AU2006100186A4 - Apparatus and method of playing a board game for teaching basic structures of the orthodox Enneagram theory. - Google Patents

Apparatus and method of playing a board game for teaching basic structures of the orthodox Enneagram theory. Download PDF

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AU2006100186A4
AU2006100186A4 AU2006100186A AU2006100186A AU2006100186A4 AU 2006100186 A4 AU2006100186 A4 AU 2006100186A4 AU 2006100186 A AU2006100186 A AU 2006100186A AU 2006100186 A AU2006100186 A AU 2006100186A AU 2006100186 A4 AU2006100186 A4 AU 2006100186A4
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AUSTRALIA
PATENTS ACT 1990 PROVISIONAL SPECIFICATION Applicant Reinhard Hacker Invention Title: Apparatus and method of playing a board game for teaching basic structures of the orthodox Enneagram theory.
The invention is described in the following statement: M Apparatus and method of playing a board game for teaching C basic structures of the orthodox Enneagram theory.
ct FIELD OF THE INVENTION This invention relates to the art of board games and, more particularly, to a board game which teaches the basic structures of the orthodox enneagram theory, which N is the understanding of fundamental aspects of 00 personality typing and the relevant aspects of psychology, spirituality and personal growth which further extends this teaching to an understanding of the principles upon which a solid and strong foundation for (Ni the journey of our life may be formed.
BACKGROUND TO THE INVENTION It is well known that most individuals have difficulty understanding them selves and building harmonious relationships with others; indeed, understanding others more profoundly allows us not only to appreciate the good we find in them but also to be more objective and compassionate about things we may not like about them.
Nonetheless, a few individuals do, over a period of time and with the application of certain principles, form harmonious relationships in life. Correspondingly, they also achieve personal success from acknowledging their unconscious motivations and preoccupations which produce patterns of perception, feeling, and behaviour which can be gifts or obstacles to the personality.
The difference between those individuals who are able, over time, to build harmonious relationships (live on the Roller Coaster) and those who do not (and thus are doomed to live the so called quiet life of desperation; on the Ferris Wheel) is the former somehow understand the motivations and preoccupations of themselves and others. This understanding may be more or less self taught or intuitive, and the degree of success of a given individual usually depends upon just how well M motivations and preoccupations of themselves and others C are really understood.
The principles of personality typing, selfunderstanding (seeing ourselves as we actually are) and for understanding others (so that we can have more harmonious relationships), can be taught although they are certainly not taught in most formal institutions of N learning and are, to some extent, inconsistent with the 00 way people see themselves and others. Of course, forming harmonious relationships is almost always a start to a successful life, but it can be demonstrated that it is not necessary for one to build relationships by trial and (Ni error if the known principles of the orthodox enneagram theory of personality typing and self-discovery are carefully practiced.
These principles are sometimes taught in expensive and time-consuming seminars. Or, they may be taught in more or less well written books. Some individuals, however, do not have the time or ability to spend the sums needed or even the inclination to attend such seminars or the ability to learn the principles from a book.
Thus, it will be readily apparent that it would be highly desirable to provide a means by which the principles of the basic structures of the orthodox enneagram theory of personality typing, understanding ourselves, understanding others and the forming of harmonious relationships can be taught in a highly compressed time frame and in a manner that is both fun and, learning wise, highly effective. It is to these ends that the present invention is directed.
OBJECTS OF THE INVENTION It is therefore a broad object of this invention to provide a board game which teaches self-observation so that the player can see his/her behaviour as objectively as possible.
Similarly, it is a broad object of this invention to C provide a board game which teaches fundamental aspects of self-understanding so that the player can know the true motives for his/her behaviour.
It is another object of this invention to provide a board game which also teaches fundamental aspects of how to cultivate awareness of others so that the player can D have more harmonious relationships.
00 It is yet another object of this invention to provide a board game which further teaches the process of understanding the fundamental aspects of personality typing and the relevant aspects of psychology, (Ni spirituality and personal growth.
From another point of view, it is an object of this invention to provide a board game which teaches the foregoing fundamental aspects of the basic structures of the orthodox enneagram theory, and the process of forming harmonious relationships in greatly compressed time.
From yet another point of view, it is an object of this invention to provide a board game which teaches the power of a panoramic view of what is happening in the players behaviour and in her/his significant relationships.
From still another point of view, it is an object of this invention to provide a game board which includes dual, Ferris Wheel and Roller Coaster, life tracks and which includes rules and accessories for teaching the science of the orthodox enneagram theory, understanding ourselves, understanding others and the forming of harmonious relationships in life.
It is also an object of this invention to provide a game board in which a player moves first on a Ferris Wheel Track and then, upon qualification, moves to an entirely separate Roller Coaster Track to thereby provide a sequential experience.
It is a further object of this invention to provide such a board game in which the teachings resulting from play are essentially self learned and do not require the intervention of an instructor.
