GB2248025A - Apparatus for playing a game - Google Patents

Apparatus for playing a game Download PDF

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Publication number
GB2248025A
GB2248025A GB9119889A GB9119889A GB2248025A GB 2248025 A GB2248025 A GB 2248025A GB 9119889 A GB9119889 A GB 9119889A GB 9119889 A GB9119889 A GB 9119889A GB 2248025 A GB2248025 A GB 2248025A
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cards
police
spaces
lane
player
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GB9119889D0 (en
GB2248025B (en
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Brian Hall
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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
    • 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
    • A63F2003/00009Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track with an intersection in the track
    • A63F2003/00012Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track with an intersection in the track with movable means for switching to another track

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Road Signs Or Road Markings (AREA)

Abstract

Apparatus for playing a game comprises a plurality of distinguishable playing pieces with one or more of which representing ordinary drivers or vehicles and one representing a law enforcement or police person or vehicle thereof or the like, at least one random number generating means, at least one plurality of bad fortune cards or the like representing or bearing a plurality of disadvantageous events or situations, a plurality of good fortune cards or the like at least some of which represent or bear a plurality of response solutions which may be used to counter at least some of said disadvantageous situations of the bad fortune cards; a playing surface having an endless or continuous path or track representing a highway, divided into adjacent tracks, representing driving lanes with each track being divided into a plurality of movement spaces having indicia some of which indicate the take-up of a good fortune card and some of which indicate the take-up of a bad fortune card, and start and finish positions. <IMAGE>

