US20150328536A1 - Board game - Google Patents

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US20150328536A1
US20150328536A1 US14/710,848 US201514710848A US2015328536A1 US 20150328536 A1 US20150328536 A1 US 20150328536A1 US 201514710848 A US201514710848 A US 201514710848A US 2015328536 A1 US2015328536 A1 US 2015328536A1
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Prior art keywords
card
player
question
cards
board
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US14/710,848
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Quincy MacShane
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Individual
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    • 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
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/22Games, e.g. card 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
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0441Card games combined with other games with a written message or sentence, e.g. chance or instruction cards
    • 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
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00018Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track
    • 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

Definitions

  • the invention relates generally to the field of games, and more particularly to trivia or educational board games.
  • trivia or educational board games provide a fun and entertaining way to gain or test knowledge in various subjects or genres in a competitive environment. It is also known that games can be provided according to genres or themes. However, example board games and gameplay methods disclosed herein provide unique ways for players to relate to particular genres, series, or themes.
  • a method for playing a board game is provided.
  • a game board is provided having a path thereon, the path including a plurality of open spaces.
  • a plurality of cards are randomly distributed in the open spaces to provide a randomized path.
  • Each card is unique and relates to a set of trivia questions.
  • a plurality of players in turn move around the randomized path.
  • FIG. 1 is a plan view of a top of a game board according to the present game
  • FIG. 2 is a plan view of a bottom of the game board of FIG. 1 ;
  • FIGS. 3A-3B are top and bottom plan views, respectively, of a card according to the present game.
  • FIG. 4 shows example bookmarks, dice, player tokens, cards, and a notebook question source according to the present game
  • FIG. 5 shows an example question source including a set of questions and associated answers
  • FIG. 6 is a plan view of the top of the game board of FIG. 1 on which cards have been placed to form a randomized path.
  • Example board games according to the present game provide an entertaining way to learn or demonstrate knowledge about particular genres or series having a group of related items.
  • Some example embodiments include a series of books, a television series, a movie genre or series, teams in a sports league, or others.
  • an example board game includes a game board having a continuous path, course, or circuit (“path”) around the board. “Around” the board can be, but need not be, about an outer periphery of the board. It is also contemplated that a path around the board can be at least partially through an interior area of the board.
  • the path includes a plurality of open spaces, which can be provided by blank or otherwise spaces on the game board.
  • the game board includes one or more special spaces in addition to the open spaces, examples of which are described below.
  • a plurality of unique cards is also provided.
  • cards can also generally refer to tiles or other suitable substitutes, as will be appreciated by those of ordinary skill in the art.
  • the open spaces on the board preferably are sized to accommodate the cards.
  • the cards are distinguishable, e.g., visually distinguishable, from one another (though it is contemplated that some duplicate cards could be provided for replacing missing cards, etc.).
  • each of the cards further includes a set of marks, which are preferably, but not necessarily, numbered. These marks preferably correlate to trivia questions that are related in some way to the card, as will be explained in more detail below.
  • a question source includes at least one set of trivia questions relating to each of the cards.
  • each set of questions includes at least one question for each mark on the card.
  • Each set of questions can thematically pertain to a particular card, e.g., for a card relating to a book in a series, a set of questions can pertain to the book.
  • the board game further includes a plurality of player tokens and a device for chance-based determination of movement (e.g., dice, spinner, additional cards randomly drawn, electronic randomizer, etc.).
  • Each of the player tokens corresponds to and represents one of the players. At least two players are required.
  • the board game also includes plural (e.g., at least three) sets of placeholders, preferably at least one set for each player and representing the player, and more preferably at least one more set than the number of possible players, so that one set of placeholders is provided for and represents the “house.”
  • Each of the placeholders is configured, in any suitable manner, for being placed at one of the marks.
  • the questions in a particular set of questions increase in difficulty from an initial question, preferably corresponding to a first mark on the card (e.g., question “1”) to a final question corresponding to a final mark on the card (e.g., question “4”).
  • a subset of the cards are randomized (e.g., shuffled), and the cards are placed in respective ones of the open spaces on the game board to provide a randomized path around the game board.
  • Each of the cards preferably includes a visual representation, e.g., ornamentation (e.g., artwork) or indicia, relating to an item in a series or set, such as books in a series, teams in a sports league, etc.
  • the remaining cards not forming the current randomized path provide a supply.
  • multiple randomized cards can be placed in respective ones of the spaces, and one of the cards (e.g., the top card) can be part of the randomized path.
  • the players move about the randomized path by moving the player tokens, and land on one of the cards placed on the board.
  • the player landing on the card attempts to acquire, or take from another player, temporary possession of that card, or advance to the next question for a card already possessed.
  • This temporary possession can be indicated, for instance, by placing a placeholder representing that player at the mark correlating to the answered question.
  • a first player landing on a card can attempt to answer a question from the question source corresponding to a first available mark on the card. If the question is answered correctly, a placeholder belonging to that player is placed at the mark so that the player temporarily possesses the card. If that player, the possessing player, subsequently lands on the same card, that player can attempt to answer a question from the question source corresponding to the next available mark on the card (e.g., if question “1” was previously answered, the possessing player would next attempt to answer question “2”). If this question is answered correctly, the player's placeholder is advanced to the next mark on the card (so that the next question to be answered would be question “3”).
  • a new player lands on a card already possessed by another player, that player can attempt to answer a question from the question source corresponding to the next available mark on the card (e.g., if question “1” was previously answered, the new player would attempt to answer question “2”). If this question is answered correctly, the placeholder from the player previously having possession is removed, and a placeholder belonging to the new player is placed on the next available mark to indicate that the new player has taken possession of the card.
  • the questions become successively more difficult for a particular card, it will be progressively more challenging to take possession of a card from another player as questions are successfully answered.
  • Correctly answering the final question in each set for a particular card awards the answering player permanent possession of the card; that is, possession of that card until the end of the game.
  • a new card is then placed on the newly created open space from the supply (e.g., moving a new card from the supply on the space, or flipping or otherwise revealing another card already on that space).
  • a player incorrectly answering a question for a card he or she possesses will lose possession of the card. This can be indicated, for example, by removing the player's placeholder from the card, and placing a placeholder from the set representing the “house” on the next available mark.
