JP2002325879A - Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards - Google Patents

Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards

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Publication number
JP2002325879A
JP2002325879A JP2001174798A JP2001174798A JP2002325879A JP 2002325879 A JP2002325879 A JP 2002325879A JP 2001174798 A JP2001174798 A JP 2001174798A JP 2001174798 A JP2001174798 A JP 2001174798A JP 2002325879 A JP2002325879 A JP 2002325879A
Authority
JP
Japan
Prior art keywords
piece
game
opponent
board
pieces
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.)
Pending
Application number
JP2001174798A
Other languages
Japanese (ja)
Inventor
Keiichi Shioya
敬一 塩屋
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to JP2001174798A priority Critical patent/JP2002325879A/en
Publication of JP2002325879A publication Critical patent/JP2002325879A/en
Pending legal-status Critical Current

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Abstract

PROBLEM TO BE SOLVED: To provide a game in which a player places own piece on a cross point on a board to put an opponent's piece between own pieces to make the opponent's piece own piece and it is repeated, and faces of a cubic are used for game boards to enable an opponent's piece to be put between own pieces at a corner to make the game complex. SOLUTION: Faces of a cubic are made game boards and lines are drawn on the boards so that all cross pointes are tied by lines. A piece is inserted and fixed into a hole bored on a board or attracted and fixed by a magnet. A piece can be turned over to discriminate an opponent's piece from own piece. Thus a piece on a cross point at a corner can be put in between other pieces. A line passes over an edge to connect cross points respectively on other boards to make the game complex to read.

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【産業上の利用分野】本発明は娯楽用に新たに開発した
ゲームに関するものである。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a newly developed game for entertainment.

【0002】[0002]

【従来の技術】一つの盤目に自分の駒を置いていき、相
手の駒を挟むことで相手の駒を自分の駒と成して、これ
を繰り返して盤目を取り合うゲームとしては、平面のゲ
ーム盤上で行うゲームがあった。この駒は表裏を二色に
色分けして敵味方を区別してあり盤上に置く。挟まれる
とひっくり返して敵味方が入れ替わる。そしてひとつな
がりの相手の駒はすべて挟むことができることや各駒が
敵味方を二転三転して勝敗が左右される面白みを持つ。
2. Description of the Related Art A game in which one's piece is placed on one board, the opponent's piece is made into one's piece by sandwiching the opponent's piece, and this is repeated as a game to win the board is a plane There was a game played on the game board. This piece is placed on the board with its front and back colored in two colors to distinguish the enemy or ally. When it is caught, it is turned upside down and the enemy and friend are replaced. And it is interesting that all the opponent's pieces can be pinched and that each piece turns the enemy ally two or three turns and the victory is determined.

【0003】しかし、平面上の碁盤目を用いているため
四隅に挟めない盤目が存在し、この四隅の盤目の取り合
いによってゲームの勝敗が大きく左右されていた。
[0003] However, there is a board that cannot be sandwiched between the four corners because of the use of a grid on a plane, and the winning or losing of the game is greatly affected by the arrangement of the board at the four corners.

【0004】[0004]

【発明が解決しようとする課題】解決しようとする問題
点は、ゲーム盤を立方体にして各面の碁盤目を立体的に
つなげ、この挟めない四隅をなくそうとすることであ
る。また立体とすることで挟み合う盤目の読みを複雑化
させることである。
The problem to be solved is to make the game board a cube and connect the grids of each surface three-dimensionally to eliminate the four corners which cannot be sandwiched. In addition, the use of a three-dimensional structure complicates reading of the interleaved board.

【0005】[0005]

