel.
Abstract: The Prosperous Touch board game is a game that has been designed to help people gain a full understanding of the keys to walking in financial freedom. It incorporates scriptural teachings found in Proverbs 10:22, Malachi 3:10, 2 Corinthians 9:6–11 and more as well as natural financial principles necessary to walking in financial success. This game can be a great blessing to believers of all ages, as it paints a real life picture of how trust in God and his principles can bring a person to a place of not only spiritual freedom but also financial freedom. It shows that the believer can become fully involved in his God-given call of being Blessed to be a Blessing, to using the abundance God has given him to help spread the good news of the death, burial and resurrection of Jesus.
Abstract: The invention comprises a board game in which each player moves a playing piece along a continuous path, where the moves are determined by, for example, a roll of one or more dice. The path may be subdivided into spaces, some of which may require various actions by the players. These actions may result in the player accumulating an item. At the conclusion of the game, the tokens possessed by each player may be used to determine a possible fate, fortune, or destiny, for that player.
Abstract: A game, including a plurality of Message Cards. In another aspect, a method of playing a card game, including providing a plurality of Message Cards to each player and each player in his or her turn providing one or more Message Cards from his or her hand to one or more other players.
Abstract: Board games having movable neutral playing pieces. The board games include tokens that represent each player's location on the board and neutral playing pieces that may be moved by any player to block an opponent's token movement. In some embodiments, the neutral playing pieces may be moved to occupy an adjacent, unoccupied cell, alternatively or additionally, the neutral playing pieces may displace other neutral playing pieces.
Abstract: A board game where the winner is the first to form a ten character word. To speed play, a round ends and points are awarded for formation of an eight or nine character word. If no player wins in a preselected number of rounds, the highest point total wins. Play begins with game pieces following a set-up walk until five characters are accumulated, at which time a player is awarded a spot on a final walk. Landing on a “V,” “C,” or “Ideation” square enables a player to acquire a vowel, a consonant, or to follow instructions on a card drawn from a stack of Ideation cards, respectively. If a player is required to move backwards on any move, and if that player's game piece lands on a vowel, consonant, or choice of vowel or consonant square, that player must discard a vowel or consonant or either one, respectively.
Abstract: A game apparatus and method for playing a game is disclosed. The game includes a board and a first set of cards bearing indicia of a situation to be enacted by the players and a second set of cards bearing indicia of at least one of a role, style or feeling for the situation to be enacted by the players. The game includes moving a player piece along a path of movement on the game board.
Abstract: A board game which combines traditional board game elements with an unrelated activity, that of preparing a meal. The board has three paths of serially arranged spaces along which player tokens travel. A chance device determines the number of spaces moved. Upon alighting on any particular space, a card is drawn, which card is color coordinated to the space just occupied. The card specifies an interactivity such as a question to be answered or a musical theme to be tapped, hummed or whistled. The player must interactively respond. Upon completion of the first path, players select, on a first-to-arrive basis, a task associated with meal preparation, serving, and cleanup. An example is mixing and serving of a beverage, or cooking the entree. One option is to be relieved of any task. Upon completion of the path by his or her token, each player receives an instructional card advising details of the associated task.
Abstract: A word game relating to verbal communication and word association. The present invention comprises several six sided dice with letters, a six sided die with numbers, a game board, 4 pawns, one or more timers, and a deck of cards. Each set of lettered dice comprise 4 dice, each with six faces, each face thereof containing one letter of the alphabet, covering the full 26 letter alphabet, excluding X and Z. 100 or more cards are in the deck each card containing a title and sequentially numbered answers. Each team is assigned a pawn to move about the board. The numbered die is used to determine the number of spaces to move a pawn forward. A timer is used to limit time during various turns. The board comprises spaces with colors, numbers and indicia. The colors determine which teams are allowed to participate in a turn. Each pawn color is represented on the board. As an example, the colors of the 4 pawns may be red, blue, green and yellow respectively.
Abstract: The present invention provides a board game wherein players attempt to purchase a complete set of items from a number of repositories. The game further includes rules for the game including multiple levels of play, allowing older and younger children to play with the same apparatus. In a more advanced version of the game, the game board includes two sets of paths and rules for traveling along the paths.
