Title:
Board game system for teaching and promoting proper hygiene
Kind Code:
A1


Abstract:
This invention relates to an educational device employing a board game system to teach basic hygiene concepts, routines and processes to both children and developmentally challenged individuals. The educational board game consists of a playing field with a plurality of spaces that define a path of travel and specific hygiene tasks which require simulation by the players. Movement about the game board is facilitated by a random selection from a numerical value and special instruction deck of playing cards. Each time a player can correctly identify the steps necessary to complete a hygiene task properly and in correct order they receive an “Artifact” card. The first player to collect all six “Artifact” cards by completing all six of the hygiene task simulations and is the first to reach the center of the playing board wins the game.



Inventors:
Wulf, Paul Arthur (Naples, FL, US)
Wulf, Debra Ann (Naples, FL, US)
Application Number:
12/218336
Publication Date:
01/21/2010
Filing Date:
07/15/2008
Primary Class:
International Classes:
A63F3/00
View Patent Images:
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Primary Examiner:
MENDIRATTA, VISHU K
Attorney, Agent or Firm:
Paul A. Wulf (Naples, FL, US)
Claims:
1. A game board system comprising: A plurality of playing cards with a numerical value between one and six and “specialty movement” cards with specific directions which are “shuffled” and stacked face down for a player to make a random selection. A plurality of playing pieces, one for each player. A plurality of “hygiene task” cards each containing an animated visual representation of a specific phase of a hygiene task which when in play need to be presented on the game board in proper order to successfully accomplish the specific hygiene task. A game board with a plurality of squares in a convenient pattern to facilitate movement around the board to allow game play. A game board having a series of playing locations defined about said playing surface in substantially contiguous relationship having a shape of a rectangle which comprises a playing path wherein said playing pieces are moved in discrete steps between successive locations. A game board having a second series of playing locations defined about said playing surface in substantially contiguous relationship whereon players move in discrete steps between these successive locations and when a player's piece lands on these locations, obtains the opportunity to correctly identify the successive steps necessary to complete a specific hygiene task.

2. A game board comprising a plurality of squares strategically patterned around the gaming area to define a path of travel; a plurality of playing pieces representing each player's position on the path of travel around the game board; a plurality of playing cards containing a numerical value from between one and six and “specialty movement” cards containing specific directions which are shuffled together, stacked and adapted to be selected randomly by the players to determine the number of spaces to be traversed and to control the number of squares which can be advanced by a player on a given turn, a plurality of locations strategically placed along the defined path of travel whereon players find the various hygiene tasks that need to be demonstrated correctly using the “hygiene task” cards; a plurality of hygiene task cards needed for players to demonstrate the correct chronological order of each phase or segment of a specific hygiene task which must be placed in the step-by-step sequence to complete the task correctly; a plurality of “Artifact” cards awarded to a player for each correct sequence of hygiene task cards completed.

3. A board game system as in claim 2, further comprising an instructional manual containing a plurality of board game rules and instructions describing how to conduct proper play of the board game system.

4. A board game system as described in claim 2 wherein the game board contains a plurality of similarly shaped squares of equal size that define a players path of travel which represent a fictional walk-way around a fictitious village. These squares that facilitate a players path of travel lead to six defined destinations of game play where hygiene tasks must be simulated with playing card representations of particular segments comprising the entire hygiene task. These six defined hygiene task destinations represent fictitious merchant or vendor destinations in the fictitious village. The fictitious merchant destinations are identified on the game board as follows: a) Magic Carpets b) Bread, Figs and Fruit c) Tunics and Shawls d) Fresh Fish and Meats e) Sandals and Footwear f) Scrolls and Manuscripts

5. A game board system as described in claim 2 wherein the game board contains a plurality of similarly shaped squares of equal size that define a players path of travel representing a walk-way around a fictitious village. These squares that facilitate a players path of travel lead to the six defined “merchant” destinations of claim 4 and also to the ultimate destination of the game board located at the center of the board and designated as the “Hygien-E” space. A player who has successfully visited each “merchant” location on the game board by selecting playing cards with random numerical values or specific directions and moved the corresponding number of squares on the game board or followed the specific instructions of a “specialty movement” card and has successfully simulated each of the six hygiene tasks at each “Merchant” location and received all six “Artifact” cards, and is the first player having completed the game play as described to arrive at the “Hygien-E” destination wins the game.

