GB2241175A - Board game - Google Patents
Board game Download PDFInfo
- Publication number
- GB2241175A GB2241175A GB9003991A GB9003991A GB2241175A GB 2241175 A GB2241175 A GB 2241175A GB 9003991 A GB9003991 A GB 9003991A GB 9003991 A GB9003991 A GB 9003991A GB 2241175 A GB2241175 A GB 2241175A
- Authority
- GB
- United Kingdom
- Prior art keywords
- track
- name
- segment
- segments
- names
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/10—Miscellaneous game characteristics with measuring devices
- A63F2250/1063—Timers
- A63F2250/1073—Time-out devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Landscapes
- Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Multimedia (AREA)
- Toys (AREA)
Abstract
A game apparatus comprises a game board having a playing surface (1) on which is defined a track (2) comprising a plurality of segments (3); a timing device; a set of cards each bearing the name of at least one well-known person or character; and a plurality of playing pieces. The advancement of the playing pieces along the track is determined at least in part by the skill with which the names are described (by appropriate gestures, signs and the like) and identified by the players within set time limits and, optionally, by the use of a chance device. <IMAGE>
Description
BOARD GAME
Field of the Invention
This invention relates to a board game of the type wherein playing pieces representative of the players (or, more usually, teams of players) are moved in accordance with prescribed rules along a track marked on the game board
Background of the Invention
Games are known which require playing pieces to be moved along a track marked on a game board in what is, in effect, a race between the players. The rules commonly require the use of a chance device, e.g. a conventional die; however, the predominant element of luck in determining the players' progress through the game can be a cause of dissatisfaction.
One method of overcoming this problem that has been successfully proposed is to make a player's progress dependent upon the correct answering of questions on "general knowledge" or on specific topics. However, it is felt that there is still a need in the art for a game in which chance plays a comparatively small part but in which the players' progress does not depend merely upon erudition.
Summarv of the Invention
The present invention provides game apparatus comprising (a) a game board having a playing surface on which is defined a track comprising a plurality of segments, (b) a timing device, (c) a set of cards each bearing at least one name and (d) a plurality of playing pieces. Preferably, the apparatus also comprises (e) a chance device, especially a device for indicating at random one of a prescribed set of integers.
The playing pieces may be moved along the said track in accordance with rules whereby the advancement of the playing pieces along the track is determined at least in part by the skill with which the names are described and identified by the players.
Brief Description of the Drawinq The accompanying drawing is a diagrammatic plan view of the playing surface of an exemplary game board for use in the present invention.
Description of Preferred Embodiments
The board may be of conventional construction and may be foldable to allow it to be packaged in a box of manageable dimensions. The track may be marked on the playing surface in conventional manner, as by printing.
The track, which will generally have a clearly identified starting segment and destination segment, may be of any desired shape, e.g. rectangular, oval or serpentine, although a generally circular track or path is at present preferred. The individual segments of the track could be separated, in the manner of "stepping stones", but it is preferred that the segments should form a continuous track. A track comprising from 20 to 40 , preferably from 25 to 35, segments is generally appropriate in terms of generating and maintaining the players' involvement but, of course, shorter or longer tracks could be contemplated.
A plurality of cards are also provided, each bearing at least one name. Preferably, the names are of famous people, living or dead, and/or of notable characters in works of fiction. In one aspect, the game involves the provision by one participant (hereinafter the "describer") of clues to the identity of a name on a card (a process referred to herein as "describing the name"), the rate of progress of a playing piece belonging to a given player or team of players being determined, at least in part, by the number of names correctly indentified from the clues by the said player or team within a given period of time.
The players or teams of players take turns to play and the sequence of turns is continued until one player or team wins by landing on the destination segment (and, if prescribed, by identifying correctly a further name). The describer may be a member of the team whose turn it is, although in principle the describer could be another of the participants.
