Fishing board game

Information

  • Patent Grant
  • 6786486
  • Patent Number
    6,786,486
  • Date Filed
    Monday, November 10, 2003
    21 years ago
  • Date Issued
    Tuesday, September 7, 2004
    20 years ago
  • Inventors
  • Examiners
    • Banks; Derris H.
    • Cegielnik; Urszula
    Agents
    • Zalecki; Gregory T.
Abstract
A 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 circuitous grid of interconnected fishing points, a portion of which are designated by color as fishing holes where fish may be caught. 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 determine the number of spaces which a player may move and for generating random numbers required by the game rules.
Description




BACKGROUND




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. A circuitous grid of interconnected fishing points begins and ends at the starting area. The grid is comprised of intersecting lines. Each line intersection is a fishing point. A portion of the fishing points are designated by color as fishing holes. To designate a fishing hole, a circle is placed around the intersecting lines and filled with a color. During the playing of the game fish are located within the fishing holes.




Preferably, the gameboard is also comprised of a plurality of color card slots, 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 number resulting from a roll of the dice is used to determine the number of fishing points to be traversed by a player and 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.




The colors of the color cards are comprised of the colors assigned to the fishing holes. Each fishing hole color can be found as a matching color on a plurality of color cards. The primary purpose of the color cards is to set a point value when a fish is caught. Each color card 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 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 sequential fishing cards. Preferably, the playing cards are also comprised of specialty cards and snag cards. Preferably, the sequential fishing cards are comprised of cast cards, bite cards, hook cards, fight cards and caught cards. The rules of the game require that one of each type of sequential fishing card be played, in order, for a player to catch a fish.




The specialty 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 circuitous grid of interconnected fishing points, the colored fishing holes, the starting area, the color card slots, 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. 5



t


are top views of playing cards.





FIG. 6

is a top few of the other side of a playing card.











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. A circuitous grid of interconnected fishing points


34


begins and ends at the starting area


32


. During the playing of the game the game pieces


142


are moved from grid


34


intersection to grid


34


intersection in accordance with the results of a roll of the dice


47


. A portion of the grid


34


intersections are designated by color as fishing holes


36


. Preferably there are from 50 to 100 fishing holes


36


with each fishing hole


36


being colored white, brown, green, yellow, red, blue or black. Fish are located at the colored fishing holes


36


. Preferably, contiguous groups of fishing holes


36


have the same color. Grid


34


intersections which do not have colored fishing holes


36


contain no fish. Alternatively, fishing holes


36


without fish could be denoted as black fishing holes


36


.




Six color card slots


38


are positioned along the bottom of the gameboard


30


and aligned to the left edge of the gameboard


30


, as shown in FIG.


1


. The color card slots


38


are sized to receive and hold a set of color cards


72


. A fish card slot


40


is positioned along the bottom of the gameboard


30


and aligned to the right edge of the gameboard


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 within the center of the gameboard


30


so as not to interfere or overlap with the circuitous grid


34


, as shown in FIG.


1


. 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


.




Preferably, the gameboard


30


has an aquatic background


48


. Different aquatic backgrounds


48


may also be associated with groups of fishing holes


36


. Such backgrounds 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. The novice fisherman can be taught where to fish for certain types of fish by associating those types of fish with aquatic backgrounds


48


and colored fishing holes


36


appropriate for that certain type of fish.





FIG. 2



a


and

FIG. 2



b


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


. 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.





FIG. 4

shows a series of colored color cards


72


. Each color card


72


has a base color


74


. The base colors


74


are selected from the group of colors comprising the colors of the colored fishing holes


36


. Each fishing hole


36


color coincides with the base color


74


of a plurality of colored color cards


72


. 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


60


color cards


72


—ten for each color except black. 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 within each colored fishing hole. 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.




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 lures-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 sequential fishing cards


90


, snag cards


140


and specialty 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 specialty 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 specialty cards


130


. However, snag cards


140


and specialty cards


130


are used in the preferred embodiment of the game.




