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Patent 2357952 Summary

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(12) Patent: (11) CA 2357952
(54) English Title: MULTI-FUNCTIONAL GAME BOARD WITH ROTATING MECHANISM
(54) French Title: PLANCHETTE DE JEU MULTIFONCTION AVEC MECANISME ROTATIF
Status: Expired and beyond the Period of Reversal
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 03/00 (2006.01)
  • A63F 09/00 (2006.01)
(72) Inventors :
  • DEITCH, DONALD T. (United States of America)
  • DEITCH, BETTY LEE (United States of America)
(73) Owners :
  • DONALD T. DEITCH
  • BETTY LEE DEITCH
(71) Applicants :
  • DONALD T. DEITCH (United States of America)
  • BETTY LEE DEITCH (United States of America)
(74) Agent: GOWLING WLG (CANADA) LLP
(74) Associate agent:
(45) Issued: 2005-03-15
(22) Filed Date: 2001-09-27
(41) Open to Public Inspection: 2002-11-30
Examination requested: 2002-06-14
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
09/872,819 (United States of America) 2001-05-31

Abstracts

English Abstract


A novel game board comprises a base board (100) with rotating tiers (105, 405,
410,
and 415) which rotate on a shaft (430) and bearings (402, 404, and 407) or a
lazy susan
(115), a pointer 120 or a rotating pointer knob (425) which points at numbers
(305) and game
fields (310) on a tier (300). Progress through the game is indicated by
individual players'
tokens (135). Game cards and play money (140, 320, 325, 330, and 335) are also
provided.
Multiple results can arise from the same players' moves. Hidden game fields
(700) under the
edges of square or rectangular tiers (405, 410, and 415) provide added
excitement.
Instructions in the game fields (300, 406, etc.) can apply to a single player
or to all players
simultaneously, resulting in advantages or disadvantages for one or all. No
dice are used to
play, only a rotating pointer knob (425) or a rotating tier 105 with a
stationary pointer (120)
are required to urge progress through the game. The same mechanical
arrangement is
applicable in a variety of games, resulting in an economy of scale for
manufacturers.


Claims

Note: Claims are shown in the official language in which they were submitted.


18
THE EMBODIMENTS OF THE INVENTION IN WHICH AN EXCLUSIVE
PROPERTY OR PRIVILEGE IS CLAIMED ARE DEFINED AS FOLLOWS:
1. ~A storable board game apparatus comprising:
a foldable game board, said game board having an outer circle radially divided
into a plurality of sectors to define a plurality of playing fields, one of
said sectors
including a pointer positioned thereon;
a circular tier having predetermined dimensions and positioned on top of said
game board for rotation concentrically within said outer circle, said circular
tier being
radially divided into a plurality of tier sectors to define a plurality of
second playing
fields, said pointer included on said one of said sectors of said outer circle
pointing to
said second playing fields without touching thereof; and
a swiveling mechanism having first and second substantially planar surfaces
including means for causing said two surfaces to spin relative to each other,
said
swiveling mechanism sandwiched between said game board and said circular tier
so that
said first planar surface detachably attaches to said board and said second
planar surface
attaches to and supports said predetermined dimensions of said circular tier,
whereby
when said circular tier attached to said second planar surface is caused to
spin, said
second playing fields thereon will be randomly aligned opposite said pointer
included on
said one sector of said outer circle on said game board.
2. ~The board game apparatus of claim 1 wherein said first planar surface of
said
swiveling mechanism attaches to said board by force fitting said first planar
surface into
a hole dimensioned therefor in said board.
3. ~The board game apparatus of claim 1 wherein said second planar surface of
said
swiveling mechanism attaches to said circular tier by force fitting said
second planar
surface into a recess in said circular tier dimensioned therefor.

19
4. The board game apparatus of claim 1 in which said included means of
said
swiveling mechanism causing said first and second planar surfaces to spin
relative to each
other are ball bearings.
5. The board game apparatus of claim 1 further including a knob attached
to the top
of said circular tier in which to spin said swiveling mechanism.
6. The board game apparatus of claim 1 in which said pointer included on
said one
sector of said outer circle on said board is a C-shaped element having a lower
part thereof
detachably attached to said board and having an upper part thereof forming
said pointer
pointing to, but not touching said tier sectors of said circular tier.
7. A method of operating a storable board game comprising the steps of:
a) unfolding a foldable game board having an outer circle radially divided
into a
plurality of sectors to define a plurality of playing fields;
b) positioning a circular tier having predetermined dimensions on top of said
game board for rotation concentrically within said outer circle, said circular
tier radially
divided into a plurality of tier sectors to define a plurality of second
playing fields;
c) including a pointer on one of said sectors of said outer circle for
pointing to
said tier sectors without touching thereof;
d) sandwiching a swiveling mechanism between said game board and said circular
tier, said swiveling mechanism having first and second substantially planar
surfaces
including means for causing said two surfaces to spin relative to each other,
said
swiveling mechanism dimensioned so as to support said predetermined dimensions
of
said circular tier;
e) attaching said first planar surface of said swiveling mechanism to said
board
and attaching said second planar surface of said swiveling mechanism to
support said
predetermined dimensions of said circular tier; and

