GB2186196A - Board game - Google Patents

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Publication number
GB2186196A
GB2186196A GB08601581A GB8601581A GB2186196A GB 2186196 A GB2186196 A GB 2186196A GB 08601581 A GB08601581 A GB 08601581A GB 8601581 A GB8601581 A GB 8601581A GB 2186196 A GB2186196 A GB 2186196A
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playing
player
directional elements
playing surface
piece
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GB8601581D0 (en
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Geoffrey Gordon Beckett
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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
    • 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

Abstract

Apparatus for playing a game comprises a playing surface so marked as to define at least one path, a playing piece (4) for each player for moving along the or at least one path, and a plurality of directional elements (9, 11), the arrangement being such that each player moves his playing piece along the appropriate path, whilst players have the opportunity of placing directional elements on the playing surface in a selected manner in an attempt either to aid his own progress towards his goal or hinder the progress of another player towards his goal. An alternative form of the game provides Snakes and Ladders with (re)movable snakes and ladders. <IMAGE>

Description

SPECIFICATION Board game This invention relates to board games. The game of "Snakes and Ladders" which is played by each player moving a playing piece across the playing surface of a playing board marked out with squares according to the throw of a dice, the playing surface being additionally marked out with representations of snakes and with representations of ladders so that a playing piece landing on the head of a snake is moved down it whilst a playing piece moving onto the base of a ladder moves up it, the winner of the game being the first player to get his playing piece to the "finish" (normally the square diagonally opposite the square from which the game commences), is well known.
It is an object of the present invention to provide apparatus for playing a new and improved game based on "Snakes and Ladders" but which, because of its complexity, provides a game which adults can enjoy and which exercises the ingenuity of children playing it.
According to one aspect of the present invention there is provided apparatus for playing a game comprising a playing surface so marked as to define at least one path, a playing piece for each player for moving along the or at least one path, and a plurality of directional elements, the arrangement being such that each player moves his playing piece along the appropriate path, whilst players have the opportunity of placing directional elements on the playing surface in a selected manner in an attempt either to aid his own progress towards his goal or hinder the progress of another player towards his goal.
In a first embodiment of the invention, a plurality of paths is provided, each of which is defined by a plurality of squares or areas, each player moving his playing piece in a different direction from each of the other players in accordance with direction indicating means on or associated with the playing surface. In order to allow for the ready movement of the playing pieces over the directional elements, bearing in mind the latter are individual pieces capable of being moved from one position to another as dictated by a player afforded the opportunity to make such a move, means are preferably provided for spacing the playing pieces above the playing surface without detracting from the ability to progress along the appointed path.In a prefered embodiment, this split level for the playing pieces and the directional elements is provided by a plurality of extensions from the playing surface which are bridged by the playing pieces and thus supported above the playing surface, with the directional elements being shaped such that they can be placed between the projections.
Alternatively, the split level may be achieved by providing the playing pieces with legs which engage apertures in the playing surface such as to support the bodies of the playing pieces above the playing surface.
Conveniently, the playing surface is square and is so marked out that the course for each player to follow is from one corner or square of the playing surface to a diagonally opposite square or goal.
Preferably, in the first embodiment, the playing surface is so marked as to indicate by arrows the direction of travel for each playing piece. Thus, for example, a plurality of playing pieces may be differently coloured from each other and the board may be marked with a plurality of arrows with colours corresponding to those of the playing pieces, each playing piece being moved, in play, in the direction indicated by the correspondingly coloured arrow.
According to another feature of the first embodiment, selected squares of the playing surface may be marked in such a way as to be distinguishable from the remainder, the arrangement being such that when a playing piece lands on such a square then the player who owns that playing piece may at that time place on the playing surface in a position selected by him one of the directional elements.
The directional elements may be substantially identical to each other being suitably marked so as to indicate the direction in which a playing piece should be moved along it. Thus for example each directional element may consist of a flat bar or strip which spans two or more squares and carries an arrow, a player being permitted to position the directional element with the arrow pointing in the direction which he selects.
Desirably, however, two sets of different directional elements are provided, one set of directional elements indicating that a player should move his playing piece in the direction in which he wishes to travel to reach his goal, and the other set of directional elements indicating that a player should move his playing piece away from his goal. Preferably, the directional elements of one set are shaped differently from those of the other set so that, for example, a player moves his playing piece in a straight line in the case of one set of directional elements and along a more tortuous path in the case of the other set of the directional elements.Thus, for example, one set of directional elements may be in the shape of flat bars or strips spanning two or more squares, whereas the directional elements of the other set may be of Z-shape in plan so that a playing piece is moved in zigzag fashion along it, being moved from one square to another which is offset from it.
