TECHNICAL FIELD The present invention relates generally to games. In particular, the present invention relates to games for the purpose of teaching fundamental aspects of network marketing.
BACKGROUND OF THE INVENTION Network marketing, or sometimes called “multi-level marketing,” has been phenomenally successful for many entrepreneurs over the last 20-30 years. Network marketing involves individuals or small teams approaching prospects with the goal of getting those prospects to join their “team” as associates or participate as customers (“prospecting”); personal development allowing the individuals or small teams the opportunity to develop personal and business skills to grow a successful business; assisting and empowering associates in the individual's or small team's lineal organizational tree in order to recruit more associates and customers (“downline development”); and teaching the ability to overcome challenges or obstacles.
Unlike traditional employment where an employee is typically paid a “linear income,” that is “trading hours for income,” network marketing income is the total of entrepreneurial income generated both by personal sales of the individual's or small team's networking organization's products or services, as well as the revenue generated by the lineal team (downline associates) through its efforts in sales and recruiting new associates. Thus, it is possible that a network marketing professional can stop selling the organization's services and products and still receive entrepreneurial income from downstream associates' efforts. For successful network marketing entrepreneurs, this entrepreneurial income can be tens of thousands of dollars to hundreds of thousands of dollars per year (or more).
In many cases, individuals are attracted to network marketing while they continue their regular employment (their “day job”) in the attempt to make more money for the payment of large expenditures, (e.g., college tuition, boats, family vacations, a more comfortable retirement). Some individuals are so successful in network marketing that the generated entrepreneurial income far exceeds the individual's income at his/her regular place of employment. At such time that entrepreneurial income meets and exceeds an individual's expenses, an individual will often leave his/her regular employment as network marketing offers much freedom from the trappings of regular employment, namely, the ability to set one's own hours, working from home, and working as much or as little as needed to secure the income the individual desires. Because of network marketing's inherent flexibility, network marketing is also particularly attractive for homemakers and retirees. One does not need an income source to begin network marketing (presuming that one's expenses are met by savings or another income producer in the family).
This heightened popularity of network marketing and the opportunity for financial success have resulted in many individuals joining various network marketing organizations. However, such individuals require a basic understanding of principles of network marketing. One way to accomplish this is through training that is both educational and entertaining, namely, through playing a board game. Although many board games are known for teaching general principles related to financial matters, (e.g., Kiyosaki et al., U.S. Pat. No. 5,826,878, granted Oct. 27, 1998, and entitled “Apparatus and Method of Playing a Board Game for Teaching Fundamental Aspects of Personal Finance, Investing and Accounting;” Kiyosaki et al., U.S. Pat. No. 6,032,957, granted Mar. 7, 2000, and entitled “Board Game for Teaching Fundamental Aspects of Personal Finance, Investing and Accounting;” Kiyosaki et al., U.S. Pat. No. 6,106,300, granted Aug. 22, 2000, and entitled “Game for Teaching Fundamental Aspects of Personal Finance, Investing and Accounting to Children;” Campbell, U.S. Pat. No. 5,071,135, granted Dec. 10, 1991, and entitled “Board Game Apparatus for the Teaching of Financial Management Principles;” and Kim, U.S. Pat. No. 6,769,691, granted Aug. 3, 2004, and entitled “Apparatus for Financial Investment Education and Entertainment”), none are known that teach basic principles of network marketing.
SUMMARY OF THE INVENTION The present invention is directed to a method of playing a network marketing game for entertainment and for building a better understanding of key principles related to network marketing, namely, prospecting, personal development, downline development, and overcoming inevitable challenges, all while on the path of increasing entrepreneurial income as a means of increasing net income, and ergo total monetary accumulation, to achieve a predefined destination goal or dream.
