GB2345250A - Electronic games board - Google Patents

Electronic games board Download PDF

Info

Publication number
GB2345250A
GB2345250A GB0002705A GB0002705A GB2345250A GB 2345250 A GB2345250 A GB 2345250A GB 0002705 A GB0002705 A GB 0002705A GB 0002705 A GB0002705 A GB 0002705A GB 2345250 A GB2345250 A GB 2345250A
Authority
GB
United Kingdom
Prior art keywords
points
point
board
colour
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
GB0002705A
Other versions
GB2345250A9 (en
GB2345250B (en
GB0002705D0 (en
Inventor
Yehouda Harpaz
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GB9919551A external-priority patent/GB2339393B/en
Application filed by Individual filed Critical Individual
Priority to AU34430/00A priority Critical patent/AU3443000A/en
Priority to PCT/GB2000/001111 priority patent/WO2000057972A1/en
Publication of GB0002705D0 publication Critical patent/GB0002705D0/en
Publication of GB2345250A publication Critical patent/GB2345250A/en
Priority to AU60010/00A priority patent/AU6001000A/en
Priority to PCT/GB2000/002746 priority patent/WO2001014027A1/en
Priority to EP00946127A priority patent/EP1204444A1/en
Priority to US10/031,942 priority patent/US7147556B1/en
Publication of GB2345250A9 publication Critical patent/GB2345250A9/en
Publication of GB2345250B publication Critical patent/GB2345250B/en
Application granted granted Critical
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/0602Solitary games adapted for a single player

Abstract

In an electronic games board which consists of an array of grid points which can be pressed by one of two players and which has a game manager (CPU + memory + software) which controls the illumination of any one point in one of two colours, the game manager is programmed initially to provide equal numbers of illuminated points in the two colours. Each player in their turn presses a point, and in response the games manager switches off some points of the opponent and of the player according to a pre-established pattern, eg pattern 17 for the opponent's colour and pattern 19 for the player's colour as shown in Figure 4. In a variation, either (but not both) of the patterns reverses colour instead of being switched off. The game ends when one of the players has every illuminated point in their colour.

