GB1593287A - Apparatus for playing a game being a variation on the game of draughts - Google Patents

Apparatus for playing a game being a variation on the game of draughts Download PDF

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Publication number
GB1593287A
GB1593287A GB2489877A GB2489877A GB1593287A GB 1593287 A GB1593287 A GB 1593287A GB 2489877 A GB2489877 A GB 2489877A GB 2489877 A GB2489877 A GB 2489877A GB 1593287 A GB1593287 A GB 1593287A
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United Kingdom
Prior art keywords
black
draughtsmen
white
draughtsman
game
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Expired
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GB2489877A
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Groom A O
Peck I J
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Groom A O
Peck I J
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Publication date
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Priority to GB2489877A priority Critical patent/GB1593287A/en
Publication of GB1593287A publication Critical patent/GB1593287A/en
Expired legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/02Chess; Similar board games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Description

(54) APPARATUS FOR PLAYING A GAME BEING A VARIATION ON THE GAME OF DRAUGHTS (71) We, ARTHUR OWEN GROOM and IAN JAMES PECK, both of British nationality, of Market Cross, Sturminster Newton, Dorset, DT10 1AN and White Lane Close, Sturminster Newton, Dorset, DT10 1EJ, do hereby declare the invention for which we pray that a patent may be granted to us and the method by which it is to be performed, to be particularly described in and by the following statement: The invention relates to apparatus for playing a game which is a variation on the game of draughts.
According to the invention there is provided apparatus for playing a game corresponding to the game of draughts but with the differences that the board on which the game is played has one hundred and fortyfour squares in a twelve squares by twelve squares chequered array compared with the standard sixty-four squares, forty-eight draughtsmen are provided compared with the standard twenty-four, the draughtsmen are divided into two sets of opposed draughtsmen with each set having the same number therein, and each set is sub-divided into two distinct groups with the same number in each group and with a visible indication on each draughtsman of the particular set and group of which it forms a part, the game being played with the draughtsmen of each set being moved individually and alternately with the draughtsmen of the other set and, for each set, the draughtsmen being moved, where possible, in a sequence such that following movement of a draughtsman of a first group, a draughtsman of a second group and of any further groups must be moved before a draughtsman of the first group can again be moved.
Of the twenty-four draughtsmen provided for each set, preferably twelve of the draughtsmen of one set, for example the black set, are numbered with the numeral one and twelve are numbered with the numeral three and for the other set, for example the white set, twelve are numbered with the numeral two and twelve are numbered with the numeral four.
The game may be played by two or four players. At the start of the game the draughtsmen are laid out on the board in the usual way, that is to say each set being located on the six black squares of each of four rows of squares at a respective end of the board.
The distribution of the numbered draughtsmen may be by one of the following methods, as agreed by the players.
1. With alternating numbers along each rank of draughtsmen.
2. In a game with four players, with all the draughtsmen of one group, i.e. bearing the same number, in a block nearest to the player controlling them.
3. Random setting - by placing the draughtsmen plain side uppermost, shuffling and setting them in position before turning- them over to reveal the numbers.
The method of moving, taking an opponent's draughtsmen, obtaining kings and "huffing" are as in the traditional game of draughts, the rules of which are set out briefly at the end of this specification.
Draughtsmen must be moved only in the correct numerical sequence - black (1), white (2), black (3) and white (4) followed by black (1) and so on. Whatever the state of the game the draughtsman next to be moved will normally be one bearing the number following that of the last draughtsman moved.
If there is no space into which any draughtsman with the appropriate number can be moved the turn is forfeited.
When all of a group of draughtsmen bearing one number have been lost, up to half the remaining draughtsmen of the same colour, i.e. set, may be replaced by draughtsmen carrying the number of the eliminated draughtsmen. The substituted draughtsmen must be placed in the same positions as the ones they are replacing and take the same status - draughtsman or king.
