WO2008020766A2 - Geographical game - Google Patents

Geographical game Download PDF

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Publication number
WO2008020766A2
WO2008020766A2 PCT/NZ2007/000025 NZ2007000025W WO2008020766A2 WO 2008020766 A2 WO2008020766 A2 WO 2008020766A2 NZ 2007000025 W NZ2007000025 W NZ 2007000025W WO 2008020766 A2 WO2008020766 A2 WO 2008020766A2
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WO
WIPO (PCT)
Prior art keywords
game
action
player
travel
card
Prior art date
Application number
PCT/NZ2007/000025
Other languages
French (fr)
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WO2008020766A3 (en
Inventor
Leonard Charles Wicks
Original Assignee
Leonard Charles Wicks
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Leonard Charles Wicks filed Critical Leonard Charles Wicks
Publication of WO2008020766A2 publication Critical patent/WO2008020766A2/en
Publication of WO2008020766A3 publication Critical patent/WO2008020766A3/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F2001/005Poker

Definitions

  • This invention relates to the field of educational, geographically based games.
  • Contemporary learning systems mainly rely on books, the Internet and media such as video to educate people about geographical topics of interest.
  • the most effective means of teaching is usually through visual systems, which are used for some 70% of human communications. While some current teaching systems use images to assist visual processing, very few convey knowledge through tactile applications that enhance the learning environment. Even fewer introduce an element of fun through playing games to further improve the possibility of information transfer.
  • An object of the invention is to provide players with an opportunity to learn about geographical and cultural features.
  • a further object of the invention is to provide a fun educational environment, to promote a deeper understanding of geographical and cultural facets than could be achieved using conventional means such as books and computers.
  • a further object of the invention is to stimulate an interest in travel and the wider world, as well as an understanding of some of the pitfalls that face travellers.
  • a further object of the invention is to encourage people, and especially youth, to engage in conversation, competition and the sharing of travel experiences by social interaction. This object is particularly aimed at improving social opportunities for families to interact with each other. Each object is to be read disjunctively with the object of at least providing the public with a useful choice.
  • the invention provides a geographical game, including:
  • player movement is governed by the magnitude determined using the first random selector and the transportation mode determined using the second random selector;
  • the invention provides a geographical game including:
  • a second random selector for selection of a transportation mode for the player movement; wherein the extent of the player movement along a permitted travel route is based on the magnitude determined using the first random selector and the transportation mode determined using the second random selector.
  • the invention provides a game for promotion of geographical learning, including:
  • the invention provides a game for promotion of geographical learning, including:
  • the invention provides a game for promotion of geographical learning, including a three dimensional representation of a real geographical area, marked with a plurality of real geographical locations and travel routes connecting the geographical locations.
  • Figure 1 shows an embodiment of a game board
  • Figure 2 shows a plan view of an embodiment of a game board
  • Figure 3 shows two intersecting travel routes
  • Figure 4 shows an exemplary player marker
  • Figure 5 shows the dice used in one embodiment
  • Figure 6 shows an exemplary place card
  • Figure 7 shows a first exemplary action card
  • Figure 8 shows a second exemplary action card
  • Figure 9 shows a third exemplary action card
  • FIG. 10 shows further exemplary action cards. DESCRIPTION OF THE INVENTION
  • the invention provides an educational game. It is designed to teach people about the world, its regions, nations, people, culture, natural features and problems that travellers may face.
  • the game may be played without money for simplicity.
  • the game may cover wide geographical regions or be focused on an area such as a nation or planetary system.
  • the game may also be set in any time period so an example may be based around the Mediterranean Sea during the period of the ancient wonders such as the Lighthouse of
  • Alexandria in order to provide a historical perspective of the geo-political environment at that time. In this way, the related subjects of geography and history may be studied concurrently within the game's scope.
  • the game may use a physical game board, a curved or spherical surface, or an electronic representation of the playing surface. Where an electronic representation is used, the various game components have electronic equivalents. Representations similar to the dice and playing cards described below may be displayed on a computer screen. Alternatively, the computer may issue questions and instructions, and display information in another form. Such electronic equivalents are intended to fall within the scope of the various terms used. For example "playing cards” includes physical playing cards and electronic equivalents. 2. The Playing Surface
  • the geographical game includes a playing surface, which is physically or electronically displayed as a three-dimensional representation of the relevant geographical area. This allows a player to visualise the real geography of the area (or even to touch the geographical features where a three dimensional board is used) and provides a much better perspective of the natural topography and the disposition of cultural (man-made) features than can be provided by simple images and text.
