GB2425965A - A game - Google Patents

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Publication number
GB2425965A
GB2425965A GB0509799A GB0509799A GB2425965A GB 2425965 A GB2425965 A GB 2425965A GB 0509799 A GB0509799 A GB 0509799A GB 0509799 A GB0509799 A GB 0509799A GB 2425965 A GB2425965 A GB 2425965A
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game
sexual
act
identifier
identifiers
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GB0509799A
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GB2425965B (en
GB0509799D0 (en
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Kevin Haywood
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Individual
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Individual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0478Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology
    • A63F2003/0481Biology
    • 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
    • A63F3/04Geographical or like games ; Educational games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0478Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

A game for sexual education, the game comprising a performance surface 1 associated with move positions deliminated by move identifiers, a plurality of sex act identifiers, game guide means, a random selector for move identifiers and the game performed upon the performance surface in accordance with the agreed game stages. The sex act identifies may relate to sexual positions taken from the Kama Sutra. The sex act identifiers may take the form of cards which are placed in pockets 3 in the performance surface, the sex act identifers remaining hidden until selected. Random number generating means 4 can be integral with the performance surface.

Description

A Game The present invention relates to games and more particularly to
games for sexual education and therapy.
Inherent in human relationships is the potential for timidity with respect to discussing certain intimate desires and feelings which may lead to embarrassment and misunderstanding particularly when such matters may lead to the perceived potential for problems with an intimate relative or relation. Thus, discussion of sexual requirements can be considered a taboo subject and lead to embarrassment and stress along with eventual frustration between sexual partners. Furthermore, it is known that relaxation is an important aspect with respect to enjoying a full and active sexual life as well as improves the prospect with respect to conception.
It is known that there are a number of literary guides and books which attempt to reassure and suggest means by which any taboos with respect to sexual activity may be broken down between consenting sexual partners.
However, such an approach is generally considered too formal for a large number of individuals and the prospect of actual one-to-one sexual therapy even more offputting. It is also known that it is possible to utilise sex toys and other devices in order to overcome the potential taboos with respect to breaking any barriers to sexual conformity between partners. All of these approaches can be considered too formalistic between consenting sexual partners and therefore are not universally successful.
In accordance with the present invention there is provided a game for sexual education, the game comprising a performance surface associated with move positions deliminated by move identifiers, a plurality of sex act identifiers, game guide means, a random selector for move identifiers and the game performed upon the performance surface in accordance with the following game stages; a. Reviewing the game guide means to allow participants to understand the game stages and define an agreed time period for the game, along with selection of an agreed plurality of sexual act identifiers, then association of each agreed sexual act identifier with a particular move position associated with the performance surface; b. Each participant in turn activating the random selector for move identifiers to determine a move position and then retrieving the sexual act identifier associated with that move position if available, then deciding to perform the sexual act described by the sexual act identifier to obtain a credit quotient if available for the sex act or not; c. After performing the sexual act marking the move position and sexual act identifier is no longer available or at least already performed in the game; and d. All participants to the game repeating stage b) above until expiry of the agreed time period when an aggregate of credit quotients obtained by each participant will be compared to determine a game result.
Generally, the performance surface is a mat. Possibly, the mat is securable upon a bed or floor surface as required. Typically, the mat comprises a multi layer structure incorporating cushioning and visual indicators to indicate progress of the game as well as to accommodate the random selector.
Typically, the move indicators are pockets associated with the performance surface.
Generally, the sex act identifiers are cards with graphic and/or textual descriptions of a sex act to be performed by a participant. Normally, there are a larger number of sexual act identifiers available than the agreed plurality of sexual act identifiers selected by the participants. Generally, the sexual act identifiers are graded. Typically, such grading is by perceived strenuousness and/or adventurousness and/or sexual eroticism of the sex act. Possibly, grading is indicated by colour or number.
Typically, sexual act identifiers relate to sexual positions to be performed on the performance surface. Generally, the sexual positions are taken from the Karma Sutra, or sexual positions recommended by a sex therapist for overcoming sexual inhibitions.
Typically, the participants agree to a particular grade of sexual act identifier to be selected for the agreed plurality of sexual act identifiers at stage A of the game.
If the sexual identifier at a move position selected by the random selector is not available then the participant receives a penalty identifier.
