JP4988052B1 - Playground equipment - Google Patents

Playground equipment Download PDF

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JP4988052B1
JP4988052B1 JP2011127794A JP2011127794A JP4988052B1 JP 4988052 B1 JP4988052 B1 JP 4988052B1 JP 2011127794 A JP2011127794 A JP 2011127794A JP 2011127794 A JP2011127794 A JP 2011127794A JP 4988052 B1 JP4988052 B1 JP 4988052B1
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piece
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game
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JP2014131522A (en
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和彦 笠井
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和彦 笠井
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Abstract

【課題】ゲームの興趣の向上を図ると共に、ゲームをより広く普及させる。
【解決手段】本発明に係る遊具1は、縦横及び左右斜めの罫線2がお互いに交差する交点3が複数形成されたゲーム盤4と、ゲーム盤4の交点3上に載置される複数且つ同数の異なる2色の駒5,6と、を備え、各色の駒5,6はそれぞれ、異なる複数の形状の中実駒5a,6aと、中実駒5a,6aのうち同色且つ同形状の中実駒5a,6aに合体可能な中空駒5b,6bとにより構成され、中実駒5a,6aと中空駒5b,6bとの合体駒が載置されている交点3における交線の本数の合計数の多少により勝敗を決定するように構成されていることを特徴とする。
【選択図】図1
[PROBLEMS] To improve the interest of a game and to spread the game more widely.
A playground equipment 1 according to the present invention includes a game board 4 in which a plurality of intersections 3 at which vertical and horizontal and right and left diagonal ruled lines 2 intersect each other, and a plurality of game boards 4 placed on the intersections 3 of the game board 4 and The same number of two-color pieces 5 and 6 are provided, and each of the color pieces 5 and 6 has a plurality of different shapes of solid pieces 5a and 6a and solid pieces 5a and 6a having the same color and the same shape. It is composed of hollow pieces 5b and 6b that can be combined with the solid pieces 5a and 6a, and the number of intersection lines at the intersection 3 where the combined pieces of the solid pieces 5a and 6a and the hollow pieces 5b and 6b are placed. It is characterized in that the winning / losing is determined depending on the total number.
[Selection] Figure 1

Description

本発明は、縦横及び左右斜めの罫線が交差するゲーム盤の交点上に遊戯者がそれぞれ色の異なる駒を載置及び移動させながら対戦を行うための遊具に関する。   The present invention relates to a play equipment for a player to play a battle while placing and moving pieces of different colors on intersections of game boards where vertical and horizontal and left and right diagonal rule lines intersect.

従来、ゲーム盤上において、所定のルールに従って駒を進めてゲームを行う遊具としては、将棋やチェスなどが知られている。そして、近年のIT技術の発展等により、この種のゲームは、電子ゲーム機を使用して行われることも多くなってきている(公知・公用の従来技術に基づき発明したため、出願人は本発明に関連する先行技術文献を知らない)。   Conventionally, shogi, chess, and the like are known as play equipment for playing a game by advancing pieces according to a predetermined rule on a game board. Due to the recent development of IT technology and the like, this type of game is often performed using an electronic game machine (because it was invented based on a publicly known / public prior art, the applicant of the present invention I do not know prior art documents related to).

しかしながら、上記した将棋やチェスなどの遊具では、ゲーム未経験者が初めてゲームを行うにはゲーム内容や駆け引きが高度であり、ゲームのルールを覚えるだけで精一杯となってしまい、とてもゲームを楽しむ余裕がなくなるため、ゲームの興趣の向上を図ることが難しいといった問題があった。   However, with the above-mentioned play equipment such as chess and chess, the game content and tactics are advanced for those who have never experienced a game to play the game for the first time. There is a problem that it is difficult to improve the interest of the game.

また、ゲームの実力を付けるにはかなりの時間や熟練が必要であることや、ゲーム内容が王(キング)を追い詰めるという内容で戦争や争いごとを連想させて、ゲームを感情的に受け入れられないなどの理由から、ゲームを継続的に行う遊戯者が限られてしまい、ゲームをより広く普及させることが難しいといった問題もあった。   Also, it takes a lot of time and skill to acquire the ability of the game, and the content of the game will catch up with the king (King). For the reasons described above, there is a problem that the number of players who continuously play the game is limited, and it is difficult to spread the game more widely.

本発明は、上記した課題を解決すべくなされたものであり、ゲームの興趣の向上を図ると共に、ゲームをより広く普及させることのできる遊具を提供することを目的とするものである。   The present invention has been made to solve the above-described problems, and an object of the present invention is to provide a playground equipment that can improve the interest of a game and can spread the game more widely.

上記した目的を達成するため、本発明に係る遊具は、縦横及び左右斜めの罫線がお互いに交差する交点が複数形成されたゲーム盤と、該ゲーム盤の交点上に載置される複数且つ同数の異なる2色の駒と、を備え、該各色の駒はそれぞれ、異なる複数の形状の中実駒と、該中実駒のうち同色且つ同形状の中実駒に合体可能な中空駒とにより構成され、前記ゲーム盤には、前記中実駒と前記中空駒との合体駒が載置されている交点における交線の本数の合計数の多少により勝敗を決定可能なように、3本の罫線が交差する交点と4本の罫線が交差する交点と5本の罫線が交差する交点と8本の罫線が交差する交点がそれぞれ形成されていることを特徴とする。   In order to achieve the above-described object, the play equipment according to the present invention includes a game board in which a plurality of intersections where vertical and horizontal and right and left diagonal lines intersect each other, and a plurality and the same number placed on the intersections of the game boards. Each color piece is composed of a solid piece having a plurality of different shapes and a hollow piece that can be combined with the solid piece of the same color and the same shape. The game board has three ruled lines so that the winning and losing can be determined depending on the total number of intersection lines at the intersection where the solid piece and the hollow piece are placed. An intersection where four ruled lines intersect, an intersection where five ruled lines intersect, and an intersection where eight ruled lines intersect are formed.

そして、前記ゲーム盤には、縦横それぞれ5本の罫線と、左右斜めそれぞれ7本の罫線とが形成され、3本の罫線が交差する4個の交点と、4本の罫線が交差する16個の交点と、5本の罫線が交差する12個の交点と、8本の罫線が交差する9個の交点が形成されているのが好ましい。   The game board is formed with 5 ruled lines in the vertical and horizontal directions and 7 ruled lines on the left and right sides. Four intersecting points where the three ruled lines intersect and 16 intersected with the four ruled lines. Preferably, 12 intersections where 5 ruled lines intersect, and 9 intersections where 8 ruled lines intersect are formed.

また、前記中実駒は前記中空駒の内側に嵌合し、前記中空駒より高く形成されているのが好ましい。   Moreover, it is preferable that the said solid piece fits inside the said hollow piece, and is formed higher than the said hollow piece.

本発明によれば、ゲームの興趣の向上を図ると共に、ゲームをより広く普及させることができる等、種々の優れた効果を得ることができる。   According to the present invention, it is possible to obtain various excellent effects such as improving the interest of the game and spreading the game more widely.

