US2006091604A1PendingUtilityA1

Rescue board game

Assignee: SARGENT MARKPriority: Sep 20, 2004Filed: Sep 20, 2005Published: May 4, 2006
Est. expirySep 20, 2024(expired)· nominal 20-yr term from priority
Inventors:Mark Sargent
A63F 3/00145A63F 3/0052A63F 2003/00022A63F 2003/00217A63F 2003/00403A63F 2003/00716A63F 2250/1068A63F 2003/00223A63F 1/04
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Claims

Abstract

A cooperative board game is provided including two or more primary movers and at least one secondary movers which may be joined together to form a composite mover. In some embodiments, the players may set a timer for one of a plurality of possible game times, and may work cooperatively to form the composite mover and move the composite mover to an end space prior to an expiration of game time.

Claims

exact text as granted — not AI-modified
1 . A cooperative game comprising: 
 a first play surface and a second play surface, each including a plurality of spaces;    a plurality of primary movers;    one or more secondary movers configured to combine with at least two primary movers to form a composite mover;    one or more chaser movers;    a plurality of capturable units including action units and adversity units, wherein at least one action unit is linked to a unique feature of at least one of the primary movers;    a timer;    one or more random indicia generators; and    an end space.    
   
   
       2 . The game of  claim 1 , wherein the first play surface is a game board and the second play surface is a tower elevated above the first play surface game board.  
   
   
       3 . The game of  claim 2 , wherein at least one continuous pathway of spaces links the first and second play surfaces, and connects a primary mover start space and the end space.  
   
   
       4 . The game of  claim 2 , wherein the end space is located on or near a top of the second play surface tower.  
   
   
       5 . The game of  claim 1 , wherein the timer may be set to one of a number of possible game times.  
   
   
       6 . The game of  claim 1 , wherein time may be added onto the timer by rotating the timer 180 degrees.  
   
   
       7 . The game of  claim 1 , wherein the secondary mover includes opening configured to releasably retain one or more primary movers.  
   
   
       8 . A method of playing a cooperative game comprising: 
 each of a plurality of players choosing one of a plurality of primary movers;    arranging the chosen primary movers, one or more secondary movers, one or more chaser movers, and a plurality of capturable units on spaces;    setting a timer;    activating one or more random indicia generators for producing random indicia;    moving the primary movers and chasers according to the produced random indicia;    collecting capturable units by moving one or more primary movers onto a space including a capturable unit;    joining the primary movers with one or more secondary movers to form one or more composite movers; and    moving the composite mover to an end space.    
   
   
       9 . The method of  claim 8  wherein primary movers are joined together with a secondary mover form a composite mover prior to moving from a first play surface to a second play surface and reaching the end space.  
   
   
       10 . The method of  claim 9 , wherein players work cooperatively to collect a sequence of capturable units prior to joining the primary movers with a secondary mover to form a composite mover, and moving the composite mover from the first play surface to the second play surface.  
   
   
       11 . The method of  claim 10 , wherein at least two of the capturable units must be collected in an ordered storyline sequence.  
   
   
       12 . The method of  claim 9 , wherein the second play surface extends above the first play surface.  
   
   
       13 . The method of  claim 8 , wherein the capturable units include action units and adversity units and one or more action units are placed on spaces located in the first play surface, and one or more adversity units are placed on spaces located on the second play surface.  
   
   
       14 . The method of  claim 8 , wherein a primary mover may be frozen in position due to an interaction with a chaser mover.  
   
   
       15 . The method of  claim 12 , wherein a player may play a collected collectable unit to counteract a freezing of one or more primary movers.  
   
   
       16 . The method of  claim 8 , wherein players determine the difficulty of the game by setting the timer to one of a number of possible game times.  
   
   
       17 . The method of  claim 16 , wherein players set the game time by depressing a button located on the timer for at least one of a number of possible durations.  
   
   
       18 . The method of  claim 16 , wherein time may be added to the game time during game play by rotating the timer 180 degrees.  
   
   
       19 . The method of  claim 13 , wherein when the composite mover lands on a space containing an adversity unit one or more primary movers may be separated from the secondary mover.  
   
   
       20 . A method of playing a cooperative game comprising: 
 each of a plurality of players choosing one of a plurality of primary movers;    arranging the primary movers, one or more secondary movers, one or more chaser movers, and a plurality of capturable units on spaces included on a first play surface and on a second play surface;    setting a timer to one of a number of possible game times;    activating one or more random indicia generators for producing random indicia;    moving the primary movers and chasers according to the produced random indicia;    collecting capturable units located on the first play surface by moving a primary mover onto a space including a capturable unit wherein the capturable unit may be associated with the moved primary mover, or may be a storyline unit collected in story sequence;    playing the capturable units to move a primary mover stopped by an interaction between a primary mover and a chaser;    joining the primary movers with one or more secondary movers to form one or more composite movers when all storyline units are collected in story sequence;    moving each composite mover from the first play surface to the second play surface, and    maintaining the composite mover until the composite mover reaches an end space on the second playing surface.

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