A63F2003/0011

Method For Enhancing Knowledge of a Religion Using Customized, Illustrated Playing Cards
20240082688 · 2024-03-14 ·

Disclosed is an assemblage of various playing cards arrived at by designing each card essentially based on symbolism, text, and spiritual images found in the sacred writings of a particular religion, or Faith. Each of the playing cards displays wording and/or images corresponding to images and/or names of selected sections of those sacred writings. The titles or names of the sacred writings designate what commonly functions as denominations in conventional card games. Specific Faith-oriented artistic images function as suits. In the preferred embodiment, the cards correspond to names and images found in the Books of the Christian Bible. The disclosure is also applicable to the concepts and sacred writings of other religions. The playing cards serve to encourage and challenge persons to increase their knowledge of, and gain greater understanding and appreciation of their Faith, in an uplifting and socially interactive manner.

DIA-STAR
20180236349 · 2018-08-23 ·

DIA-STAR is a star shaped game board that operates by playing in a clockwise position. All 6 players choose a star game piece, roll the dice and begin moving from the 12:00 position, proceeding towards the right direction. There are various board locations. Each location will direct you what to do. In Stoney Row section, you will collect the stones from the area you land in. To win you collect all 12 stones or collect $700. The loser reaches $300. In Tribal Parkway section, you will have to pull a DIA-STAR card and answer or follow instructions. Some of the cards require you to obtain information by Googling on the World Wide Web.

DIA-STAR provides educational information as you make stops along the way. It promotes social interaction, cognitive skills, expands knowledge in science & humanity and encourages further research and studies. Includes easy-to-read instructions.

Educational Board Game
20170197139 · 2017-07-13 ·

The present invention provides an educational and entertaining board game for imparting biblical, anthropological, and archaeological knowledge. The board game provides a game board with a landscape, highlighting biblical, anthropological, and archaeological events and facts. The board game also provides a plurality of cards that have various characteristics for engaging the player in a variety of activities during the game. The plurality of cards includes trivia cards, which, when answered correctly, allow a player to advance over a path provided through the landscape on the gameboard, command cards, which confer tasks to perform or privileges on players, and cards providing artifacts, resources, and points, which are collected, shared, or traded during the play to win the game. Various cards of the board game provide different characters and characteristics to the players.

GAME ASSEMBLY
20170157498 · 2017-06-08 ·

A game assembly includes a plurality of cards. Each of the cards has a first side and a second side. The first side has indicia being printed thereon. The indicia comprise an image of biblical characters. A box is provided and the cards are stored within the box. The box has a top side and the top side is open to access an interior of the box. The box has an outer surface and the outer surface has indicia printed thereon. The indicia corresponding to the box comprise words. A lid is removably positioned on the top side such that the lid closes the box.

Shabach
12415126 · 2025-09-16 ·

A master game board comprising a plurality of 49 cell spaces aligned in vertical columns and horizontal rows that embody color schemes, biblical indicia, definable alphabets, and a game title. The callout markers are detachably affixed to the master game board, and randomly called out until a winner is declared. The game cards mirror the master game board with the exception of the chronologically placement of the biblical indicia, the winning diagrams, and the callout markers. All game cards embody identical biblical indicia randomly designated on cell spaces allowing for concurrent learning engagement among players without a loss of turn during game play. The game cards are affixed with detachable cell space markers that are placed on the surface of individual cell spaces that have answers corresponding to called out entries. Unused callout markers, at the end of a game, are firstly used in a new game.