A GAME

Abstract: An apparatus (10) for playing a game between two or more players, said apparatus including (i) a playing field (11) comprising a commencement zone (13) and a plurality of continuous pathways (14) each having a multiplicity of zones (15) a number of which have a first indicium (20) associated therewith, (ii) a plurality of tokens corresponding to the number of players playing the game, said tokens movable along said pathways from said commencement zone (13), (iii) means for generating a random number for indicating a number of zones (15) said tokens can be moved along said continuous pathways (14), (iv) a series of first instructions (17) selectable when a token of a player, upon completion of a move, is placed on a zone (15) associated with the first indicium (20), said first instructions (17) comprising questions answerable by the player, and (v) a series of ancillary instructions (18) selectable when the player selects a question (17B) from said first instructions, said ancillary instructions (18) comprising philosophical texts and/or symbols (18A) usable by the player in generation of a response to said question, said game characterized in that said question (17B) and said response must be communicated by said player to other player(s) playing the game whereby said player's response to said question (17B) is positively influenced and reinforced by said philosophical texts and/or symbols (18A), a player's score from said response being arbitrarily selected by the other player(s) from a predetermined point score range, said player's score accumulating towards a nominated target score.

Description: TITLE "A GAME" FIELD OF THE INVENTION THIS INVENTION relates to a game, and in particular, a socially interactive game in which substantially no negative self-esteem effects are experienced by players. BACKGROUND OF THE INVENTION Many board games have been developed for entertainment and/or educational purposes. Generally, most of these games are adversarial in nature and the degree of social interaction between players is highly variable. For example, in games such as Snakes and Ladders, the object of the game is a race to a goal and the movement of tokens is controlled simply by a throw of one or more dice. The result of the game is therefore based entirely on chance and is not influenced by players' personalities and skills. The typical outcome of the game is that there is a winner and the rest of the players playing the game are losers. However, because the game is essentially fortuitous in nature and there is no skill involved, the negative influence on a loser's self-esteem is not substantial. The game Monopoly differs from Snakes and Ladders in that there might be more than one winner but there is also at least one loser. The nature of the game is that players' personalities and skills can influence the game thereby affecting the outcome. The game involves significant social interaction between players and can give rise to strong emotions from joy to hostility and severe disappointment which in some cases can lead to a reduction in personal esteem. Accordingly, winners of such games will have a transiently reinforced self-esteem whereas losers may suffer an erosion of self-esteem. Educative type games such as Trivial Pursuit facilitate a high degree of social interaction between players but success is dependent upon players having a broad general knowledge. Those who have extensive general knowledge will have a high probability of succeeding in the game whereas those who have limited general knowledge will be at an immediate disadvantage. This may result in a perception of inferiority which does nothing to positively reinforce one's self-esteem. Generally, continued playing of this game raises the general knowledge of all players concerned until it gets monotonous and boring. The above games serve only as examples of prior art games in which enhancement of self-esteem is enjoyed by winners of such games and reduction of self-esteem, to a greater or lesser extent, is suffered by the those who lose. In a social context, adversarial board games such as those described above suffer from the disadvantage of leaving people with a diminished self-esteem and thus such games have an anti-social element contrary to their intended purpose. OBJECT OF THE INVENTION It is therefore an object of the present invention to provide a socially interactive game in which substantially no negative self-esteem effects are experienced by players. It is a further object of the invention to provide a game in which a player's self esteem may be enhanced by drawing upon the player's existing knowledge of life experience. SUMMARY OF THE INVENTION In one aspect of the invention, there is provided an apparatus for playing a game between two or more players, said apparatus including: (i) a playing field comprising a commencement zone and a plurality of continuous pathways each having a multiplicity of zones a number of which have a first indicium associated therewith; (ii) a plurality of tokens corresponding to the number of players playing the game, said tokens movable along said pathways from said commencement zone; (iii) means for generating a random number for indicating a number of zones said tokens can be moved along said continuous pathways; (iv) a series of first instructions selectable when a token of a player, upon completion of a move, is placed on a zone associated with the first indicium, said first instructions comprising questions answerable by the player; and (v) a series of ancillary instructions selectable when the player selects a