US20060022406A1 - Board game and method for playing a game with multiple game options - Google Patents

Board game and method for playing a game with multiple game options Download PDF

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Publication number
US20060022406A1
US20060022406A1 US10/902,168 US90216804A US2006022406A1 US 20060022406 A1 US20060022406 A1 US 20060022406A1 US 90216804 A US90216804 A US 90216804A US 2006022406 A1 US2006022406 A1 US 2006022406A1
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player
playing
question
answering
board game
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US10/902,168
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James Stuart
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JANIK Corp
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JANIK Corp
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Publication of US20060022406A1 publication Critical patent/US20060022406A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board 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
    • A63F3/00003Types of board games
    • A63F3/00157Casino or betting 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
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games

Definitions

  • the present invention relates to a multi-skill question and answer board game that can be played simultaneously by a plurality of players. More particularly, the present invention relates to trivia games of the type that includes a one directional playing track along which each player moves their pieces based upon the value determined using a chance device. Movement between a “START” point and “FINISH” point depends in part on answering trivia questions correctly.
  • the prior art consists of a number of trivia games including TRIVIAL PURSUITM and the like. Many of such games have different versions. Some of these versions are generally directed at areas of special knowledge. Such areas of special knowledge are sometimes associated with players who are members of a particular demographic group such as an age group. Players of a particular demographic group are sometimes more likely than members of different demographic groups to know the answers to specific questions.
  • a board game permits members of different demographic groups and particularly different age groups to play a trivia game and still have fun. This is not generally achieved by prior art trivia games.
  • the preponderance of questions is directed at a particular age group, for example, thereby giving an advantage to members of that age group. Members of one group may become frustrated, as they do not perceive that they have a relatively fair chance of winning the game.
  • some trivia questions are directed at one age group, but others are directed at another age group. Whether a player happens on a question biased toward his/her age group will depend on chance.
  • a bad run of luck whereby a first player is given questions that are not directed at his/her demographic group while questions given to a second player are directed to his/her demographic group may reduce the first player's enjoyment of the game, or possibly cause the first player to lose interest in the game all together.
  • Trivia games have an educational benefit in that knowledge can be acquired from the question/answer combinations on a number of different topics. Trivia games generally omit including background information regarding question/answer combinations that may be of interest to players.
  • TRIVIAL PURSUITTM For example, once a player has obtained each “pie slice” corresponding to a question category, the player must then reach the centre of the board and successfully answer a question form a category selected by opposing player(s). Obviously the opposing players(s) generally select a category in which the player who is ahead is weaker. The purpose of this ending is to “equalize” opposing players by giving the competition the chance to catch up while the player who is ahead and hopefully misses one or more question has to leave the centre and roll back to re-enter the centre and try again.
  • the problem with equalizing between opposing players in this way is that if one or more opposing players are far behind, equalizing at the end stage of the game may be too late, because these opposing players may have already lost interest in the game.
  • FIG. 1 shows the upper playing surface of a playing board for use in the board game of the present invention, in one representative embodiment thereof;
  • FIG. 2 is a perspective view of the question card box of the present invention.
  • the playing surface consists generally of a playing board 10 .
  • the gaming system of the present invention in one embodiment thereof includes: the playing board 10 , a chance device such as a die 12 , a series of player's tokens 14 , and question cards 16 .
  • the present invention also contemplates that such elements further include a copy of the rules for playing the game, whether this is part of the packaging for the board game or a separate sheet included with the board game at sale.
  • the game system includes the card box illustrated in FIG. 2 , further described below.
  • there are 480 question cards 16 (particularized below) divided into four different categories (also explained below).
  • a player or team playing together uses a particular token or playing piece 14 throughout the game. These tokens 14 are also part of the game system disclosed herein.
  • the playing board 10 in one particular embodiment of the present invention, includes a known stiff rectangular board which is foldable along a crease indicated by for convenience in carrying and transporting the game.
  • the playing board 10 has on its upper face a playing surface 16 carrying a printed representation of a playing course 18 which comprises a number of square boxes 20 . This is best illustrated in FIG. 1 .
  • FIG. 1 illustrates one particular arrangement only for the playing course 18 which includes a “START” point or box 22 and “FINISH” point or box 24 , or equivalent.
  • Each team or player rolls the die 12 with the highest roll starting. If two or more teams/players roll the same high number, they re-roll until a starter is determined. On the representative board illustrated in FIG. 1 , play happens clockwise.
  • All teams begin in the START point 22 .
  • the first team/player rolls the die 12 and moves their token the corresponding number of play boxes or squares 26 from the START point 22 .
  • the color landed determines which category the questions are selected from, as explained below. If a team/player answers a question they get to roll again. They lose their turn only when they have failed to answer a question correctly.
  • Play boxes 26 are arranged along the playing course 18 .
  • the playing course 18 is associated with one or more “SETBACK ZONES” 25 , as shown in FIG. 1 .
  • each of the play boxes 26 is associated with a SETBACK ZONE 25 except one play box 26 which is a “SETBACK FREE ZONE” or equivalent.
