GB2211744A - Game apparatus - Google Patents

Game apparatus Download PDF

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Publication number
GB2211744A
GB2211744A GB8725571A GB8725571A GB2211744A GB 2211744 A GB2211744 A GB 2211744A GB 8725571 A GB8725571 A GB 8725571A GB 8725571 A GB8725571 A GB 8725571A GB 2211744 A GB2211744 A GB 2211744A
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Prior art keywords
game
cards
player
progress
route
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GB8725571A
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GB8725571D0 (en
GB2211744B (en
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Paul Michael Hunter
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Individual
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Individual
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Priority to GB8725571A priority Critical patent/GB2211744B/en
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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
    • A63F3/00082Racing games
    • 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
    • A63F2003/00996Board games available as video games

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Coin-Freed Apparatuses For Hiring Articles (AREA)

Abstract

Game apparatus as illustrated comprises a board having on its surface a world or astronomical map on which is identified several "routes" 1-4 each extending between two set geographical locations or planets and each divided into a multiplicity of spaces representing set time periods or distances, a marker is provided to indicate the position and progress along a selected "route" of each game player during the course of a game played with the apparatus; a plurality of packs of game cards is also provided, each pack comprising individual cards to be revealed to game players during the course of a game the information and data present on these individual cards determining inter alia the rate of progress of the game players along their respective routes: specification also refers to play via a suitable computer. As shown, "routes" are between London and Sydney - each player has at least one route. There are departure cards 5, in-flight cards 6, landing cards 7, trump cards 8 and room cards. Once in Sydney the hunt is on in an end game to find 'Mr X' (or a location) in hotel 10. Game can be transcribed to a magnetic disc or tape. <IMAGE>