6. A board game system as in claim 2, further comprising a series of six hygiene tasks located at six different destinations around the game board. Players traverse the defined path of travel using a random chance method form a stack of playing cards imprinted with a numerical value between one and six. Upon reaching a “merchant” hygiene task destination each player is allowed one attempt to correctly identify the proper order or sequence of every phase of that hygiene task. If the player correctly identifies the steps necessary to accomplish the hygiene task they are awarded an “Artifact” card that signifies the task has been completed. If the player is unable to correctly identify the steps necessary to accomplish the hygiene task they must re-visit that “merchant” destination on subsequent turns until they correctly identify the correct steps necessary to complete all six hygiene tasks. The six hygiene tasks that must be simulated in this fashion are: a) Hand Washing b) Teeth Brushing c) Taking a Bath d) Taking a Shower e) Basic Table Manners f) A Morning Grooming Routine

7. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of Washing Hands. At the Washing Hands destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Hand Washing task are: a) Turn on the water b) Get your hands wet c) Apply soap to your hands d) Scrub your hands together e) Rinse off your hands f) Turn off the water Each of these six steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

8. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of Brushing Teeth. At the Brushing Teeth destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Brushing Teeth task are: a) Turn on the water b) Get your toothbrush wet c) Apply toothpaste to your toothbrush d) Brush your front teeth e) Brush your side teeth f) Brush the back of your teeth g) Rinse out your mouth h) Turn off the water Each of these eight steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

9. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of taking a Bath. At the Bath destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Bath task are: a) Wash your face b) Wash your hair c) Wash your chest d) Wash your arms e) Wash your back f) Wash your legs g) Wash your feet h) Rinse off Each of these eight steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

10. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of taking a Shower. At the Shower destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Shower task are: a) Turn on the water b) Wash your face c) Wash your hair d) Wash your chest and arms e) Wash your legs f) Wash your feet g) Rinse off h) Turn off the water Each of these eight steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

11. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of Basic Table Manners. At the Basic Table Manners destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Basic Table Manners task are: a) Put your napkin on your lap b) Use your fork and knife to cut your food c) Put a small amount of food into your mouth at one time d) Chew your food with your elbows off the table e) Don't chew with your mouth open f) Don't talk with food in your mouth Each of these six steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

12. A board game system as in claim 2, further comprising a series of six hygiene tasks at various destination points located about the player's defined path of travel about the game board. At these destination points, the players must simulate the actual hygiene task by placing in correct order the playing cards of each phase of the designated hygiene task. At one specific destination point is the hygiene task of a Morning Grooming Routine. At the Morning Grooming Routine destination point each player must use the “Hygiene Task” cards provided at that destination and place them face up in correct order upon the game board. The step-by-step sequence necessary to successfully complete the Morning Grooming Routine task are: a) Make your bed b) Change from your pajamas into your clothes c) Put your dirty laundry into a basket d) Wash your face e) Brush your teeth f) Comb or brush your hair Each of these six steps are represented on the “Hygiene Task” cards with an animated character performing the specific function as described above. The player uses those visual depictions to simulate the hygiene task having one opportunity on any given turn to demonstrate the correct order in which these components must be done to accomplish the designated hygiene task.

13. A board game system as in claim 2, wherein a plurality of playing cards are numbered sequentially from one to six. These playing cards are adapted to be selected randomly by the players thereby controlling the number of squares which can be advanced by a player in an effort to move around the defined path of travel laid out upon the game board. In addition to the sequentially numbered “movement” cards there is a plurality of playing cards to be adapted for random selection along with the sequentially numbered cards. These additional “specialty movement” cards include: (SIX) cards that allow for a player to take an additional turn (TWO) cards that allow for a player to lose one turn (SIX) cards that allow for a player to proceed to an indicated “Hygiene Task” destination point (TWO) cards that allow for a player to proceed to the “Hygiene Task” destination point of their choice (FOUR) cards that allow for a player to lose one of their “Artifact” cards (TWO) cards that allow for a player to prevent losing one of their “Artifact” cards (FOUR) cards that allow for a player to proceed to the nearest “start” space (TWO) cards that allow for a player to receive one additional attempt to correctly simulate a hygiene task Each of these “specialty movement” cards offers a player the chance to perform any of the specific actions listed above on the basis of a random selection from the large plurality of playing cards which includes a collated grouping of the numerical and “specialty movement” cards which work together to facilitate movement along the defined path of travel upon the game board as well as fair, orderly and entertaining game play.

