FIELD OF INVENTION The present invention relates generally to a game and, more particularly, it relates to a game that focuses on the social interaction between players of the game.
BACKGROUND OF THE INVENTION Various types of games known in the art include games of chance, such as roulette; games based on knowledge, such as subject matter specific question and answer type games; games based on skill such as poker and chess; and games based on performing certain acts to elicit a correct answer, such as charades. With respect to board games, such games typically involve players performing either a single activity or a collection of multiple activities wherein successful completion of the activity or activities usually results in scoring and/or furthering advancement towards the end goal of the game.
Board game activities typically involve players interacting with other players, the game content, and/or other game components. For example, a single game activity may involve a player responding to a plurality of questions asked by another player. Other single game activities may focus on the ability of a player to communicate to another player in a non-spoken manner, such as by acting out a particular role, modeling an object with clay, or drawing an object for the other player to guess what the role or object is. On the other hand, multiple game activities may appeal to a broader spectrum of players having differing skills such that players who are less skilled or less interested in any particular single activity may still participate and enjoy the game. For example, players may have to blindly select an activity from a number of different fields of activities and successfully perform a particular type of task from the selected field of activity in order to advance in the game. The fundamental feature of such activity based type board games, whether it is a single or multiple activity game, is to evaluate a player's skills relating to one or more activities, which determines the player's ability or inability to progress through the game.
Undoubtedly, players who are skilled in a particular activity or field of activities enjoy the experience of playing activity based games. However, those who lack interest or skill in the particular activity or field of activities typical of such games find activity based games unappealing and even embarrassing to play because of their inaptitude to perform the designated tasks, even if there are multiple fields of activities to choose from. Conventional activity based games relating to evaluating knowledge and skill in a field of activity therefore fails to appeal to a broad spectrum of potential players because such games do not cater to people at a general and basic level wherein virtually anyone, with or without skills, may play. More specifically, a player's ability or inability to successfully carry out conventional game activities may be objectively measured as successful or unsuccessful. As such, players who fail to perform a given task may be exposed to judgment and ridicule by another player. However, if a game activity is based on a subjective assessment along a continuum of correctness, players may all be successful but at varying levels to determine the player's progression through the game.
While most conventional board games inherently provide a social experience, such games do not focus on or relate to any interpersonal or social interaction between players. Furthermore, such games do not enable players to define and/or uncover the identity of the other players through the process of playing the game. Human interaction in any social context typically enables people to learn about each other. Some are more perceptive than others at discerning personality traits, moral beliefs, likes and dislikes, and other personal characteristics that make up the identity of a person. Although a common occurrence in day to day life, the ability to discern the identity of other people has not heretofore been the subject matter of a game. For example, the decision making process involved in selecting a gift to give to another is a complex multi-consideration decision process that is largely based on how well the giver knows the receiver. Giving plays a key role in modem day culture. There are religious and cultural differences with respect to giving, but giving is a global phenomenon. The willingness of people to share and exchange possessions with others exists in all societies. Regardless of the reasons people give to others, whether it be motivated by appreciation, commiseration, or acknowledgment, selecting what to give to another may be very challenging. For example, the giver must decide what best symbolizes the giver's intent or conveys the giver's sentiments and in light of that, the giver must be able to assess what the receiver wants. In today's society, there are many material and non material “gifts” to choose from. Being inundated with a virtually infinite number of choices renders making the right choice even more difficult.
Applicant is aware of games that involve players interacting with other players on an interpersonal level. For example, U.S. Pat. No. 5,871,211 to Was provides a game that is enhanced by group interactions and in the playing of which an individual person's thinking style may be categorized into one of four distinct classes.
United States Patent Application Publication No. 2002/0135126 to Marcus provides a board game where, through a series of questions, players reveal various character traits to others and learn various character traits of others with the potential for finding compatibility between two or more of the players.
United States Patent Publication No. 2004/0212149 to Farmer provides a developmental board game and method that includes a playing surface with a plurality of spaces, one or more player tokens, and a manner to determine how many spaces to proceed. The board game is adapted to develop behaviour skills for people with developmental disabilities.
U.S. Pat. No. 4,124,214 to Pavis provides a method and apparatus for playing a game by posing a question to a player to elicit one of several possible responses, each of the responses having an answer value differing from answer values of other responses. The subject matter of the game deals specifically with the subject of dream interpretation.
The problem with existing activity based board games is that they presume players have a certain level of knowledge or skill to enable them to successfully and enjoyably play the game, whereas in reality, not all players have such level of skill or knowledge. Furthermore, conventional activity based games reduce the activity down to a simple right or wrong answer, or successful or unsuccessful outcome, whereas in reality, there is rarely ever a single right answer and the measure of success is relative. Thus, there exists an unaddressed need for an improved board game wherein players from all walks of life with varying levels of skill may enjoy the social experience of playing a board game without performing skill and/or knowledge based tasks. There also exists a need for a game based on interpersonal interaction between players to discern the mental make-up of other players.
