A. Field of the Invention
The field of the present invention relates generally to games in which players advance tokens along one or more game paths, typically on a surface such as a game board, that are each comprised of a plurality of path segments. In particular, the present invention relates to such games that allow each player to advance along the game paths using two or more modes of transportation to accomplish an objective. Even more particularly, the present invention relates to such games that can be used to simulate the various paths which a person can use to move about an area, with the game paths being provided in the form of a map indicating the paths for the different modes of transportation utilized in an actual area.
B. Background
There is a long history of people playing competitive games, such as board games and the like. In fact, competitive board games are known to have been played in most cultures and societies, even predating the development of literacy in some of the earliest civilizations. To a certain extent, the popularity of board games is based on the fact that they provide a relatively high degree of entertainment and social interaction, which typically results from the combination of competition and comradery which is intrinsic to the game play. In addition to, and perhaps because of the entertainment value inherent in game playing, board games are also useful as a forum for the development of many types of social cohesion, from family unity to community building. Another attribute of many board games is the ability to use the various social and entertainment factors of the game as an educational tool.
As is commonly known, most board games are played on a game board that has a playing surface which is delineated by a closed path divided into more or less equally-sized segments, each of which can be occupied by one or more game pieces or tokens controlled by a player. Each player moves his or her token as determined by specific rules that govern the actual moves that a player is permitted or prohibited from making and the occupancy of different areas of the game path and/or game board. For example, a player may be allowed to move a token to an adjacent area, but not one further away. In addition, the direction of the game play, that is, the direction in which players move their tokens, is often restricted according to the rules or goals of the game. The factors governing how far a token is moved along the game path and what happens when a player's token lands on a particular part of the game path are often outside of the player's control. As is well known, chance or luck often dictates how a game is played within the structural context of the rules and, as such, forms the basis for how players move their tokens along the game path. For example, the throwing of dice, the spinning of a wheel or other chance mechanism that is segmented into numerical or other indicators, or the drawing of lots or other devices, such as playing cards that indicate varying incremental values or specific instructions, are sometimes used to randomize the allowable movements of the tokens.
There are many board games in which the game path is intended to at least generally represent an area and/or the features of one or more area that is commonly known to most persons. As an example, the original configuration of the game of Monopoly® is intended to at least generally represent being in New York City by utilizing features and locations thereof in the game. Later versions of this game incorporate features of other cities, areas or other locations. The layout of this board game, however, does not and is not intended to represent the actual relative location of the various features and locations that exist in the represented area (i.e., New York City). There are other games in which the game play generally takes place in a geographic location and which utilizes places, persons or other features of the geographical location. For instance, U.S. Pat. No. 5,813,671 to Barratt describes a board game that has at least one game path that is overlayed over a map of a geographical area, such as the northwestern United States. The players move their tokens along the game path and utilize activity cards that describe a vacation activity that can be performed at various locations along the game path to gain points. Trivia cards are also utilized to gain points. U.S. Pat. No. 5,380,011 to Jarvis describes a transportation game that includes a game board having a map showing cities interconnected by routes that are divided into segments. Players move their tokens, which represent trucks, along the routes to pickup and deliver loads. The cities to pickup and deliver loads is determined by contract cards.
As most people know, navigating their way around a city or other area can be difficult, particularly if the person is new to the area. The difficulty with finding ones way around an area is compounded by the fact that there are usually a number of different modes of transportation, such as walking, riding a bicycle, driving a car and taking a taxi, bus, train, subway or helicopter, that a person can use to move between locations in the area. Use of the different modes of transportation generally requires the person to abide by certain limitations that are associated with the selected mode of transportation, such as the fact that walking requires more time, cars and taxis must follow the rules of the road (such as traveling on one-way streets) and buses, trains and subway cars can only follow certain paths and only stop at certain locations. If a person can learn the various limitations of the different modes of transportation he or she can more effectively and efficiently navigate his or her way around the area. Unfortunately, typically the only way a person has to learn the different transportation paths, limitations, stops and other factors associates with the various modes of transportation is to either study a map of each mode of transportation, which is not very easy or practical, or to actually go out travel through the area to learn this information by trial and error, which is not very efficient and can take a lot of time.
