Patent Publication Number: US-2007102880-A1

Title: Discernment game and method of play

Description:
FIELD OF INVENTION  
      The present invention relates generally to a game and, more particularly, it relates to a game that focuses on the social interaction between players of the game.  
     BACKGROUND OF THE INVENTION  
      Various types of games known in the art include games of chance, such as roulette; games based on knowledge, such as subject matter specific question and answer type games; games based on skill such as poker and chess; and games based on performing certain acts to elicit a correct answer, such as charades. With respect to board games, such games typically involve players performing either a single activity or a collection of multiple activities wherein successful completion of the activity or activities usually results in scoring and/or furthering advancement towards the end goal of the game.  
      Board game activities typically involve players interacting with other players, the game content, and/or other game components. For example, a single game activity may involve a player responding to a plurality of questions asked by another player. Other single game activities may focus on the ability of a player to communicate to another player in a non-spoken manner, such as by acting out a particular role, modeling an object with clay, or drawing an object for the other player to guess what the role or object is. On the other hand, multiple game activities may appeal to a broader spectrum of players having differing skills such that players who are less skilled or less interested in any particular single activity may still participate and enjoy the game. For example, players may have to blindly select an activity from a number of different fields of activities and successfully perform a particular type of task from the selected field of activity in order to advance in the game. The fundamental feature of such activity based type board games, whether it is a single or multiple activity game, is to evaluate a player&#39;s skills relating to one or more activities, which determines the player&#39;s ability or inability to progress through the game.  
      Undoubtedly, players who are skilled in a particular activity or field of activities enjoy the experience of playing activity based games. However, those who lack interest or skill in the particular activity or field of activities typical of such games find activity based games unappealing and even embarrassing to play because of their inaptitude to perform the designated tasks, even if there are multiple fields of activities to choose from. Conventional activity based games relating to evaluating knowledge and skill in a field of activity therefore fails to appeal to a broad spectrum of potential players because such games do not cater to people at a general and basic level wherein virtually anyone, with or without skills, may play. More specifically, a player&#39;s ability or inability to successfully carry out conventional game activities may be objectively measured as successful or unsuccessful. As such, players who fail to perform a given task may be exposed to judgment and ridicule by another player. However, if a game activity is based on a subjective assessment along a continuum of correctness, players may all be successful but at varying levels to determine the player&#39;s progression through the game.  
      While most conventional board games inherently provide a social experience, such games do not focus on or relate to any interpersonal or social interaction between players. Furthermore, such games do not enable players to define and/or uncover the identity of the other players through the process of playing the game. Human interaction in any social context typically enables people to learn about each other. Some are more perceptive than others at discerning personality traits, moral beliefs, likes and dislikes, and other personal characteristics that make up the identity of a person. Although a common occurrence in day to day life, the ability to discern the identity of other people has not heretofore been the subject matter of a game. For example, the decision making process involved in selecting a gift to give to another is a complex multi-consideration decision process that is largely based on how well the giver knows the receiver. Giving plays a key role in modem day culture. There are religious and cultural differences with respect to giving, but giving is a global phenomenon. The willingness of people to share and exchange possessions with others exists in all societies. Regardless of the reasons people give to others, whether it be motivated by appreciation, commiseration, or acknowledgment, selecting what to give to another may be very challenging. For example, the giver must decide what best symbolizes the giver&#39;s intent or conveys the giver&#39;s sentiments and in light of that, the giver must be able to assess what the receiver wants. In today&#39;s society, there are many material and non material “gifts” to choose from. Being inundated with a virtually infinite number of choices renders making the right choice even more difficult.  
      Applicant is aware of games that involve players interacting with other players on an interpersonal level. For example, U.S. Pat. No. 5,871,211 to Was provides a game that is enhanced by group interactions and in the playing of which an individual person&#39;s thinking style may be categorized into one of four distinct classes.  
      United States Patent Application Publication No. 2002/0135126 to Marcus provides a board game where, through a series of questions, players reveal various character traits to others and learn various character traits of others with the potential for finding compatibility between two or more of the players.  
      United States Patent Publication No. 2004/0212149 to Farmer provides a developmental board game and method that includes a playing surface with a plurality of spaces, one or more player tokens, and a manner to determine how many spaces to proceed. The board game is adapted to develop behaviour skills for people with developmental disabilities.  
      U.S. Pat. No. 4,124,214 to Pavis provides a method and apparatus for playing a game by posing a question to a player to elicit one of several possible responses, each of the responses having an answer value differing from answer values of other responses. The subject matter of the game deals specifically with the subject of dream interpretation.  
      The problem with existing activity based board games is that they presume players have a certain level of knowledge or skill to enable them to successfully and enjoyably play the game, whereas in reality, not all players have such level of skill or knowledge. Furthermore, conventional activity based games reduce the activity down to a simple right or wrong answer, or successful or unsuccessful outcome, whereas in reality, there is rarely ever a single right answer and the measure of success is relative. Thus, there exists an unaddressed need for an improved board game wherein players from all walks of life with varying levels of skill may enjoy the social experience of playing a board game without performing skill and/or knowledge based tasks. There also exists a need for a game based on interpersonal interaction between players to discern the mental make-up of other players.  
     SUMMARY OF THE INVENTION  
      It is an object of the present invention to provide a game about choice in a way that is personal and relevant to a player&#39;s daily life.  
      It is another object of the present invention to provide a game that facilitates social interaction amongst the players  
      It is another object of the present invention to provide a game wherein players may connect with other players with respect to discerning their wants and needs  
      It is another object of the present invention to provide a game wherein players may obtain an uplifting sense of goodwill and fulfillment by being able to discern and satisfy the wants and needs of other players and for other players to be able to discern and satisfy the wants and needs of the player.  
      In accordance with the present invention, a discernment game is provided wherein the game includes a plurality of cards, each of said plurality of cards representing a gift. A play surface for positioning a predetermined number of cards from the plurality of cards is provided. Means for identifying each of the predetermined number of cards positioned on the play surface and means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on the play surface are included.  
      Each of the plurality of cards includes a first side and a second side. The first side of each card has a first indicia representing the gift and the second side has a second indicia representing a second gift. The play surface includes an organization structure such that each of the predetermined number of cards positioned on the play surface may be referenced by a unique indicia. The means for identifying is preferably identifying markers having a first side and a second side. The first side of the identifying marker includes a unique indicia corresponding to the unique indicia on the play surface. The means for ranking is preferably a ranking marker having a first side and a second side. Associated with the first side of the ranking marker is a ranking value which is associated with a point value.  
      The game may also include a preference board which has an organization structure corresponding to the organization structure of the play surface. The ranking marker may be positioned on the preference board so as to attribute the ranking value to at least one gift represented by the predetermined number of cards on the play surface. The game may also include a score board and a game marker wherein the game marker is maneuverable along the score board to record advancement through the game. The game may also include at least one blocking card for eliminating one of the gifts on the playing surface and at least one multiplication card for increasing the point value.  
      A game kit is also provided, the game kit including a plurality of cards, each of the plurality of cards representing at least one gift and instructions for using the plurality of cards in a game. The game includes a play surface for positioning a predetermined number of cards from the plurality of cards; means for identifying each of the predetermined number of cards positioned on the play surface; and means for ranking a predetermined number of gifts represented by the predetermined number of cards positioned on the play surface.  
      In accordance with the present invention, the method of playing the discernment game includes the steps of: 
      a) positioning on a play surface a predetermined number of cards selected from a plurality of cards, each of the plurality of cards representing at least one gift;     b) selecting at least one chosen gift from among the plurality of cards representing at least one gift positioned on the play surface;     c) giving from a first player of the game to a second player of the game one identifying marker selected by the first player from among a plurality of identifying markers for identifying each of the predetermined number of cards positioned on the play surface, the one identifying marker corresponding to the at least one chosen gift;     d) associating in order of preference by the second player at least one ranking marker with at least one gift selected from among the plurality of cards representing at least one gift positioned on the play surface;     e) awarding a predetermined number of points to the first player if the one identifying marker corresponding to the at least one chosen gift corresponds with the at least one selected gift selected by the second player; and     f) awarding a predetermined number of points to the second player if the at least one chosen gift corresponds with the at least one selected gift.    

