Copyright © Philip M. Parker, INSEAD. Terms of Use.

| Year | Description |
| 1989 | Invention patented by David M. Welman, Antonie C. Welman, and Peter H. Wilson on November 31th, 1989. Abstract: Game apparatus defines an effectively spherical playing surface which is divided into ranks and files of blocks. The playing surface has at least two poles, and the files extend radially from respective poles, while the ranks are arranged concentrically about the poles. In one embodiment, the apparatus defines a spherical playing surface. In other embodiments, two or more discs represent hemi-spherical playing surfaces. The discs can be rotated synchronously to facilitate the movement of pieces from disc to another, simulating a true spherical playing surface. |
| 1990 | Invention patented by William F. Radunz and Elza M. Sanders on September 31th, 1990. Abstract: An apparatus including a circuitous path arranged about a board originating from a home base and terminating at an objective base for each of four such home and objective bases. The tokens are of a generally paddle shaped configuration and received within apertures about the circuitous path and directed about the circuitous path by utilizing a bridge-path deck of cards to provide the chance relationship between the cards and the tokens to effect movement of the tokens about the path. |
| 1990 | Invention patented by Ambroz U. Neil and Dwain A. Neil on October 30th, 1990. Abstract: A board game apparatus is disclosed which comprises one or more playing surfaces divided into a plurality of sections. A plurality of tokens are used for temporarily marking any of the sections. An electronic random generator generates a reference symbol corresponding to any of the sections. In the preferred embodiment, there are three playing surfaces or tiers disposed at three different levels in a three-dimensional vertical array. The random number generator generates pairs of numbers which identify any particular section of any particular tier at random. |
| 1991 | Invention patented by Ruth L. Batte on November 6th, 1991. Abstract: A board game apparatus is provided having a game board on which a pathway is formed and over which playing pieces of respective players are incrementally advanced from a start point to an end point. The pathway includes a plurality of playing spaces serially distributed along the pathway between the start and end points with the playing pieces advanced to a playing space as determined by a random selection of the space to which a player is to advance his playing piece. Each playing space is defined by two discrete indicia that are each selected from respective ones of two indicia series that each include a plurality of diverse indicia with all indicia in each series being distinguishable from all indicia in the other series. The playing spaces are randomly interspersed along the pathway to avoid having same playing spaces disposed adjacent each other. Selection of the playing space to which a player's playing piece is to be advanced is determined by random manipulation of two independent selector devices that function to select one indicia out of each indicia series upon operation by a player, each selector device with a respective one of the indicia series. |
| 1992 | Invention patented by Jose A. Cruz on August 23th, 1992. Abstract: A board game includes a continuous path having a plurality of categories indicated by various spaces within the path, wherein each category is directed to a various procedure to include a pantomime, response to trivia question, perform a charade, or lose a turn. Limited time frames are available to effect completion of each category, wherein a card deck includes each category thereon for a performance by an individual or teams of individuals. |
| 1992 | Invention patented by Lamia A. Ajaji on September 2nd, 1992. Abstract: A board game includes a housing container to secure a foldable game board having first and second card groups to accommodate singles or team play. The game is directed to acquire property in four categories and to effect play until ultimate finish of the four categories and response to questions upon landing upon one of a plurality of "crown" spaces throughout the board is effected. The game further includes acquisition tokens shaped to correspond to the properties. Each acquisition token is illuminatable such that when a player acquires a property the corresponding acquisition token is illuminated to visually indicate acquisition of that property. |
| 1992 | Invention patented by Mark D. Youwanes on September 23th, 1992. Abstract: A board game apparatus is arranged to include a game board having an equal predetermined number of rows and columns of squares, wherein opposing groups relative to simulated assemblies of tokens are positioned on opposed end portions of the game board to simulate soldiers, knights, a giant, and a captured king, wherein by elimination of opposing player tokens, a captured king is reclaimed by a moving player from an opposing player. |
| 1992 | Invention patented by Ethel M. Wood on November 29th, 1992. Abstract: A board game apparatus is provided, wherein utilizing a die member, tokens associated with each player are directed about a continuous game path, with the game path arranged to assimilate trials and experiences relative to life relative to alcohol, drugs, and the like and provide for direction relative to expenses regarding school, family expenses, etc. A player is awarded an initial dollar total, with movement about the game path requiring receiving and spending of various dollar amounts. |
| 1992 | Invention patented by Butler A. Villagomez on December 28th, 1992. Abstract: A board game apparatus including two playing boards, each having a different playing surface with a plurality of triangular playing spaces upon which are positioned and moved two sets of playing pieces, one for each player. Each set of playing pieces includes a number of pieces which are separately movable to different groups of the triangular playing spaces. The players alternately move one piece each with the objective being to threaten the opposing player's most important piece with imminent capture. |