【課題を解決するための手段】本発明はゲーム盤を立方
体とし、六つの面に碁盤目を描いてすべての盤目がつな
がるようにした。駒は各盤目に落ちないよう固定される
ようにし、裏返すことで自分用と相手用とを色分けして
区別できるようにした。開始に当たっては最初3手まで
は挟んでも相手の駒を自分のものとできない決まりとす
る。その後は駒を相手の駒を挟むように交互に盤目に置
く。おけない場合は相手の順となる。駒には表裏とも数
字を付けその順に置いていくきまりとし置いた順番と位
置関係がわかるようにした。立方体上のすべての盤目は
8方向に周囲の盤目と接するが、盤目は立方体の各辺を
越えてつなげることが許され、平面のゲームの場合と同
じく縦横斜めに相手を挟める決まりとする。ただし立方
体上に8つある頂点では3つの平面にある隅の盤目三つ
が接する。これらの盤目では周囲の8方向中、斜め方向
の1方向では立方体の辺につながっている。この方向で
は辺につながる反対面の対角線上の駒から挟まれ得るこ
ととした。図1、図2、図3に示すように立方体のゲー
ム盤(1)は碁盤目の数を一面あたり縦3x横3、縦4
x横4、縦2x横2などとする。二色に色分けし打つ順
番を記した駒(4)を用いる。駒を差し込む穴(2)に
差し込む。あるいは図4に示すように穴のない金属製の
立方体のゲーム盤(5)にマグネット式の駒(6)を貼
り付ける方式でもよい。わかりやすくするために図1や
図4の挟む方向を示す説明線(3)や図4の盤目の境界
線(7)を引く。
According to the present invention, a game board is a cube, and a grid is drawn on six faces so that all the boards are connected. The pieces are fixed so that they do not fall on each board, and by turning them over, they can be distinguished from each other by color coding. At the start, it is decided that the opponent's piece can not be his own even if he sandwiches up to three moves for the first time. After that, the pieces are alternately placed on the board so as to sandwich the opponent's piece. If not, the opponents will be in order. The pieces are numbered on both sides so that the order and position of the pieces can be understood. Every board on the cube touches the surrounding board in eight directions, but the board is allowed to connect beyond each side of the cube, and it is a rule that the opponent can be sandwiched vertically and horizontally diagonally as in the case of a plane game I do. However, three corners in three planes are in contact with eight vertices on the cube. In these panels, one of the eight peripheral directions is connected to the side of the cube in one oblique direction. In this direction, it can be sandwiched from a diagonal piece on the opposite side connected to the side. As shown in FIGS. 1, 2 and 3, the cubic game board (1) has the number of grids of 3 × 3, 4 ×
x x 4, x 2 x 2 A piece (4) is used in which the order of striking and striking two colors is described. Insert the piece into the hole (2). Alternatively, as shown in FIG. 4, a system in which a magnet type piece (6) is attached to a metal cubic game board (5) having no holes may be used. For the sake of simplicity, an explanatory line (3) indicating the sandwiching direction in FIGS. 1 and 4 and a boundary line (7) of the board in FIG. 4 are drawn.

【0006】[0006]

【実施例1】図1に示す、請求項2のゲーム器具で立方
体の各面に縦3x横3の盤目を描き駒を差し込む穴のつ
いたゲーム盤(1)とそこで使用する色分けして番号を
記した54個の駒(2)である。
Embodiment 1 A game board (1) shown in FIG. 1 having a 3 × 3 board on each side of a cube and a hole for inserting a piece with the game apparatus according to claim 2, There are 54 pieces (2) with numbers.

【0007】[0007]

【実施例2】図2に示す、請求項2のゲーム器具で立方
体の各面に縦4x横4の盤目を描き駒を差し込む穴のつ
いたゲーム盤(1)である。
Embodiment 2 A game board (1) shown in FIG. 2 and having holes for inserting pieces by drawing 4 × 4 boards on each side of a cube with the game apparatus of claim 2.

【0008】[0008]

【実施例3】図3に示す、請求項2のゲーム器具で立方
体の各面に縦2x横2の盤目を描き駒を差し込む穴のつ
いたゲーム盤(1)である。
Third Embodiment A game board (1) shown in FIG. 3 and having holes for inserting pieces by drawing 2 × 2 boards on each side of a cube with the game apparatus of claim 2.

【0009】[0009]

【実施例4】図4に示す、請求項2のゲーム器具で金属
製の立方体の各面に縦2x横2の盤目を描きマグネット
式の駒を張り付けるゲーム盤(1)とそこで使用する色
分けして番号を記した24個のマグネット式の駒(2)
である。
Embodiment 4 A game board (1) as shown in FIG. 4, wherein a 2 × 2 board is drawn on each side of a metal cube and a magnet type piece is attached to each side of a metal cube, and used there. 24 magnet-type pieces with color-coded numbers (2)
It is.

【0010】[0010]

【発明の効果】以上説明したように、この立体ゲームは
平面ゲームの四隅の制限を無くすことができ、さらにゲ
ームの読みが立体化して複雑化する効果を得た。
As described above, in the three-dimensional game, the four corners of the plane game can be eliminated, and the reading of the game can be three-dimensionally complicated.

