GB2287413A - Board game apparatus - Google Patents

Board game apparatus Download PDF

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Publication number
GB2287413A
GB2287413A GB9405240A GB9405240A GB2287413A GB 2287413 A GB2287413 A GB 2287413A GB 9405240 A GB9405240 A GB 9405240A GB 9405240 A GB9405240 A GB 9405240A GB 2287413 A GB2287413 A GB 2287413A
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GB
United Kingdom
Prior art keywords
player
game apparatus
board
cards
car
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Withdrawn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
GB9405240A
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GB9405240D0 (en
Inventor
Ian Oxley
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Individual
Original Assignee
Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to GB9405240A priority Critical patent/GB2287413A/en
Publication of GB9405240D0 publication Critical patent/GB9405240D0/en
Publication of GB2287413A publication Critical patent/GB2287413A/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Withdrawn legal-status Critical Current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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0494Geographical or like games ; Educational games concerning the highway code
    • 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

Abstract

A board game apparatus for a game to be played by two to eight players comprises a board (1) having contiguous spaces (3) marked thereon to represent a road system (2), a toy car playing piece (20), and toy money for each player, four sets of cards, and a die; some of said spaces being designated to correspond to the sets of cards, and each card comprising a question relating to motoring, or effecting an advantage or disadvantage for the player receiving it. The game apparatus is adapted to be played by rules in which a player in turn moves his car around the road system according to the throw of the die and taking account of road conditions such as obstructing vehicles (8, 9, 10) and traffic junctions (5, 6, 7), and the player receives a card when his car lands upon an appropriately designated space. <IMAGE>