SUMMIARY OF THE PRESENT INVENTION Briefly, these and other objects of the invention are achieved by the provision of a board game which includes a first, Ferris Wheel, track and an entirely separate second, Roller Coaster, track. Each player is N assigned, at the beginning of game play, a Personality 00 which includes that personality's trait structure, including but not limited to preoccupations, worldview and childhood origin.
Each player is also provided with a Score Card on (1 which to enter updates as play proceeds while the player is confined to the Ferris Wheel. The same Score Card is used again, when a player advances to the Roller Coaster.
The Score Card is configured as a Pie Chart, and basic rules of personality typing are carefully followed in updating the Score Card.
Each player is also provided with a Game Card on which to enter his/her beginning personality information and only updates as play proceeds and the player moves to the Roller Coaster.
The Game Card is configured as one or more Enneagram (ennea is Greek for nine, and gram means drawing) and is a circle enclosing nine equidistant points connected by nine intersected lines and basic rules of personality typing of others are carefully followed in updating the Game Card.
Each player is also provided with a Wheel-of-Life, device, which by ways of combining an alpha numeric code holds the key to unlocking the player's dominant personality type.
A player progresses along the Ferris Wheel Track in accordance with rolls of dice. The Ferris Wheel includes spaces on which a player can land which, for example, presents unexpected obstacles set forth on Action, Challenge and Roadblock Feature Playing Cards, but the Ferris Wheel also includes spaces on which a player may M take advantage of various opportunities set forth on C Heart, Head and Gut Choice Playing Cards. The Ferris Wheel track thus represents the life of ordinary individuals who live the so called quiet life of desperation.
By consistently making choices as opportunities permit and following these with the help of the Wheel-of- D Life device, tracking such choices on the Score Card in 00 the context of the "adaptive", resourceful qualities of a personality type and the non-resourceful or "shadow" side of a personality type not only can the player see his/her behaviour as objectively as possible through self- C1 observation, the true motives for her/his behaviour by self-understanding can also be seen. Once a player's pie chart on the Score Card is complete, the player moves to the Roller Coaster track for further play.
On the Roller Coaster, a player enjoys the greatly improved life of one who has a panoramic view of what is happening in his/her life and in his/hers significant relationships and may seek the forming of more harmonious relationships in life. However, as in real life, even life on the Roller Coaster is not without problems, and provision is made for such in the various Roller Coaster spaces along which a player moves in accordance with rolls of dice. A player's progress in life on the Roller Coaster is followed (again, carefully following the basic structures of the orthodox enneagram theory) on a Score Card, used to follow the same player's earlier progress on the Ferris Wheel, and a Game Card which is adapted to such life and is therefore somewhat different from the Score Card.
Formal rules set forth the sequence and conditions of play and the conditions under which a winner of the game emerges. Repetitive playing of the game and consequent improved performance teaches a player the basic structures of the orthodox enneagram theory, which is the understanding of fundamental aspects of NU personality typing upon which a solid and strong O foundation for the journey of our life may be formed.
SDated this 7 th day of March 2006 REINHARD HACKER
NO
00
NO
SDESCRIPTION OF THE DRAWINGS The subject matter of the invention is particularly pointed out and distinctly claimed in the concluding portion of the specification. The invention, however, both as to organization and method of operation, may best Cl be understood by reference to the following description taken in conjunction with the subjoined claims and the NO accompanying drawing of which: 00 FIG. 1 is a generalized view of a game board for playing the subject game; FIG. 2 is a view of a first part of the game board
INO
Sshown in FIG. 1 enlarged to show certain indicia provided CI in playing spaces; FIG. 3 is a view of a second part of the game board shown in FIG. 1 enlarged to show certain indicia provided in playing spaces; FIG. 4 is a view of a third part of the game board shown in FIG. 1 enlarged to show certain indicia provided in playing spaces; FIG. 5 is a view of a fourth part of the game board shown in FIG. 1 enlarged to show certain indicia provided in playing spaces; FIG. 6 is a view of a fifth part of the game board shown in FIG. 1 enlarged to show certain indicia provided in playing spaces; FIG. 7 is a view of a fragment of the second part of the game board shown in FIG. 3 further enlarged to show additional indicia provided in playing spaces; FIG. 8 is an enlarged view of portions of the game board shown in FIG. 1 showing certain indicia in each of six spaces, Heart, Head, Gut, Action, Challenge and Roadblock, reserved for corresponding card types to be drawn during play; FIG. 9 is an illustration of an exemplary Action Feature card; FIG. 10 is an illustration of an exemplary Challenge Feature card; FIG. 11 is an illustration of an exemplary Roadblock Feature card; FIG. 12 is an illustration of an exemplary Head Choice card; FIG. 13 is an illustration of an exemplary Heart Choice card; FIG. 14 is an illustration of an exemplary Gut Choice card; FIG. 15 is an example of a Score Card used by each player in tracking that player's progress in playing the game while on the Ferris Wheel