US20050051957A1 - Educational board game and method of playing - Google Patents

Educational board game and method of playing Download PDF

Info

Publication number
US20050051957A1
US20050051957A1 US10/656,050 US65605003A US2005051957A1 US 20050051957 A1 US20050051957 A1 US 20050051957A1 US 65605003 A US65605003 A US 65605003A US 2005051957 A1 US2005051957 A1 US 2005051957A1
Authority
US
United States
Prior art keywords
activity
player
space
players
card
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.)
Abandoned
Application number
US10/656,050
Inventor
Susan Rice-Lincoln
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US10/656,050 priority Critical patent/US20050051957A1/en
Publication of US20050051957A1 publication Critical patent/US20050051957A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • 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
    • A63F3/04Geographical or like games ; Educational games
    • 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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0402Geographical or like games ; Educational games for learning languages
    • 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
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00018Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/18Use of resilient or deformable elements

Definitions

  • the present invention relates to a board game that teaches people of all ages 9 years and up.
  • the present invention relates to a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
  • the prior art fails to meet the needs since the prior art does not effectively utilize a variety of expressions and physical senses to teach verbal and non verbal communication. Additionally, the prior art does not teach these skills on an individual and group basis.
  • U.S. Pat. No. 4,039,186 discloses a game wherein a player advances on the board game by successfully displaying dexterity and physical exertion. In this game, a player tosses and catches a tethered ball in a handle with different apertures. The apertures, in turn, direct the player around the game board mat from start to finish.
  • the board game uses different senses such as hand/eye coordination, the game does not teach communication skills since the player is individually involved in performing the activity.
  • U.S. Pat. No. 4,991,854 discloses an educational board game.
  • the player advances on the game board by successfully interpreting figurative expressions displayed on game cards.
  • One card side displays a figurative expression and the definition of the figurative expression while appearing on the opposite face of the card is an illustration of the figurative expression.
  • the player advances by interpreting the view of the illustration to the corresponding figurative expression and definition.
  • the game uses senses such as seeing and speaking to analyze information, the game does not teach verbal and non verbal communication skills in an interactive format with the other players.
  • the present invention incorporates the present needs and solutions. While the present invention provides the players with amusement time activity, the invention also provides the players with an exercise of learning skills and the opportunity to increase the player's communication skills. The present invention provides entertainment and an opportunity to educate players using their intellect, gamesmanship and communication skills. As demands for communication skills increase, these needs become more essential. The prior art, however, does not satisfy the needs and solutions required.
  • FIG. 1 illustrates in a perspective view an embodiment of the present invention.
  • FIG. 2 illustrates in a perspective view elements of the present invention.
  • FIG. 3 illustrates in a partial view elements of the present invention.
  • FIG. 4 illustrates in a partial view elements of the present invention.
  • FIG. 5 illustrates in a flowchart a method of use of the present invention.
  • the present invention relates to a board game and a method of playing a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
  • the method for improving communication skills among two or more players uses an educational board game wherein the method comprises one of the players advancing to at least one colored space by rolling a die. Then a card is selected from at least one card deck associated with the at least one colored space. Next, at least one activity listed on each card is performed, typically within a predetermined time period, wherein the at least one activity comprises verbal and non verbal communications which are performed interactively among the players. The method further comprises allocating a token for successfully performing each activity and earning advancement by rolling the die.
  • the present invention also relates to a board game which improves communication skills among two or more players.
  • the board game comprises a path connecting at least one colored space with a start, a finish, at least one designated space and a howl space.
  • At least one card deck associated with the at least one colored space contains a plurality of cards wherein the cards each list at least one activity comprising verbal and non verbal communications which are performed interactively among the players.
  • An advantage of the present invention is that it teaches learning and educational skills.
  • Another advantage of the present invention is that it emphasizes and enhances communication skills.
  • Another advantage of the present invention is that it emphasizes and enhances verbal and non-verbal communication skills in an enjoyable and interactive method.
  • FIG. 1 illustrates an exemplary game generally shown as 10 for playing a game titled “Howling Monkeys” TM.
  • the board game 12 has a layout that is defined by a path 14 from a start 16 to a finish 18 .
  • the path 14 is divided into a plurality of individual spaces 20 that connect from the start 16 to the finish 18 .
  • the spaces 20 are colored using six colors (red, green, yellow, blue, purple and orange) wherein the spaces 20 are spread along the path 14 .
  • the finish space 18 comprises all of the six colors.
  • the die 24 comprises six sides with one side having one of the six colors used for the spaces 20 while the timers 30 are designated for different time increments such as thirty seconds, sixty seconds and one hundred thirty five seconds.
  • the board game 12 includes card deck spaces 36 . These card deck spaces 36 also employ four of the six colors of the spaces 20 wherein each card deck space 36 utilizes one of the colors. These card deck spaces are titled: “Connections” colored orange; “Out of the Box” colored blue; “Chips and Dips” colored purple and “Spotlight” colored yellow.
  • the game 12 includes at least one card deck generally shown as 38 : a deck of “Connections” cards 40 ; “Out of the Box” cards 42 ; “Chips and Dips” cards 44 and “Spotlight” cards 46 .
  • These card decks 38 also utilize one of the colors of the spaces 20 and the die 24 . Accordingly, the card decks 38 are placed in the respective card deck spaces 36 having the same title and color. For example, the “Connection” cards 40 and its respective card space 36 are colored orange; the “Out of the Box” cards 42 and its respective card space 36 are colored blue; the “Chips and Dips” cards 44 and its respective card space 36 are colored purple and the “Spotlight” cards 46 and its respective card space 36 are colored yellow.
  • the first exercise element 32 is shown.
  • the first exercise element 32 is a tangible item that a player physically manipulates using their hands.
  • the first exercise element 32 is a stress ball wherein the player(s) squeezes the first exercise element 32 with their hand(s) in accordance with the instructions.
  • the first exercise element 32 incorporates any stress relieving mechanism using a resistance force.
  • the second exercise element 34 is shown.
  • the second exercise element 34 is a tangible item that a player or players physically manipulate using their hands.
  • the second exercise element 34 is a form of modeling clay or putty wherein the players manipulate the second exercise element 34 into an object instructed by play of the game 10 .
  • the second exercise element 34 incorporates any formable item.
  • At least two players are required to play the game 10 and up to six individual participants or teams of players can enjoyably play the game.
  • Each player or team of players is provided with a designated pawn 22 as determined by the number of players or teams participating.
  • the pawns 22 are appropriately distinguished from one another by color and may take a variety of forms.
  • the first way to win is to reach the finish 18 before any other players.
  • the second way to win is to earn the most reward tokens 26 than any of the other players when a player reaches the finish 18 .
  • the winner can be the same person, i.e. the player who arrives at the finish 18 first and has the most reward tokens 26 .
  • the winner can be different players, i.e., the player with the most reward tokens 26 is not the first player to arrive at the finish 18 . In other words, one player may arrive at the finish 18 first while another player earns the most tokens 26 when the first player arrives at the finish 18 .
  • the players Prior to beginning the game 10 , the players should put the card decks 38 on their designated card deck spaces 36 on the game board 12 . Then, the timers 30 , tokens 26 , first exercise element 32 and the second exercise element 34 are placed near the game board 12 . Additionally, players should have one of the sheet and marker sets 28 next to them. Additionally, the players may choose one player in charge of the game 10 to hand out tokens 26 and to operate the timers 30 wherein each player receives a pre-determined number of tokens 26 , such as five, prior to start of the play. Then, each player picks a pawn 22 and places it on the start 16 .
  • the first player rolls the die 24 to advance to the indicated color space 20 identified by the color of the rolled die 24 .
  • the player selects a card from the appropriate card deck 38 which matches the colored space 20 . For example, if a player lands on a purple space 20 , the player selects a “Chips N Dip” purple card 44 . Or, if the player lands on a blue space 20 , the player selects an “Out Of The Box” blue card 42 . Thus, the colored spaces 20 are matched to the card decks 38 .
  • the player attempts the activity on the card. Most of the cards include a predetermined time period to complete the activity.
  • a time period such as thirty seconds, sixty seconds or one hundred thirty five seconds is displayed on the card to indicate the time allowed for the activity.
  • a time period such as thirty seconds, sixty seconds or one hundred thirty five seconds is displayed on the card to indicate the time allowed for the activity.
  • Some cards include blue text which represents text to be read out loud while some of the cards include black text which represents text which is not to be read out loud. If the player successfully completes the activity, the player collects the appropriate number of tokens 26 and then rolls the die 24 and advances to the colored space 20 indicated on the die 24 . The player will remain on the new colored space 20 until that player's next turn.
  • the player collects the appropriate number of earned tokens 26 , rolls the dice 24 and moves to wait on the space 20 until that player's next turn. Accordingly, the player earns a roll of the die 24 by completing the activity.
  • the player selects the card from the card deck 38 which corresponds to the new colored space 20 . For example, if the player had landed in a purple space, the player picks a “Chips and Dips” card 42 . Or, if the player lands on a blue space, the player picks an “Out Of The Box” card 38 . If the player does not complete the activity, the player is not allowed to roll the die 24 and must stay on the same space 20 until the next turn at which time the player selects a card from the same colored card deck 38 to attempt another activity to advance on the game board 12 .
  • the next player repeats the process.
  • the next player rolls the die 24 , advances to the colored space 20 and selects a card from the appropriate card deck 38 to attempt the card activity. If the player is successful in the activity on the card within the predetermined time period, the player collects the appropriate number of tokens 26 , rolls the die 24 to advance to the colored space 20 on the game board 12 . If the player is unsuccessful in the activity, the player remains on the space 20 until the next turn.
