CN1582182A - 带有多层游戏棋盘的游戏 - Google Patents
带有多层游戏棋盘的游戏 Download PDFInfo
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Abstract
本发明描述了一种游戏,其中棋手可以在一个多层游戏区(214,216)行走其棋子(226),同时尽力吃掉目标棋子(230,232),避开攻击棋子(228)。而且,该游戏是便携式的。在一些情况下,游戏装置(212)可以装在一个类似于硬皮书(12)的塑料盒中。这些游戏内容可以基于已出版的儿童图书或小说的某一章。
Description
发明领域
[0001]本发明涉及的是棋盘游戏,具体而言,是关于闭合时类似于一本书,打开时类似于一个儿童玩具的棋盘游戏。本发明还包括一种多层棋盘游戏的各种规则和装置。
发明背景
[0002]类似于一本书的棋盘游戏的示例公开美国专利Nos.2221267、3880429、4712673、4781384、5356155、5961149和6203017,有多层部分或类似于房屋部分的棋盘游戏的示例公开于美国专利Nos.3767201、3804416、4333654、4534565、5195750、5443268、5678819和6170825。此处引用其所有的公开作为参考。
发明概述
[0003]本发明包括该可以装在一个类似于硬皮书的塑料盒中的便携式游戏。打开游戏棋盘就如打开一本书。各种实施例可以基于已出版的儿童图书或小说中的某一章。
[0004]较为理想的是,在具体的人物和环境中使用时,盒体和游戏盘还可以兼做布景。
[0005]本发明还包括棋盘游戏的规则和装置,其中棋手在一个多层游戏棋盘上行走其游戏棋子,并且在尽力吃掉目标棋子的同时要避开攻击棋子。
[0006]本发明的优势将在了解附图简述和详细描述之后很容易理解。
附图简述
[0007]图1示出了本发明的游戏的一个实施例,其包括一个盒体、多层游戏区和棋子。
[0008]图2示出了根据游戏的示范规则,走棋子的一个示例。
[0009]图3示出了根据游戏的示范规则,走棋子的另一个示例。
[0010]图4示出了根据游戏的示范规则,走棋子的另一个示例。
[0011]图5示出了图1中闭合时的盒体。
本发明的最佳实施例和详细描述
[0012]本发明是一种至少有两位棋手且涉及策略和机会的游戏。可以理解,游戏210可以结合一个特殊主题或流行文化现象中的元素,例如一本书或一部电影。在这种情况下,游戏210的元素可以包括反映或展示该主题和现象的描述、形状和颜色。尤其是,游戏210可以以流行媒介的一个特殊部分为背景,如一本书或小说中的某一章。
[0013]图1示出的是游戏210的一个示范性实施例。一般而言,游戏210包括一个盒体212,该盒体有一个内表面214和一个外表面216。第一个游戏区218和第二个游戏区220与内表面214连接。如图所示,游戏区218可以通过支撑结构222与游戏区220连接。一般而言,游戏区218、220与支撑结构222的连接方式能使得组装件容易被拆卸和安装。
[0014]游戏210还包括多个游戏棋子224,具体有每位棋手的棋子226、一个共同控制的攻击棋子228、一个共同控制的目标棋子230、一个共同控制的得分目标棋子232和一个随机数产生器,例如骰子234和236。
[0015]如图所示,游戏区218包括一个形成多个上部棋格240的上格线238。游戏区220包括一个形成多个下部棋格244的下格线242。