Description

BOARD GAMES This invention relates to board games. More especially the invention concerns a board game which simulates a race between two or more game players between two geographical locations identified on the game board, the players having unique markers which are moved along individual routes in accordance with information gleaned from several individual sets of game cards.
In a preferred embodiment of the invention the game simulates a race in which each game player flies along a route including several points of landing and departure using one or more aeroplanes selected by means of specified game cards. The speeds of different aeroplanes may vary. On arrival at the final location identified on the board, an end game may be provided in which the game players compete to identify a particular location and/or character within a plan of a building, e.g. an hotel. In a preferred embodiment, each player takes the identity of a courier seeking to convey or obtain secret information to or from the aforesaid location and/or character.
According to the present invention in one aspect there is provided a board game which comprises a board illustrated on its surface with a map on which is identified several "routes" each extending between two set geographical locations and each divided into a multiplicity of spaces representing set time periods or distances, a marker to indicate the. position and progress of each game player during the course of the game, and a plurality of packs of game cards including information and data by means of which the rate of progress of the markers along the respective routes is determined, the game cards identifying one or more of the following criteria, inter alia the particular route to be followed by each game player, the time at which a marker can be moved from the first geographical location and/or additional locations intermediate the first and final geographical locations, the time at which a marker can be moved towards the final geographical location and'or locations intermediate the first and final geographical locations, and the rate of progress of each marker between any two geographical locations.A series of "trump" cards may be provided to be used by the game players to aid the progress of their markers during the course of the game.
The invention will now be described by way of example only with reference to the accompanying diagrammatic drawing in which the sole figure illustrates the board to be used when playing the game and the various packs of game cards to be used during the course of the game.
As illustrated, the board is surfaced with a map of the world on which is shown four separate routes, referenced 1 to 4, each beginning at London in England and ending at Sydney in Australia. Each route is defined by a meandering column of individual rectangles each of which represents a distance of 100 miles. The routes 1 to 4 represent flight paths between London and Sydney. Each route includes two intermediate locations at which landings will need to be made; these intermediate locations have a bearing upon the progress made by the game players as they move their respective markers along the selected routes.Thus route 1 includes intermediate points in New York and Los Angeles; route 2 includes intermediate points at Johannesburg and Perth; route 3 includes intermediate points at Bahrain and Singapore; and route 4 includes intermediate points at Moscow and Tokyo.
Positioned on the board are four sets of game cards, the sets respectively being titled "departure cards" (referenced 5); "in-flight cards" (referenced 6); "landing cards" (referenced 7); and "trump cards" (referenced 8).
In addition four "airline tickets" 9 are provided one for each game player.
Illustrated to an increased scale at the left hand lower corner of the board is the approach and landing area 23 into Sydney for each of the designated routes 1 to 4, the Customs Hall 20 and a plan view of a hotel 10 which includes a lobby 11, a hospital unit 12, a fire assembly area 13 and twelve numbered rooms 14.
The markers by which progress is made by each game player are referenced 15. These markers may take any preferred form.
The game apparatus will now be described in greater detail.
The Board This may be of any convenient size, may fold along defined lines and may be constructed of any suitable material. The map on its surface may be that of the world as illustrated, or any part thereof.
Alternativel, it may be astronomical, the individual routes representing flight paths between identified planets. The individual routes may be identified by rectangles as shown, by lines or any equivalent markings. Each rectangle or the like may be plain faced or may include a hole to receive one pointed end of a marker. Alternatively, the routes may be metallic and the markers magnetic, or vice versa.
The board also includes four grids 16 for placing game cards ifl front of the game players to facilitate the playing of the game.
Additionally, approach zones 18 to each landing location are identified on the board surface. Landing and departure areas 19 adjacent to each approach zone are illustrated.
The Tickets These preferably take the form of conventional airline tickets and each identifies the route to be followed by the player selecting any given card and the name given to the character travelling by that route. The cards may also be individually coloured, each colour corresponding to the colour of one marker.
In the embodiment to be described below, the characters are named S. Pionage, C. Kret, I. Spye and D. Frorder.
The Markers These may be manufactured from plastics, wood metal or any other convenient material and may merely comprise stable markers. Alternatively, they may comprise figures having characteristics possibly in keeping with the name chosen therefor. The markers may have pointed ends to locate in holes formed in the rectangles which define the routes or indeed may be of any convenient shape; may be magnetic or of a material attracted by magnetism.
The Departure Cards These may be constructed of card, plastics or the like and are placed face down in a pack in a marked location on the board and are drawn sequentially by those game players whose markers are located at a point of departure either to identify an aeroplane by which a game player can progress to the next point of landing and its initial speed of flight, a reason why departure is delayed or a "shuffle" card. Thus, there may be 30 departure cards each marked essentially as follows:- 2 x Concorde Li x DC10 4 x 747 Jumbo Jet 4 x Tri-Star 3 x Fog 3 x Tech 3 x Incoming Connecting Flight Delayed 3 x Air Traffic Control Dispute 3 x Missing Passenger 1 x Shuffle The function of the departure cards will be discussed below.
In-Flight Cards These cards, as the name suggests are used by the players as their markers pass between departure and landing locations. They again are placed face downwards on the board in a pack and are taken sequentially by those game players whose markers are located in transit between points of departure and arrival; the information given on respective cards may assist or delay the progress of markers between departure and landing locations.In a preferred embodiment, 46 in-flight cards are provided, these being marked as follows: 3 x Air Traffic Control Dispute 3 x Turbulence 3 x Engine Failure 3 x Sick Passenger 3 x Captain Late 3 x Tailwinds 3 x Headwinds 3 x Many Happy Returns 3 x Wonderful Meal 3 x Hostess Spills Drink 3 x Hostess Offers Extra Drink 3 x Excellent In-flight Entertainment 3 x Flight Deck 3 x First Class 3 x Smoking 1 x Shuffle The function of the in-flight cards will be discussed more fully below.