20
f) spinning said circular tier attached to said second planar surface so that
said
plurality of second playing fields thereon will be randomly aligned opposite
said pointer
included on said one sector of said outer circle of said game board.
8. A board game apparatus comprising:
a game board having a predetermined polygonal shape with corners in which a
perimeter thereof is divided into a plurality of playing fields arrayed around
said
perimeter of said board, said game board having a central shaft attached
thereto;
a plurality of at least three stacked tiers having said predetermined
polygonal
shape but in which each successive tier is dimensioned smaller than the tier
below, said
plurality of tiers positioned in concentric fashion about said central shaft,
each of
said stacked tiers except for the top tier also having a plurality of playing
fields arrayed
about a perimeter of each respective tier, said top tier having a plurality of
movement
information spaced about its perimeter;
spacer means included between each of said stacked tiers for permitting
frictional
movement of said plurality of tiers about said central shaft relative to and
independent
of each other, said game board and said stacked tiers all having predetermined
dimensions so that upon movement of any one of said stacked polygonal tiers
about said
shaft causes said corners of said one tier to cover or hide certain playing
fields of said
arrayed playing fields immediately therebelow; and
a detachable, spinable knob with a pointer positioned loosely atop said shaft
so
that upon being spun, movement information on said top tier is randomly
pointed to
thereon.
9. The board game of claim 8 in which the number of said stacked tiers is
four.
10. The board game of claim 8 in which said predetermined polygonal shape with
corners of said board and said stacked tiers is a square.

21
11. The board game of claim 8 wherein said detachable, spinable knob doubles
as a
game piece and is replaceable with other knobs.
12. The board game of claim 8 wherein said movement information on said top
tier
is a set of numbers.
13. The board game of claim 8 further including at least one rotatable disk
rotating
about a shaft on said game board off-center to said central shaft and in which
said disk
is hidden by said corners of a bottom tier of said at least three stacked
tiers, said disk
including radial slots extending from the perimeter of said disk towards said
off-center
shaft with information for playing said board game appearing between each set
of two
radials so that upon rotation of said bottom tier a predetermined amount, said
information
between one set of radials only on said disk is exposed.
14. The board game of claim 13 wherein said bottom tier further includes a cog
protruding below said bottom tier and positioned so that as said bottom tier
is rotated
about said central shaft, said cog will engage one of said radial slots on
said disk so as
to rotate said disk to a new position to exposed new information for playing
said board
game.

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02357952 2001-09-27
Patent Application of
Donald T. Deitch & Betty Lee Deitch
for
TITLE: MULTI-FUNCTIONAL GAME BOARD WITH ROTATING MECHANISM
BACKGROUND-Field of Invention
This invention relates to board games, and in particular to a board game
apparatus
that produces random results and is the base for various derivative games.
BACKGROUND-Cross-Reference to Related Applications
This application claims the benefit of the following provisional patent
applications:
Serial No. 60/208,049 filed 2000 May 31, Serial No. 60/208,033 filed 2000 May
31, and
Serial No. 60/260,589 filed 2001 January 8.
BACKGROUND-Prior-Art
Board games in which the object is either to acquire the most wealth,
bankrupting
opposing players, or win the game by completing some object or goal first are
well-known
and replete with many versions. See, for example, the real estate trading game
of Lizzie J.
Magie in U.S. patent 748,626 (1904). Those games generally provide static
playing fields
and seldom provide play that is challenging or stimulating to the players.
In U.S. patent 3,804,416 (1974) Jones et al. disclose a game having two
playing
boards, one mounted on top of the other. The object of this game is to move
pegs from one
board to another. The structure of this game is awkward in design and
contributes
unnecessary complications to a simple game.
In U.S. patent 3,606,334 (1971) Pippin discloses a board game that includes
rotatable
discs. The board in Pippin's game is cluttered and difficult to understand.

CA 02357952 2001-09-27
In U.S. patent 4,099,723 (1977) Robinson describes a three-dimensional, multi-
level
inverse chess board that is over-complicated.
In U.S. patent 5,409,234 (1993) Bechier discloses a four-dimensional game and
a
three-dimensional apparatus used for playing the game that uses tokens. The
game is difficult
to play because it is complicated with numerous game pieces and stmctural
elements.
U.S. patent 5,033,751 (1990) to Ching describes a mufti-tier checkered game
board
for checkers in a cumbersome and awkward design and is a complicated way to
play
checkers.
U.S. patent No. 4,484,749 (1983) to Charney discloses a game board that comes
in
several different pieces. Those pieces can be assembled in a variety of
different
combinations. The game requires substantial skill to play.
U.S. patent 4,585,233 to Wilson (1986) discloses an add-on board for a real
estate
trading game. It further complicates the game without improving it.
U.S. patent 4,696,476 to Eplett (1986) describes a mufti-stepped game board in
a
checkerboard design and adds nothing to the game but complication.
While some games provide variable moves, they are often too complex to
stimulate
interest in younger participants. Other games are too simple to challenge the
more intellectual
players. All prior-art games provide only a single result for each move. The
games are also
require too long a period of playing time to determine the winner, thereby
causing
participants to lose interest. Many games are found to have too many game
board parts and
accessories and can become lost between the playing of games.
BACKGROUND-Objects and Advantages
Accordingly several objects and advantages of the present invention are to
provide an
improved game board, to provide a game with simple, variable moves, with a
play period of
reasonable duration, and with a limited number of game board parts. Further
objects and
advantages are to provide a mufti-functional game board with a rotating
mechanism that
provides a base for any number of games, ranging form simple to complex, a
game with a
methodology of play which has the advantage of providing multiple random
results, which is

