EP0397065B1 - Brettspiel mit verschiebbaren Spielfiguren - Google Patents
Brettspiel mit verschiebbaren Spielfiguren Download PDFInfo
- Publication number
- EP0397065B1 EP0397065B1 EP19900108491 EP90108491A EP0397065B1 EP 0397065 B1 EP0397065 B1 EP 0397065B1 EP 19900108491 EP19900108491 EP 19900108491 EP 90108491 A EP90108491 A EP 90108491A EP 0397065 B1 EP0397065 B1 EP 0397065B1
- Authority
- EP
- European Patent Office
- Prior art keywords
- pieces
- network
- type
- piece
- game according
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
Links
- 230000000873 masking effect Effects 0.000 claims description 2
- 238000006073 displacement reaction Methods 0.000 description 4
- 230000003993 interaction Effects 0.000 description 3
- 239000003086 colorant Substances 0.000 description 1
- 239000011159 matrix material Substances 0.000 description 1
- 230000001343 mnemonic effect Effects 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00574—Connections between board and playing pieces
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00574—Connections between board and playing pieces
- A63F3/00634—Sliding connections, e.g. playing pieces sliding in a groove
Definitions
- the subject of the present invention is a game comprising moving parts. It relates more particularly to a game provided with a play space formed by a tablet, and as many sets of pieces as there are players. Each set comprises at least one part of a first type with which is associated a step of a first type and a part of a second type with which is associated a step of a second type.
- the tablet has a matrix shape with nine rows and three columns.
- the surface of the tablet is divided into three fields of nine squares each.
- This game is played in pairs, each player having nine pieces, respectively identified by their colors.
- Each player's set of pieces has three pieces of each of three types.
- the pieces of the first type can be moved diagonally, the pieces of the second type can be moved longitudinally and the pieces of the third type can be moved both laterally and longitudinally.
- the object of the present invention is to simplify learning the rules of the game by associating with the tablet and the parts guide means defining a movement in accordance with the step imposed on the parts.
- the game according to the invention as defined in claim 1 comprises a tablet which comprises first and second crossed guide networks defining respectively the steps of the first and second types, the pieces of the first and second types comprising respectively first and second type guide members, which cooperate with the first and second guide networks, respectively.
- patent application GB-A-2 180 765 describes a chess game in which the pieces have shapes corresponding to their course. Such a solution certainly facilitates the game, but does not release not completely the beginner player of the obligation to think about the movement of his pieces.
- the game represented in FIGS. 1 to 4c comprises a play space defined by a tablet 10 comprising three fields 12, 14 and 16. Each of these fields comprises networks and more precisely, a longitudinal network 18, a lateral network 20 and a network oblique 22.
- Field 14 carries a set of three groups of three pieces, each group of three pieces respectively bearing the numbers 1, 2 and 3.
- Field 16 carries a similar set, identified by a different color of the pieces.
- the rules of the game will not be described here, since they are defined in US-A-4,256,309. We will simply note that the progress of the pieces is different depending on the number they carry. More specifically, type 1 parts should only be moved obliquely, type 2 pieces only longitudinally and type 3 pieces only longitudinally and laterally.
- the purpose of the networks 18, 20 and 22 is to ensure, in cooperation with the bodies which the parts carry, the progress of the latter according to the rules of the game. As can be seen in FIG.
- the network 22, oblique is formed of deep and narrow grooves.
- the network 18, of longitudinal type has grooves of median width and median depth; as for the network 20, of lateral type, it comprises wide grooves of shallow depth.
- FIGS. 4a, 4b and 4c respectively represent parts of type 1, 2 and 3.
- the type 1 part shown in FIG. 4a, bears the reference 24. It comprises a patch 24a and a rod 24b.
- the patch 24a carries the number 1 on its upper face.
- the underside is integral with the rod 24b.
- the latter is of cylindrical shape, of diameter and length slightly less respectively than the width and the depth of the grooves of the network 22. In this way, a type 1 part can only be moved obliquely.
- the type 2 part shown in FIG. 4b, bears the reference 26. It includes a patch 26a and a rod 26b.
- the rod 26b is of constant section and oblong in shape, its thickness being slightly less than the width of the grooves of the network 18, its width greater than the width of the grooves of the network 20 and its length less than the depth of the grooves of the network 18. Because of the oblong shape, the pieces 2 of type 2 can therefore only be moved in longitudinal grooves.
- the type 3 part shown in Figure 4c and bearing the reference 28 comprises a patch 28a and a rod 28b.
- the patch 28a has the number 3.
- the rod 28b is also oblong, of thickness slightly less than the width of the grooves of the longitudinal network 18, of width slightly less than the width of the grooves of the lateral network 20 and of slightly less depth at the depth of the grooves of the network 20. Because of the oblong shape, the rod of the parts 28 cannot therefore engage in the oblique network 22. It does, however, allow both lateral and longitudinal movement.
