GB2261381A - A board game - Google Patents
A board game Download PDFInfo
- 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
- Authority
- 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
Links
- 230000000694 effects Effects 0.000 claims description 14
- 239000011521 glass Substances 0.000 claims description 13
- ORWQBKPSGDRPPA-UHFFFAOYSA-N 3-[2-[ethyl(methyl)amino]ethyl]-1h-indol-4-ol Chemical compound C1=CC(O)=C2C(CCN(C)CC)=CNC2=C1 ORWQBKPSGDRPPA-UHFFFAOYSA-N 0.000 claims description 6
- 238000009987 spinning Methods 0.000 claims description 3
- 241000283070 Equus zebra Species 0.000 description 1
- 235000013405 beer Nutrition 0.000 description 1
- 239000003086 colorant Substances 0.000 description 1
- PCHJSUWPFVWCPO-UHFFFAOYSA-N gold Chemical compound [Au] PCHJSUWPFVWCPO-UHFFFAOYSA-N 0.000 description 1
- 239000010931 gold Substances 0.000 description 1
- 229910052737 gold Inorganic materials 0.000 description 1
- 238000000034 method Methods 0.000 description 1
- 235000021179 potluck Nutrition 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Landscapes
- 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.
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 |
Family
ID=10704514
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 |
Country Status (1)
| Country | Link |
|---|---|
| GB (1) | GB2261381B (en) |
Cited By (4)
| 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)
| 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)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2200291A (en) * | 1987-01-27 | 1988-08-03 | Kitfix Swallow Group Limited | Board games |
-
1991
- 1991-11-12 GB GB9124039A patent/GB2261381B/en not_active Expired - Fee Related
Patent Citations (1)
| 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)
| Title |
|---|
| "Trivial Pursuit" (RTM) * |
Cited By (4)
| 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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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| PCNP | Patent ceased through non-payment of renewal fee |
Effective date: 19971112 |