Substitutes are only permitted after a group of one number has been completely eliminated.
After draughtsmen have been substituted the next move is to be made by the number following that of the substituted draughtsmen.
A single player or a player who survives his or her partner and does not make a substitution forfeits the moves of the missing number.
Play by four persons Each player controls the draughtsmen bearing one number and those with draughtsmen of the same colour, i.e. of the same set, form a partnership against their opponents. (Partners are permitted to confer).
A player may reinstate his defeated partner by substituting some of the partner's lost draughtsmen for his own.
Play by three persons Three persons are able to play if one of them takes control of two groups of numbered draughtsmen.
Play by two persons When two people play each will control either two groups of white or two groups of black draughtsmen.
Draughtsmen must always be moved in the correct numerical sequence as when three or four people are playing.
The apparatus of the game of the invention can also be used for: A half-size game played on the central (standard) board area. In this game six draughtsmen of each number are used instead of the full twelve.
This game may be useful for beginners to enable them to become familiar with the moved but it does not provide the opportunities for planning attach and defence and the other subtleties offered by the full use of the board.
Two players (each with twenty-four pieces - plain side uppermost) may play the standard game on the whole board.
The invention is diagrammatically illustrated by way of example in the accompanying drawings, in which: Figure 1 is a plan view of apparatus for playing a game according to the invention in a configuration ready for start of the game; and Figures 2 to 6 show plan views of the apparatus of Figure 1 showing possible situations which can arise during use of the apparatus for playing a game according to the invention.
Referring to Figure 1, apparatus for playing a game according to the invention comprises a board 10, preferably foldable about a centre line 11, and having one hundred and forty-four squares thereon in a chequered array comprising white or gold squares 12, black squares 13 and red squares 14, the red squares 14 only being provided to alternate with the black squares 13 at the end row of squares at the opposite ends 15 and 16 of the board 10.
A thick line 17 bounds an eight squares square area in the centre of the board corresponding to the standard draughts board and additional thick lines 18 mark the boundaries of the squares at each end of the board used at the start of the game and also break-up the chequer pattern to make it easier on the eyes.
Twenty-four black draughtsmen 19 and twenty-four white draughtsmen 20 are provided, twelve of the men 19 bearing on one face the numeral 1 and twelve the numeral 3, and twelve of the mem 20 bearing on one face the numeral 2 and twelve the numeral 4, the other faces of the draughtsmen 19 and 20 are preferably blank.
The start position shown in Figure 1 has draughtsmen with alternating numerals in each rank.
The draughtsmen are always arranged at opposite ends of the board (black at one end and white at the other) at the start of the game but if desired those bearing the same numeral may be grouped together at the commencement or a completely random disposition of the numerals may be used.
The game may be played by two or four people. Three people may play if one person undertakes to control two sets of twelve draughtsmen. (There is scope for considerable variation in the type of game).
When four people are playing each person will control one set of twelve draughtsmen. Draughtsmen may be moved only in the correct numerical sequence commencing (for example) with (1) black, followed by (2) white, (3) black, (4) white, and so on, returning to (1) after (4).
Whatever the state of play the draughtsman next to be played will be one bearing the numeral which follows that of the last draughtsman moved. If a player is unable to move because there is no space into which any of his or her draughtsmen can be moved the turn will be forfeited.
A player losing all twelve draughtsmen is eliminated. The surviving player may substitute draughtsmen with the eliminated numeral (his or her partner's) for up to half of those bearing his or her own original numeral. These must be placed in the same positions as the draughtsmen for which they are being substituted and substitution must be followed by the turn of the next (oppos ing) draughtsman in the numeral sequence.
A player who survives his or her partner and does not make a substitution forfeits the moves of the missing number.