The game is played between two or more players or teams in which each player or team is assigned a job with a pre-assigned initial entrepreneurial income, job income, expenses, and intial net income. Each player or team is also assigned or chooses a destination goal having a price that is significantly greater than the player's or team's assigned net income. In this way, each player or team will need to better grasp the fundamental principles of prospecting (attracting prospects that can develop into associates or customers), personal development (improvement of skills, knowledge, talent, and abilities to attain personal development or “PD” points), downline development (motivate, educate, and empower your team of associates to obtain new customers and recruit new associates), all the while overcoming challenges that can have negative ramifications (e.g., loss of prospects, customers, associates, PD points, or a turn).
Each player or team chooses a playing piece in which to move about a game board having substantially consecutive networking tiles. The networking tiles correspond to prospecting cards, personal development cards, downline development cards, and challenge cards, all of which include an aspect of the networking principles that the game intends to impart to the players. Taking turns, each player or team uses a random move indicator, such as a die or dice, to move about the game board. Upon landing on a tile, the player or team reads a card corresponding to the tile and accounts for it on the player's or team's networking worksheet.
The game is played until one player or team has accumulated sufficient total monetary accumulation (i.e., sum of money) to be able to achieve the player's or team's destination goal or some pre-determined dollar amount (e.g., $1,000,000 of entrepreneurial income).
Variations to the game are encompassed by the invention and may include varying levels of competency as the players/teams become more skilled in network marketing. The levels may be set by a minimum attained entrepreneurial income. Once the entrepreneurial income of one level is attained for a particular player or team, the game may provide that the player or team cannot drop below that attained level. Upon reaching the highest level, the calculation factor for entrepreneurial income increases, e.g., by a factor of 10, representing that the player or team has successfully mastered creating a team of downstream associates and customers that magnifies the income of the (upline) player or team. At this rate, the entrepreneurial income far exceeds the original job income and the net income (entrepreneurial income plus job income, less expenses) grows and the destination goal is within easy reach.
At the highest level, the personal development tiles may be converted to destination tiles that correlate to a plurality of destination cards. When the player or team lands on a destination tile and draws its own destination goal, and has sufficient net income to pay for the cost of the destination goal, that player or team is declared the winner. In a variation of the game, each time a player or team lands on and receives another's destination goal, the player or team drawing the card has its own destination goal cost cut in half.
Payday tiles may be interspersed among the networking tiles and each time a player or team passes or lands on a payday tile, the player or team is given either its net income or, alternatively, its job income.
These and other variations and advantages will be discussed and will become more apparent upon review of the drawings, the Best Mode for Carrying Out the Invention, and the Claims.
BRIEF DESCRIPTION OF THE DRAWINGS Like reference numerals are used to designate like parts throughout the several views of the drawings, wherein:
FIG. 1 is a perspective view of the network marketing game of the present invention including a game board, playing pieces, die or dice, job description cards, destination cards, prospecting cards, personal development cards, downline development cards, challenge cards, networking worksheet, and optional play money;
FIG. 2 is a plan view of a board layout for playing the network marketing game of the present invention;
FIG. 3 is a plan view of an alternate board layout;
FIGS. 4A-4K are exemplar front views of faces of job description cards;
FIGS. 5A-5P are exemplar front views of faces of destination cards;
FIG. 6 is a front view of a blank networking worksheet;
FIGS. 7A-7U are exemplar front views of faces of prospecting cards;
FIGS. 8A-8O are exemplar front views of faces of personal development cards;
FIGS. 9A-9Z are exemplar front views of faces of downline development cards;
FIGS. 10A-10T are exemplar front views of faces of challenge cards; and
FIG. 11 is a front view of an exemplar filled out networking worksheet.
BEST MODE FOR CARRYING OUT THE INVENTION The present invention is directed to a game that teaches fundamental principles of network marketing. The game teaches players network marketing principles generally related to prospecting, personal development, downline development, and the challenges that come from those principles, all while amassing sufficient money (or total monetary accumulation) to attain a pre-set goal or dream. The game presumes that the players start out with a “day job,” which the players may choose to keep or abandon in the pursuit of amassing the money that will allow the player to realize its pre-set goal or dream.
