Abstract:
A combined instructional tool ( 10 ) is provided for imparting theological or other thematic knowledge to a plurality of participants while experientially reinforcing a core principle relating thereto. The tool ( 10 ) generally includes a game board ( 100 ), a plurality of categorized knowledge stores ( 200–230 ), at least one supplemental store ( 300 ), and a user-operable selector ( 400 ). The game board ( 100 ) defines a plurality of spaces ( 110 ) which progress between designated starting and end points, wherein at least a portion of the spaces ( 100 ) are formed with at least three types of indicia. The question stores ( 200–230 ) each include a plurality of predetermined thematic questions for selection and consideration by the participants, whereas the supplemental store ( 300 ) includes a plurality of redemptive tokens ( 3010 ). During use, participants take turns attempting to advance along the spaces ( 110 ), at each space complying with appropriate indicia which may include directives to select and answer a question from the question store. Upon failure to adequately answer the question, a participant is afforded an opportunity for redemption by selecting a potentially redemptive token from the supplemental store ( 300 ).

Description:
BACKGROUND OF THE INVENTION 
   1. Field of the Invention 
   The subject educational tool is generally directed to a system and method for expanding the base of certain thematic knowledge of users, and experientially reinforcing in them one or more core principles deriving or otherwise relating to that knowledge. More specifically, the subject educational tool brings a plurality of participants together in an interactive game setting to both challenge and encourage one another to not only grow in just thematic knowledge, but to demonstrably experience core principles they commonly share in accordance with that knowledge. 
   Fundamental to any society are morality- or faith-based institutions to which persons holding to certain fundamentally shared ideologies, hopes, and beliefs belong. Prevalent examples of such institutions are found in churches, synagogues, temples, mosques, and other religious organizations which promote teachings meant to positively impact members&#39; lives and guide their daily conduct. In the Christian context, for example, theological knowledge based upon the books of the Bible is disseminated and conduct in accordance with biblical principles is actively encouraged for growth in the faith. Yet, outside of periodic worship, Bible study, or other ministry-based activities, scarcely few activities exist which a group of individuals may readily engage in together, to cooperatively gain meaningful knowledge and training in the Christian faith. The same is true in other contexts as well. Whether in religious and non-religious contexts, there exists a need for simple yet effective tools with sufficient procedural structure to yield meaningfully teaching while evoking reasonably free yet instructive interplay of the participants. 
   Given the relational nature of institutions in these contexts, members tend naturally to gravitate towards one another. They often socialize together outside perhaps the more formal activities of the given institution, spending much time in personal fellowship with one another. In those settings, party game-type activities are as popular as they are in many social circles. The element of friendly competition they provide fuels prolonged periods of friendly interplay between participants during which good-natured joking, spontaneous reactions, and infectious laughter typically occur to make for a fun, engaging experience. The resulting environment is normally one of such camaraderie and support that participants may be left with particularly strong impressions of instructive elements if effectively incorporated into a given game-type activity. 
   There is a need, therefore, for a tool by which a base of theological, biblical, or other thematic knowledge may be meaningfully imparted to groups of individuals in an informal setting. There is a need, moreover, for such tool for concurrently reinforcing core principles relating to the base of knowledge. There is a need for such tool which is capable of non-intrusively incorporating instructional elements in these respects within a game-type activity that engenders a suitably engaging and supportive environment for meaningful instruction of the participants to occur. 
   2. Prior Art 
   Educational games for enhancing knowledge are known in the art, as are educations board games specifically directed to enhancing knowledge of the Bible. The best prior art known to Applicant includes U.S. Pat. Nos. #5,224,862; #5,092,606; #4,572,513; #6,267,376; #4,201,388; #4,121,823; #5,042,816; #5,071,133, #5,152,535; #5,295,834; #5,449,177; #5,743,528; and #5,547,245. The known prior art also includes published U.S. patent applications No. 2004/0119229 and No. 2003/0227132. 
