Board game for teaching music

An educational board game in which music students learn the names of the lines and spaces on the musical staff and their corresponding keys on the keyboard, comprising a folding game board, a key finder, instruction cards, dice and various colored game pieces. The board has a peripheral playing path representing a grand staff. The measures of the grand staff are spaces, each space having several letter notes. A representation of a keyboard is also provided on the board wherein the keys correspond to the letter notes on the grand staff. The players are each given seven playing pieces, each piece representing a musical letter note A-G. The object of the game is to advance each piece around the grand staff, moving the allotted spaces or measures, then ultimately moving the pieces to the corresponding keys on the keyboard. Movement to the keyboard is determined by the corresponding relationship between a playing piece and a letter note on the measure occupied by the playing piece, or the following instructions or other procedures.

FIELD OF INVENTION 
The present invention relates generally to teaching systems and more 
specifically to a system, including apparatus and method, whereby a basic 
knowledge of musical scales and related skills are taught pursuant to an 
entertaining board game format. 
PRIOR ART 
Known methods for teaching music students the fundamental notes and scales 
necessary to read music generally comprise rigorous, and usually rather 
dull, exercises in memorization and/or repetition. While these methods are 
ultimately effective if followed closely, many students become bored or 
discouraged along the way, which often leads to their losing interest in 
learning music. 
Some creative methods for assisting in the teaching of music fundamentals 
have been devised, such as the development of sentences in which each word 
of a sentence begins with a letter corresponding to the notes on either 
the lines or spaces of either the treble or bass clef. For example, the 
notes that are on the lines of the treble clef, taken in ascending order, 
are denoted by the letters E, G, B, D and F. The sentence "Every Good Boy 
Does Fine" is memorized by the music student to help in learning these 
notes. However, even methods such as these, while somewhat simplifying the 
process, do not fully alleviate the problems of boredom and lack of 
enjoyment associated with learning to read music. 
BRIEF SUMMARY AND OBJECTS OF THE INVENTION 
In brief summary, the present invention overcomes or substantially 
alleviates the problems associated with the prior art by providing a novel 
board game, and related method, which make learning begining musical 
concepts both interesting and enjoyable. In its presently preferred form, 
it comprises a playing board fashioned after the grand staff and piano 
keyboard, a key finder, three dice, instruction cards, and various colored 
playing pieces marked with the notes of the musical scale. 
In the presently preferred game, each participant (the game is designed for 
two to four players) is assigned a color and given the seven playing 
pieces, or men, marked A through G, in that color. The object of the game 
is to advance each piece once around the board by rolling the dice, moving 
the allotted spaces or measures, and then following the instructions or 
procedures provided. One of the three dice is marked with letters rather 
than numbers and indicates which playing piece is to be affected by that 
turn or roll of the dice. Upon completion of one lap around the playing 
board, or as per specific direction provided by the instruction cards, a 
playing piece is placed on a corresponding key on the keyboard. For 
beginning players, the key finder is used to locate a proper key upon 
which a playing piece may be placed. The first participant to land all 
playing pieces on the keyboard wins the game. 
With the foregoing in mind, it is a principal object of the present 
invention to provide a novel method of teaching the fundamentals of 
reading music in an interesting and enjoyable manner. 
A further significant object of the present invention is the provision of a 
board game for use with two or more players which teaches the basic music 
scale and keyboard. 
Another important object of this invention is to provide a method by which 
fundamentals of music are learned under an enjoyable game format by 
participants, none of whom need have a prior knowledge of such 
fundamentals. 
Another principal object is the provision of a competitive board game which 
teaches music fundamentals and has the following advantages: easily 
learned, enjoyable, informative, easily manufactured, inexpensive and 
educational.

