Embodiments relate generally to board games, and more particularly, to musical pitch board games for entertainment and musical education.
One embodiment includes a musical pitch board game having a game board with a first rectangular path of colored musical notation spaces including a start space, a plurality of groups of musical notation spaces, where each group has a different color, one or more rest spaces, at least one pair of repeat bars, and a winner space. The game board can have a second rectangular path of colored musical notation spaces with fewer spaces between the start space and the winner space than the first rectangular path.
The board game can also include a plurality of playing pieces, a plurality of song word question cards, and a note remote device.
The plurality of song word question cards can each include a question about lyrics of a song from a particular musical genre. The note remote device is programmed to correspond to the plurality of song word question cards. The plurality of song word question cards each includes a plurality of answers that correspond to selections on the note remote.
The plurality of answers includes a plurality of groups of answers, where each group corresponds to a different difficulty level, and where one answer in each group of answers is a correct answer choice.
The correct answer choice corresponds to the correct pitch of a song lyric word as recorded by an original recording artist of that song. The board can further include one or more team challenge spaces. The board can further include one or more solo note spaces.
The board game can also include an answer key card having a rectilinear arrangement of key letters and difficulty levels with a correct answer disposed at each intersection of a key letter and a difficulty level.
In one embodiment, the note remote includes a plurality of keys, a speaker, and a tone generator programmed to generate a tone at a particular musical pitch in response to each of the keys, the tone being emitted from the speaker. In another embodiment, the note remote includes a mobile device programmed to perform note remote functions. The note remote can be programmed to scan a song word question card and to automatically recognize which song word question card has been scanned.
As shown in
The first and/or second rectangular paths can include colored musical notation spaces. That is, musical notes may form the board spaces that playing pieces are placed on as the game is played. The musical notation spaces can include a plurality of groups of musical notation spaces, each group having a different color.
The game board 100 is shown diagrammatically in
In an entertainment or educational version of the game, the musical notation spaces may be placed on a musical staff (116). The musical staff can extend along the first and second rectangular paths (102 and 104).
In an educational embodiment, the note space may be placed on the musical staff to correspond with a musical pitch that must be identified when a player lands on that space. Thus, the placement of the musical notation spaces may be arbitrary in the entertainment version and may correspond to a pitch to be identified in the educational version.
Game play can proceed as described below in the example game rules.
In addition to, or as an alternative to, a standalone note remote as shown in
When using a mobile device note remote a player can enter a code (e.g., numbers, letters or both) from a song word question card that indicates to the note remote what song word question card has been drawn by the player. Alternatively, as shown in
The game server can include, but is not limited to, a single processor system, a multi-processor system (co-located or distributed), a cloud computing system, or a combination of the above.
The mobile device can include, but is not limited to, a desktop computer, a laptop computer, a portable computer, a tablet computing device, a smartphone, a feature phone, a personal digital assistant, a media player, an electronic book reader, an entertainment system of a vehicle or the like.
The network can be a wired or wireless network, and can include, but is not limited to, a WiFi network, a local area network, a wide area network, the Internet, or a combination of the above.
The data storage, memory and/or computer readable medium can be a magnetic storage device (hard disk drive or the like), optical storage device (CD, DVD or the like), electronic storage device (RAM, ROM, flash, or the like). The software instructions can also be contained in, and provided as, an electronic signal.
Moreover, embodiments of the disclosed method, system, and computer readable media can be implemented in software executed on a programmed general purpose computer, a special purpose computer, a microprocessor, or the like.
The following are an example set of rules for playing an example embodiment of the game called “Perfect Pitch Challenge.”
Be the first Team to move around the square shaped Music Staff (Track) on the “music notes” spaces while using the Note Remote to match one pitch with one “Song Word Question” of various difficulty levels. To win the game, a player (or Team) must reach the large star at the end of the Music Staff and answer a final difficult “Song Word Question” correctly using the Note Remote.
1 Perfect Pitch Challenge Game Board,
1 Perfect Pitch Challenge Note Remote,
2 Dice,
I set “Song Word Question” and Answer Choice Draw Cards in a box,
1 twenty-five page Answer Sheet paper pad,
1 Perfect Pitch Challenge Answer Card,
1 Card Stand,
10 Popular Band Tokens
1 Game “short game” Insert
1) Place the Game Board on a flat surface.
2) Place the deck of “Song Word Question” Cards face down on the designated square on the Game Board (“answers choices” should be face up).
3) Turn the Note Remote switch to the “On” position and set it aside until Game Play begins.
