TECHNICAL FIELDThe present disclosure relates to games and method of play, in particular games with a travel theme and method of play. Even more specifically, the present disclosure relates to games with a travel theme wherein the main objective of the game is the fulfillment of an itinerary.
BACKGROUNDGames have been developed that pertain to almost every aspect of life, and have endless objectives, strategies, and devices for play. Many of the most successful games combine real life scenarios with methods of play that give each participant an exciting experience and an equal chance of winning. Many games incorporate pathways representing part of a person's journey through life. Game pieces are often used to represent the various players and track their movements about a game pathway. Chance devices such as dice are also utilized to determine extent of travel and can replicate life's unpredictable nature. Pathway spaces relating to instruction cards may sometimes be used to present pitfalls or advantages that can change the course or perceived success of the journey. Even play money and bank accounts can be established in order to replicate the pain and pleasures of real life personal finance. All of these game aspects combine to allow a player to use with and strategy to compete against his or her human, or even computer based, counterparts creating an exciting experience.
SUMMARY OF THE DISCLOSUREThe present disclosure relates to itinerary based travel and combines the exciting aspects of getting to visit new places with the “real life issues” that must be dealt with when traveling, while also overcoming many of the shortfalls of prior travel related games.
The present disclosure can be embodied in a game and method of play comprising a game surface, or an electronic representation thereof, with at least one path containing a plurality of spaces, wherein at least two players, each represented by at least one distinct game piece, take turns entering a game piece onto the said playing path or paths via at least one starting point, and in turn move their pieces about the said path or paths a number of spaces determined by at least one random number generating device, while attempting to land on a specific set of spaces, each relating to a specific place, object, person, character, or the like, which comprise the players' individual itineraries, which are determined prior to the start of the game by the random distribution of itinerary cards, which correspond directly to the individual destination spaces on the pathway and are indicated by the placement of itinerary markers, while also attempting to land on, or avoid landing on, certain pre-marked spaces, which correspond to at least one set of instruction cards, which may either advance or delay the completion of the players' objectives, all while attempting to manage their travel allowances, wherein upon completing their individual itineraries, the players then attempt to be the first to move their said playing pieces about the said path or paths to at least one ending point, therein being the first player to complete the game.
There are many aspects which set the current disclosure apart from prior travel related games. As detailed in the present disclosure each player receives a random travel itinerary, prior to the start of the game, created by shuffling and distributing itinerary cards that correlate, on a one to one basis, to the destination spaces on the game pathway. This process of generating an itinerary eliminates the need for numerous lists, which greatly reduces the chance of repeating the same itinerary in future games. The current disclosure incorporates two sets of instruction cards, one set with instructions that have a positive spin and one set with more negative instructions, however, the current disclosure is played in such a way that drawing a card from either set could have unexpected positive or negative effects. Unlike most geography related games the present disclosure does not incorporate into the design a map of a country or region, allowing the theme of the game to be changed without changing the layout. This allows the game to accommodate any theme from small town points of interest, to worldwide travel, or even space travel without restricting movement from one travel sight to another. This format also allows the theme of the game to include subjects not directly related to a place, such as persons or cartoon characters. Also, since the present disclosure incorporates a single rate of payment for each sight visited, the financial portion of the game is simplified compared to the task of keeping track of various monetary units or bank accounts found in some other travel related games.
The simple nature of the design of the present disclosure also allows the game to be played by a greater range of people than most travel games. The present disclosure can easily be played by persons with limited travel knowledge or by those who have never even traveled before without placing them at a disadvantage. Variations can even be adapted for non-reading players without diverging from the overall play of the game. Also, a player's success in the game is not necessarily relative to whether he or she has played before. Since the information about each destination visited is presented in a purely educational form, new players have just as much of a chance to win as those who have played many times before. The method of play of the present disclosure also does not rely too heavily on luck, but rather incorporates an equal balance of chance and strategy, which adds to the games overall appeal.
The purpose of the present disclosure is to provide a new and exciting game, which may embody various forms including a traditional board game, an electronic handheld game, a computer game, a television game, or any other interactive game, in which the object of the game is a race to complete a predetermined itinerary, which can focus on any place, such as a theme park, region, such as North America, city, such as New York, country, such as Italy, galaxy, such as the Milky Way, or system, such as a nuclear power plant, any object or set of objects, such as the oceans of the world or lost treasures of the Atlantic, group or groups of people, such as country music singers, characters, such as those in movies or cartoons, or any other type of category, allowing the said game to embody an infinite number of themes familiar to all peoples regardless of background, age, or culture.
It is believed by the inventor that the combination of aspects particular to the present disclosure creates a new, entertaining, enlightening and highly marketable game, for a large variety of players, which can accommodate any collection of items that may form an itinerary.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGSFIG. 1 throughFIG. 6, illustrate an embodiment of the board game version of the present disclosure.FIG. 7 andFIG. 8 illustrate embodiments of a computer system and a hand held electronic system respectively, which represent various systems which may be used to implement the electronic version of the present disclosure.FIG. 9 throughFIG. 11, are flow charts showing an embodiment of the major steps of the game, in particular, the game set up and game play of the present disclosure.FIG. 12 throughFIG. 16, are flow charts showing an embodiment of a game system and game logic of an electronic or computer version of the present disclosure.
FIG. 1 illustrates the structure of a game board in accordance with an embodiment of the present disclosure including a pressed fiberboard core, a protective binding, an adhesively attached illustrative sheet, and a foldable joint, as well as illustrating a set of itinerary marker holes.
FIG. 2 is a perspective view of a game board and its illustrative sheet in accordance with an embodiment of the present disclosure.
FIG. 3 is front and back plan views of an exemplary itinerary card for use with the game board ofFIG. 2, including a descriptive example of the educational information an itinerary card may incorporate.
