The present invention relates to a game. More particularly, the present invention relates to a game allowing players to choose amongst various techniques to make their teammates guess words, names or expressions.
Games involving techniques which are oriented toward making teammates guess words, names or expressions have enjoyed a broad success.
Many games exploit a single technique to make teammates guess. Examples of such techniques are drawing, sculpting modeling clay, miming, humming, using word associations or trivia questions. However the appeal of these games involving a single technique is limited, in that they cater more to the people who are skilled at or enjoy performing the particular technique involved.
Other games on the market have combined different techniques. These games include a mix of various techniques, including some of the techniques that are mentioned in the previous paragraphs, in an attempt to please a broader range of players. However these games only partially answer the problem. As these games force players to perform the given techniques, they can still be frustrating for players who are not skilled at, or for any other reason do not enjoy performing a given technique. Players who may be shy, self conscious, or not skilled at the particular technique they are being asked to perform will derive much less enjoyment from the game, or will simply refuse to play.
Additional frustration occurs with these games if a player knows little or nothing about the answer that he is being asked to perform with a given technique. When people in a group have different interests, come from varying ethnic, cultural or social backgrounds, or belong to different age generations, they can get frustrated by the fact that they have to perform a given technique relating to people, places, songs, or expressions that they know very little or nothing about. Examples of such frustration can be if a player is asked to hum a tune that he does not know, or mime the name of a person that he does not know.
In addition, such games are usually conceived in such a way that they can only be played by a minimum of four players therefore further reducing their potential appeal.
There is a need for a game that can combine various guessing techniques in a way that is competitive and enjoyable for any group of players.
The present invention relates to a game concept that combines different guessing techniques in a way that lets players choose the techniques they wish to perform. Players are being given an opportunity to make their teammates guess several answers, and their total time for doing so is limited. Players therefore must make strategic choices regarding the technique they wish to use to make their teammates guess each answer.
The game kit would typically include cards, each indicating an answer to be guessed (1), as well as a predetermined list of points (3) attributed to different guessing techniques (2). This card contents is intended to give the opportunity to a player to choose amongst the different techniques (2) in order to make his teammates guess the answer (1). If successful, he will obtain the predetermined number of points corresponding to the technique chosen (3) as listed on the card.
The choice of techniques on a card would typically be the following. The “Draw” technique allows the player to draw with pencil and paper. The “Clay” technique allows the player to sculpt with modeling clay. The “Mime” technique allows the player to gesture silently. The “Hum” technique allows the player to hum or whistle a tune. The “Wire” technique allows the player to design shapes with wires. The “Clown” technique allows the player to make facial movements and oral sound effects. The “1 Word” technique allows the player to say only one word. The “2 Words” technique allows the player to say only two words. The “Trivia” technique allows the player to read the trivia question printed on the card.
In a typical round of play, a player would be provided with a determined amount of cards and would attempt to make his teammates guess the answers on these cards within a determined amount of time. For each answer to be guesses, the player would have the choice of the technique he wishes to perform. More difficult techniques for a given card give more points, but also usually take longer to perform, giving the player less time for the other cards to be performed. An important feature of the game is for the players to manage their time and choose their techniques wisely, in order to get the most points out of their cards before the time is up.
When a consumer is standing in a store looking for a board game, he is not only thinking about himself. He is also thinking about his friends and family members, wondering whether they would like to play the game. He may even be thinking specifically about his next family or friends gathering, trying to find a game that everyone will like.
This game has several advantages over other games that include guessing techniques. It distinguishes itself in many respects, making it an altogether original, more appealing, and more universal choice for consumers.
The first and most important distinction with other similar games relates to the fact that these games usually force players to engage in specific techniques, or give them limited leeway. While most people enjoy seeing others perform various expressive techniques, some people do not enjoy when they are asked to perform a specific technique themselves. Thus, when some of the individuals attending a family or friends gathering are shy, self-conscious, or simply do not enjoy performing certain techniques, other guessing games may not be enjoyed by all or will simply not be played. In contrast, this game is carefully designed to have universal appeal. The game caters to very diverse strengths with its nine different techniques. It also adapts to each player's personality by allowing to strategically choose the techniques to be performed. The choice of techniques is so broad that everyone is able to enjoy the game. Even a shy participant can enjoy playing the game by resorting to the “One Word”, “Two Words” or “Trivia” category when he is too embarrassed to perform some of the cards with the other more “expressive” techniques. The way all the techniques have been incorporated with the point-allocation system and the timer allows the game to be competitive and challenging, while giving the players all the needed flexibility. This invention allows a player to see all the different options available for a given word on the card, and then to choose according to his abilities. It may be that a player would not be comfortable for example miming a certain word, but would like miming another word when he picks a different card. The same goes for all the other activities. The player's choice is further informed by the knowledge he has of his teammates, as well as the amount time he has left and the number of points given for each activity.
