The present invention relates generally to a game and, more particularly, it relates to a game that focuses on the social interaction between players of the game.
Various types of games known in the art include games of chance, such as roulette; games based on knowledge, such as subject matter specific question and answer type games; games based on skill such as poker and chess; and games based on performing certain acts to elicit a correct answer, such as charades. With respect to board games, such games typically involve players performing either a single activity or a collection of multiple activities wherein successful completion of the activity or activities usually results in scoring and/or furthering advancement towards the end goal of the game.
Board game activities typically involve players interacting with other players, the game content, and/or other game components. For example, a single game activity may involve a player responding to a plurality of questions asked by another player. Other single game activities may focus on the ability of a player to communicate to another player in a non-spoken manner, such as by acting out a particular role, modeling an object with clay, or drawing an object for the other player to guess what the role or object is. On the other hand, multiple game activities may appeal to a broader spectrum of players having differing skills such that players who are less skilled or less interested in any particular single activity may still participate and enjoy the game. For example, players may have to blindly select an activity from a number of different fields of activities and successfully perform a particular type of task from the selected field of activity in order to advance in the game. The fundamental feature of such activity based type board games, whether it is a single or multiple activity game, is to evaluate a player's skills relating to one or more activities, which determines the player's ability or inability to progress through the game.
Undoubtedly, players who are skilled in a particular activity or field of activities enjoy the experience of playing activity based games. However, those who lack interest or skill in the particular activity or field of activities typical of such games find activity based games unappealing and even embarrassing to play because of their inaptitude to perform the designated tasks, even if there are multiple fields of activities to choose from. Conventional activity based games relating to evaluating knowledge and skill in a field of activity therefore fails to appeal to a broad spectrum of potential players because such games do not cater to people at a general and basic level wherein virtually anyone, with or without skills, may play. More specifically, a player's ability or inability to successfully carry out conventional game activities may be objectively measured as successful or unsuccessful. As such, players who fail to perform a given task may be exposed to judgment and ridicule by another player. However, if a game activity is based on a subjective assessment along a continuum of correctness, players may all be successful but at varying levels to determine the player's progression through the game.
While most conventional board games inherently provide a social experience, such games do not focus on or relate to any interpersonal or social interaction between players. Furthermore, such games do not enable players to define and/or uncover the identity of the other players through the process of playing the game. Human interaction in any social context typically enables people to learn about each other. Some are more perceptive than others at discerning personality traits, moral beliefs, likes and dislikes, and other personal characteristics that make up the identity of a person. Although a common occurrence in day to day life, the ability to discern the identity of other people has not heretofore been the subject matter of a game. For example, the decision making process involved in selecting a gift to give to another is a complex multi-consideration decision process that is largely based on how well the giver knows the receiver. Giving plays a key role in modem day culture. There are religious and cultural differences with respect to giving, but giving is a global phenomenon. The willingness of people to share and exchange possessions with others exists in all societies. Regardless of the reasons people give to others, whether it be motivated by appreciation, commiseration, or acknowledgment, selecting what to give to another may be very challenging. For example, the giver must decide what best symbolizes the giver's intent or conveys the giver's sentiments and in light of that, the giver must be able to assess what the receiver wants. In today's society, there are many material and non material “gifts” to choose from. Being inundated with a virtually infinite number of choices renders making the right choice even more difficult.
Applicant is aware of games that involve players interacting with other players on an interpersonal level. For example, U.S. Pat. No. 5,871,211 to Was provides a game that is enhanced by group interactions and in the playing of which an individual person's thinking style may be categorized into one of four distinct classes.
United States Patent Application Publication No. 2002/0135126 to Marcus provides a board game where, through a series of questions, players reveal various character traits to others and learn various character traits of others with the potential for finding compatibility between two or more of the players.
