CROSS-REFERENCE TO RELATED APPLICATION
Not Applicable
FEDERALLY SPONSORED RESEARCH
Not Applicable
SEQUENCE LISTING OR PROGRAM
Not Applicable
FIELD OF INVENTION
The present invention relates to board games but more specifically a board game designed for play by young developing children and/or developmentally challenged individuals of any age which has the following objectives and purposes: 1.) To Entertain: At its core this is a game and therefore functions as an entertainment resource to be enjoyed. 2.) To Hold Interest: The subject matter of hygiene is approached in a unique manner to hold interest by utilizing physical manipulations simulating a hygiene task as an integral component of game play. 3.) To Engage: The game is designed to make correct disciplines of proper hygiene an engaging process by breaking the hygiene tasks down into incremental step-by-step components for a more complete understanding and better retention. 4.) To Educate: The ultimate goal of the game is to not only improve the hygiene of the players but by targeting the specific demographic of young developing children it is further designed to make these disciplines a lifelong habit.
BACKGROUND OF THE INVENTION
There has been a vast amount of information in the public domain regarding medical news and public health concerns as well as publications and websites devoted to these categories. However, there is extremely little information regarding hygiene in the context of a health prevention measure and even less information regarding instruction of proper hygiene. It would seem apparent that the topic of hygiene instruction is presumed to be adequately addressed by example of parent, sibling or other authority figure or as a by-product of living in a highly technologically advanced and civilized society. The only difficulty with these assumptions is that informal studies indicate that on average seven out of ten adults using public restrooms don't wash their hands with soap and water following use.
This present invention of a board game system for teaching hygiene provides an entertaining, engaging and an instructional incremental manner to affect behavioral change that results in drastically improved hygiene, manners and ultimately better health. Although, there does exist in the prior art board games of known designs and configurations designed for the purpose of such topics as finances, athletics, dieting and even health problems and aids. Notwithstanding this myriad of designs indicated by the plentiful prior art which has been developed to address the aforementioned topics, there is no known board games developed or dedicated to the topic of proper hygiene or the object of hygiene instruction as a method to improve overall health.
To summarize, this present invention of a hygiene oriented board game system departs substantially from the known concepts and designs of the prior art and as such provides a board game system developed for the purpose of instructing young developing children and developmentally challenged individuals of any age the importance of proper hygiene and provides a step-by-step incremental process on how to best achieve it.
SUMMARY OF THE INVENTION
As indicated in the description of the prior art there exists a multitude of information available to the public concerning public health topics involving medical news and treatments, diet and exercise and even preventions from substance abuse and smoking. In spite of this effort for increased awareness concerning overall health issues there is extremely little attention devoted to proper hygiene and its impact on sustained good health and even less regarding a uniform process of instruction for proper hygiene.
This present invention addresses that critical lack of information by addressing those individuals who would most benefit from this information and in a manner best suited to have an impact with them, namely a board game system. This board game system has been designed for young developing children or developmentally challenged individuals of any age with several objectives and advantages: 1.) An easy to learn game that is fun with an intense focus on hygiene awareness and proper techniques. 2.) To learn by repetition easily duplicatible steps that will have an immediate impact on the individuals hygiene practices. 3.) To form a regimental process or routine for each hygiene task an individual performs on a daily basis away from the game board. 4.) To introduce these routines in an enjoyable format that requires tactile involvement and mental simulation of the process as an integral component of game play. 5.) To reward the individual for simulating hygiene processes correctly. 6.) To utilize these hygiene routines with developing children in an effort to create these processes as habits that will be continued into adulthood.
The hygiene board game system is comprised of a game board, playing pieces allowing for players movement upon the game board, a plurality of numerical movement cards and specialty movement cards, a plurality of hygiene task cards to simulate hygiene tasks and artifact cards for use as a reward for correctly simulating a hygiene task.
