1. Field of the Disclosure
The present disclosure relates generally to an episodic board game, and more specifically, to a board game that is periodically updated or changed with new rules and/or game components. Each integration can provide an “episode” of a game.
2. Related Art
Board games are a popular pastime, bringing together groups of people for amusement as well as healthy social interaction. Traditionally, board games are static and unchanging. The same game can be played for years, and the rules, pieces, and game components stay the same.
The present disclosure relates to an episodic board game. The episodic board game includes a foundational set of rules and game components. A plurality of episodes follow on sets of rules and/or game components that are subsequently provided. Players can play the game using the foundational set of game components according to the foundational set of rules. Thereafter, a first episodic set of game components and/or game rules are provided for use with the foundational set of game components to create a new first episode of the game. Players can then play the first episode of the game using the integrated set of game components and/or first episodic set of rules. Subsequent episodes of the game are subsequently provided, which integrate with the foundational game and/or previous episodes. Players can continue to play further episodes of the game by integrating additional episodic sets of game components and/or episodic sets of rules. The episodic sets of rules and game components can be provided to players on a per-episode basis over an extended period of time. A distribution system can be used to facilitate the distribution of the episodic rules and/or game components to the players.
The foregoing features will be apparent from the following Detailed Description, taken in connection with the accompanying drawings, in which:
The present disclosure relates to an episodic board game, and also to a method and system for its distribution, as discussed in detail below in connection with
The foundational set of game components 11 could include game pieces 14, 16 for interacting with the design 12 on the game playing surface 10. While
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The episodic game kit could include an episodic set of rules 28. The episodic set of rules 28 could indicate how to integrate the episodic set of game components 29 with the foundational set of game components 11 to create an integrated set of game components. In some cases, the episodic set of rules 28 could indicate that one or more foundational game components 11 are not to be used during the episodic game episode. For example, one or more episodic game components 29 could be used in lieu of one or more foundational game components 11. In some cases, the episodic set of rules 28 could indicate that the episodic game components 29 are used in addition to the foundational set of game components 11. In some cases, the episodic set of rules 28 could indicate that players are given an option as to which game components to use out of the foundational set 11 and episodic set of game components 29. For example, in cases where the episodic set of game components 29 includes one or more game pieces 30, the episodic set of rules 28 could state whether such one or more game pieces 30 must be used by a player in playing the game episode, and if so, state means for determining which player is to use which game piece 30. The episodic set of rules 28 could also indicate how to play the episode of the game using the integrated set of game components. For example, in cases where the episodic set of game components include one or more game pieces 30, the episodic set of rules 28 could explain how to play the game episode using the one or more game pieces 30, and any “powers” or advantages attributable to the one or more game pieces 30.
The episodic set of rules 28 could indicate how they are to relate to the foundational set of rules 18. For example, in some cases, the episodic set of rules 28 could override part or all of the foundational set of rules 18. In some cases, rather than overriding, the episodic set of rules 28 could modify, supplement and/or add to the foundational set of rules 18. The episodic set of rules 28 could differ from the foundational set of rules 18 to any degree.
In some cases, the episodic set of rules 28 could simply explain how to integrate the episodic set of game components 29 into the foundational set of game components 11, and direct the players to play the first episode of the game similarly to how they played the foundational game. In some cases, the episodic set of rules 28 could bring about a different version of the game relative to the foundational game. In some cases, the episodic set of rules 28 could make substantial changes to the foundational set of rules 18 and thereby lay out a different game. The players could follow the episodic set of rules 28 and play the game, for example, by moving the game pieces 14, 16 throughout the design 12 on the game playing surface 10 according to one or more of the move selectors 20.
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In cases where cards 24A-C were previously provided to the players in the foundational set of game components 11 and/or in a prior episodic set of game components (e.g., 29) the episodic set of rules 32 could indicate how the additional cards 24D-F are to be integrated with the previously provided cards 24A-C. In some cases, the additional cards 24D-F could be used instead of the previously presented cards 24A-C. In some cases, the additional cards 24D-F could replace some, but not all, of the cards 24A-C previously provided. In some cases, the additional cards 24D-F could be used together with all of the previously provided cards 24A-C. In some cases, the players could be given an option as to which cards, out of the previously provided cards 24A-C and the newly provided cards 24D-F, to use for the game episode.