track; FIG. 16 is an example of a Game Card used by each player in tracking that player's progress in playing the game while on the Roller Coaster track; FIG. 17 is a perspective view of a Wheel-Of-Life device used by each player to decipher an alpha numeric code; FIG. 18 is a perspective view of the inside of a Wheel-Of-Life device used by each player to decipher an alpha numeric code as it appears on Choice cards; FIG. 19 is an illustration of an exemplary Personality card; FIG. 20 is an illustration of an exemplary playing piece used by each player while on the Ferris Wheel track FIG. 21 is an illustration of an exemplary Merit Award card received by each player completing the Ferris Wheel track FIG. 22 is an illustration of an exemplary playing piece used by each player while on the Roller Coaster track; it shows the players playing piece Fig. 20, used by each player while on the Ferris Wheel track, combined with the Merit Award card Fig. 21; DESCRIPTION OF THE PREFERRED EMBODIMENT(S) Attention is first directed to FIG. 1 which is a generalized representation of a game board 1 for playing the subject game. A fundamental characteristic of the game board 1 is that there are two tracks for the players 4 to move along: a Ferris Wheel track 2 and a Roller C Coaster track 3. As will be discussed further below, play starts for all players on the Ferris Wheel which is representative of the life of many ordinary individuals who live the so called quiet life of desperation. With ri skill in self-observation, self-understanding and understanding the motivations and preoccupations of ID themselves on the Ferris Wheel 2, a player may qualify to o00 move to the Roller Coaster 3 in which life may be much more harmonious and enjoyable, although not without potential difficulties which must be managed. On both the Ferris Wheel and the Roller Coaster, the game forces a (1 player to practice both the understanding of fundamental aspects of personality typing and the basic structures of the orthodox enneagram theory which highlight what is actually happening in a players behaviour and in her/his significant relationships to bring about success or failure in the game. Thus, the Ferris Wheel and the Roller Coaster, including uncertainties and unexpected events, emulates life such that the skills necessary to practice the lessons learned in playing and becoming more expert at the game may be transferred to real life experiences.
In addition to the Ferris Wheel track 2 and the Roller Coaster track 3, the game board 1 includes spaces for six types of cards which may be drawn from time to time by players as they land on various track spaces.
Three of these card types, Action cards disposed on space 4, Challenge cards on space 5 and Roadblock cards on space 6 are collectively known as Feature cards. Space 7 is for the Head cards, space 8 is for Heart cards and space 9 is for Gut cards are collectively known as Choice cards, all as will be explained more fully below.
Each of the spaces shown in FIG. 1 on the Ferris Wheel track 2 and the Roller Coaster track 3 has indicia which is too small to show in FIG. 1.
However, the game board 1 is broken up into sections for purposes of illustration as indicated by the segments -11- 4 designated A, B, C, D and E which are separated by dashed C lines which have no other purpose. Thus, it will be understood that the designators A, B, C, D and E and the dashed lines are not part of the game board.
Referring to FIG. 2 (designator A in FIG. it A will be seen that the circular Ferris Wheel track includes segments also known as choice categories marked ID Head, Heart, Gut, and segments also known as Feature o00 categories marked Action, Challenge, and Roadblock. While Head, Heart, Gut appear sequentially every other space around the Ferris Wheel, the remaining space categories are less frequently distributed. It will also be noted (Ni that one of the spaces has an arrow marked "Start Here".
As will be explained more completely below in the discussion of the game rules, this space is the starting point for play by all the players.
Also shown in FIG. 2 is a fragment of the Roller Coaster 3 which is in the region of the Ferris Wheel track 2. Provision for translating the invention into other languages allows only illustrating the indicia as its purpose of each space rather than actual indicia, as it appears on an actual game board, which force a player to practice both the understanding of fundamental aspects of personality typing and the basic structures of the orthodox enneagram theory. However, it will be observed that the Roller Coaster spaces variously include: segments also known as Feature categories marked Action 7, Challenge 8, and Roadblock 9 in which indicia, not shown in FIG. 2, further states to move to a particular space on the Roller Coaster all to be discussed further below.
FIG. 3 is an enlarged view of section B (FIG. 1) of the Roller Coaster 3 only showing indicia as its purpose of each space rather than actual indicia, as it appears on an actual game board.
FIGS. 2, 3, 4, 5, and 6 taken together, show the complete Roller Coaster 3 and only showing indicia to its purpose of each space in place of the complete legends -12- 4 which appear in the various spaces on an actual game C board. FIG. 7 illustrates additional samples of indicia to its purpose of Roller Coaster 3 spaces.
Space colours are an important subtle psychological aspect of the game. On the Ferris Wheel track 2, Heart (1 spaces are preferably a pale red suggesting warmth, Head spaces are preferably a pale green suggesting logic and ID Gut spaces are preferably a pale gold/safran suggesting o00 coldness. On the other hand, Actions are preferably a pale black, and Roadblock is preferably pale purple to suggest the negative effect on life. For contrast, Challenges may be pale cobalt and Start pale blue.