Description

APPARATUS FOR PLAYING A GAME The present invention relates to an apparatus for playing a game and in particular a game representative of road or motorway travelling situations having regard to various conditions and circumstances including highway regulations and police controls.
According to the present invention apparatus for playing a game comprises a plurality of distinguishable playing pieces with one or more of which representing ordinary drivers or vehicles and one representing a law enforcement or police person or vehicle thereof or the like, at least one random number generating means, at least one plurality of bad fortune cards or the like representing or bearing a plurality of disadvantageous events or situations, a plurality of good fortune cards or the like at least some of which represent or bear a plurality of response solutions which may counter at least some of said disadvantageous situations of the bad fortune cards; a playing surface having an endless or continuous path or track representing a highway, divided into adjacent tracks, representing driving lanes with each track being divided into a plurality of movement spaces having indicia some of which indicate the take-up of a good fortune card and some of which indicate the take-up of a bad fortune card, and start and finish positions.
The random number generating means will preferably comprise at least one die and, preferably, two dice distinguishable from each other so that one die, for example coloured blue, might be used or "thrown" when the player whose turn it is intends to move at "normal" speed whilst the other die, for example, coloured red, is used when the player is "speeding" and the face values of such other die are preferable twice or another multiple of the values on the faces of the "normal speed" die.
The bad fortune cards may include a plurality (pack) of hazard cards representing circumstances which are to the disadvantage of a player, such as accident ahead, snow or a requirement to shows a certificate, and will preferably indicate which of a good fortune card may counter it, such as change lane, four wheel drive or an MOT certificate respectively. Further details are listed subsequently. The bad fortune cards may indicate penalty points or other penalties applicable if the player does not have the appropriate good fortune card in response. The hazard cards and take-up spaces may be represented by a triangle and specific hazards such as fog, ice, heavy rain or snow may be indicated in specific movement spaces.
Additionally, or separately, specific movement spaces may be marked "penalty" indicating a forfeiture of, for examples points, to a player landing thereon and/or preferably indicating the take-up requirement of a penalty card and a plurality or pack of "penalty" cards with marked penalties will preferably by provided. A plurality (pack) of "police" cards representative of circumstances under which the police player may trap an ordinary player and may comprise hidden police patrol cars, radar traps and lane changes and may be associated with the passing by a player of a police marked or representing movement space. A plurality (pack) of "roadworks" cards may be provided as also may a plurality of "cones" i.e. members indicating that roadworks exist or lanes are closed.
The movement spaces may include some marked to indicate or read a police check point or other police related involvement and/or some spaces marked to represent roadworks. Some movement spaces may indicate the possibility of a lane change and the direction possible to one or both where appropriate adjacent lanes, some spaces may be marked to indicate no action unless referred to in good fortune cards ("happy motoring" cards referred to later) or bad fortune cards ("hazard" cards referred to later). A plurality of "blank" movement spaces will normally be provided, mainly in the inner, fast lane and such will preferably be colour or otherwise coded with coded cards (eg good fortune or police cards) to indicate the possibility of lane change.Some "blank" movement spaces by lane direction change indicator means or marks and some are marked such as "fog", "rain" or "brakes" to enable police challenge if "speeding".
A plurality (pack) of driver's licence point cards possibly together with an item representative of a drivers licence may be provided although simple writing pads or paper may be provided instead for recordal of penalty points etc. A lap counter or indicator may be provided although instead laps may be recorded on paper.
The playing surface will normally be on a sheet or preferably on a board which is preferably foldable although it is envisaged the scope of protection for the present invention should extend to representation of the game on a microcomputer and video display or the like electronic game apparatus and the program for such.
The continuous track may be of any suitable shape or outline but is preferably circular and preferably three tracks or lanes will be provided to correspond with the three lanes as exist on a motorway in Great Britain. Of course less lanes may be indicated such as two lanes for a dual carriageway and/ or opposite lanes in a normal single lane two-way road or more lanes such as exist on a highway in the United States of America may be indicated as appropriate with appropriate changes to the content of the apparatus to reflect the laws and conditions of the country involved. In particular with countries which "drive on the right" the players movement will be anticlockwise with a circular track. For simplicity the apparatus of the present invention will be described with reference to Great Britain laws and motorways etc.
Thus in the preferred embodiment three adjacent tracks or lanes are provided and preferably also an additional lane representing the hard shoulder lane of a motorway which will preferably be the radially outermost lane where the track is cirrular.
