U.S. patent application number 10/307605 was filed with the patent office on 2004-06-03 for board game with time variables.
Invention is credited to Moe, Lee R..
Application Number | 20040104530 10/307605 |
Document ID | / |
Family ID | 32392588 |
Filed Date | 2004-06-03 |
United States Patent
Application |
20040104530 |
Kind Code |
A1 |
Moe, Lee R. |
June 3, 2004 |
Board game with time variables
Abstract
The present invention consists of a game which may be played in
two distinct time phases of past and future. In one preferred
embodiment, the game is begun in the past time frame and players
may elect to purchase businesses and improve upon their business
with the purchase of business facilities or stores in the past.
However, when one player lands upon a "pier" space and meets the
conditions required on the pier space, the player may enter into a
path of contiguous spaces leading into the interior of the game
board which intersect at a central space entitled the "temporal
time" space, or a time portal wherein the entire game is
transported into the future and all costs and expenses
automatically increase for all players. Of course, a second player,
upon arriving at the temporal time space, may elect to transport
the game values back into the past tense. A player is forced to
terminate play only when that player can no longer meet the
player's expenses. The goal is to become the last remaining player
who has accumulated the greatest wealth, including the value of
businesses, property and cash over the game playing period.
Inventors: |
Moe, Lee R.; (Milford,
IN) |
Correspondence
Address: |
JoAnne M. Denison
Suite 1608
212 W. Washington Blvd
Chicago
IL
60606-3487
US
|
Family ID: |
32392588 |
Appl. No.: |
10/307605 |
Filed: |
December 2, 2002 |
Current U.S.
Class: |
273/242 |
Current CPC
Class: |
A63F 3/00072 20130101;
A63F 3/0497 20130101; A63F 2003/00025 20130101 |
Class at
Publication: |
273/242 |
International
Class: |
A63F 003/00 |
Claims
What is claimed is:
1. A game apparatus used for game play by at least two of game
players comprising a playing board including a continuous playing
path or main path of a plurality of successive spaces substantially
about the periphery of the playing board; at least one continuous
playing path of a plurality of successive spaces leading into the
center of the playing board comprising an interior path; a
plurality of markers to indicate individual players of the game, a
means of chance to indicate the movement of each marker along a
number of spaces designated by the means of chance; certain of such
spaces about the periphery of the board having indicia for business
entities which may be bought or sold by the game players and is
listed in at least one future higher and one lower value, and
certain of which spaces about the periphery of the board contain
indicia for entering into at least one interior path of the
board.
2. The board game according to claim 1 wherein the higher values
are designated as future values and the lower values are designated
as past values.
3. The board game according to claim 2 wherein the game apparatus
is also provided with a plurality of future business cards and a
plurality of past business cards and the higher values are listed
on the business cards for a future business and the lower values
are listed on business cards for a past business.
4. The board game according to claim 3 wherein the business cards
may also be provided with a loan value wherein a player may receive
money when the player asks for a loan during game play.
5. The board game according to claim 1 wherein there is further
provided an interior portion wherein the interior portion contains
a plurality of cards which contain directions enabling the player
to receive money, pay a debt or have their marker directed to a
different space on the playing board.
6. The board game according to claim 2 which is further provided
with at least two interior paths which intersect one another
creating a time value space wherein when a player reaches the time
value space a player may elect to direct play of the game between
the future values and the past values.
7. The board game according to claim 1 wherein the game is further
provided with a money accumulation space wherein when players are
required to pay fees not designated elsewhere, all moneys
accumulated are to be placed on or near the game board and they are
paid to the next player landing on the money accumulation
space.
8. The board game according to claim 1 wherein when a player
landing on a business entity space elects not to purchase the
business entity which the player lands upon, then the business
entity space is placed up for bid with the highest bidding player
being the winner.
9. The board game according to claim 1 wherein all players continue
in game play until a player is forced to quit game play because
they were unable to meet any financial obligations.
