US20140306405A1 - Game for Fostering a Relationship and System and Method for Playing a Game for Fostering a Relationship - Google Patents

Game for Fostering a Relationship and System and Method for Playing a Game for Fostering a Relationship Download PDF

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US20140306405A1
US20140306405A1 US13/860,492 US201313860492A US2014306405A1 US 20140306405 A1 US20140306405 A1 US 20140306405A1 US 201313860492 A US201313860492 A US 201313860492A US 2014306405 A1 US2014306405 A1 US 2014306405A1
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player
token
tokens
game
activities
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US13/860,492
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Miguel Rivas
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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
    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • 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
    • A63F3/00697Playing pieces
    • A63F2003/007Design of classical playing pieces, e.g. classical chess, draughts or go
    • A63F2003/00703Tokens or chips

Definitions

  • the invention herein disclosed relates generally to a game and method of playing a game to foster relationships involving a token exchange system, wherein tokens are surrendered and exchanged amongst players for participation in activities.
  • Operant conditioning is a method of learning that occurs through rewards and punishments for behavior. Through operant conditioning, an association is made between a behavior and a consequence for that behavior. In some aspects, implementing a token system appears to benefit participants in conditioning behavior.
  • a token economy is “a system of operant conditioning used for behavior modification that involves rewarding desirable behaviors with tokens which can be exchanged for items or privileges (as food or free time) and punishing undesirable behaviors (as destruction or violence) by taken away tokens.” (Merriam-Webster's Online Dictionary).
  • the invention herein described comprises a method and system for a game wherein tokens are exchanged to foster a personal relationship between two players.
  • the game is designed to be played by a plurality of people and between at least two people.
  • the relationship is not limited to a person and his or her significant other, but may involve family members, friends, co-workers or colleagues and the like.
  • each player is given a set amount of tokens, e.g. twenty-five tokens, at the beginning of the game.
  • An aspect of the present invention is to build and improve upon relationships by encouraging players to participate in mutual activities together in a fun construct.
  • relationship disagreements may be resolve and improvements achieved in the morale, cohesiveness and communication within the relationship.
  • kit for playing a game to foster relationships using game token exchange comprises a plurality of token sets of the same amount of tokens where at least two players select a token set each.
  • the kit may further comprise a game set of instructions/rules and a means for memorializing a list of ongoing personalized rules including activity/favor and mistake definitions, such as a player's card/notepad.
  • the kit may further comprise a tracking or scorecard for each player to use.
  • a game for fostering relationships between at least two players comprising: a set of tokens associated with each player, wherein a first set of tokens associated with one of the players, and a second set of tokens associated with another player; a plurality of activities determined and agreed to by all players before starting the game; a plurality of mistakes determined and agreed to by all players before starting the game; wherein the plurality of activities and the plurality of mistakes are provided on one or more ongoing lists; and a set of instructions for playing the game, wherein the set of instructions comprise the following rules: when a player makes a mistake from the plurality of determined mistakes, the player surrenders a personal token to the other player; a player compensates the other player by returning the other player's surrendered token in exchange for a mutual participation in a requested activity from the plurality of determined activities; when a player offers to participate in one of the plurality of activities with the other player, which is accepted by the other player, the player earns the other player's token; when
  • a method of playing a token exchange game to foster personal relationships played amongst at least two players, the method comprising: (a) determining a plurality of activities and a plurality of mistake definitions before beginning the game; (b) each player selecting a set of personal tokens, the set of personal tokens of a first player being different from the set of personal tokens selected by a second player; (c) the first player surrendering a first player token each time the first player makes a mistake from the plurality of mistake definitions; (d) the second player compensating the first player by returning a surrendered first player token in exchange for completing a requested mutual participation in a determined activity from the plurality of activities; (e) the first player earning a second player token for offering to participate in and completing a determined activity from the plurality of activities; (f) the second player surrendering a second player token each time the second player makes a mistake from the plurality of mistake definitions; (g) the first player compensating the second player by returning
  • non-transitory storage medium storing a computer program for playing a game to foster relationships, comprising executable instructions that cause a computer to: present to a plurality of players a display for entering via a computing device, a plurality of player determined activities and mistakes; associate a first player with a first set of personal tokens; associate a second player with a second set of personal tokens; provide on the display, a plurality of options for a player to select from in determining token allocations, wherein the plurality of options comprise a surrender option, a compensate option and an earn option; allocate the tokens of each player based on received option selections by a player as defined by allocation rules; and display, when selected by a player, a representation of a total count of personal tokens and a total count of other player tokens.
  • FIG. 1A illustrates a top plan view example of a token played in the game to foster relationships, according to an embodiment of the present invention.
  • FIG. 1B illustrates a bottom plan view of FIG. 1A , according to an embodiment of the present invention.
  • FIG. 1C illustrates a side view of FIG. 1A , according to an embodiment of the present invention.
  • FIG. 1D illustrates a top, side perspective view of FIG. 1A , according to an embodiment of the present invention.
  • FIG. 1E illustrates a bottom, side perspective view of FIG. 1A , according to an embodiment of the present invention.
  • FIG. 2A illustrates an example of a display on a personal device belonging to a first player using the computerized system for playing a game to foster relationships, according to an embodiment of the present invention.
  • FIG. 2B illustrates an example of a display on a personal device belonging to a second player using the computerized system for playing a game to foster relationships, according to an embodiment of the present invention.
  • a system for a game wherein tokens are exchanged to foster a personal relationship between two players.
  • Each player is given a set amount of tokens, in an example embodiment twenty-five tokens, which are personal to the player at the beginning of the game.
  • a set of tokens for one player are unique and differentiated from the set of tokens of another player, such as a unique game piece for a player.
  • a game is initiated upon determination of 1) a plurality of activities for mutual participation between the players; 2) a plurality of favors for one player to provide to another player; and 3) a plurality of mistakes or mistake categories which a player may commit.
  • the activities, favors and mistakes are determined and agreed upon by all participating players at the start of the game. Additional activities, favors and mistakes may further be determined during the course of the game.
  • a token is used as a representation of relationship reciprocation in a game in which the tokens are used in various rule scenarios. Between two players, a token of a first player in possession by a second player may be used for a “compensation” scenario (to give back to the first player) or in an “earn” scenario (to receive from the first player). A second player's own personal token may be used for a “surrender” scenario to give up to the first player. The perspective of compensation, earn and surrender further applies from the first player's perspective, where the token of the second player in possession of the first player is provided back to the second player as compensation; the token of the second player earned by the first player; and further a first player's own personal token may be surrendered to give up to the second player.
  • a game session may be played for a set amount of time or may continue indefinitely for a prolonged period of time in which the players engage in a relationship or for as long as the relationship lasts or until the players mutually decide to end the game.
  • the game may be played for a period of years.
