GB2288744A - Apparatus for playing a board game - Google Patents

Apparatus for playing a board game Download PDF

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Publication number
GB2288744A
GB2288744A GB9408337A GB9408337A GB2288744A GB 2288744 A GB2288744 A GB 2288744A GB 9408337 A GB9408337 A GB 9408337A GB 9408337 A GB9408337 A GB 9408337A GB 2288744 A GB2288744 A GB 2288744A
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playing
board
game
fish
card
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GB9408337D0 (en
GB2288744B (en
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Michael Philip Brown
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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
    • A63F3/00145Board games concerning treasure-hunting, fishing, hunting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0067Score or tally sheets

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

A game playing board intended to be used in a board game simulating a fishing match, has a playing surface marked with two playing areas, the first outer playing area comprising an essentially peripheral and preferably rectangular track divided into a succession of playing squares, and the second inner playing area represents a stretch of river and a river bank, a number of fish being depicted in said stretch of river. The apparatus may also also comprise sets of cards and a moveable representation of a shoal of fish. <IMAGE>

Description

APPARATUS FOR PLAYING A BOARD GAME Field of the Invention The invention relates to apparatus for playing a board game.
The invention is specifically concerned with apparatus for playing a board game and comprising a board, one or more sets of game-playing cards, and a set of rules governing the mode of play, all being intended for use in conjunction with playing pieces and one or more random-number-generators (for example a die or dice).
Apparatus having the features defined in the preceding paragraph will be referred to as "apparatus of the kind in question'.
Background to the Invention Apparatus of the kind in question is well known and provides the basis for a wide variety of board games. Board games based on fishing are also known, however these often do not accuratelv represent the actual sport of competitive angling.
In real angling, luck often plays a great part in the eventual outcome, for example whether fish can be lured towards the hook. loss of a specimen fish as it is being brought in etc. These, and many other possibilities, would have to be accounted for if a board game were to accurately simulate the sport.
To the best of the applicant's knowledge a game playing board as described herein has not been previously described. Furthermore, apparatus of the kind in question has not been used in combination to play a fishing game which accurately reflects an angling competition.
Summarv of the Invention According to a first aspect of the present invention, there is provided a game playing board, intended to be used in a board game simulating a fishing match, and whose playing surface is marked with two playing areas, the first outer playing area comprising an essentially peripheral and preferably rectangular track divided into a succession of playing squares, and characterised in that the second inner playing area represents a stretch of river and a river bank, a number of fish being depicted in said stretch of river.
Preferably the second playing area is substantially enclosed by the first playing area.
Preferably, a substantially transparent sheet depicting a shoal of two or more fish can be moved about on the game playing board during the course of play; this movement being dictated by a random number generator (for example a die) and representing the movement of a swimming shoal.
Preferably, in use, each player is allocated a portion of said second playing area; each of said portions having an equal number of fish depicted thereon.
According to a second aspect of the present invention, there is provided apparatus for playing a board game simulating a fishing match comprising: a) a game playing board as described above; b) one or more sets of game playing cards carrying instructions which the players carry out during the course of playing the game; c) a random playing area selector which indicates whether play should proceed on the first or second playing area; d) rules specifying the method of game play; the apparatus being intended for use with playing pieces and/or counters, a random number generator (for example a die) for dictating the movement of each playing piece, and a record card for each player on which details such as the species and weight of fish caught can be recorded during play.
Brief Description of the Drawings A preferred embodiment of the present invention will now be more particularly described by way of example, with reference to the accompanying drawings, wherein: Figure 1 shows the general layout of the game playing board showing examples of the playing squares and depicted fish; Figure 2 shows a full-size detailed version of the portion of the game playing board marked A in Figure 1; Figure 3 shows the layout of the moving shoal of fish; Figure 4 shows an example of the type of record card which each player can use during game play.
Description of the Preferred Embodiment Object of the Game As in real angling, the object of the exercise is to catch and net a greater weight of fish than your opponents, in a pre-arranged length of time. The winner is the competitor with the greatest weight of fish, at the end of that period of time.