  • each turn is terminated by either: successfully completing an activity to earn a roll of the die 24 to advance to the next space 20 to begin play on the next turn or unsuccessfully completing the activity to remain on the same space 20 until the next turn.
  • players are not allowed to roll the die 24 and move forward until the player has successfully completed the card activity.
  • the game continues in the same fashion following the path 14 of colored spaces 20 around the game board 12 .
  • two or more players can land on the same colored space 20 .
  • a player lands on at least one designated space 50 such as a red space 20 , the player rolls the die 24 again to identify one of the six colors. After the die 24 has identified the color, the player on the at least one designated space 50 determines which other players have a pawn 22 on the colored space 20 the die 24 identifies. For example, if the player who landed on the red space 20 rolls the color purple on the die 24 , the player then identifies which other players are currently on a purple space 20 . If there is a player on the purple space 20 , then the player who landed on the red space 20 must give the purple space 20 player all his/her tokens 26 .
  • the player who landed on the red space 20 must divide all of his/her tokens 26 between the players on the identified space 20 . If the number of players on the identified space is uneven, then the player who landed on the red space 20 keeps the remaining token 26 . If no player is on the identified space 20 , then the player who landed on the red space 20 keeps all of his/her tokens 26 . After transfer of the tokens 26 , the player who landed on the red space 20 rolls the die 24 to advance to another colored space 20 on the game board 12 wherein the player then waits for his/her next turn to select one of the cards.
  • each of the other players must give half of their tokens 26 to the player who landed on the green space 20 .
  • the player who landed on the green space 20 rolls the die 24 to advance to another colored space on the board game 12 .
  • finish space 18 wherein the finish space 18 comprises the six colors of the spaces 20 and die 24 .
  • any roll of the colors on the die 24 permits the player to advance to the finish space 18 .
  • This player is declared the “finish line” winner.
  • all the players count their reward tokens 26 .
  • the player with the most tokens 26 is declared the “token” winner.
  • the “finish line” winner and the “token” winner may or may not be the same player.
  • players choose an activity by selecting one of the cards 38 by landing on a colored space 20 .
  • a time limit such as 30 or 60 seconds, is typically marked on the cards.
  • the player selects the appropriate timer 30 and attempts to complete the activity before the timer 30 runs out. If the exercise is not completed in the time allotted, the player has failed to complete the activity prohibiting the player from earning a token 26 and prohibiting the player from rolling the dice 24 to advance on the game board 12 .
  • the player earns a token 26 and earns a roll of the die 24 to advance on the game board 12 .
  • the player may earn a token 26 for each individual segment. Thus, it is possible to win tokens 26 without successfully completing the entire activities on the card within the time period.
  • the card decks 38 also contain at least one “Group Play” card wherein these cards have activities in which all players participate. Each player who successfully completes the “Group Play” activity receives a token 26 for each successful activity. If one or more players successfully complete the activity, then the player who originally selected the “Group Play” card is allowed to roll the die 24 to advance on the game board 12 .
  • the cards 38 also contain in black text “Do Not Read Card” cards. These cards are a warning to the player that the card will be instructing the player to act or describe an activity or object that require the other players to guess the activity or the object.
  • a “Double Reward” is when two players each receive a token 26 for the same activity. For example, if one player is acting or describing a person or object, and the other player(s) correctly guesses the correct answer, all the participating players receive a token 26 , i.e. a “double reward.” Additionally, the person who selected the card and successfully performed the activity rolls the dice 24 to advance to the next space 20 . If the other player does not answer correctly, neither player receives a token 26 and the first player who selected the card is not permitted to roll the die 24 to advance on the board 12 until the player's next turn.
  • Each card deck 38 also includes at least one “Howl Loud, Howl Proud” card.
  • the player moves to the howl space 48 labeled “Howl Loud, Howl Proud” on the game board 12 and howls. The player then rolls the die 24 and advances to the space 20 that corresponds with the identified color to wait until the next turn Accordingly, a player may advance or retreat on the game board 12 depending on the position of the pawn 22 when the “Howl Loud, Howl Proud” card is selected.
  • the card categories relate to different types of activities: the “Connection” cards 40 relate to relationship exercises; the “Out Of The Box” cards 42 relate to creativity exercises; The “Chips and Dips” cards 44 relate to fun fact exercises and the “Spotlight” cards 46 relate to amusement exercises.
  • the player selects the card from the appropriate card decks 38 and attempts to complete the activity or activities on the card.
  • Tables illustrating the types of activities for each card deck 38 .
  • CHIPS N DIPS CARDS 44 HOWL LOUD, HOWL PROUD.
  • the following tongue twister Say the following tongue twister Go to the special howl space and as fast as you can 3 times: Said as fast as you can 2 times: 1. Howl!
  • Timed activity Gorilla-attacks when confronted, needs to guess what you are. Koala-passive, quiet, Buffalo- Timed activity. appears aloof but can charge at any time, Snake-untrustworthy, Turkey-unorganized, feathers easily ruffled.
  • Timed activity Split the modeling clay in half. Describe the player to your left, Don't Show Card 1. Act out the Sit with your back to the player to write down the following animal in the photograph. 2. The your left. Create a sculpture. sentence . . .
  • CONNECTION CARDS 40 HOWL LOUD, HOWL PROUD. Your sister is having a bad hair At a school reunion, you should Go to the special howl space and day. Unfortunately, she asks you introduce your partner to your old Howl! what you think abut her new school friends. A balding man hairstyle. Use a “feedback comes up and gives you a giant sandwich”: 1. Say something hug and a big hello. You don't positive 2. Identify what she have clue who he is. Explain could do better next time. 3. Say how you might handle the something positive again. Timed situation to the other players. activity. Timed activity. A strong communicator creates Think of an experience in which If you could have any pet in the images in the listener's mind. something bad happened to you.
  • Timed activity years. Show your drawing to the other players. Timed activity. You are a fortune teller. Look at You have a chance to recreate Ask the p layer to your right to the hands of the person to your yourself. A new name, a new talk about their family. The right. Tell his/her fortune. address, a new family, a new look player must speak for 30 seconds. and a new past. Present the New Make contact with his/her eyes. You to the other player(s). After 10 seconds of talking, shift Timed activity. your eyes upwards. Looking above his/her right shoulder. See if the player can keep talking even though you are no longer looking at him/her. You are taking a train from new Don't Show Card First You want to break up with your York to Washington D.C.
  • Timed activity. activity Make up a story using the 3 You are stranded on a desert Create a story using the following photos. Timed activity. island. 1. Write three things you six words. The story should have would bring with you. 2. Tell a a beginning, a middle and an end. story which includes the three Mountain, Playing cards, items. Timed activity. Tablecloth, Anxious, Necklace, Moon. Timed activity.
  • Timed activity You have invented a new mode Imagine you lived in a world with Create your own version of why of transportation. 1. Describe no television, no radios, no CD the wheel was invented. Timed what it looks like. 2. Explain players, no computer and no cell activity. how it will work. 3. Identify phones. None. Describe an who will use it. Timed activity. afternoon in this world. Timed activity. You have a teacher/boss who is Invent a time capsule that will The first 8 seconds is crucial to a acting strangely. He disappears take you into the past or future. 1. presentation.
  • Footprints have been and ships have mysteriously story about “Nessie” 1. Get the found to substantiate the disappeared there. No one knows other players interested in Nessie sightings. Give your version of why. Explain the Bermuda from the beginning of the story. the tale. 1. Use the modeling Triangle. 1. Describe the (Make up a statistic about how clay to prove to us the Big Foot Bermuda Triangle 2. Explain often Nessie has been sighted.) 2. exists. 2. Tell a story about your why it exists. 3. Give a solution. use the modeling clay to illustrate personnel encounter with Big Timed activity. what the monster look likes. 3. Foot. 3. Describe Big Foot's Give a reason where he has come personality. Timed activity. from and why Nessie has survived. Timed activity.
  • Timed activity is a note. “Meet me and the other ball to the next player who will dogs at the town square at continue the story. Continue midnight and we'll tell you the throwing the stress ball until the plan.” 1. Why were you invited? time is up. Try to create a story 2. Will you take someone with with a beginning, a middle and an you? 3. What is the plan? end. Timed activity. Timed activity. Tell about a time when you tried You are all newspapers editors.
  • Timed activity The product (Use modeling clay as an aid). The storyline. A song (Please sing all or part of it. Timed activity. You are Jennifer Lopez's Tell the player to your left that You are the director of the new hairdresser. You accidentally dye you are going to act out a famous Broadway musical “Little Red her hair blue. 1. Explain to her person and he/she must guess Riding Hood.” You must direct in the most positive way why her your identity. Act out being all the players in the story. (You hair is blue. 2. Convince her that Jennifer Anniston (on the can also be one of the actors.) blue hair really suits her. Timed television show Friends). You Timed activity. activity. are allowed to talk but do not say your name or the names of your co-stars.
  • Timed activity You have been enlisted to write You appear on a dating show. Don't Show Card Sit back to the lyrics for Justin Timberlake's You have to select one of the back with the player to your right. nee song. 1. Write the title 2. three men (or women) behind the Describe the photo but don't say Write the first two lines 3. Read curtain. Write down a separate what it is!! The player to your (or sing) then to the other question for each player. Ask the right should draw it. Compare player(s). Timed activity. questions to the player(s). The the drawing with the photo. player(s) answer the question. Timed activity. Pick your date. Timed activity.
  • the present invention provides activities using a variety of verbal and non verbal communication skills in an interactive inter-personal method to educate the players.
  • the present invention uses a variety of senses such as sight, sound, and touch to emphasize verbal and non verbal communication skills.
  • the present invention provides an interactive method for the players to interact with each other.
  • the players are assisting each other while competing for a winner's title and for a token winner's title.
  • using the first exercise element 32 as a stress ball, which is passed among the players encourages a quick thought process for communicating the activity.
  • using the second exercise element 34 as modeling clay encourages interactive dialogue and non verbal actions among the players.
  • the present invention provides a reflection of the players and the player's ability to think and act on their own. The possibilities of answers are therefore infinite since there are no right or wrong answers for most of the card activities. It is a game that adjusts to each person's level and ability, rather than the person having to adjust to one standard. Additionally, the present invention rewards (rather than penalizes) one player for interacting and cooperating with the other players.