FIG. 4 is front and back plan views of exemplary positive based and negative based instruction cards for use with the game board ofFIG. 2, including descriptive examples of the instructional information an instruction card may incorporate.
FIG. 5 is a perspective view of a random number generating device, a travel allowance token, a generic player game piece, and a peg style itinerary marker that may be used with the game board depicted inFIG. 2.
FIG. 6 is a perspective view of the game set up including the game board and illustrative sheet depicted inFIG. 2, each player's game pieces, travel allowance tokens, sets of distributed itinerary cards, and itinerary markers, as well as sets of positive and negative based instruction cards, and a die, each item in its respective starting position in accordance with another embodiment of the present disclosure.
FIG. 7 is a perspective view of a computer system displaying an electronic version of the game board depicted inFIG. 2 in accordance with another embodiment of the present disclosure.
FIG. 8 is a perspective view of a handheld electronic game system displaying an electronic version of the game board depicted inFIG. 2 in accordance with another embodiment of the present disclosure.
FIG. 9 is a flow chart illustrating the game's major steps, in particular, game start, game set up, game play and game end.
FIG. 10 is a flow chart illustrating exemplary steps of the game set up of the game board depicted inFIG. 2.
FIG. 11 is a flow chart illustrating exemplary steps of the method of game play of the game board depicted inFIG. 2.
FIG. 12 is a block diagram of an example of a computer system in accordance with an embodiment of the present disclosure.
FIG. 13 is a flow chart of exemplary architecture and functionality of the game logic depicted inFIG. 12.
FIG. 14 is a flow chart of exemplary architecture and functionality of the game logic depicted inFIG. 12 related to game start up.
FIG. 15 is a flow chart of exemplary architecture and functionality of the game logic depicted inFIG. 12 related to game set up.
FIG. 16 is a flow chart of exemplary architecture and functionality of the game logic depicted inFIG. 12 related to game play.
DETAILED DESCRIPTION OF THE DISCLOSUREThe following details an exemplary embodiment of the present disclosure as illustrated inFIG. 1 throughFIG. 16 of the drawings. The various forms of the terms “player” or “players” and “his or her”, referred to throughout the present disclosure, may refer to a human player, or, a computer or otherwise electronically generated player. Also, the various forms of the terms describing the game such as “game board”, “game pathway”, or “game piece” may refer to a physical embodiment of the game related item, or the electronic representation of a physical embodiment of the game related item.
FIG. 1 throughFIG. 6, illustrate an exemplary embodiment of the board game version of the present disclosure.
FIG. 1 is a perspective view of a game board1 of the present disclosure, generally comprising, a pressed fiber board structure1a, wrapped in aprotective binding1b, faced with an adhesively attachedillustrative sheet1c, having at least onefoldable joint1dfor ease of storage, and including a series of itinerary marker holes1ewhich are located in a radial fashion around the game board1, next to or within eachtravel itinerary space3a(FIG. 2). Other types of game board constructions may be used in other embodiments of the present disclosure.
FIG. 2 is a perspective view of the game board1 of the present disclosure, including the protective binding1band theillustrative sheet1c. Theillustrative sheet1cof the game board1 comprises fourhome position areas5. The fourhome position areas5 serve as starting and ending points for the player's game pieces15 (FIG. 5). Note that game board1 has fourhome position areas5, however additional or fewerhome position areas5 or different starting or ending positions may be used in other embodiments of the game board1.
In one embodiment, thehome position areas5 are distinguishable from each other by a distinct feature or features such as color, shape, texture, size, symbol, or other identifying feature. As an example, thehome position areas5 may be red, blue, green, and yellow. Thehome position areas5 further include at least one gamepiece placement area4 indicating a location on which each player can place his/her game pieces15 (FIG. 5). Game board1 comprises three gamepiece placement areas4 for eachhome position area5, however additional or fewerpiece placement areas4 may be used in other embodiments of the game board1.
Theillustrative sheet1cadditionally includes travelallowance placement areas8aand8bfor eachhome position5. Thetravel allowance areas8aand8bindicate locations on which the player's travel allowance may be placed. The game board1 comprises sixtravel allowance areas8aand8b. However, additional or fewertravel allowance areas8aand8bare possible in other embodiments.
Theillustrative sheet1cfurther includes, at least onegame pathway2. Thegame pathway2 is a circular configuration divided into a plurality of equaltravel pathway spaces3. Game board1 comprises thirty-sixpathway spaces3, however in another embodiment a different number of pathway spaces of equal or varying size and configuration may be used. In one embodiment, the thirty-six pathway spaces comprise fourfree spaces3b, twenty-fourtravel itinerary spaces3a, fourinstruction spaces6a, and four distinctlyseparate instruction spaces6b.
In one embodiment, thefree spaces3bare the first space directly adjacent to each of the players'home positions areas5. When afree space3bis landed on during play, no action is taken by the player. In one embodiment, thefree spaces3bmay have distinct features which distinguish eachfree space3bfrom each of the otherfree spaces3band/or the other varioustravel pathway spaces3.
In one embodiment, thetravel itinerary spaces3ainclude pictures or illustrations of, and/or names of, the various places, objects, persons, characters, etc. which are to be “visited” by the players during the course of the game. Note that the term visited refers to the act of a player moving his/her game piece15 (FIG. 5) to anitinerary space3a.
In addition, thetravel itinerary spaces3aare associated with a series of itinerary marker holes1e. On game board1, the itinerary holes1eare located in a radial fashion around the game board1 next to or within eachtravel itinerary space3a. The itinerary holes1eeach accept a peg style itinerary marker16 (FIG. 5). Such amarker16 is used to keep track of a player's individual itinerary, however in another embodiment a different method of indicating the players' itineraries may be used. In one embodiment each player's itinerary markers are relatable to that of their individual game pieces. As an example each player's itinerary markers may be like colored to that of their individual game pieces.