CA 02357952 2001-09-27
challenging yet simple to play, which has hidden instructions beneath
swiveling tiers that
produce multiple and unexpected results for the game players, which uses no
dice, and which
produces unexpected changes in fortune that affect not only one but all of the
players
simultaneously. Further objects and advantages will become apparent from the
ensuing
description and accompanying drawings.
SUMMARY
In accordance with the present invention, a board game has one or more
swiveling
tiers. These tiers provide a basis for a set of games which utilize similar
constructions,
mechanisms, and play, providing numerous games of varying complexity which
produce
random and unexpected results. Since each move by another player can affect
other players
positively or adversely, every play by opposing players creates strong
interest and excitement
in the game play for all players. Additionally, since no dice are used in the
games, interest in
the activity and moves by other players is substantially increased by all
players. This is due
to the randomness of multiple results achieved by this device without the use
of complicated
mathematical calculations. The multiple results also offer challenging, easy
to understand
play.
The game tiers can be adapted to other media beside board games, for example,
a
television game show format, computer games, hand-held computerized games,
online
interactive games, and slot machine apparatuses, among others.
DRAWINGS-Figures
Fig. 1 shows an exploded, perspective view of a single-tier game in accordance
with
the invention
Fig. 2 is a side view of the board in Fig. 1.
Fig. 3 is a top view of the single-tier game of Fig. 1, showing game fields.
Fig. 4 is a top view of a mufti-tier game according to the present invention.
Fig. 5 is a side view of the game in Fig. 4.
Fig. 6 shows top and side views of a spacer used with rotating tiers.

CA 02357952 2001-09-27
a
Fig. 7 shows tiers of the game of Fig. 4, rotated to reveal hidden game
fields.
Fig. 8 shows rotating disks hidden beneath the first tier.
Fig. 9 shows rotating disks in view as the first tier is rotated 45 degrees.
DRAWINGS-Reference Numerals
100 Game board 325 Travel Ups & Downs card
105 Tier 330 Voucher
110 Knob 335 Play money
112 Logo 336 Travel bonus corner
115 Swiveling mechanism 340 Starting point
120 Pointer 400 Board of multi-tiered
game
125 Fastener 401 Hole
130 Mating fastener 402 Spacer
135 Token 404 Spacer
140 Game cards 405 First tier
145 Hole or recess 406 Game field on board
150 Recess 407 Spacer
155 Fold line 410 Second tier
300 Game field 411 Game field on first tier
301 Outer circle 415 Third tier
302 Inner circle 416 Game field on second
tier
304 Game field destination "Africa"420 Numeral
305 Number 421 Game field on third tier
306 Destination name 425 Pointer knob
307 Price 430 Shaft
310 Additional game field 435 Token
314 Game field destination " 436 Base camp #1
Mexico"
319 Game field "Travel Ups & 437 Base camp #2
Downs"
320 Destination card 438 Base camp #3

CA 02357952 2001-09-27
439 Base camp #4 705 Hidden game field on
second tier
440 Game field "Jump Up" 706 Hidden game field on
board
441 Game field "Jump Up" 707 Hidden game field on
first tier
442 Game field "Jump Up" 708 Hidden game field on
second tier
443 Game field "Short Cut Down"709 Hidden game field on
board
444 Game field "Short Cut Down"710 Hidden game field on
first tier
445 Game field "Short Cut Down"711 Hidden game field on
second tier
446 Game field on first tier 800 Disk
447 Game field on first tier 801 Disk
448 Game field on board tier 802 Disk
449 Game field on board tier 803 Disk
460 Instruction Card 810 Cog
600 Ring 820 Slot
610 Hole 822 Shaft
700 Hidden game field on board 900 Instruction
701 Hidden game field on second901 Instruction
tier
702 Hidden game field on first 902 Instruction
tier
703 Hidden game field on board 910 Instruction
tier
704 Hidden game field on first
tier
DETAILED DESCRIPTION-Preferred Embodiment-Figs. 1 through 3
Fig. 1 is an exploded perspective view of a tiered game board assembly. The
assembly comprises a game board 100, a swiveling tier, disc, platter, or
turntable 105 with an
attached knob 110, a swiveling mechanism 115, a pointer 120 with an attached
fastener 125,
and a mating fastener 130 affixed to board 100. A logo 112 is optionally
printed on the top of
pointer knob 110. Board 100 is preferably 50 cm square and 0.5 cm thick,
although it can be
any size or shape. Board 100 can be folded along line 155 for storage. Tier
105 is typically
30 cm in diameter and 2 cm high.