During the game, players draw cards at random from the movement card deck and either move the number indicated along the defined path of travel or follow simple directions of the specialty movement cards which are designed to offer some variety to the movement component of game play as well as maintaining an orderly forward flow to the momentum of game play while allowing a chance for any of the participants to win. Over the course of the game, the players will visit six destination points along the defined path of travel where they will need to correctly simulate a particular hygiene task using the hygiene task cards which utilize animation to depict scenes from the hygiene task. If a player simulates the task correctly they receive an artifact card, if they don't simulate it correctly they must return to that destination point on a later turn until they are able to simulate the task correctly. Once a player has collected all six artifact cards by correctly simulating all six hygiene tasks they must be the first player having done so to reach the Hygien-E space located at the center of the game board to win.
In this summary has been outlined the more important features of the present invention. This has been done to facilitate a better understanding of the detailed description that follows and enhance an appreciation for the manner and role this invention plays in the absence of this type of information described in the prior art. This invention should not be considered to be limited in application to the details of its construction or components as described in the following specifications and illustrations. This invention has a potential for other embodiments and of being performed in different manners than expressly set forth herein. Both the terminology and descriptions of this invention should be understood to be illustrative and not limiting. It should be noted further that the claims of this present invention should be considered to include similar and equivalent constructions which are consistent with the spirit and scope contained herein.
BRIEF DESCRIPTION OF THE DRAWINGS
The accompanying drawings, which are part of the overall specification, illustrate a preferred embodiment of the present invention and when considered with the description will better demonstrate the principles of the invention.
FIG. 1 shows a top view of the playing board of the present invention.
FIG. 2 illustrates the front and back view of a typical numerical movement card.
FIG. 3-A represents a front and back view of a typical specialty movement card, specifically a “Lose one turn” card.
FIG. 3-B represents a front and back view of a typical specialty movement card, specifically a “Go directly to” a hygiene task card.
FIG. 3-C represents a front and back view of a typical specialty movement card, specifically a “Take another turn” card.
FIG. 4-A represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Magic Carpet” destination.
FIG. 4-B represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Scrolls and Manuscripts” destination.
FIG. 4-C represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Bread, Figs and Fruit” destination.
FIG. 5-A illustrates the front and back view of a typical “Hygiene Task” card, specifically card one of six for the “Washing Hands” hygiene task series.
FIG. 5-B illustrates the front and back view of a typical “Hygiene Task” card, specifically card two of six for the “Washing Hands” hygiene task series.
FIG. 5-C illustrates the front and back view of a typical “Hygiene Task” card, specifically card three of six for the “Washing Hands” hygiene task series.
FIG. 5-D illustrates the front and back view of a typical “Hygiene Task” card, specifically card four of six for the “Washing Hands” hygiene task series.
FIG. 5-E illustrates the front and back view of a typical “Hygiene Task” card, specifically card five of six for the “Washing Hands” hygiene task series.
FIG. 5-F illustrates the front and back view of a typical “Hygiene Task” card, specifically card six of six for the “Washing Hands” hygiene task series.
FIG. 6-A illustrates the front and back view of a typical “Artifact” card, specifically the “Carpet Tassel” card that corresponds to the “Magic Carpet” merchant destination.
FIG. 6-B illustrates the front and back view of a typical “Artifact” card, specifically the “Scroll” card that corresponds to the “Scrolls and Manuscripts” merchant destination.
FIG. 6-C illustrates the front and back view of a typical “Artifact” card, specifically the “Plate of Bread” card that corresponds to the “Bread, Figs and Fruit” merchant destination.
FIG. 7 represents a detailed view of the “Hygien-E” destination point of the present invention game board.