  • incorrectly answering the final question in each set by a player having possession of the card results in the card being removed from the game board and a new card from the supply being placed on the newly created open space.
  • a player not in possession of a particular card, who incorrectly answers a question for that card preferably causes the current placeholder on the card to be moved to the next available mark, thus making it more difficult for other players to take possession of the card.
  • the card if a player not in possession of a particular card incorrectly answers the last question for the card, the card is removed from the board, and the card is permanently possessed by the player last possessing the card. In other example embodiments, if a player not in possession of a particular card incorrectly answers the last question for the card, the card is simply removed from the game board.
  • a particular embodiment relates to a series of books each starring one or more of a common set of characters, where each book provides an item in the series.
  • One example is a series of mystery novels featuring a common set of characters.
  • the board game teaches and tests trivia relating to particular books in the series.
  • the board game is played by at least two people, preferably between 2-4 people.
  • the board game includes a game board or substrate (board) 10 , an example of which is shown in FIGS. 1-2 , having a square shape, though other shapes are possible.
  • An example game board is 19′′ ⁇ 19′′, though the size of course can vary.
  • the board 10 includes a periphery 12 having a plurality of open spaces 14 arranged to provide a continuous path, course, or circuit (“path”) around the board in combination with special spaces 16 , 18 preferably disposed at the corners.
  • Each open space 14 is sized to accommodate cards or tiles (herein, “cards”) laid thereon.
  • These open spaces 14 can be generally blank or may include artwork.
  • the special spaces 16 , 18 include two types of spaces disposed at opposing corners, respectively, and these spaces can include indicia relating to the space (in FIG. 1 , spaces 16 include a question mark, and spaces 18 include a magnifying glass).
  • a central area 20 of the board can include artwork 22 , information 24 such as the game's name, etc.
  • the central area 20 includes an additional space 26 for accommodating a stack of cards.
  • the bottom of the board 10 can likewise include artwork 22 .
  • the game also includes a plurality of cards.
  • An example card 30 is shown in FIGS. 3 a - 3 b .
  • the cards 30 can represent “books” in the series, and can be referred to as book cards.
  • the number of cards 30 can vary, but preferably is significantly more than, and preferably at least twice, the number of open spaces 14 on the board, so that a subset of the total cards can be placed in each of the open spaces.
  • the board 10 in FIG. 1 has twenty-four open spaces 14 , and an example number of cards 30 is fifty-six, though this number can be larger or smaller.
  • the total number of spaces in the example board is twenty-eight (twenty-four open spaces 14 and four special spaces 16 , 18 ).
  • the example cards 30 include on a top 32 or bottom 34 surface at least one identifier distinguishing (preferably visually) the cards from others of the cards. It will be appreciated that “top” and “bottom” are used for convenience of description.
  • the top surface of each card as shown by example in FIG. 3 a , can contain cover artwork (represented by the letter “A” in the FIG. 36 , a book title (e.g., “Murder Mystery Book”) 38 , etc.
  • FIG. 3 b shows an example bottom surface 34 of the card including additional information 40 about the particular book.
  • each card 30 could include a name of a particular team, a logo, information about the team, etc.
  • each card is unique, but the cards include sets of related cards; e.g., multiple cards relating to a particular book, movie, team, topic, etc. (card A 1 , A 2 , A 3 , A 4 , B 1 , B 2 , B 3 , B 4 , etc.) so that the complete set of cards for a particular board game relates to a smaller overall set of items (books, teams, topics).
  • one board game can be directed to the first five books in a series, while another board game can be directed to the next five books in a series.
  • Each of the five books can be represented by multiple, unique cards. Cards could be substituted or mixed among different games in some embodiments.
  • each example card 30 includes a set (e.g., 3-6, and in a particular example, four) of marks 44 , which in FIG. 3 a includes numbers 1-4 each disposed within a magnifying glass. These marks 44 provide a location for providing a placeholder, e.g., a “bookmark,” as will be explained below.
  • a set e.g., 3-6, and in a particular example, four
  • marks 44 provide a location for providing a placeholder, e.g., a “bookmark,” as will be explained below.
  • an example board game further includes sets of placeholders 50 , such as tokens, paperclips, bookmarks, etc.
  • Each set of placeholders 50 preferably is unique, e.g., having different color, shape, indicia, etc., so that a particular set can be associated with a particular player.
  • the number of sets of placeholders should be at least the number of possible players (e.g., four), and preferably is at least one more than the number of possible players, so that an additional set is available for the “house.”
  • Each set includes several of the placeholders 50 . An example number is 20.
  • a question source 52 e.g., a book, electronic device, etc., is also included for providing questions relating to the theme, genre, or series.
  • the question source 52 can be themed, e.g., a “notebook” for a mystery novel series, or a “playbook” for a sports theme.
  • the question source 52 includes at least one set of questions 54 for each of the sets of marks on each of the cards. Preferably, these questions progressively increase in difficulty.
  • the question source 52 can include four questions 54 relating to the book numbered 1-4, with the first question being a multiple choice question and the second, third, and fourth questions being progressively harder single answer questions.
  • the highest number question e.g., question 4
  • New questions could be provided to supplement or update the question source, either physically or electronically, as will be appreciated.
  • the question source 52 can include answers to the questions.
  • the questions can be located and distributed within the question source 52 in any suitable way.
  • the questions and answers are distributed in a way so that a player can read particular questions and/or answers without easily inadvertently perceiving other questions or answers.
  • the game includes a plurality of distinguishable player tokens 56 , one for each player.
  • the player tokens 56 can include ornamentation relating to the series or theme. For example, for a mystery series, each player token 56 can be ornamented to represent a character in the series or an item relating to the series, such as a magnifying glass, a flashlight, a particular character's vehicle, etc.
  • the number of player tokens 56 exceeds the number of possible players to provide additional choices, e.g., 8 player tokens for an up to 4 player game.
  • the game can further include a pair of dice 58 (of any suitable number of sides, an example is two six-sided dice) or other devices for determining movement by chance, such as spinners, electronic randomizers, cards, etc.
  • the cards 30 are shuffled or otherwise randomized.