Abstract: A board game for providing hours of challenging and fun play, having a board having an interior, an integrally attached rotating bottle, and a plurality of instructional cards. The board game has a tubular base, having a top and bottom end, and an axis. The top end extends outwardly from the interior of the board, while the bottom end is located within interior of the board. A belt has two ends and is removably hooked at each end to the top end of the tubular base for securing the bottle to the tubular base. The bottom end of the tubular base is swivel mounted to the axis for allowing the bottle to rotate thereon.
Abstract: A method of playing a game that includes the steps of providing a plurality of categories, selecting a category from the plurality of categories and communicating the categories to one or more teams of two or more players. Other steps include two or more of the players of one of more of the teams recording one or more responses to the category and ranking the one or more responses in an order, comparing the ranked responses between two or more of the players on the one or more teams, and determining a point total for each team based at least in part on the comparison of the ranked responses. Another step includes taking an action based at least in part on the point total.
Type:
Grant
Filed:
June 23, 2003
Date of Patent:
May 24, 2005
Assignee:
Rankum LLC
Inventors:
Stanford L. Loveman, Edward D. Greenberger
Abstract: Disclosed is a game for teaching dating skills that includes a first deck containing a plurality of cards, the cards in the first deck having a face containing information representing a character trait which may be valuable when dating, and a second deck containing a plurality of card, the cards in the second deck having a face containing information representing a dating challenge and information representing at least one resolution to the dating challenge. The decks of cards are used in combination with a playing surface displaying at least one track, containing spaces corresponding to both decks of cards.
Abstract: A game wherein players move their game pieces around a pathway collecting tokens from a plurality of stores while trying to avoid sharing a space with a commonly controlled chaser piece is described. Moreover, the game may be portable. In some cases, the game apparatus may be carried in a plastic case that resembles a hard-backed book. The game components may be based on an individual chapter from a published children's book or novel.
Abstract: There is provided a food preparation recipe game and a method for playing the game. A spin wheel having a pointer is provided and includes a plurality of encoded possible landing spaces. A plurality of recipe cards is provided, each of which lists a plurality of ingredients. A plurality of question and answer cards are also provided. Each question and answer card has a plurality of questions and answers which are encoded for various degrees of difficulty. The encoding for the landing spaces on the spin wheel corresponds to the encoding for the question and answer cards. A plurality of ingredient cards are provided. Each ingredient card lists an ingredient for a food recipe, which ingredient may or may not correspond to an ingredient of a particular recipe card. Each player is entitled to draw an ingredient card by correctly answering a question from a question and answer card and the first player to complete his recipe is the winner.
Abstract: The present invention provides rules and apparatus for playing a board game. The game includes a decoder for each of the plurality of players, a set of coded game cards having a plurality of possible probability influencing indicia printed thereon. The decoders are configured to select at least one of the probability influencing indicia from the game card. Further, the game includes a value generator configured to generate a value based on the selected probability influencing indicia. The generated value determines a winner.
Abstract: A game wherein players move their game pieces around a pathway collecting tokens from a plurality of stores while trying to avoid sharing a space with a commonly controlled chaser piece is described. Moreover, the game may be portable. In some cases, the game apparatus may be carried in a plastic case that resembles a hard-backed book. The game components may be based on an individual chapter from a published children's book or novel.
Abstract: A likelihood game requires players to estimate the likelihood of other players, or non-present persons known to all of the players, of fitting a statement described on one of a number of cards included with the game. A game board, player position markers, paper and pen or the like, and a single die are provided, with players noting the name of a player or non-present person they feel most likely to fit the randomly selected likelihood statement. Advancement of the player position markers along the path of the board is determined by agreement or non-agreement between players as to the likelihood of persons fitting the likelihood statement on the card. The die provides for the selection of one of a plurality of likelihood actions on each card, as well as serving as a chance device for determining the quantity of the players' moves according to certain rules of the game.
Abstract: A game apparatus including: a first set of cards, each card of the first set of cards (enactment cards) bearing a situation that calls for an improvisation; a second set of cards, each card of the second set of cards bearing a role (villain, mother, lawyer, etc.) for the player (or client) to enact the situation in the role drawn; a third set of cards, each card of the third set of cards bearing a style or genre (musical comedy, soap opera, etc.) for the player (or client) to enact the situation in the style drawn; a fourth set of cards, each card of the fourth set of cards bearing a feeling (love, hate, etc.