Presently, there are no games, particularly board games, that utilize the actual transportation paths of the various modes of transportation that exist in a particular city or other area as part of the game play. In addition to being fun to play, particularly if configured in a competitive manner, such a game would be very helpful to educate persons about the various ways of getting around his or her area, such as the city in which they live. Persons who already know the different transportation paths and are familiar with the places where the various modes of transportation stop would enjoy such a game due to its familiar paths and landmarks.
What is needed, therefore, is a game that combines the excitement associated with the unpredictability of games of chance with the learning and/or familiar benefits of having a map of an area with the area's transportation paths and features thereon. More specifically, what is needed is a game that is fun to play and which, if it is configured as an actual existing area instead of a generic area, either helps the person playing the game learn the transportation routes of his or her area or allows the player to enjoy the familiarity of the area. Although such a game can be configured as a generic area having features such as rivers, tunnels, airports and the like, preferably the game would be of a specific actual area and have the various transportation paths of that area. The preferred game should be challenging and entertaining by requiring the player to overcome obstacles through knowledge, skill and luck. Preferably, the game should be adaptable to a wide range of game formats, including being configured as a board game and an electronic or computer game.
The transportation game for simulating movement about a city or other area of the present invention, provides the benefits and solves the problems identified above. That is to say, the present invention discloses a game which combines the features of chance with the movement limitations of a variety of different transportation types to meet the entertainment and/or educational needs of a wide and diverse population of players. More specifically, the game of the present invention provides a map of an area having a variety of transportation paths thereon which are traveled by different modes of transportation that each have their own movement rules and limitations which must be adhered to by the player as he or she navigates around the area. The map includes stations or stops that are associated with specific modes of transportation and bridges, tunnels and other transportation features that can only be utilized by those modes of transportation to which they apply. In a preferred embodiment of the game of the present invention, the area is an actual area, such as a specific city or the like, and the transportation paths through the area are laid out the same as that which exists in that area. In addition, the stations, stops and transportation features are positioned as they exist in that area. The transportation game of the present invention is entertaining and competitive by providing the challenge of accomplishing various travel-related missions and overcoming obstacles through the player's knowledge, skill and luck. The game of the present invention is adaptable to a wide range of game formats, including being configured as a board game, an electronic or a computer game.
In one general aspect of the present invention, the transportation game comprises a plurality of modes of transportation, a map of the area having a plurality of transportation paths, two or more player tokens for movement along the transportation paths and a mission identifying means for identifying a mission that must be accomplished by each of the player by tokens. In one embodiment, the modes of transportation include at least two that are selected from the group comprising walker, bicycle, taxi, bus, subway, ferry and helicopter. Each of the transportation paths comprise a plurality of path segments and at least one station location. Each path segment has a mode identifying means associated therewith that identifies the one or more modes of transportation that are allowed to move along the transportation paths and a direction indicator associated therewith to indicate the allowed direction of travel along the transportation path for one or more of the modes of transportation. Each station location has one of the mode identifying means to identify a stop for the station location. A plurality of the station locations have a location indicia associated therewith that is unique to that station location. The mission identifying means corresponds to the various location indicia and each of the missions selected thereby comprises movement of one player token on the transportation path between one station location that has the location indicia thereon and another station locations that has the location indicia thereon. In the preferred embodiment, the game also comprises a plurality of transportation cards, with each of the transportation cards having one of the modes of transportation thereon. In this embodiment, the transportation cards area utilized to determine on which of the path segments the player tokens may move and on which of the station locations the player tokens may stop. In the preferred embodiment, the game also includes one or more action devices and the map is divided into zones. Each of the action devices comprise one or more categories of action that affect movement of each player's token along one or more of the transportation paths for at least one of the modes of transportation.