Description

2345250 Games grid Board - Cleadi This invention relates to board games in
which a move is done by indicating a point on the board, and the state of the game is expressed in the state of the points. These include traditional games like Go, but also large number of other potential games, puzzles and exercises. The invention presents an electronic board to play these games, and a new kind of game to play on it.
Games like Go are played by each player, in his turn, adding a pebble to the board, on one of the points in a grid of lines drawn on the board, or in one of the squares on the board. These games have the advantages of being based on simple playing acts and being interesting intellectually. Their disadvantages are:
1) They require somewhat tricky movement when putting the stone on the board in the right place without disturbing other stones. 2) They tend to suffer from delays when a player is thinking on a move. 3) Some of the moves require additional 'housekeeping' operations, e.g. taking stones of the board in Go. 4) The players need to keep the rules and do the counting of stones themselves, which puts extra demand on the players. 5) The stones are separate objects, which are easily lost. 6) It is difficult to play games which require starting the game with many points occupied, for example the game that is described below.
Disadvantages 3-6 can be solved by programming a computer to display the board and stones. The program would be simple enough that it can be put on a small and cheap CPU, and hence be built into a standalone playing board. In principle, the computer could also limit the time allocated to each player, thus solving disadvantage 2.
The problem of input (disadvantage 1), however, is not solved so well by current electronic systems. That is because input for existing electronic systems is normally done through buttons, or other devices, which are separated from the display. For games where there is a small repertoire of possible different inputs this is acceptable, but for board games there are many possible different inputs (the number of points in the grid). Inputting a point on buttons off the display requires the players to perform some mental operation to convert the point they think about to the right input. This is relatively slow and error-prone process. For slow-going games that is very annoying but may be acceptable, but it makes it impossible to play fast on these systems, and for most people this is a decisive factor.
This disadvantage can be overcome by a making a board in which the input and the display are together, and these kind of boards started to appear, at least as patent applications. However, the range of the games that can be played on these board is still limited. The current invention describes such a simple board and a novel games with many interesting variations which can be played on it.
The conceptual structure of the hardware of the board is sketched in Figure 1.
2 According to the current invention the user accessible part of the board is made of grid points 1 & 2 which are arranged in a grid on a flat surface 6. Each grid point is a clearly visible element 1 which can detect when it is pressed, and can be illuminated in at least two colours by an illumination source 2 in or below the surface. The figure shows only 3 grid points for clarity, but the actual board has many more grid points (typically 36 - 1000). The figure also shows the illumination source 2 separately from the visible part of the grid point 1, which denotes the fact that pressing a grid point does not affect its illumination. All the grid points are connected to a games manager 3, which is a CPU + memory + software. When a grid point is pressed, the games manager 3 is notified (arrows from the visible part 1 to the games manager 3), and the games manager 3controls which sources of illumination are on (arrows from the games manager 3 to the sources of illumination 2). The games manager is programmed to manage various games. Managing a game means that the board displays the state of the game by putting on the appropriate sources of illumination 2. When a sensor 1 is pressed, the games manager computes the implication according the rules of the current game, and changes some of the sources of illumination 2 (possibly none) to reflect the new state of the game. The board may also change which sources of illumination are on when no point is pressed. This board can be used to implement many games.
According to the current invention, some of these games are variations of the novel game ClearIt. The basic rules of ClearIt are: The game starts with many grid points illuminated. Each player in their turn press a point, and in response the games manager switches some points off and change the colour of some other points according to some rule. When all the points that are illuminated are illuminated in the same colour, the player of this colour wins.
To allow the users to utilise all the functionality of the board, it will need a control area 4, which allows the players to change the current game, change the rules of the current game and change other parameters, like the length of time that each player has to perform his move. The control area 4 also displays the current score of the game. Typically, the control area will contain few control buttons and an alphanumeric display. The games manager receives information from the control area about which control buttons were pressed, and controls what is displayed in the alphanumeric display.
The basic functionality of the games manager comprises these actions: 1) When the users indicate through the control area 4 that they want to change the current game or any of the parameters of the current game, the game manager sets its own internal state to the new value, and indicates to the users the new value.
2) When one of the grid points is pressed and the current game and parameters make it illegal for the current player to press some of the points, the games manager checks if the pressed point is allowed according to the rules and parameters of the current game and the current state of the game (i.e. which points are illuminated). If the pressed point is not allowed, the games board may issue some indication that an illegal point was pressed, may indicate why it is not allowed by some message through the control area 4, and may indicate which points are allowed (e.g. by flashing them). Note that illuminated points, while typically are not allowed, may be allowed in some games.
3 3) When a point is pressed and it is allowed according to the current rules, parameters and state of the game, the games manager computes the implications and then changes the illumination of some (possibly zero) points to reflect the new state of the game. Note that: a) While typically the point that is pressed changes its illumination, this is not mandatory. b) Other points except the pressed point may change as well.
4) If the rules of the current game require it, the games manager changes the illumination of some points even when none of the points is pressed, typically once each some time period (or 'generation').
5) After each change to the illumination of any grid point, the games manager computes the current score and displays it using the control area 4.
6) After each change to the illumination of any grid point, the games manager checks, using a game-specific routine, if the game is finished. If the game is finished, the games manager indicates it, typically by some message in the control area 4, and maybe other additional signals.
The board will also need a way to signal whose turn it is, which would typically be done by two turn lights 5, which are in two separate colours, corresponding to two of the colours of the illumination in the grid points. The games manager controls these turn lights, and signal to the players whose turn it is by switching the corresponding turn light.
