GB2424194A - Transportation board game - Google Patents

Transportation board game Download PDF

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Publication number
GB2424194A
GB2424194A GB0605181A GB0605181A GB2424194A GB 2424194 A GB2424194 A GB 2424194A GB 0605181 A GB0605181 A GB 0605181A GB 0605181 A GB0605181 A GB 0605181A GB 2424194 A GB2424194 A GB 2424194A
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United Kingdom
Prior art keywords
game
cargo
playing
player
vehicle
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GB0605181D0 (en
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Jim Thomson
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Individual
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Individual
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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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00018Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00457Details of game board internal structure or materials thereof
    • 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
    • A63F2003/00996Board games available as video games

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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)
  • Pallets (AREA)
  • Warehouses Or Storage Devices (AREA)

Abstract

A transportation board game comprises a game board 111 representing a geographical area marked out with a segmented truck route 113 and vehicle shaped playing pieces 122 configured to carry pieces of cargo 121. The object of the game is to build up assets in the form of a vehicle fleet and progress the vehicle playing pieces 112 around the segments 114 of the game board to collect goods 121 form the ports on the game board. The game may include dice, instruction cards and money. Also disclosed is a television show game and a virtual game environment based on the transportation of goods theme.

Description

Transportation Board Game 24241 94
Prior Art
Board games typically employ some or all of the following features * a marked out playing surface * upon a folding board, * a delineated playing area * sub-divided into placement areas * disposed along a prescribed pathway * for movable playing pieces * associated with individual players or teams * random chance selector - such as dice * control cards to regulate play Challenge The physical elements are inherently simplistic but need not constrain either game IS challenges or gamesmanship opportunity.
An objective is to contrive an appealing game challenge to heighten player interest and enjoyment - but without undue complexity in physical components. This would otherwise inflate production cost and vulnerability to loss or damage in use.
A traditional tactic is to import elaborate rules - effectively a transcripted software regime, but with a risk that these can prove difficult for players to comprehend and adhere to, leading to arguments and disenchantment - undermining the very underlying rational of a game in bringing players together for shared enjoyment.
Players Competitive play between multiple players is a prime target, but solo or self-play versions could be contrived. Similarly, albeit a more intellectual challenge, an individual player could assume multiple discrete mutually competitive play roles.
Portable
Miniaturised portable, even hand-held, versions could be devised by both down- scaling and local capture of playing elements. Reduction in number of disparate loose playing pieces is desirable or at least their containment in an enclosure or compartment, some part of which embraces the board itself. Board
As the term board' implies, a traditional format would be a stiff cardboard sheet of sufficient size to allow access to and moves by participant players. A minimum requirement is to allow playing pieces to rest unaided on the board and be freely movable between board placement areas. That said, portable versions could feature local capture between playing pieces and board. Contemporary materials and technology allow different treatments, including plastics, 3-D profiles and video display, with tilt and zoom viewing. Stiff or stiffened fabrics might also be employed. FIat
A conventional board is, or presents when deployed, a generally flat, even and level planar surface. However, some aspects of the present invention envisage a departure from that constraint. This in turn may require special provision for both board construction and assembly and temporarily securing playing pieces to the board.
page 1/34 * * S * 15$ h::: : *: : *:: :*: :. *:: . Segmented and Profiled A conventional board is a single stand alone element, but some aspects of the present invention envisage multiple juxtaposed - say, intercoupled, internesting or interfitting - boards or board segments. In such instances, pronounced surface contours, discontinuities or transitions, such as steps, between boards may also feature in the game, as say obstacles and/or supplementary playing areas.
Magnetic Playing Pieces Magnetic playing pieces could be used to adhere to a metalised (say impregnated metal powder or foil coating) board for sloping surfaces.
Felt or Velcro (TM) Alternatively, felt or Velcro (TM) surfaces could be used.
Virtual A virtual' game scenario can be created electronically in software - whether on individual or networked computers or over remote links, such as the Internet. This would enable more elaborate visual backdrop scenarios without disproportionate cost.
In a virtual environment further elements could be added to the game for more elaborate and extended game play. For example the accumulated wealth could be used, for example, to upgrade cargo capacity, improve cosmetic traits of the vehicle fleet or purchase features or abilities to enhance game play.
Additionally, movement between placement areas could be subject to completion of a driving simulation component, providing an additional challenge.
Remote Participants Remote participants could play over an Internet link on a common shared play area image. Progress of all players would be displayed, along with exposed instruction cards and other elements necessary to follow the action.
Progress - Play Sequence Progress is usually determined by random chance generator or selector, such as dice throw. Play sequence is generally in an order set at the outset - subject to additional or cancelled turns dictated by intermediate course of play outcomes. Provision may be made for prioritisation of players and/or moves in certain circumstances.
Themes Board games on diverse underpinning themes have been proposed including those evoking a general road or driving context. Other themes based upon a transportation model could be envisaged, such as shipping lanes for overseas transport, railway tracks for train transportation or flightpaths (airways) for cargo planes.
Prior Art
Games reflecting or evoking notional tasked collection, transfer and deposit of freight between locations have also been devised - eg US4643430. Certain of these have addressed transport modes, in particular road transport.
Road Transport In a preferred embodiment, commercial road transport for freight haulage raises considerations.
page 2/34 *. . * I * * * . I : : : *. *. : ** * *** *. : Efficient orchestration of freight movement is part of a larger topic of logistics (albeit a term risking intimidating untutored players) - with sophisticated mathematical performance and planning models. Aspects of load content, (inherent hazard) mixing and (in) compatibility could be introduced. A professional transport driver or operator game version could reflect this.
Hazards, Dangers & Breakdowns Dangerous routes could require notional escort, expressed in the context of game play. In that sense, a geopolitical dimension could be introduced.
Cargos could be categorised and differentiated in character or value. Hazardous io cargo playing pieces, such as Hazchem, could be designated by add-on markings.
Designated play area routes for hazardous cargos could be inter-related with cargo types. Thus, say, a volatile chemical shipment could be restricted to primary routes.
Designated vehicles could be deployed for breakdown and recovery, with players allowed to acquire and operate them, at the expense of other players encountering breakdown penalties. A player judgement could thus be exercised in investing in straightforward cargo shipment or uncertain premium revenue from recovery.
Geography, Topography and Highway Rules Different geography, topography and highway rules of passage could be adopted, to reflect local territorial practice. Thus, say, a European heavy goods route could pass over different countries. Practical considerations, such as highway or bridge axle or gross loaded weight, railway crossings and tunnel clearance heights could be incorporated. Similarly, trans-continental or global routes could be explored, involving intermodal railway, air or sea carriage and carrier passage.
Play Strategies Even a novice player can participate in, enjoy and learn from play strategies - not least those encumbered with unforeseen outcomes.
Learning Tool Use of the game as a learning tool can be enhanced by introducing more demanding or severe questions, challenges, tasks and obstacles. Rules and questions could be encoded and categorised in different levels, layers or strata according to context or challenge. Thus elements of trade, professional driver training, or NVQ qualification levels could be imported.
Challenge Levels - Bespoke to Players Low and high level game challenge, obstacle, complexity or difficulty variants could be provided - with features adopted as appropriate. Challenge levels could be adjusted with game progress - arbitrarily or by player consensus.
Training - Skill Level Transition A training mode might allow progression through difficulty levels - as player skills, knowledge and motivation allow.
Handicap Play More sophisticated game schema might admit players of different skills for simultaneous play at their respective levels - that is a form of handicap play. Thus a more skilled or experienced player might face more severe challenges or penalties, whilst a novice player would be given an easier route to progress.