  • Tokens are used when one player finds the other player has made a mistake or when one player desires for the other player to engage in a mutual activity or when one player requests another player to provide a favor.
  • mistake, activity or favor are mutually determined and agreed upon at the start of the game, and may be revised intermittently during the period of playing the game.
  • Examples of mistakes may comprise committing an act or inaction on an agreed up on mistake list.
  • a mistake may comprise being late by a set amount of time, breaking a promise, lying, swearing, and spending time with others outside of the relationship.
  • the mistake is an action or inaction that is considered disagreeable to the offended player.
  • the player When a player makes a mistake toward the other player, the player must surrender a personal token to the other (offended) player. Conditions under which a token is surrendered for a mistake must be mutually agreed on by the players.
  • More egregious mistakes may be worth more tokens. For example, egregious levels may be determined as agreed upon by the players, where a low egregious level mistake would equal one token and increase upward to five tokens as egregious levels increase. Other variations of levels and amount of tokens representing the egregious levels are possible, including which mistakes are considered egregious as determined by the players.
  • a first player uses one of the possessed other player's token in compensation for engaging in the activity requested.
  • Examples of an activity to engage in together may comprise attending a movie, shopping, dancing, listening to music, watching television, attending a sporting event/game; giving a massage, and playing video games.
  • the use of the token may further be used to cease an event that may foster the relationship, for example, a token may be used to end an argument.
  • the activity may be mutually agreeable to each other or can also be more agreeable to the requester player, as long as the requester wants to do the activity.
  • a first player may offer the second player a favor for the second player and in return, the first player will earn a second player token.
  • favors are activities which are tailored to be agreeable to the player receiving the favor and ideally which encourage each player to engage in the activity together. Examples of such favors may include, but are not limited to, cooking a meal, washing the dishes, and giving massages.
  • the activities and favors conducted for a compensation play or an earning play may be referred to collectively as an activity.
  • Mistakes, activities and favors may have degrees. For example a mistake may have a low to high degree of egregiousness.
  • An activity may have a high level of intensity or be understood by the particular player as a high level activity.
  • a favor may be categorized from a high to low level represented by a large number of tokens, for example, an important, high level favor may warrant a five token request.
  • Mistakes, activities/favors may be assigned levels from a low level of 1 to a high level of 5.
  • five tokens played at once represent a high level request which also encompasses a five-agreement request.
  • the request may not be declined except when it unreasonably interferes with death (players to agree on what defines unreasonable interference.)
  • the requested player may agree that a set number of the agreements, within a larger agreement, are to be fulfilled such as three of the five requested agreements. If the requester player accepts that three out of the five agreements are to be fulfilled, then such arrangement will carry on to the next time the requested player becomes the requester player. In other words, in the event the original requested player makes a five token or special token play, the same amount of agreements would be expected for completion until new arrangement is mutually agreed upon.
  • a five-token request may be limited to use only a set amount of times per time period, for example, it may be agreed upon that a five-token request may only be used once a day.
  • a game session may encompass the players surrendering, compensating or earning tokens, in no particular order.
  • the game sessions may continuously progress for an unlimited amount of time or until the players decide to end the game.
  • a token in this game is an “I owe you,” meaning the player with the other player's token can ask for a favor.
  • An egregious mistake may further warrant the offending player to give up five personal tokens to the offended player.
  • Such an egregious mistake and number of tokens for surrender is determined and agreed to by all players and added to an ongoing list (the surrender list). The definition of an egregious mistake may further be determined during the game play if such egregious mistake is newly determined and agreed upon by all players.
  • the second player may compensate the other player by returning the surrendered token in exchange for mutual participation on an agreed upon activity.
  • One token may be determined to cover a set amount of time for an activity or may simple cover a typical event duration. For example, one token covers about two hours or an agreed upon event with no time constraints such as a baseball game. Activities for which a token is compensated must be mutually agreed on by the players and added to an ongoing list (the compensate list). Such compensation tokens may be declined by the other player if they should choose not to provide the favor. Declining compensation tokens are discouraged, and a player should expect their compensation token declined if they have previously declined another player's compensation token.
  • a player may also earn the other player's token by offering to do something or provide a favor for the other player.
  • An example is that the second player will give two surprise massages for the first player's token.
  • a second player may earn 5 tokens of the first player for an extraordinary deed.
  • the activities offered must be agreed to by all players and added to an ongoing list (the earn list).
  • Activities are expected to be completed before getting a compensation or earn token.
  • a first player may desire to use a token to eat out a restaurant on a future date. This is agreed to by the second player. The token is exchanged after the restaurant date.
  • the players may keep track of the exchange of tokens amongst players and which may be facilitated by electronic computing means via electronic devices including computers and personal handheld devices.
  • one player may use five of one's own tokens to selfishly request an opposing player to engage in an activity of the requester's own choosing, at the level of a single token, especially something that only the requester is interested in doing. Such selfish request may be declined by the requested player.
  • the amount of tokens representing an activity may further be determined and agreed upon by the players at the onset of the game or added to the ongoing list (the selfish list). For example, two tokens may represent an intensity of the activity or an activity in which time duration is unknown. A player may go through using tokens serially until all tokens are depleted.
  • the players are encouraged not to hoard their tokens but to instead exchange them for activities.
  • the game perpetually continues until the players agree to end the game.
  • Players may decide to play the game for a certain period of time. Upon that time period expiring, the players then redeem each of their own tokens for activities of their choosing. In an embodiment, it may be decided that each player must redeem/engage in activities in one day, after the game has ended.
  • a frequency of use of tokens may be agreed upon such as use of token(s) to a specific day, to a specific day of the week or month, or at unlimited times. It may be agreed upon that all amassed tokens may only be used on a single day or over a given period of time.
  • a token may be designated with a specific time representation appearing/written/assigned on the token surface itself to designate token time worth, for example, a half-hour token, a one-hour token, a two-hour token and so forth.
  • the game requires participation by at least two people (two players) who share a form of a relationship, whether it be significant others, friends, romantic partners, family members, co-workers or employer/employee.
  • the game using a token exchange system will facilitate sharing of experience and desired bonding amongst people that may not otherwise be achieved.
  • the game may entail participation by a circle of more than two players in the relationship. Accordingly, the rules of the game may be modified along with the definitions for agreed upon activities and mistakes, depending on the nature of the relationship circle. Certain activities and mistakes would not apply or be appropriate if taken from a romantic relationship to a professional working relationship.
  • a player may further have multiple ongoing separate games being played with different relationship circles.
  • a player may have a significant other game in play and at the same time have a game in play with co-workers.
  • a player may have an unlimited number of circles. The player will use a separate set of tokens, for instance a separate set of twenty-five tokens for each relationship circle. For example, if there are four players in a circle, there will be a maximum of 100 player tokens combined, 4 personalized sets.
