US20180071614A1 - Board Game Using Indicator Cube Having Hierarchical Symbols - Google Patents

Board Game Using Indicator Cube Having Hierarchical Symbols Download PDF

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Publication number
US20180071614A1
US20180071614A1 US15/479,169 US201715479169A US2018071614A1 US 20180071614 A1 US20180071614 A1 US 20180071614A1 US 201715479169 A US201715479169 A US 201715479169A US 2018071614 A1 US2018071614 A1 US 2018071614A1
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game
hierarchical
piece
pieces
symbol
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US15/479,169
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Gary Van Havermaet
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Individual
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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
    • A63F3/00075War 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
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00097Board games with labyrinths, path finding, line forming
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0011Chance selectors
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00463Details of the playing field
    • A63F2003/0047Geometric shapes of individual playing fields
    • A63F2003/00482Hexagonal
    • 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
    • A63F3/00697Playing pieces
    • A63F2003/007Design of classical playing pieces, e.g. classical chess, draughts or go
    • A63F2003/00712Scissors, paper, stone or rock
    • 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
    • A63F3/00697Playing pieces
    • A63F2003/00747Playing pieces with particular shapes
    • 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
    • A63F3/00697Playing pieces
    • A63F2003/00747Playing pieces with particular shapes
    • A63F2003/00757Planimetric shapes, e.g. disks
    • A63F2003/0076Planimetric shapes, e.g. disks circular
    • 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
    • A63F3/00697Playing pieces
    • A63F2003/00832Playing pieces with groups of playing pieces, each group having its own characteristic
    • 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
    • A63F2003/00996Board games available as video 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
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F2009/0486Dice with symbols, e.g. indicating a direction for moving a playing piece
    • 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
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F2009/0486Dice with symbols, e.g. indicating a direction for moving a playing piece
    • A63F2009/0488Dice with symbols, e.g. indicating a direction for moving a playing piece with letters or words
    • 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
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0413Cuboid dice

Definitions

  • One type of game employs a plurality of game pieces that can be moved in restricted directions according to a roll of dice in order to capture opposing game pieces according to strengths assigned to the game pieces. For example, the strength of a first game piece may be stronger than the strength of a second game piece resulting in the capture of the second game piece.
  • Players may in turn attempt to capture an opponent's game pieces and the player that is able to capture a specified portion of an opponent's game pieces may win the game.
  • FIGS. 1A-C illustrate example game boards having a plurality of hexagonally shaped spaces and game pieces arranged in rows and columns on a surface of the game boards in accordance with an embodiment of the present disclosure.
  • FIG. 2 is a schematic view depicting an example indicator cube for use in a board game in accordance with an embodiment of the present disclosure.
  • FIG. 3 is a flow diagram that illustrates one example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 4 is a flow diagram illustrating another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 5 is a flow diagram that illustrates another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIGS. 6A-E illustrate example game boards showing placements of game pieces on the game boards to form game board patterns in accordance with an embodiment of the present disclosure.
  • FIG. 7 is a flow diagram illustrating another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 8 is a block diagram that illustrates an example of a computing device that can be used to electronically implement the board game in accordance with an embodiment of the present disclosure.
  • a game is described, and more particularly to a game in which a game board, one or more dice, and a plurality of game pieces are utilized by each side, such that rolling the dice, in turn, indicates a hierarchical symbol that determines game play.
  • the game can include: a game board, game pieces, and one or more indicator cubes (dice).
  • the game board may comprise a plurality of hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side.
  • the game pieces may be configured for placement on the hexagonally shaped spaces of the game board.
  • the game pieces can comprise two groups of game pieces that are distinguishably different from one another. The two groups of game pieces may contain the same number of game pieces.
  • the dice may include one of three hierarchical symbols on each face of a die, where the hierarchical symbol on a face of the dice corresponds to the hierarchical symbol on an opposing face of the dice.
  • the game may be played by arranging the game pieces on the game board so that a first group of game pieces is placed on a first side of the game board and a second group of game pieces is placed on an opposing side of the game board.
  • a first player (a defender) rolls in turn a die to determine a hierarchical strength of the defender game pieces.
  • a second player rolls in turn both dice.
  • the attacker may decide which of the two dice will be used to determine a direction of movement of an attacker game piece (e.g., forward right, forward straight, or forward left) and a hierarchical strength of the attacker game piece.
  • a defender game piece can be captured when a hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.
  • Players may switch roles (i.e., attacker and defender) when the attacker fails to capture one of the defender's game pieces.
  • the game ends when a specified number of hexagonally shaped spaces of a base row of the opposing side are occupied by opposing game pieces, or a specified number of game pieces have been captured by the opposing game pieces.
  • FIG. 1A illustrates an example game board 100 having a plurality of hexagonally shaped spaces 110 arranged in rows and columns on a surface of the game board 100 indicating a first side 115 and an opposing side 120 .
  • the game board 100 may be configured to have a portrait orientation respective to the first side 115 and the opposing side 120 , and the game board 100 may comprise a grid of nine rows and six columns of adjoining hexagonally shaped spaces 110 .
  • the hexagonally shaped spaces 110 can be arranged on the game board 100 so that the columns are offset from one another.
  • the hexagonally shaped spaces 110 can be arranged on the game board 100 so that the rows are offset from one another.
  • a row 105 bordering the first side 115 may be designated a first player's base row
  • a row 125 bordering the second side 120 may be designated a second player's base row.
  • the game may include a number of game pieces 130 configured for placement on the hexagonally shaped spaces 110 of the game board 100 .
  • the game pieces 130 may include two groups of game pieces that are distinguishably different from one another.
  • the two groups of game pieces may be of different colors or shapes, or the game pieces 130 in each group may have markings that distinguish the two groups of game pieces.
  • the game pieces 130 may be disk shaped and may be evenly divided into two groups where the first group is a first color and the second group is a second color.
  • the two groups of game pieces may contain a same number of game pieces 130 .
  • each of the group of game pieces includes eighteen game pieces 130 (thirty-six game pieces 130 total), although, as will be appreciated, the groups of game pieces may contain more or less game pieces 130 .
  • the game board 100 is configured to accommodate more than two players, additional groups of distinguishable game pieces may be provided.
  • the game pieces 130 may be arranged in starting positions on the first side 115 and the second side 120 of the game board 100 , such that one of the two groups of game pieces may be assigned to the first side 115 of the game board 100 , and a second of the two groups of game pieces may be assigned to the second side 120 of the game board 100 .
  • Each game piece 130 may occupy a hexagonally shaped space 110 on the game board 100 .
  • the starting position for the game pieces 130 at the commencement of the game may include one or more rows located on the first side 115 and one or more rows located on the second side 120 .
  • the first group of game pieces may be placed on one or more rows on the first side 115 of the game board 100 and the second group of game pieces may be placed on the second side 120 of the game board 100 .
  • the starting position of a first group of game pieces and a second group of game pieces each having eighteen game pieces 130 may be on the first three rows on the first side 115 and the second side 120 of the game board 100 . Examples for playing the board game are provided later in association with FIG. 3 and FIG. 5 .
  • FIG. 1B illustrates an example game board 150 for use by three players.
