GB2284561A - Board game - Google Patents

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Publication number
GB2284561A
GB2284561A GB9411132A GB9411132A GB2284561A GB 2284561 A GB2284561 A GB 2284561A GB 9411132 A GB9411132 A GB 9411132A GB 9411132 A GB9411132 A GB 9411132A GB 2284561 A GB2284561 A GB 2284561A
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United Kingdom
Prior art keywords
pieces
playing
game
piece
board
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GB9411132A
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GB9411132D0 (en
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Richard Thomas Morgan
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Individual
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Individual
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Priority claimed from GB939324351A external-priority patent/GB9324351D0/en
Priority claimed from GB939326404A external-priority patent/GB9326404D0/en
Priority claimed from PCT/GB1994/000164 external-priority patent/WO1995014513A1/en
Application filed by Individual filed Critical Individual
Publication of GB9411132D0 publication Critical patent/GB9411132D0/en
Publication of GB2284561A publication Critical patent/GB2284561A/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
    • A63F3/00697Playing pieces

Abstract

Apparatus for playing a game comprises a standard 8 x 8 game board and two distinguishable sets of playing pieces, each piece being characterised in that it has a body portion comprising faces which provide a visual indication of the permitted directions of movement of that piece on the playing surface. The described pieces themselves fall into two distinct classes, one class which can move but cannot capture other pieces - "defenders" and one class which can capture - "attackers". The described embodiments show three different move patterns for "attackers". The game may be played on a multi-board layout and may be played as a computerised simulation. Further "blocking" pieces may also be provided. <IMAGE>

