Fishing Board Game

Information

  • Patent Application
  • 20070052176
  • Publication Number
    20070052176
  • Date Filed
    September 06, 2005
    19 years ago
  • Date Published
    March 08, 2007
    17 years ago
Abstract
An improved fishing board game comprising a gameboard, fish cards, color cards, bait boards, playing cards, game pieces and a pair of dice. The gameboard comprises a plurality of color card slots for holding color cards and at least one fishing hole associated with each color card slot, said fishing hole being shaped and sized to securely hold a game piece. A fish card identifies a player's target fish which, if caught, increases the points associated with the catch. The color cards assign a point value to a catch which varies depending upon whether the player has selected an appropriate bait on the player's bait board. The playing cards are used to catch a fish, impair an opponent or assist a player. The dice are used to generate random numbers required by the game rules.
Description
BACKGROUND

This invention is an improvement of my fishing board game described in U.S. Pat. No. 6,786,486 issued on Sep. 7, 2004.


Many types of board games exist. They are generally entertaining and occasionally serve to teach the players. A number of fishing board games exist. These games are typically entertaining. However, they do little to teach a novice fishermen the skills necessary to become an expert veteran fisherman.


The prior art discloses numerous fishing board games. These include U.S. Pat. Nos. 3,921,981, 5,176,385, 5,186,466, Des. 292,105, 5,513,848 and 6,257,576.


There is a need for an improved fishing board game which is entertaining and educational for the players. The game should teach the players how to identify various types of fish; the types of food which the various types of fish feed upon; how the various types of fish are rated by desirability by veteran fishermen; and where environmentally the various types of fish may be found.


SUMMARY

The present invention is directed to a fishing board game which satisfies these needs.


The fishing board game is comprised of a gameboard, a plurality of fish cards, a plurality of colored color cards, a plurality of bait boards and a plurality of playing cards.


The gameboard has a starting area. This is where the players place game pieces assigned to each of them prior to the start of the game. The starting area should be labeled “dock.” The game board also has a plurality of color card slots. The color card slots hold color cards. At least one fishing hole is associated with each color card slot. Each fishing hole should be shaped and sized to securely hold a game piece. This can be accomplished by providing each game piece with a peg which securely fits within a fishing hole. During the playing of the game, fish are located within the fishing holes.


Preferably, the gameboard is also comprised of a fish card slot, a playing card draw slot, a playing card discard slot and a dice bubble. The color card slot holds color cards. The fish card slot holds fish cards. The playing card draw slot holds unplayed playing cards. The playing card discard slot holds discarded playing cards. The dice bubble encloses a pair of dice. The dice bubble is a traditional dice bubble which causes the enclosed dice to be randomly rolled when the bubble is pushed upon. The dice are used for generating random numbers required by the rules of the game.


The fish cards have a uniform appearance on one side. The other side of each fish card designates a unique fish. That fish identifies a target fish for a player. When a player catches a target fish, the points assigned to that catch are enhanced.


Each fish card should contain a picture of the fish designated by that fish card. This will facilitate educating a player as to the physical appearance of the fish designated on that fish card. Each fish card should also contain a habit description of the fish designated by that fish card. A typical habit description would include the type of bait preferred by the designated fish as well as the type of aquatic environment usually inhabited by that fish. The habit descriptions on the fish cards facilitate educating a player as to the habits of the fish designated on that fish card.


The color cards are made up of cards of various colors. The preferred colors for the color cards are white, brown, green, yellow, red, blue and black. The primary purpose of the color cards is to set a point value when a fish is caught. Each color card, with the exception of the black color cards, has a plurality of bait designator, fish and point combinations listed thereon. Each color card also has a fish and point combination which is not associated with a bait designator. When a fish is caught, the game rules require a determination of whether the bait designator on a selected color card matches a selected bait designator on a player's bait board. When such a match occurs the player is awarded the points associated with the color card bait designator which matches the selected bait board bait designator. If there is no such match after a fish catch, the player is assigned the points associated with the fish and point combination on the color card which are not associated with a bait designator.


During the playing of the game each player is assigned a bait board. Each bait board has a plurality of labeled grouped baits. One label applies to each group of baits. Each bait within a group of baits is associated with a bait designator. The bait designator on the bait board associates a selected bait on the bait board with fish and point combinations listed on the color cards. Each bait within the grouped baits on the bait board is also associated with a bait selector. The bait selector is used by a player to select a bait on the player's bait board. Preferably, the bait selector is comprised of a peg and a hole wherein the hole is associated with a specific bait on the bait board. A bait on a bait board is selected by placing the peg in a hole associated with the desired bait.


