US20100219583A1 - Decision-making board game that helps shape a life - Google Patents

Decision-making board game that helps shape a life Download PDF

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US20100219583A1
US20100219583A1 US12/380,627 US38062709A US2010219583A1 US 20100219583 A1 US20100219583 A1 US 20100219583A1 US 38062709 A US38062709 A US 38062709A US 2010219583 A1 US2010219583 A1 US 2010219583A1
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playing
pieces
piece
value
spots
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Jerry Trainello
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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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • 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
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0062Play elements marked with value or score
    • 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
    • A63F3/00643Electric board games; Electric features of board games
    • 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
    • A63F9/18Question-and-answer games

Definitions

  • the present invention relates to games, and more particularly to an apparatus for playing a game that aids in the development of the ability to make proper life-long decisions that shape a life.
  • the present invention in its simplest form is a unique and novel apparatus, and configuration of a game that allows kids and adults to have fun and yet learn to make the proper common sense decisions that will help them through their entire life.
  • One of the main objects of the present invention is to provide a family board game and method to play for entertainment with real-life questions and real-life decision-making guidance.
  • Another object of the present invention is to help the player, for example children make the proper life-long decisions in a common sense way that shape a life; decisions that young children have difficulty in making without proper guidance.
  • One distinct difference between the present invention and other types of board game apparatus is the playing pieces.
  • Certain playing pieces are in sections; they are sectionalized, making the playing pieces different sizes.
  • the playing pieces can also be in multiple sections, in other games the playing pieces are whole pieces. Still another difference is that the playing piece identifying indicia correspond to and reflect the indicia on the playing surface.
  • certain pieces are half the size of a whole or complete playing piece.
  • the identifying indicia on the half-playing pieces are also in sections or split. When the two sections are placed together with the proper counterpart, the pieces align perfectly on the playing surface and appear as a whole or complete playing piece. Represented in FIG. 5 at 10 piece 14 and 16 .
  • the game may be implemented using a real physical board and playing pieces.
  • the game may be implemented as an electronic game. All the elements of the game, the board, questions and playing pieces etc. would be represented on a display device, such as a electronic visual display unit.
  • FIG. 1 is a plan view of an example of a playing surface in accordance with the present invention.
  • FIG. 2 is a perspective view of a complete playing piece with indicia.
  • FIG. 3 is a perspective view of two playing pieces in sections with split indicia.
  • FIG. 4 is partial perspective view of a section of a playing piece having a minus value.
  • FIG. 5 is a fragmentary plan view showing an enlarged area of the playing surface occupied with playing pieces.
  • FIG. 6 is a similar fragmentary plan view showing an enlarged area of the playing surface occupied with playing pieces.
  • FIG. 7 is a plan view of the playing surface showing the game in play.
  • FIG. 8 shows a sample card with an example of a question on the front and the answers on the back of the card.
  • FIG. 1 Illustrated in FIG. 1 (plan view) is one form or arrangement of a playing surface 6 .
  • the playing surface 6 can be any size or configuration depending on how many players will be playing the game.
  • playing surface 6 shows two delineated sections or areas for players at 10 ; the number of players is not fixed, and is flexible.
  • Indicia 10 located in a predetermined area is also the spot for the placement of playing pieces.
  • Indicia 10 can be applied in any suitable commercial method such as embossing, printing, or inlaying. If desired, the entire area at 10 may be represented in colors or designs associated with the entire playing surface.
  • Indicia 10 is not limited to a word, number or a letter of the alphabet. Whatever configuration indicia 10 is will also determine the configuration and the identifying indicia on the playing pieces.
  • the playing pieces will approximately or partly occupy the space at 10 ; the identifying and value indicia formed on the playing pieces can be a word, number, or letter of the alphabet, as in FIG. 5 at 12 , but is not limited to such.
  • a portion of the playing pieces are not whole and are sectionalized or in sections as in FIG. 3 at 14 and 16 of the drawings.
  • the playing value of these pieces is reduced and being in sections would not occupy a complete space at 10 , but would occupy a part or section of the designated space or spot for playing pieces at 10 .
  • sectional pieces are in proper alignment and would appear aligned, and as a whole piece when placed on playing surface 6 ; as seen in FIG. 5 at 14 and 16 .
  • FIG. 2 A complete or whole playing piece adapted for use in the present invention is indicated in FIG. 2 at 12 of the drawings, which in the case of 12 comprises a letter; wherein playing pieces 14 and counterpart 16 each comprises a section or approximately half a letter of the alphabet at FIG. 3 .