  • Players within the circle may determine the maximum number of players allowed for game play, by agreeing to the inclusion of new members to the circle.
  • the activities/favors would be relationship circle specific, and therefore, separate lists of such activities may be recorded to keep track of each game play. Depending on the type of relationship, the activities/favors and what is considered a mistake would be personalized.
  • Tokens within circles of more than two players may be used in additional ways such as gifting or trading. For example, grandchildren within a family circle may decide to simply gift a personal token to their grandmother, also playing within the circle, to be used at a future date.
  • a first friend player may trade a possessed second friend player's token with a third friend player in exchange for a fifth player's token.
  • a player's personal tokens may be indirectly acquired by another player within the circle and in such scenario, indirect acquiring should be approved by all the players in the circle.
  • tokens may be used for gifting or trading.
  • tokens may be used in betting. For example, if a bet by one player is accepted by another player, terms of the bet are accepted, the winning party is allotted the agreed upon amount of tokens surrendered by the losing player as well as the type of token.
  • a token may be required as a penalty to the player requesting the change.
  • the token used for the game play comprises a different set per each player.
  • Each token is structured as a game piece. It may have multiple faces, such as a die or character piece.
  • the token may resemble a two sided faced coin, in which the faces may be duplicated or different from each other.
  • the token may be blank and personalized/decorated at the start of the game or updated during the course of the game.
  • FIGS. 1A-1E there is illustrated an example of a player token according to an embodiment of the present invention. In a game play between two players, the first player tokens are distinctly identified as different tokens from the second player tokens.
  • a player name or other player identifier may be put on a side surface of the player token to designate the particular player's set of tokens.
  • a kit for game play to foster relationships comprising a plurality of token sets of the same amount of tokens.
  • Each token set comprising at least 25 tokens and each token set different from every other token set such that a set is to be assigned to an individual player.
  • the tokens may be shaped in a variety of forms, for example, resembling a playing chip, having two faces that are the same or different on the token.
  • the kit may further comprise a game set of instructions and a means for memorializing a list of ongoing personalized rules including activity/favor and mistake definitions, such as a player's card/notepad.
  • the kit may further comprise a tracking or scorecard for each player to use.
  • the kit may further include suggested activity/favor and mistake definitions predetermined which may be agreed to by the players.
  • activities or mistakes would be categorized as stock general activities/favors and mistakes. These stock activities/favors and mistakes may be modified before beginning a game or modified anytime during the course of game as agreed upon by all players.
  • the game kit set of instructions recite the following rules for playing the game: 1) determine a plurality of activities and a plurality of mistake definitions before beginning the game; 2) each player selects a set of personal tokens; 3) when a player makes a mistake, as defined by the set of predetermined mistake definitions, the player surrenders a personal token to the other player; 4) a player compensates another player by returning that player's surrendered token in exchange for a mutual participation in a requested determined activity (i.e. a compensation request); 5) when a player offers to participate in a determined activity with another player, which is accepted, the offering player earns the other player's token (i.e.
  • a special request (assign a number of tokens for the extraordinary activity at the start of the game); 10) a compensation request, from an extraordinary activity by way of using five tokens, may be declined unless it affects livelihood or causes undue hardship; 11) an earn request may be declined; 12) repeat steps 3 through 9 in varying order over a period of time until the players mutually decide to end the game.
  • the computerized system for playing the game to foster relationships as described above.
  • the computerized system components for playing the game may further be incorporated into a virtual platform as a website or a mobile application or other network, according to an embodiment of the present invention.
  • the computerized system comprises a computer system with at least one processor, memory for storing program code for causing the at least one processor to perform the method steps of a computer implemented method for playing a game to foster relationships, and a display/interface device for players to engage playing the game.
  • the computer implemented method for playing a game to foster relationships comprises: at least two players entering a running list of agreed upon plurality of activities and a plurality of mistake definitions, before beginning the game through a computing device; assigning a set of personal tokens to each player as selected by each player, the set of personal tokens of a first player being different from the set of personal tokens selected by a second player; the players entering play options over a period of time comprising a surrender option, a compensate option, and an earn option; continuously recording the options entered by each player and allocating player tokens according to the entered play options (number and type); displaying the allocated token count for each player including a player's personal token count and a player's possessed other player token count.
  • a non-transitory computer readable storage medium including components configured to store program code for causing a computer system to perform the method steps of the computer implemented method for playing a game to foster relationships.
  • the method further comprising wherein the surrender option comprises a player surrendering a personal token to the other player each time the player makes a mistake; the compensate option comprising a player compensating another player by returning the other player's surrendered token in exchange for a mutual participation in a determined activity; the earn option comprises a player earning a another player's token by offering to participate in a determined activity; where the mistake and activity is selected from the running list of definitions or is newly added to the running list as agreed upon by the players.
  • FIG. 2A and FIG. 2B illustrate display screens of two devices of the computer system for playing the game to foster relationships, according to an embodiment of the present invention.
  • the display screen is provided on a computing device, such as a mobile handheld device, smartphone, tablet or viewing terminal of a mobile computing device.
  • the display screen illustrates the options provided to a user for engaging in playing the game.
  • the display screen further illustrates the scorecard/tally in real time of personal tokens and possessed other player tokens to track progress of the game through a mobile software application for example. As shown each player may use a personal device and keep track of progress between at least two players, in FIG. 2A and FIG. 2B , where “his” and “hers” represent two different players.
  • a main menu screen is displayed along with a list of options including favors, settings and information.
  • the main menu screen personal to a player displays the player's current relationship circle selected. By selecting a particular relationship circle, the system displays and can toggle among the player's other relationship circles.
  • the favors option when selected, shows the area of token exchange during game play. This is where actions are entered: surrender, compensate and earn. Through the favors option, there is also a display of a list of agreements. According to an embodiment of the present invention, during game play where a first player and second player have separate computing devices with the game application, as a first player enters an option for surrendering a token to a second player of committing a mistake, the second player on the second player display views the surrendered token from the first player, the second player then selecting whether to accept or decline the token.
  • the first player is notified on the first player display of the request to surrender a personal token, the first player then selecting whether to accept or decline the surrender of a personal token to the second player.
  • the status of the player's allocated token count of personal and other player tokens is updated and displayed.
  • the settings option allows for editing by players.
  • the system may provide players with a list of stock activities/favors and mistakes suggested for play. These stock or standard lists may apply on various features of the game, for example, stock time periods for play, time worth of tokens, types or egregious levels for mistakes and so forth can be selected from a drop down menu. Editing such stock lists would also be possible through the settings option.
  • additional favors and mistakes may be defined, agreed upon and added or modified or deleted on the list, depending on the relationship circle.
  • different personalized agreements or usages of the tokens may be agreed upon and added to the game. Determination of a player's relationship circle may be created or updated through the setting option by adding or deleting players to a circle.