The playing cards are comprised of number cards. Preferably, the playing cards are also comprised of name cards and snag cards. The number cards each contain at least one number. The number cards may also contain a reference to a range of contiguous numbers. Preferably, the numbers on the number cards are between 1 and 6. The rules of the game require that a series of number cards containing the entire range of contiguous numbers be played in numerical order, in order, for a player to catch a fish.


The name cards are comprised of game warden cards, fishing license cards, bonus bait cards and bogus bait cards. The game warden cards are used to impair an opponent's ability to accumulate points. The fishing license cards are used for neutralizing the game warden cards. The bonus bait cards are used to permit a player to select an additional bait on the bait board assigned to that player. The bogus bait cards are used to inhibit an opponent's ability to select baits from within a bait group on the opponent's assigned bait board. The snag cards are used to impair an opponent's ability to catch fish.


In the preferred embodiment of this invention the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability (as determined by the typical fisherman) and preferred foods.


The game pieces are used to designate each player's position on the gameboard.




DRAWINGS

These and other features, aspects, and advantages of the present invention will become better understood with regard to the following description, appended claims, and accompanying drawings where:



FIG. 1 is a perspective view of the fishing gameboard showing the starting area, the color card slots and associated fishing holes, the fish card slot, the playing card draw slot, the playing card discard slot, the dice bubble and a pair of dice.



FIG. 2
a is a perspective view showing one side of a fish card.



FIG. 2
b is a perspective view showing the other side of a series of fish cards.



FIG. 3 is a top view of a bait board.



FIG. 4 is a top view of a series of color cards.



FIG. 5
a-FIG. 5t are top views of playing cards.



FIG. 6 is a top view of the other side of a playing card.




DETAILED DESCRIPTION

The preferred embodiment of the fishing board game is comprised of a game board 30, fish cards 64, colored color cards 72, bait boards 50, playing cards 88, game pieces 142 and a pair of dice 47.


The game board 30 has a starting area 32 centered along its left edge. This provides an area for the placement of game pieces 142 for each player prior to the beginning of a game. The starting area is labeled “dock” 33. One dock 33 is positioned at the left center of the game board 30. Another dock 33 is positioned at the right center of the game board 30. Each dock 33 should contain six holes. Each hole is sized in shaped to securely receive a pegged projection of a game piece 142. The game board 30 also has a plurality of color card slots 38. There should be six rectangularly shaped color card slots 38. The slots 38 are sized and dimensioned to receive and hold colored color cards 72. Three color card slots 38 are aligned along the bottom of the game board 30, as shown in FIG. 1. The other three color card slots 38 are aligned along the top of the game board 30, as shown in FIG. 1. Three fishing holes 36 are associated with each color card slot 38. This is accomplished by placing the fishing holes 36 within a color card slot 38, or in close proximity thereto. FIG. 1 shows fishing holes 36 positioned within the confines of each color card slot 38. The fishing holes 36 are where a player fishes during the playing of the game. Each fishing hole 36 is shaped and sized to securely hold a game piece 142. The fishing holes 36 are in the shape of a cylindrical hole adapted to securely receive and hold the pegged end of a game piece 142. During the playing of the game the game pieces 142 are moved from a dock 33 to a fishing hole 36, and back again. Fish are located at the fishing holes 36.


A fish card slot 40 is positioned between the center of the game board 30 and at the dock 33 on the right side of the game board 30, as shown in FIG. 1. The fish card slot 40 is sized to receive and hold a set of fish cards 64.


A dice bubble 46, a playing card draw slot 42 and a playing card discard slot 44 are positioned between the left side dock 33 in the fish card slot 40, as shown in FIG. 1. The left to right order is playing card draw slot 42, playing card discard slot 44 and dice bubble 46. The dice bubble 46 contains, and enables the random rolling of, the pair of dice 47. Because the dice 47 are contained within the bubble 46, the dice 47 will not cause unintended movement of game pieces 142, fish cards 64, color cards 72, or playing cards 88. The playing card draw slot 42 and the playing card discard slot 44 are sized to receive and hold a set of playing cards 88. The playing card draw slot 42 holds unplayed playing cards 88. The playing card discard slot 44 holds played playing cards 88.


The gameboard 30 may have an aquatic background. The background may include deep lakes, strong running rivers, swamps and marshes. This will permit the game to be used as a teaching tool for novice fishermen and make the game more realistic. The novice fisherman can be taught where to fish for certain types of fish.