    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
      The foregoing aspects and many of the attendant advantages of this invention will become better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:  
       FIG. 1  is a perspective view of a discernment game in accordance with a first embodiment of the present invention;  
       FIG. 2  is a plan view of the front side of a first example of a gift card in accordance with the first embodiment of the invention;  
       FIG. 3  is a plan view of the front side of a second example of the gift card shown in  FIG. 2 ;  
       FIG. 4  is a plan view of a playing surface in accordance with the first embodiment of the invention, showing a plurality of gift cards laid out on the playing surface;  
       FIG. 5  is a plan view of a preference board in accordance with the first embodiment of the invention, showing a plurality of preference markers on the preference board;  
       FIG. 6  is a top view of a preference marker in accordance with the first embodiment of the invention;  
       FIGS. 7   a  is a bottom view of a first example of the preference marker as seen in  FIG. 6 , depicting a first value;  
       FIGS. 7   b  is a bottom view of a second example of the preference marker as seen in  FIG. 6 , depicting a second value;  
       FIGS. 7   c  is a bottom view of a third example of the preference marker as seen in  FIG. 6 , depicting a third value;  
       FIGS. 7   d  is a bottom view of a fourth example of the preference marker as seen in  FIG. 6 , depicting a fourth value;  
       FIG. 8  is a plan view of a preference board in accordance with the first embodiment of the invention;  
       FIG. 9  is a plan view of a scoreboard in accordance with the first embodiment of the invention;  
       FIG. 10   a  is a perspective view of a score counter in accordance with the first embodiment of the invention;  
       FIG. 10   b  is a perspective view of a score counter in accordance with an alternative embodiment of the invention;  
       FIG. 11   a  is a plan view of a front side of a first example of a gift token in accordance with the first embodiment of the invention, depicting a first unique identification corresponding to a gift card positioned on the playing surface;  
       FIG. 11   b  is a plan view of a front side of a second example of the gift token shown in  FIG. 11   a , depicting a second unique identification corresponding to a gift card positioned on the playing surface;  
       FIG. 11   c  is a plan view of a front side of a third example of the gift token shown in  FIG. 11   c , depicting a third unique identification corresponding to a gift card positioned on the playing surface;  
       FIG. 12  is a plan view of a rear side of the gift token shown in  FIG. 11   a;    
       FIG. 13  is a plan view of a front side of an example of a blocking card;  
       FIG. 14  is a plan view of a front side of an example of a first multiplication card; and  
       FIG. 15  is a plan view of a front side of an example of a second multiplication card. 
    
