Field of the invention
[0001] The invention relates to a board game for two or more players consisting of a board
comprising a circuit made up of a series of squares, counters identifying each of
the players, a device producing random numbers, such as for example a dice, and achieved
target counters, each of which indicates a target that the player in possession of
the achieved target counter will have performed satisfactorily. There are at least
two different types of achieved target counters, indicating at least two different
targets.
State of the art
[0002] A game is known that consists in moving a counter around a circuit made up of different
coloured squares and in answering different kinds of questions, in function of the
colour of the square that has been landed on, it being necessary to answer one question
of each type to win the game.
[0003] However, this game is known already. Moreover, in this game each player plays on
an individual basis, with little interaction between the various players. On the other
hand, the targets are always achieved by means of questions and answers, which can
make the game repetitive.
Summary of the invention
[0004] The objective of the invention is a new board game. This aim is achieved by means
of a board game of the type indicated at the beginning characterised in that it includes,
furthermore, target series cards which indicate a set of targets that the player in
possession of one of said target series cards must achieve. These target series cards
differ from one another (at least some of them) so that the players can have different
targets.
[0005] Preferably the target series cards all have the same number of targets, but the type
of target to be achieved varies. In this way it is easier to make it equally difficult
for all players to win the game since they all have to achieve the same number of
targets.
[0006] Preferably, each player has three identifying counters.
[0007] Advantageously the circuit has at least two intersections, for example, forming a
circuit similar to a figure "8". This type of circuit is compatible with another additional
advantage whereby the board is divided into two parts: a first part comprising a first
circuit part and a second part comprising a second circuit part so that both circuit
parts arranged next to one another define the circuit, while the first part of the
circuit, on its own, defines a reduced circuit. In fact, let us imagine a circuit
having an approximate circumference, or square shape. This circuit could be represented
in the first part of the board and would form the first circuit part, in other words,
the reduced circuit. If we now imagine that in the second part of the board, there
is an arch shape circuit section, drawn in such a way that by joining together the
two parts of the board the arch engages on to the reduced circuit, forming a derivation
in the reduced circuit, with two points of intersection. The complete circuit would
have an approximate figure "8" shape, whereas the reduced circuit would, as already
mentioned above, have a circumferential, square or similar shape. In this way it is
possible to provide a longer circuit, which is more convenient when many players are
playing and, a shorter circuit which makes the game more amiable when there are few
players.
[0008] Preferably the first and the second part of the board are joined together by a resilient
connection, for example made from material, acting as a hinge. The totally extended
board will display the complete circuit whereas if the board is folded around the
hinge thereof the visible part, which will be the first part, will display the reduced
circuit.
[0009] Another advantageous embodiment of the board game consists moreover in providing
credit counters.
Brief description of the drawings
[0010] Other advantages and features of the invention can be appreciated from the following
non-limiting description, relating to a preferable embodiment of the invention, with
reference to the accompanying drawings, in which:
Fig. 1, a board set made up of a first part and a second part.
Detailed description of embodiments of the invention
[0011] Figure 1 shows a board according to the invention. It is made up of a first part
1 and a second part 3 joined by a hinge 5 arranged along the discontinuous dotted
line. When the two parts 1 and 3 are extended a circuit 7 is obtained having a square
figure "8" shape with two bifurcated squares. If second part 3 is folded around hinge
5 so that it lies underneath first part 1, there remains a square-shaped reduced circuit
7.
[0012] Circuit 7 is made up of a series of squares. The squares are grouped in various families,
for example differentiated from one another by colours and/or by some characteristic
symbol, so that each family of squares refers to a specific action during the game.
