Patent Publication Number: US-2020289916-A1

Title: Board game apparatus and a method of placing tokens on the same

Description:
FIELD OF THE INVENTION 
     Present invention relates to a board game apparatus and a method of placing tokens on said board, more particularly relates to the board game apparatus that comprises of a board with recess of specific shape and tokens with different physical variables or parameters that are to be placed in the recess of the board based on a specific pattern to play the game. 
     BACKGROUND 
     Board games have been used since centuries to play different games like chess etc. or the like. In such games, the tokens are placed on the board which includes specific patterns on which the tokens are placed. The tokens are either placed on the board based on certain predefined rules or based on certain patterns on cards associated with the gaming apparatus. 
     However, once such token is placed on the board, it is very likely that due to unintentional movement of the player, the board may get lifted or tilted, which may result in displacement of tokens on the board. At many times, it becomes very difficult to position all the tokens to its previous position on the board. In case, players manage to reposition the token, this consumes times resulting in delay in the game. Even in cases, where player intends to move or reposition the board, it is very likely that the tokens may get displaced from its original position. 
     In our day-to-day life, we are required to identify and work with multiple attributes by either combining, collating or integrating these attributes to take a conscious action for right/better results or desired/intended outcome. 
     How to identify, combine or integrate different attributes mentally and then how to correlate these with other, is a function of mental ability to perform the process of integrating attributes. Most of the times, we take an action without identifying all attributes and variables under these attributes which are common or different with others, then apply the process of combining or collating or integrating these attributes. Thus, the decision to take what action, when, why, where and how is largely influenced by how many attributes and their variables we want or can identify based on our past experiences and not actually by as there are. 
     The problem to be solved is to provide a board game apparatus with a board and tokens shaped such that the token can be placed on the board the chances of displacement of the token can be avoided, which can be due to the lifting or tilting of the board by user, and the problem is solved by the board game apparatus as in present invention that includes tokens with different attributes and recesses on the board to receive the tokens, such that the tokens fit into the recesses on the board and avoid displacement when the board is lifted or tilted. 
     The problem to be solved is also to bridge the gap of thinking existing in the society. This learning system, through its progressive structure of method of thinking required in solving various situations will enable the adults and children both (as active game players) to identify what is their deep rooted current process of thinking and what they need to change to achieve success in the given game/puzzle/thinking situation. The players can then relate the newly acquired learning, with an access to both the sets of thinking processes i.e. how they used to think in the past and how they should be thinking in their real-life situations to identify where they are using the old (not correct) process or pattern of thinking and thus in turn shall develop a conscious recognition of how they should be thinking in such situations. 
     The situations/puzzles have been organized in a progressive structure of thinking processes or methods of thinking required as per the changing game/puzzle situations. This has been done to create this game as a progressive learning tool where the players can bridge the gaps from the basics and go to further complex processes as per self-learning and real-life application pace. 
     As playing of this game largely requires application of executive function, this game and its intended outcome to become a learning tool, while having the fun and engagement of a game, shall be relevant for a very long time. Even if the player plays the same situations again after 6 months, they will appear new as the player shall be again required to apply different skills under executive function to solve the game/puzzle situations, as long-term memory shall not be of much help in providing the answers achieved during the earlier sessions of game playing. Thus, after a certain period of time, a player can play the situations, where they consciously worked upon to change the process of thinking because of incorrect results/outcome achieved in the game/puzzle situations earlier, to test whether the new conscious thinking process they acquired during earlier sessions is still a part of their subconscious thinking. If not, this will bring a further insight that they need to practice application of missing processes of thinking better. If yes, they can now move on to the next level of complexity in the same game. 
     This learning system has been created due to its&#39; relevance in real-life applications for all, to be used by all especially children of age 3-16 years, to become a part of every household so that as a family each one of us can continuously work towards individual growth and growth of the other members of the family and society. 
     This learning system should ideally become a part of every academic institution and family at various stages of education process in the life of a child during the age 3-16 years. As these tools do not use any academic content and work on developing appropriate thinking processes, mental behaviour and approach, the learning behind various situations can be delivered to any learner irrespective of whatever socio-economic-cultural or academic background they may come from. 
     SUMMARY 
     In an embodiment of the present invention, there is a board game apparatus ( 100 ) comprising: 
     a token ( 130 ) with at least two attributes including at least two variables in each attribute;
 
a board ( 110 ) with a plurality of recesses ( 112 ) structured on said board to receive said token; and
 
a card each providing a pattern ( 152 ) and a number of attributes ( 154  for the placement of said plurality of tokens on said plurality of recesses ( 112 ) on said board ( 110 ),
 
wherein said recess ( 112 ) receives said token ( 130 ) for placing said token ( 130 ) on said board ( 110 ) based on said pattern and said number of attributes on said card, thereby avoiding displacement of said token on said board ( 110 ) when said board ( 110 ) is lifted.
 
