GB2201897A - Board game - Google Patents

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Publication number
GB2201897A
GB2201897A GB08705833A GB8705833A GB2201897A GB 2201897 A GB2201897 A GB 2201897A GB 08705833 A GB08705833 A GB 08705833A GB 8705833 A GB8705833 A GB 8705833A GB 2201897 A GB2201897 A GB 2201897A
Authority
GB
United Kingdom
Prior art keywords
circuit
companies
board
game
circuits
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
GB08705833A
Other versions
GB8705833D0 (en
Inventor
Oliver M Bevan-Thomas
Charles W Butler
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
BEVAN THOMAS OLIVER M
Original Assignee
BEVAN THOMAS OLIVER M
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by BEVAN THOMAS OLIVER M filed Critical BEVAN THOMAS OLIVER M
Priority to GB08705833A priority Critical patent/GB2201897A/en
Publication of GB8705833D0 publication Critical patent/GB8705833D0/en
Publication of GB2201897A publication Critical patent/GB2201897A/en
Pending legal-status Critical Current

Links

Classifications

    • 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
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • A63F3/00072Board games concerning economics or finance, e.g. trading played along an endless track, e.g. monopoly

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A board game (10) is disclosed which has two circuits (12, 14) around which players proceed by throw of a die or the like. Players begin with a small amount of money and buy and sell companies or organisations as they proceed around the board. The two circuits are designated legal and illegal, the legal circuit being longer, less profitable but less risky, while the illegal circuit is shorter, more profitable but more risky. Risk cards (30) are taken at appropriate times which give instructions. A map (18) is provided and flags (not shown) may be inserted in the board (10) to indicate possessions of players in different parts of the world. <IMAGE>

