Patent classifications
A63F3/00063
BUSINESS STRATEGY GAME
Present invention, BiggieBills, is an interactive business strategy multi-player game played among 4 to 8 teams using plurality of cards. It can be played Face to Face or Online. The teams play Growth Cards to progress from Stage 1 to 4 while managing possible Challenge Cards played by opposing teams, managing the random changes in Industry Rules every Business Cycle, and attempt to earn Bonus Cards. The unique value propositions are: a) dynamic real-time experience; b) knowledge from the field of strategic management for the managers (students); c) the debrief provides the core learning as a follow-up to the game; and d) customization of the game is possible by altering industry conditions to suit client needs. BiggieBills has a three-pronged approach: a) corporate training; b) education (undergraduate, graduate, executive); and c) entertainment. It may be redesigned to teach subjects such as entrepreneurship, economics, innovation management and general business.
INTERACTIVE REAL ESTATE BOARD GAME
A board game that creates an entertaining playing and learning environment pertaining to investing and buying real estate. The board game comprises a playing board with spaces thereon corresponding to actions or cards with significance to the home buying or investment field, game pieces for each player to move around the board, dice to be rolled to advance game pieces along the board, currency, and various learning elements that cooperate to create an entertaining and learning environment for players and audiences.
Talent portfolio simulation
A talent management portfolio game including a board representing an organization, whereby game pieces representing members of the organization having a potential value to the organization can be managed so as to maximize the value of the organization according to its members. Value pieces representing realized potential can be attached to the game pieces based on played talent action cards, thereby realizing some of the potential of the game piece. Game pieces can be promoted within the organization or exchanged in attempts to maximize the value of the organization.
SUPPLY CHAIN MANAGEMENT INSTRUCTIONAL BOARD GAME
Disclosed is an educational board game having a game surface and associated physical gaming elements that cooperatively simulate distinct phases of a supply chain, in which different physical gaming elements and game board segments correspond to those distinct supply chain phases. Mating, player-specific (e.g., color coded) material game pieces represent materials that may be combined to form a simulated product. Combined game pieces representing player-specific products may then be moved across the game board with players paying various supply chain costs and receiving payment for product sales through the segments of the supply chain. A random number generator, such as one or more dice, in combination with various cards, are used by the players to determine the occurrence of various supply chain risks, values, and projections as the players progress through the segments of the supply chain to ultimate sale of finished products.
GAME FOR AMUSEMENT AND TEACHING
An educational board-type game for a plurality of players has world currency as the primary subject matter. The object of the game is to travel the world and earn back the travel expense in 90 days. The game includes a durable, flexible, reusable, portable playing surface, a measuring device, color marker playing pieces and eraser, playing cards, rules, a guide, a log, and a storage cylinder. Players choose destinations and randomly select playing cards that have distance, time and money as transaction values. Players use strategic thinking to determine their moves and calculate foreign currency exchange and borrowing and lending to earn the expense of traveling to choice destinations. A primary intention of the game is to provide an enjoyable recreation activity for social interaction between family and friends. The game is an engaging learning activity for instruction in the social sciences that is programmable for use on an electronic device.
Computer board game for project management methodology decision-making
The present invention relates to a board game apparatus for project management methodology decision-making. The players must decide on the project methodology, project scope, team composition, and issues and opportunities within the game's time and budget constraints. The players achieve the highest possible value while accounting for real-world issues and opportunities during the project lifecycle.
Board Game Apparatus For Playing A Multi-Player Game
A board game apparatus comprises a game board with a design shaped like a dollar sign. The game board is configured with a continuous playing path having a plurality of game spaces, including investment spaces, taxation spaces, life choice spaces, lottery spaces, a jail space, hospital spaces, and mini-game spaces. The board game apparatus provides a distinctive method by harmoniously blending financial strategy, word-based challenges, and dynamic gameplay into a cohesive experience. The board game apparatus provides a multifaceted, engaging, and accessible platform for players of various ages and skill levels. By combining these elements, the board game apparatus aims to captivate players while simultaneously fostering financial literacy, critical thinking, and problem-solving abilities.
TALENT PORTFOLIO SIMULATION
A talent management portfolio game including a board representing an organization, whereby game pieces representing members of the organization having a potential value to the organization can be managed so as to maximize the value of the organization according to its members. Value pieces representing realized potential can be attached to the game pieces based on played talent action cards, thereby realizing some of the potential of the game piece. Game pieces can be promoted within the organization or exchanged in attempts to maximize the value of the organization.
PROBABILITY-BASED GAME AND METHOD OF PLAY
A board game and associated method for using the game board having a logical game structure, that in the representative embodiment taps into the emotional attraction of the sports draft combine. The game board has indicia representing an area of play and indicating sections including 1) a bust section, 2) a start section adjacent to the bust section, 3) a finish section, and 4) a movement section arranged between and adjacent to the start section and the finish section having a plurality of game piece movement positions, the plurality of game piece movement positions arranged on a plurality of pathways along the length of the area of play, each of the plurality of pathways having a pathway number and one or more game piece movement positions. The board game includes a plurality of game pieces wherein movement is at least partially determined by rolling one or more dice.
Video Game Studio Simulation Game
Video game studio simulation game simulates the development of video games by selection and play of video game features. Players set a video game genre as displayed on cards in their hand. Players are granted a set amount of video game studio start-up funds. Game play is achieved by drawing cards from different card decks: gameplay feature deck, genre deck, benefit risk deck, CEO & Studio Deck, and market deck. Players may select and play various features for their video game. Launch success is determined by the prevailing game market shown by drawing market cards. Winner is determined by a dice roll related to matching a player's genre and features to the prevailing game market and a pitch to an investor, either artificial intelligence driven or human.