RELATIONSHIPS GAME
20190255425 ยท 2019-08-22
Inventors
Cpc classification
A63F2009/188
HUMAN NECESSITIES
A63F2001/0483
HUMAN NECESSITIES
A63F2001/0491
HUMAN NECESSITIES
International classification
Abstract
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.
Claims
1. A game for discovering participants'0 personalities, traits, emotions, and opinions in the course of solving a mystery, comprising at least of a plurality of game pieces selected from a group of: a) cards identifying information required to solve a mystery, said cards comprising alibis or evidence; b) question cards containing questions to ask participants to share personal information and stories in exchange for opportunities to see the alibi or evidence cards; c) worksheets where participants record information obtained from information on at least one of the alibi or evidence cards, wherein said worksheets comprise evidence worksheets and alibi worksheets; d) suspect grids and lists using alibi and evidence for excluding suspects from the worksheets; and wherein said game further comprises at least one element chosen from the group: i) a random number indicator for use by the players to identify one of a set of game question card categories; ii) game question cards to prompt a participant to perform an instruction within a selected game question card category selected from a group consisting of fun, zen, reflect, and story; and iii) dry erase markers; wherein playing said game in the course of solving a mystery facilitates the formation of new relationships and deepens existing relationships.
2. (canceled)
3. (canceled)
4. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said fun cards contain questions about personal preference, facts, and experience.
5. The game for discovering p participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said zen cards contain personal questions about joy, travel, and meaningful life experiences.
6. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 3, wherein said reflect cards contain thought-provoking questions regarding personal opinions, qualities in others, and personal development.
7. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said story cards contain questions requiring players to share a personal story or event from their life.
8. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, further comprising an Evidence game version and an Alibi game version, wherein said Evidence game version provides words obtained from viewing a rear side of the evidence cards during play to lead a player to assign certain attributes to a suspect and wherein said Alibi game version provides suspects obtained from the rear side of the alibi cards viewed during play so that a player can exclude all but one suspect on a list of suspects to discern the name of the remaining suspect representing the culprit.
9. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, wherein said game is played with fewer than eleven players.
10. The game for discovering participants' personalities, traits emotions, and opinions in the course of solving a mystery in accordance with claim 1, further comprising a random number indicator being one element chose from the group: a standard die; a multi-sided decimal die; and a wheel with a spinner.
11. A game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery, comprising: a) cards identifying participants of the game, said cards being associated with participants or locations of the game; b) means to attach the cards identifying participants of the game to respective players, forming a badge holder; c) cards identifying information for participants to solve a mystery; d) worksheets where throughout the course of play, participants record information obtained from clues on cards placed behind or on a reverse side of the cards identifying information; e) suspect grids or lists; and f) question lists containing story style questions from which a Question of the Game is chosen and which participants share the anwer in exchange for clues to help solve the mystery; wherein playing said game in the course of solving a mystery facilitates the formation of new relationships and deepens existing relationships.
12. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein the cards identifying participants of the game for each participant of said participants or physical places comprise unique shape and color combinations.
13. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein said worksheets comprise an area comprising at least one page for recording information and an area for excluding suspects and said suspects are listed on at least one form of paper chosen from a group consisting of: grids and lists.
14. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising a Question of the Game that appears on the question list, which is asked of each of said participants and varies depending on the makeup of participants and the intention of the game.
15. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising cards identifying evidence and alibis of said game on cards placed behind or on a reverse side of the cards identifying information or in back of the badge.
16. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, further comprising an Evidence game version that provides words to lead a player to assign certain attributes to a suspect, and an Alibi game version that provides suspects obtained from the rear side of the cards viewed during play so that a participant can exclude all but one suspect on a list of suspects to discern the name of the remaining suspect representing the culprit.
