GB2226502A - Board game; rocker device - Google Patents

Board game; rocker device Download PDF

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Publication number
GB2226502A
GB2226502A GB8928656A GB8928656A GB2226502A GB 2226502 A GB2226502 A GB 2226502A GB 8928656 A GB8928656 A GB 8928656A GB 8928656 A GB8928656 A GB 8928656A GB 2226502 A GB2226502 A GB 2226502A
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United Kingdom
Prior art keywords
cards
player
score
situation
playing
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GB8928656A
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GB8928656D0 (en
Inventor
Jeffrey Cartwright
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Individual
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Individual
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Priority claimed from GB888829674A external-priority patent/GB8829674D0/en
Priority claimed from GB898925082A external-priority patent/GB8925082D0/en
Application filed by Individual filed Critical Individual
Publication of GB8928656D0 publication Critical patent/GB8928656D0/en
Publication of GB2226502A publication Critical patent/GB2226502A/en
Withdrawn legal-status Critical Current

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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
    • A63F9/00Games not otherwise provided for
    • A63F9/26Balancing games, i.e. bringing elements into or out of balance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0011Chance selectors
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0011Chance selectors
    • A63F2011/0013Pendulums

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

Abstract

A board game for two to four players comprises a circular track 22 divided into squares 23 and radial tracks 24 leading from start squares 23a to a central finishing zone 25. Each player has a score module 27 and a token which is moved along the tracks in accordance with throws of a pair of die and with scores on the player's module. Scores are determined by the player's responses to situation cards which define several possible feelings and thoughts in given situations or reactions to those situations and give corresponding scores. Additional scores or score variations are determined by instruction cards I, C or S which the player picks up when his token lands on a square I, C or S. An alternative game for one or two players involves the scores being recorded on a single score module on a board (51, Fig 6). The score module may also be a free- standing rocker toy or learning tool (11, Fig 3) comprising an arcuate base and three arms, the rocker being symmetrical about the central arm and capable of resting on the base on a horizontal surface in a position of stable equilibrium. The rocker is displaceable from this position by weights attachable to the arms at predetermined locations. <IMAGE>