Typically, penalty identifiers include missing a turn or loss of credit quotient or a requirement to fulfil another physical or sexual act determined by the other participants, or as outlined on the penalty identifier.
If the participant has themselves already selected the move position by the random selector, they are subject to a penalty identifier or a chance identifier, but if the move position has previously been selected by another participant by the random selector then the second participant to select that move position by the random selector is subject to a chance identifier.
Typically, chance identifiers describe achievement of a particular aggregate or combination upon further activation of the random selector or matching with a sexual act identifier already performed or choice of sexual act identifier of another participant. Typically, if the participant is the third participant to select a move position by the random selector then the credit quotient for that sexual act identifier associated with the move position is transferred to that participant who is the third to select the move position.
Possibly, penalty identifiers involve wearing pieces of clothing or using a specified sex toy or device.
Generally, the random selector comprises a number of dice whose aggregate score or combination provide an alphanumeric result for a move position associated with that alpha numeric result. Normally, there are 16 move positions with three dice, one dice with six alphanumeric positions and the other two dice with five alphanumeric positions to provide the aggregate score or combination as the alphanumeric result for each respective move position.
Typically, the game guide means includes a timer for indication of the agreed time period. Typically, the timer will provide an audible warning of the approach of the end of the agreed time period.
Typically, refusal of performing a sex act results in a loss of a credit quotient as a penalty and/or transfer of credit quotient to participants.
Generally, the credit quotient comprises tabs retrieved from each sexual act identifier and collected by participants during the agreed time period. The number of tabs associated with each sexual act identifier is agreed by the participants at stage a) above.
Normally, the performance surface may be rolled up or folded for storage. Generally, the random selector may be fixed to the performance surface during use.
Typically, the game guide means comprises a DVD or other recording played throughout performance of the game to guide participants as to the time period and interactively with respect to demonstration of the sexual acts identified by the particular sexual act identifiers for confirmation and reference by the participants.
Typically, means is provided to randomise the sexual act identifier position with respect to the move positions for confusion of participant recall of each sexual act identifier location relative to the random selector.
An embodiment of the present invention will now be described by way of example and with reference to the accompanying drawings in which; Fig. 1 is a schematic depiction of a performance surface with associated game guide means for the present game, Fig. 2 is a schematic illustration of a card acting as a sexual act identifier in accordance with the invention; and, Fig. 3 shows a dice device secured in a mat and a mat insert which will be located in the aperture for the device to retain a card dispenser when required.
As indicated above, formality with respect to sexual therapy or attempts to break sexual taboos without direct consideration can be detrimental to achieving the desired objective. By indirect engagement of the participants through an innovative game, it is possible to more effectively achieve the desired sexual therapy progress. This is further improved by provision within the game for individual participants to define their own pace with respect to sexual development.
The present game comprises a performance surface particularly in the form of a large mat. The performance surface provides a surface upon which the participants perform sexual acts in accordance with the game. In such circumstances the performance surface in the form of a mat will generally be of the size in the order of 2.6 metres x 2 metres, or 5.2 metres x 4 metres dependent upon requirements. The performance surface may also be located upon a bed or other suitable furniture as required by the participants.
However, the main requirement of the performance surface is to act at an agreed stage by the participants which is not the property of one participant and so acts as a neutral venue for the sexual acts.
As indicated above, the performance surface ensures there is a mutually acceptable location for performance of the sexual acts, which is not notionally owned by all the participants during the course of the game, and so heightens potential anticipation.
Associated with the mat will be move positions, typically in the form of location pockets for receipt of cards as sexual act identifiers. These cards will generally contain a graphic and/or textual description of a sexual act to be performed by a participant. The cards will be described better with regard to Fig. 2.
A random selector typically in the form of a number of dice will be used in order to select the move positions and therefore the associated sexual act identifier for a particular participant. Generally, it will be appreciated that participants will either be individuals or couples. If the game is to be played by one couple then the participants will comprise each member of that couple.
In either event, the participants will activate the random selector in order to determine a move position and then retrieve the sexual act identifier in order to decide whether they will perform the sexual act identified by the sexual act identifier on the performance surface.