Abstract

A method of improving communication skills and game. The method for improving communication skills among two or more players uses an educational board game wherein the method comprises advancing to at least one colored space by rolling a die. Then a card is selected from at least one card deck associated with the at least one colored space. Next at least one activity listed on each card is performed wherein the at least one activity comprises verbal and non verbal communications which are performed interactively among the players. The method further comprises allocating a token for successfully performing each activity and earning advancement by rolling the die.

Description

    BACKGROUND OF THE INVENTION
  • The present invention relates to a board game that teaches people of all ages 9 years and up. In particular, the present invention relates to a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
  • Traditional educational board games test the analytical skills of the players wherein these games challenge the player to act individually and to necessarily compete with the other players. As such, these games typically emphasize intellectual stimulation on an individual basis by asking questions relating to facts. Accordingly, these educational games do not foster communication skills among players since the games only test each individual player's knowledge of learned facts. Still further, traditional board games disclose games in which chance rather than choice dictates the progress of the players. Although such games are supposed to simulate life, the fact that a player has little or no control over his progress while stating learned facts does not enhance communication skills.
  • Commercial board games typically challenge a player in a question/answer format. For example, in order to advance in the game, a player rolls a die and may only have to answer a trivia question on the requisite space. In other games, a player may only have to select an answer from multiple choices offered. As such, these games do not enhance verbal and non verbal communication skills among the players.
  • Traditionally, most games have required three criteria: 1. The players play the game the way the game instructs to play it with a set of rules having few if any variations; 2. The players must come to the game table with a set of pre-existing knowledge or trivia in order to do well; and 3. The competition is between other players such that the a player does not cooperate with others or necessarily try to communicate with the other players.
  • Effective communication skills are essential for today's society. Learned information cannot be utilized by poorly communicating the information. Also, merely speaking about information does not encompass all communication since most communication is non verbal. Accordingly, the meaning of the spoken information may not be fully communicated without other forms of expression. Thus, a need exists for an educational game that emphasizes and enhances communication skills. The solution, however, must teach skills on an individual basis and on a group basis. The solution must also emphasize verbal and non verbal communication. Additionally, a need exists for an educational board game that emphasizes and enhances communication skills in an enjoyable and interactive method. The solution, however, must teach learning and educational skills.
  • The prior art fails to meet the needs since the prior art does not effectively utilize a variety of expressions and physical senses to teach verbal and non verbal communication. Additionally, the prior art does not teach these skills on an individual and group basis.
  • U.S. Pat. No. 4,039,186 discloses a game wherein a player advances on the board game by successfully displaying dexterity and physical exertion. In this game, a player tosses and catches a tethered ball in a handle with different apertures. The apertures, in turn, direct the player around the game board mat from start to finish. Although the board game uses different senses such as hand/eye coordination, the game does not teach communication skills since the player is individually involved in performing the activity.
  • U.S. Pat. No. 4,991,854 discloses an educational board game. In this game, the player advances on the game board by successfully interpreting figurative expressions displayed on game cards. One card side displays a figurative expression and the definition of the figurative expression while appearing on the opposite face of the card is an illustration of the figurative expression. The player advances by interpreting the view of the illustration to the corresponding figurative expression and definition. Although the game uses senses such as seeing and speaking to analyze information, the game does not teach verbal and non verbal communication skills in an interactive format with the other players.
  • The present invention incorporates the present needs and solutions. While the present invention provides the players with amusement time activity, the invention also provides the players with an exercise of learning skills and the opportunity to increase the player's communication skills. The present invention provides entertainment and an opportunity to educate players using their intellect, gamesmanship and communication skills. As demands for communication skills increase, these needs become more essential. The prior art, however, does not satisfy the needs and solutions required.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 illustrates in a perspective view an embodiment of the present invention.
  • FIG. 2 illustrates in a perspective view elements of the present invention.
  • FIG. 3 illustrates in a partial view elements of the present invention.
  • FIG. 4 illustrates in a partial view elements of the present invention.
  • FIG. 5 illustrates in a flowchart a method of use of the present invention.
  • SUMMARY OF INVENTION
  • The present invention relates to a board game and a method of playing a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
  • In an embodiment, the method for improving communication skills among two or more players uses an educational board game wherein the method comprises one of the players advancing to at least one colored space by rolling a die. Then a card is selected from at least one card deck associated with the at least one colored space. Next, at least one activity listed on each card is performed, typically within a predetermined time period, wherein the at least one activity comprises verbal and non verbal communications which are performed interactively among the players. The method further comprises allocating a token for successfully performing each activity and earning advancement by rolling the die.
  • The present invention also relates to a board game which improves communication skills among two or more players. The board game comprises a path connecting at least one colored space with a start, a finish, at least one designated space and a howl space. At least one card deck associated with the at least one colored space contains a plurality of cards wherein the cards each list at least one activity comprising verbal and non verbal communications which are performed interactively among the players.
  • An advantage of the present invention is that it teaches learning and educational skills.
  • Another advantage of the present invention is that it emphasizes and enhances communication skills.
  • Another advantage of the present invention is that it emphasizes and enhances verbal and non-verbal communication skills in an enjoyable and interactive method.
  • DETAILED DESCRIPTION OF THE INVENTION
  • As discussed above, the present invention provides improved and varied skills and other accommodations for a board game that teaches verbal and non verbal communication skills by using the senses through individual and group exercises. Referring to the drawings, FIG. 1 illustrates an exemplary game generally shown as 10 for playing a game titled “Howling Monkeys” ™. The board game 12 has a layout that is defined by a path 14 from a start 16 to a finish 18. The path 14 is divided into a plurality of individual spaces 20 that connect from the start 16 to the finish 18. The spaces 20 are colored using six colors (red, green, yellow, blue, purple and orange) wherein the spaces 20 are spread along the path 14. The finish space 18 comprises all of the six colors. Other components of the game 10 comprise pawns 22, a die 24, tokens 26, laminated sheet and marker sets 28, timers 30, a first exercising element 32 and a second exercising element 34 (shown in FIGS. 3 and 4). The die 24 comprises six sides with one side having one of the six colors used for the spaces 20 while the timers 30 are designated for different time increments such as thirty seconds, sixty seconds and one hundred thirty five seconds. Additionally, the board game 12 includes card deck spaces 36. These card deck spaces 36 also employ four of the six colors of the spaces 20 wherein each card deck space 36 utilizes one of the colors. These card deck spaces are titled: “Connections” colored orange; “Out of the Box” colored blue; “Chips and Dips” colored purple and “Spotlight” colored yellow.
  • Turning to FIG. 2, the game 12 includes at least one card deck generally shown as 38: a deck of “Connections” cards 40; “Out of the Box” cards 42; “Chips and Dips” cards 44 and “Spotlight” cards 46. These card decks 38 also utilize one of the colors of the spaces 20 and the die 24. Accordingly, the card decks 38 are placed in the respective card deck spaces 36 having the same title and color. For example, the “Connection” cards 40 and its respective card space 36 are colored orange; the “Out of the Box” cards 42 and its respective card space 36 are colored blue; the “Chips and Dips” cards 44 and its respective card space 36 are colored purple and the “Spotlight” cards 46 and its respective card space 36 are colored yellow.
  • Turning to FIG. 3, the first exercise element 32 is shown. The first exercise element 32 is a tangible item that a player physically manipulates using their hands. In FIG. 3, the first exercise element 32 is a stress ball wherein the player(s) squeezes the first exercise element 32 with their hand(s) in accordance with the instructions. The first exercise element 32 incorporates any stress relieving mechanism using a resistance force.
  • Turning to FIG. 4, the second exercise element 34 is shown. The second exercise element 34 is a tangible item that a player or players physically manipulate using their hands. In FIG. 4, the second exercise element 34 is a form of modeling clay or putty wherein the players manipulate the second exercise element 34 into an object instructed by play of the game 10. The second exercise element 34 incorporates any formable item.
  • At least two players are required to play the game 10 and up to six individual participants or teams of players can enjoyably play the game. Each player or team of players is provided with a designated pawn 22 as determined by the number of players or teams participating. The pawns 22 are appropriately distinguished from one another by color and may take a variety of forms.
  • In the present invention, there are two possible ways to win. The first way to win is to reach the finish 18 before any other players. The second way to win is to earn the most reward tokens 26 than any of the other players when a player reaches the finish 18. Thus, the winner can be the same person, i.e. the player who arrives at the finish 18 first and has the most reward tokens 26. Or, the winner can be different players, i.e., the player with the most reward tokens 26 is not the first player to arrive at the finish 18. In other words, one player may arrive at the finish 18 first while another player earns the most tokens 26 when the first player arrives at the finish 18.
  • Prior to beginning the game 10, the players should put the card decks 38 on their designated card deck spaces 36 on the game board 12. Then, the timers 30, tokens 26, first exercise element 32 and the second exercise element 34 are placed near the game board 12. Additionally, players should have one of the sheet and marker sets 28 next to them. Additionally, the players may choose one player in charge of the game 10 to hand out tokens 26 and to operate the timers 30 wherein each player receives a pre-determined number of tokens 26, such as five, prior to start of the play. Then, each player picks a pawn 22 and places it on the start 16.
  • Upon deciding the play order, the first player rolls the die 24 to advance to the indicated color space 20 identified by the color of the rolled die 24. The player then selects a card from the appropriate card deck 38 which matches the colored space 20. For example, if a player lands on a purple space 20, the player selects a “Chips N Dip” purple card 44. Or, if the player lands on a blue space 20, the player selects an “Out Of The Box” blue card 42. Thus, the colored spaces 20 are matched to the card decks 38. After reading the selected card, the player attempts the activity on the card. Most of the cards include a predetermined time period to complete the activity. For example, a time period such as thirty seconds, sixty seconds or one hundred thirty five seconds is displayed on the card to indicate the time allowed for the activity. Thus, failing to complete the activity within the time period prohibits a player from receiving the token 26 and earning the chance to roll the die 24 for advancement.
  • Some cards include blue text which represents text to be read out loud while some of the cards include black text which represents text which is not to be read out loud. If the player successfully completes the activity, the player collects the appropriate number of tokens 26 and then rolls the die 24 and advances to the colored space 20 indicated on the die 24. The player will remain on the new colored space 20 until that player's next turn.
  • Since, many of the card activities are divided into separate parts, the player earns a token 26 by successfully completing each activity on the chosen card. Thus, each part of the successful activity is rewarded by one token 26. Accordingly, it is possible to answer an activity partially and earn tokens 26 for each of the successfully completed parts. However, if a player is unable to do all the activities on the card, the player is not allowed to roll the die 24 and advance on the game board 12. Instead, the player remains on the same colored space 20 until that player's next turn.