  • the game or playing pieces can be comprised of any suitable material such as plastic, paper, wood, or metal and bear an identifying legend or section of a legend.
  • the configuration would be different in an electronic device.
  • the examples illustrated in FIG. 5 are a whole piece and two halves.
  • identifying indicia that correspond to the playing pieces. As mentioned these sections constitute spots for occupancy by the playing pieces, and is the appropriate delineated spot and area to place playing piece examples 12 , 14 , 16 and 18 .
  • the indicia at 10 can be printed, embossed, or silk-screened in an electronic apparatus the graphics would be electronically produced.
  • the word (game) located at 10 on playing surface 6 is for description only. The word can be any word known or not known, or a pretend word.
  • Playing piece 12 is a complete or whole playing piece with a playing value of ten.
  • Playing pieces 14 , 16 , and 18 are not complete playing pieces and are sectional pieces and each section is half the value of ten, making the value of 14 five and 16 five. The exception is sectional playing piece 18 with a value of minus five.
  • the indicia 10 can also be a letter or number and is not limited to a word; the same is true of playing pieces 12 , 14 , 16 and 18 . They can vary in size, shape, the number of sections, and in playing piece value and indicia.
  • Playing pieces in FIG. 3 at 14 and 16 are shown in two halves.
  • the upper half 14 shows the top half section of letter “g” and 16 shows the bottom half section of letter “g” and each section is half the value of playing piece 12 , or five.
  • the questions (and playing pieces) located in FIG. 1 and FIG. 7 at 8 would be physically or electronically displayed and divided into three possible answers to each question. Each answer having an earned value of “best”, “good” or “poor”. The values correspond to the playing pieces.
  • the questions can be on cards as shown at FIG. 8 , having the question on the front of the card with the multiple choose answers on the back of the card.
  • the cards can be contained in any suitable structural form, although a container fixed to the playing surface housing the cards is also a suitable means for containing the questions and answers.
  • FIG. 1 at playing surface 6 illustrates playing sections for two players at 10 .
  • the question area 8 In the approximate center of playing surface 6 is the question area 8 ; an elected player would read a question from 8 .
  • the question would have three possible answers on the back of the card; each answer has a different value.
  • the player Upon answering the question the player acquires a playing piece that corresponds to the value designated to both the answered question and the playing piece.
  • Playing pieces 12 , 14 , 16 and 18 are shown in FIGS. 2 , 3 and 4 .
  • the values would range from the highest or “best decision” with a value of ten, playing piece 12 .
  • the next lower level would be “good decision” with a value of five each, playing pieces 14 and 16 .
  • the lowest level would be “poor decision” with a value of minus five, playing piece 18 .
  • FIG. 5 is a fragmentary plan view showing a close up view of the playing surface, playing piece 12 at 10 is occupying a complete space and earned a “best decision” with a value of ten.
  • Playing pieces 14 and 16 occupy the next space over and earned a “good decision” with a value of five each.
  • FIG. 6 is a similar fragmentary plan view showing a close up view of playing surface 6 . Again, showing 12 with a value of ten and 16 with a value of five. On top of playing piece 16 is playing piece 18 occupying half a space with a “poor decision” and a value of minus five.
  • the “best decision” answer with a value of ten is (b).
  • the “good decision” answer with a value of five is (a).
  • a player's answer is (b) that player acquires or picks up playing peace 12 a complete piece with a value of ten from the elected player, who is also reading the questions. Or from a designated spot on playing surface 6 that is also housing the questions and answers as exemplified at 8 .
  • Playing piece 12 being a complete or whole piece would approximately cover the whole letter “g” shown in FIGS. 5 and 6 .
  • the players answer is (a) the player acquires or picks up playing piece 14 with a value of five and partly covers the letter “g” as seen in FIG. 5 .
  • the player acquires playing piece 18 with a minus five value and moves the piece onto half a section of letter “g”, as in FIG. 6 at 18 .
  • Playing piece 18 plays an important role; as a minus value it represents a “poor decision” and a weak answer.
  • playing piece 12 is removed and exchanged for half playing piece 14 , or half playing piece 16 . Reducing the value of playing piece 12 from ten to five.
  • FIG. 7 at 10 shows a struggling player with three “good decisions” and one “poor decision”.
  • each playing piece with a value of five or minus five must be replaced with “best decision” playing piece 12 with a value of ten.
  • a “best decision” can overcome any combination of playing piece values on the playing surface 6 . It doesn't matter what combination of playing pieces are on playing surface 6 ; if the value is less then ten a “best decision” replaces the piece or pieces with a value of ten.
  • the first player to complete the sequence of events with all “best decision” pieces covering the indicia at 10 as shown at FIG. 7 (bottom) is the top decision-maker, and winner.
  • the playing surface 6 can take many forms including electronic.

