Board game and method of playing
OwnerBryan Ghingold, Jason McKoyinventors
Life of this patent
Estimating the term…
Abstract
A resource management board game where 3 or more players: gather materials to build nuclear weapons, amassing as many as possible while maintaining relationships with their allies, neutralities, and enemies; stave off nuclear attacks from the aforementioned, and complete their randomly chosen objectives. Players will have to make deals and deceive others to achieve their goals, bluffing their way into partnerships, making friends of enemies and vice versa, before a Doom Counter reaches Midnight. A method of playing the aforementioned game is also disclosed.
Claims20
A board game in which a plurality of players:
- (i) gather materials to make their own pretend nuclear weapons, (ii) establish or maintain relationships with their allies, neutralities or enemies;
- (iii) stave off pretend nuclear attacks from other players;
- and (iv) complete their randomly chosen objectives before a counter reaches midnight signaling an end to the game, said board game comprising:
- a. a flat world map with a plurality of real or fictional countries, which each player adopting one of the plurality of countries for their game persona;
- b. a playing card for each of the real or fictional countries on the world map, each playing card having:
- (i) a first side with information on at least:
- that country's number of pretend nuclear warheads at a start of the game;
- that county's hit points, called “will of the people”;
- and which other countries are allies and enemies of that country or neutral thereto;
- and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play by another country's pretend nuclear warhead;
- c. a set of playing cards from which players may draw on their turn, said playing cards including at least one of:
- an action card, a resource card and an objective card;
- and
- d. a counter for simulating a movable doomsday clock to encourage player negotiations around a nuclear war scenario or preventing such a war.
A board game in which three to seven players:
- (i) gather materials to make their own pretend nuclear weapons, (ii) establish or maintain relationships with their allies, neutralities or enemies;
- (iii) stave off pretend nuclear attacks from other players;
- and (iv) complete their randomly chosen objectives before a doom counter reaches midnight signaling an end to the game, said board game comprising:
- a. a flat world map with up to sixteen real or fictional countries, which each player adopting one of the up to sixteen real or fictional countries for their game persona;
- b. a playing card for each of the real or fictional countries on the world map, each playing card having:
- (i) a first side with information on at least:
- that country's number of pretend nuclear warheads at a start of the game;
- that country's hit points, called “will of the people”;
- and which other countries are allies and enemies of that country or neutral thereto;
- and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play after being hit by another country's pretend nuclear warhead;
- c. a set of playing cards from which players may draw on their turn, said playing cards including:
- an action card, a resource card or an objective card, each of said players electing to either:
- (i) mine for pretend nuclear resources, (ii) negotiate with other players or (iii) launch pretend nuclear warheads at another player;
- d. a counter for simulating a movable doomsday clock to encourage player negotiations around a nuclear war scenario or preventing such a war;
- and
- e. a plurality of infantry, tank or warship military invasion miniatures.
A method of playing a board game in which a plurality of players:
- (i) gather materials to make their own pretend nuclear warheads, (ii) establish or maintain relationships with their allies, neutralities or enemies;
- (iii) stave off pretend nuclear attacks from other players;
- and (iv) complete their randomly chosen objectives before a counter reaches midnight signaling an end to the game, said method of playing comprising:
- (a) providing a a flat world map with up to sixteen real or fictional countries, which each player adopting one of the up to sixteen real or fictional countries for their game persona;
- (b) providing each player with a plurality of Nations Tokens (face down) from which to blindly select two Nations Tokens,
- (c) letting each player see which two Nations Tokens they selected before allowing them to pick therefrom which real or fictional country they will be adopting as their game persona;
- (d) providing each player with a two-sided card for the real or fictional county they have adopted, each playing card having:
- (i) a first side with information on at least:
- that country's number of pretend nuclear warheads at a start of the game;
- that country's hit points, called “will of the people”;
- and which other countries are allies and enemies of that country or neutral thereto;
- and having (ii) a second side showing how that country may continue playing after being rendered a wasteland during play after being hit by another country's pretend nuclear warhead;
- (e) distributing to each player their starting GDP resources as set forth on their nation's two-sided card;
- (f) shuffling a deck of Doomsday Dossier cards, placing the shuffled deck adjacent a Doomsday counter clock and setting the counter clock at 11:45 for the start of the game;
- (g) shuffling a deck of objective cards, dealing four Objective cards to each player and placing a remainder of the objective cards, face down, on a designated objective card area on the flat world map;
- and
- (h) shuffling a deck of action cards, allowing each player to draw two action cards which do not say “PLAY NOW”, and placing a remainder of the action cards, face down, on a designated action card area on the flat world map.
Dependencies are inferred from the claim text.