US1338493A - Game - Google Patents

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US1338493A
US1338493A US294833A US29483319A US1338493A US 1338493 A US1338493 A US 1338493A US 294833 A US294833 A US 294833A US 29483319 A US29483319 A US 29483319A US 1338493 A US1338493 A US 1338493A
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game
cards
card
man
dens
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US294833A
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Horatio G Cress
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    • 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
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track

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  • This invention relates to a game known as K0 K0 and consists in a game of points, and is played with cards having relative numerical values, in combination with a dia gram or chart upon which various positions and courses of movements are indicated; suitable blocks or disks being used to indicate the movements upon the chart as the same are determined by the cards as the game progresses.
  • a color scheme is employed in connection with the chart, certain of the cards and the blocks, known as men, whereby the relative positions of the chart, and the points of the game may be readily determined.
  • Figure 1 illustrates the chart, showing in shaded lines the color scheme which is a feature of the game
  • Figs. 2, 3, 4:, 5 and 6 illustrate the number cards used in the game
  • Fig. 7 illustrates the K0 K0 or master card being the card of highest value "or privilege
  • Fig. 8 illustrates one of the blocks or men used for indicating the progress of the game on the chart
  • the chart consists of a central design 1, having fontcolor spaces 2, 3, 4 and 5 known in the game as dens, each den being in a color different from the other dens and agreeing in color with one of the men.
  • circuitous routes 7, 8, 9 and 10 which are'traversed in the game by the men of the players.
  • the routes 7 8, 9 and 10 are divided into blocks or steps of substantially equal spacing with certain of the blocks in a dis tinctive color, indicated in the drawings as red, and bearing a certain relation to the points of the game as will presently be described.
  • the playing cards consist of four sets of six cards toa set, five of the cards having numbers 1, 2, 3, 1 and 5, respectively, and the sixth card being the K0 K0 card, or card of highest value in the set.
  • the cards preferably are in colors agreeing with the color scheme of the chart, but having no significance in the game.
  • the four men used in the game are preferably in four different colors, each man a reeing in color with one. of the dens 1, 2, 3 and l of the chart.
  • the game of K0 K0 permits of variations from any given set of rules for playing, but the following rules have been found well adapted to render the game most interesting to players young and old.
  • the game maybe played by either two, three or four persons, each player using one of the four pieces we shall call men, and four sets of number cards.
  • the player should choose the piece with color corresponding with that of the den in the center of the game board next to his right. This enables the players to distinguish quickly to whom the different men belong. Partners will sit opposite each other. To begin. playing each player will place his man on the center of the curve A at his right, from which position the man will be moved along the circuitous route to his home at the other end of the road.
  • the movements of the pieces or travelers are governed by the numbers on the cards and the K0 K0 card.
  • the cards are then placed in the center of the game board and each player draws a card from the top.
  • the player drawing the K0 K0 or largest number card plays first. If there is a tie, the drawing is repeated.
  • the cards are then shuifled and dealt six cards to each person when four players are in the game or twelve cards to each person when only two players are in the game.
  • the cards are playedalternately, face up 011 the players home. The player moves his man forward as many spaces as the card he plays indicates, but he must land on every red station. lVhen a player cannot play forward he must play backward. Should a players card call for a station beyond the red station when playing backward, he must land on the red station.
  • the K0 K0 card is a card of privileges and allows the player to move his man to the next red station in either direction. If a player can land his man on his opponents man, occupying a crossing, he removes his opponents man to the den. The players man thus removed cannot be returned until he plays a K0 K0 card which entitles him to return his man to the red station from which he was re moved. lVhen all cards are played they are divided as before and the playing continues. The K0 Ko card alone takes the player home from his last red station, when he has kokoed the other players and won the game.
  • Rule 3 The game is made a little more diflicult than No. 2 by playing in the same manner, but the player must continue to draw until he gets a card that will land him on every red station or crossing. The game is won in the same manner asin Rule No. 2.
  • Rule To teach subtraction as well as counting and adding the players begin as in Rule No. 1, but each player holds his cards face down; to determine the move, he draws the card from beneath and places it face up on the top, the player moving his man as far as his card indicates, except that he may not go beyond the next red station.
  • the player moves his man as far as his card indicates, except that he may not go beyond the next red station.
  • the. cards are all face up they are againshuflied and distributed and the game continues and is won in the same manner as by the other rules.
  • a diagram comprising a plu- V rality of dens and a corresponding plurality of homes, circuitous routes leading to said homes, steps and stations upon said routes, men traversing said routes, and number cards to determine the direction and extent of movement of said men.
  • a diagram comprising a plurality of dens in different colors and a corresponding plurality of homes, circuitous routes leading to said homes, steps and stations upon said routes, men in different colors, agreeing with the colors of said dens, traversing said routes, and number cards to determine the direction and extent of movement of said men.
  • a diagram comprising a plurality of dens representing adverse points of the game, and a corresponding plurality of homes representing the objectives of the game, a circuitous route leading to each of said homes and having steps, stations and crossings thereon representing points of the game, a man traversing each of said routes toward and away from said home and subject to movement into one of said dens, and
  • a diagram comprising a plurality of central dens representing adverse points of the game, and a corresponding plurality of marginal homes representing the objectives of the game, a circuitous route leading from each corner of the diagram to one of said homes and having steps, stations and crossings thereon representing points of the game, a man traversing each of said routes toward and away from said home and subject to movement into one of said dens, and number cards to determine .the direction and extent of movement of each man.
  • a diagram comprising a phi-- rality of dens in different colors and repre senting adverse points of the game, a corresponding plurality of homes each corresponding in color to one of said dens and to movement into one of said dens, and num representing the objectives of the game, her and master cards agreeing in colors with 10 routes leading to each of said homes and said dens and homes to determine the direchaving steps, color stations and intersecting tion and extent of movement of each man. color crossings arranged thereon and repre- In testimony whereof, I afiix my signasenting point values of the game, a man ture.