It will be found that the sequential method of play, whether with two or four people, produces a more complex and interesting game and intriguing situations which do not arise in standard draughts.
When played by four people elements of tension between partners and opportunities for self-sacrifice are added to the conflict between the opposing sides.
Although the "superdraught" board can be used by children and beginners on the standard draught board area indicated, the full game should appeal to chess players and those who require something more demanding than the standard game of draughts.
With reference to Figure 2, a black (3) is placed against a white (2). As draughtsmen must be moved in numerical sequence a white (4) and a black (1) have to be moved before white (2). This enables black (1) to move into a position to prevent white (2) taking the blacks.
With reference to Figure 3, the blocking move by black may be frustrated if else where on the board white has a draughts man (4) which can be placed where a black (1) is able to take it. Black (1) must then take the white (4) and white (2) is able to take the two blacks (1) and (3).
The "huffing" rule applies as in normal draughts and if black (1) does not take the proferred draughtsman it may be removed.
Most players may feel it sporting to take draughtsmen placed to trap them in this way and that huffing is best restricted to those occasions when the opportunity of taking draughtsman is accidentally overlooked.
With reference to Figure 4, the last move has been made by white (2) into the position next to black (1) and black (3). Whereas in the old game black (1) would take the two whites, in this game the next move must be made by black (3). Black (3) takes white (2). The blacks (3) and (1) are then taken by white (4).
With reference to Figure 5 and closing stages of a game (kings), assuming white has no other (2) than that shown, a fatal mistake has been made in placing white (4) between white (2) and black (3). White (2) must move before black (3) which will then take all three white draughtsmen.
With reference to Figure 6, to place a king between two of the opposing draughtsmen has usually been a good move but white (4) was unwise to go between black (1) and black (3) since black (1) moving next can clear the way for black (3) to take white (4) before white (4) can next move.
Rules of traditional draughts The game is played by two people each having a set of twelve black or white draughtsmen. These are set out, at the commencement, on the black squares on two opposite sides of the board, which has sixty-four squares.
The draughtsmen are moved forward individually into an unoccupied square diagonally by each player in turn.
When there is an opposing draughtsman on an adjoining diagonal square and an empty square on the far side the player "jumps" the opposing draughtsman, placing his draughtsman in the empty square and removing his opponent's draughtsman. If there is another opposing draughtsman on the square adjoining and a further empty square beyond it this draughtsman must also be taken in the same way at the same time.
A player may "huff" his opponent - that is, remove on offending draughtsman, (before making his own move,) if the opponent fails to take a draughtsman or draughtsmen when he is able to do so. When a draughtsman reaches the back line on the opponents's side of the board it becomes a king and this is indicated by placing another draughtsman of the same colour on top.
A king is able to move diagonally in either direction.
The object of the game is to take all one's opponent's draughtsmen.
WHAT WE CLAIM IS: 1. Apparatus for playing a game corresponding to the game of draughts but with the differences that the board on which the game is played has one hundred and fortyfour squares in a twelve squares by twelve squares chequered array compared with the standard sixty-four squares, forty-eight draughtsmen are provided compared with the standard twenty-four, the draughtsmen are divided into two sets of opposed draughtsmen, with each set having the same number therein, and each set is sub-divided into two distinct groups with the same number in each group and with a visible indication on each draughtsman of the particular set and group of which it forms a part, the game being played with the draughtsmen of each set being moved individually and alternately with the draughtsmen of the other set and, for each set, the draughtsmen being moved, where possible, in a sequence such that following movement of a draughtsman of a first group, a draughtsman of a second group and of any further groups must be moved before a draughtsman of the first group can again be moved.
2. Apparatus according to claim 1, in which of the twenty-four draughtsmen provided for each set, twelve of the draughtsmen of one set, for example the black set,
**WARNING** end of DESC field may overlap start of CLMS **.