   Such known prior art games, however, are heavily directed to enhancing and reinforcing knowledge of the given subject matter. Accordingly, they rely primarily upon quizzing means, merely adding elaborate game board design features and emphasizing certain competitive elements to heighten the participants&#39; interests. Such prior art games, however, do not provide the degree of simplicity and effectiveness realized by the present invention in an instructional tool that utilizes a modest level of competition to encourage engaging and edifying interaction between the participants over prolonged periods of play. Nor do the prior art games effectively combine knowledge enhancement with experiential reinforcement of certain demonstrable core principles relating to that knowledge. 
   SUMMARY OF THE INVENTION 
   A primary object of the present invention is to provide a system and method whereby a base of thematic knowledge may be imparted meaningfully to individuals while one or more core principles relating to that base of knowledge is experientially reinforced in them. 
   It is another object of the present invention to provide a system and method that enables participants to engage in a friendly competitive activity which brings about theological or other thematic instruction in an entertaining and engaging way. 
   It is yet another object of the present invention to provide a tool for simply and conveniently effecting theological, biblical, or other thematic instruction in a competitive game setting. 
   These and other objects are attained in a system and method implemented in accordance with the present invention. In one exemplary embodiment, there is provided a combined instructional tool for imparting to a plurality of participants theological or other thematic knowledge and experiential reinforcement of a core principal relating thereto. This tool comprises generally a game board, a plurality of categorized question stores, at least one supplemental store, and a selector. The game board defines a plurality of spaces progressing from a starting point to an end point, wherein at least a portion of the spaces each have formed thereon indicia of at least first, second, and third type. The first type of indicia includes one of a plurality of knowledge directives, while the second type of indicia includes one of a plurality of predetermined markers, and the third type of indicia includes one of a plurality of punitive directives. Each of the question stores preferably includes a plurality of predetermined thematic questions for selection and consideration by the participants, whereas each supplemental store preferably includes a plurality of redemptive tokens, each having at least one of the predetermined markers. The selector operates to randomly select an advancement parameter. 
   During use, the participants in turn each advance to a selected one of the game board spaces responsive to actuation of the selector. A participant at a selected space then selects a thematic question from the question store corresponding to the selected space. The participant is under compulsion to comply with the punitive directive of that selected space upon failing to respond correctly to the thematic question. That is so, unless the participant is freed from such compulsion by selecting from the redemptive tokens one which corresponds sufficiently to the selected space. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
       FIG. 1  is an illustrative plan view of an exemplary embodiment of a game board formed in accordance with the present invention; 
       FIG. 2A  is an illustrative schematic view of an exemplary card deck forming a knowledge store in accordance with an exemplary embodiment of the present invention; 
       FIG. 2B  is an illustrative schematic view of an exemplary card deck forming a supplemental store in accordance with an exemplary embodiment of the present invention; and, 
     FIG. is an illustrative schematic diagram representing the intercoupling of functional units of an exemplary electronic store employed in an alternate embodiment of the present invention. 
   

   DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
   Referring now to  FIG. 1 , there is shown an instructional system  10  formed in accordance with one exemplary embodiment of the present invention. The system  10  in this embodiment includes a game board  100  on which are defined a plurality of spaces preferably arranged to form a circuitous path from a starting point designated, for instance, by a dedicated start space  120  to an end point designated by a preselected one of the spaces, such as space  122 , or by the start space  20  itself. In the embodiment illustrated, the start space  120  includes a direction indicator to signify the direction in which advancement over the arranged spaces  110  is to occur. 
   Also in the embodiment illustrated, the spaces  110  are arranged peripherally about the board  100  so as to extend about a common region  105  and return to the start space  120 . In alternate embodiments, however, any suitable arrangement of spaces  110  may be employed. Such things as the number of spaces  110 , configuration of the path formed thereby, the shape and general appearance of each space  110 , and the like may be varied in any suitable manner known in the art to appropriately reflect the purposes and requirements of the particularly intended application. 