DETAILED DESCRIPTION OF THE ILLUSTRATED EMBODIMENT 
Reference is now made to the drawings, wherein like numerals are used to 
designate like parts throughout. The presently preferred game comprises a 
board, designated 10 (FIGS. 1-1d); a key finder, designated 12 (FIG. 2); 
three dice, designated 14, 16 and 18 (FIG. 3); a plurality of playing 
pieces or tokens, generally designated 20 (FIG. 4); and a stack of 
instruction cards, generally designated 22 (FIG. 5). Inasmuch as the use 
of color plays an important role in the present invention, the following 
color code table designates specific colors appearing on the top surface 
of the board 10 for description purposes: 
______________________________________ 
white 24 dark blue 36 
black 26 light green 38 
brown 28 light red 40 
dark green 30 light yellow 42 
dark red 32 light blue 44 
dark yellow 34 
______________________________________ 
The game board 10 is understood when FIG. 1a through FIG. 1d are placed 
together as shown in FIG. 1. The game board 10 is illustrated as being 
rectangular and comprises generally a grand staff 46, and two oppositely 
directed keyboards 48 and 50. The grand staff 46 follows the perimeter 47 
of the game board 10 and is thus rectangujlar in shape and is in a closed 
formation. While a rectangle is the preferred shape of the game board 10, 
it is recognized that many other shapes fall within the scope of the 
present invention. 
Grand staff 46 comprises two long sides 52 and 54, and two short sides 56 
and 58, as best shown in FIG. 1. Each of the two long sides 52 and 54 
comprises a dungeon of discord 60, hereinafter more fully explained, 
located in the approximate center thereof. Each dungeon of discord 60 is 
displayed in FIG. 1 as a grid, symbolizing bricks one would expect to find 
in a dungeon. At one corner location at the end of each of the sides 52, 
54, 56 and 58 is located a home area 62, which serves as a beginning or 
starting point for each participant. 
Adjacent to the home areas 62 and located in their proper positions on the 
grand staff are a treble clef 64 and a bass clef 66. Thus, in the 
preferred embodiment there are four home areas 62, four treble clefs 64 
and four bass clefs 66. Different sections of the grand staff 46 are 
divided by the lines 68 which divide the grand staff into different 
measures. Each measure has a different color, designated by the color 
table above, which is important in the playing of the game as hereinafter 
more fully described. 
As is typical with the grand staff generally, a space 69 is located between 
the treble and bass staffs. In the space 69 or about the perimeter 47 of 
the grand staff 46 are located illustrations in the nature of helpful 
suggestions in learning and memorizing the musical scale. For example, on 
each of the four sides 52, 54, 56 and 58 of the game board 10 the letter 
names of the lines are shown at the left and the letter names of the 
spaces are shown at the right in both clefs. Phrases are also depicted 
which aid in remembering the names of the lines and spaces. For example, 
to aid in remembering the lines of the bass clef, the words "Good Boys Do 
Fine Always" correspond to the letters marking the lines. Also, each side 
52, 54, 56 and 58 illustrates the correct position of Middle C, designated 
by a C with a line drawn through it. More particularly, in the treble clef 
Middle C is shown with a space designated D directly above it. And in the 
bass clef the space directly below Middle C is designated B, as best 
illustrated in FIG. 1. 
The grand staff also comprises various circles distinguished by various 
markings or colors. Solidly colored circles are designated 70 and are 
colored according to the table given above. Circles depicting happy faces 
are designated 72, while circles depicting sad faces are designated 74. A 
few circles represent key boards and are designated 76, and a few 
represent brick work and are designated 78. Those designated 78 refer the 
participant to the dungeon of discord 60, already mentioned. Finally, some 
circles are black with a white H printed therein. These are designated 80. 
The purposes of circles 70, 72, 74, 76, 78 and 80, as well as the measures 
68, home areas 62 and dungeons of discord 60 are described hereinafter in 
connection with the directions and rules of the game. 