FIG. 8 represents a typical playing piece.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
Reference will now be made to the preferred embodiments of the present invention, a board game system specifically designed to introduce hygiene concepts and the incremental stages needed to complete them properly to young developing children. This hygiene board game system is comprised of a plurality of components. These components in their broadest context include the game board FIG. 1, playing pieces representing a players position relative to the defined path of travel upon the game board FIG. 8, a plurality of numerical and specialty movement cards used to control the advancement of each player upon the game board, examples shown in FIGS. 2 and 3-A through 3-C, a plurality of “Hygiene Task” cards, examples shown in FIGS. 5-A through 5-F, a plurality of “Artifact” cards, examples shown in FIGS. 6-A through 6-C and the instructional or game rules manual. These components are individually configured and correlated with respect to one another so as to facilitate consistent orderly game play toward the desired objective or resolution of game play.
Referring to FIG. 1, the game board is placed on a flat surface and the players sit around the perimeter. Each player selects at random, a numerical value “movement” card. The player selecting the card with the highest number goes first and play continues in a clockwise fashion. Each player also selects a colored playing piece which will represent their position relative to the game board's defined path of travel. This defined path of travel represents the first series of playing locations upon the game board. The defined path of travel comprises eight unique start spaces for each player and continues in contiguous and discrete steps between six destination points and culminates at the center of the game board at the “Hygien-E” space or finish space.
The first series of playing locations includes six destination points that comprise the second series of playing locations. A player who's playing piece lands upon one of these six destination points moves into the second series of playing locations and at these destinations must simulate the indicated hygiene tasks. The second series of playing locations are designated as “Merchant” locations and identified on the game board as: 1) Magic Carpets; 2) Bread, Figs and Fruit; 3) Tunics and Shawls; 4) Fresh Fish and Meats; 5) Sandals and Footwear; 6) Scrolls and Manuscripts.
FIG. 8 illustrates one of the six playing pieces which represent a player's position of advancement along the game board's defined path of travel. Each playing piece is differentiated by a color that each player may choose.
There are 120 playing cards with a numerical value between one and six as illustrated in FIG. 2. These are shuffled and placed face down upon the game board. A player selects the top card when it is the player's turn to control each player's advancement along the game board's defined path of travel. FIG. 3 illustrates thirty playing cards shuffled along with the numerical value playing cards of FIG. 2 which also control the player's advancement along the game board's defined path of travel and also provides for additional game play benefits and obstacles as follows:
- (TWO) specialty cards allowing the player who selects it to go directly to the “Merchant” destination point of their choice.
- (SIX) specialty cards allowing the player who selects it to go directly to the specified “Merchant” destination.
- (THREE) specialty cards that allows the player to move a specific number of spaces and take another turn.
- (FOUR) specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards are for the player to proceed to the nearest start space. The deficiencies are, a.) Eating too fast; b) two cards for putting dirty fingers into your mouth; c) Didn't brush your teeth using a circular motion. These are designed to demonstrate the concept that there are negative consequences for neglecting or practicing poor hygiene.
- (SEVEN) specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards is for the player to lose one turn. The deficiencies are: a) two cards that penalize for not washing hands after using the restroom; b) Not brushing the back side of your teeth; c) Brushed your teeth too quickly and didn't get them clean; d) Failure to use soap when washing your hands; e) Talking with food in your mouth; f) Chewing food with your mouth open. Once again these are designed to demonstrate the concept that there are negative consequences for neglecting or practicing poor hygiene.
- (FOUR) Specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards is for the player to lose one “Artifact” card which are awarded for correctly simulating a hygiene task when landing at a “Merchant” destination point. The deficiencies are: a) Putting soap into your hands but allowing the water to rinse it away before scrubbing; b) Failure to make bed; c) Putting too much food in your mouth at one time; d) Leaving dirty clothes on the floor. Once again the emphasis is on demonstrating the concept that there are negative consequences for neglecting or practicing poor hygiene.
- (TWO) Specialty cards that allow the player who selects it to get two attempts in one turn to correctly simulate their next hygiene task (“Merchant” destination) (TWO) Specialty cards that allow the player who selects it to protect themselves against losing one “Artifact” card should they randomly select one of the four specialty cards indicated above whereon the penalty is to lose one “Artifact” card.
