GB2113557A - Peg board game - Google Patents

Peg board game Download PDF

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Publication number
GB2113557A
GB2113557A GB08201620A GB8201620A GB2113557A GB 2113557 A GB2113557 A GB 2113557A GB 08201620 A GB08201620 A GB 08201620A GB 8201620 A GB8201620 A GB 8201620A GB 2113557 A GB2113557 A GB 2113557A
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green
blue
pegs
game
sequence
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GB08201620A
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GB2113557B (en
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Manuel Milewski
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Individual
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Individual
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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
    • A63F9/00Games not otherwise provided for
    • A63F9/0093Punchboards

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Pinball Game Machines (AREA)
  • Toys (AREA)

Abstract

Apparatus for playing a game comprises four blue and four green pegs for each of two players and a board having a central hub and outer ring with a rotatable surface therebetween, the surface bearing green lines intersecting blue circles with a peg-receiving hole at each intersection, the green pegs being moved on the green lines and the blue pegs on the blue circles either individually or in "sequences". The surface also bears red and yellow start lines for receiving each player's eight pegs, an orange eye-like pattern that allows green pegs to move freely but prevents the "sequences" from doing so, and orange "hindrances" at each quarter. The hub and outer ring each have red and yellow spans defining respective playing areas and the aim of the game is to revolve one's start line clockwise employing blue "sequences" through a circuit back into one's play area or alternatively to "take" certain of one's opponent's pegs. <IMAGE>