United States Patent Publication No. 2004/0212149 to Farmer provides a developmental board game and method that includes a playing surface with a plurality of spaces, one or more player tokens, and a manner to determine how many spaces to proceed. The board game is adapted to develop behaviour skills for people with developmental disabilities.
U.S. Pat. No. 4,124,214 to Pavis provides a method and apparatus for playing a game by posing a question to a player to elicit one of several possible responses, each of the responses having an answer value differing from answer values of other responses. The subject matter of the game deals specifically with the subject of dream interpretation.
The problem with existing activity based board games is that they presume players have a certain level of knowledge or skill to enable them to successfully and enjoyably play the game, whereas in reality, not all players have such level of skill or knowledge. Furthermore, conventional activity based games reduce the activity down to a simple right or wrong answer, or successful or unsuccessful outcome, whereas in reality, there is rarely ever a single right answer and the measure of success is relative. Thus, there exists an unaddressed need for an improved board game wherein players from all walks of life with varying levels of skill may enjoy the social experience of playing a board game without performing skill and/or knowledge based tasks. There also exists a need for a game based on interpersonal interaction between players to discern the mental make-up of other players.
It is an object of the present invention to provide a game about choice in a way that is personal and relevant to a player's daily life.
It is another object of the present invention to provide a game that facilitates social interaction amongst the players
It is another object of the present invention to provide a game wherein players may connect with other players with respect to discerning their wants and needs
It is another object of the present invention to provide a game wherein players may obtain an uplifting sense of goodwill and fulfillment by being able to discern and satisfy the wants and needs of other players and for other players to be able to discern and satisfy the wants and needs of the player.
In accordance with the present invention, a discernment game is provided wherein the game includes a plurality of cards, each of said plurality of cards representing a gift. A play surface for positioning a predetermined number of cards from the plurality of cards is provided. Means for identifying each of the predetermined number of cards positioned on the play surface and means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on the play surface are included.
Each of the plurality of cards includes a first side and a second side. The first side of each card has a first indicia representing the gift and the second side has a second indicia representing a second gift. The play surface includes an organization structure such that each of the predetermined number of cards positioned on the play surface may be referenced by a unique indicia. The means for identifying is preferably identifying markers having a first side and a second side. The first side of the identifying marker includes a unique indicia corresponding to the unique indicia on the play surface. The means for ranking is preferably a ranking marker having a first side and a second side. Associated with the first side of the ranking marker is a ranking value which is associated with a point value.
The game may also include a preference board which has an organization structure corresponding to the organization structure of the play surface. The ranking marker may be positioned on the preference board so as to attribute the ranking value to at least one gift represented by the predetermined number of cards on the play surface. The game may also include a score board and a game marker wherein the game marker is maneuverable along the score board to record advancement through the game. The game may also include at least one blocking card for eliminating one of the gifts on the playing surface and at least one multiplication card for increasing the point value.
A game kit is also provided, the game kit including a plurality of cards, each of the plurality of cards representing at least one gift and instructions for using the plurality of cards in a game. The game includes a play surface for positioning a predetermined number of cards from the plurality of cards; means for identifying each of the predetermined number of cards positioned on the play surface; and means for ranking a predetermined number of gifts represented by the predetermined number of cards positioned on the play surface.
In accordance with the present invention, the method of playing the discernment game includes the steps of:
The foregoing aspects and many of the attendant advantages of this invention will become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:
a is a bottom view of a first example of the preference marker as seen in
b is a bottom view of a second example of the preference marker as seen in
c is a bottom view of a third example of the preference marker as seen in
d is a bottom view of a fourth example of the preference marker as seen in
a is a perspective view of a score counter in accordance with the first embodiment of the invention;
b is a perspective view of a score counter in accordance with an alternative embodiment of the invention;
a is a plan view of a front side of a first example of a gift token in accordance with the first embodiment of the invention, depicting a first unique identification corresponding to a gift card positioned on the playing surface;
b is a plan view of a front side of a second example of the gift token shown in
c is a plan view of a front side of a third example of the gift token shown in
With reference to FIGS. 1 to 12, the discernment game 1 according to a first and preferred embodiment of the present invention includes a playing surface 10, a plurality of cards 20, a set of gift markers 30, and a set of choice markers 40. Preferably, game 1 further includes a plurality of preference boards 50, a score board 60, and a plurality of score markers 70.
