Abstract:
A high-risk racing game in which two to six players own racing cars represented by their pawns which they race along routes of enumerated spaces through the United States, Canada and Mexico on a gameboard. Players are given the cars, or purchase them outright or at auction by total cash or part payment with the balance financed against a car&#39;s credit limit. A player defrays incurred expenses by cash payment or debt charged against an owned car. The first player with 100 points on the scoreboard wins the game. The scoreboard records points accumulated by players, cars owned outright and purchased, and cars available for acquisition. Each time a player lands upon or passes the gameboard&#39;s score-line space, he collects points for cars he owns, with additional points collected for two-car racing teams of each specific group. The number of gameboard spaces a player advances his pawn corresponds to a number card picked or a certain space landed upon. Landing upon certain gameboard spaces requires a player to pick a rallye card which imposes duties or penalties requiring expenses to be defrayed, provides rewards or bonuses, or exercisable options. A player, landing upon a gameboard crash space, loses a car. The unknown factors of the operative effects of the rallye cards provide excitement and apprehension because the last ranking player in the race may become the leader, and even a player forced into bankruptcy may recover to win the race.

Description:
BACKGROUND 
     This board game apparatus, referred to by the name of RALLYE, is a highrisk racing game for two to six players. The apparatus comprises a gameboard, pawns, a scoreboard, pegs, title cards, Rallye cards, number cards and scrip money. The object of the game is to collect points and record such collected points by pegging same on the scoreboard. The first player to peg 100 points on the scoreboard wins the game. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 shows the gameboard of the invention; 
     FIGS. 2 and 3 show the nomenclature lists which identify, in consecutive numerical order, the 155 spaces of the gameboard shown in FIG. 1; 
     FIGS. 4-132 show each of the Rallye cards; 
     FIG. 133 is a view of one of the colored pawns; 
     FIG. 134 is a view of one of the colored pegs; 
     FIG. 135 shows the scoreboard; 
     FIG. 136-165 show each of the title cards; 
     FIG. 166 is a fantail-arranged view of the eighteen number cards; and 
     FIGS. 167-178 show the scrip money for the respective amounts of $100, $300, $500, $1,000, $3,000, $5,000, $10,000, $30,000, $50,000, $100,000, $300,000 and $500,000. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENT 
     As shown in FIG. 1, the gameboard has enumerated thereon 155 separate and distinct spaces, including a &#34;Start&#34; space 1 and a &#34;Score-Line&#34; space 154. When a player&#39;s pawn, as shown in FIG. 133, lands upon or crosses the &#34;Score-Line&#34; space 154, he collects points which he records by correspondingly advancing his peg, as shown in FIG. 134, the same number of points on the upper portion of the scoreboard, as shown in FIG. 135. When a player&#39;s pawn advances on the gameboard and lands upon one of its colored spaces, he must pick the top card of the deck of Rallye cards, as shown in FIGS. 4-132. A Rallye card may automatically award a player, and/or other players, bonus points; or the option of earning or collecting bonus points. Such picked Rallye card may automatically deduct points from a player&#39;s score; or deduct points from another player&#39;s score, or deduct points from other players&#39;scores. Such picked Rallye card may provide for the exercise of the option by a player and other players by virtue of which points are deducted from the leading player&#39;s score to delay such leading player in or prevent him from winning the game. A picked Rallye card may provide for points to be deducted from a player&#39;s score if he is unable to or refuses to discharge a primary duty. A player, landing on Las Vegas space 90 on the gameboard, as is provided for in a particular Rallye card picked by such player, may gamble to win points or, if unfortunate, lose points. 
     While racing on the gameboard throughout the United States, Canada and Mexico, each player will be confronted, from time to time, with various situations, such as opportunities to purchase cars, financial decisions, debt problems, unexpected travelling, physical or mental exercises, good news, bad news, etc. 
     Before beginning the game, the players elect amongst themselves the following officials: 
     a. A Race-Committee Chairman who renders final binding decisions in case of any dispute, issue or question that may arise. 
     b. A Secretary who takes charge of the scoreboard, title cards, Rallye cards and number cards. 
     c. A Treasurer who takes charge of the scrip money, disburses money to the players and receives money from the players. 
     d. An Auctioneer who takes charge of the auctioning off of cars and the bidding for cars. 
     Each player selects a pawn and pegs or pins that are of the same color and which are used exclusively by such player for the duration of the game to represent his racing team. All the players place their respective color pawns on &#34;Start&#34; space 1 on the gameboard and each player collects $100,000 in scrip money from the Treasurer. 