  • 24 of the cards 30 are placed (e.g., dealt) into the 24 open spaces 14 around the board to fill all of the open spaces in the perimeter and thus provide an initial, randomized, or at least partially randomized, path around the board, as shown by example in FIG. 4 .
  • the special spaces 16 , 18 at the corners are preferably not filled by the cards.
  • the number of cards 30 placed on the game board 10 will vary for boards having more or fewer open spaces 14 .
  • the randomized path can be filled with “books.” Each game can thus begin and proceed differently according to the randomized path.
  • the remaining cards 30 provide a supply, and can be stacked and set aside, placed in the space 26 in the central area 20 of the board, or placed in stacks underneath existing cards in the randomized path.
  • the supply can be a “library” and the space 26 can be indicated accordingly.
  • the letters, “B,” “C,” etc. 36 on each book can be replaced by book cover art for the particular book, for instance, logos for other teams in a sports themed game, or other distinguishing features.
  • Each player chooses a character and then picks an associated token 56 to move around the board based on roll of the dice 58 (for example, or other chance-based method or device).
  • roll of the dice 58 for example, or other chance-based method or device.
  • all players roll the dice and the player with the highest total starts the play. The next players follow clockwise around the board.
  • turns could be decided in other ways, or subsequent turns could follow in other ways, as will be appreciated by those of ordinary skill in the art.
  • each player places their token in the top right corner 18 of the board, or at another starting space or location, then throws the dice and moves their token clockwise (for example) around the randomized path the number of spaces indicated by the dice. Movement continues in a circuit around the randomized path, including the spaces 14 having cards 30 thereon, and the special spaces 16 , 18 .
  • the question source 52 preferably contains at least one set (e.g., 4) of questions 54 for each of the cards 30 in the game. For example, for a mystery book series themed game having 56 cards or “books,” the question source could have four trivia questions for each of the 56 books and relating to the particular book.
  • the questions for each card 30 preferably progressively increase in difficulty from the first question to the final question.
  • the first question preferably is a multiple choice question (or easier question) followed by progressively more difficult, e.g., single answer, questions.
  • the difficulty of the questions could be random, and that the forms of the questions (multiple choice, short answer, etc.) could vary.
  • a player places one of his or her placeholders 50 , e.g., a “bookmark,” at (e.g., over or adjacent to) the mark 44 on the card 30 corresponding to the trivia question number they just answered. For example, if the player answers question no. 1 for that card 30 correctly, he or she may place the placeholder 50 at the “1” mark 44 on that card 30 .
  • a bookmark configured as a paperclip can be placed over the “1” magnifying glass 44 at the top portion of the card. Other methods of visually indicating which player answered the last question answered correctly on the card may be used.
  • the player who answers the question correctly and thus has a placeholder on the card 30 possesses the card at this point (temporarily possesses the card).
  • the player can be said to be “browsing” the book, or for a sports theme, the player can be said to be “scouting” a team, etc.
  • Players who subsequently land on a card 30 currently being possessed by another player may attempt to challenge and take possession of the card (“steal” the card) by trying to answer the next question from the question source for that card. If the challenger answers the question correctly, that player removes the other player's placeholder and places their own placeholder at the mark corresponding to the question they just answered. If the player incorrectly answers the question, in an example embodiment the placeholder, belonging to the player currently in possession of the book, is advanced to the next mark. As mentioned above, if the questions for a particular card are made successively more difficult, advancing a placeholder to the next mark can make it more challenging to answer the next available question. Thus, advancing the placeholder strengthens possession of the card.
  • a player currently in possession of a card lands on the card, he or she can attempt the next question for the card to strengthen his or her possession of the card. If the player answers the question correctly, the player's placeholder is moved to the next mark, corresponding to the next question. If the player answers the question incorrectly, in an example embodiment the player loses possession of the card, and the player's placeholder is removed from the card. A placeholder for the “house” can then be placed at the mark corresponding to the question to indicate that no player currently possesses the card.
  • the card e.g., book
  • the card is removed from the open space 14 on the game board 10 and added to the permanent collection of the player who correctly answered the final question.
  • a card in the permanent collection of player remains there until the game ends.
  • the placeholder currently on the card can be advanced to the final mark, and the card can be removed from the open space 14 on the game board 10 and added to the permanent collection of the player who currently possesses the card.
  • the card if a final question is answered incorrectly by a player currently in possession of the card, the card preferably is removed from the game (retired).
  • a placeholder for a particular mark could remain at a previous question instead of the card being removed. For example, for a game having multiple final questions available for each card, it is contemplated that the placeholder could remain at the previous mark until a final question is correctly answered.
  • the special spaces 16 , 18 are preferably disposed in the four corners of the board (but may be disposed elsewhere on the board) for challenging possession of a card 30 possessed by another player (challenge spaces 16 ) or for allowing a player in possession of a card to attempt a new question to advance along the card (advancing spaces 18 ).
  • two opposing corner spaces are challenge spaces 16 named “Challenge Clue,” identified by question marks.
  • the other two opposing corner spaces are advancing spaces 18 named “Advancing Evidence,” identified by magnifying glasses.
  • Other special spaces common to board games e.g., “lose a turn,” “advance to space X,” etc.
  • the challenger can try to “steal” a card away from any other player currently possessing that card (though not cards in the player's permanent collection).
  • the challenger preferably moves his or her player token to the card, and attempts to answer the next question in the question source relating to that card. If the challenger succeeds (answers the question correctly), the challenger removes the other player's bookmark and places their own placeholder on the card 30 covering the mark 44 corresponding to the question number that was answered correctly. On his or her next turn, the challenger will continue to play from this space. If the question answered is the fourth question (or otherwise final question), the challenger may remove the card 30 from the board 10 , add that card to his or her permanent collection, and replace the card with another card from the supply.
  • the challenged player may then advance his or her placeholder forward to the next mark 44 (e.g., the next number) on the card 30 corresponding to the question number that the challenger answered incorrectly. If that question is the fourth question (or final question), the challenged player may add that card 30 to his or her permanent collection. In some embodiments, the challenger leaves his or her player token on the card. In other embodiments, the challenger moves his or her player token back to the Challenge Clue position on the board on which he or she originally landed. A player who lands on Challenge Clue may also elect to skip or pass on this opportunity to challenge another player.