   The spaces  110  defined on the game board, or game surface,  100  include a plurality of active spaces  124  and preferably one or more special spaces  125 ,  127  interspersed therein. Each of the active spaces  124  preferably includes at least three different indicators discernibly formed thereon. The first type  1240  indicates which of a plurality of question categories a question should be drawn from. The second indicator type  1242  depicts one of a plurality of predetermined markers shown in various active spaces  124 . The third indicator type  1244  preferably communicates a punitive directive. 
   The special spaces  125 ,  127  provide a temporary haven from the requirements and potential consequences associated with each of the active spaces  124 . For instance, the special space  127  in the embodiment shown illustrates a “blessing” stop which effectively affords the participant arriving at that space pause to rest there a turn without the pressure of earning or otherwise acquiring the right to remain at that space, and avoid regression. In contrast, the special space  125  is illustrated to be one which affords a participant arriving at that space the added right to switch spaces with any other participant. These are but examples of the many special spaces that may be suitable defined on the game board  100 . The number and location of such special spaces may also be varied in alternate embodiments from that illustrated in the embodiment shown. 
   Preferably disposed within the common region  105  of the game board  100  are a plurality of knowledge, or question, stores  200 ,  210 ,  220 ,  230  each corresponding to a distinct category of thematic questions. In the example illustrated, the application is theological in nature, and the question stores  200 ,  210 ,  220 ,  230  are grouped respectively in such distinct biblical categories as the Torah (encompassing the first five books of the Bible, namely, Genesis, Exodus, Leviticus, Numbers, and Deuteronomy), Prophets, Gospel (the first five books of the New Testament, namely, Matthew, Mark, Luke, John, and Acts), Revelation, and the like. Of course, these question store categories are purely exemplary, and may be suitably varied both in number and subject matter content depending on the requirements and purposes of the intended application. 
   Preferably, measures are taken to render question stores  200 ,  210 ,  220 ,  230  conspicuously distinguishable one from the other, visually or otherwise. In addition to simply labeling with a category name or symbol, for instance, each store  200 ,  210 ,  220 ,  230  may be assigned a distinguishing color, such as blue, yellow, green, red, and the like, such that question cards or other contents of a particular store may be quickly and easily distinguished as such by the participants. This not only minimizes the potential for confusion during use, it facilitates simple set up and orderly storage of system  10 . 
   As shown in  FIG. 2A , each of the question stores  200 ,  210 ,  220 ,  230  in the exemplary embodiment illustrated is preferably formed as a categorized deck  2000  of cards  2010  each uniformly marked with the appropriate color, label, and/or other distinguishing graphic indicia on its backing  2005 . A front surface of each card  2010  bears one or more questions  2012  pertaining to its store category, which are ascertained and answered by a participant during play. An answer reference (not shown) may be provided in printed, electronically recorded, or any other suitably accessible form to provide a quick and simple check to determine whether a responsive answer is in fact correct. 
   Appropriate auxiliary information pertaining to the question  2012  may also be provided on this face of the card  2010 . Where incorporated, such auxiliary information  2014  in the biblical application illustrated may include helpful information like an answer key pointer (“T-50” for example) for use by the participant to quickly and accurately find the correct corresponding answer to the question(s) in an answer reference. Such auxiliary information  2014  may also include other information like citations supporting biblical passages, or other suitable annotations which may serve to enrich the educational capacity of the given card  2010 . 
   A supplemental store  300  is also provided preferably within the common region  105  in the exemplary embodiment shown. While likewise illustrate in  FIG. 2B  as a deck  3000  of smaller cards  3010   a ,  3010   b ,  3010   c ,  3010   d , this supplemental store  300  may be realized in numerous other suitable forms known in the art. The supplemental store  300  provides from one of a plurality of redemptive tokens to be randomly selected therefrom, preferably with weighted probabilities as described in following paragraphs. 