In the board of Figure 1, in particular, there are sixty nine squares making up circuit
7, which are:
- seven blue squares with a V/F anagram ("True" or "False", as translated from Spanish
original text "Verdadero" o "Falso")
- seven red squares with an anagram of a dice
- seven yellow squares with an anagram of a pencil
- seven lilac squares with an anagram of a lamp and stripes
- seven black squares with an anagram of a skull
- seven white squares with an anagram of an arrow
- seven orange squares with an anagram of a hand and stripes
- seven pink squares with an anagram of a heart
- seven green squares with an anagram of a world map
[0013] In addition there are six exit squares, one for each player, which are larger in
size and striped. The exit squares are, at the same time, one of the previous types
of squares (blue, red, yellow, orange, pink and green) and they have the corresponding
anagram. Finally there are six box squares, also one for each player, with each one
backing onto the corresponding exit square. These box squares do not form part of
circuit 7 proper, instead they are a place where each player can deposit the identifying
counters that are not on circuit 7.
[0014] The game also includes question cards, where each card has:
- a text in yellow indicating what must be drawn by the player who has landed on a yellow
square.
- a question in green on a geography subject, together with the correct answer
- a question in pink on famous people, together with the correct answer
- a question in blue, worded so that it can be answered by "true" or "false", together
with the correct answer.
[0015] The game also includes target series cards. Each target series card indicates the
targets that the player in possession of the target series card must achieve. So,
for example, a target series card can indicate that the targets are: two yellow, no
green, two pink, four orange, one blue and one red. Preferably all the target series
cards have the same number of targets, for example 10, although there are differences
regarding the type of targets that must be achieved. Each player receives a target
series card, which he keeps hidden, so that each player knows his own targets but
does not know the targets of the other players.
[0016] Each player receives three identifying counters, one of which is a cup.
[0017] The game also includes a series of achieved target counters in each of the colours
of the various targets, so that an achieved target counter can be awarded each time
a player achieves a target.
[0018] There follows a description of some examples of games that can be played with a board
game according to the invention.
Example 1
[0019] Each player receives the three identifying counters (the two "normal" counters and
the cup) and a target series card indicating ten targets that must be achieved by
the player. The player must achieve the ten targets indicated on his target series
card in order to win the game. Every time a player achieves one of the targets, he
will be awarded an achieved target counter. Preferably, the achieved target counters
are different according to the type of target that has been achieved, for example
they can be in different colours. In the case of the board shown in Fig. 1, the achieved
target counters can be yellow, green, pink, orange, blue and red coloured counters.
Upon achieving all the targets, the player must go completely around the board in
order to win the game.
[0020] It is possible to play individually or in teams of two people, with a maximum of
six players or teams.
[0021] Each player takes his turn in throwing the dice and moving his counter (or one of
his counters) the number of squares indicated on the dice in one single direction.
The counters that have not started the game remain in the corresponding box square.
Once the counter has been moved, it will be in one of the following squares:
- Yellow square: the player will take a card and will draw what this card indicates.
The remaining players or team mates if playing in teams must guess what he is drawing.
They have two chances to do this. If they guess correctly a yellow coloured achieved
target counter is awarded to both players (the one doing the drawing and the one who
has made the correct guess).
- Red square: the player must chose between "even" or "odd" and will throw the dice.
If the result matches what he has chosen, he will receive a red coloured target achieved
counter.
- Green square: another one of the players will take a card and will ask the player
who has landed on the green square the green question, corresponding to geography
subjects. He will be awarded a green coloured achieved target counter if he answers
correctly.
- Pink square: another one of the players will take a card and will ask the player who
has landed on the pink square the pink question, corresponding to famous people. He
will be awarded a pink coloured achieved target counter if he answers correctly.
- Blue square: another one of the players will take a card and will ask the player who
has landed on the blue square the blue question, which will be a question that will
be answered with "true" or "false". He will be awarded a blue coloured achieved target
counter if he answers correctly.
- Orange square: when a player lands on an orange square, he is automatically awarded
an orange coloured achieved target counter. These squares are also valid as "safe
squares", and the player landing on them cannot be eliminated by his opponents.
- Lilac square: when a player lands on a lilac square he is awarded any colour achieved
target counter he wishes. These squares are also "safe squares" and, moreover, the
player has the right to re-join the game.
- Black square: when a player lands on a black square he must give back any colour achieved
target counter he wishes.