     The Secretary shuffles, face-down, the title cards to the cars and each player picks blind two title cards representing such player&#39;s ownership to the two cars initially donated by a generous sponsor. Each of the players marks his ownership and possession of the two cars initially donated to him by sticking his colored peg in the spot on the scoreboard for the group number and its respective team or car number for each of the two cars. Each time a player thereafter acquires another car, he follows the same procedure. For example, a player who selected a red colored pawn and red colored pegs and who is the owner of a Ferrari in group 14 and team or car number I would stick one of his red colored pegs in the spot indicated by reference numeral 126 on the scoreboard shown in FIG. 135. 
     The Secretary shuffles, face-down, the Rallye cards and another player cuts the deck. Next, the Secretary shuffles, face-down, the number cards and another player cuts the deck. There are eighteen number cards, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143 and 144, bearing discrete numbers from 1 to 18, as shown. The Secretary deals, from the top of the deck, one number card face-up to each player. The player, dealt the highest number card, plays first; the player, dealt the next highest number card, plays second, etc.; thereafter determining the &#34;order of play&#34; throughout the game. The dealt number cards are returned to the deck, reshuffled and cut. A &#34;round of play&#34; means the opportunity thereafter &#34;in turn&#34;, in order of play, to select the top number card from the deck and to advance on the gameboard. One player shuffles, face-down, the deck of number cards. The player whose turn it is to play cuts the deck, picks the top number card, advances the number of spaces on the gameboard corresponding to the number card he picked and then returns his picked number card to the deck. A player, to rest for a round of play, loses his turn for that round of play and must position his pawn beside the last space on the gameboard upon which he landed or to which he was required to move. Similarly, such player may have to rest or wait for two rounds of play. After resting or waiting for such required one or two rounds of play, such player again takes his turn to play in the order of play. 
     Each player starts with &#34;0&#34; points on the scoreboard and sticks his colored peg in the &#34;0&#34; spot on the upper portion of the scoreboard consistent with the color he initially selected. For example, a player who selected the blue color sticks his blue peg in the &#34;0&#34; spot indicated by reference numeral 145 on the scoreboard and, then, if he collected five points, he would record his score by sticking his blue peg in the spot indicated by reference numeral 146 on the scoreboard. 
     GAMEBOARD 
     A player races his racing team around the gameboard from &#34;Start&#34; space 1 to Indianapolis space 155. A player collects points which he records on the scoreboard when he lands upon or passes &#34;Score-Line&#34; space 154. There are fourteen manufacturing or importing cities on the gameboard where cars of a specific group, indicated by its group number, can be purchased or otherwise acquired. These cities are: Pittsburgh space 3, New Orleans space 14, Miami space 23, Jacksonville space 28, New York City space 39, Boston space 41, Halifax space 45, Montreal space 52, Vancouver space 75, San Francisco space 84, Los Angeles space 87, Detroit space 116, Mexico City space 132 and Houston space 140. 
     Auction spaces 16, 106 and 127 on the gameboard offer players the opportunity to purchase cars by auction to the highest bidder. 
     A player loses one car of his choice each time his pawn lands upon one of the three crash spaces 81, 82 and 134 on the gameboard. 
     Each time a player lands upon one of the colored spaces (the black and white drawing FIG. 1 does not show the color) 2, 5, 6, 8, 9, 12, 13, 17, 22, 26, 29, 30, 32, 35, 38, 40, 42, 44, 46, 48, 50, 53, 54, 55, 56, 57, 60, 61, 63, 65, 68, 69, 72, 73, 74, 78, 83, 85, 86, 89, 98, 100, 102, 104, 105, 107, 109, 111, 112, 113, 119, 120, 121, 124, 125, 126, 128, 129, 133, 135, 138, 141, 143, 145, 148, 149 and 152 on the gameboard, such player picks the top Rallye card of the deck and performs the duty, pays the penalty, receives the reward or bonus, or may exercise the option, that such picked Rallye card may provide. The Race-Committee Chairman renders the final binding decision in case any dispute, issue or question may arise in interpreting the meaning and applicability of any Rallye card. 
     Each time a player lands upon one of the advancement spaces 4, 7, 10, 15, 19, 20, 27, 47, 49, 51, 58, 59, 62, 66, 70, 80, 97, 99, 108, 131, 139, 144, 146 and 150 on the gameboard, such player advances his pawn as directed by the particular advancement space upon which he landed. 
     There are a number of &#34;no-action&#34; spaces on the gameboard which provide a player landing thereon only the opportunity to rest, to wit: border spaces 24, 43, 76, 117, 123 and 137, and city spaces Memphis 11, Atlanta 18, Tampa 21, Nassau 25, Charleston 31, Charlotte 34, Washington 36, Philadelphia 37, Winnipeg 64, Calgary 71, Seattle 77, Portland 79, San Diego 88, Salt Lake City 101, Minneapolis 110, Chicago 114, Toronto 118, Phoenix 122, Guadalajara 130, Monterrey 136, Dallas 142, Denver 147, Kansas City 151 and St. Louis 153. 