  • the playing surface [1] is a three-dimensional relief map formed from plastic, about 900 mm long by 500 mm wide.
  • the board is divided into three sections 2, 3, 4 each section measuring 300 mm by 500 mm and having a 15 mm high side [5], which enables the three sections to be stacked with relief terrain features up to 10 mm high on each section.
  • the three sections fit neatly on top of each other, as shown in Figure 1, so they can be placed in a box for storage and sale. In use, the three sections are placed in juxtaposition with two sets of magnetic strips affixed to the adjoining edges [6], to keep the sections together during play.
  • three-dimensional representation may also be suitable.
  • a computer generated three-dimensional representation could be provided, allowing the game to be played entirely on a computer.
  • FIG. 2 A plan view of the board [1] is shown in Figure 2.
  • This board is a three dimensional representation of the world.
  • the world geography is projected into two dimensions, by methods well known in mapmaking.
  • Features such as hills, valleys and mountains are shown in a third dimension, raised from the surface of the board [I].
  • the surface of the board [1] depicts a realistic image of the earth's surface [7]. This may be formed either by using composite satellite photographs tailored to the projection or a realistic artist's impression of the surface.
  • the ocean floor, including trenches and submarine rises, may also be shown. If shown, these are preferably represented in two dimensions only, so that travel routes across the sea appear to lie on the water's surface.
  • Figure 2 also shows a number of permitted travel routes [8], which are marked on the playing surface.
  • the permitted travel routes reflect real travel routes, such that the physical movement of tokens from place to place mimics the physical travel that an individual may undertake in reality.
  • the travel routes depicted may be historical travel routes, including routes of exploration. Routes are marked between geographical locations, including special interest sites and destinations.
  • FIG. 3 shows two graduated travel routes [9] intersecting. Graduations in the form of circular holes [10] are placed along the travel routes and are spaced at about 12 mm. Intersecting routes should join at no less than 60° to maintain a 12 mm spacing of marker holes longitudinally along the route and between holes on different routes.
  • the circular holes [10] are suitable to receive a player marker [11] such as that shown in Figure 4, with a cylindrical lower section [12] dimensioned to fit snugly in the circular holes [10] and a wider top section [13] with a further circular hole [14] (shown in dashed line), such that player markers can be stacked on top of each other. This means that a player may place their marker under another player's marker if they finish on the same position. 3.
  • the random selectors are preferably dice such as those shown in Figure 5, but any other form of random selector may also be used, such as random dials or wheels, or suitably arranged random number generators. Reference below to dice will be understood to encompass any equivalent random generator.
  • the other two faces [25] are marked with a capital ⁇ O".
  • the significance of these two faces will be explained below. (The letter ⁇ O" is used here because it is the first letter of the brand name intended to be used by the applicant. Any suitable marking may of course be used.)
  • Playing cards or their electronic equivalents represent the various special interest sites and travel activities or pitfalls. These portray aesthetically pleasing illustrations of the place or activity in question and information used to convey question and answer data.
  • images on these cards improves the learning experience for players.
  • the images are preferably associated with a geographical location, which is the subject of a question, information or an action set out in the card, so that textual information can be more effectively learnt through association with images.
  • the regions include different numbers of geographical locations that can be visited, with each location having an associated place card.
  • Figure 6 shows an exemplary place card [30].
  • the card includes a title [31] identifying a geographical location ("Christchurch, New Zealand") and various data [32] associated with the geographical location. This data may include the capital city, area, population, climate, religion, and economic details of the place in question. Various other data may also be suitable.
  • the place card [30] also includes various images associated with the geographical location.
  • the card may show the flag [33] of the (New Zealand). Any symbol representative of the location may be used in place of the flag [33].
  • the map [34] shows New Zealand and its surroundings. Below the data [32], further images [35] are displayed. These are also associated with the geographical location and are preferably also associated with elements of the data [32].
  • the data includes a list of "Special Features" [36] an image [35] may be associated with each special feature.
  • the special features [36] include Mount Cook, Milford Sound and the Kiwi, and the images [35] show these three features.
  • the place card [30] also includes a symbol [37], indicative of an important feature of the location.
  • the symbol represents alpine features.
  • Other suitable symbols may be used to represent other important features. This, together with the other features shown on the card such as the map, place name etc, assists players in finding particular locations quickly on the playing surface.