10. The board game according to claim 9 wherein all but one player
has been forced to terminate their play of the game because all
were unable to meet a financial obligation at some time during the
game play.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to the field of board games,
and more particularly one which involves buying and maintaining
businesses, collecting salaries and fees and having these variables
change depending upon whether the game is played in a past phase
mode or a future phase mode.
BACKGROUND OF THE INVENTION
[0002] Although there are numerous game board inventions in the
prior art which relate to the areas of purchase and sale of real
estate, and purchase and sale of a wide variety of commodities as
well as tangible goods and intangible items, methods of increasing
or decreasing cash flow and wealth accumulation during game play,
there are none which deal with real estate, utilities and
businesses with different prices in the past and in the future.
[0003] For example, U.S. Pat. No. 2,026,082 was issued to Charles
Darrow, who was the creator of the original Monopoly game. However,
this patented device is only played in one particular time frame.
Another issued patent, U.S. Pat. No. 2,693,961 issued to G. Ripley,
Jr. deals with a game variable of inflationary and deflationary
time period. Still yet another issued patent for a game board is
U.S. Pat. No. 2,976,044 issued to G. Corpening which is targeted
toward developing good judgement and bad judgement, and has
deserts, mountains, parks, rivers and lakes, etc. as terrain
creating options and opportunities for improving judgement.
[0004] Yet another issued patent is U.S. Pat. No. 4,136,881 issued
to R. Anspach for the game of "Choice" where the players can select
variables of a competitive vs. a monopolistic economic environment
to play the game in. Another board game is found in U.S. Pat. No.
4,189,153 issued to W. Zollinger for a game utilizing lottery cards
increase wealth and credit cards to purchase real estate. Yet a
completely different style of board game with different parameters
and variables is used in a game of accumulating "good karma" in
U.S. Pat. No. 4,359,226 to R. Neff.
[0005] Further board games with additional financial devices and
wealth accumulation devices are shown in U.S. Pat. No. 4,382,602
issued to T. Cusick for a real estate trading game with two tracks,
wherein the outer track is for accumulating prospective real estate
listings and purchasers while the inner track is a "buyer's
circuit" which contains completed listings. U.S. Pat. No. 4,648,601
issued to T. Carmichael discloses a game of "Oligopoly" which
involves not only real estate areas, utilities, but it also
includes business situations and banking. The game board itself
contains different levels, ramps and a plurality of paths
surrounding the periphery of the board. A game having a different
style dealing with the accumulation and redistribution of wealth
among players is found in U.S. Pat. No. 4,927,156 issued to J.
Breslow for a game wherein the players play in two separate phases
where the first phase only deals with the players purchasing the
players and the players are not told at the time of purchase the
intrinsic value of each piece of property and then during the
second phase of game play, no properties are bought or sold but the
players only make deals amongst themselves.
[0006] Another game that involves a transportation motif, and more
particularly a railroad motif may be found in U.S. Pat. No.
5,024,445 for a board game including issues regarding delivery
routes, destination stops, governmental regulations and business
contingencies. A game which simulates the acquiring of employment,
the receipt of paychecks, the paying of bills and the receiving or
payment of benefit checks associated with the player being
unemployed or disabled may be found in U.S. Pat. No. 4,936,589
issued to M. Sinclair.
[0007] Yet none of the above games incorporate a board game wherein
the players can buy and sell business titles at any time, may
accumulate wealth via payment of a salary by landing on a
designated square on the board, may increase the value of their
businesses by purchasing more business facilities or store
locations, and most importantly, may completely alter the pace and
style of the game by having a player landing on a specific square
dedicated to changing the value of the business titles, business
fees and other parameters of the game simply by flipping a
designated card from past to future or vice versa.
