1. Field of the Invention
The present invention relates generally to games and, more specifically, to educational travel games wherein participants may derive information relative to specific geographical locations and the points of interest situated therein.
2. Prior Art Description
Various games which relate to learning experiences particularly associated with travel and adapted for educational purposes are well known. By having participants engage in the playing of such games, information regarding a specific geographical area, the particular sights or points of interest located therein, culture and the like can be taught in a pleasureful, interactive and entertaining manner. The prior art known to Applicant in this area includes a game wherein players move along alternate routes and using alternate modes of transportation between cities within the continental United States, a game which simulates the flow of traffic through a community, a game which simulates the movements of trucks across the United States, a game which teaches the players about the world's geography or geography of a specific region of the world, and the like. Typically such games involve a board game apparatus wherein players move along routes defined on the board and are required to avoid hazards, obey traffic signs and rules, are required to learn about a specific location and then answer questions about the location and the like.
None of the prior art known to Applicant provides a game which may be interactively engaged in by a plurality of players directly within a pre-selected geographic area such as a metropolitan area, by utilizing a board which is representative of a predetermined area, or by utilization of computer-generated graphics as may be desired.
The present invention is a game and an associated method of playing that game which educates the plurality of players engaging in the game regarding the particular geographic location involved including modes of transportation available and points of interest located therein. The game includes means for defining a predetermined area within which the game is to be played including a plurality of entrances and exits. Travel routes are designated within the area along which a player may move. A plurality of points of interest disposed within the area are identified and each point of interest is assigned a plurality of travel themes associated therewith, a plurality of transport resource cards are provided for each player for use in movement along a selected travel route during a playing turn, a random selection means is used to determine how far a player may move along a particular route during a playing turn, and a plurality of scoring cards associated with each point of interest are provided with each of the scoring cards having a travel theme and scoring points assigned thereto. A scoring card is obtained by a player upon entry to a point of interest.
The method of playing the game includes the steps of defining an area over which players will travel, establishing means by which the players will travel, establishing routes along which the players will travel including nodes at selected points or selected intersections of the routes, defining points of interest within the area and establishing a plurality of travel themes for each one, selecting by chance the maximum distance a player may move along a route from one node to the next, entering a point of interest from a node adjacent thereto and collecting a scoring card associated with that point of interest having one travel theme associated therewith, collecting a predetermined number of scoring cards from different travel themes, electing to terminate the game by leaving the area along a selected exit path, and totaling the points on the scoring cards held by each player having a predetermined number of scoring cards within the same theme to determine the winner.
The present invention is directed to a game structure which
The structure of the game is an excursion within the pre-selected area and, although as illustrated in
Travel among the points of interest is performed by normally available travel means based on moves of random length and utilizing resources supplied at the start of the game or acquired from the stack of chance cards during the course of travel. The available means of travel are interrelated in a manner so as to maintain a realistic balance between cost and worth of using a particular travel means. Certain advantageous travel means are accessible only as the result of obtaining specified chance cards. The stack of chance cards also contain cards which provide travel difficulties. Minimum requirements to count scorecards are established for the travel themes with a prescribed number of scorecards from a prescribed number of travel themes, a player may choose to terminate the game.
In using the preferred embodiment as illustrated in
Trading cards are provided as an option to be exercised by a player instead of a move. That is, when it becomes a player's turn, the player may choose to make a trade with another player if such can be negotiated with the other player. When the trade is completed, the player is not allowed to move and the turn of play passes to the next player. Only one offer to trade may be made within a turn. When a trade is completed, the player relinquishes his trading card but if the trade is not completed, the player keeps the playing card.
Difficulties or impediments to travel and special events in the stack of chance cards are
The play of the game in its most fundamental embodiment requires three scorecards from a travel theme before they may be counted. As indicated above, however, these predetermined numbers may be changed if such is desired by the players. Also there are other embodiments of the game which require different approaches to score. After three scorecards from three travel themes are collected by a player in the most fundamental embodiment, that player has the option of terminating the game by leaving the playing area along a selected route to an identified finish point.
Referring now more particularly to
It will be understood that these are only representative of many of the points of interest situated within New York City, but have been selected as a preferred embodiment of the game as being those most well known by travelers to New York City and by residents within New York City.
