Information
-
Patent Grant
-
6572110
-
Patent Number
6,572,110
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Date Filed
Monday, June 10, 200222 years ago
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Date Issued
Tuesday, June 3, 200321 years ago
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Inventors
-
-
Examiners
- Layno; Benjamin H.
- Mendiratta; Vishu K
Agents
- Kramer & Associates, P.C.
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CPC
-
US Classifications
Field of Search
US
- 273 243
- 273 248
- 273 249
- 273 251
- 273 252
- 273 256
- 273 288
- 273 257
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International Classifications
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Abstract
A game for simulating possible experiences of a player using drugs or alcohol is disclosed. The game includes a fast path having a plurality of playing spaces and a slow path parallel to the fast path and having a plurality of spaces. There are at least two slow path spaces corresponding to one fast path playing space. The game also includes a fast game piece for movement along the fast path and a slow game piece for movement along the slow path. A chance piece is used for determining the movement of either the fast game piece or slow game piece along either the fast path or slow path. At least one of the playing spaces is a chance playing space and provides a chance for the player to move from the fast path to the slow path and from using the fast game piece to the slow game piece.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates generally to board games and more particularly to a board game for teaching the tragedies that may occur if substances such as alcohol, tobacco, and drugs are used or abused.
2. Description of Related Art
There are various board games that have been created to teach skills or moral lessons. For example, U.S. Pat. No. 5,071,134 issued to Burroughs, Jr. teaches a substance abuse board game apparatus and method of play. It educates the players about the consequences of the use of drugs and alcohol. It includes a game board having a playing path, a plurality of movable game pieces, a random number generator, a plurality of decks of question cards, a deck of penalty cards and a plurality of challenge tokens. The playing path is formed by a plurality of segments or spaces, each of which is provided with an identifying indicia corresponding to an identifying indicia of either one of the decks of question cards or the deck of penalty cards and a plurality of corner penalty segments. The playing path is a modified, substantially inwardly disposed spiral having an outer level, an intermediate level and an inner level. The outer level consists of a plurality of four different randomly disposed segments and the corner penalty spaces; the intermediate level consists of a plurality of five different randomly disposed segments and the corner penalty spaces; and the inner level consists of a plurality of six different randomly disposed segments and the corner penalty spaces.
U.S. Pat. No. 6,276,686 discloses a board game and method for teaching responsible drinking. It is for teaching responsible drinking to a plurality of players has a playing board having a start position and an end position connected by a pathway that extends about the surface of the playing board between the start position and the end position. The board game further includes a plurality of vehicle game pieces, each vehicle game pie being assigned to one of the plurality of players, and a plurality of a taxi game pieces. At least some of the playing positions provide an instruction, the instruction sometimes including a negative consequence of drinking instruction, or a cab calling instruction. The negative consequence of drinking instruction provides for some consequence having a negatively perceived effect upon the player who lands upon the playing position. The cab calling instruction allows the player to replace the vehicle game piece with the taxi game piece. The taxi game piece has the advantage of ignoring any of the negative consequence of drinking instructions upon which it might land, thereby teaching the players the desirability of calling a cab when a drinking.
The prior art shows various board games that teach moral lessons. However, the prior art does show games that simulate choices and consequences affecting game play and including the possibility of relapse.
Thus, it is an object of the present invention to provide an education game that demonstrates the costs and consequences of drug use.
It is another object of the present invention to provide an education game that demonstrates the costs and consequences of alcohol abuse especially drunk driving.
It is a further object of the present invention to provide an education game that demonstrates the benefits of leading a clean life.
It is a further object of the present invention to provide an education game that also demonstrates the possibility of relapse.
The foregoing objects and advantages of the invention are illustrative of those that can be achieved by the present invention and are not intended to be exhaustive or limiting of the possible advantages which can be realized. Thus, these and other objects and advantages of the invention will be apparent from the description herein or can be learned from practicing the invention, both as embodied herein or as modified in view of any variation which may be apparent to those skilled in the art. Accordingly, the present invention resides in the novel methods, arrangements, combinations and improvements herein shown and described.
SUMMARY OF THE INVENTION
In light of the present need for providing a game teaching the effects of drugs and alcohol on a persons life, a brief summary of the present invention is presented. Some simplifications and omission may be made in the following summary, which is intended to highlight and introduce some aspects of the present invention, but not to limit its scope. Detailed descriptions of a preferred exemplary embodiment adequate to allow those of ordinary skill in the art to make and use the invention concepts will follow in later sections.
A game for simulating possible experiences of a player using drugs or alcohol is disclosed. The game includes a fast path having a plurality of playing spaces and a slow path parallel to the fast path and having a plurality of spaces. There are at least two slow path spaces corresponding to one fast path playing space. The game also includes a fast game piece for movement along the fast path and a slow game piece for movement along the slow path. A chance piece is used for determining the movement of either the fast game piece or slow game piece along either the fast path or slow path. At least one of the playing spaces is a chance playing space and provides a chance for the player to move from the fast path to the slow path and from using the fast game piece to the slow game piece.
