A portion of the disclosure of this patent document contains material, which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by any one of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
This invention relates to board games of chance and methods of playing the games for entertainment and education.
Applicant is the inventor of the well-known Game of Life® and is the originator and an inventor of several other items including those disclosed in U.S. Pat. No. 4,941,665 and D 541,879, each of which is incorporated by reference herein in its entirety.
The present inventions comprise new, different and innovative board games in which a modified version of the Game Machine device disclosed in U.S. Pat. No. 4,941,665 is used. In brief, these inventions comprise an International Game of Life™, an All or Nothing™ game in which the object is to win a “pot” of chips and a Jungle Game™ in which the object is to collect all of a predetermined number, e.g., six, chips having the images of different animals thereon. The Game Machine of the present invention may also be used to play a Game Machine Game.
The following equipment is used in playing the game:
Equipment:
The object of the game is for all Players, typically 2 to 4, to reach the final destination terminal on the board shown in
The following exemplary playing method may be used.
One Player is designated to be a “banker” and deals out $2,000.00 to each Player after separating play money by denomination.
Each deck of Career Cards and Property Cards is placed face down next to game board.
Each Player chooses a Jet Airliner (either Red, Green, Blue, and Yellow). These are Playing Pieces to advance on the game board. Each Player also selects 10 Commuter Planes of corresponding color (Red, Green, Blue, and Yellow) and places them by his or her side. Commuter Planes should be placed on Destination Chips to signify ownership.
Hotels are valued at $100,000. Destinations are valued at $100,000. The 4 Terminals are placed on designated locations on the game board. They may be freestanding and not attached. The 8 hotels are to be placed at random on any international symbol for Hotel on the game board. The international symbol for Hotel is a figure lying on a bed (note
Each Player has the option to buy a Passport for $10,000 each. However, a Passport is required before the Player can win a Destination Chip.
Each Player may take on Peg (Pink or Blue) to start according to his or her gender, and place it in one of the holes on top of his or her Jet Airliner. This designates a passenger.
The Banker takes the Chips from the Pouch and inserts them in the Game Machine™ The selection of these Chips must be random.
All 22 Destination Chips, 8 International Hotel Chips, 7 Money Chips, 3 Rescue Chips and 3 Win the World™ Chips are placed in the Pouch and must be mixed well.
After placing the Game Machine™ on a designated location on the game board, fill the Game Machine™ with 6 Chips (face up) drawn without looking from the Pouch. Each Player takes a turn to spin the Game Machine™. The Player that spins the highest number (which is located underneath the Chip to which the arrow points) goes first. Other Players take turns in the game play, clockwise following the first Player.
For example, the Game Machine™ could contain the following Chips: Buy the Hilton Hotel, Go to Switzerland, Go to London, Go to Japan, Go to Brazil, Go to Rome.
Note: Each Player has 3 turns to spin the Game Machine™ to see if he can guess the right Chip on which the arrow stops. Each Player may spin the Game Machine™ up to 3 times on his turn.
If a Player does not guess by correctly calling out the Chip to which the arrow points after spinning before he spins, he loses the spin.
For example: The 1st Player guesses a Destination Chip that he wants, e.g., Go to Brazil. If the arrow on the spinner does not point to Go to Brazil, then the Player spins again.
On the 2nd spin, the Player can guess the same or another Destination Chip before the spin. If the arrow does not point to Go to Brazil or any other Destination Chip which the Player guesses on his turn, then the Player spins again.
On the 3rd spin, the Player gets the Chip to which the arrow points, regardless of whether the Player guesses this spin or not.
If the Chip is a Destination Chip he places the Chip on the corresponding Destination space encircled in black on the game track. The Player then places one of his corresponding color Commuter Planes on top of this Destination Chip, which indicates it is his exclusive possession.
If the arrow points to a Hotel Chip instead, then the Player can take a Hotel Playing Piece off the game board and take it into his possession.
Whenever a Destination Chip or a Hotel Chip is taken from the Game Machine and put on the game board, then take another Chip out of the Pouch and place it in the Game Machine.
Note: The Player does not necessarily have to take 3 turns on the spinner. He may spin the spinner up to 3 times if he hasn't already guessed a Chip in previous spins.