Referring toFIGS. 1-2, thegame10 for two or more players or teams (not illustrated) includes agame board12 that includes a plurality of substantially consecutive tiles, squares, orspaces14 in which there is a startingtile16 and ameans18 to move about the tiles from the startingtile16, playing pieces20 (one per player or team),optional play money22, and network marketingprinciple card categories24 that correspond to select network marketing principle tiles (or networking tiles)26 on the board. In addition to thestart tile16 andnetwork principle tiles26, there aredestination tiles28 that correspond todestination cards30, discussed in further detail below.
The particular layout of the tiles is not as critical of an aspect of the invention. There are numerous ways to lay out the networking tiles. In addition to the layout inFIG. 2, one example of an alternate game board layout is illustrated inFIG. 3. In this example, one of the networking tiles may convert to adestination card28′ (as illustrated byemblem31 upon reaching an optional level of entrepreneurial income (or “pin level”), discussed further below. Bothdestination tiles28,28′ correspond todestination cards30.
The marketing principle card categories includeprospecting32,personal development34,downline development36, and also include the inevitable challenges38. Each of these marketing principle card categories correspond tonetworking tiles26 onboard14. For example, theprospecting cards32 correspond to prospectingtiles40,personal development cards34 correspond to personal development tiles42,downline development cards36 correspond todownline development tiles44, andchallenge cards38 correspond to challengetiles46.
Referring now toFIGS. 4A-4K, prior to beginning the game, each player or team chooses or is otherwise assigned a profession or job50 (a “day job”) that carries a specifiedincome52 andexpenses54 in which the difference between the income per pay period and expenses per pay period equals an (initial)net income56 each player/team would receive on “payday.”Net income56 will be discussed further in detail below.
In one example, the assignment of a profession or job is accomplished through the random dealing ofjob cards48, one job card per player or team. The job cards can vary in terms ofprofessions50,income52,expenses54, and (initial)net income56. Examples of assigned professions include doctor (FIG. 4A), engineer (FIG. 4G), office assistant (FIG. 4F), and janitor (FIG. 4H), with net income (per pay period) of $900, $700, $200, and $100, respectively. The game can be played with a profession/job having an intial net income of zero, e.g., homemaker (FIG. 4K). According to one aspect of the present invention, and as illustrated, each profession is assigned zeroentrepreneurial income58. It is one of the objectives of the game to teach players how to build entrepreneurial income. Although the invention encompasses varying initial entrepreneurial income, it is preferred to start with no or little entrepreneurial income.
Referring now toFIGS. 5A-5P, each player or team also chooses or is assigned adestination card30. Thedestination card30 defines theultimate goal59 or dream that the player/team is to aspire. By way of example, one destination goal might be “attending a game at all of the major baseball parks in America and traveling to each park by private jet for a goal cost of $1,500,000,” as illustrated inFIG. 5A. Another example of a goal might be “flying first class to Paris for lunch and a major shopping spree for two at a cost of $1,300,000,” as illustrated inFIG. 5G.
The game will be made more exciting by having a sufficiently large number of destination cards. A larger number of destination cards with different goals will necessarily reduce the odds of a player landing on a destination card tile and selecting the card that corresponds to its pre-assigned destination goal (and will be discussed further below). In one example, there are 10-20 destination cards. Although the destinations cards are illustrated as being unique, and according to one feature of the game where each player/team has a unique destination, the invention encompasses the example where there are few variations of the destination card or all of the destination cards are the same (that is every player/team is attempting to achieve the same goal). Also, the invention encompasses the example where all destination card goals are priced at the same dollar level, as opposed to varying destination goal costs.
The destination cards have significant dollar costs over that of the net income assigned to each player/team, e.g., the destination goal cost may be 1000+times the cost of the net income. However, the game playing period could be shortened by decreasing the destination goal/income ratio by a factor of 10 or 100 or, conversely, lengthened for serious play by increasing the destination goal/income ratio by a factor of 10 or 100.