Preferably two spaced apart start positions will be indicated, one start for ordinary vehicles or players and one start for a police vehicle or player preferably opposite said first mentioned start position. The finish will preferably be a space at least immediately prior to said first mentioned start and will preferably include movement along the hard shoulder for at least one movement space to facilitate finishing.
The tracks or lanes and including the "hardshoulder" lane when provided are divided into movement spaces which may be of different size to accommodate curvature of the track if such is curved or has curved regions and in such instance the spaces of adjacent lanes will be so arranged, for example according to the so called "Pyramid Rule" referred to hereinafter as to facilitate the determination as to whether or not players or the spaces are level or not and such may simply involve with a circular track the sizing and arrangement of movement spaces such that the rear ends of the first movement spaces or start spaces with respect to a normal player (not police) start line are level therewith but subsequently as a result of sizing each radially inwardly located movement space overlaps two other spaces; conversely two outer movement spaces will overlap one inner space.
The invention will be described further, by way of example, with reference to the accompanying drawings in which: Fig. 1 is a plan view of a playing surface on which a circular continuous motorway track is represented and should be considered in conjunction with the symbols described subsequently; Fig. 2 is a perspective view of two die; Fig. 3 is an elevation of a police car and Fig. 4 of an ordinary player/drivers car; Fig. 5 is a perspective view of a stack of hazard cards and a face thereof; Fig. 6 is a perspective view of a stack of "happy motoring"/good fortune cards and showing a face thereof; Fig. 7 is a view of a stack and face of police cards; and Fig. 8 is an elevation of a "cone" marker The playing surface includes thereon a continuous circular path or track 1 divided into three concentric lanes, an outer or "slow" lane 2, a middle lane 3, and an inner or overtaking/fast lane 4. In the embodiment outer lane 2 is divided into 36 movement spaces 2', middle lane 3 is divided into 24 movement spaces 3', and inner lane 4 is divided into 18 movement spaces 4'. In each of the lanes 2, 3 or 4 the movement spaces are of the same size as the others in the same lane although those in the middle lane 3 are longer than adjacent lanes such that with respect to spaces in lanes 2, 3 and 4 any two radially outer spaces will overlap one radially inner space and as is described further herein with respect to the Pyramid Rule.
A start line 5 is provided and immediately adjacent thereto in a clockwise direction are three starting movement spaces of lanes 2, 3 4. It will be appreciated that in this embodiment the overlapping of the movement spaces of the three lanes results in the leading edges (of the spaces marked with triangles) of the third movement space of lane 4, of the fourth movement space of lane 3 and the sixth movement space of lane 2 (and respectively multiples thereof) being aligned or lying on a radius of the circular track with the circle -thus being divided by six radii into six segments. An outermost circular lane 6 is provided representing the "hard shoulder" of the represented motorway. Diametrically opposite line 5 is start line 7 and on the downstream side of which in a clockwise direction is start position for a playing piece (not shown) representing a police vehicle.A finish portion 8 is provided on the upstream side of line 5 with respect to clockwise movement and has an additional prefinish space 9 upstream thereof on the hard shoulder 6 to facilitate finishing.
A plurality of good fortune card take-up indications are provided in the movement spaces of the outer lane 3 and are represented by smiling face or "happy face" 10. Twelve such "happy face" spaces 10 are in fact provided although a different number may be provided and such spaces may possibly be provided in outer lanes 3 or 4. A pack of happy cards 24 is provided bearing a plurality of response solutions to disadvantageous situations which may be presented.
A plurarity of bad fortune card take-up indications are provided in all three lanes 2, 3 and 4 and are divided into different categories namely a plurality of hazard card take-up indicia means represented by a triangle 11 (eighteen of such), a plurality (three) of roadwork card take-up indicia means represented by a striped triangle or cone 12, in the example in the middle lane, a plurality (three) of penalty card take-up indications 13 indicated by the word "PENALTY" in the middle lane 3 in the example, a plurality (six in lane 2, four in lane 3) of bad weather condition indicia means 14 in some of the playing spaces of the outer lane 2 or middle lane 3, and a plurality of blank movement spaces 15 in all lanes which may be colour coded (or otherwise coded) to match corresponding colours (or other codes) on "Happy" cards 24 or police cards 25 (See later) to indicate change of lane possibility. In inner lane 4 there are twelve of such spaces which are generally rectangular with four parts of such being correspondingly colour coded. In fact three of such spaces 15 are differently colour coded and have double headed arrows indicating change of lane possibilities. Some spaces have single headed arrows indicating change of lane - (see later) Some of "blank" spaces 15 also have hazard indicators "fog", "heavy rain", "ice" "ABS brakes". A plurality of police option indicia means indicated by a policeman's head 16 in six movement spaces of outer lane 2.
As mentioned additional indicia means include a plurality of lane change indicia means 17 in some of the movement spaces and usually having an arrow or two arrow heads or like indicating the changes possible.
In addition to the playing surface there are provided the following or some are not shown since such can be readily comprehended: A red die 19 with high numbers 2, 4, 6, 8, 10, 12 for speeding.
A blue die 20 with numbers 1, 2, 3, 4, 5, 6 for normal progress.