The Landing Cards These cards may again be of any convenient size and manufactured from any suitable material. The cards are placed face down on the board in a pack and are drawn sequentially by those players whose markers are approaching a point of landing either to facilitate or delay progress of a marker to the respective anding location. In a preferred embodiment, 16 landing cards are employed, these being identified as follows: 3 x Land Immediately 3 x Land in One Hour 3 x Air Traffic Control Dispute 3 x Fog 3 x Damage to Runway 1 x Shuffle The Trump Cards These cards may again be of any convenient size and material and are either dealt out to the players at the start of the game and/or collected during the course of the game. Unlike the other game cards, trump cards can be retained and used at a time chosen by the respective game players.
The purpose of the trump cards is essentially to offset delays which would otherwise have been incurred because of unhelpful game cards being drawn by the players, Qr to assist the game players during an end game.
Typically, 72 trump cards are provided, these being identified as follows: 2 x Doctor on Board Cards 3 each of Room Key Cards 1 - 12 inclusive 3 x Anti-mugging Device 3 x VIP cards 3 x Turbulence 3 x Temporary Fuel Blockage 3 x Maintenance Crews 3 x Bribe the Captain 3 x Delayed In-coming Flight 3 x Rapid Rise in Ground Temperature 3 x Missing Passenger Found in Loo 3 x Air Traffic Control Dispute Resolved 3 x Documents Returned to Hotel Lobby 1 x Shuffle The Two special "Doctor on Board" trump cards 21 may also be provided.
Room Cards These cards are used in an end game during which the players seek a location or to meet up with a character hidden in the hotel 10. The room cards are positioned one face down in each of the rooms identified on the hotel plan. Typically, 12 room cards are provided, these being identified as follows:- 1 x Mr X 1 x Master Key 2 x Fire 2 x Counter Spy 2 x Power Failure 2 x Documents in Customs Hall 2 x Open Door to Adjoining Room The Game For ease of understanding the following is a description of a preferred game plan in accordance with the invention.
The game as illustrated and to be described is essentially for four players, the winner of the game being the first player to fly from London to Sydney and then to deliver secret documents to "Mr X" in one of the rooms in the hotel in Sydney.
The game, may, however, be played by a number of players less or more than four. Thus, when there are two players, each may operate either one or two markers; where there are more than four players, teams may be formed.
The game characters are S.Pionage, C. K ret, I.Spye and D.Frorder.
At the start of the game, each player is dealt an "airline ticket" 9. Each player then sits in front of a grid 16 which bears the same name as that on his ticket and places the respective ticket at the top of the respective grid. The two players S.Pionage and C.Kret are each given one of the special "Doctor on Board" cards 21 and all players are also dealt two trump cards 8. The packs of game cards are placed on the appropriate board areas and the room cards are thoroughly shuffled and one is placed face down on each of the room spaces in the hotel. Each of the markers representing the game players is placed in a diamond-shaped area 17 overlying London next to the appropriate route.
Essentially, the game rules are that the players take it in turn to select a card from either the pack of departure cards, in-flight cards or landing cards whichever is relevant to the position of the marker of the player whose turn it is and then move or not move the marker depending upon and in accordance with the information present on that card. As mentioned, the particular card selected by any given player depends upon the location of his marker at the point in time when it is his turn to play. Thus, initially all players take cards from the pack of "departure cards"; subsequently, when in transit between points of departure and landing, from the pack of "in-flight cards"; and then when entering an approach zone 18, the "landing cards".
Each player's move represents one hour in time and each square on the playing surface represents one hundred miles.
When waiting in the departure area 19 of an airport each player on his turn takes a "departure card". If this indicates that he has secured a seat on an aeroplane, he places the card in the departure area of his grid and will be ready to depart on his next move. If this card does not indicate an aeroplane, then, after following the card's instructions, it is replaced in the appropriate pack.
When a player is ready to depart, he moves his marker along his route away from the airport. During the first hour after take-off, the aeroplane's average speed is half that indicated on the "departure card" (rounded up to the nearest 100 mph) i.e. the first move covers half the distance indicated. Thus, if the departure card identifies a Tri-Star which cruises at a speed of 500 mph, the average speed in the first hour from take-off would be 250 mph which, when rounded up to 300 mph, means that the player would move three squares.
The Concorde card identifies an average cruising speed over land of 700 mph and an average speed over sizeable stretches of water of 1400 mph. Thus, On take-off, a Concorde will travel 400 miles in the first hour. Should, however, the route extend over "sizeable stretches of water" the speed on the next move will increase to 1400 mph (subject to any alteration indicated by "in-flight cards", e.g. a tail or head wind). "Sizeable stretches of water" are those between London and New York, Los Angeles and Sydney, Johannesburg and Perth, and from Tokyo as far as New Guinea. Concorde may fly supersonic all the way into New York, Sydney and Perth.In the transition from flying over sea to over land on reaching New Guinea, Concorde travels the first part at supersonic speed, and then, once over land, the number of squares left is halved (rounded up to the nearest whole number); for example, if a marker is said to be travelling at 1500 mph and travels ten squares before reaching New Guinea, it then moves another three squares over land (i.e. the five squares left, divided by two, equals two and a half, which is rounded up to three squares).
In the event that a player draws a card which identifies fog, a missing passenger, incoming flight connection delay or an air traffic control dispute, he places the card on the bottom of the pack and waits his next turn. If a player draws a "shuffle" card, he merely shuffles the pack and replaces it on the board.
He may then continue his move by taking a card from the top of that pack.
When a player is in-flight, after moving his marker the appropriate number of squares, he takes an "in-flight card". Having complied with the instructions present on this card, the play moves clockwise to the next player.
