Abstract:
A board game having a future-predicting theme. The game includes a rectangular board having a sinuous path printed thereon. Along the path are a number of future-predicting stations illustrated as circles with numbered segments each of which defining a future event like: marriage age, career choice, and place of residence. The numbers of the segments correspond to the numbers that may be selected by a chance device. Players, in turn, proceed along the path making predictions about their lives by choosing a number at a station and, then, rotating the spinner. The difference, if any, between the predicted number and the one found by the spinner is tallied. The player with the lowest cumulative tally after traversing the path is declared the winner.

Description:
FIELD OF THE INVENTION 
     The present invention relates generally to amusement devices and, in particular, to board games wherein a chance device controls the movement of a game piece over a board with a pattern. 
     BACKGROUND OF THE INVENTION 
     Predicting future events has, through the ages, been a popular pastime. Many individuals have claimed the ability to tell what is going to happen in another&#39;s life by reading cards, palms, weather signs, ouija boards and the like. Since such readings usually require some sort of experience to perform them, professionals now typically do them in exchange for money. Such drawbacks keep amateurs from participating in activities involving the prediction of future events for fun. 
     SUMMARY OF THE INVENTION 
     In light of the problems associated with known methods and apparatus for predicting the future for fun and amusement, it is a principal object of the invention to provide a board game wherein participants attempt to match their own wishes regarding the outcomes of a select group of future events with outcomes predicted by a chance device. The winner of the game is the player who most closely matches his wishes to those determined by the chance device. 
     It is another object of the invention to provide a board game that is simple to play, requiring minimal training, and that may be enjoyed by children and adults alike. 
     It is an object of the invention to provide improved elements and arrangements thereof in a board game for the purposes described which is lightweight in construction, inexpensive to manufacture, and dependable in use. 
     Briefly, the board game in accordance with this invention achieves the intended objects by featuring a game board having a path with a number of stations representing lifestyle choices or events along its length. Each station is subdivided into segments having one portion with a symbol representing a response to the choice presented by the station and another portion with a number. A spinner-type, chance device for generating random numbers is used to predict a player&#39;s choice at any station. A tally sheet has identifiers representative of the stations on the game board. On blank lines adjacent the identifiers, a player scribes numbers representing his preferred choices posed at the stations. On other blank lines adjacent the first, a player scribes numbers generated by the chance device. On still other blank lines, a player scribes the absolute value of the difference between the numbers scribed on the first and second blank lines adjacent each identifier. The player with the lowest total difference at the end of play is declared the winner of the game. 
     The foregoing and other objects, features and advantages of the present invention will become readily apparent upon further review of the following detailed description of the preferred embodiment as illustrated in the accompanying drawings. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     The present invention may be more readily described with reference to the accompanying drawings, in which: 
     FIG. 1 is a top view of a game board entitled “Predict Your Future.” 
     FIG. 2 is a top view of a chance device used with the game board of FIG.  1 . 
     FIG. 3 is a top view of a tally sheet used with the game board of FIG.  1  and the tally sheet of FIG.  2 . 
     FIG. 4 is a perspective view of a plurality of game pieces movable over the game board by game players to mark their forward progress and future predictions. 
    
    
     Similar reference characters denote corresponding features consistently throughout the accompanying drawings. 
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring now to the FIGS., a game board in accordance with the present invention is shown at  10 . Game board  10  includes a rectangular panel  12  having a sinuous path  14  printed upon, or otherwise applied to, its top. Along path  14  are a plurality of suitably marked stations  16  representative of events that an individual will likely face in his life. Each station  16  is divided into a plurality of segments  18  corresponding to the choices that an individual may make when confronted by a given event in his life. Each segment  18  has one portion  20  with printed indicia including a brief written description of a particular choice and another portion  22  with printed indicia including a number that corresponds to the choice. As each station  16  is preferably divided into six segments  18 , each portion  22  is provided with a different, whole number ranging from 1 to 6. 
     A chance device  24  is used in conjunction with game board  10 . Chance device  24  includes a circular plate  26  whose periphery is divided into a plurality of parts  28  corresponding in number with the segments  18  of each station  16 . As there are preferably six segments  18 , there are six parts  28  each being marked with printed indicia representative of a different, whole number ranging from 1 to 6. At the center of plate  26  is a pivot pin  30  carrying a spinner  32  that may, in conventional fashion, be spun by a player to point at one of the parts  28  to select a random number. Spinner  32  illustrated in FIG. 2 selects the number “3.” 
     Tally sheet  34  is also used in conjunction with game board  10  and is provided with four columns  36 ,  38 ,  40 , and  42  for holding information necessary for game play. Left-hand column  36  is preprinted and contains a plurality of identifiers  44 , each being representative of a unique one of the stations  16  on game board  10 . Columns  38 ,  40  and  42 , however, contain a plurality of blank lines  46  arranged in rows adjacent to identifiers  44 . At its top, column  38  is labeled as “Player&#39;s Choice,” whereas column  40  is labeled as “Spin” and column  42  is labeled “Difference.” 
