EP2148730A1 - Method and apparatus for a board game - Google Patents
Method and apparatus for a board gameInfo
- Publication number
- EP2148730A1 EP2148730A1 EP07815472A EP07815472A EP2148730A1 EP 2148730 A1 EP2148730 A1 EP 2148730A1 EP 07815472 A EP07815472 A EP 07815472A EP 07815472 A EP07815472 A EP 07815472A EP 2148730 A1 EP2148730 A1 EP 2148730A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- playing
- player
- game
- token
- positions
- 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.)
- Withdrawn
Links
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Classifications
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- 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
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
-
- 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
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
- A63F2003/00009—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track with an intersection in the track
Definitions
- the present invention relates to games in which players move tokens around a playing path on a playing board. Such games are commonly known as "board games". In one form, the present invention relates to board games in which the playing and/or participation thereof, may be facilitated by electronic means, however, it should be appreciated that the present invention is not limited to that use, only.
- Most board games have a single playing path. Some board games have multiple playing paths. Most board games incorporate the element of chance by having a random number generator such as a dice. Some games such as
- Monopoly include varying degrees of decision-making.
- US Patent No 5,584, 484 discloses a board game apparatus including a board with a number of intersecting endless playing paths each with marked spaces.
- a playing piece is associated with each player for moving around the board.
- To facilitate movement around the board cards are used to determine tasks for completion and directions to be followed.
- Tokens are associated with the tasks and are used for recording successful completion of tasks by players.
- the board game apparatus of Kenvyn is used as a tool to direct players to desired information sources, for example one or more dictionaries of different levels of detail or language such that players may test and/or increase their knowledge. It is noted that in the game disclosed by Kenvyn the multiple intersecting pathways merely provide a number of alternative routes for a playing piece.
- this provides a single convoluted path comprising sections of the multiple pathways that can be taken by a single playing piece representing a single player where each playing piece has the potential to be at any position on any pathway on the board at some point in the game.
- the function of the game board of Kenvyn is considered comparable to Snakes and Ladders where the snakes and the ladders of the board move a playing piece from one point along a given pathway section to another point on another pathway section such that a playing piece may be located at any space on the board at some point in the game.
- Other board games which include either intersecting or alternate pathways for playing pieces in which any one of the paths may be followed by a player's pieces are found in US 5,704,61 1 (Pierce) and US 5,092,606 (Miller).
- US Patent No 5,607,160 (Stevens et al) identifies a problem in a number of prior art games that facilitate movement of playing pieces around a board by players either answering questions, drawing or, acting out a word or object but do not combine any or all three of the skills involved in questions, drawing and acting.
- the solution provided by Stevens et al provides three intersecting pathways for the playing piece of an individual or team to traverse and wherein the playing piece must complete all pathways and carry out all the prescribed tasks to complete the game.
- the prescribed tasks to be completed are a combination of activities including answering questions, drawing and acting.
- US Patent No 6,332,613 discloses apparatus for playing a game comprising a board and a plurality of playing pieces (or shards) for placement on the board for tracking progress of the game,
- the board is demarcated into a number of playing areas and each playing area is subdivided into abutting playing spaces. Some of the playing areas partially overlap such that the playing areas have at least some playing spaces in common.
- the playing pieces of a side are shards matching the playing spaces on the playing area corresponding to the side.
- the object of the game is to be the first side to place all their shards over their respective playing area and then to subsequently place a ring on a central space of the board in order to win the game.
- Point's rounds are conducted for the purpose of accumulating points, which allow a side to place their shards, one shard for each point, on playing spaces of their respective playing area.
- the gaining of points for placing shards and the ability to place the ring on the board is achieved by way of identifying a "Ringer" from subgroups of a topic or subject category represented on word cards, where a "Ringer” is a contrived word that is a deceptive representation of being a member of the particular subgroup.
- varying point scores according to the degree of difficulty may be awarded to the "fingerer” if they correctly identify the "Ringer", whereas if they do not correctly identify the "Ringer” a point score is awarded to the "hander” instead and, the point score of the "hander” may be indirectly proportional to the score that couid have gone to the other side.
- the board game that Reese discloses is directed at merely testing players' knowledge of categorized items for perceived recognizability of a given item as being a member of a set falling within a given category.
- the game apparatus of Clingman et al includes a playing surface having a number of intersecting sinuous paths and primary and secondary playing pieces. Each path is defined between two longitudinal lines and is divided transversely to the longitudinal lines into a series of "zones" extending along the path longitudinally between a start and finish zone. Also, along each longitudinal line distinctive "positions" are provided at the junctions of adjacent zones.
- the primary piece of each player is initially positioned at the start of its respective path on the playing surface in its start zone and is moved stepwise along the path, ie from zone to zone, to the finish at the other end of that path.
- Each player also has a set of secondary pieces which are placed initially on certain predetermined ones of the positions and are movable stepwise to other positions along the longitudinal lines.
- An opponent's secondary pieces may be dispersed (or captured) by bringing an opposing secondary piece into an adjacent position.
- the game is won either when one player manages to advance his/her primary piece to the finish at the other end of his/her path, or when he/she captures his/her opponent's primary piece by surrounding his/her opponent's primary piece in a zone in which the first player has one of his secondary pieces at each of the positions that make up the four comers of that zone.
- Clingman et al is considered to extend a game such as chess by introducing two categories of playing pieces, one such playing piece has as its function to move to the ultimate destination playing zone and end the game whilst the other category of playing piece may be used to attack and dispose of playing pieces of the opposition whether they be of one category or the other such that the game is also ended if the disposed of playing piece of the opponent is its primary piece.
- a second set of "choice” paths is provided, each of which has spaces marked with indicia relating to a life pursuit, and an entry space and a finish space at opposite ends of the "choice” path.
- the entry and finish spaces of the "choice” paths are contiguous with corresponding spaces of one of the first set of paths from which a player can choose to move their playing piece into the entry space of the given choice path. Accordingly, a given player may have their playing piece travel from a start space common to the playing piece of each player along any one of the first and second set of paths laid out on the board.
