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The present invention relates generally to board games, and more particularly to a board game and method with a social drinking theme.
Various games have been developed with social drinking as an underlying theme. For example, there are card games that range from adaptations of classic card games to completely original games. Coin games are also popular. Dice and skill games are also known. A number of board games with a social drinking theme have also been developed including U.S. Pat. Nos. 4,216,966, 5,007,650, 6,276,686, and 6,499,739, each of which is incorporated herein by reference. Generally the games get more difficult as the night goes on and more alcohol is consumed.
In accordance with the present invention, a board game and method with a social drinking theme is provided. Generally, the game and method allows two or more players to move their game pieces around a path on a playing board, following the instructions on the spaces and on cards drawn, and participating in the MINI GAMES, until the first player reaching the end of the path wins. As this game follows a drinking theme, consequences of various MINI GAMES, instructions on spaces, or instructions on drawn cards generally include taking a specified number of sips of a drink.
In the accompanying figures showing embodiments of the invention:
FIG. 1 is a top plan view of a game board in an embodiment of the present invention.
Throughout the figures, the same reference numerals and characters, unless otherwise stated, are used to denote like features, elements, components or portions of the illustrated embodiment. Moreover, while the subject invention will now be described in detail with reference to the figures, it is done so in connection with specific embodiments. It is intended that changes and modifications can be made to the described embodiment without departing from the true scope and spirit of the subject invention as defined by the appended claims.
Generally, the game and method allows two or more players to move their game pieces around a path on a playing board, following the instructions on the spaces and on cards drawn, and participating in the MINI GAMES, until the first player reaching the end of the path wins. As this game follows a drinking theme, consequences of various MINI GAMES, instructions on spaces, or instructions on drawn cards generally include taking a specified number of sips of your drink.
Referring now to the drawings, particularly FIG. 1, the present invention will now be described. The board game 10 includes a playing board 20 that provides the forum for the game action in addition to further elements used during the course of the game. The game board 20 may be comprised of cardboard, paper, plastic, or any other suitable material that can be laid flat, including being painted or applied directly to a table. Although the game board 20 is shown to include a configuration of a bottle, the present invention is not limited thereby, and any other suitable shape can be used.
The game board 20 comprises a playing path 22 subdivided into a plurality of spaces 24 defining playing positions along the path 22. In an embodiment, the playing path 22 is located at or near the perimeter of the board 20. Other embodiments may include a more complex path with interweaving branches. Each of the spaces 24 is roughly quadrilateral in shape with the outer edge following the perimeter of a particular configuration, such as a bottle, although any of a variety of shapes can be used for the purpose of the board game. The playing path 22 has a beginning space 30 which can be marked “START” and proceeds in a generally clockwise direction around the board 20 to an ending space 32 which can be marked “END.” General progression of the game begins at “START” and ends at “END” unless an intervening action is to be taken by a player in accordance with the game rules and instructions. One or more, and preferably all, of the intervening spaces 24 provide an instruction to be followed by the player who lands on that space during the course of the game when advancing (generally if a player moves backwards on the path because of some instruction, that player does not have to follow the instruction on the space landed on), to be described in more detail hereafter. One or more linking paths 26 may be included which bridge two spaces 24, thereby allowing a player to deviate from the playing path 22 and go directly from one space to the other space across the linking path 26. Use of the linking path 26 may be dependent on completion of an instruction (such as “Finish your drink in 7 seconds”), as discussed in more detail hereafter.
During play, all of the players are on equal terms except the one player who is designated KING in accordance with the rules of the game. The player who is KING has special privileges during play. For example, the KING determines the amount of drinks given to the players at any time; the KING then takes half of what was given out. When one or more players' drinks are finished or running low, the KING will generally determine the amount to be given to the players. Generally, the same amount is given to all players with the KING receiving half that amount. The KING is essentially the “decision maker” during the game, as explained in more detail hereafter.
Initially, the player who starts the game (as determined in accordance with the rules of the game) also becomes the KING until they are dethroned. Once a player becomes the KING, the player makes a RULE. The first KING makes a RULE and each new KING makes a RULE. Certain actions will result in dethroning of the KING and designation of a new KING. For example, the winner of a MINI GAME will dethrone the current KING and then become KING (unless, of course, the current KING also wins the MINI GAME, then no change will take place and no new RULE will be proclaimed).