Variations on this basic theme are possible. It is preferred that each card should bear a plurality of names, each marked with a respective indicium, and that some (preferably the majority), if not all, of the segments are each marked with at least one of the indicia (each indicium appearing at least once amongst the segments in the track). Thus, the indicium or indicia associated with a segment upon which a playing piece lands during the course of play determines which of the names on the card in play at that time is to be identified. The preferred indicia are colours; thus, the names on each card may each be printed in a respective colour or printed over or adjacent an area of a respective colour, the segments on the board being printed in corresponding colours.
A playing piece may be advanced by one segment for each name correctly indentified. When the names on a card have all been identified or when the segment on which a piece has landed indicates (by means of its colour or other indicium) a name that has already been identified, a fresh card is taken. Typically, the apparatus will comprise cards bearing a total of from 1000 to 3000 names with, preferably, from 3 to 6 names on each card. A pack of 400 different cards, each bearing six names, has been found to be satisfactory.
To add interest, the track may comprise at least one segment that awards a bonus or imposes a penalty when landed upon.
It would be possible for a player's or team's progress to be determined solely by the correct guessing of the names, though this would usually mean that each team started by guessing the name associated with the colour (or other indicium) of the "start" segment and that a player's or team's subsequent turns would each start with the guessing of the name associated with the colour (or other indicium) of the segment on which the previous turn expired. Preferably, however, each player's or team's initial move from the starting position is initiated by operation of a device for indicating at random one of a prescribed set of integers, the appropriate playing piece being moved by the number of segments corresponding to the integer indicated.
Subsequent moves by each player or team may also be initiated in like manner. The said device or "random number indicator" is preferably a cube similar to a conventional die. However, to reduce the effect of luck in determining progress along the track, it is preferred that the cube should indicate only low numbers; preferably, it will have two sides each indicating "1", two sides each indicating "2" and two sides each indicating R, arranged such that opposite sides give a total of four.
Alternative chance devices come into consideration.
For example, it would be possible to use a throwing cube having each face marked with a different colour (or other indicium), the colours corresponding to the colours (or other indicia) on the cards and on the track. A turn could then be initiated by throwing the cube and moving the playing piece to the next segment having the colour (or other indicium) indicated. Of course, a teetotum or similar device could be used instead of the die or cube described in the preceding paragraphs.
The timing device is preferably of the "countdown" type, and should be capable of showing the elapse of one minute. Suitable electronic or mechanical timers are available, although a small sand-glass is generally satisfactory.
The playing pieces or (also called "markers" or "tokens") may have any suitable configuration, although the base of each such playing piece should preferably fit within the boundary of a segment of the track. Usually, the playing pieces will be of identical configuration but differentiated by their colours, although it is also possible to use playing pieces that are differentiated by their configurations. Disc-like pieces of different colours are satisfactory.
The present invention is illustrated by the following
Example.
Example
The accompanying drawing depicts the playing surface 1 of a game board, on which surface is printed an annular track 2 made up of 31 contiguous segments 3. However, between two of the segments, 3a and 3b, there is a discontinuity 4.
The segment 3a, which immediately follows the discontinuity 4 in the clockwise direction is marked "START" and the segment 3b immediately adjacent the discontinuity 4 in the counter clockwise direction is marked "FINISH".
The fourth, eleventh and twenty-second segments (proceeding clockwise from the first ("START") segment) are coloured white and are marked either "MOVE ONE SPACE" or "MOVE TWO SPACES", as shown. The remaining segments each have a colour selected from six colours (other than white), e.g. red, blue, yellow, green, pink and orange, each segment having a colour different to those of its adjoining neighbours. The fifth, fourteenth and twentyfirst segments are divided into two, each half having a respective colour. The eight and eighteenth segments are marked "EXTRA MINUTE". Each of the tenth, sixteenth and twenty-sixth segments is marked "ANY NAME" and has all six colours therein, side by side in strips.
The circular area (typically 300 mm in diameter) defined by the inner edge 5 of the track may have any suitable decorative matter printed upon it. The inner edge of each segment is typically about 29.5 mm in length and the width (i.e. radial dimension) of the segments is typically about 37 mm. The inner edge of the discontinuity may be typically about 3mm in length. The playing surface 1 is typically a square having sides of about 406 mm. The "upper" corners, indicated by the panels 6, 6a, may have decorative and/or informative matter printed thereon, for example the name of the game.
