GB2210802A - Game of strategy - Google Patents
Game of strategy Download PDFInfo
- Publication number
- GB2210802A GB2210802A GB8824091A GB8824091A GB2210802A GB 2210802 A GB2210802 A GB 2210802A GB 8824091 A GB8824091 A GB 8824091A GB 8824091 A GB8824091 A GB 8824091A GB 2210802 A GB2210802 A GB 2210802A
- Authority
- GB
- United Kingdom
- Prior art keywords
- pieces
- playing
- piece
- altar
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/02—Chess; Similar board games
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
Abstract
The game for two players comprises a board 1 or other generally planar sheet defining a playing area having a plurality of playing spaces, and a plurality of playing pieces, the playing area being marked or otherwise provided with means to identify a central playing space and a 'moat' 3 to divide an island portion 4 from a perimeter portion 5. As particularly described, the pieces involve major pieces Loadstone, Templar, Raven pieces Minor pieces (Asp pieces) and Altar pieces and there is an imaginery repelling between Major/Minor pieces on opposing sides and between playing pieces of either side and a neutral Altar piece. Moat 3 is recessed as is central space 2 and Altar piece acts as bridge or stepping stone for pieces. Various possibilites for playing/ending the game are disclosed. <IMAGE>
Description
Board Game
This invention relates to a board game. More particularly it relates to a board game of strategy and wit for two players in which a plurality of playing pieces, of individual shape, is manoeuvred around a playing area by each player without the intervention of random selection.
According to the invention, I provide a board game comprising a board or other generally planar sheet defining a playing area and having a plurality of playing spaces, and a plurality of playing pieces, movement of each said piece by each player being defined according to possibilities set out in rules of the game.
The playing area will be marked or otherwise provided with means to identify a central playing space and a 'moat' to create an island area and a perimeter area.
In a preferred embodiment, the playing area will be generally square and will be sub-divided into a plurality of playing spaces also of generally square shape. In a further preferred embodiment, the central playing space will be a central recess adapted to receive particular varieties of playing piece, and the 'moat', which divides the board into a central island and a perimeter area will also comprise a recess. In one embodiment of the game, this has to be 'crossed' by certain playing pieces in a particular manner during the game if the game is to be won.
In another, possibly quicker to play embodiment, it need not be crossed.
The extent to which each playing piece may move in any one playing turn is, rather like chess, a function of the nature of each type of playing piece and will be described below. The playing pieces will desirably have various geometrical shapes.
The game has as its object the manoeuvring of one of two particular types of opponent's piece into the central playing space, desirably recessed; one of the type of pieces to be manoeuvred is one which, according to the Rules, is capable of movement only as the result of the movement of other particular playing pieces.
A preferred embodiment of the game will now be more particularly described with reference to the accompanying drawings and rules, and in which:
Fig. 1 shows a vertical elevation of a board for use in the game of the invention.
Fig. 2 shows a cross-section along the lines
A-A and B-3 in Fig. 1.
Figs. 3a to 3e show representations in vertical elevation and cross-section of playing pieces used in the game of the invention and designated with letters explained hereinafter according to each type of piece (not to scale).
Fig. 4 shows a vertical elevation of the board of Fig. 1 with the playing pieces disposed in position for play to commence.
The game comprises a playing board 1 as shown in Figs. 1 and 2 comprising a 9 x 9 square. The board has a central recess 2 and a moat 3 which divides an island portion 4 from a perimeter portion 5.
There are also provided thirteen playing pieces, to be described below. Each player has six pieces in a distinguishing colour and there is one neutral piece, the neutral Altar piece.
The thirteen geometric elements may be categorised according to their function, into three distinct groups: Major pieces; Minor pieces; Altar pieces.
i) The Major pieces' main function is to move
the Altar pieces ii) The Minor pieces' main function is to stop
the Altar pieces iii) The Altar pieces' main function is to bridge
the recessed areas.
In order to start the game, the board and pieces are set up as shown schematically in Fig. 4.
A Neutral Altar piece resides in the central playing space, known as the Altar space, the two remaining Altar pieces reside in the Moat on the square markings, to the right of the similarly distinguished Raven piece.
The game is a game of strategy and wit for two players involving the thirteen geometric elements and an invisible force.
The invisible force relies on the imagination of the players. The concept is similar to the repelling forces between two magnets. In this game, imaginary repelling forces exist between playing pieces on opposing sides and between playing pieces of either side and the neutral Altar piece. The implication of this force is slightly different for each group of playing pieces.
Each Major piece possess a force which radiates in the four lateral directions (Forwards, Backwards,
Sideways left, and Sideways right) for a distance of one space.
Therefore if a Major piece moves to a position adjacent (lateral not diagonal) to a major piece of a different colour, that piece is moved b one space directly away, as if pushed, leaving a clear space between the two pieces.
Each Minor piece radiates a similar force, which repels Minor pieces of a different colour by one space, in exactly the same manner.