Description

GAME DEVICE AND BOARD GAME The present invention relates to a rocker device suitable for use in games and to board or other games in which the rocker device may be used.
It is believed that the majority of our reactions and responses to new circumstances and events are based on previous experiences, education, conditioning and even prior opinions. Our actions influence and change our present situation and this new situation then requires a further reaction. There is in fact a continuous interchange between ourselves and the outside world.
This interchange can be described as a dynamic relationship between ourselves, our past actions, current reactions and the future course of events.
This relationship can be illustrated by means of a swinging pendulum of the type shown in Figure 1 in which 1 represents the self, 2 represents the course of events, 3 represents past reactions and experiences and 4 represents current reactions.
However, our reactions do not so much depend upon what has actually occurred as what we think we feel about what has happended in the past, how we perceive what is currently happening and what may happen in the future.
The dynamic relationship between past, present and future actions and the course of events may be illustrated by a personal pendulum of the type illustrated in Figure 2 in which the line 5 represents thoughts, ideas and conceptions the line 6 represents reactions, responses and behaviour and the line 7 represents feelings. This expression of the 'self' can be represented in a concrete form by a rocker structure which is movable in and out of equilibrium by the application of forces in accordance with a person 's thoughts, reactions etc., and which is usable, for example, as a learning tool in its own right or as a scoring device in a game.
Accordingly, in one aspect, the present invention provides a rocker device consisting of a free-standing rocker comprising an arcuate base and three arms projecting from the concave side of the base and converging to a zone of meeting, the device being able to rest on the base on a horizontal surface in a position of stable equilibrium and being displaceable from this position by weights attachable to the arms at predetermined locations, and a plurality of weights adapted for attachment to the arms at said locations.
The arcuate base is preferably part-circular. The arms preferably comprise a central radial arm, which is vertical in the rocker's stable position of equilibrium, and two outer arms symmetrical about the central arm. The rocker preferably also includes an arcuate cross-member at the ends of the arms remote from the rocker base, with its concave side facing the base.
The rocker may be constructed of any suitable material including metal, plastics and wood and may be of any suitable size. The weights conveniently comprise pegs which can be fitted into holes formed in the arms but may be attachable in any convenient way such as by magnetic attraction or by cooperating hooks and eyes.
The weights are preferably, but not necessarily, of the same material as the rocker so as to achieve appropriate sensitivity to their imbalancing effect on the rocker.
In use, the weight locations may represent positive (stabilising), negative (de-stabilising) and neutral (balanced) aspects of personality. In a game or learning situation, the user may respond to questions on his reactions to specific situations by placing weights in appropriate locations on the rocker. The overall result of his reactions to several situations may then be evaluated and used to affect his responses to real life situations or may determine the outcome of the game.
For use by an individual and/or in a board game, the rocker device is conveniently of a size such as to be easily handled. For use in public entertainment, however" for example in games on stages and/or for use in television programmes, the rocker may be of much larger size - heights exceeding 4 metres are envisaged.
Furthermore, in such conditions the rocker device may be heavily decorated and may include decoration with electrical and electronic devices.
Whilst the tolerances of the rocker device are not critical, the rocker is designed to be capable of detecting small changes in balance. As such, it is preferably capable of balancing both in the upright position in which the central arm is vertical and in two positions in which the central arm is horizontal: the arcuate base occupies just over a semi-circle and the rocker rests on respective end portions of the arc in these positions. From these latter positions the rocker should rock smoothly and a level base plate may be provided. This preferably has a hard, smooth surface to give minimum frictional resistance. The base of the rocker is preferably also formed with two arcuate knife edges to reduce friction.
The sensitivity of the rocker device as an instrument which measures reactions and responses is very dependent upon the sharpness of the knife edges and the surface characteristics of the base plate on which the rocker device rests.
For practical purposes, on a good quality base plate, the knife-edges may suitably be between 0.5 mm and 2 mm thick to give a reasonable sensitivity within the limits of accuracy required. Sharper edges may be expected to give too great a sensitivity for the purposes of a board game while broader edges will reduce the sensitivity to an impractical level.
The weight of the scoring pegs is relevant to the sensitivity and hence the value of the rocker device as a measuring instrument.
The sharper the knife-edges and the better the base plate, the lower the ratio of peg weight to rocker weight that is required.
For a rocker in which the knife-edges are 1.5 mm in width and the material of construction is brass, a minimum peg weight of 2 grams compared with a rocker weight of 1000 grams (that is 0.2%) is preferably required.
For a rocker device constructed from ABS plastic in which the knife-edges are 1 mm wide and the rocker weight is 30 grams, a significant peg weight is 0.1 gram, or 0.33% of rocker weight.