The arrangement of the grid points would be in most cases square as in Figures 3 and 4, but can also be of different shapes (e.g. rectangular, hexagonal (as shown in Figure 5), triangular or less regular). The overall shape of the board would typically be square, but can also vary, e.g. a jagged-edge rectangle as in figure 5.
The kind of games that the board will be programmed to play include (but not restricted to): 1) Traditional two-person games like Go, where each player is associated with one colour. 2) Novel two-person games like the one described in this invention. 3) Puzzles and single-player games. 4) Fluid games, which means games where the patterns of illuminated points changes even when the player(s) don't press any point. 5) Memory games.
In each game, there can be many possible variations. In the case of Clearli, these include:
1. Initial pattern of illuminated. Typically the number of points illuminated will be around half of the total number of points, but this would be under the control of one of the settable parameters, and gives interesting games in the range of 1/4 to 314 of the total number. The arrangement of illumination will typically vary randomly between games.
2. Whether the players can press only unilluminated points, only illuminated points or both. Allowing pressing only unilluminated seems to give the most interesting game 4 3. The most interesting variations are in the rule that defines which points are affected after each point-press. This rule would typically be a combination of two basic rules: a. Which of the points that are illuminated in the colour of the opponent of the current player are switched off when the current player presses a point. b. Which of the points that are illuminated in the colour of the current player are switched off. This rule make the game more interesting, because the players need to take into account the number of their points that they are going to lose when they play any specific point. Each of these two rules specifies a pattern of points with respect to the point that the player presses which are affected. Few examples are give in Figure 4, in which the circles represent grid points. Each group of a black square and surrounding pluses represents a pattern, where the black square is the point that the player pressed, and the pluses are the points that are affected.
As the pattern 18 shows, the pattern does not have to be symmetrical, but symmetrical patterns are preferred because they are easier to memorise. The patterns can range in complexity from very simple, as in 15, to moderately complex, as in patterns 17-19 to much more complex ones. The latter may simply include more points or more distant points. but can also include various transformations. For example a simple pattern combined with rotation of the board by 90 degrees, so pressing a point in the top-left corner of the board will affect points in the top-right corner of the board.
However, the patterns in Figure 4 seems to be already complex enough to create very interesting games. From experiments, the best combination seems to be pattern 17 for the opponent's colour, and pattern 19 for the player's colour. In other words, when a player presses a point, each point which is illuminated in the opponent's colour and can be reached from the pressed point by moving two points vertically or horizontally and then moving one point in an orthogonal direction is switched off, and the same for every point of the player's colour which can be reached by moving three points horizontally or vertically and then moving two points in an orthogonal direction.
Figure 5 shows few examples of possible patterns on a board where the arrangement of the points is hexagonal rather than square.
4. Additional variation to the game is to change one of basic rules so that affected points change their colour to the other colour, rather than being switched off. Only one of the basic rules can be changed, because if both are changed no points are switched off, so the game will go on forever. These variations give more complex games with much more strategic 'depth'. When the rule that changed is that points of the opponent's colour change their colour rather than being removed, an added rule that make it illegal to play a point that does not switch off any point is required, otherwise a player can always switch some of the opponent's points to his colour, and the game will never end.
A specific embodiment of the invention will now be described with reference to the accompanying drawings:
Figure 1 shows the conceptual structure of the board.
Figure 2 shows a sketch of the electronic components of an example board. Figure 3 is a sketch of the way the board looks for players from above. Figure 4 shows some of the patterns that can be used in the game. Figure 5 shows alternative hexagonal arrangement of the points in the grid.
The inputs of grid points 1 are implemented by a custom-design membrane keyboard 7 on a PCB 6, which together comprise the top of a flat rectangular box. The membrane keyboard contains a grid of 9x9 translucent buttons 1, which are in a shape of small domes. Between the buttons the membrane is painted with lines 8 drawn on the imaginary lines connecting the centres of the buttons. The PCB 6 has holes below each button, with additional holes 9 for the turn lights. Both the PCB 6 and the membrane keyboard 7 has a hole for the alphanumeric display 11.
The illumination of the grid points is implemented by 9x9 pairs of LEDs 2 mounted on a PCB 12, which is itself mounted below the membrane keyboard such that each LEDs pair 2 is under the centre of one of the buttons 1. In each pair one LED is of one colour (e.g. green) and the other of another colour (e.g. red). Alternatively, each LEDs pair can be replaced by a bi-colour LED. The two turn lights 5 are implemented by two large LEDs, one in one of the colours of the pairs of LEDs 2, and one in the other colour, mounted on PCB 12 as the rest of the LEDs. The electronic circuitry to drive the LEDs 2 and the turn lights 5 is also on PCB 12.
The membrane keyboard 7 also contains several control buttons 10, which allow the users to control the game (start, stop etc.) and to select which game is played and set parameters for the current game. An alphanumeric display 11 is mounted in a hole in the membrane keyboard 7. The control buttons 10 and the display 11 together comprise the control area 4 of Figure 1.
All the input from the membrane keyboard goes to the games manager 3, which is a small CPU (around 5MIPS) and a little ROM and RAM (around 32Kb and 6 Kb respectively). The games manager 3 is placed below the LEDs PCB 12. A custom design electronic circuitry (denoted by arrows ftom the membrane keyboard 7 to the games manager 3, and from the games manager 3 to the PCB 12 and to the display 11) allows the games manager 3 to switch on and off each individual LEDs, and to display the appropriate information in the alphanumeric display.
Figure-3) shows a sketch of the board from above in a middle of a game, with some grid points illuminated. Most of the grid points are not illuminated (circles with points). Some of the points are illuminated in one of two colours (indicated in the figure by two different shading). Because the buttons are translucent (rather than transparent), the LEDs 2 are not actually visible.
The embodiment of the grid points which is described above seems to be the most effective with current technology, but some parts can easily be changed if and when other technologies improve or new technologies become available, without affecting the overall design of the board. The detection of pressing a grid point may be done by any discrete input device, for example standard contact switch and capacitive switch. The illumination 6 of the grid points can be done by other kind of sources, for example gas- discharge lamps and incandescent lamps.
