HINDU-THEMED BOARD GAME

Information

  • Patent Application
  • 20230405446
  • Publication Number
    20230405446
  • Date Filed
    June 08, 2023
    a year ago
  • Date Published
    December 21, 2023
    6 months ago
  • Inventors
    • THIYAGALIGNAM; KOPINNATH
Abstract
A Hindu-themed board game and method of playing the board game is provided. The game board is designed as a Mandala, with the avaranam arranged as concentric circles around a central point representing the Bindu. Players move along numbered positions on the avaranam, symbolizing achieving progressively higher levels of awareness, until they reach the Bindu, which represents total self-awareness. The distance moved by each player is determined by how much awareness that player has accumulated, as acquired by the players by playing awareness cards. Various other cards are provided which allow the players to interact, such as by taking cards from other players. The board game provides an entertaining past time, while simultaneously exposing players to aspects of Hindu culture, which may be of benefit to both Hindus and non-Hindus.
Description
FIELD OF INVENTION

This invention relates to board games.


BACKGROUND

Sanātana Dharma is what most non-Hindus refer to as Hindu culture. The details of this culture are generally not known to non-Hindus, and even Hindus may not be familiar with many aspects of this culture.


A means of teaching aspects of Sanātana Dharma culture is desired, preferably in an entertaining manner so as to pique the interest of both Hindus and non-Hindus.


SUMMARY

According to one embodiment of the invention, a board game is provided. The board game comprises a path of numbered positions, the path passing through eight avaranams sequentially and terminating at a central Bindu. The first avaranam is arranged as a set of rectilinear tracks at corners of the game board, and the second to eighth avaranams are in the form of progressively concentric rings as they near the Bindu. The board game also comprises a plurality of playing cards. The playing cards comprise a plurality of “Awareness” cards, each having an action cost, indicating least one awareness point value, and indicating of the number of matching “Awareness” cards needed for each of the at least one awareness point value. The playing cards also a plurality of “Command” cards, each having an action cost and a text command. The playing cards also comprise a plurality of “Play Anytime” cards, each having a text command. The board game also comprises a plurality of playing pieces, a plurality of unlocked avaranam indicators, and an 8-sided die.


By providing a Hindu-themed board game and method of playing the board game, the general public can be exposed to Sanātana Dharma culture in an entertaining manner. Even Hindus can learn more about their own culture. At the same time, an enjoyable way to spend leisure time is provided.





BRIEF DESCRIPTION OF THE DRAWINGS

The features and advantages of embodiments of the invention will become more apparent from the following detailed description of the preferred embodiment(s) with reference to the attached figures, wherein:



FIG. 1 shows game components of the board game according to one embodiment of the invention;



FIG. 2 shows the game board of FIG. 1 according to one embodiment of the invention;



FIG. 3 shows example “Awareness” cards of FIG. 1 according to one embodiment of the invention;



FIG. 4 shows an example “Command” card of FIG. 1 according to one embodiment of the invention;



FIG. 5 shows an example “Pay Anytime” card of FIG. 1 according to one embodiment of the invention;



FIG. 6 shows the avaranam tokens of FIG. 1 according to one embodiment of the invention; and



FIG. 7 shows a method of playing the board game.





It is noted that in the attached figures, like features bear similar labels.


DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, game components of a board game are shown according to one embodiment of the invention. The game components include a game board 10 in the form of a Mandala, a plurality of playing cards 12, a plurality of avaranam tokens 14, a plurality of playing pieces 16, and an 8-sided die (not shown). There are three types of playing card 12 as described below: “Awareness” cards, “Command” cards, and “Play Anytime” cards. The game components are not drawn to scale in FIG. 1.


Referring to FIG. 2, details of the game board 10 are shown according to one embodiment of the invention. The game board 10 is in the form of a Mandala called a Sri Chakra. The board comprises 101 numbered positions plus a central position, the latter referred to as a Bindu. The numbered positions are divided into 8 avaranam representing levels of awareness. The first avaranam 20 comprises three rectilinear tracks at each of four corners of the game board 10, there being 12 tracks in all. The first avaranam 20 comprises numbered positions “1” to “28”. The second avaranam 22 comprises a ring around the Bindu and comprises numbered positions “29” to “44”. The third avaranam 24 comprises numbered positions “45” to “52” forming a ring inside the second avaranam 22. The fourth avaranam 26 comprises numbered positions “53” to “66” forming a ring inside the third avaranam 24. The fifth avaranam 28 comprises numbered positions “67” to “76” forming a ring inside the fourth avaranam 26. The sixth avaranam 30 comprises numbered positions “77” to “86” forming a ring inside the fifth avaranam 28 and. The seventh avaranam 32 comprises numbered positions “87” to “94” forming a ring inside the sixth avaranam 30. The eighth avaranam 34 comprises numbered positions “95” to “101” forming a ring inside the seventh avaranam 32. The second to eighth avaranams thereby form progressively concentric rings about the Bindu.