Abstract: A game system and method of playing for entertaining a plurality of players. The game system and method of playing includes a game board. A playing path is positioned on the game board. The playing path is comprised of a plurality of play spaces. A plurality of player tokens are placed one the playing path for representing the place of the associated one of the players on the playing path. A fish containment assembly is operationally coupled to the game board. The fish containment assembly selectively contains a plurality of fish members. Each of a plurality of retrieval members is for retrieving one of the fish members from the fish containment assembly by one of the players when one of the player tokens of an associated one of the players is placed on a portion of the play spaces of the playing path.
Abstract: The present invention is directed to a kissing shield game and method teaching safe affection to at least one person playing the kissing shield game. The kissing shield game includes a plurality of removable pegs, a playing surface, a gaming member, a plurality of frames and a plurality of thin, flexible membranes forming a kissing shield, and a resetable timer. The playing surface has a plurality of holes arranged in a predetermined pattern with each of the plurality of holes being capable of receiving at least one of the plurality of removable pegs. Each side of the gaming member has a different color associated therewith as well as a predetermined set of alphanumeric symbols associated therewith. The kissing shield is used when a selected person or object determined by a player is kissed so that the player learns safe affection and the proper use of the kissing shield through repetition.
Abstract: DangerTrap is a fun, innovative and essential game to be used as a tool in teaching children of all ages how to detect, avoid and escape dangerous situations. It is either played on a table size or floor size game board in which the players move around a path of travel determined by the number that is rolled on a die. Cards with role play situations, factual questions and situation questions are used in game play to meet the objectives of the game, teaching safety. A “trap” area is used to signify inappropriate responses. If the child responded in the same inappropriate way in real life, the child would be in danger. One of the more unique parts of this game is that it makes use of role play, which has been found to be an effective and powerful teaching tool. For the purpose of this game, role play means a short act written out to be performed by the adult causing free flowing interaction by the child.
Abstract: A board game designed to teach players how to control their behavior to achieve one or more goals. The game includes two play areas, each having a plurality of spaces, and a token for each player. The token moves from space to space in the first play area until the occurrence of a particular event. Some of the spaces in the play areas are associated with a first behavior category and some with a second behavior category, where the theme of the first behavior category is connecting behaviors and the theme of the second behavior category is disconnecting behaviors. Each token is more likely to land on spaces associated with the first behavior category and less likely to land on spaces corresponding to a second behavior category in the second play area than in the first play area.
Abstract: A game board system including a bottom portion with a cup centered on its surface, a rotatable member provided on the bottom portion and including game piece apertures, an outer top portion provided on the bottom portion, and an inner stationary top portion superposed on the rotatable frame and including second game piece apertures. Portions of the game board system may be exchanged to form a new game board system. Additionally, the game board system may be played according to several versions.
Abstract: A chance device cuboidal in shape. Three faces of the cube have a background color that is the same. The other three faces of the cube have a different color background in common. The indicia used most commonly is dots, which can be replaced with numbers or anything of the like that will show a quantity, are numbered from either one to three or four to six, or any other combination of three numbers. For the set of numbers chosen, three faces of the cube, all with the same color background, have one of the numbers present on each of the faces. The other three faces of the cube have the same set of numbers, but these numbers are present on a different color background then the other three faces of the cube. Examples of use of the described chance device includes two games, Diamonds and Killer Spider.
Abstract: A music game, which incorporates the characteristics of the popular Karaoke singing phenomenon and draws upon the players' knowledge of songs and performing artists. The game includes game pieces, game board, die, timer, and Karaoke instruction cards. The game board consists of Karaoke, ATM and Stage Fright squares, each distinguished by a unique icon, interspersed along the perimeter of the board. The instruction cards have coordinating icons, each with specific instructions. A team member sings songs recorded by the performing artist identified on the card and the other team members must guess the artist. A correct guess allows the team to advance their game piece the number of squares rolled on the die. The object of the game is to be the first game piece to advance from Start to Finish by drawing cards, singing songs and guessing performing artists.