  • the SETBACK ZONES apply to penalize players every time they give a wrong answer to question card 16 .
  • there are five SETBACK ZONES 25 each being associated with a greater penalty value.
  • the first SETBACK ZONE 25 has a setback value of 1, the second, 2, the third, 3, the fourth, 4, and the fifth SETBACK ZONE 25 which is the FINISH point 22 , have a setback value of 5. Accordingly, the game of the present invention becomes more challenging as players/teams advance towards the finish area, helping to reduce the gap between leaders and trailers.
  • a first type of betting area is a “WAGER SQUARE” 29 .
  • the player/team Before being read the “QUESTION CLUES” for a particular question card 16 (see below), the player/team must select an amount that they wish to wager from the range indicated on the board.
  • a representative number and positioning of WAGER SQUARES 29 , as well as associated values, are depicted in FIG. 1 .
  • such range of values includes 1-4.
  • a player/team wishing to be aggressive would opt to wager the maximum of 4 while a conservative player/team might opt to choose the minimum of 1.
  • the amount selected is added to their next roll if the player/team answers correctly, or added to their SETBACK if they answer wrong.
  • the SETBACK and results of a WAGER SQUARE 29 are cumulative.
  • a second type of betting area is a “GAMBLE SQUARE” 31 .
  • GAMBLE SQUARES 31 are similar to WAGER SQUARES 29 but are optional. In other words, if the player/team landing on such a square elects not to gamble, the square is played in the normal course described herein.
  • a third type of betting area in a representative embodiment of the present invention, is a “HIGH ROLLER ZONE” 33 .
  • these betting areas 28 and the SETBACK ZONES 25 are to decrease the gap between one or more players who are better at trivia and ahead, and other players who may not be quite as good at trivia and are behind. While there is no guarantee that the players who are ahead will land on a betting area 28 or SETBACK ZONE 25 , even the potential that winning players could be set back maintains interest of the players who may be behind. Even if some players are ahead, the HIGH ROLLER ZONE 33 will generally maintain the interest of the players who are behind until the end of the game.
  • the question cards 16 are divided into multiple categories. In accordance with one particular embodiment of the present invention, there are four different categories, but more or less such categories are also contemplated.
  • Players/teams typically are particularly skilled at answering a question directed at one or more specific areas of knowledge, and also generally at answering one or more specific types of questions.
  • the question categories therefore in the embodiment of the present invention illustrated herein, are selected such that they are directed at different question types.
  • the four categories consist of: (a) “ANYTHING GOES” (typical questions directed at different categories of knowledge), (b) “ODD BALL” (“one of these things is not like the other” type questions), (c) “REVERSE LOGIC” (question clue word in question points to counterintuitive correct answer), and (d) “HEARSAY” (things that are heard or said, e.g. song lyrics, famous sayings, unusual words, movie quotes etc.).
  • each of the different categories is identified with a color or some other symbol on the playing surface 18 .
  • “ANYTHING GOES” is blue
  • “ODD BALL” is green
  • “REVERSE LOGIC” is red
  • “HEARSAY” is purple.
  • the different categories are differentiated based on “A”, “B”, “C” and “D” for illustration purposes only.
  • the particular embodiment of the present invention illustrated in FIG. 1 consists of 47 play boxes 26 .
  • the particular betting options discussed above are designed to sustain hope of winning or at least catching up with a player who is losing based on this number of boxes. Obviously, the number of betting areas, or betting options in such areas would be altered in the case of more or less play boxes. Similarly, the present invention also contemplates altering the proportion of betting areas and question areas based on the particular balance between chance and knowledge that is sought.
  • each question card in each category includes more than one question.
  • each question in one embodiment of the present invention, is associated with one or more “QUESTION CLUES”.
  • An opposing player will read the QUESTION CLUES associated with each question on the question card 16 to the active player (or team) whose turn it is. Based on whether the active player believes that s/he is knowledgeable in the area of such question, s/he will select a particular question.
  • the different questions on a single question card will generally be directed at different areas of knowledge such that one of such questions is somewhat more likely to appeal to a particular player.
  • questions appearing on a particular question card area are generally directed at different age groups, or different areas of special knowledge.
  • the questions on a single question card 16 are designed in such a way that they are unlikely to be directed at the same particular area of special knowledge.
  • the questions are selected in a way that they are generally less likely to favour one player/team over another player/team.
  • This method permits “equalizing” of different factors contributing to special knowledge such as age, urbanites vs. people living in the country, race, religion and such.
  • the purpose of designing cards in this way and then providing a choice is to filter out to a degree subjective factors affecting the ability of specific player to answer particular questions.
  • the questions are multiple choice questions.
  • the questions are generally designed such that while the question may sound relatively easy based on the QUESTION CLUES, selecting the single right answer from multiple answers may not be as easy as previously thought. This has the benefit of surprise whereby a player who may have thought that subjective factors or related subjective knowledge gave them a good chance of answering a question correctly, whereas the answers provided are in fact surprisingly difficult to choose between.