SUMMARY OF THE INVENTION It is an object of the present invention to provide a game about choice in a way that is personal and relevant to a player's daily life.
It is another object of the present invention to provide a game that facilitates social interaction amongst the players
It is another object of the present invention to provide a game wherein players may connect with other players with respect to discerning their wants and needs
It is another object of the present invention to provide a game wherein players may obtain an uplifting sense of goodwill and fulfillment by being able to discern and satisfy the wants and needs of other players and for other players to be able to discern and satisfy the wants and needs of the player.
In accordance with the present invention, a discernment game is provided wherein the game includes a plurality of cards, each of said plurality of cards representing a gift. A play surface for positioning a predetermined number of cards from the plurality of cards is provided. Means for identifying each of the predetermined number of cards positioned on the play surface and means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on the play surface are included.
Each of the plurality of cards includes a first side and a second side. The first side of each card has a first indicia representing the gift and the second side has a second indicia representing a second gift. The play surface includes an organization structure such that each of the predetermined number of cards positioned on the play surface may be referenced by a unique indicia. The means for identifying is preferably identifying markers having a first side and a second side. The first side of the identifying marker includes a unique indicia corresponding to the unique indicia on the play surface. The means for ranking is preferably a ranking marker having a first side and a second side. Associated with the first side of the ranking marker is a ranking value which is associated with a point value.
The game may also include a preference board which has an organization structure corresponding to the organization structure of the play surface. The ranking marker may be positioned on the preference board so as to attribute the ranking value to at least one gift represented by the predetermined number of cards on the play surface. The game may also include a score board and a game marker wherein the game marker is maneuverable along the score board to record advancement through the game. The game may also include at least one blocking card for eliminating one of the gifts on the playing surface and at least one multiplication card for increasing the point value.
A game kit is also provided, the game kit including a plurality of cards, each of the plurality of cards representing at least one gift and instructions for using the plurality of cards in a game. The game includes a play surface for positioning a predetermined number of cards from the plurality of cards; means for identifying each of the predetermined number of cards positioned on the play surface; and means for ranking a predetermined number of gifts represented by the predetermined number of cards positioned on the play surface.
In accordance with the present invention, the method of playing the discernment game includes the steps of:
- a) positioning on a play surface a predetermined number of cards selected from a plurality of cards, each of the plurality of cards representing at least one gift;
- b) selecting at least one chosen gift from among the plurality of cards representing at least one gift positioned on the play surface;
- c) giving from a first player of the game to a second player of the game one identifying marker selected by the first player from among a plurality of identifying markers for identifying each of the predetermined number of cards positioned on the play surface, the one identifying marker corresponding to the at least one chosen gift;
- d) associating in order of preference by the second player at least one ranking marker with at least one gift selected from among the plurality of cards representing at least one gift positioned on the play surface;
- e) awarding a predetermined number of points to the first player if the one identifying marker corresponding to the at least one chosen gift corresponds with the at least one selected gift selected by the second player; and
- f) awarding a predetermined number of points to the second player if the at least one chosen gift corresponds with the at least one selected gift.
BRIEF DESCRIPTION OF THE DRAWINGS The foregoing aspects and many of the attendant advantages of this invention will become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:
FIG. 1 is a perspective view of a discernment game in accordance with a first embodiment of the present invention;
FIG. 2 is a plan view of the front side of a first example of a gift card in accordance with the first embodiment of the invention;
FIG. 3 is a plan view of the front side of a second example of the gift card shown inFIG. 2;
FIG. 4 is a plan view of a playing surface in accordance with the first embodiment of the invention, showing a plurality of gift cards laid out on the playing surface;
FIG. 5 is a plan view of a preference board in accordance with the first embodiment of the invention, showing a plurality of preference markers on the preference board;
FIG. 6 is a top view of a preference marker in accordance with the first embodiment of the invention;
FIGS. 7ais a bottom view of a first example of the preference marker as seen inFIG. 6, depicting a first value;
FIGS. 7bis a bottom view of a second example of the preference marker as seen inFIG. 6, depicting a second value;
FIGS. 7cis a bottom view of a third example of the preference marker as seen inFIG. 6, depicting a third value;
FIGS. 7dis a bottom view of a fourth example of the preference marker as seen inFIG. 6, depicting a fourth value;
FIG. 8 is a plan view of a preference board in accordance with the first embodiment of the invention;
FIG. 9 is a plan view of a scoreboard in accordance with the first embodiment of the invention;
FIG. 10ais a perspective view of a score counter in accordance with the first embodiment of the invention;
FIG. 10bis a perspective view of a score counter in accordance with an alternative embodiment of the invention;
FIG. 11ais a plan view of a front side of a first example of a gift token in accordance with the first embodiment of the invention, depicting a first unique identification corresponding to a gift card positioned on the playing surface;
FIG. 11bis a plan view of a front side of a second example of the gift token shown inFIG. 11a, depicting a second unique identification corresponding to a gift card positioned on the playing surface;
FIG. 11cis a plan view of a front side of a third example of the gift token shown inFIG. 11c, depicting a third unique identification corresponding to a gift card positioned on the playing surface;
FIG. 12 is a plan view of a rear side of the gift token shown inFIG. 11a;
FIG. 13 is a plan view of a front side of an example of a blocking card;
FIG. 14 is a plan view of a front side of an example of a first multiplication card; and
FIG. 15 is a plan view of a front side of an example of a second multiplication card.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION With reference to FIGS.1 to12, thediscernment game1 according to a first and preferred embodiment of the present invention includes a playingsurface10, a plurality ofcards20, a set ofgift markers30, and a set ofchoice markers40. Preferably,game1 further includes a plurality ofpreference boards50, ascore board60, and a plurality ofscore markers70.