Each player who is in-flight, upon his move, moves his marker the appropriate number of squares depending upon his net speed, and takes a further "inflight card".
Upon reaching an approach zone 18 (possibly marked in a colour different to that of each flight path), unless he merits a "straight-in landing" (in which case he lands immediately), the player continues his move by circling within the approach zone 18. Once the marker is within the approach zone, the player takes a "landing card" and complies with the instructions thereon. These cards may facilitate a rapid landing or a delayed landing or indicate an unknown delay. Upon landing, the player places his marker in the departure area 19, replaces all the cards which are on the upper half of his grid 16 (i.e.
"departure", "in-flight" and "landing" cards) and takes a fresh "departure card".
The End-Game On arrival in the landing area 19 at Sydney airport, the player moves straight into the customs hall 20. On his next move, the player moves into the hotel lobby 11.
Once in the hotel 10, the hunt is on to find "Mr X".
The hotel 10 is a high security unit in which every room has a time lock, which, without a key, takes one hour to open. Once inside a room, the player turns the "room card" face up and if "Mr X" is in that room (i.e. the room card is so marked) and accepts the document that player has won the game. If not, however, the player complies with the instructions on that card and (with the exception of the "master key card") replaces that card face down. The game then continues until one of the players identifies the room in which Mr X is located and the documents are accepted.
Added Explanation At no time may a player have two of the same cards on his grid.
If a player picks up a card which matches one already on his grid, this is replaced and another card taken.
At the start of play the Doctor on Board cards 21 are given to the players representing S.Pionage and C.Kret, it being airline policy to ensure that there is always a "Doctor on Board". These cards 21 are considered to be the same as the other "Doctor on Board" "trump cards" even though the wording may be slightly different.
The "trump cards" either dealt to the players at the start of the game or acquired as play proceeds can be played at any appropriate moment.
Unless played immediately, trump cards are placed on the grid in front of the player, the "room key cards" being placed on the bottom row of the grid.
"Trump cards" can be used to offset any card which might otherwise disadvantage that player. Once played, the "trump card", plus the unwanted card, are replaced at the bottom of their appropriate packs.
The only exception is the special "Doctor on Board cards" 21 which remain in the possession of the nominated two players throughout the game.
When a "Doctor on Board card" 21 is played it moves up the grid to the in-flight section, and is replaced on arrival at the destination airport.
As mentioned previously, "in-flight cards" may affect the flying speed of the players in which case they are placed on the grid 16 adjacent to the "departure card" such that the player can see quickly his net speed for the next move.
No aeroplane can travel faster than 700 mph (with the exception of Concorde over water) or less than 200 mph. If the net speed indicated by "in-flight cards" exceeds these limits, the cards are left on the grid in front of the player but the aeroplane travels at either of the above maximum or minimum speeds.
Some "in-flight cards" indicate that (unless the appropriate "trump card" is played) the aeroplane must return to the airport of departure. This occurs when less than one third of the distance to the next airport has been travelled, such distance being indicated by a red line across the route. A player returning to the airport of departure does so by moving the marker the appropriate number of squares (i.e. the net speed indicated by his "in-flight cards") on his move until his move brings him up to or beyond the green departure area of that airport, at which time he places his marker in this area, replaces all the cards from the upper half of his grid and takes a fresh "departure card".
On having to return to the airport of departure, any headwinds would become tailwinds and vice versa.
These "in-flight cards" are turned around on the grid such that they indicate the opposite effect on the aeroplane's speed. Should an appropriate "trump card" restore the aeroplane to its original direction, the "in-flight card" would again be reversed.
No player may have both headwinds and tailwinds on his grid at the same time and should an opposite prevailing wind be acquired, both cards are replaced.
When reachingnumbered squares 22 on the approach into Sydney, the "marker" is moved over to the appropriately numbered square in the enlarged version 23 on the left hand side of the board.
Unless a "landing card" clears the player to land immediately it is placed on the grid in the appropriate area. As the aeroplane would run out of fuel if it had to circle for three hours or more, a player who has two "landing cards" on his grid must land on his next move.
As mentioned above, each pack of cards contains a "shuffle card". When a player picks this card, he shuffles the pack thoroughly and takes another card from the top of the pack.
If a player has a "room key card", upon his move he may play this card and return it to the bottom of the pack. He then "enters" the room by placing his "marker" on the white area beneath the "room card" and turns that card over.
If he does not have a "room key card", he places his "marker" outside the room of his choice on the orange waiting area, and has to wait one hour, therefore, one move before he is able to "enter" that room. He does not of course have to enter that room on that second move but may move to another -oom of his choice.
If a "Power failure" room card is drawn, all the "room cards" are collected, thoroughly shuffled and carefully replaced over each of the twelve rooms.
If a "Key to adjoining room" card is drawn, the player may immediately move into a connecting room (i.e. one connected to the room by a green strip).
If a "Fire card" is drawn, all those players inside the hotel (but not including the lobby) must move into the fire assembly area adjacent to the lobby. A player in here moves to the hotel lobby on his next move and has to wait a further hour before he may re-enter the hotel.
Upon a "Hospital card" being drawn, the player is transferred immediately into hospital. On his next move he moves into the hotel lobby and has to wait there another hour before he may move back into the hotel itself.
If a "Custom hall card" is drawn, the player moves immediately back to th wait one hour before returning to the hotel lobby and a further hour before he is able to enter the hotel.
Once a "Master key card" has been drawn, it is left lying face up. On his next move the player may move to and immediately enter the room of his choice and the "master key card" is then replaced face down.
It will be appreciated that the foregoing is merely exemplary of one embodiment of the invention and that modification may be made thereto without departing from the true scope of the invention. Thus, the game can readily be transcribed to a magnetic disc or tape to enable it to be played via a suitable computer.