  • the multiple choice element itself tends to “equalize” between players who are better at trivia and those who are not because even without particular knowledge multiple choice carries a certain chance of answering correctly just by guessing.
  • this chance is 1 in 4 because four possible answers are given for each question card.
  • the present invention contemplates that this number could be less or more.
  • each question card includes background information on each question included thereon.
  • one side of each question card bears the questions, and the opposite side bears the corresponding background information.
  • the background information generally consists of interesting further details regarding the subject matter of a particular question. The following provides a particular example of a question provided for illustration purposes only:
  • Another aspect of the present invention is the method by which a player wins the game.
  • This particular aspect of the present invention is designed to bring closure to the trivia game relatively quickly, but also increase the uncertainty of the final outcome until the very end.
  • players can roll right in to the “FINISH” position. This means that as long as they obtain using the device a number equal or greater than the number of spaces between the space that they currently occupy on the play surface, they will be considered to have landed in the “FINISH” position. In other words, if they players at this stage of the game roll more than this number of such spaces they will not have to roll again to land on the “FINISH” position.
  • the player gets to choose the category of question, however, the opposing players select the particular question from the card drawn. Naturally, they will choose a question that they feel is not in an area where the player has special knowledge. This avoids a particularly frustrating aspect of prior art trivia games in that where some questions are easier than others, especially for a particular player given special knowledge, and the game is won on a question that the opposing players know is particularly easy for the winning player.
  • this number of spaces is 5.
  • the method of the present invention consists of playing a trivia game in accordance with the steps described above.
  • a still further aspect of the present invention is a box for holding question cards.
  • Question cards of different categories are typically stored in individual boxes. As boxes are circulated during play this means that the players have to locate a particular box and pass it on to the player who is reading the question. It is preferable to have the questions of different categories in a single box with a section for the question cards of each category.
  • FIG. 4 illustrates such a box.
  • the box include four sections. In one representative embodiment illustrated in FIG. 2 , each section includes a tab for ready identification of the category of the cards.
  • a compact case includes a peg board rather than the board depicted in FIG. 1 .
  • a children's version of the game in addition to the attributes of the present invention, questions are selected that are based on solving basing mathematical problems and/or visual problem-solving tests.
  • an alternate chance device can be used to randomly select the number of spaces that the player shall move.
  • a chance device including a resilient means. When manually hit on one side jumps in the air—depending on how it lands determines matters such as who goes first, and the number of tiles the player will move.
  • the playing path consists of three interconnected, generally circular play areas that each have slightly different play rules consisting of modifications on the play rules described above.
  • the game of the present invention can be played on a computer in a manner that is known.
  • a computer implemented version of the game generally requires a player interface for receiving player input, and processor configured to effect game play, the processor enabling the method according to the invention.
  • This apparatus is provided in a manner that is well known.
  • the invention can be embodied in a wide variety and forms of media, software, as well as in-flight, home and Internet entertainment.
  • the invention can be readily implemented as a computer program product (e.g. floppy disk, compact disk etc.) comprising a computer readable medium having control logic recorded therein to implement the features of the invention as described in relation to the other preferred embodiments.
  • Control logic can be loaded into the memory of a computer and executed by a central processing unit (CPU) to perform the operations described herein.
  • the present invention also contemplates the deployment of a computer program that implements the gaming method, or of an integrated circuit embodying the gaming method, to a plurality of interconnected gaming terminals such as those commonly used in bars.

Abstract

A trivia game with multiple game options is disclosed. The trivia game provides a choice of questions to equalize different areas of special knowledge associated with different players. The trivia game also includes betting areas that enable advancement of players in the game based on change. A further aspect of the game is background information associated with the question/answer combinations. A related game system and method for playing a game is also disclosed. A card box is also provided for play of the trivia game.

Description

    FIELD OF THE INVENTION
  • The present invention relates to a multi-skill question and answer board game that can be played simultaneously by a plurality of players. More particularly, the present invention relates to trivia games of the type that includes a one directional playing track along which each player moves their pieces based upon the value determined using a chance device. Movement between a “START” point and “FINISH” point depends in part on answering trivia questions correctly.
  • BACKGROUND OF THE INVENTION
  • The prior art consists of a number of trivia games including TRIVIAL PURSUI™ and the like. Many of such games have different versions. Some of these versions are generally directed at areas of special knowledge. Such areas of special knowledge are sometimes associated with players who are members of a particular demographic group such as an age group. Players of a particular demographic group are sometimes more likely than members of different demographic groups to know the answers to specific questions.
  • It is generally desirable that a board game permits members of different demographic groups and particularly different age groups to play a trivia game and still have fun. This is not generally achieved by prior art trivia games. In some cases the preponderance of questions is directed at a particular age group, for example, thereby giving an advantage to members of that age group. Members of one group may become frustrated, as they do not perceive that they have a relatively fair chance of winning the game. In other cases, some trivia questions are directed at one age group, but others are directed at another age group. Whether a player happens on a question biased toward his/her age group will depend on chance. A bad run of luck whereby a first player is given questions that are not directed at his/her demographic group while questions given to a second player are directed to his/her demographic group may reduce the first player's enjoyment of the game, or possibly cause the first player to lose interest in the game all together.