     Each time a player lands upon one of the money spaces 33, 67, 103 and 115 on the gameboard, such player collects in cash from the Treasurer the amount of money such particular money space directs be paid such player. 
     When a player lands upon advancement space 80, he has the option of either advancing southward one space to crash space 81 and losing one car of his choice; or of taking the deviation route south of Seattle/Portland and thereafter advancing eastward via spaces 97 through 121 to colored space 152. 
     When a player lands upon shortcut space 91, he has the option of either paying the Treasurer $5,000 cash and then advancing eastward via shortcut spaces 92, 93, 94, 95 and 96 to advancement space 146; or, he can continue on his southward course via space 122. 
     When a player lands upon Las Vegas space 90, he has the option of gambling or not gambling for points. If he gambles and wins, points are added to his score on the scoreboard. If he gambles and loses, points are deducted from his score on the scoreboard. A player can wager from one to ten points provided he has already accumulated at least a like number of points on the scoreboard. For example, a player can wager one, two, three, four or five points provided he already has at least five points on the scoreboard. Such player both states in advance the number of points he is wagering and predicts whether the number card he will select will be nine or lower, or ten or higher. For example, four points are added to his score on the scoreboard if he wagers four points, has at least four points on the scoreboard, predicts the number card he will select will be nine or lower, and the number card he selects is nine or lower. Likewise, four points are deducted from his score on the scoreboard if the number card he selected was ten or higher. 
     When a player lands upon Indianapolis space 155, he can race for three additional points to be added to his score on the scoreboard by selecting a number card that is ten or higher; however, he will not lose any points if his selected number card is nine or lower. 
     RALLYE CARDS 
     The unknown but exciting factors in the game are the unknown duties, penalties, rewards, options, etc. which befall a player each time he must pick a Rallye card when landing upon one of the colored spaces on the gameboard. Some of the Rallye cards present danger for a player who owns cars that are not fully paid for, but financed. On the other hand, good fortune may shine its light upon a player behind the race to the extent that such player may even emerge as the new leader. As stated previously, the Race-Committee Chairman renders the final binding decision, and for which there is no appeal, in the event a dispute arises as to the interpretation and meaning of Rallye cards selected. Furthermore, no player can raise the question of conflict of interest when the Race-Committee Chairman exercises his authority to render his final binding decision even when the Race-Committee Chairman has a personal interest in the dispute. Therefor, it behooves the players to elect as their Race-Committee Chairman a player who is fair and impartial. 
     SCOREBOARD 
     The scoreboard provides a current record of (a) the financial situation of each player, (b) the number of cars each player owns and has financed, (c) cars available for acquisition and (d) the total points accumulated by each player. 
     (a) The financial situation of each player 
     A player can handle payments for expenses by either paying cash to the Treasurer or by financing such expenses to cars in his possession, thus increasing his debt, but saving his cash for the purchase of other cars. 
     For example, the red team player, owning the Ferrari in group 14 and team or car number I, can simply pay off $20,000 of expenses by charging such amount to debt by sticking one of his red pins in the spot indicated by reference numeral 147 on the scoreboard. The red team player can similarly pay off $40,000 of expenses by sticking one red pin in the spot indicated by reference numeral 147 on the scoreboard and by sticking another red pin in the spot indicated by reference numeral 148 on the scoreboard. If the red team player had to pay off $46,700 of expenses, he would stick additional red pins in the spots indicated by reference numerals 149, 150, 151 and 152 on the scoreboard. Of course, when the red team player pays part or all of the debt he has charged by paying cash to the Treasurer, he would correspondingly remove the requisite number of red pins to indicate what debt remains charged against his Ferrari. 
     Assuming for purposes of further example that the red team player also purchases for $7,000 a Volga car in group 1 bearing team or car number II and finances his purchase to such car&#39;s credit limit: the red team player would pay the Treasurer $4,000 cash, stick a red pin in the spot indicated by reference numeral 153 on the scoreboard to indicate his ownership of such Volga car and stick another red pin in the spot indicated by reference numeral 154 on the scoreboard to indicate that he has financed $3,000 of the Volga&#39;s purchase price. 
     If the red team player wants to pay off $2,200 of the $3,000 debt he had financed on his Volga car to leave a financed debt balance of $800, the red team player must pay the Treasurer $2,200 cash, remove the red pin from the spot indicated by reference numeral 154, and then insert red pins in the spots indicated by reference numerals 155 and 156. 
