CA2371291A1 - Strategy board game method and apparatus with choice and bluffing elements - Google Patents

Strategy board game method and apparatus with choice and bluffing elements Download PDF

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Publication number
CA2371291A1
CA2371291A1 CA 2371291 CA2371291A CA2371291A1 CA 2371291 A1 CA2371291 A1 CA 2371291A1 CA 2371291 CA2371291 CA 2371291 CA 2371291 A CA2371291 A CA 2371291A CA 2371291 A1 CA2371291 A1 CA 2371291A1
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player
game
players
cards
tactic
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CA 2371291
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French (fr)
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Clare Stuart
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Individual
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Individual
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Priority to CA 2371291 priority Critical patent/CA2371291A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • A63F3/00072Board games concerning economics or finance, e.g. trading played along an endless track, e.g. monopoly

Abstract

This invention relates to a board game apparatus and method that is choice and strategy based. The game board and method relates to a game encouraging players to employ strategies generally agreed to be conducive to success in selected life situations.

Description

Strategy Board Game Method and Apaaratus with Choice and Bluffing Elements s Field of the Invention The present invention relates to apparati and methods for playing games. More particularly this invention relates to a board game apparatus and method that is principally choice and strategy based rather than chance Io base. Still more particularly, this invention relates to. games encouraging players to employ strategies generally agreed to be conducive to success in selected life situations.
Background of the Invention Many games are known in which player must utilize their knowledge of each other for tactical purposes for anticipating the strategies to be employed by other players.
2o For example, United States Patent No. 6,139,016 issued to Plato on October 31., 2000 discloses a game method and apparatus in which players use a game board, sets of response cards; board place markers, and a plurality of scenario cards containing brief situation descriptions and potential responses: Taking turns, players read a selected scenario card to another 2s player. The latter player then decides which one of four possible responses best represents what he or she would truly do if faced with the described situation, and secretly indicates the choice with a response card. At the same time, all other players in the game predict how the player will respond by similarly choosing an appropriate response card. After players have all 3o privately made their choices, they then reveal their responses.
Accordingly, all players have an opportunity to then move their place markers around the board, depending on the responses given. Specifically, for a player :2_ responding to a scenario card, moves forward a number of spaces equal to the total number of players who correctly predict his or her response.
Further, players who correctly predict the action of the player responding to a scenario also move their place markers a consistently specified number of spaces forward on the board. Thus, all players actively participate and have an opportunity to move forward on every turn of the game. Turns rotate among the players such that everyone has an opportunity to read and to respond to scenario cards. A player wins the game by being first to land his or her place marker on the center space.
to The game disclosed in Plato is also choice-based, and contains an element of bluffing, which is relatively common in games, including board games.
is Games involving the occupation of squares on a board game to accumulate resources, such as MONOPOLYT"" are also known.
Games based on the business environment, or achieving success in a business environment, are also known such as PAYDAYT"".
One disadvantage of prior art games and gaming methods is a reliance on chance rather than choice and strategy.
Another disadvantage of prior art games related to life situations; is that 2s they do not comprise means for playing on the premise of playing tactics ira life situations.
A still other disadvantage of prior art games, is that while they may be based on achieving success indicia in a particular life situation, they do not so accurately reflect that in life success is measured by money and also non-m_ oney measures of success.

_3.
There is a need therefore for a game based on competing for success in life situations using strategy and tactics that is fun to play.
Summary of the Invention A first aspect of this invention is a method of playing a strategy board game that involves choice and bluffing.
A second aspect of this invention is a game board for playing a io strategy board game that involves choice and bluffing, wherein the game comprises at least two levels.
One advantage of the present invention is a game that permits players to achieve success representative of success in a life situation at each other's is expense using a range of tactics derived from the life situation and directed at acquiring success indicia, including seizing these success indicia from each other.
Another advantage of the present invention is that it is choice based 20 rather than chance based. This enhances the importance of strategy, and makes the game disclosed herein more "realistic" in the sense that in "real life" competition situations in areas of such as workplace, entertainment industry, dating and so on, one selects targets for competition based on choice rather than chance. This is done by attempting to narrow the leader's 2s winning gap, targeting individuals who represent a particular threat, targeting specific individuals once they are weak enough to be eliminated from the game all together, and so on.
Another advantage of the present invention, is that it combines playing so tactics derived from life situations with "bluffing". This also adds to the realism because blufi'tng as to the strength of one's position is a common tactic itself.

