GB1603053A - Board game - Google Patents

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Publication number
GB1603053A
GB1603053A GB1418178A GB1418178A GB1603053A GB 1603053 A GB1603053 A GB 1603053A GB 1418178 A GB1418178 A GB 1418178A GB 1418178 A GB1418178 A GB 1418178A GB 1603053 A GB1603053 A GB 1603053A
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United Kingdom
Prior art keywords
player
game
board
locations
heads
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
Application number
GB1418178A
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Boundy J E
Original Assignee
Boundy J E
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Boundy J E filed Critical Boundy J E
Priority to GB1418178A priority Critical patent/GB1603053A/en
Publication of GB1603053A publication Critical patent/GB1603053A/en
Expired legal-status Critical Current

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Classifications

    • 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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0449Geographical or like games ; Educational games concerning history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track

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

Description

(54) BOARD GAME (71) I, JOAN ELIZABETH BOUNDY, a British Subject, of 79 Chilkwell Street, Glastonbury, Somerset do hereby declare the invention, for which I pray that a patent may be granted to me, 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 with a plurality of players, particu arly a board game.
According to the invention there is provided apparatus for playing a historical game with a maximum of six players, in which there is a hexagonal board, a plurality of manually movable identification pieces, one for each player so that each player has his own individual piece when playing the game, a playing area which has a continuous track and an area, defined by the track as a boundary, comprising a plurality of adjoining locations, means which can randomly determine the length of a move of a player along the track during play, a plurality of tokens which represent currency, six sets of markers, each individual set consisting of six identical markers, and a number of second identical markers, and three separate sets of cards, the individual cards of which provide information or instructions for a player during play when his identification piece ends a move on a track location corresponding to the particular set.
In order to provide a variety of different locations where a player may terminate each move the track locations may comprise a first plurality of locations defining a finite number of start locations, a second plurality of locations providing information about a particular topic, a third plurality of locations identifying a further particular topic, and a fourth plurality of locations which provide locations for extracting a penalty or gain from a layer.
In order to provide yet further variety, there may further be a fifth plurality of locations.
The playing area may have a relatively simple layout by providing that the track may be disposed adjacent the periphery of the playing area, with the neutral area being in a central region of the playing area.
The hexagonal board may comprise the playing area. This may make it light in weight, readily stored, yet durable. The hexagonal shape of the board enables each player to sit at a particular side of the board when the maximum number of players play the game using the apparatus.
To facilitate storing, the board may have a fold, hinge or crease line so that it can be folded over on itself.
The topics are preferably related to a particular subject, for example 1000 years of British History from the Norman conquest onwards. There may be a model, which may be collapsible, of a castle which is adapted for mounting on the neutral area of the playing surface.
Apparatus embodying the invention is heremafter described, by way of example, with reference to the accompanying drawings, in which: Figure 1 shows a plan view of a board for playing a game for 2 to 6 players; Figure 2 shows a perspective view of an inset for a box for the apparatus; Figure 3 is a perspective view of a playing piece of the apparatus; Figures 4 and 4a show respectively perspective and cross-sectional views of another playing piece; and Figures 5 and 5a show respectively perspective and cross-sectional views of a further playing piece.
Referring to the drawings, there is shown in Figure 1 a playing area in the form of a board 1 comprising part of apparatus for playing a game with a plurality of players, the maximum being six. In addition to the board the apparatus comprises a plurality of manually movable identification Pieces, six in this case, means (also not shown) for randomly determining the length of move of a player, a plurality of sets of markers, and three separate sets of cards (not shown).