4) Place the sand timer and dice on the game board (or on any level surface in a convenient location).
5) Players divide into two to five teams consisting of an equal number of players or in a manner that all players determine is fair. Teams may consist of a single player or up to five players per team.
6) Each Team picks their Band Token. (Example: Team #1 picks “Duran Duran” and Team #2 picks “U2” to represent their Team.) The “Band Token” is used to move around the game board.
7) Teams place their tokens below the “Start” arrow notes marked on the game board.
8) One player from each Team rolls one die. The player rolling the highest score will determine which Player (or Team) has the first turn.
9) Each Team moves in a counter-clockwise direction on the game board until a “Band Token” reaches the last space (e.g., the Winning Space) and answers a “Song Word Question” correctly, winning the game.
10) Each Team can select one Team Captain who is in charge of the Note Remote and will make sure each player gets a turn during game play by establishing a player rotation for their Team. The Note Remote is given to the Player that rolls the dice and only that Player can pass the Note Remote to another Team Member.
Each Perfect Pitch Challenge Game Board Game includes a “Note Remote” with buttons that correspond with numbers on all Draw Cards (Song Word Question's) for each Game Edition Sold (Genre & Era)—in this instance, “Pop” Challenge “The ‘80’s”,
The Note Remote consists of 40 buttons that play a pre-programmed pitch or “tone” when pressed by the player, for example.
Song selections are typically familiar songs that players will have heard many times on radio stations, CD's, and other media. Because of this familiarity, players should easily discover the correct pitch that is given on each turn.
It is important to note that teams must agree on one note as their final answer. The pitches, or tones, teams agree upon (if they land on ANY colored note) must match the correct choice played on the Note Remote which is the exact pitch the Music Artist sang on the official and original recording. The pitch on the Note Remote is heard by pressing a button with a number on it. The number on the Note Remote button must match the pitch of the word in the lyrics, as well as be printed on the back of the draw card in the corresponding music note difficulty level any token lands on.
Each Perfect Pitch Challenge Edition includes two sets of unique Draw Cards, and the Note Remote has a switch on the side to move from “A-AA”. The double letters indicate a new set of pitches that are programmed in the Note Remote. If the switch is on the double “AA” position, then Players will use the Draw cards that have AA, BB, CC, DD, etc. in the top left corner so any Player references the correct Answer Card. The Note Remote Switch is a feature that allows Players to have a new set of songs or questions to guess. Therefore this game may be played on multiple occasions, the odds are high that every player will draw new song questions; thus creating the experience of playing Perfect Pitch Challenge exactly like the first time the game was played.
Perfect Pitch Challenge is a fun, team oriented, fast-paced and exciting game. Players have a unique opportunity before playing Perfect Pitch Challenge. Players and their friends will choose their own Era and Genre to provide hours of fun and making fun and memorable moments for all. This makes Perfect Pitch Challenge a game that everyone of almost any age, will play all around the world.
Top—Name of the Board Game and is not used for game play.
Middle—shows a portion of the lyrics from the selected song printed in black and white. Three of the words are printed in Green, Orange, and Red.
Bottom—specifies the Band and the name of the song players will be singing.
Top—has a letter printed in Black in the top left corner. This letter refers to the “key” letter when reading the Answer Card for opposing Teams to check an Answer. The letters that could be printed are A-Z in the alphabet.
Middle—shows the color-coded sets of numbers that correspond to the Note Remote buttons.
Bottom—Shows the Band and the Name of a Popular Artist of Genre and Era.
Green (Easy) Two Choices—Players have a 50% chance of guessing a correct answer.
Orange (Advanced) Three Choices—Players have a 33.3% chance of submitting a correct answer.
Red (Difficult) Four Choices—Players have a 25% chance of submitting a correct answer.
Red Whole Note (Difficult) PLUS TEAM CHALLENGE Rules are followed.
Solo Note—SOLO NOTE rules are followed
Rest—REST SPACE rules are followed
Repeat—REPEAT BAR rules are followed
The 25-count paper pad is the Answer Tablet and each sheet has a blank to write the Name of the Band, Name of the Song, and the Note Remote button number that matches one of the numbers on the Draw Card of the corresponding difficulty level. All guesses (one number) must be in writing and submitted within the time allotted for each note difficulty level. No verbal submissions are acceptable. No exceptions. Only the official written submission will count.
The Perfect Pitch Challenge Game can be sold with one unique Answer Card per game Edition sold. Players use the Answer Card to check a Team's Answer by simply using the “key” letter and then associating the “key” letter with the difficulty level to check if a Team submitted a correct or incorrect answer.