The sequential fishing cards


90


are used to catch fish. Preferably, the sequential fishing cards


90


are comprised of cards labeled as follows: #1 CAST


92


, #2 BITE


94


, #3 HOOK


96


, #4 FIGHT


98


and #5 CAUGHT


100


. The playing time of the game may be shortened or lengthened by decreasing or increasing the types of sequential fishing cards


90


, respectively.




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 118 playing cards


88


broken down as follows: #1 CAST


92


-


16


, #2 BITE


94


-


16


, #3 HOOK


96


-


16


, #4 FIGHT


98


-


16


, #5 CAUGHT


100


-


16


, 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


-


1


, ARTIFICIAL LURES


114


-


1


, FLY ROD


116


-


1


, TROLLING MOTOR


118


-


1


, 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 point on the circuitous grid of interconnected fishing points


34


at a time and designate a player's position on the gameboard


30


.




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


32


. Alternatively, after a first player attains 100 points play continues until each player has completed the same number of turns as the player that first attained the 100 points. The winner is the player with the most 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


12


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 first rolling the dice


47


. The dice


47


are rolled by pushing upon the dice bubble


46


. The number indicated by the dice


47


sets the maximum number of fishing points upon the circuitous grid of interconnected fishing points


34


that the player can move. For example, if a seven is rolled a player can move from one to seven fishing points. A player may move from fishing point to fishing point horizontally or vertically, but not diagonally. A player must move around, and not over, the game pieces


142


of other players. No two game pieces


142


can occupy the same fishing point at the same time.




Fish are located under the colored fishing holes


36


. On any given turn a player may move his game piece


142


, as described above, or fish. A player may not do both during the same turn. Once a player's game piece


142


is on a fishing hole


36


and the fish are biting, the player may start fishing. The fish are biting when the color of the fishing hole


36


upon which a player's game piece


142


sits is the same color


74


as at least one of the top color cards


72


placed upon the color card slots


38


of the gameboard


30


.




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 sequential fishing 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 sequential fishing cards


90


are used to catch a fish. The sequential fishing cards


90


are comprised of cast cards


92


, bite cards


94


, hook cards


96


, fight cards


98


and caught cards


100


. The sequential playing cards


90


must be played in the order stated. Thus, the order of play is cast, bite, hook, fight and caught. Sequential fishing cards


90


may be continuously played during a turn until a break in the sequence occurrs. The optimum sequence is called a perfect run and occurs as follows. A player plays a cast card


92


in front of the player and draws another playing card


88


. Following this the player plays a bite card


94


and draws again. Then the player plays a hook card


96


and draws. This sequence continues with the player playing the fight card


98


and the caught card


100


. If the player is unable to continue the sequence because the player lacks the next sequential fishing card


90


the player's turn ends. However, the sequential fishing cards


90


previously played remain in front of the player and arc not discarded. If a player is ever on a fishing hole


36


when the fish are not biting (the color of the fishing hole


36


does not match the color


74


of any color card


72


on the top of a color card pile located upon a color card slot


38


), the player must discard all of the player's sequential fishing cards


90


. All other cards which have been played in front of the player remain. This loss of sequential playing cards


90


only occurs during the player's turn.




A fish is caught when the caught card


100


is played. The caught card


100


cannot be played until a cast card


92


, a bite card


94


, a hook card


96


and a fight card


98


have been played in order in front of the player. When a fish is caught, the player catching the fish selects a color card


72


from one of the color card slots


38


. The color


74


of the color card


72


must match the color of the fishing hole


36


upon which the player's game piece


142


sits. If the bait selector


58


shows a match between the bait designator


56


on the player's bait board


50


and the bait designator


76


on the selected color card


72


, the player is awarded the points indicated by the bait designator


76


, fish


78


and point value


80


combination


82


on the selected color card


72


. If there is no bait match, the player is awarded the points indicated by the fish and point combination not associated with a bait


84


. If the fish caught matches the fish indicated by the player's fish card


64


, the points awarded are doubled.




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 sequential fishing 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 Roll




Fish Point Value




Player's awarded points after “weigh in”











2




7




2






4




8




4






6




6




6






9




8




8






11 




7




7














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.




