US20100253000A1 - Method of playing a game to improve a relationship - Google Patents

Method of playing a game to improve a relationship Download PDF

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Publication number
US20100253000A1
US20100253000A1 US12/531,117 US53111708A US2010253000A1 US 20100253000 A1 US20100253000 A1 US 20100253000A1 US 53111708 A US53111708 A US 53111708A US 2010253000 A1 US2010253000 A1 US 2010253000A1
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person
card
cards
relationship
people
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US12/531,117
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Evon Creger
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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
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/08Puzzles provided with elements movable in relation, i.e. movably connected, to each other
    • 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
    • A63F9/02Shooting or hurling 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
    • 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
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00646Electric board games; Electric features of board games with illumination of playing field or playing piece
    • A63F2003/00652Light-emitting diodes
    • 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
    • A63F2250/34Miscellaneous game characteristics promoting partner selection

Definitions

  • a relationship is generally a connection, association, or involvement between two people.
  • a relationship may involve a connection between two persons by blood, marriage, or history.
  • a relationship may involve an emotional or other connection between unrelated persons, such as teacher and student or two friends.
  • a relationship can be a great way to have fun and create a special bond, as well as an opportunity to learn about one other.
  • a game played between two people that provokes thought about one another can be fun and spontaneous with unplanned questions and unprepared answers.
  • a game also can be short to fit into time-challenged life styles.
  • a game may be a relationship tool that promotes conversation and communication between the players. These features and benefits of the relationship tool, disguised as a game, can be one tool in keeping the lines of communication open to promote and encourage communication between two people. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment. Focusing on the positive is the core of this tool.
  • the present invention provides a method of exploring a relationship between two people.
  • the method comprises the acts of the first person selecting a card from a group of cards including an instruction having one of an action statement and a question, the first person reading aloud the instruction on the selected card, the first person responding to the instruction on the selected card, and the second person responding to the instruction on the selected card.
  • the first person and the second person are in a committed relationship.
  • the present invention also provides a method of exploring a relationship between two people.
  • the method comprises the acts of selecting one of the first person and the second person to be a dealer of a group of four different types of cards, each card including an instruction, the dealer setting aside one type of the cards, the dealer shuffling the remaining three types of cards, the dealer dealing a predetermined number of cards to the two people, each person receiving the same number of cards, one of the first person and the second person selecting a card from the other person's cards, reading aloud the instruction on the selected card, and at least one of the first person and the second person responding to the instruction on the selected card.
  • FIG. 1 illustrates a sheet of sweetheart/caring cards.
  • FIG. 2 illustrates a sheet of action cards.
  • FIG. 3 illustrates a sheet of wild cards.
  • FIG. 4 illustrates a sheet of sharing cards.
  • FIG. 5 is a flowchart of a method of improving a relationship between two people.
  • FIG. 6 is a flowchart of a method of improving a relationship between two people.
  • the present invention relates to a relationship tool, disguised as a game for improving and exploring a relationship between two people.
  • the game promotes and encourages conversation and communication between the players. Exchanging information can promote understanding. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment.
  • the game is oriented for two people in a committed relationship, which is defined herein as a marriage, long-term dating relationship (e.g., at least 6 months), a blood/relative connection, or a vested emotional relationship (e.g., teacher/child, guardian/child, coach/child and mentor/child).
  • a committed relationship which is defined herein as a marriage, long-term dating relationship (e.g., at least 6 months), a blood/relative connection, or a vested emotional relationship (e.g., teacher/child, guardian/child, coach/child and mentor/child).
  • the game includes a plurality of game pieces as illustrated in FIGS. 1-4 .
  • the game pieces may be in the form of cards or alternatively, tokens, coins, and the like.
  • the cards may be formed of paper or plastic, and each may have a question, description or phrase on one or both sides.
