[0001] The present invention refers to games in general and, more specifically, to a network
marketing game which, for its novel characteristics, possesses through cards the principles
of the business and questions to test the participants' knowledge. It has a specific
design and format, is easily understandable for a better adaptation and learning by
the users and, by reason of its characteristics, is easily adaptable to other languages
and cultures.
[0002] The main goal of the game is to assist as a support tool in the network marketing
training system, not only reproducing the actual situations found within the network
marketing, but also instructing and teaching the principles of this business.
[0003] The present invention consists of a game that reproduces all actual situations found
by a distributor within the Network Marketing. Showing the plan, following the training
system, attending conventions and sponsoring new distributors are only some of the
situations for the participants of this game. The various levels of Network Marketing
are presented in the game in accordance with the sponsorships and the quantity point
cards of each participant.
[0004] Due to its characteristics, this game also allows a joyful, also cultural sharing
among people, because in the course of a game, the players may learn and know the
basic principles of the business.
[0005] The scopes, advantages and other important characteristics of the invention in question
can be more easily understood when read jointly with the appended drawings, wherein:
[0006] Figure 1 represents a board.
[0007] Figure 2 represents an investment table.
[0008] Figure 3 represents a level 1 headline card.
[0009] Figure 4 represents a level 2 headline card.
[0010] Figure 5 represents a level 3 headline card.
[0011] Figure 6 represents an action card.
[0012] Figure 7 represents a convention card.
[0013] Figure 9 represents a PV card.
[0014] As can be inferred from the annexed drawings that illustrate and are an integral
part of the present descriptive report of invention for "Network Marketing Game",
which is comprised of a rectangular board (1), an investment table (2), eight colored
pawns (red, blue, rose, black, white, orange, yellow and green), sponsor chips (small),
network chips (large), three white-colored dices, that serve for the players to move
on the board and show the plan, green and yellow that serve to consult the shares
during the game, level one headline cards (3), level two headline cards (4), level
three headline cards (5), share cards (6), convention cards (7) having questions to
test the participants' knowledge, PV cards (8) (capital and satellite), eight personality
chips, money bills in the amounts of fifty, one hundred, five hundred, one thousand
and five thousand, a
notebook and a calculator.
[0015] The rectangular board (1) contains an ellipse on the central part thereof (1A) which
is sub-divided into three other ellipses, one inside the other, the first ellipse
being (113) being subdivided into sixteen equal parts representing the cities and
the second ellipse (1C) is also subdivided into sixteen equal parts that represent
the convention and the third ellipse (11D) possesses a square (1 E) at the center,
wherein the convention cards (7) are places; on the upper portion a square (1F) that
represents the victory block; on the lower part, four rectangles (1G), where the level
one (3), level two (4) and level three (5) headline cards and the share cards (6)
are placed; and in each of the side are eight juxtaposed rectangles (1H) and 11) that
represent the PV/capital cards and the PV/satellite cards, respectively.
[0016] There are three distinct levels in the game, before the player qualifies for the
final level; the first is level one, where the headline cards are individual (each
card contains the name and the color of the player to whom it relates); the second
is level two, where the headline cards are for two players (indicated by the colors
contained on the cards) and the third is level three, where the headline cards are
for two players (indicated by the colors contained on the cards).
[0017] The PV cards (8) are divided into PV/Capital cards and PV/satellite cards, according
to the cities to which they belong.
[0018] Each PV card (8) is divided into eight lines of different colors. Each line possesses
the number, the abbreviated name and the color of each player, with the respective
number of PV's on that card.
[0019] The PV cards (8) are placed on the sides of the Board (1), in accordance with the
number of the city to which they belong. On each one of them is contained the quantity
of PV's of each player.
[0020] If the conformed professional player obtains a sponsorship in the Net Work Hills
satellite city, in addition to placing one of his sponsorship chip on this city, he
must remove a certain PV/Satellite card from the city number eleven and compute his
points (PV's) according to the value that appears on the green band, with his number
(eight) and abbreviated name (PRO). The PV cards (8) are only valid for the player
who removes them, the other values of the card being without effect.
[0021] It could happen that the PV cards (8) of a city may end during the game. Should this
occur, when there are sponsorship in this city, the players do not remove PV's, then
only place sponsorship chip on the city.
[0022] PV's are points that the players sum up in the course of the game, in accordance
with their situation and are necessary to win the game.
[0023] The level one (3), level two (4) and level three (5) headline cards are the main
element of the game. They contain the various principles of network marketing and,
according to their contents, the player advances in the game or not. In the headline
cards the players win or lose money, PV's or sponsorship chips, according to what
is written at the foot of the cards.