In a preferred embodiment, the action devices comprise cards and the categories of action comprises a plurality of road cards and a plurality of weather cards. The zones, which can represent areas of the city or adjacent cities, can be used to help define a mission. In a preferred embodiment, a mission requires the player to move his or her token from one zone to another zone.
In one embodiment, the game of the present invention is configured as a board game and the map is disposed on a playing surface of a game board. Alternatively, the game can be played on an electronic or computer system. In a preferred embodiment of the game, the area is a city and the map is a map of the city, preferably with the city being an actual existing city, such as New York City. If this embodiment, the modes of transportation used in the game correspond to the actual transportation types that are utilized in the city and the transportation paths on the map at least generally represent the paths utilized by the actual transportation in the city. Preferably, each of the modes of transportation have rules of the road associated therewith that correspond to actual rules of the road used in the actual city to closely mimic real life movement through the city.
The object of the game of the present invention is to accumulate the most money while completing the required number of missions. In a preferred embodiment, the required number of missions is five. At the start of the game, each player is provided with a quantity of transportation cards and money and each player selects his or her player token. Each player's mission has one station location the start point and another station location as the end point. In a preferred embodiment, the mission selecting means comprises a plurality of location markers disposed in a container such as a bag so each player can be randomly assigned a mission by blindly drawing the location markers from the bag or other container. The first location marker drawn by a player is used to identify his or her start point and the second location marker drawn by the player is used to identify his or her end point for a mission. In a preferred embodiment, the players let each other see which zone has the end point, but not the specific station location that is the end point. To complete the mission, the player moves along one or more transportation paths following the movement rules set forth in the game. The player can switch between modes of transportation from one turn to another, but not in the middle of a turn, to move from the start point to the end point, just as a person would in a real city using the various real transportation types available in the city. Each player attempts to complete his or her missions in a manner that results in as much money at the end of the required number of missions. During his or her turn, a player can draw a transportation card, trade transportation cards, buy a transportation card or an express card or move at least one route, which is the length between adjacent station locations, using the transportation cards and, if necessary, money in his or her hand. When the player finishes a mission, he or she discloses the end point to the other players and collects his or her reward, which in the preferred embodiment is determined from a mission-reward chart. If it is not the player's last mission, he or she draws another location marker to identify a new end point and starts moving to complete the next mission.
Accordingly, the primary objective of the present invention is to provide a new transportation game for simulating movement about a city or other area that provides the advantages discussed above and which overcomes the disadvantages and limitations associated with presently available games.
An important objective of the present invention is to provide a new transportation-related game that includes a map of an area that has a plurality of transportation paths thereon along which a player moves his or her player token in a manner to accomplish missions and acquire rewards.
It is also an important objective of the present invention to provide a new transportation-related game that simulates movement about a city or other area using a plurality of modes of transportation and different types of stops and stations that have particular movement rules and requirements with regard to how a player moves his or her player token.
It is also an important objective of the present invention to provide a new transportation-related game that includes a map that lays out the actual transportation paths of a real city or other area to help the player learn his or her way around the city or to provide the transportation knowledgeable player with a sense of familiarity regarding locations and landmarks on the map.
It is also an important objective of the present invention to provide a new transportation-related game having a map comprising a plurality of various transportation paths made up of individual path segments and station locations that allow movement of one or more modes of transportation along the subject transportation path so the player may accomplish a mission or other objective.
The above and other objectives of the present invention will be explained in greater detail by reference to the attached figures and the description of the preferred embodiment which follows. As set forth herein, the present invention resides in the novel features of form, construction, mode of operation and combination of processes presently described and understood by the claims.