(Ni Similarly, on the Roller Coaster 3, Wings are preferably a shade of pale green, Wings are preferably a shade of pale blue, Security points are preferably a shade of pale red, Stress Points are preferably a shade of pale Purple, Actions are preferably a shade of pale black, and Roadblocks are preferably shade of pale purple to suggest the negative effect on life. For contrast, Challenges may be a shade of pale cobalt.
FIG. 8 illustrates the indicia on the Action 4, Challenge 5, Roadblock 6, Head 7, Heart 8, and Gut 9 spaces for placing the corresponding cards. FIG. 9 shows an exemplary Action Feature Card, FIG. 10 shows an exemplary Challenge Feature Card and FIG. 11 shows an exemplary Roadblock Feature Card. Similarly, FIG. 12 shows an exemplary Head Choice Card, FIG. 13 shows an exemplary Heart Choice Card and FIG. 14 shows an exemplary Gut Choice Card.
FIG. 15 shows an exemplary Score card. It illustrates a pie chart divided into three equal parts (or triad), Head 10, Heart 11, Gut 12, all separated by a space 13. Each part may feature two rims around the outside of the part and immediately adjacent to each other. The colours of the outside rim 14 is preferably of a shade of pale green for the Head 10, a shade of pale red for the Heart 11 and a shade of pale gold/safran for 13u the Gut 12 parts representing the adaptive", resourceful qualities of a personality type. The colours of the inside rim 14a is preferably of a pale green for the Head a pale red for the Heart 11 and a pale gold/safran for the Gut 12 parts representing "shadow", nonresourceful qualities of a personality type. On both rims, round spaces preferably of white in colour are also NO illustrated, twelve spaces for each of the parts of the 00 pie chart, six on the outside rim 14 and six on the inside rim 14a. The purpose of these will be explained more completely below in the discussion of the game rules.
Similarly, FIG. 16 shows an exemplary Game card. It illustrates two Enneagram diagrams. Each Enneagram is a circle 15 enclosing nine equidistant points 16 connected by nine intersected lines 17. Each of the nine equidistant points 16 is a blank space and each of the nine intersected lines 17 end in a blank space. The purpose of these will be explained more completely below in the discussion of the game rules.
FIG. 17 shows an exemplary Wheel-Of-Life device 18.
It illustrates a window 19, side opening 20 which provides access to code disc 21 and side opening 22 which provides access to another code disc 23. FIG 18 shows an exemplary view of the inside and how the two code disc's 21, 23 are attached to the top and the bottom of the Wheel-Of-Life device 18 case, at offset centres to each other. The purpose of these will be explained more completely below in the discussion of the game rules.
FIG. 19 illustrates an exemplary Personality card and the information included with each.
As illustrated in FIG. 20, Playing Piece 24 maybe of a design in the shape of a person with a base 25 and its arms pointing up 25a that can easily be grasped. For hands it may have an opening 25b the purpose of it will be to hold a Merit Award Card 26 as explained more completely below in the discussion of the game rules.
FIG. 21 illustrates an exemplary Merit Award Card 26. The -14colours and insignia of the Merit Award 26 are an C important subtle psychological aspect of the game.
Preferably insignia's are illustrated together with their respective colour. It may be an illustration of a Terrier on one side and an Ant on the flip side of a silver card; (1 an illustration of a Cat on one side and an Irish Setter on the flip side of a red card; an illustration of a ID Peacock on one side and an Eagle on the flip side of a o00 yellow card; an illustration of a Bassett Hound on one side and a Horse on the flip side of a mauve card; an illustration of a Fox on one side and an Owl on the flip Sside of a cobalt card; an illustration of a Rabbit on one (Ni side and a Deer on the flip side of a beige card; an illustration of a Monkey on one side and a Butterfly on the flip side of a green card; an illustration of a Rhinoceros on one side and a Tiger on the flip side of a black/white card; and an illustration of a Elephant on one side and a Porpoise on the flip side of a gold/safran card all representing the insignia and colours of the nine enneagram types.
FIG.22 illustrates an exemplary playing piece used by each player while on the Roller Coaster and is a combination of the playing piece 24, and the Merit Award Card 26.The purpose of these will be explained more completely below in the discussion of the game rules.
Tokens are preferably used on the Score card FIG. to cover the white round spaces 14b on outside rim 14 and inside rim 14a as a way to measure success while on the Ferris Wheel 2 as well as on the Roller Coaster 3. The colours and insignia of the Tokens are an important subtle psychological aspect of the game. Preferably insignia's are illustrated together with their respective colour. It may be an illustration of a Terrier on one side and an Ant on the flip side of a silver token; an illustration of a Cat on one side and an Irish Setter on the flip side of a red token; an illustration of a Peacock on one side and an Eagle on the flip side of a yellow token; an illustration of a Bassett Hound on one side and a Horse on the flip side of a mauve token; an Cillustration of a Fox on one side and an Owl on the flip side of a cobalt token; an illustration of a Rabbit on one side and a Deer on the flip side of a beige token; an illustration of a Monkey on one side and a Butterfly on (1 the flip side of a green token; an illustration of a Rhinoceros on one side and a Tiger on the flip side of a ND black/white token; and an illustration of a Elephant on 00 one side and a Porpoise on the flip side of a gold/safran token all representing the insignia and colours of the nine enneagram types. The purpose of these will be explained more completely below in the discussion of the (1 game rules. Consider now the playing of the subject game itself.
