Journey to the West is one of China's greatest works of literature. It is a novel based on a real life journey of a Chinese monk, known as either Tripitaka or Xuanzang, who is tasked to retrieve scriptures from India and bring them back to China. Along the way, he is accompanied by several larger than life companions: the Monkey King, known simply as Monkey, Pigsy the Pigman, Sandy the River Ogre, and the Dragon Prince. These characters do everything in their power to ensure their master Tripitaka remains safe during his journey, for if they succeed, not only do they redeem their past sins but they also have a chance at becoming enlightened beings.
In the Western part of the world, this folk tale is known commonly as Monkey, because much of the story focuses on the creation and antics of the character Monkey. He makes the story come alive with his childish nature, fierce temper, and unwavering loyalty. His tale of spiritual growth and determination has made him an endearing character not only to China, but to much of the rest of the world, and he is seen throughout much of today's popular media.
Although Monkey steals the show throughout much of the novel, what makes this novel a timeless work is the efforts made by all of the companions, who overcome their own weaknesses and find the strength to help their master succeed in his quest. Tripitaka's traveling companions cooperate and/or compete to become enlightened beings, all the while ensuring that Tripitaka eventually reaches his destination.
CHARACTERS:
TRIPITAKA (XUANZANG)
Tripitaka is a monk tasked to retrieve Buddhist scriptures from India and return them to China. The journey is perilous, and as he is physically weak, the Bodhisattva Guanyin sends four uncommonly strong companions to aid him.
MONKEY (SUN WUKONG)
Born out of a stone egg that lay dormant for ages atop the Flower Fruit Mountain, Monkey is incredibly strong, mischievous, and cunning. At one point in time he created havoc in Heaven itself, defeating 100,000 celestial soldiers. As penance for commotion he created in Heaven, he is eventually tasked to protect Tripitaka on his journey to India.
Of the companions, he is by far the strongest, and possesses the ability to transform into any creature or object in the mortal world. He wields an immensely heavy staff, which can grow to the size of a pillar, or shrink to the size of a needle.
PIGSY (ZHU BAJIE)
Pigsy was once a mighty general of Heaven who commanded 100,000 soldiers of the Milky Way. However, during a celebration of the gods, he flirted with the Moon Goddess, resulting in his banishment to Earth. Although he was supposed to be reincarnated as a human, he wound up as the offspring of a pig, giving him both human and pig features. Like Monkey, he is commanded to accompany Tripitaka on his journey to ensure his master's safety. His weapon, which he has carried since childhood, is an extremely durable muck rake, which he wields with great prowess.
SANDY (SHA WUJING)
Sandy was actually quite handsome in the past, when he stood in attendance as a curtain raising general in Heaven. This changed when he smashed a crystal goblet belonging to the Heavenly Queen Mother during the Peach Banquet. For this act, he was transformed into a river ogre and banished to the Flowing Sands River on Earth. Here he spent many years terrorizing local villagers, until Tripitaka came upon the river, at which point he joins the pilgrimage in exchange for redemption of his past sins. His weapon of choice is the monk's spade, and he excels at water combat.
DRAGON PRINCE (YULONG SANTAIZI)
After burning his father's great pearl, the Dragon Prince is sentenced to death. However, the Bodhisattva Guanyin stays the execution and instead commands him to wait for Tripitaka to appear and assist him. He waits in dragon form for many years, eating travelers and their horses. Because he has forgotten who he is waiting for, eventually he eats the horse of Tripitaka, and realizing who the rider is, apologizes and transforms into a replacement horse, carrying his master for the majority of his pilgrimage.
Because of the popularity of the story and its mythological historical value, a game has been devised in the present invention which can be played by a plurality of players, incorporating many of the above character traits and event scenarios, and utilizing rolls of dice or other random number generator to make possible an essentially endless variety of story lines.
The preferred embodiment of the game of the instant invention allows from two to four players, each representing one or two of the four aforementioned characters, described as “companions” of the main character Tripitaka, to compete for the highest degree of enlightenment (determined by “Enlightenment Points” or “EPs”) through a combination of chance rolls of dice, chance draw of randomly-sequenced playing cards, and exercise of strategy. The initial “movement roll” of two six-sided dice by each companion, in addition to the talents ascribed to each companion and the instructions provided on the cards, begins each companion's advance along spaces around a closed path. When all of the companions have completed one movement roll (i.e., a “round”) the character Tripitaka may advance along a separate “journey” path (not connected to the closed path) that ends at a final goal (“Thunder Temple”). This requires repetitive circuits of the characters around the closed path.
Each companion may accumulate “gold” along the way which he/she may exchange for Enlightenment Points. Whichever character has the highest number of Enlightenment Points when Tripitaka reaches the Thunder Temple wins the game.
As described here, the game paths are drawn on a two-dimensional game board, and the characters are represented by game pieces that move on the board. It should be understood, however, that the instant invention includes in its scope the depiction and movement of two- or three-dimensional characters on two- or three-dimensional paths displayed in an interactive electronic medium.
