The present invention generally relates to board games and to educational board games in particular.
Board games of many descriptions are known in the prior art. Some board games are designed particularly to educate while entertaining the learner. However, no board game currently exists that allows for customization of the educational game aspect to each individual player's educational needs and goals. Further, many educational board games do not lend themselves to entertaining play by players of varying knowledge or ability
Thus, there is a need for an educational board game that can be customized to each player's educational needs and goals and that may be enjoyed simultaneously by players of varying knowledge or ability. The present invention fulfills this and other needs.
An object of the present invention, which will be described subsequently in greater detail, is to provide an educational board game that can be customized to each player's educational needs and goals and that may be enjoyed simultaneously by players of varying knowledge or ability.
An educational board game is provided that includes a plurality of card sets and a board depicting a track with a plurality of spaces along which each player moves a position token. The spaces are sized to accept at least one of the tokens.
Preferably, one card set is used for each player during a round of play. Each player's card set is compiled prior to play according to that particular player's educational needs and/or goals. Both the number of cards in a set, and the difficulty and subject matter of the cards, may vary between the players. The card sets are preferably compiled such that the relative difficulty for each player is approximately equal, or so that each player has a chance to successfully provide responses to all the cards in his or her card set in approximately the same amount of time.
For example, a first player's card set may be comprised of cards requiring letter recognition, a second player's card set may be comprised of cards requiring reading of simple words, and a third player's card set may be comprised of cards requiring the player to state the definition of complex words. As another example, a first player's card set may be comprised of cards requiring the player to count objects on the card, a second player's card set may be comprised of cards requiring the player to answer simple arithmetic problems, and a third player's card set may be comprised of cards requiring the player to solve more advanced mathematical equations. The variation between the card sets of each player allows players of varying ability or educational levels to enjoy the game together.
In the preferred embodiment, a back side of each card in a card set is comprised of a top section containing a question or task designed to test the player's knowledge, and a bottom section containing instructions to the player. The top section may have a general question common to many cards and a specific item related to the general question. Examples of content for the top section are collected in the following table:
In the bottom section, each card has a set of instructions to the player to be followed if the player provides the correct response, and a set of instructions to be followed if the incorrect response is given. The correct response instructions are preferably placed next to a symbolic representation of a happy face. The correct response instructions could include “move ahead (a specified number) of spaces, an encouraging phrase such as “good job,” and/or instructions unrelated to game play such as “clap your hands” or “hug another player.” The incorrect response instructions are preferably placed next to a symbolic representation of a sad face, and direct the player to discard the card.
In one embodiment, a card set contains a series subset, comprised of a plurality of series cards identified by a unique symbol so that cards of one series subset may be distinguished from cards of another series subset in the same card set. The instructions for a correct response on a series card instruct the player to “keep the card” ” or “keep it.” The series cards of each series subset are to be placed in proper sequential order by the player as the game progresses. For example, words may be put together to form a sentence, letters may be placed in alphabetical order, or numerals may be placed in numerical order.
In one embodiment, all or part of the top section of one or more cards in a card set is customizable by the player or a supervising adult prior to beginning play. A customizable card has an erasable surface and one or more blanks to be filled in. For example, cards containing “What word is this?” or “What does it mean?” in the top section can be filled in with words the player is learning at the time the game is played, erased after play, and a new set of words filled in for the next session. In another embodiment, the bottom sections of a card or cards in a card set may also be customizable. Preferably, the customizable portions of any cards would be filled out prior to play according to current homework assignments or feedback from the player's teacher on progress reports. In yet another embodiment, card sets corresponding to varying subjects and levels of difficulty are pre-printed and may be used interchangeably according to the desires of individual players.
As mentioned, the board depicts a track comprising a plurality of separate spaces. The track has at least one space that is designated as a starting space. In the preferred embodiment, there is a separate designated starting space for each player.
A position token representing each player is placed on the designated starting space on the track. Each player's card set is placed to form a draw pile. Preferably, the board designates a location for the draw pile for each player. On each player's turn, the player moves his or her position token a number of spaces along the track according to a random number generator (such as a die). Some spaces have an instruction associated with them. The player follows the instruction, if any, associated with the space where the player's token landed.
The track has at least one space that instructs a player to draw one or more cards from the player's card set. Other spaces on the track may have other instructions, such as directing a player to lose a turn or to move a specified number of spaces forward or backward along the track. The instructions may not be directly printed on the space, but in some embodiments, spaces on the track have a unique instruction symbol that corresponds to certain instructions as indicated in a game manual. In the preferred embodiment the spaces on the track are not pre-printed with instructions or symbols, but the players customize the track prior to beginning play by placing removable stickers depicting the instruction symbols indicated in the game manual onto at least some of the spaces on the track.
In the preferred embodiment, when any player's token ends its move on a space with a first instruction symbol (such as a star), the player is instructed to draw one card from the player's card set. In the preferred embodiment, each player chooses a unique second instruction symbol prior to play. During game play, when a player's token ends its move on a space with that player's second instruction symbol, the player is instructed to draw two cards from the player's card set. During game play, when a player's token ends its move on a space with another player's second instruction symbol, the player is instructed to move back a specified number of spaces.