RULES OF THE SUBJECT GAME The game is played in two parts: the Ferris Wheel and the Roller Coaster.
Part I The Ferris Wheel Each Player's goal is to get from the Ferris Wheel onto the Roller Coaster. The Ferris Wheel represents the ongoing life experience of most people. To get off the Ferris Wheel, a Player must complete the Score Card by covering all white spaces with tokens of the same colour.
Part II The Roller Coaster Once a Player has successfully moved from the Ferris Wheel to the Roller Coaster, the Player's goal is to: 1) Find one other persons Enneagram type in addition to the type already found in Part I. 2) Move both Enneagram Types from the "shadow", non resourceful qualities of a personality type to the "adaptive", resourceful qualities of a personality type and 3) Build harmonious, successful relationships with both.
The game ends when the Game Cards of all the Players have been completed.
A given Player wins the game if: 16- 1) After none of the other Players' Score cards have C been completed, the given Player is the only person who has completed his/her Game Card.
Or 2) After all the Players' Score Cards have been (1 completed, if more than one Player has obtained a Merit Award, then the Player with his/her completed Game Card ND AND the highest number of Merit Awards wins.
o00 None of the players are ever eliminated from the game and no Personality Type of the Enneagram has any particular advantage over the rest.
IND
(Ni HOW TO SET UP THE GAME 1) The Players "elect" one Player to act as Facilitator in addition to playing. The Facilitator hands out and receives Tokens and Merit Awards.
2) Separately shuffle the "Action", "Challenge" and "Roadblock" (all "Feature") cards and "Head", "Heart" and "Gut" (all "Choice") cards and place them face down on the game board on their respective marked places.
3) Distribute one Score Card to each Player. As shown in FIG. 15, this is a Player's "Score Card" while he/she is on the Ferris Wheel and may be used again while he/she is on the Roller Coaster.
4) Distribute one Game Card Sheet to each Player. As shown in FIG. 16, this is a Player's "Game Card" while he/she is in the Roller Coaster. Distribute a marker pen to each Player for use in preparing and updating his/her Game Card. (Preferably, Game Cards have glossy surfaces such that they can be reused. Alternatively, the Game Cards can be single use, typically printed on a pad of numerous blank Game Cards. The configuration of the Game Card will be discussed below.
Distribute one Wheel-Of-Life device to each Player. As shown in FIG. 17, this allows a player to decipher an alpha numeric code. The function of the alpha numeric code will be discussed below.
17- 6) Any Player may shuffle the "Personality" cards C and randomly deal one, face down, to each Player. Each Player then turns over his/her Personality card and enters the information on it, exactly as it's written, onto his/her Game Card. FIG. 19 illustrates an exemplary (1 "Personality" card.
7) Meet your Coach this is the person on each ID Player's right. A Coach's role is to observe his/her o00 "player" in making a choice when asked to do so. Each time a change is made to a Player's Game Card, that Player's Coach must check the entries. If entries need to be re-worked, then the Player's Coach should call a short (Ni time-out to make corrections.
TO BEGIN THE GAME: 1) Each Player chooses one Playing Piece FIG. 24.
2) Each Player places his/her Playing Piece on the circular Ferris Wheel space designated "Start Here".
3) Each Player rolls two dice, and the Player with the highest total count has the first turn. Play then successively passes to the Player on the left. (The order of play remains the same whether individual Players are on the Ferris Wheel or on the Roller Coaster.
4) Each Player on the Ferris Wheel rolls only one die on his/her turn. The first Player rolls the die and moves around the Ferris Wheel in a clockwise direction.
The other Players follow. (Landing on the same space as another Player has no effect on either Player.) If a Player lands on an "Action", a "Challenge" or a "Roadblock" space, he/she draws a corresponding card and in the same way if a Player lands on a "Head", a "Heart" or a "Gut" space, he/she draws a corresponding card.
THE FERRIS WHEEL Spaces on the Ferris Wheel Start Here Each time a Player lands on "Start Here", the Player draws a card from any of the "Head", -18- 4 "Heart" and "Gut" (all "Choice") cards, follows the C instructions and rolls again. If a Player forgets to draw a card from any of the Choice cards the Player loses his/her opportunity to roll again.
Feature space When a Player lands on an "Action", (1 a "Challenge" or a "Roadblock" space, he/she draws a corresponding card and the "Feature" card is read aloud.