CA 02357952 2001-09-27
6
The tops of board 100 and tier 105 are imprinted with the characteristics of a
particular game (example shown below in Fig. 3). One or more moving game
pieces or
tokens 135, game cards 140, and play money (not shown) are used. Game cards
140 are
printed with instructions (not shown), values appropriate to the game, and the
like. (Game
cards are discussed further in connection with Fig. 3.)
Swiveling mechanism 115 has upper and lower discs which are rotatably
connected,
preferably with a ball bearing mechanism so that it resembles and functions
like a lazy Susan.
When the game is assembled, the bottom portion of swiveling mechanism 115
slidably force
fits into hole or recess 145 in board 100, while the top portion force fits
into a recess 150 in
tier 105. Hole 145 and recess 150 are about 30 cm in diameter. Hole 145
preferably extends
through board 100, or it can be a recess about 0.25 cm deep. Recess 150 in
tier 105 is about
0.5 cm deep. Swiveling mechanism 115 is of sufficient height, about 1.5 cm, to
hold tier 105
about 0.5 cm above board 100, permitting tier 105 to rotate freely when turned
by knob 110.
Tier 105 is sufficiently heavy so that it will continue to spin like a
roulette wheel after it is
started. Fastener 125 on pointer 120 attaches to mating fastener 130 on board
100. Fasteners
125 and 130 are preferably hook-and-loop fasteners, although a slot and snap-
in or force-fit
plug, or any other temporary fastener, such as double-stick tape or velcro
will suffice.
Fig. 2 shows a side view of the game board components in place, ready to use.
Fig. 3 shows a plan view of the game of Figs. 1 and 2.
The Board: Board 100 (Fig. 3) is imprinted with an outer circle 301 of
stationary
game fields or sectors 300. Fields 300 contain names of individual goals, here
destinations,
such as two activities in destination Africa, in field 304, and eight
instructions, such as "All
Trade One Voucher" in field 308. Preferably as shown, fields 300 have Africa,
Deluxe Spin,
Paris, All Trade, Tahiti, Travel Ups & Downs, China, Buy Any Unowned Voucher,
Hawaii,
All Trade One Voucher, Australia, Travel Bonus, Costa Rica, Mexico, and Bon
Voyage!
The Tier: The values of the completed trips are shown on inner circle 302.
Additional
game fields or sectors 310 are located around an inner circle 302 on tier 105.
Fields 310 each
include a number 305, a destination resort 306, and a currency amount 307.
This represents
the completed trip price that a player will receive when that player obtains
all three vouchers

CA 02357952 2001-09-27
7
to a destination. Fields 310 are selected by pointer 120 When tier 105 stops
after a spin.
Preferably, as shown, fields 310 are labeled as follows, numeral I : 88.000.
Mexico;
2: $5,000, China; 3: $10,000 Australia; 4: $8,000, Hawaii; ~: $8,000, Paris;
6: $5,000, Costa
Rica; 7: $10,000, Tahiti; and 8: $10,000, Africa. Any countries' names can be
entered in
game fields 300 and 310. The completed total trip price should not exceed the
maximum
price paid for each voucher.
The Destination Cards: Destination cards 320, preferably 24 in number, 3 each
for
various trip destinations Africa, China, Tahiti, Paris, Mexico, Costa Rica,
Australia, and
Hawaii. These destinations can be any other destinations chosen for this game.
The game includes one token 135 for each player; each token has a different
color or
symbol for identification with a particular player. Preferably six tokens are
provided. Game
cards 140 (Fig. 1) comprise four types of cards: 24 Destination cards 320,
twenty-four
voucher cards 330 associated with various destinations 304, twenty-four
"Travel Ups and
Downs" cards 325 providing good and bad opportunities and events, and play
money 335,
preferably in quantities and denominations of two $5,000 bills, five $1,000
bills, five $500
bills, and five $100 bills, for a total of $18,000 for each player. Enough
sets of the $18,000
total per player are provided for six players, plus additional play money kept
by the Travel
Agent for game play.
In the illustrated game "Vacation Spin", game fields 300 are travel
destinations, such
as a country name, and various game actions, such as "Deluxe Spin". Game
fields 310 on tier
105 also represent travel destinations, such as country names. One game field
310
representing each destination is located on tier 105. One country name 306 on
tier 105 is
repeated in two, adjacent game fields 300 along outer circle 301 on board 100.
There is a unique voucher card 330 for each of the sixteen destination game
fields
300, Africa, China, Tahiti, Pans, Mexico, Costa Rica, Australia, and Hawaii,
on board 100.
These represent two activities for each destination. There is one voucher card
330 for each of
the eight destination game fields 310, Africa, China, Tahiti, Paris, Mexico,
Costa Rica,
Australia, and Hawaii, on tier 105. These represent the deluxe resorts at each
destination.
Each of the three voucher cards 330 for a destination 306 has a different
price. For