  • the game boards 100 / 150 may include any combination and number of rows and columns, and may include other shapes that are arranged in various combinations and numbers of rows and columns.
  • FIG. 1C illustrates an example game board 160 having a plurality of hexagonally shaped spaces 110 arranged in rows and columns on a surface of the game board 100 where each hexagonally shaped space includes a numerical value.
  • the numerical values displayed in the hexagonally shaped spaces can be used to calculate player points that are accumulated during the course of game play.
  • the hexagonally shaped spaces of the game board can each be assigned one of a range of numerical values (e.g., 1-5).
  • ranges of numerical values can be assigned to one or more hexagonally shaped spaces of the game board, such that some of the hexagonally shaped spaces may be assigned a numerical value while other hexagonally shaped spaces may not be assigned a numerical value.
  • Player points can be accumulated during the course of game play by adding the numerical value assigned to a hexagonally shaped space to a players point total. For example, in placing a player's game piece on a hexagonally shaped space, a numerical value assigned to the hexagonally shaped space can be added to the player's point total. For example, a player may begin a game with zero points and for each move that places the player's game piece on a hexagonally shaped space having a numerical value, the numerical value can be added to the player's point total.
  • a numerical value assigned to a hexagonally shaped space can be increased (e.g., doubled, tripled, etc.) based on a type of move made by a player.
  • a numerical value of a hexagonally shaped space can be doubled when a move results in capturing a defender's game piece, and the numerical value of the hexagonally shaped space can be tripled when an attacker captures a defender's game piece from one of the hexagonally shaped spaces in the defender's base row (as illustrated in FIG. 1C as shaded grey spaces).
  • a player may get a number of points assigned to the hexagonally shaped space where the player's game piece lands.
  • the capturing player gets two times the value of the points assigned to the hexagonally shaped space. If the move is to the opponent's base row, the capturing player gets three times the value of the points assigned to the hexagonally shaped space.
  • the example game boards illustrated herein include hexagonally shaped spaces, it will be appreciated that a game board can include shapes other than the hexagonally shaped spaces shown in FIGS. 1A-C .
  • FIG. 2 illustrates an example die 200 (indicator cube) that may be used by players to: determine which player starts the game; determine the direction of movement of a game piece 130 ; and/or determine a hierarchical strength of a game piece 130 .
  • One or more dice 200 can be used to play the game.
  • a single die 200 can be shared between players, or each player can be provided with one or more dice 200 .
  • each player is provided with two dice 200 , wherein a first die 200 is rolled to determine a direction of movement for a game piece 130 and a second die 200 is rolled to determine a hierarchical symbol 204 a - b that is assigned a game piece 130 as described below in association with FIG. 3 .
  • the die 200 may have one of three hierarchical symbols 204 a - c on each face 202 of the die 200 , where the hierarchical symbol 204 a - c on a face 202 of the die 200 corresponds to a hierarchical symbol 204 a - c on an opposing face of the die 200 .
  • a hierarchical symbol “rock” on a first face may correspond to the same hierarchical symbol “rock” on an opposing face.
  • Each hierarchical symbol 204 a - c may be assigned a hierarchical strength that is stronger or weaker as compared to a hierarchical strength of another hierarchical symbol 204 a - c .
  • hierarchical symbols 204 a - c on the faces 202 of the die 200 may include “rock”, “paper”, and “scissor” symbols where “rock” may have a hierarchical strength that is greater than “scissors”, “paper” may have a hierarchical strength that is greater than “rock”, and “scissors” may have a hierarchical strength that is greater than “paper”.
  • the die 200 may include hierarchical symbols other than those shown in FIG. 2 .
  • FIG. 3 is a flow diagram illustrating one example method 300 for playing the board game.
  • the game may start, as in block 302 , by players each rolling a die to determine which player will be an attacker and which player will be a defender.
  • the player that rolls the die with a hierarchical symbol having the greatest hierarchical strength wins the roll and may choose whether to be the attacker or the defender. In the case of a tie, the players may roll again.
  • Game pieces associated with the player designated as the attacker are referred to herein as attacker game pieces
  • game pieces associated with the player designated as the defender are referred to herein as defender game pieces.
  • a first player may challenge a second player to the first player's right, each rolling one die with the player losing the roll being eliminated and the winning player challenging a third player. That is, the winning player and the third player each roll one die, with the player losing the roll being eliminated.
  • the winning player may start the game as the attacker.
  • the player designated as the attacker may roll the die to determine a direction of movement of an attacker game piece.
  • the hierarchical symbol indicated by the die may determine the direction of a game piece selected by the attacker.
  • a first hierarchical symbol may indicate that a game piece may be moved right
  • a second hierarchical symbol may indicate that the game piece may be moved straight
  • a third hierarchical symbol may indicate that the game piece may be moved left.
  • the hierarchical symbols “rock” may indicate right; “paper” may indicate left; and “scissors” may indicate straight.
  • the game piece may be moved one or two unoccupied adjacent spaces forward according to the direction indicated by the hierarchical symbol on the die.
  • the player designated as the attacker may select one of the player's game pieces and move the game piece to an unoccupied adjacent space according to the direction indicated by the hierarchical symbol on the die.
  • the player designated as the defender may roll the die to determine a hierarchical strength of the defender game piece, otherwise as in block 314 the players switch attacker/defender roles and the game continues.
  • an attacker may roll two dice, one die to determine a direction of movement of an attacker game piece, and a second die to determine a hierarchical strength of the attacker game piece.
  • the attacker may select which die is used to determine the direction of movement of the attacker game piece and which die is used to determine the hierarchical strength of the attacker game piece.
  • the attacker may select the hierarchical symbol of either die to determine the direction of movement of an attacker game piece.
  • the attacker may roll the die to determine the hierarchical strength of the attacker game piece (if not already determined by the attacker using two dice as explained above). In the example where two dice are used by the attacker, the attacker may select the hierarchical symbol of either die to determine the hierarchical strength of the attacker game piece when the attacker game piece is in a space directly adjacent to the defender game piece and therefore cannot be moved forward.
  • the attacker captures the defender game piece.
  • an attacker game piece assigned “rock” may have a greater hierarchical strength than that of a defender game piece assigned “scissors” and may therefore capture the defender game piece.
  • the defender game piece may be removed from the game board and the attacker game piece may be moved to the space formally occupied by the defender game piece. After capturing a defender game piece, the attacker may continue to take turns until the attacker fails to capture a defender game piece, or as in block 318 , the game objective has been obtained.
  • a defender game piece assigned “scissors” may have a greater hierarchical strength than that of an attacker game piece assigned “paper” and may therefore survive the attack of the attacker game piece and the players may switch roles.
  • the defender game piece may capture the attacker game piece, which is then removed from the game board and the defender game piece may be moved to the space occupied by the captured attacker game piece.
  • the move rules described above may be used, where a player to the right of the attacker may assume the attacker role after the move. If the attacker is able to attack an opposing player's game piece and chooses to attack, the attacker will announce their intention to the player they are attacking. At this point the rules described above may be used. If the attacker fails to capture a game piece during an attack, the player to the right of the attacker assumes the attacker role.
  • the game may end when a specified number of hexagonally shaped spaces of a player's base row are occupied by opposing game pieces, or a specified number of game pieces have been captured by one of the players.