Within the constraints of the above relative values, the score peg may suitably be manufactured from materials such as wood, metal and plastics.
Although, as has been stated, the size of the rocker may vary considerably, a rocker produced for the purposes of the board game REACTIONS (RTM) will suitably have top and bottom arcs with radii of between 30 mm and 100 mm. Pocket-sized variations for miniature games, ornaments and jewellery will suitably have radii of between 5 mm and 30 mm.
Rocker devices used for the purposes of demonstrations, lectures and panel games may be constructed with radii of from 100 mm to 5 metres.
In one embodiment, the invention provides a rocker which is constructed in two or more parts, such as two flat modules which can be joined together, face to face, to form a single rocker. Such flat modules may be constructed of any suitable material, including wood, metal, plastics, glass, rubber, compressed board or ceramic material. They may, for example, be injection moulded from plastics material such as acrylonitrile - butadiene - styrene resin.
It is also envisaged that peg weights can be loaded on to one flat module and a second flat module can be fitted over the protruding pegs to form a single rocking module. If the score pegs are not required to secure together two flat modules, they can be of any suitable size, shape and configuration providing one end fits into the appropriate scoring hole or position.
According to a further aspect of the invention there is provided a board game comprising: a playing surface defining an endless primary playing track with at least one starting position and a plurality of instruction positions and at least one secondary, finite track leading from the primary track to a finishing position; a plurality of playing pieces; a set of playing cards each defining a situation and at least two score values which accord with a player's possible responses to that situation, the two values being termed stabilising and destabilising values respectively; a plurality of score modules equal to the number of playing pieces and each defining positions in which the stabilising and destabilising values can be recorded; a set of instruction cards for acquisition and/or use in conjunction with the instruction positions; and random chance selector means; in which each player is representable by a said playing piece and a said score module, and each playing piece is movable on the tracks from the starting position to the finishing position, the movement being governed by the random chance selector means and by the values recorded on the associated score module as modified by instructions on the instruction cards.
The situation cards preferably also define a neutral response and score value to the situation: the score module may, but need not, define positions for recording such neutral responses.
The track may have only one starting position for use by all the players but preferably has one for each player. These are preferably equispaced around the track which may, for example, be polygonal but is conveniently circular. There is preferably also a secondary track for each player, these preferably extending from each starting position to a central finishing position.
In preferred embodiments of the game, the set of playing cards includes a plurality of sub-sets, one sub-set for each situation. Each sub-set includes cards relating to different aspects of a player's response to a particular situation, for example, thoughts or feelings in the situation and reactions to the situation. Each player will be expected to respond, usually honestly, as to what his thoughts, feelings or reactions would be in the given situation and record the appropriate score value on his module.
A further card may, however, be included in each sub-set to enable a score to be modified.
It will be appreciated that the score modules may comprise the rocker devices described above. The stablising, destablising and neutral score positions may be defined by locations in which pegs may be inserted so as to balance or unbalance the rocker.
Such rocker score modules may, however, simply be layed flat to allow scoring, the relative number of stabilising, destabilising and neutral score values on a player's module at any time being determined by visual inspection.
The board game of the invention further includes instruction cards and instruction positions on the playing track. Such instruction cards may carry instructions as to movement on the track but preferably instruct a player to record a particular score value on his module. Additional cards may allow players to challenge another person's score. Such cards may be incorporated in a mixed set of instruction cards or there may be separate sets of different types of instruction card and corresponding instruction positions on the or each track.
The aim of the game is for players to attempt to record more stablising values on their modules than destablising values and, in fact, to achieve a certain predetermined excess which, in accordance with rules provided, allows the player to move from the primary track on to the secondary track and hence reach the finishing point. Rules also set out the manner in which playing cards are obtained by the players to enable them to respond to situations and score. Rules also provide for the picking up and use of the instruction cards.
The board game described above may be played by two to four persons but the invention also provides a modified version of the game for one or two persons. Such a game comprises a set of playing cards each defining a situation and at least two score values which accord with a player's possible responses to that situation, the two values being termed stabilising and destabilising values respectively; a score module defining positions in which at least the stabilising values can be recorded and a set of rules which determine the way in which the players obtain and use the playing cards and score module.