17. The game for facilitating the formation of new relationships and deepening existing relationships in the course of solving a mystery in accordance with claim 11, wherein said game is played with at least eight participants.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0043] A complete understanding of the present invention may be obtained by reference to the accompanying drawings, when considered in conjunction with the subsequent detailed description, in which:
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DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0072] Although the following detailed description contains specific details for the purposes of illustration, those of ordinary skill in the art will appreciate that variations and alterations to the following details are within the scope of the invention. Accordingly, the exemplary embodiments of the invention described below are set forth without any loss of generality to, and without imposing limitations upon, the claimed invention.
[0073] The inventive game has multiple game pieces including all or some combination of the following: name badges, cards of varying shape and color combinations identifying the players; cards of varying shape and color combinations identifying evidence used in the game, a standard die; and family game question cards inquiring about information. A list of suggested questions may be provided, as may be evidence worksheets, suspect grids, suspect lists, game story cards, and dry erase markers.
[0074] Referring now to
[0075] As mentioned hereinabove, the Networking format can be used: [0076] (viii) in business settings such as chamber of commerce meetings, networking events, company orientation events, company scavenger hunts, holiday party games, or employee appreciation events; [0077] (ix) in collegiate settings such as Greek networking events, new student orientation events, dormitory mixers, fundraising scavenger hunts, campus building location scavenger hunts to orient students to the campus layout, and other uses beneficial to collegiate life; [0078] (x) in children's school settings such as beginning of the year student introductions, in the study of a certain subject whereby the Question of the Game invokes discussion about a topic of learning, in parent teacher association meetings to facilitate interactions between teachers and parents, to provide a platform for entertaining school fundraiser events, teacher orientations or fun staff events, and other uses beneficial to classroom use; [0079] (xi) in youth group settings such as scouting to facilitate small or large camping events, to facilitate the introduction of new scouts to a troop, to brainstorm a list of service projects (a Question of the Game geared towards things that can help the community), fundraisers for service projects or troop activities, and related youth group events; [0080] (xii) in wedding and bridal settings such as engagement parties, showers, bachelor and bachelorette events, cocktail hours during a reception (a travel related question will encourage guests to mingle while creating a travel destination list for the new couple) and other wedding related events and uses; [0081] (xiii) for society and social events such as baby showers, wine tastings, neighborhood parties, country club events, mom's groups and other personal social events; and [0082] (xiv) in food and beverage settings such as social mystery events to introduce people to new friends, dating events, in person social networking, themed events where the game is licensed for a period of time, admission is charged, and prizes are awarded to winners, much like trivia or karaoke events.
The Family Game Format can be used in a Variety of Settings as well, including: [0083] (x) Neighborhood Gatherings [0084] (xi) Small Scout Troops [0085] (xii) Family Game Nights [0086] (xiii) Vacations [0087] (xiv) Holiday Gatherings [0088] (xv) Office Team Building [0089] (xvi) Small Collegiate Settings like Quads, Dorm Halls, and Study Groups [0090] (xvii) Children's School settings for small group work [0091] (xviii) Other small groups wishing to know each other better (e.g., Bridal, Youth, etc.) [0092] Step 1: Eight or more players are required for the game to begin, although the best minimum number is 16. One or more players is required for the scavenger hunt style, since players visit locations to gather evidence. [0093] Step 2: Players receive a badge or badges with a symbol and color combination (
[0098] For some themes or applications of the networking game, the players may also be asked to record the answers that other players give to the Question of the Game. For example, students may be asked to record ideas if the game is being used as a brainstorming exercise, wedding attendees may be asked to record travel ideas in a list for the newlyweds to use in their married travels, and other such uses where the player records a piece of information he or she learns from another player or place visited as they gather evidence. [0099] Step 7: Play continues in this fashion, with the players visiting other players or locations until all 32 symbol/color combinations have been visited.