  • a player may win the game when the player's game pieces occupy six spaces located in the opposing player's base row.
  • thirty-six game pieces are used (eighteen game pieces per player)
  • a player may win by capturing all but five of the opposing player's game pieces.
  • the game ends when a first player places each of their uncaptured game pieces on the hexagonally shaped spaces of one or both of the opposing players' base rows.
  • FIG. 4 is a flow diagram illustrating another example method 400 for playing the board game.
  • a game board may be provided that includes a plurality of hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side.
  • the game board may be configured to have a portrait orientation respective to the first side and the opposing side and may contain nine rows and six columns.
  • the first side and the opposing side may have base rows in which the plurality of game pieces may be initially arranged.
  • the plurality of hexagonally shaped spaces on the surface of the game board may be hexagonally shaped spaces that adjoin one another.
  • game pieces configured for placement on the hexagonally shaped spaces of the game board may be provided, where the game pieces may comprise two groups of game pieces that are distinguishably different from one another, and the two groups of game pieces may contain a same number of game pieces.
  • the game pieces may comprise thirty-six disk shaped game pieces that are evenly divided into the two groups of game pieces, wherein one of the two groups of game pieces may be a first color and a second of the two groups of game pieces may be a second color.
  • At least one indicator cube may be provided that has one of three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face of the at least one indicator cube corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube.
  • two indicator cubes may be assigned to each player, where each indicator cube has a rock symbol, a paper symbol, and a scissors symbol on one of three faces that correspond to a matching rock symbol, paper symbol, and scissors symbol on one of three opposing faces.
  • the game pieces may be arranged on the first side and the opposing side of the game board, wherein one of the two groups of game pieces may be assigned to the first side of the game board and a second of the two groups of game pieces may be assigned to the opposing side of the game board, such that the game pieces occupy a hexagonally shaped space on the game board.
  • the game may be started by rolling the at least one indicator cube by each player to determine a player to start the game. For example, the player that rolls a hierarchical symbol having the strongest hierarchical strength may choose to be the attacker or the defender. The player designated the attacker may start the game.
  • the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a direction of movement of an attacker game piece.
  • the direction of movement of an attacker game piece may be right, left, or forward as determined by one of the three hierarchical symbols indicated by the roll of the at least one indicator cube.
  • the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a hierarchical strength of a defender game piece when the attacker game piece is within a specified proximity of the defender game piece.
  • the specified proximity of the attacker game piece to the defender game piece may be within two of the hexagonally shaped spaces.
  • the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a hierarchical strength of the attacker game piece.
  • a defender game piece may be captured when the hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.
  • the defender game piece may be removed from the game board and the attacker game piece may be placed in the hexagonally shaped space previously occupied by the defender game piece.
  • the game may end when a specified number of hexagonally shaped spaces of a base row of the first side or the opposing side are occupied by opposing game pieces, or a specified number of game pieces have been captured by the opposing game pieces. In another example, the game may end when all opposing game pieces have been captured, or when a stalemate occurs.
  • FIG. 5 is a flow diagram illustrating another example method 500 for playing the board game that includes placing game pieces on hexagonally shaped spaces that form a game board pattern on a game board (e.g., pattern challenge). Examples of game board patterns that can be formed by placing game pieces on hexagonally shaped spaces on a game board are shown in FIGS. 6A-E . Game board patterns other than those shown in FIGS. 6A-E can also be used.
  • players can start a game by selecting a game board pattern to construct using their game pieces on the hexagonally shaped spaces of the game board, as in block 502 .
  • a game board pattern may be predetermined. After selecting the game board pattern, the players roll a die to determine who will start the game. That is, the roll determines which player will place the first game piece on a hexagonally shaped space, starting the game board pattern.
  • the players may use a die having hierarchal symbols on the faces of the die.
  • a die having hierarchal symbols on the faces of the die For example, one or more die similar to that shown in FIG. 2 can be used.
  • the game pieces include one of the hierarchical symbols on at least one face of the game pieces.
  • game pieces can include a rock symbol, paper symbol, or scissors symbol.
  • a player selects a game piece that has a hierarchical symbol that corresponds to the hierarchal symbol rolled by the player. For example, where a roll of the die results in a scissors symbol, the player selects a game piece that has the scissors symbol on a face of the game piece.
  • the players roll (in turn) a die to determine which player will place a game piece on the game board.
  • the player that won the roll selects a hexagonally shaped space included in the game board pattern to place a game piece that has a hierarchical symbol that corresponds to the hierarchical symbol rolled by the player.
  • a determination is made whether the opponent's game piece is stronger than the player's game piece, as in block 510 . That is, a determination is made whether the hierarchical symbol on the player's game piece is stronger than the hierarchical symbol of the opponent's game piece.
  • the player's game piece is stronger than the opponent's game piece, then as in block 512 , the opponent's game piece is replaced with the player's game piece.
  • the player selects a different hexagonally shaped space.
  • a determination whether the player's game piece is stronger than the opponent's game piece is made, as in block 510 , whereupon the player's game piece can replace the opponent's game piece if the player's game piece is stronger than the opponent's game piece.
  • the game objective comprises placing a number of the player's game pieces adjacent to one another in hexagonally shaped spaces that form the game board pattern. For example, after a player has three adjacent game pieces in a row within hexagonally shaped spaces that form the game board pattern, the player has won the game. As an option, the winning player can add up the value of numbered spaces (as shown in FIG. 1C ) occupied by their game pieces and keep track of points for multiple game totals. In one example, a player can be awarded two times the points of the value of the numbered spaces for capturing an opponent's game piece, and three times the points of the value of the numbered spaces for completing the pattern.
  • FIG. 7 is a flow diagram illustrating an example method 700 for playing the board game.
  • a game board can be provided that has hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side.
  • game pieces can be provided that are configured for placement on the hexagonally shaped spaces of the game board, the game pieces having one of three hierarchical symbols on a game piece face.
  • at least one indicator cube can be provided that has one of the three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face of the at least one indicator cube corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube.
  • each player rolls the at least one indicator cube to determine a winning player who rolls the at least one indicator cube to indicate the hierarchical symbol having the strongest hierarchical strength.
  • the winning player selects a hexagonally shaped space included in a plurality of hexagonally shaped spaces that together form a predetermined pattern on the game board for a game piece to occupy, wherein the game piece has the hierarchical symbol having the strongest hierarchical strength on the game piece face.
  • the winning player can select an empty hexagonally shaped space, replace an opponent game piece occupying the hexagonally shaped space on the game board with the game piece, or replace an opponent game piece occupying an adjacent hexagonally shaped space on the game board with the game piece; wherein the game piece has a hierarchical symbol having a stronger hierarchical strength than the hierarchical symbol of the opponent game piece.
  • a determination whether a specified number of the plurality of hexagonally shaped spaces that together form the predetermined pattern are occupied by the winning player is made. In the case that the specified number of hexagonally shaped spaces are occupied by the winning player, the game is won, thereby ending the game. In the case that the game is not won, the players again roll the at least one indicator cube as in block 708 .
  • the board game can be implemented on a computing device having at least one processor and memory device, such that the memory device may be configured with instructions that execute the game and cause game components to be displayed to a display or screen.