It will be appreciated that a player's responses to the situations given on the cards in either of the above games, together with stimuli derived from the scores which denote whether the player's response is a stabilising or destabilsiing one, will in time give the player a deeper understanding of his own personality, possibly enabling him to change if wished.
Several embodiments of the invention will now be more particularly described with reference to the accompanying drawings, in which: Figures 1 and 2 have already been described; Figure 3 is a front elevational view of a rocker of the invention which can be used as a toy or learning tool; Figure 4 is a side-elevational view of the rocker of Figure 3 on a smaller scale; Figure 5 is a diagram of a board for use in a board game of the invention; and Figure 6 is a plan view of a score board usable in a further embodiment of the invention.
With reference to Figure 3 of the drawings, a rocker 11 forming part of a rocker device according to the invention is shown. The rocker 11 is of cast brass but could be of moulded plastics or other material.
The rocker 11 has a substantially semi-circular arcuate base 12 from which three arms 13 project upwardly. Of these arms, one arm 13a is radial and located centrally of the arc 12 while the outer arms 13b are non-radial but inclined symmetrically one on either side of the arm 13a and extend to meet it in a zone 14. At this zone 14, the rocker also has an upper arcuate cross-member 15 which occupies a much smaller arc than the base 12 and is symmetrical relative to the arms 13.
The rocker 11 thus has an axis of symmetry through the central arm 13a and rests on a flat, horizontal surface with the arm 13a vertical and in stable equilibrium.
The rocker 11 is formed with a plurality of similar cylindrical blind holes 16 in its front face shown in Figure 3. The holes 16 are also symmetrically located and arranged in sets. The sets comprise: two holes 16a, one at each end of the upper cross member 15; two holes 16b, one at each end of the lower arc 12; three groups of three vertically-aligned holes 16c, 16d, 16e, in the central arm 13a, the holes 16c being near the top, the holes 16d in the centre and the holes 16c near the bottom; two sets of holes 16f, 16g in the left hand arm 13b, the holes 16f being near the top and the holes 16g near the bottom; and two sets of holes 16h and the 16k in the right hand arm 13b, an upper set and a lower set.
The rocker device of the invention further includes a plurality of pegs (not shown) with cylindrical end portions which can fit in the blind holes 16 to attach the pegs to the rocker 11. Pegs placed in the holes 16, other than the central holes 16c, 16d, 16e will tend to unbalance the rocker 11 to a greater or lesser extent depending on the number and arrangement of the holes filled with pegs.
As seen in Figure 4, the lower arcuate surface of the rocker base 11 is formed with a recessed channel 17 between two knife edges 18. This reduces friction during rocking and makes the rocker sensitive to slight changes in the number and arrangement of pegs in the holes 16.
The rocker device may be used simply as a toy, pegs being placed in the holes 16 at will. Alternatively the pegs may be located in accordance with a person's reactions to a situation. In this respect the holes may represent positive (stabilising), negative (de-stabilising) and neutral (balanced) aspects of personality. For example, the holes 16a may represent inherent disadvantages, 16c three negative aspects of character, 16h three negative reactions of behaviour, 16b inherent disadvantages, 16g three positive aspects of behaviour, 16e three positive aspects of character, 16g three positive attitudes of mind, 16d three neutral responses and 16f three negative attitudes of mind.
The situations to which a person reacts may be defined by a set of cards such as the set of cards described below with reference to the board game of Figure 5.
With reference to Figure 5, a board for use in a board game for two to four players is indicated 21 and is marked out with a circular track 22 divided into forty equal areas, or 'squares', 23. Four of the areas 23, indicated 23a, are shaded different colours to indicate starting areas for the players and are equi-spaced around the track 22. From the areas 23a, further tracks 24, also divided into squares 23, extend radially to a central area 25 which constitutes a finishing area for the game. The game further includes four tokens, or playing pieces, one with each of the colours of the squares 23a.
Various ones of the squares 23 are marked with the letters D, I, C and S and three rectangular areas of the board located in the corner portions of the board, outside the track 22, are also marked one with each of the letters I, C and S. The game further includes a set of 'Setback' cards for location on the area marked S, a set of 'Challenge' cards for location on the area C and a set of 'Good Intention' cards for location on the area marked I.
The board game further includes a set of 'Definition', or Situation, cards and four score boards, or modules, 27 each -coloured to correspond with a respective playing piece and starting area 23a. The modules 27 are shaped like the rocker 11 described above but are made from any suitable rigid material. The modules 27 are shown placed flat on areas marked out for them on the board 21 each between a respective, adjacent pair of radial tracks 24 with their faces formed with blind holes 16 uppermost. The blind holes 16 are arranged substantially as in the rocker 11 described above but the holes 16a, 16b and 16d are omitted and the holes are numbered.The numbering is as follows: 16f - 1 to 3 16c - 7 to 9 16h - 13 to 15 16g - 4 to 6 16e - 10 to 12 16k - 16 to 18 The board game also includes a plurality of pegs which will fit in the blind holes 16, a pair of die, constituting random chance selectors, and a set of rules and instructions for playing the game.
With reference now to the sets of cards, these will be described more fully. The 'Definition' cards define twenty five situations which any individual might find himself in in real life such as, for example: success and friendship. There are four cards for each situation, giving a total of one hundred cards.