本発明の実施の形態に係る遊具を示す平面図である。It is a top view which shows the playground equipment which concerns on embodiment of this invention. 本発明の実施の形態に係る遊具のゲーム盤を示す平面図である。It is a top view which shows the game board of the playground equipment which concerns on embodiment of this invention. (a)は本発明の実施の形態に係る遊具の駒を示す平面図、(b)は本発明の実施の形態に係る遊具の駒を示す断面図である。(A) is a top view which shows the piece of the play equipment which concerns on embodiment of this invention, (b) is sectional drawing which shows the piece of the play equipment which concerns on embodiment of this invention. 本発明の実施の形態に係る遊具の各交点での交線の本数(得点)を示す平面図である。It is a top view which shows the number (score) of the intersection line in each intersection of the play equipment which concerns on embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機のハードウェアの構成を示すブロック図である。It is a block diagram which shows the structure of the hardware of the electronic game machine which concerns on embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機のソフトウェアの構成を示す機能ブロック図である。It is a functional block diagram which shows the structure of the software of the electronic game machine which concerns on embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の六角中空駒を交点e5に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white hexagon hollow piece to intersection e5. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の六角中空駒を交点e9に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black hexagon hollow piece to the intersection e9 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の十字中実駒を交点f4に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved a white cross solid piece to intersection f4. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の丸中実駒を交点d6に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the player of the back moved a black circle middle solid piece to intersection d6. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の十字中実駒を交点g5に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the first player moved the white cross solid piece to intersection g5. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の八角中空駒を交点d2に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black octagon hollow piece to the intersection d2 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の丸中実駒を交点d4に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white circle middle solid piece to intersection d4. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の丸中実駒を交点c5に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the player of the back moved a black Marunonaka real piece to intersection c5. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の八角中空駒を交点c1に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white octagon hollow piece to intersection c1. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の丸中空駒を交点a5に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black round hollow piece to the intersection a5 in one simulation game by the electronic game machine which concerns on embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の八角中空駒を交点f4に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white octagon hollow piece to intersection f4. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の八角中空駒を交点h6に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black octagon hollow piece to the intersection h6 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の八角中空駒を交点g3に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white octagon hollow piece to intersection g3. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の六角中実駒を交点c9に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black hexagon solid piece to the intersection c9 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の六角中実駒を交点a1に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white hexagon solid piece to intersection a1. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の三角中空駒を交点f6に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black triangular hollow piece to the intersection f6 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の六角中実駒を交点b2に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white hexagon solid piece to intersection b2. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の四角中空駒を交点e1に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black square hollow piece to the intersection e1 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の六角中実駒を交点e5に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white hexagon solid piece to intersection e5. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の五角中空駒を交点c1に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black pentagon hollow piece to the intersection c1 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の三角中実駒を交点a3に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white triangle solid piece to intersection a3. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の丸中空駒を交点c5に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black round hollow piece to the intersection c5 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の丸中実駒を交点b6に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white circle middle solid piece to intersection b6. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の十字中実駒を交点h4に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the player of the back moved a black cross solid piece to intersection point h4. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の四角中空駒を交点d4に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white square hollow piece to intersection d4. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の三角中空駒を交点i9に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black triangular hollow piece to the intersection i9 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の十字中空駒を交点f6に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white cross hollow piece to intersection f6. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の十字中空駒を交点i3に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black cross hollow piece to the intersection i3 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の五角中空駒を交点h8に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing a state where a previous player moved a white pentagon hollow piece to intersection point h8. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の五角中空駒を交点c7に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black pentagon hollow piece to the intersection c7 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の五角中空駒を交点c3に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white pentagon hollow piece to intersection c3. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の四角中空駒を交点e7に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black square hollow piece to the intersection e7 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の十字中空駒を交点g5に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing a state where a previous player moved a white cross hollow piece to intersection g5. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の八角中空駒を交点g7に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black octagon hollow piece to the intersection g7 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の四角中空駒を交点e3に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white square hollow piece to intersection e3. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の三角中空駒を交点i7に移動させた状態を示す平面図である。It is a top view which shows the state which the player of the back moved the black triangular hollow piece to the intersection i7 in one simulation game by the electronic game machine concerning embodiment of this invention. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の丸中空駒を交点a7に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white round hollow piece to intersection a7. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の十字中実駒を交点i3に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the back player moved the black cross solid piece to intersection i3. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、先手の遊戯者が白の丸中実駒を交点a7に移動させた状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the previous player moved the white circle middle solid piece to intersection a7. 本発明の実施の形態に係る電子ゲーム機による一つのシミュレーションゲームにおいて、後手の遊戯者が黒の六角中実駒を交点e9に移動させてゲームが終了した状態を示す平面図である。In one simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the back player moved the black hexagon solid piece to intersection e9, and the game was completed. 本発明の実施の形態に係る電子ゲーム機による別のシミュレーションゲームにおいて、ゲームが終了した状態を示す平面図である。In another simulation game by the electronic game machine which concerns on embodiment of this invention, it is a top view which shows the state which the game was complete | finished. 本発明の実施の形態に係る電子ゲーム機によるさらに別のシミュレーションゲームにおいて、ゲームが終了した状態を示す平面図である。In another simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the game was completed. 本発明の実施の形態に係る電子ゲーム機によるさらに別のシミュレーションゲームにおいて、ゲームが終了した状態を示す平面図である。In another simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the game was completed. 本発明の実施の形態に係る電子ゲーム機によるさらに別のシミュレーションゲームにおいて、ゲームが終了した状態を示す平面図である。In another simulation game by the electronic game machine concerning an embodiment of the invention, it is a top view showing the state where the game was completed.

以下、図面を参照しつつ、本発明の実施の形態について説明する。   Hereinafter, embodiments of the present invention will be described with reference to the drawings.

先ず、図1を参照しつつ、本発明の実施の形態に係る遊具の構成について説明する。ここで、図1は本発明の実施の形態に係る遊具を示す平面図、図2は本発明の実施の形態に係る遊具のゲーム盤を示す平面図、図3は(a)は本発明の実施の形態に係る遊具の駒を示す平面図、(b)は本発明の実施の形態に係る遊具の駒を示す断面図、図4は本発明の実施の形態に係る遊具の各交点での交線の本数(得点)を示す平面図である。   First, the structure of the playground equipment according to the embodiment of the present invention will be described with reference to FIG. Here, FIG. 1 is a plan view showing the play equipment according to the embodiment of the present invention, FIG. 2 is a plan view showing the game board of the play equipment according to the embodiment of the present invention, and FIG. The top view which shows the piece of the play equipment which concerns on embodiment, (b) is sectional drawing which shows the piece of play equipment which concerns on embodiment of this invention, FIG. 4 is each intersection of the play equipment which concerns on embodiment of this invention It is a top view which shows the number (score) of an intersection line.

本発明の実施の形態に係る遊具1は、縦横及び左右斜めの罫線2がお互いに交差する交点3が複数形成されたゲーム盤4と、ゲーム盤4の交点3上に載置される複数且つ同数の異なる2色の駒5,6とから構成され、各色の駒5,6はそれぞれ、異なる複数の形状の中実駒5a,6aと、中実駒5a,6aのうち同色且つ同形状の中実駒に合体可能な中空駒5b,6bと、を備えている。   The playground equipment 1 according to the embodiment of the present invention includes a game board 4 in which a plurality of intersections 3 at which vertical and horizontal and right and left diagonal ruled lines 2 intersect each other and a plurality of intersections 3 placed on the intersections 3 of the game board 4 and The same number of two-color pieces 5 and 6 are used, and each color piece 5 and 6 has a plurality of different shapes of solid pieces 5a and 6a and solid pieces 5a and 6a having the same color and shape. Hollow pieces 5b and 6b that can be combined with the solid piece.

