GB2135589A - Travel game apparatus - Google Patents

Travel game apparatus Download PDF

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Publication number
GB2135589A
GB2135589A GB08401556A GB8401556A GB2135589A GB 2135589 A GB2135589 A GB 2135589A GB 08401556 A GB08401556 A GB 08401556A GB 8401556 A GB8401556 A GB 8401556A GB 2135589 A GB2135589 A GB 2135589A
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GB
United Kingdom
Prior art keywords
marked
game
locations
board
positions
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB08401556A
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GB8401556D0 (en
Inventor
Andrew John Day
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Individual
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Individual
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Filing date
Publication date
Priority claimed from GB838301501A external-priority patent/GB8301501D0/en
Application filed by Individual filed Critical Individual
Priority to GB08401556A priority Critical patent/GB2135589A/en
Publication of GB8401556D0 publication Critical patent/GB8401556D0/en
Publication of GB2135589A publication Critical patent/GB2135589A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00088Board games concerning traffic or travelling
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track

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

Abstract

The apparatus comprises a sheet marked with a network of intersecting routes, some or all of which are divided into two lanes, player tokens, a random indicator, a first set of instruction cards, at least twice as many in number as the number of player tokens, and a second set of instruction cards, at least some of which carry token-moving instructions. Positions S, Z, T, B, M, R on the board carry direct "token- moving" instructions; those marked C carry instructions to take an instruction card; others are visit locations V, P. The object is to go from a defined start S, F to a defined finish S, F via one or more "visit" locations. <IMAGE>