question from said first instructions, said ancillary instructions comprising philosophical texts and/or symbols usable by the player in generation of a response to said question; said game characterized in that said question and said response must be communicated by said player to other player(s) playing the game whereby said player's response to said question is positively influenced and reinforced by said philosophical texts and/or symbols, a player's score from said response being arbitrarily selected by the other player(s) from a predetermined point score range, said player's score accumulating towards a nominated target score. Throughout this specification, unless the context requires otherwise, the words "comprise", "comprises" and "comprising" will be understood to imply the inclusion of a stated integer or group of integers but not the exclusion of any other integer or group of integers. Preferably, a number of zones of said continuous pathways have a second indicium associated therewith and the apparatus further comprises a series of second instructions comprising positive epithets associated with a bonus or penalty score to randomly influence accumulation by the player of the nominated target score, wherein said second instructions are selectable when a token of player, upon completion of a move, is placed on a zone associated with the second indicium. Suitably, said first and said ancillary instructions are adapted to a social or business context and may be selected to suit different age groups or different types or levels of management. For example, the complexity of said first and said ancillary instructions may be varied in a simple social context to suit children or adults. Alternatively, said first and said ancillary instructions may be directed to targeting ethical or moral considerations which may be faced generally by business executives. The questions are preferably directed to social issues that persons may face during a lifetime. Alternatively, the questions may be directed to issues faced generally by persons in a particular vocation. The playing field may have any suitable shape such as rectangular or circular but is preferably ellipsoidal. The playing field may comprise any suitable colour or colours, symbols or embellishments which are preferably selected to have certain emotive effects on players of the game. Suitably, the playing field comprises a board or flexible sheet. Preferably, a number of zones of said continuous pathways have a third instruction associated therewith. The third instruction may comprise a bonus or penalty score to randomly influence accumulation by the player of the nominated target score. Alternatively, said third instruction may instruct the player to move the player's token a number of zones in a particular direction. The first and/or ancillary and/or second and/or third instructions may be disposed on any suitable substrate. Preferably, said first, ancillary and second instructions are disposed on sheets or cards. Suitably, said third instructions are disposed within respective zones of said continuous pathways. The cards may be of any suitable shape or colour. Preferably, said cards have indicia on one face thereof to indicate whether said cards comprise said first, ancillary or second instructions. The playing field may further comprise designated locations for selecting said first, ancillary, second, or third instructions. Preferably, the designated locations are disposed adjacent the periphery of the playing field. The continuous pathways may have any suitable path. For example, the continuous pathways may be winding or circuitous. Alternatively, the continuous pathways may comprise substantially linear segments which may be aligned in a generally normal or oblique direction relative to other segments. The continuous pathways may intersect with each other. The continuous pathways may be of any suitable colour or colours. Suitably, a variety of colours extends along said continuous pathways. Such colours may be selected to have different emotive effects on players of the game. The means for generating a random number preferably comprises one or more dice. Alternatively, a single random number generator such as a spinning top may be utilized if desired. Preferably, the apparatus further comprises a timer to measure a time limit for responding to a question posed by said first instructions. The apparatus may further comprise a scoring means to keep tally of players' scores during a game. The scoring means may comprise a scorecard or scoreboard. The invention further extends to a computer when suitably programmed for playing the game. The playing regions and tokens are suitably displayed on a display means of the computer and the computer is programmed to generate the random number for playing the game. The computer may also be programmed to measure a time limit for responding to a question posed by said first instructions. The computer may be programmed with the rules and the playing criteria so that the computer may prevent illegal moves. In such a case, it will be appreciated that a game may be played using one computer or a plurality of computers which are in communication with each other such as, for example, via a local area network or the Internet. The invention further extends to a method of playing a game between two or more players, said method including the steps of: (a) determining a nominated target score to be accumulated by each player; (b) selecting a token by each player of the game; (c) placing each token on a commencement zone of a playing field characterized in that it