ゲーム盤4は、例えば、矩形状を成し、ゲーム盤4には、例えば、縦横それぞれ5本の罫線2と、左右斜めそれぞれ7本の罫線2とが形成され、3本の罫線2が交差する4個の交点3と、4本の罫線2が交差する16個の交点3と、5本の罫線2が交差する12個の交点3と、8本の罫線2が交差する9個の交点3とが形成されている。なお、図中、ゲーム盤4には、便宜上、交点3の横と縦の位置を示すために、英数字が示されているが、この英数字は必ずしも遊具1自体に記載されている必要はない。   The game board 4 has, for example, a rectangular shape, and the game board 4 has, for example, five ruled lines 2 in the vertical and horizontal directions and seven ruled lines 2 in the diagonal directions, and the three ruled lines 2 intersect. 4 intersections 3, 16 intersections 3 intersecting 4 ruled lines 2, 12 intersections 3 intersecting 5 ruled lines 2, and 9 intersections intersecting 8 ruled lines 2 3 are formed. In the figure, for convenience, the game board 4 is shown with alphanumeric characters to indicate the horizontal and vertical positions of the intersection 3, but the alphanumeric characters need not necessarily be written on the play equipment 1 itself. Absent.

駒5,6は、例えば、白黒に色分けされ、丸、三角、四角、五角、六角、八角、及び十字の7種類の異なる形状の中実駒5a,6a及び中空駒5b,6bを備えている。そして、中実駒5a,6aは、図3(b)に示されているように、それぞれ、同色且つ同形状の中空駒5b,6bの内側に嵌合し、遊戯者が中実駒5a,6a及び中空駒5b,6bを把持し易いように、中空駒5b,6bより高く形成されている。   The pieces 5 and 6 are, for example, color-coded in black and white, and include solid pieces 5a and 6a and hollow pieces 5b and 6b of seven different shapes, such as circle, triangle, square, pentagon, hexagon, octagon, and cross. . Then, as shown in FIG. 3B, the solid pieces 5a and 6a are fitted inside hollow pieces 5b and 6b of the same color and shape, respectively, so that the player can 6a and the hollow pieces 5b and 6b are formed higher than the hollow pieces 5b and 6b so as to be easily gripped.

なお、ゲーム盤4の罫線2や交点3の数は、上記した数に限定されるものではなく、各種変更が可能であり、また、ゲーム盤1は折り畳み可能或いは丸め可能に形成されていてもよく、その場合には、携帯性が一段と向上し、旅先等にも容易に携帯することが可能となる。さらに、2色の駒5,6の個数や形状及び色は、上記した場合に限定されるものではなく、複数且つ同数であって、各色の駒5,6がそれぞれ、異なる複数の形状の中実駒5a,6aと、中実駒5a,6aのうち同色且つ同形状の中実駒に合体可能な中空駒5b,6bとにより構成されている限り、各種変更が可能である。   Note that the number of ruled lines 2 and intersections 3 on the game board 4 is not limited to the above-described numbers, and various changes can be made, and the game board 1 can be folded or rounded. In that case, portability is further improved, and it can be easily carried to a destination. Further, the number, shape, and color of the two-color pieces 5 and 6 are not limited to the above-described cases, and a plurality of and the same number of pieces 5 and 6 of each color are included in a plurality of different shapes. As long as the real pieces 5a and 6a and the hollow pieces 5b and 6b that can be combined with the solid pieces of the same color and the same shape among the solid pieces 5a and 6a, various modifications can be made.

そして、上記した構成を備えた遊具1においてゲームを行う場合の手順は次の通りである。   And the procedure in the case of playing a game in the playground equipment 1 provided with the above-mentioned structure is as follows.

先ず、二人の遊戯者が、それぞれゲーム盤4上に、白黒各7種類の中実駒5a,6aと中空駒5b,6bを図1の通りに初期配置する。この初期配置の状態から、例えば、先手の遊戯者が白駒5を選択し、後手の遊戯者が黒駒6を選択するといったように、それぞれ白黒いずれかの色の駒を選択した2人の遊戯者が、交互に自分が選択した色の中実駒5a,6a若しくは中空駒5b,6bを1回につき1個ずつ縦横及び左右斜めのいずれかの罫線2に沿って各交点3上を移動させる。   First, two players initially arrange seven types of black and white solid pieces 5a and 6a and hollow pieces 5b and 6b on the game board 4 as shown in FIG. From this initial arrangement state, for example, two players who have selected either black and white color pieces, such as the first player selects the white piece 5 and the rear player selects the black piece 6, respectively. However, the solid pieces 5a and 6a or the hollow pieces 5b and 6b of the color selected by the user are alternately moved on each intersection 3 along the ruled line 2 that is vertically or horizontally and diagonally left and right one by one.

この場合、移動させようとしている中実駒5a,6a若しくは中空駒5b,6bの移動方向に、中実駒5a,6a、中空駒5b,6b、合体駒のいずれかを問わず、駒5,6が連続して並んでいる場合には、原則としてすべての駒5,6を飛び越さなければならないが、例外として、並んでいる駒5,6の方向に合体できる駒5,6(同色で同種類の駒)がある場合には、それらを合体させることができる。但し、この場合でも、遊戯者が合体させることを望まない時にはこの合体できる駒5,6を飛び越すこともできる。また、中実駒5a,6aと中空駒5b,6bとの合体後も、各中実駒5a,6aと各中空駒5b,6bは個別の駒として個々に移動させることはできるが、合体させた駒を合体させた状態で一緒に移動させることはできない。さらにまた、駒5,6の移動先の交点3は、合体できる駒がある場合を除いて、空いていなければならず、交点3が空いていない場合には、その方向に駒5,6を移動させることはできない。   In this case, regardless of any of the solid pieces 5a, 6a, the hollow pieces 5b, 6b, and the combined pieces in the moving direction of the solid pieces 5a, 6a or the hollow pieces 5b, 6b to be moved, the pieces 5, 6 Must be skipped over all the pieces 5 and 6 in principle, except that the pieces 5 and 6 (in the same color) that can be combined in the direction of the placed pieces 5 and 6 If there are pieces of the same type), they can be combined. However, even in this case, when the player does not want to unite, the pieces 5 and 6 that can be combined can be skipped. Further, after the solid pieces 5a, 6a and the hollow pieces 5b, 6b are combined, the solid pieces 5a, 6a and the hollow pieces 5b, 6b can be moved individually as individual pieces, but they are combined. It is not possible to move the pieces together. Furthermore, the intersection 3 to which the pieces 5 and 6 are moved must be vacant unless there is a piece that can be merged. If the intersection 3 is not vacant, the pieces 5 and 6 should be placed in that direction. It cannot be moved.

