Title:
Star Power
Kind Code:
A1


Abstract:
An educational and entertainment game entitled “STAR POWER” using the power of twenty-four angel-like characters, Lit'l Messengers, together with text that either asks questions or gives instructions to the children within the ages of 4 to 9 years old for the purpose of building self-esteem, self-confidence and encouragement in a fun and entertaining way. The educational game is comprised of a two dimensional single circular game board that features in each of the four corners plastic baskets for the purpose of holding the stars collected as rewards by the children. All the integral pieces of the game are two dimensional in design except for the plastic stars and the water soluble markers. The object of the game is to jump into the sun and then return to help another team player reach the sun, thus reinforcing the concept of working together. The game is over after all players have jumped into the sun. There are no winners or losers in this present invention. The children are encouraged to express cooperation not competition, caring not indifference. A design patent application for this game and all its integral parts was submitted on May 21, 2005. This present invention is the sister to a prior invention entitled: “Follow the Clues . . . Messages from the Angels,” later renamed, “Follow the Clues . . . A Game of Destiny.” The Design patent for this game was submitted on Jan. 19, 2005 and the Utility Patent was submitted on Jan. 26, 2005.



Inventors:
Ambrose, Joan Marie (Glendale, CA, US)
Application Number:
11/143274
Publication Date:
06/28/2007
Filing Date:
05/26/2005
Primary Class:
International Classes:
A63F3/02
View Patent Images:
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Primary Examiner:
PIERCE, WILLIAM M
Attorney, Agent or Firm:
Joan, Marie Ambrose (10 Agia, Laguna Niguel, CA, 92677, US)
Claims:
1. An educational device and entertainment game entitled “STAR POWER” comprising a game board having thereon a two dimensional single circular game board with a single pathway onto the game board itself Said game contains, a. questions and/or statements which must be answered and/or acted upon by the player before the player can proceed on the game board and b. there is a deck of angel-like characters cards, Lit'l Messengers, that share messages and/or statement that fill the child player with feelings of joy, love, warmth and joy in a friendly and playful way as they teach and instruct the child in noble sense values and attributes, and c. specifically direct the player's movement about the board in a manner suitable for reinforcement of positive words, thoughts and actions with the angel cards giving specific messages, support and encouragement to assist the player in the game and throughout his or her life.

2. An educational and entertainment game as described and according to claim 1 that allows the players to feel safe and secure in this fun and playful environment while the child explores the numerous possibilities and suggestions that this game offers for their personal development and growth.

3. In accordance with claim 1, this educational and entertainment game encourages the players to ask questions that empower him or her and to take right action in a non-threatening way now and in the future. This game further encourages a. cooperation instead of competition and helping others instead of only looking out for ones self, and b. this game teaches and reinforces an atmosphere of caring not indifference about others which can foster a perpetuation of these beliefs as the child/player grows and matures, and it further c. requires the players to answer some positive questions that will help them reach their goals and encourage the players to actively participate in an atmosphere of friendship and caring, and d. furthermore, this educational and entertainment game required the players to perform the tasks or instructions or forfeit their next turn and e. this game uses colorful plastic stars that the player places in one of the four plastic baskets as rewards for willingly sharing and/or acting out the instructions given within the game. This positive reinforcement encourages the player to respond in a positive and constructive way for their personal growth and development.

4. As cited in claim 1, this educational and entertainment game stimulates the player to think about noble sense values and qualities that we all want to aspire to but somehow forget. Noble sense values are defined as good principled feelings and actions that encourage practical application in a healthy manner and a. teaches and encourages the players to take responsibility for his or her actions in a healthy and non-threatening environment as this game encourages affective cognitive development and further, b. reminds the players that angels are with all of us, ready to help us learn and grow—in other words, they are our friends and helpmates and, c. this game further emphasizes to all the players that they are winners and there are no losers. As in life, we all can be winners if we choose. Success belongs to all of us.

5. An educational and entertainment game that teaches all the players that they can empower themselves to improve the quality of their lives if that is their desire and choice. Empowerment is the permission that we give to ourselves to succeed in a fruitful, joyful and peaceful way as we accept ourselves for whom we are.

6. An educational and entertainment game, according to claim 5, that encourages the players to think about the statement” What are you doing today to be the best you can be.” Asking this statement allows the child to think about the possibilities of what can happen and what they can achieve. It also places responsibility on the child for his or her action.

7. As stated in claim 6, this educational game was invented to help all people discover the power they have within themselves to change in a positive, productive way and thus live in peace and calm.

8. An educational and entertainment game, as cited in claim 7, this game board is designed to help children and their caregivers understand that after they have become successful in whatever they have done, that it is a sign of power and being a star when you turn around and give another person a helping hand so that they, too, can be successful and empowered.

9. An educational and entertainment game, the game board was designed in a circle as a symbol that there is no beginning and there is no end. Each one of us must do our work and take responsibility for our actions in a positive way. The gift that we receive as a result of our efforts will be rewarded by us standing in the light of the sun. The positive statements and expressions that this game board employs will give the players the tools needed to grow, to change, and to achieve so they will ultimately arrive at the gate of personal peace and happiness which is standing in the sun. The game encourages the players to feel the star power that they possess when they perform in a positive and caring way.

10. An educational and entertainment game, as cited in claim 9, this game instructs the players in the fundamental rules of life, that is, the sharing of love, cooperation, compassion, friendship and truthfulness. It also instructs in how to communicate with the angels, the friendly Litl messengers, who give guidance, help and encouragement in all areas of our lives, and a. this educational and entertainment game opens up many avenues for self-reflection, instruction and behavioral change. As we learn to change our attitudes, behavioral patterns and environment, we will begin to live in greater peace and harmony within and create positive results in all areas of our lives. This becomes a win/win situation for all because if we, as individuals, can learn to release our anger, resentment, worry and feelings of unworthiness, the world will become a better place to live, and b. as this educational and entertainment game, “STAR POWER” is utilized within a classroom environment or therapist's office, the person who is teaching, instructing or counseling will be able to take the time to explain further the questions and statements so that those individual children can improve their level of self-esteem, self-confidence and self-respect. This game opens up many avenues for self-reflection, instruction and behavioral change in a healthy and positive way thus affecting cognitive development.

11. As cited in claim 10, this unique and thought enhancing educational and entertainment game is a apparatus that will show the way for children to grow and better understand how to interact and behave in real life encounters when they use the methods and approaches that are modeled within this educational game.

12. Thus this educational and entertainment game of the present invention may be directed to a broad range of capabilities, as cited in claim 11 with one interpretation being intended for use of young pre-school age children and children in the early years of elementary education and another interpretation of the game directed towards caregivers utilizing this present invention as a tool to encourage, strengthen and aid in the development of the personality of a young child to believe in their self-worth and individual character building, and a. it can, therefore, be seen and said that the game of the present invention can provide a stimulating learning environment and a pursuit of raising of an individual's awareness towards positive thoughts, actions and deeds that encourage a continued state of inner peace and calm rather than words, thoughts or deeds of negative and destructive expression, and b. this present invention introduces water soluble markets that the child uses to draw pictures on his or her hands as a method of allowing the child to express his or her feelings in a healthy and positive manner thus encouraging the release of emotions or beliefs in a manner that is fun and nurturing, and c. this game of the present invention also provides a cooperative environment and atmosphere whereby all individuals can learn and grow over a broad range of educational levels for years to come. d. this present invention is designed as a tool to teach and reinforce the belief that each and every child is born to succeed. It encourages and opens the pathway to conversations and questions by the child and their caregiver to discuss noble sense values and qualities that are needed in society in order for all people to live in a caring and sharing way within their communities. e. the name of this present invention, Star Power, represents the power that Shines forth within each one of us as we express and experience compassion, support and encouragement with one another.

Description:

BACKGROUND OF THE INVENTION AND CROSS-REFERENCE TO RELATED APPLICATIONS

This present invention is an educational and entertainment game based on the principles and concepts of our first game, “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues . . . a Game of Destiny” which was designed to raise the consciousness level of the individual, child or adult by using words, phrases or concepts in a positive way. This present invention, “Star Power” uses some of the designs and angel like characters, which we trademarked as Lit'l Messengers to teach its message in a fun and entertaining manner; however, this present invention is designed to speak to the younger child in the age range of 4 to 9 years old.

(1) Description of Prior Submission of Design and Utility Patent for the sister game: “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues, A Game of Destiny” was submitted with all its integral parts respectively on Jan. 19, 2005 for the Design Patent and on Jan. 26, 2005 for the Utility Patent.

(2) Description of Prior submission of Design Patent

A design patent application for this game: “STAR POWER” and all its integral parts was submitted on May 21, 2005

(3) Field of the Inventiion

This present game, “Star Power” is designed for the younger child from the ages of 4 to 9 years old. The first game “Follow the Clues . . . A game of Destiny” assumes that when the child reaches the age of 10 years old, he or she already knows and understands the noble values that that game encourages. Realizing that this is not always the case and with that thought in mind, the second game was invented. The second game “STAR POWER” starts with the very young child and takes that child on the process of thinking in a clear and positive way as to his behavior, attitude and the outcome that follows. With that in mind, “STAR POWER” was born to teach and share with the younger child positive thoughts, expressions and actions so that as the child grows, he or she will have the tools needed to speak, think and act in a positive and healthy manner. This present invention shows that when we live with the thinking, action and deeds of anger, worry, fear, hurt and negativity our energy has the potential to fall into the trap of responding in the same manner. This present invention has as its theme encouragement, self-esteem, and self-confidence building. It shows the child how to support and encourage his or her teammates in a fun and entertaining way. It focuses on the concept that all children are winners. In this game there are no winners or losers. When the first child jumps into the sun, he or she is required to return to help and support another team member so he or she can also reach and jump into the sun. It is through an environment of fun and interaction with the angels and the stars that this educational game “Star Power” has been invented. This present invention will teach and inform the child to follow a path in life that will lead to inner-peace, joy and happiness when they follow the messages from their angel friends, the Lit'l Messengers. It lets the child know that through cooperation and caring, they are now a star and an angel to themselves and their friends. Through the practice of noble sense qualities, they have power within themselves to succeed. The child is rewarded in this game with stars when they follow the instructions in a positive manner.

In particular, this invention concerns an educational and entertainment game apparatus comprising a game board having thereon a single circular playing area with one pathway to enter onto the playing board. This game board is designed as a tool to teach and reinforce the belief that each and every child is born to succeed. It encourages and opens the pathway to conversation and questions by the child and their caregiver to discuss noble sense values and qualities that are needed in society in order for all people to live in peace and harmony within their respective communities. The game board was designed in a circle as a symbol that there is no beginning and there is no end. As the child moves around the game board he or she is asked to perform certain tasks or answer certain questions. When they respond and are willing to perform the tasks, their reward is to receive two (2) stars which they will place in their basket. If however, the child is unwilling to participate, he or she must give back two (2) stars and forfeit the next turn. If a child is timid, afraid or rebellious in life, this game will help in the development and execution of teaching and supporting the child so he or she can overcome their fears, inhibitions and/or difficulties. As the game progresses and the first child reaches the last space and jumps into the sun, that child is required to return and assist another child who is having difficulty in completing his or her tasks. Through caring and support both of the children become a shinning star and truly an angel, thus “Star Power” is generated.

(4) Description of Related Art

Through my research and exploration of other games, specifically educational games, I have not come up with one other educational or entertainment game that incorporates angels or angel-like characters as helpmates, friends and/or guides or messengers. The angel like character design cards, Lit'l Messengers, become the teachers and mentors for the children in a fun and non-threatening way as they share, instruct and instill messages in the children and their caregivers that can be used in their daily lives. It is soon apparent that the children and their caregivers are learning how to speak in caring and healthy ways through cooperation and caring resulting in genuine respect.

Most games in the market place emphasis the theme of winners and losers, thus creating an atmosphere of competition and often sadness for the losers. This invention encourages all children to believe that they are winners in our game and in life. This invention supports the concept of working together. It reflects positive thought, clear and wholesome values and character building with emphasis on self-empowerment, cooperation and constructive encouragement through self-fulfillment. Success can be achieved by all in this new invention and in life if we choose to change our point of view. There is furnished as part of this game board, a deck of 24 angel cards with simple messages that either share a thought or ask a question. The angel like characters, Lit'l Messengers, on the cards have been designed to express love, warmth, friendship and joy to the children who play the game. In a friendly and non-threatening way, these 24 angel-like character cards become the mentors and teachers to the children and a powerful tool for the caregivers.

The purpose and function of this game is to teach all children and also their caregivers the value of helping others and the value of positive thoughts, words and actions. Then and only then will we individually and collectively find peace and happiness. The peace that we are all seeking in the world must first be realized within us. That is, within our thoughts, actions and deeds. What we say and what we think, we will achieve.

BRIEF SUMMARY OF THE INVENTION

This present invention entitled, “STAR POWER” provides an educational and entertainment functioning game using twenty four angel-like characters called, Lit'l Messengers, as teachers and mentors who encourage and share messages or ideas to the children as they play the game. The theme of this game is building self-confidence, self-esteem, cooperation and encouragement. “STAR POWER” is achieved in the game when the child shares encouragement and shows support to a fellow teammate. The plastic stars used within the game are considered rewards for the willingness of the child to play and express his or her feelings in a non-threatening and wholesome environment.

This educational and entertainment game was invented as a sister game to the previously invented game entitled: “Follow the Clues . . . Messages from the Angels,” the name subsequently changed to:“Follow the Clues . . . A Game of Destiny.” This present invention paves the way for that first invention game, “Follow the Clues . . . A Game of Destiny” to share and teach the younger child the noble sense qualities that are needed to have a life of joy, inner-peace and happiness. It was realized and understood that the first game: Follow the Clues . . . A Game of Destiny” assumed that the child and or the adults who play the game were already aware of the noble sense qualities that are needed to fulfill a desired life. This present invention, was designed and created to fill the gap between early childhood learning and later developmental behavior, thoughts and beliefs. If the child and the caregivers can learn early on in their growth development the benefits of positive thoughts, actions and deeds, then, indeed, the later developmental process will be much more positive and successful. We all have the power within ourselves, the STAR POWER, to encourage, share and act in a positive and healthy manner in our day to day activities if and when we understand and believe that it is part of our heritage. The questions and statements used within this present invention game board together with the messages from the angel-like character cards, Lit'l Messengers, work together to foster a fun and entertaining environment thus resulting in success and joy for all involved. This present invention is designed as a tool to teach and reinforce the belief that each and every child is born to succeed. It encourages and opens the pathway to conversation and questions by the child and their caregiver to discuss noble sense values and qualities that are needed in society in order for all people to live in peace and harmony within their communities.

The educational and entertainment game apparatus is comprised of a two dimensional circular game board having a single circular areas with 26 spaces and one pathway entrance onto the game board. Within the design of the game are four (4) plastic baskets that are arranged in the four corners to hold the plastic stars, the rewards for carrying out the function called upon within the game.

If the child lands on an angel space, he or she must pick an angel card from the deck and read it out loud. Each card will identify a specific angel and give a message or statement that encourages the child to smile, think and feel nurtured. The text spaces ask a question or require an action to be taken by the child; such as, draw a happy face on your hand. The child who responds in a willing fashion is rewarded by picking two colorful stars and placing them in their basket. If a child is unwilling to participate or fulfill the function of that space, that child must give back two stars and he or she forfeits their next turn. As the game progresses and the first child reaches the last space and jumps into the sun, that child is required to return and assist another child who is having difficulty in completing his or her task. Through this assistance or coaching of a peer, both children become a winner, a star and an angel to each other. Star Power is the power that shines forth within each one of us as we have compassion, support and encouragement for another.

As this game, “STAR POWER” is utilized within a classroom environment or therapist office, the person who is teaching, instructing or counseling will be able to take the time to explain further the word, its meaning and how it can be implemented in that individual's daily life. This game opens up many avenues for self-awareness, self-expression and positive behavioral change.

Throughout the game as throughout life, it will benefit the players to remember to ask for help in having the courage and strength to continue on their pathway. The game is over when all the players have jumped into the sun. There are no winners or losers in the game. If one player is successful in reaching the sun, he or she is required to go back and be a helpmate for another on the board. {They can choose who they wish to help.} Through positive reinforcement and encouragement, all the players will eventually reach the sun. To jump into the sun, the arrow must land on the exact number on the spinner. The first player to reach the sun must stand and recite the poem that is on the sun card or have their caregiver read the card for them. Each subsequent player who reaches the sun must repeat the steps of standing to recite the poem on the sun card and then go back to become a helpmate for another player who is still working to attain his or her goal.

The function of the game is to teach the children and also their caregivers the value of helping others and the value of positive thoughts, words and actions through cooperation not competition, caring not indifference. As the child learns to improve his or her self-esteem and self-confidence, he or she will be empowered to perform at a higher level in all activities that life has to offer. This becomes a win/win situation for all. As the child learns to release anger, resentment, worry and feelings of lack, he or she will function and perform to their greatest potential. As we individually grow and heal, the world will heal and grow. This unique and thought enhancing game is an apparatus that will facilitate the child and their caregiver in many ways. It is a powerful tool designed to foster empowerment, love, self-respect and truth.

This game is designed for two to four players. There are four (4) pawns or figures that the players can choose from; two are girl designs and two are boy designs. The pawns will be the tools that the players use to move around the game board.

All the integral parts that comprise this game are in a two dimensional design and four color art.

The above and other objects, features and advantages of this invention will be apparent from the following description of the preferred embodiment when considered with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will be best understood in the following detailed description of a preferred embodiment of the invention.

FIG. 1 is the view of the two dimensional game board box in four colors with four (4) sides panels of box.

FIG. 2 is the view of the back of the game box with a two dimensional, four color view of the game board and its 4 baskets that hold the stars. This figure also illustrates the component parts of the game in two dimensional and four color art design.

FIG. 3(A-D) represents the four pawns or figures that are used to maneuver around the game board. The pawns drawing are also submitted in color since it is discussed in the description of the invention simply for illustration purposes.

FIG. 4 is the spinner used to determine the spaces that each player must move as they are playing the game.

FIG. 5—(1 to 24) is of the twenty-four angel-like character cards associated with the game apparatus and designated as the educational tools used to give a message or instruct the child as he/she plays the game.

FIG. 6 is the sun card used when a player reached the end of the game, they are to jump into the sun and read the card.

FIG. 7 is the drawing of the game board alone to illustrate the text and angel design in a clear and concise way. This drawing will be used and marked up to identify the function and playing of the game.

DETAILED DESCRIPTION OF THE INVENTION

Referring now in detail to the drawings for the educational and entertainment game apparatus entitled “STAR POWER” there is shown in FIG. 1 of the drawing the drawing of the box that houses the so called game board (10). FIG. 2 is the view of the back of the box which has a clear 2 dimensional, four color view of the game board (10) and the component parts of the game. On FIG. 2, there is shown the entrance pathway (1) of the game board which is the starting point of the game. The figure or pawn as shown in FIG. 3-A is standing on space #1 (12) of the game board (10). All the figures and designs on the game board (10) are in two dimensional four color art design. All of the component parts of the game are also in two dimensional and four color art design except for the 4 colored water soluble markers and the plastic stars.

The game board (10) is provided with a smooth diagram or layout surface consisting of a single circular design and an entrance pathway (1). There are 26 spaces (12) on the surface of the game board; 18 of the spaces (12) are text and 8 of the spaces (12) have angel-like character designs Lit'l Messengers”. These spaces are an integral part of the game and must be used to play and complete the game.

As shown in FIG. 2 of the drawing, certain predetermined player spaces (12) are provided with questions or instructions; such as, tell how you can do something nice for someone, draw an angel on your hand or what is your favorite thing to do? The balance number of the playing spaces (12) are 8 and are defined with angel-like character designs. As the player begins the game, he or she is to start on the pathway (1) that says: “Follow the path to laughter and fun. From that point the player steps onto space 1 (12) and answers the question asked: “What are you doing today to be the best you can be? Then the player spins the arrow on the spinner FIG. 4 to determine how many spaces that he or she will move using the figure or pawn FIG. 3(A-D) as the player moves the pawn to the left. If the child lands on a text space (12) he or she must answer the question or follow the instructions. If the child lands on a space (12) that has the angel-like character, he or she must pick up an angel card FIG. (1-24) and read the message or have the caregiver read the message. The twenty-four angel cards (FIG. (1-24), Lit'l Messengers, each represent a different angel and mention that angel by name. The back of the angel card shares a message or statement from that specific angel. The angel-like characters, Lit'l Messengers, each have their own personality and design that is warm, friendly and uplifting to the child who is playing the game. These Lit'l Messengers promotes well-being, love, fun and happiness and they take on a role of powerful teachers and mentors for the children. This invention and the angel cards focuses on helping children release negative behavior and attitudes by sharing alternative ways of dealing with feelings and situations. The object of this game supports the concept of working together; it is experienced when the child jumps into the sun (55) and then returns to help another team player reach the sun. The game is over after all players have jumped into the sun (55). If the child answers the questions or follows the instructions, he or she is rewarded by placing two stars (2) into their designated color basket (3). If the child is shy, withdrawn or unwilling to follow the instructions in the game, he or she must give back two stars (2) and miss their next turn. When the first child completes the game and returns to be a help mate or gives encouragement to another team player, that child will be able to help the one who was having difficulty by performing the task for that child on their behalf. By giving this positive example, encouragement or reinforcement, the child who was having difficulty might be more inclined and able to perform effectively and happily in the future due to the encouragement and support of his or her team mates. This positive reinforcement makes both players feel like a star and empowers them both through cooperation, caring and constructive encouragement.

FIG. 6 represents the one sun card that is in the game. When the player lands on the last space (12) on the game board (10), the player must follow the instructions and jump into the sun (55). The player then must read or have the caregiver read the sun card FIG. 6 that states that the player now is required to return and help another player in the game who is in need of assistance, support or encouragement. The player can only pick up the sun card when that individual player successfully lands on the last space (12) and follows its instructions that read: “Give a jump for joy into the sun” (55) which is located in the center of the game board (10). The game, however, is not over when the first player reaches the last space (12) and follows the instructions to jump into the sun (55). As the sun card FIG. 6 states, Just because you reached the sun, it doesn't mean that you have won. Your journey now is to return and help a teammate learn the meaning of true friendship by expressing your concern. This game does not have any winners or losers. In order for this game to be finished, all the players must jump into the sun (55). The function of this invention is to teach and show all the players of the game the powerful attribute of helping others. Therefore, as stated, when a player lands on the sun (55) that player must go back and help another player reach the sun (55). This is a game of cooperation not competition, caring not indifference.

In order to play the game and move along the game board (10), a spinner card with the numbers from 1-3 on its face, FIG. 4 is used to determine the spaces that each player must move as they are playing the game. The player moves along the game board (10) by using a pawn or figure FIG. 3(A-D). There are two boy figures and two girl figures with different clothing that shows their individuality and identity.

This game does not emphasize or suggest a winner or loser but rather the helping cooperation of one successful player who willingly assists another player so that that player can become successful too.

It can be seen from the above that the invention herein disclosed can be used to teach the use of positive thoughts, actions and deeds in a fun and non-threatening manner. This game also encourages self-empowerment and the building of self-esteem and the positive feelings of accomplishment. This game does not require any particular level of training. It does, however, encourage discussion of the questions or statements and the messages that the angel-like characters are sharing together with the questions and/or statements that the text spaces indicate. Thus this game of the present invention may be directed to a broad range of capabilities, with one interpretation being intended for use of young pre-school age children to children in the early years of primary education and another interpretation of the game directed towards caregivers utilizing this present invention as a tool to encourage, strengthen and foster the development of young child's personality. In this way, the child will begin to believe in his or her self-worth and success. It can, therefore, be seen and said that the game of the present invention can provide a stimulating learning situation and a pursuit of raising an individual's awareness towards positive thoughts, actions and deeds that encourage a continued state of inner peace and calm rather than words, thoughts or deeds of negative expression. The game of the present invention also provides a cooperative environment of working together and an atmosphere of noble sense values whereby all individuals can learn and grow over a broad range of educational levels for years to come.

Having described the invention, it is to be understood that many variations will be obvious to those skilled in the art without departing from the spirit of the invention herein.