This also contributes to the enjoyment factor of the game in attempting to determine when a particular player is bluffing.
Yet another advantage is that calling a bluff is open to all players, not s just those who are engaged in playing tactics against one another.
A still other advantage of the game disclosed herein is that it comprises different levels. This is again is representative of life where we seek not only success in incremental accumulation of success indicia, but also by promotion to from one specific level to another higher level in association with which success is associated with achieving that higher level in and of itself.
is Brief Description of the Drawings A detailed description of the preferred ernbodiment(s) is(are) provided herein below by way of example only and with reference to the following drawings, in which:
Figure 1 is a top view of the game board of the present invention illustrating the game surface layout disclosed herein, in accordance with a first preferred embodiment.
2s In the drawings; preferred embodiments of the invention are illustrated by way of example. It is to be expressly understood that the description and drawings are only for the purpose of illustration and as an aid to understanding, and are not intended as a definition of the limits of the invention.

.5_ Detailed Description of the Preferred Embodiment The board game of the present invention is based on one or more life situations in which players will generally agree that success is desirable, and success is generally measurable by achieving specific goals ("Life Situation").
The different Life Situations result in a number of different versions of the board game and method of the present invention, all of which share the various common elements described below (unless specifically stated to otherwise), and fall within the scope of the present invention. The purpose of the game is to act out through a Life Situation "Acton" (a Life Situation archetype imbued with tactics common to individuals in the Life Situation) and win based on the Life Situation inspired tactics that are subsumed in the game elements described below.
is For example, in one embodiment of the present invention, wherein the Life Situation is the workplace, it will be obvious to most individuals that succeeding in the workplace is desirable, and that success is measured by certain commonly agreed to factors such as promotion, salary; perks and the 20 like. 1n the game of the present invention, the key measures of success that are used are: money, a non-money measure of success or "Respect" and specific "places" or "squares" within the board game which are capable of occupation by one player at a time, as described below, and referred to in the game of the present invention as "Turf' (the foregoing being collectively a5 "Success Indicia") The game board and method of the present invention uses a board game 10. The game board and method of the present invention involves play on a plurality of "areas" or "levels" wherein the levels are in hierarchical 3o relationship with each other. One of the objects of the game is to be promoted, based on the rules described herein, from the "lower" levels to the hierarchically "higher" levels. These different levels may occupy separate -b-boards together constituting the game board of the present invention, or as in the preferred embodiment of the present invention distinct "levels" 12 of a single board game. In the preferred embodiment of the present invention, these distinct "levels" are orgariized, as shown in Fig. 1, using common s "squares" or "places" within the board game of the present invention such that the different "levels" are "intertwined".
In the preferred embodiment of the present invention, there are three hierarchically organized levels 12, namely the "First Level" 14, "Second Level"
Io 16 and "Third Level" 18. Nonetheless, it would be obvious to include two, or more than three. In the preferred embodiment of the present invention, each consecutive level has a greater number of squares than the previous lower level. This is because the stakes are higher on each higher level. This is generally true of the different aspects of the game, as explained below.
is To illustrate the above, in the workplace related version of the game disclosed herein, the hierarchically organized levels 12 are known as the "MAIL ROOM", "MANAGERS" and "EXECUTIVES".
2o In the preferred embodiment of the present invention, the object of the game is determined by the players amongst the options provided by the rules of the game disclosed; upon mutual agreement. These options include: (1) achieving a requisite number of each of "Moneyn, "Respect" and "TurF" or "Net Worth"; (2) achieving the greatest amount of Net Worth within a pre-2s established amount of time; or (3) by means of playing an "Elimination Game which requires depletion of all but one of the players' resources, namely Money, Respect and Turf.
The game comprises three sets of game cards representing categories 30 of behavior key to achieving Success Indicia in a particular Life Situation.
These categories of behavior are divided into two groups of categories: (1) there is a first group comprising behavior groups of the Actor himself/herself ("Actor Tactics"), and (2) a behavior group based on behavior patterns of individuals who in the Life Situation are in a position to assist the actor to achieve Success Indicia, i.e. a "Mentor" or "Mentor Tactics". The cards representing Actor Tactics are best seen as "OfFensive Cards", used to attack s specific players based on choice, as outlined below, whereas the Mentor Tactics are best seen as "Defensive Cards" or "Mentor Cards", in the sense that they block the effect of an Actor Tactic, Tactic Card or Offensive Card.
Offensive Cards and Mentor Cards together are referred to as "Tactic Cards".
io In this fashion the Defensive Cards are representative of the Life Situation in the sense that they represent situations in which third parties, i.e.
Mentors, are of assistance in counteracting potentially harmful tactics employed by individuals with which we are in competition in a particular Life Situation.
~s For example, in the workplace version of the present invention; the Offensive Cards behavior categories are as follows: (1) "Accomplishment" and
(2) "Ruthlessness". While these categories may differ from Life Situation to Life Situation, in each Life Situation these will generally be the behavior 2o categories comprising the categories of Offensive Cards.
In the preferred embodiment of the present invention, there are a plurality of Offensive Cards organized in an "Accomplishment" box and "Ruthlessness" box, however, other means of holding and permitting 2s distribution of Offensive Cards such as card receptacles other than boxes are contemplated by the present invention.
The Success Indicia are judged in relationship with what players can acquire from other players through Tactics, and as well as what can be 30 obtained from a third party that provides the context of competition between the players (the "Common Third Party"). For example, in the workplace, the Common Third Party is the "Company" or "Employer".