Underneath the I want to go to Brazil Chip, for example, there would appear a number which gives the Player the number of spaces his Jet Airliner is to move on the winding game track. For example, after the Destination Chip removed from the Game Machine,™ if the number is #6, then the Player advances his Jet Airliner 6 spaces on the winding game track. This completes the first Player's turn.
SECOND, THIRD, AND FOURTH PLAYER SPINS follow the same procedure as outlined in above Step 1. This procedure continues until all of the Players have reached the Final Destination Terminal. Play ends, and account is made of the money held by each Player.
When Chips are placed in the Game Machine™ the Player must first guess which Chip the arrow will point to before he/she spins the Game Machine. When the arrow points to any given Destination Chip that the Player has guessed, then that Chip is taken out of the Game Machine™ and placed on the game board where there is a corresponding picture replica of that particular Destination Chip. The Player puts his color Commuter Plane on top of the Chip, which designates that this Destination is a personal possession of the Player.
In addition to taking a Chip which as been guessed out of the Game Machine™, the Player may take the following Bonus Move (for guessing the right Chip):
The Player may take a second Destination Chip from the Game Machine™ or from another Player.
When a Player lands on a Destination Chip with a Commuter Plane on it, then he must pay the Player who owns that Destination a $50,000 fee.
The Hotels are won by spinning the Game Machine™. The Player attempts to guess if the arrow in the Game Machine will point to a Hotel Chip. When the Game Machine™ arrow points to a Hotel Chip that the Player has guessed, then the Player removes the Hotel Playing Piece from the game board and places it in his possession, off the game board.
If the Player guesses correctly that the arrow in the Game Machine™ will point to a Hotel Chip, then the Player has the following Bonus move (for guessing the right Chip):
In addition to the Hotel Playing Piece, which the Player has gained by guessing the right Hotel Chip, he may take another Hotel Chip or a Destination Chip from the Game Machine™ or from any other Player as a Bonus move (for guessing the right space where the arrow points).
Note: Whenever a Destination Chip or a Hotel Chip is taken from the Game Machine™ and put on the game board, then take another Chip out of the Pouch and place it in the Game Machine™.
When the Hotel Playing Piece is held by a Player, the Hotel Playing Piece may be played by placing it on the game board on any OPEN Destination space which is unoccupied by another Player. This move must be made by a Player before any of his/her spins. The Player may also place the Hotel Playing Piece on his own Destination Chip.
As a strategy move, a Hotel Playing Piece may be switched to any unoccupied Destination space on the game board when it is apparent that another Player's Jet Airliner playing piece approaches. This move may be made by any Player only at the beginning of his/her move. There is no limit to the number of times that the Player who owns the Hotel can switch a Hotel's location on the game board.
If any Player lands on a space where there is another Player's Hotel Playing Piece on that space, the moving Player pays a $50,000 fee to the Player who owns the Hotel.
When a Player lands on a Take Away space, he can do the following:
Take Away from another Player or from the Game Machine™ 1 Destination Chip or 1 Hotel playing piece.
Whenever a Destination Chip or a Hotel Chip is taken from the Game Machine™ and put on the game board, then take anther Chip out of the Pouch and place it in the Game Machine.™
If the Player Takes Away a Destination Chip from another Player, he replaces it with his own color Commuter Plane. This Destination Chip then becomes his exclusive property.
The Player does not need to guess the spin to acquire a Rescue Chip. If during any spin in which the Player “guesses” a chip that does not come up, and if at the end of any spin the arrow points to a Rescue Chip, the Player may take the Rescue Chip (if there is a Rescue Chip in the Game Machine™), into his possession instead of the Chip he had incorrectly guessed. No further spins are allowed in that turn. The Player then keeps the Rescue Chip until he is threatened by a Take Away play or any play by another Player. This Rescue Chip will stop any Take Away play, or stop any play by another Player. The Rescue Chip can only be used once, and once it is used, the Rescue Chip is out of play.