  • display settings may further be edited through the settings option by selecting or changing the appearance of displayed relationship circles or selecting or changing the appearance of a token. Personalized photos and naming of the display area may be determined.
  • a personalize option may be displayed making personalized settings.
  • the information option may comprise information on categories such as description of the game, rules of the game, definitions of activities, definitions of favors, definitions of mistakes, definitions of agreements, definitions of usage.
  • the system may provide a bet option such that the players in a circle may participate in wagering tokens.
  • the bet option may be displayed on the player's menu screen.
  • a bet is offered by one player to another, the bet may be accepted or declined. If the bet is accepted, the subject of the bet is entered into the system and the players of the bet will accept the terms of the bet (the amount of token being wagered); and each player's bet is entered and displayed. Upon completion of the betting result, the result is entered by any player engaged in the bet, and the system allocates tokens according to each player's entered betting terms.
  • there is a non-transitory tangible medium storing a computer program for playing a game for fostering relationships, the program comprising executable instructions that cause a computer perform the method as disclosed above.

Abstract

The invention relates to a game and method of playing a game involving a token exchange system, wherein tokens are surrendered and exchanged for participation in activities to foster a relationship between at least two people. The game and method thereof is designed to provide amusement while addressing a serious problem within relationships. The purpose of this game is to foster relationships between people by encouraging people to do something that they are not typically interested in, allowing them to share experiences and grow closer together. This game can be played in many relationships not limited to a person and his or her significant other, family members, friends, or co-workers, as long as there are two people participating.

Description

    BACKGROUND OF INVENTION
  • 1. Field of Invention
  • The invention herein disclosed relates generally to a game and method of playing a game to foster relationships involving a token exchange system, wherein tokens are surrendered and exchanged amongst players for participation in activities.
  • 2. Background
  • The history of psychology has shown that behavior can be altered through rewards and punishment. Operant conditioning is a method of learning that occurs through rewards and punishments for behavior. Through operant conditioning, an association is made between a behavior and a consequence for that behavior. In some aspects, implementing a token system appears to benefit participants in conditioning behavior. A token economy is “a system of operant conditioning used for behavior modification that involves rewarding desirable behaviors with tokens which can be exchanged for items or privileges (as food or free time) and punishing undesirable behaviors (as destruction or violence) by taken away tokens.” (Merriam-Webster's Online Dictionary).
  • Often in relationships between two people such as a couple, increasing the bond through shared experiences is desired, yet difficult to achieve due to busy lives and individual motivation to do so. Accordingly, there is a need to foster relationships by encouraging participation in a shared activity in a way that can be easy to implement, fair and at the same time enjoyable. In one manner, there is a need for a system such as a game, that modifies the idea of a token economy by rather than rewarding desirable behavior, providing the opportunity for people to participate in an activity together that one person would not normally want to do. There is a need for a goal of such a game to not only modify an individual's behavior but to more importantly improve relationships by encouraging shared experiences.
  • SUMMARY
  • The invention herein described according to embodiments, comprises a method and system for a game wherein tokens are exchanged to foster a personal relationship between two players. The game is designed to be played by a plurality of people and between at least two people. The relationship is not limited to a person and his or her significant other, but may involve family members, friends, co-workers or colleagues and the like. According to an embodiment of the invention, each player is given a set amount of tokens, e.g. twenty-five tokens, at the beginning of the game.
  • An aspect of the present invention is to build and improve upon relationships by encouraging players to participate in mutual activities together in a fun construct. By engaging in the token exchange game play, relationship disagreements may be resolve and improvements achieved in the morale, cohesiveness and communication within the relationship.
  • In another embodiment, there is provided kit for playing a game to foster relationships using game token exchange. The kit comprises a plurality of token sets of the same amount of tokens where at least two players select a token set each. The kit may further comprise a game set of instructions/rules and a means for memorializing a list of ongoing personalized rules including activity/favor and mistake definitions, such as a player's card/notepad. The kit may further comprise a tracking or scorecard for each player to use.
  • In an embodiment of the invention, there is a game for fostering relationships between at least two players, the game comprising: a set of tokens associated with each player, wherein a first set of tokens associated with one of the players, and a second set of tokens associated with another player; a plurality of activities determined and agreed to by all players before starting the game; a plurality of mistakes determined and agreed to by all players before starting the game; wherein the plurality of activities and the plurality of mistakes are provided on one or more ongoing lists; and a set of instructions for playing the game, wherein the set of instructions comprise the following rules: when a player makes a mistake from the plurality of determined mistakes, the player surrenders a personal token to the other player; a player compensates the other player by returning the other player's surrendered token in exchange for a mutual participation in a requested activity from the plurality of determined activities; when a player offers to participate in one of the plurality of activities with the other player, which is accepted by the other player, the player earns the other player's token; when a player loses all personal tokens, upon committing a mistake from the ongoing list, the player surrenders the possessed other player token; as new activities and mistakes are agreed upon, add the new activities and mistakes to the ongoing list; and repeat the rules in varying order over a period of time until the players mutually decide to end the game.
  • In another embodiment of the present invention, there is a method of playing a token exchange game to foster personal relationships, played amongst at least two players, the method comprising: (a) determining a plurality of activities and a plurality of mistake definitions before beginning the game; (b) each player selecting a set of personal tokens, the set of personal tokens of a first player being different from the set of personal tokens selected by a second player; (c) the first player surrendering a first player token each time the first player makes a mistake from the plurality of mistake definitions; (d) the second player compensating the first player by returning a surrendered first player token in exchange for completing a requested mutual participation in a determined activity from the plurality of activities; (e) the first player earning a second player token for offering to participate in and completing a determined activity from the plurality of activities; (f) the second player surrendering a second player token each time the second player makes a mistake from the plurality of mistake definitions; (g) the first player compensating the second player by returning a surrendered second player token in exchange for completing a requested mutual participation in a determined activity from the plurality of activities; (h) the second player earning a first player token by offering to participate in and completing a determined activity from the plurality of activities; (i) agreeing to modify the plurality of activities and the mistake definitions; and (j) repeating steps c through i in varying order until the players mutually decide to end the game.
  • According to another embodiment of the present invention, there is a non-transitory storage medium storing a computer program for playing a game to foster relationships, comprising executable instructions that cause a computer to: present to a plurality of players a display for entering via a computing device, a plurality of player determined activities and mistakes; associate a first player with a first set of personal tokens; associate a second player with a second set of personal tokens; provide on the display, a plurality of options for a player to select from in determining token allocations, wherein the plurality of options comprise a surrender option, a compensate option and an earn option; allocate the tokens of each player based on received option selections by a player as defined by allocation rules; and display, when selected by a player, a representation of a total count of personal tokens and a total count of other player tokens.