_8_ The Offensive Cards comprise descriptions of tactical scenarios common to the Life Situation that have a predetermined result ("Tactic Description" or "Tactic Descriptions"). The Tactic Descriptions are generally s evenly distributed among the following categories of Tactic Descriptions, depending on the predetermined result relevant to the particular Life Situation:
(1 ) money from the Common Third Party, (2) money from another player, (3) Respect from the Common Third Party, (4) Respect from another player, (5) move aheadlmove back by a number of squares described in the Tactic to Cards, namely eight spaces in the first lever 14, twelve spaces in the second level 16 and twenty spaces in the third level 18; (t') miss a turn; (7) take a Turf; and (8) "Combinations", i.e. combinations of any of the foregoing. Each category of Tactic Description describes results that have the potential of providing an advantage to the player either because it results in accumulation is of Success Indicia, or because it results in a disadvantage to another player.
It should be understood that the options of Tactic Descriptions outlined below are illustrative of the tactics that may be used in the game described herein based on common tactics relevant Life Situation.
20 1n the preferred embodiment of the present invention, each Offensive Card comprises a Tactic Description corresponding with each level 12.
Alternatively, separate groups of Offensive Cards could be provided for each level 12. As explained below, when a Tactic Card is played, the person playing the card will read (or bluff) the Tactic Description corresponding to the as level on which the Tactic Card is being played.
The role of the Defensive Cards, is that for each Offensive Card there is a Mentor Card that "blocks" the effect of the Offensive Card.
3o EXAMPLE IN PLAY
The board game and method of the present invention is best illustrated _9_ by an example in play.
In accordance with the preferred embodiment of the present invention, the board game and method permits play by at least-2 players. While there is s no upper limit, it has been found that in some cases 6 players is a realistic upper limit for optimal enjoyment of the game, however, more players can play the game also, or teams of players.
The game begins by establishing the terms for winning, as outlined io above.
Then, each player picks a total ofi 9 Tactic Cards {from different categories thereof, as mentioned above) in any combination therebetween.
However, it should be understood that at the first level, the players can pick ~s but cannot pick any Mentor cards. When cards are picked in the higher levels, however, 9 Tactic Cards andlor Mentor Cards are picked.
Also, through knowledge of the nature of the Tactic Descriptions, the rules of the game, and knowledge of their competitors, players will accordingly 2o vary how many cards they choose between the categories described above.
However, no player may hold more than 5 cards of any one of these categories (including Mentor Cards on upper levels) at any time. The players also select their playing piece, as well as their token (used to occupy Turf as explained below). The cards are drawn randomly from the receptacles in 2s which the categories of cards reside.
It should be understood that no chance means for selecting movement on the board is used in this game, such as dice or the like. Rather, players may move on the board 10, always clockwise within a predetermined range of 3o number of squares. In the preferred embodiment of the present invention, this predetermined range of a number of squares, differs depending on the level 12, namely the range increases on the higher levels. In the preferred - lo-embodiment of the present invention, this range is 1-6 squares on the first level 14, 1-8 squares on the second level 16 and 1-10 squares on the third level 18.
s The players each begin play on each level a1: a start position designated as "START", "LOG-tN" 20 or equivalent. They each place their playing piece on the LOG-IN 20. The player who draws a Tactic Card that has a "money value" assigned thereto as a result of the Tactic that is the to hi hest will start, i.e. no separate chance element is used to determine who will begin. Play thereafter moves clockwise.
One of the players or a third party is trusted with the "Bank". The Bank contains play Money and Respect units in various denominations. Each Is player receives a grant of Money and Respect. In the preferred embodiment of the present invention, this grant takes the form of $20,000 in Money and 20 units of Respect.
Play begins on the first level 14. As stated earlier, the first player may 2o move to any square within the range determined for the first level, i.e. 1-squares. The squares comprise a series of squares which can be "occupied"
to obtain "Turf" and a second category of squares which relate to non-Turf events. In the preferred embodiment of the present invention, these squares comprise one or more "LIFE" squares 22, and one or more "TACTIC" 24 zs squares.
The "LIFE" 22 square obliges each of the players other than the~~lav,~er who has landed on LIFE 22 to pull randomly a card from a "LIFE" receptacle of cards. The purpose of the LIFE component of the game is to enter into the so game the unforeseen events, good and bad, that accompany any Life Situation. In the preferred embodiment of the present invention, LIFE cards comprises 3/ of cards with negative results, with a minority being v_ery negative results, and'/ with quite positive results, e:g. higher than average (as compared to the results of Tactic Descriptions ar results of accumulating Turf, as explained below). These results relate to accumulation of Money, Respect or Turf. The purpose of the LIFE 22 aspect of the game provides s the potential to "equalize" relative positions with the other players, however, by landing on LIFE 22 the player effectively misses a turn, and hence the opportunity to play Tactic Cards etc.