    
     DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION  
      With reference to FIGS.  1  to  12 , the discernment game  1  according to a first and preferred embodiment of the present invention includes a playing surface  10 , a plurality of cards  20 , a set of gift markers  30 , and a set of choice markers  40 . Preferably, game  1  further includes a plurality of preference boards  50 , a score board  60 , and a plurality of score markers  70 .  
      As shown in  FIG. 1 , playing surface  10  is preferably a game board that may be supported on a table top or any relatively flat surface. In an embodiment of the invention, playing surface  10  may be mounted on a spinning pedestal such that playing surface  10  may be rotated by each player to clearly view the predetermined number of individually selected cards  25  positioned on playing surface  10 . As seen in  FIG. 1 , playing surface  10  is generally square in shape and includes an organization system on a first side of playing surface  10  such as a grid-like structure. Preferably, each section of the grid is associated with one or more unique indicia  12  such as a number, a symbol, or a colour. A predetermined number of individually selected cards  25  taken from plurality of cards  20  may be positioned on playing surface  10  in each grid section such that each individually selected card  25  positioned within each grid section is associated with and may be identified by unique indicia  12  on playing surface  10 . Other geometrical configurations of playing surface  10 , such as rectangular, triangular, and rhomboidal are within the scope of the present invention. Alternative and/or additional means for identifying each individually selected card  25  are also contemplated and within the scope of the present invention. For example, each unique indicia  12  associated with each grid section of play surface  10  may include a combination of a specific colour, number, and/or symbol. In an alternative embodiment of the invention not shown in the figures, unique indicia  12  includes a combination of different colours and numbers.  
      Playing surface  10  may be made of any rigid or semi rigid material such as cardboard or plastic. Alternatively, playing surface  10  may be any generally flat surface such that a game board may not be necessary. For greater clarity, the predetermined number of individually selected cards  25  may be positioned directly on any generally flat surface such as a table top, a floor surface, or the seat of a chair. The generally flat surface may include an organization system involving an explicitly drawn grid or an organization system in which players imagine a grid. In such alternative embodiment where a game board is not used, means for identifying each individually selected card  25  by way of unique indicia  12  may include player assigned identifiers, such as object markers, drawn identifiers, or implicit identifiers defined by positions on the organization system.  
      In another embodiment of the invention not shown in the figures, discernment game  1  may be configured as a multi-media game and therefore, other alternative configurations of playing surface  10 , such as a graphical user interface for a computer based playing environment (e.g., a software game for a personal computer or for a computer network) or a wall display for a television-based playing environment, a reality TV show where contestants learn about each other in order to give the right gifts or other TV variations thereof, or a browser-based game, are also within the scope of the present invention.  
      As seen in FIGS.  1  to  4 , each card  22  of the plurality of cards  20  includes a first side and a second side. On the first side of each card  22 , there is a unique indicia  24  representing a unique gift. Each unique indicia  24  represents a different gift from every gift represented by all other unique indicia  24 . Indicia  24  may be an image or visual representation of the subject matter of the gift or a written description of the subject matter of the gift. Preferably, indicia  24  includes an image and a written description  24   a  of the subject matter of the gift. Without intending to be limiting, a gift is defined throughout this application as anything an individual may desire in reality or in fantasy. For example, a gift may be a material object, such as a watch or a mansion; a service, such as a cosmetic surgical procedure or a spa package; an opportunity to support a cause, such as donating to a charitable organization or volunteering to work for a relief effort; an activity such as learning to cook or skydiving; a job, such as a CEO position with an international organization or a political appointment; a fantasy, such as owning a unicorn or riding a dragon; or a travel opportunity such as a trip around the world or an African safari.  
      In the first embodiment of the invention, on the second side of each card  22  is a second unique indicia  26  representing a gift different from the gift represented by indicia  24  on the first side of each card  22 . Preferably, second unique indicia  26  on the second side of each card  22  is different from any other indicia represented on the remaining cards in plurality of cards  20 . Similar to indicia  24 , preferably, indicia  26  includes an image and a written description  26   a  of the subject matter of the gift.  