The game board 30 should be approximately 12 inches high by 18 inches wide.



FIG. 2
a and FIG. 2b show a series 70 of fish cards 64. One side 68 of the fish cards 64 shows the word FISH. The other side of each fish card 64 shows a unique fish 66. That fish 66 identifies a target fish for a player. When a player catches a target fish, the points assigned to that catch are enhanced. Preferably, there are 18 fish cards 64. The fish come from four groups. The groups are panfish, rough fish, standard fish and premium fish. The panfish fish cards 64 are labeled bluegill, rock bass, crappie and yellow perch. The rough fish fish cards 64 are labeled bullhead, sucker, carp and catfish. The standard fish fish cards 64 are labeled largemouth bass, smallmouth bass, pike, walleye and muskellunge. The premium fish fish cards 64 are labeled brooktrout, rainbow trout, brown trout, steelhead and salmon.


Each fish card 64 should contain a picture 63 of the fish 66 designated by that fish card 64. This will facilitate educating a player as to the physical appearance of the fish 66 designated on that fish card 64. Each fish card should also contain a habit description of the fish designated by that fish card. A typical habit description would include the type of bait preferred 65 by the designated fish 66 as well as the type of aquatic environment 67 usually inhabited by that fish 66. The habit descriptions on the fish cards 64 facilitate educating a player as to the habits of the fish 66 designated on that fish card 64.



FIG. 4 shows a series of colored color cards 72. The color cards 72 are made up of cards of various colors. Each color cards 72 has one base color 74. The preferred colors for the color cards 72 are white, brown, green, yellow, red, blue and black The primary purpose of the color cards 72 is to set a point value when a fish is caught. Each colored color card 72 contains a plurality of bait designator 76, fish 78 and point 80 combinations 82. Each bait designator 76 on the color cards 72 is a capital letter. It refers to a bait designator 56 located upon the bait board 50. The bait designator 76 allows a fish bait to be identified by a letter. Each fish 78 on a color card 72 is a potential fish to be caught during the playing of the game. The point value 80 across from that fish is the point value assigned if the fish is caught. Each horizontal combination 82 of a bait designator 76, a fish 78 and a point value 80 identifies a potential fish to be caught by a specific bait and the point value 80 to be assigned to that catch. Each color card 72 also contains one fish and point combination 84 not associated with a bait. There will be times when a fish is caught, but with the wrong bait. During the playing of the game a player selects a bait on his bait board 50. Each fish catch is associated with a single color card 72. If the color card 72 associated with that fish catch does not contain a bait designator 76 coinciding with a bait selected by the player on his or her bait board 50, then the fish is caught with the wrong bait. When this contingency occurs the point value assigned to the catch is the point value 80 assigned to the fish and point combination 84 not associated with a bait designator.


Preferably, there are 70 color cards 72-ten for each color. The point values 80 associated with each fish on the color cards 72 should be as follows: bluegill (1-3), rock bass (1-3), crappie (2-4), yellow perch (2-4), bullhead (2-4), sucker (2-4), carp (3-5), catfish (3-5), largemouth bass (6-8), smallmouth bass (6-8), pike (6-8), walleye (6-8), muskellunge (6-8), brooktrout (7-9), rainbow trout (7-9), brown trout (7-9), steelhead (9-10) and salmon (10). This association of point values 80 with various fish 78 on the color cards 72 is consistent with the relative desirability of each fish 78 generally accepted by most fishermen. Alternatively, the game may include a fish chart. The fish chart would identify the type of fish which may be contained within each color of the color cards 72. Additionally, it would show the preferred baits for each fish. This would help educate the novice fishermen regarding the environment preferred by various types of fish, as well as the baits preferred by various types of fish.


The black color cards 72 do not contain bait designators 76 point values 80 or lists of fish 78. The black color cards 72 indicate that no fish are present. After a color card 72 is removed and a new color card 72 colored black rises to the top of the stack of cards 72, all players on that specific color card slot 38 would have to move to the dock 33. Once the game pieces 142 are at the dock 33, the black color card 72 is removed from the game. A new color card 72 rises to the top of the stack of cards 72.