In the embodiment which was described above the players press the grid points with their fingers. This is very convenient, which is one of the advantages of the board. However, it has a problem that the board cannot distinguish which player is pressing a point, so the players can press a point out of their turn. The possible solutions to this problem seem to be too cumbersome and in some cases too expensive, so they are not included in the preferred embodiment. However, some of the solutions may prove to be convenient and cheap enough to be acceptable, and if the board is used for formal tournaments it may become an essential requirement.
A cheap and simple solution is to add two buttons on two sides of the board, one for each player, and the player will need to either hold down his own button while pressing a point or to first press his button and then press the point.
Another solution is to have two probes connected to the board, and the players use them to press the points. The contact between the probe and the board creates a short circuit which the board detects and hence can tell which probe, and hence which player, presses the point. An advantage of this solution is that it means that the sensor in each grid point can be a simple conducting element, instead of the membrane keyboard which is described above, which may make the board actually cheaper. Alternatively this method can be used to detect which player presses a point. in combination with another method to detect which point is pressed. For example, a membrane keyboard can be coated with a conducting layer, and the short circuit is caused when the probe touches this layer. In this case the membrane keyboard will detect which point is pressed, and the short circuit detects which player presses it.
Another variation of this solution is that the board emits some signal (electromagnetic or maybe ultrasound), and the probe detects this signal, and the probe that detects the signal more strongly is the one that actually presses. In this case the probe does not need to touch the board, so may be worn by the players, rather than held, which is more convenient. Another variation is that the probe interferes with or reflects the signal, and the board uses this response to detect which player presses the board. in this case, the probe does not need to be connected to the board. Alternatively, the probes themselves may emit different signals.
The solution above requires the players to hold or wear an object, which is uncomfortable. A possible solution is to mark the fingers of the players, by some material that adhere to the skin, and that the board can detect. Even more advanced technology may be able to recognise the fingers of the players directly.
The software:
The central loop of the software repeats these four steps:
7 1) Check if any of the control buttons was pressed. If any control button was pressed, perform the appropriate operation (change the game, set a parameter, stop the game, start the game).
2) Check if any of the grid points was pressed. If so, compute the implications according to the rules of the current game, perform all the changes to the board, and then switch the turn to the other player. Switching the turn means switching the turn light of the current player off, setting the internal variable current_player to the other player, switching the turn light of the other player on and setting a variable, the turn end mark, to the current time plus the turn time.
3) Check the clock and compare it to various time marks. A time mark is a variable set to some value, which is compared to the current time. The most important is the turn end mark, and if this is passed, switch the turn as in 2. Other time marks are for updates of the displays.
4) Check if there are game specific operations to perform. If a player plays one of the two-players games against the board, this check perform the board's move.
Managing Cleark The example board has these settable parameters for the game ClearIt: 1) number of points that should be switched on when the game starts. This default to 42. 2) Which affected points are switched off. of both colours, or only the player's colour, only of the opponent's colour. As described above, affected points that are not switched off change to the other colour. By default, all affected points are switched off. 34) Kind of pattern and Distance for the basic rule determining which points of the player's colour are affected. 5-6) Kind of pattern and Distance for the basic rule determining which points of the opponent's colour are affected.
The Kind of pattern can be one of.. Plus, Plus X X, X X, Knight. When the Kind is Plus, points that are on the same row or the same column as the point that the player pressed and are within the range specified by the Distance parameter ftom the pressed point are affected. For example, Kind Plus and Distance 1 gives the pattern 15 in Figure 4. Similarly, the KindXspecifies that points on the diagonals from the pressed point and in the range Distance are affected, e.g. Kind X and Distance 2 gives pattern 16. Kinds Plus X and X X are the same as Plus and X respectively, but only the points that are exactly Distance points away from the pressed point are affected. Kind Knight specifies that the affected points are the points that can be reached from the pressed point by moving Distance points along a row 0 r a column, and then moving Distance - 1 points in an orthogonal direction.
By default, the Kind both for colours is set to Knight, and the Distance 2 for the opponent's colour and 3 for the player's colour. This gives a rule that points that are affected when a player presses a point are points of the opponent's colour that can be reached by moving from the pressed point two points along the row or the column it is in and then moving one point in the orthogonal direction (Pattern 17 in Figure 4), and points of the player's colour that can be reached by moving three points along the row or the column and then two points 8 in the orthogonal direction (pattern 19). With the default setting of parameter (2), all of these points are switched off.
When the game starts, the games manager first uses the parameters 3-6 to create two list of pairs of numbers, one list for the player's colour (based on parameters 3-4) and one for the opponent's colour (parameters 56). Each pair corresponds to a point in the pattern, and specifies the offset along the row and along the column of the affected point from the pressed point. For example, for pattern 15 the list is { {1 0} {0 1} (0 1} {-1 0}}, and for pattern 17 it is {{2 1} {1 2} {4 2} {2 -1} {1 -2} {2 1} {-1 -2} {-2 A}}. When a player presses a point, the games manager scans the list of pairs for the player's colour. For each pair, it adds the first number to the line of the pressed point and the second number to the column, to get a pair of line and column. Then it checks if the new pair of numbers specifies a point inside the grid and if the point is illuminated by the player's colour. If it is, it switches it off or change it to the opponent's colour, depending on the setting of parameter (2). If parameter (2) is set such that points of the opponent's colour change colour rather than switched off, and no point was switched off at this stage, the games manager rejects the move as illegal and restore any changes. It then repeats the same with the other list, except that it now checks that the affected point is of the opponent's colour.
The method of selecting the rule that was describe above allows the players to select quite wide range of patterns, which are symmetrical and easy to remember. The range can be extended by adding Kinds, which may include asymmetrical ones. In addition, the board may allow the players to specify a pattern explicitly, by letting the players pressing some points, and then defining a pattem that will cause these points to be affected when the central point of the board is pressed.
CA