【図面の簡単な説明】[Brief description of the drawings]

【図1】縦3x横3の盤目で駒を差し込むゲーム盤の斜
視図である。
FIG. 1 is a perspective view of a game board in which a piece is inserted in a 3 × 3 board.

【図2】縦4x横4の盤目で駒を差し込むゲーム盤の斜
視図である。
FIG. 2 is a perspective view of a game board in which a piece is inserted in a 4 × 4 board.

【図3】縦2x横2の盤目で駒を差し込むゲーム盤の斜
視図である。
FIG. 3 is a perspective view of a game board in which a piece is inserted in a 2 × 2 board.

【図4】金属の立方体の各面に縦2x横2の盤目を描
き、マグネット式の駒を貼り付けるゲーム盤の斜視図で
ある。
FIG. 4 is a perspective view of a game board in which a 2 × 2 board is drawn on each surface of a metal cube and a magnet type piece is pasted.

【符号の説明】[Explanation of symbols]

1 立方体のゲーム盤 2 駒を差し込む穴 3 挟む方向を示す説明線 4 二色に色分けし、打つ順番を記した駒 5 穴のない金属製の立方体のゲーム盤 6 二色に色分けし、打つ順番を記したマグネット式の
駒 7 盤目の境界線
1 Cube Game Board 2 Holes for Inserting Pieces 3 Explanatory Lines Showing Insertion Direction 4 Pieces Color-coded in Two Colors and Pieces Recorded in Order of Hitting 5 Game Board of Metallic Cube with No Holes 6 Color-coded in Two Colors and Order in Hitting Border of 7th panel

Claims (2)

【特許請求の範囲】[Claims] 【請求項1】 立方体の各面上に碁盤目を描いた立体の
ゲーム盤を使用し、対戦者と交互に、一つの盤目に自分
の駒を置いていき、相手の駒を挟むことで相手の駒を自
分の駒と成して、これを繰り返して盤目を取り合うゲー
ムの方式。
1. Using a three-dimensional game board in which a grid is drawn on each side of a cube, alternately placing an opponent's piece on the first board alternately with opponents A game system in which the opponent's piece is made their own piece, and this is repeated to win the board.
【請求項2】 請求項1の方式に基づいて作られたゲー
ム器具。立方体のゲーム盤で、駒を穴に差し込んだりマ
グネット式にして落ちないよう固定し、盤目の数は縦2
x横2,縦3x横3、縦4x横4などと縦・横を同数と
して正方形に設定したもの。
2. A game device made according to the method of claim 1. On a cubic game board, insert the pieces into the holes or use magnets to fix them so that they do not fall off.
A square set with the same number of vertical and horizontal lines as x horizontal 2, vertical 3 x horizontal 3, vertical 4 x horizontal 4, etc.
JP2001174798A 2001-05-06 2001-05-06 Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards Pending JP2002325879A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2001174798A JP2002325879A (en) 2001-05-06 2001-05-06 Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2001174798A JP2002325879A (en) 2001-05-06 2001-05-06 Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards

Publications (1)

Publication Number Publication Date
JP2002325879A true JP2002325879A (en) 2002-11-12

Family

ID=19016030

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2001174798A Pending JP2002325879A (en) 2001-05-06 2001-05-06 Game to make opponent's piece own piece by putting opponent's piece between own pieces on cubic boards

Country Status (1)

Country Link
JP (1) JP2002325879A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR200459191Y1 (en) * 2009-08-05 2012-03-22 이현석 Cube for a play Chess
WO2018145389A1 (en) * 2017-02-07 2018-08-16 湖南快玩网络科技有限公司 Six-sided touch chessboard
WO2018145388A1 (en) * 2017-02-07 2018-08-16 湖南快玩网络科技有限公司 Six-sided chessboard and six-sided chess

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR200459191Y1 (en) * 2009-08-05 2012-03-22 이현석 Cube for a play Chess
WO2018145389A1 (en) * 2017-02-07 2018-08-16 湖南快玩网络科技有限公司 Six-sided touch chessboard
WO2018145388A1 (en) * 2017-02-07 2018-08-16 湖南快玩网络科技有限公司 Six-sided chessboard and six-sided chess

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