Claims (5)

CLAIMS:
1. Board game apparatus comprising a board illustrated on its surface with a map on which is identified several "routes" each extending between two set geographical locations and each divided into a multiplicity of spaces representing set time periods or distances, a marker to indicate the position and progress along a selected "route" of each game player during the course of a game played with the apparatus, and a plurality of packs of game cards each of which comprises individual cards to be revealed to game players during the course of a game the information and data present on these individual cards determining inter alia the rate of progress of the game players along their respective routes.
2. Apparatus as claimed in Claim 1 wherein packs of game cards are provided which identify the particular route to be followed by each game player; the time at which a marker can be moved from the first geographical location and/or additional locations intermediate the first and final geographical locations; the time at which a marker can be moved towards the final geographical location and/or locations intermediate the first and final geographical locations; and the rate of progress of each marker between any two geographical locations.
3. Apparatus as claimed in Claim 1 or Claim 2 further comprising a series of "trump" cards to be used by the game players to aid the progress of their markers during the course of the game.
Board game apparatus which simulates a race by air between two geographical locations, the apparatus comprising a board illustrated on its surface with a map on which a plurality of separate routes are identified by segmented columns, each segment representing a given distance along the respective route; a plurality of intermediate locations identified along each route between the aforesaid two geographical locations; the segments at each said intermediate location representing landing and take-off runaways at such locations; a plurality of markers used by game players to indicate progress alona a selected route; and a series of packs of game cards to be used selectively by the game players at various points during the course of a game, the game cards carrying information which affects the rate of progress of the markers along the routes.
5. Board game apparatus substantially as described with reference to the drawing accompanying the application.
GB8725571A 1987-10-31 1987-10-31 Board games Expired - Lifetime GB2211744B (en)