      In an alternative embodiment of the invention, the second side of each card  22  may be a category indicia  27  representing the general category of gifts represented by indicia  24 . For example, the gifts represented by indicia  24  on the first side of each card  22  may be divided into four general value groupings. In such an example, category indicia  27  may be a first, second, third, and fourth unique colour representing an inexpensive gift, a moderate value gift, an expensive gift, and a luxurious gift, respectively. Category indicia  27  may be a symbol or a number or a combination of colour, symbol, and/or colour. As a further example, category indicia  27  may be a first, second, and third unique colour representing a blue collar job, a white collar job, and a government position, respectively. In the first and preferred embodiment, each card  22  depicts indicia  24 ,  24   a  on a first side and indicia  26 ,  26   a  on a second side of each card  22  wherein both sides of card  22  also includes category indicia  27  representing the category of the gifts, as seen in  FIGS. 2 and 3 .  
      Plurality of cards  20  may be organized in separate decks, based on category indicia  27  such that all cards from a first category are in one deck and all cards from a second category are in a second deck. Each deck may be stored within a container. In the first embodiment of the invention shown in  FIG. 1 , plurality of cards  20  are organized into four separate decks  20   a ,  20   b ,  20   c , and  20   d  and stored in boxes  28   a ,  28   b ,  28   c , and  28   d , respectively. Each of the deck of cards  20   a ,  20   b ,  20   c , and  20   d  contains a plurality of individual cards  22  wherein, preferably, each card  22  includes first unique indicia  24 ,  24   a  on the first side, second unique indicia  26 ,  26   a  on the second side, and category indicia  27  on both sides of each card  22 . Each of the deck of cards  20   a ,  20   b ,  20   c , and  20   d  represents a general category of gifts, as discussed above, as identified by category indicia  27 . As described in greater detail below, a set of category cards  35  may be provided to determine which deck of cards will be used in each round of play. In the embodiment where plurality of cards  20  are organized into four different categories, category cards  35  may include four cards, each card representing each category. Alternatively, category cards  35  may include a plurality of cards wherein each category is equally represented within the plurality of cards. Category cards  35  may be shuffled or otherwise randomized such that a randomly selected card from category cards  35  will dictate which of the deck of cards  20   a ,  20   b ,  20   c , and  20   d  will be used to select predetermined number of individually selected cards  25  for a particular round play. Category cards  35  may include category indicia  27  on a first side and a neutral indicia on a second side or category indicia  27  on both sides.  
      Although each deck of cards  20   a ,  20   b ,  20   c , and  20   d  represents a general category, each indicia  24  on the first side of each card  22  and indicia  26  on the second side of each card  22  within each deck depicts a wide range of items within the general category. For example, each card  22  of each deck  20   a ,  20   b ,  20   c , and  20   d  may be categorized into subsets of distinct gifts such as products or services. Each card  22  of each deck  20   a ,  20   b ,  20   c , and  20   d  may be further categorized into additional subsets of distinct gifts such as predominantly male preferred gifts, predominantly female preferred gifts, and gifts preferred by both sexes. Preferably, each deck of cards  20   a ,  20   b ,  20   c , and  20   d  includes a balanced mix of gifts in each general value grouping so as to appeal to a broad spectrum of players, regardless of gender, age, culture, or any type of persuasion.  
      In an embodiment of the present invention, expansion packs to discernment game  1  may be provide wherein more gifts of different categories and/or specialized gifts may be added as new decks of cards. For example, an additional deck of cards representing one dollar gifts or an additional deck of cards representing flea market finds may be added. Alternatively, additional decks of cards may be provided to target a specific demographic or interest group such as cards that cater to children, teens, or seniors or cards that cater to dog lovers, movie lovers, or history buffs. In another embodiment of the invention, another extension pack to support more players may be provided such that additional players may concurrently play discernment game  1 . In an embodiment of the invention, discernment game  1  supports between two to six concurrent players and the additional extension pack may support between seven to ten concurrent players. The maximum of ten players is not intended to be limiting.  
      In an embodiment of the invention, there are nine gift markers  30  in a set, corresponding to the nine grid sections of playing surface  10 . As shown in  FIGS. 11   a  to  11   c  and  12 , gift markers  30  are identifying markers having a first and a second side. On the first side of each gift marker  30 , there is an indicia  32  corresponding to each unique indicia  12  associated with each grid section of play surface  10 . On the second side of each gift marker  30  is a neutral indicia  34  such as a visual representation of a gift. Neutral indicia  34  on the second side of each gift marker  30  may be an image or a word or anything that does not suggest or hint at what indicia  32  is on the first side of each gift marker  30 . Each gift marker  30  corresponds to each section of the grid of play surface  10  such that each gift marker  30  may be attributed to each gift represented by indicia  24  or  26  on each individually selected card  25  positioned on play surface  10 . As discussed in greater detail below, a player may give to another player a gift marker  30  corresponding to the gift the player has chosen to give to the player. When giving the gift marker  30  corresponding to the chosen gift, the first side of the gift marker  30  is concealed such that the player receiving the gift marker  30  may only see neutral indicia  34  on the second side of gift marker  30  so that the receiving player does not know what the chosen gift is. Preferably, gift markers  30  are rigid chips, similar to poker chips. Alternatively, other means for identifying each section of the grid and giving the gift to another player may be used such as the use of pen and paper for writing gift tags to give to the receiving player.  