このようなルールに従って駒を移動させた結果、いずれかの遊戯者が、自分の色のすべての駒を合体させ終わった時にゲームは終了となり、合体している駒が存在する交点3の交線の合計数が多い方の色の駒を選択した遊戯者が勝者となる。この時、各交点3における交線の本数(すなわち、得点)は、図4に示すように数えられ、例えば、先手の白駒5を選択した遊戯者の方が先にすべての駒5を合体させ終わった場合には、後手の黒駒6を選択した遊戯者は、その後もう1回だけ自分の駒6を移動させることができ、後手の黒駒6を選択した遊戯者の方が先にすべての駒6を合体させ終わった場合には、その時点でゲームは終了となる。   As a result of moving the pieces according to such rules, the game ends when any player finishes merging all the pieces of their own color, and the intersection line of intersection 3 where the merged pieces exist The player who chooses the colored piece with the larger total number will win the game. At this time, the number of intersection lines (that is, points) at each intersection 3 is counted as shown in FIG. 4. For example, the player who selected the first white piece 5 combines all pieces 5 first. When the game is over, the player who has selected the black piece 6 at the back can move his piece 6 only once thereafter, and the player who has selected the black piece 6 at the back has all the pieces first. If 6 is finished, the game ends at that point.

次に、図1及び図2に加えて、図5及び図6を参照しつつ、上記した遊具1によるゲームを電子ゲーム機で実現するための構成について説明する。ここで、図5は本発明の実施の形態に係る電子ゲーム機のハードウェアの構成を示すブロック図、図6は本発明の実施の形態に係る電子ゲーム機のソフトウェアの構成を示す機能ブロック図である。   Next, with reference to FIGS. 5 and 6 in addition to FIGS. 1 and 2, a configuration for realizing the game by the above-described playground equipment 1 with an electronic game machine will be described. FIG. 5 is a block diagram showing a hardware configuration of the electronic game machine according to the embodiment of the present invention, and FIG. 6 is a functional block diagram showing a software configuration of the electronic game machine according to the embodiment of the invention. It is.

本発明の実施の形態に係る電子ゲーム機10は、図5に示されているように、電子ゲーム機10のそれぞれの構成手段を制御するためのCPU(Central Processing Unit)11と、CPU11が実行するプログラムや各種データを一時的に記憶するためのメモリ12と、CPU11が実行するプログラムや各種データを格納するためのハードディスク13と、液晶表示装置等のディスプレイ14と、ジョイスティックや十字キー等の入力装置15とが、それぞれバス16を介して接続されて構成されている。そして、この電子ゲーム機10の形態としては、ゲーム専用機、パソコン等のコンピュータ、或いは携帯電話等の携帯端末等が考えられ、ハードディスク13にインストール等された電子ゲームプログラム20をCPU11が実行することによりディスプレイ14上に表示される遊具1を使用して遊戯者が対戦できるようになっている。   As shown in FIG. 5, the electronic game machine 10 according to the embodiment of the present invention is executed by a CPU (Central Processing Unit) 11 for controlling each component of the electronic game machine 10 and the CPU 11. A memory 12 for temporarily storing programs and various data to be stored, a hard disk 13 for storing programs executed by the CPU 11 and various data, a display 14 such as a liquid crystal display, and inputs such as a joystick and a cross key A device 15 is connected to each other via a bus 16. The form of the electronic game machine 10 may be a game dedicated machine, a computer such as a personal computer, or a portable terminal such as a mobile phone. The CPU 11 executes the electronic game program 20 installed on the hard disk 13. By using the play equipment 1 displayed on the display 14, the player can play a battle.

電子ゲームプログラム20は、図6に示されているように、ディスプレイ14上にゲーム盤4を表示させるためのゲーム盤表示手段21と、ゲーム盤表示手段21によりディスプレイ14上に表示されたゲーム盤4の交点3上に各色の中実駒5a,6a及び中空駒5b、6bを初期配置させるための駒配置制御手段22と、ゲーム盤4の交点3への中実駒5a,6a及び中空駒5b、6bの移動の可否を判定する駒移動許可手段23と、駒移動許可手段23により駒5,6の移動を許可されて中実駒5a,6aと中空駒5b,6bとが合体した場合に中実駒5a,6aと中空駒5b,6bとの合体駒が載置されている交点3における交線の本数を各色の駒5,6毎に合計して総得点を集計する得点集計手段24と、得点集計手段24により集計された総得点の多い色の駒5,6を選択した遊戯者を勝者と認定する対戦結果判定手段25と、を備えて構成されている。   As shown in FIG. 6, the electronic game program 20 includes a game board display means 21 for displaying the game board 4 on the display 14, and a game board displayed on the display 14 by the game board display means 21. The piece arrangement control means 22 for initially arranging the solid pieces 5a, 6a and the hollow pieces 5b, 6b of each color on the intersection 3 of the four, and the solid pieces 5a, 6a and the hollow piece to the intersection 3 of the game board 4 When the movement of the pieces 5 and 6 is permitted by the piece movement permission means 23 for determining whether or not the movement of the pieces 5b and 6b can be performed, and the movement of the pieces 5 and 6 is permitted by the piece movement permission means 23, the solid pieces 5a and 6a and the hollow pieces 5b and 6b are combined. Score totaling means for totaling the total score by summing up the number of intersection lines at each intersection 3 where the combined pieces of the solid pieces 5a, 6a and the hollow pieces 5b, 6b are placed for each of the pieces 5, 6 of each color 24 and score totaling means 24 And it is configured to include a match result discrimination unit 25 to certify the winner of the game who chose the color of the piece 5,6 busy total score that is, a.

そして、駒移動許可手段23は、遊戯者が駒5,6を移動させようとしている方向の次の交点3に駒5,6が載置されていない場合には、該次の交点3への移動を許可し、遊戯者が駒5,6を移動させようとしている方向の次の交点3に駒5,6が載置されている場合には、該方向にいずれの駒5,6も載置されていない交点が存在するか或いは前記移動させようとしている駒5,6と合体できる駒5,6がある場合に限って前記交点3に載置されている駒5,6を飛び越しての駒5,6の移動を許可するように動作する。   Then, the piece movement permission means 23 moves to the next intersection 3 when the pieces 5 and 6 are not placed at the next intersection 3 in the direction in which the player intends to move the pieces 5 and 6. When the movement is permitted and the pieces 5 and 6 are placed at the next intersection 3 in the direction in which the player is moving the pieces 5 and 6, any pieces 5 and 6 are placed in that direction. Only when there is an intersection that is not placed or there are pieces 5 and 6 that can be combined with the pieces 5 and 6 to be moved, the pieces 5 and 6 placed at the intersection 3 are skipped. It operates to permit movement of the pieces 5 and 6.

また、対戦結果判定手段25は、先手の遊戯者の選択した色のすべての駒5,6が後手の遊戯者の選択した色の駒5,6より先に合体駒となった場合には、その後に後手の遊戯者の選択した色の駒5,6が1回移動された時点でゲームを終了して勝者を認定し、後手の遊戯者の選択した色のすべての駒5,6が先手の遊戯者の選択した色の駒5,6より先に合体駒となった場合には、その時点でゲームを終了して勝者を認定するように動作する。   In addition, the battle result determination means 25, when all the pieces 5 and 6 of the color selected by the previous player are combined into the pieces 5 and 6 of the color selected by the rear player, After that, when the pieces 5 and 6 of the color selected by the back player are moved once, the game is finished and the winner is recognized, and all pieces 5 and 6 of the color selected by the back player are the first. When the player becomes a united piece before the colored pieces 5 and 6 selected by the player, the game is ended and the winner is recognized.