Claims (6)

1 An electronic board comprising:
a grid of gridpoints on a flat surface, where each gridpoint is a visible element which is capable of detecting when it is pressed, and can be illuminated in two different colours, allocated to respective players, by an illumination source inside or below the surface; and a game manager made of a CPU and memory, connected electronically to the grid points and illumination sources such that it has complete control on which grid point is illuminated and in what colour, and it is notified whenever any of the grid points is pressed, and a computer program which is executed by the CPU, which manages a one or more games, of which at least one game is played according to these rules: the game starts with an equal number of points illuminated in each of the two colours; each player in their turn press a point, and in response the games manager switches of some points and potentially changes the colour of some other points; when all the points that are illuminated are illuminated in the same colour, the player of this colour,,%ins.
2 A board as described in Claim 1, where the arrangement of the points is square.
3 A board as described in Claim 1, where the arrangement of the points is hexagonal.
4 A board as described in Claim 2, where when a player presses a point the games manager switches off points of the player's colour which can be reached from the pressed point by moving three point along the line or the column that the pressed the point is in and then moving two points in orthogonal direction, and points of the opponent's colour which can be reached from the pressed point by moving two points along the row or the column and then moving one point in an orthogonal direction.
A board as described in any preceding claim, where pressing a point is done by special implement that causes a short circuit which the board uses to identify the point that is pressed.
6 A board as described in any preceding claim, where the players use, hold or wear a special implement which identifies which player is playing by communicating with the board.
GB0002705A 1999-03-29 2000-02-08 Games grid board Expired - Fee Related GB2345250B (en)

Priority Applications (6)