In the preferred embodiment of the present invention, each level io comprises two LIFE 22 squares, except the highest level comprises three LIFE 22 squares.
The TACTIC 24 square permits the player who has landed in on this square to trade in one or more of the Tactic Cards (including Mentor Cards is where applicable) to a maximum of 6 cards by discarding such one or more Tactic Cards or Mentor Cards (where applicable) and drawing no more than one replacement card on a random basis from the applicable receptacle (again on a random basis).
20 The players each in turn decide within the established range where s/he wishes to move. Each Turf square is associated with a "Purchase Value", i.e. the amount of Money or Respect that must be.paid to occupy the particular square. If any player lands on an "OPEN" Turf square, they can pay this amount, and then use one of their tokens to occupy the square as purchased. It should be understood, that occupying Turf is desirable because Turf determines "SALARY" or an equivalent. Each time a "round" is completed, i.e. a player has moved its playing piece-so as to pass the LOG-IN
20 square, the player receives their Salary. The more Turf, the greater the player's Salary, and therefore the more Money and Respect they accumulate.
The object of the game at each level 12 is to be "Promoted" to the next level in order to participate in the higher potential accruals to Net Worth associated with each consecutive level 12. In order to be promoted from the first level 14 to the second level 16, in the preferred embodiment of the present invention, a player must own two Turf squares. In order to be promoted from the second level 1fi to the third level 18; in the preferred s embodiment of the present invention, a player needs a minimum of $200;000.00 in Money, 200 units of Respect, and a total number of Turf on the lower levels determined by the number of players as follows: (1) 2 players - 9 Turf; (2) 3 players - 7 Turf; (3) 4 players - 5 Turf; (4) 5 players - 4 Turf;
(5) 6 players - 4 Turf. This number is illustrative only as it is based on the Io total number of Turf squares in a particular embodiment of the game disclosed herein.
Once a player has met the requirement for Promotion, they may give up their turn and be Promoted. Promotion involves moving their playing piece Is to the LOG IN 20 square for the next level. In the preferred embodiment of the present invention, the player who is promoted receives a bonus, namely $200,000.00 in Money and 200 in Respect. Additionally, the player who is promoted is required to buy new Turf immediately. 1n the preferred embodiment of the present invention, once a first player is promoted to a 2o higher level, all other players must also mark Turf on this higher level using their tokens. The player who have not yet been Promoted need only pay for the Tun' occupied in this manner upon Promotion to the higher level.
The description of the invention provided herein discusses "Promotion"
2s and "Demotion". It should be understood that these words are used in this disclosure in their general sense, rather than in the sense of their specific meaning in the workplace environment. The word "Promotion" is meant to denote achieving a higher level of success in a particular Life Situation, and "Demotion" is meant to denote losing this higher level of success and being 30 "Demoted" to a lower level of success in a particular Life Situation.
The Turf squares in the higher levels are occupied beginning with the s promoted player and then going clockwise. The number of Turf squares that must be occupied by each player in these circumstances again depends on the number of players: (1 ) 2 players - 5 Turf each; (2) 3 players - 3 Turf each;
(3) 4,5 players - 2 Turf each; (4) 6 players -1 Turf each.
It should be understood that TurF squares occupied by players on a level to which they have not yet been promoted are still vulnerable to Tactic attacks, which are played as explained below. If a player who is playing on a lower level is in a position to defend its Turf in a higher level in this manner, it to is permitted to splay a Mentor Card.
As in real life, there is Demotion as well as Promotion. In the preferred embodiment of the present invention, any player may be demoted from a higher level to the lowest level if the player's resources fall below any of the is following: $75,000.00 in Money, 75 units of Respect or 1 lower level Turf only.
In the preferred embodiment of the present invention, any player may be demoted from the third level 18 to the second level 16 if the player's resources fall below any of the following: $200,000.00 of Money, 200 units of Respect or 1 second level 16 Turf only.
There are two ways of being Demoted, one is voluntary Demotion, the other is involuntary Demotion. If a player declares that they no longer have the minimum requirements for their current level, they have until next landing on or passing the LOG IN 20 to achieve the minimum requirements. This can 2s be done by playing Tactics up until landing on the LOG IN 20 or past the LOG
IN 20. In other words, any Money, Respect or Turf earned after passing the LOG IN, or salary due by landing or passing the LOG ING 20 after the declaration does not count toward calculating whether the player meets the minimum requirements. If should also be noted that any loans and the like, or 3o any other deals, struck with other players before landing on or passing LOG
IN 20 also count toward determining whether the player meets the minimum requirements.

