Fitfreak - Board Game - Lessons on Fitness, in a game

Information

  • Patent Application
  • 20170354862
  • Publication Number
    20170354862
  • Date Filed
    June 11, 2016
    9 years ago
  • Date Published
    December 14, 2017
    8 years ago
  • Inventors
    • Lalchand; Basanth (Jersey City, NJ, US)
Abstract
A board game and method of implementing the game comprise displaying a squared oblong rectangular game board comprising a width comprising at least ten squares. A set of player pawns or markers pieces on the game board is envisaged. The player pawns are initially arranged for beginning play by retention with the players themselves. Game play is enabled by one or more users following the standard set of rules.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS

Not Applicable


STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not Applicable


THE NAMES OF THE PARTIES TO A JOINT RESEARCH AGREEMENT

Not Applicable


INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTED ON A COMPACT DISC OR AS A TEXT FILE VIA THE OFFICE ELECTRONIC FILING SYSTEM (EFS-WEB)

Not Applicable


STATEMENT REGARDING PRIOR DISCLOSURES BY THE INVENTOR OR A JOINT INVENTOR

The earlier specification was not submitted per the required format. It only contained Figures which were marked as specifications. The new specification submitted herein is per the requisite format. It however does not contain any new matter whatsoever.


BACKGROUND OF THE INVENTION
(1) Field of the Invention

Fitfreak is based on the traditional board game model of rolling dice and moving forward the number specified on the dice. One or more embodiments of the invention generally relate to games. More particularly, the invention relates to a game based ors a board, very similar to the popular board game “Monopoly”.


(2) DESCRIPTION OF RELATED ART INCLUDING INFORMATION DISCLOSED UNDER 37 CFR 1.97 AND 1.98

Not Applicable


BRIEF SUMMARY OF THE INVENTION

Starting from the square marked “Start”—There are events and occurrences that occur when you land on a specific square on the board. The player moves forward the number of squares based on the dice rolled by him and the number shown thereon. These events and occurrences are explained in further detail based on the rules of the game. The core concept of the game is that you start at age Zero and move on till you reach the age of Hundred. As you move on the board, your health-related habits impact your movement on the game. The player may be moving sooner or faster depending on their health-related habits. Also based on the age, the player's health-related habits may or may not impact. Additionally, the severity of the impact depicted by penalties in the game is determined by your age. As an example, if you are smoking at age 20 it may not harm you as much as it may impact you at age 80. Essentially, bad habits make the players advance their age faster, making them exit the game faster. The player who finishes the game the last is the winner and the first is the loser. Another concept of the game is the player's ability to nullify the bad effects of bad habits by undertaking challenges or good habits. A related aspect of the game is that a player could be dead (read exits the game and loses) due to consistently extreme bad habits, all of a sudden.





BRIEF DESCRIPTION OF THE FIGURE(S)

(1) FIG. 1—Board: The board contains all the squares, illustrations, images, markings and citations that will help the players place their pins/markers and navigate on the board by moving along the squares depicted on the board.



FIG. 1A—Bottom right quadrant of FIG. 1 to provide an enhanced and clearer view to the examiner.



FIG. 1B—Bottom left quadrant of FIG. 1 to provide an enhanced and clearer view to the examiner.



FIG. 1C—Top left right quadrant of FIG. 1 to provide an enhanced and clearer view to the examiner.



FIG. 1D—Top right quadrant of FIG. 1 to provide an enhanced and clearer view to the examiner.


(2) FIG. 2—Player Pawns: The player pawns that have been used in FIG. 2 are merely illustrative. The applicant does not intend to claim patents in any way or form on the same. The player pawns have been displayed to convey that they will be used as a part of the game. Player pawns are used based on their unique color or shape to associate with the identity of an individual player.


(3) FIG. 3—Dice: The dice that have been used in FIG. 3 are merely illustrative. The applicant does not intend to claim patents in any way or form on the same. The dice have been displayed to convey that they will be used as a part of the game.


(4) FIGS. 4, 5, 6, 7, 8 and 9—Harmful Habits Cards: These cards depicted in the Figure, are to be picked up by the players of the game upon the occurrence of a certain event. The event that will prompt the players to pick up these cards have been described later on as a part of the detailed description.


(5) FIGS. 10 and 11—Stay Young Cards: These cards depicted in the Figure, are to be picked up by the players of the game upon the occurrence of a certain event. The event that will prompt the players to pick up these cards have been described later on as a part of the detailed description.


(6) FIG. 12—Frontal View of Harmful Habit and Stay Young Cards: These cards depicted in the Figure, are to be picked up by the players of the game upon the occurrence of a certain event. This figure represents the frontal generic design of the card, merely indicating whether the card is a “Harmful Habit Card” or a “Stay Young Card”.





DETAILED DESCRIPTION OF THE INVENTION





    • (1) The players surrounding the game board (Represented as FIG. 1) use dice (Represented as FIG. 3) and their respective player pins/pawns (Represented as FIG. 2). Each of players will take turns to roll the die (singular of dice). The player(s) that rolls 1 on the die, can place their player pins on the start square marked as 1 on FIG. 1—game board.