Application Number Priority Date Filing Date Title
AU34430/00A AU3443000A (en) 1999-03-29 2000-03-23 Hexagonal games grid board
PCT/GB2000/001111 WO2000057972A1 (en) 1999-03-29 2000-03-23 Hexagonal games grid board
US10/031,942 US7147556B1 (en) 1999-08-19 2000-07-17 Games grid board
EP00946127A EP1204444A1 (en) 1999-08-19 2000-07-17 Games grid board
AU60010/00A AU6001000A (en) 1999-08-19 2000-07-17 Games grid board
PCT/GB2000/002746 WO2001014027A1 (en) 1999-08-19 2000-07-17 Games grid board

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB9919551A GB2339393B (en) 1999-03-29 1999-08-19 Games grid board

Publications (4)

Publication Number Publication Date
GB0002705D0 GB0002705D0 (en) 2000-03-29
GB2345250A true GB2345250A (en) 2000-07-05
GB2345250A9 GB2345250A9 (en) 2000-07-18
GB2345250B GB2345250B (en) 2000-11-22

Family

ID=10859383

Family Applications (8)

Application Number Title Priority Date Filing Date
GB9928634A Withdrawn GB2341107A (en) 1999-08-19 1999-12-06 Electronic games board
GB9929210A Expired - Fee Related GB2341109B (en) 1999-08-19 1999-12-13 Games grid board
GB9929211A Withdrawn GB2341110A (en) 1999-08-19 1999-12-13 Electronic games board
GB9929209A Withdrawn GB2341108A (en) 1999-08-19 1999-12-13 Electronic games board
GB9929213A Withdrawn GB2341111A (en) 1999-08-19 1999-12-13 Electronic games board
GB0002705A Expired - Fee Related GB2345250B (en) 1999-03-29 2000-02-08 Games grid board
GB0002736A Expired - Fee Related GB2345251B (en) 1999-03-29 2000-02-08 Games grid board
GBGB0004224.2A Ceased GB0004224D0 (en) 1999-08-19 2000-02-24 Hexagonal games grid board

Family Applications Before (5)

Application Number Title Priority Date Filing Date
GB9928634A Withdrawn GB2341107A (en) 1999-08-19 1999-12-06 Electronic games board
GB9929210A Expired - Fee Related GB2341109B (en) 1999-08-19 1999-12-13 Games grid board
GB9929211A Withdrawn GB2341110A (en) 1999-08-19 1999-12-13 Electronic games board
GB9929209A Withdrawn GB2341108A (en) 1999-08-19 1999-12-13 Electronic games board
GB9929213A Withdrawn GB2341111A (en) 1999-08-19 1999-12-13 Electronic games board

Family Applications After (2)

Application Number Title Priority Date Filing Date
GB0002736A Expired - Fee Related GB2345251B (en) 1999-03-29 2000-02-08 Games grid board
GBGB0004224.2A Ceased GB0004224D0 (en) 1999-08-19 2000-02-24 Hexagonal games grid board

Country Status (4)

Country Link
US (1) US20030116913A1 (en)
AU (1) AU6171700A (en)
GB (8) GB2341107A (en)
WO (1) WO2001014028A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8540569B2 (en) 2008-09-05 2013-09-24 Eric Gustav Orlinsky Method and system for multiplayer multifunctional electronic surface gaming apparatus

Families Citing this family (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU5997000A (en) * 1999-08-19 2001-03-19 Yehouda Harpaz Games grid board
GB0110600D0 (en) * 2001-05-01 2001-06-20 Harpaz Yehouda Details of construcion of games grid board
FR2835194B1 (en) * 2002-01-28 2016-01-22 Patrick Sauvignet AMBULATORY ELECTRONIC GAME FOR INDIVIDUAL EDUCATION OF ANALYSIS CAPABILITIES
GB0210717D0 (en) * 2002-05-10 2002-06-19 Harpaz Yehouda Ghost-games grid board
NL1028567C2 (en) * 2005-03-18 2006-09-20 Albert Herman Eckhardt Game board for a board game to be played by one person.
WO2006128367A1 (en) * 2005-05-30 2006-12-07 Yu-Fu Cho A structure of an electronic board game
KR101137346B1 (en) * 2006-04-25 2012-04-19 엘지전자 주식회사 Mobile communication terminal, method for providing animation tool in mobile communication terminal
US10537792B1 (en) * 2016-07-10 2020-01-21 Darien Harte Touchscreen game mechanic involving sequences of arrangements of input areas

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5573245A (en) * 1994-04-08 1996-11-12 Weiner; Avish J. Puzzle and game board device