The second episodic set of rules 32 could indicate how to integrate the second episodic set of game components 31 with the foundational set 11 and the first episodic set of game components 29 to create another integrated set of game components. In some cases, all or some of the foundational set of game components 11, but none of the previously provided episodic set 29 of game components, could be included in the a second integrated set of game components. For example, the second episode of the game could be played with the new set of episodic game components 31 (e.g., with cards 24D-F) and with the entire foundational set of game components 11, but without any of the previously provided episodic set of game components 19 (e.g. without the one or more game pieces 30). In some cases, all or some of the foundational set of game components 11 and all or some of the previously provided episodic set of game components 29 could be used in the second integrated set of game components. For example, the second episode of the game could be played with the second set of game components 31 (e.g., cards 24D-F) together with the foundational set of game components 11, as well as with the previously provided episodic set of game components 29. In some cases, all or some of the previously provided episodic set of game components 29, but none of the foundational set of game components 11, could be used in the second integrated set of game components. For example, the second episode could be played with the second episodic set of game components 32 (e.g., cards 24D-F) together with the previously provided episodic set of game components 29 (e.g., with game piece 30) but not with any components from the foundational set of game components 11.
Also, the second episodic set of rules 32 could indicate how to play the second episode of the game using the second integrated set of game components. The second episodic set of rules 32 could differ from the foundational set of rules 18 and previously provided episodic set of rules 28 to any degree. In some cases, the second episodic set of rules 32 could simply explain how to integrate the second episodic set of game components 31 with the previously provided sets of game components 11, 29, and direct the players to play the second episode of the game similarly to how they played the foundational game and/or the first episode of the game. In some cases, the second episodic set of rules 32 could bring about a different version of the game relative to any of the previous episodes of the game. In some cases, the second episodic set of rules 32 could make substantial changes to the foundational set of rules 18 and to the previous set of rules 28, and thereby lay out a different game. The players could follow the a second episodic set of rules 32 and play the game by moving the game pieces (e.g., 14, 16, 30) throughout the design 12 on the game playing surface 10 according to one or more move selectors 20 (e.g., according to cards 24A-F).
The players could be provided with any number of other additional episodic sets of rules and game components for playing any number of additional episodes of the game. Similar to that explained above, the additional sets of rules could override, modify, and/or supplement any or all of the previously provided sets of rules (e.g., 18, 28, 32). Also, the additional sets of game components could be integrated with (e.g., substitute, supplement, etc.) any or all of the previously provided game components (e.g., 11, 29, 31). In some cases, an episode could be a different version of one or more previously played episodes. In some cases, an episode could be a different game than one or more of the previously played episodes. Thus, the various sets of rules and game components can relate to one another according to any degree of interdependence. Each episode of the game could build upon any number of the previously played episodes. Thus, as players integrate various sets of rules and game components, multiple episodes of the game are created over time, thereby allowing the players to play different versions of the game or different games.
After playing the first episode with the integrated set of game components, the players could obtain another game kit for integrating with the previous game kits, and thereby play a second episode of the game. There is no limit contemplated as to how many times the steps of providing an additional game kit and playing an additional episode of the game can be repeated.
The episodic game kits can be provided to the players incrementally (e.g., weekly, monthly, yearly). Thus, the episodes will likely be played by the players over the course of an extended period of time, rather than all at once. As such, the incremental distribution of the episodic game kits improves the board game's suspense and entertainment value to the players.
The incremental distribution of the episodic board game kits can be performed using an episodic board game distribution system 1158, a general overview of which is shown in
The distribution computer system 1158 can communicate, through the network 1164, with user computer systems 1166a-1166c, a supply computer system 1168, and a shipping computer system 1170. The user computer systems 1166a-1166c may comprise any type and any number of user devices capable of communicating with the engine 1162, such as personal computers, laptops, mobile phones, tablets, etc. While
The distribution engine 1162 could have a registration functionality for registering a purchaser. During registration, the purchaser could transmit shipping and payment information to the distribution engine 1162 for storing in the database 1160. A purchaser could also send other information relating to the purchaser's demographic (e.g., skill level, age), interests, etc. In some cases, the purchaser could be given an option as to the frequency of receiving episodic game kits (e.g., every 2 weeks, every month, every 6 months, etc.). Thus, the purchaser could implement a user computer system 1166a to send information indicating a preferred frequency to the distribution engine 1162. In other cases, such frequency is established by the distribution system 1158 without receiving input from the purchaser.