As shown in
Playing surface 10 may be made of any rigid or semi rigid material such as cardboard or plastic. Alternatively, playing surface 10 may be any generally flat surface such that a game board may not be necessary. For greater clarity, the predetermined number of individually selected cards 25 may be positioned directly on any generally flat surface such as a table top, a floor surface, or the seat of a chair. The generally flat surface may include an organization system involving an explicitly drawn grid or an organization system in which players imagine a grid. In such alternative embodiment where a game board is not used, means for identifying each individually selected card 25 by way of unique indicia 12 may include player assigned identifiers, such as object markers, drawn identifiers, or implicit identifiers defined by positions on the organization system.
In another embodiment of the invention not shown in the figures, discernment game 1 may be configured as a multi-media game and therefore, other alternative configurations of playing surface 10, such as a graphical user interface for a computer based playing environment (e.g., a software game for a personal computer or for a computer network) or a wall display for a television-based playing environment, a reality TV show where contestants learn about each other in order to give the right gifts or other TV variations thereof, or a browser-based game, are also within the scope of the present invention.
As seen in FIGS. 1 to 4, each card 22 of the plurality of cards 20 includes a first side and a second side. On the first side of each card 22, there is a unique indicia 24 representing a unique gift. Each unique indicia 24 represents a different gift from every gift represented by all other unique indicia 24. Indicia 24 may be an image or visual representation of the subject matter of the gift or a written description of the subject matter of the gift. Preferably, indicia 24 includes an image and a written description 24a of the subject matter of the gift. Without intending to be limiting, a gift is defined throughout this application as anything an individual may desire in reality or in fantasy. For example, a gift may be a material object, such as a watch or a mansion; a service, such as a cosmetic surgical procedure or a spa package; an opportunity to support a cause, such as donating to a charitable organization or volunteering to work for a relief effort; an activity such as learning to cook or skydiving; a job, such as a CEO position with an international organization or a political appointment; a fantasy, such as owning a unicorn or riding a dragon; or a travel opportunity such as a trip around the world or an African safari.
In the first embodiment of the invention, on the second side of each card 22 is a second unique indicia 26 representing a gift different from the gift represented by indicia 24 on the first side of each card 22. Preferably, second unique indicia 26 on the second side of each card 22 is different from any other indicia represented on the remaining cards in plurality of cards 20. Similar to indicia 24, preferably, indicia 26 includes an image and a written description 26a of the subject matter of the gift.
In an alternative embodiment of the invention, the second side of each card 22 may be a category indicia 27 representing the general category of gifts represented by indicia 24. For example, the gifts represented by indicia 24 on the first side of each card 22 may be divided into four general value groupings. In such an example, category indicia 27 may be a first, second, third, and fourth unique colour representing an inexpensive gift, a moderate value gift, an expensive gift, and a luxurious gift, respectively. Category indicia 27 may be a symbol or a number or a combination of colour, symbol, and/or colour. As a further example, category indicia 27 may be a first, second, and third unique colour representing a blue collar job, a white collar job, and a government position, respectively. In the first and preferred embodiment, each card 22 depicts indicia 24, 24a on a first side and indicia 26, 26a on a second side of each card 22 wherein both sides of card 22 also includes category indicia 27 representing the category of the gifts, as seen in
Plurality of cards 20 may be organized in separate decks, based on category indicia 27 such that all cards from a first category are in one deck and all cards from a second category are in a second deck. Each deck may be stored within a container. In the first embodiment of the invention shown in
Although each deck of cards 20a, 20b, 20c, and 20d represents a general category, each indicia 24 on the first side of each card 22 and indicia 26 on the second side of each card 22 within each deck depicts a wide range of items within the general category. For example, each card 22 of each deck 20a, 20b, 20c, and 20d may be categorized into subsets of distinct gifts such as products or services. Each card 22 of each deck 20a, 20b, 20c, and 20d may be further categorized into additional subsets of distinct gifts such as predominantly male preferred gifts, predominantly female preferred gifts, and gifts preferred by both sexes. Preferably, each deck of cards 20a, 20b, 20c, and 20d includes a balanced mix of gifts in each general value grouping so as to appeal to a broad spectrum of players, regardless of gender, age, culture, or any type of persuasion.