  • Games that provide a choice between questions directed at different skill levels are known. What is required is a game that provides for choice between one or more questions whereby each individual question is generally directed at a demographic group different from the remaining questions. U.S. Pat. No. 5,906,371 granted to Peterson discloses a trivia game whereby players can select from questions from four skill levels such as Elementary School Level, Junior High School and the like. In other words, questions are differentiated solely on the basis of age/education and not on areas of special knowledge. Subjective factors based on demographics that influence the likelihood of knowing a particular question are difficult to categorize. For example, younger people will generally know more about new music than older people. These factors are part of a continuum that does not lend itself to clearly defined categories. Also, there are exceptions to every categorization. For example, a particular younger player may be an old movie buff whereby s/he may be actually more likely to answer a particular question in an “OLDER” category than a question that s/he might have drawn from a “YOUNGER” category. Therefore more flexible differentiation based on these subjective factors is required.
  • Another aspect of trivia games is that one or more players because of their better knowledge of trivia are able to dominate the game all together. This can be frustrating for other players and can reduce their enjoyment of the game, and again can possibly cause them to lose interest in the game all together. One way in which this disadvantage can be addressed is by introducing wager options to a trivia game. U.S. Pat. No. 6,471,207 granted to Schlaifer, for example, discloses a game of knowledge that permits opposing players to wager on a player's ability to answer a particular question. This game feature does not permit players to catch up in the game to one or more players who are particularly knowledgeable using wager options.
  • Trivia games have an educational benefit in that knowledge can be acquired from the question/answer combinations on a number of different topics. Trivia games generally omit including background information regarding question/answer combinations that may be of interest to players.
  • Another aspect of trivia games is that they generally take a long time to finish. This is in part because of the way such games generally end. In TRIVIAL PURSUIT™, for example, once a player has obtained each “pie slice” corresponding to a question category, the player must then reach the centre of the board and successfully answer a question form a category selected by opposing player(s). Obviously the opposing players(s) generally select a category in which the player who is ahead is weaker. The purpose of this ending is to “equalize” opposing players by giving the competition the chance to catch up while the player who is ahead and hopefully misses one or more question has to leave the centre and roll back to re-enter the centre and try again. The problem with equalizing between opposing players in this way, is that if one or more opposing players are far behind, equalizing at the end stage of the game may be too late, because these opposing players may have already lost interest in the game.
  • There is a need therefore for a trivia board game that permits members of different demographics group to play simultaneously and enjoy the game. There is a further need for a trivia board game that incorporates wager elements such that players who are behind feel that they are still in the running, even though they are behind one or more players who may be better at trivia games. There is a further need for a trivia board game with enhanced educational content.
  • SUMMARY OF THE INVENTION
  • It is one object of the present invention to provide a trivia board game that facilitates play between members of groups having different areas of special knowledge by providing a choice between one or more questions whereby each question is generally directed at a different area of special knowledge. This facilitates interplay between members of different demographic groups.
  • It is a further object of the present invention to provide a trivia board game that includes betting elements that enable advancement of players in the game based on chance.
  • It is a still further object of the present invention to provide a trivia board game with improved education content consisting of background information associated with a question/answer combination.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • A detailed description of the preferred embodiment is provided herein below by way of example only and with reference to the following drawings, in which:
  • FIG. 1 shows the upper playing surface of a playing board for use in the board game of the present invention, in one representative embodiment thereof;
  • FIG. 2 is a perspective view of the question card box of the present invention.
  • In the drawings, preferred embodiments of the invention are illustrated by way of example. It is to be expressly understood that the description and drawings are only for the purpose of illustration and as an aid to understanding, and are not intended as a definition of the limits of the invention.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • Referring now to the FIG. 1., a representative playing surface is illustrated. The playing surface consists generally of a playing board 10. The gaming system of the present invention, in one embodiment thereof includes: the playing board 10, a chance device such as a die 12, a series of player's tokens 14, and question cards 16. The present invention also contemplates that such elements further include a copy of the rules for playing the game, whether this is part of the packaging for the board game or a separate sheet included with the board game at sale.
  • In a particular embodiment of the present invention, the game system includes the card box illustrated in FIG. 2, further described below. In a particular embodiment of the present invention, there are 480 question cards 16 (particularized below) divided into four different categories (also explained below).
  • A player or team playing together uses a particular token or playing piece 14 throughout the game. These tokens 14 are also part of the game system disclosed herein.
  • The playing board 10, in one particular embodiment of the present invention, includes a known stiff rectangular board which is foldable along a crease indicated by for convenience in carrying and transporting the game. The playing board 10 has on its upper face a playing surface 16 carrying a printed representation of a playing course 18 which comprises a number of square boxes 20. This is best illustrated in FIG. 1. FIG. 1 illustrates one particular arrangement only for the playing course 18 which includes a “START” point or box 22 and “FINISH” point or box 24, or equivalent.