SUMMARY OF THE INVENTION
[0008] The present invention consists of a time phase dependent
game wherein a game board is provided with the following spaces: a
pay space for payday, a plurality of spaces with different
businesses which can be purchased by the players with a price for
"future cost" and a price for "past cost", a plurality of
"surprise" or "probability" spaces where a player must draw a
"surprise" or "probability" card and then follow the instructions
on the back, a "time out" or "t-space" space where a player must
sit until a specific sequence of events occurs and cannot
participate in normal game activities such as bidding, buying,
selling, receiving, collection of fees, etc., four "pier" spaces
for directing a player through a plurality of spaces set in paths
through the center of the board which pier spaces can only be
accessed upon payment of a fee or through accumulation of a "pier
pass"; one "temporal trade time ship" space which is located in the
center of the board at the intersection of four pier paths which
allows the player to change the tense of the game from past to
future or vice versa but only after turning in all stewardship
cards that the player has acquired; a "3.sup.rd Street Mission"
money space where all fees and payments not directed to the money
exchange are accumulated until a player lands on that space; a
"business title auction space" where an unowned and available
business in the selected time setting is placed up for auction and
the highest bidder is able to purchase that business, as well as
other spaces which direct the players to pay tax ("temporal trade
tax") and spaces which direct players to draw a card ("stewardship
spaces") or pay or receive money from the exchange, or game
bank.
[0009] The object of the game is to become the only player left in
the game with the most wealth and economic power. The game board is
prepared and then each player begins the game with one of the
various denominations of money. For example, the play may begin
with a $1000 bill, a $500 bill, a $100 bill, a $50 bill, a $20
bill, a $5 bill and a $1 bill for a total sum of $1,686. The game
is initiated by starting in the past time phase on the space marked
Friday, then the first player rolls two die and moves to the left
around the board. The player may purchase any unowned business
title in that time phase that the player lands on. If a player
rolls doubles, then the player's turn continues until doubles are
not rolled again. In one preferred embodiment of the game, a player
receives $200 for rolling doubles twice, $300 for rolling doubles
three times, $400 for rolling doubles four times, etc. until
doubles are not rolled. A player owning a business may purchase
facilities for the business at the cost value stated on the
business card. When another player lands on an owned space, the
landing player must pay the owner an amount of money directly
related to the number of facilities operated by the business.
[0010] Unless otherwise specifically stated, when a player is
directed to pay money as a result of a fine or fee, it is deposited
on the "3.sup.rd Street Mission" space and the next player landing
on this space collects any money found there, unless instructed
otherwise by a draw card. If a player lands on a space that is
available for purchase and that player does not wish to purchase
that business or property, then that business will go up for
immediate auction, with the highest bidder winning the auction and
purchasing the property for the amount bid. One space is designated
"Friday Payday" start and each time a player lands on or passes by
this space, a designated amount of money is paid as "pay."
[0011] In one preferred embodiment of the game, the game ends when
all of the other players have "declared bankruptcy" and have run
out of money and were unable to pay their debts. In a "time's up"
game, a spinner is set by unanimous decision and the time given on
the spinner is selected as the length of the game. In a "quick
game" all the business titles are dealt out to all the players
before game play begins, first dealing the past cards out, followed
by the future cards. In yet an alternative preferred embodiment of
the present inventive game, game play is initiated in the "future"
time phase rather than the "past" time phase. A "future" time phase
game may be combined with a "time's up" game, a "quick game," or
both.
OBJECTS OF THE INVENTION
[0012] Thus, it is one primary object of the present invention to
provide a board game with at least two time phases where the game
is initiated in one time phase with costs and fees assessed at one
price level, but a player upon meeting certain criteria, may elect
to change the time phase so that a different pricing and fee
schedule is enacted during game play.
[0013] It is an additional primary object of the present invention
to provide an entertaining board game having a plurality of
businesses which players may purchase after landing on the
appropriate square or purchasing the business after an auction has
been held, so that players may accumulate additional wealth by
taking in fees from other players for "use" of the business when
landing on the owner's space.
[0014] It is yet a further primary object of the present invention
to provide an entertaining board game having a plurality of spaces
designated "surprise" or "probability" space wherein a player must
draw a card and follow the instructions on the card.
[0015] An additional primary object of the present invention to
provide an entertaining board game having a "t-space" or a "time
out" space where when the player is sent to such a space the player
must either pay a debit or sit out a turn of game play and cannot
participate in any of the game's activities such as bidding,
buying, selling, receiving or collections of fees, unless an "avoid
t-space" card is used.
