AU2009328662A1 - An educational game - Google Patents
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- AU2009328662A1 AU2009328662A1 AU2009328662A AU2009328662A AU2009328662A1 AU 2009328662 A1 AU2009328662 A1 AU 2009328662A1 AU 2009328662 A AU2009328662 A AU 2009328662A AU 2009328662 A AU2009328662 A AU 2009328662A AU 2009328662 A1 AU2009328662 A1 AU 2009328662A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0478—Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
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Abstract
An educational game including a playing surface including a path of play having a starting point and an end point and being divided into a first portion representing childhood and having a plurality of childhood indicia, each indicating a beneficial habit and having a corresponding visual cue means to denote the beneficial habit, and a second portion representing adulthood and having a plurality of adulthood indicia, each indicating a life event and having a corresponding visual cue means to denote the event, wherein a player uses a die to move along the path of the first portion of the playing surface and collects the visual cue means corresponding to the childhood indicia on which the player lands and uses two dice to move along the path of the second portion of the playing surface and following the consequences of the adulthood indicia upon which the player lands, the consequences being mitigated by the beneficial habits cues collected in the first portion of the playing surface if any, the first player to reach the end point being declared the winner.
Description
WO 2010/069007 PCT/AU2009/001663 AN EDUCATIONAL GAME Field of the Invention. The present invention relates generally to a game and more particularly to an educational game adapted to teach and impart desirable habits in children. Background Art. Games in general and educational games in particular are known. Possibly the best known board game in the world is Monopoly which is based around trading and bargaining. Much of the interest in this game lies in trading and in striking bargains. Monopoly is a game that takes place on a board upon which is indicated positions where a set of Chance cards and a set of Community Chest cards are respectively piled facedown. Any player who is compelled by the rules of the game to draw a Chance or Community Chest card takes the card from the pack indicated and after following the instructions printed thereon returns the card face down to the bottom of the pack or set of such cards. The path or course of the board is made up of 40 spaces or areas and extends entirely about the board thus constituting a continuous path, course or circuit about which the symbols or tokens of the players are moved according to the throws of the dice as long as the game continues. As the players continue about the path, they have the opportunity to purchase particular "properties" upon which they land. These all have a value and the value is paid by a player from funds received at the start of the game and at selected intervals during gameplay. The player wins the game by effectively eliminating all of the other players by sending them bankrupt. Since Monopoly, many different configurations and styles of game have come about, some of which are educational and some of which are not. It would therefore be an advance to the gaming art to provide an alternative game which is both enjoyable to play and provides education particularly to children. It will be clearly understood that, if a prior art publication is referred to herein, this reference does not constitute an admission that the publication forms part of the common general knowledge in the art in Australia or in any other country. Summary of the Invention. The present invention is directed to an educational game, which may at WO 2010/069007 PCT/AU2009/001663 2 least partially overcome at least one of the abovementioned disadvantages or provide the consumer with a useful or commercial choice. With the foregoing in view, the present invention in one form, resides broadly in an educational game including a playing surface including a path of play having a starting point and an end point and being divided into a first portion representing childhood and having a plurality of childhood indicia, each indicating a beneficial habit and having a corresponding visual cue means to denote the beneficial habit, and a second portion representing adulthood and having a plurality of adulthood indicia, each indicating a life event and having a corresponding visual cue means to denote the event, wherein a player uses a die to move along the path of the first portion of the playing surface and collects the visual cue means corresponding to the childhood indicia on which the player lands and uses two dice to move along the path of the second portion of the playing surface and following the consequences of the adulthood indicia upon which the player lands, the consequences being mitigated by the beneficial habits cues collected in the first portion of the playing surface if any, the first player to reach the end point being declared the winner. The educational game of the present invention is adapted to teach life skills and more preferably, life habits. It is particularly directed to children but may be played by adults as well. It is particularly designed to teach children that habits gained in early life have consequences which affect a person later in life. Players particularly children will typically learn through the game and the game environment will normally enhance learning and retention. There will preferably be different configurations of the game. For example, there will normally be a game adapted for play by children, a second form for play by teenagers, and a third form for adult play. The life skills and habits forming the focus of the game will depend upon the target players of the game with the gameplay and indicia adapted to suit. The game is preferably a turn-based game. When multiple players play the game, the player to start play is determined by game of