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Physical game elements, such as playing pieces and/or task cards might reflect skill level being played, by characterising marking designation. Thus, say, a laminated playing piece construction might be employed, of differently coloured layers.
Route Variation Playing route might be varied for game length. Route variation might be introduced unpredictably in the course of game play either randomly, or upon certain target goal attainment.
Foreshortening Thus, say, route foreshortening, truncation or abbreviation could be an incentive to a player reaching certain targets. Other players could remain with an original route.
Conversely, route extension or prolongation could be applied as a penalty. An added dimension of route diversions or short-cuts - with unforeseeable outcome - could arise.
Multiple Alternative Route - Fragments A playing surface layout could include multiple alternative routes or route portions or fragments - with attendant event instigation markings. Such route fragmentation or subdivision might also be used for abbreviated game sessions. This would mean foreshortening or diverting from certain routes, tasks, obstacles and risks.
Translucent Overlay Translucent overlays, such as printed plastics films or laminate sheets, might be used to present supplementary routes over hitherto unused or inf ill playing areas. In electronic arcade or TV studio evocations, back or forward projection might be adopted to create large multi-viewer route.
Viewing Mask Similarly, selective viewing masks may be employed to conceal certain features - and so concentrate player attention upon residual exposed elements.
Tiered Board A multi-level or tiered board could be contemplated for game diversity or for multiple game sessions. This might prove more practical in software implementation.
3-Dimensions A 3-dimensional version might feature such tiered surfaces allowing playing piece transition between levels for more demanding play challenges.
Video Game A video game version of the board game would admit greater sophistication in presentation, say through graphic animation and sound accompaniment. Shared or separate viewing screens might be allocated to players, with a facility for keeping track of individual assets and overall scoring.
TV Program The game might also be translated into a TV program format scripted to evoke various play aspects. Players could be prompted by images superimposed upon a screen backdrop of game progress and players allowed individual unscripted (re-) action. In that context, live or realtime, recorded, and animated sequences might be used, such as for a roadway path, depots, ports, vehicles, freight etc. Participants page 4/34 * * * S S S *S* * S S * 5 * S S. S 0. * S * S * 5 *. S * **. *.
might be given controls to command on-screen actions or events. Figure 16 depicts a notional set and play scenario.
Giant Board A giant board game could also be envisaged, perhaps for outdoor use. Oversized playing pieces could be moved across a large playing area, perhaps several meters across. The playing area could be marked permanently onto a level ground surface or flooring. Alternatively a mat printed with the playing surface could be deployed.
Playing pieces could even be of a large enough dimension to allow them to accommodate a person who could power the vehicle along the route - say as a pedal car, or battery powered electric trolley.
This oversized version could also take the form of a TV program, perhaps as a childrens' game show.
Statement of Invention
A game evoking or representing cargo or freight transportation Is over prescribed routes between spaced locations, by playing pieces simulating transport vehicles and cargos, associated with individual players or teams of players.
A diversity of scenarios, such as might confront a freight transport vehicle owner- driver in practice, could be presented. Events could be (random) chance driven, biased or handicapped to reflect player progress, experience or ability level. A facility to adjust inherent difficulty could be imported.
Logistics + Route Planning Rather than a common route for all players, a player might be allowed alternative planned routing - which might present different cargo opportunities or indeed highway obstacles and challenges. Such tasking could reflect real-life logistic considerations.
Playing Pieces (Light or Heavy) Goods Vehicles may be represented as playing pieces or markers.
Similarly, freight might be represented as other pieces - configured for loading upon vehicle pieces. Thus pieces could be stacked upon one another for board movement - adding an experience of fun and realism. Constraints might be placed upon vehicle and cargo load type matching and/or load type intermixing. These could be modelled in playing pieces, representing load elements, vehicle platforms or enclosures.
Rationale The rationale is to express and evoke the multiplicity of interwoven issues for a real life commercial enterprise.
Objective Thus, an objective might be to build a resource base. Assets, such as cash, or a vehicle fleet capable of addressing transportation tasks and challenges posed allow revenue generation and asset building.
Elaboration Elaborate game variants might provide for depreciated asset write down with use - or indeed growth as realised upon property revaluation.
page 5/34 **, go.
* * a * * a. I S * S $ S a a * * I. S S. S *. : Time Time constraints and delivery pressures might be introduced through a game pacer, such as a timer. Actions - and speed of play - of other players could have an impact upon an individual player. Penalties could be imposed for late delivery, and/or bonuses awarded for timely dispatch.
Pacing Deliberate slow paced play could itself be penalised. Players could have the option of buying more time for considered play.
Time Clock Individual player time clocks - in the manner of chess clocks might be adopted for this purpose.
Capacity A player cannot respond to a points earning' load movement challenge without vehicle capacity. That capacity, reflecting vehicle type (van or truck) might in turn be suited to certain load types. Thus individual loads could fit within a van, whereas a flat-bed truck could address containerised loads. Simply accumulating a fleet is not an end in itself, but rather fleet utilisation for goods movement and revenue generation.
Infrastructure Game variants might allow for infra-structure building, such as vehicle (un)loading depots, secure parking compounds, freight warehousing and vehicle garages for servicing. Thus a player with infrastructure ownership can levy fees for usage by other players. With a limited supply, a premium could be extracted.
Vehicle Lease (Hire or Rental) A player might elect to lease, hire or rent - rather than own - a vehicle. A running (fuel, maintenance, depreciation etc) cost could then be applied against player resources - with vehicle or other asset confiscation or lien penalties upon default. Thus, some understanding of investment and resource deployment is acquired.
Deployment Vehicles, represented by playing pieces, might be left at strategic locations, ready for prompt load pick-up at short notice. Loads might be off-loaded and stored at temporary intermediate locations to free a vehicle for other tasks and/or to allow load Embodiments There now follows a description of some particular embodiments of the invention, by way of example only, with reference to the accompanying diagrammatic and schematic drawings, in which: Figures 1 A through 1 C show an overall playing area layout; in this case an indicative highly simplified and stylised UK map is represented, along with limited sea ports for shipping; national game variants could adopt respective national map representations.
The figures give a general impression or overview of map features and some details may not be readily discernible.
More specifically: Figure 1A shows an overall playing area layout; page 6/34 *, Sb jj a I S J * 5 S a. * * * SI
S S S I
*5 S *.* *5 Figure 1 B shows an enlarged view of the top portion of the playing area of Figure 1 A; Figure 1C shows an enlarged view of the bottom portion of the playing area of Figure 1A; Figures 1 D through 1 E show examples of alternate playing area layouts; More specifically: Figure 1 D shows a national variant playing area layout, representing a map of the USA.
Figure 1 E shows a playing area layout suitable for an electronic game version, incorporating play or pass questions along the delineated route.
Figures 2A and 2B illustrate possible van-shaped playing pieces; Figures 3A and 3B illustrate possible lorry-shaped playing pieces; Figures 4A and 4B illustrate alternative lorry and van shaped pieces loaded with discrete cargo pieces; More specifically: Figure 4A illustrates a possible lorry-shaped playing piece loaded with five pieces of cargo and juxtaposed with a sixth piece of cargo; Figure 4B illustrates a possible van-shaped playing piece fully loaded with two pieces of cargo; Figures 5A and 5B illustrate lorry-shaped playing pieces being loaded with a diversity of cargo-shaped playing pieces; More specifically: Figure 5A shows a lorry-shaped playing piece being loaded with an L-shaped cargo block representing a bespoke load; Figure 5B shows a lorry-shaped playing piece being loaded with an elongated cargo block; Figures 6A and SB show truck and container playing pieces for loading with a diversity of cargo elements; More specifically: Figure 6A shows a truck playing piece configured for loading a diversity of cargo elements and/or hollow container; Figure SB shows a hollow container element, for mounting upon a truck as in Figure 6A; Figures 7A and 7B illustrate a hollow truck playing piece for carrying cargo within; More specifically: Figure 7A shows a front perspective view of a hollow truck element; Figure 7B shows a rear perspective view of the truck of Figure 7A being loaded with a piece of cargo; page 7/34 .. S; .1 I 4 4 4 4 8 4 4 8 I S, II I e 4I * Figure 8 shows a stack of two container elements; Figures 9A through 1 2F show board diversity, beyond the 2-D format of Figures 1 A-C, to collapse- fold 3-D configurations of multiple juxtaposed segmented playing areas; Thus...