In a second embodiment of the invention, the playing surface is provided with a regular grid of apertures which receive playing pieces in the form of pegs. The apertures define a single path which is followed by all playing pieces, conveniently starting in one corner of the playing surface and following successive rows of apertures and finishing in the diagonally opposite "goal" corner. The progress of a playing piece along this path may be aided or hindered by the directional elements which, as in the first embodiment, may be provided in two different sets, one aiding and one hindering. For example, one set may comprise snakes down which a playing piece must travel if it lands on a snake's head and the other set may comprise ladders up which a playing piece may travel if it lands on the base of a ladder.However, the fact that the Snakes and Ladders are movable makes the game entirely different from that of the conventional Snakes and Ladders game.
The directional elements are properly formed with at least one peg each of which engage a grid aperture in the playing surface, each element also being provided with an aperture generally in line with each peg so that a playing piece can be received thereby instead of the otherwise occupied aperture in the playing surface.
The playing surface may depict a scene related to the directional elements, for example a jungle scene when using snakes and ladders as the directional elements. In order to make the scene realistic, it may be in relief so as to provide a three-dimensional effect, with the directional elements having pegs long enough for the bodies of the elements not to foul any raised portion of the playing surface when placed in a selected position. Furthermore, specific parts of the scene, such as the eyes of animals or birds in a jungle scene, may coincide with a grid aperture with special rules applying to the further progress of a playing piece which lands in such an aperture.
According to another aspect of the present invention there is provided apparatus for playing a game comprising a playing surface and a plurality of playing pieces some of which are supportable at one level on the playing surface and others of which are supportable at second level without interfering with the said same playing pieces.
This split level for the playing pieces may be achieved in various ways such as those outlined above in respect of the first embodiment of the present invention.
Two embodiments of the present invention will now be described in greater detail, by way of example, with reference to the accom panying drawings, in which: Figure 1 is a perspective view of a playing board of a first embodiment showing some playing pieces and directional elements in po sition on the board and with others and dice shown alonside the board, Figure 2 shows, to a larger scale, directional elements of Fig. 1, Figure 3 shows an enlargement of part of the board of Fig. 1, Figure 4 is a perspective view of a playing board of a second embodiment showing some playing pieces and directional elements in position on the board and with others and dice shown alongside the board, and Figure 5 shows enlargements of the playing pieces, directional elements and dice.
Referring first to Figs. 1 to 3, the first embodiment of the invention provides apparatus for playing a game conveniently called "Shimsha" which has celtic connotations and the apparatus is designed in keeping with this but is not necessarily so. The game can be played either on the basis of chance or skill by two to four players and the apparatus comprises a square playing board, the upper surface of which provides the playing surface and is marked out to define 81 squares, a projection being provided at each corner of each square.
The majority of the projections are in the general form of castle turrets 1 the top of which is formed with a raised cross 2 to provide four segmental recesses 3 (best seen in Fig.
3) to receive and locate corners of playing pieces 4 which are of cruciform shape. At the edges of the board, the projections are partial turrets 5 providing only two recesses 3, and at the corners single recesses 3 are provided.
Four playing pieces 4 are provided, in the form of silver crosses and carrying a central "jewel" of a given colour, the ends of the limbs of the crosses being received by respective recesses 3 which define the square in which a given playing piece lands. The playing pieces 4 are coloured red, green, blue and purple, respectively.
The four corner squares of the playing surface are coloured red, green, blue and purple, respectively and in each row of squares there is or are one or two squares coloured gold (referenced 6) or black (referenced 7) for a purpose which will become apparent hereinafter. Each of the gold and black squares 6, 7 has extending from each of the three or four edges thereof a coloured arrowhead 8, the colours corresponding to the colours of the jewels of the playing pieces 4 and indicating the direction in which each playing piece should be moved in that row.
The apparatus also includes two sets of four directional elements, one set of directional elements 9 being gold coloured and be ing in the form of a double sided flat bar or strip to represent a straight golden path, and each element 11 of the other set being col oured black and being Z-shaped in plan to provide a double sided crooked black path, the dimension of the directional elements 9,11 being such that they may be positioned on the board between the turretts 1,5 the upper surfaces of the directional elements when in position on the board, being flush with or be low, the surfaces of the recesses 3 so that they may lie beneath a playing piece without fouling the latter.It will be seen that the directional elements have arcuate cut-outs 12 to accommodate the turrets and the ends are 90" arrowheads so that two or more elements may terminate in the centre of a given square without fouling each other.