As shown inFIG. 1, playingsurface10 is preferably a game board that may be supported on a table top or any relatively flat surface. In an embodiment of the invention, playingsurface10 may be mounted on a spinning pedestal such that playingsurface10 may be rotated by each player to clearly view the predetermined number of individually selectedcards25 positioned on playingsurface10. As seen inFIG. 1, playingsurface10 is generally square in shape and includes an organization system on a first side of playingsurface10 such as a grid-like structure. Preferably, each section of the grid is associated with one or moreunique indicia12 such as a number, a symbol, or a colour. A predetermined number of individually selectedcards25 taken from plurality ofcards20 may be positioned on playingsurface10 in each grid section such that each individually selectedcard25 positioned within each grid section is associated with and may be identified byunique indicia12 on playingsurface10. Other geometrical configurations of playingsurface10, such as rectangular, triangular, and rhomboidal are within the scope of the present invention. Alternative and/or additional means for identifying each individually selectedcard25 are also contemplated and within the scope of the present invention. For example, eachunique indicia12 associated with each grid section ofplay surface10 may include a combination of a specific colour, number, and/or symbol. In an alternative embodiment of the invention not shown in the figures,unique indicia12 includes a combination of different colours and numbers.
Playingsurface10 may be made of any rigid or semi rigid material such as cardboard or plastic. Alternatively, playingsurface10 may be any generally flat surface such that a game board may not be necessary. For greater clarity, the predetermined number of individually selectedcards25 may be positioned directly on any generally flat surface such as a table top, a floor surface, or the seat of a chair. The generally flat surface may include an organization system involving an explicitly drawn grid or an organization system in which players imagine a grid. In such alternative embodiment where a game board is not used, means for identifying each individually selectedcard25 by way ofunique indicia12 may include player assigned identifiers, such as object markers, drawn identifiers, or implicit identifiers defined by positions on the organization system.
In another embodiment of the invention not shown in the figures,discernment game1 may be configured as a multi-media game and therefore, other alternative configurations of playingsurface10, such as a graphical user interface for a computer based playing environment (e.g., a software game for a personal computer or for a computer network) or a wall display for a television-based playing environment, a reality TV show where contestants learn about each other in order to give the right gifts or other TV variations thereof, or a browser-based game, are also within the scope of the present invention.
As seen in FIGS.1 to4, eachcard22 of the plurality ofcards20 includes a first side and a second side. On the first side of eachcard22, there is aunique indicia24 representing a unique gift. Eachunique indicia24 represents a different gift from every gift represented by all otherunique indicia24.Indicia24 may be an image or visual representation of the subject matter of the gift or a written description of the subject matter of the gift. Preferably, indicia24 includes an image and a writtendescription24aof the subject matter of the gift. Without intending to be limiting, a gift is defined throughout this application as anything an individual may desire in reality or in fantasy. For example, a gift may be a material object, such as a watch or a mansion; a service, such as a cosmetic surgical procedure or a spa package; an opportunity to support a cause, such as donating to a charitable organization or volunteering to work for a relief effort; an activity such as learning to cook or skydiving; a job, such as a CEO position with an international organization or a political appointment; a fantasy, such as owning a unicorn or riding a dragon; or a travel opportunity such as a trip around the world or an African safari.
In the first embodiment of the invention, on the second side of eachcard22 is a secondunique indicia26 representing a gift different from the gift represented byindicia24 on the first side of eachcard22. Preferably, secondunique indicia26 on the second side of eachcard22 is different from any other indicia represented on the remaining cards in plurality ofcards20. Similar toindicia24, preferably, indicia26 includes an image and a writtendescription26aof the subject matter of the gift.