Description

SPECIFICATION Board or like game The invention relates to a board or like game instructive in both road sense and geographical information.
Numerous board games are known in which pieces move in a path, or in various selected paths, around a board. The present invention is generally of the nature of such games, but is constituted with intersecting paths, intruction cards generated into use by certain "arrival" positions and further movement-affecting instructions, additionally marked on the board in other "arrival" positions on paths, or defined in the rules in relation to those positions.
In one aspect, the invention consists in a game for a number of players up to a specified maximum, comprising: a sheet or board, a random indicator, a first set of instruction cards and a second set of instruction cards, (a) the sheet or board being marked with a network of intersecting routes each constituted by a progression of unit positions, some or all of which routes are divided longitudinally to define two lanes of opposed directions of progression, one, or two or more adjacent, unit positions being marked to define:: (i) a number equal to the said specified maximum of terminal positions, whereby one may be used as a start position and one as a finish position for each player, (ii) a number of desired visit locations, (iii) a number of arrival locations, and (iv) on at least one intersection, with a series of movement-governing indicia marked on each intersecting route over a succession of positions terminating at the intersection; (b) the first set of instruction cards being at least twice as many in number as said specified player maximum and equalling in number the number of visit locations, to which the cards are individually related by marking in one-to-one correspondence., (c) the second set of instruction cards being collectively marked in relationship to the arrival locations and at least some of this second set carrying movement-affecting instructions: the game being played by progression along a chosen route, or lane thereof, in accordance with numbers generated by the random number indicator, from start to finish positions and via at least two visit locations stipulated by issue of cards from the first set, and additionally being played in accordance with movement-affecting instructions at least at the or each marked intersection and on receipt of a card from the second set on arrival at each marked arrival location.
The game may be embodied as a floor game, of a size such that players, e.g. kindergarten children, physically progress along the routes in accordance with the rules. It may alternatively be embodied by a board game, in which tokens, equal in number to the said specified maximum player numbers, are present and are moved around the board.
Two types of route division markings may be used, one prohibiting and one permitting occasional use of the adjacent lane in accordance with other movement rules.
Penalty positions may be marked at selected locations, and/or cards of the second set may carry instructions to go direct to penalty positions and remain until certain conditions are fulfilled.
Individual movement-governing squares (distinct from the progressive series of indicia) can also be marked at intersections.
In a preferred form the game is embodied as a road system, e.g. with intersections governed by "yield". "stop" or "traffic-light" markings, connecting a number of shops or the like or tourist attractions (the visit locations) marked with "parking restrictions", "accident black spots", "yellow intersecting box" or "zebra crossings" penalty positions, and further marked with arbitrary positions from which movement is governed by road and fortuitous movement circumstances generated by the cards of the second set, the object being to set out from and arrive back first at specified locations, visiting those specified shops or tourist attractions as instructed by the dealing of cards of the first set.
The "start" and "finish" can be the same position on a different position.
The game is thus entertaining and educational, e.g. for learning the highway code and for learning the location of tourist attractions in an area.
A typical embodiment of the game is played on a board with a number of roads, usually mostly of two lanes, intersecting at cross-roads or Tjunctions (with or without traffic lights) roundabouts, mini-roundabouts, etc. The roads are divided transversely into successive locations along which tokens are moved in accordance with the throw of a 6-position dice. Behaviour at intersections, roundabouts, etc, and at certain markedsquares (pedestrian crossing, speed traps), or "overtaking" behaviour, is governed by rules described in more detail below.
Generally only one token can occupy one location. Occasional locations are marked for parking, in small groups each associated with a given "visit" location, e.g. supermarket, garage, bank,-tourist attraction, etc. Other locations are marked with movement penalties such as accident black spots, or can sometimes generate permanent driver penalty points (such as speed traps, or traffic-lights).Still other locations are marked with contingency instructions, which can lead to selection from a random pack of instruction cards, carrying instruction such as "FORGET CHEQUE BOOK-RETURN HOME"; "PUNCTURE-GO TO GARAGE" "RAC MEMBER-USE INSTEAD OF GOING-TO GARAGE"; "GOOD DRIVING CONDITIONS- HAVE ANOTHER TURN". These instructions can also include, time of movement, or driver penalties.
To start players select or are dealt their particular visit locations, which they keep secret.
Each player has a "start" and "finish" location specified, but can choose any route between them. In play he throws the dice and also obeys movement rules, some marked on the board, some on the contingency cards, and some defined in the rules as described in more detail below. The objective is to start from a "start" position, land once on a parking location adjacent to each secret visit location (then disclosed), and to finish the circuit before any other player. Penalty point locations e.g. speed traps and traffic-light intersections build up driver penalty points to a disqualifying maximum points. Other locations redirect to a different position either directly (e.g.
accident black spot) or direct to hospital, for penalty throw to restart) or indirectly via contingency cards e.g. puncture, forgotten cheque book.
The invention will be further described with reference to the accompanying drawings: Figures 1 to 9 of which each show portions of a board, to illustrate by way of example a movement rule associated therewith in one form of playing the game, Figure 10 shows a whole board for use with the game as defined above.
In Figure 1 there is shown a section of intersecting roads 1. Each road 1 has a number of successive locations 1 a, 1 b, etc. Each road moreover, in the example shown, has two lanes; in some instances these are separated by a broken line 2a and in others by a full line 2b.
Other road numbers include "yield" marks 3 at intersections and a "mini-roundabout" 4 (treated as one location).
Figure 1 illustrates a rule relevant to Tjunctions or intersections governed by a yield sign. A token (i.e. vehicle at 0 must wait, whatever number is indicated, if any other token (vehicle) is in a position marked X. Similarly, a token Ol cannot move if the X1 locations are occupied. This simulates the conditions of a safe right or left turn, on an intersection not otherwise controlled by roundabouts, traffic lights, stop signs or "major road" locations.
Figure 2 shows diagrammatically another possible movement rule relevant to intersections.
Token 0, if a number one arises, moves to A. if number two is thrown it moves to B; but it cannot stay in this side of the intersection locations, and so has the option of moving to E or back to A. If a three is thrown, the possibilities are C or F; but, again, C is not allowed and the option of further movement to G, or waiting at A is given. If a four is thrown the options are J (via A-E-F-J) H (A-B-G-H) or D (A-B-C-D), and likewise for a five or six.
Other rules differing in detail may be adopted for such intersections; and the rule described in relation to Figure 1 may also be utilised in combination.
Figure 3 shows stop signs 5, or unsigned stop markings 6, as a double full line. These cannot be crossed on any throw which starts from a location other than the immediately adjacent location; and any throw which would otherwise cross these lines ends at the said adjacent location. Such lines act to stop tokens independently of traffic fiow on the major road 7, but entering traffic on its next turn is still governed by the rules described with Figures 1 and 2.
Figure 4 shows traffic lights, marked on three locations next before crossroads, and embodied as three locations marked green (g) amber (a) and red (r). A token located upstream of the "lights", e.g. at 0, (1) if "one" is thrown (lands on green), goes through the intersection to end up at any chosen square marked 1 in Figure 4.
(2) If "two" is thrown (lands on amber,) waits normally for its next turn.
(3) If "three" is thrown (lands on red), misses its next turn (4) If "four" (lands in the intersection), generates a penalty card.
(5) If "five" is thrown, can end up at any chosen square marked 5 (also marked 1).
(6) If "six" is thrown, can end up at any chosen square marked 6, Figure 5 shows a roundabout system. Players must give way to the right; thus a player or token e.g. 0 may not enter a roundabout system if there is a token at X to his right less than 3 places away from his point of entrance, Figure 6 shows the different rules for miniroundabouts. These are always shown as one location, except that more than one token can be present simultaneously, as shown at 0 and X.
Figure 7 shows the "overtaking" rule. Token O may overtake token X (i) only if the lanes are separated by a dotted line before, at, and after the X-location (ii) only if overtaking is completed in one move i.e. if three or more is thrown, and (iii) only if overtaking is safe (i.e. no vehicles occupy the other side of the road at Y, Figure 8 shows a "zebra" crossing 10. Tokens otherwise permitted to travel further must always terminate at 0, and must throw more than "one" to proceed on the next throw, Figure 9 shows a speed trap at asterisk 11. If a player throws a number higher than three, and lands on or crosses over, a speed trap he accumulates two penalty points. Five penalty points (see also Figure 4) count as an endorsement. Three endorsements terminate the game for the endorsed player.
Various other rules involving one-way streets, single-track roads, etc can also be incorporated.
Figure 10 shows diagrammatically a board of a suitable degree of complexity for adult players. A floor sheet, for children, would be simpler. In the diagram of Figure 10, the various categories of road-dividing line have all be simplified to a single line. Figure 10 shows: (a) six start/finish positions SF, (b) nineteen possible visit locations V i.e.
allowing six players three each, or more each for fewer players. Each such visit location will in practice carry a shop name or tourist attraction name, and is associated with two, three or four adjacent parking locations as marked at P.
(c) five "relocation" positions R, e.g. police station, garage, spares store, filling station or hospital; in each case the exact relocation position is marked L.
(d) three sets of traffic lights, T1 ,T2, T3 governing intersections where shown, with "lights" progressively green, amber, red as described above.
(e) three mini-roundabouts M1, M2 and M3, (f) one true roundabout RO, (g) numerous "contingency" locations C, arrival at which generates dealing of a contingency instruction card, (h) numerous "accident black spots" B, relocating to hospital if landed on, (i) two zebra crossing Z1 and Z2.
(j) several "speed traps" marked with an asterisk, (k) numerous yield signs at most intersections, of conventional appearance, (I) octagonal stop signs S1, S2, S3 at certain main road intersections.

