RELATIONSHIPS GAME
20220339527 · 2022-10-27
Inventors
Cpc classification
A63F2011/0093
HUMAN NECESSITIES
A63F3/00148
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 networking relationships game for playing by a plurality of players each assuming the roles of detectives, the players each following a multitude of clues to determine the culprit who has committed the described crime, the game comprising, in combination: a) a plurality of name badges of players, each of the name badges comprising a unique symbol and color combination on the face thereof, and a clue required to solve the game inserted facing the back of each badge; b) means for attaching the name badges to players; c) a worksheet for every player, the worksheet having a grid of colors and shapes and a writable surface; d) a first set of cards, each having printed thereon a different shape and color combination, each shape and color combination identifying a player/location to allow every player to document on the worksheet which other players/locations they have visited during game play; e) a second set of cards, each having at least one word which comprise a full clue for each color set, to be transferred to players' worksheets in a suitable position on the worksheet grid of colors and shapes of each player visited during game play; f) an Evidence version of the game comprising: (i) clues to lead each player to assign predetermined attributes to a suspect, the attributes comprising at least one of a group of attributes consisting of: personal traits, personal descriptions, personal appearances, physical characteristics, clothing type, shoe type and attributes thereof, personal possessions, types of electronics used by the suspect, where the suspect is from based upon traits and name of that location, personal preferences, any item the suspect uses to compensate for a disability, age, level in a team, level in a business, level in school, genetic description, attribute, item the suspect is wearing on any part of the body, an item the suspect owns, an item the suspect cares for, the type of creature the suspect cares for, the sound made by the suspect, the sound made by a creature, a type of product used by the suspect and description thereof, a type of service used by the suspect and description thereof, a type of machinery used by the suspect and description thereof, an instrument used by the suspect and description thereof, a type of currency, a type of item consumed by the suspect and description thereof, a tool used by the suspect and description thereof, a leisure activity suspect engages in, an activity the suspect engages in, the level of the suspect in an activity, the vocation, the accent origin, and gender of the suspect; (ii) an Evidence Worksheet for each player for recording clues; (iii) a Suspect Grid for ruling out suspects using conclusions determined with player-provided clues on each player's worksheet; and (iv) a writing utensil; the suspect grid comprising 32 possible suspects so that a first uncovered clue is used by a player to identify a possible 16 suspects based on a first attribute, eliminating 16 suspects that do not exhibit the first attribute, and so that a second uncovered clue is used by a player to identify a possible eight suspects based on a second attribute, eliminating eight suspects that do not exhibit the second attribute, and so that a third uncovered clue is used by a player to identify a possible four suspects based on a third attribute, eliminating four suspects that do not exhibit the third attribute, and so that a fourth uncovered clue is used by a player to identify a possible two suspects based on the fourth attribute, while eliminating two suspects that do not exhibit the fourth attribute, and a fifth uncovered clue is used by a player to identify the final suspect, eliminating the last suspect that does not exhibit the fifth attribute; g) an Alibi version of the game comprising a list of suspects and which is substantially identical in gameplay to the Evidence version of the game, except that as players acquire information directly identifying suspects by playing the game, to learn which suspects have an Alibi for the time of the crime, the remaining suspect, after all of the suspects with Alibis have been ruled out, representing the culprit; h) a “Question of the Game” asked of each player, the Question of the Game pertaining to at least one piece of personal information chosen from a group of characteristics consisting of: the player in a social setting, a business strategy to be shared, a story from the past of the suspect, a service project, a brainstorming exercise, passions of the suspect, thoughtful gifts, funny stories, silly stories, heartwarming stories, stories of fulfillment, stories of strange experiences, awards or recognitions, service to the community, service to individuals, avoidance of trouble, current events, past events, proud moments, stories from the recent past, stories from the distant past, stories that inspired the suspect, experiences that inspired the suspect, aspirations, accomplishments, new experiences, hard work, surprises, family members, family traditions, past living environments, past living situations, teachers, coaches, significant historical figures, an inspirational famous person, holiday memories, gratitudes, movies, stories, preferences, embarrassing moments, meaningful work, little known facts about the suspect, exciting life situations, lessons learned, a person from whom a lesson was learned, acts of kindness the suspect has witnessed, travel destinations, travel memories, travel aspirations, something in the world that should be changed, miracles, strategies, books, faith, activities for relaxation, extracurricular activities, music, theatre, childhood memories, the outdoors, client experiences, sales, new skills, new techniques, podcasts, seminars, conferences, motivation, experiences with staff members; experiences with mentees, college, trade school, continuing education, high school days, and physical fitness; i) whereby the first player to identify all five clues and to demonstrate that the correct culprit is one of the two remaining suspects, receives the final clue from the host required to solve the game; j) whereby new relationships are formed and existing relationships are deepened by accomplishing an assigned task within the game, using the players' personalities, traits, emotions, and opinions; and k) a Scavenger Hunt version comprising a Suspect Grid for each player and a plurality of physical items each placed in a physical location and containing a piece of information so that players gather clues by visiting the locations and ultimately ruling out suspects on their Suspect Grid to determine a final culprit.