The board 1 is hexagonal and has fold line 2 along line 3, 4 whereby the board 1 can be folded in half for ease of storing. There is a continuous track 5 or path round the periphery of the board 1. There is a neutral area 6 - the Tower - in the inner region of the board encircled by the track 5. The neutral area 6 has a hexagonal outline 7 which is so arranged that an imaginary line joining any vertex would strike the adjacent part of the track at right angles. Each vertex of the hexagonal outline 7 has a circle 8 centred on it. The outline 7 and circles 8 together form the outline of a castle 9 or part such as the keep thereof. A line 10 surrounding the fort depicts schematically a moat of the castle 9.Between the castle 9 and moat 10 and the track 5 there are six individual areas 11 to 16, each having a particular identification, in this case by colour, i.e. red 11, blue 12, black 13, violet 14, yellow 15, and green 16. The track 5 comprises a plurality of adjoining locations or neighbouring squares 17. There is a first plurality of locations comprising six start locations 18 each identified with the legend of a particular colour corresponding with that of an adjacent area e.g. 18 and 16 correspond. The squares 18 also depict a portcullis. The track 5 also has a second plurality of locations 19 providing information about a particular topic, in this case in the form of a representation of a head of a Monarch of England with the relevant date.
Some of the locations comprise a third plurality of squares 20 identifying, or giving information about, a particular historical event. Further locations or squares 21 providing a fourth plurality provide for the possibility of exacting a penalty from or a gain to a player should his identification piece land on one during a move. Finally, in this embodiment there are further locations or squares 22 providing a fifth plurality of locations each of which in this case show a particular battle which took place in British History.
The manually movable identification pieces, of which there are six, each comprise a manually movable piece 23 of plastics, metal, wood, pewtar or any other suitable material of a particular colour by which they are readily distinguished one from the other. In the particular embodiment, the pieces are as shown in Figure 3, though they may consist of a flat undersurface of a base or podium from which extends the likeness of a King.
The means for randomly determining the length of a player's move consists of two dice.
The plurality of sets of markers comprise six relatively larger discs of each colour called "Crowns" 24, twelve relatively smaller discs called "Coronets" 25, of each colour, and a larger number of tokens or "Heads" representing money. The crowns could of course be miniature crowns made of plastics, wood, or metal e.g. pewtar.
The three separate sets of cards each consist of cards of a particular kind with the cards of each set being an individual legend related to the subject of the set. One set bears information about Monarchs, the second specifies certain penalties a player may have to pay, and the third give information relating to historical information other than that relating to the Monarchy.
The apparatus is packed in a box with a lid. The body of the box has a plastics insert 26 in a surface 24 of which are recessed receptacles 27 for each of the dice, Kings, Crowns, Coronets, money and packs of cards. There is also a hexagonal recess in which is mounted a hexagonal model of the keep of a castle or of a castle per se. The box may be 17" x 101/Y', and the inset will have corresponding dimensions, and a depth of 1". The insert 26 may be a force fit in the box.
Two to six players play the game and the object of each player is to "crown" six Monarchs by placing his "crowns" 24 on six separate squares 19. To play, the board 1 is taken from the box and is laid on a suitable support such as a table top. The three sets of cards are shuffled and placed face downwards on the interior region 6 which may have three rectangular areas on areas 11, 13, 15 marked for this purpose. The castle is erected on the line 7 to provide a Tower and also Treasury. Each player selects his particular identification piece or King 23 and all six, if six are playing, of the Kings 23 are placed on position 8 corresponding with their colour. Each player has six Crowns 24, twelve Coronets and twelve "heads" or units of currency, all of which he keeps by him.
The players then take it in turn to throw the two dice. The first player to throw a double can remove his King from position 8 and place it on the particular square 18 which has the same colour as his King to start the game.
Assuming a King is able to move to the relevant square 18, the player throws the dice again. The number thrown determines the number of spaces the King has to be moved, in a clockwise direction, round the track 5. The players throw the dice in turn, and move their Kings round the track 5, landing on different squares 18 to 22 as they go.