[0100] If more than one set of symbol/color combination cards are used to accommodate larger numbers of participants than the original set of 32 cards, players need only visit one of each symbol/color combination. All green squares, for example, would have the exact same evidence words on their reverse side. [0101] Step 8: As players collect words through the connections they make, they record the word or words for each Evidence Card in the corresponding space on their Evidence Worksheet (
[0104] It is possible to unscramble the correct piece of evidence and then make an error transcribing this information on the Suspect grid. For example, often players can accidentally eliminate the suspects they should be ruling in for any given piece of evidence, resulting in a major error in their investigation. If the host reveals that they have something incorrect, it is up to the player to figure out the mistake and the player will not be allowed to learn the final clue until he or she demonstrates that their investigative skills are accurate. [0105] Step 11: The first player to present the host with the correct four sentences that demonstrate the culprit is one of the two remaining suspects, receives the final piece of evidence from the host required to solve the game. [0106] Step 12: Game play may end or continue, depending on the host's preference. Hosts may elect to allow a grand prize for the first player to solve the crime, with second, third, and consolation prizes, stop the play at one grand prize winner or even allow all correct solutions to be entered in a drawing for a random second prize winner, depending on the host's preferences and the setting of the event.
[0107] Referring now to
[0108] The steps of the Networking Format Alibi Version of the game are as follows: [0109] Step 1: Eight or more players are required for the game to begin, although the best minimum number is 16. One or more players are required for the scavenger hunt style, since players visit locations to gather Alibis. [0110] Step 2: Players receive a badge with a symbol and color combination (
[0111] In certain versions of this game, culprits may be animals or other characters in the game theme that are not represented by proper names, but rather other nouns, such as animals in a zoo, or bugs at a picnic, etc. [0112] Step 3: Players obtain an Alibi Worksheet (
[0116] For some themes or applications of the Networking format, the players may also be asked to record the answers that other players give to the Question of the Game. For example, students may be asked to record ideas if the game is used as a brainstorming exercise, wedding attendees may be asked to record travel ideas in a comprehensive list for the newlyweds to use in their married travels, and players can record other pieces of information they learn from another player or place they visit in order to gather Alibis to eliminate from their suspect list. [0117] Step 7: Play continues in this fashion, with the players visiting other players or locations with the symbols and color combinations different from their own. As players collect names or other nouns through the connections they make or places they visit, they record the name or other noun for each card in the corresponding space on their Alibi Worksheet. In this version of the game, it is not necessary to gather and unscramble words pertaining to a color, since Alibis are being eliminated instead of gathering evidence. The answer grid is instead used to keep track of who/where players have already visited and who/where they still must visit. As players gather Alibis, they continuously cross off suspects until only one suspect remains.
[0118] If more than one set of symbol and color combination cards are used to accommodate larger numbers of participants than the original set of 32 cards, players need only visit one of each symbol and color combination, as identical color/shape combinations will have identical Alibis behind them. [0119] Step 8: The first player to find all 32 suspects with Alibis approaches the host to confirm that he or she has identified the correct culprit and, if correct, has solved the game.
[0120] It is possible to accidentally cross off the wrong name and make an error transcribing information to the suspect list. If the host tells a player that he or she has accused the wrong suspect, the player must return to the pool of Alibis to discover the mistake. [0121] Step 9: Game play may end or continue, depending on the host's preference. Hosts may elect to allow a grand prize for the first player to solve the crime, with optional second, third and consolation prizes, stop the play at one grand prize winner or even allow all correct solutions to be entered in a drawing for a random second prize winner depending on the host's preferences and the setting of the event.
[0122] Referring now to
[0123] After any roll other than a five, the question is read aloud by the player whose turn is next in sequence.
