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GB2261381A - A board game - Google Patents

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Publication number
GB2261381A
GB2261381A GB9124039A GB9124039A GB2261381A GB 2261381 A GB2261381 A GB 2261381A GB 9124039 A GB9124039 A GB 9124039A GB 9124039 A GB9124039 A GB 9124039A GB 2261381 A GB2261381 A GB 2261381A
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GB
United Kingdom
Prior art keywords
team
board
game
pub
board game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
GB9124039A
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GB2261381B (en
GB9124039D0 (en
Inventor
William Geeleher
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Individual
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Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to GB9124039A priority Critical patent/GB2261381B/en
Publication of GB9124039D0 publication Critical patent/GB9124039D0/en
Publication of GB2261381A publication Critical patent/GB2261381A/en
Application granted granted Critical
Publication of GB2261381B publication Critical patent/GB2261381B/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A game board is laid out with a plurality of game locations - "pubs" which have to be visited by each team in numerical order. Questions have to be answered correctly in each pub before the team can move on. Tokens are awarded for correct answers. The board's design makes it impossible to proceed to the next pub (in numerical order) without having to pass through or stop in another pub on the way. During these "unofficial" pub visits, a random number generator is used to determine whether a team has to perform another task such as answer a question, sing a song, tell a joke or play a charade by which bonus tokens are won or lost, depending on the player's performance. The first team to answer 3 questions correctly in the last pub ends the game. The team with the most tokens wins. <IMAGE>