[0024] When one loses money, he should deliver the amount described to the bank; when he
loses PV's, he must select the card he wishes to lose (he will probably select the
one having the lowest number of PV's) and replace in on the pile of the city to which
it belongs; and, when he loses a sponsorship chip, he should only remove any of his
chips (if any) from the board (1). When he gains money, he receives the described
amount from the bank; when he gains PV's, he selects from which city he wants to remove
the PV card (8) in accordance with what is described on the headline card and always
removes the first card from the pile; and when he gains a sponsorship chip, he only
places one of his chips in the city he wants.
[0025] Each headline card works as if it were a news to be published, as a bonus or a loss
for each player. The player removing has authority to disclose it, hide it or keep
it for future or immediate negotiation. If, for example, a player removes a card that
jeopardizes other(s), he should propose that him(they) should pay a money amount (never
PV's or sponsorship/network chips) to
hide the card, without this causing him a loss (if the headline card being negotiated is of levels two (4)
or three (8), it is valid for two players, according to the color appearing on the
card). If one of the players pays for it to be hidden, it is automatically hidden
for both; the ideal thing is that the two players involved split the expense. In order
to do this negotiation, only the players involved can see the card, until it is disclosed
or hidden. The player who remove the card can chose on whether to disclose or hide
it. Should he opt to disclose it, he should read it aloud and place it below the pile;
should he opt to hide i, he should only place it under the pile, thereby canceling
the contents thereof. He can also maintain the card in his power, being empowered
to negotiate or disclose it at any time during the game (each player can have at most
two headline cards in his power; should he have a third one, he should disclose or
hide one of the two he already has).
[0026] On level one, there are the success and situation cards (one success and one situation
for each player). These are, respectively, the best and the worst cards for the players
and are valid for any level of the game - these cannot be hidden, only disclosed or
negotiated, immediately or later on.
[0027] The cities appearing on the game are divided into capitals and satellites; the numbers
one, two, three, four, five, six, seven and eight are capitals; the numbers eleven,
twelve, thirteen, fourteen, fifteen, sixteen, seventeen and eighteen are satellites
(there are no cities number nine and ten, to simplify the numbering).
[0028] Each player has two strong cities, where the volume of his PV's is higher than in
the others.
- Player one - Investing Entrepreneur (red color) (has cities 1-Magnatoland (cap.) and
11 -Network Hills (sat.);
- Player two - Ambitious Dreamer (blue color) has the cities 2-Dreamiand (cap.) and
12 -Los Emeralds (Sat.);
- Player three - Distrusting Skeptic (rose color) has cities 3-Ambassador Place (cap.)
and 13-Smily Town (sat.);
- Player four - Broke Truth Owner (black color) has the cities 4-Absolut City (cap.)
and 14-Crown Village (sat.);
- Player five - Cheerful Graduate (white color) has the cities 5-Diamond Place (cap.)
and 15-Business Country (sat.);
- Player six - Easygoing Bum (orange color) has the cities 6-Lake Fortune (cap.) and
16-Wonder Beach (sat.);
- Player seven - Hopeful Student (yellow color) has the cities 7-Paradise Island (cap.)
and 17-Golden Pin Valley (sat.);
- Player eight - Conformed Professional (green color) has the cities 8-Victory Lane
(cap.) and 18-Success Town (sat.);
[0029] Each city has a company share for purchase. Except cities one, three, five and six,
which are the cities where "stock exchange" investments can be made.
[0030] The shares are the players' main way of making (or losing) money in the game.
[0031] Each player can purchase at most two share cards 96); accordingly, he must carefully
analyze each share before purchasing it. The shares can be negotiated between the
players during the game, always with money, never with PV's or sponsorship/network
chips.
[0032] Cities one, three, five and seven are strategic cities, where the investments can
be made. When the player falls in one of these cities, he can verify his share (only
one per round) on the investment table (2), by playing the two colored dice (red and
yellow) and, with the result obtained, he verifies the table of investments (2) -
checking from the numbers taken from the dice whether his share is rising or failing.
The player receives his profits or pays his losses to the bank, on the basis of what
is described on the investment table (2) and according to the advantages or disadvantages
his share is offering him.
[0033] A minimum of two and a maximum of eight players can participate of the game. However,
it is suggested that three to eight should participate, in order to preventing the
game from extending for too long.
[0034] The scope of the game is to qualify six legs (six network chips), sum twenty thousand
in money, accumulate more than thirty thousand PV's (in PV cards (8)) and go to the
victory house and answer a question from the convention cards (7) (easy, medium or
difficult - in accordance with the price of each) to win the game.