The Board Let us now familiarise ourselves with the board. The board has been designed to provide two main playing areas. The "outer" and the "inner".
First of all, we will look at the outer area. This part of the board is divided up into forty different squares. Some of the squares are green and blank, others are of various different colours and contain words which correspond to instruction cards of the same colour and heading. The cards themselves will be dealt with in greater detail later. The "inner" area of the board is made up in the following way. The riverbank itself, is divided into eight squares. Each square contains a number, the first square on the left hand side is number 1, the next number 2, and so on through to number 8. These, are in the angling fraternity referred to as Peg numbers (a certain stretch of the bank allocated to one angler, from which he fishes for the duration of any one match). The water itself is also divided into stretches of the same width as the bank.
However each stretch of water is further divided into two narrower widths.
These are known as "swims", this basically means the area of water an angler intends to fish, by baiting and casting into throughout the course of a match or fishing session.
In the game, therefore each angler has the option of fishing two different "swims" providing him with two possible lines of attack. The left hand square of each row contains a letter. The top square is lettered "A", the bottom square is lettered "I". Peg numbers together with these lettered rows are of further relevance in respect of a shoal of fish and its movement during the match. Shoal movement will be explained in more detail in a while.
Beneath the "playing area" of the board, there is a grid displaying each of the seven different kinds of instruction cards. Before a "match" begins each pile of cards is placed face down on its appropriate square on the grid.
Plaving Pieces These consist of: Sixteen coloured markers (plastic discs). There are eight different colours.
Each angler selects two markers of the same colour before a match commences.
Two dice. One dice is numbered in the usual way, the other shows two different symbols. On three sides of this dice, the outline of a square can be seen. This indicates that when the dice are rolled during the game, and this symbol is shown uppermost when the dice stops, play for that angler takes place on the "outer" area of the board. The other three sides of the dice show a solid square. Should a side of the dice showing this symbol land uppermost, play for the angler for that turn, takes place on the "inner" area of the board.
(There are a few exceptions to this rule. They will be explained in the paragraphs referring to instruction cards, and indicated by an asterisk).
Seven different colours and types of instruction cards. They are as follows: Yellow- "Catch" 25 cards Buff - "Groundbait" 25 cards Blue - "Loose Feed" 25 cards Grey - "Secret Bait" 16 cards Green - "Shoal Movement" 25 cards Orange - "Specimen" 25 cards Pink - "Strike" 25 cards One plastic sheet depicting a shoal of six fish.
One book of "Catch Records". Fish species and weight are recorded during the match, by the anglers themselves or by a referee.
One playing board.
Method of Plav Before a match actually commences, each angler selects two markers of the same colour. Having chosen their markers, they then roll the numbered dice to determine their peg numbers. If more than six anglers are to take part, the symbol dice is used in order for extra peg numbers to be drawn. If the seventh angler rolls the dice and the "outline" symbol lands uppermost, then he fishes from peg number seven. If the solid square symbol lands uppermost, then he fishes from peg number eight. Should eight anglers take part, the eighth angler fishes from the remaining peg.
Once peg numbers have been drawn, each angler places one of his markers on his peg numbered square and the other on the top right-hand square called "Shoal Movement".
The angler who is to fish from peg one then selects the top "Shoal Movement" card from its pile. Each "Shoal Movement" card indicates a certain "swim" rectangle on the inner area of the board. (Remember; each peg column is divided into two "swims" which form two rectangles within each square). This is indicated by way of a letter and a number. The shoal is placed in the following way. If for example the card has printed on it "E7" the top left hand fish of the shoal, is placed on the seventh rectangle on row E. In order that the whole shoal should remain within the confines of the inner part of the board, row G is the lowest row indicated on the "Shoal Movement" cards.
Now that the shoal is in position, the match can begin. The angler fishing from peg one casts first (rolls both dice). Depending on which symbol shows uppermost on its dice, the angler moves his appropriate marker accordingly.
The angler on peg two then casts, and so on until each angler has made his first move. The match progresses in this way unless an angler is instructed to miss a turn, by one of the various instruction cards.
At the end of a match, the totals on the right-hand side of the "Catch Record" sheets are added together to give the grand total which is entered into the box in the bottom right-hand corner. A league chart can be drawn up, and points awarded; or a kitty or a prize can be the incentive, to create even greater authenticity.
Instruction Cards Note: all instruction cards should be placed face down prior to the start of a match. The seven different types of cards and the definitions of the instructions thereon are as follows: "CATCH".