Description

APPARATUS FOR PLAYING A BOARD GAME This invention is concerned with apparatus for playing a game of a kind in which playing pieces are moved from position to position on a playing surface. Such games are commonly referred to as "board games". Although a board can be included within such apparatus, it is optional, since the pieces have been designed for use with the commonplace and relatively standard 'chess' of 'draughts' board which is an 8 x 8 array of 64 squares arranged such that adjacent squares are of two different colours, usually black and white. Many people already own chess, draughts or similar games and will have such a board available for use. The playing pieces and playing surface may, alternatively, be stimulated, e.g. by computer and a video display unit.
There is felt to be a need for a game which bridges the 'gap' between chess and draughts. Accordingly the present apparatus has been devised.
According to this invention there is provided apparatus for playing a game which comprises means providing or simulating at least 16 pieces which can be designated as attacking pieces, and at least 16 pieces which can be designated as defending and/or blocking pieces, all pieces capable individually of resting on or within a square of an 8 by 8 row arrangement of 64 squares on a playing surface, all pieces being characterised in that they have a body portion which has one or more faces, which, in use, provide a visual indication to a player of the permitted directions of movement of that piece across such a playing surface, the pieces including a plurality of first attacking pieces with a body portion which, in horizontal cross-section is generally rectangular, a plurality of second attacking pieces having a body portion, which, in horizontal cross-section is generally triangular, cruciform or diamond-shaped, a plurality of third attacking pieces having a body portion which, in horizontal cross-section is generally circular or octagonal, and a plurality of defending and/or blocking pieces having a body portion which, in horizontal cross-section is generally rectangular shaped.
The playing surface may be provided by a conventional playing board, e.g. a draughts or chess board, for use with physical pieces. If the pieces are provided by a computer simulation, that will also simulate a playing surface and provide the facility to move the simulated pieces from position to position on the surface.
It is preferred for there to be a plurality of defending pieces having a body portion which, in horizontal cross-section is generally rectangular shaped. It is also preferred to include, for optional play, a plurality of blocking pieces having a body portion, which in horizontal cross-section is generally hexagonal, octagonal or circular shaped.
In a preferred embodiment for play with one board on one level, a sum total of 36 pieces may be provided : 16 attacking pieces hereinafter generically labelled as 'attackers', 16 defending pieces hereinafter generically referred to as 'defenders' and 4 blocking pieces, hereinafter generically referred to as 'blockers'.
The visual indication of permissible direction of movement is most preferably given by the said faces which in the case of physical pieces preferably comprise an upright surface or upright surfaces. In the case of a simulation, e.g. a computer simulation, the pieces may have the appearance of flat shapes of which the direction indicating faces are edges. Alternatively the simulated pieces may comprise shapes having simulated depth.
In the case of a simple rectangle, e.g. a square cross-section, the four. edges dictate that such piece can move up, down, left or right. Of course, the square needs to be positioned correctly within the squares of the board whereby its four upright surfaces are at least approximately parallel to the boundary lines of the square of the board.
A hexagonal piece, such as a blocker can move in the direction of each of its 6 upright surfaces e.g. up, down, diagonally left to right and diagonally right to left. For an octagonal such piece, two of its upright surfaces may not necessarily be used to indicate its permitted directions of movement but its other six upright surfaces may be so used as just described for a hexagonal blocker. The blocker could be or have a circular crosssection which could indicate to a player that all possible directions of movement are permitted, with the proviso that they are in straight lines.
Similarly for an attacker which is of or has a circular cross-section. Such a piece can be permitted to move up, down, left, right, diagonally left to right and diagonally right to left. Such possibilities are shown subsequently with reference to Figures 1(awl to 1(d).
The physical playing pieces may be solid or hollow pieces such as different coloured cut extrusions of e.g.
aluminium, steel, brass, bronze, which have a constant cross-section throughout their length. They could alternatively be pieces of plastic, wood or composite material for in essence, the material of which they are made is not important. Each player's pieces should be identifiable by e.g. a characteristic such as colour.
However, only a body portion such as a 'base' or 'platform' should have for example upright or even sloping surface(s) in the case of physical pieces which define, in use, permissible movements.
The permissible movements may be at right angles to the surface providing the visual indication as if a player could imagine that an arrow ere protruding perpendicularly from the surface, as depicted in the drawings.
The body surface can be the entire surface of a body part of a piece, whether sloping or upright.
Alternatively the body surface which provides a visual indication of permissible movements across the board could just be a thin linear edge of that surface.