Theinstruction spaces6arelate to a set of positive based instruction cards11 (FIG. 4). These instruction cards11 (FIG. 4) relate to, and may be placed in the instructioncard placement area7a. In one embodiment, the instructioncard placement area7a, the corresponding instruction cards11 (FIG. 4), and thecorresponding instruction spaces6a, may have a particular title, design, and/or color indicating their relationship to each other. In one embodiment, theinstruction card11 is constructed of card stock material.
Theinstruction spaces6brelate to a set of negative based instruction cards12 (FIG. 4). These instruction cards12 (FIG. 4) relate to, and may be placed in the instructioncard placement area7b. In one embodiment, the instructioncard placement area7b, the corresponding instruction cards12 (FIG. 4), and thecorresponding instruction spaces6b, may have a particular title, design, and/or color indicating their relationship to each other. In one embodiment, theinstruction card12 is constructed of card stock material.
As an example, the game board1 comprises circle symbols and triangle symbols on theinstruction spaces6a,6b, respectively. The circle symbols oninstruction spaces6acorrespond to the circle symbol in instructioncard placement area7a. Accordingly, the circle symbol in the instructioncard placement area7acorresponds to the circle symbol on the positive-basedinstruction cards11. Therefore, when the player lands on theinstruction space6a, the player selects a positive-basedinstruction card11 from the instructioncard placement area7a. In the same way, the triangle symbols oninstruction spaces6bcorrespond to the triangle symbol in instructioncard placement area7b. Accordingly, the triangle symbol in the instructioncard placement area7bcorresponds to the triangle symbol on the negative-basedinstruction cards12. Therefore, when a player lands on theinstruction space6b, the player selects a negative-basedinstruction card12 from the instructioncard placement area7b. Note that the circle symbols and triangle symbols are used for exemplary purposes only. Other symbols, titles and/or colors may be used to associate the instruction spaces6 with the instruction card placement areas7 and theinstruction cards11 and12.
Shown inFIG. 3 is an example of anitinerary card10 from a set of itinerary cards (not shown). Eachitinerary card10 illustrates a single itinerary item, relating, on a one to one basis, to thetravel itinerary spaces3aon thegame pathway2. Each player's itinerary, which is theitinerary spaces3ato which a player is required to travel during the course of the game, is created by the random distribution of theseitinerary cards10. Theitinerary card10 comprises acard front10aand a card back10b. In one embodiment, theitinerary card10 is constructed of card stock material.
In one embodiment, eachitinerary card front10aincludes a depiction and/or name of an individual place, object, person, character, or other itinerary theme. The depictions an/or name is similar to and easily relatable to those which are featured on the individualtravel itinerary spaces3a.
In one embodiment, the itinerary card back10bincludes educational information about the featured place, object, person, character, or the like, that appears on thecard front10a. In one embodiment, the itinerary card back10ais designed in the form of a cancelled post card with the aforementioned educational information listed in the general area normally reserved on a standard postcard for correspondence.
Shown inFIG. 4 is an example of a single positive-basedinstruction card11 from a set (not shown) of positive-based instruction cards. The positive-basedinstruction card11 comprises aninstruction card front11aand an instruction card back11b. In one embodiment, the positive-basedinstruction cards11 are constructed of card stock material.
In one embodiment, the positive-basedinstruction card front11ahas distinct features, such as a particular title, design, and/or color, corresponding to the positive-basedinstruction spaces6a. In the example provided, the positive-basedinstruction spaces6aare marked with a circle symbol and the positive-basedinstruction cards11 are marked by a corresponding circle symbol.
In one embodiment, each instruction card back11bhas instructions with a positive spin. The instruction card back11bincludes instructions for the player relating individually to each of thetravel itinerary spaces3a. For example, a positive-based instruction card back11bmay read “Free trip to the Colosseum.” The instruction card back11bmay also include instructions not directly relating to an individualtravel itinerary space3a. As an example, a positive-based instruction card back11bnot related to a particulartravel itinerary space3amay read “Early flight, move ahead 3 spaces”.
Also shown inFIG. 4 is an example of a single negative-basedinstruction card12 from a set (not shown) of negative-based instruction cards. The negative-basedinstruction card12 comprises aninstruction card front12aand an instruction card back12b. In one embodiment, the negative-basedinstruction cards12 are constructed of card stock material.
In one embodiment, the negative-basedinstruction card front12ahas distinct features, such as a particular title, design, and/or color, corresponding to the negative-basedinstruction spaces6b. In the example provided, the negative-basedinstruction spaces6bare marked with a triangle symbol and the negative-basedinstruction cards12 are marked by a corresponding triangle symbol.
In one embodiment, each instruction card back12bhas instructions with a negative spin. The instruction card back12bincludes instructions for the player relating individually to each of thetravel itinerary spaces3a. For example, a negative-based instruction card back12bmay read “Visit the Great Wall of China, pay one token.” The instruction card back12bmay also include instructions not directly relating to an individualtravel itinerary space3a. As an example, a negative-based instruction card back12bnot related to a particulartravel itinerary space3amay read “Lost luggage, move back 3 spaces”.
Shown inFIG. 5 are illustrated examples of a randomnumber generating device13, atravel allowance token14, ageneric game piece15, and anitinerary marker16. Each of these is used during play in one embodiment of the present disclosure.
In one embodiment, the random number generating device is a standard six-sided die13. However, a number of other methods including spinners, or die with more or fewer sides, or any other random number or color generating device or combination of devices may be used to determine the extent of movement of a player's game piece or pieces.