ID Once a "Feature" card has been played, it is placed on 00 the bottom of the Action, Challenge or Roadblock deck from which it was drawn.
Choice space When a Player lands on a "Head", "Heart" or "Gut" space, a corresponding card is drawn, (1 and the card is read aloud. Once a "Choice" card has been played, it is placed on the bottom of the Head, Heart or Gut deck from which it was drawn. Each "Choice" card having a question as to personality having two possible answers, with one of said answers showing a predisposition towards an aspect of personality opposite to that shown by the other of said answers and an alpha numeric code assigned to each possible answer thereby qualifying or disqualifying a player to receive a token by consulting the Wheel-Of-Life. By aligning both wheels of the device using the code on a given Choice card, in the window of the Wheel-Of-Life will appear an instruction as to which colour of a token the player receives.
Playing this game teaches each Player the basic structures of the orthodox enneagram theory, which is the understanding of fundamental aspects of personality typing.
THE ROLLER COASTER A Player moves from the Ferris Wheel to the Roller Coaster when all white spaces on his/her Score Card are covered with tokens of the same colour.
A Player's goals on the Roller Coaster are to: 1) Find one other person's Enneagram Type.
19- D 2) Move both Enneagram Types from the "shadow", non O resourceful qualities of a personality type to the "adaptive", resourceful qualities of a personality type and a 3) Build harmonious, successful relationships with (1 both.
The game ends when the Game Cards of all the Players ND have been completed or; a given Player wins the game if: o00 1) After none of the other Players' Score cards have been completed, the given Player is the only person who has completed his/her Game Card or; 2) After all the Players' Score Cards have been (Ni completed, if more than one Player has obtained a Merit Award, then the Player with his/her completed Game Card AND the highest number of Merit Awards wins.
When a Player moves off the Ferris Wheel onto the Roller Coaster, he/she returns his/her tokens from the Score Card to the Facilitator who then hands him/her a Merit Award FIG. 21 corresponding with the colour and insignia of the tokens returned. The Merit Award is added to the playing piece as shown in FIG. 22. The player may then use the Score Card for further score keeping.
The following information is entered on the Game Card: Names of Player Coach Personality Type (as scored on the Ferris Wheel) Personality Card details (dealt out at the beginning) Have his/her Coach check the entries.
To enter The Roller Coaster, the Player's playing piece including the Merit Award is placed on the space denoted "Enter Here". Players on the Roller Coaster roll two dice unless later specified conditions allow or require more or fewer.
Wing space Each time a Player lands on a "Wing" space, he/she has to follow the instructions. Wing spaces may direct the player to move to another space or to draw a "Head", "Heart" or "Gut" Choice card from the 4 corresponding card deck, then this card is read aloud.
C Once a "Choice" card has been played, it is placed on the bottom of the Head, Heart or Gut deck from which it was drawn.
Stress Point Each time a Player lands on a "Stress (1 Point" space, he/she has to follow the instructions.
Stress Point spaces may direct the player to move to ND another space or to draw a "Head", "Heart" or "Gut" o00 Choice card from the corresponding card deck, and then this card is read aloud. Once a "Choice" card has been played, it is placed on the bottom of the Head, Heart or Gut deck from which it was drawn.
(Ni Security Point Each time a Player lands on a "Security Point" space, he/she has to follow the instructions. Security Point spaces may direct the player to move to another space or to draw a "Head", "Heart" or "Gut" Choice card from the corresponding card deck, and then this card is read aloud. Once a "Choice" card has been played, it is placed on the bottom of the Head, Heart or Gut deck from which it was drawn.
Feature space When a Player lands on an "Action", a "Challenge" or a "Roadblock" space, he/she draws a corresponding card. Reads the "Feature" card aloud and follows the instructions.
Once a "Feature" card has been played, it is placed on the bottom of the Action, Challenge or Roadblock deck from which it was drawn.
Playing the subject game as set forth above teaches the basic structures of the orthodox enneagram theory, which is the understanding of fundamental aspects of personality typing and the relevant aspects of psychology, spirituality and personal growth which further extends this teaching to an understanding of the principles upon which a solid and strong foundation for the journey of our life may be formed.
It can be asserted that a Player becomes more skilful in playing the game, and hence improves his/her understanding of the principles of personality typing -21 4 based on the orthodox Enneagram theory by playing the C game repeatedly, preferably with like minded individuals as the other Players. Each game takes about three hours to play from beginning to end, and during the course of a single game, years of understanding ourselves, (1 understanding others and the relevant aspects of psychology, spirituality and personal growth are ID compressed into a single evening of enjoyment.
o00 Accordingly, the basic aspects of the Enneagram of understanding ourselves and understanding others are effectively taught by playing a board game wherein a players game card is an integrated Enneagram and provides (Ni a visual and intellectual understanding of the player's true motives for his/her behaviour, as simulated during game play, by displaying an integrated diagram of the player's personality traits such that: A) if the integrated Enneagram shows the nonresourceful or "shadow" side of a personality type the player is tending, in the simulation, to go through life doomed to live the so called quiet life of desperation.