Claims (7)

1. A game for a number of players up to a specified maximum, comprising: a sheet or board, a random number indicator, a first set of instruction cards and a second set of instructions cards, (a) the sheet or board being marked with a network of intersecting routes each constituted by a progression of unit positions, some or all of which routes are divided longitudinally to define two lanes of opposed directions of progression, one, two or more adjacent-unit positions being marked to define, (i) a number equal to the specified maximum of terminal positions, whereof one may be used as a start position and one as a finish position for each player, (ii) a number of desired visit locations, (iii) a number of arrival locations, and (iv) on at least one intersection, with a series of movement-governing indicia marked on each indicia marked on each intersecting route over a succession of positions terminating at the intersection; (b) the first set of instruction cards being at least twice as many in number as said specified player maximum and equalling in number the number of visit locations, to which the cards are individually related by markings in one-to-one correspondence; (c) the second set of instruction cards being collectively marked in relationship to the arrival locations and at least some of this second set carrying movement-affecting instructions: the game being played by progression along a chosen route, or lane thereof, in accordance with numbers generated by the random number indicator, from start to finish positions and via at least two visit locations stipulated by issue of cards from the first set, and additionally being played in accordance with movement-affecting instructions at least at the or each marked intersection and on receipt of a card from the second set on arrival at each marked arrival location.
2. A game as claimed in claim 1 embodied as a floor game of a size such that players may physically progress along the routes in accordance with the rules.
3. A game as claimed in claim 1 embodied as a board game, further comprising tokens equal in number to the said specified maximum number for movement along the routes on the board.
4. A game as claimed in claim 1, 2 or 3 in which the board is marked with two types of route division markings and rules provide that one type permits and one type prohibits occasional use of the adjacent lane during play.
5. A game as claimed in any one preceding claim in which the board is marked with penalty positions at selected locations, upon which the players or tokens arrive, and/or are sent, in accordance with movement rules.
6. A game as claimed in any one preceding claim embodied as a representation of a road system with intersections governed by trafficlights and/or individual instructions and with routes marked with penalty, warning, and visit locations.
7. A game as claimed in claim 1 substantially as herein described with reference to, and as illustrated in the accompanying drawings.
GB08401556A 1983-01-20 1984-01-20 Travel game apparatus Withdrawn GB2135589A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB08401556A GB2135589A (en) 1983-01-20 1984-01-20 Travel game apparatus