Also, in accordance with the present invention there will be provided a game guide means typically in the form of a DVD played upon a television or other display device. The game guide means will normally comprise a sensual audio message indicating various stages of the game. For example, initial selection of the sexual act identifiers from typically a larger number of potential sexual act identifiers available in the game format, agree to the time period over which the game will be played and provide reference or information with respect to performance of each sexual act associated with a sexual act identifier if required by the participants. It will be understood that the DVD and effective means of available sexual acts may again generate anticipation in the participants and through inter-action lead to participants making their selections of sex acts they would like to perform. This selection may be made anonymously and in secret. Thus, there is the anticipation of a participants reaction and the anticipation of fulfilling a desire or fantasy.
Also, in view of the potential strenuous nature of this present game it will be possible for participants to make so called time out provisions whereby they skip a round of participant selection or a new move position by the random selector or the whole game is suspended for a period of time for participant rest. Generally, the game will be limited to a fixed number of time outs.
Fig. 1 illustrates in plan view a performance surface 1 in accordance with the present invention upon which an area delimited by a broken line 2 identifies where the participants will perform the necessary sexual acts in accordance with the game. About this area 2, move positions 3 are located and generally take the form of card pockets to receive cards which act as the sexual act identifiers in terms of graphic and/or textual descriptions of the sexual act to be performed. As can be seen, sixteen move positions are provided so that a random selector comprising three dice, one of the faces numbered 1 to 6 and two dice with faces numbered 1 to 5 is provided in a recessed portion of the performance surface 1 such that any of the numbered positions 3 can be chosen by a participant through rolling or activating the random selector 4. It will be understood that alternative random selectors and numbers of move positions may be provided.
As indicated above, generally the performance surface 1 will be relatively large to allow the participants to perform upon that surface 1, but alternatively the surface 1 may be provided remotely from the move positions on a game board such that movement around the game board can be made and then the sex act performed upon the surface 1 away from the game board. This may be particularly advantageous if the sexual act involves performance in a particular room of the house or upon a particular piece of furniture. Further alternatively, the game may be arranged in a computer form where the game board in the shape of the performance surface 1 is displayed in a visual display unit with sexual act indicators virtually removed from the move positions 3 for display in the area 2 on the visual display unit. In such circumstances, it will be appreciated that the random selector 4 will utilise the computer random number generating facility in order to choose the position for a participant upon activation.
As indicated above, the objective of the present invention is to provide sexual therapy and encouragement, such that it is necessary to provide close guidance for operation of the various stages of the game. In such circumstances, typically game guidance is provided through a DVD or other recording displayed in a visual display unit 5 with an audio output through a loud speaker 6. In such circumstances, initiation of the game will first be achieved by the game playing of the DVD such that introduction to the game is provided. It will be understood on first use of the game, a full introduction will be provided, but for subsequent use, a truncated introduction will be used.
In any event, generally a sensual or sexy voice would be used in order to create with associated background music, an appropriate ambience for performance of the game. In short, the DVD will explain the necessary procedures of the claim and the objectives with regard to sexual therapy as well as provide confidence. The DVD as game guidance will also generate the initial anticipatory stimulation through the range of sexual acts made available to the participants.
The stages of the game can be divided into initiation in terms of setting an appropriate time period for the game, choice of the sexual acts available by the participants, playing the game in terms of performing the sexual acts with the uncertainties of move position and multiple hits on a move position, and finally determining a game result. These stages of the game will be outlined below.
Initially, in addition to deploying the necessary game performance surface and activation of an appropriate game guidance recording display, it will be understood that the participants must agree certain desired objectives and limitation with respect to the game, along with appropriate time period for playing the game and the prize for the winner. The agreed time period may be dependent upon the time available, but will normally be in the order of 120 minutes to take account of time outs and the necessary performance of the sex acts. Normally, the game will incorporate a relatively large number of sexual act identifiers as indicated in the form of cards with a graphic and/or literary description of the sexual act to be performed. In such circumstances, the participants will choose an agreed number of sexual act identifiers. This will normally be consistent with the number of move positions on the performance surface 1, but if required it will be understood that some positions may be left empty or blank or require a non-sexual act to introduce a further variable into the game. In any event, the agreed number of sexual act identifiers will then be located in the pockets as described previously at move positions on the performance surface 1. It will be understood that the cards may simply be entered into the pockets as required so that the participants may then recall where the particular sexual act identifiers are located, or alternatively the sexual act identifiers may be placed into envelopes which are then shuffled and distributed into the move positions without any cognitive knowledge of the participants.