     Onto each of the lines  46  in column  38 , a player writes with a suitable marker (not shown) a number. This number will match that shown in one portion  22  of a station  16  on game board  10  that corresponds with an identifier  44  in the same horizontal row as a line  44  being written upon and, also, reflects a player&#39;s preferred choice in response to the event associated with that station  16  and identifier  44 . For example, should a player believe that the best age for him to wed is 29 or 30 years of age, he would enter the number “5” in the blank line at the top of column  38 . The remainder of the blank lines  46  in column  38  is completed in similar fashion with reference to the remaining stations  16  at the outset of the game. 
     Onto each of the lines  46  in column  40 , a player will write a number that corresponds with that selected by chance device  24  during any turn of play. This particular number represents a prediction of how a player will actually respond to an event designated by a station  16 . So, should a player spin a “2” on his first turn, he will have the prediction of chance device  24  that he will marry between the ages of 23 and 24 years. A “2,” therefore, would be inserted onto the first line of column  40 . The remainder of the blank lines  46  in column  40  is filled in as each player proceeds, in turn, down path  14  from one station  16  to another. 
     The absolute value of the difference between the numbers in each row of columns  38  and  40  is entered onto the lines of column  42 . For example, should there be a “2” on the first line of column  38  and a “2” on the first line of column  40 , their difference is “0” which is entered onto the first line of column  42 . Further, should there be a “5” on the second line of column  38  and a “1” on the second line of column  40 , the absolute value of their difference is “4” which is entered onto the second line of column  42 . Finally, should there be a “1” on the third line of column  38  and a “6” on the third line of column  40 , the absolute value of their difference is “5” which is entered onto the third line of column  42 . The actual differences, of course, are calculated on a line-by-line basis by each player with the numbers presented during game play. 
     The numbers entered onto the lines  46  of column  42  are summed for each player and entered onto a line  48  marked “Total” at the bottom of each tally sheet  34 . The totals are compared among the players. The player with the lowest total is the one who most closely matched his life choices with those determined by chance device  24  and is declared the winner of the game. 
     The progress of game players over path  14  is denoted by game pieces  50  each having a unique identifying characteristic such as a matchless color. At the outset of game play, each player is issued one game piece  50  which he will place upon the segment  18  of the first station  16  on path  14  that best reflects his choice and mimics the number placed upon the first line  46  of column  38 . As game play proceeds, game pieces  50  are similarly positioned at the other stations  16 . Thus, during game play, all players can see what their competitors&#39; predictions at a given station  16  are without having to peer at tally sheets  34 . 
     The eight stations  16  provided along path  14  in the preferred embodiment of the board game represent arbitrary, albeit important, events in a player&#39;s life. Among the events selected are: the age at which one will marry, the first letter of the first name that one will marry, one&#39;s career choice, the region of the U.S.A. within which one will live, the number of children one will have, one&#39;s preferred salary, the type of vehicle one will drive, and one&#39;s preferred vacation location. Events that could be associated with stations  16  in further embodiments of the invention might include, among others, one&#39;s preferred: housing arrangement, education level, children&#39;s gender, and pets. 
     The choices represented by the segments  18  found within each of the stations  16  are arbitrary but realistic in this sociological climate. For example, at the station dealing with marriage age, a player can select from segments  18  representing age ranges from 20-22, 23-24, 25-26, 27-28, 29-30 and 30+years. Similarly, career choices associated with the third station  16  include: doctor, lawyer, sports figure, actor, business person and other. In the end, the only things required of the choices shown by segments  18  is that they be interesting so as to hold the players&#39; attention and that they correspond in number to the number of selections that can be generated by chance device  24 . 
     Game play is straightforward and there is no limit upon the number of players. First, each player completes column  38  of tally sheet  34  with reference to the stations  16  and segments  18  on game board  10 . Next, each player positions his game piece  50  on segment  18  of the first station  16  along path  14  that represents a life choice, here marriage age. Then, each player, in turn, spins spinner  32  of chance device  24  to predict, for example, the actual age when the player will be married. The number determined by chance device  24  is recorded in column  40  of tally  10  sheet  34 . The previous three steps are repeated at each succeeding station  16  along path  14  and the absolute values of the differences between the numbers recorded in columns  38  and  40  are placed in column  42 . The player with the lowest total difference is declared the winner of a game that is easy and fun to play. 
     While the invention has been described with a high degree of particularity, it will be appreciated by those skilled in the art that modifications may be made thereto. For example, the number and location of the stations  16  as well as the segments  18  are a matter of design choice and may be varied as desired. Furthermore, chance device  24  may be incorporated into the top of game board  10  thereby eliminating the need for a separate plate  26 . Also, numbered cards or multi-sided die may be substituted for chance device  24  but are believed to be more cumbersome to use. Therefore, it is to be understood that the present invention is not limited to the sole embodiment described above, but encompasses any and all embodiments within the scope of the following claims.