  • the next mark 44 e.g., the next number
  • the challenged player may add that card 30 to his or her permanent collection. In some embodiments, the challenger leaves his or her player token on the card. In other embodiments, the challenger moves his or her player token back to the Challenge Clue position on the board on which he or she originally landed. A player who lands on Challenge Clue may also elect to skip or pass on this opportunity
  • a player advancing player
  • he or she is given an opportunity to answer the next question from one of the cards 30 that he or she currently possesses to advance that card toward his or her permanent collection. To do so, the player first moves his or her token to the card 30 , and attempts to answer the question for the next mark on the card. If the advancing player succeeds (answers the question correctly), he or she may move his or her placeholder forward to the mark 44 (e.g., next number) corresponding with the question they correctly answered.
  • the mark 44 e.g., next number
  • the advancing player fails (answers the question incorrectly)
  • the advancing player's placeholder is removed and returned to the advancing player, and the card 30 is taken off of the board 10 , replaced by a new card from the supply.
  • the advancing player having answered the question incorrectly remains at the space from which the card was removed to begin his or her next turn.
  • the advancing player having answered the question incorrectly moves his or her token back to the advancing space 18 on the board 10 on which he or she originally landed.
  • the game continues until all the cards 30 on the board 10 and in the supply are either removed from play or added to the permanent collections of the respective players.
  • Players count the number of cards 30 in their permanent collection. The player having the most cards 30 wins.

Abstract

A method for playing a board game. A game board is provided having a path including a plurality of open spaces. Cards are randomly distributed in the open spaces to provide a randomized path. Each card is unique and relates to a set of trivia questions. A plurality of players move around the randomized path. A player landing on one of the cards attempts to answer a new question in the set of trivia questions for that card. If correct, the player takes possession of the card, or advances to the next question for that card. When a final question for the card is correctly answered by one of the players, the card is removed from the game board and placed in permanent possession of that player. A winner is determined from the number of cards in each player's permanent collection.

Description

    PRIORITY CLAIM
  • This application claims priority of U.S. Provisional Patent Application Ser. No. 61/993,010, filed May 14, 2014, under 35 U.S.C. §119.
  • FIELD OF THE INVENTION
  • The invention relates generally to the field of games, and more particularly to trivia or educational board games.
  • BACKGROUND
  • It is known that trivia or educational board games provide a fun and entertaining way to gain or test knowledge in various subjects or genres in a competitive environment. It is also known that games can be provided according to genres or themes. However, example board games and gameplay methods disclosed herein provide unique ways for players to relate to particular genres, series, or themes.
  • SUMMARY
  • A method for playing a board game is provided. A game board is provided having a path thereon, the path including a plurality of open spaces. A plurality of cards are randomly distributed in the open spaces to provide a randomized path. Each card is unique and relates to a set of trivia questions. A plurality of players in turn move around the randomized path. When a player lands on one of the cards, the player attempts to answer a new question in the set of trivia questions for that card. If the player correctly answers the question, the player takes possession of the card, or, if the player already possesses the card, the player advances to the next question for that card. When a final question for the card is correctly answered by one of the players, the card is removed from the game board and placed in permanent possession of that player. When a card is removed from the game board, if a new card is available from a supply, the new card from the supply is placed into the open space created by the removed card to change the randomized path. When a predetermined number of cards are removed from the game board, a winner is determined from the number of cards in each player's permanent collection.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a plan view of a top of a game board according to the present game;
  • FIG. 2 is a plan view of a bottom of the game board of FIG. 1;
  • FIGS. 3A-3B are top and bottom plan views, respectively, of a card according to the present game;
  • FIG. 4 shows example bookmarks, dice, player tokens, cards, and a notebook question source according to the present game;
  • FIG. 5 shows an example question source including a set of questions and associated answers; and
  • FIG. 6 is a plan view of the top of the game board of FIG. 1 on which cards have been placed to form a randomized path.
  • DETAILED DESCRIPTION
  • Example board games according to the present game provide an entertaining way to learn or demonstrate knowledge about particular genres or series having a group of related items. Some example embodiments include a series of books, a television series, a movie genre or series, teams in a sports league, or others.
  • Generally, an example board game includes a game board having a continuous path, course, or circuit (“path”) around the board. “Around” the board can be, but need not be, about an outer periphery of the board. It is also contemplated that a path around the board can be at least partially through an interior area of the board. The path includes a plurality of open spaces, which can be provided by blank or otherwise spaces on the game board. Preferably, the game board includes one or more special spaces in addition to the open spaces, examples of which are described below.
  • A plurality of unique cards is also provided. As used herein, “cards” can also generally refer to tiles or other suitable substitutes, as will be appreciated by those of ordinary skill in the art. Preferably, there are more cards than open spaces on the game board. The open spaces on the board preferably are sized to accommodate the cards. The cards are distinguishable, e.g., visually distinguishable, from one another (though it is contemplated that some duplicate cards could be provided for replacing missing cards, etc.). In example embodiments, each of the cards further includes a set of marks, which are preferably, but not necessarily, numbered. These marks preferably correlate to trivia questions that are related in some way to the card, as will be explained in more detail below.
  • A question source is provided that includes at least one set of trivia questions relating to each of the cards. Preferably, each set of questions includes at least one question for each mark on the card. Each set of questions can thematically pertain to a particular card, e.g., for a card relating to a book in a series, a set of questions can pertain to the book.
  • The board game further includes a plurality of player tokens and a device for chance-based determination of movement (e.g., dice, spinner, additional cards randomly drawn, electronic randomizer, etc.). Each of the player tokens corresponds to and represents one of the players. At least two players are required. The board game also includes plural (e.g., at least three) sets of placeholders, preferably at least one set for each player and representing the player, and more preferably at least one more set than the number of possible players, so that one set of placeholders is provided for and represents the “house.” Each of the placeholders is configured, in any suitable manner, for being placed at one of the marks. Preferably, but not necessarily, the questions in a particular set of questions increase in difficulty from an initial question, preferably corresponding to a first mark on the card (e.g., question “1”) to a final question corresponding to a final mark on the card (e.g., question “4”).