Each of the eight avaranams 20 to 34 has a unique colour with respect to the rest of the avaranams, and each of the eight avaranams 20 to 34 is formed of unique symbols with respect to the rest of the avaranams. The numbered positions of the first avaranam 20 are spread over the 12 tracks representing the first avaranam. The ring depicting the eighth avaranam has only three symbols, and the first four of the numbered positions for the eight avaranam are in blank spaces surrounding the ring depicting the eighth avaranam, but still inside the ring depicting the seventh avaranam. The numbered positions thereby define a path along which playing pieces move, the path passing through the eight avaranams sequentially and terminating at the Bindu.


As stated above, there are three types of playing card 12. In the preferred embodiment, the number of each type of cards is 53 “Awareness” cards, 51 “Command” cards, and 9 “Play anytime” cards. These numbers of each type of playing card is designed for up to four players. Referring to FIG. 3, example “Awareness” cards are shown according to one embodiment of the invention. An “Awareness” card 40 contains an “Action cost” 42. For the example card 40 shown in FIG. 3, the text “1” in the “Action cost” 42 denotes an action cost of “1”. An “Awareness” card 40 also contains an “Awareness field” 44. The “Awareness field” 44 indicates at least one awareness point value, each awareness point value being the number of awareness points awarded by the card (the use of awareness points is described below). The “Awareness field” 44 of any particular card may indicate up to three awareness point values. “Awareness” cards also contain a “Colour group” field 46. The “Colour group” field 46 is in one of a plurality of possible colours, preferably pink, orange, green, red, blue, and yellow. If the “Colour group” field 46 of two cards are of the same colour, then they form a set. There may be up to three “Awareness cards” in certain sets. The card indicates the number of matching cards needed to complete part of or all of a set. If a set of multiple cards is possible for an “Awareness” card, then the number of awareness points awarded increases as the set is more complete. For example, the “Awareness” card 40 in FIG. 3 indicates in its “Awareness field” 44 that only one awareness value is possible for this type of “Awareness” card. The “Awareness field” 44 of the second “Awareness” card shown in FIG. 3 indicates that it is possible to collect two of this type of “Awareness” cards so as to form a set. If only one of the cards is present, then only the first value (in this case, 1) of awareness points is awarded. If however two cards in this set are present, then the higher value (in this case, 9) of awareness points is awarded. The “Awareness field” 44 of the third “Awareness” card shown in FIG. 3 indicates that it is possible to collect up to three of this type of “Awareness” card so as to form a set. If only one of the cards is present, then only the first value (in this case, 1) of awareness points is awarded. If two cards in this set are present, then the middle value (in this case, 4) of awareness points is awarded. If three two cards in this set are present, then the highest value (in this case, 8) of awareness points is awarded.


The “Awareness” cards also contain information relevant to Hindu culture. The “Colour group” field 46 contains text. The text contains a name in Sanskrit of a figure depicted in portrait 52. The text also contains the English meaning of the Sanskrit name. In addition, the colour of the “Colour group” field 46 matches that of one of the avaranams in the Mandala, and indicates in which avaranam the figure in the portrait resides.


Referring to FIG. 4, an example “Command” card 60 is shown according to one embodiment of the invention. As in “Awareness” cards, the “Command” cards contain an “Action cost” 42. For example, the action cost of the “Command” card shown in FIG. 4 is “3”. Each “Command” card 60 also contains a text command 62. Examples of the text command 62 on a “Command” card 60 may be to take one or more cards from other players, draw cards, switch cards, or increase or decrease awareness points. Each “Command” card 60 also includes an image 64 of an aspect of Hindu culture, and an educational portion 66 that includes a Sanskrit name of the image along with an English meaning of the Sanskrit name.