[0016]如上所述,游戏210可以以诸如一本书等流行媒介的一个特殊部分为背景。更具体而言,游戏210可以以流行媒介的一个特殊部分为背景,如一本书的某一章。在这种情况下,游戏210也可以是一布景。做为布景,游戏210可以包括一些游戏元件,这些元件基于书或其他形式的流行媒介中描述的事件和状况。而且,游戏210还包括其他的修饰性元件,这些元件根据游戏规则是不用于游戏中的。另外,游戏中所用的部分或所有元件也可用作玩具的一部分。
[0017]如上所述,游戏210还可以包括一个带有内表面214和外表面216的盒体212。一般而言,盒体212可以如图1所示打开,也可以如图5所示闭合。通常,盒体打开时方可以使用游戏区218和220。
[0018]盒体闭合时类似于一本书,而且可容纳所有的游戏元件,具体有游戏区、棋子和盒体闭合时不使用的修饰性元件。
[0019]在一实施例中,本发明提供了使用上述装置的规则,其中棋手可以在第一个和第二个游戏区上行走他们的棋子,同时吃掉目标棋子和避开攻击棋子。一般而言,当棋手棋子在目标棋子的一个预定范围之内时,例如在一个棋格之内,可以将目标棋子吃掉。但是,当攻击棋子在棋手棋子的一个预定范围之内时,该棋手通常会被予以一定形式的惩罚,如行走其棋子至一个不同的棋格内。
[0020]一般而言,一开始时棋手是通过掷骰子和骰子点数在上下格线上放置并行走其棋子。在一实施例中,格线238和242包括表示每个格线X轴246和Y轴248的标识,这样格线上每个棋格就可以通过X轴和Y轴对加以识别。一般而言,骰子234上的标记与格线X轴标识相关,骰子236上的标记与格线Y轴标识相关。所以,掷骰子234和236得到结果是,骰子234给出X坐标,骰子236给出Y坐标。
[0021]一开始将游戏棋子放在格线上时,需要掷骰子获得X坐标和Y坐标,然后根据掷得的X坐标和Y坐标,将棋子放在相关的棋格上。在一些实施例中,棋子的行走决定于以下步骤:确定棋子得初始X坐标和Y坐标,掷骰子,走棋子至第二个位置,该位置得X坐标和Y坐标可以在两个位置之间选择其一,这两个位置是初始位置的X坐标和骰子236示出的Y坐标界定的X、Y坐标位置或初始位置的Y坐标和骰子234示出的X坐标界定的X、Y坐标位置。
[0022]如上所述,游戏可以以一个著名流行文化现象为背景,一如一本书或电影。所以,以下示例是以J.K.罗琳著的流行儿童书籍
哈 利·波特与魔法石为背景。所以,根据本发明实施例构建的游戏规则的一个示范例如下:
例1
哈利·波特与魔法石TM
魁地奇TM
章节游戏
内装物
1本袖珍游戏书 1个搏格
1条魁地奇格线 1个金探子
1个哈利·波特棋子(红色斗蓬) 1个六面骰子写/数字
1个太伦·西格斯棋子(绿色斗蓬) 1个六面骰子写/字母
1个快浮(红色) 4个支撑结构
10个用户标签
游戏准备
1.打开游戏棋盘。
2.给四个支撑结构中的每一个贴上1个标签,在魁地奇格线上贴2个得分标签,在字母骰子的A和F拐角处以及数字骰子的1和6拐角贴1个金探子标签。
3.将四个支撑结构放在游戏墙壁处,且按游戏棋盘上的标识排列。
4.将魁地奇格线放在支撑结构上,并固定之。
5.棋手双方掷数字骰子。最高点数的棋手使用哈利·波特棋子。另一个棋手使用太伦·西格斯棋子。
6.由哈利开始,每位棋手掷两种骰子,并将其棋子放在魁地奇格线上的骰子所示的位置上。
7.然后哈利·波特掷两种骰子,并将快浮放在魁地奇格线上的骰子所示的位置上。
8.最后,太伦·西格斯掷两种骰子,并将搏格放在魁地奇格线上的骰子所示的位置上。
9.将金探子暂放一边,以留后用。
目标
抓住金探子或者第一个获得300点的棋手得到最高分。
游戏开始
1.哈利·波特先走棋子。
2.你走棋子时,应尽力靠近快浮以便得分或尽力避开搏格。掷两种骰子。你可以选择掷得的字母或数字格线位置走棋子。
例如:
哈利·波特棋子的开始位置在魁地奇格线上C-6位置。你掷得A-4。这意味你可以将哈利·波特棋子放在A-6或C-4。
