A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
The present invention relates generally to an apparatus and method for learning to manage credit card debt. More particularly, the present invention is directed to a board game utilized to teach game players credit card debt management.
The present invention arose out of a need for a device and method to enable the teaching of credit card debt management to consumers. Credit card debt is a significant portion of debt accumulated by individuals, many of whom allow credit card debt to surpass their ability to service that debt.
At present, there are various board games available that involve teaching debt and asset accumulation. However, many such games possess inherent disadvantages when compared to the present invention:
U.S. Pat. No. 6,106,300 to Kiyosaki et al. teaches a game for learning financial skills with investment goals and liability goals. The game has cards to determine effects of play. The game uses real-life situations, but is geared toward children. Generation of passive income in excess of expenses is the goal. Cash flow management is a requirement. The game uses everyday life expenses that one might incur. While liabilities are part of the game, the generation of passive income is the principal purpose, and credit card debt, and the reduction thereof, is not part of the play of the game. Furthermore, the game is geared toward children who, typically, do not have the debt management concerns of the average adult in real debt situations.
U.S. Pat. No. 6,032,957 to Kiyosaki et al. teaches a game, based on personal financial wealth accumulation. The game is geared to more high-end sophisticated players, involving franchises, business purchases, and the like. Each player also has a profession. There are two stages of play; moving to the second stage is based on passive income exceeding personal expenses. Although the Kiyosaki et al. '957 patent has geared the game toward adults, it requires a high level of financial sophistication to play, and is, again, geared to generation of passive income, instead of debt reduction.
U.S. Pat. No. 5,826,878 to Kiyosaki et al. teaches much the same game as the '957 patent and has the same limitations.
U.S. Pat. No. 5,788,235 to Thomas teaches a business related board game with the goal of purchasing businesses. Purchases can be made jointly between the players, or individually. The game is quite specific to business environment simulation, rather than debt, management. The goal of the game is wealth accumulation. As such, the Thomas '235 patent does not relate to credit card debt, but rather to the acquiring of businesses.
U.S. Pat. No. 5,407,207 to Stanford teaches a game that simulates lifetime events as one progresses through the different ages of life, wherein the game terminates at a predetermined age, and is essentially based on business acquisitions and job categories. Borrowing is an integral part of the game. The Stanford '207 patent is geared toward the purchasing and operation of a business, but offers no means to learn credit card debt management.
U.S. Pat. No. 5,071,135 to Campbell teaches financial management principles, mainly the buying and selling of stock, personal expense management and income from salary, wherein the game is based on a starting age. The game is played on calendar year quarters with the object to build the greatest net worth. Loans between players are permitted. Campbell '135 also deals with the handling of spectacular financial events such as floods and earthquakes, while building wealth through playing the lottery or other means. It does not enable the learning of credit management principles, however.
U.S. Pat. No. 4,955,616 to Ingalls teaches a game involving education, family, business, political and financial events of life. Achieving a predetermined balance determines the winner. The game involves savings account building. Although the game principles of Ingalls '616 focus on reaching an adequate asset level to go into retirement, it fails to offer an opportunity to learn credit card debt management.
U.S. Pat. No. 4,890,843 to Chauve teaches a game involving geographical locations, gambling, travel and sporting events. While this game has cards called “credit cards”, they are cards that are drawn by a player that involve various credit situations unrelated to typical credit card transactions.
U.S. Pat. No. 4,522,407 to Hatherley teaches financial board game with political scenarios that, collectively, simulate a free market economy. The attainment of loans is an important factor in the game. Hatherley '407 is geared toward corporate takeovers and political factors and does not enable learning of credit card debt management.
U.S. Pat. No. 4,440,397 to Butner teaches taxation principles and tax laws, not credit card debt management. The game ends after a specified period, with the winner being the one with the most money.
U.S. Pat. No. 4,053,157 to Cowan teaches a game to accumulate a minimum level of total assets and achieve zero liability balance, wherein some real life situations are a part of the game. However, the game of Cowan '157 does not utilize credit cards, nor does it enable the learning of management of credit card debt.
U.S. Pat. No. 3,807,739 to Henley teaches a game involving stock, real estate, loans and insurance, with the object to build equity. The game ends when a player declares bankruptcy. The end result of the game of Henley '739 being apposite the risks of not managing debt, demonstrates a need for a means for learning debt management skills, but does not facilitate the goal of learning to manage credit card debt.
While some or all of the above referenced patents may well be used for learning about debt and asset accumulation, they fail to adequately teach management of credit card debt and are overly complicated.
Therefore, it is readily apparent that there is a need for a credit card management board game that teaches players to make wise choices in managing their credit card debt.
Briefly described, the present invention overcomes the above-mentioned disadvantages and meets the recognized need for such a device by providing a credit card debt management board game for teaching credit card debt management.
According to its major aspects and broadly stated, the present invention in its preferred embodiment is a board game comprising a board with a path having spaces thereon, wherein the path is navigated around the board by rolling dice, with the purpose being to teach the management of credit card debt.