Involuntary Demotion happens by means of an "Audit". Any player at any time may, by forFeitine~its turn, call an audit on one players' resources, i.e.
Money, Respect and Turf to determine whether the player meets the minimum requirements for the applicable level.
If you are Demoted then you must fulfil the Promotion requirement before moving back up. Unless the player are playing an Elimination Game, even if a player loses all of their resources they will begin at the first level 14 LOG-IN 20 as though they were beginning the game all over again.
io As is readily apparent from the above, the game of the present invention creates the conditions for intense competition between the players to advance in the game, or alternatively intense competition between alliances of players. These alliances, due to the nature of the game, are by their nature is temporary. These alliances are facilitated by the fact that the game authorizes deals that may be private or public on any number of matters:
deferral of payment owed from one player to another, loans from one player to another, giving up specific Turf squares in exchange for other value, or future payment, agreements to attack a particular party, peace agreements.
The .most important aspect of this competition is playing Tactic Cards and Mentor Cards (where applicable) against other players. A key aspect of the present invention, is that players can "select" whom they will play Tactic Cards and Mentor Cards (where applicable) against, because movement on 2s the board is based on the choice of each player.wifhin the pre-established ranges discussed. As described earlier, Tactic Cards fall within a number of categories. A Tactic Card is played against a player occupying Turf ("Defender") on which the other player chooses to land ("Aggressor"). On the first level, the Aggressor may use one Tactic Card to attack, and the Defender 3o may also use one Tactic Card as a counter-attack. As stated earlier, on the first level, the use of Mentor Cards is not permitted.