In a generic embodiment of the invention, N number of players each select M “companion” characters to move around a game board, which game board may be two-or three-dimensional and may comprise either a planar surface or a graphical electronic display. Each of the N players may play a single one of N companions, or, if the number of players N is fewer than the number of characters M, one or more players may play one or more characters. Another person may also be in charge of handing out money or cards, keeping track of Enlightenment Points (see below) and/or moving the main character along his path.
Referring now to the drawings, in which like elements are represented by like indicia in each drawing,
A main character figure, common to all players and determinative of who wins the game, is placed on the beginning space 3 of a journey path 4. In
Movement along the closed path 2 begins with a starting player selecting a random number, for example by rolling a pair of dice (a “movement roll”). For convenience and not limitation, selection of a random number will henceforth be described as the roll of dice. The starting player moves his or her character in a clockwise direction around the closed path 2 the number of spaces corresponding to the total indicated by the upward faces of the dice. The number of spaces to be moved may vary from the dice roll according to the “ability” of the character as described further below.
Within the scope of this invention, “counterclockwise” may be substituted for “clockwise,” “left” for “right,” and “top” for “bottom.” The space reached by the first player's character on the first move on the closed path 2, or reached by any player on any move along the closed path 2, will put that player on at least one of a Fortune space 5, an Event space 6, a Bandit Cave space 7, a Royal Banquet space 8, a Switch space 9, a Disaster space 10, a Shrine space 11, a Demon Fortress space 12, a Peaceful Temple space 13, a Special Occurrence space 14 or the Start space 1. Landing on each of these spaces requires an action by the player landing on it, described as follows:
Event space 6—draw one Event card 15 (see
Fortune space 5—draw one Fortune card 16 (see
Bandit Cave space 7—character finds a cave hideout with a group of bandits and defeat them, picking up their treasure of a second amount of gold;
Royal Banquet space 8—character loses a first number of EP for greedily eating food;
Switch space 9—the player's character switches position with that of the character of the player seated to his/her left. The spaces the characters land on as a result of the switch are not activated;
Disaster space 10—character loses half his/her gold; this amount is always rounded down;
Shrine space 11—character may trade gold in the form of offerings for EP at the rate of a third amount of gold per EP, and up to a second number of EP may be earned in this way;
Demon Fortress space 12—the main character is captured, a Story (see below) may not be begun this turn;
Peaceful Monastery space 13—character pays homage to peaceful monks and gains a third number EP.
Special Occurrence space 14—one or more spaces that may be defined prior to or during game play to be added to the above spaces, or substituted for one or more of the above spaces.
Start space 1—each character collects a fourth amount of gold and a fourth number of EP upon landing on this space (except at the start of the game).
With the exception of the Start space, the above-listed spaces may, in the generic embodiment, be arranged in any order on the game board, as signified by blank spaces in
The companion characters of the present invention, along with their “abilities” are two or more of:
Monkey—Because Monkey is the strongest fighter, his ability is to add a first integer to all rolls for the violent option of Event cards (or Stories if specified).
Pigsy—Because Pigsy is the greediest character, his ability is to place a first quantity of money traps on a space (except the starting and ending spaces) on the closed path 2. These traps steal a fifth amount of gold from any character that lands on them. There can only be a second quantity of traps at any given time on the board, each of which are sent back to Pigsy when landed on, and which can only be replaced at the start of Pigsy's turn. Only a third quantity of traps may be placed on a given space.
Sandy—Because Sandy is the most peaceful of the characters, his ability is to add a second integer to all rolls for the nonviolent option of the Events (or Stories if specified).
Dragon Prince—Because the Dragon Prince has the form of a horse, his ability is to add a third integer to all movement rolls, that is, random numbers determining movement along the closed path 2.
Special Characters—These characters have abilities that may be defined prior to or during game play to be added to the above characters, or substituted for one or more of the above characters.
When all of the players have had a first movement roll (a first round) the main character moves one space off the beginning space 3 to the adjacent Story space 20 along the journey path 4. In
Upon movement to this first (and subsequent) Story space(s), the players draw a Story card 16 (see
The Story cards 17 (see
At any time during a player's turn, he or she may buy a treasure card (see
The game ends when the main character reaches the final journey space 19. At that point, the game is over and all players must then tally up all EPs they have received. The winner is determined by which player has the highest number of EPs.
Monkey—Because Monkey is the strongest fighter, his ability is to add a first integer equal to one to all rolls for the violent option of Event cards (or Story cards, if a violent option is specified).
Pigsy—Because Pigsy is the greediest character, his ability is to place a first quantity of money traps equal to two on a space (except the starting and ending spaces) on the closed path 2. These traps steal a fifth amount of gold equal to ten per trap from any character that lands on them. There can only be a second quantity of traps equal to two traps at any given time on the board, each of which are sent back to Pigsy when landed on, and which can only be replaced at the start of Pigsy's turn. Only a third quantity of traps equal to one may be placed on a given space.
Sandy—Because Sandy is the most peaceful of the characters, his ability is to add a second integer equal to one to all rolls for the nonviolent option of the Event cards (or Story cards, if a nonviolent option is specified).
Dragon Prince—Because the Dragon Prince has the form of a horse, his ability is to add a third integer equal to one to all movement rolls, that is, random numbers determining movement along the closed path 2.