14. A board game system as in claim 2, wherein a plurality of cards include “Artifact” cards. There are six different type of “Artifact” cards, one particular artifact to correspond with a specific hygiene task. These “Artifact” cards are awarded to a player who lands on a hygiene task destination point and can correctly demonstrate the step-by-step sequence to complete that hygiene task by placing in order the appropriate “hygiene task” cards necessary to properly accomplish the specific task. The “Artifact” cards correspond to the following hygiene task and it's related destination point: a) Hand Washing—Plate of Bread b) Teeth Brushing—Sandal Buckle c) Bath—Scroll d) Shower—Carpet Tassel e) Basic Table Manners—Plate of Fish f) Morning Grooming Routine—Beaded Shawl

15. A board game system as in claim 2, wherein a plurality of cards include “Hygiene Task” cards. These “Hygiene Task” cards are arranged in six specific groups for each of the six hygiene tasks which are located at specific destination points on the game board. Each hygiene task has a corresponding collection of “Hygiene Task” cards. There are a specific number of cards for each task. Each card of the collection for a task depicts a certain phase of that task with an animated character demonstrating that phase of the hygiene task on the card that when correctly placed in order with the entire collection depicts the proper completion of that hygiene task from start to finish. A player who lands on the hygiene task destination point on the game board has one opportunity on that turn to correctly place on the game board surface, the “Hygiene Task” cards for that particular task in the correct order in which to properly complete the hygiene task.

16. A board game system as in claim 2, wherein the specific resolution of game play as identified in the instructional manual or booklet of claim 3 describes the first player to traverse the defined path of travel around the game board by utilizing the random numerical “movement” cards and the randomly selected “specialty movement” cards, lands upon all six destination points or “Merchant” locations whereon are located the specific hygiene task, correctly simulates the hygiene task at each of those “Merchant” locations as detailed in claim 6 and has therefore accumulated all six of the “Artifact” cards that correspond to the correctly simulated hygiene task, and further is the first player having accomplished those components of game play, traverses the defined path of travel of the game board to the “Hygien-E” space located at the center of the playing area as detailed in claim five and therefore wins the game.

Description:

CROSS-REFERENCE TO RELATED APPLICATION

Not Applicable

FEDERALLY SPONSORED RESEARCH

Not Applicable

SEQUENCE LISTING OR PROGRAM

Not Applicable

FIELD OF INVENTION

The present invention relates to board games but more specifically a board game designed for play by young developing children and/or developmentally challenged individuals of any age which has the following objectives and purposes: 1.) To Entertain: At its core this is a game and therefore functions as an entertainment resource to be enjoyed. 2.) To Hold Interest: The subject matter of hygiene is approached in a unique manner to hold interest by utilizing physical manipulations simulating a hygiene task as an integral component of game play. 3.) To Engage: The game is designed to make correct disciplines of proper hygiene an engaging process by breaking the hygiene tasks down into incremental step-by-step components for a more complete understanding and better retention. 4.) To Educate: The ultimate goal of the game is to not only improve the hygiene of the players but by targeting the specific demographic of young developing children it is further designed to make these disciplines a lifelong habit.

BACKGROUND OF THE INVENTION

There has been a vast amount of information in the public domain regarding medical news and public health concerns as well as publications and websites devoted to these categories. However, there is extremely little information regarding hygiene in the context of a health prevention measure and even less information regarding instruction of proper hygiene. It would seem apparent that the topic of hygiene instruction is presumed to be adequately addressed by example of parent, sibling or other authority figure or as a by-product of living in a highly technologically advanced and civilized society. The only difficulty with these assumptions is that informal studies indicate that on average seven out of ten adults using public restrooms don't wash their hands with soap and water following use.

This present invention of a board game system for teaching hygiene provides an entertaining, engaging and an instructional incremental manner to affect behavioral change that results in drastically improved hygiene, manners and ultimately better health. Although, there does exist in the prior art board games of known designs and configurations designed for the purpose of such topics as finances, athletics, dieting and even health problems and aids. Notwithstanding this myriad of designs indicated by the plentiful prior art which has been developed to address the aforementioned topics, there is no known board games developed or dedicated to the topic of proper hygiene or the object of hygiene instruction as a method to improve overall health.

To summarize, this present invention of a hygiene oriented board game system departs substantially from the known concepts and designs of the prior art and as such provides a board game system developed for the purpose of instructing young developing children and developmentally challenged individuals of any age the importance of proper hygiene and provides a step-by-step incremental process on how to best achieve it.