In the drawings which illustrate the preferred embodiments and the best modes presently contemplated for carrying out the present invention:
With reference to the figures where like elements have been given like numerical designations to facilitate the reader's understanding of the present invention, the preferred embodiments of the present invention are set forth below. The enclosed figures and drawings are merely illustrative of a preferred embodiment and represent one of several different ways of configuring the present invention. Although specific components, materials, configurations and uses are illustrated, it should be understood that a number of variations to the components and to the configuration of those components described herein and in the accompanying figures can be made without changing the scope and function of the invention set forth herein. For purposes of this disclosure, references are generally made to the use of the present invention as a board game played on typical game board surface. However, those skilled in the art will readily understand that the disclosure of the present invention will apply to other types of gaming devices, such as electronic and computer games, that are configured to utilize the advantages and objectives of the present invention.
A transportation game that is manufactured out of the components and configured pursuant to a preferred embodiment of the present invention is shown generally as 10 in
In the embodiment shown in the figures and described herein, the map 16 of area 18 has a plurality of transportation paths 20 that each comprise a plurality of individual path segments 22 and one or more station locations 24. A single transportation path 20 typically comprises a plurality of interconnected path segments 22 and station locations 24, which may be provided in a wide variety of different combinations of path segments 22 and station locations 24. As set forth in more detail below, a single transportation path 20 may have a portion where there is a station location 24 located between each path segment 22, another portion where two or more path segments 22 are joined together before there is a station location 24, another portion where there is a series of path segments 22 with no station locations 24 and yet another portion where there are two or more station locations 24 and no path segments 22. As shown in the embodiment of
Each player selects a player token 26, an example of which is shown in
In one embodiment of the present invention, in which the area 18 is an actual city (such as New York City) and the map 16 represents a person's way around the city, the various modes of transportation 32 that are utilized with game 10 should correspond to the actual modes of transportation that are available in that city along the various transportation paths 20. In the example shown in the figures, the principal modes of transportation 32 include walking and riding a bicycle, bus, taxi, subway or ferry. As shown in
To better simulate an actual city or to match the characteristics of an actual city, the map 16 of area 18 preferably includes one or more map features, such as a river 36, island 38, park 40 or like features. In addition to providing an improved map 16 of area 18, the various map features 36/38/40 or the like add interest and excitement to game 10. As with the various modes of transportation 32, the various map features will have rules of travel that are associated therewith that are unique or at least somewhat unique to that feature. For instance, the river 36 can only be traveled along using the ferry mode of transportation 32. In addition, the map 16 includes transportation features, such as bridges 42 and tunnels 44, that are utilized by particular modes of transportation to cross or go under the river 30 to access an island 38 or other areas of the map 16. As with actual bridges and tunnels in real cities, certain bridges 42 and tunnels 44 of game 10 can only be utilized by particular modes of transportation 32. To assist with identifying which of the path portions are bridges 42 or tunnels 44, the map 16 includes different mode identifying means 30, as shown in
As set forth above, each of the path segments 22 have a direction indicator 34 associated therewith that indicate the allowed direction of travel for the mode of transportation 32 which can move along the transportation path 20 made up of the subject path segments 22. In a preferred embodiment, the direction indicators 34 are arrows that point in the direction or directions the mode of transportation 32 moves. As shown in the map 16, and which corresponds to most real cities or other areas 18, some of the direction indicators 34 indicate that the direction of travel is in one direction only (i.e., such as a one-way street) and other direction indicators 34 indicate that the allowed direction of travel is in both opposite directions (i.e., indicating a two-way street). As with an actual city, the various modes of transportation 32 that move along a particular transportation path 20 must follow the rules of travel related to that path 20. As in real life, however, walking and bicycling are the only modes of transportation which can move counter to the direction indicators 34, meaning the walker can walk or the bicyclist can ride his or her bicycle with the traffic flow or against the traffic flow.