Description

BOARD GAME This invention relates to board games.
It is an object of the present invention to provide a novel board game for two or more players.
In accordance with this invention there is provided a board game comprising a board, counters, a random number generator and credits, the board having at least two circuits defined thereon, each divided into a plurality of positions, players in their turn moving one counter assigned to them around said circuits through successive positions and by amounts determined by said random number generator, one circuit representing one form of trading sequence and the other a different sequence, the circuits being interconnected at least once to enable players to transfer from one circuit to another in the course of the game, the object of the game being to increase the number of credits with which each player commences the game by trading possessions according to instructions given by indicia on the positions on the circuits.
Preferably the board game Includes cards on which further Instructions are given, a card being referred to and the instructions followed when the counter of a player lands on particular card positions on the circuit.
Preferably the possessions traded are companies or organisations. Flags may be provided indicating possesslon of said companies and preferably a map is defined on the board and on which the flags may be placed to indicate the location and nature of the companies possessed.
Preferably the two circuits are designated legal and illegal circuits, the companies which may be purchased when a player's counter is on the legal circuit being legal companies only while on the illegal circuit only illegal companies or organisations may be purchased. Preferably the companies or organisations are involved in particular activities such as oil, gold, wheat etc. on the legal circuit and gun-running, smuggling, forgery etc. on the illegal circuit.
Income in the form of profits or dividend is preferably gained on completion of each circuit, each circuit thereby representing one financial year. It is preferred that where the circuits are divided into legal and illegal circuits, the illegal circuit has less positions than legal circuit so as to represent a faster turn-around of profits and losses during a year.
The invention is described in greater detail hereinafter, by way of example only, with reference to the accompanying drawing which Is a plan of a board suitable for use in a game according to the present invention.
In the drawing, a board 10 is divided into two circuits designated as legal circuit 12 and illegal circuit 14, the latter contained wlthin the confines of circuit 12.
Each circuit 12, 14 has a plurality of positions 16 further described below.
Because the positions 16 are of about the same size, the illegal circuit 14 is shorter (in terms of the number of positions 16 on each circuit) than the legal circuit 12.
In the centre of the board is a world map 18 having numerous holes 20 for receiving flags (not shown) which are provided with the game and which players can insert in the holes when they have, In the course of the game, purchased companies whose activities are as specif led by a symbol 22 associated with each hole and referenced by a key 24 on the board 10. The map is divided into geographical areas 26 also referenced by a further key 28 on the board.
Two sets of cards are provided with the game. A first set comprises Risk cards which before the game commences are shuffled and placed face down on an area 30 specified for this purpose on the board 10. A second set of cards comprise Will cards.
The game also provides a store of credits or token money which initially is all held by one player (or non-player) acting as Banker.
At the start of the game, each player selects unseen a Will card. Each Will card represents the will of a relative of the player selecting that card and gives the player a legacy In the form of a fixed quantity of money and instructions on what activities the player Is or Is not allowed to undertake during the course of the game. The Banker hands to each player the quantity of money specified in the Will and each player can see any other player's Will at any time during the course of the game to ensure that the terms of the Will are being adhered to.
The players then decide on the order of play and the first player begins by throwing a die or by operating some other random number generator.
The game provides each player with a token or counter (not shown) which Is placed on a start position 16 which In the drawing is represented by a sign 32. According to the number thrown on the die or shown on the random number generator, the first player moves his counter that number of positions 16 around the board 10 in the direction indicated by an arrow 34.
Each position 16 has indicla indicating certain options or instructions which the player whose counter lands on that position must or may act upon.
One such position 16 is a Buy-Now position 36, where the player has the opportunity to buy up to three companies which he or she can afford with his or her legacy. Companies are generally only bought from the Bank. A player can borrow money from the Bank if he or she so wishes, but only up to a maximum of three times (for example) his own holding of money.
The purchase price of companies varies according to theIr activity and these prices are shown on the key 24. When a person purchases a company he or she inserts a flag Identifying that player In one of the holes 20 in the world map corresponding to the activity of the company which he or she has purchased. If no hole 20 is available for that activity then a company of that activity cannot be purchased.
Another such position 16 Is a Risk-Card position 38, where a person whose counter lands on that position must take the top card of the Risk cards on area 30 and read its contents aloud. The player must follow the instructions given.
A further such position 16 is a Sell-Now position 40, where the player has the opportunity to sell any or all or perhaps a maximum of three of the companies which he or she owns. The companies sold to the Bank under these conditions are always sold at some proportlon of the purchase price such as 19 times the purchase price. Although companies are generally only sold to the Bank, they can however also be sold to other players at prices agreed between the two people concerned.
Yet another position 16 is a Stock-Exchange position 42 where a player has the opportunity to gamble any amount of his or her money by spinning a spinner 44 provided for this purpose on the board 10. However, money may not be borrowed from the Bank for this purpose. The spinner 44 has a rotatable dial 46 which can be spun by the player concerned and areas 48 on the spinner 44 indicate whether the player wins or loses when the dial 46 comes to rest. A player preferably doubles the money gambled if he or she wins but loses all that money otherwise.
Players progress in turn around the board 10 and on each passing of the start position 32 () collect income in the form of profits or dividend from the Bank on each of the companies he or she owns at that time and In the amount specified in the key 24 under the heading: Income. (Certain of the Risk cards may however deprive a player of income to be gained in this way). If all the companies of one activity type are owned by any one player then the total income derived from those companies Is increased by an appropriate amount (eg 1 million) to reflect the advantages of a monopoly situation.
On passing position 50 on the legal circuit 12 any player who owns at least one legal company has the opportunity of entering the illegal circuit 14. In this circuit the positions 16 are much the same as the corresponding positions on the legal circuit 12 but here, when players land on Buy-Now or Sell-Now posltions, they have the opportunity to buy companies or organisatlons whose activities are 'illegal'. The prices of such organisations are of the same order as the legal companies but the income from them is much larger and received more often since the Illegal circuit is shorter than the legal circuit and hence the start position 52 (another sign) is passed more frequently when on this circuit.
However, as in real life there are inherent dangers in owning illegal organisations and a further position 16 on the illegal circuit Is a Police Check position (eg position 54). If a player's counter lands on one of these positions, he or she loses all Illegal companies owned except one, unless that person Is prepared to pay for 'Mafia' help for each company owned and at a cost indicated In the key 24. (Certain of the Risk cards may reduce or even remove these penalties If held by the player when a Police-Check position Is encountered).
Only legal companies may be traded in while a player's counter is on the legal circuit 12 and similarly, only illegal organisatlons may be traded In while on the illegal circuit 14. However, a player may own companies or organisations from both circuits but may only collect income In respect of the companies owned on the circuit presently occupied. Thus at least one Police-Check position 54 is also provided on the legal circuit 12 to catch players who own illegal organisations, even though they are on the legal circuit at the time.
The game is won by the player who, at the end of the game (for example after an allotted time or number of circuits), has amassed the greatest wealth in terms of moneys in hand and companies owned. Alternatively the game could be won by the first player to amass a previously specified wealth.
The game includes further subsidiary features and rules which add to the excitement and interest of the game but without affecting its Identity as described above. Consequently it Is not considered necessary to go Into all these developments herein.