Description

SPECIFICATION The game is called TAPAJOS Playing Surface The central hub and the outer ring (SEE FIG I), both featuring red and yellow spans are fixed to a base.
Within the area spanned by these colours, between the green lines that correspond with the end of the spans, the game is conducted by the two players, one in the area spanned by yellow and one in the area spanned by red. In the case of the inner five blue circles the play area will always cover five of twenty-four large segments, as indicated by the long green lines, and in the case of the six outer blue circles always covers ten of forty-eight smaller segments as indicated by the addition of the shorter green lines. Between the hub and the outer ring 'the wheel' on which the pattern of blue circles and green lines is, revolves as play progresses, the condition of play changing according to the curve of the orange eyelike pattern. The orange sections at each quarter are included as hindrances.
The black circles where the green lines and the blue circles intersect represent holes.
The game is played by moving four green and four blue pegs that fit into these holes.
Directly opposite on 'the wheel' are the red and yellow startlines, at the mid point on each span.
Tapajos, hopefully will be manufactured from the black plastic and the circles will be of a lighter blue than shown.
A mechanism will have to be designed that enables 'the wheel' to be turned into the desired position and remain secure in place until the time as it has to be moved again. A system of small cog wheels will satisfy this.
KEY TO FIG! The colours as denoted in the following key are distinct against a black background; are located as indicated in Fig I (a,b,c,d) 1.- red span on hub.
2. - red span.
3. - red startline.
4. yellow span on hub.
5.-yellow span.
6. - yellow startline.
7. - one of the twenty-four long straight green lines.
8. - one of the twenty-four short straight green lines.
9. - one of the eleven blue circles.
10. - orange sections.
11.green curved lines.
12. -the eyelike area between the two green curved lines coloured orange all round the play area and is intersected only by the blue circles, and by the green straight lines at each quarter.
13. - holes.
14. - outer ring.
FIG2 In Fig 2 the white peg represents the green and the black the blue.
RULES 1. Tapajos is for two players, one playing the red span, the other the yellow. The game is played anti-clockwise. The position of the wheel, the startlines at the mid points on the spans, as shown in FIG 1. is how the game is started.
Each player starts with eight pegs, four green and four blue (as shown in FIG 2) which fit into the holes, arranged on the startline as shown in FIG 3. On the startline no other variation on the arrangement of pegs shown is permitted.
The area between and including the green lines that that correspond with the ends of each span in the play area. All moves are conducted in this area. (SEE RULE 5) Any peg that falls out ofthe play area is taken out of the game and can no longer be used.
Each player has three moves taken alternatively.
As individual green pegs, green pegs can only be moved along the green vertical lines and off the vertical lines and onto and along the green curved lines.
As individual blue pegs, blue pegs can only be moved along the blue circles.
One move of a peg consists of a move clockwise or anti-clockwise one hole in the case of a blue peg on a blue circle.
In the case of a green peg one move consists of a move up or down one hole on a green vertical line, or up one hole onto the green curves, or clockwise or anti-clockwise one hole on a curved green line.
Each player also has the option of attacking, within the three moves his or her oponents green pegs.
(SEE RULE 7) 2. No blue peg can be moved along a green curved line, but can be moved up or down on any vertical green line, provided it is escorted on either side by a green peg. (SEE FIG 4) This is called a green sequence, enabling the blue pegs to be moved up and down and not restricting them to the same blue circle.
The movement to the next three holes up or down of such a sequence counts as one of the three moves each player is entitled to. A green sequence can be moved up three blue circles or down three blue circles. (SEE FIGS 5 + 6). From blue circle A in Fig 4, in Fig 5, the green sequence has moved up two blue circles. This constitutes two moves. In Fig 6 the green sequence has been moved down one place from blue circle A. This constitutes one move.