The Player does not need to guess the spin to acquire a Win the World Chip. If during any spin in which the Player guesses a Chip that does not come up, and if at the end of any spin (if there is a Win the World Chip in the Game Machine™), and the arrow points to a Win the World Chip, the Player may take the Win the World Chip into his possession instead of the Chip he had incorrectly guessed. No further spins are allowed in that turn. When the arrow in the Game Machine points to a Win the World Chip, then the Player has the following move:
The Player may take 2 Destination Chips or 1 Destination Chip and 1 Hotel Playing Piece from one or two other Players or from the Game Machine™
Whenever a Destination Chip or a Hotel Chip is taken from the Game Machine™ and put on the game board, then take another Chip out of the Pouch and place it in the Game Machine™
The Win the World Chip can only be used once, and once it is used, the Win the World Chip is out of play.
When the arrow points to one of these Chips, you get the amount on the Chip from the bank. The Chip is then set aside by the banker, out of play.
These Terminals are goals. Landing on a Terminal protects the Player while he is on the Terminal from any moves made by any Player to dispossess him of any of his Destination Circles or Hotel Playing Pieces. The Player may stay on any Terminal indefinitely until he elects to move his Jet Airliner Playing Piece. Any Player can elect to go back to the nearest Terminal and place his Jet Airliner Playing Piece on the Terminal, so long as his move is made at the beginning of his/her turn. If a Player elects to go back to the nearest Terminal, he then moves from that point forward. Attention should be given to the need to keep the Jet Airliner Playing Piece in motion to reach the Final Destination Terminal on the game board.
If a Player lands on a Career Choice space, he may pick a Career Card. If a Player lands on a Career Change space, he picks a new Career Card. Another Player holds the Career Cards with the backs facing the Player making the choice. The Career Card establishes the salary of the Player throughout the game.
There are Pay Day spaces throughout the game board. When a Player lands on Pay Day or goes by it, he then collects his salary, which is on the Career Choice Card he has selected.
If a Player lands on the Get Married space, he stops and collects $10,000 from the bank.
If a Player lands on a Buy Property—Draw a Deed space, another Player holds the Buy Property—Draw a Deed cards with the backs facing the Player making the choice. The Player selects a card and pays $10,000 to the bank.
If a Player lands on Lose Job—Start Career space, he exchanges the card he has secured prior to his move, and draws another Career Card held up by another Player, with the backs facing the Player making the choice.
If a Player lands on a Baby Boy—Baby Girl space, he collects $10,000 from the bank for each baby and takes a Peg (Pink or Blue) and places it in his or hers color Jet Airliner, as another passenger.
Destination Circles are treated as a space in the game. During the gameplay, if a Player lands on an occupied Destination Circle which is the exclusive possession of another Player, then he must pay $50,000 to the Player who occupies the Destination Circle.
When a Player lands on a Spin to Win Strip space, the Player may place a wager on the Spin to Win Strip. This wager play is optional.
The Player can make a bet of any amount, on any one of the numbers on the Strip. Next, he spins the Game Machine™ to see if he has gotten a corresponding number located underneath the Chip to which the arrow points. If the Player has guessed the number to which the arrow points, he wins the pay off odds of 10 to 1. The Player collects money from the Banker if the arrow points to the number that he has bet on.
The Player can bet a Hotel (value is $100,000).
All or Nothing™ Game (
Equipment:
Object of the Game (a Betting Game):
The object of the game is to win the Pot. You win the Pot by getting Sets or Runs of Chips and having the least amount of Dead Chips in your tray
A Set is 3 or more Chips of the same number of any suit. Example: 2, 2, 2.
A Run is 3 or more Chips of the same suit in sequence. Examples: 2, 3 4 all in Hearts, 4, 5, 6 all in Clubs or Spades.
Aces are low. Example: Ace, 2, 3 of Diamonds.
Dead Chips are Chips that are not part of a Set or Run in your tray.
Players decide value of Betting Chips. Examples: White=1 pt, Red=2 pts., Blue=3 pts. or White=penny, Red=nickel, Blue=dime.
To Start:
Fill Game Machine™ with 6 Chips. Each Player makes a bet and picks a number from the Game Machine™ and spins. The Player with the highest Chip to land on their number, wins the bet and goes first.
For a 2-Player game, each Player fills his/her rack with 10 Chips to start. The Player who goes first places his/her bet and spins or draws. A Player can also pass. If a Player passes, he/she is out of the game.
For a 3-4 Player game, each Player draws 7 Chips to start, instead of 10, as in a 2-Player game.