Another aspect of the present invention is that each of the modes of transportation 32 must abide by certain features that are commonly associated with the particular mode of transportation 32. For instance, walkers can walk virtually anywhere, with the exception being certain tunnels 44 and subway-only paths, but do so at a generally much slower pace than the other modes of transportation 32. In addition, walking and bicycling are less expensive modes of transportation 32 than the bus, taxi, subway and ferry. As set forth below, this affects the amount of money a player has to spend to move about transportation paths 20 to accomplish his or her mission 28. Another feature is that certain modes of transportation 32, such as the bus and subway, must stop at certain designated station locations 24 and cannot pass them by, as is allowed for a taxi. In addition, certain modes of transportation 32 are blocked from any further movement along the transportation path 20 if another player's player token 26 is on one of the path segments 22 that make up the transportation path 20. As with real transportation paths, a subway or bus cannot pass over someone else stopped along the path 20, whereas a walker, bicycle or taxi can. In the preferred embodiment of the game 10 of the present invention, the operational rules are consistent with the “real life” modes of transportation 32 with which most people are familiar. In general, these features are referred to herein as the “rules of the road” and are the action features that control the movement of the player's player tokens 26.
In a preferred embodiment, the map 16 utilized with game 10 of the present invention divides the area 18 into two or more distinct, non-overlapping zones, shown generally as 46. In the embodiment of
The game 10 of the present invention also includes one or more sets of action devices 48 that are utilized in the game 10 to affect the ability of players to freely move around on the various transportation paths 20. In a preferred embodiment, the action devices 48 are card sets. Various other types of chance mechanisms, including a spinning wheel, dice, dice-like objects or the like, may be utilized as the action device 48. In the preferred embodiment, shown in
The game 10 of the present invention also includes a plurality of transportation cards 54, examples of which are shown in
The game 10 is started by placing the game board 12 on a table or other generally flat surface. The road cards 50 and weather cards 52 that make up the action devices 48 are shuffled and placed face down on the table next to the game board 12. The transportation cards 54 are shuffled and each player is dealt a certain number of these cards 54, such as five cards per player. The remaining transportation cards 54 are placed face down on the table next to the game board 12. Each player is provided with a certain amount of starting money, such as $50 each (which may be in the form of fake bills and/or poker-type chips). Each player selects a player token 26 to use for his or her play. One player is assigned to be the dealer. The dealer is in charge of the money 58, missions 28 and a score pad that is utilized to keep score of the game 10. Another player is assigned to be responsible for the action devices 48 (road 50 and weather 52 cards). In an advanced version of the game 10, each player also receives a plurality of blocking devices, shown as 62 in
To begin game play, the players utilize a mission identifying means to identify a mission 28 that each player must accomplish during play of the game 10. As set forth in more detail below, a mission 28 comprises moving from a start location to an end location on the map 16 utilizing the transportation cards 54 and money 58. As will be readily appreciated by those skilled in the art, a wide variety of mission identifying means can be utilized with game 10. For instance, the mission identifying means can be dice, dice-like objects, cards, spinning wheels, random number generators or other devices that identify a start location, which is one of the numbered station locations 24, and an end location, which is another numbered station location 24. In the preferred embodiment of game 10, the mission identifying means comprises a plurality of location markers 64, shown in
A player moves his or her player token 26 during his/her turn toward the end point for the mission 28. During their turn, each player must perform one, and only one, of the following tasks: (1) draw a transportation card 54 from the top of the deck of transportation cards 54; (2) trade off two transportation cards 54 with two transportation cards 54 from the top of the deck and discard the cards traded in; (3) buy two or more transportation cards 54, maximum $20 in a single turn, from the dealer (who has a separate stack of transportation cards 54 that are for sale); or (4) move along a route (described below) on the map 16 by playing a set of transportation cards 54 from his or hand and paying the required fees (if needed). For purposes of the present invention, “route” (shown as 72 in
To move along one or more path segments 22 and/or station locations 24 requires the player to turn in (or “pay”) with units on transportation cards 54. In order to move one path segment 22, the player must give either one of the ten point transportation cards 54, such as one with a bicycle, bus, subway, taxi, ferry or ten point express card, or two of the five point walker cards. With regard to station locations 24, with or without numbers, the player must give one of the five point walker cards. In fact, only walker and bicycle cards can be used to move on the station locations 24. Various other movement rules are applicable to the game 10 of the present invention. For instance, only walker, bicycle, taxi and ferry cards can be used to stop on the walking areas (the non-numbered station locations 24). As a result, only these cards can be used to start moving or to stop at the walking areas. The locations where the ferry path segments 22 contact the non-numbered station locations 24 are considered ferry stops. Another rule is that all transportation cards 54 except the subway card can be used to stop at the bus stop station locations 24. All transportation cards 54, including the subway card, can be used to stop at the bus stop/subway station location 24. As set forth above, the rules of movement along the various transportation paths 20 are intended to mimic real life situations and movement through a city or other area.