SUMMARY OF THE INVENTION

As indicated in the description of the prior art there exists a multitude of information available to the public concerning public health topics involving medical news and treatments, diet and exercise and even preventions from substance abuse and smoking. In spite of this effort for increased awareness concerning overall health issues there is extremely little attention devoted to proper hygiene and its impact on sustained good health and even less regarding a uniform process of instruction for proper hygiene.

This present invention addresses that critical lack of information by addressing those individuals who would most benefit from this information and in a manner best suited to have an impact with them, namely a board game system. This board game system has been designed for young developing children or developmentally challenged individuals of any age with several objectives and advantages: 1.) An easy to learn game that is fun with an intense focus on hygiene awareness and proper techniques. 2.) To learn by repetition easily duplicatible steps that will have an immediate impact on the individuals hygiene practices. 3.) To form a regimental process or routine for each hygiene task an individual performs on a daily basis away from the game board. 4.) To introduce these routines in an enjoyable format that requires tactile involvement and mental simulation of the process as an integral component of game play. 5.) To reward the individual for simulating hygiene processes correctly. 6.) To utilize these hygiene routines with developing children in an effort to create these processes as habits that will be continued into adulthood.

The hygiene board game system is comprised of a game board, playing pieces allowing for players movement upon the game board, a plurality of numerical movement cards and specialty movement cards, a plurality of hygiene task cards to simulate hygiene tasks and artifact cards for use as a reward for correctly simulating a hygiene task.

During the game, players draw cards at random from the movement card deck and either move the number indicated along the defined path of travel or follow simple directions of the specialty movement cards which are designed to offer some variety to the movement component of game play as well as maintaining an orderly forward flow to the momentum of game play while allowing a chance for any of the participants to win. Over the course of the game, the players will visit six destination points along the defined path of travel where they will need to correctly simulate a particular hygiene task using the hygiene task cards which utilize animation to depict scenes from the hygiene task. If a player simulates the task correctly they receive an artifact card, if they don't simulate it correctly they must return to that destination point on a later turn until they are able to simulate the task correctly. Once a player has collected all six artifact cards by correctly simulating all six hygiene tasks they must be the first player having done so to reach the Hygien-E space located at the center of the game board to win.

In this summary has been outlined the more important features of the present invention. This has been done to facilitate a better understanding of the detailed description that follows and enhance an appreciation for the manner and role this invention plays in the absence of this type of information described in the prior art. This invention should not be considered to be limited in application to the details of its construction or components as described in the following specifications and illustrations. This invention has a potential for other embodiments and of being performed in different manners than expressly set forth herein. Both the terminology and descriptions of this invention should be understood to be illustrative and not limiting. It should be noted further that the claims of this present invention should be considered to include similar and equivalent constructions which are consistent with the spirit and scope contained herein.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are part of the overall specification, illustrate a preferred embodiment of the present invention and when considered with the description will better demonstrate the principles of the invention.

FIG. 1 shows a top view of the playing board of the present invention.

FIG. 2 illustrates the front and back view of a typical numerical movement card.

FIG. 3-A represents a front and back view of a typical specialty movement card, specifically a “Lose one turn” card.

FIG. 3-B represents a front and back view of a typical specialty movement card, specifically a “Go directly to” a hygiene task card.

FIG. 3-C represents a front and back view of a typical specialty movement card, specifically a “Take another turn” card.

FIG. 4-A represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Magic Carpet” destination.

FIG. 4-B represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Scrolls and Manuscripts” destination.

FIG. 4-C represents a detailed view of a typical “Merchant Destination” square of the present invention game board, specifically the “Bread, Figs and Fruit” destination.

FIG. 5-A illustrates the front and back view of a typical “Hygiene Task” card, specifically card one of six for the “Washing Hands” hygiene task series.

FIG. 5-B illustrates the front and back view of a typical “Hygiene Task” card, specifically card two of six for the “Washing Hands” hygiene task series.

FIG. 5-C illustrates the front and back view of a typical “Hygiene Task” card, specifically card three of six for the “Washing Hands” hygiene task series.

FIG. 5-D illustrates the front and back view of a typical “Hygiene Task” card, specifically card four of six for the “Washing Hands” hygiene task series.

FIG. 5-E illustrates the front and back view of a typical “Hygiene Task” card, specifically card five of six for the “Washing Hands” hygiene task series.

