GAME

Abstract: The invention concerns a game based on the music business comprising a board means (12) resembling a double album foldable sleeve, consisting of two separately marked game playing areas (15,26) each having a plurality of distinct compartments (15B,27-28), random number selector means (22-­ 24,51), a plurality of distinct counters (50), a plurality of instruction cards (16-20), a form of artificial currency , award indicators (52) and rules consisting essentially of the following: a) in each of the playing areas the players move from compartment to compartment following the instructions b) while playing in the first playing area the players go round (normally in a single direction) and accumulate money (from a bank holding the money supply). c) in the second playing area the players move from a start end to an award end but normally can select in which direction they move on any turn. During this movement the players are obliged to pay money to the Bank but can collect awards. d) the winner is the first player to collect a pre­ selected number of awards/points or to have collected the most awards when the players decide to finish the game. e) all players start in the first playing area but can move to the second playing area and back to the first playing area as they decide, probably subject to certain limitations on the position in either playing area from which they can move to the other playing area.

Description: This invention relates to a board game and particularly to a board game based on the music business. Board games are known in which the board comprises a continuous track around which the players pass on the throws of a dice, the board being marked out into a number of consecutive compartments, some of the compartments being marked out with instructions, at least some of these instructions including an instruction to take an instruction card. One such game is that sold under the name "Monopoly". This is a game representing the property business and has compartments marked out to represent properties. The player has the option to purchase the property on which he lands, if available. Otherwise he must pay a rent which depends on the particular property and on its state of development. The invention seeks to provide a board game which is of a novel concept as is compared to previously known board games and which simulates the world of the music business. According to the invention, a game, simulating the music business, for a plurality of players comprising a board, random number selector means, a plurality of distinct counters representing a player during play of the game, a plurality of instruction cards, a plurality of award tokens, a set of play money and a set of rules; the board defining a first playing area and a second separate playing area, each defining a plurality of distinct compartments serially linked and representing movement increments of each counter along that area, at least some of the compartments of each area being marked with instructions, at least some of these marked instructions including an instruction to take an instruction card; the random number selector means having indicia for indicating numbers to dictate the number of increments of movement of the players' counters along the compartments of the areas of the board, whereby instructions are attributed to each player in accordance with the compartment upon which the movement of the player's counter terminates; each operation of the random number selector means, movement of a counter and following of instructions constituting one turn of the player; the plurality of instruction cards including a first set of instruction cards associated with the first playing area and a second set of instruction cards associated with the second playing area, the instructions on the compartments of the first playing area and the first set of instruction cards being marked with instructions representing music dealing business occurrences, a majority of which instructions result in a player accumulating money; the instructions on the compartments of the second playing area and the second set of instruction cards being marked with instructions associated with a music chart, a majority of which instructions result in the player spending money while acquiring tokens; and the second playing area being marked with a plurality of award winning parts, each such part of the second playing area comprising a plurality of consecutive compartments, the award tokens comprising a plurality of sets of tokens, one set associated with each such part of the second playing area, an award token of a set being won by a player who remains in an award winning part for a pre-set plurality of consecutive turns of the player. Preferably the two playing areas are circular and are located on the board as adjacent independent circles. The board may be foldable into two halves, one of the playing areas being provided on each half. The first playing area may be an annulus and may includes a spinable pointer mounted at its centre and have at least one ring of numbers cooperating with the pointer, thus providing a random number selector. The second playing area may have compartments arranged in a spiral and numbered consecutively with one at the centre. A set of quiz cards presenting quiz questions may be provided whereby an instruction which includes a player receiving money can only be carried out if the player correctly answers a quiz question first. A set of tokens may be provided marked with a number or a "stop" indication which can be played by a player to control his move using a numbered token or to stop another player's move using a "stop" token. A sound recording medium may be provided on which the rules of the game are recorded and this sound recording medium may be a record, disc or tape. The invention will now be described in greater detail, by way of example, with reference to the drawings, in