In an alternative embodiment of the invention, the second side of eachcard22 may be a category indicia27 representing the general category of gifts represented byindicia24. For example, the gifts represented byindicia24 on the first side of eachcard22 may be divided into four general value groupings. In such an example, category indicia27 may be a first, second, third, and fourth unique colour representing an inexpensive gift, a moderate value gift, an expensive gift, and a luxurious gift, respectively.Category indicia27 may be a symbol or a number or a combination of colour, symbol, and/or colour. As a further example, category indicia27 may be a first, second, and third unique colour representing a blue collar job, a white collar job, and a government position, respectively. In the first and preferred embodiment, eachcard22 depictsindicia24,24aon a first side andindicia26,26aon a second side of eachcard22 wherein both sides ofcard22 also includes category indicia27 representing the category of the gifts, as seen inFIGS. 2 and 3.
Plurality ofcards20 may be organized in separate decks, based oncategory indicia27 such that all cards from a first category are in one deck and all cards from a second category are in a second deck. Each deck may be stored within a container. In the first embodiment of the invention shown inFIG. 1, plurality ofcards20 are organized into fourseparate decks20a,20b,20c, and20dand stored inboxes28a,28b,28c, and28d, respectively. Each of the deck ofcards20a,20b,20c, and20dcontains a plurality ofindividual cards22 wherein, preferably, eachcard22 includes firstunique indicia24,24aon the first side, secondunique indicia26,26aon the second side, andcategory indicia27 on both sides of eachcard22. Each of the deck ofcards20a,20b,20c, and20drepresents a general category of gifts, as discussed above, as identified bycategory indicia27. As described in greater detail below, a set ofcategory cards35 may be provided to determine which deck of cards will be used in each round of play. In the embodiment where plurality ofcards20 are organized into four different categories,category cards35 may include four cards, each card representing each category. Alternatively,category cards35 may include a plurality of cards wherein each category is equally represented within the plurality of cards.Category cards35 may be shuffled or otherwise randomized such that a randomly selected card fromcategory cards35 will dictate which of the deck ofcards20a,20b,20c, and20dwill be used to select predetermined number of individually selectedcards25 for a particular round play.Category cards35 may include category indicia27 on a first side and a neutral indicia on a second side orcategory indicia27 on both sides.
Although each deck ofcards20a,20b,20c, and20drepresents a general category, eachindicia24 on the first side of eachcard22 andindicia26 on the second side of eachcard22 within each deck depicts a wide range of items within the general category. For example, eachcard22 of eachdeck20a,20b,20c, and20dmay be categorized into subsets of distinct gifts such as products or services. Eachcard22 of eachdeck20a,20b,20c, and20dmay be further categorized into additional subsets of distinct gifts such as predominantly male preferred gifts, predominantly female preferred gifts, and gifts preferred by both sexes. Preferably, each deck ofcards20a,20b,20c, and20dincludes a balanced mix of gifts in each general value grouping so as to appeal to a broad spectrum of players, regardless of gender, age, culture, or any type of persuasion.
In an embodiment of the present invention, expansion packs todiscernment game1 may be provide wherein more gifts of different categories and/or specialized gifts may be added as new decks of cards. For example, an additional deck of cards representing one dollar gifts or an additional deck of cards representing flea market finds may be added. Alternatively, additional decks of cards may be provided to target a specific demographic or interest group such as cards that cater to children, teens, or seniors or cards that cater to dog lovers, movie lovers, or history buffs. In another embodiment of the invention, another extension pack to support more players may be provided such that additional players may concurrently playdiscernment game1. In an embodiment of the invention,discernment game1 supports between two to six concurrent players and the additional extension pack may support between seven to ten concurrent players. The maximum of ten players is not intended to be limiting.
In an embodiment of the invention, there are ninegift markers30 in a set, corresponding to the nine grid sections of playingsurface10. As shown inFIGS. 11ato11cand12,gift markers30 are identifying markers having a first and a second side. On the first side of eachgift marker30, there is an indicia32 corresponding to eachunique indicia12 associated with each grid section ofplay surface10. On the second side of eachgift marker30 is a neutral indicia34 such as a visual representation of a gift. Neutral indicia34 on the second side of eachgift marker30 may be an image or a word or anything that does not suggest or hint at what indicia32 is on the first side of eachgift marker30. Eachgift marker30 corresponds to each section of the grid ofplay surface10 such that eachgift marker30 may be attributed to each gift represented byindicia24 or26 on each individually selectedcard25 positioned onplay surface10. As discussed in greater detail below, a player may give to another player agift marker30 corresponding to the gift the player has chosen to give to the player. When giving thegift marker30 corresponding to the chosen gift, the first side of thegift marker30 is concealed such that the player receiving thegift marker30 may only see neutral indicia34 on the second side ofgift marker30 so that the receiving player does not know what the chosen gift is. Preferably,gift markers30 are rigid chips, similar to poker chips. Alternatively, other means for identifying each section of the grid and giving the gift to another player may be used such as the use of pen and paper for writing gift tags to give to the receiving player.