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

Abstract

A decision making family fun board or electronic game having a playing surface, playing pieces, and multiple choose questions that help shape a life. The common sense questions have an earned value of best, good, or poor that correspond to the answer and the playing piece. There are designated spots on the playing surface to place the playing pieces that is orderly and challenging.

Description

    FIELD OF INVENTION
  • The present invention relates to games, and more particularly to an apparatus for playing a game that aids in the development of the ability to make proper life-long decisions that shape a life.
  • BRIEF SUMMARY OF THE INVENTION
  • In the past there has been a multitude of game apparatus and a multitude of designs for game apparatus. The present invention in its simplest form is a unique and novel apparatus, and configuration of a game that allows kids and adults to have fun and yet learn to make the proper common sense decisions that will help them through their entire life.
  • The example of the invention as described is for young children (four years and older); an older version of the same invention would require a change of questions, playing pieces, and a more accurate and complex scoring method.
  • All this will become clear in the following description.
  • One of the main objects of the present invention is to provide a family board game and method to play for entertainment with real-life questions and real-life decision-making guidance.
  • Another object of the present invention is to help the player, for example children make the proper life-long decisions in a common sense way that shape a life; decisions that young children have difficulty in making without proper guidance.
  • One distinct difference between the present invention and other types of board game apparatus is the playing pieces.
  • Certain playing pieces are in sections; they are sectionalized, making the playing pieces different sizes. The playing pieces can also be in multiple sections, in other games the playing pieces are whole pieces. Still another difference is that the playing piece identifying indicia correspond to and reflect the indicia on the playing surface.
  • In this embodiment certain pieces are half the size of a whole or complete playing piece. The identifying indicia on the half-playing pieces are also in sections or split. When the two sections are placed together with the proper counterpart, the pieces align perfectly on the playing surface and appear as a whole or complete playing piece. Represented in FIG. 5 at 10 piece 14 and 16.
  • In one example of the invention, the game may be implemented using a real physical board and playing pieces. However, in another example of the invention, the game may be implemented as an electronic game. All the elements of the game, the board, questions and playing pieces etc. would be represented on a display device, such as a electronic visual display unit.
  • Further objects of the invention will be brought out in the following part of the specification, wherein detailed description is for the purpose of fully disclosing the invention without limiting the scope of the invention.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a plan view of an example of a playing surface in accordance with the present invention.
  • FIG. 2 is a perspective view of a complete playing piece with indicia.
  • FIG. 3 is a perspective view of two playing pieces in sections with split indicia.
  • FIG. 4 is partial perspective view of a section of a playing piece having a minus value.
  • FIG. 5 is a fragmentary plan view showing an enlarged area of the playing surface occupied with playing pieces.
  • FIG. 6 is a similar fragmentary plan view showing an enlarged area of the playing surface occupied with playing pieces.
  • FIG. 7 is a plan view of the playing surface showing the game in play.
  • FIG. 8 shows a sample card with an example of a question on the front and the answers on the back of the card.
  • DRAWING Reference Numerals
    • 6—playing surface 8—question and card area 10—spots for occupancy by playing pieces 12—whole or complete playing piece 14—top half section of playing piece 16—bottom half section of playing piece 18—minus value playing piece 20—sample card and question 22—back of sample card
    DETAILED DESCRIPTION OF THE INVENTION
  • This invention as being thus described is one preferred example of a board game apparatus that is fun to play and will help the decision making process. Illustrated in FIG. 1 (plan view) is one form or arrangement of a playing surface 6. The playing surface 6 can be any size or configuration depending on how many players will be playing the game. For illustration purposes playing surface 6 shows two delineated sections or areas for players at 10; the number of players is not fixed, and is flexible. Indicia 10 located in a predetermined area is also the spot for the placement of playing pieces. Indicia 10 can be applied in any suitable commercial method such as embossing, printing, or inlaying. If desired, the entire area at 10 may be represented in colors or designs associated with the entire playing surface. Indicia 10 is not limited to a word, number or a letter of the alphabet. Whatever configuration indicia 10 is will also determine the configuration and the identifying indicia on the playing pieces.