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GB838301501A GB8301501D0 (en) 1983-01-20 1983-01-20 Board game
GB08401556A GB2135589A (en) 1983-01-20 1984-01-20 Travel game apparatus

Publications (2)

Publication Number Publication Date
GB8401556D0 GB8401556D0 (en) 1984-02-22
GB2135589A true GB2135589A (en) 1984-09-05

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Application Number Title Priority Date Filing Date
GB08401556A Withdrawn GB2135589A (en) 1983-01-20 1984-01-20 Travel game apparatus

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GB (1) GB2135589A (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2172810A (en) * 1985-03-30 1986-10-01 Morris Bryer Board game
GB2205254A (en) * 1987-06-05 1988-12-07 Roger Fenwick Duxbury Board game
GB2208269A (en) * 1987-07-23 1989-03-22 David Boothby Copp Motoring board game
GB2211744A (en) * 1987-10-31 1989-07-12 Paul Michael Hunter Game apparatus
GB2217212A (en) * 1988-01-22 1989-10-25 Clipper Games Ltd Car rally board game
GB2287413A (en) * 1994-03-17 1995-09-20 Ian Oxley Board game apparatus

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB784604A (en) * 1956-02-15 1957-10-09 Ariel Productions Ltd Improvements in board games
GB1292611A (en) * 1969-02-12 1972-10-11 Albert Graham Lawford Apparatus for playing a game
US3883142A (en) * 1973-07-09 1975-05-13 Robert H Spohn Board game apparatus
US3990707A (en) * 1975-04-18 1976-11-09 Albert Terilli Route salesman game
US4087094A (en) * 1977-02-28 1978-05-02 Larry Bakay Traffic board game
GB1543667A (en) * 1978-01-17 1979-04-04 Brooks D Board game
GB2038192A (en) * 1979-01-03 1980-07-23 Coxen G Driving test game
GB2042907A (en) * 1979-03-02 1980-10-01 Kay G Road-driving Board Game

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB784604A (en) * 1956-02-15 1957-10-09 Ariel Productions Ltd Improvements in board games
GB1292611A (en) * 1969-02-12 1972-10-11 Albert Graham Lawford Apparatus for playing a game
US3883142A (en) * 1973-07-09 1975-05-13 Robert H Spohn Board game apparatus
US3990707A (en) * 1975-04-18 1976-11-09 Albert Terilli Route salesman game
US4087094A (en) * 1977-02-28 1978-05-02 Larry Bakay Traffic board game
GB1543667A (en) * 1978-01-17 1979-04-04 Brooks D Board game
GB2038192A (en) * 1979-01-03 1980-07-23 Coxen G Driving test game
GB2042907A (en) * 1979-03-02 1980-10-01 Kay G Road-driving Board Game

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2172810A (en) * 1985-03-30 1986-10-01 Morris Bryer Board game
GB2172810B (en) * 1985-03-30 1989-03-30 Morris Bryer Game
GB2205254A (en) * 1987-06-05 1988-12-07 Roger Fenwick Duxbury Board game
GB2205254B (en) * 1987-06-05 1991-04-17 Roger Fenwick Duxbury Board game
GB2208269A (en) * 1987-07-23 1989-03-22 David Boothby Copp Motoring board game
GB2208269B (en) * 1987-07-23 1990-10-31 David Boothby Copp Motoring board game
GB2211744A (en) * 1987-10-31 1989-07-12 Paul Michael Hunter Game apparatus
GB2211744B (en) * 1987-10-31 1991-03-27 Paul Michael Hunter Board games
GB2217212A (en) * 1988-01-22 1989-10-25 Clipper Games Ltd Car rally board game
GB2217212B (en) * 1988-01-22 1991-03-06 Clipper Games Ltd Car rally board game
GB2287413A (en) * 1994-03-17 1995-09-20 Ian Oxley Board game apparatus

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Publication number Publication date
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