Figures 9A through 9C show a tiered tray fitted between a side support wall wrap; More specifically Figure 9A shows an erected 3-D board with a tiered array of juxtaposed playing area segments with an upstand interface - to create a stepped profile; Figure 9B shows a laid flat side wall carton-blank wrap for Figure 9A; Figure 9C shows a laid flat playing area tray carton-blank for Figure 9A; Figures 1OA and lOB shows a multi- tier board with inset, tuck-in, side walls of unitary construction; More specifically Figure 1OA shows an erected 3-D tiered array; Figure lOB shows a unitary laid flat carton blank format for the board assembly of Figure bA; Figures hA through 11 F show a multiple tiered board of fragmented construction from multiple discrete pieces; More specifically Figure hA shows a 3-D assembly; Figure 11 B shows a central support upstand; Figure 11 C shows a cross-brace for the upstand of Figure 11 B Figure 11 D shows an upper route tier; Figure liE shows an intermediate route tier; Figure 11 F shows a base tier; Figures 1 2A through 1 2F show a variant multiple tiered board structure to Figures 11 A through 11 F, with an irregular outer profile, to reflect territorial boundary diversity; More specifically Figure 1 2A shows a complete assembly; Figure 12B shows a central support pillar; Figure 1 2C shows a cross- brace for the pillar of Figure 1 2B; Figure 1 2D shows an upper route tier; Figure 1 2E shows an intermediate route tier page 8/34 IsI.1. *a_ * I,.
I a; ; : a. i II I a a * a I, IS a Figure 1 2F shows a bottom route tier; Figures 1 3A through 1 3C show supplementary board installations; More specifically Figure 13A shows a railway docking station; Figure 136 shows a vessel port; Figure 13C shows an air cargo terminal; Figures 14A through 14C show individual playing piece variants; More specifically Figure 14A shows a cargo ferry vessel; Figure 14B shows intercoupled railway wagons, including a freight car; Figure 14C shows a cargo plane; Figure 14D shows monetary tokens; Figures 1 5A and 1 5B show a global map board variant; More specifically Figure 15A shows an assembled view; Figure 1 5B shows a fragmented view; Figure 16A shows a notional TV production studio set, with giant display screen depicting a play area.
Figure 16B shows a giant board game set up, with oversized playing pieces, driven around the board by people.
The foregoing are merely indicative, not definitive, of a disparate variety of board and playing piece forms. One rationale is to allow interaction of pieces - such as cargo, transporter vehicles - and accumulation of pieces in an ordered collection of acquired assets or wealth representation, as an additional incentive to game play. Thus, say, moving of laden vehicles could be according priority in route passage.
Referring to the drawings A board 111 is marked with a representation of a geographical playing area 112 - in this case a map of Great Britain - with certain simplified trunk routes 113 (depicted in solid), areas 114, numbered 1 through 38, along with coastal ports 1-6 and ferry routes. Placement areas 114 can bear detailed annotation - reflected in the Appendices.
As illustrated in Figure 4A, lorry-shaped playing pieces 120 may be configured to carry up to six individual pieces of cargo 121. Similarly, van-shaped playing pieces 122 may be configured to carry a maximum of two pieces of cargo 121 at any one time. Both van 122 and lorry 120 playing pieces may feature shallow recesses 123 - into which cargo 121 may be inserted for secure retention there-upon. Cargo 121 may be tapered to allow a good fit. Load diversity can be evoked by playing element shape and/or size - as illustrated in Figures 5A through 6B. This could introduce load packing and stacking task or challenge considerations.
Thus, say, mixed loads might attract a diversity premium - offset against a capacity penalty. Uniform, homogeneous or consistent format loads could optimise capacity, page 9/34 * * * * 0* * * S S S S S S * S S I * S S S *5 I S * 55 5 * S S S 5 55 S. * 555 5* 5 but at the penalty of commodity pricing. Mixed load compatibility, temporary off- loading and en-route holding pens could be introduced. Vehicle load enclosures (as in Figures 6B and 7A-B), as opposed to flat bed trucks (as in Figure 6A) would impose physical load capacity constraints. Containerisation might also be modelled with playing pieces - allowing container packing.
OVERALL TRANSPORTATION GAME SCHEMA
In a preferred embodiment, the game is based upon running a notional road transport business with vehicles to carry goods. The objective is to build up assets in the form of a vehicle fleet and collect as many goods as possible.
Between some two - six players can play the game. Players choose a Port as their operating centre or base. The highest dice throw determines the player to go first.
Play sequence goes clockwise around the players. Each player starts off with one van, 15,000 in cash (per monetary tokens) and one van driving licence.
Because of different speed limits on the road, if a player is moving a van, two dice must be thrown - EXCEPT when exiting a Port, or told otherwise by the rules of the game. If a player is moving a lorry, only one dice must be used when going around the board - unless told differently.
The aim is to enter all of the other five Ports and collect at least one piece of general cargo and one piece of dangerous goods cargo from each Port. A player can only collect ONE item of goods per visit to the Port but may visit any one Port a number of times. A player must then return at a later stage to pick-up a remaining goods piece.
All cargo should be returned to a player's operating centre, but dangerous goods MUST NOT be carried on the same vehicle as general goods. In order to carry dangerous goods, a player must have either earned or paid for a dangerous goods licence.
ENTRANCE TO ALL PORTS AND EARNINGS: Access to all Ports can only be allowed by landing EXACTLY on a placement area offering entrance. This means that, if a 4 or a 9 is needed, and a 5 or a 10 is thrown, a player must go past the entrance and all the way around again to try another attempt.
However, if a player has an unlimited access Pass to all Ports' card, they can enter without having to land exactly on the placement area offering entrance. If a player lands upon a placement area offering entrance to a Port, entrance is optional - but must be actioned before the next player takes their turn.
After leaving the port, a player can return to the relevant number of dice for the vehicle being moved on their next throw. Every time a player either goes into, or past their own base with an empty vehicle, that player can collect 1,000 for a van or 2,500 for a lorry. If a player has cargo on board, they must enter their base to off-load it.
A player would still collect 1,000 or 2,5000 plus an extra 1,000 for each piece of cargo on-board their vehicle. Thus, for example, a full van with two pieces of cargo would collect 3,000 and a full lorry with six pieces of cargo would collect 8,500.
EXITING A PORT
In order to exit from another players' base, a player must pay that player 100 for fuel if with a van, or 200 for fuel if with a lorry. This will allow immediate release from the other players' base. If a base is not being used by another player, the fuel payment must be made to the Bank.
Once release has been granted, a player must then throw the WHITE DICE ONLY, regardless of the vehicle being moved and exit via the HM Customs square, following the arrows. Once a player has left the port, they can return to the number of dice to be page 10/34 * S * S 555 * S S 5 * * a a * S 5 5 * S S * S. S S S ** . S * 5 * * 5S S. S S*S ** S used for that vehicle on their next throw.