  • Each team or player rolls the die 12 with the highest roll starting. If two or more teams/players roll the same high number, they re-roll until a starter is determined. On the representative board illustrated in FIG. 1, play happens clockwise.
  • All teams begin in the START point 22. The first team/player rolls the die 12 and moves their token the corresponding number of play boxes or squares 26 from the START point 22. The color landed determines which category the questions are selected from, as explained below. If a team/player answers a question they get to roll again. They lose their turn only when they have failed to answer a question correctly.
  • Between such START point 22 and FINISH point 24 a number of different play boxes 26 are arranged along the playing course 18. There are two types of play boxes 26: (a) play boxes corresponding to a question card category, and (b) play boxes that correspond to a question card category plus a betting area (explained below) 28.
  • Another feature of the present invention is that the playing course 18 is associated with one or more “SETBACK ZONES” 25, as shown in FIG. 1. In the particular embodiment of the invention illustrated in FIG. 1, each of the play boxes 26 is associated with a SETBACK ZONE 25 except one play box 26 which is a “SETBACK FREE ZONE” or equivalent. The SETBACK ZONES apply to penalize players every time they give a wrong answer to question card 16. In the particular embodiment of the present invention, there are five SETBACK ZONES 25 each being associated with a greater penalty value. The first SETBACK ZONE 25 has a setback value of 1, the second, 2, the third, 3, the fourth, 4, and the fifth SETBACK ZONE 25 which is the FINISH point 22, have a setback value of 5. Accordingly, the game of the present invention becomes more challenging as players/teams advance towards the finish area, helping to reduce the gap between leaders and trailers.
  • In a particular embodiment of the present invention, there are a number of different types of betting areas 28.
  • A first type of betting area is a “WAGER SQUARE” 29. Before being read the “QUESTION CLUES” for a particular question card 16 (see below), the player/team must select an amount that they wish to wager from the range indicated on the board. A representative number and positioning of WAGER SQUARES 29, as well as associated values, are depicted in FIG. 1. For example, such range of values includes 1-4. A player/team wishing to be aggressive would opt to wager the maximum of 4 while a conservative player/team might opt to choose the minimum of 1. The amount selected is added to their next roll if the player/team answers correctly, or added to their SETBACK if they answer wrong. In other words, in one particular embodiment of the present invention the SETBACK and results of a WAGER SQUARE 29 are cumulative.
  • A second type of betting area is a “GAMBLE SQUARE” 31. GAMBLE SQUARES 31 are similar to WAGER SQUARES 29 but are optional. In other words, if the player/team landing on such a square elects not to gamble, the square is played in the normal course described herein.
  • A third type of betting area, in a representative embodiment of the present invention, is a “HIGH ROLLER ZONE” 33.
  • It should be understood that the values associated with such betting areas 29, or the number of such betting areas 28, as well as their relative position, can be modified in different versions of the game disclosed.
  • The function of these betting areas 28 and the SETBACK ZONES 25 is to decrease the gap between one or more players who are better at trivia and ahead, and other players who may not be quite as good at trivia and are behind. While there is no guarantee that the players who are ahead will land on a betting area 28 or SETBACK ZONE 25, even the potential that winning players could be set back maintains interest of the players who may be behind. Even if some players are ahead, the HIGH ROLLER ZONE 33 will generally maintain the interest of the players who are behind until the end of the game.
  • The question cards 16 are divided into multiple categories. In accordance with one particular embodiment of the present invention, there are four different categories, but more or less such categories are also contemplated. Players/teams typically are particularly skilled at answering a question directed at one or more specific areas of knowledge, and also generally at answering one or more specific types of questions. The question categories therefore in the embodiment of the present invention illustrated herein, are selected such that they are directed at different question types. For example, in the particular embodiment of the present invention illustrated herein, the four categories consist of: (a) “ANYTHING GOES” (typical questions directed at different categories of knowledge), (b) “ODD BALL” (“one of these things is not like the other” type questions), (c) “REVERSE LOGIC” (question clue word in question points to counterintuitive correct answer), and (d) “HEARSAY” (things that are heard or said, e.g. song lyrics, famous sayings, unusual words, movie quotes etc.).
  • As explained below, each of the different categories is identified with a color or some other symbol on the playing surface 18. In one particular embodiment of the present invention, for example, “ANYTHING GOES” is blue, “ODD BALL” is green, “REVERSE LOGIC” is red, and “HEARSAY” is purple. In FIG. 2, the different categories are differentiated based on “A”, “B”, “C” and “D” for illustration purposes only.
  • The particular embodiment of the present invention illustrated in FIG. 1 consists of 47 play boxes 26. The particular betting options discussed above are designed to sustain hope of winning or at least catching up with a player who is losing based on this number of boxes. Obviously, the number of betting areas, or betting options in such areas would be altered in the case of more or less play boxes. Similarly, the present invention also contemplates altering the proportion of betting areas and question areas based on the particular balance between chance and knowledge that is sought.