comprises a plurality of continuous pathways each having a multiplicity of zones a number of which have a first indicium associated therewith; (d) determining a playing sequence by which said players will play the game in turn; (e) generating a random number by each of said players in said sequence to determine the position of said tokens along said continuous pathways; (e) selecting a first instruction at random from a series of first instructions when, upon completion of a move, a token of a player is placed on a zone associated with the first indicium, each said first instructions comprising a question answerable by the player; (f) communicating said question by said player to said other player(s); (g) selecting an ancillary instruction at random from a series of ancillary instructions when the player selects a first instruction, each said ancillary instructions comprising one or more philosophical texts and/or one or more symbols usable by the player in generation of a response to said question; (h) communicating said philosophical text(s) and/or symbol(s) by said player to said other player(s); (i) responding to said question by said player using said selected philosophical text(s) and/or symbol(s) wherein said player's response to said question is positively influenced and reinforced by said philosophical texts and/or symbols; and (j) assigning a score to said response, said score being arbitrarily selected by the other player(s) from a predetermined point score range for accumulation towards said nominated target score. Preferably, said method is further characterized in that a number of zones of said plurality of pathways have a second indicium associated therewith and the method further includes the step of selecting a second instruction at random from a series of second instructions when, upon completion of a move, a token of a player is placed on a zone associated with the second indicium, said second instructions comprising positive epithets associated with a bonus or penalty score to randomly influence accumulation by the player of the nominated target score. The method may be further characterized in that a number of zones of said plurality of pathways have a third instruction associated therewith comprising a bonus or penalty score to randomly influence accumulation by the player of the nominated target score and/or instructing the player to move the player's token a number of zones in a particular direction, wherein said method further includes the step of complying with that instruction, when upon completion of a move, a token of a player is placed on a zone having said third instruction associated therewith. Preferably, the step of responding (step (i)) is further characterized in that the player must respond within a predetermined time limit. The game is preferably characterized by a set of rules hereinafter described. BRIEF DESCRIPTION OF THE DRAWINGS In order that the invention may be readily understood and put into practical effect, preferred embodiments will now be described with reference to the accompanying drawings in which: FIG. 1 is a top plan view of one embodiment of the apparatus in accordance with the present invention; FIG. 2 shows examples of first instructions according to the invention; FIG. 3 shows examples of second instructions according to the invention; FIG. 4 shows examples of third instructions according to the invention; FIG. 5 illustrates a flow chart which represents play between a number of players; FIG. 6 illustrates a flow chart for the placement action of a token; FIG. 7 depicts a flow chart for processes associated with placement of a token on a zone having the first indicium associated therewith; FIG. 8 shows a flow chart for processes associated with placement of a token on a zone having the second indicium associated therewith; and FIG. 9 is a perspective view of a computer terminal showing an image of the apparatus. DETAILED DESCRIPTION Referring now to FIG. 1 , there is illustrated one embodiment of the apparatus according to the invention. The apparatus generally shown at 10 has an ellipsoidal playing field 11 which is disposed on a board 12 as shown. The playing field 11 comprises a commencement zone 13 and a plurality of intersecting continuous pathways 14 emanating therefrom. The continuous pathways 14 have each a multiplicity of zones 15, each of which has a cross 20 or a heart 21 or instruction 22 located therewithin. Regions of different colours 14A extend along the length of the continuous pathways 14 wherein each of the colours of said regions 14A are selected to induce different emotive effects on players of the game. For example, the colour red is known to induce excitement whereas the colour green is known to induce relaxation. A synopsis of the emotive effects induced by various colours is described hereinbelow (under subheading "Emotive effects induced by colour") A plurality of tokens (not shown) corresponding to the number of players playing the game is also provided, a single token being used by each player during the course of a game. The tokens are movable along zones 15 of the continuous pathways 14 from the commencement zone 13. Two dice (not shown) are used for indicating the number of zones 15 a token can be moved along the continuous pathways 14. Also provided are question cards 17 comprising a first series of instructions, solution cards 18 comprising a second series of instructions, and life insight cards 19 comprising a third series of instructions. In use, question cards 17, solution cards 18 and life insight cards 19 are located respectively at designated