      As shown in  FIGS. 6 and 7   a  to  7   d , in an embodiment of the invention, there are four choice markers  40  in a set. Choice markers  40  are ranking markers having a first and a second side. On the first side of each choice marker  40 , there is an indicia  42  corresponding to a ranking value. In an embodiment of the invention, the ranking value includes first, second, third, and a penalty. As shown in  FIG. 7   d , indicia  46  corresponding to the penalty are the words “No Way”. Ranking values may be represented by words or numerically or in any manner that conveys a form of ranking. Each ranking value may be associated with a unique point value indicia  48 . As described in greater detail below, indicia  42  corresponding to the highest ranking value, such as first, is associated with a highest point value indicia  48 , such as three points and indicia  42  corresponding to the lowest ranking value, such as third, is associated with a lowest point value indicia  48 , such as one point. Indicia  46  corresponding to the penalty ranking value is associated with a deduction point value indicia  48 , such as minus four points. In an alternative embodiment, an additional five choice markers  40  may be included in the set wherein the additional five choice markers  40  each have a zero ranking value indicia  42  and a zero point value indicia  48 .  
      On the second side of each choice marker  40  is a neutral indicia  44  such as a visual representation of a podium. Neutral indicia  44  on the second side of each choice marker  40  may be an image or a word or anything that does not suggest or hint at what ranking value is on the first side of each choice marker  40 . Similar to gift markers  30 , preferably, choice markers  40  are rigid chips, similar to poker chips. Alternatively, other means for ranking may be used such as the use of pen and paper to write down the preferences.  
      During a round of play, a predetermined number of individually selected cards  25  are placed on play surface  10  such that the gifts depicted on individually selected cards  25  by indicia  24 ,  26  may be ranked by each player. At least one gift must be ranked or selected by each player. In an embodiment of the invention, four gifts may be selected and ranked according to the preference of each player. For greater clarity, in each set of choice markers  40 , one choice marker  40   a  corresponds to a rank value of first, one choice marker  40   b  corresponds to a rank value of second, one choice marker  40   c  corresponds to a rank value of third, and one choice marker  40   d  corresponds to a penalty rank value. In an embodiment of the invention, each rank value is associated with a predetermined number of points. Preferably, the rank value of first is attributed with three points or the highest number of points; the rank value of second is attributed with two points or any number of points less than the highest number of points; the rank value of third is attributed with one point or any number of points less than the number of points attributed to the rank value of second; and the penalty rank value is attributed with a deduction of a predetermined number of points such as a deduction of four points.  
      As discussed in greater detail below and as seen in  FIG. 5 , each player should indicate the rank of the selected gifts in order of preference. In an embodiment of the invention, each choice marker  40  may be positioned on preference board  50  such that the first side of choice marker  40  is concealed so that the other players may only see neutral indicia  44  on the second side of choice marker  40 . If a player receives a gift marker  30  from another player corresponding to one of the selected and ranked gifts, as identified by choice marker  40  on preference board  50 , both players will be awarded a predetermined number of points. For example, the player giving the selected and ranked gift is awarded “giving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift and the player receiving the selected and ranked gift is awarded “receiving points” equivalent to the number of points attributed to the rank value associated with the selected and ranked gift. If a player receives a gift marker  30  from another player corresponding to the penalty rank value, both players, the gift giver and the gift receiver will be penalized by having points deducted.  
      As shown in  FIGS. 5 and 8 , preference board  50  is generally rectangular in shape and includes an organization system that corresponds to the organization system of play surface  10 . In an embodiment of the invention, preference board  50  includes a grid-like structure having an indicia  52  such as a number, a symbol, or a colour associated with each section of the grid wherein each indicia  52  corresponds to indicia  12  on play surface  10 . Similar to play surface  10 , preference board  50  may be made of rigid or semi rigid material such as cardboard or plastic which may be supported on a table top or any relatively flat surface. In an embodiment of the invention, each player has their own preference board  50  to rank their selected gifts from individually selected cards  25  on play surface  10  by positioning choice markers  40  on preference board  50 . Choice markers  40  may be positioned on each section of the grid of preference board  50  in the manner described above and in greater detail in the method of play section.  