  • To set up an example board game, a subset of the cards are randomized (e.g., shuffled), and the cards are placed in respective ones of the open spaces on the game board to provide a randomized path around the game board. Each of the cards preferably includes a visual representation, e.g., ornamentation (e.g., artwork) or indicia, relating to an item in a series or set, such as books in a series, teams in a sports league, etc. The remaining cards not forming the current randomized path provide a supply. In an alternative embodiment, multiple randomized cards can be placed in respective ones of the spaces, and one of the cards (e.g., the top card) can be part of the randomized path.
  • Generally, to play the board game, the players move about the randomized path by moving the player tokens, and land on one of the cards placed on the board. By answering the first question or the next available (and preferably more difficult) question for the card, the player landing on the card attempts to acquire, or take from another player, temporary possession of that card, or advance to the next question for a card already possessed. This temporary possession can be indicated, for instance, by placing a placeholder representing that player at the mark correlating to the answered question.
  • For example, a first player landing on a card can attempt to answer a question from the question source corresponding to a first available mark on the card. If the question is answered correctly, a placeholder belonging to that player is placed at the mark so that the player temporarily possesses the card. If that player, the possessing player, subsequently lands on the same card, that player can attempt to answer a question from the question source corresponding to the next available mark on the card (e.g., if question “1” was previously answered, the possessing player would next attempt to answer question “2”). If this question is answered correctly, the player's placeholder is advanced to the next mark on the card (so that the next question to be answered would be question “3”).
  • If a new player lands on a card already possessed by another player, that player can attempt to answer a question from the question source corresponding to the next available mark on the card (e.g., if question “1” was previously answered, the new player would attempt to answer question “2”). If this question is answered correctly, the placeholder from the player previously having possession is removed, and a placeholder belonging to the new player is placed on the next available mark to indicate that the new player has taken possession of the card. Preferably, if the questions become successively more difficult for a particular card, it will be progressively more challenging to take possession of a card from another player as questions are successfully answered.
  • Correctly answering the final question in each set for a particular card awards the answering player permanent possession of the card; that is, possession of that card until the end of the game. A new card is then placed on the newly created open space from the supply (e.g., moving a new card from the supply on the space, or flipping or otherwise revealing another card already on that space).
  • A player incorrectly answering a question for a card he or she possesses will lose possession of the card. This can be indicated, for example, by removing the player's placeholder from the card, and placing a placeholder from the set representing the “house” on the next available mark. In some example embodiments, incorrectly answering the final question in each set by a player having possession of the card results in the card being removed from the game board and a new card from the supply being placed on the newly created open space. A player not in possession of a particular card, who incorrectly answers a question for that card, preferably causes the current placeholder on the card to be moved to the next available mark, thus making it more difficult for other players to take possession of the card. In some example embodiments, if a player not in possession of a particular card incorrectly answers the last question for the card, the card is removed from the board, and the card is permanently possessed by the player last possessing the card. In other example embodiments, if a player not in possession of a particular card incorrectly answers the last question for the card, the card is simply removed from the game board.
  • When all cards are removed from the game board, and the supply of cards is exhausted (or a predetermined number of cards is removed), the game ends, and the player in permanent possession of the most cards is declared the winner.
  • Various embodiments of the present game are described below by way of example only, with reference to the accompanying drawings. The drawings include schematic figures that may not be to scale, which will be fully understood by skilled artisans with reference to the accompanying description. Features may be exaggerated for purposes of illustration. From the preferred embodiments, artisans will recognize additional features and broader aspects of the invention.
  • A particular embodiment relates to a series of books each starring one or more of a common set of characters, where each book provides an item in the series. One example is a series of mystery novels featuring a common set of characters. In an example embodiment, the board game teaches and tests trivia relating to particular books in the series.
  • Game Components
  • An example board game is played by at least two people, preferably between 2-4 people. The board game includes a game board or substrate (board) 10, an example of which is shown in FIGS. 1-2, having a square shape, though other shapes are possible. An example game board is 19″×19″, though the size of course can vary. The board 10 includes a periphery 12 having a plurality of open spaces 14 arranged to provide a continuous path, course, or circuit (“path”) around the board in combination with special spaces 16, 18 preferably disposed at the corners. Each open space 14 is sized to accommodate cards or tiles (herein, “cards”) laid thereon. These open spaces 14 can be generally blank or may include artwork. The special spaces 16, 18 include two types of spaces disposed at opposing corners, respectively, and these spaces can include indicia relating to the space (in FIG. 1, spaces 16 include a question mark, and spaces 18 include a magnifying glass). A central area 20 of the board can include artwork 22, information 24 such as the game's name, etc. Preferably, the central area 20 includes an additional space 26 for accommodating a stack of cards. The bottom of the board 10 can likewise include artwork 22.
  • The game also includes a plurality of cards. An example card 30 is shown in FIGS. 3 a-3 b. For a game relating to a mystery novel series, the cards 30 can represent “books” in the series, and can be referred to as book cards. The number of cards 30 can vary, but preferably is significantly more than, and preferably at least twice, the number of open spaces 14 on the board, so that a subset of the total cards can be placed in each of the open spaces. For example, the board 10 in FIG. 1 has twenty-four open spaces 14, and an example number of cards 30 is fifty-six, though this number can be larger or smaller. The total number of spaces in the example board is twenty-eight (twenty-four open spaces 14 and four special spaces 16, 18).
  • The example cards 30 include on a top 32 or bottom 34 surface at least one identifier distinguishing (preferably visually) the cards from others of the cards. It will be appreciated that “top” and “bottom” are used for convenience of description. For “books,” the top surface of each card, as shown by example in FIG. 3 a, can contain cover artwork (represented by the letter “A” in the FIG. 36, a book title (e.g., “Murder Mystery Book”) 38, etc. FIG. 3 b shows an example bottom surface 34 of the card including additional information 40 about the particular book. For a game relating to sports teams, each card 30 could include a name of a particular team, a logo, information about the team, etc.
  • In other embodiments, each card is unique, but the cards include sets of related cards; e.g., multiple cards relating to a particular book, movie, team, topic, etc. (card A1, A2, A3, A4, B1, B2, B3, B4, etc.) so that the complete set of cards for a particular board game relates to a smaller overall set of items (books, teams, topics). This makes it possible to provide multiple versions of the board game that can be collected. As one example, one board game can be directed to the first five books in a series, while another board game can be directed to the next five books in a series. Each of the five books can be represented by multiple, unique cards. Cards could be substituted or mixed among different games in some embodiments.
