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Title:
A BOARD GAME INTENDED TO SIMULATE MATCH-MAKING OF A PAIR
Document Type and Number:
WIPO Patent Application WO/2010/151156
Kind Code:
A1
Abstract:
A board game playable by two teams or players intended to simulate match-making of two individuals to become an eventual couple is hereby disclosed wherein the board game comprising a substantially square-shaped playing board having a central partition for dividing said playing board into a pair of identical rectangular playing segments wherein each segment having a plurality of square areas arranged in a grid of rows and columns. Each team is provided with six male and six female chips having distinguishing characteristic adapted to move within said playing board wherein the size of each chip fits within a single square area. Pairing said male and female chips at the end lane is the main goal of each team. The end lane rows being located at the innermost row of each playing segment adjacent to the central partition intended to become the final destination of said male and female chips.

Inventors:
YU LEONARDO M (PH)
Application Number:
PCT/PH2009/000017
Publication Date:
December 29, 2010
Filing Date:
October 08, 2009
Export Citation:
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Assignee:
YU LEONARDO M (PH)
International Classes:
A63F3/00
Foreign References:
KR880002019U
JPS60129981U1985-08-31
US5690332A1997-11-25
US5228699A1993-07-20
US5779239A1998-07-14
Download PDF:
Claims:
CLAIMS:

1. A board game playable by two teams or players intended to simulate match-making of two individuals comprising: a substantially square-shaped playing board having a central partition for dividing said playing board into a pair of identical rectangular playing segments wherein each segment having a plurality of square areas arranged in a grid of rows and columns, a plurality of male and female chips having distinguishing characteristic adapted to move within said playing board wherein the size of each chip fits within a single square area, a pair of opposing rows being located at the innermost row of each playing segment adjacent to said central partition intended to become the final destination of said male and female chips; and a plurality of road-block chips being provided with distinctive form or markings adapted to fill a plurality of predetermined square areas.

2. The board game according to claim 1 wherein, each of said pair of playing segment having seventy-two square areas arranged in a grid of rows and columns.

3. The board game according to claim 1 wherein, said male and female chips consists of twelve males and twelve females wherein each team being provided with six male and six female chips at the start of the game.

4. The board game according to claim 1 wherein, said road block chips consist of six identical square chips being distributed equally to two teams at the start of the game and is intended to block the opponent's pairing of said male and female chips.

Description:
A BOARD GAME INTENDED TO SIMULATE MATCH-MAKING OF A PAIR

DESCRIPTION

FIELD OF INVENTION

This invention relates generally to a board game but more particularly to board game that simulates match-making of individuals.

BACKGROUND OF THE INVENTION

The concept of which the applicant has drawn and developed from the realm of population policies of different countries, that while some countries are pushing hard to reduce their population, some other countries are pushing doubly hard towards the opposite direction, that is on how to increase their population. The applicant has thought that a game on the latter situation would be more interesting wherein the "match-making" concept shall be in the forefront of activities and where such match-making activities may end up either a success or a failure depending on the moves of the teams who in this game shall act as the Match-Makers.

Various board games that simulate human activities are existing several years back.

The U.S. Patent No. 3,850,433 issued to J. M. Purlia is a board game drawn to the situations of players and their business transactions. Another one is U.S. Utility Patent No. 3,565,437 issued to T. N. Mitchell is a board game drawn to various aspects of running a discount store

Meanwhile, U.S. Utility Patent No. 4,136,881 issued to R. Anspach is drawn to business development or real estate trading.

The U.S. Utility Patent No. 4,283,059 issued to W. A. Beeder is drawn to building of airline companies.

However, board games simulating match-making of pair of individuals being disclosed in this invention is the first of its kind. Match-making activities is defined in this invention as making moves towards the successful pairing of assigned chips representing the male and female genders while avoiding wrong moves or pitfalls in match-making.

SUMMARY OF THE INVENTION

This invention aims to serve as a tool for mental exercise since playing the game would require teams to always be mentally alert and be watchful during the entire game in order to see and notice the mistakes or wrong moves of the opponent. Aside from spotting the wrong moves of the opponent, each team or players should also be careful not to commit such mistakes or wrong moves. It is expected that this tool would help develop mental alertness and abstract thinking. Further, the game process itself would naturally encourage and push the teams or players to exert more focused attention on the chips movements and that would strengthen one's observation skills. Finally the presence of many pitfalls or possibilities to commit wrong moves wherein even with just one or two moves, a team could instantaneously loss the game, makes the invention more challenging, exciting and enjoyable to play same of which are parts of the objects of this invention.