Description

BOARD GAME APPARATUS The present invention relates to board game apparatus.
The present invention seeks to provide a board game apparatus which is intended to improve the participants knowledge of motoring.
According to the present invention there is provided a board game apparatus for a game to be played by at least two players and comprising a board having contiguous spaces marked thereon and representing a road system, a distinct playing piece for each player, one or more sets of cards, and at least one die; wherein said spaces are designated to constitute a plurality of distinguishable groups, wherein at least one distinguishable group of spaces corresponds to a set of cards, and wherein each card comprises a question relating to motoring, or effects an advantage or disadvantage for the player receiving it; the game apparatus being adapted to be played by rules in which a player in turn moves his playing piece around the road system according to the throw of the die or dice and taking account of road conditions; and the player receives a card when his playing piece lands upon an appropriately designated space.
The playing pieces may be distinctly coloured toy cars or motorcycles. Preferably, the game is played by two to eight players.
Additionally, the game apparatus may include toy money and/or driving licences.
Preferably, the road system is illustrated to represent a normal public road system and is therefore provided with obstacles (such as buses, lorries, caravans and cars) to overtake, and with features (such as pedestrian crossings, roundabouts, box junctions, and bridges) to master. Generally, each team travels around the road system, overtaking any obstacles and mastering any features, in accordance with the normal rules of motoring.
Alternatively, the road system may be illustrated to represent a motor racing circuit. Other types of road systems are also possible.
At least one set of cards may comprise questions directed to the normal rules of motoring. Preferably, one set of cards comprises questions directed to the Highway Code, and another set of cards comprises questions directed to the meaning of road signs. Each card may also include the answer to its question.
Further, at least one set of card may comprise questions directed to the sports of motor racing or motor rallying.
A player who answers a question correctly may receive a monetary bonus whilst a player who answers a question incorrectly may receive a monetary forfeit.
Another set of cards may effect monetary and/or licence point penalties for the team receiving a card therefrom.
Each space constituting the road system may be designated as follows: it may be blank; it may contain the whole or part of an obstacle or feature; it may indicate a player's starting position; it may indicate the correct direction of travel; it may be designated to correspond to a set of cards; or it may contain instructions to effect an advantage or disadvantage to a team whose playing piece lands upon it.
An embodiment of the present invention will now be described, by way of example only, with reference to the accompanying diagrammatic drawings, in which: Figure 1 shows a plan view of a board game; Figure 2 shows a stack of 10 "question and answer" cards; Figure 3 shows a stack of 20 "question and answer" cards; Figure 4 shows a stack of 30 "question and answer" cards; Figure 5 shows a stack of fine cards; Figure 6 shows a side view of a playing piece in the form of a toy car; and Figure 7 shows a perspective view of an ordinary die.
As shown in Figure 1, a game apparatus includes a board 1. Illustrated on the board is a road system 2 formed from a series of contiguous spaces 3, some of which have been coded for the purpose of describing this game as S, Q, R, F, C, P or H.
The road system includes bridges 4, a pedestrian crossing 5, a roundabout 6 and a box junction 7.
Also provided on the road system are cars 8, a bus 9, and a car towing a caravan 10. These obstructions are illustrated on the board. Alternatively, they may be three dimensional models positioned on the board.
The road system is marked in accordance with normal roads markings. For example, the pedestrian crossing is approached by zig zag lines 11 (no stopping), and the bends of the road are provided with double white lines 12 (no overtaking).
The board also illustrates slip roads containing awaiting police cars 13, together with 'dead end' roads leading away from the junctions which contain additional cars 14.
Further, the board includes spaces 15 where sets of cards are set down.
Figures 2 to 5 show the four sets of cards. The 10 "question and answer" cards 16 shown in Figure 2 comprise questions directed to the meaning of illustrated road signs. The 20 "question and answer" cards 17 shown in Figure 3 comprise more difficult questions directed to the general rules of motoring and/or to the Highway Code.
More difficult still are the questions on the 30 "question and answer" cards 18 shown in Figure 4, these questions also being directed to the general rules of motoring and/or to the Highway Code.
The cards shown in Figure 5 are fine cards 20, some of which have monetary and/or licence point forfeits thereon, and some of which have cautions thereon.
Figure 6 shows a playing piece 20 which is in the form of a toy car, whilst Figure 7 shows an ordinary die 21.
Each set of cards is placed on its correspondingly marked space 15 on the board. The cards are placed on the board such that their questions and answers, or their forfeits/cautions, are not visible to the players.
The game apparatus also includes toy money (not shown).
The game is played by up to 8 players. Each player selects a differently coloured toy car playing piece 20 and places it on the corresponding coloured starting space S on the road system, as shown in Figure 1.
One player is also designated as a banker. Before starting the game, the banker deals 1500 in toy money and a 'clean' toy driving licence to each player.
To determine the order in which the players play the game, each player rolls the die and the player with the highest score starts. The person with the second highest score sits to the left of the person having the highest score. This procedure is followed for the remaining players so that each remaining player sits to the left of the player with the next highest die score, and each player plays the game after the player to his right.