Abstract: A board game includes a game board with four food groups represented on four sides by individual spaces for particular food items in the food group. The object is to complete the preparation of a food item from each group. Each space assigns a preparation time for the food item, and further time adjustments can be made through “Simmer” and “Boil” cards having time adjustments and other instructions, and by landing on a “Stew” space that adds time. Rolling numbered dice and landing on a food item starts the preparation or process. The player must then land on a “Get Cooking” space and roll a pair of dice with time amounts displayed, with the displayed time amounts being subtracted from the accumulated preparation time. The first to complete this process for four food items wins.
Abstract: The present invention relates to a educational board game and in particular to an educational board game which teaches religious subject matter based upon real life situations. The board game includes a game board, a plurality of games pieces, game money, a deck of prayer cards, a deck of evangelism cards, a Bible, a timer and a spindle or dice. The game board is divided into a number of game spaces. The game spaces include three categories of real life situations. Category 1 situations require players landing on those game spaces to draw a prayer card. The prayer cards require one of the other players to pray for the current player. Category 2 game spaces require the player to draw an evangelism card. The evangelism card requires another player to encourage the current player. Category 3 game spaces allow the player to draw either a prayer or an evangelism card. The first player to reach salvation which is the end game space wins.
Abstract: A method of playing a board game in which each of the spaces in a track are depicted as one of the cards in a common deck of 52 playing cards. Players advance to landing spaces based on rolls of a pair of dice and then draw a card from a deck of playing cards. Points are awarded to the players based on predefined similarities between the landing space and the card drawn. In an alternate embodiment, each of the spaces in the track can be a representation of two possible numbers from 1 to 6. Players advance to landing spaces based on rolls of a pair of dice and points are awarded to the players based on predefined similarities between the numbers on the landing space and the outcome of the dice roll.
Abstract: A board game comprising a game board representative of a sport playing field having a plurality of spaces. The board game includes a first set of tokens to be deployed on the game board representing a first team of sport players; a second set of tokens to be deployed on the game board representing a second team of sport players; a random number generator; and a predetermined amount of game currency. The board game further includes a set of player cards, each one of the set of player cards representing characteristics of a sport player including a dollar amount to be received by an owner of the sport player in response to the player scoring.
Abstract: A method of movement and play in a game by which cards are used to define the path of movement for the game pieces in the game, movement markers are used to plot the path of movement for a game piece, and the game piece is moved along the plotted path according to the rules of the game.
Abstract: A combination role playing and board game comprising a plurality of action figures configured with detachable arm and head members, and which are moved within a grid-like board surface that represents an arena, wherein confrontations and other events are simulated. Multiple types of dice are used to direct the locations of the action figures and the type of event that may occur upon confrontation with an opposing figure. Each action figure is capable of being disassembled as a result of such confrontation and has certain confrontational qualities which lend themselves to enhanced types of attacks and resistances thereof. Playing cards are used to represent the “health” of each game character, and a plurality of other game cards and chips may be placed on the grid board to represent traps and other devices.
Abstract: A method for playing a game related to trucking where the player is one or more of a truck driver, a federal or state official regulating the truck driver, or owner of a 1) service center, 2) insurance company, 3) truck stop having a restaurant, 4) produce broker, shipper, 5) casino, 6) tow service, 7) truck payment center, 8) tire service, and/or 9) farmers' market. The method includes the step of winning the game by building a fleet of trucks of a predetermined number.
Abstract: The Prosperous Touch board game is a game that has been designed to help people gain a full understanding of the keys to walking in financial freedom. It incorporates scriptural teachings found in Proverbs 10:22, Malachi 3:10, 2 Corinthians 9:6-11 and more as well as natural financial principles necessary to walking in financial success. This game can be a great blessing to believers of all ages, as it paints a real life picture of how trust in God and his principles can bring a person to a place of not only spiritual freedom but also financial freedom. It shows that the believer can become fully involved in his God-given call of being Blessed to be a Blessing, to using the abundance God has given him to help spread the good news of the death, burial and resurrection of Jesus.