As shown inFIGS. 6 and 7ato7d, in an embodiment of the invention, there are fourchoice markers40 in a set.Choice markers40 are ranking markers having a first and a second side. On the first side of eachchoice marker40, there is anindicia42 corresponding to a ranking value. In an embodiment of the invention, the ranking value includes first, second, third, and a penalty. As shown inFIG. 7d, indicia46 corresponding to the penalty are the words “No Way”. Ranking values may be represented by words or numerically or in any manner that conveys a form of ranking. Each ranking value may be associated with a uniquepoint value indicia48. As described in greater detail below,indicia42 corresponding to the highest ranking value, such as first, is associated with a highestpoint value indicia48, such as three points andindicia42 corresponding to the lowest ranking value, such as third, is associated with a lowestpoint value indicia48, such as one point.Indicia46 corresponding to the penalty ranking value is associated with a deductionpoint value indicia48, such as minus four points. In an alternative embodiment, an additional fivechoice markers40 may be included in the set wherein the additional fivechoice markers40 each have a zero rankingvalue indicia42 and a zeropoint value indicia48.
On the second side of eachchoice marker40 is aneutral indicia44 such as a visual representation of a podium.Neutral indicia44 on the second side of eachchoice marker40 may be an image or a word or anything that does not suggest or hint at what ranking value is on the first side of eachchoice marker40. Similar to giftmarkers30, preferably,choice markers40 are rigid chips, similar to poker chips. Alternatively, other means for ranking may be used such as the use of pen and paper to write down the preferences.
During a round of play, a predetermined number of individually selectedcards25 are placed onplay surface10 such that the gifts depicted on individually selectedcards25 byindicia24,26 may be ranked by each player. At least one gift must be ranked or selected by each player. In an embodiment of the invention, four gifts may be selected and ranked according to the preference of each player. For greater clarity, in each set ofchoice markers40, onechoice marker40acorresponds to a rank value of first, onechoice marker40bcorresponds to a rank value of second, onechoice marker40ccorresponds to a rank value of third, and onechoice marker40dcorresponds to a penalty rank value. In an embodiment of the invention, each rank value is associated with a predetermined number of points. Preferably, the rank value of first is attributed with three points or the highest number of points; the rank value of second is attributed with two points or any number of points less than the highest number of points; the rank value of third is attributed with one point or any number of points less than the number of points attributed to the rank value of second; and the penalty rank value is attributed with a deduction of a predetermined number of points such as a deduction of four points.
As discussed in greater detail below and as seen inFIG. 5, each player should indicate the rank of the selected gifts in order of preference. In an embodiment of the invention, eachchoice marker40 may be positioned onpreference board50 such that the first side ofchoice marker40 is concealed so that the other players may only seeneutral indicia44 on the second side ofchoice marker40. If a player receives agift marker30 from another player corresponding to one of the selected and ranked gifts, as identified bychoice marker40 onpreference board50, both players will be awarded a predetermined number of points. For example, the player giving the selected and ranked gift is awarded “giving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift and the player receiving the selected and ranked gift is awarded “receiving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift. If a player receives agift marker30 from another player corresponding to the penalty rank value, both players, the gift giver and the gift receiver will be penalized by having points deducted.
As shown inFIGS. 5 and 8,preference board50 is generally rectangular in shape and includes an organization system that corresponds to the organization system ofplay surface10. In an embodiment of the invention,preference board50 includes a grid-like structure having anindicia52 such as a number, a symbol, or a colour associated with each section of the grid wherein eachindicia52 corresponds to indicia12 onplay surface10. Similar to playsurface10,preference board50 may be made of rigid or semi rigid material such as cardboard or plastic which may be supported on a table top or any relatively flat surface. In an embodiment of the invention, each player has theirown preference board50 to rank their selected gifts from individually selectedcards25 onplay surface10 by positioningchoice markers40 onpreference board50.Choice markers40 may be positioned on each section of the grid ofpreference board50 in the manner described above and in greater detail in the method of play section.