  • Thus, if the player is successful in completing the activity or activities on the card, within the time predetermined time period, the player collects the appropriate number of earned tokens 26, rolls the dice 24 and moves to wait on the space 20 until that player's next turn. Accordingly, the player earns a roll of the die 24 by completing the activity. At the player's next turn, the player selects the card from the card deck 38 which corresponds to the new colored space 20. For example, if the player had landed in a purple space, the player picks a “Chips and Dips” card 42. Or, if the player lands on a blue space, the player picks an “Out Of The Box” card 38. If the player does not complete the activity, the player is not allowed to roll the die 24 and must stay on the same space 20 until the next turn at which time the player selects a card from the same colored card deck 38 to attempt another activity to advance on the game board 12.
  • After the one player successfully or unsuccessfully completes the card activities, the next player repeats the process. Thus, the next player rolls the die 24, advances to the colored space 20 and selects a card from the appropriate card deck 38 to attempt the card activity. If the player is successful in the activity on the card within the predetermined time period, the player collects the appropriate number of tokens 26, rolls the die 24 to advance to the colored space 20 on the game board 12. If the player is unsuccessful in the activity, the player remains on the space 20 until the next turn. Thus, each turn is terminated by either: successfully completing an activity to earn a roll of the die 24 to advance to the next space 20 to begin play on the next turn or unsuccessfully completing the activity to remain on the same space 20 until the next turn. Thus in the present invention, players are not allowed to roll the die 24 and move forward until the player has successfully completed the card activity. The game continues in the same fashion following the path 14 of colored spaces 20 around the game board 12. During play, two or more players can land on the same colored space 20.
  • If a player lands on at least one designated space 50 such as a red space 20, the player rolls the die 24 again to identify one of the six colors. After the die 24 has identified the color, the player on the at least one designated space 50 determines which other players have a pawn 22 on the colored space 20 the die 24 identifies. For example, if the player who landed on the red space 20 rolls the color purple on the die 24, the player then identifies which other players are currently on a purple space 20. If there is a player on the purple space 20, then the player who landed on the red space 20 must give the purple space 20 player all his/her tokens 26. If there are more than one players on the identified space 20, then the player who landed on the red space 20 must divide all of his/her tokens 26 between the players on the identified space 20. If the number of players on the identified space is uneven, then the player who landed on the red space 20 keeps the remaining token 26. If no player is on the identified space 20, then the player who landed on the red space 20 keeps all of his/her tokens 26. After transfer of the tokens 26, the player who landed on the red space 20 rolls the die 24 to advance to another colored space 20 on the game board 12 wherein the player then waits for his/her next turn to select one of the cards.
  • If a player lands on another designated space 52 such as a green space 20, each of the other players must give half of their tokens 26 to the player who landed on the green space 20. After receiving the tokens 26 from the other players, the player who landed on the green space 20 rolls the die 24 to advance to another colored space on the board game 12.
  • The games continues until one of the players arrives at the finish space 18 wherein the finish space 18 comprises the six colors of the spaces 20 and die 24. As the player approaches the finish line 18, any roll of the colors on the die 24 permits the player to advance to the finish space 18. This player is declared the “finish line” winner. At that time, all the players count their reward tokens 26. The player with the most tokens 26 is declared the “token” winner. Depending on the outcome of the play, the “finish line” winner and the “token” winner may or may not be the same player.
  • As noted, during play of the game 10, players choose an activity by selecting one of the cards 38 by landing on a colored space 20. A time limit, such as 30 or 60 seconds, is typically marked on the cards. When attempting a time activity, the player selects the appropriate timer 30 and attempts to complete the activity before the timer 30 runs out. If the exercise is not completed in the time allotted, the player has failed to complete the activity prohibiting the player from earning a token 26 and prohibiting the player from rolling the dice 24 to advance on the game board 12. When successfully completing an activity, the player earns a token 26 and earns a roll of the die 24 to advance on the game board 12. When a card activity is divided into segments, the player may earn a token 26 for each individual segment. Thus, it is possible to win tokens 26 without successfully completing the entire activities on the card within the time period.
  • The card decks 38 also contain at least one “Group Play” card wherein these cards have activities in which all players participate. Each player who successfully completes the “Group Play” activity receives a token 26 for each successful activity. If one or more players successfully complete the activity, then the player who originally selected the “Group Play” card is allowed to roll the die 24 to advance on the game board 12.
  • As previously noted, the cards 38 also contain in black text “Do Not Read Card” cards. These cards are a warning to the player that the card will be instructing the player to act or describe an activity or object that require the other players to guess the activity or the object.
  • A “Double Reward” is when two players each receive a token 26 for the same activity. For example, if one player is acting or describing a person or object, and the other player(s) correctly guesses the correct answer, all the participating players receive a token 26, i.e. a “double reward.” Additionally, the person who selected the card and successfully performed the activity rolls the dice 24 to advance to the next space 20. If the other player does not answer correctly, neither player receives a token 26 and the first player who selected the card is not permitted to roll the die 24 to advance on the board 12 until the player's next turn.
  • Each card deck 38 also includes at least one “Howl Loud, Howl Proud” card. When a player selects one of these cards, the player moves to the howl space 48 labeled “Howl Loud, Howl Proud” on the game board 12 and howls. The player then rolls the die 24 and advances to the space 20 that corresponds with the identified color to wait until the next turn Accordingly, a player may advance or retreat on the game board 12 depending on the position of the pawn 22 when the “Howl Loud, Howl Proud” card is selected.
  • The card categories relate to different types of activities: the “Connection” cards 40 relate to relationship exercises; the “Out Of The Box” cards 42 relate to creativity exercises; The “Chips and Dips” cards 44 relate to fun fact exercises and the “Spotlight” cards 46 relate to amusement exercises. Thus, during play, when a player rolls and lands on the colored space 20, the player selects the card from the appropriate card decks 38 and attempts to complete the activity or activities on the card. Below are tables illustrating the types of activities for each card deck 38.
    CHIPS N DIPS CARDS 44
    HOWL LOUD, HOWL PROUD. Say the following tongue twister Say the following tongue twister
    Go to the special howl space and as fast as you can 3 times: Said as fast as you can 2 times: 1.
    Howl! the flea, “Let us fly!” Said the fly, Swan swam over the sea. Swim,
    “Let us flee!” So they flew swan, swim! Swan swam back
    though a flap in the flue. Timed again. Well swum, swan. 2.
    activity. Which witch is which? Which
    witch wished which wicked
    wish? Timed activity.
    Say the following tongue twister Tell the player to your right that Tell the player to your left that
    as fast as you can 2 times: 1. A he must guess who (or what) you he/she must guess who (or what)
    Tudor who tooted a flute tried to are. Use body language and you are. Use body language and
    tutor two tooters to toot. Said the facial expressions. No talking facial expressions. No talking
    tow to their tutor, “Is it harder to please. Use the modeling clay as please. Act out being a
    toot or to tutor two tooters to an aid. Act out being a birthday strawberry. Timed activity.
    toot?” 2. Six slippery snails, slid cake. Timed activity.
    slowly seaward. Timed activity.
    Tell the player(s) that you will be Tell the player(s) that you will be Tell the player to your right that
    acting out something and they acting out something and they you will be acting out something
    will need to respond. Use body will need to respond. Use body and they will need to respond.
    language and facial expressions. language and facial expressions. Use body language and facial
    No talking please. Get all the No talking please. Get the expressions. No talking please.
    players to sit down on the ground. players to “be calm”. Timed Get the player to your right to
    Timed activity. activity. jump and down. Timed activity.
    Don't Show Card. Sit back to Tell the player to your right to Say the following tongue twisters
    back with the player n your left. describe his favorite animal in as fast as you can two times. 1.
    Describe the vase photo using detail. He must talk for 30 Leaping lizards like to lick lovely
    simple geometric forms (circles, seconds. As he talks, cross your lemon lollipops for lunch. 2. A
    triangles, squares). The player to legs, fold your arms, frown and skunk sat on a stump and thunk
    your left draws the object shake your heads in the stump stunk, but the stump
    according to your description. disagreement. Ask the player to thunk the skunk stunk. Timed
    Compare the drawing with the your right to describe how he/she activity.
    photograph. Timed activity. felt about this negative non-
    verbal language. Timed activity.
    Tell the player to your right to Even the most negative There are many ways to bring life
    describe his/her most comments can be given a positive to words and emotions.
    unforgettable vacation. The spin. Instead of saying, “he is Complete the following poem to
    player must talk for 30 seconds. aggressive” we could say “he describe happiness. 1.
    As the player talks, smile directly certainly knows what he wants.” Happiness is (a color). 2.
    at him/he. Nod your head in Make the following words sound Happiness smells like . . . 3.
    agreement. Make good eye more positive: 1. stupid 2. mean Happiness tastes like . . . 4.
    contact. When the 30 seconds is 3. lazy. Timed activity. Happiness sounds like . . . 5.
    finished, ask the player to Happiness feels like . . . 6.
    describe how she/he felt about Happiness looks like . . . Timed
    this positive non-verbal language. activity.
    Timed activity.
    Tell the player to your left you Don't Show Card. Carefully With the player on your right;
    will act out a story. He/she will describe what you see in the each of you selects one the
    need to guess the story. You are picture. Use ‘seeing’, ‘hearing’, photos. Describe the personality
    not allowed to talk. You can use and ‘feeling’ words. The partner behind ‘your’ image. Take on the
    props from the room to help you to your left draws what you character of your photo, and have
    act out the story. Act out the describe. Compare the drawing a conversation. Timed activity.
    story of Goldilocks and the Three with the photo. Timed activity.
    bears. Timed activity.
    Be specific. Detail creates better Each player picks an animal Pick an object in the room.
    mental images. Instead of “I saw listed below. Taking on the Pretend that you are that object.
    a cat” you can say “I saw a animal's character you have Describe how long you see the
    scrawny black cat with one eye.” chosen, discuss the pros and cons world from the object's point of
    Describe the following objects. of body piercing sand tattoos. view, using the modeling clay as
    1. A coat. 2. A flower. 3. A cell Bull-stubborn, self-centered, an aid. The player to your right
    phone. Timed activity. Gorilla-attacks when confronted, needs to guess what you are.
    Koala-passive, quiet, Buffalo- Timed activity.
    appears aloof but can charge at
    any time, Snake-untrustworthy,
    Turkey-unorganized, feathers
    easily ruffled. Timed activity.
    Split the modeling clay in half. Describe the player to your left, Don't Show Card 1. Act out the
    Sit with your back to the player to write down the following animal in the photograph. 2. The
    your left. Create a sculpture. sentence . . . “If (name of the player to your right needs to
    Explain what you are doing step- player on your left) was a city, guess who you are.
    by-step BUT DON'T SAY he/she would be (pick an
    WHAT YOU ARE MAKING. appropriate city)”. Read your
    The player to the left follows sentence out loud. Timed activity.
    your instructions and will try to
    make the same object. Compare
    results. Timed activity.
    Take the stress ball. Think of a You have won $10 million lotto. Pass the ball back and forth 3
    word that uses sun (i.e. suntan). Pass the stress ball from one times with the player to your
    Say a ‘sun’ word and then throw player to the next. When a player right. Each time the ball is
    the ball to the player on your gets the ball, he/she must yell out thrown, call out one of your least
    right. That player says another what he/she would do with the favorite things in life. Timed
    sun word and quickly throws the money. Timed activity. activity.
    ball back to you. Continue
    saying ‘sun’ words until the time
    is up. Timed activity.
    Draw a monster. Don't show the 83% of people hit by lightning Invent a disgusting recipe. 1. List
    drawing to anyone. Describe are men. Go to the next purple the ingredients. 2. Explain how
    your drawing to the player on space. to make it to the other players.
    your left. After listening to your
    description, the player on your
    left will try to create a replica of
    the monster with the modeling
    clay. Compare the sculpture with
    the drawing. Timed activity.
    Read these two phrases out loud: Each player writes down a word Tell all the players they need to
    1. “The quick brown fox jumps at random and gives it to you. guess what you are trying to do.
    over the lazy dog.” “Pack my Create a story using the words. In silent Aboriginal hunting
    box with five dozen liquor jugs.” The story should have a language, a closed hand slowly
    2. See if the player to your right beginning, middle and an end. opening shows that a kangaroo is
    can see what these sentences have Timed activity. near. Show the other players that