  • the card may be approximately 3 inches by 3 inches, though other sized cards, such as business card size or playing card size may be used and still fall within the scope of the present invention.
  • the game can include at least one of four different types of cards, including what may be called sweetheart or caring cards, action cards, wild cards, or sharing cards. In another embodiment, the game can include at least one of sweetheart cards, action cards, or wild cards. The statements, phrases, and/or questions on the cards are not limited by theme or subject matter.
  • FIG. 1 illustrates a sheet 10 of a plurality of individual “sweetheart” or caring cards 14 .
  • Each of the sweetheart cards includes a different question(s) or direction(s) directed to improving the relationship between the players.
  • the questions or directions may include compliments, positive confirmations, or items directed to focus on the best quality and/or attribute of the players.
  • Sweetheart cards are questions or directions designed to lead players to not only remember why they chose their partner in the first place, but to lead each player to say aloud, positive confirmations and compliments and affirmations to one's partner.
  • Sweetheart cards are the cornerstone of the game. The goal of Sweetheart cards is to focus on the best parts of one's partner and one's relationship. The idea is this: that which you focus on, expands.
  • the statements, phrases, and/or questions on the cards are not limited by theme or subject matter.
  • FIG. 2 illustrates a sheet 18 of a plurality of individual “action” cards 22 .
  • Each of the action cards includes a different statement(s) directing the players to perform a certain action.
  • the action may include expressions of physical affection.
  • Action cards are directive cards that lead players to express physical affection to each other in a light-hearted, fun manner.
  • the statements on the cards are not limited by theme or subject matter.
  • FIG. 3 illustrates a sheet 26 of a plurality of individual “wild” cards 30 .
  • Each of the wild cards may include questions, statements, or choices.
  • the wild cards 30 may include directions for a physical action. Alternatively, they may allow a player to select from several options or invent their own action. Wild cards are directive, physical cards that add an element of excitement, chance, and choice to the game. Wild cards are physical and playful in nature, and also often allow the player to make a choice or invent their own action card. The statements on the cards are not limited by theme or subject matter.
  • FIG. 4 illustrates a sheet 34 of a plurality of individual “sharing” cards 38 .
  • Each of the sharing cards 38 may include questions, directions, or statements directed to improving the relationship between the players. The questions or directions may be directed to assisting the players to learn new things about each other. They may also be directed to sharing memories or stories. Sharing cards are designed to help couples who have been together for a significant period of time learn something new about each other. Sharing cards are positive in nature, and draw mostly on the memories and coming of age situations of one's past. Sharing cards are generally only used in the longer version (described below) of the game.
  • the game can include any number of cards.
  • the game is not limited to the number of cards illustrated in FIGS. 1-4 .
  • the game can include, without limitation, from about 1 to about 1000 sweetheart cards.
  • the game set may include from about 20 to about 50 sweetheart cards, preferably from about 30 to about 40 sweetheart cards, and more preferably about 44 sweetheart cards.
  • the game can also include, without limitation, from about 1 to about 1000 action cards.
  • the game can include from about 10 to about 30 action cards, preferably from about 15 to about 25 action cards, and more preferably about 20 action cards.
  • the game can also include, without limitation, from about 1 to about 1000 wild cards.
  • the game set may include from about 5 to about 20 wild cards, preferably from about 10 to about 14 wild cards, and more preferably about 12 wild cards.
  • the game can further include, without limitation, from about 1 to about 1000 sharing cards.
  • the game set may include from about 10 to about 80 sharing cards, preferably from about 20 to about 60 sharing cards, and more preferably about 40 sharing cards.
  • the game can also include a device to either contain or display the cards.
  • the device can optionally include the name of the game.
  • the device may further include a website URL for more game-related and distribution information.
  • the device can be designed to be ornamental and may be displayed in plain view. The device holds the cards and game directions. It has a romantic and elegant appearance.
  • the game logo and website is on the device.
  • the device is designed to be placed on one's dresser or night stand for convenient card retrieval at bedtime.
  • the device may be a box that holds the cards and game directions.
  • the box can be made of various colors, including, without limitation, gold, silver, red, purple, pink, blue or black.
  • the box may be made, without limitation, from paper, wood, plastic, metal, or cloth.