Thetravel allowance token14 is used to create and keep track of a player's travel allowance. In one embodiment, each player is initially given three single valuetravel allowance tokens14 and three double valuetravel allowance tokens14, distinguishable from each other by shape, color, indicia, or other. As one example, the single valuetravel allowance tokens14 may be light colored and double valuetravel allowance tokens14 may be dark colored. Thetokens14 may be constructed of wood, plastic, or other suitable material and having a token style shape, however, a number of other devices including play money, or poker chips, or items of a different shape, color, or design may be used to achieve the same purpose.
Thegame piece15 illustrated is used to mark a player's movement along thegame pathway2. In one embodiment, each player is given three like-colored game pieces, which are distinct in color from the other players' game pieces. However, any number of game pieces may be used and may have any distinct shape, color, design or other unique feature that distinguishes them from the other players' game pieces. Thegame piece15 may be constructed of wood, plastic, cardboard, or any other type of suitable material.
Theitinerary marker16 is a peg style marker, which is used to keep track of a player's individual itinerary. In this regard, the player places theitinerary markers16 in the itinerary marker holes1e(FIG. 2), which correspond to his or hertravel itinerary spaces3a. In one embodiment, each individual player's pegstyle itinerary markers16 would be like-colored to that of the player'smain game pieces15. In addition, theitinerary markers16 maybe constructed of wood, plastic, or any other suitable material. Furthermore, another distinct shape or other feature or material may be used or a different marking and/or tracking method may be used to mark a players itinerary for the game play.
FIG. 6 illustrates initial game setup of the game board1. In this regard, each player'sgame pieces15 andtravel allowance tokens14 are placed on the game board1. In addition, the set of itinerary cards (not shown) are shuffled and dealt to the players. Theitinerary cards10 each player receives become that individual player's itinerary and are placed next to the game board1 outside the player's home space. Each player'sitinerary markers16 are placed in the itinerary marker holes1e(FIG. 1), which correspond to his or herindividual itinerary cards10. The set of shuffled positive-basedinstruction cards11 and the set of shuffled negative-basedinstruction cards12 are placed on the game board1. Furthermore, thedie13 is placed on the game board1.
ReferencingFIG. 6 in regards to game set up and method of play according to the current disclosure, players (not shown) begin by laying the game board1 flat on a suitable surface and then place theirindividual game pieces15 on the game piece placement areas4 (FIG. 2) within theirhome positions5. One single valuetravel allowance token14 should be placed on each of thetravel allowance areas8a(FIG. 2), and one doublevalue allowance token14 should be placed on each of thetravel allowance areas8b(FIG. 2). Each set ofinstruction cards11,12 are shuffled and placed in the appropriate instructioncard placement areas7a,7b(FIG. 2). Theitinerary cards10 are shuffled and equally distributed to each of the players. Theseitinerary cards10 become the players' individual itineraries. Peg style itinerary markers22 are placed next to each of the players'travel itinerary spaces3acorresponding to their particular itineraries.
Game play may begin by rolling the die13 in order to determine who goes first. The player rolling the highest number may start his or her turn by rolling the die13 again and moving the indicated number oftravel pathway spaces3. Play begins by counting thefree space3badjacent to his or herhome position5 and moving counterclockwise thereafter. Depending on whichtravel pathway space3 a player lands on, one of the following actions might be taken:
If a player lands on afree space3b, no action is taken.
If a player lands on atravel itinerary space3athe player pays a visitation fee for visiting that particular space. However, if the landed on space is already occupied by one of the playersother game pieces15, the player is considered to be “staying with a family member,” and therefore no fee is due. The visitation fee for landing on atravel itinerary space3ashould be one single valuetravel allowance token14 or the exchange of one double valuetravel allowance token14 for a previously used single valuetravel allowance token14.
If a player lands on atravel itinerary space3awhich is part of the player's individual itinerary, the visitation fee is paid. In addition, the corresponding peg style itinerary marker22 is removed, and the player flips thecorresponding itinerary card10 over revealing thepostcard side10b. The player may then read aloud the educational information detailed thereon, thereby completing that portion of the player's itinerary.
If a player lands on a positive-basedinstruction card space6a, the player draws a positive-basedinstruction card11 from the top of the positive-based instruction card pile and follows the instructions on the card back11b(FIG. 4). If the drawn positive-basedinstruction card11 instructs the player to move to anotherspace3, the player moves thegame piece15 that landed on theinstruction card space6ato the instructedspace3 and continues play in the same manner as if the player had landed on thespace3 via a roll of thedie13. However, if instructed to move to anitinerary space3athe player does not need to pay a visitation fee. If the card instructs the player to move to another positive basedinstruction card space6a, the player moves to the indicatedinstruction space6a, draws anotherinstruction card11, and continues play accordingly.
If a player lands on a negative-basedinstruction card space6ba player should draw a negative-basedinstruction card12 from the top of the negative-basedinstruction card12 pile and follow the instructions on the back of the card. If the drawn negative-basedinstruction card12 instructs the player to move to anotherspace3, the player moves thesame game piece15 that landed on theinstruction card space6bto the instructedspace3 and continues play in the same manner as if the player had landed on thespace3 via a roll of the die13, including paying a visitation fee if instructed to land on anitinerary space3a. If the card instructs the player to move to another negative-basedinstruction card space6b, the player moves to the indicatedinstruction space6b, draws anotherinstruction card12, and continues play accordingly.
In the event a player lands on atravel itinerary space3athat has a visitation fee, and the player is already out oftravel allowance tokens14, the player'sgame piece15 that landed on thetravel itinerary space3areturns to the home position. When this happens, the player'stravel allowance14 is completely refilled.