The apparatus further includes means to determine the number of squares a player should move his playing piece. It will be appreciated that these means, may be a dice or other random number determining means, for example an indicator which may be rotated over a surface marked out with numbers and the number to which the pointer moves when it comes to rest being the number of squares a playing piece should be moved. However, it is preferred to provide five dice in the form of stones each having three plain surfaces and three surfaces carrying the same symbol such as a cross. All five dice are thrown and a player can elect whether he counts the total number of plain sides or sides provided with the symbol as his score for that throw. If a player wishes to elect "crosses" prior to a throw, then he doubles the number of crosses which the throw produces.
Each starting from a different corner, as dictated by the colour of the jewel in the playing piece 4, the players move the playing pieces along the squares formed by the raised turrets 1, following the directions indicated by the appropriate coloured arrows 8.
The object is to land on the cross 13 at the centre of the board. If a longer game is desired, particularly when played as a game of chance, play can be from the starting corner right across the board to the corner diagonally opposite and the general rules, followed by alternative specific rules are as follows.
THE GOLD AND BLACK PATHS (Directional elements 9, 77 The straight golden paths 9 can be moved around the board by players, in the hope of moving along or across the squares nearer to the appointed goal. Crooked black paths 11 can also be moved around the board in the hope of hindering other players' progress.
Players gain the opportunity to move a gold or black path 9, 11 when their playing pieces 4 land on a square of the appropriate colour.
Only gold and black paths that are free (not covered in any part by a playing piece) can be moved. If there are no free paths, the chance to move one is lost.
Paths can point towards or away from a coloured square (but not the centre cross however) but must not be placed with part of the path across a gold or black square.
PATHS JOINED TOGETHER Paths 9,11 can be joined together by pointing onto the same square. If two golden paths are joined, a player can move up both of them nearer to the goal. If two black paths are joined, a player slips down both in the direction from which he or she started. If a golden and a black path meet on the same square, a player moving onto that square can go up the golden path nearer to the goal rather than slip down the black path. However, if a player has come up a golden path which is joined at the top by a black path, he or she must slip down to the bottom of the black path.
LANDING ON ANOTHER PLAYER'S PLAYING PIECE If a player's playing piece lands on that of another player, the player already occupying the square must move his or her playing piece back along his or her path to the next free gold or black square. The player who has been forced to go back then wins the chance to move a path 9,11 according to his choice.
PLACING THE PIECES AT THE START The playing pieces 4 are placed over the appropriate coloured starting circles. The straight gold paths 9 are placed pointing into the board from the four gold squares. The crooked black paths 11 are placed with one end on the four black circles in the 2nd row of squares with the other end pointing at the centre cross 13.
CHOOSING WHO STARTS Players should draw for the different playing pieces the one drawing the piece with the green jewel or stone starts.
GAMES FINISHING ON THE CENTRE CROSS When all the players are attempting to finish on the cross 13 at the centre of the board, the paths 9,11 can cause congestion and the following rules are applied in order to remove up to two gold paths 9 and two black paths 11 from the board. The first player to land above (or, in the game of chance, to pass) a black square 7 in the 4th row of squares (the row next to the centre cross) of his path removes a black path 11 of his choice from the board. Similarly, a gold path 9 is removed by the same or another player landing above or passing. a gold square 6 in the 4th row of squares.
A second gold path 9 and a second black path 11 are also removed from the board in a similar way but these can only be removed by a different player to the one(s) who removed the first paths. If all the paths 9,11 are covered when one is due to be removed, the player waits until one becomes free and then removes it immediately without waiting for his or her turn.
SHIMSHA--AS A GAME OF CHANCE (2, 3 or 4 PLAYERS) Players move their playing pieces 4 according to the throw of the five stones or dice. If a player declares before the throw whether the cross-pattern side of the stones are to count, he or she will score double the amount thrown. If a player does not elect beforehand to go with the cross, he can choose the cross or the plain sides to count the score actually showing.
Before starting the game, players should also decide whether to throw the exact number required to finish.
It is important to note that, when a player's playing piece lands over a black square 7, the player has the choice of whether or not to move a crooked black path 11. However, if he or she decides to move such a path, it must be placed in the selected new position immediately.
It is also imortant to note that, when a player's playing piece lands over a gold square 6, the player can choose to remove a straight gold path 9 from the board altogether and await his or her next turn before replacing it in the selected new position.
When playing the longer game across the board to the diagonally opposite goal corner, a player landing over the centre cross 13 gains a particular advantage. He or she can move all the free paths, both gold and black, including removing all the gold paths 9 from the board until their next turn. Crooked black paths 11 must be placed in their selected new positions immediately.