  • the box can include embellishments, such as a bow, sequins, cloth, and/or beads to make the box look like a present.
  • the cards may be placed in the box and may be organized in any manner. For example, the cards may, without limitation, be mixed randomly or organized according to card type.
  • the players draw cards and follow the directions or questions on the cards.
  • the players may choose a dealer.
  • the dealer may choose what types of cards to use in the game. For example, without limitation, the dealer may set the sharing cards aside for later selection in the game.
  • the dealer may shuffle the remaining cards and distribute cards to each player.
  • the players may each receive 12 cards.
  • the players may choose to show their cards to the other players, or they may keep them hidden.
  • a player other than the dealer may go first and pick a card in another player's hand. The player with the selected card may then read it out loud. All players may do as the card directs, taking turns responding to the direction or situation on the card.
  • the players take turn selecting cards from each other.
  • the game may end when no cards are left in any players' hand.
  • the players draw cards from the device.
  • the players may draw one or more cards.
  • a player reads his or her card out loud and all players take turns responding to the direction or situation on the card.
  • the game may end when every player's card has been played.
  • the game can be played at any time.
  • the game is played at night before the players go to bed.
  • the statements on the cards are intended to provoke responses from the players to provide a warm and fuzzy feeling to the other player just prior to falling asleep or getting into bed.
  • the game can be played for as long as desired or a time limit can be placed on the player giving the response or answer. For example, a player can be given a time limit of about two minutes in which to provide a response to the question. As another example, a player can be given a time limit of about four minutes in which to provide a response to the question. Other time limits also can be established based on the desires of the players.
  • the game can include any number of players.
  • One variation may include two players who are in a relationship.
  • Another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more child.
  • Yet another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more teenager.
  • a further variation may include a game between elderly couples.
  • Another variation may include a game among friends or family members.
  • the game is described above using cards. In other embodiments, players could play the game described above electronically on a computer or on hand held devices. It is understood that in other embodiments, the relationship game can take other configurations to better suit the needs of the players and still fall within the scope of the present invention.
  • FIG. 5 illustrates a method of playing a game for exploring a relationship between two people.
  • the game can be played according to a first version or a second version.
  • the first version can be described as a longer version of the game and can take approximately 10-20 minutes
  • the second version can be described as a shorter version of the game and take approximately two minutes to play.
  • the game can be played by two people who are committed to each other and in a serious relationship.
  • the object of the game is to have fun, reconnect, and remember why the players chose each other in the first place.
  • the game box includes 44 sweetheart cards, 20 action cards, 12 wild cards, and 40 sharing cards.
  • the players select (at 50 ) a dealer.
  • the dealer sets (at 54 ) the sharing cards 38 in a stack to the side for later selection in the game.
  • the dealer then shuffles (at 58 ) the three (3) remaining types of cards together (sweetheart cards, action cards, and wild cards) and deals (at 62 ) 12 cards to each player.
  • Both players (or any number of players) spread their cards evenly in a fan shape in his or her hands or in front of them on a table or floor with the game title side of the card facing their partner.
  • the non-dealer goes first and picks (at 66 ) a card held in his or her partner's hand by pointing to it.
  • the partner holding the card then reads (at 70 ) the selected card out loud.
  • Both players do (at 74 ) as the card directs, taking turns picking and responding to each card situation.
  • the players continue acts 66 - 74 (at 78) until no cards are left in either player's hand.
  • the shorter version (which may be referred to as the “Goodnight Sweetheart” version) is played as illustrated in FIG. 6 .
  • Both players each select (at 90 ) one (1) card from the box each night before going to bed.
  • One of the players is selected to go first, such as the best looking person, smartest, funniest, kindest, sexiest, richest, or coolest person goes first (Sunday to Saturday rotation) and reads (at 94 ) his or her selected card aloud.
  • Player one does (at 98 ) as the selected card directs and then player two reads (at 102 ) the selected card aloud.
  • Player two does (at 106 ) as the selected card directs and then both players go (at 110 ) to bed.
  • the game is over when each player's one card has been played. Everyone wins.