In an embodiment of the present invention, expansion packs to discernment game 1 may be provide wherein more gifts of different categories and/or specialized gifts may be added as new decks of cards. For example, an additional deck of cards representing one dollar gifts or an additional deck of cards representing flea market finds may be added. Alternatively, additional decks of cards may be provided to target a specific demographic or interest group such as cards that cater to children, teens, or seniors or cards that cater to dog lovers, movie lovers, or history buffs. In another embodiment of the invention, another extension pack to support more players may be provided such that additional players may concurrently play discernment game 1. In an embodiment of the invention, discernment game 1 supports between two to six concurrent players and the additional extension pack may support between seven to ten concurrent players. The maximum of ten players is not intended to be limiting.
In an embodiment of the invention, there are nine gift markers 30 in a set, corresponding to the nine grid sections of playing surface 10. As shown in
As shown in
On the second side of each choice marker 40 is a neutral indicia 44 such as a visual representation of a podium. Neutral indicia 44 on the second side of each choice marker 40 may be an image or a word or anything that does not suggest or hint at what ranking value is on the first side of each choice marker 40. Similar to gift markers 30, preferably, choice markers 40 are rigid chips, similar to poker chips. Alternatively, other means for ranking may be used such as the use of pen and paper to write down the preferences.
During a round of play, a predetermined number of individually selected cards 25 are placed on play surface 10 such that the gifts depicted on individually selected cards 25 by indicia 24, 26 may be ranked by each player. At least one gift must be ranked or selected by each player. In an embodiment of the invention, four gifts may be selected and ranked according to the preference of each player. For greater clarity, in each set of choice markers 40, one choice marker 40a corresponds to a rank value of first, one choice marker 40b corresponds to a rank value of second, one choice marker 40c corresponds to a rank value of third, and one choice marker 40d corresponds to a penalty rank value. In an embodiment of the invention, each rank value is associated with a predetermined number of points. Preferably, the rank value of first is attributed with three points or the highest number of points; the rank value of second is attributed with two points or any number of points less than the highest number of points; the rank value of third is attributed with one point or any number of points less than the number of points attributed to the rank value of second; and the penalty rank value is attributed with a deduction of a predetermined number of points such as a deduction of four points.
As discussed in greater detail below and as seen in
As shown in
As shown in
As shown in
Additional game pieces may be provided to generate more interesting dynamics within the game. For example, in an embodiment of the invention, a blocking card 80 or blocking chip may be provided to each player wherein each player may have a one time opportunity, at any point during any round of play, to prevent other players from receiving or losing points. As described in greater detail below, blocking card 80 or blocking chip may be used to effectively eliminate a single gift on playing surface 10 such that no other players may gain or lose any points if it is a selected and ranked gift. In another embodiment of the invention, at least one multiplication card or chip may be provided to each player wherein each player may have a one time opportunity during any round of play to increase their receiving points or giving points by a predetermined amount. Preferably, two multiplication cards 82, 84 or chips are provided to each player, one for increasing receiving points and one for increasing giving points. As described in greater detail below, preferably, multiplication cards 82, 84 or chips is played prior to scoring of any particular round.
Method of Play
The method of game play may be best understood by referring to FIGS. 1 to 12. To play game 1, there must be two or more players, up to a maximum of ten players in the preferred embodiment, although the number of players is not intended to be limiting.