chance, normally be the highest roll of one or more dice. Turns normally follow in a clockwise direction with each player having a single turn per round except where adapted by the rules of play. The players typically move through the game by stepping along the path provided, the WO 2010/069007 PCT/AU2009/001663 3 number of steps determined by chance, usually by rolling one or more dice and moving the indicated number of steps. The game of the present invention may have any format. In particular, the game may be configured as a board game or as an electronic or digital game. Where provided in the latter form, the game may be embodied in computer software running on an associated computer or similar device such as a gaming console. The playing surface of the game of the present invention may be a tangible article such as the board or maybe an electronic representation of a playing surface. Normally a playing token will be associated with each player playing the game representing their position on the playing surface. When provided as a board game, the playing surface may be provided as a mat, a sheet or a board for example. When the game is provided as an electronic or digital game, the playing surface will generally be generated on a display means by a computer. The playing surface will typically be brightly coloured in order to attract and maintain attention particularly of children. A path of play will typically be laid out on the playing surface. The path of play will normally include a plurality of steps or divisions that a player may move across or through during the play. These steps or divisions may be of any shape and colour. However, where steps or divisions are of a similar type, the steps or divisions will typically be of the same shape and/or colour in order to be easily recognizable. Movement through the game along the path of play will normally take place as result of a player using a random number or chance generation means such as one or more dice to generate a number and then the player moving their game taken a corresponding number of steps along the path. Normally, the random number generation means will have a maximum number which can be generated, such as for example, a die having a maximum number of six sides. The path of play has a first portion representing childhood and having a plurality of childhood indicia, each indicating a beneficial habit and having a corresponding visual cue means to denote the beneficial habit. The first portion of the path of play will typically extend from the starting point to a transition point. The transition point is typically located approximately one quarter to one third along the length of the path. The transition WO 2010/069007 PCT/AU2009/001663 4 point is typically located along the path and is used within the gameplay to indicate the end of the "childhood period" and the start of the "adulthood period". Normally, when a player reaches the transition point during the game they will typically be provided with a quantum of game tokens denoting a specific value within the context of the game. These game tokens may be used to purchase items during gameplay. The quantum of tokens provided to a player at the transition point is preferably calculated based on the roll of one or more dice and then the application of a multiplication factor to the number showing on the one or more dice. For example, when a player reaches the transition point, normally the player will roll one or more dice, apply a multiplication factor to the number showing and receive game "dollars" in the resulting amount. The transition point is preferably located at the end of the first portion of the path of play and players start the second portion of the game from the transition point even if their random number generation of their turn has generated a number which will allow them to move past the transition point. For example, if a player is two steps away and a 6 is rolled, the player will still move no further than the transition point. Typically, there will be fewer steps in the first portion of the path than in the second portion of the path. The first portion of the path is normally located in a portion of the playing surface which is separate from the second portion. For example, the first portion of the path may be located towards one edge, and normally the top of the playing surface. The first portion of the path and the path in general, will normally be a sinuous shape in order to fit as many steps as possible into the available space on the playing surface. The first portion of the path may be identified as denoting a childhood portion of a player's life. Typically, each step in the path of play of the first portion has indicia associated therewith. Typically, the steps in the first portion will be divided into a number of groups representing beneficial habits in order to have a player associate childhood with a time period for gaining or learning beneficial habits. Normally, the first portion will be divided into groups of between 1-5 indicia of the same type WO 2010/069007 PCT/AU2009/001663 5 indicating the same beneficial habit, with anywhere between two and 50 groups of habits. Typically, the indicia will be in random order in the first portion. There may be more of a particular type of indicia in the path of the first portion. For example, some beneficial habit indicia may appear more often in the first portion than others. This method will typically be used to indicate actions which may occur more frequently in life, for example those habits which must be practised on a daily basis rather than habits which may be practised more infrequently. A prime example of a frequent habit will be brushing teeth. An example of a an event which will typically occur during a lifetime is visiting a doctor or a dentist every six months. Each of these steps on the path of play in the first portion will have a corresponding visual cue. Depending upon the mode of the game, the visual cue may be provided in a tangible form as a card or alternatively, in an electronic or digital mode, as a