As can be seen from FIG. 3, the baits 52 are grouped and labeled 54. For example, the live bait group consists of worms, grubbs, minnows, crayfish, leeches and food. The other bait groups 54 are artificial lures, flycasting and trolling. Each fish has a tendency to prefer one bait group. Certain groups of fish have similar feeding preferences. It is invaluable for a fisherman to know the feeding preferences of the fish he or she desires to catch. An expert fisherman is able to rate the likelihood of catching a certain fish type with a certain bait group as poor, fair, good or excellent. By grouping fish with similar feeding preferences and baits together on the same color of color card 72 the novice fisherman can be taught the feeding preferences of various fish. Further, such grouping will enhance the realism of the game. Additionally, there is a correlation between the average fisherman's rating of the desirability of certain fish and the bait groups preferred by those fish. Accordingly, the bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following, although such consistency is not a necessary element of this invention.


The white color cards 72 should contain bluegill, rock bass, crappie, bullhead and largemouth bass. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—excellent, artificial lures—good, trolling—poor and flycasting—fair.


The brown color cards 72 should contain rock bass, bullhead, sucker, carp and pike. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—excellent, artificial lure—fair, trolling—poor and flycasting—poor.


The green color cards 72 should contain bluegill, sucker, crappie, largemouth bass, pike, muskellunge and carp. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—good, artificial lures—excellent, trolling—fair and flycasting—fair.


The yellow color cards 72 should contain perch, catfish, smallmouth bass, walleye, muskellunge, rainbow trout and brooktrout. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—excellent and flycasting—poor.


The red color cards 72 should contain bluegill, smallmouth bass, brooktrout, rainbow trout and salmon. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—poor and flycasting—excellent.


The blue color cards 72 should contain perch, catfish, walleye, muskellunge, brooktrout, brown trout and steelhead. The bait designator 76, fish 78 and point value 80 combinations 82 should be consistent with the following bait group evaluations: live bait—fair, artificial lures—fair, trolling—good and flycasting—good.


The progression from white to blue indicated above also correlates with an increase in desirability of the fish contained within those colors. Therefore, the average point values associated with the fish listed on the color cards should progress from lower point values on the yellow color cards 72 to higher point values on the blue color cards 72.


During the playing of the game one bait board 50, as shown in FIG. 3, is assigned to each player. The bait board 50 contains four sets of grouped baits 52. For example, the second set of grouped baits 52 consists of spinners, spoons, crank baits and artificial worms. Each set of grouped baits 52 is associated with a bait group label 54. The bait group label 54 for the set of grouped baits 52 consisting of spinners, spoons, crank baits and artificial worms is “Artificial Lures.” Each bait within the grouped baits 52 is associated with a bait designator 56. The bait designator 56 is a single capital letter identifying the bait. The bait designator 56 on the bait board 50 is the same capital letter as the bait designator 76 on a color card 72 when the bait referred to on the bait board 50 is identical to the bait referred to on the color card 72. A bait from within the grouped baits 52 on a bait board 50 is selected by a player by using a bait selector 58. A bait selector 58 is associated with each bait on a bait board 50. A hole 62 is associated with each bait designator 56 on each bait board 50 by placing the hole 62 adjacent to the bait designator 56, as shown in FIG. 3. A specific bait is selected by a player by placing a peg 60 within the desired hole 62. Thus, a bait selector 58 for a selected bait is comprised of a hole 62 and a peg 60. The bait board 50 may be shaped as a tackle box and may contain graphical depictions of the baits to enhance the realism of the game and to teach a novice fishermen how to identify various baits.


The playing cards 88 are comprised of number cards 90, snag cards 140 and name cards 130. The reverse side 138 of each playing card 88 has an identical appearance as shown in FIG. 6. There the reverse side 138 is labeled “HOOK LINE AND SINKER.” The name cards 130 are comprised of game warden cards 108, fishing license cards 102, master angler cards 132, fishing guide cards 134, wildlife cards 136, bonus bait cards 110 and bogus bait cards 120. The game may be played without snag cards 140 and name cards 130. However, snag cards 140 and name cards 130 are used in the preferred embodiment of the game.


The number cards 90 are used to catch fish. The number cards 90 each contain at least one number. The number cards 90 may also contain a reference to a range of contiguous numbers, as shown in FIGS. 5a, 5b and 5d. Preferably, the numbers on the number cards 90 are between 1 and 6. The rules of the game require that a series of number cards 90 containing the entire range of contiguous numbers be played in numerical order for a player to catch a fish. Thus, a player must play a series of number cards 90 containing each integer between 1 and 6 to catch a fish. Additionally, the number cards 90 must be played in order. For example, a number card 90 containing the numeral 4 can only be played after number card or cards 90 containing the numerals 1, 2 and 3 have been played.