Decoration with e.g. swords, fighters, soldiers, other weapons or vehicles of war could be applied to "species" of attackers i.e. to more specific individual pieces which generically are attackers, or defenders or blockers.
In order that invention ray be illustrated and readily carried into effect, an embodiment will now be described purely by way of non-liiting example, with reference to te accorpanying drawings, wherein: Figure 1 is a plan view of the board and pieces, suitable for standard, advanced and the lower level of 'split level' game, showing initial set-up at start of a game, Figure la to id are plan views of preferred playing pieces, showing permitted directions, Figure 2 is a view, similar to Figure 1, after the first moves by players, Figures 3 and 4 are plan views showing the action of a piece being taken, namely an attacking SABRE has taken a WARRIOR, Figure 5 is a plan view showing multiple capturing in one move, Figure 6 is a plan view showing the capture of a piece in a corner namely a diamond shaped TRIDENT capturing an opponent's square shaped SABRE, Figures 7 and 8 show corner capturing with follow through, Figure 9 shows the creation of new attacking pieces, Figure 10 shows the initial set-up for Advanced game wherein two of each players' defenders have been substituted by blockers of hexagonal cross-section, Figure 10(a) shows one form of blocker and its permitted directions of movement, Figure 11 shows examples of blocker moves for the Advanced game, Figure 12 shows a possible game over situation, Figure 13 shows individual defenders and attackers, the latter being nominated as TRIDENT (diamond) SABRE (rectangular) and WARRIOR (circular), Figure 14 shows a possible opening move by players on the lower board, Figure 15 shows taking of a piece by a player on the lower board, Figure 16 shows the board of figure 15, with the players piece captured, Figure 17 shows a consecutive 'capturing' of warrior (circular) and defender (rectangular) by a player's attacking sabre (also rectangular), Figure 18 shows pieces which have been captured and can be exchanged, Figure 19 shows a preferred opening layout for the upper board of the 'Split-Level' game, Figure 20 shows the playing pieces for the Split Level game, Figure 21 is illustrative of blocking moves by a blocker (hexagonal), Figure 22 shows an alternative arrangement of top board and playing pieces for the 'Split-Level' game, Figure 23 shows possible arrangements of the upper and lower boards for the 'Split-Level' game, Figure 24 shows configurations of CRUSADER (rectangular) and VANGARD (triangular) playing pieces with sloping surfaces and a lower body portion with upright surfaces, and Figure 25 shows configurations of PROTRACTOR (circular) and COMM.ENDER (octagonal) playing pieces, for use with the Split-Level.
Embodiments of the present board game apparatus provide a board game designed to enhance lateral thinking and stimulate the mind.
Embodiments of the present game, in intellectual standard might be said to fall between Chess and Draughts since they can be played on a standard checker board having the usual 8 x 8 row of 64 squares alternately coloured in white or black, but other colours are possible. However it might also be said that embodiments of the game provide a unique and enjoyable game in its own right, and wherein comparisons with chess and draughts are either unnecessary or inappropriate.
The advantages of this game include:1) No language barriers, 2) Age group from about seven years old to Adult, 3) Two games can be provided in one game package (Standard and Advanced), 4) Educational, 5) Some embodiments can be played by telephone, some embodiments can be simulations as in computer generated displays.
6) Potential to play at competition level, and 7) The game can be supplied without a board for ease of packaging and the playing pieces can be decora tive, or mounted with significant characters or artefacts to enhance the enjoyment of the game.
The objective of the standard and advanced games about to be described, is to remove, by skill and strategy, all the opponent's attacking pieces from the board.
OBJECT OF THE GAME The first player to capture all the opponent's attacking pieces wins the game.
LIST OF GAME CONTENTS 36 Pieces 2 Prompt Cards.
1 Rule Book 1 eight-by-eight Chequer Board (not supplied When purchasing playing pieces only) 36 pieces in total, 18 light-coloured, 18 dark, each colour comprising: 8 DEFENDERS 2 TRIDENTS -- 4 SABRES see Fig 1(a) see Fig l(c) see Fig l(b) 2 WARRIORS 2 BLOCKERS see Fig l(d) (Advanced only) see Fig 10 (a) THE SET - UP The set-up is as follows: see Figure 1 MOVES The moves allowed by each piece are as follows: THE DEFENDER Fig l(a) DEFENDER: see Fig 1 (a) The Defender can move one square in any one of the four directions shown.
The Defender cannot capture any other piece on the board, not even another Defender.
All attacking pieces may capture any other opposing piece on the board.
SABRE : see Fig 1 (b) The Sabre can move any number of squares in any one of the four directions shown.
TRIDENT: see Fig 1 (C) The Trident can move any number of squares in any one of the four directions shown, WARRIOR see Fig l(d) The Warrior can move any number of squares in any one of the eight directions shown. They are the four standard directions and the four diagonal directions.
The Warrior is the most powerful piece.
Decide which game is to be played, BASIC, STANDARD or STANDARD with full run of the board.
TO START Decide which player is to have the light-coloured pieces.
This player makes the first move. After that, each player moves in turn (see Fig. 2).
Each player's first move must be with a Defender. Only then are attacking pieces free to move.
BASIC GAME It is highly recommended that a beginner starts with the BASIC Game.
CAPTURING A capture takes place when an Attacker Jumps an opponent's piece and occupies the space immediately beyond it, in the line of attack. The piece jumped in that way is removed from the board (see Fig. 3 & 4). This rule does not apply to the corners, see Corner Capturing.