    in common. (The answer: Both a kangaroo is near. Timed
    are sentences which contain all activity.
    the letters of the alphabet.)
    Timed activity.
    Lack of voice energy is the Elephants are the only animal that You are a guinea pig. Describe
    number one barrier to good can't jump. Pretend you are an your day using the modeling clay
    communication. Project your elephant and try to jump. Timed as an aid. Timed activity.
    voice! Take the stress ball, activity.
    throwing it from player to player.
    As you throw, say the name of
    the person to whom you are
    throwing the ball. Project his/her
    name as if it was the arc of the
    ball. Timed activity.
    You can talk to animals. The Read a word from the list below
    player to your left is the dog in and say the first three ideas that
    the picture. Talk to each other. you associate with that word.
    Timed activity. Throw the stress ball to someone
    else, reading out the next word on
    the list. He/she must say three
    ideas he/she associates with that
    word and then throws the ball
    back to you. Continue until all
    the words have been read and all
    players have participated.
    Christmas, Fireplace, Monster,
    September 1st, Notebook and
    Ocean. Timed activity.
  • CONNECTION CARDS 40
    HOWL LOUD, HOWL PROUD. Your sister is having a bad hair At a school reunion, you should
    Go to the special howl space and day. Unfortunately, she asks you introduce your partner to your old
    Howl! what you think abut her new school friends. A balding man
    hairstyle. Use a “feedback comes up and gives you a giant
    sandwich”: 1. Say something hug and a big hello. You don't
    positive 2. Identify what she have clue who he is. Explain
    could do better next time. 3. Say how you might handle the
    something positive again. Timed situation to the other players.
    activity. Timed activity.
    A strong communicator creates Think of an experience in which If you could have any pet in the
    images in the listener's mind. something bad happened to you. world what would it be? Throw
    One way of doing this is through Don't talk; just concentrate on the stress ball from one player to
    a smile, a figure of speech in remembering the experience. the next as each of you answers
    which two unlike things are The other player(s) must watch this question. Continue until the
    compared. For example, “I am as you, copying your body language time is up. Timed activity.
    timid as a mouse.” Describe the and facial expressions. Timed
    player to your right using 3 activity.
    different similes. Be nice. When
    you are done, the same player
    will describe you with 3 similes.
    Timed activity.
    Don't end a story or a You call a friend who you A snail can sleep for 3 years. Go
    presentation by saying “Well, I haven't seen for a long time and to the next yellow space.
    guess that's all’. Tell a story invite him/her to dinner. The last
    about the photograph. Create a time you spoke you exchanged
    powerful ending. Timed activity. unpleasant words. Timed
    activity.
    When you talk on the phone, your You have kidnapped the What is the one country you
    message is stronger if you smile neighbor's dog who barks all the would like to travel to and why?
    and even stronger if you talk time. Write a ransom note. Give Throw he stress ball form one
    standing up. Pretend you are the ransom note to the player on player to the next as each of you
    answering the phone. Say your left. He must respond to answers the question. Continue
    “Hello. This is the Smith your message. Timed activity. until time is up. Timed activity.
    residence” three times. 1. Say it
    normally. 2. Say it with a smile.
    3. Say it with a smile standing
    up. Timed activity.
    Tell about a time when you had a Read the paragraph below two Being clam is the key to effective
    problem with a haircut. (Make times. 1. Read it once with a communication. Close your eyes
    the story up if necessary.) Timed calm, confident voice and a and imagine yourself on a boat in
    activity. balanced body position. 2. Read the middle of a beautiful lake.
    it a second time with an insecure, Go to the edge of the boat and
    apologetic tone, moving your dump your biggest worry
    palms up as though to say ‘help overboard. Watch it disappear
    me.’ “I have come here today to quietly. Timed activity.
    ask for your support. I am
    convinced our town needs new
    leadership and a new vision. I
    hope you will decide to vote for
    me.” Timed activity.
    Think peaceful to be peaceful. Being relaxed is essential to good You are the leader. The other
    Norman Vincent Peale. Practice communication. Before an player(s) repeat after you. You:
    talking very calmly for 30 important talk, be sure your face Boom Chica Boom. (Player(s)
    seconds. The other players and mouth are relaxed. Open repeat). You: I said a boom chica
    should try to disrupt you. Timed your mouth and eyes as much as boom. (Player(s) repeat). You:
    activity. possible. Stretch the muscles in Uh huh. (Player(s) repeat). You:
    your face. Repeat 2-3 times. Alright. (Player(s) repeat). You:
    one more time . . . And repeat one
    more time . . . Timed activity.
    You meet a dozen businessmen Describe your ideal home. The Tell someone they re fired in
    who have invested their life bedroom. The kitchen. The three d different ways. 1. “You
    savings in your business. You living room. The exterior of the are fired.” 2. You are fired 3.
    have lost all their money. How house. Timed activity. You are fired. Timed activity.
    can you explain the situation and
    leave the room alive? Organize
    your explanation as follows: 1.
    Explain your problem 2.
    Explain the reason for your
    problem. 3. Explain the solution
    to your problem. Timed activity.
    Ask someone to marry you in You have received a present that A friend shows up uninvited to a
    three completely different ways. you really don't like. Act out the special party you planned for the
    1. Will you marry me? 2. Will following scene with the player to past 6 months. Pretend the player
    you marry me? 3. Will you your left. 1. Open your present. to your right is your friend.
    marry me? Timed activity. 2. React to the present. 3. Say Present two responses:
    something to the player to your 1. Tell your friend to ‘get lost’.
    left about the present. 2. Tell your friend why you
    haven't invited him/her but that
    he/she is welcome to stay. Timed
    activity.
    You have searched all over town You have been reassuring your Describe the player to your right
    for a toy. J found it and are about parents that everything is ok at by finishing the sentence: If (the
    to take it off the shelf, someone school. You bring the end-of- name of the player to your right)
    else grabs it first. You and the school report card full of C's and was a car, he/she would be a . . .
    player to your left must act out D's. How do you explain your (Pick the name of an
    this scene, resolving the problem bad grades to your parents? appropriate car). Timed activity.
    politely. Timed activity.
    Your best friend won the Tell the player to your left that Tell the player to your left that
    prestigious Best Student of the you will be acting out an you will be acting out an
    year prize that you really wanted. emotion. He/she needs to guess emotion. He/she needs to guess
    What do you say to him/her? which emotion. Act out being which emotion. Act out being
    Pretend the player to your right is confident. Timed activity. disappointment. Timed activity.
    your best friend. Act out the
    conversation. Timed activity.
    Tell the player to your left that Put a line down the center of your Everyone writes a poem by filling
    you will be acting out an laminated writing sheet. On the in the following sentences. Swap
    emotion. He/she needs to guess left hand side, draw a picture of poems and read another player's
    which emotion. Act out being you today. On the right hand poem. I am . . . I wonder . . . I
    nervous. Timed activity. side, draw a picture of you in 20 see . . . I dream . . . Timed activity.
    years. Show your drawing to the
    other players. Timed activity.
    You are a fortune teller. Look at You have a chance to recreate Ask the p layer to your right to
    the hands of the person to your yourself. A new name, a new talk about their family. The
    right. Tell his/her fortune. address, a new family, a new look player must speak for 30 seconds.
    and a new past. Present the New Make contact with his/her eyes.
    You to the other player(s). After 10 seconds of talking, shift
    Timed activity. your eyes upwards. Looking
    above his/her right shoulder. See
    if the player can keep talking
    even though you are no longer
    looking at him/her.
    You are taking a train from new Don't Show Card First You want to break up with your
    York to Washington D.C. you impressions are eternal. What ling term boy/girlfriend. Imagine
    find yourself intrigued by the people think of you during the that the player to your left is your
    man (or woman) sitting next to first minute is often the opinion boy/girlfriend. 1. Tell him/her
    you. 1. Try out 2 possible they will keep forever. 1. What you are sorry. 2. Tell him/her
    conversation openers on the other impression does the man in the why you are leaving him in the
    player(s). 2. Use the modeling photo make? 2. Describe him to most positive way possible.
    clay as an aid. Timed activity. the other players.
    You call up your best friend to
    tell her that you have fallen in
    love with her boyfriend. How
    can you break this news in the
    most positive way?
  • OUT OF THE BOX CARDS 42
    HOWL LOUD, HOWL PROUD. Finish the following sentence: No one believes a liar. 1. Explain
    Go to the special howl space and “He woke up one morning to hear the meaning of the above
    Howl! a loud bang . . . ” Throw the stress sentence. 2. Tell a story which
    ball to the next player who will illustrates this idea. Timed
    continue the story. Each player activity.
    must contribute. The story
    should have a beginning, a
    middle, and an end. Timed
    activity.
    Appearances can be deceiving. 1. There is a time and place for Leopard have spots a and tigers
    Explain the meaning of this everything. Explain the meaning have stripes. Why? Structure
    phrase. 2. Tell a story that ends of the above sentence. 2. Tell a your explanation as follows: 1.
    with this phrase. 3. Use story which illustrates this idea. State the idea. (Leopards have
    modeling clay as a visual aid. Timed activity. spots and tigers have stripes). 2.
    Timed activity. Explain the idea. (Leopards have
    spots and tigers have stripes
    because . . . ) 3. Sum up the idea.
    Timed activity.
    You are in your grandmother's Imagine space had an end. What Read the following words out
    attic. As you are rustling through would it be like? 1. Draw the end loud and then give your
    some boxes, you see a reflection of space. 2. Describe it to the interpretation of these sounds:
    in the mirror. 1. What happens other players. Timed activity. Clump, clump, clump; Silence;
    next? 2. Use the stress ball as a Rustle, rustle; Tap, Silence;
    prop in your story. Timed Thud. Silence. Timed activity.
    activity.
    Create a new holiday. Fill in the “Imagination Rules The World.” Arrange the following ideas to
    topics below and then describe Napoleon Bonaparte. Move to crate a story. Bouncy, Glass,
    your new holiday to the other the next blue space. Street, Clear, Weather, Basket.
    players. 1. Name of the holiday Timed activity.
    2. Date of the year 3. Colors 4.
    Foods 5. Reason for the holiday.
    Timed activity.
    Create a message in a bottle. 1. Native Americans believe a little Write a text message to a girl
    Write down the message. 2. devil lives inside each kernel of living in San Francisco in 1888.
    Write down the destination. 3. popcorn. When his house gets Each player writes a message.
    Who do you want to read the hot, the demon gets angry that he Each player takes a turn reading
    message? Timed activity. explodes. Create your own story his message to the others. Timed
    about why popcorn pops. Timed activity.
    activity.
    Make up a story using the 3 You are stranded on a desert Create a story using the following
    photos. Timed activity. island. 1. Write three things you six words. The story should have
    would bring with you. 2. Tell a a beginning, a middle and an end.
    story which includes the three Mountain, Playing cards,
    items. Timed activity. Tablecloth, Anxious, Necklace,
    Moon. Timed activity.
    You will create better images in You will create better images in Being relaxed is the first step in
    the mind of your listener if you the mind of your listener if you all good communication. Get in
    describe objects precisely. “A describe objects precisely. “A the Neutral Body Position every
    dog with black spots and a limp” house with yellow shutters and a time you present or feel nervous.
    is better than a “dog.” Be tulip garden” is better than “a Stand in an upright position with
    specific when you describe the house” . Be specific when you your feet equally divided between
    following items: n 1. A horse 2. describe the following: 1. An your two feet, arms relaxed by
    A street intersection 3. An ice umbrella 2. A barn 3. A your sides. Timed activity.
    cream shop. Timed activity. rhinoceros 4. A newspaper.
    Timed activity.
    Being relaxed is the first step in Don't Show Card We Planet earth has been invaded.
    all good communication. Your communicate using ‘seeing’, We need to invent a gadget to
    voice needs to be relaxed as well ‘hearing’, and ‘feeling’ words. capture the space invaders. You
    as your body. Here is a warm-up For example, “I swam under a are appointed head scientist on
    exercise for your voice using heavy orange moon, lulled by the the team. 1. Describe your
    vowels. Say these words slowly water's soft touch and the sound invention. 2. Use the modeling
    and carefully: Soon, Sawn, Seen, of a jazz trio in the distance.” clay to illustrate your invention.
    Saw, Such, Sad, Slide. Timed Describe this picture using Timed activity.
    activity. ‘seeing’, ‘hearing’ and ‘feeling’
    words. Don't say what it is!
    Have the player to your right
    recreate the picture with the
    modeling clay. Timed activity.
    You have invented a new mode Imagine you lived in a world with Create your own version of why
    of transportation. 1. Describe no television, no radios, no CD the wheel was invented. Timed
    what it looks like. 2. Explain players, no computer and no cell activity.