Preferably, there are 102 number cards 90 broken down as follows:

# of cardsnumerals referenced on card1012112212312412512641-242-343-444-545-646-121-2-324-5-611-2-3-4-5-6


Snag cards 140 are labeled “SNAG.”


The game warden cards 108 are labeled “GAME WARDEN.” There are two types of fishing license cards 102. The first is a standard fishing license card 104 labeled “STANDARD LICENSE.” The second is a premium fishing license card 106 labeled “PREMIUM LICENSE.” There are four types of bonus bait cards 110—“LIVE BAIT” 112, “ARTIFICIAL LURES 114”, “FLY ROD” 116 and “TROLLING MOTOR” 118. There are four types of bogus bait cards 120—“LOST BAIT” 122, “MISSING LURES” 124, “BROKEN FLY-ROD” 126 and “DEAD TROLLING MOTOR” 128. Additionally, there are playing cards 88 labeled “MASTER ANGLER” 132, “FISHING GUIDE” 134 and “WILDLIFE” 136.


Preferably, there are 144 playing cards 88 broken down as follows: number cards 90-102, SNAG 140-6, GAME WARDEN 108-6, STANDARD LICENSE 104-6, PREMIUM LICENSE 106-6, MASTER ANGLER 132-2, FISHING GUIDE 134-2, WILDLIFE 136 -2, LIVE BAIT 112-2, ARTIFICIAL LURES 114-2, FLY ROD 116-2, TROLLING MOTOR 118 -2, LOST BAIT 122-1, MISSING LURES 124-1, BROKEN FLY-ROD 126-1 and DEAD TROLLING MOTOR 128-1.


A plurality of game pieces 142 are shaped, sized and colored to uniquely identify each player, fit on the gameboard 30, designate only one fishing hole 36 at a time and designate a player's position on the gameboard 30. Each game piece 142 should be fitted with a peg which is sized and shaped to securely fit within the fishing holes 36 and the holes located at the docks 33. Pairs of game pieces 142 and bait boards 50 should be uniquely colored to assist in identifying the game piece 142 and the bait board 50 being used by a player.


The object of the game is to catch 100 points worth of fish. The game is completed when a player attains 100 points.


Game Set Up


The first step to play the game is to set the game up. The gameboard 30 is placed upon a table. The fish cards 64 are shuffled and placed faced down upon the fish card slot 40. The color cards 72 are mixed and shuffled. They are equally distributed and placed faced down upon the color card slots 38. Preferably, the number of color card slots 38 used is equal to the number of players. Therefore, if there are less than six players, less than six color card slots 38 will be used. A random mixture of colors 74 will be placed upon each color card slot 38 which is used. The playing cards 88 are mixed and shuffled. They are then placed faced down upon the playing card draw slot 42. Each player places a game piece 142 assigned to that player within the starting area 32 of the gameboard 30. As can be seen from FIG. 1, the starting area 32 has multiple starting points. Each player can use any starting point as his or her starting point. Finally, a bait board 50 is assigned to each player.


Pre Start Procedure


Six playing cards 88 are dealt face down to each player. One fish card 64 is dealt face up to each player. Each player's fish card 64 identifies a target fish. If a target fish is caught the points associated with that catch, as indicated on a color card 72, are doubled. The fish cards 64 drawn by the players at the outset of the game determine which player starts. The player with the highest valued fish card 64 starts. The fish cards 64 are valued from lowest to highest as follows: bluegill, rock bass, crappie, yellow perch, bullhead, sucker, carp, catfish, largemouth bass, smallmouth bass, pike, walleye, muskellunge, brooktrout, rainbow trout, brown trout, steelhead and salmon. The playing order for the remaining players proceeds counterclockwise from the starting player.


Rules of the Game


A player may pick a bait on his bait board 50 before his turn starts or after his turn stops. Except as otherwise described herein, a bait may not be selected during a player's turn. A bait is selected by placing a peg 60 into one of the holes 62 on the player's bait board 50. A peg 60 in a hole 62 designates the bait designator 56 and bait positioned horizontally across from the peg on the bait board 50.