[0035] Each participant should start the game with the monetary amount of thirteen thousand
and five hundred, divided in the following manner: one bill of five thousand, five
one-thousand bills, five bills of five hundred, six one-hundred bills and eight bills
of fifty.
[0036] In order to play, the participants should follow the sequence below:
1. One person is selected among the participants as responsible for the bank and making
the payments. This person can participate normally of the game.
2. A lot is cast with the white dice to see who will be the first to play; the highest
number plays first, the player at his left will be the second and so on and so forth,
in a clockwise direction.
3. Each participant selects a personality among the eight available: Investing Entrepreneur,
Ambitious Dreamer, Distrusting Skeptical, Broken Truth Owner, Cheerful Graduate, Easygoing
Bum, Hopeful Student or Conformed Professional, and starts the game in his capital
city.
4. The white dice is cast to move on the board, always in a clockwise direction. Upon
arrival to the destiny, the proper procedure is as follows:
- Take a level one (3), level two (4) or level three (5) Headline Card according to
the game's current level; you can disclose it (make it public, by reading it aloud),
hide it (discard it under the pile, canceling its effect), or keeping it for negotiation
(or use it strategically, at the proper moment).
- Throw the white dice to see whether you will sponsor or not: one and two means the
distributor has shown the plan but does not make a follow-up, which is equal and does
not sponsor and three, four, five and six - means that the distributor has succeeded
in his plan and that the follow-up has worked and is equal to sponsor.
[0037] In the event that he is sponsoring, he removes a PV (8) card from the city where
he is (always the first from the pile) and places a sponsor chip (small) in the city.
In the event that the players forgets to remove the PV (8) card after the end of his
play, he can no longer do it. When this procedure is completed, it is the time for
another player to do the same. Each player can only perform this procedure once a
round.
[0038] Every player starts the game on level one (taking cards from the pile of this level)
and starts his walk towards the final level.
[0039] When the player shows the plan (throws the white dice) and sponsors (takes numbers
three, four, five and six), he should place a sponsor chip (small) on the city where
he has shown the plan. If, in another round, the player passes through this city and
manages to sponsor again, he should place another sponsor chip in this city and keep
two small chips on the same city. Instead, he exchanges the two sponsor chips for
a network chip and already one qualified leg. That is, each two sponsor chips in the
same city are worth a network chip.
[0040] In order to qualify for level two, the player needs at least five sponsor chips and
ten thousand PV's. In order to qualify for level three, the player needs three qualified
legs (network chips and at least twenty thousand PV's. In order to qualify for the
final level and, accordingly, win the game, the player needs six qualified legs (network
chips), thirty thousand PV's, twenty thousand in money and answer to a question when
he arrives to this victory.
[0041] At the moment he qualifies on levels two or three, the player receives as a bonus:
one PV/Capital card, one PV/satellite card (to be selected) and five hundred in money.
[0042] From this moment on, the player starts to withdraw cards from the pile relating to
the level in which he has qualified.
[0043] The headline card is only valid if the player to which it relates is at the level
of the game from which the card has been taken. If the Investing Entrepreneur is on
level two and another player, still on level one removes a card relating to him, this
card is not valid, independently of being positive or negative, being automatically
hidden and placed under the pile. The only valid cards for the player, independently
of his level in the game, are the success and situation cards that are in the pile
of level one headline cards (3).
[0044] It could happen that a player is demoted from the level he is in (descend from the
minimum number of PV's or qualified legs). Should this happen, he returns to the previous
level and withdraws cards from the respective pile, until he qualifies again.
[0045] Every four rounds, that is, after the last player has completed the fourth round
of the game (the eight, the twelfth, and so on ... ), there is a convention. All players,
without exception, should move to the center of the board (1) for two rounds of questions
and answers (two questions will be asked of each player per convention, in two rounds,
that is: All players are asked one question and after a question is asked of the last
one, another round begins with the first one).
[0046] The price of the convention varies, depending on where the player is when it starts.
If the player is in a capital city, he should pay at the bank the amount of one hundred
and fifty in money, in order to go to the convention. If he is in a satellite town,
he should pay three hundred in money.
[0047] Once he is at the convention, the player throws the white dice and, according to
the number taken, he will have to answer an easy (one and two of the dice), medium
(three and four) or difficult question (five and six on the dice). If he gives the
right answer, he receives the following bonuses:
- easy question, two hundred in money plus one PV/satellite card (of his choice);
- medium question, five hundred in money plus one PV/capital card (of his choice); and
- difficult question, one thousand in money plus one sponsor chip (in the city of his
choice).