   The blessing deck  3000  is shown in the embodiment to include distinct sets of cards  3010   a–   3010   d ; however, such cards  3010   a–   3010   d  are uniformly marked with a suitable color, label, and/or other distinguishing graphic indicia on their backings  3005 . Preferably, the cards  3010   a–   3010   d  are also formed uniformly in additional respects, such as in dimension, contour, and/or other configurational features to conspicuously distinguish from the question store cards  2010  employed. Each of these blessing deck cards  3010   a–   3010   d  preferably represents a redemptive token, with the front surfaces on cards of each set  3010   a ,  3010   b ,  3010   c , or  3010   d  bearing a common marker  342  that includes one or more of the markers  1242  shown in the active game board spaces  124 . 
   The probability of each particular one of the predetermined markers  1242   a–   1242   d  appearing on a blessing card  3010   a–   3010   d  selected from the blessing deck  3000  is weighted by varying the numbers of blessing cards respectively bearing the predetermined markers  1242   a ,  1242   b ,  1242   c , and  1242   d . That is, the likelihood of drawing a redemptive token matching an active space  124  is selectively weighted in part by appropriately controlling the numbers of cards in the card sets  3010   a ,  3010   b ,  3010   c ,  3010   d  which are dispersed in the deck  3000 . 
   In the example shown, different astronomical symbols like: a sun, a star, a full moon, and a crescent moon, are shown in different active spaces  124 . The number of spaces  124  occupied by each of these symbols is preferably varied. For example, the sun marker  1242   a  and the star marker  1242   b  each occupy four of the spaces  124 , whereas the full moon marker  1242   c  occupies eight spaces  124 , and the crescent moon marker  1242   d  occupies eleven spaces  124  in the embodiment shown. The numbers of corresponding blessing cards  3010   a–   3010   d  may be varied accordingly, such that the cards  3010   a ,  3010   b  including either the sun marker  1242   a  or the star marker  1242   b , for instance, may each number ten cards while those including the full moon marker  1242   c  may number seven cards, and those including the crescent moon marker  1242   d  may number three cards. This is but one example of numerous other suitable quantitative combination which may be employed to control the likelihood of a predetermined marker  1242  of a selected one of the active spaces  124  corresponding to a card  3010   a–   3010   d  selected from the blessing deck  3000 . 
   Referring again to  FIG. 1 , an auxiliary space  130  may also be included in certain alternate embodiments within the common region  105 , to implement special variations from normal play of system  10 . For example, one or more selectable elements in the question stores  200 ,  210 ,  220 ,  230  may be of wild card type which relegate one or more of the participants to a holding area delineated by this auxiliary space  130 . As another example, one or more of the game board spaces  110  may by themselves, or, perhaps, in certain combination with a selective action coincidently taken by the participant, similarly relegate participants to such holding area. Release from that holding area may then be conditioned upon a suitably predefined event, such as the subsequent selection of a pre-designated card, the occurrence of a preset number of play turns, the participant&#39;s performance of a certain deed, the actuation of a random selector to a predefined result, or the like. 
   A selector  400  is preferably also provided to effect random determination of the space  110  which a participant will occupy during a turn. The selector  400  is shown for illustration as a pivotally displaceable pointer, or spinner,  410  which may be actuated by participants to randomly select from a plurality of quantitative value-demarcated regions  420 ,  422 ,  424 ,  426 . 
   While it is shown situated in the common region  105  of the game board  100 , the selector  400  may alternatively be formed in certain embodiments as a free or detachable unit that may be conveniently passed around by participants during play. The selector  400  may be formed with an alternate configuration of any suitable type known in the art capable of actuation to randomly select from amongst a plurality of selectable options, quantitative or otherwise. 
   Referring back to the spaces  110  defined on the game board  100 , each of the active spaces  124  includes a plurality of indicia types  1240 ,  1242 ,  1244  as described in preceding paragraphs. Each such indicia type serves to communicate particular directives and/or information to a participant occupying that active space  124 . While the indicia in the illustrated embodiment visually convey directive/information to participants, they may in alternate embodiments employ such other forms of communication as tactile and/or audible means, should the intended application require. 