  • Preferable, the playing pieces will approximately or partly occupy the space at 10; the identifying and value indicia formed on the playing pieces can be a word, number, or letter of the alphabet, as in FIG. 5 at 12, but is not limited to such.
  • A portion of the playing pieces are not whole and are sectionalized or in sections as in FIG. 3 at 14 and 16 of the drawings. The playing value of these pieces is reduced and being in sections would not occupy a complete space at 10, but would occupy a part or section of the designated space or spot for playing pieces at 10.
  • The sectional pieces are in proper alignment and would appear aligned, and as a whole piece when placed on playing surface 6; as seen in FIG. 5 at 14 and 16.
  • A complete or whole playing piece adapted for use in the present invention is indicated in FIG. 2 at 12 of the drawings, which in the case of 12 comprises a letter; wherein playing pieces 14 and counterpart 16 each comprises a section or approximately half a letter of the alphabet at FIG. 3.
  • In the present embodiment the game or playing pieces can be comprised of any suitable material such as plastic, paper, wood, or metal and bear an identifying legend or section of a legend. The configuration would be different in an electronic device. The examples illustrated in FIG. 5 are a whole piece and two halves.
  • Located at 10 on the playing surface is identifying indicia that correspond to the playing pieces. As mentioned these sections constitute spots for occupancy by the playing pieces, and is the appropriate delineated spot and area to place playing piece examples 12, 14, 16 and 18. The indicia at 10 can be printed, embossed, or silk-screened in an electronic apparatus the graphics would be electronically produced. The word (game) located at 10 on playing surface 6 is for description only. The word can be any word known or not known, or a pretend word.
  • Playing piece 12 is a complete or whole playing piece with a playing value of ten. Playing pieces 14, 16, and 18 are not complete playing pieces and are sectional pieces and each section is half the value of ten, making the value of 14 five and 16 five. The exception is sectional playing piece 18 with a value of minus five.
  • The indicia 10 can also be a letter or number and is not limited to a word; the same is true of playing pieces 12, 14, 16 and 18. They can vary in size, shape, the number of sections, and in playing piece value and indicia.
  • Playing pieces in FIG. 3 at 14 and 16 are shown in two halves. The upper half 14 shows the top half section of letter “g” and 16 shows the bottom half section of letter “g” and each section is half the value of playing piece 12, or five.
  • In the spirit of the game the player should match and spell the word (game) at 10 with whole playing pieces.
  • The questions (and playing pieces) located in FIG. 1 and FIG. 7 at 8 would be physically or electronically displayed and divided into three possible answers to each question. Each answer having an earned value of “best”, “good” or “poor”. The values correspond to the playing pieces. The questions can be on cards as shown at FIG. 8, having the question on the front of the card with the multiple choose answers on the back of the card. The cards can be contained in any suitable structural form, although a container fixed to the playing surface housing the cards is also a suitable means for containing the questions and answers.
  • In whatever way, electronically or physically that the questions are displayed, the answers require common sense and will help develop decision-making skills.
  • Playing the Game
  • Now I will describe a method of playing the game.
  • Referring to the drawings, FIG. 1 at playing surface 6 illustrates playing sections for two players at 10. In the approximate center of playing surface 6 is the question area 8; an elected player would read a question from 8. The question would have three possible answers on the back of the card; each answer has a different value. Upon answering the question the player acquires a playing piece that corresponds to the value designated to both the answered question and the playing piece. Playing pieces 12, 14, 16 and 18 are shown in FIGS. 2, 3 and 4.
  • The values would range from the highest or “best decision” with a value of ten, playing piece 12. The next lower level would be “good decision” with a value of five each, playing pieces 14 and 16. The lowest level would be “poor decision” with a value of minus five, playing piece 18.