2. The networking relationships game in accordance with claim 1, wherein a TRUE/FALSE simplified game is provided.
3. A family relationships game for playing by a plurality of players each assuming the roles of detectives, the players each following a multitude of clues to determine the culprit who has committed the described crime, the game comprising, in combination: a) at least one of a set of chance devices consisting of a standard die, a random number generator, a multi-sided decimal die, and a wheel with a spinner, the wheel having numerical indicia printed thereon; b) a writable worksheet for each player, a suspect grid for each player, a suspect list for each player, a first set of game question cards, a set of cards on which are printed clues, a set of decoy cards containing words similar in length and letter combination to the actual clue cards and a writing utensil for each player to solve a mystery; c) an Evidence version of the game comprising: (i) clues to lead each player to assign predetermined attributes to a suspect, the attributes comprising at least one of a group of attributes consisting of: personal traits, personal descriptions, personal appearances, physical characteristics, clothing type, shoe type and attributes thereof, personal possessions, types of electronics used by the suspect, where they are from based upon traits and name of that location, phone type, personal preferences, any item the suspect uses to compensate for a disability, level in team, level in business, level in school, genetic description, attribute, an item the suspect is wearing on any part of the body, something the suspect owns, something the suspect cares for, type of creature the suspect cares for, sound made by the suspect, sound made by a creature, type of product used by the suspect and description thereof, type of service used by the suspect and description thereof, type of machinery used by the suspect and description thereof, instrument used by the suspect and description thereof, type of currency, type of item consumed by the suspect and description thereof, tool used by the suspect and description thereof, leisure activity suspect engages in, activity suspect engages in, level in an activity, vocation, accent origin, and gender; (ii) an Evidence Worksheet for each player for recording clues; (iii) a writing surface having a Suspect Grid printed thereon for ruling out suspects using conclusions determined during game play on each player's worksheet; and (iv) a writing utensil; the suspect grid comprising 32 possible suspects so that a first uncovered clue is used by a player to identify a possible 16 suspects based on a first attribute, eliminating 16 suspects that do not exhibit the first attribute, and so that a second uncovered clue is used by a player to identify a possible eight suspects based on a second attribute, eliminating eight suspects that do not exhibit the second attribute, and so that a third uncovered clue is used by a player to identify a possible four suspects based on a third attribute, eliminating four suspects that do not exhibit the third attribute, and so that a fourth uncovered clue is used by a player to identify a possible two suspects based on the fourth attribute, while eliminating two suspects that do not exhibit the fourth attribute and finally a fifth uncovered clue is used by a player to identify the final suspect, eliminating the last suspect that does not exhibit the fifth attribute; d) an Alibi version of the game comprising a list of suspects and which is substantially identical in gameplay to the Evidence version of the game, except that as players acquire clues by playing the game, the players learn which suspects have an Alibi for the time of the crime, the remaining suspect, after all of the suspects with Alibis have been ruled out, representing the culprit; e) a set of questions comprising at least one of a group of personal questions consisting of: topics that players in a range of ages can answer involving easy to answer fun personal questions, more in-depth personal questions, questions requiring reflection, and questions requiring players to share a personal story, and themed versions for an audience comprising at least one sort of player chosen from a set of players consisting of groups of people with shared values and interests for which the theme of the game is suitable. f) whereby the first player to determine the culprit wins the game; and g) whereby new relationships are formed and existing relationships are deepened by accomplishing an assigned task within the game, using the players' personalities, traits, emotions, and opinions.