Description

A BOARD G A M E THIS INVENTION RELATES TO A BOARD GAME CALLED "PUB CRAWL". BOARD GAMES HAVE ALWAYS BEEN A VERY POPULAR SOURCE CF ENTERTAINMENT IN THE HOME, AT PARTIES, CLUBS, ETC.
UNFORTUNATELY THEY TEND TO BE TOO SIMPLE OR TOO COMPLEX, AND EVEN THE BETTER ONES BECOME BORING AFTER A WHILE.
"PUB CRAWL" IS A GAME INVOLVING FOUR ACTIVITIES WHICH THE AVERAGE PERSON ENJOYS, THEY ARE : 1. ANSWERING QUESTIONS 2. TELLING JOKES 3. SINGING SONGS 4. PLAYING CHARADES THE GAME COMES COMPLETE IN A BOX CONTAINING ALL THE NECESSARY EQUIPMENT TO PLAY. EACH BOX CONSISTS OF 1. A FOLD-UP PLAYING BOARD 2. QUESTION CARDS 3. TITLE CARDS 4. COCKTAIL GLASSES 5. COLOURED (MIXER) DISCS.
6. TOKENS 7. ONE BOTTLE SHAPED SPINNER 8. ONE COCKTAIL GLASS UMBRELLA 9. ONE STANDARD DICE 1. FOLD-UP PLAYING BOARD (FIG I) FIG I SHOWS THE BASIC LAYOUT OF THE BOARD. THERE ARE EIGHT SQUARES NUMBERED 1 TO 8. EACH SQUARE REPRESENTS A PUB AND THE SMALLER SQUARES INSIDE WILL HAVE A PICTURE OF A PUB AND IT'S NAME SHOWN. EACH PUB IS REPRESENTED BY IT'S OWN COLOUR, WHICH IS PAINTED IN THE SPACE BETWEEN THE TWO SQUARES.
EACH PUB SPECIALISES IN A PARTICULAR QUESTION SUBJECT AS SHOWN IN FIG I.
EACH SQUARE OR PUB IS CONNECTED BY MEANS OF SERIES OF "ZEBRA - CROSSING" TYPE WALKWAYS. EACH BLACK OR WHITE STRIPE REPRESENTS ONE MOVE OR SPACE ON THE BOARD. FOR EXAMPLE, IF A SIX IS THROWN WITH THE DICE, A TEAM WILL MOVE ACROSS SIX STRIPES.
A STRIPE CONTAINING A DICE (FIG I) INDICATES A FREE THROW OF THE DICE, IF A TEAM SHOULD "LAND" CN IT.
THE STRIPES SHOWN WITH AN ASTERISK (FIG I) APPEAR AS GOLD STRIPES ON THE ACTUAL FINISHED BOARD. LANDING ON A GOLD STRIPE MEANS THAT THE TEAM ADVANCES DIRECTLY TO THE NEAREST PUB IN FRONT OF THEM.
THE BOARD HAS BEEN DESIGNED IN SUCH A WAY THAT NO CONSECUTIVE PUB NUMBER'S ARE DIRECTLY LINKED TOGETHER. FOR EXAMPLE PUB X 1 IS NOT DIRECTLY LINKED TO PUB # 2. PUB # 2 IS NOT DIRECTLY LINKED TO PUB # 3, AND SO ON. THE BLACK & WHITE "BEER MUGS" SHOWN ON THE BOARD ARE USED BY EACH TEAM AS TOKEN COUNTERS & STORAGE AREAS. THE TWO BLACK & WHITE CIRCLES ARE USED BY THE QUESTION MASTER AS A CHECK ON THE NUMBER OF CORRECT ANSWERS GIVEN BY EACH TEAM DURING CERTAIN STAGES OF THE GAME.
2. QUESTION CARDS THERE ARE EIGHT SETS OF QUESTION CARDS. EACH SET CONTAINS 100 QUESTION CARDS CONTAINING QUESTION ON ONE PARTICULAR SUBJECT ONLY. EACH CARD CONTAINS FIVE QUESTIONS MAKING A TOTAL OF 500 QUESTIONS PER SET & SUBJECT. SINCE THERE ARE EIGHT SETS, THERE IS A TOTAL OF 4,000 QUESTIONS ALTOGETHER.
IN ADDITION EACH SET OF CARDS HAS THE SAME COLOUR AND NUMBER OF THE PUB TO WHICH THE QUESTION CATEGORY APPLIES.
3. TITLE CARDS THERE ARE 50 TITLE CARDS. EACH CARD CONTAINS FOUR SONG TITLES, ONE EACH FROM THE 1950'S, 1960'S, 1970'S & 1980'S.
ALL THE 200 TITLES WERE HIT RECORDS DURING THOSE YEARS.
ALSO INCLUDED ON THE SAME CARD IS ONE FILM TITLE. ALL THE TITLE CARDS ARE GOLD IN COLOUR.
4. COCKTAIL GLASSES (FIG II) FIG II SHOWS THE TWO COCKTAIL GLASSES USED IN THE GAME.