A capture may not take place unless there is a clear path between the attacking piece and the piece being captured.
MULTIPLE-CAPTURlNG Neither player is obliged to capture any piece simply because the chance to do so arises. However, several pieces may be captured during one move with the same attacking piece (see Fig. 5).
During a multiple-capture move, and only then, an attacking piece may change direction. To avoid confusion, each captured piece must be removed from the board as soon as it is jumped.
HAND ON, HAND OFF As in the game of Chess, a moved piece is considered to have been "played" once a player has let go of the piece. This rule applies to all the levels of the game.
CORNER-CAPTURING CAPTURING A PIECE IN A CORNER As shown in Fig. 6, the Trident, as an example, can move diagonally across the board to the corner and capture the opponent's Sabre by substitution, similar to Chess.
CORNER CAPTURING WITH FOLLOW THROUGH Both Defenders and Attackers can be captured in any of the four corners by substitution in a similar way to that of Chess (see Fig. 7 and 8 as two possible examples).
CREATING NEW ATTACKING PIECES If a Defender is successfully moved up to the opponent's back row, then it can be replaced by an Attacker of the same colour that has been previously captured (see Fig, 9). On completion of the exchange from Defender to Attacking piece the player has concluded his move. This rule applies to all 3 levels.
BASIC AND STANDARD GAME GAME OVER The Game is over when one player has either lost all his attacking pieces or is prevented from moving his three (or less) remaining Attackers by the opponent, regardless of whether he has any Defenders left.
STANDARD GAME The STANDARD Game is similar to that of the BASIC Game, but with some challenging exceptions. The corner substitution rule is not applicable, therefore changing the entire aspect of the game.
"CORNERING" In STANDARD and ADVANCED, an attacking piece in a corner occupies a strong position. For this reason, only by capturing a piece (or pieces) in a single move, does an attacking piece earn the right to move into a corner.
Beginners, as they progress, may perhaps decide to suspend this rule and to allow attacking pieces a full run of the board. This decision must be made prior to commencing the game.
ADVANCED GAME The rules are much the same as for the STANDARD Game, but with even more challenging exceptions! THE SET-UP In ADVANCED the Blockers are brought into play and the set-up is as follows (see Fig. 1 0): Each player now has two Blockers in place of two Defenders.
THE BLOCKER BLOCKER : see Fig 10 (a) The Blocker may move up to three squares in any combination of the directions shown. Note that the Blocker cannot move directly left or right (see Fig. 10). This piece cannot be captured, and it cannot capture any pieces. Blockers are used to thwart an opponent's attack plans.
It must be pointed out that Blocker pieces can only move over unoccupied squares (they are not allowed to jump any piece on the board).
Examples of Blocker Moves: see Fig 11 CAPTURING In ADVANCED only one piece per move may be captured.
Multiple-capturing is not allowed.
CORNERING There are no restrictions in ADVANCED on moving directly into corners. Players may move pieces in an out of corners as they see fit.
GAME OVER The game is over when one player has lost all his attacking pieces or when his last attacking piece is trapped, regardless of whether any of his Defenders are left on the board (see Fig. 12).
GENERAL PLAYING HINTS FOR THE STANDARD GAMES In most games of this type control of the centre of the board is crucial: the most important areas of the board are the corners-and edges, unlike the BASIC Game. If you control the corners, you control the game. One of the safest ways of maximising your control of your own corners is by moving your Sabres out of the corners, and moving Defenders into them. When you have Defenders in your corners, move a Sabre and a Warrior to squares adjacent to the corner Defenders. This will maximise your attacking power from the corners while minimising possible counter-attacks on them.
During the game, try to keep the rest of your Defenders advancing down the board, you may well need to promote them to Attackers later in the game! There are several ways you might keep them advancing: 1 down the edges of the board 2 with an Attacker as escort, or 3 in a group with other Defenders.
All these tactics minimise possible attacks on your Defenders.
Finally, if all else fails, run to a corner; get all your pieces to assist and hold out as long as you can: there's always a chance that your opponent will make a mistake that you can pounce on! SPLIT-LEVEL GAME (comprising a pair of spaced, parallel boards) This modification is a two tier board game designed to tax the mind in lateral thinking to a high potential level. It could be regarded as a multi-level or three-dimensional games For convenience we refer to the packs of this version of the game including the boards and pieces as 'Split-Level'. Unlike Chess or Draughts, 'Split-Level' can be played simultaneously on two boards, one above the other.
See Figure 23 for example.
Alternatively a first-game could be played on the lower level before progressing to the higher level.
The advantages of 'Split-Level' include:1/ No language barriers, 2/ Age group from about Ten years old to Adult, 3/ Educational.
4/ Potential to play at competition level.
The objective of 'Split-level' is to capture the opponent's prime piece known as the commander, by means of skill and strategy.
RULES FOR 'SPLIT-LEVEL' The playing pieces on the lower board at the start of the game comprise of eight attacking and eight defending per player at opposite ends of the board, totalling thirty two per game.