SHIMSHA-AS A GAME OF SKILL (2 OR 4 PLAYERS ONLY) The paths 9,11 and playing pieces 4 are set out on the board in the usual way (see later rule for a game for 2 players only). The player drawing the playing piece 4 with the green stone makes the first move, as before.
Players take it in turn round the board moving one piece each time in the sequence gold, silver (playing piece), black. Thus, with 2 or 4 players, the colour played by each player is different each turn.
However, landing the playing piece above a gold or black square 6,7 allows a player to move a path of the appropriate colour in addition to the previous move. The next player then has to play a piece in the colour sequence-gold following black or silver following gold, Thus the pattern of play round the table will be continually changing and is difficult to foresee more than one or two moves ahead.
IF ALL PATHS ARE COVERED If a player is unable to move a path 9,11 because they are all covered by playing pieces, the turn is forefeited and play continues in the colour sequence to the next player.
LANDING ON ANOTHER PLAYER'S PLAYING PIECE When a player is forced to move his or her playing piece back along the squares to a free gold or black square 6,7, that player can move an appropriate path as described under the general rules of Shimsha. Play will then start again with the player following the one who has just been forced to go back, playing the colour sequence appropriate to the path that has been moved.
GOING PAST THE CENTRE CROSS Although a player cannot avoid slipping down a crooked black path 11 at any time, he or she can ignore the opportunity to go up a straight gold 9 path. This is particularly important when moving along the row of squares next to the centre cross 13.
However, if a player does move his or her playing piece into a position past the centre cross 13 (as indicated by the appropriate coloured arrows) he or she must continue to follow the direction of the coloured arrows in his or her attempt to return to the centre cross.
However, the crooked black paths 11 will now reverse their direction and take a player even further away from the centre cross and their starting square. Of course, straight gold paths 9 will take them back the way they should go until they are on the row of squares leading to the centre cross.
REMOVING PATHS FROM THE BOARD When playing Shimsha as a game of skill, it is particularly important to follow the rules regarding removal of paths 9,11 from the board as described earlier.
SHIMSHA-GAME OF SKILL FOR 2 PLAYERS Two players can play Shimsha with just two playing pieces 4 and, if preferred, with just two gold and two black paths 9. 11 from the very beginning. Moves in the gold, silver, black sequence are played as before.
As an alternative, each player can play two playing pieces, playing any two colours on the same side of the board.
For a more complex game, the gold, silver, black sequence can be played with either player being able to move any of the playing pieces the object being to make the final move of a playing piece onto the centre cross 13.
It will be appreciated that, whilst the game of this first embodiment is based on the traditional game of "Snakes and Ladders", nevertheless, because each player is moving his playing piece in a different direction from the other or other players and there is the opportunity of moving and/or removing the directional elements, skill is required which makes the game attractive to adults and exercises the ingenuity of children. As described, the level of skill required to play can be raised by adopting the rules pertaining to the game of skill as opposed to the game of chance.
Referring now to Figs. 4 and 5, the second embodiment of the invention is in the form of a rectangular playing board 21 having a play ing surface which depicts a jungle scene and which is formed with a regular grid of apertures 22 formed of nine rows of apertures with twelve apertures in each row. It will be noted that certain apertures 22 are arranged to coincide with an eye of an animal or bird appearing in the scene and the purpose of this will be discussed hereinafter. The rows of apertures 22 define a path from a start position in the bottom left-hand corner of the board to a finish or goal position at the top right-hand corner of the board which is depicted as a treasure chest.
The apparatus further comprises six playing pieces 23 in the form of flat-topped mushrooms or pegs and each carrying a different symbol, the six symbols being Boots, Machete, First Aid Box, Map, Pistol and Food Pack. A dice 24 carrying these same symbols on respective faces is provided and a second dice 25 carries the following symbols on respective faces: Snake, Arrow pointing in one direction, Arrow pointing in the opposite direction, a single Arrowhead, a double Arrowhead, and a triple Arrowhead. Finally, the apparatus comprises two Snakes 26 of different lengths and having a peg extending from beneath for engagement with a selected aperture 22, and four Ladders 27 have two pegs extending from beneath for engagement with respective apertures 22 in a given row or column of apertures.The Ladders 27 are curved for a reason which will become apparent and are apertured at 28 at each end in a position in alignment with the apertures 22 engaged by the pegs to provide a substitute for those apertures for playing pieces landing at those locations.
The game of this second embodiment is also based upon the traditional game of Snakes and Ladders with the added interest of being able to move the snakes 26 and ladders 27, and with wild animals that 'fix' you with their eyes until you make the right move, and special dice that tell you the different moves you have to make.
The two types of dice 24,25 allow different versions of the game to be played to suit children of different ages or to provide entertainment for adults. The general and specific rules ae as follows.
SNAKES At the start of all games the two snakes 26 are positioned on the board as follows. The Curled up snake is positioned in the right-hand tree with its head on the hole 22 immediately below the Snakes Lair notice. The longer snake is positioned in the left-hand tree with its head on the hole 22 above and slightly right of the Snakes Lair notice. During the game, if a player throws the Snake sign on the Movement Dice 25, the player whose turn it is next can move one of the Snakes 26 to a new position (with the exception of a hole forming an animal's eye) hoping the first player will land on the snake. The first player must then throw the dice again. Note that both snakes 26 are designed to curl between all the holes 22 with its tail pointing to one hole. A snake 26 must not be placed so that it covers any hole 22 other than the one under its head.However, it will be found that both snakes 26 can be laid on their side.