locations 17X, 18X and 19X of the board 12 as shown. Question cards 17 are identifiable by a cross 17A located on one face thereof. Cards 17 must be selected by a player when, upon completion of the player's move, the player's token lands on a zone 15 having a cross 20 located therewithin. Question cards 17 comprise questions 17B located on the opposite face to that on which cross 17A is located. Questions 17B are directed to issues that persons may face during a lifetime. One question 17B must be answered by the player when a question card 17 is selected. Examples of questions cards 17 are shown in FIG. 2. Solution cards 18 are identifiable by the letter "S" located on one face thereof. These cards 18 must be selected when a question card 17 is selected by a player. On the opposite face to that on which the letter "S" is located, solution cards 18 comprise philosophical texts 18A and symbols 18B which must be utilised by the player in generating a response to question 17B. The purpose of solution cards 18 is, by a series of chosen graphical images and positive word influences or catalysts, to influence the player's frame of mind to a more positive view when answering the question 17B. The images and/or text are adapted to induce a creative interpretation of how they can be applied to answer or solve the question 17B. Examples of solution cards 18 are shown in FIG. 3. Insight cards 19 are identifiable by a heart 19A located on one face thereof. Cards 19 must be selected by a player when, upon completion of the player's move, the player's token lands on a zone 15 having a heart 21 located therewithin. Insight cards 19 include positive epithets 19B which are located on the opposite face to that on which heart 19A is located. Epithets 19B may comprise an instruction or a philosophical text for the player to contemplate. Cards 19 also comprise a bonus or penalty 19C adjacent to said epithet 19B for randomly adjusting the player's score during the game. Examples of insight cards 19 are shown in FIG. 4. Zones 15 having instructions 22 associated therewith may comprise a bonus or penalty (not shown). When, upon completion of a move, a token of a player lands on such a zone, the bonus or penalty operates to randomly influence accumulation by the player of a nominated target score. Alternatively, instructions 22 may, in use, instruct the player to move the player's token a number of zones in a particular direction. The apparatus 10 also contains a timer or stopwatch (not shown) for setting a time limit for a player's response to a question 17B posed by a question card 17. In another embodiment of the invention, said apparatus 10 may further comprise a score sheet or scorecard (not shown) to keep tally of players' scores during the game. Operation of the game is defined by a set of rules which are suitably such that the game may be played in a series of steps which include the following:- (a) determination of a target score to be accumulated by each player; (b) initial selection of a token by each player of the game; (c) placing the token on the commencement zone 13 of the playing field 11 ; (d) utilization of the dice to determine which player will start the game and in which sequence other players will take their turns. In a preferred embodiment, the player who throws the lowest score starts the game followed in clockwise sequence therefrom by the other players; (e) repeated utilization of the dice to determine the position of the token of each player wherein tokens are moved in a generally clockwise or a generally anti-clockwise direction on zones 15 of said continuous pathways 14. In a preferred embodiment, the tokens are moved in a generally clockwise direction along said continuous pathways 14; (f) when a token of a player lands on a zone 15 having a cross 20 located therewithin, the player must select one of question cards 17. The player, then, must communicate a question 17B displayed thereon to said other players. Subsequently, the player must select one of solution cards 18 and communicate to said other players the philosophical text 18A displayed thereon as well as describing and/or interpreting the symbols 18B adjacent the philosophical text 18A. Once this information has been communicated to the other players, one of the other players may actuate the timer or stopwatch to measure a time limit (e.g., one minute) for the player to respond to the question 17B. The player must then utilise information in the philosophical text 18A together with symbols 18B to generate a response to question 17B which must then be communicated to the other players within the above time limit. The extent of use of information in the philosophical text 18A and symbols 18B in the response is then given an individual score by each of the other players. The average of all individuals scores is then calculated for the player's response. For example, if the player does not use any of said information in the response, the player may be given a nominated minimum score (usually zero points) by the other players. If the player uses all of said information in the response, the player may then be given a nominated maximum score (eg. 50 points). If the player only uses some of the information in the response, the player may then be given a score intermediate the minimum and maximum scores and generally commensurate with the amount of information utilised in the response (eg. 0-50 points). If a score is accrued by the player for the response, then that score is used to adjust the player's tally towards the target score; (g) when a token of a player lands on a zone 15 having