ONE HAS A BLACK STEM & THE OTHER A WHITE STEM. EACH GLASS REPRESENTS A TEAM AND ARE MOVED AROUND THE BOARD REPRESENTING THE PROGRESS AND POSITION OF THE TEAMS.
5. COLOURED (MIXER) DISCS (FIG II) THERE ARE TWO SETS OF THESE DISCS. EACH SET CONTAINS EIGHT PIECES, ONE FOR EACH PUB, AND ARE COLOURED ACCORDINGLY. THEY ARE PUT INSIDE THE COCKTAIL GLASSES DURING THE COURSE OF THE GAME AND INDICATE THE PUBS EACH TEAM HAVE ALREADY VISITED.
6. TOKENS (FIG III) THERE ARE SEVENTY TOKENS SUPPLIED WITH THE GAME, AND ARE AWARDED TO THE TEAMS THROUGHOUT THE GAME. THEY ARE CIRCULAR GOLD COLOURED DISCS.
7. BOTTLE SHAPED SPINNER (FIG IV) ONE BOTTLE SHAPED SPINNER IS PROVIDED FOR THE "SPIN THE BOTTLE" EPISODES DURING THE GAME. THE BOTTLE IS FOUR SIDED, AND ON EACH SIDE IS WRITTEN THE FOLLOWING GAME ACTIVITIES : 1. TELL A JOKE 2. KARAOKE (SING A SONG) 3. CHARADES 4. PUB QUESTION s. COCKTAIL GLASS UMBRELLA (FIG V) THIS IS PLACED IN THE WINNING TEAM'S COCKTAIL GLASS AT THE END OF THE GAME. THE UMBRELLA CONTAINS STRIPES OF ALL THE EIGHT PUB COLOURS.
"R U L E S" "PUB CRAWL" IS A TWO TEAM QUESTION & ANSWER BOARD GAME; IT ALSO INVOLVES PLAYERS SINGING SONGS (KARAOKE), TELLING JOKES CHARADES, & SPIN THE BOTTLE.
EACH TEAM CAN HAVE ANY NUMBER OF PLAYERS, BUT THE IDEAL MINIMUM IS THREE PER TEAM. AN INDEPENDANT QUESTION MASTER / REFEREE IS REQUIRED.
OBJECT : THE OBJECT IS FOR BOTH TEAMS TO VISIT THE EIGHT PUBS IN NUMERICAL ORDER, ANSWER THREE QUESTIONS CORRECTLY, THEN MOVE ON TO THE NEXT PUB.
TOKENS ARE AWARDED FOR EACH CORRECT ANSWER GIVEN.
AT THE END OF THE GAME THE TEAM WITH THE MOST TOKENS ARE THE WINNERS.
THE GAME ENDS WHEN EITHER TEAM ANSWERS THREE QUESTIONS CORRECTLY IN THE LAST PUB (PUB *8) IT DOES NOT NECESSARILY FOLLOW THAT THE FIRST TEAM TO ENTER THE LAST PUB AND ANSWER THREE QUESTIONS CORRECTLY WILL HAVE THE MOST TOKENS. THIS WILL BECOME MORE APPARENT AS YOU READ ON.
PUB VISITS (I) OFFICIAL PUB VISITS (11) UN-OFFICIAL PUB VISITS (I) OFFICIAL PUB VISITS EACH TEAM HAS TO START AT PUB t 1, ANSWER THREE QUESTIONS CORRECTLY, THEN PROCEED ONTO PUB # 2, ANSWER THREE QUESTION CORRECTLY, THEN PROCEED ONTO PUB #3 AND SO ON, THESE ARE OFFICIAL PUB VISITS.
(II) UN-OFFICIAL PUB VISITS THE BOARD HAS BEEN DESIGNED IN SUCH A WAY THAT IT IS IMPOSSIBLE FOR A TEAM TO PROCEED TO THE NEXT PUB (IN NUMERICAL ORDER) WITHOUT PASSING THROUGH OR STOPPING IN ANOTHER PUB ON THE WAY. THESE ARE UN-OFFICIAL PUB VISITS.
THERE ARE TWO TEAMS : (I) THE BLACK TEAM (11) THE WHITE TEAM EACH TEAM WILL HAVE A COCKTAIL GLASS. THE GLASS WITH THE BLACK STEM DENOTES THE BLACK TEAM AND THE GLASS WITH THE WHITE STEM DENOTES THE WHITE TEAM. THE COCKTAIL GLASS IS MOVED AROUND THE BOARD AND REPRESENTS THE MOVEMENT OF THE TEAM.