RULES proclaimed by the KING(s) are followed throughout play of the entire game, unless otherwise agreed such as by giving the RULE a time limit to a single round, but are generally suspended during playing of the MINI GAMES. Any of a variety of RULES can be proclaimed. Exemplary RULES include but are not limited to (1) players can't point, (2) players can't say “drink,” (3) players must hold their containers with their left hands, (4) player's can't curse, and (5) all single die rolls are now played with a pair of dice. Unless otherwise indicated, all players must follow RULES during the play of the game, except during MINI GAMES where the RULES are normally suspended. Consequences for breaking the RULES may include, for example, losing your turn during the current or following round, taking a specified number of sips of your drink, and the like.
The game board 20 also comprises an area for locating additional elements used during the course of the game, including stacks of various types of cards. In an embodiment, a first area 26a is utilized for stacking a plurality of game cards referred to herein as LUCK cards 40; a second area 26b is utilized for stacking a plurality of game cards referred to herein as DUEL cards 42; a third area 26c is utilized for stacking a plurality of game cards referred to herein as MINI GAME cards 44; and a fourth area 26 d is utilized for stacking a plurality of game cards referred to herein as PLAYING CARDS 46. Each type of game card will be described in more detail hereafter.
Other elements used during the course of play include a conventional die or dice (not shown), as known in the art, for throwing, the total number of spots thereon designating a number to be used for a particular action in the game, such as moving a game piece. In lieu of dice, other suitable numerical chance devices for generating random numbers may be utilized such as a numerical spinner. The board game 10 further includes a variety of game pieces, such as bottle caps, (not shown), as known in the art, each game piece being assigned or chosen by one of the plurality of players, to be used when traversing the playing path 22. Generally, the die (or dice) determines movement and position of the playing pieces during the course of the game, unless an intervening action is to be taken by a player in accordance with the game rules and instructions.
The various types of cards will now be described with reference to Tables 1-3.
LUCK cards 40 generally designate actions to be taken in accordance with the instructions on the card, and generally are favorable to the player who draws the card but may also be unfavorable—i.e., bad luck. LUCK cards are drawn when a player's game piece lands on a space marked “LUCK.” Exemplary text of these cards is listed in Table 1 below:
TABLE 1 | |
LUCK Cards | |
Exemplary Card Text | Exemplary Meaning |
You now own BEAN | Drink 10 sips to own the space marked |
“BEAN” or 5 sips to decline. When players | |
land on the space marked “BEAN,” they | |
must drink the amount shown in two dice | |
rolled. | |
Instant Rehab | Do not go to AA. Keep this card to avoid |
going to AA. One time use card. Card can | |
be sold for an agreed number of sips. | |
Get the next thing the current KING needs | |
Use this card on your turn to play a mini | |
game. One time use card. | |
Chug your drink in under 7 seconds or go | |
to the spot right before the bridge. | |
You are now KING. | |
Make any RULE. | |
Dare someone to do something. | |
Consequence 10 sips. | |
No RULES or consequences apply to you | |
until you roll again. | |
Drink by Counting. | Pull a number card from the PLAYING |
CARDS sip your drink until the other | |
players count to that number. (e.g., one | |
player says “one,” the next player says | |
“two.” And so on. However, they can take | |
as long as they want to count. If you finish | |
your drink while they are still counting, the | |
player who is about to count then sips the | |
number. | |
Take sips from people behind you on the | |
board. | |
Bartender | Get the next drink |
You cannot use the bathroom for the next | |
15 minutes. Consequence: one whole drink. | |
Finish your drink. | |
Get the KING's next drink. | |
You wet your bed because you came home | |
drunk. Go directly to AA. | |
You now own JONO | Drink 10 sips to own the space marked |
“JONO” or 5 sips to decline. When players | |
land on the space marked “JONO,” they | |
must drink the amount shown in two dice | |
rolled. | |
Roll die (or dice) twice for one turn. | |
DUEL cards 42 generally designate actions to be taken in accordance with the instructions on the card in the form of a duel with another player. A player landing on the space marked “DUEL CHALLENGE” draws a DUEL card. That player may challenge any other player to the DUEL noted on the DUEL card. If you win the DUEL, you may switch spots with the other player. Exemplary text of these cards is listed in Table 2 below:
TABLE 2 | |
DUEL Cards | |
Exemplary Card Text | Exemplary Meaning |
Stare Off | At the count of three, both dueling players |
