GB2349581A - Board game - Google Patents
Board game Download PDFInfo
- Publication number
- GB2349581A GB2349581A GB9910263A GB9910263A GB2349581A GB 2349581 A GB2349581 A GB 2349581A GB 9910263 A GB9910263 A GB 9910263A GB 9910263 A GB9910263 A GB 9910263A GB 2349581 A GB2349581 A GB 2349581A
- Authority
- GB
- United Kingdom
- Prior art keywords
- loot
- house
- cards
- player
- board
- 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- Withdrawn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
- A63F3/00003—Types of board games
- A63F3/00148—Board games concerning westerns, detectives, espionage, pirates, murder, disasters, shipwreck rescue operations
-
- 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
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00176—Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular
- A63F2003/00195—Hexagonal game board
Landscapes
- Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Multimedia (AREA)
- Credit Cards Or The Like (AREA)
Abstract
A board game on the theme of "cops and robbers" comprises a board laid out in a hexagon shape with a "house"area defined at each corner within the hexagon, the six house areas being linked by a pathway divided into discrete steps and additional stepped paths linking each house area to a central point. The game is provided with two dice, playing pieces for up to six players, sets of chance cards, play money and items representing loot, the object being to move playing pieces around the board in accordance with rolling of one of the dice, to collect and exchange chance cards, and to acquire loot items bringing them home to a player's house area. The second of the dice is used in conjunction with a "police officer" playing piece, is only brought into play in certain circumstances, and acts as a block on the free movement of other playing pieces, when carrying items of loot, around the board.
Description
BOARD GAME
This invention relates to a board game and in particular to a board game and associated articles by means of which one or more games can be played.
According to the invention, a board game comprises a board laid out in a hexagon shape with a'house'area defined at each corner within the hexagon, the six house areas being linked by a closed pathway divided into step-like units and a radial path extending from each house area to the hexagon centre also being divided into step-like units, a playing piece for each of six players, and six kinds of choice cards.
The game may additionally include play money cards, play loot items, two dice of different colours and a'Police Officer'playing piece.
The choice cards may be labelled'House Security','Break-In','Loot Protector'and 'Nicking Tools', there being thirtysix each of the cards of these four types. Further choice cards are labelled'Snatch'of which there are fortytwo cards and'Police'of which there are twentyfour cards. The board additionally includes six marked areas where the choice cards of each type are stored during playing of the game.
The play loot items may be nine items each one being provided in duplicate to make a total of eighteen items. The loot items are stored in a fabric bag so that each player may take an item without having seen the one to be selected.
The object of the game is for the players to roll the dice and move the playing pieces around the board, to collect choice cards and exchange cards with other players and eventually collect loot items and move these back to the player's'House'area. The other players and the 'Police Officer'piece can cause delays and the winner is the first player to get five loot items back to his/her House.
The invention will now be described in greater detail by way of example, with reference to the accompanying drawings, in which:
Figure 1 shows the game board on a much reduced scale,
Figures 2 to 11 show respectively enlargements of the parts of the board corresponding to the areas II to XI on Figure 1,
Figure 12 shows the front face of a House Security card with the rear face showing one example of a House Security hazard description,
Figure 13 shows the front face of a Break-In card with the rear face showing one example of a Break-In hazard description,
Figure 14 shows the front face of a Loot Protector card with the rear face showing one example of a Loot Protector hazard description,
Figure 15 shows the front face of a Nicking Tool card with the rear face showing one example of a Nicking Tool hazard description,
Figure 16 shows the front face of a Police card with the rear face showing one example of a Police hazard description,
Figure 17 shows the front face of a Snatch card with the rear face showing one example of a Snatch hazard description,
Figure 18 is a Police Officer playing piece,
Figure 19 is a fabric bag with a draw string closure,
Figure 20 is a play money note,
Figure 21 is a black player's mask,
Figure 22 shows a playing piece in elevation and plan views, and,
Figure 23 is a Loot item in similar views.
As shown in Figures 1 to 11, the game board is of a hexagon shape with a'House'area located at each corner. The hexagon shape has a further inscribed hexagon which serves to define one side of each of the six triangular House areas. The inscribed hexagon also marks a pathway extending along the inner edge of each House area. The pathway is divided up into squares forming step-like units lying along the length of the pathway. Each square is marked with a symbol indicating'Entrance', being the entrance to a House, Loot Protector, Nicking
Tool, Break-In, House Security, Prison, Loot Protector, Nicking Tool, Break-In, House
Security. This sequence is then repeated moving clockwise trom each of the six House entrances on the board.