Keyboards 48 and 50 are located in the center area 49 of the rectangular 
grand staff 46. As is typical, each keyboard 48 and 50 comprises adjacent 
white keys 82 and variously spaced black keys 84, as shown in FIG. 1. 
The dice 14 and 16 (FIG. 3) are standard cubical game dice with each of the 
six sides depicting the numerals 1 through 6. The third die 18 is also 
cubical. However, in contrast to the dice 14 and 16, each of its sides 
shows the letters A through F. 
Each playing piece 20 (FIG. 4) has the general shape of a disk and somewhat 
resembles a miniature hockey puck. On the circular top 85 appears a letter 
of the musical scale A through G, designated 86 and best illustrated in 
FIG. 4. The playing pieces 20 come in four different colors. In each color 
there is a playing piece 20 with each letter A through G embossed thereon. 
There are, therefore, a total of 28 playing pieces 20, seven for each of 
four players. 
Instruction cards 22 are simple rectangular cards, as shown in FIG. 5. Each 
individual card 88 is constructed of standard construction paper or a 
light cardboard. Instructions for the game are written thereon, as 
hereinafter more fully explained. Examples of other instructions which may 
be upon the respective cards 22 are set forth below: 
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Advance to the blue home 
Advance to the green home 
area. If that is your 
area. If that is your 
home or if you pass your 
home or if you pass your 
home, advance to any key 
home, advance to any key 
on the keyboard having 
on the keyboard having 
the same name. the same name. 
Advance to the red home 
Advance to the yellow home 
area. If that is your 
area. If that is your 
home or if you pass your 
home or if you pass your 
home, advance to any key 
home, advance to any key 
on the keyboard having 
on the keyboard having 
the same name. the same name. 
Advance to the exact 
Advance to any key on 
corresponding key on 
the keyboard having 
the keyboard. the same name. 
Advance to the nearest 
Move to the measure directly 
measure with treble and 
opposite you across the 
bass clefs. gameboard. 
Advance to the next home 
If you have a G on the 
measure. If this is your 
keyboard, move it to the 
home stay there and work 
Dungeon of Discord farthest 
around the gameboard again. 
in measures from your home. 
Take another turn. 
Go back home. 
Move any man still at home 
Move one of your men on the 
to the next nearest home. 
keyboard back home. 
Move back to the nearest 
Advance to the next measure 
measure with a circle on 
with a circle on the same 
the same line or space 
line or space (not a happy 
(not a happy or sad face). 
or sad face). If you pass 
Stop at your home if you 
your home go to the keyboard. 
come to it before a circle. 
If you have a man in the 
If you have a G still at 
Dungeon of Discord, advance 
home, advance it to any G 
him to any key having the 
key on the keyboard. 
same name on the keyboard. 
You do not have to take 
Go to the Dungeon of 
a man off the keyboard. 
Discord farthest in 
This card may be kept for 
measures from your home. 
future use. 
If you choose, you may move 
If you choose, you may move 
an A man on the keyboard to 
a C man on the keyboard to 
a different A key. If your 
a different C key. If your 
A is not yet on the keyboard 
C is not yet on the keyboard 
you may keep this card for 
you may keep this card for 
future use. future use. 
If you choose, you may move 
If you have a man in the 
an F man on the keyboard to 
Dungeon of Discord, he may 
a different F key. If your 
move out when you shake his 
F is not yet on the keyboard 
letter on the die. You do 
you may keep this card for 
not have to take a man off 
future use. the keyboard. 
______________________________________ 
The key finder 12 (FIG. 2) comprises a grand staff 90 and a keyboard 92. 
Grand staff 90 comprises a treble clef 94, a bass clef 96 and notes of the 
musical scale printed in their proper ascending order from left to right. 
Keyboard 92 is standard and comprises white keys 98 and black keys 100. 
The keyboard 92 is situated adjacent to and directly below the grand staff 
90, and the printed notes or letters of grand staff 90 are correlated to 
corresponding notes on keyboard 92, as shown in FIG. 2. The size of the 
key finder 12 must correspond to the size of the keyboard portion of the 
board 10. 