  • Another aspect of the present invention is that each question card in each category includes more than one question. Further, each question, in one embodiment of the present invention, is associated with one or more “QUESTION CLUES”. An opposing player will read the QUESTION CLUES associated with each question on the question card 16 to the active player (or team) whose turn it is. Based on whether the active player believes that s/he is knowledgeable in the area of such question, s/he will select a particular question. As mentioned earlier, the different questions on a single question card will generally be directed at different areas of knowledge such that one of such questions is somewhat more likely to appeal to a particular player. In accordance with the particular embodiment of the present invention, questions appearing on a particular question card area are generally directed at different age groups, or different areas of special knowledge. Put in another way, the questions on a single question card 16 are designed in such a way that they are unlikely to be directed at the same particular area of special knowledge. In other words, the questions are selected in a way that they are generally less likely to favour one player/team over another player/team. This method permits “equalizing” of different factors contributing to special knowledge such as age, urbanites vs. people living in the country, race, religion and such. The purpose of designing cards in this way and then providing a choice is to filter out to a degree subjective factors affecting the ability of specific player to answer particular questions.
  • In the particular embodiment of the present invention described herein, the questions are multiple choice questions. The questions are generally designed such that while the question may sound relatively easy based on the QUESTION CLUES, selecting the single right answer from multiple answers may not be as easy as previously thought. This has the benefit of surprise whereby a player who may have thought that subjective factors or related subjective knowledge gave them a good chance of answering a question correctly, whereas the answers provided are in fact surprisingly difficult to choose between.
  • The multiple choice element itself tends to “equalize” between players who are better at trivia and those who are not because even without particular knowledge multiple choice carries a certain chance of answering correctly just by guessing. In the particular embodiment of the present invention illustrated herein, this chance is 1 in 4 because four possible answers are given for each question card. The present invention, however, contemplates that this number could be less or more.
  • If a player chooses the correct answer from the options given, s/he gets to roll again. Whether s/he answers correctly or incorrectly the results of the betting options discussed above are applied. Again, if a question is answered incorrectly, the setbacks are also applied.
  • Another aspect of the present invention is that each question card includes background information on each question included thereon. In a particular embodiment of the present invention, one side of each question card bears the questions, and the opposite side bears the corresponding background information. The background information generally consists of interesting further details regarding the subject matter of a particular question. The following provides a particular example of a question provided for illustration purposes only:
      • Question 1 . . .
      • Clue Word—City by the Sea
      • Which of these countries borders the Dead Sea?
      • a) Lebanon b) Egypt c) Jordan d) Syria
      • Answer: c) Jordan
      • Background Information—The Dead Sea is bordered by Israel and Jordan,
      • Background Information is the lowest point on earth 1,320 feet below sea level.
      • Question 2 . . .
      • Clue Word—Ring Side
      • Which boxing great was known as the “Manassa Mauler”?
      • a) Joe Louis b) Larry Holmes c) Jack Dempsey d) Gene Tunney 1
      • Answer: c) Jack Dempsey
      • Born in Manassa, Colo., in his 78 career fights, he had 25 first round knockouts.
  • Another aspect of the present invention is the method by which a player wins the game. This particular aspect of the present invention is designed to bring closure to the trivia game relatively quickly, but also increase the uncertainty of the final outcome until the very end. In the present board game, players can roll right in to the “FINISH” position. This means that as long as they obtain using the device a number equal or greater than the number of spaces between the space that they currently occupy on the play surface, they will be considered to have landed in the “FINISH” position. In other words, if they players at this stage of the game roll more than this number of such spaces they will not have to roll again to land on the “FINISH” position.
  • Also, once a player achieves the “FINISH” position, the player gets to choose the category of question, however, the opposing players select the particular question from the card drawn. Naturally, they will choose a question that they feel is not in an area where the player has special knowledge. This avoids a particularly frustrating aspect of prior art trivia games in that where some questions are easier than others, especially for a particular player given special knowledge, and the game is won on a question that the opposing players know is particularly easy for the winning player.
  • If the player answers correctly, s/he wins. If s/he does not, s/he must move back a certain number of spaces. In the particular embodiment of the present invention, this number of spaces is 5.
  • The method of the present invention consists of playing a trivia game in accordance with the steps described above.
  • A still further aspect of the present invention is a box for holding question cards. Question cards of different categories are typically stored in individual boxes. As boxes are circulated during play this means that the players have to locate a particular box and pass it on to the player who is reading the question. It is preferable to have the questions of different categories in a single box with a section for the question cards of each category. FIG. 4 illustrates such a box. In accordance with the particular embodiment of the game wherein there are four question categories, the box include four sections. In one representative embodiment illustrated in FIG. 2, each section includes a tab for ready identification of the category of the cards.
  • It should be understood that the present invention contemplates different versions of the game disclosed herein. Different versions contemplated include a “YOUTH” version, “SPORTS” version, “MOVIES” version and so on.
  • The present invention also contemplates the use of different elements described as being part of the game system, for play in accordance with the rules described herein. For example, in a travel version of the present invention, a compact case includes a peg board rather than the board depicted in FIG. 1.