From each House entrance unit, a further pathway extends radially inwards to a board centre region which is labelled as a Snatch area. Each radial pathway has three step-like areas which are marked in sequence extending inwardly from the entrance unit,'Pay E1000 or Go to
Prison','Break-In'and'Collect 1000 from the Bank'.
The board also includes six marked areas for storing a respective pile of choice cards, the areas being marked House Security, Break-In, Loot Protector, Nicking Tool, Police and
Snatch.
Figure 12 depicts one example of a House Security card. This type of card serves to protect a player's house from'Nickers'. All of the thirtysix cards of this type have the House
Security symbol on the front face of the card. For the rear face of the card, there are six cards with each of the following obstacle descriptions: Moat of Piranhas, Guard Dogs, Security
Guard, CCTV, Electric Fence, Very High Walls.
Figure 13 depicts one example of a Break-In card. This card serves to help a Nicker get past the House Security obstacles. All of the thirtysix cards of this type have the Break-In symbol on the front face of the card. For the rear face, there are six cards with each of the following obstacle descriptions: Inflatable Boat, Drugged Meat, Relative Held Hostage,
Taped Video Loop, Insulated Suit, Special Climbing Gear.
Figure 14 depicts one example of a Loot Protector card. This card serves to help protect all of a player's Loot. All the thirtysix cards of this type have this symbol on the front face. For the rear face, there are six cards with each of the following obstacle descriptions: Safe,
Mortice Locks, Pressure Pads, Fake Valables, Gas Flood System, Secret Room.
Figure 15 depicts one example of a Nicking Tool card. This card acts to help beat other players'Loot Protector obstacles. All of the thirtysix cards of this type have this symbol on the front face. For the rear face, there are six cards with each of the following obstacle descriptions: Dynamite, Skeleton Keys, Human Fly Suction Pads, An Expert Eye, Gas Mask,
Detailed Plans.
Figure 16 depicts one example of a Police card. All of the twentyfour cards of this type have this symbol on the front face. For the rear face, there are the twentyfour following obstacle descriptions:
DI Anne Dittover-Bribe 5000-2 Round Sentence,
Inspector L Mett-Bribe 4000-2 Round Sentence,
WPC D Truncheon-Bribe 1000-1 Round Sentence,
Constable Paynting-Bribe 2000-2 Round Sentence,
Constable A Wrest-Bribe 2000-2 Round Sentence,
WPC Anne Cuffs-Bribe 3000-3 Round Sentence,
DI Drayted-Bribe 3000-1 Round Sentence,
Sergeant U R Nickt-Bribe 2000-2 Round Sentence,
PC D O Dock Green-Bribe EX (not bribable)-3 Round Sentence,
Sergeant Ben D'Rools-Bribe 2000-2 Round Sentence,
Detective A Gency-Bribe 3000-3 Round Sentence,
Detective A A Allo-Bribe 3000-1 Round Sentence,
Inspector Ali Bye-Bribe 4000-2 Round Sentence,
WPC Laura Norder-Bribe 4000-2 Round Sentence,
PC Jack Hughes-Bribe 1000-2 Round Sentence,
Inspector B T Rytes-Bribe 5000-2 Round Sentence,
D I Raygun-Bribe EX (not bribable)-3 Round Sentence,
Inspector Clueless-Bribe 1000-1 Round Sentence,
WPC P Nalsystem-Bribe 1000-2 Round Sentence,
DI Why-Bribe 4000-2 Round Sentence,
PC John Darm-Bribe 4000-2 Round Sentence,
PC Plod-Bribe 1000-2 Round Sentence,
Cl Dee-Bribe 4000-2 Round Sentence,
PC Pudding-Bribe 1000-2 Round Sentence.
Figure 17 depicts one example of a Snatch card. All of the fortytwo cards of this type have this symbol on the front face. For the rear face, the following numbers of cards have hazard descriptions as follows:
Three cards-Immediate Bail, you lose all loot but are set free outside the nearest prison,
Three cards-Hide Loot, pass the Police Officer when on the run. Used when on the run and
confronted by the police. They cannot find any loot so the player is free to go,
Two cards-Sewer Route, move your character to the centre of the board through the sewers
thus avoiding a meeting with any police on the way. Then the player can take the rest of the
move,
Two cards-Cosh the Copper, do this and thus evade getting nicked for that round,
Three cards-False Tip Off, control the movement of the Police Officer for one go. Used when any opponent has thrown the dice. You use the dice roll to move the Police Officer as you like,
Six cards-Skates On, double the number you roll on the player dice in any one turn. Play after you roll the dice,
Two cards-Lucky Break In, which can be used similarly to any Break-In card,
Four cards-Secret Stash, pick any tool or security device card from the top of the pile,
Three cards-Lottery Win, collect 5000 from the bank,
Two cards-Helicopter Ride, go straight home from anywhere,
Two cards-Take Two, take another two Snatch cards from the top of the pile,
Three cards-Bribe Again, you have a second chance to bribe the next Police Officer from the top of the Police card pile,
Three cards-Good Behaviour, reduce your sentence by one round,
Two cards-Fuzz Off, move the Police Officer anywhere you like on the board. The card is played when on the run and the player is accosted by the Police Officer,
Two cards-Getaway Car, move a distance equal to three times the dice score for one go.