which:- Figure 1 shows the board which is part of the game; Figures 2 to 4 show various forms of instruction card; Figure 5 shows various "top ten" tokens, Figure 6 shows award/point tokens, Figure 7 shows a random selection means and counters, and Figure 8 shows a form of paper currency. The board 12 is formed as a double album sleeve comprising two similar squares of side 30.5 cms connected along one edge 13 forming a hinge so that the two halves can fold together or be laid out alongside one another as illustrated. One half 14 is designated wit a first playing area 15 divided into forty discrete compartments arranged in an annulus, one 15A of which is designated as a start compartment. The other compartments 15B each have instructions thereon and at the corners of the board 12 are marked four squares for holding four sets of cards, set 16 concerning promotional deals, set 17 concerning recording deals, set 18 concerning publishing deals and set 20 concerning merchandising deals . There are also spaces 21 marked for top ten tokens . At the centre of the board is mounted a spinable pointer 22 and arranged around the centre and inside the playing area are two annuli of randomly arranged numbers a first annulus 23 of twenty numbers and a second annulus 24 of forty numbers. The second half 25 of the board is marked with a playing area 26 comprising one hundred separate compartments arranged spirally from a start compartment 27 at the outside numbered one hundred to an award compartment 28 at the inside numbered one. At the corners of this part of the board are positions for a set of good luck cards 28 and a set of bad luck cards 29 and further positions 30 for top ten tokens. On both parts of the board the compartments indicate instructions for any of the following: an instruction 31 for the receiving or the paying of money, normally depicted in black for receiving and red for paying; an instruction 32 (normally a picture) for instructing the taking of an instructing card; an instruction 33 (normally a picture) indicating that one or more top ten tokens are to be collected, an instruction 34 indicating that one or two dice should be thrown and the player should then move on or back this number of places, an instruction 35 (one or two dice in red) indicating that the player should miss this number of turns, an instruction 36 indicating that the player should spin the pointer and apply either the top twenty or top forty numbers or throw the dice and collect or pay money equivalent to these numbers sometimes multiplied by a multiple indicated on the compartment; an instruction 37 to move on or back a number of places; an instruction 38 to pay money to another player (picture corresponds to counter); an instruction 39 to stay at the position indicated (e.g. hospital) until a particular combination of dice is thrown; an instruction to return to a compartment of the first playing area, or sometimes combinations of these instructions. The game also comprises a number of individual counters 50 for the players to move from compartment to compartment on the playing areas, two dice 51 each numbered from 0 to 5, some award/point indicators 52 and some top ten tokens 53 having backs saying "Top 10" and fronts, as shown, labelled "choker" or a number from 1 to 10 and some artificial paper currency 54. The instruction cards associated with the first playing area have backs with the appropriate picture and show money to be collected together with a movement to be made forwards or backwards to the next compartment indicated by a picture, where the instructions on that compartment should again be followed. The good luck (lucky break) cards show money to be collected and movements forwards to be made sometimes indicated to be determined by throwing the dice or spinning the pointer. The bad luck cards similarly indicate money to be paid, moves to be moved back (sometimes onto the first playing area as indicated by a picture) or turns to be missed. THE RULES The General Thrust of the Game Before starting players decide the length of the game, either in time (e.g. three hours) or by fixing a number of points of which the first player to reach that number wins. E.g: 125 points will yield a game that lasts about 2 1/2 hours. Players score points/awards by winning either a platinum disc, gold disc, silver disc, or a number one hit. These are worth the following points: Platinum Disc 12 points Number One Hit 9 points Gold Disc 6 points Silver Disc 4 points By spending money on the MUSIC BIZ BOARD players can also pick up Top Ten Cards including Choker Cards for use on the CHART BOARD. Top Ten Cards can be played to help players reach a chart position stated on the card. Choker cards can manipulate opponents' moves and block them from reaching chart positions they want to reach. As an optional extra players can also choose whether to play with the MUSIC QUIZ cards - which allow you to show off your knowledge of pop music. Whether you get a correct answer or not determines whether you can play your next move, or can complete the deal you're involved in. How to Start the Game First choose your pieces. You will need two - one for each board. For the MUSIC BIZ BOARD choose between a briefcase (the Manager), a bow tie (the Agent), a radio (the Plugger), a magic wand (the Producer), a microphone (the D-J), and the headphones (the Engineer). Whichever role you choose you will have to play that role at the appropriate times when a deal is to be made. For the CHART BOARD choose between a guitar, drum, piano, synthesiser, saxophone and trumpet. Place your pieces in the start positions. Each player starts with £2500. The rest of the money goes in the bank. Select who is to start by rolling the two dice. The highest number starts. Playing the Music Biz Board This player throws both dice, which are numbered 0-5 instead of 1-6, and counts their piece along to the right position. He/she then