As shown inFIG. 9, scoreboard60 is generally rectangular in shape and may be made of the same rigid or semi rigid material asplay surface10 andpreference board50. In an embodiment of the invention, scoreboard60 includes twopaths62 and64 wherein afirst path62 records a player's advancement with respect to giving gifts and asecond path64 records the player's advancement with respect to receiving gifts. Eachpath62,64 includes a plurality ofcells65 beginning from astarting point66,67, respectively and terminating at a winner'scircle69. In an alternative embodiment, scoreboard60 may include only one path although preferably, the two path scoring system may be used to measure a player's progress with respect to two separate and distinct skills, giving and receiving. More particularly,first path62 tracks a player's ability to give andsecond path64 tracks a player's ability to receive. In an embodiment of the invention, to win, a player must progress through score board by scoring on bothpaths62,64 until the player reaches winner'scircle69 on both paths. In an embodiment, each player may be given anindividual score board60 although, preferably, a central scoreboard may be provided wherein the advancement of each player may be recorded on asingle scoreboard60.
As shown inFIGS. 10aand10b, scoremarkers70 may be placed onscore board60 over thecells65 so as to keep track of a player's advancement. In an embodiment of the invention, scoremarkers70 may define an aperture wherein the aperture corresponds to the size ofcells65 such that the score represented by eachcell65 may be visible through the aperture. Alternatively, as seen inFIG. 10, score marks70 may be an object having varying geometrical configurations to represent each player. In an embodiment of the invention, each player is given twoscore markers70, one for eachpath62,64.
Additional game pieces may be provided to generate more interesting dynamics within the game. For example, in an embodiment of the invention, a blockingcard80 or blocking chip may be provided to each player wherein each player may have a one time opportunity, at any point during any round of play, to prevent other players from receiving or losing points. As described in greater detail below, blockingcard80 or blocking chip may be used to effectively eliminate a single gift on playingsurface10 such that no other players may gain or lose any points if it is a selected and ranked gift. In another embodiment of the invention, at least one multiplication card or chip may be provided to each player wherein each player may have a one time opportunity during any round of play to increase their receiving points or giving points by a predetermined amount. Preferably, twomultiplication cards82,84 or chips are provided to each player, one for increasing receiving points and one for increasing giving points. As described in greater detail below, preferably,multiplication cards82,84 or chips is played prior to scoring of any particular round.
Method of Play
The method of game play may be best understood by referring to FIGS.1 to12. To playgame1, there must be two or more players, up to a maximum of ten players in the preferred embodiment, although the number of players is not intended to be limiting.
To set upgame1, each player is given a set ofgift markers30, a set ofchoice markers40, apersonal preference board50, and a pair ofscore markers70 for tracking each player's receiving and giving points. Preferably, each set ofgift markers30,choice markers40,personal preference board50, andscoreboard60 are associated with a colour so that each player may be identified by colour or by other distinguishing means such as a symbol. Next, one or more players shufflecategory cards35 and place them face down on playingsurface10.Category indicia27 represented on the top card ofcategory cards35 determines which category of cards from deck ofcards20a,20b,20c, and20dwill be used for each round of play. After deciding which deck ofcards20a,20b,20c, and20dwill be used, a predetermined number of individually selectedcards25 will be taken from the selected deck and placed on playingsurface10. In an embodiment of the invention, a player may be designated a decision maker to decide whether the gift represented byindicia24 or the gift represented byindicia26 will be displayed onplay surface10. The role of decision maker may be rotated to the next player at the beginning of the next round of play.
Play begins with all players placing each of their pair ofscore markers70 on each of the start positions66,67 of first andsecond paths62,64, respectively. Players complete as many rounds of play as needed until a winner emerges. In an embodiment of the invention, a winner emerges when both scoremarkers70 belonging to a single player has enteredwinner circle69.
By way of example in which eight players are playing, the predetermined number of individually selectedcards25 to be laid out onplay surface10 is nine. As such, nine gifts depicted byindicia24 or26 are laid out onplay surface10 by one or more players. As shown inFIG. 4, playsurface10 defines a three by three grid whereinindicia12 are numbers. The numbers ‘1’, ‘2’ and ‘3’, refer to the three gifts on the first row, ‘1’ referring to the first gift, ‘2’ referring to the second, and ‘3’ referring to the third. The second row is referenced in the same way by the numbers ‘4’, ‘5’, and ‘6’, and in the third row, by the numbers ‘7’, ‘8’ and ‘9’. The number of gifts used may be varied accordingly if there are fewer players, as discussed in greater detail below. Preferably, individually selectedcards25 are laid out from left to right, one row at a time.
In a preferred embodiment, a round is played out by all the players concurrently in the following manner:
A) Preparing Each Round
- i) One or more players shuffle or otherwise randomizecategory cards35 and place them face down on playingsurface10. One or more players turn over the top card of category cards29 and thereby determine which category of gifts from deck ofcards20a,20b,20c, and20dwill be used for each round of play.