representation of a card. Typically, the electronic mode of the game will have many more options for the type of visual cue which may be provided. The visual cue typically corresponds to the habit identified on the particular step. Normally, according to the rules of the game, when a player "lands on" a particular step, the player will be given the visual cue corresponding to the habit identified on that step. Preferably, once a visual cue has been gained, the player will display that visual cue in a location corresponding to the player. Again, if the game is provided in a physical form as a board game, the player may display the card in front of them, adjacent the board. If the game is provide in an electronic form, the representation of the card may appear on a location on the screen corresponding to the player. Again, again provided in electronic format has many more options. For the purposes of the present invention, the phrase "lands on" is intended to mean the step on the path where the player's turn ends after moving the required number of steps indicated by the random number generator. Typically, as players move through the first portion of the game, the players will collect the visual cues corresponding to each step on that they "land on". Collecting the visual cues indicates to other players that the particular player has gained or "learnt" that habit during the childhood portion of the game. The rules of the game may be such that a player may need to gain more than one visual cue in order to demonstrate that the habit has been gained. Alternatively, gaining more than one visual cue of a particular type may increase the WO 2010/069007 PCT/AU2009/001663 6 level of mitigation that is applied during gameplay through the second portion of the path. The game of the present invention also includes a second portion representing adulthood and having a plurality of adulthood indicia, each indicating a life event, the adulthood indicia laid out in a path, each adulthood indicia having a corresponding visual cue means to indicate the event. The second portion of the path is similar in many respects to the first portion but with the steps of the path indicating events or possibilities which affect life rather than habits to be gained or learned. There is also typically a number of "shop" steps along the path of the second portion. Landing on a shop step will typically allow a player to "buy" a habit visual cue or other mitigating item with the funds that the player has received at the transition point between the first portion and the second portion of the path. The types of steps of the second portion will typically include indicia: " signifying a particular event (normally identified directly on the step); e indicia signifying a random possibility which will typically be a disease, medical condition or affliction (normally chosen at random from a group of possibilities); e a random life event such as an accident (normally chosen at random from a group of events); and " indicia signifying access to the shop. As mentioned above, the steps along the path will typically be colour coded. Colour coding of the steps on the second portion of the path will typically indicate events or possibilities of the same general type. Instead of the indicia on the steps identifying the particular event or possibility (in contrast to the indicia on the steps of the first portion which will typically directly identify the habit and corresponding visual cue to be gained), at least one group of visual cues will typically be provided and most of the indicia of the second portion, will preferably identify from which group the player is to select a visual cue, the player then selecting a visual cue at random. Typically, a number of groups of visual cues will be provided corresponding to the types identified above. In the board game embodiment, the game will typically have at least a set of "Event" cards and a set of "Possibility" cards. In WO 2010/069007 PCT/AU2009/001663 7 the electronic game embodiment, the software may randomly generate an "Event" or "Possibility" if a player lands on a corresponding step. Typically, when a player lands on a step in the second portion and a visual cue is selected or generated, the player follows the instruction of the visual cue. Once the instructions have been followed, the player's turn will typically end. Once the player's turn has ended, the visual cue will normally be returned to the set of cards in the board game, normally to the bottom of the pile and the visual cue will be removed from the screen if the game is being played electronically. Some events or possibilities in the second portion of the path of play may result or denote suspension of gameplay for the player. For example, there may be a "Go to Hospital" instruction and a corresponding space provided separate from the path of play, denoting the Hospital. If a player is sent to Hospital, the player will typically remain there until the rules allow the player to leave. The player may leave the Hospital through the passing of time for example, rejoining play after a number of missed turns or through achieving a particular action such as generating a particular number on the random number generation means. It is preferred that the Hospital space step is located in a particular portion of the path, normally in the second portion, and players re-entering the game from the Hospital will preferably re-enter at that portion. Further, the Hospital space may operate such that the player to enter the Hospital retreats to the nearest Hospital entrance on the path of play and must exit the Hospital space through the same entrance. It is also preferred that players of the game may purchase insurance, particularly health insurance. Normally, insurance can be purchased only at the transition point or after a Doctors visit (visual cue drawn during gameplay). Purchasing insurance may provide further mitigation of consequences occurring in the second portion of the path. For example, a player who lands on a step having a consequence whereby the player must surrender