CA 02357952 2001-09-27
destination Africa 306, the resort is Game reserve (not shown) on tier 105,
the two activities
300 are Climbing Mt. Kilimanjaro and Photo safari (not shown). The Game
reserve voucher
330 shows a multiple of 400 times spin, Climbing Mt. Kilimanjaro is 600 times
spin, and
Photo safari is 200 time spin. Multiple results in prices can result,
depending on what
number a player spins to buy that voucher. However, the total price 307 paid
for the three
vouchers does not exceed the maximum spin of each of the vouchers. When a
player has
gathered three vouchers 330 to one destination, the player receives a
destination card 320.
Operation-Preferred Embodiment "Vacation Spin" Game-Fig. 3
Play: At the start of the game, one player is designated the "Travel Agent".
The
Travel Agent gives each player a number of pieces of play money 335 totaling,
for example,
$18,000 to use in playing the game . All players place their respective game
tokens 135 on
the game starting block 340, titled "Bon Voyage!" on board 100.
Players take turns spinning tier 105 by applying a momentary torque or twist
to knob
110. When tier 105 stops spinning, pointer 120 points to a game field 310 of
tier 105. (If
pointer 120 points to a line separating two game fields 310, the player spins
again.) A player
then moves their token 135 counterclockwise along fields 300 a number of
fields determined
by the number 305 in the field indicated by pointer 120 after a spin. This is
referred to as the
"spin number" or simply the "spin". Motion occurs in a clockwise or
counterclockwise
direction, depending on the game instructions, discussed in more detail below.
Object: The object of the game is for two to six players to complete the most
vacation
destinations by acquiring three voucher cards and have a destination card for
each completed
destination, and to have the most money remaining at the end of the game.
Obtaining vouchers for game fields 310 on tier 105: One game field 310
representing
each destination is located on tier 105. Two additional game fields 300
representing each
destination are located on board 100. A destination is "completed" or visited
when the
position of rotatable tier 105 is such that a destination name 306 on tier 105
spans or overlaps

CA 02357952 2001-09-27
two fields 300 with the same destination name on board 100. Llpon completion
of a
destination, the player may purchase a Voucher card 330 for that destination
game field 310.
As mentioned above, there is a unique voucher card 330 for each of the sixteen
destination
game fields 300, Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia,
and Hawaii, on
board 100, and one voucher card 330 for each of the eight destination game
fields 310,
Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii, on
tier 105. One
voucher 330 is for a resort 310 in tier 105, and two vouchers for activities
300 are for the
same destination. Each of the three voucher cards 330 for a destination 306
has a different
price, as described, which is determined by the spin times the multiple on
Voucher 330.
Obtaining vouchers for Game fields 300 on board 100: When a player's token 135
stops on a destination game field 300, the player may purchase a Voucher 330
for that
destination at the price determined by the spinning of tier 105. For example,
at the Mexico
block 314, the voucher 330 for field 314 states (not shown) that a player will
pay $100 times
the spin to purchase the voucher 330 for that location. In another example, if
the player spins
8 (i.e., the tier spins so that the sector labeled "8" stops under the
pointer), the player would
then pay 8 x $100 = $800.00 to buy the voucher 330 associated with field 314
for Mexico.
This pricing method allows for variables in vacation, such as the type of
accommodation,
length of stay, and the like.
When a player has two vouchers 330 associated with game fields 300, that
player
tries to see if he can land on the third voucher 330 associated with game
field 314 for the
same destination. If the player achieves that, the player may purchase the
voucher on which
is stated the multiple, times the spin to purchase voucher 330 for that
location. If the player
does not get the third matching voucher 330, then the player moves the spaces
according to
numeral 305 .
When a player completes the set of three vouchers 330, the player returns it
to the
Travel Agent and receives play money 335 for the amount indicated above
destination 307.
This frees up the vouchers 330 for other players to purchase. The player also
receives a
destination card 320, which is counted for $3,000 at the game's end. These
destination cards
320 remind the player of the trips the player has completed. They can complete
more than

CA 02357952 2001-09-27
one trip to the same destination. Also this acts as a frequent traveler bonus,
regardless of the
cost of the trips completed to different destinations.
When the player purchases three vouchers 330 to a destination 306, he or she
receives
a card 320 indicating ownership of that destination. The Destination Card 320
for Mexico, is
printed with "Mexico" on the front side. On the back side are various facts
about Mexico,
such as the language, number of square miles, climate, population, type of
government,
location, and the like.
All players must draw a Travel Ups & Downs card 325 whenever they land on
"Travel Ups & Downs" block 319, or when they pass the "Bon Voyage" block 340
in outer
circle 301. Travel Ups & Downs cards contain penalty or advantage instructions
such as,
"Camel ate my passport, pay $500" or "Antique Bargain fetches $5,000. Collect"
and the
like.
In the event that a player has the opportunity to purchase a destination and
decides
not to acquire it, the site is then open for auction among the other players.
The minimum bid
for a destination is $1 times the multiple, as stated on the voucher. For
example, if the
voucher states that the multiple is 600, then the lowest bid would be $1 x 600
= $600.
Bidding will continue until a higher bid is made, or two minutes has elapsed,
whichever is
longer. If there is no bid, then the player must take the next Travel Up or
Down card 325 in
the stack and follow the instructions thereon.
The player with the most completed destinations with the highest value and the
most
cash wins at the end of a set time limit of the game, usually between 60 and
90 minutes.
Incomplete trips do not count toward the total. The game also ends when any
player becomes
bankrupt, and the player with the highest total at that time wins.
Additional features: Varying conditions bring about different prices of
vacations, and
each player randomly pays different prices for the same vacation because of
spinning tier
105. No dice are required, and in fact dice do not provide the additional
variable of third
voucher 310 on tier 105. A particular game field 308 contains the instruction
"All Trade One
Space". When a player lands on this space all players are affected as follows:
All players