  • According to other embodiments of the present invention, there is a computerized system, a computer readable medium, and a computer implemented method for playing the game as described above.
  • These and other aspects of the present invention are further made apparent, in the remainder of the present document, to those of ordinary skill in the art.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • In order to more fully describe embodiments of the present invention, reference is made to the accompanying drawings. These drawings are not to be considered limitations in the scope of the invention, but are merely illustrative.
  • FIG. 1A illustrates a top plan view example of a token played in the game to foster relationships, according to an embodiment of the present invention.
  • FIG. 1B illustrates a bottom plan view of FIG. 1A, according to an embodiment of the present invention.
  • FIG. 1C illustrates a side view of FIG. 1A, according to an embodiment of the present invention.
  • FIG. 1D illustrates a top, side perspective view of FIG. 1A, according to an embodiment of the present invention.
  • FIG. 1E illustrates a bottom, side perspective view of FIG. 1A, according to an embodiment of the present invention.
  • FIG. 2A illustrates an example of a display on a personal device belonging to a first player using the computerized system for playing a game to foster relationships, according to an embodiment of the present invention.
  • FIG. 2B illustrates an example of a display on a personal device belonging to a second player using the computerized system for playing a game to foster relationships, according to an embodiment of the present invention.
  • DETAILED DESCRIPTION OF SPECIFIC EMBODIMENTS
  • The description above and below and the drawings of the present document focus on one or more currently preferred embodiments of the present invention and also describe some exemplary optional features and/or alternative embodiments. The description and drawings are for the purpose of illustration and not limitation. Those of ordinary skill in the art would recognize variations, modifications, and alternatives. Such variations, modifications, and alternatives are also within the scope of the present invention. Section titles are terse and are for convenience only.
  • According to an embodiment of the invention, there is a system for a game wherein tokens are exchanged to foster a personal relationship between two players. Each player is given a set amount of tokens, in an example embodiment twenty-five tokens, which are personal to the player at the beginning of the game. A set of tokens for one player are unique and differentiated from the set of tokens of another player, such as a unique game piece for a player. A game is initiated upon determination of 1) a plurality of activities for mutual participation between the players; 2) a plurality of favors for one player to provide to another player; and 3) a plurality of mistakes or mistake categories which a player may commit. The activities, favors and mistakes are determined and agreed upon by all participating players at the start of the game. Additional activities, favors and mistakes may further be determined during the course of the game.
  • A token is used as a representation of relationship reciprocation in a game in which the tokens are used in various rule scenarios. Between two players, a token of a first player in possession by a second player may be used for a “compensation” scenario (to give back to the first player) or in an “earn” scenario (to receive from the first player). A second player's own personal token may be used for a “surrender” scenario to give up to the first player. The perspective of compensation, earn and surrender further applies from the first player's perspective, where the token of the second player in possession of the first player is provided back to the second player as compensation; the token of the second player earned by the first player; and further a first player's own personal token may be surrendered to give up to the second player.
  • A game session may be played for a set amount of time or may continue indefinitely for a prolonged period of time in which the players engage in a relationship or for as long as the relationship lasts or until the players mutually decide to end the game. For example, it is conceivable that the game may be played for a period of years. Tokens are used when one player finds the other player has made a mistake or when one player desires for the other player to engage in a mutual activity or when one player requests another player to provide a favor. As noted, mistake, activity or favor are mutually determined and agreed upon at the start of the game, and may be revised intermittently during the period of playing the game.
  • Examples of mistakes may comprise committing an act or inaction on an agreed up on mistake list. For example, a mistake may comprise being late by a set amount of time, breaking a promise, lying, swearing, and spending time with others outside of the relationship. The mistake is an action or inaction that is considered disagreeable to the offended player. When a player makes a mistake toward the other player, the player must surrender a personal token to the other (offended) player. Conditions under which a token is surrendered for a mistake must be mutually agreed on by the players. More egregious mistakes may be worth more tokens. For example, egregious levels may be determined as agreed upon by the players, where a low egregious level mistake would equal one token and increase upward to five tokens as egregious levels increase. Other variations of levels and amount of tokens representing the egregious levels are possible, including which mistakes are considered egregious as determined by the players.
  • In a scenario when a first player initiates the request to the other player to engage in an activity, the first player uses one of the possessed other player's token in compensation for engaging in the activity requested. Examples of an activity to engage in together may comprise attending a movie, shopping, dancing, listening to music, watching television, attending a sporting event/game; giving a massage, and playing video games. The use of the token may further be used to cease an event that may foster the relationship, for example, a token may be used to end an argument. The activity may be mutually agreeable to each other or can also be more agreeable to the requester player, as long as the requester wants to do the activity.
  • In the scenario of providing a favor, a first player may offer the second player a favor for the second player and in return, the first player will earn a second player token. Examples of favors are activities which are tailored to be agreeable to the player receiving the favor and ideally which encourage each player to engage in the activity together. Examples of such favors may include, but are not limited to, cooking a meal, washing the dishes, and giving massages.
  • For purposes of the game, the activities and favors conducted for a compensation play or an earning play, may be referred to collectively as an activity.
  • Mistakes, activities and favors may have degrees. For example a mistake may have a low to high degree of egregiousness. An activity may have a high level of intensity or be understood by the particular player as a high level activity. A favor may be categorized from a high to low level represented by a large number of tokens, for example, an important, high level favor may warrant a five token request. Mistakes, activities/favors may be assigned levels from a low level of 1 to a high level of 5.
  • In an embodiment of the present invention, five tokens played at once represent a high level request which also encompasses a five-agreement request. For such a special five-token play, the request may not be declined except when it unreasonably interferes with livelihood (players to agree on what defines unreasonable interference.) For example, the requested player may agree that a set number of the agreements, within a larger agreement, are to be fulfilled such as three of the five requested agreements. If the requester player accepts that three out of the five agreements are to be fulfilled, then such arrangement will carry on to the next time the requested player becomes the requester player. In other words, in the event the original requested player makes a five token or special token play, the same amount of agreements would be expected for completion until new arrangement is mutually agreed upon. Put in another manner, if player 1 accepts three out of five agreements from player 2's five token (high level) request, then player 2 is expected to accept at least three of five agreements of player 1's five token (high level) request. In this way, a first player can have the second player accept many agreements by freely accepting to complete the second player's agreements. To be clear, the special/extraordinary “five-token” play, still requires the larger agreement to be carried out along with the agreed upon set number of sub-agreements. As an example, the larger agreement is for the players to attend a movie in dressed costumes of the characters in the movie, while the agreed upon three sub-agreements expected of player 1 is to be on time, drive the players to the movie theatre, and not swear. In an embodiment, a five-token request may be limited to use only a set amount of times per time period, for example, it may be agreed upon that a five-token request may only be used once a day.