A second distinction with other games in that category is the fact that the “Clown” and “Wire” techniques are by themselves unique. They have never been featured in any other guessing game. These challenging techniques provoke fun interactions and laughter when attempted by the most daring participants who seek to obtain the high scores associated with their level of difficulty.
A third distinction with other games in that category is that the game mechanics allow for it to be played by as little as two players, unlike most other guessing games that which usually require a minimum of four players. This further broadens the potential appeal of the game when compared to competing products.
A fourth distinction is that this game would not lead to the frustration experienced by players who are being asked to perform a specific technique in relation to an answer which they know little or nothing about. In the event that a player does not know the answer to be guessed, he may always choose to simply read the trivia question on the card.
The novel features which are considered characteristic for the invention are set forth in the appended claims. The invention itself, however, will be best understood from the following description of the specific embodiments when read and understood in connection with the accompanying drawings.
The meaning of the different techniques listed on the card can be summarized as follows. The “Draw” technique allows the player to draw with pencil and paper. The “Clay” technique allows the player to sculpt with modeling clay. The “Mime” technique allows the player to gesture silently. The “Hum” technique allows the player to hum or whistle a tune. The “Wire” technique allows the player to design shapes with sculpting wires (
For the purpose of illustrating the game concept contained in the aforementioned claims, the preferred embodiment of the game rules may be summarized as follows.
Players are divided into two teams. Players from the first team designate one player to be “the performer”. The performer picks five cards and spreads them face down without looking at them.
A sand timer (60) is provided in the game kit (
More difficult techniques for a given card will give more points, but will also usually take longer to perform, giving the player less time for the other cards to be performed. Choosing a more difficult technique may also result in the card never being guessed, and therefore no points being obtained for that particular card. An important feature of the game is for the performer to manage his time and choose his guessing techniques wisely, in order to get the most points out of the five cards before the time is up. The sand timer (60) gives a player 3 minutes to perform the 5 cards in a round.
Before starting a round, a performer may decide to use the spinner (
Teams alternate, with a different player in each round acting as the performer, until both teams have played four rounds
While a team is attempting to guess the answers, a member of the opposing team acts as scorekeeper. Every time the answer on a card is correctly guessed, the scorekeeper will collect that card and indicate the appropriate number of points on the scorecard (
If only three players in total are involved, one player will be “neutral”. He will be attempting to guess the words turn after turn, while the other two compete to make him guess the answers in the manner outline above.
If only two players in total are involved, there will be no opposing team. Both players will play on the same team, attempting to obtain a given amount of points within four rounds of play. In the preferred embodiment, the aim is to obtain four hundred points.
The preceding description is the preferred embodiment of the game which is provided to illustrate the context of the claims. Variations may be brought which would still be covered by the scope of the aforementioned claims.
For instance, instead of using a card (
Another variation could be to replace the predetermined points by another type of reward which would vary depending on the technique used. For instance, advancing a token on a board for a given amount of spaces could be an indicator of success equivalent to points, and would still be covered by the aforementioned claims.
Another variation could be to invite the performer to obtain a determined amount of points within the shortest amount of time possible. The success of his performance would be judged one the amount if time it took him to obtain the requisite number of points. In this scenario, the performer could be provided with a fixed or an unlimited amount of cards. These variations would still be covered the aforementioned claims.
Another possible variation could be to have a different answer associated to each of the techniques on a given card, instead of having just one answer on the card that is common to all of the techniques.
Another variation in the game could be to suppress the points or other types of varying rewards associated with the option chosen.
Another variation could be that the points or other indicator of success for each technique be determined randomly with a dice, computer program, or some other randomizer before the performer attempts the card, instead of being predetermined on the card. This would still be covered the aforementioned claims
Another variation could be that the points or other indicator of success for each technique be attributed by the other team before the performer attempts the card, instead of being predetermined on the card. This would still be covered the aforementioned claims.
Another variation could be to have more than one performer for a team within a round. The performers would each perform certain challenges one after the other within the round. They would share the total amount of time allowed for the team within the round. This variation would still be covered by the aforementioned claims.
Another variation could be to have more than on performer for a given challenge. The players would have to make decisions in unison. They would be bound by the same rules. This variation would still be covered by the aforementioned claims.
Another variation would be to allow the performer to use a combination of different techniques to make a player guess a single word within a challenge. The rules could state for instance that if a player wished to combine two techniques he could do so but would earn a certain reduced reward. This variation would still be covered by the aforementioned claims.
Another variation would be to use another randomizing device instead of the spinner. For example, a dice comprising indicia referring to the various guessing techniques involved in the game could be such a randomizing device. These variations would still be covered by the aforementioned claims.
Other variations could be to make changes to the number of cards to be played in each round, to the number of rounds to be played within a game, to the number or type of techniques available to the performer, or to the amount of time allowed by the timer within a round. These would still be covered the aforementioned claims.
The present application is an application claiming the benefit under 35 USC Section 119(e) of U.S. Provisional Patent Application Ser. No. 61/282,700, filed Mar. 18, 2010.
Number | Date | Country | |
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61282700 | Mar 2010 | US |