  • action cards There are normally 50 action cards, although any number of action cards may be suitable. Approximately one third of these may be negative in that they can cause a player to miss a turn or pick up additional location cards or even return to their home city. The remainder are positive, although questions testing geographical or other knowledge may need to be answered to secure the advantage.
  • Each card preferably includes an image associated with a geographical location, which may be termed the "action card location".
  • the action card location may be termed the "action card location”.
  • some cards may include images not associated with geographical locations, such as images relating to an action to be performed.
  • the action cards normally consist of question cards, crisis cards, explorer cards and wonder cards.
  • Figure 7 shows an exemplary question card [40].
  • the question card [40] shows a question [41], a reward [42] for a correct answer and a geographical image [43].
  • Each question preferably relates to a place card, which may be a place card held by the player taking a turn. In this way, players are encouraged to pay attention to data on their place cards.
  • FIG 8 shows an exemplary crisis card [45].
  • the crisis card includes instructions [46]. Here the player is instructed to take an additional place card. The location corresponding to this additional place card then forms part of that player's objectives.
  • the instruction also relates to a particular crisis.
  • the crisis is "Storms" and the player is instructed to move to Miami if they are situated within North America. Since Miami is known for its harsh storms, the instruction [46] (and the geographical location identified) is related to the particular crisis.
  • the card also shows an image [47] which may be associated with the crisis and/or the geographical location identified in the instructions [46]. Other crises, such as floods, earthquakes etc, may be indicated.
  • Figure 9 shows an exemplary explorer card [50].
  • the explorer card shows an action [51] to be performed by the player, the action relating to a particular explorer. In the card shown, if the player is in South America, he or she may move to a location explored by Pizarro.
  • the allowed destination [52] is shown. More than one destination may be allowed.
  • the explorer card 50 also includes an image [53] associated with the allowed destination [52].
  • Figure 10 shows the three wonder cards [55].
  • the cards relate, respectively, to the ancient, modern and natural wonders. A player taking one of these cards may choose to move to any one of the wonders [56] listed on that card [55].
  • Each wonder card [55] also shows an image [57] associated with each of the listed wonders [56], so each wonder card [55] includes seven images in total.
  • the wonder cards would relate to special features within the geographical area of that variation.
  • each action card includes an action statement, instructing a player to perform a particular action. Suitable actions may include: adding a number to that throwing using the movement die; moving to an action card location; and taking an additional place card. Performance of the action may be dependent on the player given the correct answer to a question, or on the player's current location.
  • place cards are assigned to each player. This may be achieved simply by having each player draw place cards, or the cards may be dealt to the players. A player's objectives are dependent on the place cards assigned to that player, as explained below. Additional place cards may be collected during the game, and once collected these also form part of the player's objectives.
  • Each player throws a number die to determine their starting position (home city). If a player throws a number that has been previously taken, then they must repeat the throw until they receive an unoccupied starting position. Players then place their player marker at the home city in accordance with that region's colour.
  • the two card decks are shuffled and placed face down. Each player is given six place cards (home city version) or ten place cards (time limit version) and displays the cards face up. Players may choose to order their cards by region in order to make it easier to plan which route to take. Players keep the place cards face up during the game, allowing them to plan their route, and also to study the information on the cards. When players have reached a destination corresponding to one of their place cards, they may turn that card over to indicate that the corresponding location has been visited.
  • Each player must have cards from at least three different regions. If a player has cards from only one or two regions, they must put any place card at the bottom of the pack and choose the next card until they have at least three regions represented.
  • Players throw two dice (a movement die and a mode die) at the same time and move according to the indication on the two dice, as discussed above.
  • a destination may be reached without requiring an exact dice throw. Upon reaching the destination, a bonus throw may be awarded. 6.
  • the invention promotes learning regarding geographical and cultural information by using a realistic physical or virtual three-dimensional representation of a geographical region. Learning is also promoted through the provision of images associated with geographical locations.
  • the images on game cards show key interest sites, cultural features, historical items and travel pitfalls. Since most people favour visual interaction when learning and communicating, these images are a better means of conveying information than text.
  • the fun game environment promotes social interaction, which allows people to relate travel experiences and reduces the possibility of boredom evident with conventional learning means.