WHILE IN A PLAYER'S OWN PORT A van can carry a maximum of two pieces of goods at any one time and a lorry can carry up to six pieces of goods at any one time. If a player enters their own depot with a van and two pieces of cargo, the player will receive 3,000 for doing so. If, instead of storing the cargo at the player's own depot, the player wishes to sell the cargo back to the Bank, the player will receive a further 500 per piece of cargo. (This must be done as soon as a player enters their base.) If a player arrived back at their depot with a van full of goods, they could sell the goods back to the Bank. So, instead of just collecting 3, 000 plus unloading two pieces of cargo into a player's own base, a player could collect their 3,000 plus 1,000 from the Bank - totalling 4,000.
A player may sell goods that are already stored in their depot back to the Bank at any time to help with cash flow.
PURCHASINGAVEHICLE
A player can purchase an additional vehicle when they have gone into their own Port.
A van will cost 10,000 and a lorry will cost 20,000. When a player purchases a vehicle, they must also buy, earn or have already obtained a driving licence for that type of vehicle. That means an a van licence for a van, or a lorry licence for a lorry.
A lorry can be purchased for 20,000, or a player can part exchange one empty van plus 15,000. A player can only receive 1/2 of the vans' original purchase price of 10,000 towards any part exchange.
FINANCE OF VEHICLES A player may purchase an additional vehicle on finance, but only ONE may
be on finance at any given time. This can only be done when the player is in their home Port and it's their turn. A vehicle can be requested from the Bank without any payment but the player will NOT receive any vehicle earnings' from ANY of the vehicles whilst a vehicle is on finance. The player will only receive 500 for every piece of goods that's delivered back to the home base from all the vehicles in the player's possession. This will remain the case throughout the game until the vehicle on finance has been paid to the Bank in full. The player can send the vehicle back to the Bank at any time without any penalty or payment whereby the player will return to full earnings.
SELLING GOODS, VEHICLES OR CARDS TO GAIN CASH Assets can be sold to raise money. Vehicles can be sold back to the Bank at half the original purchase price (i.e. 5,000 per van and 10,000 per lorry). Likewise, licences, passes or contract cards can be sold back to the Bank at the original market value or players can haggle and bid for these cards and the seller decides who to sell to. A player may sell goods back to the Bank to assist with cash-flow but only those goods that have been delivered to the home Port. The Bank will pay half the market value, i.e. 500 per singular pieces of goods. A player may also sell goods to another player, if that other player is willing to pay more than the Bank. The choice is the players. If a player wishes to sell groups of all five different coloured general goods or all five different coloured dangerous goods back to the Bank a bonus will be paid and the player will receive 10,000 for each complete group of five coloured goods. If a player is in possession of ALL ten different pieces of goods from all five Ports and wishes to sell them back to the Bank during the game the player will receive 50,000 in exchange for them.
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WINNER
When adding up the total assets at the end of the game, the full market value for goods (1,OOO), vans (1O,OOO) and lorries (2O,OOO) will be given. This includes any goods on the back of vehicles which did not reach the home base. If a vehicle is on finance then no payment will be due for that vehicle only. The market value will also be given for all driving licences, passes and contracts in the players' possession and the market value can be found on the rear of each card. The player with the most money after cashing in is the winner.
MOVEMENT
A player must only use ONE dice if moving a lorry, or if instructed to do so. A player must use TWO DICE if moving a van, or if instructed to do so. The WHITE DICE must be used to exit Ports or after landing on a speed camera.
CARDS
Diverse sets of instruction / information cards may be used in the course of play - with is self-explanatory designations, vis
TAKE A RISK
POLICE CHECK
CUSTOMS CARDS
KNOWLEDGE TEST
Customs cards could reflect transit or shipment rules, (seizure or fine) penalties and import/export constraints. Supplementary permits might be purchased by players or issued in the course of play.
Monetary Tokens Monetary tokens might be issued to facilitate transactions. A bank and banker could be appointed to hold and issue monetary tokens.
Appendices For ease of reference, supplementary game detail is summarised in various Appendices, vis: * Appendix I relays features of board layout.
* Appendix II relays Risk cards * Appendix Ill relays Police Check cards.
* Appendix IV relays Customs cards.
* Appendix V relays features of electronic version layout.
* Appendix VI relays details of television program pilot.
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APPENDIX I - TRANSPORTATION BOARD LAYOUT
1. Chance to purchase a dangerous goods licence for 1000.
2. Pass offering unlimited access to all Ports for sale 1000.
3. Level Crossing.
4. Clearway. No stopping for this vehicle. Throw again.
5. Entrance to Port 2, Aberdeen.
6. Blank.
7. Take a risk or pay a 500 fine.
8. Police Check.
9. Entrance to Port 3, Sunderland.
10. Blank.
11. Motorway Regulations apply. Triple next score.
12. End of Motorway Regulations sign.
13. lyre Blow out. Miss one turns unless you have tyre contract.
14. Weighbridge.
15. Take a risk or pay a 500 fine.
16. Speed Camera. Use the white dice for the next throw.
17. Entrance to Port 4, Portsmouth 18. Blank 19. Pass offering unlimited access to all Ports for sale 1000 20. Chance to purchase a dangerous goods licence for 1000 21. Level Crossing 22. Take a risk or pay a 500 fine.
23. Common Land. Be careful cattle in road.
24. Clearway. No stopping for this vehicle. Throw again.
25. Sheep in the road. Miss one turn.
26. Entrance to Port 5, Swansea.
27. Blank 28. Pass offering unlimited access to all Ports for sale 1000 29. Entrance to Port 6, Holyhead.
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S. C *** 0* 1 30. Motorway Regulations apply. Triple your next score.
31. End of Motorway Regulations 32. Speed Camera. Use the white dice for the next throw.
33. Police Check.
34. Take a risk or pay a 500 fine.
35. Entrance to Port 1, Glasgow 36. Blank 37. Tyre contract available. Costs 2000.
38. lyre Blow out. Miss one turn unless you have a tyre contract.
io Port 1, Glasgow.
Exit through Customs.
- colour Red.
Port 2, Aberdeen.
Exit through Customs.
-colour Blue.
Port 3, Sunderland.
Exit through Customs.
- colour Orange.
Port 4, Portsmouth.
Exit through Customs.
- colour Purple.
Port 5, Swansea.
Exit through Customs.
- colour Green.
Port 6, Holyhead Exit through Customs.
- colour Yellow.
Compound This is where vehicles go if illegally parked, Drink or Drugs driving or towed away. You can only exit the compound via either of the green exits using the relevant dice for the vehicle being moved.
Use WHITE DICE: If landed on a speed camera, to exit a port, or unless otherwise told.
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Equipment required for game.
CARDS
x6 Van licences x6 Truck licences x6 Lorry Dangerous Goods Licence x6 Unlimited pass to all Ports x6 Tyre contracts x33 Police check cards x54 Take a Risk or pay a 500 fine cards x27 Customs cards
DICE
xl white [numbered 1 - 3] x2 blue [numbered 1 - 6]
VEHICLES
x6Vans 1 of each colour: red, orange, yellow, green, blue and purple.
x6 Trucks 1 of each colour: red, orange, yellow, green, blue and purple.
PIECES OF GOODS
General goods - 16 of each colour as above.
Dangerous goods - 16 of each colour as above.
PORTS
To be the same colour as the vehicles.
MONEY (token note denominations) x50 20,000 x50 5,000 x50 1,000 x50 500 x50 100 page 15/34 0 4. ...
