Party game
Description
The present invention concerns a party game featuring a playing field with a game plan in the shape of a closed game pattern with question squares for answering knowledge questions, game tokens for players, playing dice for movements of the tokens across the playing field, question cards of chances with questions and answers and paper banknotes.
Most existing party games consist of a board with a game pattern with game squares arranged along its perimeter. Each square is assigned an action to be performed by the player whose token has moved into the square. Such actions may consist in imaginary buying or selling movable or immovable articles, moving the game token a certain number of squares forwards or backwards etc. The object of such party games is to move forwards as much as possible or gain as much imaginary property as possible in accordance with the rules. Additional squares may be attached to the playing field with instructions written on them or with cards assigned to them with instructions for moving forwards or backwards or other actions for the players to perform. Such features of party games are also found in party games having a sport as their subject. Some perimeter squares may be associated with various types of penalties, such as penalty kicks, or cards with questions and answers. A player who enters the square moves forwards or backwards depending on whether or not he has answered ' correctly the question on the card concerning the subject of the game .
A major drawback of most existing party games is that their game plans are rather monotonous, which is related to a tedious game pattern and rules. The simple movements of the game tokens across the playing field based on the number of points obtained by tossing a die, on answering questions or on performing actions prescribed by the game plan, usually causes the players to lose interest in the game after several rounds. In order to make such games more exciting, various graphic layouts of the game board have been used or the squares have been arranged in a graphically more exciting way. However, no major improvement has been achieved. The purpose of the present invention is to develop a party game with a more varied and attractive game plan and thus a higher educational and entertaining effect. The goal is to achieve a game pattern that would combine a variety of interesting features, thus making the game more diverse. Another goal of the invention is to develop a game pattern that would make effective use of the game plan area during different stages of the game.
The above mentioned disadvantages are practically eliminated in a party game comprising a playing field in the shape of a closed game pattern with question squares for answering knowledge questions, game tokens, dice for the movements of the game tokens across the game pattern, question cards of chances with questions and answers, and paper banknotes according to the invention consisting in that the game pattern includes game squares marked with an entry price, a team, a sport and a rate of a combination of the team and the sport whereas the game squares are associated with one tradable card for each combination of the team and the sport
and for each sport there is a match square for playing a match between holders of the tradable cards for that particular sport. With advantage the peripheral game squares can be arranged along the perimeter and interior game squares are arranged in the interior of the game pattern, whereas each interior game square is connected by paths to two of question squares and game squares arranged along the perimeter of the game pattern, thus forming a triple of mutually interconnected squares. The question cards of chances can be advantageously arranged in the interior of the game pattern for cutting. The dices can have with advantage a shape of a regular polyhedron with sides marked as „win", „lose" or „draw" . With advantage the game pattern can be laid out on the playing field created virtually on an electronic picture tube.
The party game according to the invention has a novel feature consisting in a square with an entry price, team, sport and a rate of a combination of team and sport. It also features a tradable card assigned to the squares for each combination of team and sport and a match square assigned to each sport for matches to be played between holders of tradable cards for the same sport. The new combination of the game squares and the match square makes the game pattern much more varied and attractive, thus increasing the educational and entertaining effectiveness of the game. The game pattern according to the invention presents a combination of exciting features which increase the interest of the game. The game plan area is used effectively for different stages of the game. The dice can, with advantage, be shaped so that they make the game faster. A virtual game pattern on an electronic
screen makes it possible for the game to be played by multiple distant players in particular on the Internet.
The invention is explained in details by help of the accompanying drawings, illustrating the game pattern (Fig. 1) , the alternative game pattern (Fig. 2), the die (Fig. 3), the tradable card (Fig. 4), the game tokens, question cards and paper banknotes (Fig. 5) .