The two blue pegs located on the five inner blue circles cannot be transferred to the six blue circles and vice versa (SEE FIG I). A green sequence moving down from the five inner blue circles is halted by the onset of the holes on the shorter green lines. A green sequence moving up from the six outer blue circles is frustrated by the absence of the required holes on the first of the blue inner circles. The blue pegs on the five blue inner circles cannot be moved by the use of a green sequence to the six outer circles, and vice versa.
Green pegs, in accordance with the rules regard ing their movement can be moved from the blue outer circles to the blue inner circles and vice versa.
3. The same principle applies in Rule 3 as in Rule 2.
Similarly a 'blue sequence enables a green peg to be moved along a blue circle, provided it is escorted by two blue pegs. (SEE FIG 7).
As already stated, as regards moving a green sequence, the movement of a whole sequence constitutes one move. A blue sequence can be moved three segments anti-clockwise (SEE FIGS 8 + 9). From green line B in Fig 7, in Fig 8the sequence has been moved one segment. This constitutes one move. In Fig 9 the blue sequence has been moved three segments from line B, constituting the full complement of three moves.
4. While the game is in progress a sequence of either description must always be kept intact. Without a single sequence in the play area a player forfeits the game. (SEE RULE 8).
The state of 'intactness' so to speak of a sequence remains if a sequence is broken up and reassembled in a different form within the allocated three moves.
(SEE FIGS 10,11,12 + 13) In Fig 11 the blue peg has been moved along the circle N to the green line J. In Fig. 12 the green peg has been moved up along the green line 1 from the blue circle M to the blue circle N. In Fig 13 the other green peg has been moved up along the green line K from the blue circle M to the blue circle N.
This manouvre cannot be completed for instance with the last two moves of an allotted three moves and the first move of the next allotted three moves after his or her oponments three allotted moves. The sequence after the two moves would not be intact.
5. No pegs, so no sequence can be moved out of the play area. (SEE RULE 1). The green line a sequence at the furthest point anti-clockwise in the play area is progressing to must first be moved into the play area (SEE FIGS 14 + 15). Green line Pin Fig 14 has been revolved into the play area in Fig 15. The blue sequence is then moved from green line 0 to green line P. This manouevre constitutes one move.
(SEE FIG 16) If moving two segments was required then green line Q would have to be moved into the play area. This manouevre would constitute two moves.
Only through the employment of a blue sequence can the wheel be revolved. The above process is not valid using individual blue pegs or individual green pegs on the curved green line. A blue peg or green peg at the furthest point anti-clockwise in the play are can progress no further and can only be moved clockwise.
Moving one segment on the five inner blue circles constitutes moving two segments into the play area on the outer blue circles.
Because the play area is fixed, it means, as the wheel is revolved, that the player making the quickest progress forces the pegs of his or her oponmentto the back of their play area and thus rendering their green pegs vulnerable to attack. (SEE RULE +RULE7).
In consequence, the blue pegs might also be made vulnerable. Though rule 7 states that a player may not move an oponment's blue pegs, an oponment's blue pegs might, if the attacking player is still making greater progress and his or her oponment has not taken remedial action, fall to the back of and subsequently out of the play area. The blue peg consequently will betaken out of the game. (SEE RULE 8) 6. Between the holes, pegs must be moved along a blue circle or green line according to rules already stated. Where there is no green line or no blue circle, as is the case where the vertical green lines make contact with the green curved lines, and where a blue circle is broken by the orange sections at each quarter, alternative coarses for the pegs have to be negotiated according to the rules already stated.
A green peg can only be moved along a blue circle by the employment of a blue sequence. A green peg however cannot be moved at all through an orange curve along the blue circles, not even by the employment of a blue sequence. This is one of the most important rules in the game and should be carefully noted. (SEE FIG 17) In Fig 17 green line C is as far as the sequence will go.
In Fig 18 the blue peg on blue circle H has been moved, from green line C in Fig 17, to green line D.