Each player/team is given anetworking worksheet60, such as that illustrated inFIG. 6. Each player/team writes down its destination goal/dream59 listed on its assigned or chosendestination card30. Each player/team also writes down its profession/job50 from its assigned or chosenjob cards48. Each player/team will know its (initial)net income56 from its job card. Similarly, each player/team will know what is its assignedjob income52 andexpenses54.
These numbers may be written down in respective columns on thenetworking worksheet60. The columns (rows or spaces) include a column for listing the number of acquired personal development (or “PD”) points62, a column for listing number of acquiredprospects64, a column for listing the number of acquired number ofcustomers66, a column for listing the number of acquiredassociates68, a column for entrepreneurial income70 (e.g., initially theentrepreneurial income58 assigned from job card48), a column for job income72 (thejob income52 assigned from job card48), a column for expenses74 (e.g., theexpenses54 assigned from job card48), and a column for net income76 (initially thenet income56 assigned fromjob card48 and will vary as the game is played).
Each team/player may be given a pre-assigned amount of prospects61 (attained through approaching individuals, showing them the value of becoming a customer or associate, with the goal of enrolling them into the organization) and PD points63 (points assigned in the game to reflect the acquisition of discipline, motivation, knowledge, and talents in order to run an effective business). The number of PD points63 andprospects61 directly impact the number ofcustomers65 and associates67 (discussed further below). In one example, each player/team is initially given 100 prospects and 10 PD points that would be assigned tocolumns62 and64, respectively. The 100 prospects represent the typical list of people created by good network marketers when they start their business. The 10 PD points represent existing skills, knowledge, and talents that each player/team initially offers to its business.
FIGS. 7A-7U are illustrative ofprospecting cards32. In network marketing, prospecting is a way of gaining new promising contacts, or prospects, and the skill of turning them into customers and associates (people added to the participant's network marketing team). The prospecting cards illustrated inFIGS. 7A-7U are designed to allow a player/team to increase its number ofprospects61 and associates and customers in correlation with acquired PD points63. In one example, the prospects are given by relatively simple tasks, such as receiving 100 new prospects for naming as many people as possible in each city the player has lived, as illustrated inFIG. 7I. In another example, the prospecting card may allow the player/team to enroll a percentage or multiple of PD points intonew associates67, such as illustrated inFIG. 7S: “You learn how to do an effective close. You go through 10 prospects & enroll 1/10 the # of your PD points in new associates (up to 10).” The number of prospecting cards can be relatively small (e.g., 10) or numerous (e.g., 80). Many more cards can be added which allow a player/team to gain prospects, but are not illustrated herein.
FIGS. 8A-8O are illustrative ofpersonal development cards34. In network marketing, personal development allows the participant to gain knowledge and skill related to marketing and business strategies (e.g., professional growth). Thepersonal development cards34 illustrated inFIGS. 8A-8O are designed to allow a player/team to increase the number of PD points63 through professional growth (e.g., discipline, motivation, knowledge, and talents). In some examples, PD points are easily attained, e.g., an award of 5 PD points for going over the basic ideas of a network marketing company's “starter kit,” as illustrated inFIG. 8J. In other examples, the PD points come with an investment cost, such as those illustrated inFIG. 8G: attending a company's quarterly event and learning a new approach script that the participant is comfortable with and receiving 2 PD by paying $200. According to another aspect of the invention, PD points may or may not be given based on attaining a particular level of entrepreneurial income (discussed further below), such as illustrated inFIGS. 8B and 8C. Similar to prospecting cards, the illustrated versions are merely that, and the invention is not to be limited by the number or content of the specific personal development cards illustrated inFIGS. 8A-8O.
Because there is a correlation between the number of prospects in connection with PD points that results in attaining associates and customers (depending on the prospecting cards, such as illustrated inFIG. 7S ofFIG. 7T), attaining PD points and prospects is a desired goal in order to ultimately attain associates and customers (as with real network marketing). As will be discussed below, the number of associates impacts the amount of entrepreneurial income the participant (player/team) can attain.
FIGS. 9A-9Z are illustrative ofdownline development cards36. In network marketing, downline development comprises assisting those associates in your team to recruit more associates and customers of the products and/or services sold or provided in network marketing. Because new customers and associates impact bottom line entrepreneurial income, both are highly sought after.