Once the sexual act identifiers have been located and associated with the performance surface at the move positions, the first participant will then activate the random selector in order to determine normally an alpha numeric number consistent with one of the move positions and then the sexual act identifier retrieved for that move position. The participant will then review the specified sexual act and agree to perform it or not. As indicated above, typically the participant may be the individual in a couple such that the retriever of the sexual act identifier must first decide themselves whether they will perform the sexual act and then indicate to their partner that they are willing to perform the sex act and so solicit the approval of their partner to also perform the act. If the partner decides not to perform the sex act, then the credit quotient will be acquired by the participant selector of the sexual act identifier. If the selector of the sexual act identifier does not wish to perform the sexual act then the credit quotient for that identifier will be attributed to their partner. In a situation where the participants themselves are couples competing with each other, then clearly a couple will indicate whether they will perform the sex act or not and the credit quotient attributed accordingly either to those agreeing to perform the sex act or when not in agreement transferring the credit quotient to their competing couple or couples.
The process with respect to selecting move positions 3 will be repeated for all participants in the game.
As indicated above, generally the random selector 4 may select an individual move position 3 or participants may progressively move about the move positions 1 in an accumulative manner. In such circumstances, the random selector may then be a simple dice with the participants then moving an incremental number of move positions from an initial start position, notionally shown as A in Fig. 1 repeatedly about the move positions in a circuit. Similarly, participants may be provided with a "nudge" card which can be played at certain times in the game such that they can incremently move one or a certain number of positions in the clockwise or anti-clockwise position if they select via the random selector 4 a move position with associated sexual act identifier which is unacceptable to them in order to find another move position with a sexual act indicator which may be more acceptable. Similarly, competing participants may play a nudge card upon an other competitor participant to nudge that participant to a move position so a sexual act identifier move to their liking.
It will be understood over the course of the agreed time period, e.g. 2 hours, there is a high likelihood that participants will repeatedly select the same move position and therefore associated sexual act identifier. In such circumstances the present game allows at this stage for alternatives. If the game is played by a single couple then the participant who selected that move position will face a penalty identifier. This penalty identifier will typically be written on the rear side of the card upon which the sexual act identifier is recorded. The penalty may take the form of missing a round in the game or a requirement to perform an alternative physical act or possibly a requirement to wear a potentially provocative piece of clothing or otherwise. If the game is to be played by a number of couples then the penalty will be the awarding of a credit quotient to the opposing couple participant who have already landed on that particular move position, and so have acquired the position in accordance with the game. Additionally, or alternatively, that opposing participant couple may impose their own wish penalty upon the participant couple who land on their required move position as a notional rent' for landing on their move position, and it will be understood that such penalties will be agreed by the participant couples prior to commencement of the game. Alternatively, a chance card may be taken in which again a number of agreed penalty type sexual acts may be agreed between the participant couples prior to commencement of the game or the chance may add or remove credit quotients from the respective couples, or simply state that a round is missed.
It will be understood that the core of the present invention is provision of sexual act identifiers in an appropriate form.
On the reverse side of each sexual act identifier will be found a penalty instruction or the participant is invited or can choose to take an alternative invitation to select a chance card. Thus, the participant will be given a choice.
A single couple mat will have one chance card dispenser. This dispenser will hold up to twelve chance cards and two nudge cards. These numbers can be reduced to suit individual or participants preference.
On a multicouple mat there will be two chance card dispensers. Each dispenser accommodating twelve chance cards and two nudge cards.
Chance cards will have mandatory instructions which must be adhered to or the game is lost by default. Some of the chance cards will have space for alternative participant specified instructions. These will be perused by players/a couple/couples prior to a game and agreed.
Each card dispenser is located within a box area identified by broken lines within a circle aperture cut in the mat. The dispenser is located at the opposite end of the mat to that of the dice dome.
The present game allows for single or multicouple play or for single couple play. The performance mat resembles a single format design, as above, to convert so a multiplayer mode, the circle containing dispenser box area will be removed, hence creating an aperture to enable insertion of second dice dome.
The card dispensers consist of a rectangle box with a spring loaded pressure plate, applying gentle pressure to the rear of cards. The pressure ensuring neat alignment of cards within the confines of the dispenser at all times. Each card will have a tab on its top margin, this allows easy extraction of the card from the card pack in a dispenser.