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Application Number Priority Date Filing Date Title
GB8725571A GB2211744B (en) 1987-10-31 1987-10-31 Board games

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Application Number Priority Date Filing Date Title
GB8725571A GB2211744B (en) 1987-10-31 1987-10-31 Board games

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GB8725571D0 GB8725571D0 (en) 1987-12-02
GB2211744A true GB2211744A (en) 1989-07-12
GB2211744B GB2211744B (en) 1991-03-27

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Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3726527A (en) * 1971-01-21 1973-04-10 P Schauffler World transport game apparatus
GB1414464A (en) * 1972-12-14 1975-11-19 Kyle A D Board game
GB1456337A (en) * 1974-10-22 1976-11-24 Cameron Sa Yacht race game
US4049276A (en) * 1976-09-27 1977-09-20 Hole Richard A Board game apparatus
US4082284A (en) * 1976-01-08 1978-04-04 Jennings John N Board game apparatus
US4097051A (en) * 1976-11-11 1978-06-27 Goldberg Robert M Board game apparatus
GB2076297A (en) * 1980-05-22 1981-12-02 Knott Douglas George Space board game
US4411432A (en) * 1981-08-10 1983-10-25 Stevens Richard L Travel game
GB2135589A (en) * 1983-01-20 1984-09-05 Andrew John Day Travel game apparatus
GB2143140A (en) * 1983-03-04 1985-02-06 Charles Keith Entwistle Apparatus for playing a game

Patent Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3726527A (en) * 1971-01-21 1973-04-10 P Schauffler World transport game apparatus
GB1414464A (en) * 1972-12-14 1975-11-19 Kyle A D Board game
GB1456337A (en) * 1974-10-22 1976-11-24 Cameron Sa Yacht race game
US4082284A (en) * 1976-01-08 1978-04-04 Jennings John N Board game apparatus
US4049276A (en) * 1976-09-27 1977-09-20 Hole Richard A Board game apparatus
US4097051A (en) * 1976-11-11 1978-06-27 Goldberg Robert M Board game apparatus
GB2076297A (en) * 1980-05-22 1981-12-02 Knott Douglas George Space board game
US4411432A (en) * 1981-08-10 1983-10-25 Stevens Richard L Travel game
GB2135589A (en) * 1983-01-20 1984-09-05 Andrew John Day Travel game apparatus
GB2143140A (en) * 1983-03-04 1985-02-06 Charles Keith Entwistle Apparatus for playing a game

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Publication number Publication date
GB8725571D0 (en) 1987-12-02
GB2211744B (en) 1991-03-27

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