In the preferred embodiment, there is no added Special Character.
Up to four players may play at a time, each selecting one or two of the companion characters. Thus, in addition, to having four players each play one companion, it is possible to have two or three players each select one companion, leaving out the other one or two companions, or have two players each play two companions.
Another person may also be in charge of taking in and dispensing “gold” from a “bank,” handing out cards, keeping track of Enlightenment Points, and/or moving the Tripitaka character along the Journey path 4. Each companion starts play with a first amount of “gold” equal to 30 gold.
FORTUNE SPACES/FORTUNE CARDS
When a player lands on a Fortune space 5, he/she draws a Fortune card 16 (See
An example of a Fortune card 16 is shown in
Once used or discarded, Fortune cards 16 should be returned to the bottom of the Fortune card deck.
EVENT SPACES/EVENT CARDS
When a player lands on an Event space 6, he/she draws an Event card 15 (See
An example of an Event card 15 is shown in
Once drawn and their events completed, Event cards 15 should be returned to the bottom of the Event card deck.
Bandit Cave space 7—character finds a cave hideout with a group of bandits and defeat them, picking up their treasure of a second amount of gold equal to 30 gold;
Royal Banquet space 8—character loses a first number of EP equal to two EP for greedily eating food;
Switch space 9—the player's character switches position with that of the character of the player seated to his/her left. The spaces the characters land on as a result of the switch are not activated;
Disaster space 10—character loses half his/her gold; this amount is always rounded down;
Shrine space 11—character may trade gold in the form of offerings for EP at the rate of a third amount of gold equal to 20 gold per EP, and up to a second number of EP equal to 4 EP may be earned in this way;
Demon Fortress space 12—Tripitaka is captured, a Story (see below) may not be begun this turn;
Peaceful Monastery space 13—character pays homage to peaceful monks and gains a third number of EP equal to two EP.
Start space 1—Each character collects a fourth amount of gold equal to 20 gold, and a fourth number of EPs equal to one EP, upon landing on the Start space 1 (not including the beginning of the first round).
ENLIGHTENMENT POINTS
The goal of the game is to become the character that finishes with the most EPs. These EPs may be received in many different ways, but are chiefly received by choosing the nonviolent options of Event cards. They may also be received from Fortune cards, Treasure cards, certain other spaces, or Story cards.
Certain events may cause you to lose EPs as a penalty or allow a player to use the EPs as a currency to pay for an action. No matter how many times you are penalized, you can never go below zero EPs.
GOLD
Gold is mainly earned through fighting enemies on Event cards, though it can be gained in other ways, such as by operation of Fortune cards. The main purpose of gold is to buy Treasure cards or for use in bribes to complete Events or Stories. Gold may optionally be denominated into copper coins (worth one gold), silver coins (worth five gold), and gold coins (worth ten gold).
In the preferred embodiment, gold is kept in a “bank” and any money lost during game play through Event bribes, Treasure card purchases, or any other losses (not including those that go to a specific character) must be returned to the “bank.”
TREASURE CARDS
Treasure cards have very special bonuses on them that can be helpful in winning the game. Treasure cards may only be purchased for the exact gold amount indicated.
Some Treasure cards may only be used once. Others may be used for a certain number of times. When these Treasures are used up, they must be placed back with the other unused Treasure cards, and are thereafter able to be purchased again. Certain other Treasure cards have permanent or reusable effects and are kept by the character. A player may have up to two Treasure cards at a time. In order to receive a new Treasure card a player must discard one of his/her current cards.
An example of a Treasure card 18 is shown in
In the preferred embodiment, the journey path 4 is placed inside the closed path 2. At the end of the first round of movement rolls (that is, all characters completing one movement roll) the Tripitaka character moves one space off the beginning space “Chang'an” 3 to the adjacent space 20 along the journey path 4. The first adjacent space 20 is a level I Story space, which triggers the drawing (by anyone) of a level I Story card 17 (see
The obverse 17A of the Story card 17 may be printed, by means of example and not limitation, with “Story Card 1” or “Story Event Card 1,” or “Story Event LVL 1.” The reverse 17B of the Story card 17 contains a brief Story containing one or more goals to be achieved by one or more players before the main character. Story cards, by means of example and not limitation, may contain a quote of something said by a character and/or a description of an occurrence, followed by an instruction to one or more of the players, e.g.,
Note in
Further optional Story spaces may ensue. The preferred embodiment has three levels of Story complexity; more than three or fewer than three are optional additional embodiments of the present invention.
Stories from Story cards are activities that must be completed before Tripitaka may advance to the next Story space 20 (or 21, etc.). Optionally, the activities must also be completed before the end of the ensuing round, lest all of the pending story activities be begun anew. At the end of each round, Tripitaka will attempt to move along journey path 4 (on the center spaces in
When Tripitaka finally makes his way to the Thunder Temple, the game is over and all players must then tally up all EPs they have received. The winner is determined by which player has the highest amount of EPs.
Number | Name | Date | Kind |
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20030094758 | Hardie et al. | May 2003 | A1 |
Number | Date | Country | |
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61467025 | Mar 2011 | US |