Continuing to take turns rolling thedie13, each player traverses thegame pathway2, while attempting to land on each of theitinerary spaces3aon his or her individual travel itinerary. Meanwhile, each player makes decisions on whichgame piece15 to move on each turn, whether or not to land on the instruction card spaces6, and whether to use up his or her travel allowance tokens8 or try to save them by utilizingfree spaces3band spaces already occupied by his or her own game pieces. In the event a player runs out oftravel allowance tokens14, the player also determines whichgame piece15 he or she prefers to move on his or her next turn, considering that which evergame piece15 the player moves may end up being senthome5.
Once a player has visited all of thetravel itinerary spaces3aon his or her travel itinerary the player makes sure all his or hergame pieces15 are moved out of his or herhome position5 before beginning to move anygame pieces15 into his or herhome position5. A player does not need an exact numbered roll to move thegame piece15 into his or herhome position5. A player completes the game by first visiting all of theitinerary spaces3acomprising that player's individual itinerary, secondly, by making sure all of the player'sgame pieces15 are moved out of the his or herhome position5, and lastly, by moving all of his or her playing pieces back into the player'shome position5.
FIG. 7 andFIG. 8 illustrate embodiments of acomputer system100 and a hand heldelectronic system101, which represent typical electronic systems, which may be used to implement the electronic version of the present disclosure, including systems such as video game, television game, or computer network game systems.
FIG. 7 illustrates an example of acomputer system100 in which the electronic version of the current disclosure may be implemented, and is illustrated to represent exemplary computer systems in general.
FIG. 8 illustrates an example of a hand heldgame unit101 in which the electronic version of the current disclosure may be implemented, and is illustrated to represent electronic game systems in general including electronic video game systems, which may incorporate a screen or utilize a physical or wireless connection to an external video screen such as a television.
FIGS. 9,10, and11, are flow charts of a game set up and method of play in accordance with an embodiment of the present disclosure. The game set up and method of play may pertain to a board game version, a computer version, handheld electronic version, or other version of the game of the present disclosure. Many of the steps inFIGS. 9,10, and11 may be completed by a human player or by the computer logic of an electronic version of the present disclosure.
FIG. 9 is a flow chart of the major steps of the game of the present disclosure including the game start instep103. Step103 includes actions taken by a player such as opening a game box, inserting a game disk, clicking on a computer game icon, and/or switching on an electronic handheld or video game unit. After the game is started instep103, the game is set up instep104, which is further broken down inFIG. 10. After the game is set up instep104, players play the game instep120, which is further broken down inFIG. 11.FIG. 9 concludes with game end instep150, which may be initiated by a winner being determined, and which may be accomplished manually in the case of a board game, or electronically by a player, or automatically by a computer logic system.
Step104 is further described with reference toFIG. 10. A human player initiates game set up start instep105. If the game is computer-based, the game set up may comprise several informational inputs from the player. Instep106, the player indicates the desired itinerary theme. A player may choose the itinerary theme by selecting from a set of itinerary themes. As an example, for the game board1, there may be a set ofinterchangeable game pathways2 andcorresponding itinerary cards10. As another example, thegame pathway2 may be electronic, and a player may choose an option which electronically changes thepathway2 to reflect a different itinerary theme. Note that itinerary themes may include a wide variety of topics, such as major vacation sights of a country, the all time most popular country music stars, the planets of a certain solar system, the players of a certain sports team, or any other set of items which could form an itinerary.
The player then indicates the number and type of players instep107. For example, the player may desire to play one or more human players against one or more computer players, or two or more human players against each other, and also possibly enter a unique name indication for each. Players may also have the option of choosing generic or custom game pieces, as indicated instep108. Along with a myriad of generic game piece shapes, custom game pieces may take the form of people such as a typical family including father, mother, and child shaped pieces, or different characters such as those found in a cartoon or theme park, or a number of other custom forms.
Game pieces15 (FIG. 5) are placed in their home position areas5 (FIG. 2), as indicated instep109. Each player's travel allowance, represented bystep110 is allocated. Note that the travel allowance may take the form of tokens or an electronic bank account. Thevarious instruction cards11,12 (FIG. 5) are shuffled and placed, and the itinerary cards10 (FIG. 5) are shuffled and distributed to each player, as indicated in steps111-112, respectively. Itinerary markers16 (FIG. 5) are then placed to indicate the relationship of each player's itinerary to their individual itinerary cards10 (FIG. 5) as indicated instep113. The first player is then determined, as indicated instep114. Game set upend115 is followed by game play,FIG. 9step120.
FIG. 11 illustrates a flowchart of game play broken down fromFIG. 9 into a series of steps beginning with a player or computer logic initiating game play instep121, and continuing with actions by the first human or computer generated player as indicated instep122. To start the game, the player may use a random number generating device such as a die13 (FIG. 6) as indicated instep123, to determine the extent of movement, and move a game piece15 (FIG. 6) the indicated number of spaces on the game pathway2 (FIG. 6) as indicated instep124. The player then takes different actions depending on whether he or she lands on afree space3b(FIG. 6) as indicated instep125, aninstruction space6a,6b(FIG. 6) as indicated instep126, or anitinerary space3a(FIG. 6) as indicated instep127.
Referring to step125, if a player lands on afree space3b(FIG. 6), no action should be taken by the player. Game play would then continue on to the next player as indicated instep122.
If a player lands on aninstruction space3a(FIG. 6), as indicated instep126, the player selects aninstruction card11,12 (FIG. 6) based upon one of two distinct types ofinstruction spaces6a,6b(FIG. 6). If the player lands on a positive basedinstruction space6a(FIG. 6) instep129, the player draws a positive-based instruction card11 (FIG. 4) instep130. If the player lands on a negative-basedinstruction space6b(FIG. 6), the player draws a negative-based instruction card12 (FIG. 4) instep131. The directions on the back of the drawninstruction card11,12 (FIG. 6) may instruct a player to move his or her game piece as indicated instep133 to another space by directly indicating the space to move to, thus leading the player to step124. The card may also instruct the player to roll the die13 (FIG. 6) again as indicated instep134, in which case the player would roll the die13 (FIG. 6) instep135 and then move his or her game piece15 (FIG. 6) as indicated instep124. The directions on the back of theinstruction card11,12 (FIG. 6) may also instruct the player to gain or loose part of the player's travel allowance or for the player to stay put as indicated instep132 in which case play would then advance to the next player instep122.