      As shown in  FIG. 9 , score board  60  is generally rectangular in shape and may be made of the same rigid or semi rigid material as play surface  10  and preference board  50 . In an embodiment of the invention, score board  60  includes two paths  62  and  64  wherein a first path  62  records a player&#39;s advancement with respect to giving gifts and a second path  64  records the player&#39;s advancement with respect to receiving gifts. Each path  62 ,  64  includes a plurality of cells  65  beginning from a starting point  66 ,  67 , respectively and terminating at a winner&#39;s circle  69 . In an alternative embodiment, score board  60  may include only one path although preferably, the two path scoring system may be used to measure a player&#39;s progress with respect to two separate and distinct skills, giving and receiving. More particularly, first path  62  tracks a player&#39;s ability to give and second path  64  tracks a player&#39;s ability to receive. In an embodiment of the invention, to win, a player must progress through score board by scoring on both paths  62 ,  64  until the player reaches winner&#39;s circle  69  on both paths. In an embodiment, each player may be given an individual score board  60  although, preferably, a central scoreboard may be provided wherein the advancement of each player may be recorded on a single scoreboard  60 .  
      As shown in  FIGS. 10   a  and  10   b , score markers  70  may be placed on score board  60  over the cells  65  so as to keep track of a player&#39;s advancement. In an embodiment of the invention, score markers  70  may define an aperture wherein the aperture corresponds to the size of cells  65  such that the score represented by each cell  65  may be visible through the aperture. Alternatively, as seen in  FIG. 10 , score marks  70  may be an object having varying geometrical configurations to represent each player. In an embodiment of the invention, each player is given two score markers  70 , one for each path  62 ,  64 .  
      Additional game pieces may be provided to generate more interesting dynamics within the game. For example, in an embodiment of the invention, a blocking card  80  or blocking chip may be provided to each player wherein each player may have a one time opportunity, at any point during any round of play, to prevent other players from receiving or losing points. As described in greater detail below, blocking card  80  or blocking chip may be used to effectively eliminate a single gift on playing surface  10  such that no other players may gain or lose any points if it is a selected and ranked gift. In another embodiment of the invention, at least one multiplication card or chip may be provided to each player wherein each player may have a one time opportunity during any round of play to increase their receiving points or giving points by a predetermined amount. Preferably, two multiplication cards  82 ,  84  or chips are provided to each player, one for increasing receiving points and one for increasing giving points. As described in greater detail below, preferably, multiplication cards  82 ,  84  or chips is played prior to scoring of any particular round.  
      Method of Play  
      The method of game play may be best understood by referring to FIGS.  1  to  12 . To play game  1 , there must be two or more players, up to a maximum of ten players in the preferred embodiment, although the number of players is not intended to be limiting.  
      To set up game  1 , each player is given a set of gift markers  30 , a set of choice markers  40 , a personal preference board  50 , and a pair of score markers  70  for tracking each player&#39;s receiving and giving points. Preferably, each set of gift markers  30 , choice markers  40 , personal preference board  50 , and scoreboard  60  are associated with a colour so that each player may be identified by colour or by other distinguishing means such as a symbol. Next, one or more players shuffle category cards  35  and place them face down on playing surface  10 . Category indicia  27  represented on the top card of category cards  35  determines which category of cards from deck of cards  20   a ,  20   b ,  20   c , and  20   d  will be used for each round of play. After deciding which deck of cards  20   a ,  20   b ,  20   c , and  20   d  will be used, a predetermined number of individually selected cards  25  will be taken from the selected deck and placed on playing surface  10 . In an embodiment of the invention, a player may be designated a decision maker to decide whether the gift represented by indicia  24  or the gift represented by indicia  26  will be displayed on play surface  10 . The role of decision maker may be rotated to the next player at the beginning of the next round of play.  
      Play begins with all players placing each of their pair of score markers  70  on each of the start positions  66 ,  67  of first and second paths  62 ,  64 , respectively. Players complete as many rounds of play as needed until a winner emerges. In an embodiment of the invention, a winner emerges when both score markers  70  belonging to a single player has entered winner circle  69 .  
      By way of example in which eight players are playing, the predetermined number of individually selected cards  25  to be laid out on play surface  10  is nine. As such, nine gifts depicted by indicia  24  or  26  are laid out on play surface  10  by one or more players. As shown in  FIG. 4 , play surface  10  defines a three by three grid wherein indicia  12  are numbers. The numbers ‘1’, ‘2’ and ‘3’, refer to the three gifts on the first row, ‘1’ referring to the first gift, ‘2’ referring to the second, and ‘3’ referring to the third. The second row is referenced in the same way by the numbers ‘4’, ‘5’, and ‘6’, and in the third row, by the numbers ‘7’, ‘8’ and ‘9’. The number of gifts used may be varied accordingly if there are fewer players, as discussed in greater detail below. Preferably, individually selected cards  25  are laid out from left to right, one row at a time.  
      In a preferred embodiment, a round is played out by all the players concurrently in the following manner:  
      A) Preparing Each Round  
     