- the game shown in Figures 5 and following has a significantly more complex structure than that described above.
- the play space defined by the tablet 38 includes a central field 40, as well as two lateral fields respectively referenced 42 and 44.
- the central field 40 is rectangular, seven units wide and eight long. It comprises two networks of grooves of the same width, namely a network of shallow longitudinal grooves 46 and a network of deeper oblique grooves 48.
- the longitudinal network is more precisely formed by seven grooves 46 extending from one end to the other of the central field 40, two being lateral and the other five medians.
- the network of oblique grooves 48 is defined by broken lines each formed by two segments. The end of each of the segments is connected to the end of a line of the longitudinal network. In addition, two broken lines are associated with one end of each median longitudinal line and two other broken lines at the other of the ends. In this way, a piece with oblique movement ends at two different places depending on whether it leaves to the left or to the right.
- the end fields 42 and 44 have seven grooves which are even deeper than the oblique grooves and which extend longitudinally.
- the tablet 38 carries two covers 51, masking the player from the field of his opponent.
- fields 42 and 44 carry the pieces of each of the players, distributed in seven columns carrying five pieces each, these pieces being distributed according to the player's wishes. These parts are shown in Figures 6a to 6e.
- Each set of coins includes a king, three spies, three devourers, fourteen diagonals and fourteen frontal. The different rooms are identified by a design carried by the upper face of the coin, the set available to each player being differentiated from that of his competitor by the color of the pieces.
- FIGS. 6a, 6b, 6c, 6d and 6e respectively represent the pieces of the king bearing the reference 52, of a spy 54, of a devourer 56, of a diagonal 58 and of a frontal 60.
- Each of these pieces includes an upper pad, bearing an identification drawing and referenced by the index a, and a guide rod referenced by the index b.
- the guide rods of all the parts are cylindrical and of the same diameter with the exception of those of the frontal type which are oblong.
- the diameter of the cylindrical rods is slightly less than the width of the grooves.
- the rod 52b of the king piece has a length between the depth of the grooves of the network 48 and that of the grooves 50. In this way, the king piece cannot be played on the central field 40.
- FIG. 6b a piece 54 of spy type. Its rod 54b has a length slightly less than the depth of the grooves of the network 46. In this way, the spy pieces can move both obliquely and longitudinally.
- FIG. 6c represents a part of devourer 56. This part has a rod 56b of the same configuration as the spy part of FIG. 6b.
- FIG. 6d shows a part 58 of diagonal type.
- the length of the rod 58b is between the depth of the grooves of the network 46 and that of the network 48. In this way, these parts can only be moved obliquely.
- the rod 60b of this part has an oblong shape of thickness substantially equal to the diameter of the other rods, of width greater than the width of the grooves and of length slightly less than the depth of the grooves of the network 46. In this way, the front parts 60 can only be moved in the longitudinal direction.
- each of the two players therefore has the thirty-five pieces described above. He arranges them at his convenience on his respective field.
- the pieces shown in the left column are those of a player.
- Those in the right column are those of his opponent.
- the lines connected to each of the pieces of the player cut the lines connected to each of the pieces of the opponent. Arrows are shown at the intersection of these lines.
- the spy piece when a spy piece meets the opposing king, the spy piece is eliminated. When the latter encounters an opposing spy piece, the opponent's spy piece is eliminated. When the spy piece encounters a devourer, the spy piece is eliminated. When the spy piece meets an oblique or frontal piece, it is reflected respectively obliquely or longitudinally.
- Players take turns playing a move which can involve sending a coin to the center field to explore the opponent's side field, or moving one of their pieces to their own side field.
- the part sent for exploration which is the upper part of a column
- the opponent's field either longitudinally or obliquely, depending on the course defined for this type of part. If the piece played is destroyed by the piece encountered, it is eliminated from the game. If the piece played encounters an empty column, it remains on the central field and blocks this column. If the piece played eliminates or causes the movement of the opposing piece encountered, it then returns to its starting field, conforming of course to the course imposed on it.
- the upper part of one of the columns is stored in the lower place of one or the other of the adjacent columns.
- the game is over, when the king of one of the players is eliminated by a devourer or it cannot be moved while it is attacked by an oblique or frontal piece.
- FIG. 8 shows a play space 61 making it possible to play with the same rules as those defined above.
- This space includes a raised shelf 62 of rectangular shape as well as two tables 64 and 66 each secured to a narrow side of the shelf 62.
- the networks that comprise the shelf 62 and the tables 64 and 66 are respectively similar to those of the fields 40, 42 and 44. They will therefore not be described in more detail. Seen from the side, the play space thus defined has a trapezoidal shape such that tables 64 and 66 are hidden from the opponent.
- Figures 9 and 10 show a playing space 69 according to a third embodiment, for four players.