If the player lands on anitinerary space3a(FIG. 6), as indicated instep127, and arrives at theitinerary space3a(FIG. 6) via the instructions on a positive-based instruction card11 (FIG. 6) as indicated instep136, no visitation fee is due. Also, if that space is already occupied by one of that player's game pieces15 (FIG. 6) as indicated instep137, no visitation fee is due. When no visitation fees are due insteps136 and137, play advances to step142. If theitinerary space6a(FIG. 6) a player lands on is not reached via a positive-based instruction card11 (FIG. 6) and the arrived at space is not already occupied by one of that player's other game pieces15 (FIG. 6) then the player determines if he or she has funds to pay a visitation fee as indicated instep138. If funds are available then the player pays a visitation fee instep141 and play advances to step142. If the player is required to pay a fee and has no travel allowance funds left, that game piece15 (FIG. 6) is returned to its home position area5 (FIG. 6) instep139. Anytime a player's game piece is sent home,step139, the player's travel allowance is refilled as indicated instep140, and play advances to the next player instep122.
Atstep142, if the landed onitinerary space3a(FIG. 6) is not part of the player's itinerary, play advances to the next player instep122. If the landed onitinerary space3a(FIG. 6) is part of the player's itinerary, then the player's corresponding itinerary marker16 (FIG. 6) should be removed instep143, the corresponding itinerary card10 (FIG. 6) should be flipped over, and the educational information displayed on the back of the card should be read instep145. Play then advances to the next player instep122. Once a player has completed his or her itinerary and all the player's game pieces15 (FIG. 6) have been moved out of his or her home position area5 (FIG. 6), the player may begin to move his or her game pieces15 (FIG. 6) back into the player's home position area5 (FIG. 6) as indicated instep128. At the end of a player's turn, if the player has game pieces15 (FIG. 6) that he or she has not yet moved to the player's home position area5 (FIG. 6) then play advances to the next player, as indicated instep122. Following a player's turn, if the player has moved all his or her game pieces into the player's home position area instep128, then the player may be considered the winner, thus completing the game indicated instep146.
FIG. 12 throughFIG. 16, illustrate another embodiment of the game system and game logic of an electronic or computer version of the present disclosure.
FIG. 12 is a block diagram illustrating an example of acomputer system200, which may be used to implement the game of the present disclosure, however, computer systems vary greatly and another system acceptable for implementing the current disclosure may have a different arrangement than that illustrated and may or may not include all or any of the illustrated components. The exemplifiedcomputer system200 is shown comprising various areas for processing, temporary memory storage, communication, interfacing with other computer systems and hardware, graphics acceleration, permanent memory storage, as well as areas for informational input and output and computer start up instructions. The various areas may relate to each other via various bridges and buses, in various configurations, used to assist in the transfer of information from one area to another.
Thecomputer system200 may comprise one or more processors, exemplified byprocessor201, used to process information. Thesystem200 may also comprise one or more dynamic storage devices such as RAM (Random Access Memory)202 in which information relating to current systems, programs, and data may be stored for execution by theprocessor201, as well as one or more caches used to enhance the productivity of the processor, exemplified by thelevel 2cache203.
Thecomputer system200 may also comprise various interfaces such as a LAN (Local Area Network)204 interface used to communicate with other computer systems, which would facilitate computer network play, or a SCSI (Small Computer System Interface)205 interface or a USB (Universal Serial Bus)206 interface, used to communicate with peripheral hardware such as disk drives, printers, and scanners. An AGP (Accelerated Graphics Card)207 card may also be utilized to enhance the quality of the graphic displays.
Computer system200 may further comprise one or more storage devices such as a magnetic disk or optical disk and itscorresponding disk drive208, and ahard disk209 for storing static information and instructions for theprocessor201.
In oneembodiment game logic215 may be stored on the hard disk. In another embodiment game logic may be stored on a magnetic or optical disk and accessed via theROM drive208. In anotherembodiment game logic215 may be accessed via the Internet.Game logic215 is hardware, software, or a combination thereof for playing the game described in the present disclosure.
Thecomputer system200 may further comprise adisplay device210, such as a cathode ray tube (CRT) or liquid crystal display (LCD), or other display device for conveying information to a computer user. An input device, which may include alphanumeric and/or other keys, referred to as thekeyboard211 may be used for communicating information and command selections to theprocessor201. Thecomputer system200 may additionally comprise a user input device forcursor control212, such as a mouse, stylus, or cursor direction keys, for communicating directional information and command selections to theprocessor201, and for controlling cursor movement on thedisplay210. Anaudio device213, such as a speaker or speakers and/or microphone input, may be utilized for audio interfacing with thecomputer system200. Furthermore thecomputer system200 may comprise a BIOS (Basic Input/Output System)214 to run the initial computer start up program and one or more buses used to facilitate communication betweencomponents215.
Note that any or all of the components ofsystem200 and associated hardware may be used in the present disclosure and that other configurations of a computer system suitable for implementing the current disclosure may include some, all, or none of the illustrated devices.
FIG. 13 throughFIG. 16, are flow charts of exemplary architecture and functionality of thegame logic215 depicted inFIG. 12.