One card for each situation concerns a person's feelings in that situation and gives: an example of a positive feeling in that situation; an example of a negative feeling; and an example of a neutral feeling in that situation together with appropriate scores.
A second card for each situation concerns a person's thoughts in that situation and likewise gives examples of positive, negative and neutral thoughts. The third card concerns reactions and gives examples of positive, negative and neutral reactions while the fourth card is a score reversal card and is marked simply 'Reversal of the Situation'.
The scores accorded on the cards are scored by the player inserting a peg in the appropriately numbered hole 16 on his score module 27. Thus if, for example, the score given is '10-12', the player may insert a peg in any empty hole marked 10, 11 or 12 on his module.
If the 'reversal' card is played with any score, however, the alternative score on the particular card will be played: thus, the reverse score of 10-12 is 7-9, and vice versa.
Examples of the 'Definitions' cards are shown in Table 1 below.
TABLE 1
Situation Feelings Thoughts Reactions ü ve - ve neutraal + ve - ve neutral + ve - ve neutral Success Gratified Over- Unchanged Encour- Conceited Un- Self- Over- Unweening aged assumig assured confident affected Score Score Score Score Score Score Score Score Score 10-12 7-9 NIL 4-6 1-3 NIL 16-18 13-15 NIL Friend- Appreci- Jealuos Uncaring Trust- Posses- Un- Helpful Hypo- Disship ative worthy sive concerned critical regard 10-12 7-9 NIL 4-6 1-3 NIL 16-18 13-15 NIL Explan- Cool Flust- Unaffected Lucid Appre- Un- Convic- Different Unation ered hensive concerned ing respon10-12 7-9 NIL 4-6 1-3 NIL 16-18 13-15 NIL Relation- Trusting Vulner- Unaffected Loyal Intolerant Un- Demons- Incompat- Unships able concerned trative ibility responsive 10-12 7-9 NIL 4-6 1-3 NIL 16-18 13-15 NIL The game is played in accordance with the following rules.
RULES FOR THE GAME TO BEGIN THE GAME 1. The Game is for two, three or four players.
2. The Board is set out as described above and each player chooses a MODULE with a matching coloured TOKEN.
3. The TOKEN is placed on its colour space (23a) on the outer circle (track 22).
4. One player is chosen to deal eight DEFINITION cards to each player, the remainder being placed face downwards to form a "pick-up" stack except for the top card which is placed face-upwards to begin a "discard" stack.
5. The player to the left of the dealer begins the game by sorting his or her cards into sets.
6. The player then collects two cards, either one from the "pick-up" stack and the card from the "discard" stack or two cards from the "pick-up" stack.
7. The player then throws the die and moves the TOKEN the same number of squares 23 as the total marked on the die, in a clockwsie direction around the track 22. A double score on the die enables the player to throw again.
8. If the TOKEN finishes a throw on a square marked I, C or S the appropriate card is picked up.
9. If a set of three cards is held comprising the "Thoughts", "Feelings" and "Reactions" to a single SITUATION then the player can either respond immediately to the question: "In this situation will my thoughts, feelings and reactions make my situation better, worse or have no effect?" or the response can be made when the full set of four is held including the "REVERSAL" card. The response should be in accordance with the player's true feelings, thoughts and reactions in the particular situation given by the card.
10. The response is scored according to the scores given on the card for the particular answers as regards thoughts, feelings and reactions, as amended by the REVERSAL cards and any Challenges made.
Only one response is scored during any one turn.
11. Any "SETBACK" or "GOOD INTENTION" cards acquired during the turn are scored on the MODULE and the cards returned to the bottom of their appropriate stack, face-downwards.
12. The number of DEFINITION cards held in the hand is restored to eight cards by collecting replacement cards from the DEFINITION stacks or by returning surplus cards face-upwards to the top of the "discard" stack.
13. Only the top card can be taken from the "discard" stack during any one turn.
14. The die are passed to the next player on the left at the completion of the first turn.
PLAYING THE GAME 1. Each player follows the same procedure in turn.
2. Two or more TOKENS can occupy the same square.
3. When the DEFINITION cards "pick-up" stack is exhausted, the "discard" stack is reshuffled and placed face-down to form a new "pick-up" stack, with the top card turned face upward to begin a "discard stack".
4. The aim of the game is to collect and respond to four SITUATIONS in such a way as to finish with an overall positive score on the MODULE.
5. When this has been achieved, the player can then, by normal turns, continue to move the TOKEN in a clockwise direction around the outer circle (track 22) until it reaches its original starting square 23a. The TOKEN can then be moved along its pathway towards the CENTRE.
6. The player will continue to collect cards and respond to SITUATION sets in the normal way UNTIL the CENTRE pathway is reached.
7. Should the player's MODULE change into a negative overall score in the process, the player should return to or continue around the outer circle until a positive score is regained. The TOKEN can then be moved towards the CENTRE as described in paragraph 5.
THE FINISH The first player to finish a turn by throwing the exact number to land his or her TOKEN on the CENTRE and with an overall positive score on the MODULE is the winner.
The invention further includes a different game which can be played by one or two players and which will be described with reference to Figure 6. The game includes a set of "SITUATION" cards which are similar to the definition cards described above, a set of "Challenge" cards again similar to those described above and a single score board 51 usable by one or both players. The score board is marked out with the outline of the rocker 1 illustrated in Figure 1 but has a different arrangement of blind holes 52. The game is played in accordance with the following rules and instructions.