A pack of about 400 cards is provided. Each card, typically of dimensions 80 mm x 56 mm, has six names printed on one side (the other side of the card being, for example, printed with the name of the game and/or any other desired decorative matter). Each name is marked with a different colour, the six colours corresponding to the colours used for the segments on the playing surface.
Each name may, for example, be printed over a band of the appropriate colour, or a spot of colour may be printed to either side of the name. In a preferred embodiment, the colours do not represent any particular category or theme (e.g. a given trade or profession), although such a variation is not precluded. The name of the game may also be printed on the face of the cards.
Typically, a boxed game will contain four playing pieces. Presently preferred are wooden playing pieces in the form of squat tubes, about 17 mm in diameter and about 10 mm in height, each of a respective colour. The colours of the pieces may be selected from those of the board segments.
A die bearing the numbers 1, 2 and 3, as described above, and an egg-timer of the sand-glass type, having a run through of approximately one minute will complete the game apparatus according to this example.
The Rules
It will be understood that the following are merely model rules for governing a game played with the apparatus described in the above example. These rules should not be regarded as limiting the scope of this invention.
The board game is generally for 2 to 4 teams (more teams, e.g. 5 or 6, could be involved but the game then may lose some of its liveliness), with 2 or more players in each team. The purpose of the game is to go from start to finish (clockwise) on the board by guessing the identity of names and by use of the die.
To prepare, it is decided how many teams are required, and the players are divided into the teams. A playing piece is chosen for each team. The die is then thrown determine which team goes first. The highest score plays first.
To play, the team to go first throws the die, and advances from "START" the amount (number of segments) shown. A team member (the "describer") takes a card from the back of the box, the egg-timer is immediately turned over and the describer has a minute to attempt to describe the name on the card that is printed on the same colour as the colour of the segment upon which the team's playing piece is positioned.
The other team members have to guess who is being described as quickly as possible. They must say exactly what is written on the card. For example, if a name includes a title, forename and surname they must all be stated.
The describer may use any gestures, words, noises, signs or sounds, except that he or she may not (i) spell out the name, letter by letter, either verbally or physically (e.g. by indicating each letter with the fingers); (ii) say that a letter is before or after a given letter in the alphabet; (iii) say 'the', 'of' or a like word when it forms an integral part of the name (e.g.
as in 'Peter the Great' or 'Joan of Arc') although such words may still be described with other words.
Furthermore, if the describer has said "sounds like" or used the accepted sign for "sounds like" (one hand cupped around an ear), he or she must not then merely say a word that is virtually the same as the name in all but the first letter. Thus, the describer must give clues to the "sounds like" word. For example, if the name is "Sir
Robert Peel", the describer must not say "seal" but could mimic the actions of a seal having said or indicated "sounds like".
Should the describer not know the name and what the person is famous for, it is still possible to describe the name by breaking it down into syllables, using sounds like" and other gestures.
If the name is guessed within the time allowed, the team's playing piece is immediately moved to the next segment, and the same describer, having observed the colour of the new segment, starts describing the new name.
The team continues, guessing as many names as possible, until time runs out. When out of time, the play passes to the next team. At the end of each team's turn, the card is replaced at the front of the box, and each team takes a new card for each turn.
If a team guesses all 6 names, or runs out of different names to match the colour of the segment on the board, then the describer immediately takes a new card from the back of the box.
The members of a team take turns to play the role of describer; generally, it is not permitted to change the describer whilst the time is still running for any particular turn. A fresh turn for each team is preferably initiated by a throw of the die.
The special segments influence the progress of the game in the following manner.
"MOVE 1 SPACE" and "MOVE 2 SPACES". If a team lands on one of these segments by virtue of guessing a name, it immediately moves forward the amount shown. If the team lands here by a throw of the die, they must go back the amount shown.
"EXTRA MINUTE" If a team lands on one of these segments by virtue of guessing a name, it has an extra minute at the end of that immediate turn. This "extra minute" is ignored if the team has landed on it by a throw of the die.