Family Cites Families (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS5212049A (en) * 1975-07-15 1977-01-29 Nippon Kogaku Kk <Nikon> Recording and reproducing unit for games
JPS542077U (en) * 1977-06-06 1979-01-08
GB2019226B (en) * 1978-04-17 1982-06-16 Atari Inc Touch type logic game
US4279421A (en) * 1979-06-19 1981-07-21 Darrell M. Tepoorten Electronic gameboard
US4339135A (en) * 1980-10-22 1982-07-13 Marvin Glass & Associates Electronic matrix board game apparatus and method
US5145182A (en) * 1990-11-15 1992-09-08 Entercon Technologies, Inc. Board game with laser beam paths
US5121927A (en) * 1991-03-15 1992-06-16 Jones Michael J Checkerboard game that activates water throwing device
US5411271A (en) * 1994-01-03 1995-05-02 Coastal Amusement Distributors, Inc. Electronic video match game
US5462281A (en) * 1994-06-30 1995-10-31 Gaito; Andre A. Electrified board game
US5743796A (en) 1996-01-16 1998-04-28 Tiger Electronics, Inc. Electronic game
US6102397A (en) * 1996-05-10 2000-08-15 Lee; Dennis H Computer interface apparatus for an amusement device
NL1004407C2 (en) 1996-11-01 1998-05-08 Adar Golad Computer game.
AU7955598A (en) * 1997-06-26 1999-01-19 Michael Ganor Electronic game
GB2334680A (en) 1999-03-29 1999-09-01 Yehouda Harpaz Electronic game board

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5573245A (en) * 1994-04-08 1996-11-12 Weiner; Avish J. Puzzle and game board device

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
Internet website http://maldoo.com/maldoo.html: Playing Maldoo, dated 2 October 1999 *

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8540569B2 (en) 2008-09-05 2013-09-24 Eric Gustav Orlinsky Method and system for multiplayer multifunctional electronic surface gaming apparatus

Also Published As

Publication number Publication date
GB2345250A9 (en) 2000-07-18
GB9929213D0 (en) 2000-02-02
GB0002736D0 (en) 2000-03-29
GB2345251A (en) 2000-07-05
GB2341109B (en) 2000-07-26
GB2345251B (en) 2000-11-22
GB2341107A (en) 2000-03-08
WO2001014028A1 (en) 2001-03-01
GB2345250B (en) 2000-11-22
GB0004224D0 (en) 2000-04-12
GB9929210D0 (en) 2000-02-02
GB2341111A (en) 2000-03-08
AU6171700A (en) 2001-03-19
GB9929211D0 (en) 2000-02-02
GB9928634D0 (en) 2000-02-02
US20030116913A1 (en) 2003-06-26
GB2341109A (en) 2000-03-08
GB9929209D0 (en) 2000-02-02
GB2341108A (en) 2000-03-08
GB0002705D0 (en) 2000-03-29
GB2341110A (en) 2000-03-08

Similar Documents

Publication Publication Date Title
US5890717A (en) Interactive probe game
US4863172A (en) Front and back grids comprising puzzle with movable squares
US6102397A (en) Computer interface apparatus for an amusement device
US7862415B1 (en) Method and apparatus for electronic puzzle device
US5050883A (en) Self-contained competitive game for developing spatial sense in young children
GB2345250A (en) Electronic games board
US5249805A (en) Board game apparatus
WO2000057973A1 (en) Games grid board - life games
EP0109778A1 (en) Puzzle/game
US7147556B1 (en) Games grid board
US7147555B1 (en) Games grid board
US7059964B1 (en) Games grid board
GB2339393A (en) Electronic games board
US4065130A (en) Board game with time indicator means
WO2000057972A1 (en) Hexagonal games grid board
CN1062350C (en) Automatic marking boomerang target with function of reducing point
EP1289613B1 (en) Construction of games grid board
CA1144648A (en) Display tile for electronic chess game
JP3151860U (en) Game equipment on board
KR200218927Y1 (en) Electron amusement for touch relay game
EP1289612A1 (en) Construction of games grid board
KR20050107412A (en) Arrow board game
GB2388327A (en) Electronic game board
US20050043074A1 (en) Ghost-games grid board
GB2387789A (en) Electronic games board

Legal Events

Date Code Title Description
PCNP Patent ceased through non-payment of renewal fee

Effective date: 20070208