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Credit Cards Or The Like (AREA)

Description

H. G. CHESS.
GAME.
APPLICATION FILED MAY 5| l9l9- r. 27, 1920. TS-SHEET 1.
Patented Ap 2 S H E E allouuqy H. G. 08588. GAME.
APPLICATION FILED MAY 5' 1919.
1,338,493. Patented Apr. 27, 1920.,
v 2 SHEETS-SHEET 2- anuenfot HORATIO G. cnnss or rn-oY, 01:10.
GAME.
Specification of Letters Patent.
Patented Apr. 2'7, 1920.
Application filed may 5, 1919. Serial No. 294,833.
To all whom it may concern Be it known that I, 'Honarro' G. Cnnss, a citizen of the United States, residing at Troy, in the county of Miami and State of Ohio, have invented certain new and useful Improvements in Games, of which the following is a specification, reference being had therein to the accompanying drawing.
This invention relates to a game known as K0 K0 and consists in a game of points, and is played with cards having relative numerical values, in combination with a dia gram or chart upon which various positions and courses of movements are indicated; suitable blocks or disks being used to indicate the movements upon the chart as the same are determined by the cards as the game progresses.
A color scheme is employed in connection with the chart, certain of the cards and the blocks, known as men, whereby the relative positions of the chart, and the points of the game may be readily determined.
Referring to the drawings, Figure 1 illustrates the chart, showing in shaded lines the color scheme which is a feature of the game;
Figs. 2, 3, 4:, 5 and 6 illustrate the number cards used in the game;
Fig. 7 illustrates the K0 K0 or master card being the card of highest value "or privilege;
Fig. 8 illustrates one of the blocks or men used for indicating the progress of the game on the chart;
The chart consists of a central design 1, having fontcolor spaces 2, 3, 4 and 5 known in the game as dens, each den being in a color different from the other dens and agreeing in color with one of the men.
Adjacent the sides of the chart, at the central portions thereof, are spaces known in the game as homes indicated in the drawing, as here shown, by castles having the reference numeral 6, and which are also preferably in colors agreeing with the color scheme of the chart but having no significance or meaning in the game.
Starting at the four corners of the chart in spaces designated by the letter A and terminating in the spaces occupied by the castles are circuitous routes 7, 8, 9 and 10 which are'traversed in the game by the men of the players.
Y The routes 7 8, 9 and 10 are divided into blocks or steps of substantially equal spacing with certain of the blocks in a dis tinctive color, indicated in the drawings as red, and bearing a certain relation to the points of the game as will presently be described.
'At the intersecting lines of the routes, designated in the game as crossings 11, 12, 13 and 14, four color blocks come together and constitute another feature of the game that will be explained in connection with the instructions for playing.
The playing cards consist of four sets of six cards toa set, five of the cards having numbers 1, 2, 3, 1 and 5, respectively, and the sixth card being the K0 K0 card, or card of highest value in the set. The cards preferably are in colors agreeing with the color scheme of the chart, but having no significance in the game.
The four men used in the game are preferably in four different colors, each man a reeing in color with one. of the dens 1, 2, 3 and l of the chart. The game of K0 K0 permits of variations from any given set of rules for playing, but the following rules have been found well adapted to render the game most interesting to players young and old.
'Rule Z.The game maybe played by either two, three or four persons, each player using one of the four pieces we shall call men, and four sets of number cards. The player should choose the piece with color corresponding with that of the den in the center of the game board next to his right. This enables the players to distinguish quickly to whom the different men belong. Partners will sit opposite each other. To begin. playing each player will place his man on the center of the curve A at his right, from which position the man will be moved along the circuitous route to his home at the other end of the road. The movements of the pieces or travelers are governed by the numbers on the cards and the K0 K0 card.
The cards are then placed in the center of the game board and each player draws a card from the top. The player drawing the K0 K0 or largest number card plays first. If there is a tie, the drawing is repeated. The cards are then shuifled and dealt six cards to each person when four players are in the game or twelve cards to each person when only two players are in the game. The cards are playedalternately, face up 011 the players home. The player moves his man forward as many spaces as the card he plays indicates, but he must land on every red station. lVhen a player cannot play forward he must play backward. Should a players card call for a station beyond the red station when playing backward, he must land on the red station. No playing backward is permitted from red stations or crossings, nor farther in either direction than the next red station. The K0 K0 card is a card of privileges and allows the player to move his man to the next red station in either direction. If a player can land his man on his opponents man, occupying a crossing, he removes his opponents man to the den. The players man thus removed cannot be returned until he plays a K0 K0 card which entitles him to return his man to the red station from which he was re moved. lVhen all cards are played they are divided as before and the playing continues. The K0 Ko card alone takes the player home from his last red station, when he has kokoed the other players and won the game.