Claims (9)

1. A board game comprising a board, counters, a random number generator and credits, the board having at least two circuits defined thereon, each divided Into a plurality of positions, players in their turn moving one counter assigned to them around said circuits through successive positions and by amounts determined by said random number generator, one circuit representing one form of trading sequence and the other a different sequence, the circuits being interconnected at least once to enable players to transfer from one circuit to another in the course of the game, the object of the game being to increase the number of credits with which each player commences the game by trading possessions according to instructions given by indicla on the positions on the circuits.
2. A board game as claimed in claim 1 further comprising cards on which Instructions are given, a card being referred to and the instructions followed when the counter of a player lands on particular card positions on the circuit.
3. A board game as claimed in claim 1 or 2 in which the possessions traded are companies or organisations.
4. A board game as claimed in claim 3 In which flags are provided Indicating possession of said companies and in which a map is defined on the board on which the flags may be placed to indicate the location and nature of the companies possessed.
5. A board game as claimed in claim 3 or 4 in which the two circuits are designated legal and illegal circuits, the only companies which may be purchased when a player's counter is on the legal circuit being legal companies or organisations while on the illegal circuit only illegal companies or organisations may be purchased.
6. A board game as claimed in claim 5 in which the companies or organisations are designated as being involved in particular activities such as oil, gold, wheat etc. on the legal circuit and gun-running, smuggling, forgery etc. on the Illegal circuit and which determines the risks and profits to be gained by possession of said companies or organisatlons.
7. A board game as clalmed in any preceding claim in which income in the form of credits awarded by way of profits or dividend is gained on completion of each circuit, each circuit thereby representing one financial year.
8. A board game as claimed In claim 7, when dependent on claim 5 or 6, in which the illegal circuit has less positions than legal circuit so as to represent a faster turn-around of profits and losses during a year.
9. A board game substantially as hereinbefore described with reference to the accompanying drawing.
GB08705833A 1987-03-12 1987-03-12 Board game Pending GB2201897A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB08705833A GB2201897A (en) 1987-03-12 1987-03-12 Board game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB08705833A GB2201897A (en) 1987-03-12 1987-03-12 Board game

Publications (2)

Publication Number Publication Date
GB8705833D0 GB8705833D0 (en) 1987-04-15
GB2201897A true GB2201897A (en) 1988-09-14

Family

ID=10613806

Family Applications (1)

Application Number Title Priority Date Filing Date
GB08705833A Pending GB2201897A (en) 1987-03-12 1987-03-12 Board game

Country Status (1)

Country Link
GB (1) GB2201897A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2236059A (en) * 1989-07-19 1991-03-27 Dominance Games Limited Apparatus for playing a game
US5743531A (en) * 1995-11-24 1998-04-28 Rosa; Elsie Mathematical investment game
GB2370793A (en) * 2000-12-20 2002-07-10 Doveland Ltd Educational drug abuse board game

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1168575A (en) * 1967-03-18 1969-10-29 House Of Games Corp Ltd Board Game
US4522407A (en) * 1981-01-23 1985-06-11 Hatherley Bruce E Financial board game

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1168575A (en) * 1967-03-18 1969-10-29 House Of Games Corp Ltd Board Game
US4522407A (en) * 1981-01-23 1985-06-11 Hatherley Bruce E Financial board game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2236059A (en) * 1989-07-19 1991-03-27 Dominance Games Limited Apparatus for playing a game
US5743531A (en) * 1995-11-24 1998-04-28 Rosa; Elsie Mathematical investment game
GB2370793A (en) * 2000-12-20 2002-07-10 Doveland Ltd Educational drug abuse board game

Also Published As

Publication number Publication date
GB8705833D0 (en) 1987-04-15

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