The green peg on blue circle G in Fig 17, has been moved in Fig 18 along the green curve to green line D on blue circle F, and then along the green curve again to green line E and back onto blue circle G. The full allocation of three moves have been used.
In Fig 17, the blue peg on green line D in Fig 18 has been moved along blue circle H to green line E. The remaining blue peg still on green line C has been moved in Fig 19 along blue circle Fto green line E, thus completing another three moves and reassembling the sequence. All this of course has to be enacted within the play area. If the sequence on green line C in Fig 17 is at the furthest point anti-clockwise in the play area no progress can be made, since it can move no further, and since, because of the blue line through orange, the sequence has to be broken up, and the wheel cannot be revolved by moving individual pegs.
It is permitted for one of the blue pegs in a blue sequence, as those shown in Figs 17 and 19, to move along a blue line through orange and keep the sequence intact. Note again, only green pegs cannot move along blue circles through orange.
7. A player can only move an oponment's individual green pegs, but cannot move green pegs in sequence, whether in a blue or a green sequence. A player cannot move an oponments blue pegs.
A player can only move an oponment's green pegs on a vertical green line, or onto and clockwise along a green curved line. The motive for this would either be to frustrate an oponments to construct a sequence, to delay the revolving of the wheel by moving the green pegs precariously close to the back of the play area, orto move a green peg out of play.
A player cannot move an oponment's green pegs anti-clockwise, only clockwise.
When a shorter green line on the six outer blue circles is moved into the play area, a green peg on one of the inner blue circles can be moved clear of the play area and out of the game. (SEE FIGS 20 and 21) When green pegs are attacked employing the green curved lines on the six outer blue circles, to be taken out of the game the green pegs must be moved clockwise clear of the play are. A green peg on the green line which corresponds with the back end of the span is still in the play area. The ends of the spans on the hub indicate a point halfway between the long green lines, indicating the shorter green lines on the span on the outer ring.
In the examples shown in Figs 20 and 21 the player playing the yellow area is attacking his oponment's green pegs in the red play area. The green peg on blue circle R/green line V is moved three places along the curve to blue circle V/green line Y, and consequent y out of the game.
The green peg on blue circle Tigreen line V would be moved out of the game in two moves.
Had a green peg been stationed at the hole where blue circle T and green line V intersected, 3 moves would only make its position precarious. Moved one hole down, and two along the gren curve, it would remain in the play area.
This principle applies at all points on the curve.
8. There are three ways of winning and one way of losing.
The first way of winning is to deprive an oponment as the game progresses of three of the four greens, so that his or her openment is unable to continue. A player losing his or her third green immediately forfeits the game.
The second way of winning is to complete what amounts to almost a full circuit. This is done, in the case of the player playing the red play area, by bringing the red startline, which has been moving clockwise as the players have been playing clockwise, back into the play area. To complete this move a blue sequence must be moved on to the startline, onto three of the eight holes outlined red. (SEE FIG 1 ) The same conditions apply to the player playing the yellow area, in respect to the yellow startline.
The third way of winning is to take out of the game one blue peg of an oponments. Since a player cannot interfere with an oponment's blue pegs this is the hardest way of winning. Since progress depends on switching from the outer to the inner circles as the orange curves are encountered, if a player loses a blue peg, her or she will find that for the most part her or she will be unable to continue.
Though only one blue sequence is required to bring the startline into the play area and thus complete the game, the rule will nevertheless be, that if a player loses at any stage of the game, a blue peg, he or she will immediately forfeit the game.
The only way to lose is to have no sequence intact.
A sequence of some description must always remain intact in the play area for the game to continue.
Failure to comply with this means the game is immediately forfeited by that player. (SEE RULE 4)