     In a preferred embodiment, the board game apparatus as claimed in claim  1 , wherein said token comprises at least 5 attributes based on two variables in each attribute. 
     In a preferred embodiment, the board game apparatus ( 100 ) as claimed in claim  2 , wherein said attributes of said token include an outer boundary, a token base color, an inner shape, an inner shape color and a hole shape. 
     In a preferred embodiment, the board game apparatus ( 100 ) as claimed in claim  3 , wherein said outer boundary includes at least two color variables. 
     In a preferred embodiment, the board game apparatus as claimed in claim  3 , wherein said token base includes at least two color variables. 
     In a preferred embodiment, the board game apparatus as claimed in claim  3 , wherein said inner shape of said token includes at least two shape variables. 
     In a preferred embodiment, the board game apparatus as claimed in claim  3 , wherein said inner shape color includes at least two color variables. 
     In a preferred embodiment, the board game apparatus as claimed in claim  3 , wherein said hole shape includes at least two shape variables. 
     In a preferred embodiment, the board game apparatus as claimed in claim  1 , wherein said board includes 32 square-shaped recesses to place said tokens and said cards include plurality of situations arranged in a progressive level of complexity. 
     In a preferred embodiment, a method of placing tokens ( 130 ) on a board apparatus ( 100 ), comprising the steps of: 
     determining the position of a token on a board ( 110 ) by a pattern and a number of attributes in a card; and
 
arranging said token on said board to correspond with another token,
 
wherein all said tokens ( 130 ) are to be placed on said board ( 110 ) as per said number and said pattern ( 152 ) on said cards ( 150 ), wherein said token ( 130 ) can only be placed in available recess on said board such that same pattern and number of attributes as reflected in said card is matched by said tokens ( 130 ) in a progressive manner to move to a subsequent level of complexity.
 
     In a preferred embodiment, the method as claimed in claim  10 , wherein determining the position of a token comprises matching the pattern and number of attributes on said card. 
     In a preferred embodiment, the method as claimed in claim  10 , wherein said arranging step comprises placing said token only once on said board ( 110 ) such that once placed, said token cannot be moved or replaced with another token. 
     In a preferred embodiment, the method as claimed in claim  10 , wherein said arranging step comprises arranging said token to correspond with another token based on number of attributes with common variables. 
     In a preferred embodiment, the method as claimed in claim  10 , wherein said arranging step comprises arranging said token with desired minimum number of attributes with common variable adjacent to a wall of another token as per said patterns on said cards. 
     In a preferred embodiment, the method as claimed in claim  10 , comprising the step of concluding upon matching all said patterns ( 152 ) and numbers of attributes in said cards ( 150 ) and placing all said tokens ( 130 ) in a level of complexity. 
     In a preferred embodiment, the method as claimed in claim  10 , wherein said method can be digital. 
     For a better understanding of the invention and to show how the same may be performed, the invention will now be described, with reference to the accompanying drawings. 
     For a better understanding of the invention and to show how the same may be performed, the invention will now be described, with reference to the accompanying drawings. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         FIG. 1  discloses an embodiment of the present invention depicting the board ( 110 ) and tokens. 
         FIG. 2  discloses an embodiment of the present invention depicting the board ( 110 ) with plurality of recess ( 112 ). 
         FIG. 3  discloses an embodiment of the present invention depicting a token with different attributes ( 154 ). 
         FIG. 4  discloses an embodiment of the present invention depicting the back view of a token. 
         FIG. 5  discloses an embodiment of the present invention depicting cards ( 150 ) with patterns ( 152 ). 
     
    
    
       
     
       
         
           
               
               
               
             
               
                   
                   
               
               
                   
                 Description of elements 
                 Reference Numeral 
               
               
                   
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                   
                 Game board apparatus 
                 100 
               
               
                   
                 Board 
                 110 
               
               
                   
                 Recess 
                 112 
               
               
                   
                 Token 
                 130 
               
               
                   
                 Card 
                 150 
               
               
                   
                 Pattern 
                 152 
               
               
                   
                 Attributes 
                 154 
               
               
                   
                 Bottom of Token 
                 156 
               
               
                   
                   
               
            
           
         
       