FIG. 13 represents steps that may be performed by thegame logic215 of a computer or other electronic system related to the implementation of an electronic version of the present disclosure. The major steps executed by thegame logic215 begin withstart301 which represents the initial information received by thegame logic215 following a human player turning on a game system such as those represented inFIG. 7 andFIG. 8, or inserting a disk or game cartridge into the system, or any other method used to begin the initial system startup program. The major steps executed by thegame logic215 continue withgame startup320,game setup340,game play360, andsystem end399. Thus, thegame logic215 performs game startup instep320. Instep340, thegame logic215 performs game setup, and instep360, thegame logic215 performs operations related to game play.
FIG. 14 is a flow chart depicting exemplary architecture and functionality of the game startup indicated in step320 (FIG. 13). Thegame logic215 displays a game icon as indicated instep322 to the display210 (FIG. 12). Thegame logic215 then receives a prompt as indicated instep323 by a human player indicating his or her desire to begin a game, which ends game startup as indicated instep324.
FIG. 15 is a flow chart depicting exemplary architecture and functionality of thegame logic215 for game setup as indicated in step340 (FIG. 13), in which the game logic may begin with game setup start as indicated instep341 by displaying an initial game setup screen as indicated instep342 by prompting a human player to input data relative to the number of players as indicated in step343. Once the data concerning the number of players is received instep344 thegame logic215 prompts a human player to input how many of the players are human and how many are computer generated instep345. Once this data is received instep346 thegame logic215 displays a selection of available itinerary themes instep347 and receives data related to the player's choice instep348. Thegame logic215 electronically shuffles theinstruction cards11,12 (FIG. 6) instep353, and the itinerary cards10 (FIG. 6) instep354. Game logic then arranges the game board1 (FIG. 6) into its starting configuration by placing thecards10,11,12 (FIG. 6), game pieces15 (FIG. 6), and player's allowances14 (FIG. 6) into their respective positions as indicated instep355, ending game setup as indicated instep356.
FIG. 16 is a flow chart depicting exemplary architecture and functionality of thegame logic215 during game play. Game play is broken down beginning with game play start as indicated instep361, followed bygame logic215 displaying a setup game board as indicated instep362 showing the various players' game pieces15 (FIG. 6) and allowances14 (FIG. 6), as well as the sets ofinstruction cards11,12 (FIG. 6), all in their respective places. Thegame logic215 then randomly distributes itinerary cards10 (FIG. 6) to each player and displays them as the players' itineraries as indicated in step363. Thegame logic215 may also mark each player's itinerary on the board by displaying itinerary markers16 (FIG. 6) next to or within each player'sitinerary spaces3a(FIG. 6) as indicated instep364, or by another method such as highlighting each player'sitinerary spaces3a(FIG. 6) with the color of their game pieces15 (FIG. 6).
Game logic215 may then randomly select a player to go first as indicated instep365 and display a random number generating device such as a die13 (FIG. 6) and prompt the first player to interact with it as indicated instep366. Thegame logic215 may then display the number indicated by the random number generating device as indicated bystep367 and prompt the player to choose a game piece15 (FIG. 6) to be moved368. Before a player's game piece15 (FIG. 6) can be moved thegame logic215 determines to which spaces3 (FIG. 6) the player is eligible to move. If the player has not yet moved all of his or her game pieces15 (FIG. 6) out of the player's home position area5 (FIG. 2) as indicated in step369, or if the player has moved all of his or her game pieces15 (FIG. 6) out of the player's home position area5 (FIG. 2) as indicated in step369 but has not yet visited all theitinerary spaces3a(FIG. 6) which correspond to his or her itinerary as indicated instep370, thengame logic215 may not move a player's game piece15 (FIG. 6) into player's home position5 (FIG. 6) as indicated instep371.
If the player has moved all of his or her game pieces15 (FIG. 6) out of the player's home position5 (FIG. 6) as indicated in step369, and has visited all theitinerary spaces3a(FIG. 6) which correspond to his or her itinerary as indicated instep370, thengame logic215 may allow the player's game piece15 (FIG. 6) to enter the player's home position5 (FIG. 6) as indicated instep394.Game logic215 should then check to see if all the player's game pieces15 (FIG. 6) are moved into his or her home position5 (FIG. 6) as indicated instep395. If all the player's game pieces have not been moved into his or her home position5 (FIG. 6) as indicated instep395, then play advances to the next player as indicated instep365. If all the player's game pieces15 (FIG. 6) have been moved into his or her home space5 (FIG. 6) as indicated instep395 then that player should be declared the winner and game play ends as indicated instep396.
If all of the player's game pieces15 (FIG. 6) have not been moved out of his or her home position as indicated in step369, or if all the player'sitinerary spaces3a(FIG. 6) have not yet been visited as indicated instep370, unless directed to move a game piece15 (FIG. 6) to a player's home position5 (FIG. 6) by aninstruction card11,12 (FIG. 6), thegame logic215 only moves a player to a pathway space3 (FIG. 6), such as afree space3b(FIG. 6), an instruction space, or anitinerary space3a(FIG. 6), and not into a player's home position area5 (FIG. 6). Once a player has observed each space to which he or she is eligible to move, the player may indicate the piece he or she desires to move, and thegame logic215 would receive the indication and move the player's game piece as indicated instep372 to the decided on space.