なお、特に図示しないが、電子ゲームプログラム20は、上記構成の他、電子ゲームプログラム20側の架空の遊戯者の熟練レベルを設定可能な対戦レベル設定手段や、いずれかの遊戯者に有利な条件を付与するハンディキャップ設定手段や、遊戯者の一回当たりの駒5,6の操作時間を制限する操作時間制御手段等を備えていてもよい。   Although not specifically shown, the electronic game program 20 has, in addition to the above-described configuration, a battle level setting means that can set the skill level of a fictitious player on the electronic game program 20 side, and conditions that are advantageous to any player. Handicap setting means for giving the game, operation time control means for limiting the operation time of the pieces 5 and 6 per player, and the like.

また、本発明に係る電子ゲーム方法の形態としては、1台のディスプレイ14を共用して2人の遊戯者がゲームを行う形態や、1台のディスプレイ14を使用して1人の人間の遊戯者と電子ゲームプログラム20側の架空の遊戯者(以下、「遊戯者」には電子ゲームプログラム20側の架空の遊戯者を含むものとする。)とがゲームを行う形態や、2台のディスプレイ14を使用して近くに居る2人の遊戯者がゲームを行う形態や、通信ネットワーク網を介して接続された2台のディスプレイ14を使用して離れた場所に居る遊戯者がゲームを行う形態などが考えられ、入力装置15からの操作によって、遊戯者がいずれかのゲーム形態を選択できるようになっている。   In addition, as a form of the electronic game method according to the present invention, a form in which two players play a game by sharing one display 14 or a game of one person using one display 14 is used. A player and an imaginary player on the electronic game program 20 side (hereinafter, “player” includes an imaginary player on the electronic game program 20 side) and two displays 14 A form in which two players who are nearby using the game play a game, or a form in which a player in a remote place plays a game using two displays 14 connected via a communication network It is conceivable that the player can select one of the game forms by an operation from the input device 15.

次に、図面を参照しつつ、本発明の実施の形態に係る電子ゲーム機のゲーム方法について、一つのシミュレーションゲームに従って説明する。   Next, the game method of the electronic game machine according to the embodiment of the present invention will be described according to one simulation game with reference to the drawings.

先ず、遊戯者が入力装置15を介して所定の操作を行い、白駒5を選択する先手の遊戯者と黒駒6を選択する後手の遊戯者を指定すると、図1に示されているように、ゲーム盤表示手段21によりディスプレイ14上にゲーム盤4が表示されると共に、駒配置制御手段22によりゲーム盤4の各交点3上にそれぞれの色の中実駒5a,6a及び中空駒5b、6bが初期配置され、ゲーム開始可能な状態に設定される。   First, when a player performs a predetermined operation via the input device 15 and designates a player who is the first player who selects the white piece 5 and a player who is the second player who selects the black piece 6, as shown in FIG. The game board 4 is displayed on the display 14 by the game board display means 21, and the solid pieces 5a and 6a and the hollow pieces 5b and 6b of the respective colors are displayed on the intersections 3 of the game board 4 by the piece arrangement control means 22. Are initially placed and set in a state where the game can be started.

このように各駒5,6がゲーム盤4上に初期配置された状態で、先手の遊戯者は、例えば、図7に示すように、ゲーム盤4中央の8得点の交点e5を先に奪うため、入力装置15を操作し、白の六角中空駒5bを縦の罫線2に沿って黒の四角中実駒6aを飛び越えて交点e5に移動させると、駒移動許可手段23が交点e5への六角中空駒5bの移動の可否を判定する。この場合、交点e5にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点e5への六角中空駒5bの移動を許可し、白の六角中空駒5bは交点e5に載置される。   In the state where the pieces 5 and 6 are initially arranged on the game board 4 as described above, for example, as shown in FIG. 7, the leading player first takes the intersection e5 of the eight scores at the center of the game board 4 first. Therefore, when the input device 15 is operated and the white hexagonal hollow piece 5b is moved along the vertical ruled line 2 over the black square solid piece 6a to the intersection e5, the piece movement permission means 23 moves to the intersection e5. It is determined whether or not the hexagonal hollow piece 5b can be moved. In this case, since no color pieces 5 and 6 are placed at the intersection e5, the piece movement permission means 23 permits the movement of the hexagonal hollow piece 5b to the intersection e5, and the white hexagonal hollow piece 5b It is placed at the intersection e5.

次いで、後手の遊戯者は、例えば、図8に示すように、先手の遊戯者が白の各中空駒5bを罫線2に沿って横方向に移動するのを邪魔するため、入力装置15を操作し、黒の六角中空駒6bを縦の罫線2に沿って連続する白の四角中実駒5a、白の六角中空駒5b、及び黒の四角中実駒6aを飛び越えて交点e9に移動させると、駒移動許可手段23が交点e9への六角中空駒6bの移動の可否を判定する。この場合、交点e9にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点e9への六角中空駒6bの移動を許可し、黒の六角中空駒6bは交点e5に載置される。   Next, for example, as shown in FIG. 8, the rear player operates the input device 15 in order to prevent the front player from moving the white hollow pieces 5 b laterally along the ruled lines 2. When the black hexagonal hollow piece 6b is moved along the vertical ruled line 2 to the intersection e9 by jumping over the white square solid piece 5a, the white hexagonal hollow piece 5b, and the black square solid piece 6a. The piece movement permission means 23 determines whether or not the hexagonal hollow piece 6b can be moved to the intersection e9. In this case, since no color pieces 5 and 6 are placed at the intersection e9, the piece movement permission means 23 permits the movement of the hexagon hollow piece 6b to the intersection e9, and the black hexagon hollow piece 6b It is placed at the intersection e5.

次いで、先手の遊戯者は、例えば、図9に示すように、8得点の交点g5を先に奪うため、入力装置15を操作し、白の十字中実駒5aを斜めの罫線2に沿って白の四角中実駒5aを飛び越えて交点f4に移動させると、駒移動許可手段23が交点f4への十字中実駒5aの移動の可否を判定する。この場合、交点f4にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点f4への十字中実駒5aの移動を許可し、白の十字中実駒5aは交点f4に載置される。   Next, for example, as shown in FIG. 9, the leading player operates the input device 15 to take the intersection point g5 of 8 scores first, and moves the white cross solid piece 5a along the oblique ruled line 2. When the white square solid piece 5a is jumped and moved to the intersection f4, the piece movement permission means 23 determines whether or not the cross solid piece 5a can be moved to the intersection f4. In this case, since no color pieces 5 and 6 are placed on the intersection point f4, the piece movement permission means 23 permits the movement of the cross solid piece 5a to the intersection point f4, and the white cross solid piece. 5a is placed at the intersection point f4.

この場合、白の五角中空駒5bを一度に8得点の交点g5に移動させることもできるが、そうすると、合体相手の白の五角中実駒5aがすでに8得点の交点c3に載置されており、両駒5a,5bの合体時にいずれかの駒5a又は5bを移動させる際に8得点の交点c3又はg5のいずれかの交点を黒駒6に奪われるおそれがあり、戦略上、好ましくない。   In this case, the white five-point hollow piece 5b can be moved to the eight-point intersection point g5 at a time. However, the white five-point solid piece 5a to be joined is already placed at the eight-point intersection point c3. When moving either piece 5a or 5b when the two pieces 5a and 5b are combined, the black piece 6 may be deprived of the intersection point c3 or g5 of 8 points, which is not preferable in terms of strategy.