     
     DETAILED DESCRIPTION 
     The illustrated board game apparatus ( 100 ) comprises a token ( 130 ) with at least two attributes. 
     Each attribute includes at least two variables which could be an outer boundary, a token ( 130 ) base color, an inner shape, an inner shape color and a hole shape. 
     In an embodiment of the invention, the token ( 130 ) has at least five attributes with at least two variables in each attribute. 
     The board game apparatus ( 100 ) also comprises a board with multiple recesses and a card providing a minimum number of attributes and patterns to be matched for placing tokens ( 130 ) on the board. 
     The shape of tokens ( 130 ) is complementary to fit into the recesses on the board. 
     In use, when the token ( 130 ) is placed on the board ( 110 ), the tokens ( 130 ) cannot be displaced from their original position accidentally and would be displaced only when the user lifts the tokens ( 130 ) and changes their position. The present invention thereby avoids the displacement of the token ( 130 ) from the board ( 110 ) when the board ( 110 ) is lifted or moved accidentally. 
     In an embodiment of the present invention, a plurality of cards ( 150 ) each consisting of different number of attributes and patterns ( 152 ) for the placement of the plurality of token ( 130 ) on the plurality of recess ( 112 ) on the board ( 110 ) is provided. In use, the tokens ( 130 ) are to be placed on the board ( 110 ) based on the pattern on the card ( 150 ). 
     The tokens ( 130 ) are to be placed on the board ( 110 ) by matching the pattern provided on the card  150  with same attributes of the tokens  130 . 
     The tokens ( 130 ) are to correspond to other tokens ( 130 ) in accordance with the number of attributes and patterns ( 152 ) on the card. 
     The tokens ( 130 ) can be placed on the board ( 110 ) only when both the patterns ( 152 ) and the tokens ( 130 ) presented in the pattern provide information to come at only one particular place on the board ( 110 ) based on the card to be solved. 
     All the cards ( 150 ) in this game have only one unique answer i.e. a token ( 130 ) can be placed only at one definite place on the board ( 110 ) in a particular card. 
     The board game apparatus ( 100 ) is provided with
         A squared game board ( 110 ); 32 squares arranged in a 6×6 grid by covering 4 squares at the four corners of the board ( 110 ); having a boundary to hold a squared token ( 130 ) inside each of the 32 squares;   32 tokens ( 130 ) made by integrating 5 attributes and differentiation factor of 2 variables under each attribute;   A booklet with cards arranged in a progressive level of complexity; and   A game playing manual.       

     This game can be used in 3 different formats of game playing. In a single player game format by using a situation booklet with all the 32 tokens ( 130 ). In a dual player game format, using all the 32 tokens ( 130 ) as common pool of tokens ( 130 ) for both the players, by deciding whether they are playing by using only one pre-defined attributes out of 5 attributes, or any two pre-defined attributes out of 5 attributes, or any three pre-defined attributes out of 5 attributes, or any four pre-defined attributes out of 5 attributes, to compete with each other. In four player format, each team comprises of 2 players using 32 tokens ( 130 ) as common pool of tokens ( 130 ), both the team members sit diagonally opposite to each other so that 2 players in the same team get the turn to take an action on tokens ( 130 ) alternatively. All the four players agree to take a turn either in a clockwise or anti-clockwise direction of rotation of turn. 
     In a single player format, the player is supposed to first identify all the tokens ( 130 ) given in the situation, out of the 32 tokens ( 130 ) and create the situation using tokens ( 130 ) given as a part of the situation puzzle/card and then identify the action tokens ( 130 ) to fill the empty spaces given in the situation with the action tokens ( 130 ), as per the rules of placement of tokens ( 130 ) in the empty spaces of the situation. 
     In a single player format, the situation card shall be treated to be solved successfully by verifying whether all the tokens ( 130 ), situations and action tokens ( 130 ), have been identified correctly and have been placed with each other by satisfying all the conditions of playing the game. 
     The game situation cards have been organized in a progressive structure of thinking processes or methods of thinking. This has been done to create each Attrifive game/situation playing experience as a progressive learning system and tool where the player can bridge the gaps from the basics and go to further complex processes as per self-learning pace and his/her real-life application needs/scenarios. As the level of complexity increases from lower to higher order thinking in the situation cards of the situation booklet, the type of mental skills required to place each token ( 130 ) increases from simple to applying complex thinking skills in this Attribute Integrating Game 
     Undergoing the lessons based on this game enables learners, learn to identify tokens ( 130 ) correctly by integrating multiple attributes and variables under each attributes, matching 1/ 2/ 3/ 4 attributes of each token ( 130 ) with 1/ 2/ 3/ 4 attributes of already placed tokens ( 130 ), sequence in forward and/or backwards direction i.e. from start point to the end point and/or from the end point to the start point based on attributes relationship between each token ( 130 ) to create the right sequence of tokens ( 130 ) or identify what will happen in subsequent steps if one token ( 130 ) and its attributes is used. 
     In dual and four player formats, the core game mechanics remain the same as in single player format i.e. rules to place the tokens ( 130 ). Thus, dual player and four player format of game playing acts as reinforcement of learning developed during single player game situation puzzle/card led playing. However, dual player and four player formats provide an excellent opportunity to each player to test their learnt thinking skills and processes in a competitive as well as collaborative format triggering nurturing and development of various emotional and social skills. This extension of single player format game mechanics becoming input of game mechanics for dual player and four player format enables each player to dive deep into their executive functions and executive controls at the same time in both collaborative and competitive game playing formats. It also helps in developing respect and trust in self, team member&#39;s and opponent players&#39; executive functions and executive controls. 
     There are various terms imparted as a part of the game playing learning process which are described below for the learner to learn these terms as an experiential process of game playing. It experientially makes the learners practice various thinking skills in a progressive structure, thus making the game playing experience a learning system of all the mental skills required as a part of Integrating Attributes based on how to identify common and different attributes, analyze, evaluate and create desired outcome in each situation in the context of environment i.e. game board in which decision has to be made and thus where and how to place all the tokens ( 130 ) given in the situation, as per game playing rules of this game. 
     EMBODIMENTS 
     The game board ( 110 ) design is based on the number of attributes and variables under each attribute used to design the squared tokens ( 130 ). 
     If a squared token ( 130 ) has 2 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 4 tokens ( 130 ) in total i.e. 2 multiplied by 2 i.e. 2 to the power 2 i.e. number of variables to the power number of attributes. Thus, game board ( 110 ) will have 4 slots to accommodate 4 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 2×2 grid. 
     If a squared token ( 130 ) has 3 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 8 tokens ( 130 ) in total i.e. 2 multiplied by 2 multiplied by 2 i.e. 2 to the power 3 i.e. number of variables to the power of number of attributes. Thus, game board ( 110 ) will have 8 slots to accommodate 8 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 3×3 grid where one slot has to be declared in advance as a dead/blocked slot which cannot receive any token ( 130 ). 
     If a squared token ( 130 ) has 4 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 16 tokens ( 130 ) in total i.e. 2 to the power 4 i.e. number of variables to the power of number of attributes. Thus, game board ( 110 ) will have 16 slots to accommodate 16 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 4×4 grid. 
     If a squared token ( 130 ) has 5 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 32 tokens ( 130 ) in total i.e. number of variables to the power of number of attributes. Thus, game board ( 110 ) will have 32 slots to accommodate 32 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 6×6 grid where four slots have to be declared in advance as a dead/blocked slot which cannot receive any tokens ( 130 ). 
     If a squared token ( 130 ) has 6 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 64 tokens ( 130 ) in total i.e. number of variables to the power of number of attributes. Thus, game board ( 110 ) will have 64 slots to accommodate 64 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 8×8 grid. 
     If a squared token ( 130 ) has 7 attributes and each attribute having 2 variables to identify commonality and differences between the attributes, then there will be 128 tokens ( 130 ) in total i.e. number of variables to the power number of attributes. Thus, game board ( 110 ) will have 128 slots to accommodate 128 tokens ( 130 ). And, if one has to make the design of such a game board ( 110 ) neutral, equal opportunity game board ( 110 ) in dual and four player formats, the game board ( 110 ) will be a 12×12 grid where sixteen slots have to be declared in advance as a dead/blocked slot which cannot receive any tokens ( 130 ). 
     And so on . . . . 
     In the design of this game, 5 attributes have been used and 2 variables under each attribute as described below resulting in 32 total tokens ( 130 ). Thus, the game board ( 110 ) was designed as 6×6 grid where 4 squares on the extreme four corners of the game board ( 110 ) were made dead/blocked squares (included in the outer structure of the game board ( 110 )) to make the game board ( 110 ) a neutral, equal opportunity game board ( 110 ).
         1) Attribute 1=Outer boundary; Variables under this attribute=Two different colors of outer boundary say Red and Black   2) Attribute 2=Inner base of token; Variables under this attribute=Two different colors of inner base say crème and chocolate   3) Attribute 3=Inner token shape; Variables under this attribute=Two different shapes of inner token say Circle and Square   4) Attribute 4=Inner token shape color; Variables under this attribute=Two different colors of inner token shape say Red and Black   5) Attribute 5=Shape of central hole; Variables under this attribute=Two different shapes of central hole say Square and Circle       