If the player decides to move one of his or her game pieces15 (FIG. 6), which lands on afree space3b(FIG. 6) as indicated instep373, thengame logic215 would indicate that play advances to the next player as indicated instep365. If the player decides to move one of his or her game pieces15 (FIG. 6), which lands on a positive or negative basedinstruction space6a,6b(FIG. 6) as indicated instep374, thengame logic215 would display acorresponding instruction card11,12 (FIG. 6) and it's relative information as indicated instep375.Game logic215 should display theinstruction card11,12 (FIG. 6) until prompted by the player to hide theinstruction card11,12 (FIG. 6) as indicated instep376 and then stop displaying theinstruction card11,12 (FIG. 6) as indicated instep377. If theinstruction card11,12 (FIG. 6) directed the player to move as indicated instep378 thengame logic215 would move the game piece15 (FIG. 6) to the specified space as indicated instep372. Theinstruction card11,12 (FIG. 6) may also instruct the player to gain or lose part of his or her travel allowance as indicated instep379, in which case thegame logic215 would adjust the player's travel allowance as indicated instep380. Theinstruction card11,12 (FIG. 6) may also direct the player to simply end his or her turn, in which case thegame logic215 would simply advance play to the next player as indicated instep365.
The player may also land on anitinerary space3a(FIG. 6) in which case a visitation fee may be due. When a player lands on anitinerary space3a(FIG. 6) thegame logic215 first determines if one of the player's other game pieces15 (FIG. 6) are already occupying that particular space as indicated instep381. If the arrived atitinerary space3a(FIG. 6) is, at that moment, occupied by one of the player's other game pieces15 (FIG. 6) then no visitation fee is due, the player's turn is over, andgame logic215 advances play to the next player as indicated instep365.
If the arrived atitinerary space3a(FIG. 6) is not currently occupied by one of the player's other game pieces15 (FIG. 6) thengame logic215 determines if the player arrived at the landed on space via the instructions on a positive based instruction card11 (FIG. 6) as indicated instep382.
If the player arrived at anitinerary space3a(FIG. 6), which is not occupied by one of the player's other game pieces15 (FIG. 6) as indicated instep381 and the player did not arrive at theitinerary space3a(FIG. 6) via the directions on a positive based instruction card11 (FIG. 6) as indicated instep382, thengame logic215 should check the player's travel allowance as indicated instep383. If the player has no travel allowance left to pay the required visitation fee thengame logic215 moves the player's game piece15 (FIG. 6) back to the player's home position5 (FIG. 6) as indicated instep384 and refills the player's travel allowance as indicated instep385. If the player does have travel allowance left thengame logic215 should deduct a visitation fee as indicated instep386 and check to see if the landed onitinerary space3a(FIG. 6) is on the player's unvisited itinerary as indicated instep387.
If the player arrived at anitinerary space3a(FIG. 6), which is not occupied by one of the player's other game pieces15 (FIG. 6) as indicated instep381 and the player arrived at theitinerary space3a(FIG. 6) via the directions on a positive based itinerary card11 (FIG. 6) as indicated instep382, then no visitation fee is due andgame logic215 should check to see if the landed onitinerary space3a(FIG. 6) is on the players itinerary as indicated instep387.
If the landed onitinerary space3a(FIG. 6) is not part of the player's unvisited itinerary thengame logic215 may advance play to the next player as indicated instep365. If the itinerary space is part of the player's unvisited itinerary then thegame logic215 should unmark that itinerary space as indicated instep388, display the corresponding itinerary card10 (FIG. 6) as indicated instep389 and related educational information as indicated instep390, and wait for a prompt from the player to stop displaying the card and related information as indicated instep391.Game logic215 should also record the itinerary space as visited and record the displayed card as visited as indicated instep392.
After each time thegame logic215 records anitinerary space3a(FIG. 6) as visited as indicated instep392, thegame logic215 checks to see if all theitinerary spaces3a(FIG. 6) on the player's itinerary have been visited as indicated instep393. If all theitinerary spaces3a(FIG. 6) on a player's itinerary have not been visited thengame logic215 advances play to the next player as indicated instep365. If all theitinerary spaces3a(FIG. 6) on a player's itinerary have been visited as indicated instep393 thengame logic215 allows home position5 (FIG. 6) entry as indicated instep394.
Each time a player moves a game piece into their home space game logic checks to see if all the player's game pieces15 (FIG. 6) have been moved into the player's home position area5 (FIG. 6) as indicated instep395. If all the player's game pieces15 (FIG. 6) have not been moved into his or her home position5 (FIG. 6) as indicated instep395 then thegame logic215 advances play to the next player as indicated instep365. If all the player's game pieces15 (FIG. 6) have been moved into his or her home space5 (FIG. 6) as indicated instep395 then that player is declared the winner and game play ends as indicated instep396. At thatpoint game logic215 may display a game end screen comprising an inquiry as to whether to start a new game or shut down the system as indicated in step399 (FIG. 13), thus completing an embodiment of the steps of thegame logic215.
The present disclosure has been detailed in terms of various embodiments, however, it is not intended that this disclosure be limited to these embodiments. The present disclosure may, for example, be modified in a way such as utilizing interchangeable itineraries by changing out the entire pathway or by changing out the individual spaces within the pathway allowing a person to purchase a single game and multiple itinerary themes. Also, in the case of a board game, the itinerary markers could be magnetically attachable to the game board instead of using the aforementioned peg and hole arrangement, or, in the case of an electronic version, the itinerary spaces may be marked by highlighting them with the color of the players' chosen game pieces. Individual players' game pieces could also be more representative of a particular culture by making them in the form of parents and children wearing clothing or other adornments or attributes which relate to that culture. Computer systems, which may be used to implement the game of the present disclosure, vary greatly and another system acceptable for implementing the current disclosure may have a different arrangement than that illustrated and may or may not include all or any of the components illustrated herein and the game would also likely undergo some visual modifications when rendered in an electronic or computer game format. Also the various forms of the terms “player” or “players” and “his or her”, referred to throughout the specifications of the present disclosure, may refer to a human player, or, a computer or otherwise electronically generated player. Although not necessarily described herein, it will be apparent to those skilled in the art that the above mentioned and numerous other modifications may be made to the game without departing from the overall spirit and method of play of the present disclosure, which is defined by the included claims.