   In the embodiment illustratively shown, the first type of indicia  1240  preferably includes a variety of knowledge directives which, in the given example, directs a participant at an active space  124  to draw a question card from at least one question store  200 ,  210 ,  220 , or  230  specified. These question stores may be textually indicated by numeric references such as the “#1,” “#2,” “#3,” “#4” references shown, or by any other suitable means. The directives may be varied over active spaces  124  in any pre-selected manner suitable for the intended application. 
   The second type of indicia  1242  the active spaces  124  preferably include various predetermined markers for possible match with a corresponding marker formed on a card drawn from the blessing deck  3000 . These predetermined markers  1242   a–   1242   d  may take numerous forms including, but not limited to, graphic symbols or signs, background colors, textual characters, thematic labels, and the like. In the examples shown, the astronomic symbols for a sun  1242   a , star  1242   b , full moon  1242   c , and crescent moon  1242   d  are illustratively employed These symbols  1242   a–   1242   d  are arranged over the active spaces  124  such that at least one symbol  1242   a–   1242   d  occupies each active space  124 . 
   To contribute a weighting factor to the attempted match of a particular symbol  1242   a–   1242   d  with that found on a card randomly drawn from the blessing deck  3000 , these symbols  1242   a–   1242   d  may be provided with different frequency on the active spaces  124 . For example, the sun symbol  1242   a  and the start symbol  1242   b  may each occupy four of the active spaces  124 , while the full moon symbol  1242   c  and crescent moon symbol  1242   d  may respectively occupy eight and eleven of the active spaces  124 . As mentioned in preceding paragraphs, the respective numbers of blessing deck cards  3010  respectively bearing these symbols  1242   a–   1242   d  are preferably varied in corresponding inverse relation to the numbers of active spaces  124  in which these symbols  1242   a–   1242   d  are found on the game board  100 . The likelihood of a participant&#39;s selecting a matching blessing card  3010  is rendered thereby commensurate with the rarity of the symbol  1242   a ,  1242   b ,  1242   c , or  1242   d  specified by the active space  124  at which the participant finds him-/herself. 
   The third type of indicia  1244  preferably includes a variety of punitive directives to be imposed upon the participant should he or she fail to adequately answer the question(s) selected at the given space  124 , and should the blessing card  3010  drawn at that space not provide relief. In the example shown, this punitive directive is a positional one, directing the participant to retreat a pre-specified number of spaces from the given active space  124 . For instance, such directives may require the participant to go back one to five spaces, as shown. 
   Such punitive directives have the beneficial effect of prolonging the ‘game’ which in turn, extends the opportunity for the participants&#39; further learning. In alternative embodiments, punitive directives may include various other consequences such as credits/debits to in a point system, instructions for one or more of the participants to perform certain other actions like singing a song, carrying out an errand (or other subservient task), making a humorous gesture, and the like. Any other directives suitable and appropriate for the intended application may be employed. 
   An added benefit deriving from these punitive directives is that they present demonstrable opportunities for redemption. Where participants draw penalties upon themselves, they are consistently afforded the opportunity to avail themselves of an unearned blessing that would bring them out from under the imposed penalties. In this way, the participants are reminded, potentially at each turn they take, of such principles as grace, forgiveness, atonement, mercy, second chances, starting anew, and the like—which may be among those principles at the core of beliefs underlying the thematic subject matter of system  10 . 
   A variation that may be added in alternate embodiments within the illustrated example&#39;s biblical context includes substitutionally imputing to another the penalties which had been drawn by a participant. Where a matching blessing card  3010  is drawn, for instance, redemption of the drawing participant would be fully consummated only upon the substitutional satisfaction of that penalty by a designated other. That other may be a pre-designated individual, or a volunteer designated in accordance with the blessing card  3010 . 