- ii) The designated decision maker positions the predetermined number of individually selectedcards25 onto the grid or other organizing system of playingsurface10. The predetermined number of individually selectedcards25 depends on the number of players, as described in greater detail below. The decision maker also decides which gift, as represented byindicia24 orindicia26, will be positioned on playingsurface10. The role of decision maker rotates clockwise to the next player after each round of play.
- iii) The players ensure that each player has a complete set ofgift markers30 at the beginning of each round, as they may have been given to other players during previous rounds.
- iv) The players ensure that each player has a complete set ofchoice markers40 at the beginning of each round.
- v) Players may discard anyspare gift markers30 that may not be used. For example, if only seven gifts are displayed onplay surface10,gift markers30 corresponding to the sections of the grid ofplay surface10 that do not have gifts displayed may be discarded.
B) Giving Gifts - vi) Each player chooses, from among the selection of gifts displayed onplay surface10, which gift to give to each of the other players, based on what each player believes the other players may want. For example, gift selection may be based on pure speculation or gift selection may be based on prior knowledge one player has of another player. In a preferred embodiment, players can only give each gift once thereby forcing players to make some tough choices.
- vii) When a player has decided which gift to give to each player, the player locates thegift markers30 that correspond with each gift, as identified byindicia12 onplay surface10. For example, if there are four players, each player selects a gift for each of the other three players and locates the three selectedgift markers30 that correspond with each of the selected gifts onplay surface10. Indicia32 of each of the selectedgift markers30 correspond tounique indicia12 associated with the gift displayed on theplay surface10 that the player has chosen to give to each of the other three players.
- viii) Each of the selectedgift markers30 are then distributed to each of the other players face down such that only neutral indicia34 on the second side ofgift marker30 is visible to all players. Each player should give onegift marker30 to each other player.
C) Making Choices for Personal Preferences - ix) Players may then select and rank the gifts displayed onplay surface10 based on their personal preferences by positioningchoice markers40 onpreference board50. Both tasks of giving and selecting and ranking may be completed in any order, but preferably, the giving of gifts should precede the ranking of gifts. In either embodiment, both tasks must be completed before scoring can begin.
- x) In the first embodiment of the invention, each player places all theirchoice markers40 on the position ofpreference board50 that corresponds to the gift having the ranking indicated byindicia42 of the placedchoice marker40.Choice marker40 may be placed face down onpreference board50 such that onlyneutral indicia44 is visible to the other players. The players may choose to place theirchoice markers40 in a sequential order other than in order of rank so as to keep the identity of eachchoice marker40 a closely guarded secret. In another embodiment, players may select their top three preferences and penalty gift and place thecorresponding choice markers40 denoting first, second, and third rank value and penalty rank face up ontopreference board50 after the gift giving component of the game has been completed.
- xi) In the embodiment that provides forchoice markers40 having a rank value of zero, players also place such zero rankvalue choice markers40 face down on positions not associated with their top three choices so as to obscure the actually selected and ranked gifts.
D) Scoring Gifts to Complete the Round - xii) Each player takes turn revealing their preferences by turning overchoice markers40 on theirpreference board50.
- xiii) Eachgift marker30 is also turned over to reveal the gift each player has given to each of the receiving players. The color associated with eachgift marker30 indicates which player gave each gift.
- xiv) The player that givesgift marker30 corresponding to a gift the receiving player has selected and ranked is awarded a predetermined amount of ‘giving’ points equal to the point value ofindicia48 displayed on the second side of thechoice marker40, and may advance theirscore marker70 alongfirst path62 onscore board60.
- xv) The player receiving agift marker30 that corresponds with a selected and ranked gift is also awarded a predetermined amount of ‘receiving’ points equal to the point value ofindicia48 displayed on the second side of thechoice marker40, and may advance theirscore marker70 alongsecond path64 onscore board60.
- xvi) In an embodiment of the invention, ifgift marker30 corresponds to a gift given a rank value of first, three giving points are awarded to the player giving the gift and three receiving points are awarded to the receiver of the gift. Ifgift marker30 corresponds to a gift given a rank value of second, two giving points are awarded to the player giving the gift and two receiving points are awarded to the receiver of the gift. If thegift marker30 corresponds to a gift given a rank value of third, one giving point is awarded to the player giving the gift and one receiving point is awarded to the receiver of the gift. For greater clarity, when one player scores for giving, the receiving player also scores for receiving. Both such players are awarded the same points.
- xvii) If thegift marker30 corresponds to a gift having a penalty rank value, four points are deducted from the player giving the gift. The receiver of the gift is not penalized for receiving the gift selected and ranked to have a penalty rank value.
- xviii) In an embodiment of the invention, points may be deducted if a player gives a gift that another player does not want or has not selected and ranked at all. This point deduction will impact both the giver and the receiver who will both lose one giving point for giving an unwanted gift. A players total giving points cannot drop below zero.