  • FIG. 8 illustrates a computing device 810 on which modules of the game may execute.
  • a computing device 810 is illustrated on which the game may be executed.
  • the computing device 810 may include one or more processors 812 that are in communication with memory devices 820 .
  • the computing device 810 may include a local communication interface 818 for the components in the computing device.
  • the local communication interface 818 may be a local data bus and/or any related address or control busses as may be desired.
  • the memory device 820 may contain modules 824 that are executable by the processor(s) 812 and data for the modules 824 .
  • the memory device 820 may include a game module, and other modules.
  • the modules 824 may execute the game described earlier.
  • a data store 822 may also be located in the memory device 820 for storing data related to the modules 824 and other applications along with an operating system that is executable by the processor(s) 812 .
  • Components or modules discussed in this description that may be implemented in the form of software using high programming level languages that are compiled, interpreted or executed using a hybrid of the methods.
  • the computing device may also have access to I/O (input/output) devices 814 that are usable by the computing devices.
  • I/O devices 814 One example of an I/O device is a display 830 configured to display game output.
  • Networking devices 816 and similar communication devices may be included in the computing device.
  • the networking devices 816 may be wired or wireless networking devices that connect to the internet, a LAN, WAN, or other computing network.
  • the components or modules that are shown as being stored in the memory device 820 may be executed by the processor(s) 812 .
  • the term “executable” may mean a program file that is in a form that may be executed by a processor 812 .
  • a program in a higher-level language may be compiled into machine code in a format that may be loaded into a random access portion of the memory device 820 and executed by the processor 812 , or source code may be loaded by another executable program and interpreted to generate instructions in a random access portion of the memory to be executed by a processor.
  • the executable program may be stored in any portion or component of the memory device 820 .
  • the memory device 820 may be random access memory (RAM), read only memory (ROM), flash memory, a solid state drive, memory card, a hard drive, optical disk, floppy disk, magnetic tape, or any other memory components.
  • the processor 812 may represent multiple processors and the memory device 820 may represent multiple memory units that operate in parallel to the processing circuits. This may provide parallel processing channels for the processes and data in the system.
  • the local interface 818 may be used as a network to facilitate communication between any of the multiple processors and multiple memories. The local interface 818 may use additional systems designed for coordinating communication such as load balancing, bulk data transfer and similar systems.
  • the game described here may also be stored on a computer readable storage medium that includes volatile and non-volatile, removable and non-removable media implemented with any technology for the storage of information such as computer readable instructions, data structures, program modules, or other data.
  • Computer readable storage media include, but is not limited to, non-transitory media such as RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tapes, magnetic disk storage or other magnetic storage devices, or any other computer storage medium which may be used to store the desired information and described technology.

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Abstract

A board game is described that is playable with a game board, game pieces, and one or more indicator cubes configured with three hierarchical symbols. An example method for playing the game may include players taking turns as attackers and defenders where an attacker rolls an indicator cube to indicate a hierarchical symbol used to determine a direction of movement of an attacker game piece. A defender rolls an indicator cube to indicate a hierarchical symbol that determines a hierarchical strength of a defender game piece when the attacker game piece is within a specified proximity of the defender game piece. And the attacker rolls an indicator cube to indicate a hierarchical symbol that determines a hierarchical strength of the attacker game piece. The defender game piece is captured when the hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.

Description

    RELATED APPLICATION
  • This application claims priority to U.S. Provisional Application No. 62/395,006, filed Sep. 15, 2016 which is incorporated herein by reference.
  • BACKGROUND
  • There are a number of games that incorporate playing apparatus which can be employed by players in a contest to win a game. One type of game employs a plurality of game pieces that can be moved in restricted directions according to a roll of dice in order to capture opposing game pieces according to strengths assigned to the game pieces. For example, the strength of a first game piece may be stronger than the strength of a second game piece resulting in the capture of the second game piece. Players may in turn attempt to capture an opponent's game pieces and the player that is able to capture a specified portion of an opponent's game pieces may win the game.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIGS. 1A-C illustrate example game boards having a plurality of hexagonally shaped spaces and game pieces arranged in rows and columns on a surface of the game boards in accordance with an embodiment of the present disclosure.
  • FIG. 2 is a schematic view depicting an example indicator cube for use in a board game in accordance with an embodiment of the present disclosure.
  • FIG. 3 is a flow diagram that illustrates one example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 4 is a flow diagram illustrating another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 5 is a flow diagram that illustrates another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIGS. 6A-E illustrate example game boards showing placements of game pieces on the game boards to form game board patterns in accordance with an embodiment of the present disclosure.
  • FIG. 7 is a flow diagram illustrating another example method for playing the board game in accordance with an embodiment of the present disclosure.
  • FIG. 8 is a block diagram that illustrates an example of a computing device that can be used to electronically implement the board game in accordance with an embodiment of the present disclosure.
  • DETAILED DESCRIPTION
  • A game is described, and more particularly to a game in which a game board, one or more dice, and a plurality of game pieces are utilized by each side, such that rolling the dice, in turn, indicates a hierarchical symbol that determines game play. In one example, the game can include: a game board, game pieces, and one or more indicator cubes (dice). The game board may comprise a plurality of hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side. The game pieces may be configured for placement on the hexagonally shaped spaces of the game board. The game pieces can comprise two groups of game pieces that are distinguishably different from one another. The two groups of game pieces may contain the same number of game pieces. The dice may include one of three hierarchical symbols on each face of a die, where the hierarchical symbol on a face of the dice corresponds to the hierarchical symbol on an opposing face of the dice.
  • In one example, the game may be played by arranging the game pieces on the game board so that a first group of game pieces is placed on a first side of the game board and a second group of game pieces is placed on an opposing side of the game board. A first player (a defender) rolls in turn a die to determine a hierarchical strength of the defender game pieces. A second player (an attacker) rolls in turn both dice. The attacker may decide which of the two dice will be used to determine a direction of movement of an attacker game piece (e.g., forward right, forward straight, or forward left) and a hierarchical strength of the attacker game piece. When the attacker game piece is within a specified proximity of the defender game piece, a defender game piece can be captured when a hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.
  • Players may switch roles (i.e., attacker and defender) when the attacker fails to capture one of the defender's game pieces. The game ends when a specified number of hexagonally shaped spaces of a base row of the opposing side are occupied by opposing game pieces, or a specified number of game pieces have been captured by the opposing game pieces.
  • To more clearly describe the game, examples are now provided with reference to the figures. Accordingly, FIG. 1A illustrates an example game board 100 having a plurality of hexagonally shaped spaces 110 arranged in rows and columns on a surface of the game board 100 indicating a first side 115 and an opposing side 120. In the example configuration illustrated, the game board 100 may be configured to have a portrait orientation respective to the first side 115 and the opposing side 120, and the game board 100 may comprise a grid of nine rows and six columns of adjoining hexagonally shaped spaces 110. The hexagonally shaped spaces 110 can be arranged on the game board 100 so that the columns are offset from one another. Alternatively, the hexagonally shaped spaces 110 can be arranged on the game board 100 so that the rows are offset from one another. A row 105 bordering the first side 115 may be designated a first player's base row, and a row 125 bordering the second side 120 may be designated a second player's base row.