     The tokens ( 130 ) were designed in such a way that all the 5 attributes which are presented can be easily identified by viewing the top view of the tokens ( 130 ). This was done to bring the focus of the game on core learning outcome of the game i.e. integrating multiple attributes. Different attributes were chosen in the game token ( 130 ) design with a view to add more attributes in the same game token ( 130 ) design in future without changing the method of viewing the top view of the token ( 130 ) to perform the mental action of integrating attributes. 
     For example— 
     Attribute 6 can be created in this current token ( 130 ) design based on choosing central hole shape base color having two different colors as variables say red and black. 
     And so on . . . . 
     Such a unique representation of attributes and possibility of adding new attributes in the same game token ( 130 ) design, in the same two dimensional surface, which gives the impression of 3 dimensional token ( 130 ). 
     Based on the description above, each variable under each attribute will have same representation of that attribute with the same variable in 16 tokens ( 130 ) i.e. other 16 tokens ( 130 ) will have different variable under the same attribute present. Thus,
         If 1 attribute is being chosen to sort the game tokens ( 130 ) based on difference in variable of that attribute, there will be 2 groups of 16 tokens ( 130 ) each.   If 2 attributes are being chosen to sort the game tokens ( 130 ) based on difference in variables of these two attributes, there will be 4 groups of 8 tokens ( 130 ) each.   If 3 attributes are being chosen to sort the game tokens ( 130 ) based on difference in variables of these three attributes, there will be 8 groups of 4 tokens ( 130 ) each.   If 4 attributes are being chosen to sort the game tokens ( 130 ) based on difference in variables of these four attributes, there will be 16 groups of 2 tokens ( 130 ) each.   If all 5 attributes are being chosen to sort the game tokens ( 130 ) based on difference in variables of these five attributes, there will be 32 groups of 1 token ( 130 ) each.       