However, the force of a Major piece has no effect on a Minor piece, which means that Major pieces cannot push Minor pieces, or vice versa.
The Altar pieces possess no force, they are inert objects and only move when they come in contact with the radiating force of the Major pieces which are a different colour.
When a Major piece resides in a position adjacent (lateral not diagonal)-to a different colour Altar piece, that Altar piece is, by the effect of the
Force, set in motion and will continue to travel directly away from that major piece until stopped.
This may be either by coming up against an obstruction (another playing piece), or by dropping into one of the recessed areas. (Moat or Altar space.)
The Neutral Altar is moved in the same manner, but because of its colour can be manoeuvred by all the Major pieces.
MOVEMENT OF PLAYING PIECES
The design of each playing piece, provides an indication of its individual move capabilities.
Major pieces
A Lodestone piece (see Fig. 3a) has a square base and is in the form of a truncated pyramid; it can move in the four lateral directions only (forwards, backwards, sideways left and sideways right). A
Lodestone can move any distance in one direction per turn, until an obstruction is reached. (Another playing piece or a recessed area.)
Note: When an Altar piece is in a recessed area, it is not an obstruction and can be used as a bridge or stepping stone.
A Templar piece (see Fig. 3b) has a circular base and is in the form of a cone; it can move in all eight directions, that is, the four lateral directions (forwards, backwards, sideways left and sideways right), plus the four diagonal directions in between.
A Templar piece can move any distance in one direction per turn until an obstruction is reached (another playing piece or a recessed area.
Note: When an Altar piece is in a recessed area, it can be used as bridge or stepping stone.
A Raven piece (see Fig. 3c) has a hexagonal base and is also in the form of a truncated pyramid it has a choice of one out of two types of move per turn: A or B. In move A: The Raven can move in any one of the four diagonal directions per turn, for a distance of one space. In move B: The Raven can jump in all eight directions. That is the four lateral directions (forwards, backwards, sideways left and sideways right), plus the four diagonal directions in between.
A Raven piece must jump over an obstruction (another playing piece or a recessed area) in order to make a legal jump. Each jump must be in a straight line, over only one obstruction. However any number of consecutive jumps can be taken per turn.
Note: A landing space must be available in order to jump, here direction can be changed if desired, for the next jump.
Minor pieces
An Asp piece (see Fig. 3d) has a square base and is in the form of a pyramid; it can move in the four lateral directions only (forwards, backwards, sideways left and sideways right). The Asp can move only one space in one direction per turn.
Altar pieces
The Altar pieces (see Fig. 3e) are cuboids; they cannot move unless set into motion by the force exerted by a different colour Major piece (described above). Altar pieces can only move in one of the four lateral directions, moving directly away from any different colour major piece that resides adjacent to it.
An Altar piece once set into motion, can only stop moving in that direction by reaching an obstruction, (another playing piece) or by dropping into a recessed area.
If in its new position, an Altar piece is set into motion by another Major piece, which returns it to its original position, then the Altar does not move in the first instance. This type of move is easily recognisable before the actual physical movement of the Altar piece. It is used as a means to reside adjacent to an Altar without setting it in motion.
Major or Minor pieces are not generally permitted to reside on the Altar which is the same colour as themselves, though in an alternative embodiment of the Rules of the game may do so.
An Altar is not allowed to move, while another playing piece resides on top of it.
Order of Play
Each player's set consists of five playing pieces: 1 Lodestone; 1 Templar; 1 Raven; 2 Asps.
Each player must choose to represent one set of playing pieces uniformly distinguished.
Note: Each player has the power indirectly to manoeuvre two out of the three Altar pieces.
When all of the playing pieces have been correctly positioned on the playing board, (see Fig. 4) the game can begin.
Each player's turn is a two stage operation: firstly the movement of one Major or one Minor playing piece; then, depending on the new position of that piece, the movement of any other playing piece which is affected by the force of another.
The object of the game, in one embodiment, is for a player either to manoeuvre by his own ingenuity the opposing colour Altar piece into the central space and then to place his own Templar piece on top of the Altar, or to force the opposing Templar into the Altar space, because any other piece (excluding the Altar) entering this space is eliminated from the game. Alternatively, in a possibly quicker embodiment, the game may be ended by a player manoeuvring his own
Templar piece on top of the Neutral Altar piece, wherever this may be.
Rules relating to the playing area
As mentioned above, the playing board is divided into three main areas known as the Island, the Moat and the Perimeter.
Island
The Island area has a recessed square at its centre, known as the 'Altar Space'. Any Major or
Minor playing piece forced to enter this recessed space, is eliminated from the game.
The Neutral Altar piece occupies the Altar space at the beginning of the game. The other colour
Altar pieces can easily be manoeuvred into this space by the respective Major pieces.
However, because each Major piece is powerless to move the Altar of its own colour, a special rule must be enforced regarding the Altar space.
Therefore, a player's individual Altar piece is only permitted to occupy the Altar space while the respective player has at least one Major piece on the Island.