次いで、後手の遊戯者は、例えば、図10に示すように、8得点の交点c5を先に奪うため、入力装置15を操作し、黒の丸中実駒6aを斜めの罫線2に沿って黒の四角中実駒6aを飛び越えて交点d6に移動させると、駒移動許可手段23が交点d6への丸中実駒6aの移動の可否を判定する。この場合、交点d6にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点d6への丸中実駒6aの移動を許可し、黒の丸中実駒6aは交点d6に載置される。   Next, for example, as shown in FIG. 10, the player behind the player operates the input device 15 in order to take the intersection c5 of 8 points first, and moves the black circle solid solid piece 6a along the oblique ruled line 2. When the black square solid piece 6a is jumped and moved to the intersection d6, the piece movement permission means 23 determines whether or not the round solid piece 6a can be moved to the intersection d6. In this case, since no color pieces 5 and 6 are placed at the intersection point d6, the piece movement permission means 23 permits the movement of the round middle solid piece 6a to the intersection point d6, and the black round middle solid piece. 6a is placed at the intersection d6.

この場合、黒の八角中空駒6bを一度に8得点の交点c5に移動させることもできるが、そうすると、合体相手の黒の八角中実駒6aがすでに8得点の交点g7に載置されており、両駒6a,6bの合体時にいずれかの駒6a又は6bを移動させる際に8得点の交点c5又はg7のいずれかの交点を白駒5に奪われるおそれがあり、戦略上、好ましくない。   In this case, the black octagonal hollow piece 6b can be moved to the eight-point intersection point c5 at a time, but the union black octagonal solid piece 6a is already placed at the eight-point intersection point g7. When the two pieces 6a and 6b are combined, when the piece 6a or 6b is moved, the white piece 5 may lose the intersection point c5 or g7 of the eight scores, which is not preferable in terms of strategy.

次いで、先手の遊戯者は、例えば、図11に示すように、8得点の交点g5を先に奪うため、入力装置15を操作し、白の十字中実駒5aを斜めの罫線2に沿って隣接する次の交点g5に移動させると、駒移動許可手段23が交点g5への十字中実駒5aの移動の可否を判定する。この場合、交点g5にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点g5への十字中実駒5aの移動を許可し、白の十字中実駒5aは交点g5に載置される。   Next, for example, as shown in FIG. 11, the leading player operates the input device 15 in order to take the intersection point g5 of 8 scores first, and moves the white cross solid piece 5a along the oblique ruled line 2. When moving to the next adjacent intersection point g5, the piece movement permission means 23 determines whether or not the cross solid piece 5a can be moved to the intersection point g5. In this case, since the color pieces 5 and 6 are not placed at the intersection point g5, the piece movement permission means 23 permits the movement of the cross solid piece 5a to the intersection point g5, and the white cross solid piece. 5a is placed at the intersection point g5.

次いで、後手の遊戯者は、例えば、図12に示すように、黒の各中空駒6bを罫線2に沿って横方向に移動できるようにするため、入力装置15を操作し、黒の八角中空駒6bを斜めの罫線2に沿って隣接する次の交点d2に移動させると、駒移動許可手段23が交点d2への八角中空駒6bの移動の可否を判定する。この場合、交点d2にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点d2への八角中空駒6bの移動を許可し、黒の八角中空駒6bは交点d2に載置される。   Next, for example, as shown in FIG. 12, the player at the rear side operates the input device 15 so that each black hollow piece 6b can be moved in the horizontal direction along the ruled line 2, and the black octagonal hollow is operated. When the piece 6b is moved to the next adjacent intersection d2 along the oblique ruled line 2, the piece movement permission means 23 determines whether or not the octagonal hollow piece 6b can be moved to the intersection d2. In this case, since no colored pieces 5 and 6 are placed at the intersection d2, the piece movement permission means 23 permits the movement of the octagonal hollow piece 6b to the intersection d2, and the black octagonal hollow piece 6b is It is placed at the intersection d2.

次いで、先手の遊戯者は、例えば、図13に示すように、後手の遊戯者の前記一手に応じて、8得点の交点c5を先に奪うため、入力装置15を操作し、白の丸中実駒5aを斜めの罫線2に沿って白の四角中実駒5aを飛び越えて交点d4に移動させると、駒移動許可手段23が交点d4への丸中実駒5aの移動の可否を判定する。この場合、交点d4にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点d4への丸中実駒5aの移動を許可し、白の丸中実駒5aは交点d4に載置される。   Next, for example, as shown in FIG. 13, the front player, in accordance with the one hand of the rear player, operates the input device 15 in order to take the intersection point c5 of 8 points first, and the white circle When the real piece 5a is moved along the oblique ruled line 2 over the white square solid piece 5a to the intersection d4, the piece movement permission means 23 determines whether or not the round medium solid piece 5a can be moved to the intersection d4. . In this case, since the colored pieces 5 and 6 are not placed at the intersection d4, the piece movement permission means 23 permits the movement of the round middle solid piece 5a to the intersection d4, and the white round middle solid piece. 5a is placed at the intersection d4.

次いで、後手の遊戯者は、例えば、図14に示すように、先手の遊戯者の前記一手に応じて、8得点の交点c5を先に奪うため、入力装置15を操作し、黒の丸中実駒6aを斜めの罫線2に沿って隣接する次の交点c5に移動させると、駒移動許可手段23が交点c5への丸中実駒6aの移動の可否を判定する。この場合、交点c5にはいずれの色の駒5,6も載置されていないため、駒移動許可手段23は交点c5への丸中実駒6aの移動を許可し、白の丸中実駒6aは交点c5に載置される。   Next, for example, as shown in FIG. 14, the player at the rear side operates the input device 15 in order to take the intersection point c5 of 8 points first according to the above-mentioned hand of the player at the front. When the real piece 6a is moved along the oblique ruled line 2 to the next adjacent intersection c5, the piece movement permission means 23 determines whether or not the round medium real piece 6a can be moved to the intersection c5. In this case, since no color pieces 5 and 6 are placed at the intersection c5, the piece movement permission means 23 permits the movement of the round middle solid piece 6a to the intersection c5, and the white round middle solid piece. 6a is placed at the intersection c5.

以降、図15〜図46に示すそれぞれの場合においても、駒移動許可手段23は上記したのと同様の判定を行う。図15以降のシミュレーションにおいては特に、各遊戯者は自分の色のすべての駒5,6をできるだけ早く合体させると共に、相手の色の駒5,6の合体を邪魔することを基本方針にしてゲームを行っている。そのため、自分の色の駒5,6の移動は、できるだけ連続して並んでいる駒5,6を飛び越して移動させたり、また、相手の色の駒5,6には、できるだけ連続して並んでいる駒5,6を飛び越させたりしないようにしている。さらに、相手の色5,6の駒が移動することが予想される交点上に、先に自分の色の駒5,6を移動させることによって、相手の色の駒5,6をその交点上に移動できないように邪魔している。   Thereafter, also in each case shown in FIGS. 15 to 46, the piece movement permission means 23 performs the same determination as described above. Especially in the simulations from FIG. 15 onward, each player joins all the pieces 5 and 6 of his / her color as soon as possible, and obstructs the combination of the opponent's color pieces 5 and 6 as a basic policy. It is carried out. Therefore, the movement of the colored pieces 5 and 6 is performed by jumping over the pieces 5 and 6 that are continuously arranged as much as possible, or the continuous pieces of the colored pieces 5 and 6 are arranged as continuously as possible. The jumping pieces 5 and 6 are not jumped over. Further, by moving the color pieces 5 and 6 of the opponent color first on the intersection where the opponent color pieces 5 and 6 are expected to move, the opponent color pieces 5 and 6 are moved to the intersection point. Is disturbing so that you can not move.