  • The game may include a number of game pieces 130 configured for placement on the hexagonally shaped spaces 110 of the game board 100. In one example configuration, the game pieces 130 may include two groups of game pieces that are distinguishably different from one another. For example, the two groups of game pieces may be of different colors or shapes, or the game pieces 130 in each group may have markings that distinguish the two groups of game pieces. As one example, the game pieces 130 may be disk shaped and may be evenly divided into two groups where the first group is a first color and the second group is a second color.
  • The two groups of game pieces may contain a same number of game pieces 130. In the example illustrated, each of the group of game pieces includes eighteen game pieces 130 (thirty-six game pieces 130 total), although, as will be appreciated, the groups of game pieces may contain more or less game pieces 130. In the example that the game board 100 is configured to accommodate more than two players, additional groups of distinguishable game pieces may be provided.
  • In one example, the game pieces 130 may be arranged in starting positions on the first side 115 and the second side 120 of the game board 100, such that one of the two groups of game pieces may be assigned to the first side 115 of the game board 100, and a second of the two groups of game pieces may be assigned to the second side 120 of the game board 100. Each game piece 130 may occupy a hexagonally shaped space 110 on the game board 100.
  • In one example, the starting position for the game pieces 130 at the commencement of the game may include one or more rows located on the first side 115 and one or more rows located on the second side 120. Namely, the first group of game pieces may be placed on one or more rows on the first side 115 of the game board 100 and the second group of game pieces may be placed on the second side 120 of the game board 100. In the example illustrated in FIG. 1, the starting position of a first group of game pieces and a second group of game pieces each having eighteen game pieces 130 may be on the first three rows on the first side 115 and the second side 120 of the game board 100. Examples for playing the board game are provided later in association with FIG. 3 and FIG. 5.
  • FIG. 1B illustrates an example game board 150 for use by three players. As will be appreciated, other configurations of the game boards 100/150 are within the scope of this disclosure. For example, the game boards 100/150 may include any combination and number of rows and columns, and may include other shapes that are arranged in various combinations and numbers of rows and columns.
  • FIG. 1C illustrates an example game board 160 having a plurality of hexagonally shaped spaces 110 arranged in rows and columns on a surface of the game board 100 where each hexagonally shaped space includes a numerical value. In one example, the numerical values displayed in the hexagonally shaped spaces can be used to calculate player points that are accumulated during the course of game play. As illustrated, the hexagonally shaped spaces of the game board can each be assigned one of a range of numerical values (e.g., 1-5). However, as will be appreciated, other ranges of numerical values can be assigned to one or more hexagonally shaped spaces of the game board, such that some of the hexagonally shaped spaces may be assigned a numerical value while other hexagonally shaped spaces may not be assigned a numerical value.
  • Player points can be accumulated during the course of game play by adding the numerical value assigned to a hexagonally shaped space to a players point total. For example, in placing a player's game piece on a hexagonally shaped space, a numerical value assigned to the hexagonally shaped space can be added to the player's point total. For example, a player may begin a game with zero points and for each move that places the player's game piece on a hexagonally shaped space having a numerical value, the numerical value can be added to the player's point total.
  • In one example, a numerical value assigned to a hexagonally shaped space can be increased (e.g., doubled, tripled, etc.) based on a type of move made by a player. For example, a numerical value of a hexagonally shaped space can be doubled when a move results in capturing a defender's game piece, and the numerical value of the hexagonally shaped space can be tripled when an attacker captures a defender's game piece from one of the hexagonally shaped spaces in the defender's base row (as illustrated in FIG. 1C as shaded grey spaces). As a non-limiting example, after a move, a player may get a number of points assigned to the hexagonally shaped space where the player's game piece lands. If the move is a capturing move, the capturing player gets two times the value of the points assigned to the hexagonally shaped space. If the move is to the opponent's base row, the capturing player gets three times the value of the points assigned to the hexagonally shaped space. Although the example game boards illustrated herein include hexagonally shaped spaces, it will be appreciated that a game board can include shapes other than the hexagonally shaped spaces shown in FIGS. 1A-C.
  • FIG. 2 illustrates an example die 200 (indicator cube) that may be used by players to: determine which player starts the game; determine the direction of movement of a game piece 130; and/or determine a hierarchical strength of a game piece 130. One or more dice 200 can be used to play the game. For example, a single die 200 can be shared between players, or each player can be provided with one or more dice 200. In one example, each player is provided with two dice 200, wherein a first die 200 is rolled to determine a direction of movement for a game piece 130 and a second die 200 is rolled to determine a hierarchical symbol 204 a-b that is assigned a game piece 130 as described below in association with FIG. 3.
  • The die 200 may have one of three hierarchical symbols 204 a-c on each face 202 of the die 200, where the hierarchical symbol 204 a-c on a face 202 of the die 200 corresponds to a hierarchical symbol 204 a-c on an opposing face of the die 200. For example, a hierarchical symbol “rock” on a first face may correspond to the same hierarchical symbol “rock” on an opposing face.
  • Each hierarchical symbol 204 a-c may be assigned a hierarchical strength that is stronger or weaker as compared to a hierarchical strength of another hierarchical symbol 204 a-c. For example, as illustrated, hierarchical symbols 204 a-c on the faces 202 of the die 200 may include “rock”, “paper”, and “scissor” symbols where “rock” may have a hierarchical strength that is greater than “scissors”, “paper” may have a hierarchical strength that is greater than “rock”, and “scissors” may have a hierarchical strength that is greater than “paper”. As will be appreciated, the die 200 may include hierarchical symbols other than those shown in FIG. 2.
  • FIG. 3 is a flow diagram illustrating one example method 300 for playing the board game. The game may start, as in block 302, by players each rolling a die to determine which player will be an attacker and which player will be a defender. The player that rolls the die with a hierarchical symbol having the greatest hierarchical strength wins the roll and may choose whether to be the attacker or the defender. In the case of a tie, the players may roll again. Game pieces associated with the player designated as the attacker are referred to herein as attacker game pieces, and game pieces associated with the player designated as the defender are referred to herein as defender game pieces.
  • In a three player version example, a first player may challenge a second player to the first player's right, each rolling one die with the player losing the roll being eliminated and the winning player challenging a third player. That is, the winning player and the third player each roll one die, with the player losing the roll being eliminated. The winning player may start the game as the attacker.
  • As in block 304, the player designated as the attacker may roll the die to determine a direction of movement of an attacker game piece. More specifically, the hierarchical symbol indicated by the die may determine the direction of a game piece selected by the attacker. For example, a first hierarchical symbol may indicate that a game piece may be moved right, a second hierarchical symbol may indicate that the game piece may be moved straight, and a third hierarchical symbol may indicate that the game piece may be moved left. As one example, the hierarchical symbols: “rock” may indicate right; “paper” may indicate left; and “scissors” may indicate straight. In any case, the game piece may be moved one or two unoccupied adjacent spaces forward according to the direction indicated by the hierarchical symbol on the die.
  • The player designated as the attacker may select one of the player's game pieces and move the game piece to an unoccupied adjacent space according to the direction indicated by the hierarchical symbol on the die. As in block 306, if an attacker game piece is within two adjacent spaces of a defender game piece, then as in block 308, the player designated as the defender may roll the die to determine a hierarchical strength of the defender game piece, otherwise as in block 314 the players switch attacker/defender roles and the game continues.