Tactic Cards are played as follows on the first level: (1) The Aggressor selects one card and places it face down; (2) the Defender then either calls a bluff, or allows the claimed Tactic Description to be realized. As set out below, each Tactic Card results in a particular event. The Aggressor will s select a card based on the relative strength of each of their positions, based on the possible results described by the Tactic Cards that they hold.
The Aggressor read its card, but also may. if they choose, "bluff' the card b~chanqin , is f theX,desire the description of the result associated with to the card. The Aggressor, provided that they are not caught bluffing will each, upon playing Tactics, benefit from the result that stated was associated with the card. As stated earlier, these include results in a number of categories.
A
particular event of importance that should be highlighted is the "Take a Turf"
result that has the impact of the Aggressor removing the playing token from Is the DefendePs Turf on which the Aggressor has landed. In the upper levels, this works the same way for Mentor Cards, which can also be bluffed.
Regarding bluffing, there is only one rule: one cannot bluff beyond 1 Turf or $150,000.00 in Money or 150 in Respect. Otherwise, one may bluff Zo about anything. However, if a player is caught bluffing, then they must fulfil the applicable event described on the Tactic Card, this is regardless who the payment was supposed to come from (e.g. even if Bank or Common Third Party). The player who receives the benefit is the player who called the bluff.
If no bluff is called then the event as described by the player reading the card as will prevail, and nobody is entitled to read the card to determine if in fact the player was bluffing.
Another aspect of this game, is that players other than the Aggressor or Defender can also call a bluff at any time. This is provided that neither the 3o Aggressor or the Defender has called a bluff on the other. It should be understood., that the purpose of this rule is to minimize the distortions to the spirit of competition of the game that alliances may have. In this scenario, the third party player (in the sense of not being part of the particular tactic play) will wait until all the Tactic Cards have been read (or bluffed), and if s/he wishes to do so will call the bluff on a particular player. If the third party player call is correct and the player has bluffed one or more Tactic Cards or Mentor s Cards (where applicable), then that player will have to pay the penalty to the third party player who called the bluff.
It should be understood that on the upper levels, the players may piay as many cards as they want. The Aggressor can play as many Tactic Cards io as slhe wants, and the Defender may either play a Mentor Card in response to such Tactic Card or call a bluff, or accept the result of the Tactic Card claimed by the Aggressor. In each case, where the Defender does not call a bluff, one or more of the other players may then call a bluff. If the player was in fact bluffing, then the player caught must pay the penalty to each party who is called the bluff. If the Defender bluffs on the Mentor Card, and is caught on the bluff, then the Defender must paid the penalty set out in the Tactic Card to each party who correctly called the bluff.
When a Tactic concludes, the players return their Tactic Cards andlor 20 Mentor Cards (where applicable) to their respective receptacle(s), and draw new cards. New cards can be drawn in any permitted combination referred to above.
Another aspect of the game is "Last Chance". If a player is running low 2s in Net Worth, if that player can rid itself of its entire Net Worth on its own accord rather than having this done by another player, for example, by losing to another player on a Tactic Card, then the player will win the right to take 25% of any two other player's resources of the player's choice who has invoked "Last Chance". If there are only two players in total, then the player 3o succeeding at "Last Chance" will obtain 50% of the resources of the other player. It should be understood that a play for."Last Chance" can be blocked by providing resources to the person making that play under the rules. The person making the play under the rules will generally try to get caught bluffing and miscall bluffs in order to lose resources.
A still other aspect of this game, is that a "VACATION SQUARE" or equivalent is contemplated, this permits the player landing on this square to gain immunity from Tactics being played on him or her for one turn. In the preferred embodiment of the present invention, a Vacation Square only exists on the upper level 18, and no player is permitted to land on this square twice in a row.
io As stated earlier, the present invention contemplates minor variations in accordance with different Life Situations. For example, keeping substantially the elements described above, but making the following adaptations, the present invention contemplates, for illustration purposes, the is following versions of the game: (1 ) The "Family Edition" played with adults and children and the Tactic Cards will have more to do with learning basic roles within the domestic unit and the connections that some of these have outside the domestic unit. Players will not be allowed to simply unload all the Tactics in their hand against an opponent but instead will have this limited in ao part by the rules and in part by their contribution to the household. (2) The "Veterans Edition of Domestic Agenda" will be more focused on the humor found in day to day domestic life as adulthood and parenthood lay waste to so much of what we imagined being an adult and a family would be. A racier card set will set the tone as rivals battle to be champion of domestic politics by 2s having the fewest domestic jobs, most Money and most of the Control.
Money will be vital as you can only take it from other Players. With Money players will be faced with several choices, how much to spend on yourself and avoid ever having to loose. (3) "Gambling Agenda" is a poker faced version of the present game in which players have to anti up for each card they decide 30 to play against an opponent. The opponent will have to anti up to defend.