Abstract

A geographically based game promotes geographical learning, through the use of a three-dimensional representation of a geographical area and the use of playing cards that convey geographical information through textual and non-textual visual elements. Travel routes are marked on the three- dimensional representation. These may be real travel routes, marked on a representation of a real geographical area. The game may be set in the present-day or at any time in history. A movement die and a mode die govern player movement. The movement die may be a standard, six-sided die. The mode die allows selection of a travel mode and the extent of player travel along a permitted travel route depends both on the travel mode and the number thrown with the movement die.

Description

GEOGRAPHICAL GAME
TECHNICAL FIELD
This invention relates to the field of educational, geographically based games.
BACKGROUND
Contemporary learning systems mainly rely on books, the Internet and media such as video to educate people about geographical topics of interest. The most effective means of teaching is usually through visual systems, which are used for some 70% of human communications. While some current teaching systems use images to assist visual processing, very few convey knowledge through tactile applications that enhance the learning environment. Even fewer introduce an element of fun through playing games to further improve the possibility of information transfer.
There are several examples of geographical games designed to teach by participants using a board game or video game with geographical features such as landscapes, nations, sites of special interest and travel modes. This prior art typically uses a conventional two-dimensional board with a true or generalised geographical face, game cards, player markers and a means of determining player movements, such as dice.
Effective communication between adults and young people is becoming less common, with the inevitable consequence of less interaction and a reduced opportunity for direct knowledge transfer between family members. While traditional board games may be somewhat effective in providing geographical learning opportunities to players and in promoting such interaction and knowledge transfer, it is becoming increasingly difficult to maintain people's interest in these products. SUMMARY OF THE INVENTION
An object of the invention is to provide players with an opportunity to learn about geographical and cultural features.
A further object of the invention is to provide a fun educational environment, to promote a deeper understanding of geographical and cultural facets than could be achieved using conventional means such as books and computers.
A further object of the invention is to stimulate an interest in travel and the wider world, as well as an understanding of some of the pitfalls that face travellers.
A further object of the invention is to encourage people, and especially youth, to engage in conversation, competition and the sharing of travel experiences by social interaction. This object is particularly aimed at improving social opportunities for families to interact with each other. Each object is to be read disjunctively with the object of at least providing the public with a useful choice.
In a first aspect the invention provides a geographical game, including:
• a three dimensional representation of a geographical area and travel routes for travelling across the geographical area; a first random selector for selection of a magnitude for player movement;
• a second random selector for selection of a transportation mode for the player movement;
• a plurality of place cards, each place card representing a particular location in the geographical area; and
• a plurality of action cards, each playing card specifying a player action; wherein:
• player objectives are dependent on assignment of place cards to players;
• player movement is governed by the magnitude determined using the first random selector and the transportation mode determined using the second random selector; and
• when required to take an action card, a player must perform the action specified in the card.
In a second aspect, the invention provides a geographical game including:
• a three-dimensional representation of a geographical area, showing permitted travel routes for travelling across the geographical area;
• a first random selector for selection of a magnitude for a player movement; and
• a second random selector for selection of a transportation mode for the player movement; wherein the extent of the player movement along a permitted travel route is based on the magnitude determined using the first random selector and the transportation mode determined using the second random selector.
In a third aspect, the invention provides a game for promotion of geographical learning, including:
• a representation of a geographical area; and • a plurality of action cards, each action card specifying a geographical location within the geographical area and an action to be performed by a player in respect of that location, and including one or more images associated with the specified geographical location. In a fourth aspect, the invention provides a game for promotion of geographical learning, including:
• a representation of a geographical area, showing a plurality of geographical locations within the geographical area; and • a plurality of place cards, each place card corresponding to a geographical location and including:
• a title identifying the geographical location; and
• one or more images associated with the geographical location.
In a fifth aspect, the invention provides a game for promotion of geographical learning, including a three dimensional representation of a real geographical area, marked with a plurality of real geographical locations and travel routes connecting the geographical locations.
DRAWINGS
The invention will now be described by way of example only, with reference to the accompanying drawings, in which:
Figure 1 shows an embodiment of a game board; Figure 2 shows a plan view of an embodiment of a game board;