  • FIG. 5 is a fragmentary plan view showing a close up view of the playing surface, playing piece 12 at 10 is occupying a complete space and earned a “best decision” with a value of ten.
  • Playing pieces 14 and 16 occupy the next space over and earned a “good decision” with a value of five each.
  • FIG. 6 is a similar fragmentary plan view showing a close up view of playing surface 6. Again, showing 12 with a value of ten and 16 with a value of five. On top of playing piece 16 is playing piece 18 occupying half a space with a “poor decision” and a value of minus five.
  • A sample question illustrated at FIG. 8. would read like this:
    • If a friend or anyone offers you “drugs” and tells you how great it makes them feel, and that they take them and the drugs won't harm you.
  • What is your decision?
    • (a) If in school, tell your teacher. (b) Simply say NO. (c) Ask what kind of drugs they are.
  • The “best decision” answer with a value of ten is (b).
  • The “good decision” answer with a value of five is (a).
  • The “poor decision” answer with a value of minus five is (c).
  • If a player's answer is (b) that player acquires or picks up playing peace 12 a complete piece with a value of ten from the elected player, who is also reading the questions. Or from a designated spot on playing surface 6 that is also housing the questions and answers as exemplified at 8.
  • The player moves playing piece 12 on the appropriate spot at 10 on playing surface 6. Playing piece 12 being a complete or whole piece would approximately cover the whole letter “g” shown in FIGS. 5 and 6.
  • If the players answer is (a) the player acquires or picks up playing piece 14 with a value of five and partly covers the letter “g” as seen in FIG. 5.
  • Depending on what pieces are in play, if the letter “g” on playing surface 6 has 14 occupying the half section, then the player would acquire piece 16 also with a value of five, as in FIG. 5 at 16.
  • If the players answer is (c) the player acquires playing piece 18 with a minus five value and moves the piece onto half a section of letter “g”, as in FIG. 6 at 18.
  • Playing piece 18 plays an important role; as a minus value it represents a “poor decision” and a weak answer.
  • When the game is in play and the player acquires minus playing piece 18 and the player has playing piece 14 or 16 occupying a spot, the player must remove either playing piece 14 or 16 and replace it with minus playing piece 18. This serves as a reminder and incentive of a poor decision that should be corrected.
  • Again, when the game is in play if the player acquires playing piece 18 with a minus value and playing piece 12 is occupying a spot, then playing piece 12 is removed and exchanged for half playing piece 14, or half playing piece 16. Reducing the value of playing piece 12 from ten to five.
  • This sequence of events continues until the player covers every letter of the word “game” with “best decision” whole playing pieces 12 ending the game as illustrated in FIG. 7 at 10 (bottom). The (top) in FIG. 7 at 10 shows a struggling player with three “good decisions” and one “poor decision”.
  • That means that each playing piece with a value of five or minus five must be replaced with “best decision” playing piece 12 with a value of ten.
  • According to the rules of the game, a “best decision” can overcome any combination of playing piece values on the playing surface 6. It doesn't matter what combination of playing pieces are on playing surface 6; if the value is less then ten a “best decision” replaces the piece or pieces with a value of ten.
  • For example if the playing surface 6 as in FIG. 5 show two five value pieces that make a whole or complete letter, or two minus five value pieces a “best decision” will replace the two pieces for a value of ten. The same is true with a combination of a five value piece and a minus five value piece FIG. 6, a “best decision” will replace them for a value of ten.
  • It is also true if the playing surface 6 shows a single five value or a single minus five value playing piece a “best decision” answer replaces them.
  • This simplifies the game making it more enjoyable for the family, and not having to get into math, or having to use a pencil and paper to figure the score.
  • Preferable, especially with young children their concentration should be on the decision making part of the game.
  • The first player to complete the sequence of events with all “best decision” pieces covering the indicia at 10 as shown at FIG. 7 (bottom) is the top decision-maker, and winner. The playing surface 6 can take many forms including electronic.
  • There are a number of different devices or apparatus that may be used for play of the present game, as mentioned including electronic play.
  • Having thus described one illustrative embodiment of the invention, it is to be understood that although specific terms are employed, they are used in a generic and descriptive sense and not for the purpose of limitation.