The invention being disclosed is a board game playable by two teams or players intended to simulate match-making of two individuals to become a couple comprising a substantially square-shaped playing board having a central partition for dividing said playing board into a pair of identical rectangular playing segments wherein each segment having a plurality of square areas arranged in a grid of rows and columns. Playing pieces to be used are plurality of male and female chips having distinguishing characteristic adapted to move within said playing board wherein the size of each chip fits within a single square area.

Opposing rows being located at the innermost row of each playing segment adjacent to said central partition is known as the "end lane" intended to become the final destination of said male and female chips. Meanwhile, a plurality of road-block chips being provided with distinctive form or markings are also disclosed adapted to fill a plurality of predetermined square areas.

BRIEF DESCRIPTION OF THE DRAWINGS

The above objects and advantages of the invention will become readily apparent to those skilled in the art upon reading the following detailed description of the invention when considered in the light of the accompanying drawing, wherein:

FIG. 1 - is a top view of the game board device embodying the present invention; FIG. 2 - is a representation of male and female chips preferably round and of different color;

FIG. 3 - is a top view of the Road-Block Chip (RBC) which shall be used To block and prevent the opponent from completing a pair; FIG. 4 - is a schematic diagram of male and female chips at the start of the game;

FIG. 5 - is an illustration of the horizontal movement of the chips at one square area at a time;

FIG. 6 - is an illustration of the vertical movement of the chips at one square area at a time; FIG. 7 - is an illustration of the diagonal movement of the chips at one square area at a time; FIG. 8 - is a sketch of two square areas in diagonal, horizontal and vertical positions; Fig. 9 - is an illustration of a completely perfect move of six male and six female chips at the End-Lane;

Fig. 10 - is an illustration of an incompletely moved male and female chips at the End-Lane wherein some chips are in pairs while others are not;

SKETCHES / ILLUSTRATION OF WRONG MOVES: Fig. 11 - is an illustration of a wrong move where one chip is separated from the five others of same-gendered chips by two square areas; Fig. 12 - is an illustration of a wrong move where two same- gendered are separated from the four other chips of the same gender by two square areas;

Fig. 13 - is an illustration of a wrong move wherein three same- gendered chips are separated from the other three same- gendered chips by two square areas;

Fig. 14 - is an illustration of a wrong move wherein three same- gendered chips are placed in series horizontally;

Fig. 15 - is an illustration of a wrong move wherein three same- gendered chips are placed in series vertically;

Fig. 16 - is an illustration of a wrong move wherein three same- gendered colored chips are placed in series diagonally;

Fig. 17 - is another illustration of Fig. 16;

Fig. 18 - is an illustration of a wrong move wherein three same- gendered chips are placed in series horizontally having one square areas in-between chips;

Fig. 19 - is an illustration of a wrong move wherein three same- gendered chips are placed in series vertically having one square areas in-between chips; Fig. 20 - is an illustration of a wrong move wherein three same- gendered chips are placed in series horizontally having one square areas in-between chips;

Fig. 21 - is an illustration of a wrong move wherein three same- gendered chips are placed in series diagonally having one square areas in-between chips; Fig. 22 - is an illustration of a wrong move wherein a series of four same-gendered chips in horizontal position and wherein three of the chips towards having one square areas in- between; Fig. 23 - is another illustration of a wrong move as shown in Fig. 22;

Fig. 24 - is an illustration of a wrong move wherein a series of four same-gendered chips in vertical position and where three of the chips having one areas in-between; Fig. 25 - is another illustration of Fig. 24; Fig. 26 - is an illustration of a wrong move same as shown in Fig. 24 and Fig. 25 in diagonal position; Fig. 27 - is another illustration of wrong move as shown in Fig. 26;

DETAILED DESCRIPTION OF THE INVENTION

Players, teams, and challengers refer to the same entity in this invention. Same-gendered chips and same-colored chips are also referring to the same element in the entire specification.