3.如果你现在的位置符合骰子所示的点数之一,你可以不走棋子。
例如:
如果哈利波特在D-3位置,你掷得A-3,那么你可以选择走哈利棋子至A-3
或待在D-3不动。
4.你走完棋子后,沿除对角线之外的任何一个方向将快浮或搏格行走
一个棋格。
5.如果你的棋子在快浮的一个棋格范围之内(包括沿对角线),你可得分!获得10点。但是,只能在你的回合中遇到快浮时,你才能得分。
6.如果任何一个棋子在搏格的一个棋格范围之内(包括沿对角线),那么棋手会被击倒在地(参见下述的“搏格”)。
7.如果你的棋子在快浮和搏格的一个棋格范围之内,那么你先得分,然后被击倒在地。
8.魁地奇格线上的任何棋子可以与一个或多个棋子共享一个棋格。当然,如果你与搏格共享一个棋格,你将获得搏格,并被击倒在地。
9.金探子被吃掉(参见下述的“金探子“)或一个棋手获得300点时游戏结束。出现平局时,得分的下一个棋手获胜。
搏格
1.如果棋子在搏格的一个棋格之内,那么这个棋子就会被搏格由扫帚上击倒在地。
2.你应注意与魁地奇格线相应的地格线,将棋子放在被搏格击倒的棋格的正下方的地格线上。
3.你走棋子时,仅掷数字骰子。你可以沿对角线之外的方向,按照掷得的点数,在地格线上行走一样多的棋格数。
4.你不可行走搏格、快浮或金探子棋子。当你在地格线上时,你不能得分,即使快浮或金探子紧靠着你。
5.你可以通过掷得四个角格中任何一个(A1、A6、F1或F6)返回至魁地奇格线。下一步你就可以将棋子行走至魁地奇格线上。
6.如果你在角格下行走几步棋子后,仍剩有骰点数,那么你可以立即走棋子至魁地奇格线上相应的棋格。你的回合中,棋子不可以超过角格。但是,一旦你在魁地奇格线上,你可以行走搏格或快浮,并可能得分,正如正常的回合。
例如:
哈利波特遇见搏格,被击倒在地格线上的C-4位置。他的回合中,你掷数字骰子,掷得3。你行走哈利棋子至C-3、C-2、C-1,并不足以使你脱离地格线!但是哈利的下一回合中,你掷得6!你行走至B-1,然后A-1(角格)。既然你还剩4步,你现在可以将哈利放回魁地奇格线上。尽管这轮中你不能再行走哈利,但是如正常游戏中一样,你可以行走搏格或快浮棋子。
金探子
1.如果两个金探子标识出现在一次掷骰中,那么金探子出现在棋盘中。这种情况出现在所掷骰子是A1、A6、F1和F6。
2.当骰子表示金探子将出现时,首先你正常走子。然后,你的回合结束时,再掷一次骰子,并且将金探子放在魁地奇格线上的骰子所示的位置上。请注意,如果金探子在你的回合结束时才出现,你不能得分,即使正好在你走完之后其也消失了。
例如:
在哈利的开始回合中,他在A-4,你掷得F-6。骰子上出现两个金探子,你知道金探子会出现在这个回合中。你的回合正常继续(你走哈利棋子至F-4),未看见金探子!回合结束时,行走搏格或快浮且得分后(希望如此),你重新掷骰子。掷得E-4!金探子正好邻近你!不幸的是,你不能立刻得分。它已经很快越过了你。
3.在其一开始出现之后,金探子依据每个棋手走棋。你开始行走时,同样掷两种骰子。你可以选择字母或数字骰子点数在格线上行走。一旦你做了决定,金探子会使用另外一个骰子点数行走。
例#1:
在游戏中间,哈利波特棋子退回至魁地奇格线上的C-6位置。金探子在F-3上。你掷骰子,并掷得A-4。如果你选择行走至A-6,那么金探子会立刻行走至F-4。相反,如果你选择行走至C-4,金探子将走至A-3。
例#2:
在游戏中间,哈利波特棋子退回至魁地奇格线上的E-6位置。金探子在F-3上。你掷骰子,并掷得E-5。如果你选择将哈利波特棋子留在E-6,金探子走至F-5,这样你即可以吃掉金探子。
4.如果任何一方结束在金探子的一个棋格内(包括沿对角线),金探子会被吃掉。游戏将结束,吃掉金探子的棋手获得150点。