Abstract

A method of exploring a relationship between two people who are in a committed relationship. The method includes playing a game of selecting a card from a group of cards, reading the content on the card, and responding to the content on the card. Either one or both people can respond to the content on the card.

Description

    RELATED APPLICATIONS
  • This application claims priority to U.S. provisional patent application Ser. No. 60/919,768, filed on Mar. 23, 2007.
  • BACKGROUND OF THE INVENTION
  • A relationship is generally a connection, association, or involvement between two people. A relationship may involve a connection between two persons by blood, marriage, or history. A relationship may involve an emotional or other connection between unrelated persons, such as teacher and student or two friends. A relationship can be a great way to have fun and create a special bond, as well as an opportunity to learn about one other.
  • A relationship can flourish through communication. It is a good idea to keep the lines of communication open between the persons. This may mean talking regularly about what is happening in one's life and how that person feels about it. When people share their opinions and feelings they develop a greater understanding of each other's likes and dislikes. It may also help each person understand what each person expects or wants from the relationship.
  • SUMMARY OF THE INVENTION
  • A game played between two people that provokes thought about one another can be fun and spontaneous with unplanned questions and unprepared answers. A game also can be short to fit into time-challenged life styles. A game may be a relationship tool that promotes conversation and communication between the players. These features and benefits of the relationship tool, disguised as a game, can be one tool in keeping the lines of communication open to promote and encourage communication between two people. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment. Focusing on the positive is the core of this tool.
  • The present invention provides a method of exploring a relationship between two people. The method comprises the acts of the first person selecting a card from a group of cards including an instruction having one of an action statement and a question, the first person reading aloud the instruction on the selected card, the first person responding to the instruction on the selected card, and the second person responding to the instruction on the selected card. The first person and the second person are in a committed relationship.
  • The present invention also provides a method of exploring a relationship between two people. The method comprises the acts of selecting one of the first person and the second person to be a dealer of a group of four different types of cards, each card including an instruction, the dealer setting aside one type of the cards, the dealer shuffling the remaining three types of cards, the dealer dealing a predetermined number of cards to the two people, each person receiving the same number of cards, one of the first person and the second person selecting a card from the other person's cards, reading aloud the instruction on the selected card, and at least one of the first person and the second person responding to the instruction on the selected card.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 illustrates a sheet of sweetheart/caring cards.
  • FIG. 2 illustrates a sheet of action cards.
  • FIG. 3 illustrates a sheet of wild cards.
  • FIG. 4 illustrates a sheet of sharing cards.
  • FIG. 5 is a flowchart of a method of improving a relationship between two people.
  • FIG. 6 is a flowchart of a method of improving a relationship between two people.
  • DETAILED DESCRIPTION
  • Before any embodiments of the invention are explained in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the following drawings. The invention is capable of other embodiments and of being practiced or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting. The use of “including,” “comprising,” or “having” and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. Unless specified or limited otherwise, the terms “mounted,” “connected,” “supported,” and “coupled” and variations thereof are used broadly and encompass both direct and indirect mountings, connections, supports, and couplings.
  • The present invention relates to a relationship tool, disguised as a game for improving and exploring a relationship between two people. The game promotes and encourages conversation and communication between the players. Exchanging information can promote understanding. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment.
  • The game is oriented for two people in a committed relationship, which is defined herein as a marriage, long-term dating relationship (e.g., at least 6 months), a blood/relative connection, or a vested emotional relationship (e.g., teacher/child, guardian/child, coach/child and mentor/child).
  • The game includes a plurality of game pieces as illustrated in FIGS. 1-4. The game pieces may be in the form of cards or alternatively, tokens, coins, and the like. The cards may be formed of paper or plastic, and each may have a question, description or phrase on one or both sides. The card may be approximately 3 inches by 3 inches, though other sized cards, such as business card size or playing card size may be used and still fall within the scope of the present invention.
  • In one embodiment, the game can include at least one of four different types of cards, including what may be called sweetheart or caring cards, action cards, wild cards, or sharing cards. In another embodiment, the game can include at least one of sweetheart cards, action cards, or wild cards. The statements, phrases, and/or questions on the cards are not limited by theme or subject matter.
  • FIG. 1 illustrates a sheet 10 of a plurality of individual “sweetheart” or caring cards 14. Each of the sweetheart cards includes a different question(s) or direction(s) directed to improving the relationship between the players. For example, the questions or directions may include compliments, positive confirmations, or items directed to focus on the best quality and/or attribute of the players. Sweetheart cards are questions or directions designed to lead players to not only remember why they chose their partner in the first place, but to lead each player to say aloud, positive confirmations and compliments and affirmations to one's partner. Sweetheart cards are the cornerstone of the game. The goal of Sweetheart cards is to focus on the best parts of one's partner and one's relationship. The idea is this: that which you focus on, expands. The statements, phrases, and/or questions on the cards are not limited by theme or subject matter.
  • FIG. 2 illustrates a sheet 18 of a plurality of individual “action” cards 22. Each of the action cards includes a different statement(s) directing the players to perform a certain action. The action may include expressions of physical affection. Action cards are directive cards that lead players to express physical affection to each other in a light-hearted, fun manner. The statements on the cards are not limited by theme or subject matter.
  • FIG. 3 illustrates a sheet 26 of a plurality of individual “wild” cards 30. Each of the wild cards may include questions, statements, or choices. The wild cards 30 may include directions for a physical action. Alternatively, they may allow a player to select from several options or invent their own action. Wild cards are directive, physical cards that add an element of excitement, chance, and choice to the game. Wild cards are physical and playful in nature, and also often allow the player to make a choice or invent their own action card. The statements on the cards are not limited by theme or subject matter.