one of their habit visual cues gained in the second portion or must pay a portion of the quantum of game tokens awarded at the transition point as a cost of service, may be exempted from the surrender of the habit visual cue or a reduction in the cost of service if they have purchased insurance. Treatment for a particular disease, medical condition or affliction or as result of an accident may require a player to surrender an object visual cue earned in WO 2010/069007 PCT/AU2009/001663 8 the second portion of the game making that object unavailable to the player for a particular period or for the remainder of the game. Other learning aids may be provided according to the game of the present invention. For example, a set of the fake teeth and gums may be provided for use by a player that has landed on a number of the same type of step in the second portion of the game which denote bad dental hygiene or tooth loss. For example, these consequences may be denoted on "party" visual cues. Typically, a player may have to insert or wear the fake teeth once a particular level or number of steps have been landed on in the game. Another example of learning aid which may be provided use a set of earplugs which may be worn by a player who suffers hearing loss during gameplay as a result of landing on a number of the same type of step having the degradation of their hearing indicated. This may occur through collection of an event cue which states that music has been listened to at a level which is too loud for example. As mentioned above, the player wins by being the first to reach the finishing point and by not "dying" as a result of gameplay in the second portion of the game. Examples of Indicia/Visual Cues are as follows: Habits Apply Sunscreen Clean Nails Eating Dairy Products Good Personal Hygiene Eating Vegetables Flu Vaccinations Low Sugar Diet Sunsmart Clothes Brushing Teeth Community Involvement Eating Fish Exercise Friends Washing Hands Childhood Vaccinations Drinking Water Eating Fruit Eating Fibre Eating Lean Meat Correct Amount of Sleep Wearing a Hat Events Car Accident Visit Dentist Good Saving Road Crossing Spider Zebra Crossing Wearing a Bike Helmet Visit Doctor Holiday Skateboard Walk behind a Bus Birthday Party WO 2010/069007 PCT/AU2009/001663 9 Christmas Easter Optometrist Snake Walk in front of Bus Possibilities Mental Illness Heart Disease Obesity Stroke Cancer Sun Spots Bowel Cancer Bowel Disease Depression Constipation Dehydration Melanoma Heart Attack Diabetes Iron Deficiency Arthritis Accident It is to be noted that some of these possibilities are sudden or instant, typically causing an immediate missed turn in the game and others build up over time, causing a missed turn only when a player has accumulated a predetermined number of visual cues by landing on steps of the same type. Shop Cards Health Insurance Helmet Sunscreen Book Skateboard Safety Gear Sunsmart Clothes Hat Sunglasses Toothpaste Mosquito Repellant Headlice treatment Purchasing Health Insurance will normally provide 50% off medical bills, Hospital stays (which may carry a monetary penalty instead of or as well as missing a turn), purchase of prescriptions, glasses and false teeth for example. The number of players is not fixed. Any reasonable number can play but between one and six players has been found to be most desirable. One of the players will typically be designated as the Banker having charge of the money or game tokens used in the game, that are not distributed amongst the players. The Banker will typically also operate the Shop. Such a person may also act as one of the players and for that purpose will be provided with equal opportunity and in all ways will participate in the game with the other players. According to an alternative embodiment the invention resides in an educational game comprising symbols or tokens for moving over a playing surface, the playing surface being provided with marked spaces constituting a path or course WO 2010/069007 PCT/AU2009/001663 10 extending over the playing surface between a starting point and an end point, said path affording a continuous track between a start portion and an end portion, some said spaces being designated by position so as to constitute a first distinguishable group, a transition space and the remainder of said spaces being designated by position so as to constitute a second distinguishable group, wherein a player uses a die to move along the path of the first group of the playing surface and collects a visual cue means corresponding to the spaces upon which the player lands and uses two dice to move along the path of the second group of the playing surface and following the consequences of the steps upon which the player lands, the consequences of the second group being mitigated by the visual cue means collected in the first group of the playing surface if any, the first player to reach the end point being declared the winner. Brief Description of the Drawings. Various embodiments of the invention will be described with reference to the following drawings, in which: Figure 1 is a schematic illustration of a playing surface according to a preferred embodiment of the present invention. Figure 2 is a tabular form of the rules of a game according to a preferred embodiment of the present invention. Figure 3 illustrates a number of Habit visual cues according to a preferred embodiment of the present invention. Figure 4 illustrates a number of Habit visual cues according to a preferred embodiment of the present invention. Figure 5 illustrates a Health Insurance visual cue according to a preferred embodiment of the present invention. Figure 6 illustrates a number of Shop visual cues according to a preferred embodiment of the present invention. Figure 7 illustrates a number of Event visual cues according to a preferred embodiment of the present invention. Figure 8 illustrates a number of Event visual cues according to a preferred embodiment of the present invention. Figure 9 illustrates a number of Possibility visual cues according to a preferred embodiment of the present invention.