4. The family relationships game in accordance with claim 4, wherein a simplified SCAVENGER HUNT game is provided.
5. The family relationships game in accordance with claim 4, wherein a simplified EGG HUNT game is provided.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0046] 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
[0102] 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.
[0103] 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.
[0104] Referring now to
[0105] As mentioned hereinabove, the Networking format can be used: [0106] (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; [0107] (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; [0108] (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; [0109] (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; [0110] (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; [0111] (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 [0112] (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: [0113] (x) Neighborhood Gatherings [0114] (xi) Small Scout Troops [0115] (xii) Family Game Nights [0116] (xiii) Vacations [0117] (xiv) Holiday Gatherings [0118] (xv) Office Team Building [0119] (xvi) Small Collegiate Settings like Quads, Dorm Halls, and Study Groups [0120] (xvii) Children's School settings for small group work [0121] (xviii) Other small groups wishing to know each other better (e.g., Bridal, Youth, etc.)
Step 1: Two or more players are required for the game to begin, although the best minimum number is 10. One or more players is required for the scavenger hunt style, since players visit locations to gather evidence.
Step 2: Players receive a badge or badges with a symbol and color combination (
Step 3: Players obtain an Evidence Worksheet (
Step 4: Player records the words behind the player's own symbol and color combination card(s) in the appropriate space on the Evidence Worksheet (
Step 5: The players visit any other player wearing a different symbol and color combination card(s) from their own, ask the Question of the Game and, once the other player has answered the question, share the words behind their own symbol and color combination card(s) as a reward to the other player for sharing their answer. For Scavenger hunt, simply record the evidence for each location.
Step 6: The other players reciprocate and ask the Question of the Game of the initiating player and, once the initiating player has answered the question, share the words behind their own symbol and color combination card(s) as a reward to the initiating player for sharing the answer. The initiating player records the words behind the other player's symbol and color combination card(s) in the appropriate space on the Evidence Worksheet (
[0122] 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.
Step 7: Play continues in this fashion, with the players visiting other players or locations until all unique symbol/color combinations have been visited.
[0123] If more than one set of symbol/color combination cards are used to accommodate larger numbers of participants, 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.
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 (
Step 9: The suspect grid has 32 possible suspects. The first piece of evidence a player unscrambles identifies a possible 16 suspects, while eliminating the 16 suspects that do not exhibit that particular attribute. The second piece of evidence a player unscrambles identifies a possible eight suspects of the remaining 16, while eliminating the eight suspects that do not exhibit that particular attribute. The third piece of evidence a player unscrambles identifies a possible four suspects of the remaining eight, while eliminating the four suspects that do not exhibit that particular attribute. Finally, the fourth piece of evidence a player unscrambles identifies a possible two suspects of the remaining four suspects, while eliminating the two suspects that do not exhibit that particular attribute. Once a player has obtained all four pieces of evidence in play, he or she will have narrowed the suspects to a final two options. See the example depicted in
Step 10: The first player to find all four pieces of evidence approaches the host to verify the correctness of the four attributes and that the culprit, known to the host, is indeed one of the two remaining suspects on the Suspect Grid.
[0124] 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.
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. In the simplified True/False and Scavenger Hunt versions, all clues are out in play and there is no need to visit the host.
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.
[0125] Referring now to
The steps of the Networking Format Alibi Version of the game are as follows:
Step 1: One or more players are required for the scavenger hunt style, since players visit locations to gather Alibis.
Step 2: Players receive a badge with a symbol and color combination (
[0126] 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.