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* S 4 4 44 S. I **4 44 4 APPENDIX II - TAKE A RISK OR PAY A 500 FINE CARDS 1. Keep this card and produce it to the Police at a time of your choice to let you off with one offence.
2. Vehicle fleet insurance renewal. Pay 3000.
3. Your vehicle spills a full load of bread all over the road in Weymouth. Your driver is attacked by a flock of seagulls whilst cleaning it up. Pay Hospital fees 500.
4. Tyre contract up. Return any contract to Bank.
5. Your driver went to Yarmouth in Norfolk when it should have been Yarmouth on the Isle of Wight. Pay 1000 costs.
6. You win a bonus on one of your contracts. Pick two pieces of the same 9oods up from any port if you have room on your vehicle when you hand this card in.
7. Exchange this card to go through customs clearance at a time of your choice to avoid penalty.
8. Your vehicles are well maintained. You have won a tyre contract or exchange it for 2000.
9. Driving like white van man. Very erratic. Fined 500.
10. The speed camera on overhead bridge has clocked your speed. You are within the speed limit. Well done. Carry on.
11. You have been caught by an overhead speed camera. Fined 1000.
12. Fuel voucher. Exchange it to gain release from any Port. Bank will pay the operator the fuel duty.
13. Exchange this card to go through customs clearance at a time of your choice to avoid penalty.
14. Service due on this vehicle. Advance to your home base and pay 1000 service fees. You may still collect vehicle earnings.
15. Driving like a white van man. Very erratic. Fined 500.
16. Went through a red Traffic Light. 1000 fine.
17. Found to be most Safe And Fuel Efficient Driver in the country. Your company wins 10,000.
18. Too much fuel used. Pay 100 for more fuel.
19. You did some work for a rival company. Select the player from whom to receive 5000 in payment.
20. Need to renew photocard licence. Pay 100.
21. Vehicle hijacked. Lose your entire load.
22. Vehicle overloaded. Hand back one piece of cargo from your vehicle if you have any.
23. Very high winds. Move back three spaces.
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I * I I 4 4 II $ 4 4 a I I 14 I $ 24. You did some work for a rival company. Select the player from whom to receive 3000 in payment.
25. Vehicle hijacked. Lose your entire load.
26. Chance to buy another vehicle for half price. Driving licence is free.
27. Exchange this card to negotiate the level crossing safely, if you throw a bad number.
28. Your licence is out of date. Throw a double or pay 300.
29. You win a bonus on one of your contracts. Pick two pieces of the same goods up from any port if you have room on your vehicle when you hand this card in.
30. If vehicle goes in to the compound, exchange this card for immediate release.
You do NOT have to miss any turns.
31. The Traffic Commissioner has found you guilty of bad operating practices and maintenance records. You are fined 10,000 and all vehicles must return to your home base without earnings or payment and miss 1 turn.
32. Fuel voucher. Exchange it to gain release from any Port. Bank will pay the operator the fuel duty.
33. Driver's Agency fees due. Pay 2000.
34. A logistics company requires extra goods. You can receive 3000 for every piece of goods that you wish to sell already at your base (not on any of your vehicles).
35. Further development (training) required by staff due to Health and Safety regulations. Pay 1000 for every driver (vehicle) in your possession.
36. You have been voted Company of the year. Collect 10,000.
37. Chance to buy another vehicle for half price. Driving licence is free.
38. Your maintenance invoice must be paid. Costs 12,000 39. Retain this card and exchange it if customs take away your Pass offering unlimited access to all Ports.
40. You have a VAT refund. Collect 8,000.
41. Carrying an unsafe mixture of Dangerous Goods. Hand back your dangerous goods licence if you have one. If you don't, fined 1000.
42. Illegally parked. Pay 500 fine or go to compound and miss one turn.
43. Your driver went to Sutton Coldfield instead of Sutton Courtenay. Pay 400 costs.
44. You need to renew photocard licence. Pay 100.
45. The speed camera on the overhead bridge has clocked your speed. You are within the speed limit. Well done. Carry on.
46. Driving like a white van man. Very erratic. Fined 500.
47. You are bidding with other companies for a contract. All players throw two dice, highest score wins contract. Winner receives 5000 from each of the other players.
page 17/34 S S * *** * * * S S * S I * S S 5 4 5 * S S. * * I ** I S * I * I. S. S III SI P 48. Exchange this card to negotiate the level crossing safely if you throw a bad number.
49. You are Driver of the year. Collect one piece of goods from all the other five Ports and take vehicle back to home base collecting your vehicle earnings.
50. European funded training. Receive 2000 for every vehicle in your possession.
51. Very high winds. Move back three spaces.
52. Keep this card and produce it to the Police at a time of your choice to let you off with one offence.
53. You have been voted operator of the year. You have won 10,000 cash.
54. Your home Port has just caught fire. Throw a nine or above to put it out otherwise total up all of the assets in your possession and pay one half to the insurance company for fire damage.
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S S S S 6 II IS S IS. IS S APPENDIX Ill - POLICE CHECK CARDS 1. Eyesight check. Glasses needed. 500 fine.
2. Tax disc check. All OK. Carry on.
3. Vehicle overloaded. Hand back one piece of goods from your vehicle if you have any. If not - false charge. Receive 1000 compensation.
4. Breathalysed. All Clear. Carry on.
5. Licence check. Produce your licence for you type of vehicle you're driving. If you can't- 1000 fine.
6. Vehicle check. All OK. Carry on.
7. Brake light not working. Replace before carrying on. Pay 100 costs for callout.
8. Vehicle Weight Check. Advance to weigh station without collecting any payments if you happen to pass your base.
9. Breathalysed. Positive. Lose driving licence. Vehicle to advance to compound and miss 2 throws. Driving licence needs to be purchased again before exiting the compound. Cost of licence is 3000 regardless of vehicle type.
10. Unsafe load. Fine 500.
11. Vehicle check. All OK. Carry on.
12. Breathalysed. All Clear. Carry on.
13. No rear number plate. Fine 200.
14. Eyesight check. All OK. Carry on.
15. Vehicle check. All OK. Carry on.
16. You have passed the roadside drugs test. Carry on.
17. Drugs test. Positive. Lose driving licence. Vehicle to advance to compound and miss 2 throws. Driving licence needs to be purchased again before exiting compound. Cost of licence is 3000 regardless of vehicle type.
18. Vehicle overloaded. Hand back one piece of goods from your vehicle if you have any. If not - false charge. Receive 1000 compensation.
19. Using a mobile phone whilst driving. Fined 500.
20. You drove through a pool of water deliberately and splashed a pedestrian. Driving without due care and attention. Pay 2000 fine.
21. You were reading a map whilst driving and went up on the kerb. Driving without due care and attention. 500 fine.
22. You drove along the hard shoulder on the highway to avoid queuing in the traffic.
Dangerous driving. 2000 fine.
23. Tax disc check. All OK. Carry on.
24. Speed check. Within the speed limit. All OK. Carry on.
page 19/34 * . I *** * S * * I * * * * I I * * I I I I* * * I II S S I S * ** S. I **S IS I 25. You have passed the roadside drugs test. Carry on.
26. Carrying unsafe mixture of Dangerous Goods. Lose your dangerous goods licence if you have one. If not pay 1000 fine.
27. Tax disc out of date. Pay 200 fine plus 100 back tax. That's 300 in total.
28. Eyesight check. All OK. Carry on.
29. Vehicle overloaded. Fined 400.
30. Licence check. All OK. Carry on.
31. Drugs test. Roadside tests seem to be OK. Carry on.
32. Breathalysed. All clear. Carry on.
33. Accident ahead. Miss one turn to allow road clearance.
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APPENDIX IV - CUSTOMS CARDS
1. Found carrying contraband of drink and cigarettes. Pay 500 in duty.
2. Carrying illegal goods. Fined 500.
3. Security seals broken on rear doors. Goods must be checked. Miss one throw of the dice.
4. Found breaking the Port speed limit. Lose your Unlimited access to all Ports' pass if you have one. If not then fined 1000.
