Religious Game Apparatus and Method of Playing

Information

  • Patent Application
  • 20200179794
  • Publication Number
    20200179794
  • Date Filed
    July 12, 2019
    5 years ago
  • Date Published
    June 11, 2020
    4 years ago
  • Inventors
    • Veals; Quinton (Baton Rouge, LA, US)
Abstract
A religious game utilizing a game base wherein aid game base plate is divided into a plurality of predetermined spaces, each of the spaces being categorized into a plurality of preaching activity types; a spinner device rotatably mounted on the base plate for randomly selecting one of the spaces on the base plate; multiple deck of cards, wherein each of the decks are of a different predetermined color denoting a category of subject matter, and each of the cards in each of the decks are identified by a number denoting the level of difficulty of the subject matter; and each of the cards of a predetermined color having a preaching topic printed on the each of the cards of a predetermined color related the subject matter denoted by the predetermined color; and a timer device for timing a sermon related to the preaching topic.
Description
BACKGROUND OF THE INVENTION
Field of the Invention

The present invention relates to a religious themed game, more particularly a game that teaches a person how to better deliver a biblical sermon and communicate his or her beliefs effectively.


Prior Art

There are many known methods for teaching potential religious ministers. However, there remains a need for a method that creates an enjoyable religious experience while at the same time providing instruction on the teachings of the holy scriptures and provides immediate feedback on the effectiveness of the instruction. In addition is would be desirable to also provide instructions on how to deliver a biblical sermon.


It is an object of the invention to create an enjoyable religious experience utilizing a game.


It is another object of the invention to provide an educational experience for individuals who have a desire to increase their knowledge and understanding of the holy scriptures.


It is still a further object of the invention is to train individuals to improve their ability to deliver a biblical sermon communicating their beliefs effectively.


It is a still further object of the invention to provide immediate feedback on the effectiveness of the instruction on how to deliver a biblical sermon.


These and other objectives of the invention shall become apparent from the ensuing descriptions of the invention.


SUMMARY OF THE INVENTION

Accordingly, an apparatus for an educational religious game is provided having a game base plate adopted to be placed flatwise when in its position of use atop a table or any equivalent stationary support surface in a manner to remain stable while in use; wherein the game base plate is divided into a plurality of predetermined spaces, each of the spaces being categorized into a plurality of preaching activity types; a spinner device rotatably mounted on the base plate for randomly selecting one of the spaces on the base plate; multiple deck of cards, wherein each of the decks are of a different predetermined color denoting a category of subject matter, and each of the cards in each of the decks are identified by a number denoting the level of difficulty of the subject matter; and each of the cards of a predetermined color having a preaching topic printed on the each of the cards of a predetermined color related the subject matter denoted by the predetermined color; and a timer device for timing a sermon related to the preaching topic.







PREFERRED EMBODIMENTS OF THE INVENTION

This game challenges participants to preach; that is, to provide a religious, spiritual, or moral lesson orally to others on a variety of topics. The topics are divided into categories, for example with a set of cards for each category. Players draw cards, read the cards, and are then required to preach based on the content of the cards. The player's preaching is then judged and scored. The process of the game has been found to increase group cohesion, teaches that important lessons can be found in almost any context, and increases interest in biblical, religious, spiritual, and moral principles.


Although the preferred embodiment is based on the Christian Bible, other versions could be designed with a focus on other scriptural sources, such as the Koran, the Tanakh (Hebrew Bible), the Vedas and Upanishads (Hindu), the Sutras (Buddhist) or other sacred texts. A secular version of the game is also possible, with a more humanist spiritual and moral theme. Also, various themes could be tailored to certain demographics based on age group, denominational preference within the religious sects, laypersons, clergymen or seminary students. These could present possible versions for the current embodiment that may vary in theme.


Although many variations are within the scope of the invention, a preferred version of the game process is described below. A few typical variations are then suggested.


I. Rules of Play

In a preferred embodiment, this invention involves a spinner containing eight sections. Six of these sections correspond with the six categories displayed on the playing cards, while two of these sections display player-designated options, such as “free pick” and “opponent pick.” The invention uses six groups of cards from six different categories, such as: (a) Slogans; (b) Quotes; (c) What's the Difference; (d) Parables; (e) Manna Fresh; (f) Witness This. Each category presents a unique set of challenges for preaching. The number of categories can be increased or decreased from the preferred six categories.


The game is best played with at least three players (at least two opposing teams and one judge). Each player demonstrates their ability to discuss and preach on the contents of the category-labeled cards from a biblical perspective. Each player's preaching should last at least one minute, that can be timed by the one-minute sand timer included with the game, or by a watch, timer, or any other suitable device. The timer is initiated by flipping it over, having the sand-free side of the timer at the bottom and the sand-filled side at the top.