  • The top surface 32 of each example card 30 includes a set (e.g., 3-6, and in a particular example, four) of marks 44, which in FIG. 3 a includes numbers 1-4 each disposed within a magnifying glass. These marks 44 provide a location for providing a placeholder, e.g., a “bookmark,” as will be explained below.
  • As shown in FIG. 4, an example board game further includes sets of placeholders 50, such as tokens, paperclips, bookmarks, etc. Each set of placeholders 50 preferably is unique, e.g., having different color, shape, indicia, etc., so that a particular set can be associated with a particular player. The number of sets of placeholders should be at least the number of possible players (e.g., four), and preferably is at least one more than the number of possible players, so that an additional set is available for the “house.” Each set includes several of the placeholders 50. An example number is 20.
  • A question source 52, e.g., a book, electronic device, etc., is also included for providing questions relating to the theme, genre, or series. The question source 52 can be themed, e.g., a “notebook” for a mystery novel series, or a “playbook” for a sports theme. As shown by example in FIG. 4, the question source 52 includes at least one set of questions 54 for each of the sets of marks on each of the cards. Preferably, these questions progressively increase in difficulty. For example, for a card 30 representing a book and having four marks 44 numbered 1-4, the question source 52 can include four questions 54 relating to the book numbered 1-4, with the first question being a multiple choice question and the second, third, and fourth questions being progressively harder single answer questions. The highest number question, e.g., question 4, can be considered the final question for the card. New questions could be provided to supplement or update the question source, either physically or electronically, as will be appreciated.
  • The question source 52, or a separate answer source, can include answers to the questions. The questions can be located and distributed within the question source 52 in any suitable way. In some example embodiments, the questions and answers are distributed in a way so that a player can read particular questions and/or answers without easily inadvertently perceiving other questions or answers.
  • The game includes a plurality of distinguishable player tokens 56, one for each player. The player tokens 56 can include ornamentation relating to the series or theme. For example, for a mystery series, each player token 56 can be ornamented to represent a character in the series or an item relating to the series, such as a magnifying glass, a flashlight, a particular character's vehicle, etc. Preferably, the number of player tokens 56 exceeds the number of possible players to provide additional choices, e.g., 8 player tokens for an up to 4 player game. The game can further include a pair of dice 58 (of any suitable number of sides, an example is two six-sided dice) or other devices for determining movement by chance, such as spinners, electronic randomizers, cards, etc.
  • Setting Up the Game
  • In an example method, at the beginning of the game, the cards 30 are shuffled or otherwise randomized. 24 of the cards 30 are placed (e.g., dealt) into the 24 open spaces 14 around the board to fill all of the open spaces in the perimeter and thus provide an initial, randomized, or at least partially randomized, path around the board, as shown by example in FIG. 4. The special spaces 16, 18 at the corners are preferably not filled by the cards. The number of cards 30 placed on the game board 10 will vary for boards having more or fewer open spaces 14. For a mystery book series, the randomized path can be filled with “books.” Each game can thus begin and proceed differently according to the randomized path. The remaining cards 30 provide a supply, and can be stacked and set aside, placed in the space 26 in the central area 20 of the board, or placed in stacks underneath existing cards in the randomized path. For a mystery book theme, the supply can be a “library” and the space 26 can be indicated accordingly. In FIG. 4, as with book “A” in FIG. 3A, the letters, “B,” “C,” etc. 36 on each book can be replaced by book cover art for the particular book, for instance, logos for other teams in a sports themed game, or other distinguishing features.
  • Each player chooses a character and then picks an associated token 56 to move around the board based on roll of the dice 58 (for example, or other chance-based method or device). In an example game, to determine who goes first, all players roll the dice and the player with the highest total starts the play. The next players follow clockwise around the board. However, turns could be decided in other ways, or subsequent turns could follow in other ways, as will be appreciated by those of ordinary skill in the art.
  • Game Play
  • In an example method for playing the game, each player places their token in the top right corner 18 of the board, or at another starting space or location, then throws the dice and moves their token clockwise (for example) around the randomized path the number of spaces indicated by the dice. Movement continues in a circuit around the randomized path, including the spaces 14 having cards 30 thereon, and the special spaces 16, 18.
  • When a player lands on one of the randomly placed cards 30, e.g., on a “book,” along the path, the player is asked, by the player to their right (or another separate player, a separate question reader, or by an electronic device, etc.), a trivia question 54 related to the card from the question source 52. For a mystery book series theme, the trivia questions can relate to the “book” on which the player landed. As provided above, the question source 52 preferably contains at least one set (e.g., 4) of questions 54 for each of the cards 30 in the game. For example, for a mystery book series themed game having 56 cards or “books,” the question source could have four trivia questions for each of the 56 books and relating to the particular book. The questions for each card 30 preferably progressively increase in difficulty from the first question to the final question. More preferably, the first question preferably is a multiple choice question (or easier question) followed by progressively more difficult, e.g., single answer, questions. However, it is also contemplated that the difficulty of the questions could be random, and that the forms of the questions (multiple choice, short answer, etc.) could vary. It is also contemplated that there may be different versions (difficulties, topics, updates, etc.) of question sources for particular cards.
  • If the player answers the asked trivia question correctly, that player places one of his or her placeholders 50, e.g., a “bookmark,” at (e.g., over or adjacent to) the mark 44 on the card 30 corresponding to the trivia question number they just answered. For example, if the player answers question no. 1 for that card 30 correctly, he or she may place the placeholder 50 at the “1” mark 44 on that card 30. In a particular example, for the card 30 of book “A” shown in FIG. 3A-3B, a bookmark configured as a paperclip can be placed over the “1” magnifying glass 44 at the top portion of the card. Other methods of visually indicating which player answered the last question answered correctly on the card may be used.
  • The player who answers the question correctly and thus has a placeholder on the card 30 possesses the card at this point (temporarily possesses the card). For example, for a book theme, the player can be said to be “browsing” the book, or for a sports theme, the player can be said to be “scouting” a team, etc.