As noted above, each path segment 22 requires ten units and each station location 24, including the one the player stops at when walking, requires five units. All modes of transportation 32 require a fee associated with use of the transportation card 54 for that mode of transportation 32 except the walker cards, walkers can walk for free (no separate fee charge). The fee for the other modes of transportation 32 can vary by the mode and in which zone 46 the player is moving in. Walker and bicycle cards allow the player to move the player token 26 in any direction, including against the direction indicated by the direction indicator 34 on the path segments 22 he or she will be traversing. A “disadvantage” of the walker and bicycle cards is that the player must give up two walker cards or one bicycle card for each path segment 22 and also one walker card or one bicycle card for each station location he or she passes and stops. Although only one bicycle card is required for each path segment 22, use of the bicycle cards requires the player to give up one bicycle card for each station location 24 he or she passes and where he or she stops. Use of the walker cards and bicycle cards are in contrast with the other transportation cards 54, which do not require use of any transportation card 54 for the station locations 24 that are the stops 74, as the stops 74 are included with the use of these other transportation cards 54. Walker and bicycle transportation cards also cannot be utilized to move through a tunnel 42 in which only buses and taxis can go, move through a tunnel 42 in which only a subway can move or move on the ferry lines. Taxis, buses, subways and ferries must obey the direction indicated by the direction indicators 34 on the path segments 22 and pay the fee associated with use of the cards. Taxis may move only three routes 72 per turn, except when moving across a bridge 42 or through a tunnel 44. Movement across a bridge 42 or through a tunnel 44 does not count toward the number of routes, thereby in effect a player may move four routes when crossing a bridge 42 or moving through a tunnel 44. Use of taxi cards require a fee, which may be different for different zones 46, for using the card and requires an additional fee for crossing a bridge 42 or passing through a tunnel 44 (use of all other transportation cards 54 does not require a fee to cross bridge 42 or move through tunnel 44). Although the taxi card allows the player to stop at a walking area station location 24, he or she can not pass by two adjacent stops 74 using the taxi card. Instead, such movement would require use of walker or bicycle cards. Use of walker, bicycle and taxi transportation cards 54 allow the player to pass over a stop 74 even if the stop 74 is occupied by another player. The other modes of transportation 32 cannot pass over occupied stops 74.
Use of bus transportation cards 54 require the player to obey all traffic flows, as indicated by the direction indicators 34 and only allow the player to move one route 72, comprising the path segments 22 between adjacent station locations 24, during a single turn. As with taxi cards, use of bus transportation cards 54 require the player to pay a fee when he or she begins use of the bus card. As long as the player continually uses bus transportation cards 54, even during one or more subsequent turns, he or she does not have to pay a new fee (basically, as long as the player stays on the bus, no additional fee is required). If the player changes to a different mode of transportation 32 and then resumes using bus cards, then he or she will have to pay a new bus fee. A player using bus cards can only stop at a bus stop 74 or a combination bus/subway stop 74. A walking area stop 74, including heliports and challenge stops, cannot be utilized as a bus stop and a player's player token 26 cannot pass over a walking area stop 74 when using a bus card.