   Turning now to FIG. is, there is schematically shown an electronic store  500  which maybe used with, or in place of, the card decks  2000 ,  3000  an exemplary alternate embodiment of the present invention. Implemented using any suitable hardware/software means known in the art, electronic store  500  preferably includes input and output measures  502 ,  504  available for the participants through a user input/output (I/O) interface  510 . The I/O interface  510  preferably includes suitable audio and/or video display means by which questions, directives, indicators, and other information may be communicated to or received from a participant. The I/O interface  510  preferably also includes key or printing device entry means for the convenient input of information by participants. Preferably, the I/O interface  510  would include a voice box-type portion to audibly verbalize at least the question being presented to a participant upon appropriate actuation during a given turn. 
   The verbalized question may be electronically synthesized, or simply pre-recorded for audible playback when needed. A respected voice familiar to the participants may then be used to enhance credibility as to the knowledge conveyed therethrough, or to assure command of the participants&#39; collective attention. This may be particularly effective where the answers, too, are provided in audibly verbalized form. 
   Electronic store  500  further includes, preferably, a controller  520  to which are coupled not only the user I/O interface  510 , but a question memory  530  and an answer memory  530 ′, as well as a supplemental memory  540 . The controller  520  is suitably programmed to automatically control operation, and the requisite access and flow of information to, from, and between these units in appropriate manner. 
   The respective memories  530  and  530 ′ include in electronically stored form each of the categorized questions  5300 ,  5310 ,  5320 ,  5330  and their corresponding answers  5300 ′,  5310 ′,  5320 ′, and  5330 ′. The supplemental memory  540  includes each of the n distinctive redemptive tokens  5400   a–   5400   n  to be used in the intended application. 
   During use, a participant enters through the I/O interface  510  selection of a question category  5300 – 5330  stored in question memory  530 . The controller  520  then processes the requested selection to either randomly, or in another suitably predefined manner, retrieve a question from the appropriate category for presentation to the participant through the I/O interface  510 . Upon receiving the participant&#39;s entered response, the controller  520  consults the answer memory  530 ′ and determines the acceptability of that response and communicates accordingly to the participant, again through the I/O interface  520 . Where the response is determined to be unsatisfactory, the controller  520  causes the I/O interface  510  to also present the correct answer, unless otherwise directed by one or more of the participants. 
   At a suitable point thereafter, the controller  520  randomly selects from the redemptive tokens  5400   a–   5400   n  stored in supplemental memory  540 . Again, unless otherwise prompted by one or more of the participants, the controller  520  presents the retrieved redemptive tokens  5400   a–   5400   n  to the participant via the I/O interface  510 . The redemptive tokens  5400   a–   5400   n  are preferably weighted in their probabilities of selection. The weighting preferably reflects the relative number of active spaces  124  respectively corresponding to those tokens  5400   a–   5400   n.    
   Although the question and answer memories  530 ,  530 ′ and supplemental memory  540  are separately represented in the schematic illustration shown, they may be implemented either within one or within more than one memory device, depending on the requirements of the intended application. In addition, although not shown, the selector  400  may also be electronically implemented and coupled to the controller  520  for operational control and access in certain alternate embodiments. 
   During typical play of the exemplary embodiment illustrated in  FIGS. 1–2B , each of a plurality of participants begins at the start space  120  and takes turns to advance in the indicated direction over the spaces  110 . The ‘game’ may end when one or more participants arrive at the designated end space. Although not shown, distinctive figurines or other tokens may be used to monitor each participant&#39;s progress over the spaces  110 . 
   Each turn preferably involves a participant actuating the selector  400  to randomly determine the number of spaces by which to advance. In the embodiment shown, the selector  400  includes a region  420  indicating no advancement. In the event the selector selects this region, a participant would remain at his or her present space and comply with the directives indicated thereon, unless the present space happens to be either the start space  120  or the blessing stop space  127  which are without active directives. The participant then simply remains at the space until the next turn. 