must look at each other eye to eye and | |
whoever smiles, laughs, or blinks first | |
loses. | |
Categories | The king makes up a category and the |
dueling players must, one at a time, say | |
something that is in that category. Whoever | |
messes up first loses. Example: the | |
category could be: “brands of cars” and the | |
dueling players must each name a brand of | |
car until someone messes up. A player | |
cannot repeat an element of a category | |
already mentioned said. | |
Question Game | In this duel, the dueling players must ask |
each other questions that are related, but | |
without making a statement (replies must | |
all be in the form of interrogatories). | |
Whoever says a statement first loses. | |
Example: | |
What's your name? Why do you want to | |
know? Why can't I ask that? Shouldn't you | |
be more polite? Who says I have to be? | |
Didn't your mother raise you better than | |
that? | |
Gun, Bear, Karate | This game follows the rules similar to |
PAPER, ROCK, SCISSORS, but in a more | |
fun, animated way. The dueling players | |
must stand back to back and on the count | |
of three turn and act out either GUN, (a | |
person shooting a gun), BEAR, (a growling | |
bear), or KARATE (a ninja getting ready | |
to attack). The rules are, GUN beats | |
BEAR, BEAR beats KARATE, and | |
KARATE beats GUN. Dueling players | |
must make the correct noises and actions or | |
else they lose the Duel. | |
Pick a hand | The King will hold an object in one of |
his/her hands and the person who is | |
challenging must guess the hand in which | |
the King is holding the object. If the | |
person's hand selection is right (the King is | |
holding the object in the selected hand), | |
they win the duel. If they are wrong (the | |
King is not holding the object in the | |
selected hand), they lose the duel. | |
Chug off | Dueling players must race to finish their |
current drink. Whoever finishes their drink | |
first wins. | |
Make'em Laugh- | First person, (joker) has 10 seconds to |
make the second person (jokee) laugh. If | |
jokee laughs within 10 seconds, joker wins, | |
otherwise jokee wins. | |
MINI GAMES are played after one complete unit/round of play (e.g., everyone has had their turn—rolled once and moved their game piece). A MINI GAME may also be played if a player lands on a space marked MINI GAME. MINI GAMES are discrete short games that are usually easy, but can get progressively harder as the games goes on and more alcohol is consumed. MINI GAME cards 44 generally designate games to be played by all players in accordance with the instructions on the card. These can include classic drinking games or new games defined on the cards. Exemplary text of these cards is listed in Table 3 below:
TABLE 3 | |
MINI GAME Cards | |
Exemplary Card | Exemplary Meaning |
Drawing Game: | Just for fun: The KING chooses something |
to be drawn/sketched. The two people | |
drawing must each select one person to | |
guess what is being drawn. Players use | |
their non-favored hand to draw. For | |
example, a right-handed person would use | |
his left hand and vice-versa. Losers pull a | |
number of sips to drink from the | |
PLAYING CARDS. | |
Killer Wink: | Each player is dealt one card. An ace must |
be in the game. Whoever gets the ace | |
becomes the killer. To kill someone a | |
player must secretly wink at them. Once | |
killed they must turn their card face up and | |
whoever is killed last loses. If you think | |
you see someone winking, you can accuse | |
them, if you are wrong you lose, if you are | |
right you win. Losers finish their drink. | |
Chug off!!!: | The first person to finish their drink and |
put their empty glass down wins. The chug | |
off does not necessarily have to be | |
performed with a new drink - a player may | |
use their current drinks, regardless of how | |
much is currently in their glass at the time | |
of the chug off. | |
Waterfall: | KING starts - the waterfall moves to the |
right. Everyone starts drinking at the same | |
time. You cannot stop unless the person | |
preceding you stops. The KING has to stop | |
first. | |
Rhyme: | The KING starts; he says one word and |
everyone must go along rhyming with it. If | |
a word is repeated, that person loses. If | |
they are stumped they lose. Roll two dice | |
to determine how much to drink. | |
Heads: | KING starts. All players start drinking their |
drinks. The KING flips a coin and passes it | |
on. The third head allows everyone to stop | |
drinking. Once someone flips a head, they | |
alone can stop drinking. | |
I never . . .: | Just for fun: Each person says something |
they have never done. Whoever has done | |
that thing mentioned; you drink five sips. | |
Whoever drinks for the most “I never . . .” | |
becomes KING. | |
Categories: | The KING chooses a category. Mess up |
and pull a number to drink. Play untill there | |
is a winner. E.g. boy names with “A”. | |
1st Player: Aaron | |
2nd Player: Anton | |
3rd Player: Anthony | |
4th Player: ummmm - they lose | |
Paper Race: | Blow pieces of paper across the finish line. |