| 1993 | Invention patented by Phillip D. Fielder and Shelley L. Fielder on July 25th, 1993. Abstract: A board game is arranged to include a game board having a plurality of sets of spaces, with the game board of a rectilinear configuration associating spaces with cards of a conventional solitaire type playing card of a plurality of decks of such cards, wherein indication of obtaining a playing card is indicated upon the game board and upon a sequence of a row of spaces, a "run" is obtained, wherein a player to obtain a greatest number of "runs" after a predetermined time interval is declared a winner. |
| 1994 | Invention patented by Richard C. Cianci on March 7th, 1994. Abstract: An exhilarating childrens' amusement game allowing participants to compete in the hatching and collecting of dinosaur like figurines. Utilizing a spinner device control-member, participant take turns, choosing from the hatchery game board, trying to match the dinosaur which has been spun and landed on, competing to be the first to hatch and collect the different needed dinosaur game pieces to be declared the winner. |
| 1995 | Invention patented by John Kenvyn on September 5th, 1995. Abstract: A board game apparatus is used in play as a tool to route the players to any desired information source such as a dictionary or a number of dictionaries of different levels of detail or language. The board has a number of endless playing paths (3) made up of marked spaces (8), each of which is associated with a general, word-related task. A player must perform a task as indicated by the code on the marked space upon which the playing piece rests. A set of tokens (30) have the same coding scheme and are used to register successful completion of tasks. There is also a set of auxiliary spaces (7) associated with auxiliary features of the game which are performed using a set of auxiliary cards (20). These auxiliary features are therefore provided in a modular fashion and may be omitted if desired by the players by simply ignoring the auxiliary spaces 7. The game is not limited to a particular set of tasks provided in the apparatus and the apparatus is therefore not regarded as an end in itself, but merely a tool or routing device to allow enjoyable use of knowledge sources for both education and fun. |
| 1996 | Invention patented by Rodney B. Burtt on April 16th, 1996. Abstract: The invention relates to a board game based on wines and the wine regions of the world. The board game has a plurality of zones through which players move in accordance with the throw of a die or dice to gain assets in the wine industry; players with sufficient assets being enabled to proceed to a further zone. The winner is the player who first accumulates enough assets to purchase a special property. |
| 1998 | Invention patented by Stanley E. Jr. 668 Mohawk Ave. Norwood PA Kornafel on October 4th, 1998. Abstract: A board game apparatus is disclosed for playing a competitive, fun, and educational game enabling the development of judgmental and reasoning skills and offers or involves chance, personal notions, perception, skill, and strategy with a board designed containing a path of blank and/or marked spaces and/or blocks maintaining a progression and continuity about the board and from a "Start/Finish" block the concept is that players through usage of a dice, a spinner format uniquely utilized in offering modification of the game pieces' movement and/or other items or features, moving their pieces within the rules, a winner may be determined by reaching the "Finish/Start" block. The original concepts include: a board designed in sections to enable enlargement; an action utensil card requiring choices and strategy; a utility card enabling game prolongation; "Hole-A-Bowl", an original designed form of chance and skill; "Weather Quackers", a featured manner of using disks for chance; plus sets of directive action cards; providing possible interference with the moving player or interfacing or interaction with other players. Chance or guessing is afforded through the singular or combined use of: devices, features, cards, or board blocks/spaces and the use of the sphere and spinner-indicator affords some manual skill. The uniqueness of the invention, however, is it's draw on perception and strategy through the combining or use of the board, equipment, features and/or action cards that may cause the interfacing or interactions with the other players. This concept of features and their manner of utilization provides a challenging game of higher concentration and strategy; while producing fun and some educational relevancy to daily life obstacles, stresses, or joys. |
| 2001 | Invention patented by Thierry Denoual on February 4th, 2001. Abstract: A game board has a central playing field, called the territories, surrounded by a peripheral or perimeter playing field called the sacrifice zone. The board comprises 90 squares arranged in ten columns and nine rows. The squares form an ordered array of cells or positions for playing pieces, through which rectangular array vertical, horizontal and diagonal moves are possible. The thirty-four perimeter squares comprise a sacrifice zone that is one square wide, namely, the first and last columns and the top and bottom rows. The remaining fifty-six inner squares comprise the territories. Two sets of fourteen playing pieces of three types are assigned to the two players, each type of piece being allowed moves and captures according to individual rules. Special rules apply to pieces entering and occupying the sacrifice zone squares. Each piece is reversible--that is, one side of the piece bears on its top side indicia of the first player's set and on the obverse side indicia of the second player's set. Upon capture, an opponent's piece is physically reversed. The obverse side is turned up, which displays the primary indicia of the capturing player. |
| Source: selected by the editor from original sources. | |
Copyright © Philip M. Parker, INSEAD. Terms of Use.