  • Players who subsequently land on a card 30 currently being possessed by another player may attempt to challenge and take possession of the card (“steal” the card) by trying to answer the next question from the question source for that card. If the challenger answers the question correctly, that player removes the other player's placeholder and places their own placeholder at the mark corresponding to the question they just answered. If the player incorrectly answers the question, in an example embodiment the placeholder, belonging to the player currently in possession of the book, is advanced to the next mark. As mentioned above, if the questions for a particular card are made successively more difficult, advancing a placeholder to the next mark can make it more challenging to answer the next available question. Thus, advancing the placeholder strengthens possession of the card.
  • If a player currently in possession of a card lands on the card, he or she can attempt the next question for the card to strengthen his or her possession of the card. If the player answers the question correctly, the player's placeholder is moved to the next mark, corresponding to the next question. If the player answers the question incorrectly, in an example embodiment the player loses possession of the card, and the player's placeholder is removed from the card. A placeholder for the “house” can then be placed at the mark corresponding to the question to indicate that no player currently possesses the card.
  • Once the final question has been correctly answered for a card 30, the card (e.g., book) is removed from the open space 14 on the game board 10 and added to the permanent collection of the player who correctly answered the final question. A card in the permanent collection of player remains there until the game ends. In some example embodiments, if a player not in possession of the card incorrectly answers the final question for a card 30, the placeholder currently on the card can be advanced to the final mark, and the card can be removed from the open space 14 on the game board 10 and added to the permanent collection of the player who currently possesses the card. On the other hand, if a final question is answered incorrectly by a player currently in possession of the card, the card preferably is removed from the game (retired).
  • In alternative embodiments where more than one question is available for a particular mark, or in alternative embodiments where it is possible to determine that a question is answered incorrectly without revealing the correct answer to a player, it is contemplated that a placeholder for a particular mark could remain at a previous question instead of the card being removed. For example, for a game having multiple final questions available for each card, it is contemplated that the placeholder could remain at the previous mark until a final question is correctly answered.
  • When a card is removed from the game board, another card 30 from the supply of cards (e.g., from the “library” space 26, or from a stack underneath the removed card) is placed in the empty open space 14, and game play continues around the game board 14, which now has an altered path layout. When the supply of cards is exhausted, and cards are thereafter removed from an open space, the players' path can be restricted to the spaces having cards (and any special spaces). Alternatively, the open spaces on the board can remain open after the card is removed (and the supply is exhausted), and a player landing on an open space can advance to the next space having a card. When all cards are removed from the board and exhausted from the supply, the game ends.
  • Special Spaces
  • The special spaces 16, 18 are preferably disposed in the four corners of the board (but may be disposed elsewhere on the board) for challenging possession of a card 30 possessed by another player (challenge spaces 16) or for allowing a player in possession of a card to attempt a new question to advance along the card (advancing spaces 18). In an example embodiment having a mystery book theme, two opposing corner spaces are challenge spaces 16 named “Challenge Clue,” identified by question marks. The other two opposing corner spaces are advancing spaces 18 named “Advancing Evidence,” identified by magnifying glasses. It will be understood that other special spaces common to board games (e.g., “lose a turn,” “advance to space X,” etc.) could be provided as well, examples of which will be appreciated by those of ordinary skill in the art.
  • If a player lands on one of the question marks (Challenge Clues) 16 that player, the challenger, can try to “steal” a card away from any other player currently possessing that card (though not cards in the player's permanent collection). To steal a card, the challenger preferably moves his or her player token to the card, and attempts to answer the next question in the question source relating to that card. If the challenger succeeds (answers the question correctly), the challenger removes the other player's bookmark and places their own placeholder on the card 30 covering the mark 44 corresponding to the question number that was answered correctly. On his or her next turn, the challenger will continue to play from this space. If the question answered is the fourth question (or otherwise final question), the challenger may remove the card 30 from the board 10, add that card to his or her permanent collection, and replace the card with another card from the supply.
  • If the challenger fails (answers the question incorrectly), the challenged player (the player currently in possession of the card) may then advance his or her placeholder forward to the next mark 44 (e.g., the next number) on the card 30 corresponding to the question number that the challenger answered incorrectly. If that question is the fourth question (or final question), the challenged player may add that card 30 to his or her permanent collection. In some embodiments, the challenger leaves his or her player token on the card. In other embodiments, the challenger moves his or her player token back to the Challenge Clue position on the board on which he or she originally landed. A player who lands on Challenge Clue may also elect to skip or pass on this opportunity to challenge another player.
  • If a player (advancing player) lands on one of the magnifying glass spaces 18 (Advancing Evidence), he or she is given an opportunity to answer the next question from one of the cards 30 that he or she currently possesses to advance that card toward his or her permanent collection. To do so, the player first moves his or her token to the card 30, and attempts to answer the question for the next mark on the card. If the advancing player succeeds (answers the question correctly), he or she may move his or her placeholder forward to the mark 44 (e.g., next number) corresponding with the question they correctly answered. If the advancing player fails (answers the question incorrectly), the advancing player's placeholder is removed and returned to the advancing player, and the card 30 is taken off of the board 10, replaced by a new card from the supply. In some embodiments, the advancing player having answered the question incorrectly remains at the space from which the card was removed to begin his or her next turn. In other embodiments, the advancing player having answered the question incorrectly moves his or her token back to the advancing space 18 on the board 10 on which he or she originally landed.
  • Winning
  • The game continues until all the cards 30 on the board 10 and in the supply are either removed from play or added to the permanent collections of the respective players. Players count the number of cards 30 in their permanent collection. The player having the most cards 30 wins.
  • While preferred embodiments of the board game have been herein illustrated and described, it is to be appreciated that certain changes, rearrangements, and modifications may be made therein without departing from the scope of the invention, which should be determined from the appended claims. Various features of the invention are set forth in the appended claims.

Claims (20)

What is claimed is:
1. A method for playing a board game, comprising:
providing a game board having a path thereon, the path including a plurality of open spaces;
randomly distributing a plurality of cards in the open spaces to provide a randomized path, each card being unique and relating to a set of trivia questions;
a plurality of players in turn moving around the randomized path;
when a player lands on one of the cards, the player attempting to answer a new question in the set of trivia questions for that card;
if the player correctly answers the question, the player taking possession of the card, or, if the player already possesses the card, advancing to the next question for that card;
when a final question for the card is correctly answered by one of the players, removing the card from the game board and placing the card in permanent possession of that player;
when a card is removed from the game board, if a new card is available from a supply, placing the new card from the supply into the open space created by the removed card to change the randomized path; and
when a predetermined number of cards are removed from the game board, determining a winner from the number of cards in each player's permanent collection.