Claims (9)

1-7. (canceled)
8. Apparatus for playing a game,
comprising: a game playing surface, and
(a) means on the playing surface for a plurality of decision-making questions and answers;
(b) each decision-making answer has an earned value from a high of best to a low of poor;
(c) means on the board for dividing certain sections of the playing surface into a plurality of areas constituting spots for occupancy by playing pieces;
(d) a plurality of said playing pieces and a portion of said playing pieces are sectionalized the remaining portion are whole pieces;
(e) upon answering the question, each playing piece has means formed on said playing piece for identifying the piece and aligning said whole or sectionalized playing piece on one of the appropriate said spots on the playing surface.
9. A game apparatus,
comprising:
a game playing surface and a plurality of playing pieces,
(a) means on the playing surface for dividing certain sections of the playing surface into a plurality of delineated areas constituting spots for occupancy by said playing pieces;
(b) a portion of said playing pieces are sectionalized the remaining portion are whole pieces;
(c) means formed on each playing piece for identifying the piece, and aligning said whole or sectionalized playing piece on one of the appropriate said spots on the playing surface.
10. The game apparatus of claim 9 further including on each said playing piece means for value indicia.
11. The game apparatus of claim 9 wherein said whole playing pieces approximately cover said spots.
12. The game apparatus of claim 9 wherein said sectionalized playing pieces partly cover said spots.
13. The game apparatus of claim 9 further including on said playing surface means for a plurality of decision-making questions and answers.
14. The game apparatus of claim 13 wherein the decision-making answers have earned values that correspond to said playing pieces.
15. A method of playing a game apparatus
having a game playing surface,
comprising:
(a) providing on the playing surface in a predetermined location delineated areas containing indicia, constituting spots for occupancy by playing pieces;
(b) providing a plurality of said playing pieces and said playing pieces can be whole pieces or in sections; formed on each playing piece is both identifying and value indicia, the identifying indicia corresponds to the indicia constituting said spots for occupancy by said playing pieces, the value indicia can be minus value or plus value;
(c) providing on the playing surface and in a predetermined location is a plurality of real-life decision making questions and answers with earned values;
(d) during play, and upon answering one of said questions, the player acquires said playing piece that corresponds to the value designated to both said answered question and said playing piece;
(e) having acquired said playing piece, the player moves said playing piece to one of the appropriate said spots on the playing surface, depending on the value of the piece, the piece will approximately cover or partly cover one of said spots;
(f) continuing until and game ending, when all appropriate said spots are approximately covered with all said whole playing pieces.
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20180174478A1 (en) * 2016-12-20 2018-06-21 Joanne Seymour Decision-Making System and Method

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