[0048] The question will always be made by the next player, according to the sequence of
the game. After the convention, the players should move to the cities they were in
before going to the center of the board (1) and re-start the game's normal procedure.
[0049] At the start of the game, one of the participants (who can be the same who handles
the bank) is encharged with counting how many rounds have already happened and not
to forget the convention round.
[0050] The player receives his salary (in amounts according to his level in the game) every
time he stops (nor only passes through) one of his two cities (capital or satellite),
this being: level one, four hundred in money; level two, eight hundred in money and
level three, two thousand in money.
[0051] In order to win the game, the player must qualify six legs (six network chips, accumulate
thirty thousand PV's and twenty thousand in money. When this happens, he announces
that he has qualified and leaves the city where he is in and goes to the victory house
(without having to throw the dice for this). When he is in the victory house, he will
have to answer a question, in order to win the game. IF he wants to answer an easy
question, he will have to pay one thousand reais to the bank; if he wants to answer
a medium question, he will pay five hundred in money and, should he prefer to answer
a difficult question, he will have to pay two hundred in money. Since, in order to
win the game, the player should end with at least twenty thousand in money, he must
enter the victory house only when he has an amount in money that allows him to pay
for the question he intends to answer (easy, medium or difficult) and still have left
the twenty thousand in money to win the game. If he intends to answer an easy question,
the player should go to the victory house with at least twenty-one thousand in money.
[0052] In the event that the player attempts to answer the question and fails, he should
wait for a complete round of the game in order to try again, thereby giving the other
players a chance of winning the game. In the event that the player fails and has not
enough money to try again, he should leave the victory house and return to the city
he was in, and proceed with the game in a normal fashion, until he earns enough money
to try again.
[0053] The game ends when a player enters the victory house (with the minimum required number
of PV's, money and qualified legs) and answers a question.
[0054] If any player loses all of his money and is in debt with the bank (for losses on
the investment table (2) or the headline cards), he should file for bankruptcy and
withdraw from the game, returning the PV cards (8) he has in his power, the cities
to which they belong and removing his sponsor/network chips from the board (1). If
he has any headline card in his power, he should replace it under the pile where they
belong, without disclosing it.
[0055] No kind of loan from the bank or other players is allowed in order not to complicate
the game.
[0056] The participant who has bankrupted may re-enter the game as another player (another
personality) at level one, as if it were the beginning of the game.
[0057] The network marketing game has the scope of improving the training system of companies
involved in network marketing, teach the basic principles of the business and at the
same time operate as an entertainment, by promoting the union of the groups of network
marketing professionals by means of a recreation, improving the other tools of the
training system and facilitating the access of professionals in the business to skeptical
persons or those that ignore the commercial procedures thereof.
[0058] All these features allow to rank this network marketing game as a support instrument
for the network marketing training system for the youth and adults; being a recreation
and a tool of learning and knowledge.
1. Network marketing game, characterized in that it is comprised of a board (1), an investment table (2), eight colored pawns
(red, blue, rose, black, white, orange, yellow and green), sponsor chips (small),
network chips (large), three dice in the white, red and yellow colors, level one headline
cards (3), level two headline cards (4), level three headline cards (5) containing
the various principles of network marketing, share cards (6), convention cards (7)
bearing questions, PV cards (8) (capital and satellite), eight personality chips,
money bills in the amounts of fifty reais, one hundred reais, five hundred reais,
one thousand reais and five thousand reais, one notebook and a calculator.
2. Network marketing game, in accordance with claim 1, characterized further in that the rectangular board (1) contains on the central portion an ellipse
(1A) which is subdivided in three other ellipses, one inside the other, the first
ellipse (1B) being sub-divided into sixteen equal parts representing the cities and
the second ellipse (1C is also sub-divided in sixteen equal parts, representing the
convention and the third ellipse (1D) possesses a square (1E) at the center, where
the convention cards (7) are places; on the upper portion, a square (1 F) that represents
the victory house; on the lower portion, four rectangles (1G) where the level one
(3), level two (4) and level three (5) headline cards and the share cards (6) are
placed; and on each of the sides, eight juxtaposed rectangles (1H) and 11) that represent
the PV/capital and PV/satellite cards, respectively.
3. Network marketing game, in accordance with claim 1, characterized further in that the PV cards (8) are divided into PV/Capital cards and PV/Satellite
cards, according to the cities where they belong, each card being subdivided in eight
lines of different colors and each line possesses the number, the abbreviated name
and the color or each player, with the respective number of PV's on that card.