With a bait selected a player executes his turn by playing a card 88 and rolling the dice 47. At this point the object is to get from the dock 33 to a fishing hole 36. A card 88 is played by turning it face up in front of the player. In order to move to a fishing hole 36 a player must play a number card 90 and match at least one of the numbers on the card 90 by one of the numbers displayed by one of the dice 47. For example, if a player plays a 3-4 number card 90, one of the dice 47 must display a 3 or a 4 in order for the player to be allowed to proceed to a fishing hole 36 of his or her choice. In the event that the number displayed by each of the dice 47 matches (for example two threes are rolled) and that die number matches at least one of the numbers on the number card 90 played, the player is allowed to move to a fishing hole 36 and begin fishing during the same turn. The dice 47 are rolled by pushing upon the dice bubble 46. No two game pieces 142 can occupy the same fishing hole 36 at the same time. However, more than one game piece 142 can occupy separate fishing holes 36 located within the same color card slot 38. A maximum of three game pieces 142 can be located in any color card slot 38 at one time.


Fish are deemed to be located within the fishing holes 36. On any given turn a player may move his or her game piece 142, as described above, or fish. A player may not do both during the same turn, except as otherwise provided by the rules. Once a player's game piece 142 is on a fishing hole 36, the player may start fishing. Usually this is done on the player's turn following the turn within which the player moves from the dock 33 to a fishing hole 36.


When a player elects to fish the player's turn is concluded by catching a fish or playing a playing card 88 other than a number card 90. A player fishes by drawing a playing card 88 from the playing card draw slot 42. After drawing a playing card 88 the player must discard a playing card 88. There are several ways to discard. The playing card 88 may be discarded face down into the playing card discard slot 44. Certain playing cards 88 may be played upon an opponent by placing the playing card 88 in front of the opponent. Other playing cards 88 may be played by the player upon himself. The playing cards 88 which may be played upon an opponent or upon the player himself are described below.


The number cards 90 are played for two reasons. The first reason is to be able to move the game piece 142 to a fishing hole 36, as previously described. The second reason is to actually fish and catch fish. If a player is at the dock 33 the player's turn will result in the player remaining at the dock 33 or moving to a fishing hole 36. The one exception is when doubles are rolled on the dice 47. If doubles are rolled the player moves to a fishing hole 36 and takes an extra turn. Once on a fishing hole 36 a player may use his or her turn to start fishing. Once a player makes it to a fishing spot, all number cards 90 that have been played in front of that player are discarded into the discard pile 88 within the discard slot 44 of the game board 30.


When a player makes it to a fishing hole 36 the number cards 90 are used differently. During a player's turn the player picks up a card 88 from the playing card slot 42, just like when moving a game piece 142 from the dock 33 to a fishing hole 36. The player exposes and plays a card 88 in front of the player. When the player plays a name card 130 or discards the player's turn is over. When a player plays a number card 90 the player gets rewarded with another turn. In order to catch a fish a player must first play a number card 90 containing a 1. If that is done the player continues. This time the player must play a number card 90 containing a 2. This process is continued in numerical order until a number card 90 containing a 6 is played. At that point the player has caught a fish. Number cards 90 containing multiple numbers (for example 3-4) can be used as either or both numbers. One of the number cards 90 contains all of the numbers (1-2-3-4-5-6). This card constitutes an automatic fish catch. If a player cannot finish the run of cards 88, the player must play a card 88 somewhere else or discard into the discard slot 44 and the player's turn ends.


If a player played number cards 90 on a fishing hole 36 and then decides to move to the dock 33, the player loses only the number cards 90. This is just like when a player is at the dock 33 and moves to a fishing hole 36. The player loses all number cards 90. A player can play the name cards 130 on the dock 33. If a player has at least one number card 90 played at the dock 33 the player should be able to take a card 88, play a license card 102, for example, and then roll the dice 47. After a fish is caught a player can remain at the fishing hole 36, play name cards 130 and then leave the fishing hole 36.


If a player cannot finish the run of number cards 90, the player becomes a snag target. If the player wants to snag an opponent, the opponent must have started a run of number cards 90. During the player's turn the player picks up a card 88 and then plays the snag card 140 on an opponent's number card 90 pile. If a player gets snagged, the player lays down his or her cards 88 and awaits the next turn. The snag rules are defined below.


A player always has the right to start over while fishing. For example, if a player is waiting for a number card 90 containing a 5 and four turns later is still waiting for that same card, the player may want to start over. On the player's next turn the player may discard all played number cards 90. The player's turn is then over. By starting over the player may have a better chance of catching the fish. It will only cost the player one turn.


Once a fish is caught the player discards all playing cards 88 in front of the player and discards the player's fish card 64. A new fish card 64 is drawn from the fish card slot 40. At the conclusion of a player's turn, the player will have six playing cards 88 irrespective of whether or not the player is involved in making a run by playing number cards 90 or plays a single playing card 88 elsewhere.