   The participant otherwise advances to the space as indicated by the selector  400  and follows what directives may be found at that space. If the participant thus selects and arrives at an active space  124 , the participant complies with the first directive and draws one or more questions from the appropriate question store  200 – 230 . Preferably, the question(s) drawn is read out loud so that it may be heard by all the participants for their collective edification. The participant drawing the question attempts to answer correctly. Afterward, a check is made of the given answer reference to determine the sufficiency of the response. If the response is determined to be insufficient, the correct answer may be verbalized out loud, again for the collective edification of all the participants. In the alternative, one or more other participants may be given the opportunity to answer correctly, perhaps to earn certain predefined game benefits or privileges. 
   If a participant provides sufficient response to the question(s), he or she remains at the selected space, and the next participant takes a subsequent turn. If, on the other hand, the participant fails to provide a sufficient response, the participant may avail him-/herself to a card  3010  drawing from the blessing deck  3000 . If the marker  342  revealed on that drawn blessing card  3010  corresponds to the maker  1242  of the selected space  124 , the participant is permitted to remain at that space  124  notwithstanding the space&#39;s punitive directive  1244 . Otherwise, the participant must comply with the punitive directive and ‘go back’ the number of spaces indicated. 
   As described in preceding paragraphs, the likelihood of drawing an actually redemptive token—that is, a blessing card  3010  which actually matches the selected space&#39;s marker  1242 —may vary from space to space. Preferably, where a more common one of the symbols  1242   a–   1242   d  appears in the marker  1242  of the selected space, the more rarely a corresponding blessing card  3010   a–   3010   d  will appear in the blessing deck  3000 . Still, a participant is brought to experience after each unsuccessful turn at answering a knowledge-based question the freely offered chance at redemption. 
   Play proceeds with the participants cycling through turns in this manner until one or more of the participants reach the designated end point. The interactive process in the meantime promotes natural discussion and collaboration regarding the subject matter presented by the various questions that are taken up in the process. At any time during play, pause may be taken either as part of a normal turn or as a special instructive feature to look up and consider the authoritative references and/or other annotations which may, for example, be included as auxiliary information  2014  on one or more of the question cards  2010 . This furthers the participants&#39; collective edification, solidifying and expanding the knowledge gained from the questions and answers. 
   The game may be effectively accelerated or slowed by suitable varying the contents of the selector  400 . Instead of the selectable values 0–3 shown in the exemplary embodiment, for instance, higher or lower quantitative values may be used. 
   It is quite conceivable (and indeed desirable), that the questions originally provided in the various question stores  200 – 230  may come to be sufficiently exhausted, such that to certain individuals, they are of minimal further use. That is, these individuals would have become familiar enough with the questions to have mastered the subject matter covered thereby, making the answers somewhat academic for them. In accordance with one aspect of the present invention, then, question in one or more of the knowledge stores  200 – 230  may the be replenished with replacement questions borne on replacement cards  2010 . In this manner, additional categories may be newly-added, and certain of the categories may be wholly replaced with others. 
   In the electronic embodiment illustrated in  FIG. 3 , the contents of the question and answer memories  530 ,  530 ′ may be similarly updated. One or more of the question stores and corresponding answer stores  5300 — 5330 ,  5300 ′– 5330 ′ may be added to or overridden with additional questions and answers to effect the update. 
   Regardless of the particularities of the embodiment actually employed in a given application, updates may be obtained by the user on an as-needed basis. Alternatively, periodic updates may be obtained with more regularity on a subscription basis to keep play of system  10  continually challenging and completing to prospective participants. Additionally, groups of past and future participants may share and recycle the questions to further encourage collective edification. 
   Although this invention has been described in connection with specific forms and embodiments thereof, it will be appreciated that various modifications other than those discussed above may be resorted to without departing from the spirit or scope of the present invention. For example, equivalent elements may be substituted for those specifically shown and described, certain features may be used independently of other features, and in certain cases, particular combinations of method steps may be reversed or interposed, all without departing from the spirit or scope of the invention as defined in the appended claims.