The episodic board game distribution computer system 1158 can store in the database 1160 information relating to the purchaser's payment method, shipping method, and frequency of receiving game kits. The distribution computer system 1158 can then use the stored information to coordinate sales and deliveries of game kits to the purchaser. For example, after or during the registration process, the purchaser could send an episodic game order request to the distribution computer system 1158. The distribution computer system 1158 could then process the purchaser's payment information to charge the user for a foundational game kit. In some cases, the system 1158 could charge the purchaser for the foundational game kit only. In other cases, the system 1158 could charge the purchaser for the foundational game kit as well as for one or more episodic game kits. The distribution system 1158 could then send (e.g., via network 1164) to the shipping computer system 1170 a shipment request message requesting a foundational game kit to be sent to the purchaser. In some cases, the distribution computer system 1158 sends the shipment request message to the shipping computer system 1170 immediately or almost immediately upon receiving the episodic game order request from the purchaser. In some cases, the distribution computer system 1158 waits between receiving the episodic game order request and sending the shipment request message. For example, the distribution computer system could coordinate shipment request messages among several purchasers, to thereby facilitate the distribution of the game kits.
After the distribution computer system 1158 sends a shipping request message to the shipping computer system 1170 to ship a foundational game set, the distribution engine 1162 waits a predetermined amount of time based on the frequency of sending the game kits to the purchaser.
In some cases, the purchasers could be scheduled to receive game kits at similar frequencies. For example, all of the purchasers receive game kits every month. In some cases, when purchasers are receiving game kits at similar frequencies, the game kits could be sent to the purchasers at or around the same time of period. For example, game kits could be sent to all of the purchasers during the first week of each month.
In some cases, purchasers are given broad discretion as to the scheduling intervals of their game kits. For example, some purchasers could opt to receive game kits every month, while other purchasers could opt to receive game kits every six months. In some cases, purchasers can also chose when, during an interval, the game kits will be sent. For example, a first purchaser that receives a game kit every month could receive it during the first week of every month, while a second purchaser that receives a game kit every month could receive it during the third week of every month. In some cases, the purchasers are given the option as to change how often they will receive game kits. In some cases, the system 1158 could change the frequency for sending game kits without a purchaser requesting such change.
After the predetermined amount of time has lapsed, the distribution engine 1162 could determine to provide a first game episode to the purchaser. In some cases, all of the first game episodes are the same for each purchaser. In other cases, the first game episodes vary among purchasers. For example, each purchaser could be associated with a particular first game episode based on the purchaser's demographic information (skill level, age, etc.), how frequently the purchaser receives the game kits, etc. The episodes could be sequential, or the episodes could be independent of their ordering. For example, the episodes could evolve and build upon one another. Multiple episodes could flow together to create an overarching story plot, mystery, puzzle, goal, etc.
Upon determining the first game episode for the purchaser, the distribution engine 1162 determines the contents of a first episodic game kit. In doing so, the engine 1162 could process information associated with the purchaser stored in the database 1160. For example, the engine could use information relating to the purchaser's demographics (skill level, age, etc.), how frequently the purchaser receives the game kits, etc. Also, the engine 1162 could determine whether the purchaser has sent any messages requesting that particular contents be sent. For example, if the purchaser has sent information indicating that the purchaser has lost a game piece (e.g., 14), then the engine 1162 could include the game piece in the purchaser's episodic game kit. In another example, if a purchaser has played an episode and is ready for the next episode, the purchaser could request that the next episode be provided at that time.
When the distribution engine 1162 has determined the contents of the purchaser's first episodic game kit, the engine 1162 could communicate with the supply computer system 1168 to determine whether all of the contents in the game kit are available. If any of the contents are not available (e.g., content has not yet been created, supply of the content has run out) then the supply computer system 1168 could send a message to the distribution computer system 1158 indicating such unavailability. The distribution computer system 1158 could then wait for the content to become available, or could determine available substitute content to ship to the purchaser. Upon establishing available contents in a first episodic game kit, the distribution computer system 1158 could send a shipment request message to the shipping computer system 1170 for shipping the first episodic game kit to the purchaser. Over time and at predetermined intervals, the distribution computer system determines the contents of additional episodic game kits to send to the purchaser (e.g., a second episodic game kit, a third episodic game kit, etc.).