To begin, a Player may draw a Chip from the Draw Pit (
A Player must discard a Chip into the Game Machine if he/she draws one from the Draw Pit or wins one from spinning the Game Machine. The Chip can be discarded into any position in the Game Machine he/she chooses. If a Chip is removed to make room for the Player's discarded chip, it is then placed aside on the table and becomes inactive.
To continue to play, Players proceed by taking turns either drawing a Chip from the Draw Pit or spinning the Game Machine for a Chip.
Players continue to make Sets and Runs on their trays. Any Chips that are not either a part of a Set or Run are called Dead Chips.
Betting is done each round.
A Wild Chip can be used to complete a Set or Run in your tray. Examples: 2, 2, Wild (where the Wild Chip acts as a 2); 4, 5 Wild (where the Wild Chip acts as a 6).
This is a very valuable Chip. This Chip allows you to take any or all of the other Player's Chips. For example, you could change your Dead Chips (which cannot be played again) or your whole tray of Chips in exchange for an equal number of another's Chips. You take these Chips without looking at the other Player's Chips. If the other Player has an All or Nothing Chip in his/her tray, they have Blocked you from taking any of their Chips. Then you get Nothing.
After an All or Nothing Chip has been played, it is set beside your tray and may not be used again. It is considered Dead. You do not replace the All or Nothing Chip with another Chip.
The All or Nothing Chip can be used during gameplay anytime, until the round is Called (ending of the game). After the round is Called, the All or Nothing Chip cannot be used.
The All or Nothing Chips can also be used as Sets in your tray. For example, 3 All or Nothing Chips equal a Set.
As a Dead Chip, the All or Nothing Chip counts against you at a value of 10 points.
A Joker Chip (
In order to win, when a Player has 10 points or less in their Dead Chips, he/she can Call by knocking on the table at the end of the round. At this time, all Players turn their Chip racks around and reveal their Chips.
If the person who Called the round has the least amount of points in their Dead Chips, he/she collects the Pot. If any other player has less Dead Chip points than the Caller, he/she wins that round to collect the Pot. The Player with the least amount of Dead Chips wins the Pot.
Each Player counts up his/her Dead Chips. You subtract the winner's Dead Chip points from your own and this is how many Betting Chips you must pay the winner. For example, if the winner has 5 Dead Chip points and you have 20 Dead Chip points in your tray, you would subtract 5 from 20 to equal 15 Betting Chips.
If the Caller of the round does not have a perfect rack (where all Chips are part of a Set or Run), the opponents are entitled to lay off (add their matching Chips) to the Caller's tray of Sets and Runs. For example, if the Caller's tray has 4, 5, 6 in Hearts, and 7, 7, 7, 2, 2, 2 with a 1-point Dead Chip, the opponents can play any 7, any 2, or a 3 of Hearts, or a 7 of Hearts Chip that is in their Dead Chip collection, thereby decreasing their Dead Chip count, and reducing the amount of Betting Chips that they owe to the winner.
The Jungle Game™ (
The following exemplary equipment may be used in playing The Jungle Game™:
Equipment:
The Game Machine™, Circle Game Board, Home Zone Mats and Chips are shown in
The object of the game is to collect all six Animal Chips (e.g., Lion, Tiger, Rhino, Gorilla, Crocodile, and Elephant) of a Player's color by playing through the Game Machine in the center of the Jungle—and setting them in place in the Player's Home Zone Mat.
To begin, determine by spinning one Chip which Player goes first; thereafter the Players take their turns clockwise. Each Player chooses one of the colors (Red, Yellow, Blue, and Green) as his/her color. Put all of the Chips into the Chip bag. (If there are fewer than four Players, remove the Wild Animal Chips that don't belong to one of the Players.)
To continue, the Player whose turn it is draws as many Chips from the Chip bag as are needed to fill up the Game Machine™. He/she may reject as many as two of the Chips, draw replacements for them, and return those rejected to the Chip bag. The player then spins the Game Machine™. Each Player removes those Chips from the Game Machine™ or which one of the Game Machine™ pointers points to his/her color (as marked on the Chip margin).