Referring to FIG. 5, an example “Play Anytime” card is shown according to one embodiment of the invention. Each “Play Anytime” card 70 contains a text label 72 indicating that the cards is a “Play Anytime” card. Like “Command” cards, the “Play Anytime” cards also contain a text command 62. Examples of the text command 62 on a “Play Anytime” card 70 may be to cancel another player's action, or to cancel another player's. Also like the “Command” cards 60, each “Play Anytime” card 70 also includes an image 64 of an aspect of Hindu culture, and an educational portion 66 that includes a Sanskrit name of the image along with an English meaning of the Sanskrit name.


A subset of the “Awareness” cards 40 are special cards called “Chakreswari” cards, preferably 9 in number. These have the components of the other “Awareness” cards described above, but also comprise an indication of one of the avaranam. A subset of the “Command” cards 60 are special cards called “Siddhi” cards. These have the components of the other “Command” cards described above, but also comprise an indication of one of the avaranam. A subset of the “Play Anytime” cards 70 are special cards called “Mudra Sakti” cards. These have the components of the other “Play Anytime” cards described above, but also comprise an indication of one of the avaranam. The meaning of this indication of an avaranam is explained below.


Collectively, the “Awareness” cards 40, the “Command” cards 60, and the “Play Anytime” cards 70 are referred to as playing cards.


Referring to FIG. 6, the avaranam tokens 14 of FIG. 1 are shown according to one embodiment of the invention. There is a set of 9 avaranam tokens 14a-14i for each of the maximum number of players. Within each set of 9 avaranam tokens, there is one token 14a-14h for each avaranam plus one token 14i for the Bindu. Each token contains an image uniquely identifying either a different one avaranam to which it corresponds or the Bindu. For example, if there is a maximum of four players, then there are four avaranam tokens 14i containing the dot depicting the Bindu, four avaranam tokens 14a containing simplified rectilinear tracks of the first avaranam, etc.


The objective of the board game is to reach the Bindu by advancing ones playing piece along the numbered positions within the avaranams. Players generally advance their playing piece by accumulating awareness points, and also by rolling the die under certain circumstances. However, a player can only progress their playing piece into an avaranam if that particular avaranam has been unlocked by the player, as described below. In Hindu culture, this represents accessing a particular level of self-awareness. Reaching the Bindu represents achieving complete self-awareness.


Referring to FIG. 7, a method of playing the board game described above is shown according to one embodiment of the invention. At step 100 the board game is set up. The game board 10 is laid out in front of all players of the game. Each player takes one of the playing pieces 16. Each player also takes one of the avaranam tokens which indicate the first avaranam. The playing cards are shuffled, and then five playing cards are dealt to each player. These playing cards can be viewed by the player to which they are dealt, but kept secret from the other players. Four of the playing cards are then dealt face up as “Display” cards. These “Display” cards are not assigned to any particular player, and remain visible to all players. The remaining playing cards are then placed face down. A starting player is then determined, and the starting player becomes the current player.


At step 102 the current player draws, at his or her choice, either one card from the “Display” cards or draws two cards from the pile of face down cards. These cards are placed in the current player's hand so that the rest of the players cannot see them, although the rest of the players would have seen which card was selected if the player chose to draw a card form among the “Display” cards. If the current player chooses to draw two cards from the file of face down cards, then he or she does not get to look at them before drawing them. If the current player chooses to draw one of the “Display” cards, then this card is replaced by drawing from the face down cards and turning the card face up so that all players can see it.


At step 103 the current player can use up to 3 actions. This is done by playing one or more cards if the player so wishes. As described above, each “Awareness” card and each “Command” card has an “Action cost” printed thereon. The cards played by the player remain in front of him or her, in what is called that player's “Field”.


If a “Command” card is played, then text command 62 of the “Command” card is executed. Only once the text command 62 is executed may the player play another “Command” card. Note however that a played “Command” card may possibly be cancelled if another player plays a “Play Anytime” card 70 with command text 62 instructing to cancel any action.


One or more of the cards played by the current player may include an indication of one of the avaranam, as described above. If so, and the current player does not already have an avaranam token 14 corresponding to the particular avaranam indicated by the one or more cards played, then the current player receives an avaranam token 14 corresponding to the particular avaranam indicated by the one or more cards played. Note that if more than one is played by the current player at step 103, then it is possible for more than one avaranam to be unlocked, and the current player receives an avaranam token 14 corresponding to each of the avaranams being unlocked by playing cards. The possession of a particular type of avaranam token indicates that the current player has “unlocked” the corresponding avaranam.