a heart 21 located therewithin, the player must select one of insight cards 19. The player then must read out aloud to the other players the positive epithet 19B displayed thereon. A bonus or penalty 19C displayed on said card 19 must then be used to adjust the player's tally towards or away from said target score. (h) when a token of a player lands on a zone 15 having an instruction 22 located therewithin, the player must comply with that instruction. If there is a bonus or penalty score associated with this instruction 22, then the bonus or penalty score must be added or subtracted, respectively, from the player's progressive score. If the instruction 22 instructs the player to move the player's token a number of zones in a particular direction, then the player must comply with that directive. Different scoring systems may be used to score a game in accordance with the present invention. In a preferred embodiment, each player commences with a score of 1000 limit points and the aim is to reach a nominated target score of zero limit points. This can be achieved by exchanging the 1000 limit points for 1000 freedom points, the exchange rate being one limit point for one freedom point. The nominated maximum score of question cards 17 is 50 freedom points. Bonus points and penalty points 19C displayed on insight cards 19 correspond to freedom points and limit points respectively. A player that accrues the nominated target score of zero limit points may choose to commence the game again whilst the other players are still playing the original game. Emotive effects induced by colour White: is considered to allow a participant to feel open and safe to experience. Black: is associated with power and the unknown and it has a subtle influence of accentuating the feelings provoked in an unknown situation. It is also associated with hiding - either knowledge - or self. Yellow: is associated with the active mind and its ability to stimulate. The colour is used to stimulate the absorption process, both in written information and stimulus from the environment. Yellow stimulates memory and up to 95% more information can be recalled when written upon yellow paper. Orange: is associated with healing, strength and courage. Orange is subtly associated with financial security and success and triggers the simulation of courage in the face of adversity. Orange also enlivens the emotions and brings about a sensation of well being. Red: is the colour of physical energy. It stimulates the nervous system and is beneficial in situations where the participant has avoided dealing with old situations of anger. It is considered to increase the flow of adrenaline and thereby supply more energy to the body. Red can also increase the aggression levels. Red is considered to be a colour which gives support to enable physical change to occur. Green: is the colour to stimulate balance and harmony. It is essentially soothing to the eye and nervous system. Green is the colour to relieve tension but can be depressing in overdose. Blue: stimulates the mind and increases the metabolism. It works as a cooler or tranquillizer allowing stress to dissipate within the body, by stimulating the relaxation of the mind and senses. It is the colour associated with searching for inner wisdom, and triggers inner reflection. Indigo: is the colour of healing and is the colour of replenishment. Violet: is the colour which is most beneficial in cases of pain and suffering. Violet is the colour to release old shock and trauma, it stimulates the body to relax. When the above colours are used in concert with positive epithets and symbols, the participant is subconsciously influenced in order to trigger old memories and belief patterns. By stimulating the psychological process in this manner and then supporting the participants through the use of positive stimuli by way of solution cards, the participant is gently aided to release old limiting patterns and thereby change their perception. In this game, the colours have been correlated in a way which allows one colour to blend into the other, therefore offering a variety of supportive triggers in a subtle manner. Computer system It will be appreciated that the rules hereinbefore described can be embodied in a software program such that the game of the invention can be played on a computer. For example, the software program may facilitate play of the game between locally or remotely interconnected computers. A suitable flow chart which is generally illustrative of such a computer program is shown in FIG. 5. Respective sub-modules for the flow chart of FIG. 5 are shown in FIGS. 6 to 8. With reference to FIG. 9, there is illustrated a computer system, shown generally at 30, which may be operated under the control of a software program according to the invention enabling a plurality of players to play the game on the same computer 30 or on a plurality of interconnected computers (not shown). System 30 comprises a video display unit (VDU) 31 , computer 32 and keyboard 33 in operative communication with each other. The VDU 31 shows an image of one embodiment of the apparatus 34 according to the invention. Images of tokens 35 may be moved in accordance with the rules of the game by actuation of one or more keys 36 of keyboard 37. Alternatively, a mouse or other pointing device may be employed to move images of the tokens 35. Also displayed on VDU 31 are images of dice 37 which indicate the number of moves available for moving tokens 35. A random number is displayed by dice 37 by actuation of key 38. A timer 39 is also displayed on VDU 31 for measuring a time