As above indicated, each of the 75 points of interest will have a plurality of travel themes associated therewith. In the specific example of the preferred embodiment as shown in
The travel themes and the points of interest with which they are associated are set forth on the Travel Theme Guide which is illustrated in
If the Art travel theme is indicated, then this means that that particular point of interest is associated with artistic endeavors.
If the Benjamins travel theme is associated with a particular point of interest, it means that that point of interest is related to money and/or commerce.
The Déjà vu travel theme means that the point of interest associated therewith is familiar to the public and, particularly, to the players of the game from the depiction of that point of interest in the movies or television.
If the Design travel theme is associated with a point of interest, this indicates that the point of interest is such that function of that point of interest has inspired its form.
When the Icon travel theme is depicted, this means that that particular point of interest really is one which says to the player or the public “New York City.”
The Distinction travel theme means that the point of interest with which it is associated is one which makes a debatable claim.
The Famous travel theme means that the point of interest is related to frame and celebrity.
The Fun travel theme means that the point of interest with which it is associated brings a smile to your face.
The Global travel theme is a point of interest that connects New York City to the world.
The travel theme Historic means that this is a point of interest with elements thereof which are important to history.
The Identity travel theme is a point of interest where people found a sense of self such, for example, as Columbia University and El Museo del Barrio.
The Infamous travel theme indicates a point of interest that has frame for the wrong reasons such, for example, as Riker's Island, which is North America's largest penal colony, Hell's Kitchen and Hellgate.
The Inspiration travel theme is a point of interest which touches the heart, mind or soul, such, for example, as Point of Interest 57 The New York City Fire Museum and 60 St. Paul's Chapel.
The Local travel theme is a point of interest which is primarily of interest to the city's inhabitants.
The Modern travel theme is a point of interest with products of the 20th Century, such, for example, as Point of Interest 18 The Museum of Television and Radio and Point of Interest 27 The Museum of Modern Art in Queens.
The Monument travel theme is a point of interest which has perpetual tributes to events and attitudes.
The travel theme Music is a point of interest which is related to music making and/or music listening.
The Nostalgic travel theme is directed to a point of interest which recalls happy memories and feelings, such, for example as 9 La Guardia Airport, 15 The Hard Rock Café or 20 FAO Schwarz.
The People travel theme is a point of interest where the people are the points of interest, such, for example, as Hell's Kitchen and 53 The Lower East Side Tenement Museum.
The Phoenix travel theme is a point of interest where things have returned to their former glory, such, for example, as the Point of Interest 31 The New Amsterdam Theater.
The Pride travel theme designates a point of interest which is associated with high standards and expectations. For example, Point of Interest 10 Yankee Stadium.
The travel theme Symbol is a point of interest which is associated with ideas that are bigger than a city, such, for example, as the Point of Interest 13 Lincoln Center for the Performing Arts or 14 Carnegie Hall.
The travel theme Unique is a point of interest that has fundamentally distinct attributes such as Point of Interest 22 New York Doll Hospital and 25 Citigroup Center.
As indicated above and as shown on the Point of Interest Guide,
As above indicated in the fundamental or basic embodiment of the game, the players' goal is to obtain three scoring cards having the same travel theme from different points of interest and to collect three score cards from three travel themes in order to terminate the game and to score. To accomplish this feat it should now become apparent that a player will utilize the map of
Referring now more particularly to
As illustrated in
Referring now more particularly to
There are six different Metro lines 140 traveling within the city of New York. Each is designated by a different symbol as shown in
A start only node is shown at 18 on
The points of interest are all designated by a gear-shaped symbol having a number therein as shown at 34. As indicated above, there are 75 different points of interest for the urban excursion New York City 2005 game as shown in
Along the various streets, walking paths, metro lines, bridges, ferry routes and tunnels, there are open nodes as shown at 36 upon which a player may land during the play of the game.
Along the streets and particularly substantially all of the bus routes there may be a designation as shown at 38 showing that a particular direction of travel must be followed on that street. In some instances, where the streets intersect then from that particular node the player may take two avenues of travel as designated by the arrows.