    • (2) Once the player pin of the player is placed on the start square, game play progresses with rolling the die in clockwise/anti-clockwise turns. As this pattern continues in moving the player pin in a clockwise direction on the game board and the player(s) lands on the start square (1 on FIG. 1 —Game Board) again, the player will add 10 years to their fictitious age during the game play. Hence, landing on the start square after one clockwise round will make a player 10 years old, after two clockwise rounds 20 years old and so on. The player must remember their fictitious age in the game at all times as the penalties for a harmful habit (as described ahead in this document) vary based on the players fictitious age in the game.

    • (3) As a general rule, landing on any square as a result of rolling 1 or 6 on the die indicates that the player does not have a positive bent with respect to the habit mentioned on the square. This negative bent towards the health habit, penalizes a player by moving forward the number of squares or rounds as specified in the Harmful Habit Cards for that particular square. This implies that a pejorative health habit advances the age of the player faster, hence leading them to finish and exit the game faster, resulting in their losing the game. The harmful habit card associated with all squares on the board penalize the player based on their fictitious age. As an example, the penalty for the same harmful health habit (not getting adequate sleep) may vary for a player with fictitious age 20 and one with fictitious age 80 in the game. This is described in adequate detail and clarity, on each harmful habit card. In other words, each square has a harmful habit card associated with it. The stack of harmful health habit cards Vis a Vis the squares is placed at 38 on FIG. 1—Game Board. All harmful habit cards related to all the squares on the game board are represented in FIGS. 4, 5, 6, 7, 8 and 9.

    • (4) An additional rule is that, landing on squares 5 or 15 or 23 or 33 on FIG. 1—game board, by a player as a result of rolling 1 or 6 on the die more than thrice during game play, will lead to the player having to exit the game. This rule is called as “Dead due to bad habits”.

    • (5) A player that lands on a square without a positive bent of the health habit, can counter the effect of the harmful habit by picking up a challenge card at random from the stack of “Stay Young Cards” placed at 37 on FIG. 1—Game Board. All Stay Young cards are represented in FIGS. 10 and 11.

    • (6) In all other cases, the player will merely place their player pin on the square resultant from the roll of the die, and wait for their turn to roll the die again.

    • (7) A player may land on a square as a result of a die roll (or) as a result of a moving forward the specified number of squares/round(s) as a result of picking up a harmful habit card from another square. The table below explains the relationship between the square on the board and the corresponding harmful habit card:


















Square #


Penalty (Moving


on FIG.


forward squares) for


1-

Pejorative Connotation of
the Harmful Habit,


Game

the Health Habit/Harmful
specified on FIG.


Board
Corresponding Health Habit
Habit Description
and Card #







FIG. 1-
Laugh and Smile More and
Frowning and grumbling
FIG. 4-Harmful


 2
having a generally positive
more and having a
Habit Cards-Card #



attitude
generally negative
1




attitude.