Step 3: Players obtain an Alibi Worksheet (
Step 4: The player records the Alibi(s) behind the player's own symbol and color combination card(s) in the appropriate space on the Alibi Worksheet (
Step 5: The players visit any other player wearing different symbol and color combinations from their own, ask the Question of the Game and, once the other player has answered the question, the player shares the name or other noun behind their own symbol and color combination card(s) as a reward to the other player for sharing their answer. For a scavenger hunt, the players simply record the Alibi for each location.
Step 6: The other players reciprocate and ask the Question of the Game of the initiating player and, once the initiating player has answered the question, share the name or other noun behind their own symbol and color combination card(s) as a reward to the initiating player for sharing the answer. A new connection is made as the two players share personal information with one another. For a scavenger hunt, the players simply record the Alibi for each location.
[0127] 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.
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 decipher the clues 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.
[0128] If more than one set of symbol and color combination cards are used to accommodate larger numbers of participants, players need only visit one of each symbol and color combination, as identical color/shape combinations will have identical Alibis behind them.
Step 8: The first player to find all suspects with Alibis approaches the host to confirm that he or she has identified the correct culprit and, if correct, has solved the game.
[0129] 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.
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.
[0130] Referring now to
[0131] After any roll other than a five, the question is read aloud by the player whose turn is next in sequence.
[0132] Referring now to
Setup Step 1: The ten Evidence Cards (
Setup Step 2: The five Randomly Chosen Evidence Cards are set in a pile face down on the game surface. The five remaining pieces of evidence are returned to the game box for use at a different time. Before declaring that he or she has solved the mystery at the end of the game, that person also consults these cards to confirm that the evidence has been recorded correctly, since the remaining cards are the exact opposite of the ones in play.
Setup Step 3: The 11 Decoy Cards (
Step 1, to form a set of 16 cards, remaining face down.
Setup Step 4: The 16 cards are shuffled and arranged face down on the play area in a 4×4 grid.
Setup Step 5: The four Question Card Stacks are removed from the Game box. Each stack may be shuffled, but that is not necessary. The stacks are separated in four separate stacks according to Question Category (Fun, Zen, Reflect, Story) and placed face down on the playing surface.
Setup Step 6: Once the Evidence Cards and Question Cards have been set up, each player receives a dry erase marker and a laminated, two-sided Evidence Worksheet, one side for recording the Evidence (
Game Play
[0133] The steps of the Family Format Evidence Version of the game are as follows:
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.
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.
Step 3: The player to the rolling player's left reads a card from the appropriate question category, as indicated by the roll.
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.
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.
[0134] 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.
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.
Step 7: Players use the evidence to identify and eliminate various suspects depending on the attributes they find when they uncover real evidence (
Step 8: Play continues until a player makes the following announcement: “I have solved the mystery!” At that time, the announcing player must check the remaining evidence cards not used during set up to confirm all of the correct suspects have been eliminated and that the announcing player's evidence is correct. If the player finds that he or she is incorrect, that player is eliminated from the game and play continues to their left. The next person to make the announcement proceeds to check the remaining evidence. If that player finds that he or she is correct, they announce the solution and end the game.
[0135] Referring now to
[0136] 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)
[0137] The Steps of the Family format of the game using the Alibi version are as follows:
Setup Step 1: The 17 Alibi cards (
Setup Step 2: The players draw one card without looking at it and places it face down in a clear plastic sleeve labeled “Jail.”
Setup Step 3: The remaining 16 cards from Setup Step 2 are arranged face down, with the side labeled “Click” side up, in the center of the play area in a 4×4 grid.
Setup Step 4: The four question card stacks are removed from the game box and separated into four separate stacks by question category and placed face down on the playing surface.
Setup Step 5: Once the Alibi cards and Question cards have been set up, each player is given a laminated Alibi Worksheet (
Game Play
[0138] 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.
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.
Step 3: The player to the rolling player's left reads a card from the appropriate question category, as indicated by the roll.
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.
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.
[0139] 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.
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.
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.
[0140] 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. Such players have this option only once per game.
[0141] In addition to the games described hereinabove, three simplified versions of the relationships games are also disclosed, as follows.
[0142] Referring now to
[0143] Referring now to
[0144] Referring now to
[0145] 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.
[0146] Having thus described the invention, what is desired to be protected by Letters Patent is presented in the subsequently appended claims.