Abstract:
A method of playing a sledrace game board which includes a starting point, a finish line, numerous interconnecting trails, pick card spaces, marker pieces and die to determine a random number which a player must move a marker. Cards are used to give a player further instructions.

Description:
FIELD OF THE INVENTION 
     This invention is a board game involving movement of players&#39; pieces along various paths in a race from start to finish. I call the game &#34;Sledrace&#34;. 
     BACKGROUND OF THE INVENTION 
     Board games of many different kinds are well known in the prior art. Sorry®, Parchesi®, and Monopoly® are examples, and they are the most relevant prior art that I know of. Sorry® and Parchesi® each involve movement of players&#39; pieces along a certain course to a finish line, with various hazards and setbacks encountered along the way. Monopoly® is not a race to a finish line but does include, in addition to the uncertainty of the dice, the further uncertainty of penalties, bonuses, etc. from cards drawn when a player lands on certain spaces on the board. 
     SUMMARY OF THE INVENTION 
     A board game according to this invention includes a starting point, a finish line, and numerous interconnecting trails therebetween, the trails including &#34;pick card&#34; spaces. The game is played as follows, starting with a first player: 
     (a) rolling a die (or spinning a dial) to get a random number; 
     (b) moving a piece that number of spaces along a selected trail on the board; 
     (c) the player, if his/her marker lands on a &#34;pick card&#34; space, picking a card from a deck of cards and following instructions thereon affecting that player or other player(s); and 
     (d) steps (a) through (c) performed in turn by a second player, and as many other players as are in the game. 
    
    
     DRAWING 
     The drawing FIGURE shows the board or playing surface for this game. 
    
    
     DESCRIPTION 
     The Sledrace game requires a game board, a deck of Sledrace cards, and a single die (or spinner dial) to generate random numbers. 
     The drawing represents the Sledrace playing board. The board shows a starting point 10, finish line 11, and numerous interconnecting trails between start and finish. Trails are marked out by round spaces 12 (or long ovals 13 to indicate narrow trails). Trails interconnect at a number of locations on the board to form something of a maze. There are approximately 150 round (or oval) spaces on the board. About one third of these are &#34;Pick Card&#34; spaces. The playing board is illustrated with pictures and graphics for atmosphere. 
     A Sledrace card deck is placed on the board in the space indicated. The card deck presently includes some 106 cards, bearing some 85 different messages or instructions. Several of the messages appear on more than one card. That is to say, several of the cards are duplicates (e.g. eight of the cards say &#34;move ahead one space&#34;; four cards say &#34;move back one space&#34;; and so on) but most of the cards are one-of-a-kind. 
     Sledrace cards have various messages instructing, penalizing, or rewarding the player drawing the card. The cards variously instruct the player to move ahead; move back; move elsewhere; lose turn(s); move other player(s); and so on. Most of these instructions are given with picturesque descriptions of the surrounding circumstances, such as weather conditions, equipment failure, and so on. Specific content of the Sledrace cards is set forth in the Appendix to this specification. 
     The game is played as follows: 
     Players roll a die (or spin a dial) to see who goes first. Other players follow the first player in order (e.g. clockwise). 
     Players may move from start by either the left trail or the right trail. 
     After the start, players may use any of the many trails. 
     A player landing on a Pick Card space takes a card from the Sledrace deck and follows its instructions. 
     If a player moves back and forth from one Pick Card space to another for two turns, the player may roll die on next turn and move the number of spaces indicated. 
     The object is to reach the finish line first. A player must roll the exact number of spaces in order to reach the finish line. 
     The roll of a die is mentioned throughout this specification, and in the Appendix hereto. Reference to roll of a die is a convenient way to indicate a means to generate a random number, and as the equivalent of the spin of a dial or the like, for the same purpose. 
     The Sledrace game lends itself to play on a computer screen, in addition to its &#34;normal&#34; play on a board, and such use is contemplated in the appended claims. In this form, the game board will appear on the screen, and choices are made by the mouse. 
     The foregoing description of a preferred embodiment of this invention, including the configuration of the playing board and trails, is intended as illustrative. The concept and scope of the game are not limited by these examples but only by the following claims and equivalents thereof. 