Figure 3 shows two intersecting travel routes;
Figure 4 shows an exemplary player marker;
Figure 5 shows the dice used in one embodiment;
Figure 6 shows an exemplary place card; Figure 7 shows a first exemplary action card;
Figure 8 shows a second exemplary action card;
Figure 9 shows a third exemplary action card; and
Figure 10 shows further exemplary action cards. DESCRIPTION OF THE INVENTION
1. Introduction
The invention provides an educational game. It is designed to teach people about the world, its regions, nations, people, culture, natural features and problems that travellers may face. The game may be played without money for simplicity.
When playing the geographical game, participants compete with each other or against a computer to complete a travel task. It is intended to provide participants with an enjoyable learning experience and to facilitate a deeper understanding of the geographical and cultural facets included in that particular game variant than is easily achieved using conventional means such as books and computers.
The game may cover wide geographical regions or be focused on an area such as a nation or planetary system. The game may also be set in any time period so an example may be based around the Mediterranean Sea during the period of the ancient wonders such as the Lighthouse of
Alexandria, in order to provide a historical perspective of the geo-political environment at that time. In this way, the related subjects of geography and history may be studied concurrently within the game's scope.
The game may use a physical game board, a curved or spherical surface, or an electronic representation of the playing surface. Where an electronic representation is used, the various game components have electronic equivalents. Representations similar to the dice and playing cards described below may be displayed on a computer screen. Alternatively, the computer may issue questions and instructions, and display information in another form. Such electronic equivalents are intended to fall within the scope of the various terms used. For example "playing cards" includes physical playing cards and electronic equivalents. 2. The Playing Surface
The geographical game includes a playing surface, which is physically or electronically displayed as a three-dimensional representation of the relevant geographical area. This allows a player to visualise the real geography of the area (or even to touch the geographical features where a three dimensional board is used) and provides a much better perspective of the natural topography and the disposition of cultural (man-made) features than can be provided by simple images and text.
In one embodiment, shown schematically in Figure 1, the playing surface [1] is a three-dimensional relief map formed from plastic, about 900 mm long by 500 mm wide. The board is divided into three sections 2, 3, 4 each section measuring 300 mm by 500 mm and having a 15 mm high side [5], which enables the three sections to be stacked with relief terrain features up to 10 mm high on each section. The three sections fit neatly on top of each other, as shown in Figure 1, so they can be placed in a box for storage and sale. In use, the three sections are placed in juxtaposition with two sets of magnetic strips affixed to the adjoining edges [6], to keep the sections together during play.
Many other forms of three-dimensional representation may also be suitable. In particular, it is anticipated that a computer generated three-dimensional representation could be provided, allowing the game to be played entirely on a computer.
A plan view of the board [1] is shown in Figure 2. This board is a three dimensional representation of the world. The world geography is projected into two dimensions, by methods well known in mapmaking. Features such as hills, valleys and mountains are shown in a third dimension, raised from the surface of the board [I]. The surface of the board [1] depicts a realistic image of the earth's surface [7]. This may be formed either by using composite satellite photographs tailored to the projection or a realistic artist's impression of the surface. The ocean floor, including trenches and submarine rises, may also be shown. If shown, these are preferably represented in two dimensions only, so that travel routes across the sea appear to lie on the water's surface.
Figure 2 also shows a number of permitted travel routes [8], which are marked on the playing surface. Preferably, the permitted travel routes reflect real travel routes, such that the physical movement of tokens from place to place mimics the physical travel that an individual may undertake in reality. In one embodiment, the travel routes depicted may be historical travel routes, including routes of exploration. Routes are marked between geographical locations, including special interest sites and destinations.
These routes are graduated to indicate progress along the route in accordance with game card instructions and the game dice. Figure 3 shows two graduated travel routes [9] intersecting. Graduations in the form of circular holes [10] are placed along the travel routes and are spaced at about 12 mm. Intersecting routes should join at no less than 60° to maintain a 12 mm spacing of marker holes longitudinally along the route and between holes on different routes. The circular holes [10] are suitable to receive a player marker [11] such as that shown in Figure 4, with a cylindrical lower section [12] dimensioned to fit snugly in the circular holes [10] and a wider top section [13] with a further circular hole [14] (shown in dashed line), such that player markers can be stacked on top of each other. This means that a player may place their marker under another player's marker if they finish on the same position. 3. Player Movement
Two random selectors are used to govern player movements. The random selectors are preferably dice such as those shown in Figure 5, but any other form of random selector may also be used, such as random dials or wheels, or suitably arranged random number generators. Reference below to dice will be understood to encompass any equivalent random generator.