limit for responding to a particular question. A non-limiting example of a method of playing the game using system 30 may comprise the following steps: Initially, the players may select the following parameters for a game: the total number of players playing the game; • choice of adult, child or vocation mode; • choice of different fields of endeavour within vocation mode (e.g., commerce, legal, health, politics etc); • choice of unique tokens/icons for each player; • choice of scoring systems; and • choice of time limits for responding to a question These parameters may not be changed during a game, otherwise a fresh game will have to be started. The system 30 is adapted to calculate an average score for a player's response by averaging input scores for the response from each of the other players playing the game. The system 30 is also adapted to calculate a player's progressive score by subtracting an average score for a player's response, or by adding or subtracting respectively a penalty or bonus score associated with zones 15 having an instruction 22 associated therewith, or by adding or subtracting respectively a penalty or bonus score associated with insight cards 19. When a player reaches the nominated target score, the player may elect to play again, or wait until each of the players has reached the nominated target score. When all the players have reached the nominated target score, the system 30 registers that the game has ended. In operation, a player is invited to throw the dice 37 by hitting key 36, to determine who plays first. A random number from 1 to 12 is displayed on dice 36 and noted. Subsequently, the remaining players are invited to throw the dice to generate a random number from 1 to 12 and this is also shown on dice 36. The system 30 then orders the players in sequence from lowest to highest based on the random numbers generated for each player. The player having the lowest score has the first turn. If more than one player has thrown the lowest score, those players will have to throw the dice again until a single player has thrown a lowest score. Each player, in turn, hits key 37 to generate a random number. Once a random number is generated, a player selects an initial pathway and the player moves the token a number of zones along the pathway commensurate with the random number generated. A player may move his or her tokens by use of a mouse (not shown) or by actuation of keys on keyboard 33. The system 30 does not allow a move if it is rendered illegal in accordance with the rules of the game herein described. The last dice score for each player is shown permanently, with both corresponding keys frozen during a move, and only the next player's icon is activated and highlighted at any one time, once the previous move has been completed. The system 30 is also adapted to measure a time limit for a player to generate a response to a question of a particular question card 17. A question card 17 together with a solution card 18 is dealt by the system 30 when the token of said player lands on a zone 15 having a cross 17A located therewithin. The time limit is suitably imposed by actuation of a key (not shown) of keyboard 33 by another of said players when the player has read out all the information relating to the question card 17 and the solution card 18. When the time limit expires, an alarm is sounded by the system after which the player may no longer respond. In the event that a player's token lands on a zone 15 having a heart 21 located therewithin, a life insight card 19 is dealt randomly by the system and the bonus or penalty score associated with this card 19 is used by the system 30 to adjust automatically the player's progressive score. When a player's token lands on a zone 15 having an instruction 22 located therewithin, the system 30 is adapted to adjust automatically the player's progressive score by adding or subtracting respectively a bonus or penalty score associated with the instruction. In the event that the instruction relates to relegating or advancing the token a number of spaces along the chosen pathway, the system 30 is adapted to relegate or advance the token the number of spaces accordingly. General Computer Parameters for Verifying Legality of Moves A range of parameters may be used by the computer to verify whether certain moves are legal or otherwise. Such parameters may include: • If token is moved less or more zones than allowed by random number selection: Cancel move, return token to source; • If moving in a generally anti-clockwise direction: Cancel move, return token to source; The game of the present invention allows players to undergo positive influences and catalysts from the epithets and/or philosophical teachings and/or symbols in dealing with their behavioural reaction to problems experienced in life. There are no winners or losers of the game and, in consequence, there are substantially no negative self esteem effects experienced by players. A desirable advantage of the game is that the positive epithets and/or philosophical teachings and/or symbols may enhance a player's self esteem and induce the player to deal with life problems in a more positive manner. While the invention has been described with respect to preferred embodiments, it will be apparent to those skilled in the art that various changes and modifications may be made without departing from the spirit and scope of the present invention. Accordingly, it is intended that all matter contained in the above description, or as shown in the accompanying drawings shall be interpreted as illustrative and not in a limiting sense.