To play the game, a player rolls the die and moves his car 20 along the road system for the number of spaces indicated by the score of the die. Only a player who throws a score of six on the die is permitted to roll the die again. The car must travel on the left hand or right hand side of the road in accordance with the normal rules of motoring. However, should a player's car meet an obstruction, such as a bus, he can overtake it should his score on the rolled die be sufficiently high, as will be described in more detail below.
There are a number of different types of spaces a car can land upon at the end of each move. Those marked Q, R, F, C, P or H on the board in Figure 1 serve the purposes detailed below: Space Q: These spaces are marked on the board as corresponding to either the 10 "question and answer" cards, the 20 "question and answer" cards, or the 30 "question and answer" cards.
A player whose car lands on such a space has the relevant "question and answer" card picked for him, from the top of the appropriate stack, by the player to his right. The latter player asks the former player the question on the card. If the player answers the question correctly, he receives either 10, 20 or 30 from the banker, depending on the set from which the card was picked.
If a player answers a 10 or 20 question incorrectly, he gives 10 or 20, as appropriate, to the banker. The correct answer to the question is given to all of the players in order to improve their knowledge of the rules of motoring and of the Highway Code.
If a player answers a 30 question incorrectly, he places 30 on the board. The player to his left then attempts to answer the question correctly. If he does so, he collects the 30 previously placed on the board and 30 from the banker. However, if he also answers incorrectly, he too places 30 on the board. This procedure is followed either until a player answers the question correctly and collects all the money previously placed on the board and 30 from the banker, or until each player (apart from the player who asks the question) has attempted and failed to answer the question correctly. In the latter case, the money placed on the board by the players remains there until any car lands on any 30 "question and answer" space and the relevant question is answered correctly.The player who answers that question correctly then receives all of the money previously placed on the board, together with 30 from the banker. For any intervening cars which land on a i30 "question and answer" space, the same procedure of placing 30 on the board is followed for each incorrect answer of the relevant question. In any event, the correct answer to each question is given to all of the players to improve their knowledge of the rules of motoring and of the Highway Code.
Thus, the rewards of landing on a space Q, if a player knows the rules of motoring and the Highway Code, are high.
In this game, sixty of each type of "question and answer" card is provided, although other numbers are possible. The banker initially shuffles twenty of each type of card and places them on the correspondingly marked space on the board. A card whose question has been asked is passed to the banker to prevent it from being reused in that particular game. Should all twenty cards be used, the banker shuffles another twenty cards and places them on the relevant space.
Space R: These spaces are marked with instructions which a player whose car lands thereon must obey.
Examples of these instructions are: 'Your car needs an exhaust, pay 50' 'You run out of petrol, pay 10' 'You get a puncture repaired, pay 10' 'Insurance premium, pay 250' 'You need new tyres, pay 200' 'You have an oil leak, pay 50' 'You have a performance kit fitted, pay 200' 'Your car needs servicing, pay 250'.
The instructions therefore relate to motoring costs, such as repair and equipment costs, and the amount of money specified is paid by the player to the banker.
Space F: These spaces are marked on the board to correspond to the fine cards 19. A player whose car lands on such a space has a fine card picked for him, from the top of the appropriate stack, by the banker. Each fine card specifies either a monetary fine, penalty licence points or both, or a caution, for offences such as speeding and illegal parking. The player must obey the instructions on the fine card and pay any specified amount of money to the banker. He must also allow any specified penalty points to be marked on his licence by the banker.
Alternatively, the player may receive a card from the banker which allocates him the specified penalty points.
In this game, twenty fine cards are provided, although other numbers are possible. These cards are initially shuffled by the banker and placed on the correspondingly marked space. After use, a fine card is placed at the bottom of the stack.
Space C: These spaces are marked with instructions such that a player whose car lands thereon receives a monetary bonus from the banker. An example of these instructions is 'Collect 50'.
Space P: This space is positioned adjacent a slip road containing an awaiting police car 13. The space is marked with instructions such that a player whose car lands thereon must pay a monetary fine and receive penalty licence points. An example of these instructions is 'Speeding; receive 3 points and pay 40 instant fine'.
Space H: These spaces are marked with instructions such that a player whose car lands thereon must pay a monetary fine and receive penalty licence points. An example of these instructions is 'Hidden camera; receive 3 points and pay 40 fine'.
A player moving his car along the road system will come across different types of junction about which to manoeuvre. In this game, the junctions provided are a roundabout 6, a pedestrian crossing 5 and a box junction 7. Other types of junction may equally be provided, such as traffic lights.
To manoeuvre around the roundabout, a player must roll a sufficiently high score of the die such that his car does not land on a segment of the roundabout at the end of his move. For example, a player whose car is initially located in space 22 must throw a score of at least 4 in order to turn right. To do a U-turn, the same player must throw a score of at least 5. If the score of the die is such that a player's car would land on a segment of the roundabout at the end of his move, he must miss his turn and await his next opportunity to throw the die.
In addition, the route travelled by the player's car must be free from obstructions. Thus, if another vehicle is blocking his exit route from the roundabout, the player must terminate his move in the space immediately preceding the roundabout.