具体的には、例えば、図15に示すように、先手の遊戯者は、図14の状態から3つの駒を飛び越えて白の八角中空駒5bを交点c1に移動させることで、8得点の交点g3にある白の八角中実駒5aとの合体に向けての準備をすると共に、交点c9を空けることで、白の五角中空駒5bを横方向に移動できるようにしている。   Specifically, for example, as shown in FIG. 15, the first player jumps over the three pieces from the state shown in FIG. 14 and moves the white octagonal hollow piece 5b to the intersection c1, thereby obtaining an intersection of 8 points. The white pentagonal hollow piece 5b can be moved in the horizontal direction by making preparations for merging with the white octagonal solid piece 5a in g3 and by making an intersection c9.

次いで、図16に示すように、後手の遊戯者は、先手の遊戯者が白の六角中実駒5aを交点a5に移動させる前に、先に黒の丸中空駒6bを交点a5に移動させて、白の六角中実駒5aが遠回りしなければ、交点e5にある白の六角中空駒5bとの合体ができないように邪魔をしている。   Next, as shown in FIG. 16, the player at the back moves the black round hollow piece 6b to the intersection a5 before the player at the front moves the white hexagonal solid piece 5a to the intersection a5. If the white hexagonal solid piece 5a does not go around, it interferes with the white hexagonal hollow piece 5b at the intersection e5.

次いで、図17では、先手の遊戯者が白の八角中空駒5bを交点f4に移動させ、さらに、図18では、後手の遊戯者が黒の八角中空駒6bを交点h6に移動させている。   Next, in FIG. 17, the first player moves the white octagonal hollow piece 5b to the intersection point f4, and further, in FIG. 18, the rear player moves the black octagonal hollow piece 6b to the intersection point h6.

次いで、図19に示すように、先手の遊戯者は、後手の遊戯者が黒の三角中実駒5aを交点d2に4個の駒を飛び越えて移動させてくるのではないかと考えて、白の八角中空駒5bを交点g3に移動させて、白の八角中実駒5aと合体させている。   Next, as shown in FIG. 19, the first player thinks that the second player may move the black triangular solid piece 5a to the intersection d2 by jumping over four pieces. The octagonal hollow piece 5b is moved to the intersection point g3 to be combined with the white octagonal solid piece 5a.

次いで、図20に示すように、後手の遊戯者は、黒の六角中実駒6aを交点c9に移動させて、交点e9にある黒の六角中空駒6bとの合体の準備をすると共に、先手の遊戯者が白の五角中空駒5bを交点c9に移動できないように邪魔をしている。   Next, as shown in FIG. 20, the rear player moves the black hexagonal solid piece 6a to the intersection c9 and prepares for combining with the black hexagon hollow piece 6b at the intersection e9. The player is obstructed so that the white five-point hollow piece 5b cannot be moved to the intersection c9.

次いで、図21では、先手の遊戯者が白の六角中実駒5aを交点a1に移動させ、さらに、図22に示すように、後手の遊戯者は、先手の遊戯者が白の六角中実駒5aを交点e5に3個の駒を飛び越えて移動させることができないように、黒の三角中空駒6bを交点f6に移動させている。   Next, in FIG. 21, the first player moves the white hexagonal solid piece 5a to the intersection a1, and, as shown in FIG. 22, the second player is the white hexagon solid. The black triangular hollow piece 6b is moved to the intersection point f6 so that the piece 5a cannot be moved over the intersection point e5 over three pieces.

次いで、図23では、先手の遊戯者が白の六角中実駒5aを交点b2に移動させ、さらに、図24では、後手の遊戯者が黒の四角中空駒6bを交点e1に移動させ、さらに、図25では、先手の遊戯者が白の六角中実駒5aを交点e5に移動させて白の六角中空駒5bに合体させ、さらに、図26では、後手の遊戯者が黒の五角中空駒6bを交点c1に移動させ、さらに、図27では、先手の遊戯者が白の三角中実駒を3個の駒を飛び越えて交点a3に移動させている。   Next, in FIG. 23, the front player moves the white hexagonal solid piece 5a to the intersection b2, and in FIG. 24, the rear player moves the black square hollow piece 6b to the intersection e1, 25, the first player moves the white hexagonal solid piece 5a to the intersection e5 and merges it with the white hexagonal hollow piece 5b. Further, in FIG. 26, the rear player has the black five-pointed hollow piece. 6b is moved to the intersection c1, and in FIG. 27, the first player moves the white triangular solid piece over three pieces to the intersection a3.

次いで、図28に示すように、後手の遊戯者は、白の三角中実駒5aによって飛び越されないように、黒の丸中空駒6bを交点c5に移動させて、黒の丸中実駒6aと合体させている。   Next, as shown in FIG. 28, the player at the back moves the black round hollow piece 6b to the intersection c5 so as not to be jumped by the white triangular solid piece 5a, and the black round solid piece 6a. And united.

次いで、図29に示すように、先手の遊戯者は、次に白の四角中空駒5bを交点d4に移動させることができるように、先に白の丸中実駒5aを交点d4から交点b6に移動させている。   Next, as shown in FIG. 29, the player who is the first player can first move the white round hollow solid piece 5a from the intersection point d4 to the intersection point b6 so that the white square hollow piece 5b can be moved to the intersection point d4. Has been moved to.

次いで、図30では、後手の遊戯者が黒の十字中実駒6aを交点h4に移動させ、さらに、図31では、先手の遊戯者が白の四角中空駒5bを交点d4に移動させ、さらに、図32では、後手の遊戯者が黒の三角中空駒6bを交点i9に移動させている。   Next, in FIG. 30, the rear player moves the black cross solid piece 6a to the intersection h4, and in FIG. 31, the first player moves the white square hollow piece 5b to the intersection d4. In FIG. 32, the player at the back moves the black triangular hollow piece 6b to the intersection point i9.

次いで、図33に示すように、先手の遊戯者は、白の十字中空駒5bを交点f6に移動させて、交点g5にある白の十字中実駒5aとの合体の準備をすると共に、交点h8を空けることで、次に白の五角中空駒5bを交点h8に移動させることができるようにしている。そして、次の次に白の五角中空駒5bを交点h8から交点c3に移動させようとしている。   Next, as shown in FIG. 33, the first player moves the white cross hollow piece 5b to the intersection point f6 and prepares for the uniting with the white cross solid piece 5a at the intersection point g5. By opening h8, the white pentagonal hollow piece 5b can be moved to the intersection h8 next. Next, the white pentagonal hollow piece 5b is moved from the intersection point h8 to the intersection point c3.