Claims: CLAIMS 1. An apparatus for playing a game playable by two or more players, said apparatus comprising: (i) a playing field comprising a commencement zone and a plurality of continuous pathways each having a multiplicity of zones a number of which have a first indicium associated therewith; (ii) a plurality of tokens corresponding to the number of players playing the game, said tokens movable along said pathways from said commencement zone; (iii) means for generating a random number for indicating a number of zones said tokens can be moved along said continuous pathways; (iv) a series of first instructions selectable when a token of a player, upon completion of a move, is placed on a zone associated with the first indicium, said first instructions comprising questions answerable by the player; and (v) a series of ancillary instructions selectable when the player selects a question from said first instructions, said ancillary instructions comprising philosophical texts and/or symbols usable by the player in generation of a response to said question; said game characterized in that said question and said response must be communicated by said player to other player(s) playing the game whereby said player's response to said question is positively influenced and reinforced by said philosophical texts and/or symbols, a player's score from said response being arbitrarily selected by the other player(s) from a predetermined point score range, said player's score accumulating towards a nominated target score. 2. An apparatus as claimed in claim 1 wherein a number of zones of said continuous pathways have a second indicium associated therewith and the apparatus further comprises a series of second instructions comprising positive epithets associated with a bonus or penalty score to randomly influence accumulation by the player of the nominated target score, wherein said second instructions are selectable when a token of player, upon completion of a move, is placed on a zone associated with the second indicium. 3. An apparatus as claimed in claim 1 wherein said questions are directed to social issues faced generally by persons during a lifetime. 4. An apparatus as claimed in claim 1 wherein said questions are directed to issues faced generally by persons in a particular vocation. 5. An apparatus as claimed in claim 1 wherein said playing field and/or pathways comprise colours, symbols or embellishments having particular emotive effects on players of the game. 6. An apparatus as claimed in claim 5 wherein the colours are correlated in a way which allows one colour to blend into the other. 7. An apparatus as claimed in claim 1 wherein a number of zones of said continuous pathways have a third instruction associated therewith, said third instructions selected from the group consisting of: a bonus or penalty score to randomly influence accumulation by a player of the nominated target score; and a directive which directs movement of a player's token a number of zones in a particular direction. 8. An apparatus as claimed in claim 1 further comprising a timer to measure a time limit for responding to a question posed by said first instructions. 9. An apparatus as claimed in claim 1 further comprising a scoring means to keep a tally of players' scores during a game. 10. A method of playing a game between two or more players, said method including the steps of: (a) determining a nominated target score to be accumulated by each player; (b) selecting a token by each player of the game; (c) placing each token on a commencement zone of a playing field characterized in that it comprises a plurality of continuous pathways each having a multiplicity of zones a number of which have a first indicium associated therewith; (d) determining a playing sequence by which said players will play the game in turn; (e) generating a random number by each of said players in said sequence to determine the position of said tokens along said continuous pathways; (e) selecting a first instruction at random from a series of first instructions when, upon completion of a move, a token of a player is placed on a zone associated with the first indicium, each said first instructions comprising a question answerable by the player; (f) communicating said question by said player to said other player(s); (g) selecting an ancillary instruction at random from a series of ancillary instructions when the player selects a first instruction, each said ancillary instructions comprising one or more philosophical texts and/or one or more symbols usable by the player in generation of a response to said question; (h) communicating said philosophical text(s) and/or symbol(s) by said player to said other player(s); (i) responding to said question by said player using said selected philosophical text(s) and/or symbol(s) wherein said player's response to said question is positively influenced and reinforced by said philosophical texts and/or symbols; and (j) assigning a score to said response, said score being arbitrarily selected by the other player(s) from a predetermined point score range for accumulation towards said nominated target score. 11. A method as claimed in claim 10 further characterized in that a number of zones of said plurality of pathways have a second indicium associated therewith and the method further includes the step of selecting a second instruction at random from a series of second instructions when, upon completion of a move, a token of a player is placed on a zone associated with the second indicium, said second instructions comprising positive epithets associated with a bonus or penalty score to randomly influence accumulation by the player of the nominated target score. 12. A method as claimed in claim 10 further characterized in that a number of zones of said plurality of pathways have a third instruction associated therewith comprising a bonus or penalty score to randomly influence accumulation by the player of the nominated target score and/or instructing the player to move the player's token a number of zones in a particular direction, wherein said method further includes the step of complying with that instruction, when upon completion of a move, a token of a player is placed on a zone having said third instruction associated therewith. 13. A method as claimed in claim 10 wherein the step of responding (step (i)) is further characterized in that the player must respond within a predetermined time limit. 14. A method of playing a game between two or more players substantially as herein described with reference to one or more of the accompanying drawings.

Inventors: HALVERSON LESLEY KAY, HALVERSON, LESLEY, KAY
Applicants: HALVERSON LESLEY KAY, HALVERSON, LESLEY, KAY
Application year: 1998
Main classification: A63F9
IPC codes: A63F3, A63F9