WO 2010/069007 PCT/AU2009/001663 11 Figure 10 illustrates a number of Possibility visual cues according to a preferred embodiment of the present invention. Detailed Description of the Preferred Embodiment. According to an aspect of the present invention, an educational game is provided. A particularly preferred form of a playing surface 10 upon which the game is played is illustrated in Figure 1. The game of the illustrated embodiment is configured as a board game including a path of play having a starting point 11 and an end point 12 and divided into a number of steps, represented by circular markings. The path is also divided into a first portion 13 representing childhood and a second portion 14 representing adulthood by a transition point or step 15. Each player has a playing token (not shown) to represent their position when playing the game. Also illustrated in Figure 1 is a location or area for Possibility cards 16, a location or area for Event cards 17 and an area designated as the Hospital 18. The game of the present invention is adapted to teach life skills and more preferably, life habits. It is particularly designed to teach children that habits gained early in life have consequences which affect a person later in life. The game of the preferred embodiment is a turn-based game. When multiple players play the game, the player to start first is determined by the highest roll of a die. Turns for players follow in a clockwise direction with each player having a single turn per round except where adapted by the rules of play. The players move through the game by stepping along the path provided, the number of steps determined by rolling one or more dice and moving the indicated number of steps. The playing surface 10 illustrated is brightly coloured in order to attract and maintain attention, particularly of children. The path of play is laid out on the playing surface 10 and where the steps or divisions are of a similar type, the steps or divisions are of the same shape and/or colour in order to be easily recognizable. The first portion 13 of the path has a plurality of steps, each with indicia indicating a beneficial habit and having a corresponding card (not shown) to denote the beneficial habit, WO 2010/069007 PCT/AU2009/001663 12 The path of play has a first portion representing childhood and having a plurality of childhood indicia, each indicating a beneficial habit and having a corresponding visual cue means to denote the beneficial habit. The first portion 13 of the path of play extends from the starting point 11 to the transition point 15 which is located approximately one quarter to one third along the length of the path. The transition point 15 is located along the path and is used within the gameplay to indicate the end of the "childhood period" and the start of the "adulthood period". Normally, when a player reaches the transition point 15 during the game, they are provided with an amount of "game money" which can be used to purchase items during gameplay. The transition point 15 is located at the end of the first portion 13 of the path of play and players start the second portion 14 of the game from the transition point 15 even if their dice roll has generated a number which will allow them to move past the transition point 15. The first portion 13 of the path of the illustrated embodiment is located towards the top of the playing surface 10. The path has a sinuous shape in order to fir as many steps as possible into the available space on the playing surface 10. The steps in the first portion 13 are divided into a number of groups representing beneficial habits in order to have a player associate childhood with a time period for gaining or learning beneficial habits. The beneficial habits represented by the steps is in random order in the first portion 13. Each of the steps on the path of play in the first portion 13 has a corresponding card, forms of which are illustrated in Figures 3 and 4. The cards correspond to the habit identified on the particular step. According to the rules of the game, when a player "lands on" a particular step, the player is given the card corresponding to the habit identified on that step. Once a card has been gained, the player displays the card in front of them adjacent the board. As players move through the first portion 13 of the game, the players collect the cards corresponding to each step on that they "land on". Collecting the cards indicates to other players that the particular player has gained or "learnt" that habit during the childhood portion of the game.