CA 02357952 2001-09-27
must trade one voucher to the left, regardless of value. A player may not
trade the voucher he
or she has just received, which can positively or negatively affect a player's
position.
For example, a player may gain a matching voucher 330 or be required to break
up a
pair. If the player does not have a voucher to trade, she or he must pay a
$1,000 or other
penalty in play money 335 to the player who was to receive a voucher.
A player landing on travel bonus corner 336 picks up penalties accumulated
there
from the Travel Downs cards 325 instructions. The Travel Bonus corner
represents discounts
or bonanzas in Travel to the player who collects it. The Travel Agent
replenishes the $1,000
after it is collected.
When a player lands on another player's destination space in the additional
game
field 310, they can challenge the owner to buy their voucher 330 associated
with that space.
The challenging player does this by spinning the tier. If a higher numeral 305
than the owner
spins comes up, the challenging player is successful. He or she then pays the
owner the
multiple on the Voucher 330, times the number of the spin. For example, 300
times 8
(number of spin) _ $2,400 to purchase the voucher 330. If the challenging
player spins a
lower numeral 305 than the owner, then he pays $1,000 penalty to the Travel
Bonus corner.
A challenging player would want to do this to complete getting all three of
the Vouchers 330
to complete a trip to a certain destination.
When a player lands on a game field 310, where they own that voucher 330, they
will
be quizzed by the Travel Agent on facts about the destination. These facts are
contained at
the back of each voucher 330. If the player answers correctly, they receive
$1,000 from the
Travel Agent. If they answer incorrectly, they have to pay a $1,000 penalty to
the Travel
Bonus Corner. This gives incentives to players to learn about the destinations
on vouchers
330 that they have acquired.
A player can also trade vouchers 330 with other players, before each player's
turn,
within a two minute time limit, kept by the Travel Agent. This provides an
opportunity to
use skill and strategy to complete the set of three vouchers 330 needed to
purchase a certain
destination.

CA 02357952 2001-09-27
17
Description-Alternative Embodiment-Figs. 4 through 7
Figs. 4 and 5 (not to scale) show an alternative game comprising a board 400
with
more than one swiveling tier above it. Board 400 is preferably 50 cm square
and 0.5 cm
thick, although it can be any size or shape. First tier 405 is typically the
same shape, but 5 cm
smaller than board 400. Successive tiers are each 5 cm smaller in height and
width. Each tier
is about 0.3 cm thick.
Successive tiers are separated by rings 402, 404, and 407, each about 0.2 cm
thick.
The diameter of each ring is about one-half of the edge dimension of the tier
above it. Tiers
405, 410, 415, rings 402, 404, 406, and pointer knob 425 share a common axis
on shaft 430.
Shaft 430 fits into hole 401 in board 400. They are all mounted and turn
independently on
shaft 430. Shaft 430 is preferably about 3.2 cm in length and 0.5 cm in
diameter. Rings 402,
404, and 407 are low-friction spacers, e.g., of polytetrafluoroethylene, which
provide bearing
surfaces for tiers 405, 410, and 415, respectively. Pointer knob 425 fits
loosely over and is
free to spin atop shaft 430. Knob 425 is pivoted to turn freely when it is
spun. Tiers 405,
410, and 415 remain stationary until deliberately turned by a player.
Rings 402, 404, and 407 are of successively smaller diameters. Each one
supports the
tier above, while not obscuring additional, normally hidden game fields
(discussed in
connection with Fig. 8 below). A generic ring 600 is shown in Fig. 6. Hole 610
is preferably
0.6 cm in diameter.
Board 400 and tiers 405, 410, and 415 each contain numerous game fields 406,
411,
416, and 421, respectively. In addition, top tier 415 contains numerals 420.
Pointer 425
always points to one numeral on top tier 415. Each player is represented by a
respective
token 435 which is moved among game fields 406, 411, 416, and 421 according to
the rules
of each game.
Twenty four instmction cards 460 are included. Cards 460 are drawn when a
hidden
game field instructions say, "Take a Card", for example.

CA 02357952 2001-09-27
13
Operation-Figs. 4 through 8
A typical game involves a treasure hunt. The object of this game is for a
player to
reach top tier 415 first, seize a "golden treasure", and then return via tiers
405, 410, and 41
back to board 400. Knob 425 is the golden treasure. When a player reaches top
tier 415, they
remove and hold the golden treasure. Knob 425 is then replaced by a different
knob (not
shown) in the shape of a skull and in the color of the player who has it so
that other players
can see who has the treasure. When a player lands on a game field 411 which
says, "Rotate
This Tier One-Quarter Turn Counterclockwise," he or she manually rotates tier
405 as
instructed.
The players start by placing their respective tokens 435 at a base camp 426 a
start
location 436, 437, 438, or 439 on one of the four corners of board 400. Each
player has a
token 435 corresponding to the color of their Base Camp. For example, token
435 associated
with Base Camp #1 is red, and so on. The first player spins pointer knob 425
and advances
the number of game fields 406 on board 400, as indicated by numeral 419 on top
tier 420.
Skill and strategy are required, because a player can move in either
direction.
The players encounter various instructional obstacles and beneficial
instructions (not
shown) when they land on particular game fields. On game fields 421, an
instruction on that
space may say "Cave in - fall down two levels" (instruction not shown). Or a
beneficial
instruction on space 446 would be "Find Treasure Map, move 3 spaces"
(instruction not
shown). A player advances to the next tier by landing on a "Jump up"
instruction 440, 441,
or 442 on board 400, first tier 405, or second tier 410, respectively.
Similarly, a player
descends to the tier below by landing on a "Short cut down" instruction 443,
444, or 445 on
third tier 415, second tier 410, or first tier 405, respectively. Game fields
448 and 449 on
board 400 straddle game field 446 on tier 405, similarly for all other game
fields. When
moving down from one tier to the next or to board 400, the player always moves
into the left-
hand game field on the level below. For example, descending from game field
446 on tier
105 to board 400, the player moves into game field 449. Similarly, in moving
up, the player
always moves into the left-hand game field.