5. Found carrying contraband of drink and cigarettes. Pay 300 in duty.
6. Vehicle check. All OK. Carry on.
7. Checking vehicle for drugs using a sniffer dog. All OK. Carry on.
8. Paid too much duty on goods. Collect refund of 1000.
9. Customs will escort your vehicle back to your base. Return immediately and collect earnings.
10. Chance to buy pass offering unlimited access to all ports'. Costs 1000.
11. Goods check. All OK. Carry on.
12. Pay Customs 300 VAT for personal goods.
13. Drugs test. All clear. Carry on.
14. Tax disc check. All clear. Carry on.
15. Special urgent goods in vehicle. You have a Police escort. Double your score on each throw for this vehicle until you reach your home Port.
16. Carrying illegal goods. Fined 500.
17. Found breaking the Port speed limit. Lose your Unlimited access to all Ports' pass if you have one. If not then fined 1000.
18. Found carrying contraband of drink and cigarettes. Pay 300 in duty.
19. Vehicle check. All OK. Carry on.
20. Checking vehicle for drugs using a sniffer dog. All OK. Carry on.
21. Paid too much duty on goods. Collect refund of 1000.
22. Chance to buy pass offering unlimited access to all ports'. Cost 1000.
23. Pay Customs 400 VAT for personal goods.
24. Drugs test. All clear. Carry on.
25. Goods check. All OK. Carry on.
26. Pay the Port operator whose Customs area that you are in 1000 x throw of two blue dice for services rendered.
page 21/34 * S S S * * S S S * * S *S * * S IS * * a * * S 4. a III SI I 27. Very heavy large load. Your speed is restricted for this vehicle by throwing the white dice until you eventually return to your base. Once there you may collect DOUBLE the earnings and payment for the goods. You may continue to collect goods on the way.
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APPENDIX V - TRANSPORTATION BOARD LAYOUT FOR ELECTRONIC VERSION OR TELEVISED PILOT
1. 2 unlimited passes to flash - to purchase - (green) yes I (red) no. 2. Play or Pass Question 3. Train coming towards you with a light on until the score is known. If OK, then train to go past and into the distance if not OK, then explosion with train and vehicle with graphics.
4. Play or Pass question. Also skier - hat and scarf should move with the wind and skis to move.
5. Entrance to Port 2 - Oil rigs should have a flame white to continue or (blue) to enter Port.
6. Exit from Customs - Edinburgh castle to sound and show 1 O'clock cannon going-off, also Play or Pass question.
7. Risk - words risk Ifine should flash until one or other is pressed. Also RISK logo should do something. (Go bright and dim).
8. Police check - emblem on hat should flash until card is read.
9. Entrance to Port 3 - bag of coal should burst into flames. Also, two lights with words to flash - (white) to continue or (orange) to enter Port.
10. Exit Customs - horns on Viking helmet should rotate or similar also Play or Pass question.
11. 2 coloured Dangerous goods licences to flash - to purchase - (green) yes / (red) no. 12. Motorway regulations - logo in the middle should flash. Also rugby ball at Rugby should convert over rugby posts.
13. Play or Pass question. Also horse gallops.
14. Speed camera - once landed on it, to flash. Also Big Ben to have hands spinning around.
15. Risk - words risk / fine should flash until one or other is pressed. Also RISK logo should do something.
16. Police check - emblem on hat should flash until card is read, also Play or Pass question.
17. Entrance to port 4 - sailor to do something (possibly at random from a choice of 6). Also, two lights with words to flash - (white) to continue or (purple) to enter Port.
18. Exit customs - Stonehenge stones to rumble, also Play or Pass question.
19. 2 Dangerous goods licences to flash - to purchase - (green) yes / (red) no. 20. 2 unlimited passes to flash - to purchase - (green) yes I (red) no. 21. Train coming towards you with a light on until the score is known. If OK, then train to go past and into the distance - if not OK, then explosion with train and vehicle with graphics.
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* S I * I II 5* S 5.5 ** . 22. Risk - words risk /fine should flash until one or other is pressed. Also RISK logo should do something. (Go bright and dim).
23. Play or Pass question.
24. Clearway sign (red cross part) to flash when landed on. Also Bull to snort and move head whilst blowing steam through nose.
25. Pen on scroll to be writing away, also Play or Pass Question 26. Entrance to port 5 Swansea - Welsh rugby player to be running. Also, two lights with words to flash - (white) to continue or (green) to enter Port.
27. Exit from customs - man kissing blarney stone several times, also Play or Pass to question.
28. 2 coloured Dangerous goods licences to flash - to purchase - (green) yes / (red) no. Also leprechaun to dance and play fiddle.
29. Entrance to Holyhead port 6 - Giants causeway stones to go up and down. Also, Is two lights with words to flash - (green) to continue or (yellow) to enter Port.
30. Exit customs - Play or Pass question. Also Robin Hood should do something with his bow and his other arm.
31. Motorway regulations - logo in the middle should flash.
32. Speed camera - once landed on it, to flash.
33. Police check - emblem on hat should flash until card is read, also Play or Pass question.
34. Risk - words risk / fine should flash until one or other is pressed. Also RISK logo should do something. (Go bright and dim) 35. Entrance to port 1 Glasgow - piper should play pipes and dance. Also, two lights with words to flash - (white) to continue or (red) to enter Port.
36. Exit customs - Nessie should do something, also Play or Pass question.
37. 2 colored Dangerous goods licences to flash - to purchase - (green) yes / (red) no. 38. Play or Pass question.
* If vehicle in compound - green exit signs should be bright like full beam on car.
Customs gate to do something eg drop down to shut.
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APPENDIX VI - WHO WANTS TO BE A DRIVER
TELEVISION PROGRAM PILOT
BRIEF
There are to be either two or six players in each game (with possibly a drivers' assistant to each candidate). Each player shall have a home base' or port' which has a designated colour and will start off with 15000 in cash, one vehicle (to be the same colour as the home base'), one driving licence' plus one unlimited access to all ports' pass. The player must try and visit the other five rival ports to collect cargo. There are play or pass' questions along with various other hazards to negotiate on the way around.
AIM...
The aim of the game is to become the wealthiest player by collecting as many goods as possible from the other five Ports using vehicles, delivering the goods to your base Port and exchanging the goods when appropriate for payment. The faster the progress around the board - within the speed limits - the more money can be earned.
There are two types of goods, general goods (all one colour) and dangerous goods (white with a coloured cap). A player can only collect ONE piece of goods per visit to each Port and vehicles can only carry goods if there is a spare compartment on the vehicle. A player CANNOT carry both types of goods in one vehicle. Additionally, a dangerous goods licence is required before dangerous goods can be carried.
BANK...
The banker will be behind the scenes to control the game and administer the Banks cash and equipment. The Bank will collect all monies unless stipulated differently by the rules and instructions of the game.
PLAY...
The order of play will have been determined prior to start and players will be at the respective bases. The player to have thrown last at the start of the game should be the player to throw last at the end of the game.
VEHICLE MOVEMENT...
Players move their vehicles in a clockwise direction. Two buttons named VEHICLE and WHITE DICE should be present so that either one can be pressed to generate a score. The WHITE DICE must always be used when exiting a Port or if instructed to do so by the rules of the game.