A typical example of the movement cards as they apply to the present invention allows for a player to select one card per turn from the top of the movement card deck and either a) move their playing piece the corresponding number of squares along the defined path of travel toward one of six “merchant” destinations or b) follow the directions as described on the face of a “specialty movement” card. At the completion of either option a or b the players turn is concluded and play continues with the next player selecting a card from the movement card deck. This is the method of movement for each player upon the playing surface of the game board throughout the entire duration of the game.
FIG. 4 represents the six destination points that are located in a rectangular fashion about the game board. Each destination has a specific merchant name and each has a unique hygiene task to be simulated by a player that lands on the destination point. The merchant names and corresponding hygiene tasks are as follows:
- Bread, Figs and Fruit—Hand Washing
- Sandals and Footwear—Teeth Brushing
- Scrolls and Manuscripts—Bath
- Magic Carpets—Shower
- Fresh Fish and Meats—Basic Table Manners
- Tunics and Shawls—Morning Grooming Routine
FIG. 5 represents a typical series of the “hygiene task” cards which are located at each of the destination points throughout the defined path of travel along the game board. The face of each card contains an animation of a certain aspect of the hygiene task that when placed in order along with the other cards of the series illustrates the entire hygiene task from start to finish. As a player moves along the defined path of travel and reaches one of the six destination points, the player is required to simulate the particular hygiene task at that destination point by placing the animated “hygiene task” cards in order on the game board playing surface. The player has one attempt per turn to get the order correct that would simulate the actual performance of the hygiene task. Half of the hygiene tasks have a series of six cards required to place in order to correctly simulate the task. These hygiene tasks are Hand Washing, Morning Grooming Routine, and Basic Table Manners. The other half of the hygiene tasks have a series of eight cards required to place in order to correctly simulate the task. These hygiene tasks are Teeth Brushing, Bath, and Shower. If the player is able to simulate the hygiene task correctly with the “hygiene task” cards after landing on the particular destination point, the player receives an “Artifact” card as represented in FIG. 6. There is a specific “Artifact” card that corresponds to each of the six hygiene tasks. A player needs to collect all six “Artifact” cards by correctly simulating all six hygiene tasks. If the player simulates the hygiene task incorrectly, they do not receive the “Artifact” card for that hygiene task, their turn ends and game play continues with the next player taking their turn. If a player incorrectly simulates a task, they must draw from the movement card deck on the beginning of their next turn and move from that destination point without having another attempt to correctly simulate that task which would require a player who incorrectly demonstrates a hygiene task to return to that destination point on another turn until they can correctly simulate that hygiene task and receive the “Artifact” card corresponding to that task and signifying the successful completion of that task. The “Artifact” cards correspond to the following hygiene tasks:
- Hand Washing—Plate of Bread
- Teeth Brushing—Sandal Buckle
- Bath—Scroll
- Shower—Carpet Tassel
- Basic Table Manners—Plate of Fish
- Morning Grooming Routine—Beaded Shawl
FIG. 7 represents the destination point at the center of the game board whereon the first player to have successfully demonstrated the simulations with the hygiene task cards at each of the six hygiene task destination points and has therefore collected all six “Artifact” cards and further is the first player to traverse the defined path of travel to the center destination point of the game board wins the game. This center destination point is designated as the “Hygien-E” space.
With respect to the above description, it should be apparent to those skilled in the art that various modifications can be made to this hygiene oriented board game system without departing from the scope and spirit of the invention. Therefore, the foregoing description and specification is considered as illustrative only of the principles of the invention and it is intended that the present invention cover modifications and variations of the hygiene oriented board game system provided they come within the scope of the appended claims and their equivalent. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction shown and described and accordingly all suitable modifications and equivalents may be resorted to falling within the scope of the invention.