At step 104 the current player moves his or her playing piece if possible. The current player can move the playing piece a number of progression steps equal to the total amount of awareness that the current player has accumulated, as indicated by “Awareness” cards that the starting player has played throughout the game. As described above, the awareness points given by an “Awareness” card may depend on how many of that type of card is in a set and played by the current player. For example, for the third “Awareness” card shown in FIG. 3, if the current player has only played one of that type of “Awareness” card, then only 1 awareness point is awarded by the card. If the current player has played two of that type of “Awareness” card, at any point in the game, then the set of two cards gives 4 awareness points. Similarly, if the current player has played three of that type of “Awareness” card, the set of three cards gives 8 awareness points.


Some “Command” cards may also temporarily adjust the total amount of awareness, for example by doubling the awareness for a complete set of “Awareness” cards.


Movement by the current player of his or her playing piece is limited however to avaranams which have been “unlocked” by the current player. For example, if the playing piece was on numbered position 47 and the current player had 10 awareness points, he or her could only move the playing piece to numbered position 52 if the current player had not “unlocked” the fourth avaranam. The current player would then be “stuck” at numbered position 52, just outside the fourth avaranam. If the current player had unlocked the fourth avaranam, then the playing piece could be moved as far as numbered position 57, as indicated by the awareness points accumulated by the current player.


For every 10 awareness points accumulated by the current player, the current player then rolls the 8-sided die. The total of all the one or more die rolls is the amount by which the current player can further move his or her playing piece, subject to the same limitations described above regarding unlocked avaranams. However, the die provides another manner of unlocking avaranams. If the current player is “stuck” outside an avaranam then the one or more die rolls can be used to unlock the next avaranam. If the number shown by any of the one or more die rolls corresponds to the avaranam outside of which the current player is stuck, then that avaranam becomes “unlocked” for the current player and the current player receives one of the avaranam tokens corresponding to that avaranam. If the current player is stuck outside the Bindu and any of the one or more die rolls shows a “1”, then the Bindu becomes “unlocked” for the current player and the current player receives one of the avaranam tokens corresponding to the Bindu. If the avaranam into which the current player cannot move is unlocked in this way, then the current player can move a number of numbered positions equal to the total of the die rolls, subject to being blocked by a later avaranam.


If the final position of the playing piece is such that the playing piece occupies the same numbered position as the playing piece of another player, then the playing piece of the other player is sent back to the start, i.e. numbered position “0”. Note however that if a specific “Play Anytime” card with command text that allows the other player to not be kicked out is owned by the other player, then the other player may play such a card and avoid being sent back to the start, and both playing pieces occupy the same numbered position.


For the seventh avaranam, the eighth avaranam, and the Bindu, each numbered position costs double the awareness points for each new numbered position to which the current player wishes to move.


If the playing piece of the current player reaches the Bindu, then the board game is over and the current player has won the game.


“Play Anytime” cards be played at anytime by any player, even if that player is not the current player. In other words, any player may optionally play a “Play Anytime” card even if it is not that player's turn When a “Play Anytime” card is played, the text command thereon is executed.


If the current player did not reach the Bindu after moving his or her playing piece at step 104, then at step 106 the cards are adjusted. The current player places all “Command” cards he or she played that turn, if any, face down into a “Discard” pile. In addition, if the current player has more than seven cards in his or her hand, then the current player chooses which cards to discard until there are only seven cards in the palyer's hand. The discarded cards are placed face down in the “Discard” pile.


Any “Play Anytime” cards are also placed face down in the “Discard” pile when they are played, whether they are played by the current player or another player, as soon as they are played.


At step 108 play passes to the next player, who becomes the current player. That player then draws one or two cards, optionally plays cards, possibly moves, and possibly adjusts cards as described above for the starting player. Game play continues to cycle repeatedly through the players, with each player taking his or her turn sequentially until someone reaches the Bindu.


The board game has been described as using avaranam tokens as unlocked avaranam indicators. Alternatively, other forms of unlocked avaranam indicators could be used. For example, each player could receive a small board with a number of toggle switches or sliders equal to the number of avaranams plus one for the Bindu, and as the player unlocks avaranams or the Bindu the positions of the toggle switches or sliders may be changed. As another example, a paper grid on which penciled check marks can be made to indicate which avaranams have been unlocked by each player and whether the Bindu has been unlocked by each player. Any means of unambiguously indicating which avaranams have been unlocked by which players and whether the Bindu has been unlocked by which player may be used.