Players throw two dice at the same time. One is the movement die [20] with numbers [21] on each face (1,2,3,4,5,6). The other is the mode die
[22]. This die indicates different travel modes. Two faces [23] are green
(indicating surface travel, shown as a diagonal dashed line for clarity) and two faces [24] are blue (indicating air travel, colour not shown for clarity).
The other two faces [25] are marked with a capital λΛO". The significance of these two faces will be explained below. (The letter ΛO" is used here because it is the first letter of the brand name intended to be used by the applicant. Any suitable marking may of course be used.)
If surface travel is thrown, players move the number of spaces indicated on the movement die [20]. If air travel is thrown on the mode die [22], players add the extra number on the blue face [24] (either 5 or 6) of the mode die [22] to the number on the movement die [20]. Thus a throw of between 1 and 12 is possible. Other modifications of the number thrown with the movement die may also be suitable. For example, if air travel is selected, the number thrown with the movement die could be multiplied by two, or by any number greater than one.
Travel normally takes place over the same travel route irrespective of the travel mode established by the movement die. However, the extent of player movements along a travel route will be greater where the mode die [22] allows air travel.
If a player throws the mode die [22] with the "O" face 25 up, then they must take the top action card. The functions of the action cards are elucidated in the 'Playing Cards' section. 4. Playing Cards
Playing cards or their electronic equivalents represent the various special interest sites and travel activities or pitfalls. These portray aesthetically pleasing illustrations of the place or activity in question and information used to convey question and answer data.
The use of images on these cards improves the learning experience for players. Furthermore, the images are preferably associated with a geographical location, which is the subject of a question, information or an action set out in the card, so that textual information can be more effectively learnt through association with images.
4.1 Place Cards
There are normally 100 place cards, which are grouped into ten categories, each consisting of ten places. The first four categories are sites worth one point each. The next three are icons worth two points each, and the last three are wonders worth three points each. The values of the different locations are preferably indicated by a symbol or colour on the card and this symbol or colour may also be shown on the playing surface.
The regions include different numbers of geographical locations that can be visited, with each location having an associated place card.
Figure 6 shows an exemplary place card [30]. The card includes a title [31] identifying a geographical location ("Christchurch, New Zealand") and various data [32] associated with the geographical location. This data may include the capital city, area, population, climate, religion, and economic details of the place in question. Various other data may also be suitable.
The place card [30] also includes various images associated with the geographical location. The card may show the flag [33] of the (New Zealand). Any symbol representative of the location may be used in place of the flag [33]. The map [34] shows New Zealand and its surroundings. Below the data [32], further images [35] are displayed. These are also associated with the geographical location and are preferably also associated with elements of the data [32]. For example, the data includes a list of "Special Features" [36] an image [35] may be associated with each special feature. Here the special features [36] include Mount Cook, Milford Sound and the Kiwi, and the images [35] show these three features.
The place card [30] also includes a symbol [37], indicative of an important feature of the location. Here, the symbol represents alpine features. Other suitable symbols may be used to represent other important features. This, together with the other features shown on the card such as the map, place name etc, assists players in finding particular locations quickly on the playing surface.
4.2 Action Cards
There are normally 50 action cards, although any number of action cards may be suitable. Approximately one third of these may be negative in that they can cause a player to miss a turn or pick up additional location cards or even return to their home city. The remainder are positive, although questions testing geographical or other knowledge may need to be answered to secure the advantage.
Each card preferably includes an image associated with a geographical location, which may be termed the "action card location". However, some cards may include images not associated with geographical locations, such as images relating to an action to be performed.
Players must pick up the first action card on top of the pack if they throw the mode die with the "O" face upwards. Instructions on the action card must be followed before any other move is allowed. The action cards normally consist of question cards, crisis cards, explorer cards and wonder cards. Figure 7 shows an exemplary question card [40]. The question card [40] shows a question [41], a reward [42] for a correct answer and a geographical image [43]. Each question preferably relates to a place card, which may be a place card held by the player taking a turn. In this way, players are encouraged to pay attention to data on their place cards.