To begin the game, the colored game pieces 20 are placed on the matching 
colored areas marked home 62 in the corners of the game board 10. Two, 
three or four players may play. Each player is given seven game pieces 20 
of the same color marked A, B, C, D, E, F and G. Instruction cards 22 are 
placed in a stack face down at the site of the game board 10. The stack 
may be shuffled. The three dice 14, 16 and 18 are placed in the middle of 
the game board 10. Key finder 12 is typically used by novice players 
during the game and can be placed adjacent to or underneath the game board 
10. Each player or participant initially rolls only the two standard game 
dice 14 and 16. The player rolling the high number goes first and others 
follow going either direction from the first player. 
The first player begins by throwing all three dice, 14, 16 and 18. The die 
18 informs which playing piece 20 a player may move: A, B, C, D, E or F. 
The other dice 14 and 16 collectively indicate the number of measures the 
player must move. Playing pieces or tokens 20 move counter-clockwise from 
measure to measure staying between the treble clef lines and the bass clef 
lines in the space 69. The dungeon of discord 60 does not count as a 
measure and is skipped over during movement of token. Home areas 62, 
although triangular in shape, are treated as normal measures and opponents 
may land there. 
The letter G cannot be thrown on the die 18. In order for a player to move 
the G token 20, the player must have tokens on the keyboard 48 or 50. If 
the player throws a D, for instance, and the D piece 20 is already on the 
keyboard 48 or 50, the G token 20 may be moved the number of spaces the D 
token 20 would have moved. If a player throws the letter of a token 20 
that is on the keyboard 48 or 50 and the G token 20 is already on the 
keyboard, too, the player may roll the dice once again to try to move a 
different token 20. Whenever a player throws the letter of a token 20 he 
cannot use, the player may have one more throw. If the player cannot use 
the second throw the player's turn is forfeited. 
As indicated, within each measure 68 there are colored circles 70, circles 
with happy faces 72 or sad faces 74, circles with a keyboard 76, circles 
with brick work 78 resembling the decor of the dungeon of discord 60, and 
black circles 80 with a white H standing for the word "HOME." Upon landing 
in a measure 68, the player determines whether there are circles 70, 72, 
74, 76, 78 or 80 on any lines or spaces within that measure 68 having the 
same identification as the token 20. For example, if a B token 20 lands in 
a certain measure 68, the player locates the lines or spaces that are also 
identified as B. On the full or grand staff 46 there will be three lines 
and/or spaces with the same name. If a B token lands in a measure that has 
a yellow 34, green 30, red 32 or blue 36 circle 70 on a B line or space, 
the player places the B token 20 on that circle 70. If the circle 70 is 
not the same color as the B token 20, the player draws a card 88 from the 
stack of instruction cards 22 and completes whatever action is indicated. 
After using a card 88, it is placed on the bottom of the stack 22. If a 
card 88 cannot be used, the player returns it to the bottom of the stack 
22 and does not draw again. Some cards 88 can be kept for future use. At 
the time one of these cards 88 is used, it is placed back in the bottom of 
the stack 22. 
If the B token 20 lands on a circle 70 that is the player's color, the 
player does not draw a card 88 but may go to the keyboard 48 or 50. To do 
this the player takes note of the line or space the token is on in the 
treble or bass staff and then lines up the key finder 12 with the keyboard 
48 or 50, locates that line or space on the key finder 12 then moves the 
token 20 to the white key 82 which corresponds to that line or space. The 
key finder 12 is held at the back of te keyboard 48 or 50. 