  • Embodiments of Rules of the Game
  • According to an embodiment, a game session may encompass the players surrendering, compensating or earning tokens, in no particular order. The game sessions may continuously progress for an unlimited amount of time or until the players decide to end the game.
  • Surrender
  • When a player “messes up”, essentially making a mistake, that player will surrender one personal token to the other player. A token in this game is an “I owe you,” meaning the player with the other player's token can ask for a favor. An egregious mistake may further warrant the offending player to give up five personal tokens to the offended player. Such an egregious mistake and number of tokens for surrender, is determined and agreed to by all players and added to an ongoing list (the surrender list). The definition of an egregious mistake may further be determined during the game play if such egregious mistake is newly determined and agreed upon by all players.
  • Compensate
  • The second player may compensate the other player by returning the surrendered token in exchange for mutual participation on an agreed upon activity. One token may be determined to cover a set amount of time for an activity or may simple cover a typical event duration. For example, one token covers about two hours or an agreed upon event with no time constraints such as a baseball game. Activities for which a token is compensated must be mutually agreed on by the players and added to an ongoing list (the compensate list). Such compensation tokens may be declined by the other player if they should choose not to provide the favor. Declining compensation tokens are discouraged, and a player should expect their compensation token declined if they have previously declined another player's compensation token.
  • If the second player compensates the other player with 5 tokens belonging to the other player, a more extraordinary favor/activity, that is not illegal or unethical, may be requested and cannot be declined by the player unless it causes undue hardship or interferes with livelihood. An example of an extraordinary favor is going to the movies while dressed in costumes of the movie characters; whereas a single coin may simply be going out to the movies.
  • A player cannot in retaliation use one or more tokens to dissuade the other player from using one or more tokens.
  • Earn
  • A player may also earn the other player's token by offering to do something or provide a favor for the other player. An example is that the second player will give two surprise massages for the first player's token. A second player may earn 5 tokens of the first player for an extraordinary deed. The activities offered must be agreed to by all players and added to an ongoing list (the earn list).
  • Activities are expected to be completed before getting a compensation or earn token. As an example, a first player may desire to use a token to eat out a restaurant on a future date. This is agreed to by the second player. The token is exchanged after the restaurant date. Overall, the players may keep track of the exchange of tokens amongst players and which may be facilitated by electronic computing means via electronic devices including computers and personal handheld devices.
  • Selfish
  • In a selfish scenario, one player may use five of one's own tokens to selfishly request an opposing player to engage in an activity of the requester's own choosing, at the level of a single token, especially something that only the requester is interested in doing. Such selfish request may be declined by the requested player.
  • The amount of tokens representing an activity may further be determined and agreed upon by the players at the onset of the game or added to the ongoing list (the selfish list). For example, two tokens may represent an intensity of the activity or an activity in which time duration is unknown. A player may go through using tokens serially until all tokens are depleted.
  • When a player (e.g. first player) has surrendered (lost) all personal tokens, the first player must surrender tokens of the other player (e.g. second player) when committing further mistakes as outlined in the surrender list. Players may only gain personal tokens by compensating the other player's request (favor). In other words, if a first player loses all personal tokens, the first player cannot request something off the compensation list. Such first player, with no personal tokens, may get back tokens if the second player requests for a compensation. Therefore, players may only earn another player's tokens. When a player has no tokens, another player with tokens is encouraged to actually spend time with player(s) within a common relationship circle. Hoarding is not an objective of the game. In order to foster the relationship, the players are encouraged not to hoard their tokens but to instead exchange them for activities. The game perpetually continues until the players agree to end the game. Players may decide to play the game for a certain period of time. Upon that time period expiring, the players then redeem each of their own tokens for activities of their choosing. In an embodiment, it may be decided that each player must redeem/engage in activities in one day, after the game has ended.
  • Players are encouraged not to hoard tokens in order to keep the game exciting. At the same time, predetermined rules may be agreed upon to require a frequency of use of tokens to request activity/favor, for example, minimum number of tokens used per month, or required use of a token if a set amount of other player tokens have been acquired. Other options for a time period of use of tokens may be agreed upon such as use of token(s) to a specific day, to a specific day of the week or month, or at unlimited times. It may be agreed upon that all amassed tokens may only be used on a single day or over a given period of time. In another embodiment, a token may be designated with a specific time representation appearing/written/assigned on the token surface itself to designate token time worth, for example, a half-hour token, a one-hour token, a two-hour token and so forth.
  • Relationship Circles
  • The game requires participation by at least two people (two players) who share a form of a relationship, whether it be significant others, friends, romantic partners, family members, co-workers or employer/employee. The game using a token exchange system will facilitate sharing of experience and desired bonding amongst people that may not otherwise be achieved. The game may entail participation by a circle of more than two players in the relationship. Accordingly, the rules of the game may be modified along with the definitions for agreed upon activities and mistakes, depending on the nature of the relationship circle. Certain activities and mistakes would not apply or be appropriate if taken from a romantic relationship to a professional working relationship.
  • As the activity and mistake definitions are modifiable, they may be edited throughout the course of the game and agreed upon by all members of the relationship circle (all players). A player may further have multiple ongoing separate games being played with different relationship circles. A player may have a significant other game in play and at the same time have a game in play with co-workers. A player may have an unlimited number of circles. The player will use a separate set of tokens, for instance a separate set of twenty-five tokens for each relationship circle. For example, if there are four players in a circle, there will be a maximum of 100 player tokens combined, 4 personalized sets. Players within the circle may determine the maximum number of players allowed for game play, by agreeing to the inclusion of new members to the circle.
  • The activities/favors would be relationship circle specific, and therefore, separate lists of such activities may be recorded to keep track of each game play. Depending on the type of relationship, the activities/favors and what is considered a mistake would be personalized.
  • In relationships where people know each other well, it is recommended that activities offered for earning another player's coin should not already be an activity the player is normally interested in participating in or providing as favor to the other player, as the goal is to engage in an activity that is earned.
  • Tokens within circles of more than two players, for example, a family or friend relationship, may be used in additional ways such as gifting or trading. For example, grandchildren within a family circle may decide to simply gift a personal token to their grandmother, also playing within the circle, to be used at a future date. In another example, in a circle of six friend players, a first friend player may trade a possessed second friend player's token with a third friend player in exchange for a fifth player's token. A player's personal tokens may be indirectly acquired by another player within the circle and in such scenario, indirect acquiring should be approved by all the players in the circle.
  • Alternative Use of Tokens
  • As mentioned, tokens may be used for gifting or trading. In another embodiment, tokens may be used in betting. For example, if a bet by one player is accepted by another player, terms of the bet are accepted, the winning party is allotted the agreed upon amount of tokens surrendered by the losing player as well as the type of token.
  • In other embodiments, if an agreed upon activity or favor is altered after predetermination, a token may be required as a penalty to the player requesting the change.