1. Team lands on a red note.
2. To check the answer after 2 minutes, match the letter in top left corner with the same letter on the Answer Card.
If the Draw card read “K/” in the top corner of the “Song Question” Draw Card, then match the color (RED) to the letter K to see the number to the right of the K on the Red Answer Card Column. The number to the right of the RED “K” on the ANSWER CARD is the Team's correct answer for their Draw Card printed with a “K/” in the top left corner. If the team had a green question, then the Team would locate the green K on the Answer Card to find the correct answer.
The Answer choices are printed on the back of the draw card. The choices are important for Players to look at once the Team Token has landed on a note. If the Token landed on an Orange Note, then the Team would draw a card, timer would start, and the Team would sing the song and quickly sing until they are singing the exact word in ORANGE in the lyrics.
The answer choices are on 3 separate lines on the back of card. Choices are all grouped by color. Teams match the color (e.g., Orange) and locate the orange numbers. The Team (Player) ONLY presses the numbered buttons on the note remote that match the orange numbers on the draw card; ONLY one of the 3 pitches is the PERFECT PITCH and is the correct answer.
Here is another example:
1. If a player (or Team) lands on a Green Note on the game board. The players will sing the lyrics and guess what pitch the word printed in green in the lyrics is.
2. The players turn over the Draw Card and find the set of numbers printed in GREEN such as “23, 34.” Since the Note Remote consists of buttons numbered 1-40, the player would only press #23 and #34 to hear two “Answer Choices”.
3. For team play, the team works together, talking, singing, and listening to the two pitches to select their guess of the perfect pitch for their “Song Word Question.”
4. Once players identify the correct pitch of the Green Word, one team member submits their Answer Choice or (number) on the Answer Sheet Tablet and submits their answer face down.
On a Player (or Team's) first Turn:
1. The first player in rotation rolls 2 dice and moves that number on the dice.
2. The position that a player's “Band” token lands on determines what the player will do next. The Player will either Draw a card, “REST” (lose a turn), or “REPEAT” (go back to the initial repeat bar. (See rules under REST and REPEAT BAR)
3. When a Player lands on a Green, Orange, or Red space (music note), a card is drawn, any opposing team member starts a timer, and the Team matches their colored space to the same color of the word (“Song Word Question”) printed in the lyrics on the front of a Draw Card.
4. The Team will follow the steps of using the Note Remote and has two minutes to submit their answer.
5. Whichever button of the note remote matches the same pitch for the Team's word, vocally sung by the Artist, is the number the Team Captain writes on the Answer Sheet Tablet provided. The answer is submitted face down.
6. Once 2 minutes has passed or the Team has submitted an answer before 2 minutes (whichever comes first) the next Team in rotation will check the Answer on the Answer Card.
7. If a Team answers correctly, the Team will continue their turn and the next player in rotation rolls 2 dice again. If the answer is incorrect, the next Team in rotation has their turn.
Note: An answer not submitted within 2 minutes is considered a wrong answer, and the next Team in rotation as their turn. It is always better to make a guess than not to answer at all.
Players may only move in a counter-clockwise direction on the track.
You must move the number of spaces shown on the dice.
Any number of tokens can occupy the same note (space) at one time.
You may not skip over any positions while moving forward in a counter-clockwise direction on the board after you roll the dice.
Each Team may decide its own player rotation and no players can be skipped. Every player must have an opportunity to roll the dice if time permits.
If a Team answers incorrectly, the next player in rotation does not have to draw another card. The next Team or player in rotation rolls two dice and continues to move forward on the track.
Each Team can reject three Draw Cards per game and the Draw Card is placed at the bottom of the deck.
After you use a Draw Card for a turn, it is placed at the bottom of the deck.
Solo Note, Team Challenge, Rest, and Repeat spaces have their own distinct rules. All players must be familiar with those rules before game play.
Each circular space is counted as a space after a player (or Team) rolls the dice.
Players may not switch Teams once a game begins.
If any player lands on this space, the player (or Team) loses their turn and the next Team in rotation has a turn.
There are 2 repeat bars. A player landing on a repeat Bar with an arrow pointing to the left indicates they must move their Band Token backwards to the first Bar with the same color arrow pointing to the right. The next player in rotation immediately rolls the dice and play resumes as normal.
NOTE TO PLAYERS: The following music note landings have their own unique rules and must be followed during game play.
Solo Note (a half note with a tri-colored stem)—a Player landing on a Solo Note takes their turn with or without the assistance of the Team.