WO 2010/069007 PCT/AU2009/001663 13 The illustrated playing surface 10 includes a second portion 14 representing adulthood and having a plurality of steps, each indicating a life event, and each event having a corresponding card to indicate the event and containing instructions as to a reward or penalty under gameplay. The second portion 14 of the path is similar in many respects to the first portion but with the steps of the path indicating events or possibilities which affect life rather than habits to be gained or learned. There are a number of "shop" steps along the path of the second portion 14. Landing on a shop step allows a player to "buy" a habit card or other mitigating item, such as health insurance with the funds that the player has received at the transition point 15 between the first portion 13 and the second portion 14 of the path. The types of steps of the second portion include: * signifying a particular event, such as a the person contracting a disease or having an accident, the event identified on the step of the board; e indicia signifying a random possibility which will typically be a disease, medical condition or affliction and which will be indicated on a card chosen from a pile of cards, forms of Possibility cards illustrated in Figures 9 and 10; e a random life event such as an accident and which will be indicated on a card chosen from a pile of cards, forms of Event cards illustrated in Figures 7 and 8; e indicia signifying access to the shop, forms of Shop cards illustrated in Figure 6. Colour coding of the steps on the second portion 14 of the path indicates events or possibilities of the same general type. In the illustrated board game embodiment, the game has a set of "Event" cards and a set of "Possibility" cards with appropriate positions for each on the playing surface. When a player lands on a step in the second portion 14 and a card is selected, the player follows the instruction of the card. Once the instructions have been followed, the player's turn will end. Once the player's turn has ended, the card is returned to the pile of cards in the board game, if the card indicates that action or it may be kept.
WO 2010/069007 PCT/AU2009/001663 14 Some events or possibilities in the second portion 14 of the path of play result or denote suspension of gameplay for the player. For example, there may be a "Go to Hospital" instruction. If a player is sent to Hospital 18 , the player token remains there until the rules allow the player to leave. The player may leave the Hospital 18 through the passing of time for example, rejoining play after a number of missed turns or through achieving a particular action such as generating a particular number on the random number generation means. According to the Hospital 18 step is located in the second portion 14, and players re-entering the game from the Hospital 18 re-enter at that portion. It is also possible in the illustrated embodiment that players of the game may purchase Health insurance which may provide further mitigation of consequences occurring in the second portion 14 of the path. For example, a player who lands on a step having a consequence whereby the player must surrender one of their habit cards gained in the first portion 13 or must pay a portion of the funds awarded at the transition point 15 as a cost of service, may be exempted from the surrender of the habit cards or a reduction in the cost of service if they have purchased insurance at the transition point 15. An example of a Health Insurance card and its effect is illustrated in Figure 5. Treatment for a particular disease, medical condition or affliction or as result of an accident may require a player to surrender a habit card earned in the first portion 14 of the game making that habit unavailable to the player for a particular period or for the remainder of the game. Other learning aids may be provided according to the game of the present invention. For example, a set of the fake teeth and gums may be provided for use by a player that has landed on a number of the same type of step in the second portion of the game which denote bad dental hygiene or tooth loss. For example, these consequences may be denoted on "party" cards. Typically, a player may have to insert or wear the fake teeth once a particular level or number of steps have been landed on in the game. Another example of learning aid which may be provided use a set of earplugs which may be worn by a player who suffers hearing loss during gameplay as a result of landing on a number of the same type of step having the degradation of their hearing indicated.
WO 2010/069007 PCT/AU2009/001663 15 A player uses a single die to move along the path of the first portion 13 of the playing surface 10 and collects the habit cards corresponding to the steps on which the player lands and uses two dice to move along the path of the second portion 14 of the playing surface 10 and following the consequences of the step upon which the player lands or the consequences on the Event or Possibility cards, the consequences being mitigated by the beneficial habit cards collected in the first portion 13 if any, the first player to reach the end point being declared the winner. In summary, the rules of the game are typically as follows: Setting up the game: Open up the box take out the game board and lay flat. Shuffle the events cards and place on the matching space on the board game, do the same with the possibility cards. Lay the Lifetime habit cards out in the tray provided. There are a number of each type of card in this batch. Do the same with the shop item cards and Health insurance cards. Each player picks a toy person represent them moving around the board, place the people on the start space. There are two dice supplied in the game. Use only one dice to start with. Each player rolls the dice and the highest score starts. The player to their left has the next turn continuing around the board. Starting: Roll one dice and move the number shown on the dice. Pick up the card corresponding to the space. Continue taking turns. When each player passes the Life earnings spot they must stop on this spot. This player must then roll the dice to see what they will get for their life earnings. The player gets a combination of small notes which add up to $1 000: 10 - $10 notes 10 - $20 notes 1$1000 10 - $50 notes 2- $100 notes There are also larger denomination notes included. 7- $500 notes 5- $1000 notes Once a player receives their money, they have the chance to purchase Health Insurance for $ 1500. This card entitles a player to 50 % of Doctors, Dentist and Optometrist bills and a discount on false teeth, surgery and glasses.