Figure 18 depicts a Police Officer playing piece. This is a single piece which is of a cylindrical shape and it is intended to be representative of a police officer with helmet.
Figure 19 is a black velvet bag which is used to conceal some of the game pieces so that they can be chosen at random without a player being able to see what is about to be selected.
Figure 20 is a play money note. This has the denomination oh 1000 and eighty of these notes are provided for use with the game. When awaiting distribution to the players, the notes are kept in a Bank Box (not shown).
Figure 21 is a black velvet mask. The game includes six of these masks which are worn by the players at certain times during the game. The mask is secured on a player's face by means of an elastic thread which is passed over the back of the player's head.
Figure 22 depicts a Nickers playing piece in elevation and plan views. There are six of these pieces, one for each player and they are moved about on the board during the game.
The Nickers pieces are of different colours, red, blue, green, turquoise, pink and yellow. Each piece is formed as a circular base supporting a central vertical column. The colours of the
Nickers pieces are chosen to match the colour of each player's house area on the board.
Figure 23 shows a Loot item playing piece in elevation and plan views. There is a total of eighteen Loot items, being two each in nine different colours. The Loot item is in the shape of a disc with a central opening. During play of the game, one or more Loot items may be placed on the vertical column of a Nickers playing piece so that these Loot items may be carried along with the Nickers piece as an easily handled unit.
There are also two playing dice that accompany the game. A Police Officer Dice is provided in the colour blue with silver spots and there is a Player Dice of a different colour.
The procedure and rules of play are as follows:
Each player starts with three items of Loot. The winner is the first player to get five different items of Loot home successfully. A player gains extra Loot by'nicking'Loot items from fellow players. Any such'Nickers'need to avoid arrest by the Police Officer.
At the start of a game, the board is placed on a suitable playing surface and the cards of each type are shuffled separately and then placed in six piles on the corresponding areas of the board. Each player takes the House which is nearest to his/her seating position and selects a correspondingly coloured playing piece for that House which is then placed in the House.
Each player takes 1000 from the bank and then three loot items at random from the bag. For a two-player game, the loot items are selected from only nine, non-matching items which have been placed in the bag. The remaining money is placed in the Bank Box.
The players then deal cards from the piles on the board so that each one has four House
Security, four Break-In, four Loot Protector, four Nicking Tools and one Snatch card. The
Police Officer piece is placed on the centre of the board. A decision is made on who is going to start the game by rolling the Player dice in turn-the highest score starts. Subsequently in the game, the play passes to the left.
Moving 1 The player whose turn it is rolls the Player dice and must then take a number of moves corresponding to the dice score. There are exceptions to this action which are explained in the 'Nicking'and Police Action'paragraphs below.
2 A player can move around the outside of the board or through the middle, they are not allowed to travel in both a forward and reverse direction during the course of a single move.
3 Players can pass each other or land on the same space. If'on the run', a player will not be able to pass the Police Officer without being nicked.
4 Players cannot enter any House already occupied by another player-even if this is their own House.
5 Players are allowed to take advantage of any one Snatch card in their possession to increase the number of moves they can make.
6 If a Player lands on the'Pay 1000 or go to Prison'square and they have no cash, they must move to the prison of their choice, return all loot they may be carrying, and serve a one turn sentence by placing their piece in the Cell Number One part of the prison.
Collecting Cards 1 As play progresses, players may collect additional cards free of charge by landing on
Nicking Tools, Loot Protector, Break-In, House Security or the central Snatch hexagon.
2 During a playing turn, a player may buy any one of the following cards for 2000 :
Nicking Tools, Loot Protector, Break-In, or House Security (that is, any card except Snatch and Police cards). The player pays 2000 to the Bank, and takes a card from the top of the relevant pile.