- This space is defined by a square tablet 70 and by four tables 72, each table being integral with one of the sides of the tablet 70, the assembly forming a truncated pyramid.
- the networks associated with each of the tables are similar to those of fields 42 and 44. They will therefore not be described in more detail.
- the tablet 70 comprises an oblique network 76 (FIG. 10) with deep grooves and two longitudinal networks 78 and 80, crossed, with shallow grooves.
- a frame 82 defined by the extreme lines of the networks 78 and 80, forms reflection surfaces of the parts at an oblique step.
- the winner of this game is the one who first eliminates the king from his opponent.
- the interaction rules as defined with reference to FIG. 7 are always valid for the pieces of the players facing each other.
- the front pieces are exclusively moved in a longitudinal direction, and the oblique pieces exclusively in oblique directions. If, on the other hand, a devourer or a spy goes into exploration in oblique mode, it is reflected transversely by a frontal type piece of a neighbor, that is to say that it is sent to the second neighbor, where it is reflected according to the usual rules. If the piece of the second neighbor is also a piece of the frontal type, the devourer or the spy is then trapped in a lateral movement and therefore eliminated. Furthermore, a piece with an oblique movement, whether it be a spy, a devourer or a diagonal, cannot be reflected on an empty column of a neighbor. The piece played stops on this column and blocks it.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
- Pinball Game Machines (AREA)
- Processing Or Creating Images (AREA)
Claims (10)
- Spiel, umfassend ein Spielfeld (10, 38, 61 69) und für jeden Spieler einen Satz von Spielsteinen (24, 26, 28, 52, 54, 56, 58, 60), wobei jeder Satz mindestens einen Spielstein (24, 60) eines ersten Typs und einen Spielstein (26, 58) eines zweiten Typs umfaßt, denen Schritte eines ersten bzw. zweiten Typs zugeordnet sind, dadurch gekennzeichnet, daß das Spielfeld (10, 38, 61, 69) ein erstes Netz (18, 46, 78) und ein zweites Netz (22, 48, 76) einander kreuzender Führungen aufweist, wobei jedes Netz eine Gruppe von zueinander parallelen Bahnen umfaßt und daß die Spielsteine des ersten bzw. zweiten Typs erste (29b, 69b) bzw. zweite (26b, 58b) Führungsorgane aufweisen, die mit dem ersten bzw. zweiten Netz zusammenwirken zum Definieren des Schrittes der Steine, welche Steine freibeweglich sind gemäß einer Richtung senkrecht zur Ebene des Spielfeldes.
- Spiel nach Anspruch 1, dadurch gekennzeichnet, daß jeder Spielstein (24 bis 28; 54 bis 60) einen oberen Knopf (24a bis 28a); 54a bis 60a) umfaßt, versehen mit Mitteln zur Identifikation des Spielsteines und einen Schaft (24b bis 28b; 54b bis 60b), der mit dem Knopf verbunden ist und daß die Netze durch Nuten definiert sind, wobei die Schäfte ausgebildet und dimensioniert sind derart, daß sie in den Nuten des einen oder des anderen Netzes verschiebbar sind.
- Spiel nach Anspruch 2, dadurch gekennzeichnet, daß die das erste Netz (22) bildenden Nuten eng und tief sind und daß die das zweite Netz (18) bildenden Nuten breit und weniger tief sind.
- Spiel nach Anspruch 2, dadurch gekennzeichnet, daß jeder Spielsteinsatz ferner mindestens einen Spielstein eines dritten Typs (54, 56) umfaßt, dem ein Schritt eines dritten Typs zugeordnet ist, definiert durch die Kombination der Schritte des ersten und zweiten Typs und daß der Spielstein des dritten Typs mit einem Schaft versehen ist, der ausgebildet und dimensioniert ist derart, daß er in den Nuten beider Netze verschieblich ist.
- Spiel nach einem der Ansprüche 1 bis 4, dadurch gekennzeichnet, daß das Spielfeld ein erstes Feld (40) umfaßt, dem das erste und zweite Netz zugeordnet sind und zweite und dritte Felder (42, 44) mit Mitteln (50) zum Aufnehmen der Spielsteine eines Satzes.
- Spiel nach Ansprüchen 2 und 5, dadurch gekennzeichnet, daß die Aufnahmemittel (50) definiert sind von dritten bzw. vierten Netzen, zugeordnet dem zweiten bzw. dritten Feld derart, daß die Schäfte der Spielsteine jedes Typs einfügbar sind und derart, daß die Positionierung dieser Spielsteine sichergestellt wird.
- Spiel nach Ansprüchen 5 oder 6, dadurch gekennzeichnet, daß es ferner Maskierungsmittel (51) umfaßt, die es dem Spieler ermöglichen, vor seinem Gegner die Betätigung seiner Spielsteine zu verbergen.