SPLIT SEGMENTS. Where a segment is divided into 2 colours, the describer may choose which name he would prefer to describe. Both halves do NOT have to be described.
"ANY NAME". If a team lands on one of these segments by virtue of guessing a name, the describer may choose any name on the card, not already described.
The first team to reach the "Finish" segment and to guess the respective name within the time allowed, is the winner. Thus, once entered, the 'Finish' segment is not left but the team must continue to guess the name until successful. If entering the "Finish" segment by a throw of the die, it is not necessary to have exactly the right number.
It is possible to have a game with just three participants but one must always describe and the other two play against each other: the principles of play remain unchanged, however.
It will of course be understood that the present invention has been described above purely by way of example and that modifications of detail can be made within the scope of the invention.
Claims (11)
1. Board game apparatus comprising (a) a game board having a playing surface having marked thereon a track comprising a plurality of segments, (b) a timing device, (c) a set of cards each bearing at least one name and (d) a plurality of playing pieces that can be moved along the said track.
2. Apparatus according to claim 1, wherein each card bears a plurality of names each so printed as to be marked with a respective colour, the said track containing segments each of which is so printed as to be marked with at least one of the said colours, there being at least one segment for each colour.
3. Apparatus according to claim 2, wherein each segment has a colour different to that of its immediate neighbours.
4. Apparatus according to claim 1, 2, or 3 wherein each card bears six names.
5. Apparatus according to any of claims 1 to 4, wherein the track comprises at least one segment that awards a bonus or imposes a penalty when landed upon.
6. Apparatus according to any of claims 1 to 5, which comprises (e) a chance device.
7. Apparatus according to claim 6, wherein the device (e) is a device for indicating at random one of a prescribed set of integers.
8. Apparatus according to claim 7, wherein the device (e) is a cube having a number indicated on each face, with two faces each indicating "1", two faces each indicating "2" and two faces each indicating "3".
9. Apparatus according to any of claims 1 to 8, wherein the timing device (b) is capable of indicating the elapse of a period of approximately one minute.
10. Board game apparatus substantially as hereinbefore described and/or as illustrated.
11. Apparatus according to any of claims 1 to 10, associated with a set of rules whereby the progress of the playing pieces along the said track is determined, at least in part, by the skill with which the names on the cards are described and identified by the players.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9003991A GB2241175B (en) | 1990-02-22 | 1990-02-22 | Board game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9003991A GB2241175B (en) | 1990-02-22 | 1990-02-22 | Board game |
Publications (3)
Publication Number | Publication Date |
---|---|
GB9003991D0 GB9003991D0 (en) | 1990-04-18 |
GB2241175A true GB2241175A (en) | 1991-08-28 |
GB2241175B GB2241175B (en) | 1993-10-13 |
Family
ID=10671430
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB9003991A Expired - Fee Related GB2241175B (en) | 1990-02-22 | 1990-02-22 | Board game |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2241175B (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2261381A (en) * | 1991-11-12 | 1993-05-19 | William Geeleher | A board game |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4315627A (en) * | 1979-11-01 | 1982-02-16 | Schlegel Ronald L | Game board apparatus |
US4566698A (en) * | 1985-01-23 | 1986-01-28 | Sneden Marcia A | Character identity game |
-
1990
- 1990-02-22 GB GB9003991A patent/GB2241175B/en not_active Expired - Fee Related
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4315627A (en) * | 1979-11-01 | 1982-02-16 | Schlegel Ronald L | Game board apparatus |
US4566698A (en) * | 1985-01-23 | 1986-01-28 | Sneden Marcia A | Character identity game |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2261381A (en) * | 1991-11-12 | 1993-05-19 | William Geeleher | A board game |
GB2261381B (en) * | 1991-11-12 | 1995-02-08 | William Geeleher | A board game |
Also Published As
Publication number | Publication date |
---|---|
GB9003991D0 (en) | 1990-04-18 |
GB2241175B (en) | 1993-10-13 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
PCNP | Patent ceased through non-payment of renewal fee |
Effective date: 19980222 |