GB2370793A - Educational drug abuse board game - Google Patents

Educational drug abuse board game Download PDF

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Publication number
GB2370793A
GB2370793A GB0128297A GB0128297A GB2370793A GB 2370793 A GB2370793 A GB 2370793A GB 0128297 A GB0128297 A GB 0128297A GB 0128297 A GB0128297 A GB 0128297A GB 2370793 A GB2370793 A GB 2370793A
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United Kingdom
Prior art keywords
track
acceptance
spaces
cards
rejection
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.)
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Application number
GB0128297A
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GB0128297D0 (en
Inventor
Jaroslav Cerny
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DOVELAND Ltd
Original Assignee
DOVELAND Ltd
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Filing date
Publication date
Application filed by DOVELAND Ltd filed Critical DOVELAND Ltd
Publication of GB0128297D0 publication Critical patent/GB0128297D0/en
Publication of GB2370793A publication Critical patent/GB2370793A/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Withdrawn legal-status Critical Current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
    • A63F3/0478Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology
    • 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
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • A63F3/00072Board games concerning economics or finance, e.g. trading played along an endless track, e.g. monopoly

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  • Engineering & Computer Science (AREA)
  • Medical Informatics (AREA)
  • Biodiversity & Conservation Biology (AREA)
  • Physiology (AREA)
  • Psychiatry (AREA)
  • Child & Adolescent Psychology (AREA)
  • Epidemiology (AREA)
  • General Health & Medical Sciences (AREA)
  • Health & Medical Sciences (AREA)
  • Nutrition Science (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Bioinformatics & Cheminformatics (AREA)
  • Psychology (AREA)
  • Public Health (AREA)
  • Social Psychology (AREA)
  • Zoology (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Medical Preparation Storing Or Oral Administration Devices (AREA)

Abstract

An educational board game comprises a board 10 having a plurality of blocks 14, including non event blocks (20 figure 2) instruction spaces (16 figure 2) and problem card selection spaces (18 figure 2), a plurality of problem cards (23 figure 10) with problems relating to substance abuse, random number (24 figure 7) and random acceptance or rejection means (26 figure 8) and a plurality of tokens (30 figure 9). The board has a plurality of separate elliptical tracks 12.1-12.8 of adjacent spaces with the innermost track 12.8 the highest level of substance abuse and the outer track 12.1 being the drug free track. The random number generating means (24 figure 7) are dice and the random acceptance or rejection means (26 figure 8) are die with a "yes" or "no" on its faces. The random acceptance or rejection means are used to determine the outcome of the problem posed by the problem cards and are in three categories of male, female and male/female with each group being a distinct colour. Also included is a year counter (28 figure 6).