  • FIG. 4 illustrates a sheet 34 of a plurality of individual “sharing” cards 38. Each of the sharing cards 38 may include questions, directions, or statements directed to improving the relationship between the players. The questions or directions may be directed to assisting the players to learn new things about each other. They may also be directed to sharing memories or stories. Sharing cards are designed to help couples who have been together for a significant period of time learn something new about each other. Sharing cards are positive in nature, and draw mostly on the memories and coming of age situations of one's past. Sharing cards are generally only used in the longer version (described below) of the game.
  • The game can include any number of cards. The game is not limited to the number of cards illustrated in FIGS. 1-4. For example, the game can include, without limitation, from about 1 to about 1000 sweetheart cards. In one embodiment, the game set may include from about 20 to about 50 sweetheart cards, preferably from about 30 to about 40 sweetheart cards, and more preferably about 44 sweetheart cards.
  • The game can also include, without limitation, from about 1 to about 1000 action cards. In one embodiment, the game can include from about 10 to about 30 action cards, preferably from about 15 to about 25 action cards, and more preferably about 20 action cards.
  • The game can also include, without limitation, from about 1 to about 1000 wild cards. In one embodiment, the game set may include from about 5 to about 20 wild cards, preferably from about 10 to about 14 wild cards, and more preferably about 12 wild cards.
  • The game can further include, without limitation, from about 1 to about 1000 sharing cards. In one embodiment, the game set may include from about 10 to about 80 sharing cards, preferably from about 20 to about 60 sharing cards, and more preferably about 40 sharing cards.
  • The game can also include a device to either contain or display the cards. In one embodiment, the device can optionally include the name of the game. The device may further include a website URL for more game-related and distribution information. In one embodiment, the device can be designed to be ornamental and may be displayed in plain view. The device holds the cards and game directions. It has a romantic and elegant appearance. The game logo and website is on the device. The device is designed to be placed on one's dresser or night stand for convenient card retrieval at bedtime.
  • In one embodiment, the device may be a box that holds the cards and game directions. The box can be made of various colors, including, without limitation, gold, silver, red, purple, pink, blue or black. The box may be made, without limitation, from paper, wood, plastic, metal, or cloth. The box can include embellishments, such as a bow, sequins, cloth, and/or beads to make the box look like a present. The cards may be placed in the box and may be organized in any manner. For example, the cards may, without limitation, be mixed randomly or organized according to card type.
  • In one embodiment, to play the game, the players draw cards and follow the directions or questions on the cards. In another embodiment, the players may choose a dealer. The dealer may choose what types of cards to use in the game. For example, without limitation, the dealer may set the sharing cards aside for later selection in the game. The dealer may shuffle the remaining cards and distribute cards to each player. For example, the players may each receive 12 cards. The players may choose to show their cards to the other players, or they may keep them hidden. A player other than the dealer may go first and pick a card in another player's hand. The player with the selected card may then read it out loud. All players may do as the card directs, taking turns responding to the direction or situation on the card. The players take turn selecting cards from each other. The game may end when no cards are left in any players' hand.
  • In an alternative embodiment, to play the game, the players draw cards from the device. The players may draw one or more cards. A player reads his or her card out loud and all players take turns responding to the direction or situation on the card. The game may end when every player's card has been played.
  • The game can be played at any time. In one variation, the game is played at night before the players go to bed. The statements on the cards are intended to provoke responses from the players to provide a warm and fuzzy feeling to the other player just prior to falling asleep or getting into bed. The game can be played for as long as desired or a time limit can be placed on the player giving the response or answer. For example, a player can be given a time limit of about two minutes in which to provide a response to the question. As another example, a player can be given a time limit of about four minutes in which to provide a response to the question. Other time limits also can be established based on the desires of the players.
  • The game can include any number of players. One variation may include two players who are in a relationship. Another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more child. Yet another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more teenager. A further variation may include a game between elderly couples. Another variation may include a game among friends or family members.
  • The game is described above using cards. In other embodiments, players could play the game described above electronically on a computer or on hand held devices. It is understood that in other embodiments, the relationship game can take other configurations to better suit the needs of the players and still fall within the scope of the present invention.
  • FIG. 5 illustrates a method of playing a game for exploring a relationship between two people. The game can be played according to a first version or a second version. The first version can be described as a longer version of the game and can take approximately 10-20 minutes, while the second version can be described as a shorter version of the game and take approximately two minutes to play. The game can be played by two people who are committed to each other and in a serious relationship. The object of the game is to have fun, reconnect, and remember why the players chose each other in the first place. In one construction, the game box includes 44 sweetheart cards, 20 action cards, 12 wild cards, and 40 sharing cards.
  • In the longer version, the players select (at 50) a dealer. The dealer sets (at 54) the sharing cards 38 in a stack to the side for later selection in the game. The dealer then shuffles (at 58) the three (3) remaining types of cards together (sweetheart cards, action cards, and wild cards) and deals (at 62) 12 cards to each player. Both players (or any number of players) spread their cards evenly in a fan shape in his or her hands or in front of them on a table or floor with the game title side of the card facing their partner. The non-dealer goes first and picks (at 66) a card held in his or her partner's hand by pointing to it. The partner holding the card then reads (at 70) the selected card out loud. Both players do (at 74) as the card directs, taking turns picking and responding to each card situation. The players continue acts 66-74 (at 78) until no cards are left in either player's hand. Everyone wins.
  • The shorter version (which may be referred to as the “Goodnight Sweetheart” version) is played as illustrated in FIG. 6. Both players each select (at 90) one (1) card from the box each night before going to bed. One of the players is selected to go first, such as the best looking person, smartest, funniest, kindest, sexiest, richest, or coolest person goes first (Sunday to Saturday rotation) and reads (at 94) his or her selected card aloud. Player one does (at 98) as the selected card directs and then player two reads (at 102) the selected card aloud. Player two does (at 106) as the selected card directs and then both players go (at 110) to bed. The game is over when each player's one card has been played. Everyone wins.
  • Various features and advantageous of the invention are set forth in the following claims.