{Once the number (dice) is electronically generated, the final placement area should flash alerting the player to its final destination.)
ENTRANCE TO ALL PORTS AND EARNINGS
Access to all opponents Ports can only be allowed by landing EXACTLY on a placement area offering entrance (signified by an arrow into the Port). If a throw of the dice takes a player past a Port entrance, then the player cannot enter the Port.
However if a player has an unlimited access to all Ports' pass, they can enter by simply reaching the placement area offering access. An overthrow therefore does not matter. If a player wishes to enter their own Port they need only to reach or pass over the placement area offering access - an unlimited access pass is not needed.
Every time a player either goes into, or past their home base with a vehicle, the player will collect vehicle earnings' of 2,500. If a player has goods on the vehicle the player MUST enter the home base to off-load it. A player will still collect the vehicle earnings' page 25/34 * I I * *.S * a a * * a * S *. a * * I. S S I a I * SI S* * I.. a. I of 2,500 plus, an extra 1,000 for each piece of goods on the vehicle. Thus, for example, a full vehicle with six pieces of goods would collect 8,500.
{At the entrance to each port there should be two arrows - one pointing into the port with a button named ENTER PORT (button to be in the colour of the port) and the other arrow pointing straight ahead named CONTINUE JOURNEY (button to be in white). If a player has a chance to enter a port as the vehicle moves the vehicle will stop at the placement area offering entrance until the player selects CONTINUE or ENTER PORT. A piece of goods cannot be requested from a port unless the visiting player has the relevant licence in their possession - ie driving licence for general goods or dangerous goods licence for dangerous goods.)
EXITING A PORT
On exiting another players Port, the visiting player must pay the home player 200 for fuel. If a base is not being used by another player, the fuel payment must be made to the Bank. If a home player forgets to charge any visiting players the fuel payment and the next player has thrown the dice, then the home player will miss the opportunity for payment.
When exiting a Port the player must throw the WHITE DICE regardless of the vehicle being moved and exit through the Customs area following the arrows. If a player lands on the Customs area when EXITING a Port, then the player must pick one of the Customs cards. Once a player has left the Port the player must then return to the relevant number of dice for the vehicle being moved on the next throw.
PURCHASING A VEHICLE
If a player loses a vehicle for whatever reason, another one can be bought for 10,000. If a player does not have enough money then a vehicle on finance may be offered. (See details on next paragraph). If a player loses the driving licence it will normally cost 1,000 to replace it unless dictated otherwise by the rules of the game.
FINANCE OF VEHICLES
If a player loses a vehicle for whatever reason that player may purchase a vehicle on finance. This can only be done when it is that players turn and vehicle will start from the home base'. A vehicle can be requested from the Bank without any payment but the player will NOT receive any vehicleearnings' from that vehicle whilst it is on finance. The player will also only receive 500 for every piece of goods that's delivered back to the home base. This will remain the case throughout the game until the finance has been paid back to the Bank in full.
SELLING GOODS, VEHICLES OR CARDS TO GAIN CASH Assets can be sold to raise money. Licences, passes or contract cards can be sold back to the Bank at the original market value or players can haggle and bid for these cards and the seller decides who to sell to.
A player may also sell goods back to the Bank to assist with cash-flow but only those goods that have been delivered to the home Port. The Bank will pay 1000 per singular pieces of goods. A player may NOT sell goods to other players.
If a player wishes to sell groups of all five different coloured general goods or all five different coloured dangerous goods back to the Bank a bonus will be paid and the player will receive 10,000 in total for each complete group of five coloured goods.
If a player is in possession of ALL ten different pieces of goods from all five Ports and wishes to sell them back to the Bank during the game the player will receive 50,000 in exchange for them.
page 26/34 I I I *II * I * I * I I I I. I I POLICE, RISK OR CUSTOMS CARDS If a player chooses one of these cards and it offers the option of using it to reduce any penalty, this does NOT have to be done immediately. The player may hold on to it and use it at a time of their choice. This card can only be used once and then handed in.
A player may also wish to sell these penalty reduction cards to another player. These cards do not hold any value when counting-up at the end of the game.
PLAY OR PASS QUESTIONS
Play or pass questions should be worth 1000. These will be multiple choice questions. The question should be given firstly, with with the player being asked - play or pass. The player in progress may, at their discretion, select a rival player to answer the question. If either player gives a correct answer the 1000 will be won by that player. However, if a wrong answer is given by either player then 1000 is deducted from that individuals score. The next player in turn then continues the game.
Questions can be generated at random and could be taken from various sources.
E.G. Highway Code, Current edition of theory test, Transporting Goods by Road (Croner Publications), Certificate of Professional Competence question bank and road numbers between places etc. The sources are endless. There is already an online database to be found at www.ctolimited.com.
BEING MADE BANKRUPT
If a player cannot pay any fines, penalties or raise the cash to do so by selling assets then that player will be made bankrupt. If any debt is owing and a player does not have any assets to sell then that player shall be made bankrupt. A player may not borrow money from another ballplayer's It is possible that some sort of vehicle console or the likes could be portrayed to show progress of individual player as each player takes it in turn. Each player when it's their turn should have their relevant goods both stored at their port and on their vehicle- displayed on the screen to show everyone else their progress.
DISPLAY
It is possible that some sort of vehicle console or the likes could be portrayed to show progress of individual player as each player takes it in turn. Each player when it's their turn should have their relevant goods both stored at their port and on their vehicle- displayed on the screen to show everyone else their progress.
WINNER
When adding up the total assets at the end of the game, the full market value will be given for goods and the vehicle. This includes any goods on the back of the vehicle which did not reach the home base. The value for these items can be found in the SELLING GOODS, VEHICLES OR CARDS TO GAIN CASH section.
The market value will also be given for all driving licences, passes and contracts in a players' possession and the market value can be found on the rear of each card. The player with the most money after cashing in is the winner.
THE WINNER WILL HAVE THE CHANCE TO KEEP THE CASH THAT'S BEEN WON
OR ANSWER FIVE FURTHER QUESTIONS CORRECTLY TO KEEP THE CASH
AND WIN THE STAR PRIZE. If the winner chooses to attempt the five questions and gets one of them wrong, then the winner will walk away with ONLY the original cash at the start of the game which was 15,000.
If the candidate chooses to answer the five questions it will then be divulged to the candidate how many of the answers are wrong (BUT NOT WHICH OF THE page 27/34 * * * * *a* * * . I S * * a a a * * S a S. * a. .. S S * * * . *.
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ANSWERS). This will give the candidate the chance to change their mind to try and win the cash and star prize.
{There is an opportunity for possible sponsorship here with a manufacturer sponsoring an episode by offering a vehicle to winner or cash equivalent).
An 0901 number could be used for public to phone-in to enter. This would fund future winners' prizes in the event that a manufacturer could not be found to donate. +++
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* S S 9 * . a a S I S * * S S 5* 5 I S SI S * a S a, a, *a * S* * Component List 111 board 112 playing area 113 route 114 placement area lorry-shaped playing piece 121 cargo 122 van-shaped playing piece 123 sunken recess 124 trailer assorted cargo 126 covered trailer 127 cap 128 cargo container 130 stepped 3-D board 131 side wall carton-blank 132 playing area carton-blank 133 carton-blank flap 134 carton-blank aperture 140 stepped 3-D board 141 board carton-blank radial tiered 3-D board 151 base tier 152 intermediate tier 153 upper tier 154 support upstand cross-brace variant radial tiered 3-D board 161 base tier 162 intermediate tier 163 upper tier 164 support upstand cross-brace railway docking station 171 train playing pieces 172 vessel docking station/port 173 cargo ferry/vessel 174 air cargo docking port/terminal cargo plane 180 world map board 181 fragmented world map board 182 fragment piece tv production set 191 display screen 192 player 193 tv camera 194 podium giant playing area 196 jumbo lorry-shaped playing piece 197 person page 29/34 * S S * **.