THE LADDERS At the start of a game, each player is issued with a ladder 27. A player tries to keep the ladder in reserve until towards the end of the game when he or she can gamble by placing it just in front of their next move hoping to land on it and move quickly up towards the treasure goal. Indeed, from a hidden cave in the jungle a ladder 27 can lead directly to the treasure. However, once a ladder has been played it must remain where it is and any other player can then use it.
A ladder 27 can also be used as a last resort to escape from an animal's eye, as described later. Note that ladders fit between any two alternate holes 22 in a vertical or horizontal line curling round the hole between.
THE PLAYER'S MARKERS Before a game begins, players draw for the playing pieces and the player drawing the Map symbol starts.
THE MOVEMENT DICE The symbols on the Movement Dice 25 tell the player the move to make-one, two or three holes forward along the path (single, double or triple Arrowheads) or a right or left turn to the next path (Arrows which may speed a player on his way or sends him back the way he came). The Snake symbol means the next player can move one of the Snakes 26, as described earlier, and the first player must then throw again. If he throws the move that lands his playing piece on the Snake's head, or throws the Snake symbol again, the player slips down the Snake in the traditional Snakes and Ladders way.
THE SYMBOL DICE Game 1. In the most simple game the Symbol Dice 24 need not be used and players move up the board according to the throws of the Movement Dice 25.
Game 2. In a game suitable for older players, the Symbol Dice 24 can be thrown with the Movement Dice 26. If the symbol on the dice 25 matches the player's own playing piece symbol, the following happens. A forward move is doubled or a sideways move up the board is doubled (except if one move takes a player into the very top path when a bonus of three extra forward holes is awarded instead). A sideways move back down the board and the Snake symbols are cancelled if the Symbol Dice and the player's playing piece symbol match.
Game 3. In the most sophisticated game the Symbol Dice 24 can be used in combination with the Movement Dice 25 as follows.
The Map symbol will multiply a forward move by three, or cancel a sideways move back down the board.
The Boots or Food Pack symbol will multiply a forward move by two.
The Machete symbol will double a good sideways move or cancel a bad one.
The Pistol symbol will take a player's playing piece one place past an animal's eye instead of landing on it.
The First Aid box symbol will take a player's playing piece one place past a snake's head instead of landing on it.
If the symbol on the dice 24 matches a player's own playing piece symbol, an extra bonus of three holes forward is awarded.
STARTING THE GAMES AND TRA VELLING ALONG THE RIVER At the beginning of a game all the players keep their playing pieces off the board until successful in throwing one of the three forward moves on the Movement Dice 25. These first successful throws and all subsequent foward movement throws count double when travelling along the river. Once travelling along the river, a player throwing a 'turn left' movement symbol can cross to the riverside path.
Throwing a "turn right' movement symbol or the snake symbol means a player misses a turn (the following player does not have the opportunity to move a snake when this happens).
When playing the games using the Symbol Dice 24 the same bonuses apply.
TRAVELLING ALONG THE PATHS Forward movement and sideways movements are as indicated on the Movement Dice 25. At the end of each path leg (row) the appropriate sideways movement or one of the forward movements allows a player to turn the corner.
TRAVELLING ALONG THE TOP PATH Throwing a 'turn left' movement allows a player a free go.
LANDING IN AN ANIMAL'S EYE When a player's playing piece lands in an animal's eye it is 'fixed' until he or she throws either of the sideways movements. A 'turn right' throw when 'fixed' by the alligator in the river or a 'turn left' throw when 'fixed' by the bird in the top path gains the player another attempt. After three turns round the table attempting to escape, a player can choose to escape by placing his ladder 27 horizontally along the row of holes in question to bypass the animal's eye, moving the playing piece to the 'top' end of the ladder before taking the next throw. The ladder 27 must be left in that position and any following player whose marker would have landed in the animal's eye can also bypass it in the same way. If a player is 'fixed' in another animal's eye having already used the ladder, escape is only possible by throwing a 'sideways' movement.
LANDING ON ANOTHER PLAYER'S PLAYING PIECE If a player's playing piece is landed on by another's, when travelling along one of the paths, it must be moved 'sideways' down the board to the next path or to the river. If the hole in the next row is already occupied by another player's playing piece, the first player's playing piece must be placed in the next free hole back along the row. When travelling along the river a player whose playing piece is landed on must move it back to the next free hole.
It will be appreciated that this second embodiment of the invention also provides a game with considerably added interest over the traditional game of Snakes and Ladders and has variations which adapt it to the general capability of the players. The surface of the playing board 21 may be in relief to provide a three-dimensional scene (which does not have to be that of a jungle), the lengths of the pegs on the Snakes 26 and the Ladders 27 being made long enough so as to prevent the bodies of these elements fouling any adjacent raised portion or portions when placed in a selected position.