Claims (18)

1. A method of exploring a relationship between two people, the method comprising:
the first person selecting a card from a group of cards, each card including an instruction having one of an action statement and a question;
the first person reading aloud the instruction on the selected card;
the first person responding to the instruction on the selected card;
the second person responding to the instruction on the selected card;
wherein the first person and the second person are in a committed relationship.
2. The method of exploring a relationship between two people as set forth in claim 1 further comprising the second person selecting a second card from the group of cards including an instruction having one of an action statement and a question.
3. The method of exploring a relationship between two people as set forth in claim 2 further comprising the second person reading aloud the instruction on the selected second card, and the first person and the second person responding to the instruction on the selected second card.
4. The method of exploring a relationship between two people as set forth in claim 1 wherein the action statement requires one of the first person and the second person to perform an act with the other person.
5. The method of exploring a relationship between two people as set forth in claim 1 wherein the group of cards includes at least one of a sweetheart card, a sharing card, an action card, and a wild card.
6. The method of exploring a relationship between two people as set forth in claim 1 wherein the group of cards includes at least one of a sweetheart card, an action card, and a wild card.
7. The method of exploring a relationship between two people as set forth in claim 1 further comprising establishing a time limit for responding to the instruction on the selected card.
8. The method of exploring a relationship between two people as set forth in claim 7 wherein the time limit for responding is about two minutes for the first person and the second person.
9. The method of exploring a relationship between two people as set forth in claim 1 wherein the acts of selecting and responding occur just prior to bedtime.
10. A method of exploring a relationship between two people, the method comprising:
selecting one of the first person and the second person to be a dealer of a group of four different types of cards, each card including an instruction;
the dealer setting aside one type of the cards;
the dealer shuffling the remaining three types of cards;
the dealer dealing a predetermined number of cards to the two people, each person receiving the same number of cards;
one of the first person and the second person selecting a card from the other person's cards;
reading aloud the instruction on the selected card; and
at least one of the first person and the second person responding to the instruction on the selected card.
11. The method of exploring a relationship between two people as set forth in claim 10 wherein the first person and the second person are in a committed relationship.
12. The method of exploring a relationship between two people as set forth in claim 10 wherein the instruction requires one of the first person and the second person to perform an act with the other person.
13. The method of exploring a relationship between two people as set forth in claim 10 wherein the group of cards includes at least one of a sweetheart card, a sharing card, an action card, and a wild card.
14. The method of exploring a relationship between two people as set forth in claim 13 wherein the sharing cards are the one type of card that is set aside by the dealer.
15. The method of exploring a relationship between two people as set forth in claim 10 further comprising establishing a time limit for responding to the instruction on the selected card.
16. The method of exploring a relationship between two people as set forth in claim 15 wherein the time limit for responding is about two minutes for the first person and the second person.
17. The method of exploring a relationship between two people as set forth in claim 10 further comprising randomly selecting a card from the type of cards set aside.
18. The method of exploring a relationship between two people as set forth in claim 10 wherein the randomly selected card is a sharing card.
US12/531,117 2007-03-23 2008-03-21 Method of playing a game to improve a relationship Abandoned US20100253000A1 (en)

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