Rule 2-By slight changes in the rules the game may be made quite easy and well suited for very, small children. As soon as children can count numbers they will be interested in playin the game as follows: Remove the four Iio K0 cards, and then after shulling the cards, lay them in the center of the game board, face down. The players then draw from the top and move their men forward, according to the number of the card, in the same manner to begin with as in Rule No. 1. All spaces on the road are counted and the playersman jumps to the station indicated by his card. The game is won by the player who reaches home first.
Rule 3.The game is made a little more diflicult than No. 2 by playing in the same manner, but the player must continue to draw until he gets a card that will land him on every red station or crossing. The game is won in the same manner asin Rule No. 2.
Rule To teach subtraction as well as counting and adding the players begin as in Rule No. 1, but each player holds his cards face down; to determine the move, he draws the card from beneath and places it face up on the top, the player moving his man as far as his card indicates, except that he may not go beyond the next red station. When number of spaces indicated on his card or the distance indicated by the sum of the two numbers, but he cannot move forward should neither of the two numbers indicate a movement farther than the next red sta tion or crossing. hen the. cards are all face up they are againshuflied and distributed and the game continues and is won in the same manner as by the other rules.
Having thus fully described my invention, what I claim as new and desire to secure by Letters Patent, is
1. In a game, a diagram comprising a plu- V rality of dens and a corresponding plurality of homes, circuitous routes leading to said homes, steps and stations upon said routes, men traversing said routes, and number cards to determine the direction and extent of movement of said men.
2. In a game, a diagram comprising a plurality of dens in different colors and a corresponding plurality of homes, circuitous routes leading to said homes, steps and stations upon said routes, men in different colors, agreeing with the colors of said dens, traversing said routes, and number cards to determine the direction and extent of movement of said men.
In a game, a diagram comprising a plurality of dens representing adverse points of the game, and a corresponding plurality of homes representing the objectives of the game, a circuitous route leading to each of said homes and having steps, stations and crossings thereon representing points of the game, a man traversing each of said routes toward and away from said home and subject to movement into one of said dens, and
number cards to determine the direction and extent of movement of each man.
4. In a game, a diagram comprising a plurality of central dens representing adverse points of the game, and a corresponding plurality of marginal homes representing the objectives of the game, a circuitous route leading from each corner of the diagram to one of said homes and having steps, stations and crossings thereon representing points of the game, a man traversing each of said routes toward and away from said home and subject to movement into one of said dens, and number cards to determine .the direction and extent of movement of each man.
5. In a game, a diagram comprising a phi-- rality of dens in different colors and repre senting adverse points of the game, a corresponding plurality of homes each corresponding in color to one of said dens and to movement into one of said dens, and num representing the objectives of the game, her and master cards agreeing in colors with 10 routes leading to each of said homes and said dens and homes to determine the direchaving steps, color stations and intersecting tion and extent of movement of each man. color crossings arranged thereon and repre- In testimony whereof, I afiix my signasenting point values of the game, a man ture.
traversing each of said routes toward and away from one of said homes and subject HORATIO G. CRESS.
US294833A 1919-05-05 1919-05-05 Game Expired - Lifetime US1338493A (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3656757A (en) * 1970-03-30 1972-04-18 James F Carroll Farm board game apparatus
US4116450A (en) * 1976-12-27 1978-09-26 Bigfoot Industries, Inc. Board game apparatus
US4496327A (en) * 1982-11-12 1985-01-29 Bennett Robert A Educational game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3656757A (en) * 1970-03-30 1972-04-18 James F Carroll Farm board game apparatus
US4116450A (en) * 1976-12-27 1978-09-26 Bigfoot Industries, Inc. Board game apparatus
US4496327A (en) * 1982-11-12 1985-01-29 Bennett Robert A Educational game

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