If a Player on your turn receives:
(a) A Wild Animal Chip of his/her color, it is placed in his/her Home Zone Mat;
(b) A Wild Animal Chip of another Player's color, it is placed in the Zoo; Exchange rule: if one of the Player's own Wild Animals happens to be in the Zoo, it is thereby freed and may be placed in the Player's Home Zone Mat;
(c) A Cobra or Scorpion, a Wild Animal (if any) from that Player's Home Base is removed to the Hospital and stays there through the next round, at the end of which it is placed in a vacant spot on the Game Machine™, where it is not subject to rejection (see above); the Cobra or Scorpion Chip is returned to the Chip bag;
(d) A Quicksand Chip, a Wild Animal (if any) from that Player's Home Base is placed in the Quicksand area of the board, the Quicksand Chip is returned to the chip bag;
(e) A Take-Away Chip, the Player may either remove one Wild Animal (if any) from one of the other Players' Home Bases and put it in the detention Corral or, if one of his/her own Wild Animals is in the Corral, rescue it and return it to its Home Base; the Take-Away chip is returned to the Chip bag.
Note: Chips can be used immediately or held back for a surprise Come-From-Behind strategy.
The first Player who succeeds in bringing all six Wild Animals of his/her color to the Home Base is the winner.
Note: For best results, adult assistance is recommended to get the full benefit of the play value of The Jungle Game™
The following equipment may be used to play a Game Machine™ Game:
Equipment:
The Game Machine™ Game may be played as follows:
Each Player selects a color token and is identified by this color in the game. Each Player gets 3 turns to spin the Game Machine™ and guess a number underneath the rotating Chip (for example, #6), and to which the arrow points, after the spin. If he guesses that number, he then places his Chip on the corresponding #6 on the Spin to Win Strip, and places a color Token of his color on top of the Chip. This, then, is his possession. The Player has 3 chances to guess any number that he calls out before he spins. If the Player fails to call a winning number after three spins, his turn is over.
The object of the game is to have the most Chips (with Tokens) on the Spin to Win Strip at the end of the game (when either 5 spots or any predetermined number of spots are covered by Chips).
First Player (for example, Red). Spins the Game Machine™
The Chip to which the arrow points is lifted from the Game Machine™ and the number underneath the Chip is exposed (for example #2).
Player removes that Chip and places it on the number 2 on the Spin to Win Strip. Player takes a Token of his chosen color (for example, Red) and places it on his Chip on the Spin to Win Strip. That Chip and number become his possessions.
Another Chip is placed in the spot on the Game Machine™ which was vacated by the first Chip's removal.
The Chip to which the arrow points is lifted from the Game Machine™ and the number underneath the Chip is exposed (for example, #6).
Player removes that Chip and places it on the number 6 on the Spin to Win Strip and places his Token (Yellow) on top of the Chip. This, then, is his possession.
If the arrow points, however, to #2 on any spin, then the Player bumps the Chip off of the #2 space that is occupied by another Player on the Spin to Win Strip. He then places his Token (Yellow) on the Chip that is one the number 2 on the Spin to Win Strip. That Chip and number then become the second Player's possessions.
This game play continues with the third Player (Blue) and the fourth Player (Green) until all numbers, from 1 to 10, or any number of numbers that are agreed to before the game begins, are covered on the Spin to Win Strip by the different Player's Chips.
If a Player lands on #1 which is underneath the rotating Chip, then that Player can Bump any Token and any Chip from any number and Player and take that Chip and number into his possession. The Player may use this Bump Token only once.
If a Player lands on #10 which is underneath the rotating Chip, that number is a special No Bump Token that prevents any Player from bumping his Chip. The Player may use this Chip only once. The Player may retain the No Bump Token and play it at a time that he is challenged.
The Game Machine™ may also be used to play a game of chance involving placing chips on a numbered strip based on the results of rotating the chips. It also can be played alone as a spinner whereby players merely guess numbers as in a roulette wheel. It therefore can be used with a number of games
The foregoing exemplary games may be varied in numerous ways without departing from the present inventions. The number of Players, pieces, Chips on the Game Machine™ and other features are subject to variation without departing from the examples disclosed herein.
This application claims priority to U.S. Provisional Application Ser. No. 61/086,737 filed Aug. 6, 2008, which is fully incorporated herein by reference.
Number | Date | Country | |
---|---|---|---|
61086737 | Aug 2008 | US |