The game also includes a user track simulating drug and/or alcohol use and a sobriety track. Both track include the fast path and the slow path described above. The playing spaces on the sobriety track can be a work space providing money to the player, a relapse space causing the player to move to the user track, or a winning space. The playing spaces on the user track can be a sobriety space causing the player to move to the sobriety track, a work space providing money to the player, or a chance space possible subjecting the player to a negative consequence of alcohol or drug use.
BRIEF DESCRIPTION OF THE DRAWINGS
In order to better understand the present invention, reference is made to the accompanying drawings, wherein:
FIG. 1
shows an overhead view of the game board.
FIG. 2
shows a perspective view of the car and shoe game pieces along with a die used in the game.
FIG. 3
shows an image of the play money used in the game.
FIG. 4
shows an image of the driver's license used in the game.
FIG. 5
shows both front and back images of the sobriety check cards used in the game.
FIG. 6
shows both front and back images of the drug bust cards used in the game.
FIG. 7
shows an image of the drug bust hold cards used in the game.
FIG. 8
shows both front and back images of the bar tab cards used in the game.
FIG. 9
shows an image of the phone call cards used in the game.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS OF THE INVENTION
Referring now to the drawings, in which like numerals refer to like components or steps, there are disclosed broad aspects of the preferred embodiments of the present invention.
FIG. 1
discloses a game board
100
having a driving path
102
and a walking path
104
both running parallel to one another along the outer edge of the board
100
. The driving path
102
is separated into a plurality of playing spaces
106
. The playing spaces
106
may include a work space
108
, a drug bust space
110
, a sobriety check space
112
, a pot house space
114
, a crack house space
116
, a bar space
118
and a sobriety space
120
. The walking path
104
is also separated into a plurality of spaces such that at least two of these spaces correspond to one playing space
106
. Some of the work spaces
108
include a non-smoking symbol requiring the player to extinguish a cigarette if the player is currently smoking. Some of the work spaces
108
include a phone symbol.
The game board
100
also includes a sobriety circle
122
having a sobriety driving path
124
and a sobriety walking path
126
which are concentric. The paths
124
and
126
are arranged in a similar manner to the paths
102
and
104
. The sobriety driving path
124
includes working spaces
108
, relapse spaces
128
, and at least one high on life space
130
.
The game board
100
also includes a bar card marker
132
, a drug bust card marker
134
, a sobriety check card marker
136
, a phone call card marker
138
, a starting point area
140
, a jail area
142
and a rehabilitation clinic area
144
. The markers
132
,
134
,
136
and
138
are used to design areas for placing cards relating to the particular marker.
Referring now to
FIG. 2
, playing pieces
200
are shown. A car
202
shaped playing piece is used by the player to traverse the board
100
along the driving path
102
or the sobriety driving path
124
. A shoe
204
shaped playing piece is used by the player to traverse the board
100
along the walking path
104
or the sobriety walking path
126
. A die
206
is used by the player to determine how many spaces the player is to traverse for each turn.
FIG. 3
shows an image of play money
300
used in the game. The player collects money
300
when landing on a work space
108
and may lose money
300
during game play. Referring now to
FIG. 4
, a driver's license
400
is shown. The player is only allowed to use the car
202
while holding the driver's license
400
.
FIG. 5
shows an image of the sobriety check cards
500
. One side identifies the card as a sobriety check card
500
. The other side states whether the player is innocent of guilty of driving while intoxicated.
FIG. 6
shows images of the drug bust cards
600
. One side identifies the card as a drug bust card
600
. The other sides states whether the player is innocent or caught with drugs during a drug bust. The drug bust cards
600
can fine the player an amount of money
300
and potentially cause the player to go to jail
142
.
FIG. 7
shows a drug bust hold card
700
. The card
700
is given to the player when the player is found guilty with a drug bust card
600
or a sobriety check card
500
. Once the player accumulates a number of hold cards
700
, the player must advance to the rehabilitation center
144
.
Referring now to
FIG. 8
, the game includes a number of bar tab cards
800
. These cards
800
state an amount of money
300
that the player must pay.
FIG. 9
shows phone call cards
900
. These cards
900
represent a phone call from a person stating an event or fact related to drug or alcohol abuse. The facts or events are intended to education the player on potential pitfalls of drugs or alcohol or potential benefits of not using drugs or alcohol.