Description

FIELD OF THE INVENTION This invention relates to a board game.
SUMMARY OF THE INVENTION According to the invention a board game apparatus includes : a board having a game path including a plurality of spaces; the spaces including instruction spaces, problem card selection spaces and non-event spaces; a plurality of problem cards with problems thereon, each problem relating to substance abuse; random number generator means; random acceptance or rejection generator means for generating an acceptance or rejection of a problem posed on a problem card; and a plurality of tokens for movement along the game path.
The game path preferably consists of a plurality of tracks. The tracks are preferably separate. Each track is preferably substantially elliptical. Each track, except for an outermost track, is preferably associated with a different stage of substance abuse. The tracks are preferably concentric with one of the tracks forming the outermost track and another of the tracks forming an innermost track, with the innermost track being associated with the highest level of substance abuse.
The random number generator means is preferably one or more dice.
The random acceptance or rejection generator means is preferably a dice with a symbol representing an acceptance on at least one of its faces, and a symbol representing a rejection on at least one of its faces. The symbol representing an acceptance may be a Y, and the symbol representing a rejection is a N.
The board preferably contains a zone for the problem cards. The problem cards preferably include problem cards for males only, problem cards for females only and problem cards for both males and females. The problem cards for males, females and both males and females are preferably different colours.
BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a diagrammatic plan view of a board; Figures 2 to 5 are enlarged detailed quarter sections of the board of figure 1; Figure 6 is a perspective view of a counter; Figure 7 is a perspective view of the dice for random number generation; Figure 8 is a perspective view of the dice for random generation of an acceptance or rejection; Figure 9 is a perspective view of a token; and Figure 10 is a plan view of a problem card.
DETAILED DESCRIPTION OF THE DRAWINGS A board game apparatus includes a board 10 with eight separate concentric elliptical tracks 12.1 to 12.8. Each track includes contiguous spaces in the form of blocks 14. The blocks 14 include instruction blocks 16 (for example block A21 in figure 2), problem card selection blocks 18 (for example block D14 in figure 2) and non-event blocks 20 (for example block A20 in figure 2).
A problem card zone 22 for problem cards 23 is provided within the innermost track 12.8.
The board game apparatus further includes two black dice 24 for random number generation, a single blue dice 26 for randomly generating a yes or a no, year counters 28 and tokens 30.
The dice 26 has a Y, representing yes, inscribed on two of its faces and an N, representing a no, inscribed on four of its faces.
Each counter 28 has numbers from 0 to 7 on a slideway 32. The numbers represent successive years of a player's life. A slide 34 can be slid on the slideway 32 to highlight the relevant number.
The object of the game, in which the board game apparatus is used, is to inform the players about various types of drug related problems.
The tracks 12.1 to 12.8 on the board 10 relate to various phases of drug use and to various drug types. The outermost track 12.1 is a drug free track. The next track 12.2 is a drug experimentation track. Track 12.3 is a drug rehabilitation track. Tracks 12.4 to 12.8 each relate to a different category of drug.
A player who can complete seven tracks and be drug free after doing so, is declared the winner. Each track represents a year in a player's life. These years are counted utilizing the counter 28.
The dice 24 are rolled by the players to move along the tracks 12.1 to 12.8. A player who lands on an empty or non-event block 20 remains there until his next turn. A player who lands on an instruction block 16 must carry out the instruction contained in that block. A player who lands on a problem card selection block 18 must select a problem card 23. There are three types of problem cards 23 consisting of yellow cards for males and females, blue cards for males and pink cards for females. All the problem cards 23 are contained in one pack and a player who lands on a problem card block 18, must select the first appropriately coloured problem card 23 and follow the instructions on the card 23. The problems posed on the problem cards 23 are answered by throwing the dice 26.
The players take turns to throw the dice 24 and move their tokens 30 on the board 10.
If there are less than five players, a player whose drug use results in his death, terminal illness or mental derangement is out of the game and waits for the other players to complete the game. Alternatively, a player whose drug use results in his death can restart the game on year zero. This allows the players to play continuously until a winner emerges.
If the game is to be played within a specific time period, then the player who has completed the most tracks within the specific time period is declared the winner. If two or more players have completed the same number of tracks, then the player closest to track 12.1, the drug-free track, is the winner.
Examples of problems posed by the male problem cards are: Your drink is spiked at a party.
You are raped and severely beaten by another male as you are uncoordinated and unable to defend yourself.
Roll the Blue Dice to see if you have permanent psychological damage.
YES = Go to Block I (game over block).
NO = Go back 5 places.
You abuse tranquilizers and become extremely aggressive and uncoordinated.
You pick a fight and become severely beaten-up in front of your girlfriend and her friends.
You land up in hospital and are very embarrassed.
Go back 10 places.
You need money to pay for your drug habit.
In a drug induced daze you turn to male prostitution for money.
You are now concerned that you may have HIV.
Roll the Blue Dice to find out.
YES = Go to Block K.
NO = Roll the Black Dice.
Examples of the problems posed by the female problem cards are: You are a single mother.
Your child is living in neglect.
Welfare wants to take your child and place her in foster care.
Roll the Blue Dice to find out if they succeed.
YES = Lose 1 year.
NO = Roll the Black Dice.
While you are craving, you sold your baby to a childless couple.
Now you feel terrible.
You do not even know where your baby is.
You attempt suicide by slashing your wrists, and watch the blood leave your body.
Roll the Blue Dice to see if you die.
YES = Go to Block J.
NO = Go back 10 places.
You are pregnant.
You do not know who the father is.
But worst of all, you are praying that your baby is not born deformed.
Roll the Blue Dice to find out.
YES = Go back 10 places.
NO = Roll the Black Dice.
Examples of the problems'posed by the male/female problem cards are : You buy illegally manufactured drugs on the street.
Your pusher cut your drugs with mothballs.
You inject the mixture of drugs and it causes a blockage in your vein, this turns into a raw sore and you get gangrene.
Roll the Blue Dice to find out if you lose your arm.
YES = Go back 10 places.
NO = Roll the Black Dice.
You have stayed clean for 2 weeks but the craving gets to you.
You take your normal dose but because your tolerance level has dropped, you overdose.
Roll the Blue Dice to find out if you die.
YES = Go to block J.
NO = Go back 5 places.
You want more of a kick from your drugs.
You crush the tablets, mix them in water and inject.
You did not realize that because an injection is much faster acting than a tablet, you can overdose on your normal dose.
You are taken to hospital.
Roll the Blue Dice to find out if you are brain damaged.
YES = Go to block 1.
NO = Roll the Black Dice.
It will be appreciated that many modifications or variations of the invention are possible without departing from the spirit or scope of the invention.