The roundabout is therefore manoeuvred around in accordance with the normal rules of motoring (ie. no stopping). One important difference, however, is that the player whose turn it is to roll the die has the opportunity to move his car around the roundabout, in preference to another player whose car is located to his right (ie. no giving way to vehicles on the right).
Also in accordance with the normal rules of motoring, a player's car should not land on the pedestrian crossing 5 at the end of his move. If this rule is not obeyed, the relevant player pays a fine of 100 to the banker. In addition, no car may overtake either on the pedestrian crossing itself or in the adjacent spaces having zig zag lines. In this game, cars who land on the spaces immediately before the pedestrian crossing land on collect spaces C and are therefore awarded a monetary bonus.
Similarly, a car landing on the box junction 7 at the end of its move receives a fine of 50 payable by the relevant player to the banker. To turn left or right at the box junction, from a space immediately preceding it, requires a minimum score of three on the rolled die.
This is because two spaces of the box junction are required for a car to turn through 90 degrees. For example, a car positioned in space 23 at the start of its move turns left as follows: first move - move the car into a first quarter segment of the box junction (such that the tail end of the car accommodates half of space 23); second move - turn the car through 90 degrees within the same quarter segment (such that the tail end of the car accommodates said quarter segment whilst the front end of the car accommodates half of an adjacent space); third move - move the car fully into said adjacent space. A car turning right at the box junction will occupy two quarter segments of the junction such that adjacent spaces are not accommodated during the 90 degree turn.
As with the roundabout, if another vehicle is blocking a player's exit route from the box junction or the pedestrian crossing, he must terminate his move in the space immediately preceding the box junction or the pedestrian crossing, as appropriate. In this game, cars who land on the space immediately before the box junction in order to turn right land on a collect Space C and are awarded a monetary bonus accordingly.
In effect, the road system shown on the board in Figure 1 comprises a circuit. Although roads are shown which lead off the various junctions, these roads are effectively 'dead-end'. U-turns are only possible around the roundabout 6.
The road circuit is provided with bridges 4 and bends marked with double white lines.
Only one car is allowed on each bridge at any one time. Thus, a car should not land on a bridge at the end of its move. The penalty of doing so is a fine of 50 payable by the relevant player to the banker. Should a car land on a bridge at the end of its move, another player's car approaching the bridge must 'give way' to the car already occupying the bridge space until a subsequent move enables the car on the bridge to move therefrom.
Further, in accordance with the normal rules of motoring, a car cannot overtake on or immediately before a bridge.
Similarly, a car cannot overtake on bends or other spaces having double white lines, although a car may overtake immediately before and after bends in spaces which do not have double white lines.
In general, when playing the game, a car cannot overtake an obstructing vehicle unless the road ahead is clear of traffic. Also, the overtaking car must have safely cleared the obstruction by the end of its move (ie.
without landing on the 'wrong side' of the road in the path of oncoming traffic).
Monetary bonuses are awarded from the banker for overtaking obstructing vehicles as follows: Overtaking the bus 9, which requires a score on the die of at least 5, a player receives a bonus of 100.
Overtaking one of the cars 8, which requires a score on the die of at least 4, a player receives a bonus of 50.
Overtaking the car towing a caravan 10, which requires a score on the die of at least 5, a player receives a bonus of 100.
Overtaking the car of another player, which requires a score on the die of at least 4, a player receives a bonus of 200.
Overtaking one or more obstructing vehicles in the same move, a player receives a bonus equal to the sum of the bonuses for overtaking the vehicles individually.
For example, overtaking both the bus 9 and another player's car in the same move, which requires a score on the die of at least six, a player receives a bonus of 300.
As with the normal rules of motoring, a player's car must 'give way' to any oncoming traffic before overtaking.
The minimum scores on the die for overtaking which are given above are calculated from the space immediately behind the obstructing vehicle. To overtake, a car 'pulls out' to its neighbouring space on the other side of the road, moves forward a sufficient number of spaces to pass the obstruction, and then 'pulls in' to the first empty space after the obstruction. A car cannot move diagonally between spaces located on opposite sides of the road.
The player of a car travelling around the road system who meets an obstructing vehicle or a junction before the end of his move must terminate his move in the space immediately preceding the obstructing vehicle or the junction, unless he can overtake the vehicle or clear the junction in said move.
Players are disqualified from the game if they lose all their money, or if they receive twelve penalty points on their licence.
The game may be terminated either at the discretion of the players or when only one player remains qualified. Should more than one player remain qualified upon termination of the game, the player with the most money wins. If two or more players both own the most amount of money, the player with the lowest number of penalty points on his licence wins. If there are still two or more equally matched winning players, they are asked different 30 questions in turn by another player until the first correct answer is received. The person who answered the question correctly is then deemed to be the winner.
This embodiment of the invention is therefore of benefit in teaching and revising the rules of normal, safe motoring and of the Highway Code.
It will be appreciated that many variations of the game apparatus and of the rules are possible which are encompassed by the present invention. For example, the road system may constitute a racing circuit and the questions on the cards may be directed to the sports of motor racing or motor rallying.