    • 1. Getting Started. In order to begin the game, the participants remove all materials that are included in the box. Afterwards, the participants are to put the categories into separate piles according to their colors. The colors of the cards include red, brown, green, orange, blue, and purple. As the objective of this game is spiritual growth and biblical education, it is recommended that each player say a general prayer that honors God and invites Him to help everyone while they play the game. The players are then instructed to designate teams and pick a judge. After teams are decided, the participants should take the spinner and spin it to determine who will go first.
    • 2. The Spinner. The spinner is rotatably mounted on the base plate for randomly selecting one of the spaces on the base plate. The arrow-shaped mechanism is pushed, causing it to spin until it stops on one of the provided categories. The pointer indicates which of the six category-labeled cards that each player will choose after spinning the spinner, or which person, the spinning player or the opponent, will get to choose one of the six categories.
    • 3. Sand-Timer. The sand-timer is designed to operate as the timekeeper of the game. The timer is designed so that each player gets one minute to perform or “preach.” This timing apparatus includes the typical design of a sand timer which is initiated by flipping over from one side to the other. This method of time keeping could be modified by using a watch timer or an automatic spinning timer, which tics for the requisite amount of time.
    • 4. Categories
      • a) Slogans. The content of each SLOGANS card includes a slogan or a phrase and the origin of the phrase. Several samples of the content which can be found on a SLOGANS card includes the following: “American by Birth, Rebel by Choice”—Harley Davidson; “Be all that you can Be”—Army; and “Don't leave home without it”—American Express. SLOGANS consist of modern-day phrases that are familiar to pop culture and other popular expressions. Any person may be able to find any of these slogans on consumer items, see them in advertisements, or encounter them through everyday endeavors. As it relates to this game, the participant must take advantage of their familiarity with these slogans to illustrate a biblical truth within their discussion prompted by the corresponding SLOGANS card. The player can associate any of the slogans presented on the cards with any theme found in a biblical narrative, discourse, or poetic literature.
      • b) Parables. Several samples of the content which can be found on a PARABLES card include the following: “Jesus is like a bridge;” Praying in the spirit is like lifting weights;” and “A life of a believer is like a cellphone.”
        • PARABLES are not foreign to biblical literature. However, parables are not exactly prevalent in modern day society. This game presents the players with the challenge of wrestling through the obscurity of that PARABLES often present. These cards present sayings that illustrate a biblical concept and the participant must explain how the parable provided demonstrates the truths of the bible. It is ideal that the participant is able to provide all relevant biblical references in support of their discussion.
      • c) What's the Difference. The content of each WHAT'S THE DIFFERENCE card two to three words which are to be compared for the purpose of illustrating the distinctions between the words provided. Several samples of the content which can be found on a WHAT'S THE DIFFERENCE card includes the following: Righteousness/Condemnation; Plant/Water/Increase; and First Adam/Second Adam. The WHAT'S THE DIFFERENCE cards display at least two concepts on the card. The participant's job is to compare and contrast the items on the card to demonstrate an understanding of the items presented. To ensure the best analysis, the participants should possess the knowledge of the words on the cards in order to accurately illustrate the difference between them.
      • d) Witness This. Several samples of the content which can be found on a WITNESS THIS card includes the following: Drug addict, Doctor and Restaurant Waiter. The WITNESS THIS cards puts the participant in the scenario of having to evangelize to the type of person that they may encounter on any given day in any given setting. The participant is tasked with preparing their pitch to win a person over to Christ using terminology and an appeal that the individual would most closely identify with. The participant must act as though they are in conversation with the person identified on the WITNESS THIS card. Furthermore, they must present their appeal as if they were actually talking to that individual. The judge will evaluate their appeal based on its effectiveness, considering the context presented by the individual's occupation.
      • e) Quotes. Several samples of the content which can be found on a QUOTES card include[s] the following: “Practice what you preach;” Where there is a test, there is a testimony;” and What you think is a battle is really a training exercise.” QUOTES are popular or noteworthy sayings from influential individuals. The participant that pulls this card has the task of expressing the meaning of the quote from a biblical perspective and associate the quote with some biblical truth. This category is not to be confused with SLOGANS. Although SLOGANS are everyday sayings that may be familiar to most, QUOTES may not be so familiar but they may have been expressions from notable people. Furthermore, QUOTES may present more in-depth propositions that those presented on the SLOGAN cards. Here, the challenge is for the participant to tailor their discussion to illustrate the truth of the QUOTE with biblical support.
      • f) Manna Fresh. The content which can be found on a MANNA FRESH card includes a bible verse. Several samples of the content which can be found on a MANNA FRESH card include[s] the following: 2 Timothy 2:15; John 3:16; and Matthew 6:33. MANNA FRESH is a new concept. The Bible speaks of fresh manna from the sky. This game presents a fun twist to this idea. The MANNA FRESH cards give the participants the opportunity to display their hermeneutic skills. The participant that pulls this card is tasked with interpreting and explaining the contents of the scripture displayed on the card. It is recommended that the judge be someone with a thorough understanding of the scriptures so that the interpretation is true to the context of the scriptures.