B) if the integrated Enneagram shows the "adaptive", resourceful qualities of a personality type, over a period of time and with the application of certain principles, the player forms harmonious relationships in life. Correspondingly, they also achieve personal success and personal growth as never experienced before.
While the game has been presented in this specification as played on a physical board using physical dice, tokens, cards, etc., it will be understood that it is readily adaptable to a computer environment provided on a floppy disk, CD ROM, DVD or other suitable medium. Further, in such an embodiment, the game can be played by Players at diverse locations via a local area network, wide area network or an extended network such as the Internet. Accordingly, the various terms employed in the above description to identify physical components, such as "board", "tokens", "dice", "cards", "tracks", -22u etc. should be taken to include electronic media equivalents.
Thus, while the principles of the invention have now been made clear in an illustrative embodiment, there will be immediately obvious to those skilled in the art many C-i modifications of structure, arrangements, proportions, the elements, materials, and components, used in the INO practice of the invention which are particularly adapted 00 for specific environments and operating requirements without departing from those principles.
\O
INO th Dated this 7 th day of March 2006 C- REINHARD HACKER

Claims (29)

1. A game for teaching the basic structures of the orthodox Enneagram theory to players, said game comprising: A) a set of individual score cards for distribution, one each of said individual score cards to each player, at the beginning of a game; B) indicia carried by the individual score cards OO associated with each player, the indicia of a score card displaying three Triads consisting of three personality types that have in common the assets and liabilities of that Triad ascribed to the associated player, the score card reflecting S the "adaptive", resourceful qualities or assets and the "shadow", non-resourceful qualities or liabilities of the player and being selectively revisable by the associated player to reflect the effects of game events; C) a set of individual game cards for distribution, one each of said individual game cards to each player, at the beginning of a game; D) indicia carried by the individual game cards associated with each player, the indicia of a game cards assigning a specified initial Personality ascribed to the associated player, the game cards reflecting the basic structure of the Enneagram and being selectively revisable by the associated player to reflect the effects of game events, said Wing which lies on either side of the players basic personality type on the circumference of the Enneagram, said Stress Point which lies on the opposite side of a connecting line on the circumference of the Enneagram, said Security Point which lies on the opposite side of a connecting line on the circumference of the Enneagram; E) a set of individual deciphering devices for distribution, one each of said individual deciphering devices to each player, at the beginning of a game; F) indicia carried by the individual deciphering devices associated with each player, the indicia of the letters of the alphabet and being selectively manipulated by the associated player to reflect the effects of game events, said alpha numeric code corresponding to a question from a choice card; -24- v G) indicia of a first set of events comprises indicia of c-i features and choices to participate in specified actions which include receiving tokens and awards, said indicia of a first set of events applicable to players living the so called quiet life of desperation, each of said first set of events potentially affecting at least one of the personality traits of the player; OO 10 H) indicia of a second set of events applicable to players having achieved an understanding of fundamental aspects of personality typing, each of said second set of N events potentially affecting at least one of the personality S traits of the player; I) means for pseudo-randomly designating, in turn, a respective particular game event from the first set of events for each respective player who currently is living the so called quiet life of desperation, and a respective particular game event from the second set of events for each respective player who has previously achieved an understanding of fundamental aspects of personality typing.
2. The game of claim 1 wherein the individual initial score cards each comprises an individual card of a set of cards provided for distribution to the players at the beginning of a game.
3. The game of claim 2 wherein the score card comprises pie chart with three Triads consisting of three personality types that have in common the assets and liabilities of that Triad.
4. The game of claim 2 wherein the score card includes revisable indicia of assets and liabilities of personality traits.
The game of claim 1 wherein the individual initial game cards each comprises an individual card of a set of cards provided for distribution to the players at the beginning of a game.
6. The game of claim 5 wherein the game card includes revisable indicia of wings.
7. The game of claim 5 further including revisable indicia of Stress points. v
8. The game of claim 5 wherein the game card includes c-i revisable indicia of Security points.
9. The game of claim 5 wherein the game card includes indicia of a Personality ascribed to a player.
The game of claim 1 wherein the individual initial deciphering devices each comprises an individual device of a set of devices provided for distribution to the players at the 0O 10 beginning of a game.
11. The game of claim 10 wherein the deciphering device includes manipulable indicia of letters. ND
12. The game of claim 10 further including manipulable S indicia of alpha numeric codes.
13. The game of claim 1 wherein the indicia of the first set of events comprises at least one set of cards, each card representing an event.
14. The game of claim 13 wherein the indicia of the first set of events comprises a plurality of sets of cards, each set of cards associated with a different category of the events, each card in a set of cards representing an event in the associated category.
The game of claim 13 wherein the means for pseudo- randomly designating comprises a pseudo-random number generator.