The Player chooses a difficulty level before drawing a card (not the Team). The (Solo) Player draws a card from the top of the deck, and follows the corresponding rules under Board Landing Note Rules for the difficulty level selected. The Player represents their Team on this turn and Player can ask for help after the first 60 seconds the card is drawn. The Player can ask the Team to submit an answer within another 60 seconds and the sand timer is flipped over by any opposing Team at the one-minute mark. (Total time for a Solo Note turn is 2 minutes).
Note: If the Solo Note Player receives help from his or her Team, such as humming, gestures, or any sort of communication that helps the “Solo Note Player” write the correct answer, the Player's Team token is moved back to “Start” and must start the game over on their next turn, rolling 2 dice.
If the Player or Team answers:
Correctly, the Team token is moved forward on the track to the next color of the same difficulty level. Example: Green note to the next Green note or Orange to Orange, or Red to Red. The next player in rotation has their turn, and rolls 2 dice
Note: If the Player uses the Team, the token is advanced on the track to the next color of the same difficulty level, the Team has another turn, and the next player in rotation rolls 1 dice rather than 2.
Or
Incorrectly, the Team token is moved backwards on the track to the previous color of the same difficulty level. Example: Green note back to first Green Note, Orange back to Orange, or Red back to Red, depending on the difficulty level selected. The Team or next Player in rotation does not roll again, the next Team (Player) in rotation rolls the dice, and play resumes as normal.
A player (or Team) must roll the dice, move the appropriate number of spaces, and land directly on the last “Song Word Question”. House Rules may be changed and rather than directly landing on the note, the first Player (or Team) to reach the note may attempt to answer the last “Song Word Question.”
Team Challenge—(A Red Whole Note)—The Team (Player) takes their 2 minute turn, draws a card, follows the rules under” Red Note” difficulty level, and any Team (Player) calls out loud “Team Challenge” AFTER the answer is submitted
Note to Players: The purpose of a Team Challenge Music Note landing is to challenge the answer of the Team who landed on this space, which may cause any Team landing on a Red Whole Note to move backwards 7 spaces, but only if specified in the following circumstances:
Team #1 draws a card, and follows the rules under” Red Note” difficulty level, and Team submits an answer within 2 minutes.
The Team should collaborate quietly before submitting an answer and avoid playing the correct pitch on the Note Remote too many times.
Team #2 or any other Teams calls a “Team Challenge” after Team #1 turns in an answer.
Team #2 or the next Team in rotation (if more than 2 Teams are playing) has two minutes to come up with their answer but playing the same draw card as Team #1. The Teams compare answers.
The following are all of the scenarios provided with rules for each Team to follow:
A. Team #1 wrote the incorrect number (answer) and Team #2 wrote the correct number (answer): Team #1 must move back EXACTLY 7 SPACES and the next team in rotation rolls 2 dice, play resumes as normal.
B. Team #1 wrote the correct number and Team #2 wrote the incorrect number:
Team #1 rolls again; rolling 2 dice, play resumes as normal.
C. Team #1 answered incorrectly AND Challenging Team was incorrect, Team #1 will choose to:
FORFEIT their turn, the next Team in rotation rolls two dice, and Team #1 may only roll one dice on their next turn, Or
STARTS OVER, Team #1 does not roll the dice and immediately starts over another “Team Challenge” turn. Their Team's Band Token remains on the Red whole note position while Team #1 follows the rules under “Team Challenge a second time.
D. If Team #1 is correct and at least 1 other Team answered correctly: Team #1 rolls 1 dice and play resumes as normal.
A player (or Team) must roll the dice, move the appropriate number of spaces, and land directly on the last “Song Word Question”. House Rules may be changed and rather than directly landing on the note, the player must reach the note and answer the Red Difficult question correctly.
Teams may use the “Game Insert” to play a shorter version of the game. This allows Players to play half the time of a full game. The insert is placed directly across from the finish lane on the marked arrow “Insert for Short Game”. The Team to reach the note may attempt to answer the last “Song Word Question.”
It is, therefore, apparent that there is provided, in accordance with the various embodiments disclosed herein, musical pitch board games.
While the invention has been described in conjunction with a number of embodiments, it is evident that many alternatives, modifications and variations would be or are apparent to those of ordinary skill in the applicable arts. Accordingly, Applicant intends to embrace all such alternatives, modifications, equivalents and variations that are within the spirit and scope of the invention.
This application claims the benefit of U.S. Provisional Application No. 61/631,955, entitled “Perfect Pitch Challenge Board Game”, filed on Jan. 12, 2012, which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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61631955 | Jan 2012 | US |