The winner becomes the KING and pulls a | |
card from the PLAYING CARDS for | |
everyone else to drink that amount. | |
Drink while you think: | The game is naming famous people. The |
KING starts by naming a famous person. | |
The next person must then name another | |
famous person, with the letter used in the | |
former person's last name. E.g. “Brian | |
Lara, so the next person must begin with | |
their famous person with an “L” (Leslie | |
Nielson). While you think, you must drink; | |
if your drink finishes you must answer | |
immediately. Losers may optionally be | |
required to take three sips. | |
Hold your breath: | Everyone hold his or her breath. The first |
person to inhale a second breath loses. | |
Exhalations are allowed. The person who | |
holds his or her breath the longest becomes | |
KING. | |
Make you laugh: The loser of hold your | |
breath has to make the winner (whoever | |
holds their breath the longest) laugh in ten | |
seconds. If the winner laughs he drinks his | |
whole drink. If the winner doesn't laugh, | |
the loser drinks his whole drink. Make you | |
laugh may also be used a DUEL. | |
Alphabet Game: | The KING starts on “A”. E.g. He says “A” |
is for arson. The next person says, “A” is | |
for arson, “B” is for bottom. The next | |
person says, “A” is for arson, “B” is for | |
bottom, “C” is for cathedral. Whoever | |
messes up is out. Losers pull a card to | |
drink. Rule: The word must have more than | |
one syllable. | |
Black Jack: | Players cannot look at their bottom, (face |
down), cards. Players drink the amounts | |
their respective card totals are away form | |
21 except for the person with the total | |
closest to 21 without going over. For | |
example, a non-winning person with a total | |
of 14 has to take 7 drinks, and a non- | |
winning person with a total of 22 has to | |
take 1 drink, even though 14 would beat 22 | |
in a black jack hand. | |
Bizz-Buzz: | KING starts at one, the next person says |
two, and so on. Replace five, multiples of | |
five, or any number with five in it with | |
“bizz”. Replace seven, multiples of seven, | |
or any number with a seven in it with | |
“buzz”. E.g. 1, 2, 3, 4, bizz, 6, buzz, 8, etc. | |
Each person who loses pulls a card to | |
drink. Play until there is a winner (becomes | |
KING). This Mini Game may be started | |
over after each mistake made, and whoever | |
messes up may be out of the game. | |
Boy, girl, animal, | The KING picks a letter. Players must |
place, thing: | write out a boy's name, a girl's name, an |
animal, a place, and a thing that begin with | |
that letter. Once someone is finished they | |
count to ten and then everyone must stop | |
writing. Ten points for an original answer, | |
five points for a shared answer. Winner | |
rolls one die for losers to drink. | |
Eat it all: | Put five crackers in your mouth. The first |
person to finish them all wins and becomes | |
the KING. The last person to finish eating | |
them loses. Loser doesn't get to drink. | |
3 Man: | The KING starts. Do not pass the dice if |
you role doubles, seven, nine, eleven, or a | |
three, Roll two dice and depending on the | |
number act accordingly. | |
Total of seven: Player to the right of | |
the chosen person drinks. | |
Total of eleven: Player to the left of | |
the chosen person drinks. | |
Total of nine: Community drink. | |
Any three or sum of three: three | |
man drinks. | |
Doubles: Give them away to people | |
to drink. (e.g., if you role two 4′s, then give | |
out eight sips to one or more people.) | |
Four, five, six, eight, ten: pass turn. | |
Two and One: if a two and a one is | |
rolled, adding up to three, the roller | |
becomes the 3 man, and anytime a three | |
appeasrs on either dice, regardless of the | |
total dice number, three man drinks. | |
Acting game: | Just for fun: The KING chooses something |
to be acted out. The two people acting must | |
select one person to be on their team. This | |
game may be played for becoming KING, | |
so that the team becomes the KINGS until | |
they are dethroned by someone who | |
guesses what they are acting out. | |
Song conversation: | This is where you have a whole |
conversation only naming titles of songs. | |
Make two teams. E.g. Team “A”: “I'm | |
leaving on a jet plane”. Team “B”: “I'm | |
living on a prayer”. Team “A”: “Do you | |
know the way to San Jose”. | |
Word Snake: | KING starts. He says one letter. The object |
is to spell out a word. The next person says | |
any letter. Whoever finishes the word | |
drinks the amount of letters in the word and | |
is out. If you challenge someone's letter | |
and they have a word they were thinking | |
of, then you drink five. If they were wrong, | |
they drink five. | |
Sentence game: | KING starts. Each person says three words |
to make a sentence until someone makes a | |
mistake. If you mess up, you are out. Start | |
over until there is a winner. Loses pull a | |
number card to drink. | |
Generally, the MINI GAMES have the following MINI GAME rules:
(1) Whoever wins the MINI GAME becomes KING.
(2) When someone makes a mistake, they are out of the MINI GAME and, unless otherwise indicated on the MINI GAME card, they must role the die (or dice) and drink sips in the amount shown on one die as their penalty or draw a card from the PLAYING CARDS and drink the number of sips indicated thereon. The MINI GAME continues without that person until there is a winner.
(3) No other game RULES are enforced during the MINI GAME. (e.g., If an existing RULE for the board game prohibits players from saying the word “you” during the game, players are allowed to say the word “you” during the MINI GAME).
PLAYING CARDS 46 generally refer to a standard randomized shuffled deck of fifty-two playing cards (such as the Anglo-American playing cards in use today). The deck generally includes thirteen ranks of each of the four English suits, spades, hearts, diamonds, and clubs. Each suit includes from highest order to lowest, an ace, depicting a single symbol of its suit; a king, queen, and jack, each depicted with a symbol of its suit; and ranks two through ten, with each card depicting that many symbols of its suit. Two (sometimes one or four) Jokers are included in commercial decks and may be removed from play if they are not to be used during a particular instance. In and aspect of the game, an ace may be used to represent a value of 14. Rather than the Anglo-American playing cards, a different set of “number” cards may be used in accordance with the unique aspects of the invention.
The various intervening spaces 24 will now be described with reference to Table 4.
TABLE 4 | |
Board Spaces | |
Exemplary Marking | |
on Space | Exemplary Meaning |
GIVE | If you land here, draw a PLAYING CARD |
and give out that many sips. (It can be to | |
one person or more than one) | |
COMMUNITY | If someone lands here, everyone on the |
board takes one sip of their drink. (Also | |
called social, and people should just make | |
a toast and say cheers) | |
RULE | If you land here, make a RULE that people |
must follow or else be penalized. | |
(A typical penalty would be to take one sip | |
every time they don't follow the rule) | |
TAKE | If you land here, draw a PLAYING CARD |
and drink the amount of sips shown on the | |
card. | |
LUCK | If you land here, draw a LUCK card and |
follow the instructions thereon. These can | |
be good or bad. | |
TRUTH | If you land here, you get to ask any or |
everyone on the board a question that they | |
must answer truthfully. (THE PERSON | |
ASKING DOES NOT HAVE TO | |
ANSWER) | |
BET | You can bet another player on the board |
anything that you choose. (Example- “I bet | |
you one drink that I will be ahead of you at | |
the end of the game.”) | |
WATERFALL | Game where everyone begins to drink their |
drinks at the same time. The first person | |
eligible to stop drinking is the person who | |
landed on this spot, and then the person | |
whose turn it is after them is eligible to | |
stop, and so forth. E.g. (A starts, B can not | |
stop until A stops, C can not stop until B | |
stops, D can not stop until C stops, etc.) | |
IF YOU SMOKE | Take six sips if you smoke cigarettes. |
CIGARETTES | |
TAKE 6 | |
FINISH YOUR DRINK | If you land here you must finish the drink |
you have, regardless of how much it has in | |
it. | |
BE SILENT FOR ONE | The person who lands on this spot must |
ROUND | remain completely silent (no laughing) |
until it is there turn to roll again (person | |
may talk during the mini game). | |
FINISH YOUR DRINK IN | If you land here, you can go across the |
LESS THAN 7 SECONDS | bridge to the spot SAFE, if you finish what |
you have in your drink in less than 7 | |
seconds. | |
MINI GAME | If someone lands on this spot, a MINI |
GAME must be played. This will give | |
people a chance to dethrone the king. | |
DUEL CHALLENGE | (Optional) This spot allows you to |
challenge someone ahead of you on the | |
board, and in defeating them, you switch | |
spots with them. | |
DARE | If you land here, you get to dare someone |
to do something. If they choose not to, you | |
give them a drinking consequence. | |
(Example- As a consequence they must | |
drink 5) | |
AA | This stand for alcoholics anonymous, and |
in this drinking game means miss a turn. If | |
you land on this spot, you go to AA in the | |
middle of the board and miss a turn. | |
However you can still be given drinks. | |
SAFE | If you land here you do not have to do |
anything. | |
CHUG CHALLENGE | (Optional) If you land on this spot, you can |
challenge someone ahead of you on the | |
board that you will finish your drink before | |
they finish theirs. If you succeed, you take | |
their spot and they go to the spot you were | |
just on. A new drink is not necessary for | |
this Chug Challenge. If a player has a very | |
small amount in their drink, then they are | |
lucky. A person losing the Chug Challenge | |
may not be required to do what is on the | |
spot they are required to go to as a result of | |
the Chug Challenge. | |