FIG. 1-
Meditate for the Mind and
Not having a practice of
FIG. 4-Harmful


 3
mental peace
meditation in one's daily
Habit Cards-Card #




life
2


FIG. 1-
Limiting Toxic Intake in
Not being mindful in
FIG. 4-Harmful


 4
various forms-air, food etc.
consuming excessive
Habit Cards-Card #




toxins
3


FIG. 1-
Having a Hygienic and Safe
Callous and unsafe
FIG. 4-Harmful


 5
Sex Life
sexual practices
Habit Cards-Card #





5


FIG. 1-
Intake of Regulated Medicinal
Unregulated intake of
FIG. 4-Harmful


 6
Dosage as per one's needs
medicinal dosages
Habit Cards-Card #





4


FIG. 1-
Maintaining Good Dental
Not maintaining proper
FIG. 4-Harmful


 7
Hygiene
dental hygiene
Habit Cards-Card #





6


FIG. 1-
Controlled Use of Electronic
Unregulated and
FIG. 5-Harmful


 8
Equipment
uncontrolled use of
Habit Cards-Card #




electronics
1


FIG. 1-
Consumption of Organic
Excessive intake of in-
FIG. 5-Harmful


 9
Food
organic and GMO foods
Habit Cards-Card #





2


FIG. 1-
Adequate Exposure to
Not receiving adequate
FIG. 5-Harmful


10
Sunlight
exposure to sunlight
Habit Cards-Card #





3


FIG. 1-
The general practice of
Not having the practice of
FIG. 5-Harmful


11
massages for the body
receiving massages for
Habit Cards-Card #




the board
4


FIG. 1-
Spending time in nature and
Unwillingness or inability
FIG. 5-Harmful


12
with pets
to spend time with nature
Habit Cards-Card #




and effects
5


FIG. 1-
Observing and maintaining
A general lack of
FIG. 5-Harmful


13
good posture and performing
awareness towards
Habit Cards-Card #



yoga to help with the same
posture and not
6




performing yoga to





improve the same



FIG. 1-
Awareness of one's stressors
Being completely
FIG. 8-Harmful


14

unaware of what stresses
Habit Cards-Card #




oneself
1


FIG. 1-
Consuming alcoholic drinks
Uncontrolled intake of
FIG. 8-Harmful


15
within one's limits
alcohol
Habit Cards-Card #





2


FIG. 1-
Including Sports as a part of
Not including any sportive
FIG. 8-Harmful


16
one's lifestyle
activity as a part of one's
Habit Cards-Card #




lifestyle
3


FIG. 1-
Having nutritional awareness
A lack of nutritional
FIG. 6-Harmful


17

awareness
Habit Cards-Card #





1


FIG. 1-
Including fasting as a part of
A diet that does not
FIG. 6-Harmful


18
one's fitness regime
include fasting towards
Habit Cards-Card #




once fitness goals
2


FIG. 1-
Controlling the intake of
Uncontrolled intake of
FIG. 6-Harmful


19
caffeine
caffeine
Habit Cards-Card #





3


FIG. 1-
Including nuts as a part of
Not consuming adequate
FIG. 6-Harmful


20
one's diet
nuts as a part of one's
Habit Cards-Card #




diet
4


FIG. 1-
Controlling one's spice intake
Uncontrolled or excessive
FIG. 6-Harmful


21

intake of spices
Habit Cards-Card #





5


FIG. 1-
Controlling one's bread and
Uncontrolled or excessive
FIG. 6-Harmful


22
refined flour intake
intake of bread and
Habit Cards-Card #




refined flour
6


FIG. 1-
Including walking as a part
Not including walking as a
FIG. 7-Harmful


23
one's fitness activity
part of one's fitness
Habit Cards-Card #




activity
1-


FIG. 1-
Regulating one's smoking
Unregulated and
FIG. 7-Harmful


24
habit
excessive smoking habit
Habit Cards-Card #





2


FIG. 1-
Exercising and working out
Not exercising and
FIG. 7-Harmful


25
regularly
working out regularly
Habit Cards-Card #





3


FIG. 1-
Balancing the intake of
Lack of awareness and
FIG. 7-Harmful


26
carbohydrates, fat and
imbalanced intake of
Habit Cards-Card #



protein intake as a part of
carbohydrates fat and
4



food and diet
protein in one's diet



FIG. 1-
Consuming generally healthy
Consuming unhealthy oils
FIG. 7-Harmful


27
oils as a part of one's diet
as a part of one's diet
Habit Cards-Card #





5


FIG. 1-
Increasing the number of
Excessive intake of meals
FIG. 7-Harmful


28
meals made at home
not made at home
Habit Cards-Card #





6


FIG. 1-
Consuming less soda
Excessive intake of soda
FIG. 8-Harmful


29
beverage
beverages
Habit Cards-Card #





4


FIG. 1-
Consuming less sugar
Consuming excessive
FIG. 8-Harmful


30

sugar
Habit Cards-Card #





5


FIG. 1-
Consuming tea's and coffee's
Excessive intake of tea's
FIG. 8-Harmful


31-
that are generally considered
and coffee's that are
Habit Cards-Card #



healthy
considered unhealthy
6


FIG. 1-
Adequate water intake to stay
Inadequate water intake
FIG. 9-Harmful


32
hydrated
and a general state of
Habit Cards-Card #




dehydration
1-


FIG. 1-
Sound sleep per one's
Not receiving enough
FIG. 9-Harmful


33
individual needs
sleep per one's needs
Habit Cards-Card #





2


FIG. 1-
Consuming healthy breakfast
Consuming insufficient
FIG. 9-Harmful


34
in sufficient portion size per
breakfast portion size and
Habit Cards-Card #



one's individual needs
having breakfast items
3




that are generally not





considered healthy



FIG. 1-
Following a diet suitable to
Following a diet that is
FIG. 9-Harmful


35
one's overall good health and
unsuitable to one's overall
Habit Cards-Card #



futuristic health goals.
good health and futuristic
4




health goals



FIG. 1-
Include and increase the
Not having sufficient fruits
FIG. 9-Harmful


36
quantity of vegetables and
and vegetables as a part
Habit Cards-Card #



fruits in one's meal
of once daily diet
5








Claims
  • 1. A claim is made to the title of the game currently representing a board game. The same title may be used for different purposes thereon namely an electronic version of the game, a two dimensional or 3 dimensional character associate with the same.
  • 2. A claim is made to the concept of the game which envisages advancing the players age, faster advancing age due to bad habits, ability to reverse the fast advancing age due to good habits, sudden death of the in the event of following certain rules described above.
  • 3. A claim is made to the terms, concept and numeric specifications of harmful habit cards and challenge cards. Harmful habit cards affiliate a player to a certain age and penalize them for a harmful health habit in the event of a certain occurrence in the game. Challenge cards can help a player mitigate the adverse effects of a harmful habit card, provided the player completes the challenge mentioned successfully.
  • 4. A claim is made to the concept depicted on the different squares of the board pertinent to a health habit. From the player's perspective—adherence to the healthy habit depicted on the square is beneficial and advances his or her age at a regular pace and the non-adherence to the healthy habit depicted, adversely impact the players in the game.