Possible variations of the categories provided may include pictures instead of writings in the content. Perhaps, a player may express or preach about an idea that is presented through some image of modern art, newspaper pictures, text book photos, etc. Certain other categories may be added to provide more variety in the choice of subject matter or scenario. These other categories might include things like natural disaster occurrences, major events in history, songs and other musical expressions.

    • 5. The Player-Designated Options
    • In addition to the six categories, the spinner offers two additional spaces that a player may select during his spin. These include the “Free Pick” and “Opponent Pick” sections:
      • Free Pick—The player who is spinning gets the option to choose from the six categories provided.
      • Opponent Pick—A player from the opposing team gets the opportunity to choose which category that the current player will choose.
    • 6. Score. Each category has the point value on the top of the card. As the player preaches, the player is required to do three things:
      • a) Preach using biblical references from the Holy Bible (A simple “the bible says” or the “bible talks about” can suffice.) Paraphrasing from the Holy Bible is also acceptable.
      • b) Preach using relevant examples and/or anecdotes
      • c) Preach for at least 1 minute.


        Then the mediator will decide who will receive or not receive the points based on the 3 conditions. If the mediator believes the message covered all three parts, then the person/Team will receive the point(s) that are on the back of the card.
    • 7. End of the Game. The winner of the game is the team that is the first to acquire the designated point value. The point value is determined by the level of the game at which the players choose to play. The point values and their corresponding levels are provided below:
      • Beginner—25 pts.
      • Expert—50 pts.


        However, the players are free to designate the point value to which they wish to play.


Therefore, the foregoing is considered as illustrative only of the principles of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation shown and described, and accordingly, all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.

Claims
  • 1. An apparatus for educational religious game comprising: a) a game base plate adopted to be placed flatwise when in its position of use atop a table or any equivalent stationary support surface in a manner to stay put while in use; wherein aid game base plate is divided into a plurality of predetermined spaces, each of the spaces being categorized into a plurality of preaching activity types;b) a spinner device rotatably mounted on the base plate for randomly selecting one of the spaces on the base plate;c) multiple deck of cards, wherein i. each of the decks are of a different predetermined color denoting a category of subject matter, andii. each of the cards in each of the decks are identified by a number denoting the level of difficulty of the subject matter;iii. each of the cards of a predetermined color having a preaching topic printed on the each of the cards of a predetermined color related the subject matter denoted by the predetermined color; andd) a timer device for timing a sermon related to the preaching topic.
  • 2. A method of playing a religious game utilizing a game base plate adopted to be placed flatwise when in its position of use atop a table or any equivalent stationary support surface in a manner to stay put while in use; wherein aid game base plate is divided into a plurality of predetermined spaces, each of the spaces being categorized into a plurality of preaching activity types; a spinner device rotatably mounted on the base plate for randomly selecting one of the spaces on the base plate; multiple deck of cards, wherein each of the decks are of a different predetermined color denoting a category of subject matter, and each of the cards in each of the decks are identified by a number denoting the level of difficulty of the subject matter; and each of the cards of a predetermined color having a preaching topic printed on the each of the cards of a predetermined color related the subject matter denoted by the predetermined color, and a timer device for timing a sermon related to the preaching topic, comprising the steps of: a) placing the game plate base on a flat surface;b) placing each deck of cards individually on the flat surface having a top card;c) selecting a person to be a judge;d) selecting other persons to be players;e) separating the other players into at least two teams of at least one player each;f) establishing the order of play for each participating team;g) choosing of a subject matter category by the established participating team in a random manner by a player of the established participating team rotating of spinning device;h) the established participating team selecting the top card in the deck of the deck corresponding selected category;i) organizing a sermon to be preached by the established participating team;j) starting of the timing device adapted to remain activated for a 60 second time period during which the sermon will be preached;k) judging the sermon and assigning a score to the sermon.
  • 3. The method according to claim 2 wherein a successful sermon shall include the use of biblical references, using real life events or anecdotes, and lasts for approximately one minute.
  • 4. The method according to claim 3 wherein the established participating team shall be awarded points based on the level of difficulty for each successful sermon.
  • 5. The method according to claim 2 wherein the judge offers a prayer to the players before the step g.
Provisional Applications (1)
Number Date Country
62696893 Jul 2018 US