- xix) In another embodiment of the invention, no further points will be awarded to a player if the player receives the same gift from at least three other players. This only impacts the receiver who will not receive any further points for selecting a predictable gift.
- xx) If onescore marker70 of a player has already reached the winner'scircle69, the player may not advance that onescore marker70 past this point and accumulate more points, but can lose points if they do not give gifts that other players want to receive as outlined above.
- xxi) The winner is the first player having both scoremarkers70 in the winner'scircle69 onscoreboard60. For example, ifscore marker70 onpath62 reaches winner'scircle69 after a round of play, the player has not won. Ifscore marker70 onpath64 also reaches winner'scircle69 in a subsequent round, the player wins the game.
- xxii) In the preferred embodiment the number of points required to reach the winner'scircle69 is twenty-six, although the number of points may be varied to achieve a desired duration of the game.
- xxiii) If a winner has not emerged by the end of a round then the players may simply play another round.
- xxiv) For every subsequent to a round of play, the player first to reveal the ranked and given gifts to begin the scoring process is the player clockwise adjacent to the player who performed such tasks in the preceding round of play. For the first round, the player first to reveal the ranked and given gifts to begin the scoring process is randomly selected.
E) Variations on Scoring
In the embodiment where a blocking card or blocking chip is provided to each player, a player may at any time during any round apply the blocking card to a single gift displayed on playingsurface10. As described above, the use of blockingcard80 or blocking chip effectively eliminates a single gift on playingsurface10. By placing blockingcard80 on the gift to be blocked, none of the other players may gain or lose any points for giving or receiving the blocked gift. In an embodiment of the invention, blockingcard80 may be known as an ‘Out of Stock’ card. For example, the Out of Stock card may be placed on a gift by a player after receiving high giving points for a gift so as to prevent the following players from being awarded the same points that may allow them to enter winner'scircle69. Alternatively, the Out of Stock card may be used to prevent another player from being awarded extra points because of the use of the multiplication card, described below. Preferably, the Out of Stock card may be played a limited number of times by each player during the game, including being played only once by each player during the game.
In the embodiment where at least one multiplication card or chip is provided to each player, a player may apply the multiplication card to a gift to receive a greater predetermined number of points for giving or receiving a ranked gift. Preferably, the multiplication card doubles the points awarded or doubles the points deducted for the gift to which the multiplication card is applied. In an embodiment of the invention, the multiplication card may be known as a ‘Joker’ card and preferably, each player is given a “Giving Joker”82 and a “Receiving Joker”84, as shown inFIGS. 14 and 15. TheGiving Joker82 may be placed ongift marker40 or otherwise associated withgift marker40 when giving a gift to another player and the ReceivingJoker84 may be placed onchoice marker30 or otherwise associated withchoice marker30 when selecting and ranking a gift. For example, if a player is confident that a chosen gift for a particular player is going to be a gift highly ranked by such particular player, the player may associate GivingJoker82 withgift marker40 corresponding to the chosen gift and potentially be awarded double the number of points attributed with the rank value of the chosen gift. However, if GivingJoker82 is applied to a gift and given to a player that has ranked the same gift with the penalty value, the giving player will have double the number of points deducted. TheGiving Joker82 must be applied before the other player reveals itschoice markers30. Similar toGiving Joker82, a player may apply or otherwise associate ReceivingJoker84 with a ranked gift that the player anticipates other players will likely give so as to potentially be awarded double the number of points attributed with the rank value of the ranked gift.
F) Variations Based on the Number of Players
Preferably, the number of gifts are linked to the number of players as follows:
| Number | 9 | 7 | 7 | 7 | 8 | 8 | 9 | 9 | 9 |
| of Gifts |
| per |
| round |
| Layout | 123 | 123 | 123 | 123 | 123 | 123 | 123 | 123 | 123 |
| of | 456 | 456 | 456 | 456 | 456 | 456 | 456 | 456 | 456 |
| Gifts | 789 | 7 | 7 | 7 | 78 | 78 | 789 | 789 | 789 |
|
In the exemplary case of two, eight, nine or ten players, the predetermined number nine ofgift cards25 are positioned, before the start of each round of play, on the nine grids of the playingsurface10. In the exemplary case of three, four or five players, the predetermined number seven ofgift cards25 are positioned, before the start of each round of play, on the seven grids indicated by theunique indicia12 as grids one to seven. In the exemplary case of six or seven players, the predetermined number eight ofgift cards25 are positioned, before the start of each round of play, on the eight grids indicated by theunique indicia12 as grids one to eight.
From the foregoing description, it may be seen that a game formed in accordance with the present invention incorporates many novel features and offers significant advantages over those currently available. While the presently preferred embodiment of the invention has been illustrated and described, it is to be understood that within the scope of the appended claims, various changes can be made therein without the departing from the scope of the invention.