The method of playing the game will now be described in detail. The object of the game is for the player to move the game piece, the car
202
or shoe
204
, from starting point area
140
to the high on life space
130
simulating a life free from alcohol and drugs. In preparation, the sobriety check cards
500
are placed on the sobriety check marker
136
, the drug bust cards
600
are placed on the drug bust marker
134
, the bar tab cards
800
are placed on the bar tab marker
132
, and the phone call cards
900
are placed on the phone call marker
138
. Each player receives car
202
, a driver's license
400
, a shoe
204
and $500 in play money
300
.
Each player then rolls the die
206
. The player that rolls the highest becomes the dealer. The dealer has several responsibilities. All drug buys are paid to the dealer. The dealer owns the crack house and the pot house. If the dealer enters the sobriety circle
122
the player to the right that is not in the sobriety circle
122
or the rehabilitation center
144
becomes the dealer. When all players are in the sobriety circle
122
, the first person to relapse is the drug dealer. A player relapses when landing on a relapse space
128
. When the drug dealer is killed all the dealer's belongings go back to the bank and phone call cards
900
are reshuffled at that time. The player to the right becomes the next dealer.
The player that rolls the lowest number on the die
206
becomes the banker. The banker pays players as they go around the board. If a player lands on a work space
108
the banker pays the player that amount of money
300
from the bank. The banker also distributes the drug bust hold cards
700
to the players and is responsible for keeping track of all debts. The banker holds any driver's licenses
400
that are suspended and returns them to the player when applicable. If the banker dies, the player to the right becomes the banker.
Once the dealer and banker determinations are made, game play can begin. The dealer rolls the die
206
and moves the car
202
along the driving path
102
the number of playing spaces
106
shown on the die
206
. If or when the player loses the driver's license
400
, the player must switch to using the shoe
204
and move along the walking path
104
. After the player has completed a turn, the player to the left goes next. Two or more players may land on the same space. If a player lands on the dealer or the dealer lands on a player, the player must roll the die
206
and pay the dealer 20 times the number shown on the die.
If a player lands on a work space
108
including a phone symbol the player must draw a phone call card
900
and read it aloud to the remaining players. The object is to show the pain involved with substance abuse. If the player lands on a work space
108
including a nonsmoking symbol the player must extinguish a cigarette if currently smoking. The banker must also pay the player the amount of money
300
shown on the work space
108
. Players may also sell their car
202
for $500 to pay any debts and buy back the car
202
for $550. Cars
202
lost through a drug bust may be bought back for $550. When the player loses the driver's license
400
, sells the car
202
or loses the car
202
, the player must switch to the shoe
204
and the walking path
104
.
If a player lands on a drug bust space
110
, the player must choose a drug bust card
600
. If the card
600
indicates not guilty the turn is over. If the card
600
indicates guilty, a find, jail sentence or both are indicated. The player also gets a drug bust hold card
700
, if a player has any
4
hold cards
700
at one time, the player must advance to the rehabilitation center
144
after paying fines and/or serving jail time.
If a player lands on the bar tab space
188
, the player must choose a bar tab card
800
and pay the amount of money
300
indicated to the banker. If the player lands on the pot house space
114
, the player must pay the amount indicated to the dealer. If the player lands on the crack house space
116
, the player must pay the amount indicated to the dealer.
If a player lands on the sobriety check space
112
, the player must choose a sobiety check card
500
. If the card
500
indicates innocent, the player's turn is over. If the card
500
indicates guilty, the driver's license
400
is suspended and the car
202
is parked. The player must now use the shoe
204
and the walking path
104
. If the player lands on the sobriety check space
112
while walking and the sobriety check card
500
indicates guilty, the player must pay a fine of $100 to the bank. Additionally, for the first offense, the player must pay a fine of $300 and go to jail
142
. While in jail
142
the player loses one turn and leaves jail
142
using the shoe
204
until the license
400
is returned. The license
400
is returned after 3 turns. For the second offense, the player must pay a fine of $400 and go to jail
142
. While in jail
142
the player loses two turns and leaves jail
142
using the shoe
204
until the license
400
is returned. The license
400
is returned after 4 turns. For the third offense, the player must pay a fine of $500 and go to jail
142
. While in jail
142
the player loses three turns and leaves jail
142
using the shoe
204
until the license
400
is returned. The license
400
is returned after 5 turns. For the forth offense, the player must pay a fine of $500 and go to jail
142
. While in jail
142
the player loses 4 turns and leaves jail
142
going directly to the rehabilitation center
144
. If a player advances to the rehabilitation center, the player must miss two turns and advance to the sobriety circle. After leaving rehab, the hold cards
700
are returned and the offense number thereafter starts at one.
When a player lands on the drug of choice space
146
, the player must roll the die
206
and pay the dealer 20 times the amount shown on the die
206
. The drug of choice space
146
, bar spaces
118
, the pot house space
114
and the crack house space
116
are all directly accessible via a relapse while in the sobriety circle
122
. While the player is traversing spaces around the sobriety circle
122
, the player can either land on a work space
124
, the high on life space
130
, or a relapse space
128
. If the player lands on the work space
124
the player is paid the amount shown. If the player lands on the relapse space
128
, the player follows the route to either the drug of choice space
146
, bar spaces
118
, the pot house space
114
α the crack house space
116
and pays the dealer appropriately. If the player lands on the high on life space
130
, the player wins and the game is over.