A playing piece 21 representing a police (Motorcop) car or motorcycle for the police player.
A plurality of distinguishable playing pieces 22 (only one shown) representing different vehicles for the ordinary players.
A pack of thirty hazard cards 23 bearing disadvantageous driver situations and penalties and which happy card will overcome.
A pack of forty eight happy motoring cards 24 associated with happy face indicia and being complimentary to the hazard cards to overcome the hazards A pack of thirty-two police cards ("Motorway") 25 containing trap situations and indicating the number of driver's licence points to be deducted: A pack of fifteen penalty cards (not shown) used by a police player to set the penalty for a speeding driver player and other situations - see later - may indicate loss of points or a lap or laps.
A pack of five roadworks or lane closure cards (not shown) to be used by a police player to set a cone indicator piece: Seventeen pieces representative of cones (26) for indication of roadworks.
A plurality of driver's licence pbints cards and possibly a lap counter may be provided but preferably are omitted in preference for a pencil/pen and paper record means or the like which may be appropriately delineated and marked and numbered by pre-printing.
The following description and operation and Rules should be considered in conjunction with the foregoing.
RULES AND CONTENTS SEPARATE CATEGORIES Object of the Game.
2. ~ Preparation.
3. Playing the Game.
4. Lane Discipline.
5. Speeding Routines.
6. Setting Roadworks.
7. To Finish the Game.
8. Symbols.
9. Penalty Listing.
10. Game for two Players.
***********,**************************************** Contents.
2. Notes on Cards.
3. Cards Listing.
4. Copy of Gameboard MotorCop Object of the Game.
The winner of the game can be either a Driver or otorCop on achievement of the following Driver: Being the first to complete the agreed number of laps uithout losing all his Driving Licence Points.
MotorCop: By eliminating all the Drivers by taking Driving Licence points from them when they commit offences.
(MotorCop is the Police) Playing Hints.
Drivers are playing against each other as well as trying to avoid MotorCop who can only win the game by eliminating them. They must take calculated risks throughout the game balancing Drivers Licence points against Laps remaining and their position in respect of laps completed by other Drivers.
MotorCop is well advised to take points from whoever he can, but to try and reduce Drivers Licence points evenly so that the elimination of the last Driver does not involve trying to take too many points/per laps remaining (and so lose the game).
Remember the last remaining Driver is competing only against MotorCop and will drive very sensibly making his position very difficult.
PREPARATION.
1. Agree the number of laps and riotorCop issues Drivers Licence Points to each Driver (2 points per lap).
2. Shuffle all packs of cards.
3. Deal six Happy Motoring Cards to each participating Driver 4. Deal six riotorCop cards to the person nominated "MotorCop".
5. Put all remaining packs face down on the Board in designated areas.
6. Drivers select car to be used and place at Drivers start.
MotorCop starts at designated square on opposite side of the board.
7. Shake to see who has first turn - end proceed in clockwise direction (including hotorCop).
PLAYING THE GAME 1. Driver decides whether to use HOT (speeding) or COLD (legal) dice. (MotorCop can use either).
2. Throw either dice. It is advisable to count your 'route1 with your finger before moving your car aS you may wish to find an alternative route to avoid landing on certain squares. Move your car according to Lane Discipline rules which broadly cpeaking are the same as your would actually drive in real life on the motorway.
3. If notorcop has caught you speeding you must not follow the instructions of the square landed on as speeding takes priority and is the most serious offence. Go through the -~"Speeding Routine" with him.
4. A turn is finished-vhen instructions on the square have been followed (assuming Driver has not been caught speeding).
6. All cards once shown, used or swapped are returned to the bottom of their respective pack.
LANE DISCIPLINE Note: Reference to "Players" in these rules means Drivers and MotorCop.
General: Lane discipline is based as close as possible to the Highway Code and all players are penalised for poor driving. For example, if you crash into the rear of another car which is "driving" correctly (i.e. not hogging fast lane) you deserve the penalty of giving the shunted driver 1 point from your own drivers licence.
On the other hand, if your progress is impeded by a car loitering in the fast lane it is only fair that the faulting driver should be penalised by moving backwards on the gameboard, and allow you to pass him.
1. Lane changing ic only permitted as follows: * via, arrows and always forward/sideways. All players must never move backwards/sideways.
* When required to get into lane to overtake or go along side another car Arrow not necessary when going around a car. Note: This applies also to going inside a car as long as you remain alongside that car and never in front (overtaking on inside is not allowed but you can pull alongside - see Pyramid Rule).
* Via lane change card. This card is included in the dice count and is not an additional square.
* Via Roadworks. Lane change permitted when driving up to (but not crashing into) roadworks - directly in front of roadworks allows players to change lane without using arrows or lane change card. If the dice count meant players had crashed into roadworks they must accept the 2 point penalty and await the next turn to get round the obstacle as they are directly in front of the roadworks and can lane change (as above). n.b. MotorCop crashing into roadworks gives 1 point to each player.
2. Pyramid Rule.
This is to determine who is level and who is behind/ front of another player.
Quite simply the rule is as follows:
(i) A1 is level with A2, B1, B2, A3, (in fact Al is level with all squares shown). El is level with B2 + A3.
Note that B3/A2 is behind B1.
(ii) F1 is level with F2 and F3 ( in fact F1 is level with all squares cxcept 6). 6 is in front of all "F's".
(iii) S1 is level with S2 x S3 S4 is level with S2 S1 x S3 x S5.
S5 is level with 54 x S2 only (on this diagram).
Si is obviously behind S5 (so is 53) None are level with "T" It is important to understand this rule because players are allowed to move inside another player so long as they remain level and do not go past i.e. overtake on the inside which is not allowed.
Moving inside to go level is permitted. PLAYERS OR POLICE CAN MOVE FORWARD FROM A LEVEL POSITION next turn.
3. Bonus advances must be taken in lane. if your count is impeded by roadworks or another car you must stop the count - i.e. count only available squares.
4. Players on Hard Shoulders - who are blocked from contd...
entering because that space is occupied can proceed up the Hard Shoulder until first available space on carriageway. Players who are blocked both "routes" must miss a turn until it clears.
5. - Retire to Hard Shoulder means moving down the Pyramid Block always moving forward/sideways until reaching hard shoulder (no dice required).
6. Re-entry from Hard Shoulder must be on COLD DICE.
Exceptions are: MotorCop when chasing speeding Driver and at start of Game players can enter board on HOT DICE.
7. Loitering in middle lane - whereby a player re-301ntng the carriageway or simply taking his movie, cannot be because he would be overtaking on the inside (and to get past would involve going backwards) is entitled to have the offender moved back to same colours symbol in outside lane to allow him to proceed. (As hogging the fast lane).
8. Police Chase - Players must follow normal lane change/ discipline rules. Therefore. if a player crashes into other Players/roadworks etc., that penalty is added to the mandatory points penalty for speeding (Drivers who crash in a chase are caught automatically - MotorCop had no need to shake). Penalty e.g. Roadworks crash 2 points + speeding 3 points + penalty 1 point - 6 points.
9. totorCop cannot remain in the fast lane at the cnd of the turn. If there is a "route" by which it could end the turn in the slow or middle lane MotorCop must take it. There are occasions whereby MotorCop has no alternative but to "loiter" in the fast lane. e.g. when forced to overtake and cannot get back into lane due to no lane change arrows.
10. Overtaking on the inside only allowed in Roadworks. Car also change lanes in roadworks to overtake or via arrows or lane change cards.
SPEEDING ROUTINE Using the HOT DICE is speeding ( HIGH NUMBERED DICE) Using the COLD DICE is NOT speeding (LOW NUMBERED DICE) MotorCop will inform Drivers who have been caught speeding.
Drivers can speed and get away with it but run the risk of being caught and incurring a heavy penalty.
MotorCop is entitled to play its cards to its own advantage and is not compelled to play a cerd when the "wrong Driver" has offended. For example: MotorCop may decide to let a Driver who is speeding go past a Hidden Patrol car, waiting instead for another Driver who he considers a greater threat to winning the game.
1. Hidden Patrol Car (CARD) MotorCop may inform a Driver who is level with or gone past a Hidden Patrol Car on a HOT DICE that this carries a 3 point penalty. Driver can elect to play a "Let me off Officer" card in an attempt to waive the penalty. All ca-rds once shown and used are returned to the bottom of their respective pack.
2. Radar Trap (CARD) A Radar Trap consists of two adjacent Radar Trap cards in lane held by MotorCop whereby the Driver lands on either using a HOT DICE. MotorCop may inform the driver that he is in a Radar Trap - show him the cards - and enforce a 2 point penalty unless the player elects to use a "Let me off Officer" card in an attempt to waive the penalty. All cards once shown and used are returned to the bottom of their respective pack.
3. Speeding past or level with the MotorCop (on Board).
This is a 3 point penalty unless Driver wants to try a "let me off Officer" card.
If the Driver has no card he can elect to OUTRUN MotorCop to escape the 3 point penalty.
* Outrunning the Police.
Both Driver + MotorCop start from the position now occupied on the board.
(i) Player throws HOT DICE and moves the number of squares indicated adhering to all the lane discipline rules.
1. contd...
The driver is not advised to "lap" MotorCop because the police do not have to lap to catch the Driver. He does not pick up any cards as this is his second move in his turn.
(1t) Motorcop then throws both HOT + COLD VICE.
HOT DICE - giving the number of squares the MotorCop will advance to try and get level or past the offender (just behind does not count).
If caught they retire to the hard shoulder.
COLD DICE - Giving the position of a support car on a Police Square No. 1 - 6. If the offender -- has gone past or level with the number shaken, he is caught and goes back to the hard shoulder adjacent to that police square number.
* If MotrCop does not catch the offender then the SUppOrt car is considered.
If offender not caught no Drivers Licence Points are deducted.
If caught 3 point penalty + Penalty Card + any Driving offences in the chase (e.g. collisions).
TO FINISH THE tAME (LEAVING THE BOARD) 1. On completion of the agreed number of laps, Drivers must leave the board not committing any offences e.g. speeding.
2. Can only use arrows or lane change cards to reach finish square. (Drivers do not need to shake an exact number to reach the finish square.
3. If these squares are occupied or you cannot get into lane to exit the motorway you must go on to the next junction i.e. do another lap and attempt to come off again.
4. All players must have equal number of turns so if tuo players complete the number of laps the winner is determined by the player with the most Driving Licence Points left. If equal then it is a draw.
SETTING ROADWORKS 1. Set when MotorCop lands on'tone Square. Removed when Driver lands on Cone Square.
