This invention relates to board games.
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.
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.
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:
It is noted that in the attached figures, like features bear similar labels.
Referring to
Referring to
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
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
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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
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
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
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.
Number | Date | Country | Kind |
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3194828 | Apr 2023 | CA | national |