Claims (3)

**WARNING** start of CLMS field may overlap end of DESC **. ing) draughtsman in the numeral sequence. A player who survives his or her partner and does not make a substitution forfeits the moves of the missing number. It will be found that the sequential method of play, whether with two or four people, produces a more complex and interesting game and intriguing situations which do not arise in standard draughts. When played by four people elements of tension between partners and opportunities for self-sacrifice are added to the conflict between the opposing sides. Although the "superdraught" board can be used by children and beginners on the standard draught board area indicated, the full game should appeal to chess players and those who require something more demanding than the standard game of draughts. With reference to Figure 2, a black (3) is placed against a white (2). As draughtsmen must be moved in numerical sequence a white (4) and a black (1) have to be moved before white (2). This enables black (1) to move into a position to prevent white (2) taking the blacks. With reference to Figure 3, the blocking move by black may be frustrated if else where on the board white has a draughts man (4) which can be placed where a black (1) is able to take it. Black (1) must then take the white (4) and white (2) is able to take the two blacks (1) and (3). The "huffing" rule applies as in normal draughts and if black (1) does not take the proferred draughtsman it may be removed. Most players may feel it sporting to take draughtsmen placed to trap them in this way and that huffing is best restricted to those occasions when the opportunity of taking draughtsman is accidentally overlooked. With reference to Figure 4, the last move has been made by white (2) into the position next to black (1) and black (3). Whereas in the old game black (1) would take the two whites, in this game the next move must be made by black (3). Black (3) takes white (2). The blacks (3) and (1) are then taken by white (4). With reference to Figure 5 and closing stages of a game (kings), assuming white has no other (2) than that shown, a fatal mistake has been made in placing white (4) between white (2) and black (3). White (2) must move before black (3) which will then take all three white draughtsmen. With reference to Figure 6, to place a king between two of the opposing draughtsmen has usually been a good move but white (4) was unwise to go between black (1) and black (3) since black (1) moving next can clear the way for black (3) to take white (4) before white (4) can next move. Rules of traditional draughts The game is played by two people each having a set of twelve black or white draughtsmen. These are set out, at the commencement, on the black squares on two opposite sides of the board, which has sixty-four squares. The draughtsmen are moved forward individually into an unoccupied square diagonally by each player in turn. When there is an opposing draughtsman on an adjoining diagonal square and an empty square on the far side the player "jumps" the opposing draughtsman, placing his draughtsman in the empty square and removing his opponent's draughtsman. If there is another opposing draughtsman on the square adjoining and a further empty square beyond it this draughtsman must also be taken in the same way at the same time. A player may "huff" his opponent - that is, remove on offending draughtsman, (before making his own move,) if the opponent fails to take a draughtsman or draughtsmen when he is able to do so. When a draughtsman reaches the back line on the opponents's side of the board it becomes a king and this is indicated by placing another draughtsman of the same colour on top. A king is able to move diagonally in either direction. The object of the game is to take all one's opponent's draughtsmen. WHAT WE CLAIM IS:
1. Apparatus for playing a game corresponding to the game of draughts but with the differences that the board on which the game is played has one hundred and fortyfour squares in a twelve squares by twelve squares chequered array compared with the standard sixty-four squares, forty-eight draughtsmen are provided compared with the standard twenty-four, the draughtsmen are divided into two sets of opposed draughtsmen, with each set having the same number therein, and each set is sub-divided into two distinct groups with the same number in each group and with a visible indication on each draughtsman of the particular set and group of which it forms a part, the game being played with the draughtsmen of each set being moved individually and alternately with the draughtsmen of the other set and, for each set, the draughtsmen being moved, where possible, in a sequence such that following movement of a draughtsman of a first group, a draughtsman of a second group and of any further groups must be moved before a draughtsman of the first group can again be moved.
2. Apparatus according to claim 1, in which of the twenty-four draughtsmen provided for each set, twelve of the draughtsmen of one set, for example the black set,
are numbered with the numeral one and twelve are numbered with the numeral three and for the other set, for example the white set, twelve are numbered with the numeral two and twelve are numbered with the numeral four.
3. Apparatus for playing a game corresponding to the game of draughts but substantially as hereinbefore described and illustrated with reference to the accompany ing drawings.
GB2489877A 1978-05-09 1978-05-09 Apparatus for playing a game being a variation on the game of draughts Expired GB1593287A (en)

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GB2489877A GB1593287A (en) 1978-05-09 1978-05-09 Apparatus for playing a game being a variation on the game of draughts

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4902021A (en) * 1989-04-11 1990-02-20 Burroughs Robert C Checker and dice game
WO1991001781A1 (en) * 1989-07-28 1991-02-21 C.H. Games Limited Improved board game
GB2284561A (en) * 1993-11-26 1995-06-14 Richard Thomas Morgan Board game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4902021A (en) * 1989-04-11 1990-02-20 Burroughs Robert C Checker and dice game
WO1991001781A1 (en) * 1989-07-28 1991-02-21 C.H. Games Limited Improved board game
GB2284561A (en) * 1993-11-26 1995-06-14 Richard Thomas Morgan Board game

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PCNP Patent ceased through non-payment of renewal fee