The party game according to Fig. 1 consists in a playing field 1 which may be laid out either on a desktop or electronic screen, and on which there is a square game pattern. The shape of the game pattern is not an essential feature. Alternatively, it can be rectangular, circular or elliptic. Arranged along the perimeter of the game pattern 2 are adjacent squares having various purpose. In the present case, the squares arranged along the perimeter of the game pattern are question squares 3 marked, for instance, TIPSPORT, for answering questions concerning the subject of the game. Along the perimeter of the game plan according to the invention, are also arranged perimeter game squares 4 associated with an entry price 11, name of team 12 and sport 13. The game squares differ from one another by combinations of the features as mentioned above. To the game squares 4 is assigned one tradable card 8 for each combination of team 12 and sport 13; the two sides of the card are shown in figures 8a (face) and (back) . Furthermore, the game squares 4 are assigned one match square 14 for each sport 13 which is used for matches to be played by holders of tradable cards 8 for the same sport 13. Question cards 9 of chances for cutting during the game can, with advantage, be arranged in the
interior of the game pattern 2. According to Fig. 2 , the perimeter game squares 4 have the same features or information as shown in Fig. 1, i.e. entry price 11, team 12 and sport 13. The perimeter game squares 4 are arranged along the perimeter of the game pattern 2 and in the interior Of the game pattern 2 are arranged interior game square 5. These may alternatively be arranged in a circle or another shape filling the interior space of the closed game pattern 2. Each interior game square 5 inside the game square 2 is connected by the paths 18 and 19 to two of the question squares 3 and perimeter game squares 4, these three squares thus forming a triple of mutually interconnected squares. An interior game square can be connected by paths 18, 19 either to adjacent perimeter game and/or question squares 4, 3, or to other, distant perimeter and/or question squares 4, 3. Fig. 3 shows the die 7 to be shaped like a decahedron with sides 15, 16 and 17 marked „win", „lose" and „draw" . The die 7 may also be shaped like another type of polyhedron. Its shape and the marking of its sides 15, 16 and 17 as „win", „lose" and ,,draw" make the game faster. Indeed, when tossing the die 7 according to the invention, each toss is effective and there are no odd tosses. Fig. 4 shows tradable cards 8 with its back 8a and face 8b. As can be seen in Fig. 5, the game also includes some traditional features of party games such as game tokens 6, question cards 9 and paper banknotes 10. The paper bank notes have various denominations, such as 1, 000; 5, 000; 50 000 or 100, 000. The question cards are shown both from the face 9a and from the back 9b. On the question cards are written questions and answers for players who enter a question square 3.
The party game according to the invention combines two important elements - entertainment and education. In order to succeed in the game, the players must be able to answer questions concerning the subject of the game. Thus they have to learn some facts not only about sports, but also about betting. Moreover, all the information the player retains from the game has been learnt in a pleasant and competitive atmosphere. In the party game according to the invention, information is imparted to the players in an entertaining fashion, i.e. in a very positive context. Besides information concerning the subject of the game, such as football, ice- hockey or basketball, the players have to master business thinking skills. In order to win, one must be skillful in trading the tradable cards. Successful business in turn arouses interest in what the squares represent and what they inform about. The concept of the party game according to the invention makes it possible to focus on major spectator sports, such as a football, hockey and basketball, games having the greatest number of fans. The game can, however, be focused on other sports or subjects. The playing field can represent any sponsoring company and the content of its activities - betting, or European countries with a long tradition in these sports. The tradable cards for their part can inform about the content of the corresponding game squares. The party game according to the invention represents social entertainment in which the players can actively participate. As opposed to passive entertainment, such as watching television or playing computer games, the present game involves communication between the players. In addition, the game brings pleasant excitement of competition enhanced by the possibility of betting and winning.