Thedownline development cards36 are illustrative of sales techniques that the participant (player/team) can teach its team (its associates) to generate entrepreneurial income for each associate, as well as the upline participant (or just upline). For example the downline development card illustrated inFIG. 9C states, “During a training call, you teach your team how to introduce your product/service to potential customers. Your team adds 1 customer for every 5 associates you have now.” As another example,FIG. 9M states, “You hear of a local motivation seminar and encourage your team to attend. Your team grows by 1 associate for every 2 you have now.” In this way, the participant is gaining customers and associates at a rapid rate, often as a function of the number of associates accrued or as an investment cost (such as illustrated inFIG. 9G). Similar to the prospecting and personal development cards discussed above, the illustrations ofFIGS. 9A-9Z are examples only and are not to be limited to the number or content shown therein.
Typical of real life, and particularly of network marketing, challenges are ever present that cause slight or significant setbacks in attaining the desired goal but often allow the participant to reevaluate and attempt to move forward. Thechallenge cards38 illustrated inFIGS. 10A-10T are designed to provide temporary setbacks to the players/teams and make the game more interesting. For example, one card might make the player/team lose 5 PD points and 1 turn at play (discussed below) because the player/team had slow results in its business and decided to blame its upline, as illustrated inFIG. 10C. Another illustrated challenge tells the downside of not going to the network marketing company's convention by losing 15 PD points, as seen inFIG. 10B. The challenge cards are intended to convey a typical “wrong turn” the participant makes in network marketing and how that wrong turn can negatively impact him/her/them. Similar to the other cards, the illustrated challenge cards are not intended to be limited to a specific number or content only as shown.
Referring again toFIGS. 1-3, to begin the game, each player/team may be given play money22 (or an accounting) representing one net income according to its profession listed on the player's/team'sjob card48. Each player/team selects a playingpiece20 and places it on thestart tile16. After each team/player has been assigned or otherwise chosen adestination goal59 on adestination card30, all of thedestination cards30 are shuffled and put in a pile face down on the playing board. Thepersonal development34, prospecting,32downline development36, andchallenge38 cards are shuffled and placed in a pile face down on the board as well.
The game is played by each player/team takingturns using means18 to move its marker about the tiles. The means can be any random indicator that corresponds to a number, number of tiles, or color, or shape or object (or combination thereof) on the board tiles. In one example, a die or multiple dice (as illustrated) may be used. Alternatively, a spinner, or color or shape-coded die, block, or polygonal shape may be used. The players may accord a number or color or shape as paramount for determining which player or team would go first by throwing a die/dice or spinning on a number or color, or rolling such a color (or closest thereto). Once that is decided, the first player/team rolls the die/dice or other random indicator and moves the playing piece forward the number of spaces indicated on the die/dice or to the corresponding color or shape. As each tile is preferably associated with a networking card (prospecting, professional development, downline development, challenge) or “payday”77 (in which the player/team is given itsnet income56 ofentrepreneurial income58plus job income52 less expenses54), the player/team either picks up the card corresponding to the tile it landed on or receives its net income for landing on or passingpayday77. If the player/team lands on a networking card, the player/team picks up the top card off the corresponding stack, reads the learning statement attached to the card, and is either assigned the benefit or allowed to obtain the benefit of a condition if met (e.g., x number of PD points needed to obtain new associates), or lose a benefit from a challenge card. The gain or loss or receipt of net income is transferred to the player's/team'snetworking worksheet60.
Once the player lands on a particular tile, the player/team picks up thecategory card24 that corresponds to the tile that the player/team has landed on. For example, if the player/team lands on a prospecting tile, the player/team picks up and reads the top prospecting card in the stack on the board, or if on a personal development tile, the player/team picks up and reads the top personal development card of the stack on the board. The player/team reads the card and follows the instructions on the card and transfers the data to itsnetworking worksheet60.