Claims (10)

1. A board game apparatus for a game to be played by at least two players and comprising a board having contiguous spaces marked thereon and representing a road system, a distinct playing piece for each player, one or more sets of cards, and at least one die; wherein said spaces are designated to constitute a plurality of distinguishable groups, wherein at least one distinguishable group of spaces corresponds to a set of cards, and wherein each card comprises a question relating to motoring, or effects an advantage or disadvantage for the player receiving it; the game apparatus being adapted to be played by rules in which a player in turn moves his playing piece around the road system according to the throw of the die or dice and taking account of road conditions; and the player receives a card when his playing piece lands upon an appropriately designated space.
2. A board game apparatus as claimed in Claim 1, wherein the board is illustrated to represent a normal public road system.
3. A board game apparatus as claimed in Claim 1, wherein the board is illustrated to represent a motor racing circuit.
4. A board game apparatus as claimed in any preceding claim, wherein at least one space represents a whole or a part of an obstacle on the road system.
5. A board game apparatus as claimed in any preceding claim, wherein at least one space represents a whole or a part of a traffic junction on the road system.
6. A board game apparatus as claimed in any preceding claim, wherein a player moves his playing piece around the road system in accordance with normal rules of motoring.
7. A board game apparatus as claimed in any preceding claim, wherein three separate sets of question cards are provided, each set corresponding to a distinguishable group of spaces on the board.
8. A board game apparatus as claimed in any preceding claim, wherein at least one set of cards comprises questions relating to a Highway Code.
9. A board game apparatus as claimed in any preceding claim, wherein at least one set of cards comprises questions relating to motor sports.
10. A board game apparatus substantially as hereinbefore described with reference to the accompanying drawings.
GB9405240A 1994-03-17 1994-03-17 Board game apparatus Withdrawn GB2287413A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB9405240A GB2287413A (en) 1994-03-17 1994-03-17 Board game apparatus

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Application Number Priority Date Filing Date Title
GB9405240A GB2287413A (en) 1994-03-17 1994-03-17 Board game apparatus

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GB9405240D0 GB9405240D0 (en) 1994-04-27
GB2287413A true GB2287413A (en) 1995-09-20

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2338425B (en) * 1998-01-28 2002-10-23 Narelle Anne Slatter Mathematical boardgame
GB2397028A (en) * 2003-01-07 2004-07-14 Nicholas Gillard Highway Code board game

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1386097A (en) * 1971-05-05 1975-03-05 Learning Games Ltd Apparatus for playing educational board games
GB2038192A (en) * 1979-01-03 1980-07-23 Coxen G Driving test game
US4341388A (en) * 1981-01-19 1982-07-27 John Carter Driving game board apparatus
US4375889A (en) * 1977-07-11 1983-03-08 Burkett Nora A Traffic board game apparatus
GB2135589A (en) * 1983-01-20 1984-09-05 Andrew John Day Travel game apparatus
GB2203661A (en) * 1987-04-15 1988-10-26 George Brian Clarke Board game
GB2208269A (en) * 1987-07-23 1989-03-22 David Boothby Copp Motoring board game

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1386097A (en) * 1971-05-05 1975-03-05 Learning Games Ltd Apparatus for playing educational board games
US4375889A (en) * 1977-07-11 1983-03-08 Burkett Nora A Traffic board game apparatus
GB2038192A (en) * 1979-01-03 1980-07-23 Coxen G Driving test game
US4341388A (en) * 1981-01-19 1982-07-27 John Carter Driving game board apparatus
GB2135589A (en) * 1983-01-20 1984-09-05 Andrew John Day Travel game apparatus
GB2203661A (en) * 1987-04-15 1988-10-26 George Brian Clarke Board game
GB2208269A (en) * 1987-07-23 1989-03-22 David Boothby Copp Motoring board game

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2338425B (en) * 1998-01-28 2002-10-23 Narelle Anne Slatter Mathematical boardgame
GB2397028A (en) * 2003-01-07 2004-07-14 Nicholas Gillard Highway Code board game

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