INSTRUCTIONS 1. The game is for one or two players.
2. The instructions, rules and method of play are given for two players except where stated.
3. The "BOARD consists of a single "PERSONALITY MODULE" punctuated with 15 holes on each of the three "arms" representing "thoughts", "feelings" and "reactions".
4. Three "SCORE PEGS" in contrasting colours are provided for each player, together with three "PEGS" in dual tone colours for use where both players wish to occupy the same scoring position.
5. A single game requires each player to respond to fifteen situations.
6. Two complete and different sets of fifteen situations are provided with each game in the form of "SITUATION CARDS".
7. Each situation consists of four "SITUATION CARDS".
One card gives two alternative responses for "thoughts", plus one neutral stance. One card gives two alternative responses for "feelings" plus a neutral stance and the third card likewise for "reactions" to the situation described on the three cards.
8. A "REVERSAL CARD" completes each set of four cards. The player of this card to the other three in the same set converts all responses to positive scores.
9. Five "CHALLENGE CARDS" are included in each complete game of twelve situations. These cards are not required when there is only one player.
Otherwise, the cards are collected by each player during the course of the game to be used to challenge the other player's responses when that can reasonably be justified. They can only be played once and should only be used when the challenger is confident that his or her challenge will be accepted by the other player.
One reason only for the challenge should be given.
The other player will then either accept the challenge. or give one reason only why it is rejected. NO FURTHER EXCHANGES ARE PERMITTED. To avoid holding up the game a "DICE" is thrown to decide the issue, with the highest score being the winner.
10. When a response has been successfully challenged, the "REVERSAL CARD" for that situation will have to be played in due course in order to record a positive score.
11. The winner of the game is the player who first records fifteen positive scores on each of the three arms of the "PERSONALITY MODULE" for "thoughts", "feelings" and "reactions".
12. When two games are played, the sets of fifteen situation cards are exchanged and the winner is the player with the best aggregate score for both games.
RULES AND METHOD OF PLAY 1. Each player selects and shuffles a complete set of fifteen "SITUATION CARDS" thoroughly. Agreement is reached as to who should begin the game, if necessary by a throw of the "DICE".
2. A complete stack of 65 cards is placed face downwards in front of each player, who then takes the top three cards and places them face upwards alongside.
The complete face downwards stack is transferred in threes to the face upward stack in this manner throughout the game.
3. Only the TOP CARD of the transferred "threes" is in play. Where there are less than three cards left at the end of the face downward stack, only the top card of a turn-over of two cards is in play, or the sole remaining card is in play.
4. Three or four such "transfer of threes" makes a complete "round".
5. If the last "transfer of threes" has not resulted in bringing any cards into play, the top card from the face downward stack is removed to the bottom of that stack prior to beginning the next round.
THE CARDS ARE NOT SHUFFLED ONCE PLAY HAS COMMENCED.
6a. The first "transfer of threes" from the face downward stack is played to reveal "THOUGHTS CARDS" only. Any "THOUGHTS CARDS" brought into play, being the top card of the face upward stack, are placed in a line face upwards in front of each player.
6b. The second "transfer of threes" is played to reveal "FEELINGS CARDS". Only those "FEELINGS CARDS" that are both in play AND apply to the same situation as the THOUGHTS CARDS" already in the line-up can be played.
6c. The third "transfer of threes" is played to reveal "REACTION CARDS". Only those that are required to complete the situation sets already in the line-up are played Again, only the top card of the "threes" is in play.
7. Upon completion of the third "transfer of threes", each player responds in turn to ONE set of situation cards by asking the questions: "In my opinion which of the alternative suggestions given on the cards would almost nearly represent my thoughts, feelings and reactions in this situation?" A reason can be given, if desired, for each response chosen.
ONLY POSITIVE RESPONSES ARE SCORED and those cards are placed to one side to form a "completed stack".
The cards for which a positive score cannot be given remain in play in the line-up.
NOTE: A solo player will respond to ALL of the completed situations at the end of the third "transfer of threes 8. The fourth "transfer of threes" is played in exactly the same way as the other three except that only those "REVERSAL CARDS" for those situations to which a response has been given are in play, together with any "CHALLENGE CARDS" which come into play as the top card of a "transfer of threes NOTE: The fourth "transfer of threes" can be omitted by either or both players if so desired when neither "REVERSAL" or "CHALLENGE" cards are essential. But this should be declared by the player before commencing the next round.
9. The complete three or four "transfer of threes" rounds are played as described until the game is completed.
10. A challenge can only be made at the completion of the third "transfer of threes" after the players have responded in turn to a complete situation.
When the challenge is made the "CHALLENGE CARD" remains with the situation set, so that it can only be used once.
11. A "REVERSAL CARD" converts ALL responses into positive scores including a successful challenge.
A "REVERSAL CARD" can be played to a completed set to remove it from the transfer stack.
THE FINISH The winner is the player who first scores 15 in each of the three arms of the "PERSONALITY MODULE" for "THOUGHTS", "FEELINGS" and "REACTIONS".