  • It should be understood that other versions of the game are possible. For example, in a children's version of the game, in addition to the attributes of the present invention, questions are selected that are based on solving basing mathematical problems and/or visual problem-solving tests. In the children's version an alternate chance device can be used to randomly select the number of spaces that the player shall move. For example, a chance device including a resilient means. When manually hit on one side jumps in the air—depending on how it lands determines matters such as who goes first, and the number of tiles the player will move.
  • It should also be understood that alternate configurations of the playing board can be made, with changes to some aspects of the method of play. For example, in an alternate embodiment of the present invention, the playing path consists of three interconnected, generally circular play areas that each have slightly different play rules consisting of modifications on the play rules described above.
  • It should also be understood that modifications to play rules associated with particular tiles are contemplated. For example certain tiles may require that each of the players play that tile provided that at least one player lands on same.
  • Other variations and modifications of the invention are possible. For example, the game of the present invention can be played on a computer in a manner that is known. A computer implemented version of the game generally requires a player interface for receiving player input, and processor configured to effect game play, the processor enabling the method according to the invention. This apparatus is provided in a manner that is well known. As would be apparent to those skilled in the relevant art, the invention can be embodied in a wide variety and forms of media, software, as well as in-flight, home and Internet entertainment. In addition, the invention can be readily implemented as a computer program product (e.g. floppy disk, compact disk etc.) comprising a computer readable medium having control logic recorded therein to implement the features of the invention as described in relation to the other preferred embodiments. Specifically, the chance device would be replaced in this medium by a random selecting means, in a manner that is well-known, that randomly selects the numerical value referred to in this disclosure. Control logic can be loaded into the memory of a computer and executed by a central processing unit (CPU) to perform the operations described herein.
  • The present invention also contemplates the deployment of a computer program that implements the gaming method, or of an integrated circuit embodying the gaming method, to a plurality of interconnected gaming terminals such as those commonly used in bars.

Claims (27)

1. A method of playing a board game, comprising the following steps:
(a) providing a game board having a playing path that includes a plurality of playing tiles, the playing path having a starting point and a finishing point;
(b) further providing a plurality of question and response cards, with the question and response cards corresponding to a plurality of categories, one or more of the plurality of playing tiles corresponding to each of the plurality of categories;
(c) further providing the plurality of question and response cards of the plurality of categories with a plurality of questions directed at different demographic groups or different areas of special knowledge;
(d) selecting at least one first player, or the first player, and at least one second player, or the second player, who compete to reach the finishing point first, whereby advancement depends on answering the questions correctly, and whereby the first player and the second player take turns during play in answering and asking questions such that the first player in one turn is an asking player and the second player is an answering player, and in a subsequent turn the first player is an answering player and the second player is an asking player;
(e) randomly drawing a question and response card, and providing the answering player with the opportunity to select one of the plurality of questions by the asking player reading information identifying the demographic group or area of special knowledge to which the plurality of questions relate;
(f) reading the question selected by the answering player; and
(g) during play, providing the answering player with another turn if the answering player answers correctly, or providing the asking player with a turn to answer if the answering player answers incorrectly.
2. The method of playing a board game claimed in claim 1, whereby the answering player selects one of the plurality of questions based on clues identifying the demographic group or area of special knowledge to which the plurality of questions of the drawn question and response card is directed.
3. The method of playing a board game claimed in claim 1, whereby the plurality of categories are defined by a plurality of question structure types.
4. The method of playing a board game claimed in claim 3, whereby the questions are multiple choice questions.
5. The method of playing a board game claimed in claim 4, whereby the plurality of question structure types include one or more of the following:
(a) questions directed at different categories of knowledge;
(b) questions directed at identifying one piece of information that is not related to a plurality of other pieces of information;
(c) questions including a clue that point to a counterintuitive correct answer; and/or;
(d) questions directed at things that are heard or said, including sayings, unusual words, movie quotes and song lyrics.
6. The method of playing a board game claimed in claim 1, including applying a penalty when the answering player answers incorrectly.
7. The method of playing a board game claimed in claim 6, whereby the penalty consists of the answering player moving back along the playing path by a predetermined number of playing tiles.
8. The method of playing a board game claimed in claim 7, whereby the predetermined number increases along the playing path in the direction of the finishing position.
9. The method of playing a board game claimed in claim 8, whereby the predetermined number is in a range of 1 to 4 playing tiles.
10. The method of playing a board game claimed in claim 1, including the answering player placing a wager on whether or not they will answer a question correctly.
11. The method of playing a board game claimed in claim 10, whereby the answering player has a choice as to whether or not to place a wager.
12. The method of playing a board game claimed in claim 10, whereby the wager is defined by a wagered number based on a predetermined number or range of numbers of additional playing tiles by which the answering player is permitted to advance if the answering player answers correctly.
13. The method of playing a board game claimed in claims 2 and 12, whereby the answering player places the wager after the clues have been read by the asking player.
14. The method of playing a board game claimed in claim 12, whereby the predetermined number increases along the playing path in the direction of the finishing position.