When a player's token lands on a space associated with the instruction to draw a card, the player takes the top card from that player's draw pile. If the player gives the correct response, the player follows the instructions on the card for giving the correct response. Unless otherwise directed, the card is then placed in a stack with all previously correctly answered cards, which is designated on the board with the symbolic representation of a happy face in the preferred embodiment. If the player gives the incorrect response, the card is placed in a stack with all previously incorrectly answered cards, which is designated on the board with a symbolic representation of a sad face in the preferred embodiment. When a player's draw pile is exhausted, all the previously incorrectly answered cards are shuffled to form a replacement draw pile.
In one embodiment, the track has at least one space that allows a player to continue drawing cards from the player's card set until the player gives an incorrect response or until the player has given a correct response to every card in the card set. In another embodiment, a special card is included in each card set which, when drawn, allows a player to continue drawing cards from the player's card set until the player gives an incorrect response or until the player has given a correct response to every card in the card set.
When a player has given correct responses to all cards in the player's card set and has placed any series cards in the proper sequence, one of the following may happen depending on the embodiment: a) the game is over for that player, and the first player to go through the card set in this manner is designated the winner; or b) the player receives a previously determined reward and may continue play with the same or another card set. In the embodiment wherein a player receives a previously determined reward after giving correct responses to all cards in the player's card set, the players create a goodie box prior to game play with rewards that appeal to the players. Upon giving correct responses to all cards in a player's card set, the player is allowed to choose a first reward from the goodie box.
In another embodiment, each player's card set contains at least one treat card. During game play, when a player has drawn all the treat cards from the player's card set, the player receives a second reward from a treat board. In some embodiments, the treat board may include a plurality of locations where a plurality of second rewards may be placed, with the particular second reward given to the player being determined randomly. In the preferred embodiment, the treat board has six pockets, numbered from one to six, with a second reward placed in each pocket. As an alternative to placing the actual second reward on the treat board, a second reward card indicating the second reward to be received may be placed on the treat board. The player to receive a second reward from the treat board rolls a die and collects the second reward from the correspondingly numbered pocket. The second reward may be comprised of anything the players would find desirable, including but not limited to food (sweets or fruit, for example), the right to enjoy a particular privilege or activity (a trip to a favorite place or to not perform an otherwise regular household chore, for example), or other items of value (money, gift certificates, or movie tickets, for example).
In the preferred embodiment, players would have the option to engage in “challenge play.” As the position token of a player electing to engage in “challenge play” passes the player's starting space during game play, the player takes a challenge token or challenge flag. At the conclusion of play, the player with the fewest challenge tokens or challenge flags out of all the players who elected to engage in “challenge play” is declared the winner of the challenge. The winner of the challenge may be entitled to receive a reward as determined by the players prior to game play.
In another embodiment, the position tokens, the board containing the said track and the spaces, and the card sets are represented by computerized images displayed on a display device operatively attached to a computer, with the computer being guided by a set of instructions; and the random number generator is a routine selectively performed by the computer.
The preferred embodiment would include a game manual describing how the game is to be set up and played. The game manual's contents may contain some or all of the following:
Completing a game is done by correctly solving the problems shown on the entire set of the player's game cards. How easy, or difficult, that will be depends on which cards are used or how the cards are setup prior to game play. This makes the game useful for any age and for any subject. Parents and guardians will find the game useful as a family activity by picking a subject they are interested in learning about, use or create a set of cards for that subject, and play along with the children. Multiple subjects can be used in each set if desired. Even those with disabilities can benefit from the game. The game also gives parents and guardians of school aged children a great opportunity to interact with the child's educators to use or create a set of cards that will match the lessons currently being taught in the classroom. In every imaginable way there are no limits to where the game will take you. That is why the game is called Imagine That!
OBJECTIVE: Correctly answer the problem or problems shown on the face of each game card.
This is the basic concept of the game. How much you get out of the game depends on how much you put into it. The game can be played in a few easy steps.
The many added guidelines and suggestions in this manual will help make the game more valuable and enjoyable to all who play.
SETUP—these are basic setup guidelines. Those who are unfamiliar with the game at first may also wish to refer to the more advanced guidelines and ideas located in the sections found later in this manual.
Before actual game play begins be sure to setup the game per the instructions in the SETUP section and especially that a set of game cards has been created for each player. Refer to the “CREATING GAME CARDS” section later in this manual for helpful hints and ideas.
When a player correctly solves the problems on all cards in the set, including the cards requiring combination moves, the game is over for that player. The player can then collect a reward from the goodie box, or such reward as was determined before game play began. Any remaining players continue play until they complete their own set of game cards. Players who have completed the game can start a new game, even while others are still playing. The player can either use the same cards if there is a desire or need to become more familiar with the problems, or a new set of cards can be created, or a combination of both.