    how it will work. 3. Identify phones. Nothing. Describe an
    who will use it. Timed activity. afternoon in this world. Timed
    activity.
    You have a teacher/boss who is Invent a time capsule that will The first 8 seconds is crucial to a
    acting strangely. He disappears take you into the past or future. 1. presentation. You are in front of
    all day and comes to work after Describe the time capsule using san audience of 100, making a
    midnight, particularly when there the modeling clay. 2. Explain presentation called “My Life with
    is a full moon. Create an how it works. 3. Give us a Giraffes.” Begin with a personal
    explanation behind this reason why you created it. Timed story that will capture everyone's
    mysterious behavior. Timed activity. attention. Timed activity.
    The Bermuda Triangle is an “Nessie” is an alleged creature Since the mid 19th century, an
    imaginary triangle in the Atlantic living in Loch Ness, a lake in ape-like creature called Big Foot
    ocean between Florida, Puerto Scotland. There continue to be has been sighted hundreds of
    Rico and Bermuda. Many planes sightings today. Tell your own times. Footprints have been
    and ships have mysteriously story about “Nessie” 1. Get the found to substantiate the
    disappeared there. No one knows other players interested in Nessie sightings. Give your version of
    why. Explain the Bermuda from the beginning of the story. the tale. 1. Use the modeling
    Triangle. 1. Describe the (Make up a statistic about how clay to prove to us the Big Foot
    Bermuda Triangle
    2. Explain often Nessie has been sighted.) 2. exists. 2. Tell a story about your
    why it exists. 3. Give a solution. use the modeling clay to illustrate personnel encounter with Big
    Timed activity. what the monster look likes. 3. Foot. 3. Describe Big Foot's
    Give a reason where he has come personality. Timed activity.
    from and why Nessie has
    survived. Timed activity.
    Show the pictures to all the You wake up in a land where you A strange dog comes to your
    players. Take the stress ball. can eat everything you want. Tell house and drops a bone on your
    Begin a story which incorporates us about your day and how it doorstep. Inside the house, there
    these pictures. Throw the stress ends. Timed activity. is a note. “Meet me and the other
    ball to the next player who will dogs at the town square at
    continue the story. Continue midnight and we'll tell you the
    throwing the stress ball until the plan.” 1. Why were you invited?
    time is up. Try to create a story 2. Will you take someone with
    with a beginning, a middle and an you? 3. What is the plan?
    end. Timed activity. Timed activity.
    Tell about a time when you tried You are all newspapers editors. Your mother told you under no
    to cook something and it just Finish the following headlines for circumstances to open the box
    didn't work. (Make up the story if the morning paper. Father tells a that was delivered yesterday. Out
    necessary). 1. Tell us the son to . . . A new discovery . . . of curiosity, you open it anyway.
    problem. 2. Tell us the solution Each player reads their headlines What did you find in the box?
    to the problem. Timed activity. out loud. Timed activity. What did you tell your mother
    when she finds the box opened?
    Timed activity.
    Create a story using the following
    six words. The story should
    have a beginning, a middle and
    an end. Knife, Mother, Pajamas,
    Chocolate Mousse, Candle, Floor.
    Timed activity.
  • SPOTLIGHT CARDS 46
    HOWL LOUD, HOWL PROUD. You have been invited to appear Bill Gates is sitting next to you
    Go to the special howl space and on the Oprah Winfrey show. The on the plane. He begins to talk
    Howl! theme of the show is “When with you, curious what you want
    Ordinary People do Extraordinary to do with your life. 1. Describe
    Things.” 1. Introduce yourself. who you are (talents,
    2. Describe the extraordinary background). 2. Describe what
    thing you have done. (You can you want to do with your life.
    make a story up if you want). Timed activity.
    Timed activity.
    You are Sabrina (Melissa Joan Tell the player on your left you You are a famous songwriter.
    Hart) The player to your right is will act out a famous person and Eminem has asked you to write a
    her talking black cat, Salem. Plan he/she must guess your identity. rap song. Write the first 6 lines.
    a surprise birthday party for your You can use body language and Read the lines out loud. Timed
    aunts and tell the other players facial expressions. No talking activity.
    about it. Timed activity. please. Use the modeling clay as
    a prop. Act out being Jim Carrey.
    Timed activity.
    You are Madonna's yoga Create an advertisement with a Being relaxed is essential for
    instructor. Take the modeling player to your left. Michael good communication. Everyone
    clay and create a new yoga Jordan is the star of the ad. You should run around the room
    position. Timed activity. should include the following. twice. Timed activity.
    The product (Use modeling clay
    as an aid). The storyline. A song
    (Please sing all or part of it.
    Timed activity.
    You are Jennifer Lopez's Tell the player to your left that You are the director of the new
    hairdresser. You accidentally dye you are going to act out a famous Broadway musical “Little Red
    her hair blue. 1. Explain to her person and he/she must guess Riding Hood.” You must direct
    in the most positive way why her your identity. Act out being all the players in the story. (You
    hair is blue. 2. Convince her that Jennifer Anniston (on the can also be one of the actors.)
    blue hair really suits her. Timed television show Friends). You Timed activity.
    activity. are allowed to talk but do not say
    your name or the names of your
    co-stars. Timed activity.
    You have been enlisted to write You appear on a dating show. Don't Show Card Sit back to
    the lyrics for Justin Timberlake's You have to select one of the back with the player to your right.
    nee song. 1. Write the title 2. three men (or women) behind the Describe the photo but don't say
    Write the first two lines 3. Read curtain. Write down a separate what it is!! The player to your
    (or sing) then to the other question for each player. Ask the right should draw it. Compare
    player(s). Timed activity. questions to the player(s). The the drawing with the photo.
    player(s) answer the question. Timed activity.
    Pick your date. Timed activity.
    You are auditioning to become You are the editor of a new Each player selects one of the
    one of Britney Spear's dancers. magazine. 1. What kind of following animals. Taking on the
    1. Explain to Britney why she magazine is it? 2. What is it character of the animal you have
    should choose you. 2. Do some called? 3. What kind of articles is chosen, talk about the pros and
    dance moves to convince her? in it? 4. Who buys it? 5. Try to cons of being famous. Owl-wise,
    Timed activity. sell a copy to the player to your highly critical, lion-wants to be in
    right. Timed activity. charge, Kangaroo-jumps around,
    unpredictable, Monkey-likes to
    party, never serious, Turtle-slow,
    hard to motivate, Parrott-no
    original thoughts. Timed activity.
    You are Catherine Zeta-Jones. You are Tiger Woods. Answer Like Meg Ryan and Tom Hanks
    The partner to your right is a the following questions: n1. in Sleepless in Seattle, you have
    journalist for the magazine What is the secret to your made a date to meet the
    Vanity Fair. Answer his/her success? 2. Do you have any man/woman you love at the top
    questions. 1. What is your best hobbies outside of golf? 3. What of the Empire State Building.
    childhood memory? 2. Do you advice can you give to aspiring The clock strikes midnight. Does
    tell white lies? If so, tell us one. athletes? 4. Show us your golf your date show up? What
    3. What is your favorite song? 4. swing. Timed activity. happens? Tell the other players.
    Who do admire the most? Timed Timed activity.
    activity.
    A friend gives you Clint It is the Academy Awards night. Your album is top of the pops.
    Eastwood's cell phone number. No one (including you) ever Tell the other players . . . 1. the
    Write Clint a one-sentence text thought you had a chance to win. theme of your song. 2. What
    message and share it with the Nevertheless, your name is your video looks like. 3. Sing
    other players. Timed activity. announced as Best Actor/Actress. part of your song. Timed
    1. Act extremely surprised. 2. activity.
    Present an acceptance speech. 3.
    Use the modeling clay as a prop
    in our presentation. Timed
    activity.
    7% of Americans think Elvis is You are the President of the The player on the left begins. He
    alive. Each of you do an United States. Tell the other has to guess who you are. He
    impression of Elvis Presley. players the 3 changes you would asks you one question which can
    Timed activity. make to improve our country. 1. be answered with a yes or a no.
    Change 1. 2. Change 2. 3. (i.e. Are you a man? Or Are you a
    Change 3. Timed activity. woman) If you answer yes, stay
    with this player. If no answer no,
    go to the next player. Keep
    playing until someone guesses
    who you are or time is up. You
    are Michael Jackson. Timed
    activity.
    1. Describing the player on your Failure is not an option-Apollo To pause is an extremely
    right, write down the following 13, Movie. Go forward to the powerful, persuasive tool. If you
    sentence . . . ” If (the name of the next orange space. want to emphasize a certain word,
    person on your right) was a pause one second before the
    famous person, he would word. If you really want to
    be . . . (pick an appropriate famous emphasize it, pause before and
    person). 2. Each player reads after the word. Read the
    their sentences out 1 loud. Timed following paragraph. Pause to
    activity. emphasize key words of your
    choosing. “All I know is that the
    first step is to create the vision.
    When you see the vision there-the
    beautiful vision-that creates the
    “want power.” For example, my
    wanting to be Mr. Universe came
    about because I saw myself so
    clearly there up on the stage and
    winning. Timed activity.
    You have created a new You are going out for the first You arrive on the set for the first
    television series. 1. What is the time with your new boyfriend. ay of filming and are horrified to
    theme? 2. What is the title? 3. You have suggested a very chic discover the identity of your co-
    Who are the actors/actresses? restaurant in Malibu, California. star (shown in the photo). What
    Timed activity. As luck would have it, Cindy do you say to the director?
    Crawford sits down right next to Timed activity.
    your table. Your boyfriend can't
    take his eyes off of her. Say or
    do something so he will stop
    watching Cindy. Timed activity.
    Walt Disney was reportedly Don't Show card We In the movie, The Hours, Nicole
    afraid of mice. Each player needs communicate using ‘seeing’ Kidman transformed her looks by
    to write down one thing that words, ‘hearing’ words and using an artificial nose. Use the
    frightens them. Don't put your ‘feeling’ words. Here is an modeling clay to transform your
    name on the laminated sheet. Put example: “I closed my eyes to face. Timed activity.
    the laminated sheets in a pile. the bright blue sun, feeling the
    The player who drew this card rough sand in my hands and
    needs to match ‘fears’ with the listening to the gentle rhythm of
    correct person. Timed activity. the waves.” Describe the picture
    using ‘seeing’, ‘hearing’, and
    ‘feeling’ words, but don't say
    what is! The Player to your left
    must guess what it is.
    Take the stress ball. Start a story Even the most experienced actor Describe objects precisely. You
    on the topic of “Julia Roberts gets stage fright. One of the best will create a better image in the
    surprised the world . . . ” After ways to relax is through mind of your listener. “A pink
    you have completed the first breathing. Everyone puts their Mercedes convertible” is better
    sentence, throw the stress ball hands on their waists. Breathe in. than “a car.” Describe the
    to the next player who continues As you breathe in, your waist following: 1. an agent 2. A face
    the story. Finish the story before should get bigger, pushing lift 3. A body guard 4. A yoga
    the time limit is up. Timed against your hands. As you class 5. A diet
    activity. breathe out, your waist should get
    smaller. Say “ahhh” as you
    breathe out. Timed activity.
    You have been invited on Good
    morning America. Imagine the
    questions you might be asked.
    The player to your left is the host
    on Good Morning America.
    He/she writes down 3 questions
    ad interviews you. Answer the
    questions. Timed activity.
  • As illustrated in the tables and FIGS. 1-5, the present invention provides activities using a variety of verbal and non verbal communication skills in an interactive inter-personal method to educate the players. The present invention uses a variety of senses such as sight, sound, and touch to emphasize verbal and non verbal communication skills. By using the first exercise element 32 and the second exercise element 34, the present invention provides an interactive method for the players to interact with each other. Thus, the players are assisting each other while competing for a winner's title and for a token winner's title. For example, using the first exercise element 32 as a stress ball, which is passed among the players, encourages a quick thought process for communicating the activity. Additionally, using the second exercise element 34 as modeling clay encourages interactive dialogue and non verbal actions among the players.
  • Accordingly, the present invention provides a reflection of the players and the player's ability to think and act on their own. The possibilities of answers are therefore infinite since there are no right or wrong answers for most of the card activities. It is a game that adjusts to each person's level and ability, rather than the person having to adjust to one standard. Additionally, the present invention rewards (rather than penalizes) one player for interacting and cooperating with the other players.
  • From the foregoing, it will be observed that numerous modifications and variations can be effected without departing from the true spirit and scope of the novel concept of the present invention. It is to be understood that no limitation with respect to the specific apparatus illustrated herein is intended or should be inferred. It is of course intended to cover by the appended claims all such modifications as fall within the scope of the claims.