These cards indicate the species of a fish, and its weight. They are obtained in the following ways:1. Each time an angler's marker lands on a rectangle showing a fish.
2. When an angler's marker lands on one of the fish in the shoal.
3. If an angler's marker lands on a "Loose Feed" square on the outer part of the board and the instruction on that card tells him to take a "Catch Card".
4. If instructed by a "Strike" card.
"Catch" cards, once obtained, are placed face down in front of the angler, until the fish has been successfully landed (brought back to the bank). Having landed the fish, the card is turned over, and the species and weight are recorded. The card is then replaced face down at the bottom of its pile. The next angler then proceeds to take his turn, unless instructed otherwise. (See PARA ref. "Secret Bait").
Once a fish has been hooked, and a "Catch" card has been taken, some of the instructions on cards are no longer applicable i.e "Loose Feed" and "Strike" cards that indicate that a fish has been hooked and a "Catch" card should be taken. Likewise; should an angler's marker land on a "Catch" square on the outer part of the board, it is ignored. Basically speaking, common sense should be your guide during a match. For instance; once a fish has been hooked, another one cannot be, nor can a fish be hooked whilst an angler's hook is on dry land.
To land a "Catch" card fish, the exact number is not required when rolling the dice. However, it is still not that simple because both dice must be rolled, and to land the fish at all, an angler's move must, via indication of the symbol dice, take place on the inner area of the board.
"GROUNDBAIT'.
When an angler's marker lands on a square bearing this name on the outer part of the board, the top card is taken from its pile and placed face up in front of the angler. The cards display varying amounts of groundbait balls (from 1-6). The way in which the cards are used is as follows. If whilst moving on the inner part of the board, and angler's marker lands on a square not containing a fish, but the same amount of squares away as there are balls of groundbait shown on a card that he's holding, a fish can be attracted to the square his marker is on, by playing the appropriate card.
So if for example his marker lands three squares away from a fish and he holds a card showing three balls of groundbait, the angler can attract the fish to his marker. This is achieved by exchanging the "Groundbait" card for a "Catch" card. The fish must then be landed in the usual manner.
"LOOSE FEED".
There are four different types of instruction within this category. They are as follows:1. "DROP BITE". This means that a fish has taken the bait and has been caught, as the hook has passed it. In other words, a fish has been hooked during a move of the marker, rather than at the end of the move when the marker has stopped. Once an angler has acquired a card bearing this instruction (whilst playing the outer area of the board), he can retain it until he chooses to use it. Providing he is to play on the inner area of the board, he can use the card to catch a fish via the following process. Let us say for example, that the numbered dice shows a "5" and that a fish lies in a square two down from the angler's marker. Drop, hook and retrieve, all take place in the same move. Therefore, the complete move would be; Drop "1" "2" Hook on "3" Retrieve (move the marker back up) "4" "5".At this time a "Catch" card is taken from the top of its pile. The "Drop Bite" card is not returned to its pile until the fish has been landed. The "Catch" card is placed face down, slightly overlapping the "Drop Bite" card. The angler holding these cards, now plays on the inner area of the board using the numbered dice only, * until the fish has been landed. The exact number is not required to land the fish. Once the fish has been landed and the species and weight have been recorded, both cards are returned to the bottom of their piles.
2. "LOSE FISH". Should an angler select a card bearing this instruction, he must begin reeling in on his next turn. Again, under these circumstances, the inner area of the board alone is used, by rolling the numbered dice only. * Once the angler has returned his marker to the bank (exact number not being required) the card is returned to the bottom of its pile.
3. "NO BITE". This card informs the recipient that things have gone a bit quiet. Either the fish have moved on, or a different technique is required, in order to encourage them to become a little more cooperative. Whatever the reason for bites dying off, it is serious.
There is never a good time for this to happen. If the fish have moved off, its too bad; but just in case they have not, the best thing to do, is to change tactics. Changing the hook for a different size one could be the answer, or perhaps a different set-up altogether might be required.
On his next turn the angler holding the card must reel in, using the numbered dice only and playing just the inner area of the board. * The "NO BITE" card is retained for the time being, because changing tackle takes time and holding onto the card until the angler casts again will save any confusion. The following process will determine the amount of time taken and the number of casts missed, while necessary measures are carried out. Having reeled in, the angler on his next turn rolls the numbered dice only. If he rolls an EVEN number he misses one cast, and returns the card to the pile on his next turn. If however he rolls an ODD number he misses the number of casts shown on the dice. The card is returned to its pile when the angler casts again.