Abstract: A board game for enhancing the spelling skills of each of several players of different ages. The board game comprises a board with a start position, a finish position, with a lengthy path defined by discrete spaces extending therebetween in a serpentine fashion. The path also includes intersecting circles and a by pass leg. Each player receives a game pawn, or marker, and advances same along the spaces on the pathway by rolling six dice, with a different letter on each face. The extent of movement is governed by the number of letters in each word that the player builds from letters on the exposed faces of the dice, augmented by an element of chance introduced by Pick-a-Card cards and/or Keep-a-Letter for Life cards. The player receives one of these cards when his pawn lands on a designated space in the pathway. Additionally, movement controlling spaces in the path come into play when a pawn lands directly on one of these spaces.
Abstract: A set of cards for playing a game is provided. Each card has items selected from a predetermined category printed thereon. The category is identified on the card and items are arranged in subgroups according to different degrees of difficulty regarding their perceived recognizability as being members of a set falling within the category. A board which may be used for playing a game using the cards is also provided.
Abstract: A method of playing a game that includes the steps of providing a plurality of categories, selecting a category from the plurality of categories and communicating the categories to one or more teams of two or more players. Other steps include two or more of the players of one of more of the teams recording one or more responses to the category and ranking the one or more responses in an order, comparing the ranked responses between two or more of the players on the one or more teams, and determining a point total for each team based at least in part on the comparison of the ranked responses. Another step includes taking an action based at least in part on the point total.
Type:
Application
Filed:
June 23, 2003
Publication date:
February 12, 2004
Inventors:
Stanford L. Loveman, Edward D. Greenberger
Abstract: A board game facilitates the transfer of knowledge concerning a family playing the game. The board game includes a game board upon which a plurality of game pieces are moved as the game is played. The game board includes a plurality of game spaces upon which the game pieces are moved so as to determine the action a player is required to take wherein a portion of the game spaces designate a plurality of different categories concerning various aspects of family knowledge. The game further includes a plurality a category question cards, each category question card corresponding to a specific category designated upon the various game spaces included in the game board, and a plurality of family photographs players are asked to identify during the playing of the game. In use, players move game pieces about the game board landing upon various game spaces and answering questions or acting in the manner required by the game space upon which the player lands.
Abstract: A game apparatus and method for playing a game is disclosed. The game includes a board and a first set of cards bearing indicia of a situation to be enacted by the players and a second set of cards bearing indicia of at least one of a role, style or feeling for the situation to be enacted by the players. The game includes moving a player piece along a path of movement on the game board.
Abstract: An educational board game characterized by individual squares, which imitate immigrants' life experience and the path traveled by them prior to acquiring citizenship. The board game having a plurality of blocks of same spaces therein of varying questions as well as instructions and comments making up the whole board. The said game having been developed for people of all educational background may be used for acquiring fundamental skills of history and government pertinent to passing the naturalization and citizenship exam.
Abstract: A board game includes a board having a plurality of spaces displaced about a centered area forming a pre-determined continuous path. At least one token assigned to a player for moving about the plurality of spaces in accordance with chance determinations. A random movement means for randomly determining numbers of spaces to be moved by a player. A randomly moveable sinuous arm extending from the centered area, the sinuous arm at any point during the game may have a length that extends over the pre-determined continuous path, wherein when the sinuous arm moves over the pre-determined continuous path, the sinuous arm may come into contact with a token physically displacing the token off of the path.
Abstract: A board game system comprising: (i) a game board having a plurality of squares to define a path of travel; (ii) a plurality of tokens representing each player's position on the path of travel around the game board; (iii) a plurality of playing cards, having questions, and a plurality of potential answers, one of which is correct, the playing cards adapted to be selected randomly by the players whereby a player answers a question correctly to move the token accordingly; (iv) a plurality of “Anti-Hazard” cards, awarded to a player who lands on a single designated game board square, which can be used by a player to avoid getting pulled into a plurality of Hazard Traps; (v) two dice, including a first die with a plurality of spots controlling the number of squares which can be advanced by a player when a player answers a question correctly, the second die having a plurality of drawings, controlling whether a player escapes from a plurality of Hazard Traps; and (vi) an Information Booklet having a
Abstract: What is new in the art of “Glory!” is that there has never been a Christian board game designed or illustrated such as this! From each individually characterized figurine representing the “Armour of God” to the uniquely designed game cards to the destination in which we seek has never been placed on a board ever! The particulars of the game give each Player the opportunity to learn about God in a more personal way while learning how to study the word of God at the same time. “Glory!” is solely designed to enhance the Christian and/or “unbeliever” in their walk with God simultaneously bringing the family together in an atmosphere that is conducive for learning and growing together.