EACH PUB SPECIALISES IN A SINGLE QUESTION CATEGORY : PUB v 1 - HISTORY PUB X 2 - T.V. FILMS PUB # 3 - WORDS & LIT PUB v 4 - SCIENCE PUB * 5 - SPORT PUB # 6 - MUSIC PUB * 7 - GEOGRAPHY PUB # 8 - POTLUCK EACH PUB IS REPRESENTED BY A DIFFERENT COLOUR : PUB # 1 - BLUE PUB # 2 - PINK PUB * 3 - ORANGE PUB # 4 ~ RED PUB # 5 - BROWN PUB X 6 - GREEN PUB # 7 - BEIGE PUB * 8 - YELLOW THE QUESTION MASTER ASKS THE FIRST TEAM, QUESTIONS FROM THE PUB * 1 QUESTION CARDS. EACH CARD HAS FIVE QUESTIONS OUT OF WHICH THE TEAM ONLY HAS TO ANSWER THREE CORRECTLY IN ORDER TO MOVE ON TO PUB # 2. IF THE TEAM ANSWERS THREE QUESTIONS CORRECTLY THEY WILL RECEIVE THREE TOKENS (FROM THE QUESTION MASTER) THEY WILL THEN THROW THE DICE AGAIN AND PROCEED ON TO PUB # 2. BEFORE THEY THROW THE DICE THEY MUST ASK THE QUESTION MASTER FOR THEIR COLOURED "MIXER", WHICH THEY PUT INSIDE THEIR COCKTAIL GLASS, WHICH SHOWS THAT THEY HAVE BEEN INTO PUB # 1 AND ANSWERED THREE QUESTIONS CORRECTLY.
FAILURE, TO ASK FOR THE "MIXER" BEFORE THROWING THE DICE WILL RESULT IN THE TEAM HAVING TO FORFEIT ONE OF THEIR THREE TOKENS.
IF, HOWEVER, THE FIRST TEAM FAILS TO ANSWER THREE QUESTIONS CORRECTLY, THEY WILL HAVE TO REMAIN INSIDE THE PUB, UNTIL IT IS THEIR TURN AGAIN TO ANSWER A QUESTION. ONLY ONE QUESTION AT A TIME WILL BE ASKED (PER TURN) ON A SECOND ATTEMPT. THE QUESTION MASTER USES THE BLACK OR WHITE TEAM CIRCLES AS A CHECK ON HOW MANY QUESTIONS HAVE BEEN ANSWERED CORRECTLY, BY PLACING ONE TOKEN ON A CIRCLE FOR EACH CORRECT ANSWERS GIVEN.
SO THAT EACH TEAM KNOWS HOW MANY TOKENS THEY HAVE AND HOW MANY THEIR OPPONENTS HAVE, A BEER MUG (TOKEN COUNTER) IS PROVIDED ON THE BOARD. EACH DIMPLE IN THE MUG MUST BE FILLED WITH A PILE CONTAINING FIVE TOKENS. THROUGHOUT THE GAME IT IS IMPORTANT FOR EACH TEAM TO BE AWARE OF THE NUMBER OF TOKENS COLLECTED BY THEMSELVES AND BY THEIR OPPONENTS.
IF A TEAM LANDS ON A WHITE SPACE CONTAINING A "DICE" THEY ARE ENTITLED TO A FREE THROW OF THE DICE.
SHOULD A TEAM LAND ON A GOLD SPACE THEY MUST PROCEED DIRECTLY TO THE PUB IN FRONT OF THEM.
SPIN THE BOTTLE WHEN A TEAM STOPS IN A PUB ON AN "UN-OFFICIAL VISIT", THEY MUST "SPIN THE BOTTLE". THE PERSON IN THE TEAM CLOSEST TO THE QUESTION MASTER SHOULD SPIN THE BOTTLE ON THE FIRST OCCASION. ON SUBSEQUENT "UN-OFFICIAL PUB VISITS" THE NEXT PERSON IN THE TEAM SPINS THE BOTTLE AND SO ON, SO THAT EVERY TEAM MEMBER GETS A SPIN.
THE BOTTLE HAS FOUR SIDES, AND ON EACH SIDE IS WRITTEN A DIFFERENT ACTIVITY. AFTER SPINNING THE BOTTLE THE PLAYER HAS TO PERFORM THE ACTIVITY SHOWN ON THE BOTTLE SIDE WHICH LANDS UPPERMOST.
THE FOUR ACTIVITIES ARE : SIDE ONE - KARACKE (SING A SONG) SIDE TWO - CHARADES SIDE THREE - TELL A JOKE SIDE FOUR - PUB QUESTION 1. KARAOKE (SING A SONG) THE QUESTION MASTER PICKS A GOLD CARD WHICH CONTAINS FOUR SONG TITLES, ONE SONG FROM THE 1950'S, ONE FROM THE 60'S, ONE FROM THE 70'S AND ONE FROM THE 80'S. THE "SPINNER" IS ALLOWED TO CHOOSE THE DECADE WHICH HE/SHE WOULD PREFER.