16. The game of claim 15 wherein the pseudo random number generator comprises at least one die.
17. The game of claim 1 wherein the means for pseudo- randomly designating comprises a first sequence of event designators, at least some of said designators in said first sequence corresponding to the occurrence of one of said first set of events, and a second sequence of event designators, at least some of said designators in said second sequence corresponding to the occurrence of one of said second set of events.
18. The game of claim 17 wherein the sequences of event designators comprises first and second separate tracks on a game board, each of said first and second tracks having sequential spaces, each sequential space carrying indicia of an event. -26- v
19. The game of claim 1 wherein the means for pseudo- c-i randomly designating comprises a game board and a pseudo- random number generator.
The game of claim 19 wherein the pseudo random number generator comprises at least one die.
21. The game of claim 20 wherein the game board includes first and second separate tracks, each of said first and OO 10 second tracks having sequential spaces, at least some spaces of said first track of sequential spaces reflecting the occurrence of one of said first set of events, and at least IND some spaces of said second track of sequential spaces S reflecting the occurrence of one of said second set of events.
22. The game of claim 1 wherein the indicia of a second set of the events comprises a track of sequential spaces, at least some of said spaces in said track of sequential spaces reflecting the occurrence of one of said second set of events.
23. A method of playing a game for teaching the basic structures of the orthodox enneagram theory to players comprising the steps of: A) providing a set of individual score cards; B) distributing one score card to each player at the beginning of a game; C) providing personality typing indicia with the score cards associated with each player, the indicia of a score card displaying three Triads consisting of three personality types that have in common the assets and liabilities of that Triad ascribed to the associated player, the score card reflecting the "adaptive", resourceful qualities or assets and the "shadow", non-resourceful qualities or liabilities of the player and being selectively revisable by the associated player to reflect the effects of game events; D) providing a set of game cards; E) distributing one game card to each player, at the beginning of a game; F) providing personality typing indicia with the game cards associated with each player, the indicia of a game cards assigning a specified initial Personality ascribed to the associated player, the game cards reflecting the basic -27- (f structure of the Enneagram and being selectively revisable by c-i the associated player to reflect the effects of game events, said Wing which lies on either side of the players basic personality type on the circumference of the Enneagram, said Stress Point which lies on the opposite side of a connecting line on the circumference of the Enneagram, said Security Point which lies on the opposite side of a connecting line on OO 10 the circumference of the Enneagram; G) providing a set of deciphering devices; H) distributing one each of deciphering devices to each ND player, at the beginning of a game; SI) providing indicia of the letters of the alphabet for deciphering and being selectively manipulated by the associated player to reflect the effects of game events, said alpha numeric code corresponding to a question from a choice card; J) providing indicia of a first set of events comprises indicia of features and choices to participate in specified actions which include receiving tokens and awards, said indicia of a first set of events applicable to players living the so called quiet life of desperation, each of said first set of events potentially affecting at least one of the personality traits of the player; K) providing indicia of a second set of events applicable to players having achieved an understanding of fundamental aspects of personality typing, each of said second set of events potentially affecting at least one of the personality traits of the player; L) playing the game in the following manner: pseudo-randomly designating, in turn, a respective particular game event from the first set of events for each respective player who currently is living the so called quiet life of desperation, and a respective particular game event from the second set of events for each respective player who has previously achieved an understanding of fundamental aspects of personality typing. -28- 3 revising the indicia of the game card of each player c-i in accordance with the personality typing effects of each game event on that player; and repeating steps and until at least one player attains a predetermined goal.
24. The method of claim 23 wherein the step comprises of ascribing to each player a respective personality. OO
25. The method of claim 24 wherein the indicia of a first set of events comprises at least one set of cards, each card representing an event. IND
26. The method of claim 24 wherein the indicia of a first set of events comprises a plurality of sets of cards, each set of cards associated with a different category of the events, each card in a set of cards representing an event in the associated category.
27. The method of claim 26 further comprising: A) providing a game board including first and second separate closed tracks each having sequential spaces, at least some of the spaces corresponding to the occurrence of the respective categories of the events, and B) wherein the step of pseudo-randomly designating, for respective players having incomplete score cards, their respective exposure to an event from the first set of the events comprises the steps of: pseudo-randomly ascribing a number to an individual player; advancing the token corresponding to the individual player along the track of spaces in accordance with the number; and distributing to the individual player a card from the set of cards corresponding to the category, if any, associated with the space on which the token lands.
28. The method of claim 24 in which the indicia of the first set of events comprises a set of cards, each card reflecting one event of the first set of events.
29. The method of claim 28 in which the game is played on a game board carrying the first and second closed tracks of -29- 0 sequential spaces, and the step of pseudo-randomly designating 0 C-i comprises the step of rolling at least one die. Dated this 7 th day of March 2006 REINHARD HACKER cN 00 NO
AU2006100186A 2006-03-13 2006-03-13 Apparatus and method of playing a board game for teaching basic structures of the orthodox Enneagram theory. Ceased AU2006100186A4 (en)

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