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 all top color cards


72


which match the color of the player's fishing hole


36


. 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 cards


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 sequential fishing card


90


pile. If an opposing player is moving or does not have a sequential fishing 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 a cast card


92


, a bite card


94


, a hook card


96


, a fight card


98


and a caught card


100


during one turn. If a player docs get snagged, when it comes around to the player's turn the player rolls the dice


47


to determine the player's fate. The players fate is determined as follows:
















Dice







Roll




Fishing fate
























2




Accident. Lose all cards 88. Move boat to dock (starting area 32).






3




Snagged weeds. Lose all cards 88. Move boat off of fishing hole







36 to nearest fishing point which is not a fishing hole 36.






4




Caught turtle. Lose all cards 88.






5




Unlawful fishing. Lose fishing license 102.






6




Snap! Lost it. Lose sequential fishing cards 90.






7




Roll again.






8




Broke free. Loss snag card 140.






9




The fish is still on. Lose snag card 140 and take your turn.






10




Caught the fish.






11




Caught trophy (target) fish.






12




Master angler trophy fish (equivalent to playing a master angler







card and catching a trophy (target) fish).














Game Variations




The gameboard


30


may be constructed so that it contains a crank. The turning of the crank would change the colors and locations of the fishing holes


36


. Some color cards


72


would indicate “Fish Movement.” If a fish is caught with such a color card


72


, the crank would be turned to change the colors and locations of the fishing holes


36


.




Another 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


:























Bluegill




1







L




Bluegill




2







F




Bluegill




3







C




Crappie




3







B




Crappie




3















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) a game board having a starting area and a circuitous grid of interconnected fishing points, a portion of which fishing points are designated by color as fishing holes, said grid beginning and ending at the starting area; (b) 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; (c) 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; (d) 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 (e) a plurality of playing cards comprising sequential fishing cards for catching a fish designated on a color card.
  • 2. The fishing board game of claim 1, wherein the sequential fishing cards are comprised of cast cards, bite cards, hook cards, fight cards and caught cards.
  • 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) a game board having a starting area, a circuitous grid of interconnected fishing points, a portion of which fishing points are designated by color as fishing holes, said grid beginning and ending at the 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 and a dice bubble for containing and randomly rolling a pair of dice; (b) 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; (c) 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; (d) 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; (e) a plurality of playing cards comprising: (i) sequential fishing cards for catching a fish designated on a color card; (ii) a plurality of specialty cards comprising: (1) a plurality of game warden cards for impairing an opponent's ability to accumulate points; (2) a plurality of fishing license cards for neutralizing the game warden cards; (3) a plurality of bonus bait cards for permitting a player to select an additional bait on the bait board assigned to that player; (4) 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 (iii) a plurality of snag cards for impairing an opponent's ability to catch a fish by playing the sequential fishing cards; (f) a plurality of game pieces for designating each player's position on the game board; and (g) a pair of dice enclosed within the dice bubble for determining the number of fishing points to be traversed by a player and for generating random numbers.
  • 6. The fishing board game of claim 5, wherein the sequential fishing cards are comprised of cast cards, bite cards, hook cards, fight cards and caught cards.
  • 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 5, wherein the game board has an aquatic background.
  • 10. The fishing board game of claim 6, wherein the game board has an aquatic background.
  • 11. The fishing board game of claim 7, wherein the game board has an aquatic background.
  • 12. The fishing board game of claim 8, wherein the game board has an aquatic background.
US Referenced Citations (11)
Number Name Date Kind
2072799 Creswell Mar 1937 A
3356369 Stubbmann Dec 1967 A
3888489 Kane Jun 1975 A
3921981 Ashburn Nov 1975 A
4003578 Jones Jan 1977 A
D292105 Aguirre Sep 1987 S
5176385 Tagliaferro Jan 1993 A
5186466 Mudd Feb 1993 A
5513848 Keener May 1996 A
5876034 Stafford Mar 1999 A
6257576 Pontacoloni Jul 2001 B1
Foreign Referenced Citations (4)
Number Date Country
2123304 Feb 1984 GB
2195904 Apr 1988 GB
2288744 Nov 1995 GB
2368292 May 2002 GB