[0016] It is still a further primary object of the present
invention to provide an entertaining board game having four "pier"
spaces for directing a player through a plurality of spaces set in
paths through the center of the board which intersect in a
"temporal trade time ship space" where game play may be changed
from a past phase tense to a future phase tense.
[0017] It is yet a further primary object of the present invention
to provide an entertaining board game having four "pier" spaces for
directing play through a plurality of spaces set in paths through
the center of the board only after the player has paid a fee or has
turned in a "pier pass" card which has been heretofore collected by
the player as wherein the child version, the player proceeds for
free.
[0018] Still an additional primary object of the present invention
is to provide an entertaining board game having a "3.sup.rd Street
Mission" or money space where all fees collected from players that
are not payable to other players or to the money exchange will be
collected on the "3.sup.rd Street Mission" money space such that a
subsequent player landing on the space collects all the money which
has accumulated there.
[0019] A further primary object of the present invention to provide
an entertaining board game having a "business title auction space"
whereby when a player lands on this space the player selects from
the available businesses and holds an auction for the space, with
the highest bidding player purchasing the business for the highest
bid.
[0020] Yet a further primary object of the present invention to
provide an entertaining board game having spaces where players must
pay a debit or receive a benefit equal to a multiplier of the value
shown on a die or dice which is thrown by the player.
[0021] And yet an additional primary object of the present
invention to provide an entertaining board game whereby when one
player lands on an unowned business and does not purchase that
business, the unowned business is then automatically auctioned up
to the highest bidder.
[0022] Still a further primary object of the present invention to
provide an entertaining board game wherein each time a player lands
on the "pay day" space, or passes by the "pay day" space, the
player will accumulate an additional amount of wealth.
[0023] It is yet an additional primary object of the present
invention to provide an entertaining board game where a player's
turn ends which that player cannot meet financial obligations and
all of his businesses and left over money are returned to the
"exchange" or game bank.
[0024] Yet a further primary object of the present invention to
provide an entertaining board game where a variety of different
methods may be utilized to determine the length of the game,
including, but not limited to, an agreed upon length of the game,
or by one player setting a spinner having denotations of hour
lengths for the game.
[0025] A further primary object of the present invention to provide
an entertaining board game which may begin in the "future" time
phase, rather than a "past" time phase.
[0026] These and other objects and advantages of the present
invention can be readily derived from the following detailed
description of the drawings taken in conjunction with the
accompanying drawings present herein and should be considered as
within the overall scope of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0027] FIG. 1 is a top elevation view of an assembled 3-D game
board.
[0028] FIG. 2 is a top elevation view of the top window layer for a
3-D game board.
[0029] FIG. 3 is a top elevation view of an intermediate layer for
a 3-D game board.
[0030] FIG. 4 is a top elevation view of a middle layer or rib
support for a 3-D game board.
[0031] FIG. 5 is a top elevation view of a game board for a
children's game board.
[0032] FIG. 6 is a top elevation view of the front and back of a
business card both in the past and in the future.
[0033] FIG. 7 is a top view of the back and the front sides of
various $uprise cards used during game play.
[0034] FIG. 8 is a top view of the back and the front sides of
various Probability cards used during game play.
[0035] FIG. 9 is a top view of sample play money used during game
play.
[0036] FIG. 10 is a perspective view of players' game position
markers, business store markers, for the past and future, and dice
used during game play.
DETAILED DESCRIPTION OF THE DRAWINGS
[0037] Shown now in FIG. 1 is 3D game board 10 which is used to
play a three dimension version of the present inventive board game.
The 3D game board 10 is considered to be a deluxe version of the
game, and the game may easily be made in a simplified two
dimensional version of the game, without raised effects. Shown
around the periphery of 3D game board 10 are plurality of spaces
directing the play of the game. Business spaces 12 show various
entities which are available for purchase at the beginning of the
game. In this particular preferred embodiment of the present
invention, there are three business spaces 12 on each of the four
sides of the periphery of 3D game board 10. It should be noted that
there is a "future cost" and a "past cost" denoted on each of the
business title game board spaces 12. And, as the player progresses
from the beginning space, start/payday space 26, the prices of the
businesses go up as the game progresses, presumably due to the fact
that players are or should be accumulating wealth as they progress
in the game.