SPIN TIME | If you land here, you must drink for ten |
seconds, then spin 360 degrees ten times, | |
taking a sip after each revolution. (Spin, | |
sip, spin sip, spin, sip, 10 times) | |
SIP ALL DRINKS | If you land here you must take one sip from |
BEHIND YOU | everyone's drink that is behind you on the |
board. | |
JONO and BEAN | These two spots can be bought for 10 sips |
each. If you land on this spot and someone | |
already owns it, they can charge you rent. | |
If no one owns the spots, you can buy them | |
for 10 sips. (Rent, of course, being sips of | |
their drinks). (Jono and Bean are the | |
creators of the game). | |
Game Set-Up
To set up the game, the game board 20 is laid flat on a playing surface. The stacks of cards 40, 42, 44, and 46, are shuffled and placed face down on the respective areas designated on the game board 20. A plurality of game pieces and least one die is provided. Players are assigned or choose their game pieces. A plurality of drinking containers (glasses, mugs, cups, bottles, or the like) are provided or brought to the game by the players. Contents for the drinking containers, generally alcoholic (but may be non-alcoholic) are made available during the course of the game.
Starting the Game
A number of choices may be exercised to start the game and determine order of play, as known in the art (e.g., youngest goes first and play passes to the left—clockwise). In an embodiment, as this is primarily a drinking game, the order of the game is determined as follows: All players start with full drinks. All players drink their drink as fast as they can and put down the empty container when finished. Whoever finishes their drink first goes first; whoever finishes second goes second, and so on. The players will thereafter preferably arrange themselves so that play passes to the left—clockwise—in the order determined by the above drinking match. The player who starts the game also becomes the KING until he or she is dethroned. The player designated as KING can just be remembered by the other players or can be indicated by providing the player who is KING with a special marker, such as a crown, ring, specially marked card/chip, or the like. The KING may order players to take a certain number of sips of their drinks, but may be required to drink half the amount of sips ordered to ensure that the KING doesn't order someone to take an amount of sips that the KING is unwilling or unable to drink at least half the ordered amount. For example, if the KING orders a player to take 6 sips, the KING must take 3 sips. Accordingly, a KING may be hesitant to order someone to take a large amount of sips, such as 100 sips, knowing the KING will have to take 50.
The KING goes first followed by each player in turn. One round of play (unit of play) is when each player has had one turn to roll the die and move his or her game piece. After each round of play, a MINI GAME is played. Then another round of play begins, followed by another MINI GAME. This continues until a player wins the game by reaching the END space first.
On Your Turn
Step 1. Roll the die and move your game piece forward along the path of the game board the number of spaces indicated by the die. You can pass or land on spaces with other game pieces.
Step 2. Follow the instructions on the space where your game piece landed (See Table 4. Board Spaces).
After One Complete Round of Play
Step 1. Select a MINI GAME card from the MINI GAME card deck.
Step 2. Follow the instructions on the selected MINI GAME card (See Table 3. MINI GAME cards).
It will be appreciated that different elements of the game come into play during the course of the game, namely positioning of game pieces, following instructions on board spaces (and following instructions on cards when instructed to draw a card), and participating in MINI GAMES. Also, during play new RULES are proclaimed by KINGS, making each game evolve into a unique experience.
It will become apparent to those skilled in the art that many changes, modifications, variations, and other uses and application of the subject game and method are possible and contemplated. It should be understood that the invention has application far beyond the exemplary embodiments presented and described herein, and as such is not to be limited to those embodiments. For example, while described in terms of a social drinking game, the invention has equal applicability for both alcoholic and non-alcoholic drinking. In addition, the invention is not limited to the particular physical configuration of game board, game pieces, and cards, but instead is adaptable to any game board, game piece, and card configuration that embody the scope of the invention claimed, including an electronic board game or online version. All changes, modifications, variations, and other uses and applications which do not depart from the spirit and scope of the invention are deemed to be covered by the invention, which is limited only by the claims.