     Based on the above principle, any dimension of the game board ( 110 ) or any design of game tokens ( 130 ) can be created. 
     Thus, the number of attributes and variables used in each attribute for the token ( 130 ) design, its impact on the size of the game board ( 110 ) to make the game board ( 110 ) neutral and equal opportunity game board ( 110 ); different levels of learning progression and complexity i.e. method used in identifying the token ( 130 ), how to match the tokens with other tokens ( 130 ), from where to start and how to progress to the next subsequent steps to place different tokens ( 130 ), by following the rules of the game, can be created. 
     This game design thus uses number and type of attributes and variables under each attribute to create the tokens ( 130 ), and number of tokens ( 130 ) used, their placement in relationship to each other, all in conjunction to create the learning progression and complexity in the situation card/puzzle design i.e. method used to apply integrating attributes to place all the tokens ( 130 ), by following the rules of the game. 
     Game Background 
     All the situation cards used to play single-player structure in this game have only one unique answer i.e. each action token ( 130 ) will have only one unique position and only one definite way of placement after integrating 1/ 2/ 3/ 4 attributes in the final, completely solved situation, by following the rules of the game. 
     The dual player and four player formats in this game do not require any situation cards as the game board ( 110 ) design and design of tokens ( 130 ), both create a neutral, equal opportunity game playing structure for each player. Thus, the dual player and four player formats are based on game playing versions (i.e. how to play) designed and invented in this game below to create competitive and collaborative learning for the players. 
     Method First place the required situation tokens ( 130 ) on the game board ( 110 ) by matching the pattern of tokens ( 130 ) given in the situation puzzle/card with the pattern of the game board ( 110 ). Now, take out the possible action tokens ( 130 ) to be placed in the empty positions in the situation puzzle/card. Place the required action token(s) ( 130 ) in the empty spaces as per the rules of the game. 
     By identifying the correct tokens ( 130 ) and matching the variables of each attribute in the action tokens at the adjoining side(s)/wall(s) of already placed situation/action tokens ( 130 ), variables of each attribute on all the adjoining side(s)/wall(s) i.e. side(s)/wall(s) of the squares which touch each other after completing the situation, the variables of attributes on all these adjoining side(s)/wall(s) should match i.e. based on the minimum number of attributes defined to be having common variables between the tokens ( 130 ) as per the game situation puzzle/card. 
     There are situations arranged in an age appropriate structure i.e. situations for age &lt;5 years, 5-7 years, 7-9 years, 9-11 years, 11-13 years &amp; &gt;13 years. Each age band has various thinking processes in-built in it to create varied, progressive experiences for the player to test current thinking process and in-turn strengthen currently existing correct thinking processes and develop new thinking processes. 
     Though currently a player maybe of 12 years, it is recommended/desired for the player to play the situations from previous age bands first and then proceed to current age band situations. 
     Such a structure of progressive situation arrangement gives each player an opportunity to develop/bridge any missing thinking process as per the age and also develops thinking processes of higher age bands. To draw a parallel analogy here, an artificial intelligence to make the game playing process a personalized learning experience has been created through the arrangement of situation cards. 
     To make the learner test existing method of thinking around integrating multiple attributes i.e., identifying commonality and difference between attributes based on the variables presented in each attribute and develop a new method of thinking, in a progressive learning structure created by changing the number of situation and action tokens ( 130 ), minimum number of attributes (1/ 2/ 3/ 4) required to be matched having common variable and positional placement of situation tokens ( 130 ) and empty spaces for placement of action tokens on the game board ( 110 ). 
     Thus, based on the number of situation and action tokens ( 130 ), type of tokens ( 130 ) (1/ 2/ 3/ 4 attributes having common variables) and positional placement of situation tokens ( 130 ) and empty spaces for action tokens, learning outcome and complexity at each level can be clearly defined and thus progression of learning outcome and complexity can be pre-defined. Thus, progression of learning outcome and learning complexity i.e. methods to do integrating attributes using this game as an aid can be pre-defined. 
     Tokens ( 130 ) Used in the Situation Cards
         Situation token(s) given as a part of the situation card   Action token(s) to be placed in the empty space(s) of the situation design       

     Given Below are Few Relevant Terms with their Descriptive Meaning Based on this Game.
         Pattern=Representing arrangement of situation tokens and empty spaces   Environment=Place of action i.e. game board ( 110 )   Situation tokens=Tokens ( 130 ) which are a part of the situation puzzle/card   Action tokens=Tokens ( 130 ) which will occupy the empty spaces given in the situation puzzle/card   Empty spaces=Places in the situation puzzle/card where action tokens ( 130 ) are to be placed   Possibility=Ways in which a situation and/or action token ( 130 ) can be viewed by identifying commonality of variable(s) of different attribute(s)   Start point=Empty space in the situation puzzle/card which is giving maximum information to place an action token ( 130 ) or an action token ( 130 ) which can be placed in only one empty space (after matching variables of 1/ 2/ 3/ 4 attributes)   Sequencing=Principle used to define which action tokens ( 130 ) will come first in the empty spaces and which ones after that and so on in the empty spaces of the situation       