     
                       APPENDIX______________________________________List of Sledrace Pick CardsItem Qty.   Message on Card______________________________________Cards(8)    Move ahead one space.Cards(4)    Move back one space.Cards(2)    Move ahead 3 spaces.Cards(2)    Roll the die and move ahead the number rolled.Cards(2)    Blizzard causes you to be disoriented.       Skip the next turn and wait until it settles down a bit.Cards(2)    Pick a player to send back 3 spaces.       If player complains, send him/her back 5 spaces.Cards(2)    You are pushing yourself and your dogs too hard! Skip next       turn to rest up.Cards(2)    Advance (or go back) to an alternate route, and move 4       spaces along the alternate route.Cards(2)    Polar bears ahead! Move ahead 2 spaces on alternate route,       or go back 2 spaces.Cards(2)    A sudden storm sets you back 3 spaces!Cards(2)    Dogs are running well! Move ahead 5 spaces.Cards(2)    If a greenhorn got airlifted out of the game, he/she may re-       enter as if he/she has been racing all along and advance to       Wolf Howl Pass.       If greenhorn is still mad for being airlifted out earlier,       and       refuses to re-enter the game, then you may move ahead 6       spaces.Card        You just rolled the sled again! Take it easy going around       those corners!       Skip next turn to get things back in order.Card        Move ahead 2 spaces. Send the player to your left to Aurora       Trail.Card        Move back 3 spaces.Card        Move ahead one space. Watch out! Ice is cracking! Get       Moving!       Move ahead another 2 spaces. That was a close one!Card        Move ahead 3 spaces down alternate route, or go back 3       spaces to avoid wolf pack.Card        Advance (or go back) to Blue-Ice Lake.Card        Move one space southwest of Snowdrift Trail..Card        Roll the die. Tell the player on your left to move ahead the       number rolled.Card        You&#39;ve stopped too often, for too long. You have to try to       make up for lost time. Move ahead 4 spaces on alternate       route. If no alternate route is available, roll the die and       move ahead the number rolled.Card        A minor earthquake leaves you with a twisted ankle.       Skip next two turns to check itCard        Wind picks up behind you, moving you ahead 5 spaces.Card        Quit whining! You made it this far.       Finish what you start for once in your life. Move ahead 4       spaces.Card        Good weather conditions put you ahead 3 spaces.Card        Move east of Nakia&#39;s Trail by 4 spaces.Card        Some of your gear came loose and rolled off the sled. Go       back one space.Card        Roll the die and move back the number rolled.Card        Roll the die and move ahead the number rolled. Then roll       the die again and have the player to your left move back the       number rolled.Card        You packed too much junk food. Skip next turn to lighten       the load.Card        You stopped to help the player on your right who ran into a       low tree branch. Both of you must skip the next turn. Ouch!Card        Dogs are acting nervous, and you hear loud crunching foot-       steps in the snow behind you. Don&#39;t look back! Can&#39;t see       anything anyway, it&#39;s too dark.       Move ahead 6 spaces down alternate route, or roll the die       and move ahead the number rolled.Card        The Northern Lights are really putting on a show. the others       are all stopped to look, but you want to win this race and       are not sidetracked.       Move ahead 6 spaces.Card        You skimped on buying gloves and boots for the trip, and       now you are paying for it. Your are frostbitten and have to       radio for help. This is no place for a greenhorn. You, your       dogs, and sled will be airlifted out. Sorry!Card        Dogs are reaching for the finish line. Move ahead 3 spaces.Card        Get real! What do you think this is, a talent show? Your       dogs don&#39;t want to hear you sing! Their howling should tell       you this. You&#39;re hindering their performance. Please! Skip       next turn and let the dogs get back to normal.Card        Advance to the nearest Pick Card location.       Follow instructions on the card picked.Card        You had to use parts of the sled for firewood last night,       making it lighter.       Move ahead 3 spaces.Card        Dogs need a rest. Skip the next turn.Card        Make camp. Skip the next turn.Card        You can do it! Don&#39;t give up now! Move ahead 4 spaces.Card        Set up camp at Coldwater Pass.Card        Tell the player on your right to move ahead one space.Card        Advance (or go back) to Avalanche Alley.Card        You&#39;re coming up on what looks like an . . . igloo? It&#39;s       hard to see through the blowing snow, but . . . yes, it is       an       igloo! Someone is flagging you down and offering you       some hot chocolate. BRRR! Go ahead, have some, but       don&#39;t stay too long if you want to win this race. Skip next       turn only.Card        Just look at all those stars! WOW! OK, let&#39;s not forget why       you&#39;re out in this -40° weather. You can watch the       stars as       you mush along two spaces.       