[0038] Also shown on 3D game board 10 are debit spaces 14 whereby
the player when landing on such a space must throw both dice again
and then pay a debit amounting to ten times the amount of the dice
thrown or pay the stated tax amount. Further, on 3D game board 10
there are provided a plurality of steward spaces 16 wherein the
player must determine if the space is owned, and then an amount of
money is paid according to the number of "steward cards" held by
another player. (See FIGS. 7 and 8). If no player holds any
"steward cards", then the player landing on a steward space 16 must
draw either a "probability card" located in probability space 42,
or the player may draw a "$urprise card" located in "$urprise"
space 44.
[0039] Benefit spaces 24 are also provided about the periphery of
3D game board 10 wherein when a player lands on a benefit space 24,
the player is allowed to roll both dice or one die again and then
is paid ten times the amount of the face value of the die. Of
course, the game is initiated at start/payday space 26, provided in
one corner of 3D game board 10. However, whenever a player comes
back around to this space, either by landing directly on
start/payday space 26, or by passing over the space, the player is
allowed to collect pay from a bank/exchange in a predetermined
amount. In one preferred version of the present invention, the
predetermined amount is $300 if the player passes over start/payday
space 26, but it increases to $600 if the player lands directly on
start/payday space 26.
[0040] Also shown on 3D game board 10 is "t-space" 32 or a
"timeout" space whereby a player, when directed to land here either
by a probability card or by a $urprise card or by another space on
3D game board 10, must remain out-of-play for one turn and cannot
bid, buy, sell, trade any property or receive any fees or fines
while the player is in "t-space" 32 or "timeout". However, if a
player is not directed to "t-space" 32, then the player landing
upon this segment of the board is entitled to stay on the "just
looking" space 34, which is provided directly adjacent the t-space
32, and has all the rights and privileges of any active player.
[0041] As the most interesting part of 3D game board 10, are
provided four "pier" spaces 36 about the periphery of 3D game board
10 wherein, if a player lands on a pier space 36, the player may
elect to travel one of a plurality of pier paths 38 into the center
of game board 10. In one preferred embodiment of the present
invention, a player must either possess a "pier pass" to travel up
along one of the pier paths 38, or the player must pay a $1,000 fee
to the exchange for the privilege of traveling into the center of
3D game board 10. Along each of the pier paths 38 are found a
plurality of segments whereby the play may be sent back to the path
along the periphery of 3D game board 10, or the player may quickly
advance to temporal time space 40, or the player may be assessed a
fine or fee or the player may receive a monetary benefit, depending
upon the space landed upon while on the pier path 38.
[0042] In any case, when the player either lands upon or passes
over temporal time space 40, the player may elect to stop there and
change the tense of time that the game is being played in. In a
non-3D version of the game, a past/future card is simply flipped
over. But in the 3D version of the game, a time slider bar is slid
back and forth between past and future and it is located at time
star 46 on 3D game board 10. Regardless, if a player decides to
change the time phase of the game, in one preferred embodiment of
the game, the player must turn in all stewardship cards held in the
player's possession, and then the player proceeds to start/payday
space 26 and receives $600 or double the normal amount of pay.
However, if the player elects not to change the time phase of the
game, then the player need not return any cards, and the player
will still advance to start/payday space 26 and receive $600
pay.
[0043] When the time phase of the game is played, all of the
business entity cards owned by all players must change also. That
is, if the game was in the past and the play changes to future,
then only future businesses may be bought and sold and only future
businesses owned may be used to collect fees from other players
landing on owned spaces. The past business title cards owned by
players are no longer valid. Conversely, if the game was played in
the future and the play changes to past, then only past businesses
may be bought and sold and only past businesses may be used to
collect fees from other players landing on owned spaces.
[0044] Also shown on 3D game board 10 is probability card space 42
wherein a plurality of probability cards are stacked for use by the
players. Accordingly, another $urprise card space 44 is also
provided so that $urprise cards may be stacked for use by the
players. When the game play is initiated, both $urprise cards and
Probability cards are shuffled and place on their respective spots
for game play.