More specifically, the present invention is a game which incorporates real life situations requiring the increase of debt due to both external events and personal choices, and allows the use of discretionary income to decrease credit card debt, and to subsequently accumulate wealth.
The present invention relates to a device that could be used for teaching individuals how to eliminate their credit card debt.
Accordingly, a feature and advantage of the present invention is its ability to teach adults and children how to manage their credit card debt.
A further feature and advantage of the present invention is its ability to provide a road map for the accumulation of wealth and the elimination of credit card debt.
A feature and advantage of the present invention is its ability to be utilized by educational facilities or by individuals.
A further feature and advantage of the present invention is that it is simple to manufacture and of low cost.
A further feature and advantage of the present invention is that it can be utilized to teach cash flow management.
Another feature and advantage of the present invention is that it differs significantly from other games, since players of the instant game will begin with different amounts of debt and different amounts of cash.
A feature and advantage of the present invention is that it assists individuals to relieve themselves of debt.
An additional feature and advantage of the present invention is that it is fun to play.
These and other objects, features and advantages of the present invention will become more apparent to one skilled in the art from the following description and claims when read in light of the accompanying drawings.
Having thus described the invention in general terms, the present invention will be better understood by reading the Detailed Description of the Preferred and Alternate Embodiments with reference to the accompanying drawing figures, which are not necessarily drawn to scale, and in which like reference numerals denote similar structures and refer to like elements throughout, and in which:
In describing the preferred and alternate embodiments of the present invention, as illustrated in the Figures, specific terminology is employed for the sake of clarity. The invention, however, is not intended to be limited to the specific terminology so selected, and it is to be understood that each specific element includes all technical equivalents that operate in a similar manner to accomplish similar functions.
The present invention is suitable for providing credit card management skills through game play. Players are preferably given a starting credit card balance and starting cash, which may vary among the players, and are preferably selected by roll of a die. Players then attempt to reduce their credit card debt through appropriate decisions, while at the same time attempting to increase their cash balance. Through the course of play, events occur by moving along a board, sometimes requiring decisions on the part of players, and sometimes forcing certain unforeseen events upon them. Through such play, players will learn to make wise choices, learn different approaches to managing their credit card balances, and learn how to pay off their debt.
Referring now to
In the preferred embodiment of the present invention, game apparatus 10 comprises board 20 with actions thereon listed in spaces 40; two dice 70; six different colored player indicators 80, such as, for exemplary purposes only, trash cans; fifty-five “Your Choice” cards 60; thirty “Debt” cards 50; game money 90 in denominations of, for exemplary purposes only, $10 (thirty of each), $20 (thirty of each), $50 (thirty of each), $100 (fifty of each) and $500 (twenty of each); and scorecard 100, having thereon an area for listing credit card balance 120 and investments 110.
The game may be played individually or with several players up to six. Optimum play is between two to six players.
Play begins with roll of one die 70 to select the starting amount of debt and cash that a player begins with. Differing significantly from other games, players of the instant game will begin with different amounts of debt and different amounts of cash. The amounts of cash and debt equating to various rolls of the die are set forth in TABLE I.
©Mechel Glass
After all players have selected their starting cash and debt through roll of a single die, the players mark their cash and debt amounts on scorecard 100.
Next, players roll two dice 70 to determine which player will begin the game, with the highest roll of dice 70 going first. In the event of a tie, dice 70 are rolled again.
Play commences with a roll of dice 70 and movement of their game piece by the rolling player. As player moves down route or path 30, player will arrive at typical space 40. Preferably located on typical space 40 is a message calling for an action, wherein the action may be to pay off debt or expenses, receive income, purchase or sell assets, purchase merchandise, or to select a card. On some spaces, the action called for is the selection of a card from one of two different card stacks: “Debt” cards 50, and “Your Choice” cards 60. Preferably, “Debt” cards 50 have thereon various activities depicting real life situations and requiring the payment of expenses and credit card fees and interest. The second category, “Your Choice” cards 60 preferably have different activities with a set of alternatives for each card. During play, when encountering a “Your Choice” card 60, players select the alternative of their choice, thus allowing them to make decisions, such as, for exemplary purposes only, whether to spend cash to purchase a luxury item, or to invest their money.
By permitting players to make their own decisions between controlled alternatives, the present invention affords players a learning opportunity. Players may decide randomly or they may follow a particular strategy. However, any strategy will be complicated by “Your Choice” cards 60 and “Debt” cards 50, which provide for the occurrence of unexpected events that, either have a positive or a negative financial impact on the player.
In the course of play, player will have opportunities to select various actions. For instance, one player might use excess funds to pay off credit cards, while another player may choose to use excess funds for the purchase of investments.
When a player incurs credit card debt of, for exemplary purposes only, $3,000, their choice to invest is taken away, their only permissible action being the service of credit card debt.
As players progress around the board, they encounter spaces calling for new expenses that a player may choose to pay with cash or credit cards, such as, for exemplary purposes only, the purchase of a new automobile tire.