Figure 8 shows an exemplary crisis card [45]. The crisis card includes instructions [46]. Here the player is instructed to take an additional place card. The location corresponding to this additional place card then forms part of that player's objectives. The instruction also relates to a particular crisis. In the card of Figure 8, the crisis is "Storms" and the player is instructed to move to Miami if they are situated within North America. Since Miami is known for its harsh storms, the instruction [46] (and the geographical location identified) is related to the particular crisis. The card also shows an image [47] which may be associated with the crisis and/or the geographical location identified in the instructions [46]. Other crises, such as floods, earthquakes etc, may be indicated.
Figure 9 shows an exemplary explorer card [50]. The explorer card shows an action [51] to be performed by the player, the action relating to a particular explorer. In the card shown, if the player is in South America, he or she may move to a location explored by Pizarro. The allowed destination [52] is shown. More than one destination may be allowed. The explorer card 50 also includes an image [53] associated with the allowed destination [52].
Figure 10 shows the three wonder cards [55]. The cards relate, respectively, to the ancient, modern and natural wonders. A player taking one of these cards may choose to move to any one of the wonders [56] listed on that card [55]. Each wonder card [55] also shows an image [57] associated with each of the listed wonders [56], so each wonder card [55] includes seven images in total. In a regional variation of the game, the wonder cards would relate to special features within the geographical area of that variation. Thus, each action card includes an action statement, instructing a player to perform a particular action. Suitable actions may include: adding a number to that throwing using the movement die; moving to an action card location; and taking an additional place card. Performance of the action may be dependent on the player given the correct answer to a question, or on the player's current location.
5. Game Play
5.1 Objective
At the start of the game a number of place cards are assigned to each player. This may be achieved simply by having each player draw place cards, or the cards may be dealt to the players. A player's objectives are dependent on the place cards assigned to that player, as explained below. Additional place cards may be collected during the game, and once collected these also form part of the player's objectives.
There are two versions of the game. In the Home City Version, players must visit each location shown in their place cards, then return to their home city. The first player to achieve this goal is the winner. In the Time Limit Version, players attempt to visit as many of the locations shown in their place cards as possible within the time limit. As mentioned above, the various place cards have different values. In the time limit version, a player's score consists of the sum of the values of those locations visited by that player. The player that has the highest score at the agreed time duration of the game wins.
5.2 Set Up
Up to six players can participate in the game. Each player throws a number die to determine their starting position (home city). If a player throws a number that has been previously taken, then they must repeat the throw until they receive an unoccupied starting position. Players then place their player marker at the home city in accordance with that region's colour. 5.3 Starting the Game
The two card decks are shuffled and placed face down. Each player is given six place cards (home city version) or ten place cards (time limit version) and displays the cards face up. Players may choose to order their cards by region in order to make it easier to plan which route to take. Players keep the place cards face up during the game, allowing them to plan their route, and also to study the information on the cards. When players have reached a destination corresponding to one of their place cards, they may turn that card over to indicate that the corresponding location has been visited.
Each player must have cards from at least three different regions. If a player has cards from only one or two regions, they must put any place card at the bottom of the pack and choose the next card until they have at least three regions represented.
Players have their turn in order of the highest home city value first, to the lowest value last.
5.4 Moving
Players throw two dice (a movement die and a mode die) at the same time and move according to the indication on the two dice, as discussed above.
If a player throws the mode die with the WO" facing up, then they must take the top action card and follow the instructions before being able to move in accordance with the movement die, unless the action card forbids any further movement on that turn.
A destination may be reached without requiring an exact dice throw. Upon reaching the destination, a bonus throw may be awarded. 6. Conclusion
Thus, the invention promotes learning regarding geographical and cultural information by using a realistic physical or virtual three-dimensional representation of a geographical region. Learning is also promoted through the provision of images associated with geographical locations. The images on game cards show key interest sites, cultural features, historical items and travel pitfalls. Since most people favour visual interaction when learning and communicating, these images are a better means of conveying information than text.
Furthermore, the fun game environment promotes social interaction, which allows people to relate travel experiences and reduces the possibility of boredom evident with conventional learning means.
While the present invention has been illustrated by the description of the embodiments thereof, and while the embodiments have been described in detail, it is not the intention of the Applicant to restrict or in any way limit the scope of the appended claims to such detail. Additional advantages and modifications will readily appear to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details, representative apparatus and method, and illustrative examples shown and described. Accordingly, departures may be made from such details without departure from the spirit or scope of the Applicant's general inventive concept.