Monarchs 19 If a King lands on a space 19 that depicts a King or Queen, he takes the top card from the pack of cards marked with a "Monarch" sign. If this card corresponds with the Monarch on which he has landed he places a crown of his own colour on that space. If the card does NOT correspond with the space on which he has landed, he places a Coronet of his own colour on that space. The card is then replaced at the bottom of the pack.
If a player lands on a Monarch which is already crowned by another player, he has the choice of going to the Tower 9 (and has to throw a double for his release, after which he resumes the game from his own Portcullis 18) OR he must forfeit two Head to the player who crowned the Monarch, and continue round the board on his next turn.
If a player lands on a Monarch on which there is a Coronet of an opposing player, he can also put on one of his own Coronets.
If a player lands on a Monarch 19 on which he already has one of his own Coronets, he does not take a card, but he replaces this Coronet with one of his Crowns, and captures the Coronets of any opposing players that are on the same space 19.
When a player is in possession of Coronets other than his own, the player(s) to whom the Coronets belong must redeem them from him by forfeiting a head to that player.
Heads When a player is in possession of fifteen heads he can automatically crown any Monarch on the board w which has not already been crowned (and forfeits six heads to the Tower).
When a player has no heads left in his possession he is out of the game.
The Portcullis 18 When a player lands on a Portcullis other than his own colour, he can either forfeit one head to the Tower, or pick up a Portcullis card and continue round the board. The Portcullis cards of which there are twenty four, bear legends like "Free Pardon", or "Forfeit two heads to the Tower" or similar. If a "Free Pardon" card is picked up, the layer pays no penalty.
The Treasury or as tie 9.
This is situated in the Tower, and heads that are forfeited into the Tower are automatically assumed to be in the Treasury, and can be redeemed by picking up the appropriate "Discoveries and Disasters" card.
Battles 22.
If a player lands on a Battle Square 22, he may challenge any other player to a joust, for any number of heads, decided by the challenger, up to a maximum of three. The player who throws the highest number shown on the dice wins the joust, and collects the number of heads he has wagered from the losing player.
Penalty or Gain, Disaster and Discovery 21.
If a player lands in one of those squares 21, he must pick up the top card from the corresponding set, and must carry out its instructions.
The game continues until one player has managed to place his six Crowns on six Monarch squares 19. That player has won the game, which stops.
It will be understood that the "board" may be of paper, wood, card, metal, plastics or any suitable material. Also the squares 19 would have a picture of the particular Monarch and other squares may have pictorial representations to add visual impact to the board.
The different legends may be applied to the board in any particular way e.g. by screen printing. Also, the whole board playing surface, or just the track 5, may be magnetic in which case the bases of the Kings are magnetic too, so that they are held in position on the track during play.
Furthermore, the apparatus may include small scrolls (there would be six, one for each player) which tell a player at the start of the game which King he is to have. The scrolls may be parchment. Also, the game may be varied, e.g. if a player is instructed to forfeit heads and he has none left in his possession, he goes to the Tower 9, and misses a turn. He then re-commences the game from his own Portcullis 18. (In which case - if a player is unable to redeem his Coronet because he has no more heads left in his possession, the Coronet is retained by the opposing player until a head is acquired, at which time the exchange of Coronet for head must be fulfilled).
It will be understood too that the apparatus would include a printed set of rules for players to refer to when they play the game.
Also, if a player runs out of "Heads" he has no money i.e. he is out of the game.
Although the castle has been simply described as being placed in position on outline 7, it may be held more permanently there by retaining means, for each slots in the board which receive SPigots or tabs projecting from the base of the castle.
WHAT I CLAIM IS: 1. Apparatus for playing a historical game with a maximum of six players, in which there is a hexagonal board, a plurality of manually movable identification pieces, one for each player so that each player has his own individual piece when playing the game, a playing area which has a continuous track and an area, defined by the track as a boundary comprising a plurality of adjoining locations, means which can randomly
**WARNING** end of DESC field may overlap start of CLMS **.