     Rules—Single Player Format:
         Place all the tokens ( 130 ) outside the board ( 110 ), on the opposite/other side of the board ( 110 ) i.e. if board ( 110 ) is in front of the player than the tokens ( 130 ) kept on the opposite side of the board ( 110 ) but in front of the player for ease of visibility of all the 32 tokens ( 130 ) and top view on each of the token ( 130 );   There are 2 kinds of tokens ( 130 ) required to solve any puzzle/card situation
           Tokens ( 130 ) which are a part of the pattern of situation puzzle/card are called ‘situation tokens’   Tokens ( 130 ) which will fill the empty spaces given in the situation puzzle/card are called ‘action tokens’   
           Situation tokens and action tokens required to be used in the situation puzzle/card to be taken out first out of the set of 32 tokens ( 130 ) and placed, depending upon whether the player is left handed or right handed, on the left or right side of the game board ( 110 )   Place one token ( 130 ) at a time to replicate/copy the pattern given in the situation card/puzzle;   Now place the pending tokens i.e. action tokens ( 130 ) to fill the empty spaces based on whether situation is demanding to have 1/ 2/ 3/ 4 attributes&#39; variables to be common;   An action token ( 130 ) can only be placed in the empty space if the desired number of attributes (given in the action token) are common with the attributes of the tokens ( 130 ) where ever the action token&#39;s side(s)/wall(s) shall be touching the side(s)/wall(s) of existing placed tokens ( 130 ) upon the placement of action token.   An action token ( 130 ) can be placed in the empty space only if the desired number of attributes of the token are common with the attributes of the situation token(s) or already placed action token(s) ( 130 ), wherever this action token side(s)/wall(s) touch other tokens&#39; side(s)/wall(s).   Token ( 130 ) once placed in the squared slot of the game board ( 110 ) should not be moved or replaced   Open the situation card to be solved. The situation card shall be treated to be solved successfully if the empty spaces in the situation puzzle/card have been filled with action token(s) ( 130 ) and wherever in the final solved situations any side(s)/wall(s) of tokens ( 130 ) touch each other, those side(s)/wall(s) should have the desired minimum number of attributes with common variable.   If any of the token(s) ( 130 ) has been used which either does not match with the situation or action tokens ( 130 ) given in the situation puzzle/card without satisfying the conditions/rules of placement of token ( 130 ) i.e. desired minimum number of attributes with common variable wherever the side(s)/wall(s) of any token(s) touch with the side(s)/wall(s) of any other token (situation/action token), the situation is treated as unsolved and the player removes all the tokens of the situation to attempt to solve the situation card again from the start.       