2. Set as per the instructions on the card.
3. Note that Roadworks cannot cover The Cone Square, or the two Motorway Exit Squares.
Roadworks cannot be set in such a manner that a player would have to reverse to get out of them.
PENALTY LISTING OFFENCE POINTS ADDITIONAL INSTRUCTIONS/ PENALTIES 1. SPEEDING: CAUGHT BY.
(i) HIDDEN POLICE (Unless winning "Let me off CAR. 3 Officer").
(ii) POLICE RADAR 2 (Unless winning "Let me off TRAP (CARDS) Officer").
(iii) MotorCop ON BOARD * ACCEPTING 3 (Unless winning "Let me off PENALTY Officer").
-- a ELECTING 3 + Penalty Card + Traffic TO OUTRUN Offences (if any).
MotorCop AND + Retire to Hard Shoulder LOSING.
a ELECTING O TO OUTRUN MotorCop AND WINNING (iv) RADAR IN ROADWORKS 3 (v) FOG, ICE, HEAVY 1 (Unless playing relevant RAIN, BRAKES (BOARD) Happy Motoring Card).
2. TRAFFIC OFFENCES (i) BLOCKING MotorCOP 2 + Retire to Hard Shoulder IN FAST LANE (ii) RAMMING INTO 2 + Retire to Hard Shoulder MotorCop (ANY LANE) (iii) CRASHING INTO 2 ROADWORKS (BY MotorCop) 1 (TO EACH PLAYER) (iv) SHUNTING PLAYER - I (PAY SHUNTED PLAYER) Both DRIVING CORRECTLY retire to Hard Shoulder.
(e.g. IN ROADWORKS 2. TRAFFIC OFFENCES contd...
(v) HOGGING FASTIMIDDLE O MUST GO BACK TO 1st VACANT LANE. OBSTRUCTING SAME COLOUR/SYMBOL IN SLOW PLAYERS PROGRESS LANE. (MIDDLE LANE IF NONE VACANT).
(vi) MOTORCOP LANDS IN FRONT 2 Retire to Hard Shoulder OF PLAYER (vii) MOTORCOP LANDS DIRECTLY 1 Retire to Hard Shoulder BEHIND PLAYER SYMBOLS
DRIVER MotorCop TAKE HAPPY MOTORING CARD. NO SIGNIFICANCE SWAP OR KEEP. MAXIMUM ALLOWED BY DRIVER IS 6.
ORIVER TAKES PENALTY CARD TAKES'POLICE WHEN LANDING ON HERE. COULD CARD. SWAP OR CONTAIN HIDDEN PATROL CAR OR KEEP. MAX SUPPORT CAR IN SPEED CHASE ALLOWED IS 6.
TAKE HAZARD CARD+ FOLLOW TAKES A POLICE INSTRUCTIONS CARD. SWAP OR KEEP. MAX.
ALLOWED IS 6.
REMOVE ONE SET OF ROADWORKS TAKE POLICE FROM BOARD WHEN LANDING ON ROADWORKS CARD THIS SQUARE. + FOLLOW INSTRUCTIONS TAKE PENALTY CARD WHEN LANDING TAKE POLICE ON THIS SQUARE. CARD OR KEEP mAX. ALLOWED IS 6.
1 POINT PENALTY IF USING HOT 1 POINT TO EACH DICE UNLESS PLAYING RELEVANT IF ON HOT DICE HAPPY MOTORING CARD.
LANE CHANGE. AS PLAYER MUST BE FORWARD SIDEWAYS NOT BACK - SIDEWAYS NO ACTION UNLESS REFER TO IN NO ACTION HAPPY MOTORING CARDS OR HAZARD UNLESS REFERRED CARDS. TO IN POLICE CARDS OR LANE CLOSURE CARDS.
CONTENTS 1 GAMEBOARD 1 "HOT DICE" (HIGH NUMBERED)RED. Nos. 2-4-6-8-10-12.
1 "COLD DICE" (LOW NUMERED)BLUE. Nos. 1-2-3-4-5-6 1 Motorcop CAR/MOTORCYCLE 7 DRIVERS CARS i 6 or 5 30 HAZARD CARDS 48 HAPPY MOTORING CARDS 32 POLICE CARDS 15 PENALTY CARDS 5 ROADWORKS CARDS 17 CONES (ROADWORKS) (MAXIMUM CAN BE ON BDARD) 30 DRIVERS LICENCE POINT CARDS POSSIBLY OMITTED (PAD TO RECORD DRIVER'S LICENCE POINTS) * 6 x 10 pt. card/paper * 6 x 5 pt. card/paper * 6 x 3 pt. card/paper * 12 x 1 pt. card/paper 7 LAP COUNTERS POSSIBLY OMITTED PAD TO RECORD LAPS.
NOTES ON CARDS 1. HAZARD CARDS Will explain the hazard and will give you instructions to avoid it. i.e.. playing the relevant Happy Motoring card to offset the Hazard.
2. POLICE CARDS These cards are used by the MotorCop to trap drivers and deduct Drivers Licence points. They include Hidden Police Patrol Cars. Radar Traps. Lane Changes.
3. LANE CLOSURE CARDS POLICE -- Set by MotorCop when landing on a Cone Square. Conversly.
roadworks are removed by players when landing on the Cone Square. (Cones can never be covered).
9. HAPPY MOTORING CARDS Will assist players on their journey as a means of off setting HAZARDS. Maximum of six at any time. When six held another Happy Motoring Card can be taken from pack and swapped with one already held.
5. PENALTY CARDS Used by Police to set penalty for Drivers who elect to outrun the MotorCop and lose, for Drivers who land on POLICE SQUARE or PENALTY SQUARE.
CARDS - LISTING HAZARD 1 ACCIDENT AHEAD 1 HEAVY TRAFFIC 1 PASSENGER NEEDS TOILET 1 PASSENGER FEELS SICK 1 NOT FEELING WELL 1 POLICE CAR IN MIRROR 1 FOG SLOWS YOU DOWN 1 OVERHEATING 1 NOISEY ENGINE 1 LOSS OF POWER 1 HEAVY RAIN 1 DRIFTING SNOW 1 DIESEL SPILL 1 ICE SPIN DANGEROUS DRIVING 1 RECKLESS DRIVING 1 DAY DREAMING 3 PUNCTURE 1 FUEL LOW 1 TRAFFIC JAM 1 DRIVING TOO CLOSE 1 LORRY CUTS YOU UP 2 PRODUCE .O.T.
2 PRODUCE TAX 2 PRODUCE INSURANCE GAME FOR TWO PLAYERS The game is exactly the same as the standard game except for: PREPARATION Both players hold 6 police cards as well as the customary Happy Motoring Cards (to use against the other player).
PLAYING THE GAME 1. Player 1 shakes both dice after electing uhether he is going "Hot" or "Cold".
2. Player 1 moves as per his elected dice (e.g. "Hot") with his opponent checking if any offences have been committed (as would the Police in the standard game) using his police cards - e.g. speeding.
3. Player 2 then moves MotorCop as per the dice count on the other dice ("Cold" in this example). He then picks up any cards due to the Police.
Player 2 then takes his turn - e.g. electing which dice he is using "Hot" or "Cold". The whole sequence begins again, but this time Player 1 becomes the Police for one turn.
5. When one Player is eliminated the game continues with the eliminated Player shaking for the Police to stop his opponent winning. n.b. it is possible for the police to win and both players losel NOTE: The game could be made more difficult by placing the unused cars in stationary positions around the board. (Obviously not in the fast lane or on the exit squares).
This can also apply to the "Standard" Game.
The playing surface of Fig. 1 differs slightly from that of the priority application in that, for example, a policeman's head replaces the flashing blue light symbol in the police option spaces 16. A star-like device 15"' represents a broken windscreen and waterdrops 15" indicate heavy rain whilst the clouds may indicate wind or possibly fog of the bad weather condition indicia 14.
As regards colouring of the playing surface some of which spaces may be coded/correlated with the associated cards, one possible colouring is: A = Green; B = Red; C = Blue; D = Orange; E = White; F - Yellow; G = Purple.