Claims (26)

1. A method for improving communication skills among two or more players using an educational board game, comprising:
advancing to at least one colored space by rolling a die;
selecting a card from at least one card deck associated with the at least one colored space;
performing at least one activity listed on each card wherein the at least one activity comprises verbal and non verbal communications which are performed interactively among the players;
allocating a token for successfully performing each activity; and
earning advancement by rolling the die.
2. The method according to claim 1, further comprising advancing to at least one designated space.
3. The method according to claim 2, further comprising rolling the die to identify one of the at least one colored spaces.
4. The method according to claim 3, further comprising releasing at least one of the allocated tokens to at least one player situated on the identified color space.
5. The method according to claim 2, further comprising receiving at least one allocated token from at least one player.
6. The method according to according to claim 1, further comprising advancing to a howl space.
7. The method according to claim 6, further comprising making a vocal sound while positioned in the howl space and rolling the die to advance out the howl space.
8. The method according to claim 1, further comprising winning the educational board game by allocating the most tokens.
9. The method according to claim 1, wherein the at least one activity comprises exercising a first exercise element.
10. The method according to claim 9, wherein the first exercise element comprises a stress ball.
11. The method according to claim 1, wherein the at least one activity comprises exercising a second exercise element.
12. The method according to claim 11, wherein the second exercise element comprises clay.
13. The method according to claim 1, wherein the verbal and non verbal acts comprise at least one of the senses.
14. A method for improving communication skills among two or more players using an educational board game, comprising:
advancing to at least one colored space by rolling a die;
associating at least one card deck with the at least one colored space wherein each card deck relates to at least one activity;
selecting a card from at least one card deck associated with the at least one colored space;
performing the at least one activity listed on each card within a predetermined time period wherein the at least one activity comprises handling an exercise element to interactively create verbal and non verbal communications among the players;
allocating a token to each player who successfully performs each activity; and
earning advancement to another of the at least one colored spaces by rolling the die.
15. The method according to claim 14, further comprising advancing to at least one designated space.
16. The method according to claim 15, further comprising rolling the die to identify one of the at least one colored spaces.
17. The method according to claim 16, further comprising releasing at least one of the allocated tokens to at least one player situated on the identified color space.
18. The method according to claim 15, further comprising receiving at least one allocated token from at least one player.
19. The method according to claim 14, wherein the exercise element comprises a stress ball.
20. The method according to claim 14, wherein the exercise element comprises clay.
21. The method according to claim 14, wherein the at least one actrivity is a breathing exercise.
22. A board game which improves communication skills among two or more players, comprising;
a path, the path connecting at least one colored space with a start, a finish, at least one designated space and a howl space;
at least one card deck, the at least one card deck associated with the at least one colored space wherein the at least one card deck contains a plurality of cards, the cards each listing at least one activity, each activity comprising verbal and non verbal communications which are performed interactively among the players; and
a plurality of tokens, each token being allocated to each player who successfully performs the at least one activity.
23. The game board according to claim 22, wherein the at least one activity is a stress ball.
24. The game board according to claim 22, wherein the at least one activity is clay.
25. The game board according to claim 22, wherein the at least one activity comprises a vocal action in the center designated space.
26. The game board according to claim 22, wherein the at least one activity comprises an exchange of the tokens in the at least one designated space.
US10/656,050 2003-09-05 2003-09-05 Educational board game and method of playing Abandoned US20050051957A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US10/656,050 US20050051957A1 (en) 2003-09-05 2003-09-05 Educational board game and method of playing