     Rules—Dual Player Format:
         As the dual player format is evolution of single player format, without changing the game mechanics, thus the rules of how a token ( 130 ) can be placed adjacent to the other token(s) ( 130 ) shall remain the same in dual player format as were in single player format. This method of keeping the core game mechanics the same as it was in a single player format, is a unique learning progression design invented in this game, where thinking skills and processes learnt individually by each player now get tested in a dynamic environment of playing with each other.   It is a turn by turn game and each player has to make a move to place a token ( 130 ) upon his/her turn. Thus, each player has to make a placement till the time no legal placement of token ( 130 ) as per core rules of the game playing is possible or all the tokens given in the pool of 32 tokens ( 130 ) have been exhausted.   The dual player game format is played as a competition between 2 players to win/collect maximum number from the board ( 110 ) as compared to the opposite player. All the 32 tokens ( 130 ) are kept as common pool of tokens to be used by both the players. They can choose to keep 16 tokens ( 130 ) on the left side and 16 tokens ( 130 ) on the rights side of the board ( 110 ) while sitting opposite to each other around the board ( 110 ), for the ease of playing.   They both decide the number of minimum attributes (with common variable) that they are playing with, before starting to play the game.   The game starts by placing any two token ( 130 ) out of these 32 tokens ( 130 ) on the board ( 110 ), one token ( 130 ) by each player. They place these 2 tokens ( 130 ) anywhere on the game board ( 110 ) without touching each other&#39;s token ( 130 )—neither on sides/walls nor at the edges.   The players play the game turn-by-turn after each placing their 1 st  token ( 130 ) as explained above. Now, they place any one token ( 130 ) from the balance tokens ( 130 ) on the game board ( 110 ). The rule of placement of any token ( 130 ) to continue to play the game is—every time a player places any token on the game board ( 110 ), the token can only be placed on the board ( 110 ) only if the token touches at least one side/wall of already placed token(s) ( 130 ) i.e. the player cannot place the token in a standalone empty space on the game board ( 110 ). This token ( 130 ) being placed on the game board ( 110 ) should have that many attributes with common variable as decided by both the players at the start of the game.   The objective of each player is to be able to make a line of 4 consecutive (called—4 in a line) tokens ( 130 )—horizontally/vertically/diagonally—on the board ( 110 ). The player who makes 4 in a line gets to keep the 4 in a line tokens i.e. withdraw those tokens which from the game board ( 110 ) which made 4 in a line and keep these tokens as a part of his/her winning/collected tokens ( 130 ).   If a player is able to construct more than one line of 4 tokens ( 130 ) i.e. more than one 4 in a line (horizontally/vertically/diagonally) at the same time because of the token ( 130 ) currently placed i.e. the token ( 130 ) currently placed is a part of each of more than one 4 in a line, the player can withdraw all the tokens ( 130 ) forming part of all the 4 in a line created like this and keep all these tokens ( 130 ) as a part of his winning pool of tokens.   So, there is a common pool of tokens ( 130 ) to play and there is a winning pool of tokens of each player.   If a player upon his/her turn is not able to find a place to place a token as per the rules of the placement of tokens ( 130 ), shall say ‘skip/pass’. In such a scenario, the other player can choose to take one token ( 130 ) from the pool of token as reward and keep this token as a part of his/her winning collection and continue playing the game by placing the token of his/her turn. Or, the other player may choose to declare the game as over and decide the winner between the two players based on who has collected more number of winning tokens ( 130 ).   If at any time during the game playing, both the players say ‘pass/skip’ consecutively, the game is stopped and the winner is decided based on who has collected the maximum winning tokens ( 130 ).   The winner is decided on the basis of which player has maximum number of tokens collected/won. This maximum number of tokens ( 130 ) collected/won can be defined by in a simple way. They can decide to call the maximum number of tokens ( 130 ) collector/winner, purely on the basis of actual physical tokens ( 130 ) collected/won by the players, once all the players have exhausted their legal moves as per the rules of the game play.   They can also use different, other methods to continue the game and define the winner, as explained below. However, all these elements, they decide mutually before starting to play the game.
           They can choose to add all the tokens ( 130 ) placed on the game board ( 110 ) back in the pool of the leftover pool tokens ( 130 ) and create a new pool to start the game again.   They can also decide to add equal number of winning tokens of each player back in the pool or keep the winning tokens with themselves.   They can re-adjust the number attributes with which they want to play this round.   Etc.   
           In case a player makes a placement of token ( 130 ) which is not permitted as per the core rules of the game, the other player can challenge the move. In such a scenario, the player who made an illegal move is at the mercy of other player. The other player can choose any, but only one of the following options. This situation only arises if the other player has spotted the illegal placement at the time of placement itself, during the current round, and not during the later rounds. If the other player has not been able to spot the illegal placement before making his/her placement, then it cannot be challenged later.
           Pardon the other player&#39;s illegal placement and allow the other player to change the move to a legal placement.   Make the other player undo the illegal placement, take that token which created the illegal move as a reward to keep in his/her winning pool; now make the other player skip this turn or use other token ( 130 ) to make a legal placement to complete the turn.   
           The game ends when both the opponent players are left with no legal move to place the token on the game board ( 110 ).   All the tokens—pool tokens as well as winning tokens ( 130 )—are kept visible to all the players, while playing the game. This is for the players to be able to define which of their tokens they would like to place, when and where, based on what has already been placed on the game board ( 110 ), what tokens are left and what has already been won and what all placement options are still possible on the game board ( 110 ).   The player has to place that token ( 130 ) on the game board ( 110 ) which he/she touches first. So, both the players should first use integrating attributes skills and then touch the token they want to place. The player after placing the token at a particular place on the game board ( 110 ) cannot undo the placement. These can be challenged by the other player as per the rules described above of illegal move/placement.   Both the players agree on a maximum permitted time allowed to think and make a placement of token on the game board ( 110 ). Any player who exceeds the time limit, lets the other player take one token from the pool of tokens ( 130 ) as a reward and also is at the mercy of other player whether the other player would still want him/her to make the placement or lose the turn to make the placement.       