Upon sending a shipment request message to the shipping computer system 1170 indicating contents of an episodic game kit to be sent to a purchaser, the distribution computer system 1158 could store in the database 1160 information specifying the contents. As such, the distribution engine 1162 could process this stored information later when the distribution engine 1162 is determining the contents of a next episodic game kit to send to the purchaser. For example, if the next game episode involves an accessory for a particular game piece, the distribution engine could determine whether the purchaser has already received the game piece. If information in the database 1160 indicates that the game piece was shipped to the purchaser in a previous game kit, then the next episodic game kit could include the accessory and not the game piece. If information in the database 1160 indicates that the purchaser never received a game kit including the game piece, then the next episodic game kit could include the accessory as well as the game piece. Thus, the distribution computer system 1158 can monitor all purchaser accounts to ensure that each purchaser has all the components needed to play each episode without providing the purchaser with redundant components.
Distribution of the episodic board game could be implemented on a subscription basis. The distribution engine 1162 could include a subscription functionality, for example, as part of its registration functionality. A purchaser could communicate, through a user computer system (e.g., 1166a), with the distribution engine 1162 to subscribe to an episodic board game membership.
Upon determining that the predetermined amount of time has lapsed, the distribution system 1158, in step 98, determines a next game episode for the subscriber based on the subscriber's user information in the database 1160. For example, if the subscriber has received only the foundational game kit for playing the foundational game, then the system could determine the subscriber is to receive a particular episodic kit for playing a first episode of the game. Upon the system selecting the next game episode for the subscriber, the system in step 100 determines contents of a next episodic game kit based on the next game episode.
In step 102, the system processes the subscriber's information to complete a payment transaction for the next episodic game kit. In step 104, the system sends a shipping message requesting the next episodic game kit to be sent to the subscriber. In step 106, the system stores information relating to the next episodic game kit's shipment to the subscriber, along with the subscriber's information in the database. In step 108, the system determines whether the subscriber is authorized to receive another episodic game kit. In the system determines that the subscriber is not authorized to receive the another episodic game kit (e.g., the subscriber's subscription expired, the subscriber's credit card information is no longer valid), then in step 110 the system notifies the subscriber (e.g., by sending an electronic message) and requests that the subscriber update his or her user information. The system then waits until it determines that it has received updated user information authorizing the subscriber to receive another episodic game kit. Upon the system determining (in step 108 or step 114) that the subscriber is authorized to receive another episodic game kit, the system loops back to steps 94 and 96 and waits a predetermined amount of time before determining another next game episode for the subscriber.
The functionality provided by the present disclosure could be provided by a distribution engine 1162 which could be embodied as computer-readable program code stored on the storage device 902 and executed by the CPU 1012 using any suitable, high or low level computing language, such as Python, Java, C, C++, C#, .NET, MATLAB, etc. The network interface 904 could include an Ethernet network interface device, a wireless network interface device, or any other suitable device which permits the server 900 to communicate via the network. The CPU 908 could include any suitable single- or multiple-core microprocessor of any suitable architecture that is capable of implementing and running the simulation (e.g., Intel processor). The random access memory 910 could include any suitable, high-speed, random access memory typical of most modern computers, such as dynamic RAM (DRAM), etc.
Having thus described the system and method in detail, it is to be understood that the foregoing description is not intended to limit the spirit or scope thereof. It will be understood that the embodiments of the present disclosure described herein are merely exemplary and that a person skilled in the art may make any variations and modification without departing from the spirit and scope of the disclosure. All such variations and modifications, including those discussed above, are intended to be included within the scope of the disclosure.
This application claims the benefit of priority to U.S. Provisional Application Ser. No. 62/000,230, filed May 19, 2014, the entire disclosure of which is expressly incorporated herein by reference.
Number | Date | Country | |
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62000230 | May 2014 | US |