The party game according to the invention is played on the game pattern as follows: 2 to 6 players play the game. Each player is represented by a single token, which moves across the game pattern 2 marked with a logo, such as the logo of a sponsoring company and squares of European countries and their football, ice-hockey and basketball teams. The movements of the tokens across the game pattern 2 is determined by the sum of the points obtained by tossing two dice simultaneously (for instance, a player who tosses 5 + 2 moves 7 squares forwards) . Before the game begins, the players receive paper banknotes 10, which bear the graphics and the graphic mark TIPSPORT. The game is opened by the player who reached the highest number of points by tossing a single die 7. All players start from the square START-TIPSPORT. For each crossing of the question square 3 START-TIPSPORT the player is rewarded by a sum of money, for which he must request from the banker. If he fails to do so, he loses the money. All the game squares have their meanings: while some are assigned for questions and answers (TIPSPORT) , others are marked with names of teams or national teams or countries or names of sports. Each game square is assigned one tradable card 8. A player who enters the question square 3 TIPSPORT has to answer a knowledge question concerning betting games or questions concerning sports in relation to the countries or teams involved. While sports questions are based on information shown on the back of tradable cards 8, those concerning betting games are based on the question cards 9 TIPSPORT. Questions are always asked by a specifically appointed player - the „banker" - who is in charge of paper banknotes in the „bankλλ, selling tradable cards 8 and keeping a watch that the
rules are observed. Only one of the other players can ask the banker questions . The question card 9 with questions and answers determines the player's reward for a correct answer or sanctions for an incorrect answer, such as a charge payable to the bank, suspension for a certain number of rounds, moving backwards to a specified square and so on) . If a player, having tossed a die, enters a square whose tradable card is not held by any other player, he can buy it for a specified amount of money. Each game square marked with a team and a sport is associated with one tradable card. If a player enters a square whose tradable card has been bought by another player and if he himself holds no card for the same sport, he must pay a specified charge. Alternatively, he can play a „match" . A rate is set for this match and determined by the strength of the two players. The strength is the rate and in terms of a price which is stated in each game square 4, 5 and on the tradable cards 8. A player who has entered the square and is the holder of multiple tradable cards 8 for the same sport in which he can compete, can choose his rival for the match depending on his rate. If a football match, for instance, is to be played, the player will place their game tokens 6 in the corresponding square, i.e. a square called „the football pitch". When a basket ball or ice-hockey match is played, the procedure is similar. Suppose, for instance, that a player A tosses a die 7 and enters the square of a player B marked as Holland - ice hockey 2 (entry charge 4, 000) . The player A owns Russia - ice hockey 6 and Italy - ice hockey 1. Suppose the player A decides to play his stronger team Russia 6 against Holland 2 and simultaneously deposits with the banker the amount of money he would have to pay for entry into a Holland square. Thereafter, the players toss dice. While the
player A, as the stronger team owner, can toss six times, the player B has two tosses. If the „match is won by one of the players, the winner takes the money; if the match is a draw, the money is divided into halves, and if the player A loses the match, he loses all the money. Any other player can bet on this „match" . In that case the bank plays the role of a betting shop. The maximum amount that can be deposited with the banker as a bet is CZK 10, 000. The better can bet on any of the two players in the „match" . The rate is set according to the price of the combination of country and sport and marked on game squares and tradable flagship cards . As another example, consider a bet of CZK 10, 000 on a hockey match between Holland 2 and Russia 6. The rate on Russia winning would be 2, the rate on a draw would be 4 ((6 + 4) : 2) and the rate on Holland would be 6. Thus a CZK 10, 000 bet on Holland would win CZK 60, 000, the same bet on Russia would win CZK 20, 000, and in the case of a draw the banker would pay out CZK 40, 000. Whatever the outcome of the match, the player has to pay a service charge to the bank. In order to succeed in the game, each player tries to buy as many tradable cards 8 as possible, because these cards bring him profit or, at least, the possibility of playing and winning a „match" instead of paying a direct charge to his opponent. For the money gained in the game the player can buy more „flagship" cards, either for a fixed amount from the banker or for an agreed amount from another player. Game squares of teams or countries are arranged by triples of the same color and the ownership of several tradable entitles the player to collect higher fees. These amounts are shown on the face of the tradable cards. A player who is in financial difficulties can pawn his cards with the banker and buy them back later when
his position improves. In that case neither the banker nor the player who has pawned the square can charge for entry into the square. The game is finished when an agreed time limit has expired or when all of the players but one have withdrawn from the game. This usually happens when the players have run out of money and tradable cards. The player who can stay in the game the longest or has the largest amount of money (cash plus tradable cards) when the time limit has expired wins the game.
List of reference signs
1 playing field
2 game pattern
3 question square
4 perimeter game square
5 interior game square
'6 game token
7 playing die
8 tradable card
9 question card
10 paper bank note
11 entry price
12 team
13 sport
14 match square
15 „win" side
16 „lose" side
17 „draw" side-