Abstract: A plurality of large, tactically soft, cubes, and a plurality, of learning game boards. Each side of a learning cube has imprinted thereon a teaching concept. Each learning game board has a teaching concept imprinted thereon corresponding to a learning cube.
Abstract: The invention is a means of playing an educational board game. Topics for children to which this means of play can be applied include safety around dogs, street-proofing, accident prevention, manners and dog obedience training. The game comprises a game board and playing markers, a numbered spinning device to define movement around the board and sets of instructional cards. By way of messages on the game board, activities described on the various instructional cards and various means of reward and penalty set out in the rules, several learning and teaching strategies are employed so that players are amused and learning concurrently. These strategies include modelling, conditioning, positive and negative reinforcement, response to verbal and visual cues, and physical activity. Individual and group activities occur throughout the period of play. Criteria for success in some of the activities are graded to provide greater challenge for older children and adults.
Abstract: An immigration board game and method for playing it where the players live through the difficulties typically associated with immigrants as they adjust to the American way of life and seek the American dream. The game is played on a board with a predetermined number of contiguously disposed spaces over which each player's token advances. Initially, each player is assigned a unique legal status through aleatory means. Each space is associated with instructions providing for penalties and awards. Additionally, some of these spaces direct the players to one or more sets of cards with additional awards and non-pecuniary penalties directed to affect the legal status of the player. Choices are given throughout the game for the players to choose sets with or without pecuniary rewards depending on whether the player wants to take his/her chances with immediate economic rewards or improvements in his/her legal status.
Abstract: Provided is a game with moveable play space that allows a player to modify the play space. Spaces within the play space may be wildcard spaces that initiate modification. Game play space modifications include manipulations such as column shuffling, rotating, and flip-flopping. The selection of which portion of the game play space to modify may be made by the players of the game, by the space on which a game piece resides, or by the particular type of game piece that is moved or used. In some embodiments, different types of players govern modification to the game play space. In volumetric games, certain volumetric portions are exchanged with one another during the modification. Modification of the game play space is performed along various surfaces within the volumetric game play space, or within certain individual game sub-volumes that together integrate to form the entire volumetric game play space.
Type:
Application
Filed:
April 23, 2003
Publication date:
October 16, 2003
Applicant:
Team Smartypants!, Inc.
Inventors:
Mario M. Champion, Mark Christopher Zatopek, Frank Matthew Champion
Abstract: This game of chance introduces a new pattern of play,with a peripheral path of diagonal rows of squares,permitting a variety of new ways for tokens to interact. It also introduces a new way to use the dice in different situations to keep the players tokens scrunched so the opportunity to win persists through most of the game.
Abstract: Board game for two or more players comprising: a board with a circuit (7) made up of a series of squares, at least one counter identifying each of the players, a device producing random numbers, and achieved target counters each of which indicates a target that the player in possession of the achieved target counter will have performed satisfactorily, where the achieved target counters are at least two different types, each type indicating a different target. The game also includes target series cards, indicating a set of targets that the player in possession of one of the target series cards must perform.
Abstract: The present invention is generally directed to a game for teaching vocabulary playable as a competition between two or more players having comparable or disproportionate vocabulary skills, the game comprising a game board with a play surface including a start point space, an end point space and a plurality of movement spaces arranged linearly to form a sequentially predetermined play path, select ones of the plurality of movement spaces including a first indicia for indicating a play command to a player, a set of game cards, each of the game cards including at least one vocabulary clue and a corresponding answer, a select one of the vocabulary clue of a select game card corresponding to a difficulty level which matches a vocabulary skill level assigned to a player, a set of PASS cards, each of the PASS cards being distributable to at least one opposing player when a player passes a turn, and redeemable by a passing player possessing a PASS card, a plurality of play pieces configured for marking movement on th