A player can use subway transportation cards 54 to move along any of the designated subway path segments 22. Each subway card allows the player to move his or her player token one path segment. When using a subway card, however, the player is only allowed to stop at station locations 24 that are identified as subway stops 74. In addition, use of the subway cards requires the player to pay a subway fee when he or she starts using the subway cards, which simulates getting on the subway. As long as the player continues to use the subway card, he or she does not have to pay another fee. As with the use of bus cards, however, if the player starts using another mode of transportation 32 and then resumes using subway cards, then he or she must pay the subway fee at the start of such use. Using subway cards, the player can move a maximum of two routes 72 per turn and can only move between open subway station locations 24. The player cannot pass over an occupied subway station location 24 on his way to another subway station location 24, even if the latter station location 24 is open (i.e., not occupied). Certain tunnels 44 are designated only for use by subway transportation cards 54.
Ferry transportation cards 54 are used by the player to move his or her player token 26 along the transportation paths 24 having path segments 22 with the mode identifying means 30 designating the ferry, which are in waterways such as the rivers 36. Ferry transportation paths 24 generally allow the player to move in either direction, meaning the direction indicator 34 has arrows pointing both directions. Each ferry card allows the player to move one path segment 22. As with buses, use of the ferry cards allows the player to only move one route 72 per turn. A player cannot stop moving his or her player token 26 on a path segment 22 that is located in between station locations 24 (i.e., cannot stop in the middle of the waterway). All stops 72 along the waterways, including the walking area stops 72, can be stops for ferries. Use of the ferry transportation cards require payment of a boarding fee, which is preferably set for each route 72 that the ferry can travel. Some of the ferry stops 72 are on islands 38, which may require the player to use one or more walker or bicycle transportation cards 54 to move across the island 38. Boarding a ferry at the opposite end of the island 38 typically requires a new boarding fee, which may be different amounts or otherwise be adjusted for different islands 38.
The map 16 also includes two or more heliport stops 74, which can typically be accessed by walkers, bicycles or taxis. A player can only move between heliports by using a helicopter card, which must be purchased from the dealer before the player arrives at the heliport. In a preferred embodiment, a player cannot go to a heliport stop 74 unless he or she has a helicopter card. With the helicopter card, the player can move to any open heliport. Although the move is done in one turn, getting the helicopter card, moving to the heliport and then moving between heliports will require a total of three turns. If a heliport is occupied by another player, the player cannot move his or her game piece to that heliport.
Another group of transportation cards 54 are referred to as express cards and can be utilized in place of any other transportation card 54 except the walker and bicycle cards (i.e., an express card cannot be used as a walker card or a bicycle card). In effect, an express card is used like a wildcard in place of another transportation card 54. The express cards can be in different unit denominations, such as the ten unit, twenty unit and thirty unit denominations shown in
In a preferred embodiment, when a player stops at a challenge stop 72 and draws a challenge card 60, a challenge block (which can be a block-like device sized to fit on the challenge stop space) is placed on the challenge stop 72. Challenge cards 60 are used, as described below, only once by the player who draws the challenge card 60 and then the card is discarded. Different challenge cards 60 can have different impacts on the player or other players. Some of these cards 60 can provide the player with money, create a challenge mission for the player drawing the card 60, create a challenge mission for other players or be designated as a power card. In the preferred embodiment of the present game 10, if a player draws a challenge card 60 requiring a mission, he or she must complete an extra mission 28. These challenge missions have the attributes of the originally assigned missions 28, except the starting point will be the challenge stop 72 for the player drawing the challenge card 60 or a player's current position if he or she did not draw the challenge card 60. Any player who has to complete a challenge mission 28, must complete that mission 28 before his or her regular mission 28. The reward 70 for completing a challenge mission 28 can be the same as, double or some other factor of the reward for completing a regular mission 28. A player cannot have two challenge missions 28 at the same time, even if he or she draws another challenge card 60 having a challenge mission or if another player draws such a card 60. A player can use a power challenge card 60 to avoid having to complete a challenge mission 28 when drawing a mission challenge card 60 or when another player draws such a card. Power cards can also be used to move onto an occupied stop 72, to pass over a subway station when using subway cards, to use a heliport even if it is in use by another player or for other possible benefits. Preferably, any unused power cards can be valued and turned in for money at the end of the game.