Nudge cards can be used straight away or saved for future use. If the nudge card is saved then players must select a chance card from the chance card dispenser, should another nudge card be selected, then the chance card should be returned to and inserted at the rear of the card pack in the card dispenser. The participants continue with selection of chance cards until successful selection of a chance card rather than a nudge card. If a participant lands upon a move position already acquired by a competitor, they can use their nudge card and be exempt from a normal game penalty.
However, if they choose to select a chance card instead and land on a competitor's move position they cannot use their nudge card and have to perform the necessary act. Savers of nudge cards can gain an advantage, that is they can nudge their competitors instead away from the safety of their own move position. They can move their competitors forwards or backwards the number of spaces depicted on the card. Their objective being that they move their competitors on to one of their move positions after which the competitors will face a penalty.
A single couple mat will have a single dice dome as a random number generator with a chance/nudge card dispenser positioned at position 8 in Fig. 1 within an aperture cut in the mat. A multi couple mat will have two dice domes at opposite ends of the mat in respective apertures cut in the mat and a separate card dispenser.
A mat can be used in single couple or multicouple mode by insertion and removal of a dice dome and card dispensers from an aperture in the mat.
Fig. 2 illustrates a plan view of a card sexual act identifier 20 which incorporates a graphical representation 21 of the sexual act and a textual description of the sexual act 22. As indicated above, on the reverse of this card 20 will generally be a penalty or to take a chance card with regard to multiple incidents of participants in accordance with the present invention.
Generally, the card 20 will incorporate an alpha numeric number 23 which will be visible when the card is exposed, but when located in a move position pocket will be obscured. This alpha numeric reference 23 allows utilisation of the DVD and visual display unit through an appropriate keyboard 7 (Fig. 1). In order that the DVD and the VDU can then demonstrate the sexual act to the participants. It will be understood that this reference must be obscured in play.
Fig. 3 illustrates as a cross-section assembly 100 of a dice dome 101 in a mat 102 in Fig. 3(a). Thus, the mat 102 has an aperture 103 cut in it to an appropriate size. The aperture 103 has a shoulder edge 104 which keys with a flange foot 105 of the dice dome 101 in that the bottom of the flange is flat with the bottom of the mat. The dome 101 projects above the mat as shown so it can be depressed to throw a dice to be thrown within. When only one dice dome is required the other will be removed from its aperture and an insert 106 placed in the aperture 103 as shown in Fig. 3(b). This insert 106 will have a box section 107 for cards and a spring loaded mechanism to upstanding and good presentation of the cards is ensured.
As indicated above, generally there will be sixteen move positions on the performance surface 1 in accordance with the present invention.
However, generally twenty six cards will be provided in a series appropriately graded. Thus sixteen cards will be chosen from the twenty six available in a particular series dependent upon participant choice. Typically grading of sexual act identifier series will be based upon an appropriate factor such as how strenuous or how adventurous or how sexually exotic the particular sexual acts are. Clearly, there is a degree of objectiveness and perception with respect to such grading, but nevertheless this will provide assistance both to the participants and any therapist advising those participants with respect to achieving the necessary objectives of sexual therapy and relaxation. Representation of grading may be simply through providing different coloured backgrounds for the cards 20, e.g. green (easy), amber (moderate), red (strenuous). Generally, the sexual acts will relate to sexual positions taken from the Karma Sutra or more modern sexual positions identified by sex therapists for improving sexual confidence and relaxation. It will also be understood that rather than specifically select sixteen cards from the available twenty six cards in a series, that these cards may be simply randomly chosen by the participants, adding a further degree of uncertainty and therefore heightened sensuality with respect to playing the game.
Additionally, by choice of appropriate names for the series, it will be understood that individuals may be able to sensually converse with respect to the particular series they wish to use in a particular game.
As indicated above, generally the game will last for a pre agreed period of time. It is important that the participants know the sexual acts and sexual positions available to them. Essentially, the objective of the game is to expand their sexual horizons and therefore typically all the sexualpositions will be demonstrated in an appropriate recording, such as a DVD for presentation on a VDU prior to commencement of the game. In such circumstances, a second recording or DVD will provide the game guidance and through the reference 23 on the cards 20, provides reminders as to the particular sexual acts required.