Along some of the routes of travel there is a chance node shown by a triangle with a question mark centered therein as shown at 40 in
There are nine helicopter nodes or helipads on the map as shown in
There is one carriage space node as indicated by the symbol 44 and this carriage node is located at the bottom part of Central Park 12 as shown in
By referring now to
By referring now more particularly to
There are a number of variations to the EXCURSION game and the manner in which it can be played. Set forth below will be a description of the simplest manner in which the game can be played, which will be referred to as “Open Excursion.” All of the rules, moves and strategies applicable to Open Excursion are also applicable to the other variations of the Excursion game which will be described below. The game will also be described in conjunction with URBAN EXCURSION NEW YORK CITY 2005 as set forth in
If the players elect to divide into teams for the play of the game, then the members of a team may play as if they are a single individual or, alternatively, each member of the team may play as a separate individual. Team players are allowed to freely discuss strategy and tactics during the course of play. Team players must have at least one other person between them in the seating arrangement and rotation of play during the play of the game.
Before play is started, the players choose a piece to represent them on the playing surface and that piece is moved from node to node along the various travel paths according to the transportation resource which has been chosen. By reference to
Play will start with the person to the immediate left of the Transportation Commissioner and continue in a clockwise direction.
Each player receives three Bike Locks, two Metro Tokens, two Taxi Fares, one Bus Pass, one Car Key and two trading cards at the start of every game. The game may be started by the player immediately to the left of the Transportation Commissioner choosing to enter the playing area from any one of the six entry points, namely, the Staten Island Ferry 20, the Brooklyn Battery Tunnel 24, the Holland Tunnel 26, the Hoboken Ferry 28, the Lincoln Tunnel 30 and the George Washington Bridge 32 (
For purposes of illustrating the manner in which the game is played, it will be assumed that the player immediately to the left of the Transportation Commissioner elects to commence play by entering the playing surface by utilizing the Brooklyn Battery Tunnel and commencing play from the Start/Stop node 24. Since the fundamental manner of traveling is by walking, it will be assumed that the player rolls a single die to determine the number of moves available to the player. It will now be assumed that the player's roll caused a “5” to appear on the exposed face of the die. Thus, the player will have the opportunity to move five times from one node to another node, using directly connected pathways. It should be noted to commence with, that the player must travel from the Start/Stop node 24 through the Brooklyn Battery Tunnel and cannot jump over the water. By traveling through the Brooklyn Battery Tunnel, the player will land first on the Chance node 60. However, the player cannot select a Chance Card at this point because in order to do so, the player must land on a Chance node using all moves available from the roll of the die. Thus, the player would, through utilizing the four remaining moves, be able to move to the next connected node 62. The player at this point has the option of moving to the node 64 or 66 and then to the Chance node 68. If that election is made, then the player would land upon the Chance node 68 by utilizing all of the five available moves allowed from the roll of the die. This would enable the player to select a Chance card if such is desired. If such is done, however, the player must recognize that he has 4 chances out of 13 of losing a turn and, thus, this should definitely be considered, particularly early in the game. Another option is for the player to elect at either nodes 62, 64 or 66 to enter one of the points of interest available, namely, 71, 72 or 73. Since the object of the game is to enter the points of interest and collect scoring cards, the player must give this some consideration. By reference to the Point of Interest Guide,
Assume now that the other players have had their turn and have entered the playing area in a manner similar to that above described with the first player. The subsequent players may enter the playing area from any one of the Start/Stop nodes and may, in fact, enter from the same node 24 for the Brooklyn Battery Tunnel as did the first player. Assume now that it is the original player's turn again, recognizing that this player is at point of interest 72. The player will consult the point of interest Guide as shown in
Again assume that the other players have made their moves and it is again the original player's turn. The original player again will consult the Point of Interest Guide and the Travel Theme Guide to determine whether there is another point of interest which may be reachable which also has the Famous travel theme associated therewith. As a result of such consultation, it can be determined that the point of interest 48 located in the sector B4 meets this criteria. The player can again decide to walk and will roll the die to determine the number of moves available. The player will then again determine to utilize walking as a mode of travel and will roll the die. Assume that the die comes up “4.” Under these circumstances, the player will move from the point of interest 59 back to the node 72 and then will go directly north along the street 74, which will take the player to the node 76. The player will then again have to wait until his turn comes up, make another roll which we will assume is again a “4.” Under these circumstances, the player can move directly up to the node 78 and from there to the point of interest 48, where an additional Famous scoring card can be secured. The player now has three scoring cards, each of which are from the same travel theme, namely, Famous.
The player on additional turns would through a similar process settle upon a strategy for acquiring three different travel themes from different points of interest. For example, the player could leave the point of interest 48 and elect to utilize the adjacent metro line 80 and travel to the sector B3 to the point of interest 38 and from there to the points of interest 22 and 25 and collect travel themes Unique associated with those points of interest. By continuing similarly to strategize and carry out the appropriate strategy and tactics, the player would then collect scoring cards with the same travel theme from three additional points of interest, thus placing the player in a position to terminate the game by leaving the site and traveling to one of the Start/Stop nodes.