Claims (14)

1. A board game comprising: a playing surface defining an endless primary playing track with at least one starting position and a plurality of instruction positions and at least one secondary, finite track leading from the primary track to a finishing position; a plurality of playing pieces; a set of playing cards each defining a situation and at least two score values which accord with a player's possible responses to that situation, the two values being termed stabilising and destabilising values respectively; a plurality of score modules equal to the number of playing pieces and each defining positions in which the stabilising and destabilising values can be recorded; a set of instruction cards for acquisition and/or use in conjunction with the instruction positions; and random chance selector means; in which each player is representable by a said playing piece and a said score module, and each playing piece is movable on the tracks from the starting position to the finishing position, the movement being governed by the random chance selector means and by the values recorded on the associated score module as modified by instructions on the instruction cards.
2. A board game as claimed in Claim 1, in which the set of playing cards includes a plurality of sub-sets, each sub-set having at least three cards relating to the same situation but to different aspects of a player's responses to that situation.
3. A board game as claimed in Claim2, in which each sub-set includes a further card carrying a reversal instruction which can be used to change a player's score value in respect of his response to other cards of that sub-set from a stabilising to a destabilising score or vice-versa.
4. A board game as claimed in any one of Claims 1 to 3, in which the instruction cards include cards which carry instructions to a player to record a given score value on his score module.
5. A board game as claimed in any one of the preceding claims, in which the instruction cards include cards carrying a challenge instruction which enable a player to challenge another player's response to a situation defined on a playing card.
6. A board game as claimed in any one of the preceding claims, including a set of rules which determine the manner in which players obtain and use the playing cards and instruction cards.
7. A board game as claimed in any one of the preceding claims, in which the playing cards define three score values, a stabilising, a destabilising and a neutral value.
8. A board game as claimed in Claim 7, in which each score module defines positions in which neutral values can be recorded.
9. A board game as claimed in any one of the preceding claims in which the primary track is circular and defines the same number of starting positions as there are playing pieces and in which a respective secondary track leads from each starting position to the finishing position which is located centrally of the primary track.
10. A board game substantially as herein described with reference to Figure 5 of the accompanying drawings.
11. A rocker device consisting of a free-standing rocker comprising an arcuate base and three arms projecting from the concave side of the base and converging to a zone of meeting, the device being able to rest on the base on a horizontal surface in a position of stable equilibrium and being displaceable from this position by weights attachable to the arms at predetermined locations, and a plurality of weights adapted for attachment to the arms at said locations.
12. A rocker device substantially as herein described with reference to, and as shown in Figures 3 and 4 of the accompanying drawings.
13. A board game comprising: a set of playing cards each defining a situation and at least two score values which accord with a player's possible responses to that situation, the two values being termed stabilising and destabilising values respectively; a score module defining positions in which at least the stabilising values can be recorded and a set of rules which determine the way in which the players obtain and use the playing cards and score module.
14. A game substantially as herein described with reference to Figure 6 of the accompanying drawings.
GB8928656A 1988-12-20 1989-12-19 Board game; rocker device Withdrawn GB2226502A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GB888829674A GB8829674D0 (en) 1988-12-20 1988-12-20 Game device
GB898925082A GB8925082D0 (en) 1989-11-07 1989-11-07 Game device and board game