  • According to an embodiment, the token used for the game play comprises a different set per each player. Each token is structured as a game piece. It may have multiple faces, such as a die or character piece. The token may resemble a two sided faced coin, in which the faces may be duplicated or different from each other. The token may be blank and personalized/decorated at the start of the game or updated during the course of the game. As shown in FIGS. 1A-1E, there is illustrated an example of a player token according to an embodiment of the present invention. In a game play between two players, the first player tokens are distinctly identified as different tokens from the second player tokens. According to an embodiment, as shown in FIG. 1C a player name or other player identifier may be put on a side surface of the player token to designate the particular player's set of tokens.
  • In an embodiment, there is a kit for game play to foster relationships comprising a plurality of token sets of the same amount of tokens. Each token set comprising at least 25 tokens and each token set different from every other token set such that a set is to be assigned to an individual player. The tokens may be shaped in a variety of forms, for example, resembling a playing chip, having two faces that are the same or different on the token. The kit may further comprise a game set of instructions and a means for memorializing a list of ongoing personalized rules including activity/favor and mistake definitions, such as a player's card/notepad. The kit may further comprise a tracking or scorecard for each player to use. In another embodiment, the kit may further include suggested activity/favor and mistake definitions predetermined which may be agreed to by the players. Such activities or mistakes would be categorized as stock general activities/favors and mistakes. These stock activities/favors and mistakes may be modified before beginning a game or modified anytime during the course of game as agreed upon by all players.
  • The game kit set of instructions recite the following rules for playing the game: 1) determine a plurality of activities and a plurality of mistake definitions before beginning the game; 2) each player selects a set of personal tokens; 3) when a player makes a mistake, as defined by the set of predetermined mistake definitions, the player surrenders a personal token to the other player; 4) a player compensates another player by returning that player's surrendered token in exchange for a mutual participation in a requested determined activity (i.e. a compensation request); 5) when a player offers to participate in a determined activity with another player, which is accepted, the offering player earns the other player's token (i.e. an earn request); 6) when either player runs out of personal tokens, a player can get their token(s) back by completing the other player's compensation request; 7) as new activities and mistake definitions are agreed upon, add the new definitions to the ongoing list of definitions for each of all four categories of token usage (compensate, earn, surrender and selfish lists); 8) a player may surrender more than one token for a mistake defined as an egregious mistake (assign a number of tokens for the egregious mistake at the start of the game); 9) a player may compensate with more than one token to request an extraordinary activity, i.e. a special request (assign a number of tokens for the extraordinary activity at the start of the game); 10) a compensation request, from an extraordinary activity by way of using five tokens, may be declined unless it affects livelihood or causes undue hardship; 11) an earn request may be declined; 12) repeat steps 3 through 9 in varying order over a period of time until the players mutually decide to end the game.
  • According to another embodiment, there is a computerized system for playing the game to foster relationships as described above. The computerized system components for playing the game may further be incorporated into a virtual platform as a website or a mobile application or other network, according to an embodiment of the present invention. The computerized system comprises a computer system with at least one processor, memory for storing program code for causing the at least one processor to perform the method steps of a computer implemented method for playing a game to foster relationships, and a display/interface device for players to engage playing the game. The computer implemented method for playing a game to foster relationships, through the computer system, comprises: at least two players entering a running list of agreed upon plurality of activities and a plurality of mistake definitions, before beginning the game through a computing device; assigning a set of personal tokens to each player as selected by each player, the set of personal tokens of a first player being different from the set of personal tokens selected by a second player; the players entering play options over a period of time comprising a surrender option, a compensate option, and an earn option; continuously recording the options entered by each player and allocating player tokens according to the entered play options (number and type); displaying the allocated token count for each player including a player's personal token count and a player's possessed other player token count. According to an embodiment, there is also a non-transitory computer readable storage medium including components configured to store program code for causing a computer system to perform the method steps of the computer implemented method for playing a game to foster relationships.
  • The method further comprising wherein the surrender option comprises a player surrendering a personal token to the other player each time the player makes a mistake; the compensate option comprising a player compensating another player by returning the other player's surrendered token in exchange for a mutual participation in a determined activity; the earn option comprises a player earning a another player's token by offering to participate in a determined activity; where the mistake and activity is selected from the running list of definitions or is newly added to the running list as agreed upon by the players.
  • FIG. 2A and FIG. 2B illustrate display screens of two devices of the computer system for playing the game to foster relationships, according to an embodiment of the present invention. The display screen is provided on a computing device, such as a mobile handheld device, smartphone, tablet or viewing terminal of a mobile computing device. The display screen illustrates the options provided to a user for engaging in playing the game. The display screen further illustrates the scorecard/tally in real time of personal tokens and possessed other player tokens to track progress of the game through a mobile software application for example. As shown each player may use a personal device and keep track of progress between at least two players, in FIG. 2A and FIG. 2B, where “his” and “hers” represent two different players.
  • In a display screen of the application, a main menu screen is displayed along with a list of options including favors, settings and information. The main menu screen personal to a player displays the player's current relationship circle selected. By selecting a particular relationship circle, the system displays and can toggle among the player's other relationship circles.
  • The favors option, when selected, shows the area of token exchange during game play. This is where actions are entered: surrender, compensate and earn. Through the favors option, there is also a display of a list of agreements. According to an embodiment of the present invention, during game play where a first player and second player have separate computing devices with the game application, as a first player enters an option for surrendering a token to a second player of committing a mistake, the second player on the second player display views the surrendered token from the first player, the second player then selecting whether to accept or decline the token. Alternatively, where a second player submits to the system that the first player has committed a mistake and is to surrender a token, the first player is notified on the first player display of the request to surrender a personal token, the first player then selecting whether to accept or decline the surrender of a personal token to the second player. Upon entering the game actions, the status of the player's allocated token count of personal and other player tokens is updated and displayed.
  • The settings option allows for editing by players. For example, the system may provide players with a list of stock activities/favors and mistakes suggested for play. These stock or standard lists may apply on various features of the game, for example, stock time periods for play, time worth of tokens, types or egregious levels for mistakes and so forth can be selected from a drop down menu. Editing such stock lists would also be possible through the settings option. Through the settings option, additional favors and mistakes may be defined, agreed upon and added or modified or deleted on the list, depending on the relationship circle. Through the settings option, different personalized agreements or usages of the tokens may be agreed upon and added to the game. Determination of a player's relationship circle may be created or updated through the setting option by adding or deleting players to a circle. In addition, display settings may further be edited through the settings option by selecting or changing the appearance of displayed relationship circles or selecting or changing the appearance of a token. Personalized photos and naming of the display area may be determined. A personalize option may be displayed making personalized settings.