Obviously, the other players would be utilizing the Point of Interest Guide and the Travel Theme Guide to accomplish the same thing as quickly as possible so as to place them in a position to score as many points as possible and win the game.
Although only walking and a ride on the metro line has been discussed above, it will be recognized that the players can use the other transport resources available to them for travel within the designated area. For example, the player may utilize a Bike Lock travel resource card, declare that he is doing so prior to the roll of the dice, and then utilize the bicycle travel along the various routes set forth but obeying all of the rules. The distance of the bike ride is determined by the roll of two dice.
Alternatively, the player may declare in advance that he wishes to use a Taxi Fare Card which will enable the player to then move from any space except those on walking paths or ferry routes. The player will roll three dice to determine the distance of the ride. The ride must follow traffic restrictions and avoid opponent locations. Similarly, the player may use a Bus Pass and follow any connected bus route. However, the player must be positioned on a bus route or one space away from the bus route before they can declare their intention to take the bus. In riding the bus, a player can cross an opponent's location but cannot stop at an opponent's location. Choosing to end the ride before the number of moves and the roll are used, the player can make one additional move off of the bus route.
As above pointed out, the player during the play of his turn may land upon a Chance node and, if such is done within the exact number of moves specified by the dice, then the player may select a chance card from the stack. The chance card may provide additional advantages to the player in that the player may obtain an additional Taxi Fare, Metro Token or Bus Pass and, in addition, may obtain a Car Key, a Helicopter Flight or a Free Carriage Ride. The player also may obtain a Mugging chance card or a Police Stop chance card. Through utilization of the Mugging Card, the player may interfere with another player's play of the game by taking away from that player any scoring card, transport resource or chance card possessed by that player. The mugging happens during the turn of the player which has the Mugging card in his possession. The mugger must identify exactly what they are attempting to take from their opponent. Whether the mugging is successful or not, the Mugging card is returned to the Commissioner for recycling. If, while the attempt to mug is being accomplished, the player who is being mugged has a Police Stop card, the player may utilize that card to stop the mugging. The Police Stop card can also be utilized to block the action of any other player in the game. It can stop any action including all types of movement as well as the mugging. The Police Stop cannot prevent another player from entering a point of interest and scoring. The Police Stop must be played after the dice are rolled or a transport resource or chance card is played. It can thus be seen that other players, if they have been successful in acquiring Mugging or Police Stop chance cards, may utilize those to stop the action of any player during the player's turn, thus interfering with that player's ability to obtain scoring cards.
If a player while ending on a chance mode is lucky enough to receive a Car Key chance card then the player can use that card to drive around the city for three consecutive turns. The length of each ride will be determined by the roll of three dice. The player in traveling around the city must obey street restrictions and rules and the player cannot travel on walking paths or ferry routes. Players can use the last move in the roll to enter a point of interest or the first move to exit. Landing on chance and drawing a penalty card while driving means that the right to drive is lost.
Additional modes of travel which may be acquired by having the luck of drawing a chance card is a helicopter flight. The player can move between any two of the helipads on the map as shown in
There is also the availability of a Carriage Ride. A player if he draws the chance card for the free carriage ride can move directly to the carriage ride space at the southern end of Central Park from anywhere and whenever they want with this card. The ride equals one move in a roll of the dice. Players can take the remaining moves from the carriage ride space by walking.
The first player who elects to leave the playing area is awarded eight bonus points. Once the player has elected to leave town and thus end the game requires points on the scoring cards to be totaled for each player who has at least three cards in a travel theme. The one who has the largest number of points is the winner of the game. Where there is a team playing as multiple individuals as above referred to, the team cannot end the game until all team members have enough scoring cards to leave town and all have successfully left town. When such occurs, the scoring cards within travel themes are then combined and divided by the number of team members to determine the team score. The team with the largest number of points is the winner of the game.
An optional method of scoring may be adopted by the players upon their agreement prior to the start of the game. Utilizing this optional method, additional points are awarded for the collection of scoring cards within a theme that have the same value or form a straight, that is consecutive number sequences. Following this option if a player collects scoring cards within a theme where three cards having the same score are held, then the score is doubled. If the player collects five theme cards having the same score, then the score is tripled. If a player collects theme cards from the same theme in which the consecutive numbers are four in a row, then the score is doubled. If on the other hand the player collects theme cards with a score on there which are five consecutive numbers in a row, then the score is tripled.