Claims (23)

1. Apparatus for playing a game comprising a playing surface so marked as to define at least one path, a playing piece for each player for moving along the or at least one path, and a plurality of directional elements, the arrangement being such that each player moves his playing piece along the appropriate path, whilst players have the opportunity of placing directional elements on the playing surface in a selected manner in an attempt either to aid his own progress towards his goal or hinder the progress of another player towards his goal.
2. Apparatus according to claim 1 wherein a plurality of paths is provided, each of which is defined by a plurality of areas, each player moving his playing piece in a different direction from each of the other players in accordance with direction indicating means on or associated with the playing surface.
3. Apparatus according to claim 1 or 2, wherein means are provided for spacing the playing pieces above the playing surface without detracting from the ability to progress along an appointed path.
4. Apparatus according to claim 3, wherein said spacing means comprise a plurality of ex tensions from the playing surface which extensions are bridged by the playing pieces and thus supported above the playing surface, with the directional elements being shaped such that they can be placed between the extensions.
5. Apparatus according to claim 3, wherein the spacing means are in the form of legs on the playing pieces which legs are engageable with apertures in the playing surface such as to support the bodies of the playing pieces above the playing surface.
6. Apparatus according to any of the preceding claims, wherein the playing surface is square and is so marked out that the course for each player to follow is from one corner of the playing surface to a diagonally opposite corner.
7. Apparatus according to any of the preceding claims, wherein the playing surface is so marked as to indicate by arrows the direction of travel for each playing piece.
8. Apparatus according to claim 7, wherein a plurality of playing pieces are differently coloured from each other and the playing surface is marked with a plurality of arrows with colours corresponding to those of the playing pieces, each playing piece being moved, in play, in the direction indicated by the correspondingly coloured arrow.
9. Apparatus according to 2 and any claim appended thereto, wherein a selected area of the playing surface is marked in such a way as to be distinguishable from the remainder, the arrangement being such that when a playing piece lands on such an area then the player who owns that playing piece may at that time place on the playing surface in a position selected by him one of the directional elements.
10. Apparatus according to any of the preceding claims, wherein the directional elements are substantially identical to each other, being marked so as to indicate the direction in which a playing piece should be moved along it.
11. Apparatus according to claim 10, wherein each directional element comprises a flat member which spans two or more areas and carries an arrow, a player being permitted to position the directional element with the arrow pointing in the direction which he selects.
12. Apparatus according to any of the preceding claims, wherein two sets of different directional elements are provided, one set of directional elements indicating that a player should move his playing piece in the direction in which he wishes to travel to reach his goal, and the other set of directional elements indicating that a player should move his playing piece away from his goal.
13. Apparatus according to claim 12, wherein the directional elements of one set are shaped differently from those of the other set so that a player moves his playing pice in a straight line in the case of one set of directional elements and along a more tortuous path in the case of the other set of the directional elements,.
14. Apparatus according to claim 13, wherein one set of directional elements is in the form of a flat member spanning two or more areas of the playing surface, and wherein the directional elements of the other set are of Z-shape in plan so that a playing piece is moved in zig-zag fashion along it, being moved from one area to another which is offset from it.
15. Apparatus according to claim 1, wherein the playing surface is provided with a regular grid of apertures which receive playing pieces in the form of pegs, the apertures defining a single path which is followed by all playing pieces.
16. Apparatus according to claim 15, wherein two sets of different directional elements are provided.
17. Apparatus according to claim 16, wherein one set of directional elements comprises snakes down which a playing piece must travel if it lands on a snake's head, and the other set comprises ladders up which a playing piece may travel if it lands on the base of a ladder.
18. Apparatus according to any of claims 15 to 17, wherein the directional elements are formed with at least one peg engageabie with a grid aperture in the playing surface, each element also being provided with an aperture generally in line with each peg so that a playing piece can be received thereby instead of the otherwise occupied aperture in the playing surface.
19. Apparatus according to any of claims 15 to 18, wherein the playing surface depicts a scene related to the directional elements.
20. Apparatus according to claim 19, wherein the scene is produced in relief to provide a three-dimensional effect for the playing surface.
21. Apparatus according to claim 19 or 20, wherein specific parts of the scene, such as the eyes of animals or birds in a jungle scene, may coincide with a grid aperture.
22. Apparatus for playing a game comprising a playing surface and a plurality of playing pieces some of which are supportable at one level on the playing surface and others of which are supportable at a second level without interfering with the said some playing pieces.
23. Apparatus for playing a game substantially as herein particularly described with reference to Figs. 1 to 3, or Figs. 4 and 5 of the accompanying drawings.
GB08601581A 1986-01-23 1986-01-23 Board game Withdrawn GB2186196A (en)