Claims (14)

  1. CLAIMS 1. A board game apparatus including : a board having a game path including a plurality of spaces; the spaces including instruction spaces, problem card selection spaces and non-event spaces; a plurality of problem cards with problems thereon, each problem relating to substance abuse; random number generator means; random acceptance or rejection generator means for generating an acceptance or rejection of a problem posed on a problem card; and a plurality of tokens for movement along the game path.
  2. 2. The apparatus of claim 1 wherein the game path consists of a plurality of tracks.
  3. 3. The apparatus of claim 2 wherein the tracks are separate.
  4. 4. The apparatus of claim 3 wherein each track is substantially elliptical.
  5. 5. The apparatus of any one of claims 2 to 4 wherein each track, except for an outermost track, is associated with a different stage of substance abuse.
  6. 6. The apparatus of claim 5 wherein tracks are concentric with one of the tracks forming the outermost track, and another of the tracks forming an innermost track, with the innermost track being associated with the highest level of substance abuse.
  7. 7. The apparatus of any one of the above claims wherein the random number generator means is one or more dice.
  8. 8. The apparatus of any one of the above claims wherein the random acceptance or rejection generator means is a dice with a symbol representing an acceptance on at least one of its faces, and a symbol representing a rejection on at least one of its faces.
  9. 9. The apparatus of claim 8 wherein the symbol representing an acceptance is a Y, and the symbol representing a rejection is a N.
  10. 10. The apparatus of any one of the above claims wherein the board contains a zone for the problem cards.
  11. 11. The apparatus of any one of the above claims wherein the problem cards include problem cards for mates only, problem cards for females only and problem cards for both males and females.
  12. 12. The apparatus of claim 11 wherein the problem cards for males, females and both males and females are different colours.
  13. 13. The apparatus of any of the above claims wherein the playing pieces are adapted to be moved in accordance with directions given in the specification.
  14. 14. A board game apparatus substantially as herein described and illustrated with reference to the accompanying drawings.
GB0128297A 2000-12-20 2001-11-26 Educational drug abuse board game Withdrawn GB2370793A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
ZA200007695 2000-12-20

Publications (2)

Publication Number Publication Date
GB0128297D0 GB0128297D0 (en) 2002-01-16
GB2370793A true GB2370793A (en) 2002-07-10

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2444129A (en) * 2006-06-12 2008-05-28 Donald Northrop Adult themed board game

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2201897A (en) * 1987-03-12 1988-09-14 Bevan Thomas Oliver M Board game
US5071134A (en) * 1991-03-01 1991-12-10 Jerry L. West Substance abuse board game apparatus and method of play
US5350179A (en) * 1993-08-10 1994-09-27 Hill Ronald D Drug awareness game and method for playing
US5743531A (en) * 1995-11-24 1998-04-28 Rosa; Elsie Mathematical investment game

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2201897A (en) * 1987-03-12 1988-09-14 Bevan Thomas Oliver M Board game
US5071134A (en) * 1991-03-01 1991-12-10 Jerry L. West Substance abuse board game apparatus and method of play
US5350179A (en) * 1993-08-10 1994-09-27 Hill Ronald D Drug awareness game and method for playing
US5743531A (en) * 1995-11-24 1998-04-28 Rosa; Elsie Mathematical investment game

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2444129A (en) * 2006-06-12 2008-05-28 Donald Northrop Adult themed board game

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Publication number Publication date
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