WO 2010/069007 PCT/AU2009/001663 16 The player must now wait on this space until their next turn upon which they will then roll two dice not one. They will then move through the second portion of the path following the instructions on any card picked up as a result of landing on a step. Those instructions are typically as outlined in Figure 2. Included in the game is the board, two dice, false teeth, ear plugs, four sets of cards, toy people, party hats and play money. The false teeth are for players who lose more than ten teeth. The player must then put in the false teeth for the rest of the game. This is optional. The teeth may be sterilised by putting them in a Milton solution and following its directions or by boiling them for 10 minutes on the stove in water. If the player picks up the Event card where they have been listening to the mp3 or mp4 player too loud then they must put in the disposable ear plugs for the rest of the game. This is optional however it gives the child a chance to experience what it would be like to go deaf. If a player is sent to hospital or you chose to go there the player should go back to the hospital and leave it through the same exit depending upon where they are on the path when they enter the hospital. When a player picks up lifetime habit cards the player should display them in a space in front of them. Possibility cards that a player has to keep must also be displayed where they can be seen. If a player picks up three the same even if the cause is different, the player is out of the game. Display any Event cards that a player has to keep. In the present specification and claims (if any), the word "comprising" and its derivatives including "comprises" and "comprise" include each of the stated integers but does not exclude the inclusion of one or more further integers. Reference throughout this specification to "one embodiment" or "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present invention. Thus, the appearance of the phrases "in one embodiment" or "in an embodiment" in various places throughout this specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures, or characteristics may be combined in any suitable manner in one or more combinations.
Claims (18)
1. An educational game including a playing surface including a path of play having a starting point and an end point and being divided into a first portion representing childhood and having a plurality of childhood indicia, each indicating a beneficial habit and having a corresponding visual cue means to denote the beneficial habit, and a second portion representing adulthood and having a plurality of adulthood indicia, each indicating a life event and having a corresponding visual cue means to denote the event, wherein a player uses a die to move along the path of the first portion of the playing surface and collects the visual cue means corresponding to the childhood indicia on which the player lands and uses two dice to move along the path of the second portion of the playing surface and following the consequences of the adulthood indicia upon which the player lands, the consequences being mitigated by the beneficial habits cues collected in the first portion of the playing surface if any, the first player to reach the end point being declared the winner.
2. An educational game comprising symbols or tokens for moving over a playing surface, the playing surface being provided with marked spaces constituting a path or course extending over the playing surface between a starting point and an end point, said path affording a continuous track between a start portion and an end portion, some said spaces being designated by position so as to constitute a first distinguishable group, a transition space and the remainder of said spaces being designated by position so as to constitute a second distinguishable group, wherein a player uses a die to move along the path of the first group of the playing surface and collects a visual cue means corresponding to the spaces upon which the player lands and uses two dice to move along the path of the second group of the playing surface and following the consequences of the steps upon which the player lands, the consequences of the second group being mitigated by the visual cue means collected in the first group of the playing surface if any, the first player to reach the end point being declared the winner.
3. An educational game as claimed in either claim 1 or claim 2 configured as a board game, or an electronic or digital game.
4. An educational game as claimed in any one of the preceding claims wherein the first portion of the path of play extends from the starting point to a transition WO 2010/069007 PCT/AU2009/001663 18 point located approximately one quarter to one third along the length of the path used within gameplay to indicate the end of a "childhood period" and the start of an "adulthood period".
5. An educational game as claimed in claim 4 wherein when a player reaches the transition point during the game they will typically be provided with a quantum of game tokens denoting a specific value within the context of the game and which can be used to purchase items during gameplay.
6. An educational game as claimed in claim 5 wherein the quantum of tokens provided to a player at the transition point is calculated based on the roll of one or more dice and then the application of a multiplication factor to the number showing on the one or more dice.