MUSH!Card        Advance (or go back) to nearest alternate route, and move       one space ahead down alternate route.Card        Advance (or go back) to Echo Pass.Card        Tell a joke. If anyone laughs, move ahead 6 spaces. If no       one laughs, move back 6 spaces. (If you don&#39;t know any       jokes, move ahead only one space.)Card        Move back 4 spaces, and send the player to your right to       Pine Tree Pass.Card        All players meet 2 spaces north-northwest of Blizzard Pass.       All players now roll the die. Player with highest number       starts over from this location (on main trail, not on       alternate route).Card        Advance (or go back) to Pick Card Pass, and consume some       munchies for energy. Then pick a card and follow       instructions on the card.Card        Advance (or go back) to Blizzard Pass.Card        Move north of Blue Ice Lake by 2 spaces.Card        All players roll the die. Two players with highest number       rolled, advance (or go back) to Wolf Howl Pass and start       over from there.       All other players, move ahead 2 spaces.Card        Advance (or go back) to Timber Trail.Card        You and the player on your right must each roll the die.       Whoever gets the higher number must advance (or go back)       to Pine Tree Pass.Card        Passage on trail is too narrow, blocked by snow.       Move ahead 3 spaces on alternate route, or go back 3       spaces.Card        Advance (or go back) to Polar Bear Alley.Card        An avalanche has blocked off the trail.       Go back 2 spaces, or go ahead 2 spaces on an alternate       route.Card        Move west of Pine Tree Pass by one space.Card        Too much cloud cover. You can&#39;t tell where you&#39;re going       and you busted your compass when you slipped and fell on       ice this evening. What a mess! You start to panic, but       then you see a sign that says &#34;Pick Card Pass 3 miles       ahead.&#34; Move to Pick Card Pass and follow instructions       on the card picked.Card        Advance (or go back) to Aurora Trail.Card        Move to within 4 spaces of the finish line (on any trail).       If       you are already within 4 spaces of the finish line, move to       within 4 spaces of the starting line (on any trail). Ha Ha!       Hey, its my game; I can do this!Card        Move south of Echo Pass by 2 spaces.Card        Advance(or go back) to Nakia&#39;s TrailCard        During warm-up exercises this morning, you got a cramp in       your leg.       Skip next turn to loosen up and relax.Card        Time to break camp and head out. Oh, great! One of the       dogs got loose, and just took off after a rabbit. Better get       out the treats to get him back.       Skip the next turn.Card        The player on your left just zoomed past you. Have him/her       move one space ahead of where you are on the trail. If that       player is already there, roll the die and move ahead by the       number rolled.Card        Skip next 2 turns.Card        You&#39;re WHAT? TIRED? Oh, come on! How do you think       the dogs feel?       Don&#39;t be such a baby! OK, skip the next two turns to rest.Card        You bit into a candy bar, and now you have sparked a       toothache!       Skip the next turn to relieve the pain.Card        Tell the player to your right to move back one space.Card        Advance (or go back) to Pick Card Pass, and consume some       munchies for energy. Then pick a card and follow the       instructions on the card.Card        Move west of Pine Tree Pass by one space.Card        Advance (or go back) to Snowdrift TrailCard        You are gaining on another sled team, and are now passing       them up.       Switch places with whoever is closest to the finish line. If       you are the closest, then roll the die and move ahead the       number rolled.Card        You passed up the trail! Go back 5 spaces.Card        Tell the player on your right to move back one space.Card        You find a shortcut! Advance to Wolf Howl Pass. If you       are already past Wolf Howl Pass, roll the die and move       ahead the number rolled.Card        Broken ice ahead. Move 3 spaces on alternate route, or go       back 3 spaces.Card        Move one space northeast of Blizzard Pass.Card        Advance (or go back) to Snowshoe Trail.Card        Hum a tune. If someone recognizes it, that&#39;s nice. Move       back 2 spaces anyway! If you refuse to hum a tune, move       back 4 spaces. Ha Ha!       This is fun.Card        Stop and think about what you are doing! You left behind       2 of your dogs!       Go back 2 spaces to get them.Card        One of the dogs is beginning to limp. Skip the next two       turns to check it out.______________________________________