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POLAR ECLIPSE - PATENT ABSTRACT
An educational game using the earth’s climate as the primary subject matter, incorporating
specific, descriptive global events to move players around a grid game board with time and
temperature defining the horizontal and vertical aspects of the grid. The object of the game is to
survive by making it into the future while becoming cooler and cooler. Opportunities arise where
a player may choose to help other players. The game uses impacts of human behavior and
natural events on climate as the subject matter. The game can be played as a board game, a
classroom game or a computer game. The playing pieces (players) represent a variety of
species, for example a cheetah, mallard duck, redwood tree, boy and sea turtle; each with a
popular appeal to the intended audience and varying vulnerabilities to climate change and other
environmental challenges. A die, either three-dimensional and six sided or computer animated
defines time with different dates on each of the sides. The game board is divided into a grid
pattern with temperature indicated in degree along the vertical axis of the grid and time
indicated in years along the horizontal axis of the grid. Those playing the game have choices
regarding actions to take and are also faced with many surprises. For each turn a player has the
choice of rolling the die to move to a different time and staying at the same temperature or
picking an EVENT card to determine their new place on the time and temperature grid. Most
EVENT cards describe a specific, descriptive event that has either a positive or a negative
environmental impact. If an EVENT card describes a positive event, for example, “Six thousand
tons of glass are recycled and made into new spaghetti jars, cool down one degree” the player
will move down one degree. An example of an EVENT card with a negative environmental
impact may be, “There’s a four year drought in the mid-western United States. The farmers
struggle with poor soil and poor crops. Heat up three degrees”. In this case the player will heat
up three degrees. The EVENT cards may move a player cooler or warmer, forward or backward
in time, or a variety of other moves for example, join the coolest player or trade places with the
oldest player. Some EVENT cards effect only one player, for example, “The wetlands are
thriving this decade with clean water and lots of food. The duck cools down three degrees”. A
player may also land on an arctic square or be instructed to pick an ARCTIC card. The ARCTIC
cards ask questions. ALL SPECIES QUESTION CARDS offer the opportunity for all players to
add their thoughts or an idea. Multiple Choice ARCTIC cards are questions with specific
answers. The color spectrum is used to visually represent hot and cold on the game board. The
game is intended for 8 years to adult. As a secondary or solitary activity the EVENT cards can
be turned text facing down and assembled into puzzles. The puzzles are photographs from
around the world and represent a variety of natural and manmade scenes. Blank EVENT cards
will be provided to offer the game owner the chance to create events to add to the game. The
electronic version of the game will be revised to stay current with quickly evolving science
regarding climate. Future versions of the game may introduce additional text onto the game
board to effect player movement or other types of cards to effect player movement. In addition
to a board and computer game, the game could be played on different physical scales, for
example as a classroom game, with players standing on a time and temperature grid playing
field.
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