- US Patent No 6,394,454 discloses a board game for players to move their plural game pieces from respective start spaces to respective finishing spaces along a first path and a second path having a plurality of connector paths in between.
- the first path encompasses the second path such that the first path is a perimeter path and the second path is an interior path.
- Both first and second paths and the connector paths are divided into path spaces.
- a plurality of start spaces are located adjacent the first path.
- a plurality of end paths are respectively connected to the first path.
- Cards are drawn by players for indicating movement of the players 1 sets of playing pieces around the paths and the game is won by the player that moves their set of game pieces to the end of the respective end path.
- the game of Etherington Jr et al is considered to be a variation on the well known game of LudoTM in which one of the variations is that progress of the playing pieces around the board is determined by means of the directions given on the drawn cards and not dice.
- an object of the present invention is to alleviate at least one disadvantage associated with the related art.
- the present invention provides a board game comprising a playing surface, the playing surface being adapted for the movement of a plurality of player tokens on it; and having markings on it, the markings comprising a plurality of playing circuits, the playing circuits comprising at least a first, second and third playing circuit, each playing circuit: being divided into a set of playing positions, such that player tokens may be placed on any playing position; intersecting each other playing circuit at a plurality of intersecting positions so that a playing position at each of the plurality of intersecting positions is common to at least two of the plurality of playing circuits; and adapted to provide a playing path which defines the play of at least one player token associated with said playing circuit.
- the play defined by the playing path corresponds to one or more predefined game functions of the player token associated with said playing circuit.
- the predefined game functions may be unique for each respective playing circuit and, preferably each player token is confined to movement only on its respective playing path.
- a preferred embodiment of the present invention provides a method of playing a game using a board game as disclosed herein, comprising, for each player: placing player tokens on each "start" position on each playing circuit; throwing a dice; the player who has thrown the highest score of the dice taking the first turn of play; on each succeeding throw of the dice, the player who threw the dice moving one player token through the number of playing positions indicted by the throw of the dice.
- a preferred embodiment of the present invention provides a method of playing a game using a board game as disclosed herein with particular reference to the drawings; and the rules of the game that are set out in at least one of the Annexures to this specification.
- a preferred embodiment of the present invention provides apparatus adapted to conduct a board game, said apparatus comprising: processor means adapted to operate in accordance with a predetermined instruction set, said apparatus, in conjunction with said instruction set, being adapted to perform at least one or more of the method steps as disclosed herein.
- a preferred embodiment of the present invention provides a computer program product comprising: a computer usable medium having computer readable program code and computer readable system code embodied on said medium for conducting a board game within a data processing system, said computer program product comprising: computer readable code within said computer usable medium for one or more of: displaying game information and; playing the game of the board game as disclosed herein.
- a preferred' embodiment of the present invention provides a method of playing a board game on a substrate which has a playing surface, the playing surface: being adapted for the movement of a plurality of player tokens on it; and having markings on it, the markings comprising a plurality of playing circuits, the playing circuits comprising at least a first, second and third playing circuit, each playing circuit: being divided into a set of playing positions, such that player tokens may be placed on each playing position; and intersecting each other playing circuit at a plurality of intersecting positions so that a playing position at each of the plurality of intersecting positions is common to at least two of the plurality of playing circuits; and, adapted to provide a playing path which defines the play of at least one player token associated with said playing circuit, the method of playing the game comprising: at least two players placing at least one of the plurality of player tokens on each of the playing circuits.
- a preferred embodiment provides a method of playing a board game comprising a plurality of playing paths, the method comprising the steps of: advancing player tokens along the plurality of playing paths where each player token is dedicated to one of the respective playing paths; providing for interaction between the advancement of at least two player tokens at a plurality of intersecting positions common to at least two playing paths; determining the advancement and interaction of player tokens in accordance with predetermined game functions corresponding to the respective playing paths.
- a preferred embodiment provides apparatus for a board game comprising: a substrate with a playing surface having a plurality of playing paths: random number generation means for advancing player tokens along the plurality of playing paths where each player token is dedicated to one of the respective playing paths; the playing paths adapted to provide for interaction between the advancement of at least two player tokens at a plurality of intersecting positions common to at least two playing paths; a set of rules for determining the advancement and interaction of player tokens in accordance with predetermined game functions corresponding to the respective playing paths.
- the predetermined game functions may comprise one or a combination of: a subject framework of a field of knowledge; at least one characterization from an action, fantasy or drama story; characterizing elements of an action, fantasy or drama story.
- the play of a player token which is defined by a playing circuit's playing path may correspond to one or more predefined game functions of the player token.
- predefined game functions may advantageously relate to any number of characterizations, which may be modeled on one or more aspects of the entire human body of knowledge and pursuits, for example, the sciences and engineering, learning, literature, the arts, cultural manifestations and productions.
- embodiments of the present invention may comprise fantasy/super hero scenarios such as, for example, "SupermanTM,” “BatmanTM” and "SpidermanTM”.
- Embodiments of the present game are adaptable to a wide range of such action, fantasy or drama themes, most particularly where one can identify a central character (eg a hero), the circumstances of forces supporting the central character (eg hero), and other protagonists in the central character's (eg hero's) story (eg the hero's enemies).
- a preferred embodiment of the present game provides for interaction between these three elements of an action, fantasy or drama theme, in a combination of competing factors enjoyed by most children.
- Further embodiments of the game can be presented with no underlying story, being played but merely within a subject framework, the action cards all relating to the same field of knowledge, for example, mathematics, science, history, geography, paleontology, etc.
- the game tests the knowledge and skill of the players within a competitive framework.
- preferred embodiments of the game are readily adaptable to any number of characterizations found in popular media and literature involving narrative themes, particularly those comprising Odyssean themes such as for example, J.R.R. Tolkien's "The Lord of the Rings”TM trilogy and “The HobbifTM, Douglas Adam's "The Hitchhiker's Guide to the Galaxy”TM, the BBC's "Dr Who”TM series, Emily Rodda's "Deltora Quest”TM series and JK Rowling's “Harry Potter”TM series.
- Other fantasy and high fantasy adaptations may comprise George Lucas's "Star Wars”TM epics and Gene Roddenbury's "Star Trek”TM television series.