Fishing license cards 102 protect a player from game wardens. Game warden cards 108 are given to opposing players by playing the game warden card 108 in front of the opponent. A player plays a fishing license card 102 on himself or herself. The penalty for catching a fish with the game warden card 108 present is termed a “weigh in.” Standard fishing license cards 104 protect standard fish species only. Premium fishing license cards 106 protect standard and premium fish species. Panfish and rough fish do not need to be protected from game wardens. If there is no game warden present on the catch, then there is no “weigh in.” The only time that a “weigh in” occurs is when a game warden is present and the player does not have the proper license.


To conduct a “weigh in” a player rolls the dice 47. The number rolled must match or be higher than the point value of the fish. If it is lower than the point value, then the angler must take the dice roll value as the player's points. The following table shows the value of points awarded for various dice rolls and fish point values 80:

Dice RollFish Point ValuePlayer's awarded points after “weigh in”2724846669881177


If a player's catch is worth 8 points, then the player must roll an 8 or higher. If the player rolls lower than an 8, the player collects the dice roll value as a penalty.


Game leaders should be given game warden cards 108. This will help the other players to catch up on the score sheet. Fishing license cards 102 should be put out early. It is unwise for a player to wait for a game warden to show up before a fishing license card 102 is put out. That game warden card 108 could have been played on another player.


Bogus bait cards 120 are given to an opponent, while bonus bait cards 110 are played in front of the player playing the card. When a bonus bait card 110 has been played, the player can play two baits on the player's bait board 50. However, one of the baits must be from the group of baits associated with that bonus bait card 110. The groupings are shown on the bait board 50 by the bait group label 54. For example, the bait group label 54 “trolling” on the bait board 50 indicates the following baits: crankbaits, spinners, spoons and plugs. Therefore, if a player plays the trolling motor bonus bait card 118 in front of the player, the player may select one of the following as the player's second bait on the player's bait board 50: crankbaits, spinners, spoons and plugs.


When a bogus bait card 120 has been played on a player by an opponent, the player cannot use bait from that group. For example, if the “dead trolling motor” bogus bait card 128 has been played in front of a player, the player may not select crankbaits, spinners, spoons or plugs as the player's bait on the player's bait board 50. If a player happens to have both related bait cards (i.e. live bait 112 and lost 122), those cards simply offset each other. The offsetting cards are not discarded.


A master angler card 132 may be played in front of a player. This gives a player two advantages. The player can discard any playing cards 88 which have been played in front of the player, with the exception of the snag card 140. If a player having a master angler card 132 in front of the player is snagged by an opponent playing a snag card 140 in front of the player, the player is given two dice rolls, instead of one, when determining the player's snag fate as described below. The player may pick the better of the two rolls.


A player may play a fishing guide card 134 in front of the player to determine what fish are biting. When this card is played, the player can look at the top color card 72 of the color card slot 38 where that player is positioned. Therefore, the player will know in advance the possible fish 78, bait designator 76 and point value 80 combinations 82 which may result from a catch. The player can look at the color card 72 after the card is played and before every future turn, as long as the fishing guide card 134 remains showing.


After a player plays a wildlife card 136 in front of himself or herself, the player may pick any available target fish. This is accomplished by the player looking at all fish cards 64 within the fish card slot 40 and selecting a desired fish card 64. The player's prior fish card 64 is discarded.


Snag cards 140 are given to a player's opponent. They may only be played on a player's number card 90 pile. If an opposing player does not have a number card 90 showing, then the snag card 140 may not be played on that player. One sure way of avoiding a snag is for a player to make a perfect run. A perfect run occurs when a player plays number cards 90 1 through 6 during one turn. If a player does get snagged, when it comes around to the player's turn the player rolls the dice 47 to determine the player's fate. The player's fate is determined as follows:

Dice RollFishing fate2Accident. Lose all cards 88. Move boat to dock 33 (startingarea 32).3Snagged weeds. Lose all cards 88. Move the boat to thelowest ranked color. Lose all cards 88.4Caught garbage. Lose all cards 88.5Unlawful fishing. Lose number cards 90. Lose fishinglicense 102.6Snap! He got away. Lose number cards 90.7Roll the dice 47 again.8Broke free. Remove snag card 140.9It's still on. Remove snag card 140 and take your turn.10Caught the fish.11Caught trophy (target) fish.12Caught master angler trophy fish (equivalent to playing amaster angler card and catching a trophy (target) fish).


If a 3 is rolled and the player is on a white color card 72, the player moves his or her game piece 142 to the next highest color. The colors are ranked from worst to best as follows: white, brown, green, yellow, red and blue. Generally, the higher ranked colors provide for higher point values 80.