To set up game 1, each player is given a set of gift markers 30, a set of choice markers 40, a personal preference board 50, and a pair of score markers 70 for tracking each player's receiving and giving points. Preferably, each set of gift markers 30, choice markers 40, personal preference board 50, and scoreboard 60 are associated with a colour so that each player may be identified by colour or by other distinguishing means such as a symbol. Next, one or more players shuffle category cards 35 and place them face down on playing surface 10. Category indicia 27 represented on the top card of category cards 35 determines which category of cards from deck of cards 20a, 20b, 20c, and 20d will be used for each round of play. After deciding which deck of cards 20a, 20b, 20c, and 20d will be used, a predetermined number of individually selected cards 25 will be taken from the selected deck and placed on playing surface 10. In an embodiment of the invention, a player may be designated a decision maker to decide whether the gift represented by indicia 24 or the gift represented by indicia 26 will be displayed on play surface 10. The role of decision maker may be rotated to the next player at the beginning of the next round of play.
Play begins with all players placing each of their pair of score markers 70 on each of the start positions 66, 67 of first and second paths 62, 64, respectively. Players complete as many rounds of play as needed until a winner emerges. In an embodiment of the invention, a winner emerges when both score markers 70 belonging to a single player has entered winner circle 69.
By way of example in which eight players are playing, the predetermined number of individually selected cards 25 to be laid out on play surface 10 is nine. As such, nine gifts depicted by indicia 24 or 26 are laid out on play surface 10 by one or more players. As shown in
In a preferred embodiment, a round is played out by all the players concurrently in the following manner:
A) Preparing Each Round
In the embodiment where a blocking card or blocking chip is provided to each player, a player may at any time during any round apply the blocking card to a single gift displayed on playing surface 10. As described above, the use of blocking card 80 or blocking chip effectively eliminates a single gift on playing surface 10. By placing blocking card 80 on the gift to be blocked, none of the other players may gain or lose any points for giving or receiving the blocked gift. In an embodiment of the invention, blocking card 80 may be known as an ‘Out of Stock’ card. For example, the Out of Stock card may be placed on a gift by a player after receiving high giving points for a gift so as to prevent the following players from being awarded the same points that may allow them to enter winner's circle 69. Alternatively, the Out of Stock card may be used to prevent another player from being awarded extra points because of the use of the multiplication card, described below. Preferably, the Out of Stock card may be played a limited number of times by each player during the game, including being played only once by each player during the game.
In the embodiment where at least one multiplication card or chip is provided to each player, a player may apply the multiplication card to a gift to receive a greater predetermined number of points for giving or receiving a ranked gift. Preferably, the multiplication card doubles the points awarded or doubles the points deducted for the gift to which the multiplication card is applied. In an embodiment of the invention, the multiplication card may be known as a ‘Joker’ card and preferably, each player is given a “Giving Joker” 82 and a “Receiving Joker” 84, as shown in
F) Variations Based on the Number of Players
Preferably, the number of gifts are linked to the number of players as follows:
In the exemplary case of two, eight, nine or ten players, the predetermined number nine of gift cards 25 are positioned, before the start of each round of play, on the nine grids of the playing surface 10. In the exemplary case of three, four or five players, the predetermined number seven of gift cards 25 are positioned, before the start of each round of play, on the seven grids indicated by the unique indicia 12 as grids one to seven. In the exemplary case of six or seven players, the predetermined number eight of gift cards 25 are positioned, before the start of each round of play, on the eight grids indicated by the unique indicia 12 as grids one to eight.
From the foregoing description, it may be seen that a game formed in accordance with the present invention incorporates many novel features and offers significant advantages over those currently available. While the presently preferred embodiment of the invention has been illustrated and described, it is to be understood that within the scope of the appended claims, various changes can be made therein without the departing from the scope of the invention.