Claims

CLAIMSWhat We Claim is:
1. A geographical game including: i. a three-dimensional representation of a geographical area, showing permitted travel routes for travelling across the geographical area; ii. a first random selector indicating the magnitude of player movement; and iii. a second random selector indicating the transportation mode; wherein the total extent of the player movement along a permitted travel route is based on the magnitude determined using the first random selector and the transportation mode determined using the second random selector.
2. A game as claimed in claim 1 wherein the first random selector is a movement die having a plurality of numbered faces.
3. A game as claimed in claim 1 or 2 wherein the second random selector is a mode die having one or more faces marked to indicate a first travel mode and one or more faces marked to indicate a second travel mode.
4. A game as claimed in claim 3 wherein the first travel mode is surface travel and the second travel mode is air travel and wherein when surface travel is selected the extent of player movement is determined by the first random selector, and when air travel is selected, the extent of player movement is determined by modifying the result from the first random selector.
5. A game as claimed in claim 4 wherein, when air travel is selected, the result from the first random selector is modified by adding a number to that result, or multiplying that result by a number greater than one.
6. A game as claimed in any one of the preceding claims wherein the mode die has one or more faces marked to indicate that a player must take a playing card.
7. A geographical game as claimed in any one of the preceding claims including a plurality of place cards, each place card representing a particular location in the geographical area wherein player objectives are dependent on assignment of place cards to players.
8. A geographical game as claimed in any one of the preceding claims, including a plurality of action cards, each playing card specifying a player action wherein, when required to take an action card, a player must perform the action specified in the card.
9. A game as claimed in any one of the preceding claims wherein the three- dimensional representation is a three-dimensional game board.
10. A game as claimed in any preceding claim wherein the three dimensional representation represents a real geographical area.
11. A game as claimed in claim 10 wherein the travel routes reflect real travel routes.
12. A game as claimed in claim 11 wherein the travel routes reflect real historical travel routes.
13. A game as claimed in any preceding claim wherein the first random selector is a movement die having a plurality of numbered faces.
14. A game as claimed in any preceding claim wherein the second random selector is a mode die having one or more faces marked to indicate a first travel mode and one or more faces marked to indicate a second travel mode.
15. A game as claimed in claim 14 wherein the first travel mode is surface travel and the second travel mode is air travel and wherein, when surface travel is selected the extent of player movement is determined by the first random selector, and when air travel is selected, the extent of player movement is determined by modifying the result from the first random selector.
16. A game as claimed in claim 15 wherein, when air travel is selected, the result from the first random selector is modified by adding a number to that result, or multiplying that result by a number greater than one.
17. A game as claimed in any one of claims 14 to 16 wherein the mode die has one or more faces marked to indicate that a player must take an action card.
18. A game as claimed in any preceding claim wherein a player's objectives include visiting geographical locations corresponding to place cards assigned to that player.
19. A game as claimed in any preceding claim wherein each place card includes information on the represented location and one or more images associated with that location.
20. A game as claimed in claim 19 wherein each place card also includes a map showing the represented location.
21. A game as claimed in claim 19 or 20 wherein each place card also includes a flag or other symbol associated with the represented location.
22. A game as claimed in any one of claims 19 to 21 wherein the information included in each place card includes the capital city, geographical area and population of the nation of the represented location.
23. A game as claimed in any preceding claim wherein each action card includes an action statement instructing a player to perform a player action and one or more images associated with an action card location in the geographical area.
24. A game as claimed in claim 23 wherein, for at least some of the action cards, the action statement is also associated with the action card location.
25. A game as claimed in claim 23 or 24 wherein at least some of the action cards include a question and performance of the action is dependent on a player giving a correct answer to the question.
26. A game as claimed in claim 25 wherein at least some of the questions relate to place cards already used in the game.
27. A game as claimed in any one of claims 23 to 26 wherein, for at least some of the action cards, the action card location is shown on the three dimensional representation and the player action is to move to the action card location.
28. A game as claimed in claim 27 wherein, for at least some of the action cards, the action card location is associated with a wonder of the world or special feature within the geographical area.
29. A game as claimed in claim 27 wherein, for at least some of the action cards, the action card location is associated with a particular explorer.
30. A game as claimed in any one of claims 23 to 27 wherein, for at least some of the action cards, performance of the player action is dependent on the player's current location.
31. A game as claimed in any one of claims 23 to 30 wherein, for at least some of the action cards, the player action is one of: add a number to a magnitude determined using the first random selector; and take an additional place card.
32. A game as claimed in any one of the preceding claims wherein the game is a computer-generated game
33. A computer program adapted to control a computer to perform the game of any one of the preceding claims.
34. A storage media containing a computer program as claimed in claim 33.
PCT/NZ2007/000025 2006-08-16 2007-02-02 Geographical game WO2008020766A2 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
NZ54923706A NZ549237A (en) 2006-08-16 2006-08-16 Game with 3-D representation of a geographical area, and random selectors for magnitude and mode of travel
NZ549237 2006-08-16

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WO2008020766A2 true WO2008020766A2 (en) 2008-02-21
WO2008020766A3 WO2008020766A3 (en) 2009-04-30

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WO (1) WO2008020766A2 (en)

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4061336A (en) * 1976-05-14 1977-12-06 Lincoln Launa J Geographic board game

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4061336A (en) * 1976-05-14 1977-12-06 Lincoln Launa J Geographic board game

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NZ549237A (en) 2007-04-27

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