5.一旦金探子在棋盘上,骰子点A1、A6、F1和F6会使得金探子退出棋盘。回合结束时,金探子退出魁地奇格线。
[0023]可以相信,上述披露包括多个能独立使用的独特发明。尽管每个发明被以较为理想的形式披露,但其在此披露和示例的具体实施例并不仅限于此,其存在尽可能多的变化形式。本发明主题包括所有新颖的和在此披露的不同元件、特征和/或性能的不显著结合与局部结合。同样地,权利要求中陈述的″一个″或″第一个″或其他类似的陈述应理解为包括一种或一种以上这样元件的结合,既不需要也不排除两种或两种以上的元件。
[0024]以下会针对发明的特征、功能、元件和/或性能的结合与局部结合的具体实施例在该种应用或相关应用中提出权利要求。这样的权利要求,不管他们是否是指不同的发明或相同的发明,与原始权利要求相比他们的范围无论是不同的、拓宽的、变窄的或是相同的,都将被认为是属于现在所披露的发明主题。
Claims (31)
1.一种游戏器具,包括:
第一个游戏区有一种界定了多个上部棋格的格线;
第二个游戏区有一种界定了多个下部棋格的格线;
其中每种格线包括X轴标识和Y轴标识;
多个棋子,其中每个棋子都可以放在上部和下部棋格上;
第一个骰子有对应于第一个、第二个游戏区的X轴标识;
第二个骰子有对应于第一个、第二个游戏区的Y轴标识;
2.权利要求1所述游戏器具还包括,延伸在第一个和第二个游戏区之间的支撑结构,以使得第一个游戏区平行地安装在第二个游戏区之上。
3.如权利要求1所述之游戏器具,其中的棋子包括每个棋手的棋手棋子;一个共同控制的攻击棋子;一个共同控制的目标棋子和一个共同控制的得分目标棋子。
4.如权利要求1所述之游戏器具,其中第一个游戏区形成第一个表面区,第二个游戏区形成第二个表面区,第一个表面区大于第二个表面区。
5.如权利要求1所述之游戏器具,其中可以将第二个游戏区和支撑结构可以从第一个游戏区拆掉,以使得游戏器具可以被拆卸和安装。
6.如权利要求1所述之游戏器具,其中第二个游戏区固定在一个盒体的内部,该盒体可以打开,也可以闭合。
7.如权利要求6所述之游戏器具,其中盒体闭合时,用于装载第一个游戏区,支撑结构,棋子和骰子。
8.如权利要求6所述之游戏器具,其中盒体闭合时,其类似于一本合着的书。
9.在一个有X轴和Y轴界定的多个棋格的格线游戏面上走棋子的方法包括:
掷第一个有对应于X轴标识的骰子,以掷得X坐标;
掷第二个有对应于Y轴标识的骰子,以掷得Y坐标;和
根据掷得第一个、第二个骰子所掷得的X坐标和Y坐标,在格线上走棋子至一个棋格。
10.由第一个X坐标和Y坐标界定的X、Y起始位置走棋子至第二个X、Y位置的方法包括:
掷第一个骰子,以掷得第二个X坐标;
掷第二个骰子,以掷得第二个Y坐标;
通过以下选择走棋子至第二个X、Y位置:
第一个X坐标和第二个Y坐标界定的X、Y位置;或
第二个X坐标和第一个Y坐标界定的X、Y位置。
11.一种具有棋子、第一个和第二个游戏面、游戏规则的棋盘游戏的博弈方法包括:
根据规则,轮流在第一个和第二个游戏面上走棋子,其中每轮回合包括:
根据随机数发生器的结果,走一个棋手棋子;和
走一个共用的游戏棋子;
当攻击棋子在棋手棋子的一个预定范围之内时,将棋手棋子由第一个游戏面行走至第二个游戏面;和
当棋手棋子在目标棋子的一个预定范围之内时,该棋手棋子得分。
12.如权利要求11所述之方法,其中行走一个共用的游戏棋子的步骤包括走共用目标棋子至第一个游戏面上。
13.如权利要求11所述之方法,其中行走一个共用的游戏棋子的步骤包括走共用攻击棋子至第一个游戏面上。
14.如权利要求11所述之方法,其中第一个游戏面包括一个有X轴和Y轴界定的上部棋格的格线,以及第二个游戏面包括一个有X轴和Y轴界定的下部棋格的格线,