The pieces are set out as in fig 1 for the start of the game.
The moves by each piece are shown in fig 13.
The game starts by the first player moving one of his defenders on his side of the board one square.
His opponent then moves one of his defenders one square, as shown in fig 14.
By moving the defender forward, this allows his attacker full access to the board thus bringing his attacker into play.
Each player makes his move in turn, as in chess or draughts.
When the situation presents itself to attack (see Fig 15) the attacking player jumps over the opponents piece, landing on the square directly behind the attacked piece.
In a similar fashion to that of draughts. (see fig 16).
The opponents piece has been taken and can be removed from the board.
Should the player find it is possible to follow through, when he makes his attack in order to take more than one piece this will be allowed. Although this is not mandatory in the rules. [see fig 17] Attackers can take opponents attackers and defenders provided the path is clear and a square is vacant directly behind the attacked piece.
Defenders cannot take attackers.
If a player gets one of his defenders to his opponents back row on the board (see figl8) provided that he has lost one of his attackers before he lands on that square, he may replace it for any attacker that he has lost.
Before the game starts the upper board is laid out as in fig 19. The pieces for.play on the upper board are shown in figure 20, 24 and 25.
All the moves made by the pieces on the upper board are shown in fig 20.
Instead of eight defenders each side, four are removed from each player and replaced with Blockers. (see fig 193.
The following rules may apply for 'Split-Level':1/ The blocker may make up to three moves in the directions shown. (see fig 21) 2/ Only one attack move can be taken, you cannot follow through.
3/ Only commanders can take blockers.
4/ Attackers can return to their own back row.
5/ It is not mandatory to attack even if the situation presents itself.
6/ the game is over when the opponents Commander has been captured.
The game starts with moves being made on the lower board, at any time after the first move either player may elect to change to the upper board when it is his turn.
At that point his opponent must play on the upper board and neither can return to the lower board until such time as either of the players has taken one of their opponents attacking pieces.
The player who has just won an opponents attacking piece can introduce the "Force Down" rules, forcing his opponent to make his next move on the lower board. Implementation of this Force Down rule is such that all subsequent moves are made on the lower board.
After two moves have been made on the lower board the situation becomes open where any player capturing his opponents pieces, Defender or Attacker can introduce the Pyramid rule. The Pyramid rule is such that a player's opponent must make his next move on the upper board.
Both the Force Down and the Pyramid rules can be used throughout the 'Split-Level' game.
At any time during the game Blockers may be brought from the upper board to the lower board when it is the players turn to move. But once a Blocker has been brought into play on the lower board, it cannot be moved back to the upper board.
As with the lower game, should a player manage to get his Defender to his opponents back row he may replace it with any piece he has lost on the upper board.
The players capturing attacking pieces on the lower board, replace them on the upper board as shown in fig 22.
With the equivalent upper board attackers.
SABRE = CRUSADER (see Figure 24) TRIDENT = VANGARD (see Figure 24) WARRIOR = PROTRACTOR (see Figure 25) PRIME PIECE FOR CAPTURE = COMMANDER (see Figure 25) A variation on moves made by the Blocker can be introduced at the beginning of the game in that the Blocker can only make two moves at a time.
Another possible variation, which may apply to the STANDARD, ADVANCED or 'Split-Level' games comprises an option to replace up to four of the rectangular sabres with a corresponding number of triangular section Trident pieces.
Key to Drawings of FIGURES 13 TO 25 A - attackers B - blockers - maximum 3 squares per move (in split-level game may have 1-3 squares per move) D - defenders - one square per move 1. board 2. black square 3. white square 4. sabre - full run of board 5. trident - full run of board 6. warrior - full run of board 7. opponent's first rove leaving warrior open to move 8. players first move leaving trident open to move 9. piece taken 10. player's side 11. opponent's side 12. pieces lost 13. position of attacker after 1st move 14. position of attacker after 2nd move 15. defender which can be replaced with trident 5 or sabre 4 16. pieces for possible exchange with defender D 17. vangard - full run of board 18. commander - full run of board (game over when commander taken) the commander can take blockers B 19. crusader - full run of board 20 protractor - full run of board 21 a side view of one embodiment of split level game 22 a side view of another embodiment of split level game 23. a side view of a crusader 19, having a square base and sloping walls 24. a plan view of a crusader, with the square base 25. side view of alternative crusader, without a square base but with sloping walls 26. plan view of the alternative crusader 27. side view of vangard with upright base and sloping walls 28. plan view of vangard 27 29. side view of alternative vangard with no upright base, but with sloping walls 30. plan view of alternative vangard 31. side view of protractor having sloping walls and solid circular base 32. plan view of protractor 31 33. side view of alternative protractor with sloping wall but no solid circular base 34. plan view of alternative protractor 33 35. side view of a commander 18 with a solid octagonal base and sloping side walls 36. plan view of commander 35.

