Patent classifications
A63F2001/045
RELATIONSHIPS GAME
A game designed to facilitate the formation of new relationships and deepen existing relationships by accomplishing an assigned task within the game. The game involves the players' personalities, traits, emotions, and opinions. Players gather evidence, alibis, or other information needed to solve a mystery by making inquiries and exchanging information. The game has two general formats: the “Networking” format being a setting in which any of eight or more players visit other players or settings to gather and exchange information in order to acquire evidence used to solve a mystery; and the “Family” format being a setting for up to ten players, the players gathering around a playing surface and answering personal questions, sharing and learning information about each other in exchange for evidence used to solve a mystery by considering Alibis and Evidence.
Specialized Playing Card Game
The invention disclosed herein relates to a game that may be digital or physical in structure that uses a plurality of specialized playing cards that combines pictures and words origin associated with pop culture. These groups of words and pictures work together to create idioms or phrases established by usage as having a meaning not deducible from those of the individual words (e.g., raining cats and dogs, see the light). Words and pictures are separated in their own suit, the playing cards associated with the game includes but not limited to 100 picture cards in the deck variety and 100 word cards in the deck variety. Each inventive card has displayed on one of its faces either a picture or a word origin and opposite the picture or word origin side are the suits' title side, which displays “word” or “picture”. The picture origin suit of the game is selected from pop culture and includes but not limited to pictures and symbols such as rain cloud, fish, tree, dragon or ball; whereas the word origin suit is selected from pop culture and the group consists of words such as pour, sea, life, fly and play. In addition, there are a number of special and/or assistant cards that help in the play of the game.
WAN
WAN is a child friendly educational card game that can be used to teach the concepts of trigonometric functions and identities or can be played as a simple card game by anyone over seven years old. The game uses all six basic trigonometric functions and their squares. These trigonometric functions are represented by various shapes and colors on the cards. Mathematical operations are determined by how the cards are placed. The game is played by creating card hands representing functions and operations that equal the number one. These card hands are called WAN hands.
BOARD GAME AND SYSTEM FOR CARBON NEUTRALITY EDUCATION
Proposed is a board game system for carbon neutrality education including: a game display unit including a game board, general cards having carbon cards on which carbon emission quantities are indicated and environment cards on which carbon absorption quantities are indicated, disaster cards on which climate crisis disasters are indicated, convention cards on which rights to change greenhouse gas target amounts are indicated, earth money cards on which scores are indicated, and an indicator for indicating the level of global warming and carbon emission targets; and a game control unit for controlling the game display unit to display the general cards, the disaster cards, the convention cards, the earth money cards, or the indicator on the game board.
GAME APPARATUS AND METHOD
A game apparatus and method of play using a frustum board having a plurality of attachment nodes; and, a plurality of accessories, wherein the board and accessories are comprised of one or more attachment nodes; a set of playing currency; one or more distinguishable sets of playing characters; and, a means of chance. The board may be further comprised of one or more projections, wherein each projection is comprised of one or more attachment nodes and may further include one or more functional elements. The board may be uniquely themed and decorated to appeal to a variety of consumers.
EDUCATIONAL BOARD GAME SYSTEM AND METHOD OF USE
A game with up to five decks of cards, including: Good Habit cards that state a desirable action or good habit, a Bad Habit cards that state an undesirable action or bad habit, Compliment cards with a predetermined point value, Surprise cards that have an action for the player to complete, Excuse cards with a predetermined point value, and a game cube that includes information represents each deck of cards. Each player rolls the game cube and selects a card from the corresponding deck, the player then responds to the action printed on the card. The player can use an Excuse card to avoid responding to the selected card. A player receives a Compliment card after responding to a Good Habit. At the end of the game, the player with the most Compliment points after subtracting used Excuse points wins.
PROPERTIES, BUILDING STRUCTURES, AND SECURITIES WEALTH-BUILDING STRATEGY GAME AND METHOD OF PLAY
A properties, building structures, and securities wealth-building strategy game is played by multiple players on a game board. The game board has spaces that depict a bank, a stock board, move tracker, a stock exchange, a parking lot property, and a building property. The players can purchase securities with currency. The value of the securities is determined by drawing from two decks of security cards, with each deck having a positive value and a negative value. The values are summed to determine an increase or decrease in the price for the securities. A parking lot property and a building property can be selectively purchased by players who land on the corresponding property space with currency. A building structure can be purchased by players to generate rental income. Individual floors can be purchased by players to add to building structures to further increase the rental income of building properties
Board game apparatus
This invention conveys as a poverty simulator mocking situations of financial hardships. This board game apparatus herein challenges consumer's ability to refrain from debt in a game designed to keep them in debt. Players can move around the track freely or in whatever direction the Financier chooses. Players begin the game after the Financier has provided each player with a character profile card, the matching character pawn, and the starting amount for their character. Preferably, players will move around the track freely by the roll of the dice and either pay a financial penalty or receive a financial benefit when they land on certain spaces. Players have the option to choose how they want to pay expenses. Players could change character profiles during the game. Players could go to Prison or die during game play. The game will continue as long as a single player is left alive.
WINE CHALLENGE GAME USING WINE CHARMS AS GAME PIECES
A party game that incorporates wine charms to identify the reader and answerer of wine-related questions is provided. The identified wine charm is defined by the roll of a game die, and players associated with identified wine charms read and answer wine-related questions in an attempt to amass all of the wine charms. The dual purpose of the wine charms (to identify participants and their wine glasses) enables players to flow between actively playing the game and socializing with others not in the game.
Board Game Assembly
A board game assembly includes a game board that has game board indicia printed thereon comprising imagery of a floor plan of a house. A plurality of identity boards is provided and each of the identity boards is assigned to a respective player. A pair of dice is provided for rolling during the course of game play. A plurality of playing cards is provided which includes a set of hint cards, a set of character cards, a set of ability cards, a set of quest cards and a set of memory cards. A selected number of the playing cards is dealt to each of the respective players and is positioned on a respective card location on the identity board that is assigned to the respective player. A plurality of game pieces is each assigned to a respective player and each of the game pieces is positionable on the game board to indicate a location of a character assigned to the respective player.