Claims (30)

1. Apparatus for playing a game comprises a plurality of distinguishable playing pieces with one or more of which representing ordinary drivers or vehicles and one representing a law enforcement or police person or vehicle thereof or the like, at least one random number generating means, at least one plurality of bad fortune cards or the like representing or bearing a plurality of disadvantageous events or situations, a plurality of good fortune cards or the like at least some of which represent or bear a plurality of response solutions which may be used counter at least some of said disadvantageous situations of the bad fortune cards; a playing surface having an endless or continuous path or track representing a highway, divided into adjacent tracks, representing driving lanes with each track being divided into a plurality of movement spaces having indicia some of which indicate the take-up of a good fortune card and some of which indicate the take-up of a bad fortune card, and start and finish positions.
2. Apparatus as claimed in claim 1 in which the random number generating means comprise a die or two dice distinguishable from each other so that one die, might be used or "thrown" when the player whose turn it is intends to move at "normal" speed whilst the other die is used when the player is "speeding" and the face values of such other die are twice or another multiple of the values on the faces of the "normal speed" die.
3. Apparatus as claimed in claim 1 or 2, in which the bad fortune cards include a plurality (pack) of hazard cards representing circumstances which are to the disadvantage of a player (such as accident ahead, snow or a requirement to show a certificate).
4. Apparatus as claimed in claim 3, in which the hazard cards may each indicate which of a good fortune card may be used to counter it (such as change lane, four wheel drive or an MOT certificate respectively.
5. Apparatus as claimed in any of claims 1 to 4 in which the bad fortune cards indicate penalty points or other penalties applicable if the player does not have the appropriate good fortune card to be used in response.
6. Apparatus as claimed in any of claims 1 to 5, in which the hazard cards and take-up spaces are represented by a triangle and specific hazards (such as fog, ice, heavy rain or snow) are indicated in specific movement spaces.
7. Apparatus as claimed in claim 1 or 6, in which additionally, or separately, specific movement spaces are marked "penalty" indicating a forfeiture of, for example, points, to a player landing thereon and/or indicating the take-up requirement of a penalty card.
8. Apparatus as claimed in claim 7, in which a plurality or pack of "penalty" cards with marked penalties are provided.
9. Apparatus as claimed in any of claims 1 to 9, in which there are a plurality (pack) of "police" cards representative of circumstances under which the police player may trap an ordinary player.
10. Apparatus as claimed in claim 9, in which the "police" cards comprise or represent hidden police patrol cars, radar traps and lane changes.
11. Apparatus as claimed in claim 10, in which the police cards are associated with the passing by a player of a police marked or representing movement space.
12. Apparatus as claimed in any of claims 1 to 11, in which a plurality (pack) of "roadworks" cards are provided and/or a plurality of "cones" i.e. members indicating that roadworks exist or lanes are closed.
13. Apparatus as claimed in any of claims 1 to 12, in which the movement spaces include some marked to indicate or read a police check point or other police related involvement and/or some spaces marked to represent roadworks.
14. Apparatus as claimed in any of claims 1 to 13, in which some movement spaces indicate the possibility of a lane change and the direction possible to one or both, where appropriate, adjacent lanes, and/or some spaces may be marked to indicate no action unless referred to in good fortune cards ("happy motoring" cards referred to later) or bad fortune cards ("hazard" cards referred to later).
15. Apparatus as claimed in any of claims 1 to 14, in which a plurality of "blank" movement spaces are normally provided on the playing surface mainly in the inner, fast lane.
16. Apparatus as claimed in claim 15, in which said "blank" movement spaces are colour or otherwise coded with coded cards (eg good fortune or police cards) i.e. correspondingly coloured or marked to indicate the possibility of lane change.
17. Apparatus as claimed in any of claims 1 to 16, in which some "blank" movement spaces include lane direction change indicator means or marks and some are marked such as "fog", "rain" or "brakes" to enable police challenge if "speeding".
18. Apparatus as claimed in any of claims 1 to 17, in which a plurality (pack) of driver's licence point cards possibly together with an item representative of a driver's licence are provided or writing pads or paper may be provided for recordal of penalty points etc.
19. Apparatus as claimed in any of claims 1 to 18, in which a lap counter or indicator is provided.
20. Apparatus as claimed in any of claims 1 to 19, in which the playing surface is on a sheet or a board which is preferably foldable.
21. Apparatus as claimed in any of claims 1 to 20, in which the continuous track is circular and a plurality of, preferably three, tracks or lanes are provided to correspond with the three lanes as exist on a motorway in Great Britain.
22. Apparatus as claimed in claim 1 or 21 in which three adjacent tracks or lanes are provided and preferably also an additional lane representing the hard shoulder lane of a motorway is the radially outermost lane where the track is circular.
23. Apparatus as claimed in any of claims 1 to 22, in which two spaced apart start positions are indicated, one start for ordinary vehicles or players and one start for a police vehicle or player.
24. Apparatus as claimed in claim 23, in which the police start is opposite said first mentioned start position.
25. Apparatus as claimed in claims 23 or 24, in which the finish is a space at least immediately prior to said first mentioned start.
26. Apparatus as claimed in claim 25, in which said finish includes movement along the hard shoulder for at least onc movement space to facilitate finishing.
27. Apparatus as claimed in any of claims 1 to 26, in which the tracks or lanes and including the "hard-shoulder" lane when provided are divided into movement spaces which are of different size to accommodate curvature of the track if such is curved or has curved regions and in such instance the spaces of adjacent lanes are so arranged (for example according to the so called "Pyramid Rule" referred to herein) as to facilitate the determination as to whether or not players or the spaces are level or not.
28. Apparatus as claimed in claim 27, in which the determination arrangement involves, with a circulartrack, the sizing and arrangement of movement spaces such that the rear ends of the first movement spaces or start spaces with respect to a normal player (not police) start line are level therewith but subsequently as a result of sizing each radially inwardly located movement space overlaps two other spaces; conversely two outer movement spaces overlap one inner space.
29. Apparatus for playing a game substantially as herein described with reference to the accompanying drawings.
30. Apparatus as claimed in any of claims 1 to 29 incorporated in and/or represented as a game on a microcomputer and video display or the like electronic game apparatus and also the program for such.
GB9119889A 1990-09-18 1991-09-18 Apparatus for playing a game Expired - Fee Related GB2248025B (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB909020357A GB9020357D0 (en) 1990-09-18 1990-09-18 Apparatus for playing a game