2. The method of claim 1, wherein the path comprises a continuous path, course, or circuit around the game board.
3. The method of claim 1, wherein each card includes a plurality of marks correlating to each of the set of trivia questions.
4. The method of claim 3, wherein said advancing to the next question for that card further comprises placing a placeholder representing the player correctly answering the question to a next one of the plurality of marks for that card.
5. The method of claim 3 wherein the set of trivia questions progressively increase in difficulty from an initial question, corresponding to a first mark on the card, to a final question corresponding to a final mark on the card.
6. The method of claim 1, further comprising:
when a final question for the card is incorrectly answered, removing the card from the game board.
7. The method of claim 1, wherein the predetermined number of cards comprises all of the cards from the game board and the supply.
8. A method for playing a board game, comprising:
providing a game board having a continuous path, course, or circuit around the game board, the continuous path, course, or circuit including a plurality of open spaces;
providing a plurality of cards, the number of cards being larger than the number of open spaces, each of the plurality of cards being distinguishable from one another and including a plurality of marks;
providing player tokens, each of the player tokens representing a player, wherein the number of players is at least two;
providing a plural number of sets of placeholders, each of the sets of placeholders corresponding to one of the players, each of the placeholders being configured for being placed at one of the marks;
providing a question source, wherein the question source includes at least one question corresponding to each of the marks on each of the cards, wherein for each card, the questions generally increase in difficulty for each of the marks from a first question to a final question;
randomly distributing a subset of the cards onto the open spaces to provide an at least partially randomized path around the board, and placing the other cards in a supply;
each player in a turn order moving a corresponding player token a number of spaces around the path, the number being determined by chance;
when a player lands on a card, the player attempting to answer a question from the question source corresponding to a first available mark on the card, and if the question is answered correctly, placing a placeholder at the mark so that the player possesses the card;
when a new player not in possession of a card lands on a card possessed by another player, the new player attempting to answer a question from the question source corresponding to the next available mark on the card, and if the question is answered correctly, removing the other player's placeholder from the card and placing the new player's placeholder on the next available mark, wherein the new player possesses the card;
when the final question for a card is answered correctly by a player, removing the card from the game board and placing the card in a permanent collection of the player who correctly answered the final question;
when a card is removed from the game board, if a new card is available from the supply, placing the new card from the supply into the open space created by the removed card to change the path; and
when all cards are removed the game board and the supply of cards is exhausted, determining a winner from the number of cards in each player's permanent collection.
9. The method of claim 8,
wherein the board game has a theme relating to a book series, wherein the plurality of cards represent books in the series, wherein the player tokens visually represent characters or items in the series, and wherein the questions in the question source for each book are trivia questions relating to the particular book.
10. The method of claim 9, wherein the placeholders visually represent bookmarks, and wherein the question source visually represents a notebook.
11. The method of claim 8, wherein the game board further comprises special spaces including at least one challenge space and at least one advancing space; and
wherein the method further comprises:
when a challenging player lands on the challenge space, the challenging player electing whether or not to attempt to answer a new question from the question source corresponding to the next available mark on a card possessed by another player, wherein if the challenging player attempts to answer the new question and succeeds, removing the other player's placeholder from the card and placing the challenging player's placeholder on the next available mark, wherein the challenging player possesses the card, and if the challenging player attempts to answer the question and fails, advancing the placeholder on the card to the mark corresponding to the new question; and
when an advancing player lands on the advancing space, the advancing player electing whether or not to attempt to answer a new question from the question source corresponding to the next available mark on a card possessed by the advancing player, wherein if the advancing player attempts to answer the new question and succeeds, the advancing player moves the placeholder on the card to the next available mark, and if the advancing player attempts to answer the new question and fails, returning the placeholder on the card to the advancing player, and removing the card from the game board.
12. The method of claim 11, wherein the special spaces are disposed at four corners of the game board.
13. The method of claim 7, further comprising:
when a final question for the card is incorrectly answered, removing the card from the game board.
14. A board game apparatus comprising:
a game board having a continuous path, course, or circuit around the game board, the continuous path, course, or circuit including a plurality of open spaces;
a plurality of cards, the number of cards being larger than the number of open spaces, each of the plurality of cards being distinguishable from one another and including a plurality of marks;
player tokens, each of the player tokens representing a player, wherein the number of players is at least two;
a plural number of sets of placeholders, including at least one of the sets of placeholders for each of the players, each of the placeholders being configured for being placed at one of the marks; and
a question source, wherein the question source includes at least one question corresponding to each of the marks on each of the cards or tiles, wherein for each card, the questions generally increase in difficulty for each of the marks from a first question to a final question.
15. The board game apparatus of claim 14, wherein the game board further comprises additional spaces.
16. The board game apparatus of claim 15, wherein the additional spaces are disposed at four corners of the game board.
17. The board game apparatus of claim 14,
wherein the plurality of cards visually represent books in a book series, wherein the player tokens visually represent characters or items in the series, and wherein the questions in the question source for each book are trivia questions relating to that book.
18. The board game apparatus of claim 14, wherein the placeholders visually represent bookmarks, and wherein the question source visually represents a notebook.
19. The board game apparatus of claim 14, wherein the game board further comprises a space for holding the supply of cards.
20. The board game apparatus of claim 14, further comprising:
a device for chance-based determination of movement.
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US4378941A (en) * 1979-10-18 1983-04-05 Derby Paul A Birding game method
US4561658A (en) * 1984-12-31 1985-12-31 Peterson Amy L Math matching game
US20070090596A1 (en) * 2005-10-20 2007-04-26 Rachelle Rurycz Educational morality game
US20090127786A1 (en) * 2007-11-19 2009-05-21 Juhasz Paul R Buy, license or litigate - a game of patent strategy

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US20190255425A1 (en) * 2018-02-21 2019-08-22 Catherine Virginia Seeley Relationships game

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