- the nature of the preferred embodiment of the present game is such that it may be played between two individual players, between an Individual player and a team of players, or between two teams of players. Accordingly, throughout this specification, including the claims, the term “player” is used to include both an individual player and a team of players. Further the term “player tokens” refers to playing pieces that represent or indicate one or more functional aspects of a player.
- the board game further comprises a plurality of player tokens, each of which player tokens is adapted for movement on a respective playing circuit. It is preferred that movement of player tokens on a playing circuit is determined at least in part by random number generation.
- the playing positions of the first playing circuit comprise one or more of: at least one playing position which bears indicia that it is a starting position for player tokens; at least two playing positions each of which bears indicia to the effect that the landing of a player token on it contributes to ending a game
- the playing positions of the first pjaying circuit further comprise: at least two playing positions each of which bears indicia to the effect that the landing of a player token on it results in the awarding to that player of a token which contributes to the ending of a game.
- the playing positions of the second playing circuit comprise one or more of: at least two playing positions, each of which bears indicia that it is a starting position for player tokens; a plurality of playing positions, each of which bears indicia that a player whose token lands on it is to draw a card on which is a question to be answered; a plurality of playing positions, each of which bears indicia that a player whose token lands on it is to draw a "mystery" card; and a plurality of playing positions, each of which bears indicia that a piayer whose token lands on it is to increment a score.
- each of the playing positions that are intersecting positions on both the first and second playing circuits bear indicia that a player whose token lands on It is to have an extra turn of play.
- the playing positions of the third playing circuit comprise one or more of: " at least two playing positions, each of which bears indicia that it is a starting position for player tokens; a plurality of playing positions, each of which bears indicia that a player whose token lands on it is to draw a card which requires the player to make a decision relevant to the playing of the game; a plurality of playing positions, each of which bears indicia that a player whose token lands on it is to draw a "mystery” card; and a plurality of playing positions, each of which bears indicia that a player whose token lands on it is to draw a card on which is a question to be answered.
- each "mystery" card bears indicia that a player has either received a reward or a penalty relative to playing the game. It is preferred that each of the playing positions that are intersecting positions on both the third playing circuit; and either of the first playing circuit and the second playing circuit, bear indicia that a player whose token lands on it is to miss a turn of play. It is preferred that the playing surface further comprises markings that indicate directions in which playing tokens may be moved.
- the board game further comprises markings that indicate where: mystery cards; decision cards; question cards; or penalty cards are to be placed on the board.
- each pathway is restricted to moving only along their respective playing circuit and each respective player token has its own unique functions and objectives.
- plural random number generating means such as dice, may be incorporated such that the movement of each player token corresponding to it own respective playing path is controlled by its respective random number generating means at each turn. For example, with three discrete playing paths it is preferred that three separate random number generating means such as three dice are activated and moving all three of a player's tokens in correspondence to each respective random number generating means.
- a further advantage is provided in preferred embodiments where particular game control cards may be provided to increase the complexity of the game, such as for example the use of question cards which allow for questions that may be more intellectually demanding and take longer to answer than other questions but these question cards do not hold up the game whilst they are answered.
- decision making cards are provided to give greater control over the direction and development of the game as it is played out.
- the present invention may comprise the use of computer implemented apparatus as described herein to perform the board game functions and/or facilitate the function of displaying game information, for example, the score of players, the operation of cards in electronic form and progress of play in general.
- Figure 1 is a plan view of a playing board showing a playing surface according to one preferred embodiment
- Figure 2 illustrates a sample of game cards suitable for use in conjunction with the board of figure 1;
- Figure 3 illustrates an arrangement for scoring that is suitable for use in conjunction with the board of figure 1 ;
- Figures 4 and 5 illustrate player tokens suitable for use in conjunction with the board of figure 1 ;
- Figure 6 illustrates an electronic display for facilitating play of the game in accordance with another preferred embodiment
- Figure 7 illustrates an electronic display for facilitating play of the game in accordance with a further preferred embodiment.
- Figure 8 illustrates a portion of the playing board of figure 1 during an Initial play of a game according to one embodiment of the present invention. DESCRIPTION OF PREFERRED EMBODIMENTS OF THE INVENTION
- a board game in accordance with the embodiment of figure 1 is played between two players. In other embodiments it is envisaged that more than two players may be involved. For example, in one embodiment adapted for the Harry
- Hogwarts houses may be involved.
- a playing board 1 according to the presently-described embodiment of the invention has three playing circuits:
- a first circuit 2 which is positioned generally in the centre of the playing surface and is coloured yellow in a preferred embodiment of the playing board of figure 1 ;
- a second circuit 3 which is positioned generally to be centered around the middle of the playing surface and is coloured green in a preferred embodiment of the. playing board of figure 1 ;
- a third circuit 4 which positioned to provide a generally outer path with respect to the playing surface and is coloured brown in a preferred embodiment of the playing board of figure 1.
- Each of the circuits 2, 3 and 4 has multiple points of intersection with each of the other circuits.
- the centre circuit 2 intersects the second middle circuit 3 so as to have squares 8 and 9 (which are coloured blue or pink in preferred embodiments of the board of figure 1) in common. These squares 8 and 9 are marked as “Extra Turn” squares.
- the central square 11 of the centre circuit 2 is bordered partly in red and partly in blue to designate its use for respective "red” and “blue” players and is marked as the "Start" square.
- the central circuit 2 also has two squares 12 and 13 that are marked with blue stars and two squares 14 and 16 that are marked with red squares. The blue markings are for indicating the squares' use to the advantage of the blue player and to the disadvantage of the red player as described below.
- the red markings are for indicating the squares' use to the advantage of the red player and to the disadvantage of the blue player. It is noted that the chosen markings for any playing squares of the board whether they be on any one of the playing circuits may be varied yet remain distinctive of their function as described herein and these variations would be within the knowledge and discretion of the person skilled in the art without departing from the scope of the present embodiment.
- the middle circuit 3 in the example of figure 1 it is in the form of an approximately hour-glass shaped closed circuit of squares.