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GB9119889D0 GB9119889D0 (en) 1991-10-30
GB2248025A true GB2248025A (en) 1992-03-25
GB2248025B GB2248025B (en) 1994-08-17

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GB909020357A Pending GB9020357D0 (en) 1990-09-18 1990-09-18 Apparatus for playing a game
GB9119889A Expired - Fee Related GB2248025B (en) 1990-09-18 1991-09-18 Apparatus for playing a game

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GB909020357A Pending GB9020357D0 (en) 1990-09-18 1990-09-18 Apparatus for playing a game

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1296654A (en) * 1971-03-15 1972-11-15
GB1386097A (en) * 1971-05-05 1975-03-05 Learning Games Ltd Apparatus for playing educational board games
US4087094A (en) * 1977-02-28 1978-05-02 Larry Bakay Traffic board game
US4094510A (en) * 1976-11-05 1978-06-13 Walter Drohomirecky Tell it to the judge game
GB2199758A (en) * 1986-12-30 1988-07-20 Barrie Bladon Road freight board game

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1296654A (en) * 1971-03-15 1972-11-15
GB1386097A (en) * 1971-05-05 1975-03-05 Learning Games Ltd Apparatus for playing educational board games
US4094510A (en) * 1976-11-05 1978-06-13 Walter Drohomirecky Tell it to the judge game
US4087094A (en) * 1977-02-28 1978-05-02 Larry Bakay Traffic board game
GB2199758A (en) * 1986-12-30 1988-07-20 Barrie Bladon Road freight board game

Also Published As

Publication number Publication date
GB9119889D0 (en) 1991-10-30
GB9020357D0 (en) 1990-10-31
GB2248025B (en) 1994-08-17

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Effective date: 19950918