AFTER THE DECADE HAS BEEN SELECTED THE QUESTION MASTER TELLS THE "SPINNER" THE TITLE OF THE SONG THAT HE/SHE HAS TO SING OR ATTEMPT TO SING. IT IS UPTO THE QUESTION MASTER TO DECIDE IF THE "SPINNER" KNOWS THE SONG OR NOT. USUALLY A COUPLE OF LINES AND THE CORRECT MELODY WILL BE SUFFICIENT TO WARRANT A BONUS TOKEN BEING AWARDED TO THE TEAM. ONCE THE "SPINNER" HAS ESTABLISHED THE MELODY AND SINGS A COUFLE OF LINES THE REST or THE TEAM CAN JOIN IN, TO GIVE SOME SUPPORT TO HELP SECURE A BONUS TOKEN. IF HOWEVER THE SPINNER HAS ABSOLUTELY NO IDEA OF THE WORDS OR MELODY, THE TEAM FORFEITS ONE TOKEN. IF A BONUS TOKEN IS WON THE TEAM THROWS THE DICE AND CONTINUES WITH THE GAME. IF THE TEAM FORFEITS A TOKEN THEY CANNOT LEAVE THE PUB UNTIL IT IS THEIR TURN TO THROW THE DICE AGAIN.
2. CHARADES THE QUESTION MASTER PICKS UP A GOLD CARD CONTAINING A FILM TITLE. HE SHOWS IT TO THE "OTHER" TEAM FIRST, BEFORE HE G T vrsr T Tn T!JE "PINNR" TO PERFORM. SO THAT THEY CAN ENJOY THE EFFORTS OF THE SPINNER IN TRYING TO CONVEY THE FILM TITLE TO HIS/HER OWN TEAM. (USUALLY A TWO MINUTE TIME LIMIT, SHOULD BE IMPOSED). IF THE "SPINNERS" TEAM GUESS THE TITLE CORRECTLY A BONUS TOKEN IS AWARDED, IF NOT, A TOKEN IS FORFEITED. IF A TOKEN IS AWARDED THE TEAM IS FREE TO THROW THE DICE AND PROCEED ON WITH THE GAME. IF A TOKEN IS FORFEITED THE TEAM CANNOT LEAVE THE PUB UNTIL IT IS THEIR TURN TO THROW THE DICE AGAIN.
3. TELL A JOKE THE SPINNER HAS TO TELL A JOKE, IT IS UP TO THE QUESTION MASTER TO DECIDE WHETHER IT IS FUNNY ENOUGH TO BE AWARDED A TOKEN. JUST BECAUSE THE "SPINNER'S" TEAM ARE FALLING OFF THEIR SEATS WITH LAUGHTER AFTER HEARING THE JOKE DOES NOT NECESSARILY MEAN A TOKEN WILL BE AWARDED. IF THE JOKE WAS NOT FUNNY ENOUGH, A TOKEN WILL BE FORFEITED. THE RULES FOR CONTINUING WITH THE GAME ARE AS ABOVE IN (1) & (2).
4. PUB QUESTION ONE QUESTION FROM THAT PARTICULAR PUB CATEGORY IS GIVEN TO THE SPINNER ONLY - NO CONFERRING IS ALLOWED. IF THE QUESTION IS ANSWERED CORRECTLY, A BONUS TOKEN IS AWARDED, IF NOT, A TOKEN IS FORFEITED. TO CONTINUE THE GAME THE SAME PROCEDURE AS IN (1) & (2) IS ADOPTED.
IMPORTANT NOTES 1. BONUS TOKENS CAN ONLY BE AWARDED ON "SPIN THE BOTTLE" CATEGORIES.
2. "SPIN THE BOTTLE" ONLY OCCURS DURING "UN-OFFICIAL" PUB VISITS.
3. TOKENS ARE FORFEITED FOR THE FOLLOWING REASONS A. IF AFTER ANSWERING THREE QUESTIONS CORRECTLY DURING AN "O"OFFICIAL" PUB VISIT, THE TEAM FORGETS TO ASK THE n-QUESTION MASTER FOR THE "MIXTER" BEFORE THROWING THE DICE TO MOVE ON.
n.B. FAILING ON THE "SPIN THE BOTTLE" CATEGORIES.
C. SPILLING DRINK (KNOCKING OVER YOUR OWN YOUR OPPONENTS COCKTAIL GLASS).
SINCE. THROUGHOUT THE COURSE OF THE GAME BONUS TOKENS WILL HAVE BEEN WON AND LOST, BY BOTH TEAMS, IT IS IMPORTANT TO CHECK ON HOW MANY TOKENS YOUR TEAM HAS & HOW MANY YOUR OPPONENTS HAVE BEFORE ENTERING THE LAST PUB (* 8).
IF YOU ARE READY TO ENTER THE LAST PUB & DO NOT HAVE MORE TOKENS THAN YOUR OPPONENT YOU WILL HAVE TO MAKE UP YOUR TOKEN COUNT BY VISITING OTHER PUBS AND TRY TO WIN BONUS TOKENS WITH "SPIN THE BOTTLE".
"THE GAME ENDS WHEN ONE OF THE TEAMS ANSWERS THREE QUESTIONS CORRECTLY IN THE LAST PUB (#8). WHOEVER HAS.THE GR GREATER NUMBER OF TOKENS WINS".