- the middle circuit 3 has: eight squares 17, 18, 19, 21 , 22, 23, 24 and 25 which are marked with the symbol "?”; six squares 27, 28, 29, 31, 32 and 33 which are marked with the letter "Q"; twelve squares 34, 36, 37, 38, 39 41 , 42, 43, 44, 46, 47 and 48 which are marked with the word "Score”; six squares 49, 51 , 52, 53, 54 and 56 which are marked with the letter "P". These six squares 49, 51 , 52, 53, 54 and 56 occur at points where the middle circuit 3 coincides with the centre circuit 2 or the outer circuit 4.
- the middle circuit 3 also has two squares 57 and 58, each of which is marked with the word "Start".
- the square 57 has a red border to indicate use by the red player and the square 58 has a blue border to indicate its use by the blue player.
- the outer circuit 4 in the example of figure 1 , it is in the form of the periphery of a rectangle.
- the outer circuit 4 has: four squares 57, 58, 59 and 61 which are marked with the symbol "?”; four squares 62, 63, 64 and 66 which are marked with the letter "D”; four squares 67, 68, 69 and 71 which are marked with the letter "Q".
- the outer circuit 4 also two squares 72 and 73, each of which is marked with the word "Start".
- the square 72 has a blue border and the square 73 has a red border. Again, the blue border indicates use by the blue player and the red border indicates use buy the red player.
- the actual number of squares may vary within the scope of the presently described embodiments and this may be recognised by the person skilled in the art and adapted as for example according to how game players react to. the number of squares they are presented with.
- the board 1 is marked: on the right-hand side of the board with a blue-coloured rectangle 74 which is marked with the word "BLUE". Proximate to the rectangle 74, the board 1 has two blue-bordered arrows 76 and 77, each of which points in the same direction; and on the left-hand side of the board with a red-coloured rectangle 78 which is marked with the word "RED".
- the board 1 Proximate to the rectangle 78, the board 1 has two red-bordered arrows 79 and 81 each of which points in the same direction and in the same direction as do the arrows 76 and 77.
- the board 1 is additionally marked with: a square 78a which has a red border and which is marked with a red star symbol; a square 79a which has a blue border and which is marked with a blue star symbol; a rectangle 81a which is light purple in colour and which is marked with a
- Figure 2 illustrates examples of a set of game cards suitable for use in conjunction with the board of figure 1.
- FIG. 3 illustrates an arrangement for scoring that is suitable for use in conjunction with the board of figure 1.
- the arrangement of figure 3 is printed on a sheet of material such as stiff paper or cardboard.
- scoring devices comprising rotating discs may be employed. Such devices may comprise two numbered discs situated inside an envelope with two cutouts to enable viewing of the displayed number as a score indicator. Two further cut outs within the envelope may be provided to enable players to rotate the discs to alter scores accordingly.
- Figures 4 and 5 illustrate player tokens suitable for use in conjunction with the board of figure 1.
- the player tokens 107, 108 and 109 of figure 4 each have a red border and are marked with the letter "R" to indicate use by the red player.
- the body of the token 107 is coloured yellow
- the body of the token 108 is coloured green
- the body of the token 108 is coloured brown each indicating use for the token on the yellow, green and brown playing circuits, respectively.
- the player tokens 111 , 112 and 113 of figure 5 each have a blue border and are marked with the letter "B" to indicate use by the blue player.
- the body of the token 111 is coloured yellow
- the body of the token 112 is coloured green
- the body of the token 113 is coloured brown each indicating use for the token on the yellow, green and brown playing circuits, respectively.
- markings and colour schemes for each of the playing paths/circuits, the player tokens and other markings in relation to the board game for indicating use by a particular player may be varied yet remain distinctive of their function as described herein and these variations would be within the knowledge and discretion of the person skilled in the art without departing from the scope of the present embodiments described herein.
- Playing the game requires a minimum of two players, for example as noted with respect to the accompanying drawings, the red player and the blue player.
- the winning player (team) will be the one with the higher number of points at the end of the game.
- each pack of mystery, decision, question and penalty cards is separately shuffled and then placed face down on rectangle 81a, 82, 83 and 84 respectively.
- yellow token 107 is placed on “Start” square 11 of the centre circuit 2; green token 108 is placed on “Start” square 58 of middle circuit 3; and brown token 109 is placed on "Start” square 72 of outer circuit 4.
- yellow token 111 is placed on “Start” square 11 of the centre circuit 2; green token 112 is placed on “Start” square 57 of middle circuit 3; and brown token 113 is placed on "Start” square 73 of the outer circuit 4.
- Other mechanisms for deciding which player has the first move may be utilised as would be recognised by the person skilled in the art. Movements of the tokens are determined by the score on a standard dice, which is thrown alternately by each player, unless the sequence is varied by instructions on cards that are called up when tokens land on specifically designated squares on the board.
- a player whose turn it is to throw the dice may move any one (but preferably only one) of that player's tokens the number of spaces corresponding to the score on the dice.
- a score on the dice cannot be apportioned between the player's tokens. However, in other embodiments this may be allowed.
- this embodiment having three playing paths that more than one dice be used.
- three dice may be used to indicate movement on each of the three respective paths and all three tokens of the player having their turn will be moved in that turn according to the values indicated by the respective dice.
- Each of the three dice may be colour coded to correspond to their respective playing path.
- Players keep an accurate running total of the points they score during the game. Deliberate misrepresentation of this score may result in the immediate loss of the game.
- a player may ask for, and then be provided with, the opponent's total score at any time during the game.
- Both the yellow token 107 of the red player and the yellow token 111 of the blue player will move up and down the centre (yellow) path 2. However the first move on this path from the starting position will be away from the player's End of
- the green token 108 of the red player on the middle (green) path 3 and the brown token 109 of the red player on the outer (brown) path 4 moves in the clockwise direction around the board.
- the green token 112 of the blue player on middle (green) path 3 and the brown token 113 of the blue player on the outer (brown) path. 4 moves in the anticlockwise direction around the board. In alternative embodiments this directional movement may be reversed but it is required, in preferred embodiments that players move in generally opposite direction around these playing circuits.