- White square: white squares are passing-through squares, with no particular function.
- Exit square: every time a player lands on an exit square, the exit square is like
a "normal" square, in other words, the red exit square is like a red square, the green
exit square is like a green square, etc. The player must perform the corresponding
test in order to achieve the target. Exit squares are also a "safe square".
[0022] So that a player can introduce a second identifying counter on to the game board,
he must first give back an achieved target counter, as "payment" for the right to
introduce the second identifying counter on to the game board.
[0023] When a player lands on a square that is occupied by another player, if this square
is not a "safe square", the player who was on the square first is eliminated, and
has to put the eliminated identifying counter back in his box square. Moreover the
eliminated player must give two achieved target counters to the other player, in any
colour the other player wishes. Then the player who has just reached the square will
perform the target corresponding to this square as if it were a normal turn.
[0024] Generally the cards will be read by the player prior to the one whose turn it is,
except in the case of the yellow cards, which will be read by the player himself or
by one of his team mates.
[0025] When a player who is eliminated by another does not have achieved target counters,
he is not required to give back an achieved target counter in order to withdraw his
counter, instead he can withdraw it directly.
[0026] When a player has collected all the achieved target counters required on his target
series card, he must go with the achieved target counters to his exit Box, and then
he must go completely around the board with the identifying counter in the shape of
a cup. During this turn around the board the player must not answer any question or
perform any test, except in the black or lilac squares where he will give or receive
the relevant achieved target counters. However, during this turn around the board
he can eliminate an opposing player, collecting the set two achieved target counters,
and he can be eliminated by the remaining players, having to pay the two achieved
target counters required of him. In this latter case the player must return to his
Box in order to continue the normal game.
[0027] Once the player with all the achieved target counters has gone around the board the
last time, he has won the game.
Example 2
[0028] One variant of the game above is obtained by playing according to the same rules
as in Example 1, but the player is not required to perform any test or answer any
question in order to collect the achieved target counters. It is enough to land on
the corresponding colour square in order to receive the achieved target counter in
said colour.
Example 3
[0029] Another variant of the game, based on the rules of Example 2, is obtained by giving
each player credit counters or money counters. When a player is eliminated, apart
from paying the two achieved target counters he will pay two credits to the player
who has eliminated him. When a player lands on a black square he will pay a credit
to a common fund for the winner of the game.
[0030] When a player wins the game, he will collect all the credits from the common fund
and two credits from each player. In addition, each of the other players will pay
the winner as many credits as he has targets left to achieve to complete his target
series card. For example, if a player has managed to achieve six targets on his target
series card, he must pay the winner four credit counters (10 - 6).
1. Board game for at least two players comprising:
[a] a board with a circuit (7) made up of a series of squares,
[b] at least one counter identifying each of said players,
[c] a device providing random numbers, and
[d] achieved target counters each of which indicates a target that the player in possession
of said achieved target counter will have performed satisfactorily, where said achieved
target counters are at least two different types, each type indicating a different
target,
characterised in that it comprises, furthermore,
[e] target series cards, indicating a set of targets that the player in possession
of one of said target series cards must perform.
2. Board game according to claim 1, characterised in that said target series cards all have the same number of targets, but the type of targets
to be achieved varies.
3. Board game according to one of claims 1 or 2, characterised in that it has three identifying counters for each of said players.
4. Board game according to at least one of claims 1 to 3, characterised in that said circuit (7) has at least two intersections.
5. Board game according to at least one of claims 1 to 4, characterised in that said board is divided into two parts, a first part (1) comprising a first part of
said circuit (7) and a second part (3) comprising a second part of said circuit (7),
so that both parts of circuit (7), arranged next to one another, define said circuit
(7) while said first part of said circuit (7), on its own, defines a reduced circuit
(7).
6. Board game according to claim 5, characterised in that said first part (1) and said second part (3) are joined together by a resilient connection
acting as a hinge (5).
7. Board game according to at least one of claims 1 to 6, characterised in that it also includes credit counters.