     Additional rules—four player format
         As the four player format is evolution of single and dual player format, without changing the game mechanics, thus the rules of movement of token(s) of single player and other rules used of dual player format w.r.t. game playing and winning will remain the same for four player format as well. This method of keeping the rules of single player core game mechanics and dual player competitive rules the same, is a unique learning progression design invented in this game, where thinking skills and processes learnt individually as well as in competitive format by each player now get tested in a dynamic environment of playing in collaborative and competitive environment, both being created in four player format at the same time.
           All the rules of single and dual player format apply in four player format.   The only difference from dual player in four player format is, in four player format there are 2 players competing with opponent team of 2 members. So, each team is made of 2 players. The team members of respective team sit diagonally opposite to each other and use the common pool of 32 tokens to make a move on the game board ( 110 ) at alternative intervals. The game is played in clockwise or anticlockwise direction, turn-by-turn.   The players in the same team are collaborating with each other to win but are not allowed to talk or communicate in any form, verbal or non-verbal, with their team member. Thus, they now learn to apply skills learnt in a single and dual player format in a collaborative yet competitive environment, both.   
           They can play the four-player game in two formats—
           Place a token ( 130 ) as per their turn from in a clockwise or anti-clockwise direction of turn of placement.   Play the advance version where upon the turn of one player of a particular team, this player identifies the token ( 130 ) he/she would want to place on the game board ( 110 ) by touching that token ( 130 ) with one of the finger in such a way that his/her team member along with other the members of opponent team can clearly see this identified token ( 130 ). Now, the other team member chooses to define where he/she would actually like to place the token. So, upon the turn of any player, in clockwise or anti-clockwise direction, each player is identifying the token ( 130 ) for placement whereas the decision of where to place along with the action of doing the actual placement of this identified token is being done by his/her team member. This system of token ( 130 ) being identified by one member but placed on the game board ( 110 ) by the other member continues as a game playing process for all the players. The players here again as a team are collaborating with each other to win but are not allowed to talk or communicate in any form, verbal or non-verbal, with their team member. In this version, they are required to demonstrate a very high degree of trust, faith, and team effort to understand each other&#39;s skills and competencies. Thus, they now learn to apply skills learnt in a single, dual and earlier version of four player format in a collaborative yet competitive environment, both.   The version just explained above can also be played by reversing the action token ( 130 ) placement process. This time, the player in the team identifies the placement position of the any token ( 130 ) on the game board ( 110 ) by touching the placement square with one of the finger in such a way that his/her team member along with other members of opponent team can clearly see this identified place. Now, the other team member chooses to define which of the action token ( 130 ) he/she would actually like to place at that square. So, upon the turn of any player, in clockwise or anti-clockwise direction, each player is identifying the placement position of the token ( 130 ) whereas the decision of which token ( 130 ) to actually place along with the action of doing the actual placement of the identified token ( 130 ) is being done by his/her team member. This system of placement position being identified by one member but actual token ( 130 ) to be placed and action of placing the token ( 130 ) on the game board ( 110 ) by the other member continues as a game playing process for all the players. The players here again as a team are collaborating with each other to win but are not allowed to talk or communicate in any form, verbal or non-verbal, with their team member. In this version, they are required to demonstrate a very high degree of trust, faith, and team effort to understand each other&#39;s skills and competencies. Thus, they now learn to apply skills learnt in a single, dual and earlier version of four player format in a collaborative yet competitive environment, both.   
           The winning is decided as explained in dual player format. They can choose simple or advance format for winner team declaration as explained in dual player format.       

     Learning System Progression on Integrating Attributes
         Single player booklet progression based on design of 5 attributes in a token ( 130 )   6 progressive levels for Age 3-16 years   Each level described below with an indicative situation from that level       

     Level 1 
     Minimum 3 tokens ( 130 ) situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens equal/more than number of empty spaces in the situation; one side/wall matching situations; minimum one attribute with common variable identification; all action tokens with single possible empty space of placement. ( FIG. 5 ) 
     Level 2 
     Minimum 4 tokens ( 130 ) situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens ( 130 ) equal/more than number of empty spaces in the situation; one/two side(s)/wall(s) matching situations; minimum one attribute with common variable identification; all action tokens ( 130 ) with single possible empty space of placement. ( FIG. 5 ) 
     Level 3 
     Minimum 5 tokens ( 130 ) situation including situation tokens and action tokens; action tokens equal/more than number of empty spaces in the situation; one/two/three side(s)/wall(s) matching situations; minimum one attribute with common variable identification and integrating; at least one action token ( 130 ) with single possible empty space of placement i.e. clear start point. ( FIG. 5 ) 
     Level 4 
     Minimum 6 tokens situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens equal/more than number of empty spaces in the situation; one/two/three/four side(s)/wall(s) matching situations; minimum one attribute with common variable identification and integrating; at least one action tokens ( 130 ) with single possible empty space of placement i.e. clear start point. ( FIG. 5 , Level 4, A) 
     Minimum 6 tokens ( 130 ) situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens equal/more than number of empty spaces in the situation; one/two/three side(s)/wall(s) matching situations; minimum two attributes with common variable identification and integrating; single/dual start points. ( FIG. 5 , Level 4, B) 
     Level 5 
     Minimum 7 tokens ( 130 ) situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens equal/more than number of empty spaces in the situation; one/two/three/four side(s)/wall(s) matching situations; minimum two attribute with common variable identification and integrating; single/dual start points. ( FIG. 5 , Level 5, A) 
     Minimum 7 tokens situation including situation tokens ( 130 ) and action tokens ( 130 ); action tokens ( 130 ) equal/more than number of empty spaces in the situation; one/two/three/four side(s)/wall(s) matching situations; minimum three attributes with common variable identification and integrating; single/dual start points ( FIG. 5 , Level 5, B) 
     Level 6 
     Minimum 8 tokens ( 130 ) situation including situation tokens and action tokens ( 130 ); action tokens ( 130 ) equal/more than number of empty spaces in the situation; one/two/three/four side(s)/wall(s) matching situations; minimum three attributes with common variable identification and integrating; multiple start points resulting in identifying correct placement through identifying and validating multiple sequencing of action tokens ( FIG. 5 ).