15. The method of playing a board game claimed in claim 12, whereby the answering player moves back by the a number of playing tiles equal to the wagered number if the answering player answers incorrectly.
16. The method of playing a board game claimed in claim 1, including finishing the board game by the answering player landing on the finishing position, selecting a category of questions, the asking player selecting a particular question on a question and response card drawn, and answering the question correctly.
17. The method of playing a board game claimed in claim 16, the first player or second player landing on the finishing position by obtaining a number from a chance device equal to or lesser than the number of playing tiles on the playing path between a current position of the first player or the second player, and the finishing position.
18. A board game apparatus, including a playing surface, the playing surface comprising:
(a) a playing path that includes a plurality of playing tiles, the playing path having a starting point and a finishing point, wherein the playing path includes a plurality of intermediate playing tiles between the starting point and the finishing point, wherein at least one first player and at least one second player compete to determine who will arrive at the finishing point first, and wherein the first player and second player take turns in acting as an asking player by asking questions from a plurality of question and response cards, and as an answering player by answering questions from the plurality of question and response cards; and
(b) one or more of the playing tiles being differentiated to provide question/answer playing tiles, which question/answer playing tiles correspond with a plurality of question and response cards that include questions directed at different demographic groups or different areas of special knowledge.
19. The board game claimed in claim 18, wherein the question/answer playing tiles are further differentiated to correspond with a plurality of question/answer categories based on different question structures.
20. The board game claimed in claim 18, wherein one or more of the playing tiles are differentiated to identify application of a penalty when the answering player answers a question incorrectly.
21. The board game claimed in claim 20, wherein the penalty consists of the answering player moving back along the playing path by a predetermined number of playing tiles.
22. The board game claimed in claim 21, wherein the predetermined number increases along the playing path in the direction of the finishing position.
23. The board game claimed in claim 22, wherein the playing tiles are marked with a predetermined number in the range of 1 to 4.
24. The board game claimed in claim 18, wherein one or more of the playing tiles are differentiated to identify a wager option available to the answering player.
25. The board game claimed in claim 24, wherein the wager option is identified on the relevant playing tiles by a wagered number based on a predetermined number of additional playing tiles by which the answering player is permitted to advance if the answering player answers correctly.
26. The board game claimed in claim 25, wherein the predetermined number increases along the playing path in the direction of the finishing position.
27. The board game claimed in claim 26, wherein the wagered number also identifies the number of playing tiles by which the answering player moves back if the answering player answers incorrectly.
US10/902,168 2004-07-30 2004-07-30 Board game and method for playing a game with multiple game options Abandoned US20060022406A1 (en)

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US20070057470A1 (en) * 2005-09-12 2007-03-15 James Mohr Trivia game
GB2442709A (en) * 2006-10-11 2008-04-16 Christopher George Stokley Quiz game and method of playing
US20080293468A1 (en) * 2007-03-02 2008-11-27 Mcgeoghegan Sean Eric Process or method for playing a board game that incorporates at least one digital storage device (DSD) and at least one player.
US20090149259A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Real Time Trivia Match with Questions with Proof
US20090149236A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Creating a Virtual Item Skin from Content in a Real Time Trivia Match
US20090146376A1 (en) * 2007-12-07 2009-06-11 Green Dennis E Trivia game
US20090149234A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Managing Participation in a series of Matches in a Real Time Trivia Match
US20090149235A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Paying Royalties Based on Content Usage in a Trivia Game
US20090280882A1 (en) * 2008-05-09 2009-11-12 Hovakim Saghatelyan System, method and computer program product for educational triva game
US20130161908A1 (en) * 2011-12-22 2013-06-27 Jeffrey Grossman Board Game

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US6471207B1 (en) * 2000-02-02 2002-10-29 Odd's R Network, Inc. System and method for playing a game of knowledge and wagering
US20050073096A1 (en) * 2003-10-07 2005-04-07 Reynolds Patricia Helen Religion-based trivia board game and method of playing

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070057470A1 (en) * 2005-09-12 2007-03-15 James Mohr Trivia game
GB2442709A (en) * 2006-10-11 2008-04-16 Christopher George Stokley Quiz game and method of playing
US20080293468A1 (en) * 2007-03-02 2008-11-27 Mcgeoghegan Sean Eric Process or method for playing a board game that incorporates at least one digital storage device (DSD) and at least one player.
US20090149259A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Real Time Trivia Match with Questions with Proof
US20090149236A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Creating a Virtual Item Skin from Content in a Real Time Trivia Match
US20090149234A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Managing Participation in a series of Matches in a Real Time Trivia Match
US20090149235A1 (en) * 2007-12-06 2009-06-11 Leviathan Entertainment Paying Royalties Based on Content Usage in a Trivia Game
US20090146376A1 (en) * 2007-12-07 2009-06-11 Green Dennis E Trivia game
US20090280882A1 (en) * 2008-05-09 2009-11-12 Hovakim Saghatelyan System, method and computer program product for educational triva game
US20130161908A1 (en) * 2011-12-22 2013-06-27 Jeffrey Grossman Board Game

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