         
          i) One or more players shuffle or otherwise randomize category cards  35  and place them face down on playing surface  10 . One or more players turn over the top card of category cards  29  and thereby determine which category of gifts from deck of cards  20   a ,  20   b ,  20   c , and  20   d  will be used for each round of play.  
          ii) The designated decision maker positions the predetermined number of individually selected cards  25  onto the grid or other organizing system of playing surface  10 . The predetermined number of individually selected cards  25  depends on the number of players, as described in greater detail below. The decision maker also decides which gift, as represented by indicia  24  or indicia  26 , will be positioned on playing surface  10 . The role of decision maker rotates clockwise to the next player after each round of play.  
          iii) The players ensure that each player has a complete set of gift markers  30  at the beginning of each round, as they may have been given to other players during previous rounds.  
          iv) The players ensure that each player has a complete set of choice markers  40  at the beginning of each round.  
          v) Players may discard any spare gift markers  30  that may not be used. For example, if only seven gifts are displayed on play surface  10 , gift markers  30  corresponding to the sections of the grid of play surface  10  that do not have gifts displayed may be discarded. 
 
 B) Giving Gifts 
 
          vi) Each player chooses, from among the selection of gifts displayed on play surface  10 , which gift to give to each of the other players, based on what each player believes the other players may want. For example, gift selection may be based on pure speculation or gift selection may be based on prior knowledge one player has of another player. In a preferred embodiment, players can only give each gift once thereby forcing players to make some tough choices.  
          vii) When a player has decided which gift to give to each player, the player locates the gift markers  30  that correspond with each gift, as identified by indicia  12  on play surface  10 . For example, if there are four players, each player selects a gift for each of the other three players and locates the three selected gift markers  30  that correspond with each of the selected gifts on play surface  10 . Indicia  32  of each of the selected gift markers  30  correspond to unique indicia  12  associated with the gift displayed on the play surface  10  that the player has chosen to give to each of the other three players.  
          viii) Each of the selected gift markers  30  are then distributed to each of the other players face down such that only neutral indicia  34  on the second side of gift marker  30  is visible to all players. Each player should give one gift marker  30  to each other player. 
 
 C) Making Choices for Personal Preferences 
 
          ix) Players may then select and rank the gifts displayed on play surface  10  based on their personal preferences by positioning choice markers  40  on preference board  50 . Both tasks of giving and selecting and ranking may be completed in any order, but preferably, the giving of gifts should precede the ranking of gifts. In either embodiment, both tasks must be completed before scoring can begin.  
          x) In the first embodiment of the invention, each player places all their choice markers  40  on the position of preference board  50  that corresponds to the gift having the ranking indicated by indicia  42  of the placed choice marker  40 . Choice marker  40  may be placed face down on preference board  50  such that only neutral indicia  44  is visible to the other players. The players may choose to place their choice markers  40  in a sequential order other than in order of rank so as to keep the identity of each choice marker  40  a closely guarded secret. In another embodiment, players may select their top three preferences and penalty gift and place the corresponding choice markers  40  denoting first, second, and third rank value and penalty rank face up onto preference board  50  after the gift giving component of the game has been completed.  
          xi) In the embodiment that provides for choice markers  40  having a rank value of zero, players also place such zero rank value choice markers  40  face down on positions not associated with their top three choices so as to obscure the actually selected and ranked gifts. 
 
 D) Scoring Gifts to Complete the Round 
 
          xii) Each player takes turn revealing their preferences by turning over choice markers  40  on their preference board  50 .  
          xiii) Each gift marker  30  is also turned over to reveal the gift each player has given to each of the receiving players. The color associated with each gift marker  30  indicates which player gave each gift.  
          xiv) The player that gives gift marker  30  corresponding to a gift the receiving player has selected and ranked is awarded a predetermined amount of ‘giving’ points equal to the point value of indicia  48  displayed on the second side of the choice marker  40 , and may advance their score marker  70  along first path  62  on score board  60 .  
          xv) The player receiving a gift marker  30  that corresponds with a selected and ranked gift is also awarded a predetermined amount of ‘receiving’ points equal to the point value of indicia  48  displayed on the second side of the choice marker  40 , and may advance their score marker  70  along second path  64  on score board  60 .  
          xvi) In an embodiment of the invention, if gift marker  30  corresponds to a gift given a rank value of first, three giving points are awarded to the player giving the gift and three receiving points are awarded to the receiver of the gift. If gift marker  30  corresponds to a gift given a rank value of second, two giving points are awarded to the player giving the gift and two receiving points are awarded to the receiver of the gift. If the gift marker  30  corresponds to a gift given a rank value of third, one giving point is awarded to the player giving the gift and one receiving point is awarded to the receiver of the gift. For greater clarity, when one player scores for giving, the receiving player also scores for receiving. Both such players are awarded the same points.  
          xvii) If the gift marker  30  corresponds to a gift having a penalty rank value, four points are deducted from the player giving the gift. The receiver of the gift is not penalized for receiving the gift selected and ranked to have a penalty rank value.  
          xviii) In an embodiment of the invention, points may be deducted if a player gives a gift that another player does not want or has not selected and ranked at all. This point deduction will impact both the giver and the receiver who will both lose one giving point for giving an unwanted gift. A players total giving points cannot drop below zero.  
          xix) In another embodiment of the invention, no further points will be awarded to a player if the player receives the same gift from at least three other players. This only impacts the receiver who will not receive any further points for selecting a predictable gift.  
          xx) If one score marker  70  of a player has already reached the winner&#39;s circle  69 , the player may not advance that one score marker  70  past this point and accumulate more points, but can lose points if they do not give gifts that other players want to receive as outlined above.  
          xxi) The winner is the first player having both score markers  70  in the winner&#39;s circle  69  on scoreboard  60 . For example, if score marker  70  on path  62  reaches winner&#39;s circle  69  after a round of play, the player has not won. If score marker  70  on path  64  also reaches winner&#39;s circle  69  in a subsequent round, the player wins the game.  
          xxii) In the preferred embodiment the number of points required to reach the winner&#39;s circle  69  is twenty-six, although the number of points may be varied to achieve a desired duration of the game.  
          xxiii) If a winner has not emerged by the end of a round then the players may simply play another round.  
          xxiv) For every subsequent to a round of play, the player first to reveal the ranked and given gifts to begin the scoring process is the player clockwise adjacent to the player who performed such tasks in the preceding round of play. For the first round, the player first to reveal the ranked and given gifts to begin the scoring process is randomly selected. 
 
