A relationship is generally a connection, association, or involvement between two people. A relationship may involve a connection between two persons by blood, marriage, or history. A relationship may involve an emotional or other connection between unrelated persons, such as teacher and student or two friends. A relationship can be a great way to have fun and create a special bond, as well as an opportunity to learn about one other.
A relationship can flourish through communication. It is a good idea to keep the lines of communication open between the persons. This may mean talking regularly about what is happening in one's life and how that person feels about it. When people share their opinions and feelings they develop a greater understanding of each other's likes and dislikes. It may also help each person understand what each person expects or wants from the relationship.
A game played between two people that provokes thought about one another can be fun and spontaneous with unplanned questions and unprepared answers. A game also can be short to fit into time-challenged life styles. A game may be a relationship tool that promotes conversation and communication between the players. These features and benefits of the relationship tool, disguised as a game, can be one tool in keeping the lines of communication open to promote and encourage communication between two people. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment. Focusing on the positive is the core of this tool.
The present invention provides a method of exploring a relationship between two people. The method comprises the acts of the first person selecting a card from a group of cards including an instruction having one of an action statement and a question, the first person reading aloud the instruction on the selected card, the first person responding to the instruction on the selected card, and the second person responding to the instruction on the selected card. The first person and the second person are in a committed relationship.
The present invention also provides a method of exploring a relationship between two people. The method comprises the acts of selecting one of the first person and the second person to be a dealer of a group of four different types of cards, each card including an instruction, the dealer setting aside one type of the cards, the dealer shuffling the remaining three types of cards, the dealer dealing a predetermined number of cards to the two people, each person receiving the same number of cards, one of the first person and the second person selecting a card from the other person's cards, reading aloud the instruction on the selected card, and at least one of the first person and the second person responding to the instruction on the selected card.
Before any embodiments of the invention are explained in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the following drawings. The invention is capable of other embodiments and of being practiced or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting. The use of “including,” “comprising,” or “having” and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. Unless specified or limited otherwise, the terms “mounted,” “connected,” “supported,” and “coupled” and variations thereof are used broadly and encompass both direct and indirect mountings, connections, supports, and couplings.
The present invention relates to a relationship tool, disguised as a game for improving and exploring a relationship between two people. The game promotes and encourages conversation and communication between the players. Exchanging information can promote understanding. With continued use of the game, conversation and communication between the players improve and thus, the relationship between the players also improves. Improvement in the relationship may be measured by the exploration of the positive element/aspects of the relationship that strengthen, add value, promote good will/feelings and/or affirm commitment.
The game is oriented for two people in a committed relationship, which is defined herein as a marriage, long-term dating relationship (e.g., at least 6 months), a blood/relative connection, or a vested emotional relationship (e.g., teacher/child, guardian/child, coach/child and mentor/child).
The game includes a plurality of game pieces as illustrated in
In one embodiment, the game can include at least one of four different types of cards, including what may be called sweetheart or caring cards, action cards, wild cards, or sharing cards. In another embodiment, the game can include at least one of sweetheart cards, action cards, or wild cards. The statements, phrases, and/or questions on the cards are not limited by theme or subject matter.
The game can include any number of cards. The game is not limited to the number of cards illustrated in
The game can also include, without limitation, from about 1 to about 1000 action cards. In one embodiment, the game can include from about 10 to about 30 action cards, preferably from about 15 to about 25 action cards, and more preferably about 20 action cards.
The game can also include, without limitation, from about 1 to about 1000 wild cards. In one embodiment, the game set may include from about 5 to about 20 wild cards, preferably from about 10 to about 14 wild cards, and more preferably about 12 wild cards.
The game can further include, without limitation, from about 1 to about 1000 sharing cards. In one embodiment, the game set may include from about 10 to about 80 sharing cards, preferably from about 20 to about 60 sharing cards, and more preferably about 40 sharing cards.
The game can also include a device to either contain or display the cards. In one embodiment, the device can optionally include the name of the game. The device may further include a website URL for more game-related and distribution information. In one embodiment, the device can be designed to be ornamental and may be displayed in plain view. The device holds the cards and game directions. It has a romantic and elegant appearance. The game logo and website is on the device. The device is designed to be placed on one's dresser or night stand for convenient card retrieval at bedtime.
In one embodiment, the device may be a box that holds the cards and game directions. The box can be made of various colors, including, without limitation, gold, silver, red, purple, pink, blue or black. The box may be made, without limitation, from paper, wood, plastic, metal, or cloth. The box can include embellishments, such as a bow, sequins, cloth, and/or beads to make the box look like a present. The cards may be placed in the box and may be organized in any manner. For example, the cards may, without limitation, be mixed randomly or organized according to card type.
In one embodiment, to play the game, the players draw cards and follow the directions or questions on the cards. In another embodiment, the players may choose a dealer. The dealer may choose what types of cards to use in the game. For example, without limitation, the dealer may set the sharing cards aside for later selection in the game. The dealer may shuffle the remaining cards and distribute cards to each player. For example, the players may each receive 12 cards. The players may choose to show their cards to the other players, or they may keep them hidden. A player other than the dealer may go first and pick a card in another player's hand. The player with the selected card may then read it out loud. All players may do as the card directs, taking turns responding to the direction or situation on the card. The players take turn selecting cards from each other. The game may end when no cards are left in any players' hand.
In an alternative embodiment, to play the game, the players draw cards from the device. The players may draw one or more cards. A player reads his or her card out loud and all players take turns responding to the direction or situation on the card. The game may end when every player's card has been played.
The game can be played at any time. In one variation, the game is played at night before the players go to bed. The statements on the cards are intended to provoke responses from the players to provide a warm and fuzzy feeling to the other player just prior to falling asleep or getting into bed. The game can be played for as long as desired or a time limit can be placed on the player giving the response or answer. For example, a player can be given a time limit of about two minutes in which to provide a response to the question. As another example, a player can be given a time limit of about four minutes in which to provide a response to the question. Other time limits also can be established based on the desires of the players.
The game can include any number of players. One variation may include two players who are in a relationship. Another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more child. Yet another variation may include a game between one or more parents, guardians, teachers, coaches, or mentors, and one or more teenager. A further variation may include a game between elderly couples. Another variation may include a game among friends or family members.
The game is described above using cards. In other embodiments, players could play the game described above electronically on a computer or on hand held devices. It is understood that in other embodiments, the relationship game can take other configurations to better suit the needs of the players and still fall within the scope of the present invention.
In the longer version, the players select (at 50) a dealer. The dealer sets (at 54) the sharing cards 38 in a stack to the side for later selection in the game. The dealer then shuffles (at 58) the three (3) remaining types of cards together (sweetheart cards, action cards, and wild cards) and deals (at 62) 12 cards to each player. Both players (or any number of players) spread their cards evenly in a fan shape in his or her hands or in front of them on a table or floor with the game title side of the card facing their partner. The non-dealer goes first and picks (at 66) a card held in his or her partner's hand by pointing to it. The partner holding the card then reads (at 70) the selected card out loud. Both players do (at 74) as the card directs, taking turns picking and responding to each card situation. The players continue acts 66-74 (at 78) until no cards are left in either player's hand. Everyone wins.
The shorter version (which may be referred to as the “Goodnight Sweetheart” version) is played as illustrated in
Various features and advantageous of the invention are set forth in the following claims.
This application claims priority to U.S. provisional patent application Ser. No. 60/919,768, filed on Mar. 23, 2007.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/US2008/057823 | 3/21/2008 | WO | 00 | 3/8/2010 |
Number | Date | Country | |
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60919768 | Mar 2007 | US |