  • The information option may comprise information on categories such as description of the game, rules of the game, definitions of activities, definitions of favors, definitions of mistakes, definitions of agreements, definitions of usage.
  • In a further option, the system may provide a bet option such that the players in a circle may participate in wagering tokens. The bet option may be displayed on the player's menu screen. According to an embodiment, a bet is offered by one player to another, the bet may be accepted or declined. If the bet is accepted, the subject of the bet is entered into the system and the players of the bet will accept the terms of the bet (the amount of token being wagered); and each player's bet is entered and displayed. Upon completion of the betting result, the result is entered by any player engaged in the bet, and the system allocates tokens according to each player's entered betting terms. According to another embodiment of the present invention, there is a non-transitory tangible medium storing a computer program for playing a game for fostering relationships, the program comprising executable instructions that cause a computer perform the method as disclosed above.
  • Throughout the description and drawings, example embodiments are given with reference to specific configurations. It will be appreciated by those of ordinary skill in the art that the present invention can be embodied in other specific forms. Those of ordinary skill in the art would be able to practice such other embodiments without undue experimentation. The scope of the present invention, for the purpose of the present patent document, is not limited merely to the specific example embodiments or alternatives of the foregoing description.

Claims (18)

I claim:
1. A method of playing a token exchange game to foster personal relationships, played amongst at least two players, the method comprising:
a. determining a plurality of activities and a plurality of mistake definitions before beginning the game;
b. each player selecting a set of personal tokens, the set of personal tokens of a first player being different from the set of personal tokens selected by a second player;
c. the first player surrendering a first player token each time the first player makes a mistake from the plurality of mistake definitions;
d. the second player compensating the first player by returning a surrendered first player token in exchange for completing a requested mutual participation in a determined activity from the plurality of activities;
e. the first player earning a second player token for offering to participate in and completing a determined activity from the plurality of activities;
f. the second player surrendering a second player token each time the second player makes a mistake from the plurality of mistake definitions;
g. the first player compensating the second player by returning a surrendered second player token in exchange for completing a requested mutual participation in a determined activity from the plurality of activities;
h. the second player earning a first player token by offering to participate in and completing a determined activity from the plurality of activities;
i. agreeing to modify the plurality of activities and the mistake definitions;
j. repeating steps c through i in varying order until the players mutually decide to end the game.
2. The method of claim 1, wherein when a player depletes all personal tokens, the player compensating another player with the another player token in exchange for mutual participation in an activity from the plurality of activities.
3. The method of claim 1, wherein the set of personal tokens provided each player is a set of at least twenty-five personal tokens.
4. The method of claim 1, wherein said agreed upon activity has a set time period.
5. The method of claim 1, further comprising one of the players compensating another player with five tokens of the another player in exchange for an extraordinary activity, wherein the extraordinary activity is defined in the plurality of activities.
6. The method of claim 5, wherein the extraordinary activity further comprises up to five sub-activities as defined in the plurality of activities, and the another player agrees to complete one or more of the sub-activities.
7. The method of claim 1, further comprising one of the players surrendering five personal tokens for committing an egregious mistake as defined in the plurality of mistake definitions.
8. The method of claim 1, further comprising one of the players refusing a request for compensation based on an interference of livelihood or an undue hardship as defined and agreed upon by all the players.
9. The method of claim 1, further comprising one of the plurality of players gifting a token to another player.
10. A game for fostering relationships between at least two players, the game comprising:
a set of tokens associated with each player, wherein a first set of tokens associated with one of the players, and a second set of tokens associated with an other player;
a plurality of activities determined and agreed to by all players before starting the game;
a plurality of mistakes determined and agreed to by all players before starting the game; wherein the plurality of activities and the plurality of mistakes are provided on one or more ongoing lists; and
a set of instructions for playing the game, wherein the set of instructions comprise the following rules:
when a player makes a mistake from the plurality of determined mistakes, the player surrenders a personal token to the other player;
a player compensates the other player by returning the other player's surrendered token in exchange for a mutual participation in a requested activity from the plurality of determined activities;
when a player offers to participate in one of the plurality of activities with the other player, which is accepted by the other player, the player earns the other player's token;
when a player loses all personal tokens, upon committing a mistake from the ongoing list, the player surrenders the possessed other player token;
as new activities and mistakes are agreed upon, add the new activities and mistakes to the ongoing list; and
repeat the rules in varying order over a period of time until the players mutually decide to end the game.
11. The game according to claim 10, wherein the rules further comprise, a player surrenders more than one token for a mistake defined as an egregious mistake in the plurality of mistakes.
12. The game according to claim 10, wherein the rules further comprise, a player compensates the other player with more than one token to request mutual participation in an extraordinary activity as defined in the plurality of activities, hereinafter referred to as a special token request.
13. The game according to claim 12, wherein the rules further comprising, the player that compensates the other player with the special token request, compensates with said special token request only once per an agreed upon time period.
14. The game according to claim 10, wherein the set of tokens associated with each player is a set of at least twenty-five tokens.
15. The game according to claim 10, wherein the rules further comprise, a player gifting a token to the other player.
16. The game according to claim 10, wherein at least one or more of the first set of tokens and one or more of the second set of tokens is assigned a time period, for use in a requested activity lasting no longer than the time period.
17. A non-transitory storage medium storing a computer program for playing a game to foster relationships, comprising executable instructions that cause a computer to:
present to a plurality of players a display for entering via a computing device, a plurality of player determined activities and mistakes;
associate a first player with a first set of personal tokens;
associate a second player with a second set of personal tokens;
provide on the display, a plurality of options for a player to select from in determining token allocations, wherein the plurality of options comprise a surrender option, a compensate option and an earn option;
allocate the tokens of each player based on received option selections by a player as defined by allocation rules; and
display, when selected by a player, a representation of a total count of personal tokens and a total count of other player tokens.
18. The non-transitory storage medium according to claim 17, wherein the allocation rules comprise:
when a player selects the surrender option, that player's personal token is allocated to a designated other player and a mistake is assigned;
when a player selects the compensate option, that player's possessed other player token is allocated back to the other player and a selected activity is assigned;
when a player selects an earn option, the other player's token is allocated to the player and a selected activity is assigned.
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USD996526S1 (en) * 2021-03-10 2023-08-22 Alaska Specialty Products, LLC Oval pull tab game ticket

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US6551105B2 (en) * 2000-03-22 2003-04-22 Brenda Adele Desplace Method of enhancing or maintaining a relationship
US20030085516A1 (en) * 2001-11-07 2003-05-08 Williams-Bergemann Denise E Relationship game and method of play
US6631904B1 (en) * 2001-03-21 2003-10-14 R. D. Innovations, Inc. Game for two people in a relationship and method of play
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US6551105B2 (en) * 2000-03-22 2003-04-22 Brenda Adele Desplace Method of enhancing or maintaining a relationship
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