[0045] FIG. 2 shows an additional layer of 3D game board 10 which
is intrinsic to creating a three dimensional game board. A 3D game
board is actually created in layers and is considered to be a
deluxe version of the basic game. The advantages of having a three
dimensional version of the present invention is that the past and
future business entity cards may be stored and then easily accessed
when purchased by players in convenient see through slots 50.
Further, a slider bar clear view aperture 52 is also provided for
the past and future time phases of the game. In a two dimensional
version of the game, a past and future card is simply flipped over
as the time phase is changed by the players. However, in the three
dimensional version, a slider bar can simply be moved back and
forth to designate whether the game is being played in the past or
future tense.
[0046] Also, in the three dimensional version, a game time
selection wheel is provided which may be easily set by a player to
determine the length of the game. On 3D game board 10 is provided
in the middle layer an aperture 54 so that all players can easily
view the length of time the game is intended to take.
[0047] FIG. 3 shows the 3D game board 10 partially assembled with
middle rib support 60 and with the business spaces 12 showing
therethrough. This view also shows game time selection wheel 58
showing therethrough, which has been previously set by a player to
determine the length of the game. In a two dimensional version of
the game, the time selection wheel could be provided separate from
the playing board and would not be a built-in feature. Also shown
in FIG. 3 is past/future slider bar 56 which may be easily slid
back and forth by the players, depending upon the time phase that
the game is being played in. Of course, in the two dimensional
version of the game, a card which has past on the back of it and
future on the front of it would be provided which the players could
simply turn over as the game time phase changes, as determined by
the players when reaching the temporal time phase space 40 located
at the center of 3D game board 10.
[0048] FIG. 4 shows the outline for middle rib support 60, with a
variety of slots and open spaces for the business spaces 12,
past/future slider bar 56 and game time selection wheel 58 to show
therethrough.
[0049] FIG. 5 shows a children's version of the 2D version of
children's board game 100. This version is intended for children
from approximately age 6 to age 11. This game is somewhat less
complicated that the adult version in that there are fewer
different spaces on the game board 100 and further, the
denominations of money provided and taken as fees or paid as
receipts are smaller and easier to calculate. Shown in this figure
are a plurality of business spaces 112 shown about the periphery of
children's board game 100. Also provided are pay-debt spaces 114
wherein a player, when landing on such a space must pay a fee
shown. Also shown are benefit spaces 11 6 wherein if a player lands
on such a space, benefits are received from the payment of money
from the game bank or "exchange." Additional spaces provided are
$urprise spaces 120 wherein a player is directed to draw a $urprise
card from the $urprise card stack space 144 shown in the middle of
children's board game 100.
[0050] As in the adult version, the children's board game 100 has a
start/payday space 126 wherein the game play is initiated from this
space and the child/player is receives, in one preferred embodiment
of the game, $7 if the player passes over the space, and $14 if the
child actually lands on start/payday space 126. Also provided is a
go to timeout space 128 whereby the child must proceed to go
directly to a timeout space 132 where that child automatically pays
a fee and ends that child's turn. An additional space found on
children's board game 100 is 3.sup.rd Street Money Space 130 where,
when fees are collected from players and not directed to be paid to
another player or the bank/exchange, then the money paid is placed
on 3.sup.rd Street Money Space 130 and the next child landing
directly on this space is allowed to collect all money previously
deposited there.
[0051] As in the adult version of the game, in one preferred
embodiment of the present invention, four pier spaces 136 are
provided about the periphery of children's board game 100, and when
a child lands on one of these spaces, the child may elect to
proceed along a pier path 138 to attempt to land upon, or pass by
the temporal trade space 140 to change the time phase of game play
from past to future or vice versa. It should be noted that in the
child's version of the game that no money needs to be paid, nor
does any special card need to be collected before the child can
travel down one of the four pier paths 138 provided in order to
change the time phase that the game is played in. However, as in
the adult version of the game, there are provided a plurality of
spaces or path segments along pier paths 138 whereby the child may
either be advanced quickly to temporal time space 140, or the child
may be sent directly back to the normal game path contained about
the periphery of children's board game 100. In such a manner, a
much simpler version of a time phase dependent board game may be
played.