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Claims (24)

  1. Claims 1. {Transportation Evocation) A game evoking tasked transportation
    of cargo or freight (121) between geographical locations (114), with transport vehicles (120, 122) associated with individual players or teams, by movement of player allocated playing pieces (120, 122) over a playing area (112) marked with a delineated route (113) subdivided into incremental placement areas (114)
  2. 2. {Transport Business Emulation) Apparatus for playing a game, configured to emulate execution of a transportation task, comprising: * a playing area (112) representing a map, with designated transport routes (113) divided into placement spaces (114); * a plurality of player makers (120, 122), representing transportation vehicles; * a plurality of playing pieces (121), representing miniature cargo; * a plurality of playing pieces, representing money; * a plurality of instruction cards; and * one or more dice or other random number generator; whereby random number generation determines player marker movement around the playing area, to encounter task obstacles between locations; placement spaces include markings dictating player action.
  3. 3. {Question Cards) Apparatus of Claim 2, also comprising; a plurality of questions cards.
  4. 4. {Road User Knowledge Question Cards) A game of any preceding claim, with player allocated question cards to test road user knowledge.
    page 30/34 4 e * * *** * S U S * I * a I * I * II I I * II * S S I S IS S. 4 *, ** *
  5. 5. {3-D playing area} A playing area for a game of either preceding claim, configured as a 3-D array of mutual juxtaposed segments.
  6. 6. {3-D contoured surface) A playing area for a game or any preceding claim, configured with a 3-D contoured playing surface.
  7. 7. {lnstruction + Hazard Cards) A game of any preceding claim, including instruction cards deployable as game progress regulators and hazard cards, to simulate unpredictable impediments.
  8. 8. {Play Objective - Asset Accumulation) A game of any preceding claim, configured for an overall play objective of asset accumulation in a given play period expressed by a first player to collect cargo from designated ports.
  9. 9. {Cargo Piece) A game of any preceding claim, wherein cargo to be transported is represented by playing pieces discrete from cargo transport vehicles.
  10. 10. {Cargo +Vehicle Pieces) A game of any preceding claim, wherein cargo transport vehicles are represented by playing pieces, configured for placement of cargo pieces of prescribed types and/or combinations.
  11. 11. {Value Assignment) A game of any preceding claim, wherein playing pieces and/or cargo are assigned an asset transaction value represented by shape or profile for wealth accumulation, sale,disposal, exchange or trade.
    page 31/34
    I I
    * I I a I * I I I I s
    II I I
    I I I I. * II I.
  12. 12. {Foldable Board) A game of any preceding claim, with a collapse-fold playing area, such as a rectangular board with median fold lines, to allow a subdivided footprint.
  13. 13. {Segmented Playing Area) A segmented playing area for a game of any preceding claim, with a plurality of discrete interfitting segments Jo representing respective territories for game play and a delineated transition between segments reflecting a boundary or border crossing embodying an obstacle or challenge to be overcome to permit playing piece movement between board segments.
  14. 14. {3-D Countered Form) A playing area of 3-D contoured form, for a game of any preceding claim, with different levels + transitions (such as gradients) between levels accorded particular values.
  15. 15. {Demountable Cargo) A playing piece for a game of any preceding claim, with demountable cargo elements for selective accumulation upon a designated loading area in a prescribed combination and/or stack format.
  16. 16. {Playing Piece lnterfit) A plurality of playing pieces and/or cargo elements as in Claim 15, configured for mutual juxtaposition, interfit or interconnection as a unitary combination;
  17. 17. {Cargo Pieces) A cargo element for a playing piece as in Claim 15, with a supplementary discrete interfitting designation piece (127), according cargo a predetermined quality, character or value.
  18. 18. {Cargo Load/Shape) A cargo element for a playing piece as in Claim 15, with inherent load or shape reflecting a characteristic of the cargo, such as value, hazard risk or compatibility.
    page 32/34 * S S * S I S S S $ * * $ S a a s I, I S. SI S $ - I S * S SI
  19. 19. {Recess} A playing piece of Claim 15, with inset footprint or recess to accommodate and hold securely in place.
    cargo elements with complementary form.
  20. 20. {Giant Board Game) A game of any preceding claim, with over-sized or jumbo playing pieces and game playing area marked or overlaid onto a surface.
  21. 21. {Trolley-Car Playing Piece) A large scale trolley-car playing piece, for a game of Claim 20, allowing movement over playing area, powered either by pedals or an electric battery.
  22. 22. {Game Show) A television game show, evoking tasked transportation of cargo or freight between geographical locations, on a giant display screen, with transport vehicles representing individual contestants or teams.
  23. 23. {Virtual Game) A virtual game environment allowing simulation of tasked transportation between geographical locations, with transport vehicles associated with individual computer players linked via networks, including remote links such as the Internet characterised by a visual backdrop scenario showing geographical locations and transport vehicles for movement around the backdrop, whilst transporting cargo loads, subject to the rules and restrictions of game play.
  24. 24. {Handheld Console or Miniature/Portable Version) A handheld or portable device emulating a board game or virtual environment of any preceding claim.
    page 33/34 a * * I * :.:: : *.
    ** * * *. ** :.. *. *
GB0605181A 2005-03-17 2006-03-15 Transportation board game Pending GB2424194A (en)

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Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9962603B2 (en) * 2015-12-16 2018-05-08 Michael G. Mikaelian Board game with stackable tokens

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3656757A (en) * 1970-03-30 1972-04-18 James F Carroll Farm board game apparatus
US4067579A (en) * 1976-06-21 1978-01-10 Sandstorm Enterprises Inc. Board game and advertising display
US4426084A (en) * 1981-08-12 1984-01-17 Michel Benjamin F Trucking simulation game
US4643430A (en) * 1985-04-02 1987-02-17 Aloia Valerio C D Trucking business--simulation game
US4809987A (en) * 1985-03-15 1989-03-07 Dvorak Robert E Board game apparatus representing destinations
US4850597A (en) * 1987-11-02 1989-07-25 Milliken Andrew C Trading and sailing board game
US5380011A (en) * 1993-05-27 1995-01-10 Jarvis; Gregg L. Transportation game

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Publication number Priority date Publication date Assignee Title
US5024445A (en) * 1985-09-09 1991-06-18 Boelter Jr John D Method of playing a board game
US4946169A (en) * 1988-08-08 1990-08-07 Hofmann Elsa O Gameboard apparatus
US4953872A (en) * 1989-08-03 1990-09-04 Schultz Gerald C Transportation industry game

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3656757A (en) * 1970-03-30 1972-04-18 James F Carroll Farm board game apparatus
US4067579A (en) * 1976-06-21 1978-01-10 Sandstorm Enterprises Inc. Board game and advertising display
US4426084A (en) * 1981-08-12 1984-01-17 Michel Benjamin F Trucking simulation game
US4809987A (en) * 1985-03-15 1989-03-07 Dvorak Robert E Board game apparatus representing destinations
US4643430A (en) * 1985-04-02 1987-02-17 Aloia Valerio C D Trucking business--simulation game
US4850597A (en) * 1987-11-02 1989-07-25 Milliken Andrew C Trading and sailing board game
US5380011A (en) * 1993-05-27 1995-01-10 Jarvis; Gregg L. Transportation game

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GB0605181D0 (en) 2006-04-26
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WO2006097731A2 (en) 2006-09-21

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