- Penalty (P) squares 49, 51 , 52, 53, 54 and 56 which is already occupied by either the player's own token, or the opponent's token, requires that the player take a card from the top of the Penalty card pack. If the tokens of the two opposing players occupy the same square on any other occasion during the game, each of the players may role the dice and the higher scorer will add 10 points to his/her total.
- Landing on a Question (Q) square 27, 28, 29, 31 , 32, 33, 67, 68, 69 or 71 requires that a question card be taken from the top of the stack of question cards at 83 and that the player answer the question stated on the card. There is no penalty for an incorrect answer; however the player gains 10 points for a correct answer.
- a player consists of a team of individuals, those individuals are permitted to share the decision-making and pool their knowledge to answer questions as they arise. It is preferred that a time limit be applied when answering questions.
- players may be permitted to consult various immediately available information resources in order to discover the answers to such questions, but this preferably may necessitate a reduced time limit.
- Landing on a Mystery (?) square 17, 18, 19, 21 , 22, 23, 24, 25, 57, 58, 59 or 61 requires that the player take a card from the top of the Mystery card pack at 81.
- the outcome will either be a reward or a penalty depending on the luck of the draw (eg. "Miss a Turn", "Add 10 points to your total score", etc.). If the implementation of a Mystery card results in an additional reward or penalty, then the player must accept that outcome.
- Landing on a Decision (D) square 62, 63, 64 or 66 requires that the player take a card from the top of the Decision card pack at 82.
- the card will offer two options. These options will convey a varying probability between two levels of penalty or two levels of reward. For example, a card may offer a player the choice to either miss a turn, or throw the dice and accept an alternative outcome, which will generally either increase the severity of the penalty, or cancel it altogether. Scoring an even number on the dice may mean missing no turns, whilst throwing an odd number may result in two missed turns instead of one. Similarly, the card may offer two alternative reward options where the player chooses one or the other of these options.
- Penalty (P) square on the board means that the player must draw a Penalty card from the pack. This card will apply a significantly greater penalty than might be expected from a Mystery (?) or Decision (D) card.
- a token on the middle circuit 3 scores points as it moves about that circuit.
- a player whose token lands on one of these squares adds ten points to their score, unless an opposition player's token occupies such a square, in which case the score may not count.
- Some of the Mystery cards also add points to or subtract points from a player's total score.
- a token on the outer circuit 4 also offers the opportunity to draw Mystery, Decision and Question cards, but it also offers an opportunity to inflict a significantly greater penalty on an opponent. If say, a token on the outer circuit 4 and a token on one of the middle circuit 3 or the centre circuit 2 occupies the same (intersecting) square, the player whose token is on the middle circuit 3 or the centre circuit 2, must draw a Penalty card. Should the tokens of the two players simultaneously occupy the same square on any other part of the board within the same circuit, the players must throw the dice. The player who throws the highest number on the dice will receive, for example, 10 points.
- the game is concluded by: a player who holds their "End of Game” card landing on the appropriate "End of Game” square; or a player drawing a Mystery card that arbitrarily concludes the game; or a player drawing a Mystery card that offers to that player an opportunity to conclude the game.
- the End of Game Square for the blue player is square 7 and the End of
- Game square for the red player is square 6. A player must throw the exact score on the dice in order to occupy either one of the two End of Game squares. A score in excess of the number required merely brings about a change in the direction of the token.
- a player's objective is to avoid ending the game until that player has sufficient points to win it. This may even mean forcing opponents to end the game against their wishes. For example, a player may draw a Mystery card which permits that player to move an opponent's token back three spaces. This could mean moving the token on the centre circuit to the opponent's End of Game square when the opponent is holding his/her appropriate End of Game cards.
- a game may be played out to the end, and may therefore take a long period to complete.
- a time limit may be set at the commencement of the game, at the end of which the player with the greater number of points is the winner.
- each player throwing the dice and determining which of his/her player tokens to move (ie. one on each circuit)
- the player places the three dice in a "throwing cup,” shakes it, and tips the dice onto the playing surface.
- the score on each dice determines the number of spaces moved on the respective circuit.
- the player may receive a 50 point bonus. If in a single throw, the sum of the scores on the three dice add to 7, the player may lose 10 points.
- playing spaces that affect an opponent may be incorporated such that, if a player's brown Tokens 109 or 113 (located on the outer pathway) comes to rest on a square designated by, for example, the letter
- a "Mega Question” may be employed such that, if a player draws a "Mega Question” card, all players have the opportunity to bid to answer the question.
- the bid is based on the number of points a player is prepared to lose as a result of an incorrect answer. This number of points may also determine the number of points gained for a correct answer.
- the question does not have to be answered immediately (ie. within the same play phase).
- the maximum time provided to answer such questions may be approximately five minutes and is measured by the game's timing device (eg. an hour glass or electronic timer). The game may advantageously continue in the interim.
- a "Mega Question” in a generalised form of the game could comprise a mathematics question, such as for example, the following:
- Jack and Mary plan to attend a six o'clock session at the local cinema.
- Jack's watch is ten minutes fast, but he thinks that its five minutes slow.
- Mary's watch is ten minutes slow, but she thinks that its ten minutes fast. Both live ten minutes from the cinema.
- Alternate Mystery cards may be provided to enhance play.
- amongst the Mystery Cards there may be several that refer to special cards.
- "Magic Spell" cards can be provided amongst the Mystery Cards. No matter which player draws one of these particular Mystery Cards, ALL players are involved in the process.
- One of the players takes the top card from the Magic Spell deck and reads it aloud.
- the card will describe an unforeseen event in the game that can only be corrected by using a magic spell.
- Each player has three minutes to devise such a spell.
- At the end of this period each player will read his solution to the other players who will then award a score based on the marking criteria listed on the reverse of the Magic Spell card and the accompanying book of spells.
- An example of a Magic Spell Card and its scoring criteria follow:
- Wingardium Leviosa spell to either move your chaser out of harm's way, or deflect your opponent's bludger from its intended destination. 5. Take 5 points off if you suggest the Protego spell as you would not be in a suitable position to reflect Professor Snape's spell back on himself.