If a move results in no Major piece being left on the Island, while the player's respective Altar (opposing colour) occupies the Altar space, then that Altar is returned to its start position in the
Moat.
If this space is occupied then the next available space, going in towards the centre. When all three spaces are occupied the Altar remains in its central space.
When a player does not have a Major piece on the Island, the respective Altar piece can still be forced towards the Altar space. However, it has to stop at the edge of that central recess.
In a preferred embodiment, a playing piece is not permitted to be moved onto an Altar that resides on the island, unless another Altar in one of the recessed areas is directly in line forming a step arrangement. The playing piece can then be moved over the step to reach the higher level.
A step arrangement is not needed to move a playing piece off an Altar, and a playing piece can be "forced off" by an opponent in the usual manner.
The Moat
The Moat is an area, desirably recessed, which surrounds the Island. A Raven piece is the only playing piece that can jump over the Moat. The Templar and Lodestone pieces must use an Altar piece as a bridge or stepping stone, in order to cross.
If a Lodestone, Raven or Asp piece gets forced into the Moat, it must remain there for the duration of the game. Although they are allowed to move within this area in their usual manner.
Any of these pieces can choose to step into the Moat, as a normal move, but once in this area the same restriction applies.
If a Templar piece gets forced into the Moat it is returned to its start position on the perimeter.
A Templar piece is not allowed to step into the Moat by choice.
When an Altar piece resides in any recessed area, (Moat or Altar space) it can be used, by the
Major or Minor pieces as if it were a normal space acting as 'bridge' or 'stepping stone'.
In one embodiment, it is not permitted for
Altar pieces to be resided on unless they are in a recessed area, although in a preferred embodiment they may be.
The repelling force embodied by the Major and
Minor playing pieces exists and is exerted irrespective of the level (i.e. Island level or Moat level) at which individual playing pieces residue. For instance; a playing piece residing on an Altar piece which is in the Moat can be forced off the Altar piece and into the Moat by an opposing playing piece which already resides in the Moat.
The perimeter
The Perimeter area surrounds the Moat. The outside edge of this area (the edge of the playing board) is considered as a barrier, and therefore the Major or Minor playing pieces cannot be forced off.
It is worth noting that a playing piece -residing on the corner square of the Perimeter area, is in a very stable position. A playing piece in such a position cannot be moved by an opponent, and is difficult to approach due to the force.
The perimeter area is the only area where a
Major piece can force an Altar piece out of the Moat and onto the Island.
Altar pieces are not permitted on the Perimeter area.
Claims (4)
1. A board game comprising a board or other generally planar sheet defining a playing area and having a plurality of playing spaces, and a plurality of playing pieces, movement of each said piece by each player being defined according to possibilities set out in rules of the game, and the playing area being marked or otherwise provided with means to identify a central space and a moat which creates an island area and a perimeter area.
2. R game as claimed in claim 1 in which the playing area is generally square, is subdivided into a plurality of square playing spaces, and is provided with a central recess and a recess defining the moat which divides the board into a central island and an outer perimeter area.
3. A game as claimed in claim 1 or claim 2 wherein the playing pieces are shaped substantially as herein described and with reference to Figs. 3a to 3e.
4. A game substantially as hereinbefore described and with reference to the accompanying drawings.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB878724137A GB8724137D0 (en) | 1987-10-08 | 1987-10-14 | Board game |
Publications (2)
Publication Number | Publication Date |
---|---|
GB8824091D0 GB8824091D0 (en) | 1988-11-23 |
GB2210802A true GB2210802A (en) | 1989-06-21 |
Family
ID=10625324
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB8824091A Withdrawn GB2210802A (en) | 1987-10-14 | 1988-10-14 | Game of strategy |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2210802A (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5657990A (en) * | 1996-09-11 | 1997-08-19 | Patel; Vikeshkumar N. | Board game with freely movable pieces |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3741547A (en) * | 1971-11-12 | 1973-06-26 | G Zurek | Chess game apparatus |
GB2133702A (en) * | 1983-01-18 | 1984-08-01 | Kevin John Dicks | Board game apparatus |
US4753441A (en) * | 1986-06-16 | 1988-06-28 | Braus Matthew P | War game with variable game board |
-
1988
- 1988-10-14 GB GB8824091A patent/GB2210802A/en not_active Withdrawn
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3741547A (en) * | 1971-11-12 | 1973-06-26 | G Zurek | Chess game apparatus |
GB2133702A (en) * | 1983-01-18 | 1984-08-01 | Kevin John Dicks | Board game apparatus |
US4753441A (en) * | 1986-06-16 | 1988-06-28 | Braus Matthew P | War game with variable game board |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5657990A (en) * | 1996-09-11 | 1997-08-19 | Patel; Vikeshkumar N. | Board game with freely movable pieces |
Also Published As
Publication number | Publication date |
---|---|
GB8824091D0 (en) | 1988-11-23 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |