A design patent application for this game and all its integral parts was submitted on Jan. 19, 2005.
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This educational and entertainment game relates to a game board and its manner of play, and more specifically to a board game which may be played by two to six players ranging in age from 10 years of age and upwards, wherein each player is made award of the fact that by using positive words, thoughts and actions and by utilizing the help of the angelic realm, they will be able to implement the tools and achieve a successful life of inner peace and happiness. Cooperation and helping others is essential to the success of the players in the game as it is in life.
In particular, this invention concerns an educational and entertainment game apparatus comprising a game board having thereon a continuous plurality of contiguous areas, said continuous plurality of contiguous areas being divided into a plurality of circular designs and patterns connected by a series of ladders and slides.
A design patent application for this game: “Follow the Clues . . . Messages from the Angels” and all its integral parts were submitted on Jan. 19, 2005.
Through my research and exploration of other games and educational games, I have not come up with one other educational or entertainment game that incorporates Angels as helpmates, assistants and/or guides. The angelic design cards specifically instruct the players how to understand the function and mission of each of the angel utilized within the game so that the player can follow the clues of their message and become successful in reaching the sunlight, the last play on the game board. It is soon apparent that the players are learning how to ask for the guidance and assistance of the angels not only as the player moves along the game board but also through all their endeavors as they progresses through their daily life. This game board opens many avenues for self-reflection, instruction and behavioral change.
A further shortcoming with previously patented games is that there is always a winner and loser at the end of the game thus creating an atmosphere of competition and often sadness for the losers. This present invention emphasizes cooperation and helping the other team mates in order for the game to end. It further brings attention to the fact that there are no winners or losers. All the players must work together and help each other. Success is achieved by all.
This present invention entitled “Messages from the Angels . . . Follow the Clues or reversed “Follow the Clues . . . Messages from the Angels” provides an educational and entertainment game using twenty seven angels from the Angelic Realm as tools and help mates to the players as they proceed on their journey through the game and ultimately through life. This game, however, goes deeper than that simply scenario. It incorporates the angels in such a way as to encourage the player to let these angels help and guide them in their life's journey, even after the game is stopped playing.
Worry, denial, resentment, greed and all negative thoughts and behaviors are beliefs that have been programmed into the minds of most of the people in the world. If this game board can change this attitude and behavioral system and teach positive thought and behaviors possibly the entire world order would grow to live in peace and harmony.
This educational and entertainment game was invented to open up the consciousness level of all peoples, young and older to recognize, realize, and understand that they, indeed, have power within themselves to choose good healthy positive thoughts, actions and deeds. If, however, they decide to live in resentment greed, distrust and negative thoughts, they will slip and slide backward loosing valuable ground in their life's endeavors. It is through the messages from the angels that the players of the game will discover how to open up their consciousness and rise to the next level of their individual enlightenment. The words and phrases together with the assistance from the angels are the tools, the apparatus that creates the impetus that makes the game fun, entertaining and enriching.
The educational game is comprised of a two dimensional circular game board having a plurality of contiguous areas located around the circles. There are six (6) circular designs with five (5) slides and six (6) ladders with text in the four comers of the board and text within the circular design of the board giving instructions or simply looking for acknowledgement.
There is one (1) entrance pathway to get onto the game board. The only way that a player can raise to the next circular pathway is by climbing the ladder. The player must spin the exact number that will land that player on the space where the ladder is located. If perchance they land on the space where the slide is, they must slide backward to the space indicated and begin to grow again from the point of where they landed. A player can, however, redeem himself if he can make a positive affirmation to the angel who represents this attribute. For example, if one slides backward because of great worry or doubt, he or she will need to invoke the Angel Uzziel, the Angel of Trust, to come to their assistance and teach them to overcome their worry now and in the future. As the player is giving a positive statement or words, that player will be lifted up to the place where he or she fell. This is truly a clue in life. We can always redeem ourselves if we can get out of the ego mind and move into the true-self, our true identity, our soul. If the player cannot recall the angel by name, the player can ask for help from one of the teammates. Life is a journey where we are continually asking for help along the way. If, however, no one on the board can recall the name of the angel, then the player must stay at the space he or she slid down to and continues again from that point.
If the player 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 its power and give the player clues that will help on his or her journey or pathway through life and through the game. All of the twenty-seven (27) angels in the deck of cards have a unique mission designed by the Mighty Universal Source. If a player lands on an action word, he or she must follow the instructions in “the words description and rules” pamphlet. All the words within the spaces of the game are to be read out loud when the player lands on that space. The player also must read the meaning of the word that is in the word description and rules pamphlet so that they will begin to understand their meaning and hopefully implement that change in their lives.
As this game, “Messages from the Angels . . . Follow the Clues” or “Follow the Clues . . . Messages from the Angels” 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-reflection, instruction and 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. Before the game begins each player is encouraged to read the list of angels and their mission or function within the hierarchy of the angelic realm. Once the game begins, no member can read the list except for verification of the angel for redemption.
The game is over when all the players reach the sunlight. There are no winners or losers in the game. If one player is successful in reaching the sunlight, he or she must become the 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 sunlight. To step into the sunlight, the arrow must land on the exact number on the spinner.
The first player to reach the sunlight must stand and recite the poem that is on the sunlight card {the yellow-orange card.} Each subsequent player who reaches the sunlight must repeat the steps of standing to recite the poem on the sunlight 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 remember the clues given by the angels, the messengers of light. As the player moves around the pathway of the sunlight, these clues will serve the player in growing to the next level or dimension. When negative thoughts, ideas or beliefs are focused on, the player will slide backwards until the player recognizes the fact that our thoughts and beliefs create the outcome of our lives. We usually are the ones who sabotage ourselves. 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 our lives. This becomes a win/win situation for all because if we as individuals can learn to release our anger, resentment, worry and guilt, the world will become a better place to live. As we individually grow and heal, the world will heal and grow. This unique and thought enhancing game is an apparatus that will show the way for us to grow to understand the powerful tools that our creator has given us to help us on our pathway home. Angels are waiting to come to our aid anytime of the day and night. We simply need to take the necessary steps to ask them for assistance, guidance and enlightenment. As our powerful and loving helpmates, the angels will do the rest.
This game is designed for two to six players. There are six (6) pawns or figures that the players can choose from. Three are females and three are males. The pawns will be the tools that the players use to move around the game board.
All the integral parts that comprises this game are in a two dimensional design. There is furnished as part of this game board, a booklet with the names of powerful and loving Angels and Archangels who are eager and anxious to be of service to each one of us. There is also included a glossary of words and phrases to assist in the understanding and meaning of the words or phrases used.
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.
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.
FIG. 2 is the spinner used to determine the spaces that each player must move as they are playing the game.
FIG. 3(A-F) represents the six pawns or figures that are used to maneuver around the game board. The pawns drawing is also submitted in color since it is discussed in the description of the invention simply for illustration purposes.
FIG. 4-(1 to 27) is of the twenty-seven angel cards associated with the game apparatus and designated as the educational tools needed to instruct and guide throughout the game.
FIG. 5 is the sun card used when a player reached the end of the game, the sunlight.
Referring now in detail to the drawings for the educational and entertainment game apparatus entitled “Messages from the Angels . . . Follow the Clues” or reversed “Follow the Clues . . . Messages from the Angels”, there is shown in FIG. 1 of the drawing a so called game board (10) on the surface of which is provided six circular designs (12-17). In the center of the game board is the sunlight (55) which is also the final stage of the game. Within the contiguous circles of the game board there are a total of five slides (20) and six ladders (19). The entrance pathway (1) to get onto the game is the starting point of the game. All the figures and designs on the game board (10) are in two dimensional art designs. All of the component parts of the game are also in two dimensional art designs.
The game board (10) is provided with a smooth diagram or layout surface consisting of six circular designs. Three of the circular designs have text and/or angelic designs on each space of the pattern of the invention. The first and largest circular design (12) has a total of 21 spaces; of this total number, 7 spaces are angelic designs and 14 spaces are one word text or phrases. In ascending order, the next circular design (13) is simply a design pattern which incorporates three ladders (19) and three slides (20). The ladders (19) and/or the slides (20) in the game are the only means to reach the next level or dimension on the game board. The next circular design (14) is the second circular design that has spaces with one word text or phrases and angelic designs. These spaces are an integral part of the game and must be used to complete the game. Within this section (14), there are 23 spaces. Of the 23 spaces, 8 of these spaces are angelic designs and 15 are single word text or phrases. The next or fourth circular design (15) is once again a design pattern circle which incorporated two ladders (19) and two slides (20) plus a pass over slide with the words on it—have courage. The fifth circular design (16) has 9 spaces of which three are angelic designs and six are text with single words or phrases on it. The smallest of the circles and the last circle (17) is a design pattern circle which incorporates the last ladder (19) that leads the player to the center of the sunlight (55) which is the last move for that player on the game board.
As shown in FIG. 1 of the drawing, certain predetermined player spaces (18) are provided with single word text or phrases, such as feel peaceful, vision, share 3 blessings in your life. Other playing spaces (18) are provided with an angelic design. The first spaces with single word text or phrases are to be recited out loud by the player who lands on that space. That individual player must then go to the word description and rules pamphlet and read the description of the single word text or phrase and follow the instructions. One of the purposes of this game is to teach and share positive words, thoughts, ideas and concepts so that the player will have the opportunity to change their attitude, behavior and environment in a positive way which can result in a change in their life's journey.
When the angelic design space is landed on, the player must pick up one of the twenty-seven angel cards FIG. 4-1 to 27, and read the statement on the back of the card which will teach and share the mission of that particular angel and how that angel can help the player in the game reach the sunlight and further help the player in his or her life pursuits. The angel cards give clues that will be helpful if the player lands on one of the slide spaces. Remember the name and function of the angel is a helpful clue in the progress of the player throughout the game. Each angelic figure is set within a labyrinth design that frames each angel figure.
FIG. 5 represents the one sun card that is in the game. The sun card is the final step in the game for each player. The player can only pick up the sun card when that individual player reaches the sunlight (55) which is located in the center of the game board (10). The game, however, is not over when the first player reaches the sunlight and picks up this sun card. This game does not have any winners or losers. In order for this game to be finished, all the players must reach the sun light. The first player who reaches the sunlight, upon reciting the statement and poem on the back of the sun card, must become a helpmate to one of the other players on the board (a player of his or her choosing). This function 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 sunlight that player must go back and help another player reach the sunlight. This is a game of cooperation not competition.
In order to play the game and move along the game board (10), a spinner card with the numbers from 1-6 on its face, FIG. 2 is used to determine the spaces that each player must move as they are playing the game.
To start the play, the players must spin the dial on the spinner card to determine who goes first. The highest number that is spun goes first and all the subsequent players follow from left to right. The player starts to play the game by entering onto the game board (10) from the pathway to happiness (1). Each player must first stop on the first space within the game board (18) with the phrase “set your intention for your life now.” After the player has stated out loud the intention for his or her life, he or she then spins the dial on the spinner to determine the number of spaces that that player will move. All subsequent players must follow this procedure in order to start the game and gain access to the spaces on the game board. As the player moves along the game board, he/she will be able to ascend up the ladder (19) to the next level or dimension if and when that player lands on that space showing the ladder (19). If, however, the player lands on a negative word, such as, worry, denial, guilt or resentment, he or she will slide backward to the space indicated on the game board which is the positive quality or characteristic of the negative expression. This player can redeem him or herself if the player makes a positive affirmation to the angel who represents this attribute. For example, if, the player slides backwards because of great worry or denial, the player must invoke by name Angel Uzziel, the angel of trust, to come to his or her assistance and teach this player to overcome their feelings of worry and denial now and in the future. As you are giving a positive statement or affirmation to Angel Uzziel, the player is lifted up to the place where he or she fell. This is truly a clue in life. We can always redeem ourselves if we can get out of the ego mind and move into the true self, our true identity—our soul. If the player cannot recall the angel by name, this player can ask for help from one of the other players in the game, their teammates. Life is a journey where we are continually asking for help along the way. If, however, no one player in the game can recall the name of the angel who is the keeper of this positive attribute, then that player must stay at the space that he or she slid down to and continue from that point.
For use with game board (10) in the practice of the invention, there are provided six pawn or figures as shown in FIG. 3. The six individual pawns or figures are the instruments that are used by each one of the players within the game in order to move along on the spaces within the game board (10). There are three male figures and three female figures with different clothing that shows their individuality and identity. For purposes of distinction within the description, each pawn or figure is labeled according to the color of their attire. Therefore FIG. 3-A is red; 3—B is purple; 3-C is green; 3-D is pink; 3-E is orange and 3-F is blue.
The game ends when all the players have reached the sunlight (55) and recited the statement and poem on the back of the sun card FIG. 5. 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 and that when we fall into the trap of negative thoughts, actions or deeds we tend to slide backward in our pursuit of peace, happiness and harmony in our lives. This game does not require any particular level of training. It does, however, encourage discussion of the words and a flavor of entertainment and fun as the players act out the instructions or directions stated on the spaces (18). 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 school age children and adolescents and another interpretation of the game directed towards adults or to those having a full knowledge of the words, their intention and knowledge of the subject matter discussed. It can, therefore, be seen and said that the game of the present invention can provide a stimulating leaning situation and a pursuit of rising of an individual's consciousness level to thoughts, words and deeds expressing a state of inner peace and calm rather than words, thoughts or deeds of negative energy. The 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 and for long time to come.