- Spiel nach Ansprüchen 1 oder 2, dadurch gekennzeichnet, daß das Spielfeld (61) ein Spielbrett (62) und zwei Platinen (64, 66) umfaßt, die jeweils mit einer Kante des Spielbretts verbunden sind und mit diesem eine trapezförmige Struktur bilden und daß jede der Platinen ein Netz trägt, bestimmt zum Aufnehmen aller Spielsteine eines der Spieler, wobei die Neigung der Platinen hinreicht, daß die Spielsteine jedes Spielers für seinen Gegner unsichtbar sind.
- Spiel nach Ansprüchen 1 oder 2, dadurch gekennzeichnet, daß eines der Netze (46) vom Längstyp ist gebildet von mehreren Linien, die sich von einem zum anderen Ende des Spielfelds erstrecken, wobei zwei seitlich sind und die anderen mittig und daß das andere Netz vom schrägen Typ (48) ist und abknickende Linien umfaßt, jeweils gebildet von zwei Segmenten, wobei die Enden jedes Segments mit dem Ende einer mittigen Linie des Längsnetzes verbunden sind und daß zwei abknickende Linien einem der Enden jeder mittigen Linie und zwei andere abknickende Linien dem anderen dieser Enden zugeordnet sind.
- Spiel nach Anspruch 1 oder 2, dadurch gekennzeichnet, daß das Spielfeld (69) ein rechteckiges Spielbrett (70) umfaßt und vier Platinen (72m 74) jeweils einer der Kanten des Spielbretts zugeordnet, wobei das Spielbrett und die Platinen einen Pyramidenstumpf bilden und daß jede der Platinen ein Netz aufweist, bestimmt zur Aufnahme aller Spielsteine eines Spielers, wobei die Abschrägung so gewählt ist, daß die Spielsteine jedes Spielers für ihn selbst und seine Nachbarn sichtbar sind, nicht jedoch für sein Gegenüber.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR8906333A FR2646787B1 (fr) | 1989-05-11 | 1989-05-11 | Jeu comportant des pieces mobiles |
FR8906333 | 1989-05-11 |
Publications (2)
Publication Number | Publication Date |
---|---|
EP0397065A1 EP0397065A1 (de) | 1990-11-14 |
EP0397065B1 true EP0397065B1 (de) | 1993-08-04 |
Family
ID=9381658
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP19900108491 Expired - Lifetime EP0397065B1 (de) | 1989-05-11 | 1990-05-06 | Brettspiel mit verschiebbaren Spielfiguren |
Country Status (3)
Country | Link |
---|---|
EP (1) | EP0397065B1 (de) |
DE (1) | DE69002531T2 (de) |
FR (1) | FR2646787B1 (de) |
Families Citing this family (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5558336A (en) * | 1995-03-27 | 1996-09-24 | Sapello; Donald | Board game and method of playing |
WO2020000076A2 (en) | 2018-06-29 | 2020-01-02 | Cmon Productions Limited | Board game apparatus and method of playing the same |
Family Cites Families (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
FR423593A (fr) * | 1910-02-19 | 1911-04-21 | Vajou Marie Berthe | Dispositif de jeu à pions coulissants |
US1349456A (en) * | 1919-04-10 | 1920-08-10 | Vatslav A Hlasko | Puzzle |
US3130972A (en) * | 1960-08-23 | 1964-04-28 | Schwarzlander Harry | Game board with intersecting channels |
US3604709A (en) * | 1970-05-14 | 1971-09-14 | Joseph J Svetz | Three-dimensional board game apparatus |
US4239230A (en) * | 1978-12-28 | 1980-12-16 | Shoptaugh Philip L | Peg board game |
US4303246A (en) * | 1980-04-15 | 1981-12-01 | Ned Strongin | Table game |
US4432554A (en) * | 1982-02-16 | 1984-02-21 | Beamon Earl T | Word game apparatus |
US4470601A (en) * | 1982-12-27 | 1984-09-11 | Finn Stanley J | Puzzle |
GB2211746B (en) * | 1987-11-03 | 1991-07-31 | Avril Margaret Salter | A game apparatus |
-
1989
- 1989-05-11 FR FR8906333A patent/FR2646787B1/fr not_active Expired - Fee Related
-
1990
- 1990-05-06 DE DE1990602531 patent/DE69002531T2/de not_active Expired - Fee Related
- 1990-05-06 EP EP19900108491 patent/EP0397065B1/de not_active Expired - Lifetime
Also Published As
Publication number | Publication date |
---|---|
EP0397065A1 (de) | 1990-11-14 |
DE69002531T2 (de) | 1994-03-10 |
DE69002531D1 (de) | 1993-09-09 |
FR2646787B1 (fr) | 1993-04-30 |
FR2646787A1 (fr) | 1990-11-16 |
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