Claims (13)

**WARNING** start of CLMS field may overlap end of DESC **. Monarchs 19 If a King lands on a space 19 that depicts a King or Queen, he takes the top card from the pack of cards marked with a "Monarch" sign. If this card corresponds with the Monarch on which he has landed he places a crown of his own colour on that space. If the card does NOT correspond with the space on which he has landed, he places a Coronet of his own colour on that space. The card is then replaced at the bottom of the pack. If a player lands on a Monarch which is already crowned by another player, he has the choice of going to the Tower 9 (and has to throw a double for his release, after which he resumes the game from his own Portcullis 18) OR he must forfeit two Head to the player who crowned the Monarch, and continue round the board on his next turn. If a player lands on a Monarch on which there is a Coronet of an opposing player, he can also put on one of his own Coronets. If a player lands on a Monarch 19 on which he already has one of his own Coronets, he does not take a card, but he replaces this Coronet with one of his Crowns, and captures the Coronets of any opposing players that are on the same space 19. When a player is in possession of Coronets other than his own, the player(s) to whom the Coronets belong must redeem them from him by forfeiting a head to that player. Heads When a player is in possession of fifteen heads he can automatically crown any Monarch on the board w which has not already been crowned (and forfeits six heads to the Tower). When a player has no heads left in his possession he is out of the game. The Portcullis 18 When a player lands on a Portcullis other than his own colour, he can either forfeit one head to the Tower, or pick up a Portcullis card and continue round the board. The Portcullis cards of which there are twenty four, bear legends like "Free Pardon", or "Forfeit two heads to the Tower" or similar. If a "Free Pardon" card is picked up, the layer pays no penalty. The Treasury or as tie 9. This is situated in the Tower, and heads that are forfeited into the Tower are automatically assumed to be in the Treasury, and can be redeemed by picking up the appropriate "Discoveries and Disasters" card. Battles 22. If a player lands on a Battle Square 22, he may challenge any other player to a joust, for any number of heads, decided by the challenger, up to a maximum of three. The player who throws the highest number shown on the dice wins the joust, and collects the number of heads he has wagered from the losing player. Penalty or Gain, Disaster and Discovery 21. If a player lands in one of those squares 21, he must pick up the top card from the corresponding set, and must carry out its instructions. The game continues until one player has managed to place his six Crowns on six Monarch squares 19. That player has won the game, which stops. It will be understood that the "board" may be of paper, wood, card, metal, plastics or any suitable material. Also the squares 19 would have a picture of the particular Monarch and other squares may have pictorial representations to add visual impact to the board. The different legends may be applied to the board in any particular way e.g. by screen printing. Also, the whole board playing surface, or just the track 5, may be magnetic in which case the bases of the Kings are magnetic too, so that they are held in position on the track during play. Furthermore, the apparatus may include small scrolls (there would be six, one for each player) which tell a player at the start of the game which King he is to have. The scrolls may be parchment. Also, the game may be varied, e.g. if a player is instructed to forfeit heads and he has none left in his possession, he goes to the Tower 9, and misses a turn. He then re-commences the game from his own Portcullis 18. (In which case - if a player is unable to redeem his Coronet because he has no more heads left in his possession, the Coronet is retained by the opposing player until a head is acquired, at which time the exchange of Coronet for head must be fulfilled). It will be understood too that the apparatus would include a printed set of rules for players to refer to when they play the game. Also, if a player runs out of "Heads" he has no money i.e. he is out of the game. Although the castle has been simply described as being placed in position on outline 7, it may be held more permanently there by retaining means, for each slots in the board which receive SPigots or tabs projecting from the base of the castle. WHAT I CLAIM IS:
1. Apparatus for playing a historical game with a maximum of six players, in which there is a hexagonal board, a plurality of manually movable identification pieces, one for each player so that each player has his own individual piece when playing the game, a playing area which has a continuous track and an area, defined by the track as a boundary comprising a plurality of adjoining locations, means which can randomly
determine the length of a move of a player along the track during play, a plurality of tokens which represent currency, six sets of markers each individual set consisting six identical markers, and a number of second identical markers, and three separate sets of cards, the individual cards of which provide information or instructions for a player during play when his indentification piece ends a move on a track location corresponding to the particular set.
2. Apparatus according to Claim 1, the track locations comprising a first plurality of locations defining a finite number of start locations, a second plurality of locations providing information about a particular topic, a third plurality of locations identifying a further particular topic, and a fourth plurality of locations which provide locations for extracting a penalty from a player.
3. Apparatus according to Claim 2, the track locations further comprising a fifth plurality of locations.
4. Apparatus according to Claim 3, in which the hexagonal board comprises playing area.
5. Apparatus according to Claim 3 or Claim 4, in which the board has a fold, hinge or crease line so that it can be folded over on itself.
6. Apparatus according to any of Claims 2 to 5, the respective topics of the second to fifth plurality of locations of the track each comprising a legend associated with a particular aspect of a selected subject.
7. Apparatus according to any of Claims 4 to 6, including a model of a castle or part thereof which is adapted for mounting on the area of the playing surface within the track.
8. Apparatus according to Claim 7, in which the model is collapsible.
9. Apparatus according to any preceding Claim, in which the means for randomly determining the length of a move comprise a dice.
10. Apparatus according to Claim 9, there being two dice.
11. Apparatus according to any preceding Claim, in combination with a carrying box which has separate compartments for holding respectively at least the identification pieces, tokens, markers, and means for randomly determining a move.
12. Apparatus according to Claim 11, when appendant on Claim 7 or Claim 8, in which there is a compartment having a shape corresponding with the external configuration of the castle or part thereof.
13. Apparatus for playing a game with a plurality of players, substantially as hereinb efore descnbed with reference to and as shown in the accompanying drawings.
GB1418178A 1978-04-11 1978-04-11 Board game Expired GB1603053A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB1418178A GB1603053A (en) 1978-04-11 1978-04-11 Board game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB1418178A GB1603053A (en) 1978-04-11 1978-04-11 Board game

Publications (1)

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GB1603053A true GB1603053A (en) 1981-11-18

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2116438A (en) * 1982-03-08 1983-09-28 Kenneth Cecil Spratt Gold-prospecting board game
GB2162432A (en) * 1984-08-14 1986-02-05 Gordon James Hosie Board game apparatus
GB2349581A (en) * 1999-05-04 2000-11-08 William Michael Groves Board game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2116438A (en) * 1982-03-08 1983-09-28 Kenneth Cecil Spratt Gold-prospecting board game
GB2162432A (en) * 1984-08-14 1986-02-05 Gordon James Hosie Board game apparatus
GB2349581A (en) * 1999-05-04 2000-11-08 William Michael Groves Board game

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