  • In one example, an attacker may roll two dice, one die to determine a direction of movement of an attacker game piece, and a second die to determine a hierarchical strength of the attacker game piece. The attacker may select which die is used to determine the direction of movement of the attacker game piece and which die is used to determine the hierarchical strength of the attacker game piece. In the case that none of the attacker game pieces are within two spaces of a defender game piece, the attacker may select the hierarchical symbol of either die to determine the direction of movement of an attacker game piece.
  • After the defender game piece that is within two spaces of the attacker game piece has been assigned a hierarchical strength via the defender rolling the die to determine the hierarchical strength, then as in block 310, the attacker may roll the die to determine the hierarchical strength of the attacker game piece (if not already determined by the attacker using two dice as explained above). In the example where two dice are used by the attacker, the attacker may select the hierarchical symbol of either die to determine the hierarchical strength of the attacker game piece when the attacker game piece is in a space directly adjacent to the defender game piece and therefore cannot be moved forward.
  • As in block 312, if the hierarchical strength of the attacker game piece is greater than that of the hierarchical strength of the defender game piece, then as in block 316, the attacker captures the defender game piece. As an example, an attacker game piece assigned “rock” may have a greater hierarchical strength than that of a defender game piece assigned “scissors” and may therefore capture the defender game piece. In capturing a defender game piece, the defender game piece may be removed from the game board and the attacker game piece may be moved to the space formally occupied by the defender game piece. After capturing a defender game piece, the attacker may continue to take turns until the attacker fails to capture a defender game piece, or as in block 318, the game objective has been obtained.
  • As in block 312, if the defender game piece has a hierarchical strength that is greater than that of the hierarchical strength of the attacker game piece, then as in block 314, the players switch attacker/defender roles and the game continues until the game objective is obtained by one of the players. As an example, a defender game piece assigned “scissors” may have a greater hierarchical strength than that of an attacker game piece assigned “paper” and may therefore survive the attack of the attacker game piece and the players may switch roles. In one example, in the case that the attacker game piece is adjacent to a defender game piece and the defender game piece has hierarchical strength that is greater than that of the hierarchical strength of the attacker game piece, the defender game piece may capture the attacker game piece, which is then removed from the game board and the defender game piece may be moved to the space occupied by the captured attacker game piece.
  • In a three player version example, if an attacker is unable to attack an opposing player's game piece or chooses to move without attacking, the move rules described above may be used, where a player to the right of the attacker may assume the attacker role after the move. If the attacker is able to attack an opposing player's game piece and chooses to attack, the attacker will announce their intention to the player they are attacking. At this point the rules described above may be used. If the attacker fails to capture a game piece during an attack, the player to the right of the attacker assumes the attacker role.
  • In one example, the game may end when a specified number of hexagonally shaped spaces of a player's base row are occupied by opposing game pieces, or a specified number of game pieces have been captured by one of the players. In one example where the game board illustrated in FIG. 1 is used, a player may win the game when the player's game pieces occupy six spaces located in the opposing player's base row. In another example where thirty-six game pieces are used (eighteen game pieces per player), a player may win by capturing all but five of the opposing player's game pieces. In a three player version example, the game ends when a first player places each of their uncaptured game pieces on the hexagonally shaped spaces of one or both of the opposing players' base rows.
  • FIG. 4 is a flow diagram illustrating another example method 400 for playing the board game. As in block 402, a game board may be provided that includes a plurality of hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side. In one example, the game board may be configured to have a portrait orientation respective to the first side and the opposing side and may contain nine rows and six columns. The first side and the opposing side may have base rows in which the plurality of game pieces may be initially arranged. Further, the plurality of hexagonally shaped spaces on the surface of the game board may be hexagonally shaped spaces that adjoin one another.
  • As in block 404, game pieces configured for placement on the hexagonally shaped spaces of the game board may be provided, where the game pieces may comprise two groups of game pieces that are distinguishably different from one another, and the two groups of game pieces may contain a same number of game pieces. In one example, the game pieces may comprise thirty-six disk shaped game pieces that are evenly divided into the two groups of game pieces, wherein one of the two groups of game pieces may be a first color and a second of the two groups of game pieces may be a second color.
  • As in block 406, at least one indicator cube may be provided that has one of three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face of the at least one indicator cube corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube. In one example, two indicator cubes may be assigned to each player, where each indicator cube has a rock symbol, a paper symbol, and a scissors symbol on one of three faces that correspond to a matching rock symbol, paper symbol, and scissors symbol on one of three opposing faces.
  • As in block 408, the game pieces may be arranged on the first side and the opposing side of the game board, wherein one of the two groups of game pieces may be assigned to the first side of the game board and a second of the two groups of game pieces may be assigned to the opposing side of the game board, such that the game pieces occupy a hexagonally shaped space on the game board. In one example, the game may be started by rolling the at least one indicator cube by each player to determine a player to start the game. For example, the player that rolls a hierarchical symbol having the strongest hierarchical strength may choose to be the attacker or the defender. The player designated the attacker may start the game.
  • As in block 410, the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a direction of movement of an attacker game piece. In one example, the direction of movement of an attacker game piece may be right, left, or forward as determined by one of the three hierarchical symbols indicated by the roll of the at least one indicator cube.
  • As in block 412, the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a hierarchical strength of a defender game piece when the attacker game piece is within a specified proximity of the defender game piece. In one example, the specified proximity of the attacker game piece to the defender game piece may be within two of the hexagonally shaped spaces.
  • As in block 414, the at least one indicator cube may be rolled, in turn, to indicate a hierarchical symbol that determines a hierarchical strength of the attacker game piece. A defender game piece may be captured when the hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece. In capturing a defender game piece, the defender game piece may be removed from the game board and the attacker game piece may be placed in the hexagonally shaped space previously occupied by the defender game piece.
  • In one example, the game may end when a specified number of hexagonally shaped spaces of a base row of the first side or the opposing side are occupied by opposing game pieces, or a specified number of game pieces have been captured by the opposing game pieces. In another example, the game may end when all opposing game pieces have been captured, or when a stalemate occurs.
  • FIG. 5 is a flow diagram illustrating another example method 500 for playing the board game that includes placing game pieces on hexagonally shaped spaces that form a game board pattern on a game board (e.g., pattern challenge). Examples of game board patterns that can be formed by placing game pieces on hexagonally shaped spaces on a game board are shown in FIGS. 6A-E. Game board patterns other than those shown in FIGS. 6A-E can also be used.
  • In one example, players can start a game by selecting a game board pattern to construct using their game pieces on the hexagonally shaped spaces of the game board, as in block 502. In another example, a game board pattern may be predetermined. After selecting the game board pattern, the players roll a die to determine who will start the game. That is, the roll determines which player will place the first game piece on a hexagonally shaped space, starting the game board pattern.
  • The players may use a die having hierarchal symbols on the faces of the die. For example, one or more die similar to that shown in FIG. 2 can be used. In rolling the die, a player that rolls a hierarchical symbol having the strongest hierarchical strength wins the roll and starts the game. The game pieces include one of the hierarchical symbols on at least one face of the game pieces. For example, as shown in FIG. 6, game pieces can include a rock symbol, paper symbol, or scissors symbol. A player selects a game piece that has a hierarchical symbol that corresponds to the hierarchal symbol rolled by the player. For example, where a roll of the die results in a scissors symbol, the player selects a game piece that has the scissors symbol on a face of the game piece.
  • Thereafter, as in block 504, the players roll (in turn) a die to determine which player will place a game piece on the game board. The player that won the roll, as in block 506, selects a hexagonally shaped space included in the game board pattern to place a game piece that has a hierarchical symbol that corresponds to the hierarchical symbol rolled by the player. As in block 508, in the case that the hexagonally shaped space selected by the player is occupied by an opponent's game piece, a determination is made whether the opponent's game piece is stronger than the player's game piece, as in block 510. That is, a determination is made whether the hierarchical symbol on the player's game piece is stronger than the hierarchical symbol of the opponent's game piece. In the case that the player's game piece is stronger than the opponent's game piece, then as in block 512, the opponent's game piece is replaced with the player's game piece. However, in the case that the hierarchical symbol on the opponent's game piece is weaker than the hierarchical symbol on the player's game piece, the player selects a different hexagonally shaped space.
  • As in block 514, in the case that the player selects a hexagonally shaped space that is adjacent to a hexagonally shaped space occupied by a opponent's game piece, a determination whether the player's game piece is stronger than the opponent's game piece is made, as in block 510, whereupon the player's game piece can replace the opponent's game piece if the player's game piece is stronger than the opponent's game piece.
  • After completing a turn, as in block 516, a determination whether a game objective has been obtained is made. In one example, the game objective comprises placing a number of the player's game pieces adjacent to one another in hexagonally shaped spaces that form the game board pattern. For example, after a player has three adjacent game pieces in a row within hexagonally shaped spaces that form the game board pattern, the player has won the game. As an option, the winning player can add up the value of numbered spaces (as shown in FIG. 1C) occupied by their game pieces and keep track of points for multiple game totals. In one example, a player can be awarded two times the points of the value of the numbered spaces for capturing an opponent's game piece, and three times the points of the value of the numbered spaces for completing the pattern.
  • FIG. 7 is a flow diagram illustrating an example method 700 for playing the board game. As in block 702, a game board can be provided that has hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side. As in block 704, game pieces can be provided that are configured for placement on the hexagonally shaped spaces of the game board, the game pieces having one of three hierarchical symbols on a game piece face. As in block 706, at least one indicator cube can be provided that has one of the three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face of the at least one indicator cube corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube.
  • As in block 708, each player rolls the at least one indicator cube to determine a winning player who rolls the at least one indicator cube to indicate the hierarchical symbol having the strongest hierarchical strength.
  • As in block 710, the winning player selects a hexagonally shaped space included in a plurality of hexagonally shaped spaces that together form a predetermined pattern on the game board for a game piece to occupy, wherein the game piece has the hierarchical symbol having the strongest hierarchical strength on the game piece face. In selecting the hexagonally shaped space, the winning player can select an empty hexagonally shaped space, replace an opponent game piece occupying the hexagonally shaped space on the game board with the game piece, or replace an opponent game piece occupying an adjacent hexagonally shaped space on the game board with the game piece; wherein the game piece has a hierarchical symbol having a stronger hierarchical strength than the hierarchical symbol of the opponent game piece.
  • After the winning player selects a hexagonally shaped space, as in block 712, a determination whether a specified number of the plurality of hexagonally shaped spaces that together form the predetermined pattern are occupied by the winning player is made. In the case that the specified number of hexagonally shaped spaces are occupied by the winning player, the game is won, thereby ending the game. In the case that the game is not won, the players again roll the at least one indicator cube as in block 708.
  • As will be appreciated, the board game can be implemented on a computing device having at least one processor and memory device, such that the memory device may be configured with instructions that execute the game and cause game components to be displayed to a display or screen. FIG. 8 illustrates a computing device 810 on which modules of the game may execute. A computing device 810 is illustrated on which the game may be executed. The computing device 810 may include one or more processors 812 that are in communication with memory devices 820. The computing device 810 may include a local communication interface 818 for the components in the computing device. For example, the local communication interface 818 may be a local data bus and/or any related address or control busses as may be desired.
  • The memory device 820 may contain modules 824 that are executable by the processor(s) 812 and data for the modules 824. For example, the memory device 820 may include a game module, and other modules. The modules 824 may execute the game described earlier. A data store 822 may also be located in the memory device 820 for storing data related to the modules 824 and other applications along with an operating system that is executable by the processor(s) 812. Components or modules discussed in this description that may be implemented in the form of software using high programming level languages that are compiled, interpreted or executed using a hybrid of the methods.
  • The computing device may also have access to I/O (input/output) devices 814 that are usable by the computing devices. One example of an I/O device is a display 830 configured to display game output. Networking devices 816 and similar communication devices may be included in the computing device. The networking devices 816 may be wired or wireless networking devices that connect to the internet, a LAN, WAN, or other computing network.
  • The components or modules that are shown as being stored in the memory device 820 may be executed by the processor(s) 812. The term “executable” may mean a program file that is in a form that may be executed by a processor 812. For example, a program in a higher-level language may be compiled into machine code in a format that may be loaded into a random access portion of the memory device 820 and executed by the processor 812, or source code may be loaded by another executable program and interpreted to generate instructions in a random access portion of the memory to be executed by a processor. The executable program may be stored in any portion or component of the memory device 820. For example, the memory device 820 may be random access memory (RAM), read only memory (ROM), flash memory, a solid state drive, memory card, a hard drive, optical disk, floppy disk, magnetic tape, or any other memory components.
  • The processor 812 may represent multiple processors and the memory device 820 may represent multiple memory units that operate in parallel to the processing circuits. This may provide parallel processing channels for the processes and data in the system. The local interface 818 may be used as a network to facilitate communication between any of the multiple processors and multiple memories. The local interface 818 may use additional systems designed for coordinating communication such as load balancing, bulk data transfer and similar systems.
  • While the flowcharts presented for this technology may imply a specific order of execution, the order of execution may differ from what is illustrated. For example, the order of two more blocks may be rearranged relative to the order shown. Further, two or more blocks shown in succession may be executed in parallel or with partial parallelization. In some configurations, one or more blocks shown in the flow chart may be omitted or skipped. Any number of counters, state variables, warning semaphores, or messages might be added to the logical flow for purposes of enhanced utility, accounting, performance, measurement, troubleshooting or for similar reasons.
  • The game described here may also be stored on a computer readable storage medium that includes volatile and non-volatile, removable and non-removable media implemented with any technology for the storage of information such as computer readable instructions, data structures, program modules, or other data. Computer readable storage media include, but is not limited to, non-transitory media such as RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tapes, magnetic disk storage or other magnetic storage devices, or any other computer storage medium which may be used to store the desired information and described technology.
  • Reference was made to the examples illustrated in the drawings and specific language was used herein to describe the same. It will nevertheless be understood that no limitation of the scope of the technology is thereby intended. Alterations and further modifications of the features illustrated herein and additional applications of the examples as illustrated herein are to be considered within the scope of the description.
  • Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more examples. In the preceding description, numerous specific details were provided, such as examples of various configurations to provide a thorough understanding of examples of the described game.
  • Those skilled in the art to which the present invention pertains may make modifications resulting in other embodiments employing principles of the present invention without departing from its spirit or characteristics, particularly upon considering the foregoing teachings. Accordingly, the described embodiments are to be considered in all respects only as illustrative, and not restrictive, and the scope of the present invention is, therefore, indicated by the appended claims rather than by the foregoing description or drawings. Consequently, while the present invention has been described with reference to particular embodiments, modifications of structure, sequence, materials and the like apparent to those skilled in the art still fall within the scope of the invention as claimed.

Claims (20)

What is claimed is:
1. A game comprising:
a game board having a plurality of hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side;
a plurality of game pieces configured for placement on the hexagonally shaped spaces of the game board, the plurality of game pieces comprising two groups of game pieces that are distinguishably different from one another, and the two groups of game pieces containing a same number of game pieces;
at least one indicator cube having one of three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube; and
wherein the plurality of game pieces are arranged on the game board on the first side and the opposing side where each game piece included in one of the two groups of game pieces occupies a hexagonally shaped space on the first side or the opposing side, movement of the game pieces is determined by the hierarchical symbol of the indicator cube following a roll of the at least one indicator cube, and capture of a defending game piece by an attacking game piece is determined by a first roll of the at least one indicator cube by a defender that determines a first hierarchical symbol that is assigned to the defending game piece and a second roll of the at least one indicator cube by an attacker that determines a second hierarchical symbol that is assigned to the attacking game piece and comparing the first hierarchical symbol with the second hierarchical symbol to determine a winning hierarchical symbol.
2. The game as in claim 1, wherein the hexagonally shaped spaces on the surface of the game board further comprise adjoining hexagonally shaped spaces.
3. The game as in claim 1, wherein the rows and columns on the surface of the game board further comprise nine rows and six columns.
4. The game as in claim 1, wherein the first side and the opposing side have base rows in which the plurality of game pieces are initially arranged.
5. The game as in claim 1, wherein the plurality of hexagonally shaped spaces on the surface of the game board have various space values that are used to determine points awarded to a player.
6. The game as in claim 1, wherein the plurality of game pieces further comprise thirty-six disk shaped game pieces that are evenly divided into the two groups of game pieces, wherein one of the two groups of game pieces is a first color and a second of the two groups of game pieces is a second color.
7. The game as in claim 1, wherein the at least one indicator cube further comprises two indicator cubes assigned to each player, where each indicator cube has a rock symbol, a paper symbol, and a scissors symbol on one of three faces that correspond to a matching rock symbol, paper symbol, and scissors symbol on one of three opposing faces.
8. The game as in claim 1, wherein the game board further comprises a third side having the hexagonally shaped spaces arranged in the rows and columns on the surface of the game board.
9. A method for playing a game, comprising:
providing a game board having hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side;
providing game pieces configured for placement on the hexagonally shaped spaces of the game board, the game pieces comprising two groups of game pieces that are distinguishably different from one another, and the two groups of game pieces containing a same number of game pieces;
providing at least one indicator cube having one of three hierarchical symbols on each face of an indicator cube, where the hierarchical symbol on a face of the indicator cube corresponds to the hierarchical symbol on an opposing face of the indicator cube;
arranging the game pieces on the first side and the opposing side of the game board, wherein one of the two groups of game pieces is assigned to the first side of the game board and a second of the two groups of game pieces is assigned to the opposing side of the game board, such that the game pieces occupy one of the hexagonally shaped spaces on the game board;
rolling, in turn, the at least one indicator cube to indicate the hierarchical symbol that determines a direction of movement of an attacker game piece;
rolling, in turn, the at least one indicator cube to indicate the hierarchical symbol that determines a hierarchical strength of a defender game piece when the attacker game piece is within a specified proximity of the defender game piece; and
rolling, in turn, the at least one indicator cube to indicate the hierarchical symbol that determines a hierarchical strength of the attacker game piece.
10. The method for playing the game as in claim 9, further comprising rolling the at least one indicator cube by each player to determine a player to start the game, wherein the player that rolls the hierarchical symbol having the strongest hierarchical strength starts the game.
11. The method for playing the game as in claim 9, wherein the direction of movement of the attacker game piece is right, left, or forward as determined by one of the three hierarchical symbols indicated by the roll of the at least one indicator cube.
12. The method for playing the game as in claim 9, wherein the specified proximity of the defender game piece to the attacker game piece is two of the hexagonally shaped spaces.
13. The method for playing the game as in claim 9, further comprising capturing the defender game piece when the hierarchical strength of the attacker game piece is stronger than the hierarchical strength of the defender game piece.
14. The method for playing the game as in claim 13, further comprising:
removing the defender game piece from the game board; and
placing the attacker game piece in the hexagonally shaped space previously occupied by the defender game piece.
15. The method for playing the game as in claim 9, further comprising accumulating player points for each player according to space values assigned to the hexagonally shaped spaces.
16. The method for playing the game as in claim 9, further comprising ending the game when a specified number of hexagonally shaped spaces of a base row of the first side or the opposing side are occupied by opposing game pieces, or a specified number of game pieces have been captured by the opposing game pieces.
17. A method for playing a game, comprising:
providing a game board having hexagonally shaped spaces arranged in rows and columns on a surface of the game board indicating a first side and an opposing side;
providing game pieces configured for placement on the hexagonally shaped spaces of the game board, the game pieces having one of three hierarchical symbols on a game piece face;
providing at least one indicator cube having one of the three hierarchical symbols on each face of the at least one indicator cube, where the hierarchical symbol on a face of the at least one indicator cube corresponds to the hierarchical symbol on an opposing face of the at least one indicator cube;
rolling, by each player, the at least one indicator cube to determine a winning player who rolls the at least one indicator cube to indicate the hierarchical symbol having the strongest hierarchical strength;
selecting, by the winning player, a hexagonally shaped space included in a plurality of hexagonally shaped spaces that together form a predetermined pattern on the game board for a game piece to occupy, wherein the game piece has the hierarchical symbol having the strongest hierarchical strength on the game piece face; and
determining whether a specified number of the plurality of hexagonally shaped spaces that together form the predetermined pattern are occupied by winning player game pieces, thereby ending the game.
18. The method for playing the game as in claim 17, further comprising replacing an opponent game piece occupying the hexagonally shaped space on the game board with the game piece, wherein the game piece has the hierarchical symbol having a stronger hierarchical strength than the hierarchical symbol of the opponent game piece.
19. The method for playing the game as in claim 17, further comprising replacing an opponent game piece occupying an adjacent hexagonally shaped space on the game board with the game piece, wherein the game piece has the hierarchical symbol having a stronger hierarchical strength than the hierarchical symbol of the opponent game piece.
20. The method for playing the game as in claim 17, further comprising accumulating player points for each player according to space values assigned to the hexagonally shaped spaces on the game board.
US15/479,169 2016-09-15 2017-04-04 Board Game Using Indicator Cube Having Hierarchical Symbols Abandoned US20180071614A1 (en)

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