Referring now to the drawings in details, there is shown in FIG.1 a playing board 1 substantially square in shape divided into two segments by central partition 20, each segment having seventy-two squares 2; arranged into six rows 3; and twelve columns 4; partitioned by vertical and horizontal lines 5 and 6. The opposing rows adjacent to central partition 20 is the End- Lane 8 and the opposing rows adjacent said end-lane 8 are the Road-Block (RB) Lane 7. To be played or moved on the squares are six male or green 9 and six female or orange 10 chips (or in more expensive set: six replicas of male and six replicas of female persons) assigned to each team as shown on FIG. 2. Each team shall have three Road-Block Chips (RBCs) which shall be used to delay/block/prevent opponent from completing the pairs or winning the game.

Shown in FIG. 4 is an illustration of the chips' starting positions wherein the six male 9 chips are at the left side of the fields and the six female 10 chips are at the right of the fields per schematic arrangement.

Shown in FIG. 5 is an illustration of the horizontal movement of the chips either to the left or to the right at one square area at a time.

Shown in FIG. 6 is an illustration of the vertical movement of the chips either upward or downward at one square area at a time. Shown in FIG. 7 is an illustration of the diagonal movement of the chips either rightward or leftward at one square area at a time.

Shown in FIG. 8 is an illustration of two square areas in diagonal 11, horizontal 12 and vertical 13 positions.

Since this invention is a simulation of the Match-Making Activities where the Challengers shall act as the Match-Makers, the success or failure shall be represented as follows; among others:

1. SUCCESS - In real-life match-making endeavors success is attained when the Match-Maker is able to bring together most, if not all, of the males and females subjects of the Match-Making, to become a pair or a couple. This is represented in this invention by the Challenger's/Team's ability to move completely the colored six male chips 9 and six female chips 10 or replicas of six male and six female persons and placed them, in pairs, at the End-Lanes 8 as shown in Fig. 9 or if not, the Challenger/Team must have moved and placed more of the chips, in pairs and less number of chips without pairs at the End-Lane 8 than that of his/her/their opponent as in Fig. 10.

2. FAILURE - In real-life Match-Making endeavor, there is a Failure when any of the following situations occurs; among others: (a) When one of the parties to Match-Making is suffering from behavioral problems or "gaps" or is a misguided person with so much psycho-emotional baggage to carry in his/her life so that he/she is not capable of engaging into courtship or avoids, if not hates match-making activities. These "behavioral gaps" is represented in this invention as the two square areas 2 separating 1 , 2 or 3 chips from the rest of same-colored chips considered WRONG MOVES in this invention) as in FIGS. 11 to 13, below.

(b) When one of the parties to Match-Making spends too much time with friends or "barkadas" of same gender that there is not enough, if not no time at all for courtship or to attend to matchmaking activities. This is represented in this invention as a series of three same-colored chips (same gender replicas) placed side-by-side (horizontal) or over each other (vertical or diagonal), considered WRONG MOVES in this invention as in FIGS. 14 to 17, below. (c) When one of the parties to the Match-Making is torn between career and other past-times which he/she cannot just easily give up that there is not enough or if not, no more time at all for courtship or to attend to match-making activities. This is represented in this invention by a series of three or four same- colored chips/same gender replicas where three of the chips are with one square area in-between whether in horizontal, vertical or diagonal positions, considered WRONG MOVES in this invention as in FIGS. 18 to 27, below.

RULES OF WINNING AND SCORING IN THIS BOARD GAME INVENTION:

Below are the rules of winning and scoring in this invention, as follows: 1) The Challengerfi ~ eam who COMPLETED FIRST in moving the six (6) green 9 and six (6) orange 10 colored chips FIG. 2 and put them, in pairs, at the End-Lane 8 FIG. 1 WINS with a score of twelve (12) points. The pairing must be as follows: Green 9 colored chip first, followed by Orange 10 colored chip as in: 9-10, 9-10, 9-10, 9-10, 9-10, 9-10 (Fig. 9). The LOSER gets a score according to the following computation formula: The number of chips in pairs LESS the number of chips without pairs at the End-Lane and the difference is the LOSER'S score in points. 2) If no ChallengerATeam has completed moving the six male chipsn 9 and six female chips 10 to the End-Lane 8, the Challenger/Team who garnered the higher points using the following computation formula WINS. The number of chips in pairs LESS the number of chips without pairs at the End-Lane 8 and the difference is the score in points. 3) If a wrong move is committed by a Challenger/Team, he/she/they LOSSES the game instantaneously with a score of zero (0) point and the other Challenger/Team who did not commit any wrong move WINS with an automatic score of twelve (12) points.