- the square clearing has two diagonals, one of which starts at C and is perpendicular to the direct route from A to B, at a point 7kms from both towns.
- the program may be stored on computer-readable media, such as floppy disks, optical discs (eg compact discs), or fixed disks (such as hard drives and the like), and may be resident in memory, such as, for example random access memory (RAM), read-only memory (ROM), firmware, or flash RAM memory.
- RAM random access memory
- ROM read-only memory
- flash RAM flash RAM
- the program as software may then be executed on a computer or microprocessor device to implement the method.
- the program or portions of its execution may also be distributed over multiple computers or servers in a network having a topology corresponding to one or a combination of: a small area such as in a LAN (Local Area Network); a large campus or city area such as in a MAN (Metropolitan Area Network) or; a wide geographical area such as in a WAN (Wide Area Network).
- LAN Local Area Network
- MAN Metropolitan Area Network
- WAN Wide Area Network
- a communication device is described that may be used in a communication system, unless the context otherwise requires, and should not be construed to limit the present invention to any particular communication device type.
- a communication device may comprise, without limitation, a bridge, router, bridge-router (router), switch, node, or other communication device, which may or may not be secure.
- logic flow or logic implementation may be partitioned into different logic blocks (e.g., programs, modules, functions, or subroutines) without changing the overall results or otherwise departing from the true scope of the invention.
- logic elements may be added, modified, omitted, performed in a different order, or implemented using different logic constructs (e.g., logic gates, looping primitives, conditional logic, and other logic constructs) without changing the overall results or otherwise departing from the true scope of the invention.
- Various embodiments of the invention may be embodied in many different forms, comprising computer program logic for use with a processor (e.g., a microprocessor, microcontroller, digital signal processor, or general purpose computer), programmable logic for use with a programmable logic device (e.g., a
- FPGA Field Programmable Gate Array
- ASIC Application Specific integrated Circuit
- Computer program logic implementing all or part of the functionality where described herein may be embodied in various forms, comprising a source code form, a computer executable form, and various intermediate forms (e.g., forms generated by an assembler, compiler, linker, or locator).
- Source code may comprise a series of computer program instructions implemented in any of various programming languages (e.g., an object code, an assembly language, or a high-level language such as Fortran, C, C++, JAVA, or HTML) for use with various operating systems or operating environments.
- the source code may define and use various data structures and communication messages.
- the source code may be in a computer executable form (e.g., via an interpreter), or the source code may be converted (e.g., via a translator, assembler, or compiler) into a computer executable form.
- the computer program may be fixed in any form (e.g., source code form, computer executable form, or an intermediate form) either permanently or transitorily in a tangible storage medium, such as a semiconductor memory device (e.g, a RAM, ROM, PROM, EEPROM, or Flash-Programmable RAM), a magnetic memory device (e.g., a diskette or fixed disk), an optical memory device (e.g., a CD-ROM or DVD-ROM), a PC card (e.g., PCMCIA card), or other memory device.
- a semiconductor memory device e.g, a RAM, ROM, PROM, EEPROM, or Flash-Programmable RAM
- a magnetic memory device e.g., a diskette or fixed disk
- an optical memory device e
- the computer program may be fixed in any form in a signal that is transmittable to a computer using any of various communication technologies, including, but in no way limited to, analog technologies, digital technologies, optical technologies, wireless technologies (e.g., Bluetooth), networking technologies, and inter-networking technologies.
- the computer program may be distributed in any form as a removable storage medium with accompanying printed or electronic documentation (e.g., shrink wrapped software), preloaded with a computer system (e.g., on system ROM or fixed disk), or distributed from a server or electronic bulletin board over the communication system (e.g., the Internet or World Wide Web).
- Hardware logic comprising programmable logic for use with a programmable logic device
- CAD Computer Aided Design
- AHDL hardware description language
- PLD PALASM, ABEL, or CUPL
- Programmable logic may be fixed either permanently or transitorily in a tangible storage medium, such as a semiconductor memory device (e.g., a RAM,
- ROM read-only memory
- PROM PROM
- EEPROM electrically erasable programmable read-only memory
- Flash-Programmable RAM a magnetic memory device (e.g., a diskette or fixed disk), an optical memory device (e.g., a CD-ROM or DVD-ROM), or other memory device.
- the programmable logic may be fixed in a signal that is transmittable to a computer using any of various communication technologies, including, but in no way limited to, analog technologies, digital technologies, optical technologies, wireless technologies (e.g., Bluetooth), networking technologies, and internetworking technologies.
- the programmable logic may be distributed as a removable storage medium with accompanying printed or electronic documentation (e.g., shrink wrapped software), preloaded with a computer system (e.g., on system ROM or fixed disk), or distributed from a server or electronic bulletin board over the communication system (e.g., the internet or World Wide Web).
- a computer network implementation of a board game which may further be played individually by one player (red or blue) against a central micro-controlier functioning as the other player (blue or red).
- one embodiment of the present invention may comprise the use of such computer implemented apparatus as described above to perform the board game functions and/or facilitate the function of displaying game information, for example, the score of players, the operation of cards in electronic form and progress of play in general.
- FIG. 6 and 7 illustrate an electronic display of the relevant functions that players would be exposed to in the course of play for players distinguished by colour (eg red player, yellow player, orange player, blue player) and also by number (player 1 , player 2, player 3, player 4), respectively.
- An electronic device suitable for facilitating play of the game refers to a standalone hand held computational/storage device much like a television remote controller in appearance or, alternately, a computer software program that when downloaded into computer memory, simulates this device using the computer video display unit, computer memory, and the computer keyboard and mouse. In either event, the device comprises:
- the keypad may comprise some preset function keys to speed up the process.
- Some example preset function may be double 117, halve 118, add multiples 119 and subtract multiples 121 , etc. Many of these functions, if not all, would be recognised by the person skilled in the art.
- Additional keys allowing access to other information stored in memory such as RAM, for example, by way of text query entry area 122.
- Example information may be, rules, saved games, action card details, etc.