Examples of movement along the various path segments 22 and station locations 24 of the transportation paths 20 of map 16 are illustrated in
As set forth above, the object of the game 10 of the present invention is to accumulate the most money while completing the required number of missions 28, which in a preferred embodiment is five missions 28. Each player is provided with a number of transportation cards 54 and a certain amount of money to start the game 10 and selects his or her player token 26. A player's mission 28 has one station location 24 as its start point and another station location 24 as the end point. The start and end points for each player are randomly assigned by using location markers 64 that are drawn blindly from a bag or other container and are used to identify the start point and a corresponding end point for a particular mission 28. The first location marker 64 drawn indicates the start point and the second location marker 64 drawn indicates the end point. The start and end points are station locations 24 that are printed or otherwise provided on the upper surface 66 of the location markers 64. In a preferred embodiment, the players let each other see which zone 46 has the end point, but not the specific station location 24 that is the end point.
To complete the mission 28, the player moves along one or more transportation paths 20, comprising a series of path segments 22 and station locations 24, following the movement rules set forth above. From one turn to another, but not in the middle of a turn, the player can switch between different modes of transportation 32 to move from the start point to the end point, just as a person would in a real city using the various real transportation types available in the city. Each player attempts to complete his or her missions 28 in a manner that results in as much money at the end of the required number of missions 28 as possible. The player's ability to move through the area 18 using map 16 will be limited by his or her available money and/or transportation cards 54. During his or her turn, a player can draw a transportation card 54 from the deck of cards, trade transportation cards 54 with those in the deck, buy transportation cards 54 or an express card or move at least one route using the cards and money, if necessary, in his or her hand. Upon completion of a mission 28, the player discloses the end point to the other players and collects his or her reward 70, which is determined from the mission-reward chart 68 of
Various modifications can be made to the game 10 of the present invention. In one advance level of play, players can apply various strategies in more challenging situations, such as blocking the routes they use to complete their missions 28 to create handicaps for their opponents. In this embodiment, each player gets a certain number of blocking devices 62, some of which can be regular blocks and some of which can be super blocks, at the beginning of the game 10. In one embodiment, each player gets 20 regular blocks and 10 super blocks. The players use the blocking devices 62 when moving from a stop 74 to block or close the route for other players by placing a blocking device 62 on a path segment 22. The rules can allow for a player to use a route previously blocked by another player by playing one of the super blocks and/or paying a fee to the player who previously placed the block. In one embodiment, only super blocks can be used to block bridges 42 and tunnels 44 and super blocks can be used like a regular block (but not the other way around). If desired, power cards can be used to move on a route that is blocked. A player who completes a mission, whether it is a regular mission 28 or challenge mission 28, may reposition his or her blocking devices 62 or remove them from the playing surface 14 for later placement. In a preferred embodiment of the advanced version of game 10, each of the blocked path segments 22 has a pre-determined value and the player's reward 70 takes into account that value. As a result, the actual amount of the reward 70 will not be known until he or she completes the mission 28, at which time the value of all blocked path segments 22 will be calculated. The reward determination in this advanced version of game 10 is in contrast to the non-advanced version of the game 10 described above where the amount of the player's reward 70 for completing a mission 28 is known and based on the mission-reward chart 68.
While there are shown and described herein a specific form of the invention, it will be readily apparent to individuals skilled in the art that the invention is not so limited, but is susceptible to, various modifications and rearrangements in design and materials without departing from the spirit and scope of the invention. In particular, it should be noted that the present invention is subject to modification with regard to any dimensional relationships set forth herein and modifications in assembly, materials, size, shape, and use. For instance, there are numerous components described herein that can be replaced with equivalent functioning components to accomplish the objectives of the present invention.