CA 02357952 2001-09-27
Ia
The players also encounter other players by landing on the same game field. An
opposing player who lands on the same game field can steal the treasure from
the first player
to land there. Certain game fields contain instructions which either help or
hinder all players
simultaneously. Through successive moves, the winner must return to the
starting point, for
example Base Camp #1 in square 436, which matches the color of their token,
with the
treasure.
Additional game fields 700, 701, 702 are located beneath tiers 405, 410, and
415,
respectively, as shown in Fig. 7. Normally hidden game fields 700 through 709
complement
normally visible fields 406 et al. and each contains a unique instruction
which is seen only
occasionally during the progress of a game. Fields 700 through 709 become
visible only
when a tier is rotated one-eighth turn from its normally aligned position.
These hidden instructions add surprises to the play. For example, one hidden
instruction can send a player empty-handed back to his Base Camp when the
player is near
the treasure at the top. Since they are normally out of sight, they are easily
forgotten by
unmotivated players. This can be an advantage to those players who give the
game their full
attention. These normally hidden instructions can be beneficial or harmful to
a single player.
A tier is turned one-eighth turn when a player lands on a game field on that
tier, which says
"Turn This Tier One-Eighth Turn to Reveal A Hidden Instruction." Although four
instructions become visible, the player acts only on the one nearest his or
her own token 435.
For example, when tier 405 is rotated 45 degrees in either direction,
triangular areas 700,
703, 706, and 709 on board 400 become visible, yet only the instruction in
field 709 applies
since field 709 is nearest the position of token 435.
After the hidden instructions are read and complied with, tier 405 is rotated
back into
alignment with board 400. A hidden instruction may say, "Take a Card." A card
can instruct
a player to "Capture the Treasure from another player within two turns." Or,
to "Lose a
Turn." After the hidden instructions are read, tier 405 is rotated clockwise
or one quarter
turn, thus hiding the instructions again. This action either returns tier 405
to its original
position with respect to board 400, or advances tier 405 a total of one-
quarter turn, thus

CA 02357952 2001-09-27
aligning a new set of game fields on tier 405 with those on board 400. This
action can
physically affect all players' positions, changing the course of the game.
Description-Second Alternative Embodiment-Figs. 8 and 9
In the embodiment of Figs. 8 and 9, game fields 900 are contained on disks 800
through 803 beneath square tier 405. Disks 800 through 803 are mounted on
shafts 822 and
rotate under the action of cog 810 (described below) as tier 405 rotates,
providing additional,
normally hidden, instructions for the players.
Hidden instructions are contained on wheels or disks 8()0 through 803. Disk
800
contains instructions 900 represented by "A", 901 represented by "B", and 902
represented
by "C". Disk 801 contains instructions "C", "D", and "E", and so forth. These
instructions
have been abbreviated here for clarity. Instructions "A" through "L" are
similar to those
described above in connection with Fig. 7. Instruction "A" reads "All P layers
Forfeit $100",
for example. Instead of four hidden instructions for each tier as described
above in
connection with Fig. 7, this embodiment contains twelve hidden instructions,
three for each
of disks 800 through 803.
Tier 405 contains a cog 810 which follows path 815 as tier 405 is turned. Cog
810
projects from the underside of tier 405 and meets and enters slots 820 in
disks 800 through
803, turning them. Each disk rotates one-third turn as the cog passes on their
axes 822. Cog
810 is preferably 0.5 cm long and 0.2 cm in diameter. The cross-section of cog
810 is slightly
elliptical in order to provide a smooth interaction with disks 800 through
803.
Operation-Second Alternative Embodiment-Fig. 9
When tier 405 is aligned with board 400, disks 800 through 803 are not
visible. When
a player's token (not shown) lands on a game field (not shown) on board 400 or
tier 405
which says "Turn The Tier One-Eighth Turn Counterclockwise" and the player
complies,
instruction "A" becomes visible and must be acted upon. When tier 405 is
rotated 45 degrees
in either direction on shaft 430, all four disks 800 through 803 are visible,
but only one is
oriented for easy reading. This is the one which has been turned 60 degrees by
cog 810. The

