Nuke awareness game
First Claim
1. A nuclear awareness game comprising:
- a. a game board having imprinted thereon a plurality of squares,b. distinctively color coded play paths formed across the plurality of squares arranged in at least two oppositely directed serpentine lines having a generally rectilinear switched-back arrangement intersecting every square on the board,c. distinctively color coded playing pieces that are moveable along a playing path according to a sequence that is distinctively matched with the color coding of respective playing paths;
d. squares forming a first portion of the board including distinctive first indicia for the players and playing pieces, forming a first rewardpenalty-option zone;
e. a second portion of the board, including spaces having distinctive second indicia different from the first indicia, forming beginning and ending zones for the players and playing pieces at the opposite ends of each of the playing paths; and
cards with indicia relating the play and being a clock correlation means for governing the movement of the pieces by the players.
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Accused Products
Abstract
This invention provides a nuclear awareness game board apparatus, including a card deck and a game board on which are imprinted portions of a map of elements that are designed and correlated in a sequence for deliniating the human condition in a nuclear age between the heaven of survival and the hell of destruction. These elements are correlated by clock means, comprising a random number generator, the card deck and the map elements for governing the movement of the playing pieces on the board in a simple, educational game of skill and chance to be played by one or more players competing in pairs or as individuals, each player seeking to reach a goal by a succession of moves that involve mental simulation of nuclear age stress induced conditioning, fantasy, fears, strategy, foresight, planning and invention, as well as chance, enjoyment, suspense and challenge, in such a way as to educate the players to the heaven of invention for survival by requiring the players to say the word "negotiate" as a simulated offer to peacably settle disputes and potential disputes. The game pieces and tokens are selectively intergangeable and/or matable with each other. To this end, one or more tokens make up a piece according to the strategy used.
21 Citations
18 Claims
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1. A nuclear awareness game comprising:
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a. a game board having imprinted thereon a plurality of squares, b. distinctively color coded play paths formed across the plurality of squares arranged in at least two oppositely directed serpentine lines having a generally rectilinear switched-back arrangement intersecting every square on the board, c. distinctively color coded playing pieces that are moveable along a playing path according to a sequence that is distinctively matched with the color coding of respective playing paths; d. squares forming a first portion of the board including distinctive first indicia for the players and playing pieces, forming a first rewardpenalty-option zone; e. a second portion of the board, including spaces having distinctive second indicia different from the first indicia, forming beginning and ending zones for the players and playing pieces at the opposite ends of each of the playing paths; and
cards with indicia relating the play and being a clock correlation means for governing the movement of the pieces by the players. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18)
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Specification