[0052] FIG. 6 shows the front and back sides of both a future
business and a past business. As an example, a business past front
70 is shown for "critical mess multimedia". On this card are shown
the costs for purchasing the business title of $160, and the fees
that are assessed other players when they land on this space,
depending on the amount of facilities which have been previously
purchased by the owner. Also provided are the costs for purchasing
each facility, and if the owner needs to do so, then the owner may
obtain a "remodeling loan" and take back case whenever case is
needed. Of course, when a business is remodeled, it is closed, and
the card must be flipped over by the owner and the owner will no
longer receive any fees from other players when another player
lands on the business space. However, when the owner pays back the
loan, plus a modest loan remodeling fee, then business past back 72
card will be flipped over to business past front 70 and all other
players landing on the space must pay the fees as shown.
[0053] It should be noted that as soon as the time phase of the
game is changed from past to future, the costs for purchasing a
business increases, as does the fees for purchasing an additional
facility and the fees for other players landing on that business
space increase accordingly. Although the business is the same,
"critical mess multimedia", the fees listed on business future
front 74 are significantly higher than the fees for landing on
business past front 70. Similarly, the amount secured for a
remodeling loan for "critical mess multimedia" in the past, as
shown on business past back 72, are significantly lower than the
amount secured for a remodeling loan for the same business in the
future, as shown on business future back 76.
[0054] FIG. 7 shows a $urprise card back 78, as it would be viewed
on a typical game board. However, when a $urprise card is drawn by
a player and turned over to $urprise card front 80, there are shown
a variety of different possibilities for the player. The player may
find a "steward" card that may be saved or traded. When the card is
saved and a number of cards are collected by a single player, when
another player lands upon a "steward" space of the same type, then
the owner will collect a significantly higher fee, depending upon
the number of cards held. $urprise cards can also direct a player
to other spaces, or to directly pay a fee or collect a monetary
benefit.
[0055] Similarly, FIG. 8 shows a Probability card back 82, as it
would be viewed on a typical game board. However, when a
Probability card is drawn by a player and turned over to
Probability card front 84, there are shown a variety of different
possibilities for the player. The player may find a "steward" card
that may be saved or traded, as described above. Or, the player may
obtain other cards needed for benefits in other game play, such as
cards to "avoid t-space" or a time out, or cards to enable the
player to proceed to the pier path without further payment of
money. Probability cards can also direct a player to other spaces,
or to directly pay a fee or collect a monetary benefit.
[0056] FIG. 9 shows a plurality of sample money 86 used in game
play. In one preferred embodiment of the present invention, when
game play is initiated, a player receives one of the following
denominations of play money: a $1000 bill, a $500 bill, a $100
bill, a $50 bill, a $20 bill, a $5 bill and a $1 bill for a total
sum of $1,686.
[0057] FIG. 10 shows a plurality of the players' game position
markers 88 that would represent each player in accordance with
their current position on the game board. A sample of the past
business facilities or store markers 90 are colored brown for easy
recognition and future business facilities or store markers 92 are
colored blue, representing the future. A player may accumulate a
number of business facilities to increase the business fee
potential. The game pieces 94 are used by the players during game
play to determine the amount of payment or length of move to
complete a player's turn.
[0058] Although in the foregoing detailed description the present
invention has been described by reference to various specific
embodiments, it is to be understood that modifications and
alterations in the structure and arrangement of those embodiments
other than those specifically set forth herein may be achieved by
those skilled in the art and that such modifications and
alterations are to be considered as within the overall scope of
this invention. It should be noted specifically that the instant
invention may be made into a virtual format, as in a video game for
a home game player, or it may be made into a software game for a
personal home computer, or it may even be made into an arcade game.
Therefore, when the term "game board" is utilized in the present
specification, it should be considered that the game board may be
virtual in nature. All of these variations should be considered
within the overall scope of the present invention.
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