As an alternative manner of playing the game, the players may receive three Challenge Cards 74 (
The player who is making the claim for that travel theme from that point of interest must then provide an appropriate explanation as to why the travel theme is associated with that point of interest but he cannot refer to the travel guide 76. The challenger then has an opportunity to either accept or reject the explanation. If the challenger accepts the explanation then both players keep their scoring cards. If the challenger however rejects the explanation then other players in the game vote to either accept or reject the explanation. The challenger however must first give a short explanation for the rejection of the explanation given by the player who has claimed the travel theme. If the other players vote to reject the explanation, then the scoring card being claimed by the player as associated with that point of interest goes to the challenger. If the other players vote to accept the explanation, then the challenger's revealed scoring card is given to the player who has claimed the scoring card for that travel theme associated with that point of interest. The Transportation Commissioner whether playing with a piece on the board or not gets a single vote with the other players. In the event of tie vote, the challenger and the claimer will play one round of rock, paper, scissors on the count of three. As is traditional in this game, paper beats rock, rock beats scissors, scissors beats paper. The winner takes the scoring card from the loser. The other aspects of playing the game as above outlined apply to the play of the game with the challenges.
As an additional modification to the Excursion game as set forth above there may be provided a pre-determined number of destination target cards, for example, 18 such cards may be utilized in one embodiment of this version of the game. Representative destination cards are illustrated in
By play of the game in the manner above described the players must travel to all six of the points of interest found on the six destination cards which have been dealt to that player and claim a scoring card from each of the six destinations indicated on the target cards. When this has been accomplished, then the player will attempt to go to the finish line at Times Square, point of interest no. 34, as quickly as possible. The players may travel to the various six points of interest contained on the six destination target cards which they have been dealt in any order they choose and claim any one of the available scoring cards. If the utilization of a challenge card is used in this portion of the game and if a scoring card is lost through a challenge, then the player must visit another of the specified destinations before returning to claim a different scoring card. If the player claims the same scoring card again, whether by choice or necessity, the player gets the scoring card but the player's next turn is lost.
The first player to reach Times Square with six scoring cards from the points of interest on the destination target cards in the player's hand and then successfully claim a Times Square scoring card wins a game. If a player loses a challenge at Times Square, that player must travel to Hell's Kitchen, point of interest no. 29, before returning for another try at Times Square. If two players reach Times Square in the same turn, the value of all seven scoring cards are added together and the highest combination of values wins. A player who is waiting at Times Square for all other players to complete their final turn may challenge a player who arrives at Times Square during that turn. This player must put the Times Square scoring card at risk to challenge the claim of the newly-arrived opponent.
An additional embodiment of the Excursion Game is an embodiment referred to as CoolFacts Mode 1. In playing this embodiment of the game, there are provided travel theme logos which are small puzzles made up of three pieces: one of the pieces bears the letter “H”, another of the pieces the letter “O” and the third of the pieces the letter “T.” Such is illustrated in
The play of this embodiment of the game is the same as that identified and discussed above; however, there are no challenges available so the challenge card is eliminated from this embodiment of the game. In addition, players may not return to the same point of interest regardless of their success in claiming a scoring card the first time. On any additional visit to a previously visited point of interest, the player surrenders the scoring cards successfully claimed at the point of interest. If the player did not successfully claim a scoring card at the point of interest the first time, the player then surrenders one scoring card to the Transportation Commissioner and it is put back into play. In order to claim a scoring card, a player must answer at least one of three CoolFacts questions, which are available for each travel theme at each point of interest. The questions fall into three categories, namely, “Historical facts,” “Obscure facts,” and “Transportation facts.” For example, reference to
There are various modifications and additions which can be made to the CoolFacts embodiment of the game without departing from the spirit or principles of the game as above outlined and discussed.
There has thus been disclosed a game and a method of playing the same which is both entertaining and informative and which can provide educational information with regard to various geographical locations and points of interest situated therein which may be played by two to eight individuals or teams of individuals.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/US06/11827 | 3/31/2006 | WO | 00 | 2/26/2008 |
Number | Date | Country | |
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60673948 | Apr 2005 | US |