Publications (2)

Publication Number Publication Date
GB8928656D0 GB8928656D0 (en) 1990-02-21
GB2226502A true GB2226502A (en) 1990-07-04

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ID=26294747

Family Applications (1)

Application Number Title Priority Date Filing Date
GB8928656A Withdrawn GB2226502A (en) 1988-12-20 1989-12-19 Board game; rocker device

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GB (1) GB2226502A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5257939A (en) * 1992-10-13 1993-11-02 Robinson Don T Cultural knowledge board game
GB2301781A (en) * 1995-06-06 1996-12-18 Michael Annand Price Board game
US5681046A (en) * 1996-01-29 1997-10-28 Lawrence; Elliot C. Compatibility game

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1347464A (en) * 1970-04-19 1974-02-27 Hopton I R Board game apparatus
GB1460511A (en) * 1972-12-16 1977-01-06 Wild R J Wild A Random result selector in a board game
GB2116438A (en) * 1982-03-08 1983-09-28 Kenneth Cecil Spratt Gold-prospecting board game
US4566697A (en) * 1984-01-06 1986-01-28 Vickers Kenny B Western game of skill and risk
GB2195902A (en) * 1986-10-01 1988-04-20 Miles Graham Apparatus for playing a game which simulates the game of snooker
GB2206285A (en) * 1987-03-11 1989-01-05 Brian Howard Kensett Board game apparatus

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1347464A (en) * 1970-04-19 1974-02-27 Hopton I R Board game apparatus
GB1460511A (en) * 1972-12-16 1977-01-06 Wild R J Wild A Random result selector in a board game
GB2116438A (en) * 1982-03-08 1983-09-28 Kenneth Cecil Spratt Gold-prospecting board game
US4566697A (en) * 1984-01-06 1986-01-28 Vickers Kenny B Western game of skill and risk
GB2195902A (en) * 1986-10-01 1988-04-20 Miles Graham Apparatus for playing a game which simulates the game of snooker
GB2206285A (en) * 1987-03-11 1989-01-05 Brian Howard Kensett Board game apparatus

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5257939A (en) * 1992-10-13 1993-11-02 Robinson Don T Cultural knowledge board game
GB2301781A (en) * 1995-06-06 1996-12-18 Michael Annand Price Board game
GB2301781B (en) * 1995-06-06 1998-12-02 Michael Annand Price Board game
US5681046A (en) * 1996-01-29 1997-10-28 Lawrence; Elliot C. Compatibility game

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