- Input/output device functions like those of an electronic mouse may be utilised to invoke some or all of these functions, eg use of 'right click 1 when placing a cursor over the relevant portion of the display. Also there should be the capacity to bring "end of game cards", for example, the "golden snitch" into and out of play, . 5)
- Multiple memories eg RAM
- RAM random access memory
- An I/O port eg. USB
- rules, questions and mega questions, mystery cards, decision cards, penalty cards, and super challenge cards can be download from an external source (eg. computer disc or internet).
- a random generator 124 which would take the place of dice, as well as randomise the order of the action cards, etc. In figures 6 and 7 the random generator may be invoked by clicking on the image 124 of the dice as shown.
- An on-screen timing device 126 (clock) activated and operated by keypad buttons, and automatically invoked during some activities (eg. Mega Questions and Super Challenges).
- Figures 6 and 7 show such a timing device 126 in the large area display for each player at the top of the display.
- Battery compartment for example, in a hand held embodiment of the game device.
- a nail and a screw may not be structural equivalents in that a nail employs a cylindrical surface to secure wooden parts together, whereas a screw employs a helical surface to secure wooden parts together, in the environment of fastening wooden parts, a nail and a screw are equivalent structures.
- "Comprises/comprising" when used in this specification is taken to specify the presence of stated features, integers, steps or components but does not preclude the presence or addition of one or more other features, integers, steps, components or groups thereof.
- the Board Game consists of three intersecting paths (or circuits): Path 1 (the yellow path) on which Token 1 is located Path 2 (the green path) on which Token 2 is located
- the game requires a minimum of two players (the red player and the blue player). For example, it can be played by four small teams whose members share the decision-making and pool their knowledge to answer questions as they arise.
- the winning player (team) wilf be the one with the higher number of points at the end of the game.
- the game will end when Token 1 is in play and a player who is currently in possession of his/her End of Game card, is first to occupy the appropriate End of Game square on Path 1. Being first to achieve this outcome adds 150 points to the player's total score.
- the game may also end when a player draws an End of Game Mystery (?) card.
- Each token begins the game on one of the three specified starting positions. .
- the dice may comprise traditional dice to be rolled on a surface whether or not a "throwing cup” is used or, an electronic version displayed on a screen.
- a player whose turn it is to throw the dice may move any one (but only one) of his/her tokens the number of spaces corresponding to the score on the dice. For three dice, the player places the three dice in the "throwing cup,” shakes it, and tips the dice onto the playing surface. The score on each dice determines the number of spaces moved on the respective circuit. Note: A score on the dice cannot be apportioned between tokens.
- Red's tokens on the Brown and Blue paths must move in a clockwise direction around the board.
- Blue's tokens on the Brown and blue paths must move in an anticlockwise direction. If there are three players, two will move their tokens in a clockwise direction and one in an anticlockwise direction. Four players will mean that the tokens of two players will move in a clockwise direction, and two in an anticlockwise. And so on for more than four players. This increases the likelihood that the tokens of opposing players will occupy the same squares, a desirable element of a competitive game.
- a player must make the exact score in order to occupy either one of the two End of Game squares. A score in excess of the number required merely brings about a change in the direction of the token. In the case of three dice, the player must make the exact score on the respective dice corresponding to the Yellow path. 13. Landing on the End of Game square does not conclude the game unless the player also holds the appropriate End of Game card. A player obtains the card by landing on their End of Game square. For example, a red player obtains the card by landing on either of the two Reef Star squares. However, should the player subsequently land on an opposition player's End of Game square, the card is forfeited. For example, if a Red player lands on a Blue Star square, their card is forfeited. Similarly, the blue player must hold the Blue star card to be in a position to end the game. Landing on a Red Star square forfeits the card.
- Landing on a Mystery (?) square requires that the player take a card from the top of the Mystery card pack. The outcome will either be a reward or a penalty depending on the luck of the draw (eg. "Miss a Turn", “Add 10 points to your total score", etc.). If the implementation of a Mystery card results in an additional reward or penalty, then the player must accept that outcome.
- Landing on a Decision (D) square requires that the player take a card from the top of the Decision card pack. The card will offer two options. The player must choose one or the other of these options.
- the Question, Mystery, Decision and Penalty cards must be shuffled before the start of each game. After drawing a card, it must always be returned to the bottom of the pack.
- Each pack of cards contains a card requiring the pack to be shuffled. It should be the bottom card in each pack at the start of the game. If it comes to the top of the pack during ' the game, it should be removed, the pack shuffled, and then placed once more at the bottom.
- the objective of this embodiment of the board game is to encapsulate the general elements of a fantasy game played within a fun-filled, challenge of chance and wit. It can be played by up to 4 players (or 4 teams of players).
- the present game does have a more general application making it adaptable to a wide range of "action/fantasy" scenarios, most particularly where you can identify a hero, the forces supporting the hero, and the hero's enemies.
- the game provides for interaction between these three elements. There are four types of player.
- the game's playing surface comprises three pathways, each representing one of the first three main types of player - the Type 1 players (blue path), the Type 2 players (brown path), and the Type 3 player (yellow path).
- the playing surface is based on that of Figure 1.
- the Type 2 player path intersects the other two pathways at which locations penalties apply whenever any opposition tokens occupy the same squares at the same time.
- the Type 1 players score points, the Type 2 players provide interference, and the Type 3 player tries to end the game with the most points.
- This board game comprises both luck and skill (the roll of the dice, the random selection of various types of control cards, and the chance to end the game at an appropriate moment).
- the primary objective is to score points - more points than the opposition, and then bring the game to an end.
- the game can only end when the one of the player's Type 3 player token lands on one of only two end of game squares, AND the end of game element is IN play, AND that player holds the appropriate end of game card.
- These three conditions will, as a result of randomly selected control cards, be independently and regularly made active or inactive during the course of a game.
- the game uses three differently coloured dice, coordinated to the colours of each of the three pathways, to determine the movements of each of the player's three tokens on the three different pathways.