If a player 20 lands in a measure 68 that has a happy face 72 on a line or 
space having the same letter identification as the token 20 the token is 
placed on the happy face 72. The token is then moved forward on that same 
line or space until the token reaches a measure 68 with another circle 70, 
76, 78 or 80 on that line or space. A token cannot be advanced from one 
happy face 72 or sad face 74 to another but must pass over them until it 
comes to another circle 70, 76, 78 or 80 of the same type. The player then 
completes the action called for by that type of circle. If a token 20 
comes to its home area 62 before completing a forward move, the token does 
not continue to move, but goes to one of the three keys on the keyboard 48 
or 50 having the same letter identification as the piece 20 in question. 
If a token lands on a sad face 74, the token 20 is moved backwards upon 
that same line or space until it reaches a circle 70, 76, 78 or 80 other 
than a happy face 72 or sad face 74. The action indicated for that circle 
is then taken. If a token returns to its home area 62 before completing a 
backward move, the token stops there. The token is not to be moved 
backwards past its home area 62. As illustrated in FIG. 1, the corner 
measures 68 are triangular. Tokens moved from happy faces 72 or sad faces 
74 simply follow lines and spaces around those corners. 
If a player's piece 20 lands on a circle 76 with a keyboard, that player 
and the opponents may all place their pieces 20 with the same letter 
identificaton on the keyboard 48 or 50. For example, if a G piece 20 lands 
in a measure with a keyboard circle 76 on a G line, all players may place 
their G pieces 20 on the key 82 that corresponds to the G line. 
If a player's piece 20, of a specific letter, lands on a circle 78 
portraying the brick work found in the dungeon of discord 60, that player 
and all opponents must place all their correspondingly lettered pieces 20 
in the dungeon 60 farthest in measures from their respective home areas 
62. For example, if an E piece 20 lands in a measure with the dungeon 
circle 78 on an E space, all players must place their E pieces 20 in the 
dungeon 60 farthest from their home area 62. 
If a player's piece 20 lands on a black circle 80 with an H in the middle 
he is not affected, but any tokens of opponents which are on the key 82 
that correspond with the line or space of the H circle 80 must go back to 
their home area 62. When a piece 20 lands in a measure 68 with no circles 
70, 72, 74, 76, 78 or 80 on lines or spaces with his letter name, that 
player's turn is finished. The token must remain in the area 69 between 
the treble clef lines and the bass clef lines. However, when there is a 
circle 70, 72, 74, 76, 78 or 80 with the corresponding letter name it must 
be used. If a piece 20 is directed by a card 88 to go to another measure 
68 during a given turn, that piece may be located on corresponding circles 
70, 72, 74, 76, 78 or 80 in the second measure 68. Upon landing in any 
measure 68, no matter how many in one turn, the appropriate circles 70, 
72, 74, 76, 78 or 80 to land on must be identified and used. This does not 
apply in sliding from happy faces 72 and sad faces 74, because the piece 
20 automatically lands on a circle 70, 76, 78 or 80 after completing a 
move. 
Some measures 68 have more than one circle 70, 72, 74, 76, 78 or 80 on 
lines and spaces having the same letter name. In this case, a player may 
choose which one he would like to land on. A happy face 72 is usually 
better than a colored circle 70, unless a piece 20 can land on a circle 70 
having the same color. In the measures 68 where the keyboard 76, dungeon 
78 and H circles 80 are located, there are no other options. If a piece 20 
lands on a circle 70, 72, 74, 76, 78 or 80 and an opponent's piece 20 is 
already on it the incoming token must move on that line or space to the 
next circle 70, 72, 74, 76, 78 or 80. 
Players position their pieces 20 on whichever keyboard 48 or 50 best faces 
them. When there are three or four players, two players will share one 
keyboard 48 or 50. The first player to get all seven pieces 20 upon the 
keyboard 48 or 50 wins. The other players may continue to play for second, 
third and fourth places. 