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GB8601581D0 GB8601581D0 (en) 1986-02-26
GB2186196A true GB2186196A (en) 1987-08-12

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2301781A (en) * 1995-06-06 1996-12-18 Michael Annand Price Board game

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3481605A (en) * 1967-03-15 1969-12-02 Marvin Glass & Associates Racing game with chance positionable removable hurdles
US4002341A (en) * 1976-01-23 1977-01-11 Lawrence Peska Associates, Inc. Board game of the hare and tortoise
GB2101898A (en) * 1981-06-20 1983-01-26 Raymond Arthur Denning Apparatus for a horsejumping game
US4453718A (en) * 1982-05-17 1984-06-12 Dale Christoperson Swivel switch game

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3481605A (en) * 1967-03-15 1969-12-02 Marvin Glass & Associates Racing game with chance positionable removable hurdles
US4002341A (en) * 1976-01-23 1977-01-11 Lawrence Peska Associates, Inc. Board game of the hare and tortoise
GB2101898A (en) * 1981-06-20 1983-01-26 Raymond Arthur Denning Apparatus for a horsejumping game
US4453718A (en) * 1982-05-17 1984-06-12 Dale Christoperson Swivel switch game

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2301781A (en) * 1995-06-06 1996-12-18 Michael Annand Price Board game
GB2301781B (en) * 1995-06-06 1998-12-02 Michael Annand Price Board game

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