Claims (18)

1. A BOARD GAME THAT INVOLVES TWO TEAMS COMPETING AGAINST EACH OTHER AT ANSWERING QUESTIONS, SINGING SONGS, TELLING JOKES, PLAYING CHARADES & SPINNING THE BOTTLE. TOKENS ARE WON & FORFEITED WITH THE ABOVE ACTIVITIES 2. A BOARD GAME WHICH HAS INDIVIDUALLY NAMED, NUMBERED, COLOUR CODED AND QUESTION CATEGORISED PUBLIC HOUSES DESIGNED INTO THE BOARD LAYOUT. THE ABOVE ACTIVITIES ARE PERFORMED WHEN THE TEAMS ARE "IN" THE PUBS.
3. A BOARD GAME WHEREBY THE PUBS ARE CONNECTED IN SUCH A WAY THAT NO CONSECUTIVELY NUMBERED PUBS ARE DIRECTLY LINKED TO EACH OTHER.
4. A BOARD GAME WHEREBY EACH TEAM IS REPRESENTED BY A "COCKTAIL GLASS" WHICH IS MOVED AROUND THE BOARD AND INDICATES EACH TEAM'S POSITION & PROGRESS THROUGHOUT THE GAME.
5. A BOARD GAME THAT USES COLOURED COCKTAIL "MIXERS" WHICH ARE PLACED INSIDE EACH TEAM'S COCKTAIL GLASS AS A RECORD AS TO WHICH PUBS HAVE ALREADY BEEN VISITED. THE COLOUR OF THE "MIXER" CORRESPONDS TO THE COLOUR CODE OF THE PUB.
6. A BOARD GAME WHEREBY A COCKTAIL UMBRELLA IS PLACED INSIDE THE COCKTAIL GLASS OF THE WINNING TEAM AT THE END OF THE GAME.
Amendments to the claims have been filed as follows i. A board çams with equipment consisting of : a. A playing board, whose surface has marked or printed upon it a network of junctions joined together by a series of linkages.
b. A device to establish the exact position on the board of play of a player (or team) at any given moment, during the course of play.
c. A device to record a players (or a team's) progress through the junctions in the correct order as prescribed in the game's rules.
d. A chance device to determine what instruction or activity has to be performed by a player (or a team) on "LANDING" at junction.
e. A device to represent the number of points accrued by a player (or team) throughout the course of the game.
f. A set of question cards particular to each junction, containing at least one question.
g. A set of cards particular to each of the activities.
Containing at least one name, title, heading or item relevant to any particular activity that has to be performed by a player -(or team).
2. A board game as in Claim 1 with a playing board which has a surface onto which is marked or printed a network of junctions joined together by a series of linkages. The junctions of which can be any shape or configuration. The linkages represent the playing track, and consist of a plurality of segments.
3. A board game as is Claims 1 & 2 with a playing board wherein each function is identified by swiss of consecutive numbers and so positioned within the framework of the track so that no junctions are directly linked consecutively. For example Junction 1 is not directly linked to Junction 2. Junction 2 is not directly linked to Junction 3, and so on.
4. A board game as in Claims 1, 2 & 3 with a playing board wherein each junction has its own colour particular to that junction.
5. A board game as in Claims 1, 2, 3 & 4 with a playing board wherein each junction can represent any particular person, place or thing.E.g. Public House, Country, University,etc.
6. A board game as in Claims 1, 2, 3, 4 & 5 with a playing board wherein each junction has its own distinct question category particular to that junction.
7. A board game as in claims 1 to 6 with a device (b) in the shape of a cocktail glass which is used to determine the exact position on the board of play of a person (or a team), the stem of which is coloured to represent a particular player (or team).
8. A board game as in claims 1 to 7 with a device (c) such as a disc to record the progress of a player's (or team's) progress through the junctions in the correct order as prescribed in the games rules. The total number & colour of the discs correspond to the total number & colour of the junctions on the playing board. These coloured discs (known as MIXERS) are placed inside the cocktail ).aS afts a junction has been successfully "visited".
9. A board game as in claims 1 to 8 with a device (d) such as a "Spinner" with a plurality of sides onto which any instructions or activities are marked.
10. A board game as in claims 1 to 9 with a spinning device in the shape of a four sided bottle, onto which four activities have been marked.
ii. A board game as in claims 1 to 10 with a device (e) such as a disc or token to represent the number of points accrued by a player (or a team) throughout the course of the game.
12. A board game as in claims 1 to 11 with a device (e) similar in shape, size & colour to that of a token usually supplied in gaming machines.
i3. A board game as in claims 1 to 12 with a playing board comprising of eight (8) junctions representing eight (8) public houses. Each consecutively numbered one (1) to eight (8).
14. A board game as in claim I to 13 with a playing board whereby the junctions are joined together by a series of linkages representing the playing track. Each link has the same number of segments within it, between eaeh connecting junctions. The linkages are intended to ressemble a "zebra-crossing" type of track. The two central "X" type linkages (refer Fig I) can be eliminated altogether from the board or even replaced by single linkages, if so desired. This has the effect of. reducing the number of directions of play open to the player (or team). It also affects the length of the game.
15. A board game as in claims 1 to 14 with a chance device (i) to provide random numbers which correspond to the number of segments a player (or team) advances along the playing track.
i6. A board game as in claims 1 to 15 with a chance device (i) similar to a standard playing dice with numbers 1 to 6 marked on it.
17. A board game as in claims to 1 to 16 with all the associated equipment substantially described.
18. A board game as in claims 1 to 17 having a set of rules which determines the progress of the player (or team) along the pla?iflg rack & through the junctions. A certain degree of skill in performing the activities and answering the questions correctly is also required.
GB9124039A 1991-11-12 1991-11-12 A board game Expired - Fee Related GB2261381B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB9124039A GB2261381B (en) 1991-11-12 1991-11-12 A board game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB9124039A GB2261381B (en) 1991-11-12 1991-11-12 A board game