15.如权利要求14所述之方法,其中得分的预定棋格范围是一个棋格。
16.如权利要求14所述之方法,其中再次行走的预定棋格范围是一个棋格,
17.权利要求14所述之方法还包括:
在第一个游戏面上由一个起始位置走棋手棋子是通过:
掷第一个有对应于第一个和第二个游戏区的X轴标识的骰子,以掷得X坐标;
掷第二个有对应于第一个和第二个游戏区的Y轴标识的骰子,以掷得Y坐标;和
将棋手棋子放在第一个游戏区上由掷得的X坐标和Y坐标界定的棋格中。
18.权利要求17所述之方法还包括:
将目标棋子放在第一个游戏面的一个起始位置是通过:
掷第一个有对应于第一个和第二个游戏区的X轴标识的骰子,以掷得X坐标;
掷第二个有对应于第一个和第二个游戏区的Y轴标识的骰子,以掷得Y坐标;和
将目标棋子放在第一个游戏区上由掷得的X坐标和Y坐标界定的棋格中。
19.权利要求18所述之方法还包括:
将攻击棋子放在第一个游戏面的一个起始位置是通过:
掷第一个有对应于第一个和第二个游戏区的X轴标识的骰子,以掷得X坐标;
掷第二个有对应于第一个和第二个游戏区的Y轴标识的骰子,以掷得Y坐标;和
将攻击棋子放在第一个游戏区上由掷得的X坐标和Y坐标界定的棋格中。
20.如权利要求14所述之方法,其中移动棋手棋子的步骤伴随着:
确定游戏面和棋手棋子的起始X、Y位置,其中起始的X、Y位置包括第一个X坐标和第一个Y坐标;
掷第一个骰子,以掷得第二个X坐标;
掷第二个骰子,以掷得第二个Y坐标;和
在确定的游戏面上,移动棋手棋子至第二个X、Y位置,通过以下选择:
第一个X坐标和第二个Y坐标界定的X、Y位置;或
第二个X坐标和第一个Y坐标界定的X、Y位置。
21.如权利要求14所述之方法,其中游戏规则指定每轮中目标棋子可以走一个棋格。
22.如权利要求20所述之方法,其中移动目标棋子是在移动棋手棋子之后执行。
23.如权利要求14所述之方法,其中游戏规则指定每轮中攻击棋子可以走一个棋格。
24.如权利要求20所述之方法,其中移动攻击棋子是在移动棋手棋子之后执行。
25.权利要求14所述之方法还包括当棋手棋子在得分目标棋子的一个预定范围之内时,其可以得分。
26.如权利要求25所述之方法,其中游戏开始后,得分目标棋子放在第一个游戏面上。
27.如权利要求26所述之方法,其中随机数发生器可以产生一种结果,表示得分目标棋子放在第一个游戏面上。
28.如权利要求27所述之方法,其中随机数发生器是一对骰子,且得分目标棋子的标识示于每个骰子一面或多面上。
29.如权利要求28所述之方法,其中当两种骰子都显示的是得分目标棋子的标识时,得分目标棋子放在第一个游戏面上。
30.如权利要求29所述之方法,其中得分目标棋子的起始位置决定于:
掷第一个骰子,以掷得一个X坐标;
掷第二个骰子,以掷得一个Y坐标;和
将得分目标棋子放在由X坐标和Y坐标界定的上部棋格中。
31.如权利要求29所述之方法,其中走得分目标棋子是通过:
确定得分目标棋子的起始X、Y位置,其中起始的X、Y位置有第一个X坐标和第一个Y坐标;
掷第一个骰子,以掷得第二个X坐标;
掷第二个骰子,以掷得第二个Y坐标;
走得分目标棋子至第二个X、Y位置,通过以下选择:
第一个X坐标和第二个Y坐标界定的X、Y位置;或
第二个X坐标和第一个Y坐标界定的X、Y位置。
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KR102529232B1 (ko) * | 2020-12-24 | 2023-05-08 | 이화여자대학교 산학협력단 | 젠트리피케이션과 관련된 교육을 위한 보드 게임 세트 |
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