Although the present invention has been described in detail with particular reference to preferred embodiments thereof, it should be understood that the invention is capable of other different embodiments, and its details are capable of modifications in various obvious respects. As is readily apparent to those skilled in the art, variations and modifications can be affected while remaining within the spirit and scope of the invention. Accordingly, the foregoing disclosure, description, and figures are for illustrative purposes only, and do not in any way limit the invention, which is defined only by the claims.
Claims
- 1. A game for simulating possible experiences of a player using drugs or alcohol, comprising:a fast path having a plurality of playing spaces; a slow path parallel to the fast path and having a plurality of spaces such that at least two slow path spaces correspond to one fast path playing space; a fast game piece for movement along the fast path and not along the slow path; a slow game piece for movement along the slow path and not along the fast path; a chance piece for determining the movement of either the fast game piece or slow game piece along either the fast path or slow path, respectively; and wherein at least one playing space is a chance playing space and provides a chance for the player to move from the fast path to the slow path and change from the fast game piece to the slow game piece.
- 2. The game of claim 1, wherein the fast path simulates a road.
- 3. The game of claim 2, wherein the fast game piece is configured as a car.
- 4. The game of claim 3, wherein the slow path simulates a walkway and the slow game piece is configured as a shoe.
- 5. The game of claim 4, further comprising a plurality of chance cards including at least one intoxicated card declaring the player intoxicated and wherein the user must pick one of the cards when the user lands on the chance playing space.
- 6. The game of claim 5, wherein if the player picks the intoxicated card the player must move from the road with the car to the walkway with the shoe.
- 7. The game of claim 5, wherein at least one playing space is a work playing space giving the player a predetermined amount of money.
- 8. The game of claim 7, wherein the intoxicated card also fines the player a predetermined amount of money.
- 9. The game of claim 5, further comprising a holding area simulating a jail.
- 10. The game of claim 9, wherein if the player picks the intoxicated card the player must use the shoe as the game piece and move the shoe to the holding area.
- 11. The game of claim 1, wherein the slow path simulates a walkway.
- 12. The game of claim 11, wherein the slow game piece is configured as a shoe.
- 13. The game of claim 1, wherein at least one playing space is a work playing space giving the player a predetermined amount of money.
- 14. The game of claim 13, further comprising a plurality of chance cards including at least one guilty card declaring the player was found with drugs and wherein the user must pick one of the cards when the user lands on the chance playing space.
- 15. The game of claim 14, wherein if the player picks the guilty card the player is fined a predetermined amount of money.
- 16. The game of claim 1, further including a holding area simulating a jail.
- 17. The game of claim 16, further comprising a plurality of chance cards including at least one guilty card declaring the player was found with drugs and wherein the user must pick one of the cards when the user lands on the chance playing space.
- 18. The game of claim 17, wherein if the player picks the guilty card the player must move to the holding area.
- 19. A game for simulating possible experiences of a player using drugs or alcohol, comprising:a user track simulating drug and/or alcohol use; a sobriety track, the user track and sobriety track both including a fast path having a plurality of playing spaces and a slow path parallel to the fast path and having a plurality of spaces such that at least two slow path spaces correspond to one fast path playing space; a fast game piece for movement along the fast path and not along the slow path; a slow game piece for movement along the slow path and not along the fast path; a change piece for determining the movement of either the fast game piece or slow game piece along either the fast path or slow path, respectively; and wherein at least one playing space on the sobriety track moves the player to the user track and at least one playing space on the user track moves the player to the sobriety track.
- 20. A game for simulating possible experiences of a player using drugs or alcohol, comprising:a user track simulating drug and/or alcohol use; a sobriety track, the user track and sobriety track both including a fast path having a plurality of playing spaces and a slow path parallel to the fast path and having a plurality of spaces such that at least two slow path spaces correspond to one fast path playing space; a fast game piece for movement along the fast path and not along the slow path; a slow game piece for movement along the slow path and not along the fast path; a change piece for determining the movement of either the fast game piece or slow game piece along either the fast path or slow path, respectively; and wherein the playing spaces on the sobriety track can be a work space providing money to the player, a relapse space causing the player to move to the user track, or a winning space and the playing spaces on the user track can be a sobriety space causing the player to move to the sobriety track, a work space providing money to the player, or a chance space possible subjecting the player to a negative consequence of alcohol or drug use.
US Referenced Citations (4)
Foreign Referenced Citations (1)
Number |
Date |
Country |
709543 |
Jul 1952 |
GB |