The game will commence by the game guidance issuing a beep. or other audible signal whereupon the first participant as indicated above will make their selection of move position through use of the random selector 4 or otherwise. Generally, a sexual act period will be determined within which the participant must perform the sexual act with their opponent partner or the participant couple partners perform the act before issuance of a further beep to initiate a further participants selection of move position. Typically this sexual act time period will be eight minutes during which the participant must agree to perform the sexual act as well as perform the sexual act if the appropriate credit quotient is to be attributed to that participant.
Generally, a warning will be issued as to the impending end of the game. This will typically take the form of an audible announcement by the game guide means through the loud speaker 6.
Although the present game can be utilised with respect to multiple couples, it is perceived that there will be particular advantage with respect to sexual therapy for a mutually consenting single participant couple. In such circumstances, the single couple will collect the credit quotients associated with each sexual act identifier during the agreed time period. The indeterminate factor in such circumstances will of course be the potential for repeated landing on the same move position with the uncertainty and diversity of the necessary requirements through a penalty or chance identifier to progress with the game. Nevertheless, the objective is to collect as many credit quotients as possible during the game in order to provide an incentive to the participant couple.
Each sexual act identifier will be provided with a certain credit quotient as indicated above. This will take the form of tabs, counters or points associated with the sexual act. The number of counters or points in the credit quotient for a particular sexual act identifier may be determined by the couple prior to commencement of the game or be permanently associated with a particular identifier or set by a sex therapist for the couple in order to provide greater reward for performing sexual acts and sex positions outside of the accepted "comfort zone" for the couple. In such circumstances it will be understood that the higher the credit quotient achieved in aggregate by the couple during the agreed time period, will thereby be an indication as to higher levels of sexual development.
It will be understood where the game is played by two or more participant couples, then the credit quotient becomes a competitive indicator as to the various positions of the competitor couples in terms of their sexual confidence, but also through simple chance.
Clearly, sexual activity is strenuous and physically demanding such that there will be as indicated above, a pre determined number of time out periods available to participants. During a time out period, which will generally take the form of the normal time period between sexual act audible beeps, that is to say eight minutes, the participants can rest either themselves or collectively by suspending the game for all participants, if the game is multi couple. Normally, a relatively high number of time out periods will be available, that is to say five in the course of a two hour game, but this number may be reduced if agreed by the participants, and will of course depend upon the level of physical fitness of those participants. In addition, of course, a participant may simply retire from the game early.
During a time out, typically in multiple couple situations, the opponent participant couples will continue to play, such that if an opponent couple lands on a move position of the couple taking a time out then the opponent couple may then, subject to them performing the sexual act, take the credit quotient from the time out couple for that sexual act, whereas when all couples are in play there will be a penalty or chance identifier as outlined above. In such circumstances, there is an incentive not to take time outs, a further disadvantage to taking time outs may also be necessary for a participant to then achieve a particular numerical score with the random selector 4 before returning to the game.
As indicated above, generally the present game will take the form of a mat of sufficient size to provide a performance surface 1 upon which two consenting adults can perform the sexual acts as outlined on the sexual act identifiers. In such circumstances, the mat will be of a relatively large size (2.6 metres x 2 metres) and therefore it is necessary that the mat can be folded or rolled up for storage. Similarly, each sexual act identifier will generally need to be of a sufficient size, that it is easy to read and understand the graphic and/or textual description of the sexual act to be performed in terms of the sex position or otherwise. In such circumstances, the cards will be of a relatively large size and normally at least of an A5 paper format size.
Each card will be given a reference number, typically 1 to 26 in its series. The move positions, i.e. 1 to 16 will be marked on the performance surface 1 and normally provide pockets within which the cards of the sexual act identifier will be located. Generally where required, movement will be in a clockwise manner through the numbered move positions so that progress can be made around the mat. Once a card, as the sexual act identifier, is inserted, a card number is obscured by the move position number so that there is a randomness with respect to the identifier card position relative to its number in the series.
A larger mat 5.2 metres x 4 metres may be used when the game involves more than one couple performing the sexual act at the same time on the mat.