18 ..
Other variations and modifications of the invention are possible. For example, as would be apparent to those skilled in the relevant art, the invention can be embodied in a wide variety and forms of media, but not limited to electronic games and devices, arcade type terminals, as welt as in-s flight, home and Internet entertainment. In addition, the invention can be readily implemented as a computer program prpduct (e.g. floppy disk, compact disk etc.) comprising a computer readable medium having control logic recorded therein to implement the features of the invention as described in relation to the other preferred embodiments. Specifically, the random io selection of cards in accordance with the present invention would be replaced in this medium by a random selecting means, in a manner that is well-known, that randomly selects a specific card from a finite assortment of Tactic Cards or Mentor Cards. Control logic can be loaded into the memory of a computer and executed by a central processing unit (CPU) to perform the operations 1s described herein. It should be understood also that the present gaming board can be provided in a number of designs and configurations provided that it facilitate play in accordance with the gaming method described. For example, the level described herein can be provided three-dimensionally in association with a support structure in a manner that is known. ,All such modifications or 2o variations are believed to be within the sphere and scope of the invention as defined by the claims appended hereto.

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CA 2371291 2002-02-08 2002-02-08 Strategy board game method and apparatus with choice and bluffing elements Abandoned CA2371291A1 (en)

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US8070595B2 (en) 2009-02-10 2011-12-06 Cfph, Llc Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds of a card combination and/or where chance is a factor: the monty hall paradox
US8092301B2 (en) * 2008-07-14 2012-01-10 Cfph, Llc Information aggregation games
US8469785B2 (en) 2009-02-10 2013-06-25 Cfph, Llc Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds of a card combination and/or where chance is a factor: wagering on hands of cards
US9406190B2 (en) 2008-07-14 2016-08-02 Cfph, Llc Information aggregation games

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US8092301B2 (en) * 2008-07-14 2012-01-10 Cfph, Llc Information aggregation games
US9406190B2 (en) 2008-07-14 2016-08-02 Cfph, Llc Information aggregation games
US10229558B2 (en) 2008-07-14 2019-03-12 Cfph, Llc Information aggregation games
US11030856B2 (en) 2008-07-14 2021-06-08 Cfph, Llc Information aggregation games
US8070595B2 (en) 2009-02-10 2011-12-06 Cfph, Llc Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds of a card combination and/or where chance is a factor: the monty hall paradox
US8357037B2 (en) 2009-02-10 2013-01-22 Cfph, Llc Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on odds
US8469785B2 (en) 2009-02-10 2013-06-25 Cfph, Llc Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds of a card combination and/or where chance is a factor: wagering on hands of cards
US9251644B2 (en) 2009-02-10 2016-02-02 Cfph, Llc Amusement devices and games including means for processing electronic data where users can change selections
US9928686B2 (en) 2009-02-10 2018-03-27 Cfph, Llc Amusement devices and games including means for processing electronic data

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