Claims (11)

CLAIMS The object of the game is to transport clockwise the startline by moving the pegs clockwise, the aim being to move the startline through what amounts to almost a complete circuit back into the play area, according to the rules that govern the movement of blue and green pegs. Great patience and quick wittedness are the qualities that the game will promt from the participants, qualities that don't usually go together in most people. New claims or amendments to claims filed on 10th Sept1982 Superseded claims all An invention relating to peg games as played on a games board. Apparatus for playing a game, which apparatus comprises of a revolving wheel where twenty-four long green lines and twenty-four short green lines and eleven blue circles intersect at holes. As indicated by the long green lines, the five inner circles govern movements over twenty-four large segments. And as indicated by the short green lines the six outer blue circles govern movements over forty-eight smaller segments. A central hub and outer ring where are located red and yellow spans. These designate each of the two players' play areas, the play area being between the green lines that correspond with the end of the spans. The central hub and the outer ring are fixed to a circular base. The wheel revolves clockwise about the hub and inside the ring so allowing the game to be played anti-clockwise in the play area. As the wheel is revolved the conditions of play within the respective play areas (i.e. the positions of the pegs in the holes) are changed by the orange eyelike pattern. That accordingly:
1. Individual blue pegs can only be moved along a blue circle, and individual green pegs can only be moved up or down a green line or onto and along the green curves on the eyelike pattern. That this is the basis of the game.
That, also basic to the game, is the fact that blue pegs can move along a green line (with the exception of the curved green lines on the eyelike pattern) in a green sequence, that is green pegs on either side of it.
Likewise, green pegs can move along the blue circles in a blue sequence, that is with a blue peg on either side.
2. With the intention of moving anti-clockwise, each player starts at either the red or yellow startline positioned at the spans' mid point, with four green pegs and four blue pegs that fit into the holes where the blue circles and green lines intersect. Pegs are moved from hole to hole, moving one hole constituting one move.
Three moves taken alternatively, ratherthan a single move, give the game a dynamic. Moving three pegs of a sequence however only one segment, such constituting a complement of three moves, is ponderous. To achieve the required fluency a movement of a sequence one segment has to constitute just one move. In terms of movement one sequence has the same value as an individual peg.
Players can thus move either a green sequence up or down, or a blue sequence circularly and enjoy the dynamic and constant change in play as each turn of three moves is taken.
3. For an added dimension of inventiveness, and for extra alertness on the part of the players during the course of the game a sequence is always kept intact in the play area. As the game is about alertness, a fundamental lapse of the said should be punrshed by immediate forfeiture of the game.
Likewise a fundamental lapse of inventiveness should be punished.
4. Revo;ving the wheel anti-clockwise, segment by segment, is the game's fundamental mechanism.
And that, players can use for tactical advantage the movement of one large segment, equal to two small segments, by the employment of a blue sequence, into the play area; and possibly be put at a disadvantage by moving one small segment, equal to half a large segment, into the play area.
5. A green sequence cannot move from the six outer circles to the five inner circles and vice versa, because of the onset or the end of the short green lines, hence the two blue pegs on the five inner blue circles, as indicated in how the pegs are arranged on the startlines, can only move on those five inner blue circles. Likewise, the two blue pegs on the six outer circles can only move on those six circles. The encumbered movement of the blue pegs offers a stark contrast to the freer movement of the green pegs.
6. At each quarter are orange hindrances breaking the blue circles. These prevent the game turning into a race. Again, to negotiate them, inventiveness is required.
Similariy, where the green straight lines are broken, where, because of the eyelike pattern, they make contact with the green curved lines, inventiveness has to be employed to negotiate.
7. Green pegs can only be moved along a blue circle in a blue sequence, up or down a green line or along the green curves on the eyelike pattern.
The eyelike pattern prevents the green pegs from constantly being left behind and being retrieved by a blue sequence only with great difficulty. It prevents their movement to being merely up or down.
Because of the eyelike pattern the green pegs move circularly and fluently; and in contrast with the encumbered blue pegs have freedom of access to all parts of the play area. The green pegs give the game Its momentum.
8. The eyelike pattern serves a dual function.
Because under no circumstances can a green peg move through the eyelike pattern, through the orange curve along the blue circles, not even by the employment of a blue sequence, it follows that the game fluctuates from the five inner circles to the six outer circles and vice versa whenever the eyelike pattern happens to be reached. If the eyelike pattern is reached on the five inner blue circles then that player can only revolve the wheel by continuing on the five outer circles, and vice versa. This can be used for tactical advantage by a player. Subsequently, as the wheel is moved clockwise and there is room for manouverthe pegs of the sequence halted at the eyelike pattern can be moved individually in preparation for when they will be required again in sequence form, so at a given moment attention has to be paid to all aspects of the game.
9. Merely allowing one player's pegs to fall outside the play area and out cf the game as the other progressed at a faster rate restricts the players to their own moves and distances them from each other.
Allowing a player to move his oponment's individual grean pegs, either to hinder progress orto take out of the game employing the eyelike pattern, intertwines both players and gives the game more intimacy. Roth players have to have a greater awareness Gf each other's movements.
Again, in contrast with the function of the green pegs, free but vulnerable, the encumbered blue pegs are safe from interference.
10. The three different ways of winning and one way of losing allow the game to run its own natural life.
Inattentive players will at some time forget to keep a sequence intact in the play area and forfeit the game. One object of the game is to play such a player towards such an eventuality.
If a player is too slow witted he will no doubt allow safe, but encumbered blue pegs to fall outside the play area. Precipitating this should be his oponment's objective.
An edept player will eventually lose three green pegs to a better player. To take out three greens should be a player's most immediate objective.
Two good players of equal merit will take the startline through a clockwise revolution back into the play areas, deploying tactics along the way to precipitate any of the previously mentioned objectives. The better of the two good players will of course take his startline clockwise back into the play area first.
11. Tapajos is a game for the quick witted and also for the patient, in the main not qualities that are prevalent in the same person.
Hopefully, as a resuit of playing Tapajos, the quick witted will learn more patience, and the patient will become quicker witted.
Tapajos is hence a teaching game.
GB08201620A 1982-01-20 1982-01-20 Peg board game Expired GB2113557B (en)

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GB2113557B GB2113557B (en) 1985-09-11

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4553756A (en) * 1983-08-12 1985-11-19 Linnekin Robert L Circular chess
WO1988006472A1 (en) * 1987-03-06 1988-09-07 Cathrein, Angela Game device

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4553756A (en) * 1983-08-12 1985-11-19 Linnekin Robert L Circular chess
WO1988006472A1 (en) * 1987-03-06 1988-09-07 Cathrein, Angela Game device

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GB2113557B (en) 1985-09-11

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