A player may not change bait after the dice 47 are rolled. An exception occurs if a 12 is rolled.


Game Variations


One variation of the game involves the determination of the number of points awarded for catching a target panfish. This would occur when a player catches a panfish which matches the player's fish card 64. Instead of doubling the point value for catching the target fish, the player gets a stringer of fish. If a player were to catch a target bluegill, the player would be awarded the point value for that fish plus all other bluegill on that particular color card 72. For example, a player may catch a fish with a white color card 72 having the following bait designator 76, fish 78 and point value 80 combinations 82:

Bluegill1LBluegill2FBluegill3CCrappie3BCrappie3


If the player's target fish were a crappie, the player would be awarded six points. If the player's target fish were a bluegill, the player would be awarded six points. The stringer rule would be good for panfish only.

Claims
  • 1. A fishing board game comprising: a game board having a starting area, a plurality of color card slots for holding color cards and at least one fishing hole associated with each color card slot; a plurality of fish cards, each said fish card designating a fish, for identifying a player's target fish and enhancing points associated with that fish on color cards; a plurality of colored color cards, each said color card having a plurality of bait designator, fish and point combinations and each said color card having a fish and point combination not associated with a bait designator; a plurality of bait boards for assignment to players, each said bait board having a plurality of labeled grouped baits, each said bait within said grouped baits being associated with a bait designator for associating the bait with fish and point combinations on the color cards and each said bait within said grouped baits being associated with a bait selector for selecting the bait on the bait board; and a plurality of playing cards comprising number cards for catching a fish designated on a color card.
  • 2. The fishing board game of claim 1, wherein the number cards are comprised of cards displaying at least one number.
  • 3. The fishing board game of claim 1, wherein the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability and preferred foods.
  • 4. The fishing board game of claim 2, wherein the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability and preferred foods.
  • 5. A fishing board game comprising: a game board having a starting area, a plurality of color card slots for holding color cards, a fish card slot for holding fish cards, a playing card draw slot for holding unplayed playing cards, a playing card discard slot for holding discarded playing cards, a dice bubble for containing and randomly rolling a pair of dice and at least one fishing hole associated with each color card slot, each said fishing hole being shaped and sized to securely hold a game piece; a plurality of fish cards, each said fish card designating a fish, for identifying a player's target fish and enhancing points associated with that fish on color cards; a plurality of colored color cards, each said color card having a plurality of bait designator, fish and point combinations and each said color card having a fish and point combination not associated with a bait designator; a plurality of bait boards for assignment to players, each said bait board having a plurality of labeled grouped baits, each said bait within said grouped baits being associated with a bait designator for associating the bait with fish and point combinations on the color cards and each said bait within said grouped baits being associated with a bait selector for selecting the bait on the bait board; a plurality of playing cards comprising: number cards for catching a fish designated on a color card; a plurality of name cards comprising: a plurality of game warden cards for impairing an opponent's ability to accumulate points; a plurality of fishing license cards for neutralizing the game warden cards; a plurality of bonus bait cards for permitting a player to select an additional bait on the bait board assigned to that player; a plurality of bogus bait cards for inhibiting an opponent's ability to select baits within a bait group on the opponent's assigned bait board; and a plurality of snag cards for impairing an opponent's ability to catch a fish by playing the number cards; a plurality of game pieces for designating each player's position on the game board, each said game piece being sized and shaped to fit within a fishing hole; and a pair of dice enclosed within the dice bubble for generating random numbers.
  • 6. The fishing board game of claim 5, wherein the number cards are comprised of cards displaying at least one number.
  • 7. The fishing board game of claim 5, wherein the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability and preferred foods.
  • 8. The fishing board game of claim 6, wherein the fish associated with each bait designator, fish and point combination on the color cards of each color is selected from a group of fish having similar desirability and preferred foods.
  • 9. The fishing board game of claim 1, wherein each said fish card contains a picture of the fish designated by that fish card for educating a player as to the physical appearance of the fish.
  • 10. The fishing board game of claim 1, wherein each said fish card contains a habit description of the fish designated by that fish card for educating a player as to a habit of the fish.
  • 11. The fishing board game of claim 5, wherein each said fish card contains a picture of the fish designated by that fish card for educating a player as to the physical appearance of the fish.
  • 12. The fishing board game of claim 5, wherein each said fish card contains a habit description of the fish designated by that fish card for educating a player as to a habit of the fish.