While there are many preprinted cards available and more being generated continually, game owners may wish to create custom playing cards. The following section will give many ideas on how to create custom playing cards. The ideas shown here are just a few of the limitless possibilities that can be used.
Creating the game cards is the most important step. A properly designed card gives the player the best possible chance to learn. The uppermost statement section of each card generally asks a question. The middle problem section of the card contains the problem that the player must solve. The bottom result section has the happy and sad face symbols that instruct the player on what to do based on the answer. Normally, the happy face rewards the player with movement on the board or positive words of praise. Usually the sad face instructs the player to put the card back into the sad face box on the board, but it can also direct movement on the board and words of encouragement.
It must first be determined what goals the player has for the specific set of cards to be created. For example, a kindergartener will likely be learning the ABC's and numbers. A card with the question “What letter is this?” or “What number is this?” would be written in the statement section of each card. A letter or number is written in the middle problem section for the player to identify. An important feature of the cards is that the coating allows the problems to be erased and adapted to the player's changing skills or goals. As the player becomes proficient with the problem, the letters and numbers can be erased and replaced with more complicated problems while leaving the question the same. This process is also used to change the question and the happy/sad face instructions when needed.
Below are basic suggestions for creating cards. There are no limits to the challenges that can be placed on the cards. Use your imagination to take learning as far as you wish to go.
a. Sentences. Using “WHAT WORD IS THIS?” cards make up a sentence with one card per word (i.e. four KEEP IT cards for the sentence “MY SOCKS ARE WHITE”). For multiple sentences place a symbol on the card for each word in the sentence. Use a different symbol for each sentence.
b. ABC's. Using “WHAT LETTER IS THIS?” cards place a letter on each card to be placed in order. It is not necessary to use the entire alphabet at one time. Break up the alphabet in to sections. This will keep the total number of cards down which will help speed up the game. Try skipping letters to (for example use A, H, M, R, and U only) to make this more challenging.
c. Numbers. Using “WHAT NUMBER IS THIS?” cards place a number on each card to be placed in order. Try skipping numbers by using only even or odd numbers, or every five or ten numbers.
d. Make puzzle “KEEP IT” cards by drawing or pasting an image on paper then cutting it up into card sized pieces. The player collects and saves the cards as they are picked from the draw pile. When the player's complete set of cards have been solved the player takes the puzzle cards and lays them out in the correct order.
e. Word definition. Using “WHAT WORD IS THIS?” cards place a word on each card in a predetermined number of cards. Create a list of definitions for each word on a separate piece of paper. As the cards are drawn the player will need to first say the word and then choose the matching definition from the list. Optional, instead of a list on a piece of paper, “KEEP IT” cards can be created that define the word. The player then needs to match the definition card to the word it defines.
The Treat Board was devised as a bonus for the players. Most children find it exciting to get special treats while in the middle of projects and activities. That is the main reason the Treat Board was created. The design of the Treat Board allows it to be rewarding for players of any age too. A little imagination and creativity will produce a board that will be enjoyed by all.
Using the treat board can be as easy or as complicated as desired. Situations, like varied age groups, can create unique challenges when creating the treat board. Finding the ‘right treat’ for all players with different tastes will be complicated. Using the treat board may result in ‘luck of the draw’ situations where a player may receive something not necessarily considered a treat.
The only rule for using the treat board is that when the player draws both a bug treat card AND a frog treat card that player then rolls the die and removes the item from the pocket whose number corresponds to the number rolled on the die. A blank card is used for treat board cards. Write what the treat is on the card and place it in one of the numbered treat board pockets.
The above summary of the present invention is not intended to represent each embodiment, or every aspect, of the present invention. Additional features and benefits of the present invention are apparent from the detailed description and figures set forth below.
While the invention is susceptible to various modifications and alternative forms, specific embodiments are shown by way of example in the drawings and are described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as described.
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Play begins with each player placing a position token (24) on a starting space (15). On a player's turn, the player rolls the die (25) and moves his or her token (24) along the track (13) the number of spaces indicated on the die. When a player's token ends its move on a space designated as a draw space (16), the player is instructed to draw a card from the player's card set.
When a player draws a card from his card set, the player attempts to give the correct response. When the correct response is given, the player follows instructions as indicated on the card, which may include placing the card in the location designated for placement of correctly answered cards (22). When an incorrect response is given, the player places the card in the location designated for placement of incorrectly answered cards (23). When a player's draw pile (21) is empty, the incorrectly answered cards are taken from their pile (23) and reshuffled to form a new draw pile. When a player has correctly answered all cards in the player's card set, the player is either designated the winner or receives a previously determined reward from a goodie box.
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While the invention is susceptible to various modifications and alternative forms, specific embodiments thereof have been shown by way of example in the drawings and herein described in detail. It should be understood, however, that it is not intended to limit the invention to the particular forms disclosed, but on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as described.
The applicant claims priority from a Provisional Patent Application filed on Feb. 27, 2009, under Application No. 61/208,742.
Number | Date | Country | |
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61208742 | Feb 2009 | US |