4. "SELECT STRIKE CARD". This simply instructs the bearer to take the top "Strike" card from the pile. The instruction upon the latter is carried out, and the first card is returned to the bottom of its pile. A fish caught in this manner must be landed in the normal way, i.e using both dice and playing on both areas of the board. Remember, the exact number is not required to land a "Catch" card fish but it is when landing a "Specimen" card fish. If a "Catch" or "Specimen" card is selected, it should be placed face down slightly overlapping the "Stike" card until the fish has been landed.
"SECRET BAIT'.
There are eight different kinds of secret bait, one of which is printed on each card. They are as follows: "BLOOD WORM" "BREAD FLAKE" "BREAD PASTE" "CASTER" "CHEESE" "MAGGOT' "TARES" and "WORM". A card is taken from the top of the pile each time an angler's marker lands on a "Secret Bait" square on the outer area of the board. The game then continues as normal until it reaches the preceding player to the one holding the card. Before rolling the dice, the angler makes a guess as to which one of the secret baits the angler next to him is using. If the guess is correct, the angler whose turn it is rolls the dice and makes his move. If however the guess is incorrect, the angler misses his turn, and the angler holding the card takes the dice and makes his play.The above is repeated until, by a process of elimination the angler preceding the holder of the card discovers the type of bait being used. It is worth having a pen or pencil handy to make a note of incorrect guesses, so that they are not repeated.
"SHOAL MOVEMENT".
As briefly mentioned earlier, a card of this kind is drawn from the top of the pile, each time a marker lands on one of the corner squares around the outer area of the board. The top left hand fish is moved so that it lays on the corresponding rectangle to the one printed on the card. When the shoal has moved accordingly, the card is returned to the bottom of its pile.
"SPECIMEN".
This card informs the angler that a very respectable fish of its species has been hooked. A card of this kind can be obtained in two ways; either by a marker landing on a "SPECIMEN" square on the outer area of the board (remember, whilst holding a "Catch" card play can still take part on the outer area of the board as well as the inner), and after selecting a "Strike" card, which instructs an angler to take a "Specimen" card, having selected a specimen card play for the angler concerned takes place on the inner area of the board only, until the fish has been landed. * Needless to say, just the numbered dice is used. The correct number IS required to land the fish.
"STRIKE".
These cards are also obtained in one of two ways. A card is taken should a marker land on an appropriate square on the outer area of the board, or if instructed by a "Loose Feed" card. The instructions on "STRIKE" cards are self-explanatory and there are five different types. They are:1. "LINE BITE REEL IN". The numbered dice only is used, correct number is not required.
2. "SELECT CATCH CARD". Follow instructions re "Catch" cards.
3. "SELECT SHOAL MOVEMENT CARD". Follow instructions re "SHOAL MOVEMENT" 4. "CAUGHT IN WEED MISS ONE CAST". When play reaches holder of the card, he does not roll the dice this time, but passes them to the next angler.
5. "SELECT SPECIMEN CARD". Rules are followed as in paragraph re "SPECIMEN CARD".
Ouick Points for Reference During a "Match" 1. An angler must decide which "swim" he intends to fish before he rolls the dice, i.e whilst his marker is on the bank. A marker cannot be moved from one "swim" to the other once it is in the water.
2. A fish cannot be hooked whilst marker is on the bank. Should play for take place on the "outer" part of the board, the only instructions squares applicable are, "SHOAL MOVEMENT', "GROUNDBMT" and "SECRET BAIT'.
3. Only one fish can be hooked at any one time. If an angler has taken a "Catch" card and on his next turn he has to play on the "outer" area of the board, and his marker lands on a "SPECIMEN" square, he may exchange one card for the other, but remember the exact number must be rolled to land a "Specimen" fish. The only other instructions squares applicable on the "outer" area of the board are "SHOAL MOVEMENT', "GROUNDBAIT' and "SECRET BAIT". Cards may not be exchanged if the original "Catch" card was acquired via instruction of a "Strike" card.
4. Only one "Loose Feed" card can be held by an angler at any one time.
Should a marker land on a further "Loose Feed" square on the outer part of the board, a card is not taken, and play moves on to the next angler.
5. Exact number is not required to land a fish, unless it is a "Specimen" or a fish has been hooked via instruction from either a "Loose Feed" or "Strike" card.
6. Once a fish has been hooked, a "Loose Feed" card bearing the instruction "no bite, reel in", is ignored, so to is a "Strike" card stating "line bite reel in". However, a "Loose Feed" card bearing the instruction "lose fish" does count, and should such a card be selected, the fish is lost and either the "Catch" or "Specimen" card being held by the angler concerned is replaced to the bottom of its pile, and the angler must reel in. The exact number is not required to land his marker on the bank.
7. "Strike" cards bearing the instruction, "caught in weed miss one cast", are not applicable should an angler's marker be on the bank.
8. When reeling in having not caught a fish, an angler's turn ends once his marker has reached the bank. When an angler's marker reaches the bottom of his "swim", with moves to spare, his marker is moved up again for the remaining number of moves shown on the dice.