The random selector as indicated will generally take the form of a dice in a dome inserted underneath the mat providing the performance surface. In such circumstances the random selector will be countersunk or otherwise, securely located in the mat such that it does not become detached. Similarly, when the random selector is formed and inserted in the mat, it will be appreciated that the base of the dome will generally be flush with the mat back in order to avoid any potential protrusion which may disrupt the participants' when performing the sex acts on the performance surface.
Nevertheless, generally the dome will be exposed.
As indicated above a virtual mat may be created on a TV screen with move positions, etc distributed on that screen. In such circumstances, participants can network these mats and so participants may be at different locations but all playing the same game upon a common virtual mat. Thus, a closed circuit TV camera may monitor each couple and display the sexual acts in a section of the screen in the middle of the virtual mat in accordance with the present invention. Participants will still play the game by moving between move positions and taking penalties or performing sexual acts to acquire rights to identifiers or to occupy a move position to cause penalties for competitors. A computer will be used to monitor participant activity and ask the competitors for confirmation that the others have performed the necessary acts. The computer will also keep score.
Whilst endeavouring in the foregoing specification to draw attention to those features of the invention believed to be of particular importance it should be understood that the Applicant claims protection in respect of any patentable feature or combination of features hereinbefore referred to and/or shown in the drawings whether or not particular emphasis has been placed thereon.

Claims (34)

  1. Claims 1. A game for sexual education, the game comprising a performance
    surface associated with move positions deliminated by move identifiers, a plurality of sex act identifiers, game guide means, a random selector for move identifiers and the game performed upon the performance surface in accordance with the following game stages; a. Reviewing the game guide means to allow participants to understand the game stages and define an agreed time period for the game, along with selection of an agreed plurality of sexual act identifiers, then association of each agreed sexual act identifier with a particular move position associated with the performance surface; b. Each participant in turn activating the random selector for move identifiers to determine a move position and then retrieving the sexual act identifier associated with that move position if available, then deciding to perform the sexual act described by the sexual act identifier to obtain a credit quotient if available for the sex act or not; c. After performing the sexual act marking the move position and sexual act identifier as no longer available or at least already performed in the game; and d. All participants to the game repeating stage b) above until expiry of the agreed time period when an aggregate of credit quotients obtained by each participant will be compared to determine a game result.
  2. 2. A game as claimed in claim 1 wherein the performance surface is a mat.
  3. 3. A game as claimed in claim 1 or claim 2 wherein the mat is securable upon a bed or floor surface as required.
  4. 4. A game as claimed in any of claims 1 to 3 wherein the mat comprises a multi layer structure incorporating cushioning and visual indicators to indicate progress of the game as well as to accommodate the random selector.
  5. 5. A game as claimed in any preceding claim wherein the move indicators are pockets associated with the performance surface.
  6. 6. A game as claimed in any preceding claim wherein the sex act identifiers are cards with graphic and/or textual descriptions of a sex act to be performed by a participant.
  7. 7. A game as claimed in any preceding claim wherein there are a larger number of sexual act identifiers available than the agreed plurality of sexual act identifiers selected by the participants.
  8. 8. A game as claimed in any preceding claim wherein the sexual act identifiers are graded.
  9. 9. A game as claimed in claim 8 wherein such grading is by perceived strenuousness and/or adventurousness and/or sexual eroticism of the sex act.
  10. 10. A game as claimed in claim 8 or claim 9 wherein grading is indicated by colour or number.
  11. 11. A game as claimed in any preceding claim wherein the sexual act identifiers relate to sexual positions to be performed on the performance surface.
  12. 12. A game as claimed in claim 11 wherein the sexual positions are taken from the Karma Sutra, or sexual positions recommended by a sex therapist for overcoming sexual inhibitions.
  13. 13. A game as claimed in any preceding claim wherein the participants agree to a particular grade of sexual act identifier to be selected for the agreed plurality of sexual act identifiers at stage a of the game.
  14. 14. A game as claimed in any preceding claim wherein if the sexual identifier at a move position selected by the random selector is not available then the participant receives a penalty identifier.
  15. 15. A game as claimed in claim 14 wherein penalty identifiers include missing a turn or loss of credit quotient or a requirement to fulfil another physical or sexual act determined by the other participants, or as outlined on the penalty identifier.
  16. 16. A game as claimed in any preceding claim wherein if the participant has themselves already selected the move position by the random selector, they are subject to a penalty identifier or a chance identifier, but if the move position has previously been selected by another participant by the random selector then the second participant to select that move position by the random selector is subject to a chance identifier.