The board game has been described as allowing up to four players. Alternatively, the board game could be played with more players, but there would then optimally be an increase in the number of cards of each type.


The board game has been described as including various educational features, such as the images 64 of an aspect of Hindu culture on some playing cards, and an educational portion 66 on some playing that includes a Sanskrit name of the image along with an English meaning of the Sanskrit name. The playing pieces 16 may also be shaped like vimanam. Alternatively, the board game could omit these features.


The embodiments presented are exemplary only and persons skilled in the art would appreciate that variations to the embodiments described above may be made without departing from the spirit of the invention. The scope of the invention is solely defined by the appended claims.

Claims
  • 1. A Hindu-themed board game comprising: a game board comprising a path of numbered positions, the path passing through eight avaranams sequentially and terminating at a central Bindu, the first avaranam arranged as a set of rectilinear tracks at corners of the game board, the second to eighth avaranams in the form of progressively concentric rings as they near the Bindu;a plurality of playing cards comprising: a plurality of “Awareness” cards, each having an action cost, indicating least one awareness point value, and indicating of the number of matching “Awareness” cards needed for each of the at least one awareness point value;a plurality of “Command” cards, each having an action cost and a text command; anda plurality of “Play Anytime” cards, each having a text command;a plurality of playing pieces;a plurality of unlocked avaranam indicators; andan 8-sided die.
  • 2. The Hindu-themed board game of claim 1 wherein the unlocked avaranam indicators each comprise: eight avaranam tokens, each uniquely identifying a different one of the avaranams on the game board; andone identifying the Bindu.
  • 3. A method of playing the Hindu-themed board game of claim 1, comprising: setting up the board game by assigning one of the playing pieces to each of a plurality of players, having each player set the first avaranam as being unlocked using the unlocked avaranam indicators, dealing five of the playing cards to each player to be placed in the player's hand, dealing four of the playing cards face up as display cards, placing the remaining playing cards face down, and selecting a starting player;beginning with the starting player and continuing repeatedly cycling through the players until one of the players moves his or her playing piece to the Bindu, for the player whose turn it is: drawing either one of the display cards or two of the face down cards, at the player's choice, and if the player chose to draw one of the display cards then replacing the display card from the face down cards;playing, at the player's choice, zero or more cards from the player's hand, such that the action cost of cards played does not exceed three;executing the text command of any “Command” cards played by the player;adjusting the unlocked avaranam indicator of the player if at least one avaranam is indicated on any cards played by the player so as to indicate that the corresponding at least one avaranam is unlocked by that player;moving the playing piece of the player along the path a number of positions equal to the number of awareness points showing on any “Awareness” cards that have played by the player at any time throughout the game, subject to not being able to move the playing piece into an avaranam which has not been unlocked by the player as indicated by the unlocked avaranam indicator of the player;rolling the 8-sided die once for every ten awareness points showing on any “Awareness” cards that have been played by the player at any time throughout the game, if the player was unable to move the full number of positions equal to the number of awareness points showing on any “Awareness” cards that have played by the player at any time throughout the game and the any of the at least one die roll shows a number corresponding to the avaranam into which the player was prevented from moving, then adjusting the unlocked avaranam indicator of the player so as to indicate that the corresponding avaranam is unlocked by that player;if at least one 8-sided die was rolled by the player, then moving the playing piece of the player along the path a number of positions equal to the total of the at least one number shown on the at least one rolled die, subject to not being able to move the playing piece into an avaranam which has not been unlocked by the player as indicated by the unlocked avaranam indicator of the player;if the player is able to move his or her playing piece and the playing piece ends on the same numbered position as the playing piece of another player, then sending the playing piece of the other player back to the start of the path; andplacing any “Command” cards played by the player face down in a discard pile, and discarding any cards in the player's hand in excess of seven, the cards to discard being at the choice of the player, face down in the discard pile; andat any time, any player optionally playing a “Play Anytime” card from that player's hand and executing the text command printed thereon.
  • 4. The method of claim 3, wherein the unlocked avaranam indicators each comprise eight avaranam tokens, each uniquely identifying a different one of the avaranams on the game board, and one identifying the Bindu, and wherein: adjusting the unlocked avaranam indicator of the player in both the adjusting step and in the rolling step comprises drawing by the player an avaranam token corresponding to each of the at least one avaranams unlocked by the player.
Priority Claims (1)
Number Date Country Kind
3194828 Apr 2023 CA national