Claims (7)

Claims
1. A game playing board, intended to be used in a board game simulating a fishing match, and whose playing surface is marked with two playing areas, the first outer playing area comprising an essentially peripheral and preferably rectangular track divided into a succession of playing squares, and characterised in that the second inner playing area represents a stretch of river and a river bank, a number of fish being depicted in said stretch of river.
2. A game playing board as claimed in Claim 1 wherein the second playing area is substantially enclosed by the first playing area.
3. A game playing board as claimed in Claim 1 or Claim 2 on which a substantially transparent sheet depicting a shoal of two or more fish can be moved about during the course of play; this movement being dictated by a random number generator (for example a die) and representing the movement of a swimming shoal.
4. A game playing board as claimed in any of the preceding Claims wherein, in use, each player is allocated a portion of said second playing area; each of said portions having an equal number of fish depicted thereon.
5. A game playing board substantially as described herein with reference to and as illustrated in the accompanying drawings.
6. Apparatus for playing a board game simulating a fishing match comprising: a) a game playing board as claimed in any of the preceding Claims; b) one or more sets of game playing cards carrying instructions which the players carry out during the course of playing the game; c) a random playing area selector which indicates whether play should proceed on the first or second playing area; d) rules specifying the method of game play; the apparatus being intended for use with playing pieces and/or counters, a random number generator (for example a die) for dictating the movement of each playing piece, and a record card for each player on which details such as the species and weight of fish caught can be recorded during play.
7. Apparatus for playing a board game substantially as described herein with reference to and as illustrated in the accompanying drawings.
GB9408337A 1994-04-27 1994-04-27 Apparatus for playing a board game Expired - Fee Related GB2288744B (en)

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GB9408337A GB2288744B (en) 1994-04-27 1994-04-27 Apparatus for playing a board game

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GB9408337D0 GB9408337D0 (en) 1994-06-15
GB2288744A true GB2288744A (en) 1995-11-01
GB2288744B GB2288744B (en) 1998-03-25

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6786486B1 (en) * 2003-11-10 2004-09-07 Paul M. Otremba Fishing board game

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3921981A (en) * 1974-04-29 1975-11-25 William A Ashburn Bass tournament fishing board game
GB2123304A (en) * 1982-07-16 1984-02-01 Splash Games Limited Fishing game apparatus

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3921981A (en) * 1974-04-29 1975-11-25 William A Ashburn Bass tournament fishing board game
GB2123304A (en) * 1982-07-16 1984-02-01 Splash Games Limited Fishing game apparatus

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6786486B1 (en) * 2003-11-10 2004-09-07 Paul M. Otremba Fishing board game

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GB9408337D0 (en) 1994-06-15
GB2288744B (en) 1998-03-25

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Effective date: 20110427