CA 02357952 2001-09-27
16
other disks remain positioned so that only parts of two instructions are
visible, for example
instructions "D" and "E" on disk 910 are both only partially visible, and
hence indeterminate.
These instructions are ignored. On the other hand, instruction "A" on disk 800
is easily read.
Thus this is the instruction in effect. Hidden instruction "A" contains a
filrther instruction to
realign tier 405 with board 400 by turning tier 405 either clockwise or
counterclockwise.
Thus after acting on hidden instruction "A", the player realigns tier 405 with
board 400.
As tier 405 is rotated further, cog 810 moves to the top of board 400, as
shown in Fig.
9. Cog 810 leaves each disk in an orientation which favors interaction between
one of slots
820 and cog 810 as the rotation of tier 405 continues. Thus tier 405 can be
rotated any
number of times in either direction and each of disks 800 through 803 will be
rotated 120
degrees, ready to expose the next instruction. When tier 405 is rotated 45
degrees with
respect to board 400, cog 810 fully engages one of slots 820, rendering the
instruction
opposite that slot visible and active.
Conclusions, Ramifications, and Scope
It is thus seen that we have provided a board game with many new and
heretofore
unseen aspects. Our game provides excitement through its challenging,
different methods of
play. Excitement is increased because some instructions apply to all players
at once.
Furthermore, the randomness inherent in this game design causes the same
player to be
confronted with different choices and results at each point, even though the
same moves are
made up to that point. This game board mechanism offers multiple results and
challenging
play, while being simple to understand.
Moves are directed by spinning a pointer which ultimately rests on a game
field
containing a number. This number can indicate how many game fields a player is
to move.
The game field can also contain other instructions or information used in the
game. Tiers can
be multifunctional. In the case of square or rectangular tiers, instructions
can be hidden
beneath tiers. Hidden instructions add excitement by directing one or all
players to make
surprising and unexpected moves.

CA 02357952 2001-09-27
17
While the above description contains many specificities, these should not be
considered limiting but merely exemplary. Many variations and ramifications
are possible.
For example, the game format is universal and can be applied to many game
designs. In the
case of board games, the same mechanical components with different printed
surfaces can be
used for widely different games, resulting in an economy of scale. For
example, in addition
to the Vacation Spin game shown and described, other games can be provided by
imprinting
different indicia (goals, instructions, etc.) on the board and tiers. For
example, other games
can be a space travel game called Galaxy Spin, an aviation game called Wright
Spin, a stock
market trading game called Wall Street Spin, and a story telling game called
Spin A Tale.
All games use the same board mechanisms as Vacation Spin. The game format is
also
applicable to computer games, console games, television game shows, hand-held
computerized electronic games, and casino games.
The mechanical elements of our game can be made from a variety of materials
such
as paperboard, plastic, wood, pressed wood composite, and the like. The
separators used in
mufti-tiered games can be made of plastic, felt, wood, metal, and the like.
The pointer knob
can be fancy and can be imprinted with a logo for the manufacturer or for a
particular game.
Instead of a cog, the rotating disks under the first tier in Fig. 8 can be
spun by the
flick of a finger when they are exposed.
While the present system employs elements which are well known to those
skilled in
the art of game design, it combines these elements in a novel way which
produces new
results not heretofore discovered.
Accordingly the scope of this invention should be determined, not by the
embodiments illustrated, but by the appended claims and their legal
equivalents.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

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Event History

Description Date
Time Limit for Reversal Expired 2011-09-27
Letter Sent 2010-09-27
Grant by Issuance 2005-03-15
Inactive: Cover page published 2005-03-14
Inactive: Final fee received 2004-12-22
Pre-grant 2004-12-22
Notice of Allowance is Issued 2004-06-25
Letter Sent 2004-06-25
Notice of Allowance is Issued 2004-06-25
Inactive: Approved for allowance (AFA) 2004-06-01
Amendment Received - Voluntary Amendment 2003-04-29
Application Published (Open to Public Inspection) 2002-11-30
Inactive: Cover page published 2002-11-29
Letter Sent 2002-08-22
Request for Examination Received 2002-06-14
Request for Examination Requirements Determined Compliant 2002-06-14
All Requirements for Examination Determined Compliant 2002-06-14
Inactive: IPC assigned 2001-11-30
Inactive: First IPC assigned 2001-11-30
Inactive: Filing certificate - No RFE (English) 2001-10-11
Application Received - Regular National 2001-10-11

Abandonment History

There is no abandonment history.

Maintenance Fee

The last payment was received on 2004-09-13

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
Application fee - standard 2001-09-27
Request for examination - standard 2002-06-14
MF (application, 2nd anniv.) - standard 02 2003-09-29 2003-09-12
MF (application, 3rd anniv.) - standard 03 2004-09-27 2004-09-13
Final fee - standard 2004-12-22
MF (patent, 4th anniv.) - standard 2005-09-27 2005-09-13
MF (patent, 5th anniv.) - standard 2006-09-27 2006-09-13
MF (patent, 6th anniv.) - standard 2007-09-27 2007-09-13
MF (patent, 7th anniv.) - standard 2008-09-29 2008-09-12
MF (patent, 8th anniv.) - standard 2009-09-28 2009-09-18
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
DONALD T. DEITCH
BETTY LEE DEITCH
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative drawing 2002-03-03 1 8
Claims 2003-04-28 4 166
Claims 2001-09-26 5 156
Drawings 2001-09-26 6 109
Description 2001-09-26 17 838
Abstract 2001-09-26 1 27
Filing Certificate (English) 2001-10-10 1 175
Acknowledgement of Request for Examination 2002-08-21 1 177
Reminder of maintenance fee due 2003-05-27 1 107
Commissioner's Notice - Application Found Allowable 2004-06-24 1 162
Maintenance Fee Notice 2010-11-07 1 171
Fees 2003-09-11 1 34
Fees 2004-09-12 1 32
Correspondence 2004-12-21 1 34
Fees 2005-09-12 1 29
Fees 2006-09-12 1 30
Fees 2007-09-12 1 31
Fees 2008-09-11 1 31
Fees 2009-09-17 1 32