FIG. 5-F illustrates the front and back view of a typical “Hygiene Task” card, specifically card six of six for the “Washing Hands” hygiene task series.

FIG. 6-A illustrates the front and back view of a typical “Artifact” card, specifically the “Carpet Tassel” card that corresponds to the “Magic Carpet” merchant destination.

FIG. 6-B illustrates the front and back view of a typical “Artifact” card, specifically the “Scroll” card that corresponds to the “Scrolls and Manuscripts” merchant destination.

FIG. 6-C illustrates the front and back view of a typical “Artifact” card, specifically the “Plate of Bread” card that corresponds to the “Bread, Figs and Fruit” merchant destination.

FIG. 7 represents a detailed view of the “Hygien-E” destination point of the present invention game board.

FIG. 8 represents a typical playing piece.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

Reference will now be made to the preferred embodiments of the present invention, a board game system specifically designed to introduce hygiene concepts and the incremental stages needed to complete them properly to young developing children. This hygiene board game system is comprised of a plurality of components. These components in their broadest context include the game board FIG. 1, playing pieces representing a players position relative to the defined path of travel upon the game board FIG. 8, a plurality of numerical and specialty movement cards used to control the advancement of each player upon the game board, examples shown in FIGS. 2 and 3-A through 3-C, a plurality of “Hygiene Task” cards, examples shown in FIGS. 5-A through 5-F, a plurality of “Artifact” cards, examples shown in FIGS. 6-A through 6-C and the instructional or game rules manual. These components are individually configured and correlated with respect to one another so as to facilitate consistent orderly game play toward the desired objective or resolution of game play.

Referring to FIG. 1, the game board is placed on a flat surface and the players sit around the perimeter. Each player selects at random, a numerical value “movement” card. The player selecting the card with the highest number goes first and play continues in a clockwise fashion. Each player also selects a colored playing piece which will represent their position relative to the game board's defined path of travel. This defined path of travel represents the first series of playing locations upon the game board. The defined path of travel comprises eight unique start spaces for each player and continues in contiguous and discrete steps between six destination points and culminates at the center of the game board at the “Hygien-E” space or finish space.

The first series of playing locations includes six destination points that comprise the second series of playing locations. A player who's playing piece lands upon one of these six destination points moves into the second series of playing locations and at these destinations must simulate the indicated hygiene tasks. The second series of playing locations are designated as “Merchant” locations and identified on the game board as: 1) Magic Carpets; 2) Bread, Figs and Fruit; 3) Tunics and Shawls; 4) Fresh Fish and Meats; 5) Sandals and Footwear; 6) Scrolls and Manuscripts.

FIG. 8 illustrates one of the six playing pieces which represent a player's position of advancement along the game board's defined path of travel. Each playing piece is differentiated by a color that each player may choose.

There are 120 playing cards with a numerical value between one and six as illustrated in FIG. 2. These are shuffled and placed face down upon the game board. A player selects the top card when it is the player's turn to control each player's advancement along the game board's defined path of travel. FIG. 3 illustrates thirty playing cards shuffled along with the numerical value playing cards of FIG. 2 which also control the player's advancement along the game board's defined path of travel and also provides for additional game play benefits and obstacles as follows:

    • (TWO) specialty cards allowing the player who selects it to go directly to the “Merchant” destination point of their choice.
    • (SIX) specialty cards allowing the player who selects it to go directly to the specified “Merchant” destination.
    • (THREE) specialty cards that allows the player to move a specific number of spaces and take another turn.
    • (FOUR) specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards are for the player to proceed to the nearest start space. The deficiencies are, a.) Eating too fast; b) two cards for putting dirty fingers into your mouth; c) Didn't brush your teeth using a circular motion. These are designed to demonstrate the concept that there are negative consequences for neglecting or practicing poor hygiene.
    • (SEVEN) specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards is for the player to lose one turn. The deficiencies are: a) two cards that penalize for not washing hands after using the restroom; b) Not brushing the back side of your teeth; c) Brushed your teeth too quickly and didn't get them clean; d) Failure to use soap when washing your hands; e) Talking with food in your mouth; f) Chewing food with your mouth open. Once again these are designed to demonstrate the concept that there are negative consequences for neglecting or practicing poor hygiene.
    • (FOUR) Specialty cards that penalize the player who selects it for a hygiene deficiency. The penalty on these cards is for the player to lose one “Artifact” card which are awarded for correctly simulating a hygiene task when landing at a “Merchant” destination point. The deficiencies are: a) Putting soap into your hands but allowing the water to rinse it away before scrubbing; b) Failure to make bed; c) Putting too much food in your mouth at one time; d) Leaving dirty clothes on the floor. Once again the emphasis is on demonstrating the concept that there are negative consequences for neglecting or practicing poor hygiene.
    • (TWO) Specialty cards that allow the player who selects it to get two attempts in one turn to correctly simulate their next hygiene task (“Merchant” destination) (TWO) Specialty cards that allow the player who selects it to protect themselves against losing one “Artifact” card should they randomly select one of the four specialty cards indicated above whereon the penalty is to lose one “Artifact” card.