obeys the instructions on that position. Suppose you land on a space where you have to make a deal. This you conduct with the bank except that in some cases you pay money to the person who has the piece corresponding to the compartment landed on. It is easy to see whether the deal involves paying out or receiving money; the former is shown in red, the latter in black. You then may have to make another move if that is designated on the square you've landed on. You should obey the instructions on that square, and so on until you can go no further and your entire move is completed. Instructions on the square may tell you to either spin the roulette wheel or throw the dice and multiply the result by an amount shown in pounds to determine how much money you have to spend or receive. E.g., if it reads '5 x amount' and you throw an 8, the figure is £40. If you make money, then the banker issues the money to the player. You may complete a deal which allows you to pick up a Top Ten Card -a small number of which are the much desired Choker Cards (See Rule). This you should do. However, you are not allowed to keep more than four at any one time. If you have four and pick up another you must discard one of the ones you are holding. It is your choice which one. The next player then throws the dice and repeats the procedure. Continue round the board in this fashion. If you land on a space occupied by another piece, ignore it. During this time you should be making money. You don't score points. This is the money you will spend on the other board to score your points. To get out of the Musicians Union space you must throw an even number on the dice; to escape from Equity you must throw an odd number; and release from hospital only comes through throwing a pair. When you've returned to the START position. It's time to evaluate your cash flow situation. Only when your piece is in this position or has just passed it, can you commence your assault on the charts. Otherwise you must continue round the board again - and you may do this as many times as you like amassing a fortune - but it won't necessarily help you win the game. It is recommended that you need AT LEAST £10,000 to grease your way up to that covetted top of the pops. Playing the Chart Board Now switch to your chart piece which will be in the ready, steady throw position. Leave your other piece where it is so you can come back to it. Each space on this board represents a chart position and also determines how much money you've got to spend to be there. You can also land on a space that tells you to pick up a Luck Break card - which lets you make money. Or a Bad Luck card - that's life. Different colours also show what positions qualify for what awards. These are as follows: Platinum Disc Stay Between Nos: 2-9 for 4 moves (going both up and down) Number One You must land exactly there for one move Gold Disc Stay between Nos: 10-25 for 3 moves (going either up or down) Silver Disc Stay between Nos: 26-49 for 2 moves (going either up or down) Throw the dice and obey whatever instructions appear on the position on which you land. If you owe money, pay it to the banker or professional concerned (promoter, recording engineer, d-j. etc.,) as shown by the picture. You may have to pick up a Lucky Break or Bad Luck card; you will of course obey the instructions. When you approach the silver and platinum areas it is important to use your judgement to determine when and where you deploy your Top Ten and Choker Cards. Top Ten Cards enable you to move to a pre-determined position to curtail or extend your time in a given area. Choker Cards enable you to block an opponent, who may not land on a space determined by the throw of their dice if you deploy the choker card at that point. They must instead return to their original position for one move, having lost that move and losing the Top Ten card, if they deployed one, in the process. Example: an opponent is going down the chart in the platinum area and has already been there for three moves. They are on number 4 and throw a two, aiming for number 6. You can then throw your Choker Card down to block their move. They lose the move, stay where they are, and you lose your Choker Card. If they deployed a Top Ten card at that point they also lose that. If two players throw down choker Cards at the same time, the one next in line to go has priority. The awards also have a monetary value and may be used for collateral in needy times and surrendered to the bank for their value. These are: Platinum Award £20,000 Number One £15,000 Gold Award £10,000 Silver Award £ 7,000 Awards are however given as a sign of esteem not for their monetary value. Players can also declare themselves bankrupt and withdraw from the game entirely. The industry rewards winners and ignores losers. To score a Number One you must land exactly on the position. When you have reached it you can start climbing back down the charts to position 50 or return there directly, depending on how much cash you have left - it's your choice. At any point from now on you may remove your piece to the throw position and resume playing on the MUSIC BIZ BOARD to build up more cash for your next assault. If you have enough money left by then, you may however prefer to climb gracefully down the chart, accruing more points on the way by staying in the platinum/gold/silver regions for the specified length of time. Thus, it is feasible to obtain gold and silver discs on the way up AND on the way down. Continuing and Finishing the Game Players continue in this fashion, moving from one board to the other. At any point players may be on both boards, although an individual player will only play on one board at a time. The game is over when the allotted time span has passed and the player with the highest number of points is declared the winner, or when the first player reaches the previously decided number of points and is declared the winner.