HOW TO PLAY THE GAME:

1. Picking who will make the first move:

The Challengers/Teams shall pick through "Toss coin" or any other ways of selecting as to who will make the first move, as may be agreed upon.

2. Making Moves a) The chips (or in more expensive set replicas of male and female persons) can be moved horizontally, vertically or diagonally one (1) square-space, at a time, the objective is to bring the six (6) green 9 and the six (6) orange 10 colored chips FIG. 2/or replicas of six (6) male and six (6) female persons and put them in pairs, at the End-Lane 8 FIG 1. b) In Single, each Challenger shall make one (1) move, at a time, alternately. In Double, each Team consisting of two (2) members shall make two (2) moves at a time, one (1) move per Team-Member. c) After each move/s, the Challenger/Team must announce or declare - "YOUR MOVE", this is to seal or make the move/s final which also means the move/s cannot be changed anymore.

3. Assignment and Placement of Road-Block Chips (RBC) a) Each Challenger/Team shall be assigned and allowed to use three (3) RBCs FIG. 3 to delay, block and prevent the opponent from completing the challenge first. b) The RBCs FIG. 3 shall be placed at the RBLane 7 only when the opponent has already placed at least, four chips (or replicas of four persons) at the End-lane 8, whether in pairs or not. c) Every placement of RBCs FIG 3 at the RBLane 7 shall be counted as one move, as follows: c1) Three (3) RBCs FIG. 3 placed, at same time = 1 move c2) Two (2) RBCs FIG. 3 placed, at same time = 1 move c3) One (1) RBCs FIG. 3 placed, at a time = 1 move 4. Barter of RBCs at RBLane with Chips at End-Lane Once RBCs (FIG. 3) are placed at the RBLane 7, they cannot be moved anywhere else, however, they can be removed when a ChallengerrTeam calls for a Barter subject to the following conditions: a) The Barter is for one (1) chip at the End-Lane 8 against one RBC as shown in FIG. 3 at RBLane 7. b) Once a Challenger/Team calls for a Barter, his/her/their opponent/s are COMPELLED to barter one RBC but NOT COMPELLED to barter the 2 nd and 3 rd RBCs FIG. 3, it all depends to the Opponent's sound judgment whether to agree on the call for a Barter of the 2 nd and 3 rd RBCs FIG 3, or not. c) The Challenger/Team (Barterer) who called for the Barter shall have the right to choose which of his/her/their opponent's RBCs FIG. 3 to remove. d) On the other hand, the Opponent who was asked to Barter shall have the right to choose which of the Barterer's chip/s (replicas) at the End- Lane 8 to be removed. 5. Wrong Moves / Hindrances along the Way to End-Lane a) A wrong move is committed when any of the highlighted chips in FIGS. 11 to 27 occurs . b) Once a wrong move is committed by the opponent, the Challenger/Team must wait for the opponent to seal or make his/her/their moves final with the words "your move" before the Challenger/Team can call or announce "WRONG MOVE". c) The Challenger/Team who committed a "wrong move" losses the challenge instantaneously. 6. Saved from Wrong Move

If a "wrong move" is committed but the opponent did not see it, thus, no call of "wrong move" is raised and the opponent just proceed to make his/her/their own move/s, then the Challenger/Team who committed the wrong move is SAVED provided that the opponent has already declared/sealed his/her/their move with the words: "YOUR MOVE" after which the Challenger/Team who committed the wrong move shall also declare "SAVED", at same time pinpointing the wrong move committed. The said wrong-move should be corrected immediately in the succeeding move/s of the Challenger/Team which committed the same.

With respect to the above description then, it is to be realized that the optimum dimensional relationships for the parts of the invention, to include variations in size, materials, shape, color, form, function and manner of operation, assembly and use, are deemed readily apparent and obvious to one skilled in the art, and all equivalent relationships to those illustrated in the drawings and described in the specification are intended to be encompassed by the present invention.

Therefore, the foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described, and accordingly, all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.