Claims (25)

1. Apparatus for playing a game which comprises means providing or simulating at least 16 pieces which can be designated as attacking pieces, and at least 16 pieces which can be designated as defending and/or blocking pieces, all pieces capable individually of resting on or within a square of an 8 by 8 row arrangement of 64 squares on a playing surface, all pieces being characterised in that they have a body portion which has one or more faces or circumferential edges, which, in use, provide a visual indication to a player of the permitted directions of movement of that piece across such a playing surface, the pieces including a first set of a plurality of pieces, each such piece having a body portion which, in horizontal cross-section is generally rectangular, a second set of a plurality of pieces, each such piece having a body portion, which, in horizontal crosssection is generally triangular or cruciform or diamondshaped, a third set of a plurality of pieces, each such piece having a body portion which, in horizontal crosssection is generally circular or polygonal such as octagonal, and a forth set of a plurality of pieces, each such piece having a body portion which, in horizontal crosssection is generally rectangular shaped and each such piece in the forth set being distinguishable from pieces in said first set.
2. Apparatus as claimed in claim 1 wherein the first pieces are attacking pieces.
3. Apparatus as claimed in claim 1 or 2 wherein the second pieces are attacking pieces.
4. Apparatus as claimed in any preceding claim wherein the third pieces are attacking pieces.
5. Apparatus as claimed in any preceding claim wherein the fourth pieces are defending pieces.
6. Apparatus as claimed in any preceding claim wherein the sets of pieces are marked so as to define an equal number of playing pieces for two players.
7. Apparatus as claimed in any preceding claim wherein the fourth set is a plurality of defending pieces, each of which has a body portion, which, in horizontal cross-section is generally rectangular-shaped.
8. Apparatus as claimed in any preceding claim including a plurality of blocking pieces having a body portion, which in horizontal cross-section is generally one of the following shapes : hexagonal, octagonal, other polygonal or circular shaped.
9. Apparatus as claimed in claim 8 wherein the crosssection is hexagonal.
10. Apparatus as claimed in any preceding claim comprising a sum total of thirty two or thirty six playing pieces.
11. Apparatus as claimed in claim 10 including 16 attacking pieces, 16 defending pieces and 4 blocking pieces.
12. Apparatus as claimed in any preceding claim wherein the visual indication of permissible direction of movement, during playing of a game and with the pieces correctly positioned on a playing surface, is provided by linear edges visible to the players with the proviso that any pieces which have a circular cross-section are permitted substantially unrestricted direction of movement.
13. Apparatus as claimed in claim 10 wherein the edges are of generally upright or upwardly sloping surfaces of the physical playing piece.
14. Apparatus as claimed in any preceding claim comprising up to three different types and/or sizes of rectangular pieces, hexagonal pieces and circular pieces, with generally upright or upwardly sloping surfaces.
15. Apparatus as claimed in any preceding claim wherein there are provided a plurality of square cross-section defenders and square cross-section attackers of a different size, and circular or polygonal attackers.
16. Apparatus as claimed in claim 15 further including a plurality of blocking pieces having a body portion which is hexagonal in cross-section.
17. Apparatus as claimed in any preceding claim including playing pieces which have a body portion which are triangular in cross-section, and/or which are octagonal in cross-section.
18. Apparatus as claimed in any preceding claim suitable for playing on two boards simultaneously and including sufficient pieces for play thereon.
19. Apparatus as claimed in any preceding claim including embellishment on the playing pieces to symbolise one or more of : defender, attacker, crusader, vangard, commander, protractor, sabre, trident, warrior, blocker.
20. Apparatus as claimed in any preceding claim comprising a computer and means to display a board and movable pieces, wherein the simulated pieces have the appearance of flat shapes of which the direction indicating faces are edges, or wherein the simulated pieces comprise shapes having simulated depth.
21. Apparatus as claimed in any preceding claim except claim 20 including a board which is marked with a playing surface comprising an array of squares forming rows of squares.
22. Apparatus as claimed in claim 21 wherein the board has squares wherein adjacent squares are of a different colour such that half of the total number of squares are one colour and the other half are of the different colour.
23. Apparatus as claimed in any preceding claim in the form of a package comprising the playing pieces and the instructions for playing the game(s), with or without a board or boards for the pieces.
24. Apparatus for playing a game substantially as herein described.
25. Apparatus for playing a game substantially as herein illustrated in any of the accompanying figures.
GB9411132A 1993-11-26 1994-06-03 Board game Withdrawn GB2284561A (en)