3 Each player is legally allowed to hold up to six cards from each pile. To stay within legal limits, a player must discard cards to the bottom of the relevant pile. A player may choose to retain more than six cards from a pile but then runs a risk of being caught in the act of cheating after a challenge by another player.
4 At the beginning of a turn, a player may accuse any other player of holding too many cards.
5 Any player guilty of holding excess cards must discard the surplus cards of their choice and pay a fine of 1000 per card to the accuser. If a player is incorrectly accused, they take 1000 from the accuser.
6 If either accuser or accused has insufficient cash to pay their fines they must move to the prison of their choice, return all the loot items they may be carrying to the previous owner, and serve a one turn sentence by placing their piece in the C ll Number One part of the prison
Nicking 1 In order to nick anything, a player must first get into another player's House. To do this they must land on an'Entrance'square on the board and still have at least one move left from the throw of the dice.
2 The House must not be occupied by another player (the Police Officer does not count as a player) when the Nicker attempts to enter.
3 The House-owner must select one of their House Security cards and display it face up. If the House-owner has no House Security cards, the Nicker can move his piece into the House and then proceed as described in Nicking Step 7.
4 The Nicker can enter the House if they can display the Break-In card corresponding to the
House Security card displayed.
5 If the break-in is unsuccessful, the player must move away from the house on their next move, before attempting another break-in at that house.
6 On a successful breach of House Security using a Break-In card, both cards are discarded to the bottom of the respective piles on the board. If unsuccessful, all cards are retained.
7 Once the Nicker has broken in, his playing piece is placed in the House. The Houseowner must choose which loot items will be protected by which Loot Protector card (s). This is done by placing ALL loot items in the House on one or more Loot Protector cards placed face up on the playing surface. As many loot items as may be required can be placed on a single Loot Protector card. The House-owner can decide how many cards to use. If the
House-owner has no Loot Protector cards, they will lose all their loot to the Nicker who has broken in.
8 The Nicker is free to nick ALL loot items on each of the Loot Protector cards for which they have a corresponding Nicking Tool card. Where there is more that one type of Loot
Protector card, EACH ONE has to be breached by a separate Nicking Tool card. The Nicker can elect not to attempt to nick any loot items which are held already, in order to avoid the need to use up a Nicking Tool card.
9 On a successful theft, Loot Protector cards breached and Nicking Tool cards used are discarded to the bottom of their respective piles. Loot Protector and Nicking Tool cards not used are retained by their owners.
10 If the Nicker has successfully Nicked any loot items they are considered to be'on the run' and the loot items are attached to their playing piece. Whilst on the run, the player is required to wear a mask. They are now not allowed to Nick any further items until they either successfully return to their own House and stash the loot, or lose the loot by being sent to prison.
11 A Nicker'on the run'cannot pass the Police Officer without being stopped-so watch it!
Using Snatch Cards 1 Only one Snatch card is allowed to be played per turn.
2 Snatch cards cannot be used in the round in which they are picked up.
3 Snatch cards are used after the throw of the dice, starting with the player whose turn it is and then moving in play order (Note: some of the Snatch Cards, for example'False Tip Off, are able to be used even when it is not that player's move!).
Police Action
The Police Officer comes into play only when someone is'on the run', in which case both dice are used.
2 Both dice are thrown by the player whose turn it is, including the Nicker on the run. The player moves the Police Officer first, before moving the player's own piece (Note: the Police
Officer can be moved even by a player serving a prison sentence).
3 The Police Officer is moved like any other piece depending on the number thrown on the
Police Officer dice. It can be moved into a House only if there is a Nicker'on the run'in that
House.
4 No Nicker'on the run'can pass the Police Officer without being stopped. An arrest is attempted as soon as a player reaches the Police Officer, or the Police Officer reaches them.
5 The Police Officer can be moved any number of moves up to the number on the dice to catch a Nicker. The Police Officer only needs to catch up with a Nicker on the run, not get the dice score required to land exactly on the Nicker's square.
6 A Nicker stopped in this way can attempt to bribe the Police Officer with money. The
Nicker must offer a bribe by putting a stated amount of money on the playing surface. The player controlling the Police Officer then takes the top Police card from the pile. If the bribe is equal to or greater than the amount acceptable to the officer in question (as noted on the card) then the Nicker is free to go but forfeits all of the money offered to the player controlling the Police Officer. If the bribe offered is less than the acceptable amount, or if the
Police Officer happens to be unbribable, the Nicker goes to the prison of the Police Officer's choice where they must remain for the number of turns indicated on the Police card. Bribe money offered is kept by the player controlling the Police Officer. The captured Nicker is placed in the Cell Number One, Two or Three part of the prison for a duration corresponding to the length of the sentence stated on the Police card. On each subsequent round the player moves their piece to a lower number of cell and thus comes closer to getting out of prison when the sentence has been completed.
7 If the Police Officer has been successfully bribed, he has to move away from the Nicker on the run on his next move before resuming the chase.
8 The Nicker can choose to use a suitable Snatch card instead of attempting to bribe the
Police Officer.
9 If the Nicker is sent to prison, all the loot that the player is carrying goes back to the previous owner.
10 The Police Officer cannot proceed in both a forward and a reverse direction during a single move.
Winning the Game
The winner is the first player to get five different items of Loot successfully stashed in their
House.
The board game of the invention has been found to offer an activity of skill and tactics for between two and six players. The game also gives the players the opportunity to apply logic, memory and bluffing to steal the loot; calculated risk-taking in the various money transactions; to wear and discard the masks and to make accusations of cheating to the other players. This can lead to a noisy and very active game which is enjoyed by all the participants.
The foregoing description of an embodiment of the invention has been given by way of example only and a number of modifications may be made without departing from the scope of the invention as defined in the appended claims. For instance, it is not essential that the playing pieces should be the same colours and shapes as those described in the example.
Claims (7)
- CLAIMS 1 A board game comprising a board laid out in a hexagon shape with a'house'area defined at each corner within the hexagon, the six house areas being linked by a closed pathway divided into step-like units and a radial path extending from each house area to the hexagon centre also being divided into step-like units, a playing piece for each of six players, and six kinds of choice cards.
- 2 A board game as claimed in Claim 1, including play money cards and play loot items.
- 3 A board game as claimed in Claim 2, in which the play loot items comprise nine different items each one of which. s provided in duplicate.
- 4 A board game as claimed in any one of Claims 1 to 3, including two dice.
- 5 A board game as claimed in any one of Claims 1 to 4, including a Police Officer playing piece.
- 6 A board game as claimed in any one of Claims 1 to 5, in which the choice cards have names selected from a group Including House Security, Break-In, Loot Protector, Nicking Tools, Snatch and Police.
- 7 A board game substantially as hereinbefore described with reference to any one of the accompanying drawings.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9910263A GB2349581A (en) | 1999-05-04 | 1999-05-04 | Board game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9910263A GB2349581A (en) | 1999-05-04 | 1999-05-04 | Board game |
Publications (2)
Publication Number | Publication Date |
---|---|
GB9910263D0 GB9910263D0 (en) | 1999-06-30 |
GB2349581A true GB2349581A (en) | 2000-11-08 |
Family
ID=10852756
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB9910263A Withdrawn GB2349581A (en) | 1999-05-04 | 1999-05-04 | Board game |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2349581A (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2438595A (en) * | 2006-05-30 | 2007-12-05 | Susan Walsh | Bank robbery board game |
Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB494037A (en) * | 1937-06-17 | 1938-10-19 | George Geoffrey Bull | New or improved apparatus for playing an indoor game |
GB1278756A (en) * | 1970-01-29 | 1972-06-21 | Joyce Irene Pitt | Apparatus for playing a board game |
GB1301797A (en) * | 1971-09-29 | 1973-01-04 | ||
US4130284A (en) * | 1977-08-19 | 1978-12-19 | Abram Fuks | Traffic jam board game |
GB1603053A (en) * | 1978-04-11 | 1981-11-18 | Boundy J E | Board game |
GB2214437A (en) * | 1988-01-20 | 1989-09-06 | Alan Whitehouse | Board game |
-
1999
- 1999-05-04 GB GB9910263A patent/GB2349581A/en not_active Withdrawn
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB494037A (en) * | 1937-06-17 | 1938-10-19 | George Geoffrey Bull | New or improved apparatus for playing an indoor game |
GB1278756A (en) * | 1970-01-29 | 1972-06-21 | Joyce Irene Pitt | Apparatus for playing a board game |
GB1301797A (en) * | 1971-09-29 | 1973-01-04 | ||
US4130284A (en) * | 1977-08-19 | 1978-12-19 | Abram Fuks | Traffic jam board game |
GB1603053A (en) * | 1978-04-11 | 1981-11-18 | Boundy J E | Board game |
GB2214437A (en) * | 1988-01-20 | 1989-09-06 | Alan Whitehouse | Board game |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2438595A (en) * | 2006-05-30 | 2007-12-05 | Susan Walsh | Bank robbery board game |
Also Published As
Publication number | Publication date |
---|---|
GB9910263D0 (en) | 1999-06-30 |
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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) |