a thousand intellectual property rights - game presentation

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A Thousand Intellectual Property Rights A revision game for IP enthusiasts!

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Post on 15-Apr-2017

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Page 1: A Thousand Intellectual Property Rights - Game presentation

A Thousand Intellectual Property Rights

A revision game for IP enthusiasts!

Page 2: A Thousand Intellectual Property Rights - Game presentation

Goals!

Personal goal: win IPRs

Team goal: save up money in a bank account

Page 3: A Thousand Intellectual Property Rights - Game presentation

The cards…• 3 categories of cards:

The IPRs cards The chance cards

The threat cards

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How to play the cards

• Decide who the first player is. This player is also in charge of writing down the money earned as a team.• Pick up the black cards in front of you and look at them. Be sure no

one else can see them. These are your threat cards that you can use at any time. • Your turn consist of drawing a card from the IPRs pile. You need to

answer the question on this one to gain the number of IPRs stated. If you are correct, you can move your pawn to the corresponding box on the board game. If you fail to provide the correct answer, you do not move but you can draw a card from the chance pile. • The team tries to answer the chance card to win money.

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Remarks (1/2)

• However, do not forget that the other players can, at any time, pose a threat. In which case the current player needs to answer the question on the threat card with the help of a remedy card if needed.

• If the player responds to the threat correctly, then he or she can try to win the IPRs by answering the question on the IPRs card as usual. If the player fails to respond to the threat adequately, this player needs to draw a card from the chance pile in order to get money for future ventures.

• You will notice that each threat is numbered and that the black cards also contain ‘Remedy cards’. If you are lucky, you might have the corresponding remedy in your hand. This is a clue as to the answer to the threat.

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Remarks (2/2)

• You will see that the chance cards do not always consist of questions. • Some cards are generous gifts where you receive

a grant for research (free money which goes in the bank for the team), some cards require the team to face some costs (in which case money is being debited from the bank account) and finally, there is the spinner card. • If you get a spinner card the player who drew the

chance card must spin the device and the player on whom the arrow stops can play an IPR card. The game then carries on as usual.

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Winning!

• A game usually will consist of several hands. To win, a player must have secured 1000 IPRs (the pawn must have reached the end of the board) and the team must have saved £3000 in the bank.

• If no team reached £3000 by the time that an individual player reached the 1000 IPRs at the table, the team with the highest amount in the bank wins.

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Contact detailsGame designed by Dr Sabine Jacques at the University of East Anglia (UK). The creator can be contacted at [email protected] or [email protected]