 E) Variations on Scoring 
 
       
    
      In the embodiment where a blocking card or blocking chip is provided to each player, a player may at any time during any round apply the blocking card to a single gift displayed on playing surface  10 . As described above, the use of blocking card  80  or blocking chip effectively eliminates a single gift on playing surface  10 . By placing blocking card  80  on the gift to be blocked, none of the other players may gain or lose any points for giving or receiving the blocked gift. In an embodiment of the invention, blocking card  80  may be known as an ‘Out of Stock’ card. For example, the Out of Stock card may be placed on a gift by a player after receiving high giving points for a gift so as to prevent the following players from being awarded the same points that may allow them to enter winner&#39;s circle  69 . Alternatively, the Out of Stock card may be used to prevent another player from being awarded extra points because of the use of the multiplication card, described below. Preferably, the Out of Stock card may be played a limited number of times by each player during the game, including being played only once by each player during the game.  
      In the embodiment where at least one multiplication card or chip is provided to each player, a player may apply the multiplication card to a gift to receive a greater predetermined number of points for giving or receiving a ranked gift. Preferably, the multiplication card doubles the points awarded or doubles the points deducted for the gift to which the multiplication card is applied. In an embodiment of the invention, the multiplication card may be known as a ‘Joker’ card and preferably, each player is given a “Giving Joker”  82  and a “Receiving Joker”  84 , as shown in  FIGS. 14 and 15 . The Giving Joker  82  may be placed on gift marker  40  or otherwise associated with gift marker  40  when giving a gift to another player and the Receiving Joker  84  may be placed on choice marker  30  or otherwise associated with choice marker  30  when selecting and ranking a gift. For example, if a player is confident that a chosen gift for a particular player is going to be a gift highly ranked by such particular player, the player may associate Giving Joker  82  with gift marker  40  corresponding to the chosen gift and potentially be awarded double the number of points attributed with the rank value of the chosen gift. However, if Giving Joker  82  is applied to a gift and given to a player that has ranked the same gift with the penalty value, the giving player will have double the number of points deducted. The Giving Joker  82  must be applied before the other player reveals its choice markers  30 . Similar to Giving Joker  82 , a player may apply or otherwise associate Receiving Joker  84  with a ranked gift that the player anticipates other players will likely give so as to potentially be awarded double the number of points attributed with the rank value of the ranked gift.  
      F) Variations Based on the Number of Players  
      Preferably, the number of gifts are linked to the number of players as follows:  
                                              Number of players                                                         2   3   4   5   6   7   8   9   10                                                                 Number   9   7   7   7   8   8   9   9   9       of Gifts       per       round       Layout   123   123   123   123   123   123   123   123   123       of   456   456   456   456   456   456   456   456   456       Gifts   789   7   7   7   78   78   789   789   789                  
 
      In the exemplary case of two, eight, nine or ten players, the predetermined number nine of gift cards  25  are positioned, before the start of each round of play, on the nine grids of the playing surface  10 . In the exemplary case of three, four or five players, the predetermined number seven of gift cards  25  are positioned, before the start of each round of play, on the seven grids indicated by the unique indicia  12  as grids one to seven. In the exemplary case of six or seven players, the predetermined number eight of gift cards  25  are positioned, before the start of each round of play, on the eight grids indicated by the unique indicia  12  as grids one to eight.  
      From the foregoing description, it may be seen that a game formed in accordance with the present invention incorporates many novel features and offers significant advantages over those currently available. While the presently preferred embodiment of the invention has been illustrated and described, it is to be understood that within the scope of the appended claims, various changes can be made therein without the departing from the scope of the invention.