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US10/656,050 US20050051957A1 (en) 2003-09-05 2003-09-05 Educational board game and method of playing

Publications (1)

Publication Number Publication Date
US20050051957A1 true US20050051957A1 (en) 2005-03-10

Family

ID=34226270

Family Applications (1)

Application Number Title Priority Date Filing Date
US10/656,050 Abandoned US20050051957A1 (en) 2003-09-05 2003-09-05 Educational board game and method of playing

Country Status (1)

Country Link
US (1) US20050051957A1 (en)

Cited By (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060082060A1 (en) * 2004-10-14 2006-04-20 Soto Susan L Educational game
US20070018393A1 (en) * 2005-07-07 2007-01-25 Mattel, Inc. Methods of playing drawing games and electronic game systems adapted to interactively provide the same
US20070194528A1 (en) * 2005-03-28 2007-08-23 Laura Montocchio Training Board Game and Method
GB2436530A (en) * 2006-03-18 2007-10-03 Dogan Ibrahim Coloured dice board game
US20070257432A1 (en) * 2006-05-05 2007-11-08 Yoga 4 Kids, Inc. Yoga board game and methods of teaching yoga
US20080174072A1 (en) * 2007-01-19 2008-07-24 Michal Pospieszalski Group attraction game
US20090017887A1 (en) * 2005-03-28 2009-01-15 Corporate Training Consultants, Inc Electronic training game and method
US20110309575A1 (en) * 2010-03-18 2011-12-22 Marc Ribeiro Board game combining several activities
US20120223480A1 (en) * 2010-12-01 2012-09-06 Jerry North Exercise game
US20130157243A1 (en) * 2011-12-15 2013-06-20 United Capital Financial Advisers, LLC Systems and Methods for Obtaining Prioritized User Input
US9095768B1 (en) 2014-10-28 2015-08-04 Yousef A. E. S. M. Bohadi Board game
US20160078776A1 (en) * 2014-09-15 2016-03-17 Michael J. Kiely Tongue twister game and method of play

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4039186A (en) * 1976-03-11 1977-08-02 Anderson Paul R Game apparatus
US4440396A (en) * 1980-05-02 1984-04-03 Rosalie Frudakis Method for encouraging self improvement
US4856788A (en) * 1987-08-26 1989-08-15 Mario Fischel Method of playing a game of economics and finance
US4986757A (en) * 1989-09-08 1991-01-22 Mueller Laverne J Nutrition and exercise education game and method of play thereof
US4991854A (en) * 1988-04-14 1991-02-12 Weiss Adrienne J Educational board game
US5251904A (en) * 1992-08-24 1993-10-12 Cruz Jose A Board game apparatus
US5816819A (en) * 1996-07-29 1998-10-06 Rockburn; Patricia Cooper Zodiac game and method for play
US6457716B1 (en) * 1999-10-09 2002-10-01 Kathleen O. Johnson Prillerman Card game having cards with graphic and pictorial illustrations of geographic, historical and health related facts

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4039186A (en) * 1976-03-11 1977-08-02 Anderson Paul R Game apparatus
US4440396A (en) * 1980-05-02 1984-04-03 Rosalie Frudakis Method for encouraging self improvement
US4856788A (en) * 1987-08-26 1989-08-15 Mario Fischel Method of playing a game of economics and finance
US4991854A (en) * 1988-04-14 1991-02-12 Weiss Adrienne J Educational board game
US4986757A (en) * 1989-09-08 1991-01-22 Mueller Laverne J Nutrition and exercise education game and method of play thereof
US5251904A (en) * 1992-08-24 1993-10-12 Cruz Jose A Board game apparatus
US5816819A (en) * 1996-07-29 1998-10-06 Rockburn; Patricia Cooper Zodiac game and method for play
US6457716B1 (en) * 1999-10-09 2002-10-01 Kathleen O. Johnson Prillerman Card game having cards with graphic and pictorial illustrations of geographic, historical and health related facts

Cited By (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060082060A1 (en) * 2004-10-14 2006-04-20 Soto Susan L Educational game
US7303398B2 (en) * 2004-10-14 2007-12-04 Susan Lynn Soto Educational game
US20090017887A1 (en) * 2005-03-28 2009-01-15 Corporate Training Consultants, Inc Electronic training game and method
US20070194528A1 (en) * 2005-03-28 2007-08-23 Laura Montocchio Training Board Game and Method
US20070018393A1 (en) * 2005-07-07 2007-01-25 Mattel, Inc. Methods of playing drawing games and electronic game systems adapted to interactively provide the same
US20110201396A1 (en) * 2005-07-07 2011-08-18 Janice Ritter Methods of playing drawing games and electronic game systems adapted to interactively provide the same
US7887058B2 (en) * 2005-07-07 2011-02-15 Mattel, Inc. Methods of playing drawing games and electronic game systems adapted to interactively provide the same
GB2436530A (en) * 2006-03-18 2007-10-03 Dogan Ibrahim Coloured dice board game
US20070257432A1 (en) * 2006-05-05 2007-11-08 Yoga 4 Kids, Inc. Yoga board game and methods of teaching yoga
US20080174072A1 (en) * 2007-01-19 2008-07-24 Michal Pospieszalski Group attraction game
US20110309575A1 (en) * 2010-03-18 2011-12-22 Marc Ribeiro Board game combining several activities
US20120223480A1 (en) * 2010-12-01 2012-09-06 Jerry North Exercise game
US20130157243A1 (en) * 2011-12-15 2013-06-20 United Capital Financial Advisers, LLC Systems and Methods for Obtaining Prioritized User Input
US20160078776A1 (en) * 2014-09-15 2016-03-17 Michael J. Kiely Tongue twister game and method of play
US9095768B1 (en) 2014-10-28 2015-08-04 Yousef A. E. S. M. Bohadi Board game

Similar Documents

Publication Publication Date Title
Lewis et al. Games for children
Davidson Language and play: Natural partners
Eyre et al. Teaching your children values
Brandes The Gamesters' Handbook
Jones et al. Playing to get smart
US20050051957A1 (en) Educational board game and method of playing
Shapiro Plato was Wrong!: Footnotes on Doing Philosophy with Young People
Nordenhof et al. Autism, play and social interaction
De Koven The Infinite Playground: A Player's Guide to Imagination
EP1651321A1 (en) Game for two or more players involving a psychological or social evaluation of the other players
Shure I can problem solve: Intermediate elementary grades
Schoonmaker The psychology of poker
McCurrach et al. Special talents, special needs: drama for people with learning disabilities
Barber Creating children's art games for emotional support
Kaye Games for writing: Playful ways to help your child learn to write
Trousdale Give a Listen: Stories of Storytelling in School.
Vernon 176 English Language Games for Children
Rusmanayanti et al. 50 Games in English Language Teaching
Berman What Else Should I Read?: Guiding Kids to Good Books
Savage et al. 60 Kinesthetic Grammar Activities
Cave 100+ Fun Ideas for Practising Modern Foreign Languages in the Primary Classroom
Cavert et al. Games (& other stuff) for teachers: Classroom activities that promote pro-social learning
Bartl et al. 101 Pep-up Games for Children: Refreshing, Recharging, Refocusing
Ulibarri Children's worlds: An exploration of Latino students' play in rural New Mexico
Badegruber 101 life skills games for children: Learning, growing, getting along (ages 6-12)

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION