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Title:
A BOARD GAME SIMULATING JUNGLE SURVIVAL
Document Type and Number:
WIPO Patent Application WO/2010/151155
Kind Code:
A1
Abstract:
A board game playable by at least two players comprising a playing board having central playing portion being defined by one-hundred polygonal areas preferably a square arranged in a grid of rows and columns wherein four squares at the central portion thereof serve as starting point for the player identifying pieces. Selected squares being provided with playing markings indicating certain activity such as quiz or consequential activity as agreed upon by players. The types of quizzes are quiz on arithmetic, spelling or words capable of testing and enhancing mental ability. Encompassing the central playing portion is the peripheral playing portion disposed along the periphery of the board and being provided with plurality of imprints relating to final fate of each player. Said imprints comprise at least five distinct caricatures having corresponding terms indicating final fate of each player wherein each of said caricatures being provided with corresponding points. The player with most points wins.

Inventors:
YU LEONARDO M (PH)
Application Number:
PCT/PH2009/000016
Publication Date:
December 29, 2010
Filing Date:
October 08, 2009
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
YU LEONARDO M (PH)
International Classes:
A63F3/00; G09B3/00; G09B19/22
Foreign References:
US3992010A1976-11-16
US4607847A1986-08-26
US20040239031A12004-12-02
US4327919A1982-05-04
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Claims:
CLAIMS:

1. A board game playable by at least two players intended to simulate a jungle survival comprising: a playing board having a central playing portion being defined by a plurality of identical polygonal areas being arranged in a grid of rows and columns wherein selected polygonal areas being provided with playing markings indicating certain activity, said playing board further defining a peripheral playing portion disposed along the periphery of the board encompassing said central playing portion and being provided with plurality of imprints relating to final fate of each player, a plurality of player identifying pieces adapted to fit inside said polygonal areas and intended to move within said playing board wherein each of said player identifying piece having distinctive characteristics intended for representing at least two distinct players, a plurality of playing chips intended to be drawn by each player and being provided with directional markings indicating movement directions of each player identifying piece within said playing board wherein half the number of said plurality of playing chips indicate single directional movement and the other half indicate double directional movement, a dispensing means for containing and dispensing said plurality of playing chips.

2. The board game according to claim 1 , wherein said polygonal areas are regular polygon preferably square.

3. The board game according to claim 1 , wherein said central playing portion being defined by ten rows and ten columns forming one hundred identical polygonal areas.

4. The board game according to claim 1 , wherein said central playing portion having four polygonal areas disposed at the central portion thereof that serve as starting point for the player identifying pieces.

5. The board game according to claim 1 , wherein said playing chips consist of twenty-four rectangular chips wherein twelve chips indicate single directional movement and the other twelve indicate double directional movement of said player identifying pieces.

6. The board game according to claim 1 , wherein said activity is preferably a quiz or consequential act agreed upon by players.

7. The board game according to claim 5, wherein said quiz consists of either a quiz on arithmetic, quiz on spelling, or quiz on words adapted to test the mental ability of each player.

8. The board game according to claim 1, wherein said imprints comprises at least five distinct caricatures having corresponding terms indicating final fate of each player wherein each of said caricatures being provided with corresponding points.

Description:
A BOARD GAME SIMULATING JUNGLE SURVIVAL

DESCRIPTION

TECHNICAL FIELD OF INVENTION

This invention relates generally to a board game but more particularly to a board game simulating jungle survival.

BACKGROUND OF THE INVENTION

Presently, computer is widely used around the world by people of all ages in various fields of human endeavor. There are times wherein in calculating simple mathematical operations, calculators and computers are still used instead of just calculating manually or mentally. People are being too dependent in technology in doing some simple things which contributes to downgrade of their mental ability.

Cellular phone texting or short messaging systems (SMS) also downgrades the skills and comprehension of users particularly in spelling and construction of phrases and sentences since most often, words and sentences are being abbreviated.

For this reasons, mathematical knowledge and language comprehension are reduced or even diminished due to the advent of modern technology wherein with one mere punch of a button, modern machines will do most of the calculations needed. This invention will serve as an anchor to ensure that one's basic mental calculation activities most especially for the younger generations, are still being pursued hand-in-hand with the use of modern technology.

This invention which relates to a board game serves as a tool for learning to help develop mental calculation skills on basic arithmetical process covering multiplication, division, addition and subtraction. The invention also helps in learning or re-learning the right spelling of words and also learning or re-learning specific words having just one vowel or with no vowel at all while having fun with family and friends. Aside from various types of quizzes that are incorporated in this board game which enhance mental ability, various forms of consequential activity are also included in the game which intends to add more excitement and enjoyment while bonding with family and friends.

This board game simulates the challenges and dangers faced by survivors of a plane crashed into a thick and unchartered jungle. Each player would act as a survivor and will have to get out of the jungle, avoiding the many perils along the way and be home alive as much as possible.

In particular, this board game simulates a plane that crashed into a thick and un-chartered jungle with only four survivors wherein each survivor will have to get out of the jungle and be home alive as much as possible. The game concept involves a simulation of how a survivor will handle and maintain physical strength, emotional and psychological balance or "sanity" while wandering in the jungle which is physically, emotionally and psychologically draining. Thus, the survivors have to stop once-in-a-while to do something that would test their mental ability such as taking a quiz. Aside from taking a certain type of quiz, consequence or consequential activity is another task that could be done by each player depending on their respective position or directions within the playing board.

SUMMARY OF THE INVENTION

It is therefore an object of subject invention to provide a board game that serves as a tool for the development of mental calculation skills.

Another object of the present invention is to provide a board game which aims to aid the players in learning, enhancing and reviewing the correct spelling of words.

Still an object of the present invention is to provide a board game that enhances learning or re-learning of about 2,280 words having just one vowel or no vowel at all. Moreover, an object of this invention is to provide a board game that offers extra fun and excitement while learning most especially while bonding with family and friends.

This invention discloses a board game playable by at least two players but preferably of two to four players intended to simulate a jungle survival which comprises a playing board having a central playing portion being defined by a plurality of identical polygonal areas being arranged in a grid of rows and columns wherein selected polygonal areas being provided with playing markings indicating certain activity. The playing board further defining a peripheral playing portion disposed along the periphery of the board encompassing said central playing portion and being provided with plurality of imprints relating to final fate of each player.

The board game having plurality of player identifying pieces adapted to fit inside the polygonal areas and intended to move within said playing board wherein each of said player identifying piece having distinctive characteristics intended for representing at least two distinct players. The board game also comprises a plurality of playing chips intended to be drawn by each player and being provided with directional markings indicating movement directions of each player identifying piece within said playing board wherein half the number of said plurality of playing chips indicate single directional movement and the other half indicate double directional movement. A dispensing means for containing and dispensing said plurality of playing chips is provided.

The identical polygonal areas are regular polygon preferably a square though it could also be of other types of polygons such as triangles or rectangles.

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, in which:

FIG. 1 - is a top view of the board game device embodying the present invention; FIG. 2 - is a representation of four player identifying pieces having distinctive characteristics intended for representing at least two distinct players;

FIG. 3 - shows the front view of the dispensing means that contains and dispenses playing chips; FIG. 4 - is the side view of FIG. 3;

FIG. 5 - shows the playing chips showing double directions; FIG. 6 - shows the playing chips showing single direction; FIG. 7 - illustrates playing chip's two or double direction movement. FIG. 8 - illustrates playing chip's one or single direction movement either vertical or horizontal way; and

FIG. 9 - illustrates playing chip's one or single diagonal direction movement.

DETAILED DESCRIPTION OF THE INVENTION

Referring now to the drawings in details, there is shown in FIG. 1 a playing board generally designated as 1. The playing board 1 generally of square shape having central playing portion 2 being defined by ten rows 5 and ten columns 6 forming one hundred polygonal areas which are preferably of small squares. Polygonal areas are partitioned by horizontal and vertical lines 3 and 4 respectively. The central playing portion 2 having four polygonal areas are designated as starting point 7 disposed at the central portion thereof that serve as starting point for the player identifying pieces 13, 14, 15, 16. The game could be played by two to four players. Fifty-six selected polygonal areas are provided with playing markings for the following quizzes: Quiz on Arithmetic, QA 8; Quiz on Spelling, QS 9; Quiz on Words, QW 10; and Consequence, C 11. Encompassing said central playing portion 2 is the peripheral playing portion 12 with five ultimate outcome or final fates having corresponding points as follows: Home-Alive 12a equivalent to 100 points; Trapped-Alive 12b equivalent to 80 points; Hanged-Alive 12c equivalent to 60 points; Buried-Alive 12d equivalent to 40 points; and Caught-Alive 12e which is equal to 20 points.

To be played within the central playing portion 2 are four player identifying pieces 13, 14, 15, 16 having distinctive characteristics that could represent different players. The distinctive characteristics could be of different colors representing the four survivors or players such as blue, green, red, and orange as shown in FIG. 2. It could also be embodied in a more expensive set such as replicas of four different animals, things or persons.

Referring now to FIGS. 3 and 4 are front and side views of the dispensing means 50 which is generally a container being provided with a slot adapted to dispense twenty-four playing chips. FIG. 5 shows double directional playing chips 100 that indicate double directional movement of player identifying pieces 13, 14, 15, 16 wherein: E&N chip 17 refers to East & North; E&S chip 18 refers to East & South; E&W chip 19 refers to East & West; W&E chip 20 refers to West & East; W&N chip 21 refers to West & North; W&S chip 22 refers to West & South; S&E chip 23 refers to South & East; S&N chip 24 refers to South & North; S&W chip 25 refers to South & West; N&E chip 26 refers to North & East; N&S chip 27 refers to North & South; and N&W chip 28 refers to North & West. FIG. 6 shows single directional playing chips 200 that indicate single directional movement of player identifying pieces 13, 14, 15, 16 wherein E chip 29 refers to East; W chip 30 refers to West; N chip 31 refers to North; S chip 32 refers to South; NE chip 33 refers to North East; EN chip 34 refers to East North; NW chip 35 refers to North West; WS chip 36 refers to West South; SE chip 37 refers to South East; ES chip 38 refers to East South; SW chip 39 refers to South West; and WN chip 40 refers to West North. These playing chips shall be drawn by the players and be combined with the number of squares or distance which shall be provided by the opponent in order to determine the precise movement of each of the player identifying piece representing the players or as referred in this game "survivors".

FIG. 7 illustrates an example of playing chip's two or double directional movement where the first movement is one move or one square space going South (S) and two moves or two square spaces going West (W).

FIG. 8 shows an example of playing chip's one or single directional horizontal movement wherein the chip is moved three lines or three square spaces going North (N).

Shown in FIG. 9 is an example of chip's one or single directional diagonal movement wherein the chip is moved two times or two square spaces going Southeast (SE).

METHOD OF PLAYING THE GAME:

Rules in winning the game:

At the end of the game: 1. The Challenger or player who earns the highest score, in points, WINS.

2. If there is no highest score and there are 2, 3, or 4 Challengers who earned the same scores, the Challenger who First earned the said score

WINS.

1. Assignment / Playing of the player identifying pieces 13, 14, 15, 16

1.1 If there are only two (2) players, each one must play two identifying pieces and the score shall be the average of the points earned for the two chips identifying pieces.

1.2 If there are three (3) players, each one shall play one identifying piece. The fourth identifying piece shall be set aside or not be played anymore.

1.3 If there are four (4) Challengers, each one shall play one identifying piece.

2. Picking the player that will make the first move:

2. 1 The player shall pick through "toss coin" or any other ways of selecting as to who will make the first move, as may be agreed upon.

Making Moves: 1. The player picked to make the first move say player "A" shall: 1.1 Draw a chip (his/her thoughts) from the container (his/her mind) on which way or direction to go.

Example:

"A" has drawn a chip marked S&W, It is a 2-direction chip - South & West.

1.2 player "A" shall then declare "2-Directions" without divulging/showing the exact direction drawn of S&W.

1.3 After player "AV declaration of "2-Directions, the next player say "B" shall give his chosen distance number of the 2-directions drawn by player "A".

Example:

Player "BJs" chosen distance number is "1&2"

1.4 After player "B" has given his chosen distance number, player "A" shall now open his/her drawn S&W chip for all challengers to see.

1.5 Player "A" shall then make his/her move by combining the S&W directions with the 1&2 distance number into 1S & 2W or one square-space going south and two square-space going West. Shown in FIG. 7 is the illustration of the 1S & 2W move. 1.6 After making the above move, player "A" shall return the

S&W chip into the container.

2. The same procedure shall be followed by all other players in a clockwise sequence. 3. In an event where the peripheral playing portion 12 is reached, a player cannot make a move anymore even if there is still a balance in the directions drawn and/or in the distance number given by the other players.

Passing a move:

1. A player may declare "PASS" or not to make a move if the player doubts to go ahead, provided that:

1.1 the player is already on the "Yellow Lane". Yellow lane are the polygonal areas or squares being colored yellow located in central playing portion 2 prior to reaching the peripheral playing portion 12;

1.2 the player has yet to draw a playing chip from the dispensing means 50; 1.3 Every time a player declares "PASS", all other players shall be rewarded with one free square-space move of their choice; 1.4 a player shall only be allowed a maximum of two "PASS" declaration for each game.

Quiz or Consequence:

Since this game simulates a plane-crash and wandering in a thick jungle would be an inevitable part of the Survivor's experience, one could just imagine that such experience could be very physically, emotionally and psychologically draining. Thus, to maintain physical strength, emotional and psychological balance, the survivors shall have to stop once-in-a-while to do or take something and/or to test his/her mental state.

When to take a Quiz or Consequence:

1. In an event where player's identifying piece lands and stop in a polygonal area with any of the following letters :

QA. QS, QW, or C

The player will just have to answer a Quiz, whether a Quiz on Arithmetic (QA), a Quiz on Spelling (QS), a Quiz on Words (QW) or do/act a Consequence (C), as agreed upon before the game starts. 2. The player who gave the distance number shall ask the quiz in accordance with the above letters, example : to supply the 1 ,2, or 3 digit- numbers for QA, for either in multiplication, division, addition or subtraction or the 7, 8, 9, and 10 letter-words for QS or the words with one or no-vowels for QW or for the Consequence (C) to be done or acted upon by the player concerned.

LEGEND: 2a. Quiz on Arithmetic (QA) : x = multiplication + = addition

÷ = division - = subtraction id = One (1) digit number as in: 2, 3, 4, 5, 6, 7, 8, 9

(1 is excluded, too easy) 2d = Two (2) digit number/s as in: 12, 26, 35, 41 , 52

(those with zeros are excluded, e.g. 10, 20, etc) 3d = Three digit number/s as in: 335, 541, 689, etc. (those with 2 zeros are excluded, e.g. 100, 200, etc.) Example:

QA Quiz on Arithmetic Id x 2d One (1) digit number multiplied by a two (2) digit number as in: 5x12, 9x22 or

2d ÷ 2d = Two (2) digit number divided by a two (2) digit number as in: 36÷12, 99÷11 or

2d + 3d = Two (2) digit number plus a three (3) digit number as in: 28+335. 36+444 or

3d - 1d = Three (3) digit number minus a one (1) digit number as in: 366-9, 445-8 2b. Quiz on Spelling (QS) :

7-LW = Seven-letter word as in : C-L-A-S-S-I-C 8-LW = Eight-letter word as in : E-N-R-I-C-H-E-D 9-LW = Nine-letter word as in : B-E-A-U-T-I-F-U-L 10-LW = Ten-letter word as in : E-X-P-E-R-I-M-E-N-T NOTE: There should be no repetition of words to be spelled. 2c. Quiz on Words (QW) : a) with No-Vowel (N-VO) example : cry, crypt, nymph b) with one (1) Vowel (1-VO) example : add, camp, drink NOTE: There should be no repetition of words to be given out. 2d. Consequence (C) could be any consequential act such as : a) Sing a song or recite a poem or do a dance number; b) Drink a half glass of water or eat a piece of fruit; c) Put a consequence item like - "a pillow on the head"; d) Put a lipstick on the face; e) Do a push-up or whatever consequence agreed upon.

A player that answers correctly the quiz (QA, QS, and QW) shall be rewarded with one (1) free move of player's choice.

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, form, function and colors, 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 in method of playing the game 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.