7. An educational game as claimed in claim 4 wherein the transition point is located at the end of the first portion of the path of play and players start a second portion of the game from the transition point even if their random number generation of their turn has generated a number which will allow them to move past the transition point.
8. An educational game as claimed in any one of the preceding claims wherein the first portion is divided into a number of steps further divided into groups representing beneficial habits in order to have a player associate childhood with a time period for gaining or learning beneficial habits.
9. An educational game as claimed in any one of the preceding claims wherein the second portion of the path is divided into a number of steps indicating events or possibilities which affect life rather than habits to be gained or learned.
10. An educational game as claimed in any one of the preceding claims further including at least one shop steps along the path of the second portion and landing on a shop step allows a player to buy a habit visual cue or other mitigating item.
11. An educational game as claimed in any one of the preceding claims wherein at least one group of visual cues are provided and most of the indicia of the second portion identify from which group of visual cues a player is to select a visual cue, the player then selecting a visual cue at random.
12. An educational game as claimed in claim 11 wherein a number of groups of visual cues are provided including at least a set of Event cards and a set of WO 2010/069007 PCT/AU2009/001663 19 Possibility cards with each of these cards representing the occurrence of an event or possibility in the life of the player.
13. An educational game as claimed in either claim 11 or claim 12 wherein when a player selects a visual cue, the player follows the instruction of the visual cue.
14. An educational game as claimed in any one of claims 11 to 13 wherein at least some of the events or possibilities in the second portion of the path of play result in or denote suspension of gameplay for the player.
15. An educational game as claimed in any one of the preceding claims wherein an event or possibility are either sudden or instant, causing an immediate missed turn in the game and others build up over time, causing a missed turn only when a player has accumulated a predetermined number of visual cues by landing on steps of the same type.
16. An educational game as claimed in any one of the preceding claims further including a player able to purchase insurance which provides further mitigation of any consequences occurring in the second portion of the path.
17. An educational game as claimed in any one of the preceding claims further including learning aids which a player physically wears or inserts if they appear on an indicia.
18. An educational game as claimed in any one of the preceding claims wherein a player wins by being the first to reach the finishing point and by not dying as a result of gameplay in the second portion of the game.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2009328662A AU2009328662A1 (en) | 2008-12-19 | 2009-12-18 | An educational game |
Applications Claiming Priority (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2008906538A AU2008906538A0 (en) | 2008-12-19 | An Educational Game | |
| AU2008906538 | 2008-12-19 | ||
| PCT/AU2009/001663 WO2010069007A1 (en) | 2008-12-19 | 2009-12-18 | An educational game |
| AU2009328662A AU2009328662A1 (en) | 2008-12-19 | 2009-12-18 | An educational game |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| AU2009328662A1 true AU2009328662A1 (en) | 2011-08-11 |
Family
ID=42268192
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| AU2009328662A Abandoned AU2009328662A1 (en) | 2008-12-19 | 2009-12-18 | An educational game |
Country Status (3)
| Country | Link |
|---|---|
| AU (1) | AU2009328662A1 (en) |
| NZ (1) | NZ594139A (en) |
| WO (1) | WO2010069007A1 (en) |
Family Cites Families (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US3815919A (en) * | 1972-07-31 | 1974-06-11 | D Cain | Educational board game apparatus |
| US5280914A (en) * | 1992-11-27 | 1994-01-25 | Selby Clifton B | Educational board game |
| US5645280A (en) * | 1995-03-17 | 1997-07-08 | Zelmer; Loren | Educational board game for amusement and vocabulary building |
| US5876211A (en) * | 1997-05-29 | 1999-03-02 | Schmoyer; Linda Rodebaugh | Educational board game and method of play |
-
2009
- 2009-12-18 WO PCT/AU2009/001663 patent/WO2010069007A1/en not_active Ceased
- 2009-12-18 NZ NZ594139A patent/NZ594139A/en not_active IP Right Cessation
- 2009-12-18 AU AU2009328662A patent/AU2009328662A1/en not_active Abandoned
Also Published As
| Publication number | Publication date |
|---|---|
| WO2010069007A1 (en) | 2010-06-24 |
| NZ594139A (en) | 2013-04-26 |
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