Claims: A game, simulating the music business, for a plurality of players comprising a board (12), random number selector means (22-24, 51), a plurality of distinct counters (50) representing a player during play of the game, a plurality of instruction cards (16-20, 28, 29), a plurality of award tokens (52), a set of play money (54) and a set of rules; the board (12) defining a first playing area (15) and a second separate playing area (26), each defining a plurality of distinct compartments (15A, 15B, 27) serially linked and representing movement increments of each counter (50) along that area (15, 26), at least some of the compartments (15A, 15B, 27) of each area (15,26) being marked with instructions (31-40), at least some of these marked instructions including an instruction (32) to take an instruction card (16-20, 28, 29); the random number selector means (22-24, 51) having indicia for indicating numbers to dictate the number of increments of movement of the players' counters (50) along the compartments (15A, 15B, 27) of the areas (15, 26) of the board (12), whereby instructions (31-40) are attributed to each player in accordance with the compartment (15A, 15B, 27) upon which the movement of the player's counter (50)terminates; each operation of the random number selector means (21-24, 51), movement of a counter (50) and following of instructions (31-40) constituting one turn of the player; the plurality of instruction cards (16-20, 28, 29) including a first set of instruction cards (16-20) associated with the first playing area (15) and a second set of instruction cards (28, 29) associated with the second playing area (26), the instructions (15B) on the compartments (15A, 15B) of the first playing area (15) and the first set of instruction cards (16-20) being marked with instructions (15B) representing music dealing business occurrences, a majority of which instructions result in a player accumulating money; the instructions on the compartments (27) of the second playing area (26) and the second set of instruction cards (28, 29) being marked with instructions associated with a music chart, a majority of which instructions result in the player spending money while acquiring tokens (52); and the second playing area (26) being marked with a plurality of award winning parts, each such part of the second playing area (26) comprising a plurality of consecutive compartments , the award tokens (52) comprising a plurality of sets of tokens (52), one set associated with each such part of the second playing area (26), an award token (52) of a set being won by a player who remains in an award winning part for a preset plurality of consecutive turns of the player. A game as claimed in claim 1, characterised in that the two playing areas (15, 26) are circular and are located on the board (12) as adjacent independent circles. A game as claimed in claim 2, characterised in that the board (12) is foldable into two halves (14, 25), one of the playing areas (15, 26) being provided on each half (14, 25). A game as claimed in any one of claims 1 to 3, characterised in that the first playing area (15) is an annulus and includes a spinable pointer (22) mounted at its centre and has at least one ring of numbers (23 or 24) cooperating with the pointer (22), thus providing a random number selector. A game as claimed in any one of claims 1 to 4, characterised in that the second playing area (26) has the compartments (27) arranged in a spiral and numbered consecutively with one at the centre. A game as claimed in any one of claims 1 to 5, characterised in that a set of quiz cards presenting quiz questions is provided whereby an instruction which includes a player receiving money can only be carried out if the player correctly answers a quiz question first. A game as claimed in any one of claims 1 to 6, characterised by a set of tokens (53) marked with a number or a "stop" indication which can be played by a player to control his move using a numbered token (53) or to stop another player's move using a "stop" token (53). A game as claimed in any one of claims 1 to 7, characterised by a sound recording medium on which the rules are recorded. A game as claimed in claim 8, characterised in that the sound recording medium is a record, disc or tape.

Inventors: KLEIN, DAVID
Applicants: KLEIN, DAVID
Application year: 1988
Main classification: A63F3
IPC codes: A63F9, A63F3