A typical example of the movement cards as they apply to the present invention allows for a player to select one card per turn from the top of the movement card deck and either a) move their playing piece the corresponding number of squares along the defined path of travel toward one of six “merchant” destinations or b) follow the directions as described on the face of a “specialty movement” card. At the completion of either option a or b the players turn is concluded and play continues with the next player selecting a card from the movement card deck. This is the method of movement for each player upon the playing surface of the game board throughout the entire duration of the game.

FIG. 4 represents the six destination points that are located in a rectangular fashion about the game board. Each destination has a specific merchant name and each has a unique hygiene task to be simulated by a player that lands on the destination point. The merchant names and corresponding hygiene tasks are as follows:

    • Bread, Figs and Fruit—Hand Washing
    • Sandals and Footwear—Teeth Brushing
    • Scrolls and Manuscripts—Bath
    • Magic Carpets—Shower
    • Fresh Fish and Meats—Basic Table Manners
    • Tunics and Shawls—Morning Grooming Routine

FIG. 5 represents a typical series of the “hygiene task” cards which are located at each of the destination points throughout the defined path of travel along the game board. The face of each card contains an animation of a certain aspect of the hygiene task that when placed in order along with the other cards of the series illustrates the entire hygiene task from start to finish. As a player moves along the defined path of travel and reaches one of the six destination points, the player is required to simulate the particular hygiene task at that destination point by placing the animated “hygiene task” cards in order on the game board playing surface. The player has one attempt per turn to get the order correct that would simulate the actual performance of the hygiene task. Half of the hygiene tasks have a series of six cards required to place in order to correctly simulate the task. These hygiene tasks are Hand Washing, Morning Grooming Routine, and Basic Table Manners. The other half of the hygiene tasks have a series of eight cards required to place in order to correctly simulate the task. These hygiene tasks are Teeth Brushing, Bath, and Shower. If the player is able to simulate the hygiene task correctly with the “hygiene task” cards after landing on the particular destination point, the player receives an “Artifact” card as represented in FIG. 6. There is a specific “Artifact” card that corresponds to each of the six hygiene tasks. A player needs to collect all six “Artifact” cards by correctly simulating all six hygiene tasks. If the player simulates the hygiene task incorrectly, they do not receive the “Artifact” card for that hygiene task, their turn ends and game play continues with the next player taking their turn. If a player incorrectly simulates a task, they must draw from the movement card deck on the beginning of their next turn and move from that destination point without having another attempt to correctly simulate that task which would require a player who incorrectly demonstrates a hygiene task to return to that destination point on another turn until they can correctly simulate that hygiene task and receive the “Artifact” card corresponding to that task and signifying the successful completion of that task. The “Artifact” cards correspond to the following hygiene tasks:

    • Hand Washing—Plate of Bread
    • Teeth Brushing—Sandal Buckle
    • Bath—Scroll
    • Shower—Carpet Tassel
    • Basic Table Manners—Plate of Fish
    • Morning Grooming Routine—Beaded Shawl

FIG. 7 represents the destination point at the center of the game board whereon the first player to have successfully demonstrated the simulations with the hygiene task cards at each of the six hygiene task destination points and has therefore collected all six “Artifact” cards and further is the first player to traverse the defined path of travel to the center destination point of the game board wins the game. This center destination point is designated as the “Hygien-E” space.

With respect to the above description, it should be apparent to those skilled in the art that various modifications can be made to this hygiene oriented board game system without departing from the scope and spirit of the invention. Therefore, the foregoing description and specification is considered as illustrative only of the principles of the invention and it is intended that the present invention cover modifications and variations of the hygiene oriented board game system provided they come within the scope of the appended claims and their equivalent. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction shown and described and accordingly all suitable modifications and equivalents may be resorted to falling within the scope of the invention.