US2012267852A1PendingUtilityA1

2 Sow or Not 2 Sow

Assignee: WHITE-SAMPSON SHEVON LPriority: Apr 21, 2011Filed: Apr 21, 2011Published: Oct 25, 2012
Est. expiryApr 21, 2031(~4.7 yrs left)· nominal 20-yr term from priority
A63F 3/0023A63F 2003/00066A63F 2003/0011A63F 3/001A63F 1/04
16
PatentIndex Score
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Claims

Abstract

This is an educational board game for Christians, for up to six players, ages 8 and older. The game consists of a square game board, four decks of special playing cards, game money, three dice, character cards, colored crowns used as moving markers, scratch paper, and reader-friendly directions. The game is designed to instruct Christians on the benefits of sowing financial seeds—physical seeds—by volunteering time in the church or honorable organizations, managing their finances correctly, and being a good steward of what they have control over, while seeking out opportunities to increase the help they give to others as well as ways to increase their passive and portfolio income. It provides Biblical insights on the Kingdom System of Provision and the laws that govern it. The game is needed by Christians of all ages, since it teaches how to prosper via God's way, while facing real-life, everyday challenges. It covers basic accounting, basic investments, and the Kingdom System of Provision. It provides immediate feedback and real-life results, in response to the players' correct and incorrect choices as they relate to tithing, giving offerings, helping individuals in need, volunteering their time, managing their finances, seeking out business ventures, and following the laws of sowing and reaping.

Claims

exact text as granted — not AI-modified
1 . A Biblical educational board game apparatus to teach the Kingdom principles of sowing and reaping comprising:
 a playing board having a first plurality of spaces forming an outer playing path;   a second plurality of spaces forming an inner circle within said first plurality of spaces,   a finish location within said inner circle;   a plurality of player game piece;   each player starts the game with set goals and dreams;   an apparatus for determining movement of the player game piece;   a prospect deck comprising a plurality of individual cards;   a player initially begins play in the outer playing path in debt where the player increases debt or received paycheck income based upon movement of the player in the first plurality of spaces;   a player progresses from the outer playing path to the inner circle when the player no longer has debt;   when the player is within the inner circle the player replaced paycheck income by selecting a card from the prospect deck where the player dedicated the player's efforts to fulfill the player's goals and dreams;   the board play offers tests, provides entertainment, and allows chance, choice and competition;   players sow financial seeds-physical seeds by volunteering time to help honorable organizations;   players contribute to a reaping of harvests;   the player's ability to gain victory and win the game is by funding the player's dream and goal by drawing prospect cards whereby allowing the player to progress from the inner circle to the finish location and win the game.   
     
     
         2 . (canceled) 
     
     
         3 . The game of  claim 1  wherein said playing board is transportable and foldable. 
     
     
         4 . (canceled) 
     
     
         5 . The game of  claim 1 , that further includes game money. 
     
     
         6 . The game of  claim 1 , that further includes crown figures to represent players on the playing board. 
     
     
         7 . The game of  claim 1 , that further includes a plurality of decks of cards to be used by the players. 
     
     
         8 . The game of  claim 7  wherein at least one of said plurality of decks of cards is a deck of Tither Cards that describe positive things that players may encounter because of the act of tithing. 
     
     
         9 . The plurality of decks of cards of  claim 7  in which a deck of Ooops Cards describes negative things that players may encounter because of the act of not tithing. 
     
     
         10 . The plurality of decks of cards of  claim 7  in which a deck of Harvest Cards describes positive things that players may encounter because of the act of sowing seeds to charity. 
     
     
         11 . (canceled) 
     
     
         12 . The game of  claim 1  includes Character Cards;
 wherein each player will pick one Character Card at the beginning of the game and will use the Character Card during the entirety of the game. 
 
     
     
         13 . The game of  claim 12 , wherein a player chooses a Character Card that describes the player's financial position, such as how much money the player has at the start of the game, how much debt the player has as well as the player's dream, and the player's destiny. 
     
     
         14 . The game of  claim 7  wherein players must choose to tithe, each time they the player lands on a Paycheck or Payday space. 
     
     
         15 . The game of  claim 14  in which once players decide to tithe, the player must pull from the Tither deck, or if the player decides not to tithe, the player must choose from the Ooops deck. 
     
     
         16 . The game of  claim 1  if the player lands on Prospect, the player must pull a card from the Prospect deck and may purchase properties or invest in business. 
     
     
         17 . (canceled) 
     
     
         18 . The game of  claim 1  that is restructured to be played on a computer system or on a computer network.

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