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Application Number Priority Date Filing Date Title
GB939324351A GB9324351D0 (en) 1993-11-26 1993-11-26 Apparatus for playing a board game
GB939326404A GB9326404D0 (en) 1993-12-24 1993-12-24 Apparatus for playing a board game
PCT/GB1994/000164 WO1995014513A1 (en) 1993-11-26 1994-01-27 Apparatus for playing a board game

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GB9411132D0 GB9411132D0 (en) 1994-07-27
GB2284561A true GB2284561A (en) 1995-06-14

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2498507A (en) * 2011-09-29 2013-07-24 Christopher Curtis Board game in which pieces are moved according to their shape
US20220258037A1 (en) * 2021-02-12 2022-08-18 Pratima Patil Apparatus for a board game

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1276868A (en) * 1969-12-11 1972-06-07 Ronald Alexander Mathers Chessmen
US3997165A (en) * 1975-02-27 1976-12-14 William Barsky Checkers-like game
GB1593287A (en) * 1978-05-09 1981-07-15 Peck I J Apparatus for playing a game being a variation on the game of draughts
GB2180765A (en) * 1985-09-17 1987-04-08 Adrian Ciobotaru Chess set and board

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1276868A (en) * 1969-12-11 1972-06-07 Ronald Alexander Mathers Chessmen
US3997165A (en) * 1975-02-27 1976-12-14 William Barsky Checkers-like game
GB1593287A (en) * 1978-05-09 1981-07-15 Peck I J Apparatus for playing a game being a variation on the game of draughts
GB2180765A (en) * 1985-09-17 1987-04-08 Adrian Ciobotaru Chess set and board

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2498507A (en) * 2011-09-29 2013-07-24 Christopher Curtis Board game in which pieces are moved according to their shape
US20220258037A1 (en) * 2021-02-12 2022-08-18 Pratima Patil Apparatus for a board game
US11745089B2 (en) * 2021-02-12 2023-09-05 Pratima Patil Apparatus for a board game

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GB9411132D0 (en) 1994-07-27
IL109473A0 (en) 1994-07-31

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