- a player's token may land on a mystery square (?) which requires him/her to draw a mystery card prescribing some specific action
- a question square (Q) which requires a response before being able to roll the dice again
- a penalty square (P) which applies one of a number of different penalties (as one would expect if, for example, hit by a bludger in a Harry PotterTM version of the game) OR
- Games Card Examples of Games Card are shown in Figure 2. Some of the preferred features of this game include: The "Mega Question"
- the game is played with three dice each of which controls the movements of one of a player's three tokens.
- the order in which the three tokens are moved is determined by the players, requiring them to think strategically. If a token lands on an action square, the action is completed before any other moves in the same play phase. So that for example, the game might be won by the movement of the Type 3 player token, before either of the other two pieces are moved.
- the player When a player's Type 1 player token lands on a "Score " square, the player must roll the three dice and add the results. If the score adds to 7, then this represents a save by the keeper and the score does not count. Preferably, the chance of a keeper save is 15 in 216 (about a 7% chance of success).
- the game could be played using an electronic scorer, eliminating the need for cards and dice, just a board and tokens.
- the electronic device of figures 6 and 7 obviates the need for pencil and paper scoring, the need to have cards (as these could be stored in the device), and the need for dice (as the device could include a random generator), it also allows players to save the game and resume at a later time. Most importantly however it achieves the desirable objective of social interaction gained when sitting around a game board, with a more efficient method of scoring. Whilst it is envisaged that the present invention can be embodied in a totally computerised version providing the potential far realistic animated graphics, it may also tend to be isolating and somewhat antisocial.
- the scoring device could be a multi-function dedicated hand-held eiectronic calculator or a computer program held on a CD/DVD able to be loaded on a desktop or laptop computer (WindowsTM/MacintoshTM) placed adjacent to the game board. Playing the Board Game
- the board In a two-player game the board is set up as shown below in Figure 8. Each player has three tokens, one for each pathway. At the commencement of the game the tokens J
- Movement of the tokens is determined by the scores on three dice colour- matched to the pathways to which they relate. After rolling the dice, the first player determines the order in which he will move his three tokens.
- Image 10 Each player must prepare a response to the task in the THREE minutes allocated for the activity, and then read it aloud to the other players who will give it a score out of fifty. In some instances, criteria are provided to help with the marking. Examples of Magic Spell/Contextual Conundrum cards are shown below in Image 12: One of your Type 1 players has the opportunity to score a vital goai in the match. However just as she prepares to shoot, her movements suddenly slow down so much that one of the opposition Type 2 players is able to direct a bludger straight at her, whilst at the same time two opposition Type 1 players move in to steal the quaffle. You scan the crowd and notice Professor Snape acting very suspiciously. You're sure that he has cast some sort of spell on your Type 1 player.
- a response to a drawn Mystery card of completes the first player's turn.
- Puzzles This may comprise deciphering an anagram.
- a bid is the number of points for a correct answer, and conversely, the number of points deducted for a wrong answer.
- the Mega Question is generally more difficult and so the successful bidder has five minutes to think of the answer. During this time the game continues.
- the last of the three tokens to be moved during this play phase is the Type 2 player token. It comes to rest on a Penalty square, however as the square is otherwise unoccupied, no penalty applies.
- the game will end when the End of game element is in play and a player who is currently in possession of his/her End of Game card, is first to occupy the appropriate 'End of Game 1 square on the "Type 3 player" pathway. Ending the game earns the player a 150 point bonus. The winning player is the one with the most points.
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Abstract
Description
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Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
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AU2006906084A AU2006906084A0 (en) | 2006-11-01 | A Board Game | |
AU2006906085A AU2006906085A0 (en) | 2006-11-02 | A board game | |
AU2007905175A AU2007905175A0 (en) | 2007-09-21 | A board game | |
PCT/AU2007/001668 WO2008052271A1 (en) | 2006-11-01 | 2007-11-01 | Method and apparatus for a board game |
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EP2148730A1 true EP2148730A1 (en) | 2010-02-03 |
EP2148730A4 EP2148730A4 (en) | 2012-06-06 |
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EP07815472A Withdrawn EP2148730A4 (en) | 2006-11-01 | 2007-11-01 | Method and apparatus for a board game |
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US (1) | US20100090401A1 (en) |
EP (1) | EP2148730A4 (en) |
WO (1) | WO2008052271A1 (en) |
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US9962603B2 (en) * | 2015-12-16 | 2018-05-08 | Michael G. Mikaelian | Board game with stackable tokens |
WO2018109569A1 (en) * | 2016-12-17 | 2018-06-21 | Sunil Agarwal | Board game with a mathematical combination of 256 plurality number pattern board game layout design and new interactive mechanism tools |
US11574551B1 (en) | 2021-11-08 | 2023-02-07 | Alessandra Sabapathy | System and method of assessing entity expertise |
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US4210336A (en) * | 1978-09-11 | 1980-07-01 | Violetta Williamson | Game with game board and pieces |
US5584484A (en) * | 1994-09-28 | 1996-12-17 | Kenvyn; John | Board game apparatus |
US5607160A (en) * | 1996-01-11 | 1997-03-04 | Stevens; Arthur J. | Three talent boardgame |
US5662327A (en) * | 1996-10-07 | 1997-09-02 | Levinrad; Maxim D. | Supermarket board game |
US6267375B1 (en) * | 1999-11-10 | 2001-07-31 | Robin S. Bernstein | Life choices game |
US6394454B1 (en) * | 2000-03-31 | 2002-05-28 | Gary Etherington, Jr. | Board game |
US20020190466A1 (en) * | 2001-05-31 | 2002-12-19 | Bryan Paul J. | Game board and game having a touring band theme |
US20080224399A1 (en) * | 2007-03-13 | 2008-09-18 | Howard Leo Schambelan | Board game |
US20100013156A1 (en) * | 2008-07-17 | 2010-01-21 | Stephen Orville Howell | Journey board game |
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2007
- 2007-11-01 WO PCT/AU2007/001668 patent/WO2008052271A1/en active Application Filing
- 2007-11-01 EP EP07815472A patent/EP2148730A4/en not_active Withdrawn
- 2007-11-01 US US12/513,251 patent/US20100090401A1/en not_active Abandoned
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See also references of WO2008052271A1 * |
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AU2007314158A1 (en) | 2008-05-08 |
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