[0124] Referring now to
Game Play
[0131] The steps of the Family Format Evidence Version of the game are as follows: [0132] Step 1: Two to ten players are required for the game to begin. The suggested minimum player age is six years old; however, players must be able to read to play this game. Players older than six will have an easier time answering the questions, since many questions involve longer life experience. [0133] Step 2: Play begins with the youngest player and continues in clockwise order. The first player rolls the die and takes the appropriate action according to the roll. [0134] Step 3: The player to the rolling player's left reads a card from the appropriate question category, as indicated by the roll. [0135] Step 4: The rolling player answers the question to the best of his or her ability, keeping in mind that they are expected to provide more details as the value of the roll increases. Rolling a one means a short answer to the question is all that is required, but rolling a four means a short story is expected. [0136] Step 5: Once the rolling player has answered the question, they may look at the appropriate number of cards in the play area, equal to the roll/value of the question card.
[0137] Players may employ whatever strategy they wish when deciding which cards to look at, but may not re-look at a card if they accidently uncover one they have already seen. Some of the cards are decoy cards. The players should attempt to remember which ones are decoys so they do not waste a turn looking at them again. [0138] Step 6: The player records the results they find behind the card(s) on the Evidence Worksheet in any secret manner they wish, or they may record nothing and commit the list to memory. [0139] Step 7: Players use the evidence to identify and eliminate various suspects depending on the attributes they find when they uncover real evidence (
[0141] Referring now to
[0142] After any roll other than a five, the question is read aloud by the player whose turn is next in sequence. Once the player whose turn it is has answered the question with a corresponding short fact or piece of personal information (Fun card), an example of personal growth, a life experience, or travel story (Zen card), a personal thought or opinion (Reflect card), or shared a personal story (Story card), that player may look at the back of the number of Alibi cards equivalent to the player's roll and cross off the names of the Alibis they learn on their Alibi Worksheet (
Setup for Family Format Alibi Version (FIG. 23)
[0143] The Steps of the Family Format of the Game using the Alibi Version are as follows: [0144] Setup Step 1: The 17 Alibi cards (
Game Play
[0149] Step 1: Two to ten players are required for the game to begin. The suggested minimum player age is six years old; however players must be able to read to play this game. Players older than six will have an easier time answering the questions, since many questions involve longer life experience. [0150] Step 2: Play begins with the youngest player and continues in clockwise order. The first player rolls the die and takes the appropriate action according to the roll. [0151] Step 3: The player to the rolling player's left reads a card from the appropriate question category, as indicated by the roll. [0152] Step 4: The rolling player answers the question to the best of his or her ability, keeping in mind that they are expected to provide more details as the value of the roll increases. For example, rolling a one means a short answer to the question is all that is required, but rolling a four means a short story is expected. [0153] Step 5: Once the rolling player has answered the question, he or she may look at the appropriate number of cards in the play area, equal to the roll/value of the question card.
[0154] Players may employ whatever strategy they wish when deciding which cards to look at, but may not re-look at a card if they accidently uncover one they have already seen. [0155] Step 6: The player records the results found on the Alibi worksheet in any secret manner, or may record nothing and commit the list to memory. [0156] Step 7: Play continues until a player makes the following announcement: I think I know who has no Alibi for the crime! At that time, the announcing player must write the name of the suspect at the bottom of the Alibi worksheet and retrieve the Alibi card from Jail to confirm that all of the correct suspects with Alibis have been eliminated. If incorrect, the player is eliminated from the game and the next person to make the announcement proceeds to check who is in Jail. If correct, the player announces the solution, shows the rest of the players that the suspect matches the name he or she wrote at the bottom of the card, which is the name in Jail, and ends the game.
[0157] It should be noted that, for both versions of the Family Game, some players might feel uncomfortable answering certain questions or they may conjure a difficult memory. Therefore, players can exercise an option to pass the buck and give their question and chance to look at as many cards to another player of the game if they feel unable to answer a question for any personal reason. They have this option only once per game.
[0158] Since other modifications and changes varied to fit particular operating requirements and environments will be apparent to those skilled in the art, the invention is not considered limited to the example chosen for purposes of disclosure and covers all changes and modifications which do not constitute departures from the true spirit and scope of this invention.
[0159] Having thus described the invention, what is desired to be protected by Letters Patent is presented in the subsequently appended claims.