There are four different ways a player can get a token on the keyboard 48 
or 50. First, by landing on a circle 70 the color of the piece 20. In this 
case, the piece 20 always goes to the key 82 that corresponds exactly to 
the line or space on which the circle is disposed. Second, by drawing a 
card 88 which sends the token to the keyboard 48 or 50. A card 88 can 
direct the token to the exact corresponding key 82 or to any key 82 having 
the same letter name as the piece 20. Third, by making one revolution 
around the game board 10. Since the piece 20 is on no particular line or 
space when it goes to the keyboard 48 or 50 through the home area 62, the 
token may go to any key 82 having the same letter name as the piece 20. 
When a piece 20 has gone completely around the board 10 and is approaching 
the home area, the exact number required to get into the home area 62 does 
not have to be thrown on the dice. Any number that will bring the token 
home or past home puts the token on the keyboard 48 or 50. Fourth, by 
landing a token on a circle 76 with a keyboard in it in which case all 
tokens 20 of the same letter designation go to the key that corresponds 
exactly with the line or space on which the circle 76 is disposed. 
Players should try to arrange their pieces 20 on the keyboard 48 or 50 as 
close to each other as they can, because if a player gets three pieces 20 
in succession on the keyboard 48 or 50 that player may add another piece 
20 of his choice. If a player gets 6 tokens 20 in succession that player 
may add another token 20, thus, winning the game. 
Some cards 88 can be kept by the players during the game and used later for 
rearranging certain pieces 20 on the keyboard 48 or 50. At the time the 
rearranging is done the card 88 is put back at the bottom of the stack 22. 
The card 88 must be used during one of the player's turns. 
When a piece 20 goes to the dungeon of discord 60, that token always goes 
to the one farthest in measures from the home area 62. There are two ways 
that a piece 20 can be sent to the dungeon of discord 60. First, by 
drawing a card 88 which sends the token to the dungeon 60. Second, by any 
player landing on a dungeon circle 78. All player's pieces 20 having the 
same letter name as the line or space on which the circle 78 is disposed 
must go to the dungeon 60. 
There are two ways that a piece 20 can get out of the dungeon of discord 
60. First, by removing a token from the keyboard 48 or 50. When the letter 
of the piece 20 in the dungeon 60 is thrown, the token is moved from the 
dungeon 60 the number of measures 68 indicated on the dice 14 and 16 and a 
token 20 on the keyboard 48 or 50 is put back into its home area 62. If 
there are no tokens 20 on the keyboard 48 or 50, the piece 20 must stay in 
the dungeon 60 and forfeit any turns where the same letter on the die 18 
is thrown. Remember, a player may always throw a second time if the first 
throw cannot be used. Players cannot choose to stay in the dungeon 60, but 
must leave when their letter is thrown if there is a piece 20 on the 
keyboard 48 ir 50. 
The second way a piece 20 is released from the dungeon is by use of a card 
88 which releases the piece 20. Cards 88 may be kept by the players to be 
used at a time when a piece 20 is in the dungeon 60. They are returned to 
the bottom of the stack 22 at the time the token 20 leaves the dungeon 60. 
A piece 20 cannot leave the dungeon 60 with a release card 88 until the 
corresponding letter is thrown on the die 18. 
There are two different types of release cards 88. One sends the piece 20 
in the dungeon 60 the number of measures 68 shown on the dice 14 and 16. 
The other sends the token 20 from the dungeon 60 at the time the 
corresponding letter name is thrown to any key 82 on the keyboard 48 or 50 
having the same letter name. When this card 88 is used, the amount shown 
on the dice 14 and 16 is disregarded. It is important to realize that a 
piece 20 is safe from going to the dungeon 60 when it is in a measure 68 
of its own color. 
The invention may be embodied in other specific forms without department 
from the spirit or essential characteristics thereof. The present 
embodiment, is, therefore, to be considered in all respects as 
illustrative and not restrictive, the scope of the invention being 
indicated by the appended claims rather than by the foregoing description, 
and all changes which come within the meaning and range of equivalence of 
the claims are therefore to be embraced therein.