According to one aspect of the invention, entrepreneurial income is calculated by multiplying by 50 the sum of the number of associates that player/team has accumulated plus ½ the number of customers. Thenetworking sheet60 may add acolumn78 to calculate ½ of the number of customers65 (from column66) adjacent the number of associates67 (from column68) to more easily calculate the changing entrepreneurial income58 (from column70). Thecalculation formula80 may be printed onto thenetworking worksheet60. In play, each player or team may round up to the nearest integer during calculating in order to avoid the complexity of dealing with fractions. Alternatively, the game may be played where round-ups are to the nearest multiples of 5 or 10. As stated above, the sum of the entrepreneurial income and job income, less expenses, equals net income. Net income will vary—nearly on every roll of the die or dice.
According to yet another aspect of the invention, with increased net income, the player or team may progress through varying levels (pin levels)81 that are tied to consecutively higher entrepreneurial income. In one example there are 10 levels in which the player or team progresses. The 10th (highest level) is the destination level, at which the second or destination phase of play begins. According to one aspect, once a player or team reaches a particular level, it cannot drop below that level.
Once a player or team has reached its destination level, the calculation of entrepreneurial income is increased by a factor of 10 (e.g., multiplying by 500 the sum of the number of associates plus ½ of the number of customers as enumerated at82 inFIG. 6). At this level, the player or team has amassed an impressive number of associate and customers. It also has increased its expenses to $10,000, but the opportunity to reach the destination goal is now within reach for a destination player or team.
According to one variation, allpersonal development tiles26 are converted todestination tiles28′ (such as better illustrated inFIG. 3 by the emblem31) for a player or team that has achieved the destination level. At that phase, every time the player or team land on a (newly converted) destination tile, the player/team draws the top card from the destination card pile. If the destination card is the player's/team's own destination goal and the player/team has amassed a sufficient sum of money to purchase the destination goal, the game is over and that player/team is declared the winner. If the player/team draws another player's/team's destination card, the drawing player's/team's destination goal price is cut in half. Each time a player/team accumulates other player's/team's destination cards, its own destination goal price is cut in half. In the example of a destination goal having a cost of $1,500,000 (as illustrated inFIG. 5A), a player/team competing in the destination phase and holding two other player's/team's destination cards reduces its destination goal cost to $375,000. It is easy to understand that the end of the game could come quickly once a player/team has reached the destination phase.
According to another aspect of the game, upon reaching upper levels, e.g.,level7 or above, the player or team can opt to play with two dice, as opposed the single die. This new benefit can be valuable on cards to which the number of prospects, associates, or customers are dependent on the roll of the die (or dice if at a certain high level). The ability to choose between one or two dice may also be beneficial if a player/team is trying to reach a payday tile for the distribution of net income or attempting to skip over a challenge tile.
According to yet another aspect, the player or team can choose to quit its “day job” and rely solely on its entrepreneurial income, as can happen with highly successful network marketing professionals in real life. In this variation, and at attaining an upper level, (e.g., alevel9 or10), the player or team can opt to play with one, two, or three dice (with benefits of a third die when drawing cards that have networking benefits tied to a roll of the die or dice based on the attained level or passing a payday tile more frequently or being able to better gauge skipping an undesirable tile). This aspect of a player/team quitting its “day job” can be incorporated as a variation in the immediately preceding paragraph in order for the player/team to have the option to play with one or two dice at the upper levels.
The invention encompasses the game being incorporated into electronic or Web-based form where the game board is part of the digital display screen. In this interactive version, the other player or team may be a computer.
Advantages of the present invention include making the principles of network marketing entertaining, educational, and interactive. The illustrated embodiments are only examples of the present invention and, therefore, are non-limitive. It is to be understood that many changes in the particular structure, materials, and features of the invention may be made without departing from the spirit and scope of the invention. Therefore, it is the Applicant's intention that its patent rights not be limited by the particular embodiments illustrated and described herein, but rather by the following claims interpreted according to accepted doctrines of claim interpretation, including the Doctrine of Equivalents and Reversal of Parts.