  17. 17. A game as claimed in claim 16 wherein chance identifiers describe achievement of a particular aggregate or combination upon further activation of the random selector or matching with a sexual act identifier already performed or choice of sexual act identifier of another participant.
  18. 18. A game as claimed in claim 16 or claim 17 wherein if the participant is the third participant to select a move position by the random selector then the credit quotient for that sexual act identifier associated with the move position is transferred to that participant who is the third to select the move position.
  19. 19. A game as claimed in claim 14 and any claim dependent thereon wherein penalty identifiers involve wearing pieces of clothing or using a specified sex toy or device.
  20. 20. A game as claimed in any preceding claim wherein the random selector comprises a number of dice whose aggregate score or combination provide an alphanumeric result for a move position associated with that alpha numeric result.
  21. 21. A game as claimed in any preceding claim wherein there are sixteen move positions with three dice, one dice with six alphanumeric positions and the other two dice with five alphanumeric positions to provide the aggregate score or combination as the alphanumeric result for each respective move position.
  22. 22. A game as claimed in any preceding claim wherein the game guide means includes a timer for indication of the agreed time period.
  23. 23. A game as claimed in claim 22 wherein the timer will provide an audible warning of the approach of the end of the agreed time period.
  24. 24. A game as claimed in any preceding claim wherein refusal of performing a sex act results in a loss of a credit quotient as a penalty and/or transfer of credit quotient to participants.
  25. 25. A game as claimed in claim 24 wherein the credit quotient comprises tabs retrieved from each sexual act identifier and collected by participants during the agreed time period.
  26. 26. A game as claimed in claim 25 wherein the number of tabs associated with each sexual act identifier is agreed by the participants at stage a) above.
  27. 27. A game as claimed in any preceding claim wherein the performance surface may be rolled up or folded for storage.
  28. 28. A game as claimed in any preceding claim wherein the random selector may be fixed to the performance surface during use.
  29. 29. A game as claimed in any preceding claim wherein the game guide means comprises a DVD or other recording played throughout performance of the game to guide participants as to the time period and interactively with respect to demonstration of the sexual acts identified by the particular sexual act identifiers for confirmation and reference by the participants.
  30. 30. A game as claimed in any preceding claim wherein means is provided to randomise the sexual act identifier position with respect to the move positions for confusion of participant recall of each sexual act identifier location relative to the random selector.
  31. 31. A game for sexual education substantially hereinbefore described with reference to the accompanying drawings.
  32. 32. A method of playing a game for sexual education substantially hereinbefore described with reference to the accompanying drawings.
  33. 33. A computer disk incorporating a game and instructions for performing a game substantially hereinbefore described with reference to the accompanying drawings.
  34. 34. Any novel subject matter or combination including novel subject matter disclosed herein, whether or not within the scope of or relating to the same invention as any of the preceding claims.
GB0509799A 2005-05-13 2005-05-13 A game Expired - Fee Related GB2425965B (en)

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GB2425965A true GB2425965A (en) 2006-11-15
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Cited By (1)

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GB2444129A (en) * 2006-06-12 2008-05-28 Donald Northrop Adult themed board game

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FR2347950A1 (en) * 1976-04-15 1977-11-10 Person Henriette Board game with sexual theme - couples or group throw dice to follow marked course and carry out penalties or receive specified prizes
CA2249144A1 (en) * 1998-09-29 2000-03-29 Charlene Stacey Mental game

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ES1029623Y (en) * 1994-11-10 1996-06-16 Puche Andres Jaimen PERFECTED GAME BOARD.
BE1010287A6 (en) * 1996-05-06 1998-05-05 Daphne Gevers Towel
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FR2347950A1 (en) * 1976-04-15 1977-11-10 Person Henriette Board game with sexual theme - couples or group throw dice to follow marked course and carry out penalties or receive specified prizes
CA2249144A1 (en) * 1998-09-29 2000-03-29 Charlene Stacey Mental game

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"Kama Sutra Game" from Thanksdarling.com. At URL: http://www.thanksdarling.com/kama-sutra-game.html *
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2444129A (en) * 2006-06-12 2008-05-28 Donald Northrop Adult themed board game

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GB0509799D0 (en) 2005-06-22

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