     A player can not generate cash by financing debt on his car(s), nor can he transfer financed debt from one car to another. He can only discharge expenses by debt financed to his car(s) and for which he never receives cash from the Treasurer because, by financing such requisite debt to his car(s), his expenses are liquidated as an internal paper transaction and not a cash transaction. If a player&#39;s car(s) is (are) fully financed and he has insufficient cash on hand with which to pay the Treasurer for expenses or mandatory obligations that arise, such player may be forced to surrender to the Secretary title card(s) to his car(s) or go bankrupt. When a player goes bankrupt, all his financed debt, expenses and financial obligations are wiped out by surrendering all his remaining cash to the Treasurer and surrendering the title card(s) to his car(s) to the Secretary. Thereupon, each bankrupt player receives $100,000 cash from the Treasurer and the title card to one card from the Secretary by selecting one title card blind. Such bankrupt player loses none of the points he had accumulated on the scoreboard and resumes racing on the gameboard from the space he went bankrupt. When a player purchases a new car or cars at an auction, such bid purchase price(s) can be paid outright by cash payment to the Treasurer, or by combination(s) of part cash payment to the Treasurer with the debt balance financed up to the credit limit(s) of the car(s). If such player lacks sufficient cash to pay the Treasurer the requisite part payment, such player&#39;s successful bid price for a car is lost. 
     (b) The number of cars each player owns and has financed 
     As previously described, the colored pegs or pins on the scoreboard identify the players who own cars along with the debt for which each car is financed. When a player land upon a crash space on the gameboard and loses a car of his choice, or otherwise loses one or more of his cars, such player decides which car(s) he will lose (unless mandated otherwise). Upon losing a car, the title card for such car is surrendered to the Secretary, its identifying colored peg(s) is (are) removed from the scoreboard and the financed debt for such car is wiped out (unless mandated otherwise). When the crashed or lost car is the only car the player has, the same described procedure applies; however, such player is automatically declared bankrupt, he selects blind a new title card free and clear of debt, receives $100,000 from the Treasurer, resumes racing on the gameboard, but loses none of the points he had accumulated on the scoreboard. If no other car is available, such player retains title to his only car free and clear of any financed debt. Title cards surrendered to the Secretary immediately become available for acquisition. 
     (c) Cars available for acquisition 
     The unpegged or unpinned positions on the scoreboard indicate the cars available for acquisition. A player can purchase a car, if available, when his pawn lands upon one of the fourteen spaces on the gameboard where cars can be purchased or acquired. Each one of the fourteen spaces only offers cars of a specific group. To qualify as the owner of a racing team, a player must own both cars of a specific group. To do this, a player must land again on the same identical space before another player landed on the same identical space and purchased a car of that specific group. In the interim, another player may have picked a Rallye card which enables him to purchase the second car of such group, to purchase such second car at an auction, or to receive such second car free. 
     When a player lands upon one of the three auction spaces 16, 106 and 127, or picks a Rallye card which mandates an auction, the Secretary shuffles the title cards face-down and selects blind a title card or several title cards (if mandated by such picked Rallye card). The Auctioneer takes over and announces the car(s) that will be auctioned off. All players have the opportunity to bid for one car at a time. The accepted bid price often exceeds the car&#39;s value. In any event, for the successful bidder to acquire title to a car, he must either pay the Treasurer the unfinanced balance the bid price in cash, or finance up to the car&#39;s maximum credit limit and pay the Treasurer in cash. The successful bidder is eliminated from the auction and has to pay a $5,000 cash penalty or surrender all his remaining cash to the Treasurer if the successful bidder can not or refuses to complete the car purchase at the bid price. In this event, the remaining unsuccessful bidders start the bidding over for the car; however, if nobody wants to pay the new auctioned-off price for the car, the Secretary takes back the title card for that car. When there are only two players in the game, the unsuccessful bidder acquires the auctioned-off car for a minimum $100 purchase price if the successful bidder can not complete the car purchase and, in which event, the original successful bidder is eliminated from the auction and must pay the Treasurer a $5,000 cash penalty or surrender all his remaining cash to the Treasurer. 
     (d) The total points accumulated by each player 
     Each time a player lands upon or passes the &#34;Score-Line&#34; space 154, he collects one point for each car he owns in groups 1-5, two points for each car in groups 6-10 and three points for each car in groups 11-15, and one bonus point for each racing team owned by such player. A player owning two cars in group 14 would collect three points for each car, plus one bonus point for owning a racing team for a total of seven points. 
     TITLE CARDS 
     Thirty title cards are available, divided into fifteen groups with two cars in each group. Each title card has the following information: the group number, the team or car number for that group, the country of origin, the city where the car is manufactured or can be acquired, name/model for the car, value of the car and the credit limit for financing or charging debt.