Publications (3)

Publication Number Publication Date
GB9124039D0 GB9124039D0 (en) 1992-01-02
GB2261381A true GB2261381A (en) 1993-05-19
GB2261381B GB2261381B (en) 1995-02-08

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Family Applications (1)

Application Number Title Priority Date Filing Date
GB9124039A Expired - Fee Related GB2261381B (en) 1991-11-12 1991-11-12 A board game

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Country Link
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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2296197A (en) * 1994-12-20 1996-06-26 Michael Waller Board game
GB2309393A (en) * 1996-01-25 1997-07-30 Thomas White Apparatus for playing a game
GB2354716A (en) * 1999-08-21 2001-04-04 Thistle Company Of Caledonia L Board game
GB2422787A (en) * 2004-08-21 2006-08-09 Clive Andrew Perkins Game playing apparatus

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2241175A (en) * 1990-02-22 1991-08-28 Martin Anthony Barraud Board game

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2200291A (en) * 1987-01-27 1988-08-03 Kitfix Swallow Group Limited Board games

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2241175A (en) * 1990-02-22 1991-08-28 Martin Anthony Barraud Board game

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
"Trivial Pursuit" (RTM) *

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2296197A (en) * 1994-12-20 1996-06-26 Michael Waller Board game
GB2309393A (en) * 1996-01-25 1997-07-30 Thomas White Apparatus for playing a game
GB2354716A (en) * 1999-08-21 2001-04-04 Thistle Company Of Caledonia L Board game
GB2422787A (en) * 2004-08-21 2006-08-09 Clive Andrew Perkins Game playing apparatus

Also Published As

Publication number Publication date
GB2261381B (en) 1995-02-08
GB9124039D0 (en) 1992-01-02

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Date Code Title Description
PCNP Patent ceased through non-payment of renewal fee

Effective date: 19971112