Space 40 may alternatively require the drawing of a card from one of two decks: “Your Choice” cards 60, having thereon two actions, allowing selection of an alternative by the player, or “Debt” cards 50, which immediately require that player incur an unforeseen debt expense and thus increase their credit card balance if they do not have adequate cash to pay the expense.
During travel around the board, players may also select, at various points, different pathways to follow. One pathway may be shorter, having thereon, for exemplary purposes only, higher risk and higher reward spaces 40, or alternatively may be longer, having more risk and reward spaces 40, wherein such spaces 40 would be more moderate in their risks and rewards.
Preferably, a minimum of $500 cash on hand is required in order for a player to be permitted to pay off any credit card debt and at the same time, it must be done at the beginning of player's turn.
Upon receipt of “Your Choice” card 60, a player must make a financial decision. Often a player may be limited in their financial position, and may be forced to take one of the two alternatives due to a lack of the requirements to take the other. If neither alternative is viable, then play passes to the next player in turn.
If a player receives “Debt” card 50, they immediately incur a new debt expense, which must either be paid in cash or placed against the balance on their credit card.
Along board 20, certain spaces 40 provide thereon for the receipt of income. Upon landing on such space 40, player receives the specified income amount from the bank.
If player lands on an Investment space, they may take advantage of the investment, provided they have adequate funds on hand. Investments may not be funded by incurring credit card debt. Furthermore, if a player has more than, for exemplary purposes only, $3,000 in credit card debt, player is prohibited from taking advantage of the investment.
When a player lands on a “Debt” space, they must select a card from the “Debt” card 50 stack and carry out the instructions thereon.
When a player lands on a “Your Choice” space, player must select a card from the “Your Choice” card 60 stack and make a decision between the alternatives thereon.
In the course of travel on path around board 20, player may encounter “Unexpected/Must Pay” spaces, requiring the player to pay for unexpected expenses in cash first, and then, to the extent that cash is lacking, via the player's credit card.
In order to increase available cash, investments may be sold to the bank for a reduced value, for exemplary purposes only, at half the value of the investment, or in the event that another player is willing to purchase the investment, such a transaction may be carried out so long as the amount paid by the other player is the original cost or less.
©2003 Mechel Glass
In addition to the aforementioned spaces 40, there are other locations on board 20 that require payment of expenses and receipt of income. The content of these spaces 40 is shown in Table III along with reference numerals.
©2003 Mechel Glass
Table IV lists the actions required on the set of “Debt” cards 50.
©2003 Mechel Glass
Table V lists the choices permitted on the “Your Choice” cards 60.
©2003 Mechel Glass
The game preferably ends when one player meets two conditions: (1) The player must have a credit card balance of zero, and (2) they must have assets of at least $10,000.
It is envisioned that, in an alternative embodiment, the instant invention could be played in electronic form with electronic dice, asset and credit card debt tracking, and scoring.
A further alternative embodiment would provide for the use of currencies of countries other than the United States, allowing game play in the currency that the player is familiar with.
It is contemplated in yet another alternate embodiment that the game may be tailored to teach credit card debt management to specific, or targeted, socioeconomic groups for educational purposes, and for assistance in reducing credit card debt in general for such groups.
It is envisioned in another alternative embodiment that game play time may be shortened or extended by varying the requisite amount of assets to end the game.
Having thus described exemplary embodiments of the present invention, it should be noted by those skilled in the art that the within disclosures are exemplary only, and that various other alternatives, adaptations, and modifications may be made within the scope of the present invention. Many modifications and other embodiments of the invention will come to mind to one skilled in the art to which this invention pertains having the benefit of the teachings presented in the foregoing descriptions and the associated drawings. Therefore, it is to be understood that the invention is not to be limited to the specific embodiments disclosed and that modifications and other embodiments are intended to be included within the scope of the appended claims. Although specific terms are employed herein, they are used in a generic and descriptive sense only and not for purposes of limitation. Accordingly, the present invention is not limited to the specific embodiments illustrated herein, but is limited only by the following claims.
Number | Name | Date | Kind |
---|---|---|---|
3807739 | Henley et al. | Apr 1974 | A |
4053157 | Cowan | Oct 1977 | A |
4440397 | Butner | Apr 1984 | A |
4522407 | Hatherley | Jun 1985 | A |
4890843 | Chauve | Jan 1990 | A |
4955616 | Ingalls | Sep 1990 | A |
5071135 | Campbell | Dec 1991 | A |
5139268 | Garnett | Aug 1992 | A |
5407207 | Stanford | Apr 1995 | A |
5660390 | Ginzburg et al. | Aug 1997 | A |
5788235 | Thomas | Aug 1998 | A |
5826878 | Kiyosaki et al. | Oct 1998 | A |
6032957 | Kiyosaki et al. | Mar 2000 | A |
6106300 | Kiyosaki et al. | Aug 2000 | A |
Number | Date | Country | |
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20040164490 A1 | Aug 2004 | US |