その後、図36では、後手の遊戯者が黒の五角中空駒6bを交点c7に移動させて黒の五角中実駒6aと合体させ、さらに、図37では、先手の遊戯者が白の五角中空駒5bを交点c3に移動させて白の五角中実駒5aと合体させ、図38では、後手の遊戯者が黒の四角中空駒6bを交点e7に移動させて黒の四角中実駒6aに合体させ、さらに、図39では、先手の遊戯者が白の十字中空駒5bを交点g5に移動させて白の十字中実駒5aに合体させ、図40では、後手の遊戯者が黒の八角中空駒6bを交点g7に移動させて黒の八角中実駒6aに合体させ、さらに、図41では、先手の遊戯者が白の四角中空駒5bを交点e3に移動させて白の四角中実駒5aに合体させ、さらに、図42では、後手の遊戯者が黒の三角中空駒6bを交点i7に移動させて黒の三角中実駒6aに合体させ、さらに、図43では、先手の遊戯者が白の丸中空駒5bを交点a7に移動させ、さらに、図44では、後手の遊戯者が黒の十字中実駒6aを交点i3に移動させて黒の十字中空駒6bに合体させ、さらに、図45では、先手の遊戯者が白の丸中実駒5aを交点a7に移動させて白の丸中空駒5bに合体させている。   Then, in FIG. 36, the rear player moves the black pentagonal hollow piece 6b to the intersection c7 and unites it with the black pentagonal solid piece 6a. Further, in FIG. 37, the former player has the white pentagonal hollow piece. The piece 5b is moved to the intersection point c3 and united with the white pentagonal solid piece 5a. In FIG. 38, the player behind the player moves the black square hollow piece 6b to the intersection point e7 to become the black square solid piece 6a. Further, in FIG. 39, the first player moves the white cross hollow piece 5b to the intersection point g5 and merges it with the white cross solid piece 5a. In FIG. 40, the rear player shows the black octagon. The hollow piece 6b is moved to the intersection point g7 and united with the black octagonal solid piece 6a. Further, in FIG. 41, the first player moves the white square hollow piece 5b to the intersection point e3 and moves the white square solid piece. Further, in FIG. 42, the player at the rear side crosses the black triangular hollow piece 6b. 7 and unite with the black triangular solid piece 6a, and in FIG. 43, the first player moves the white round hollow piece 5b to the intersection point a7. Further, in FIG. Moves the black cross solid piece 6a to the intersection point i3 and merges it with the black cross hollow piece 6b. Further, in FIG. 45, the previous player moves the white circle solid piece 5a to the intersection point a7. It is united with a white round hollow piece 5b.

そして、図46に示すように、後手の遊戯者が、黒の六角中実駒6aを交点e9に移動させて、すべての駒6を合体させ終わると、得点集計手段24は、白の中実駒5aと中空駒5bとの合体駒が載置されている交点3における交線2の本数を合計して先手の遊戯者の総得点を45点として集計すると共に、黒の中実駒6aと中空駒6bとの合体駒が載置されている交点3における交線2の本数を合計して後手の遊戯者の総得点を47点として集計する。この得点集計手段24による集計結果に基づき、対戦結果判定手段25は、総得点の多い黒の駒6を選択した後手の遊戯者を勝者と認定する。   Then, as shown in FIG. 46, when the player at the back moves the black hexagonal solid piece 6a to the intersection e9 and finishes merging all the pieces 6, the score counting means 24 obtains a white solid piece. The total number of intersection lines 2 at the intersection 3 where the united pieces of the piece 5a and the hollow piece 5b are placed is totaled and the total score of the previous player is counted as 45 points, and the black solid piece 6a The total number of intersection lines 2 at the intersection point 3 where the united piece with the hollow piece 6b is placed is added up, and the total score of the player behind the player is counted as 47 points. Based on the result of counting by the score totaling means 24, the battle result determining means 25 recognizes the player who has selected the black piece 6 having the highest total score as the winner.

上記したシミュレーションゲームでは、先手の遊戯者が、ゲームの序盤において、9個存在する8点の交点のうち、5個の交点上に白駒を移動させることができたが、ゲームの中盤から終盤にかけて、後手の遊戯者にゲームの主導権を握られて、1種類の駒を合体させることができずにゲームを終えたため、後手の遊戯者が僅差で勝者となった。   In the simulation game described above, the first player was able to move the white piece to 5 out of the 8 intersections that existed in the beginning of the game. Because the player behind the game took the initiative in the game and finished the game without being able to unite one kind of pieces, the player behind the game was the winner.

なお、上記したシミュレーションでは、ゲームの序盤において、すでにある程度勝敗の行方が予想できる。なぜならば、白駒を選択した先手の遊戯者は、先ず、第一手としてゲーム盤中央の8点の交点e5に白の六角中空駒5bを移動させている(図7参照)が、この結果として、後手の遊戯者に黒の六角中空駒6bを交点e9に移動されてしまい(図8参照)、白の各中空駒を横方向に移動できないように邪魔をされ、以降のゲーム展開において不利な状況が続くことになったからである。   In the above-described simulation, it is already possible to predict where the game will be won or lost to some extent at the beginning of the game. This is because the player who selected the white piece first moved the white hexagonal hollow piece 5b to the intersection point e5 at the eight points in the center of the game board as the first hand (see FIG. 7). The player behind the player moves the black hexagonal hollow piece 6b to the intersection e9 (see FIG. 8), and is obstructed so that the white hollow pieces cannot be moved laterally, which is disadvantageous in the subsequent game development. This is because the situation continued.

上記した本発明の実施の形態に係る遊具1及び電子ゲーム機10によれば、序盤、中盤、終盤と様々なゲーム展開を楽しむことができるが、例えば、図47〜図50においてその他のシミュレーションゲーム終了時の状態を示すように、上記した一つのシミュレーションゲームだけでは本ゲームの奥深さをすべて紹介することはできない。また、上記した一つのシミュレーションゲームでは、優劣がはっきりしていたが、ゲーム終了間近まで、勝敗の予想がつかないゲーム展開となる場合も数多くあり、例えば、一手差や一点差で決着が付く場合や、どちらの駒もすべての駒を合体させて終了する場合もある。さらにまた、高得点の交点(8点)に1つの駒を進めていながら、ゲーム展開によっては、高得点の交点から移動せざるをえない場合や、或いは、相手の駒の移動の邪魔をするために敢えて低得点(3点や4点)の交点上で駒を合体させた方が得策である場合や、連続する複雑な駆け引きの末にようやく決着が付く場合もある。   According to the above-described playground equipment 1 and electronic game machine 10 according to the embodiment of the present invention, it is possible to enjoy various game developments in the early, middle, and final stages. For example, other simulation games in FIGS. As shown in the state at the end, it is not possible to introduce all the depth of this game with only one simulation game. In addition, although the superiority and inferiority were clear in the one simulation game described above, there are many cases where the game development cannot be predicted until near the end of the game, for example, when it is settled with one hand difference or one point difference In some cases, both pieces end by combining all the pieces. Furthermore, while one piece is advanced to the high score intersection (eight points), depending on the game development, it may be necessary to move from the high score intersection or to disturb the movement of the opponent's piece. In some cases, it is better to unite the pieces on the intersection of low scores (3 points or 4 points), or in some cases, the conclusion is finally reached after a series of complicated bargaining.

そして、ゲームの勝者となるには、主に以下のような2つの戦術がある。
[1]9個ある高得点の交点(8点)に、相手より早く、自分の駒を移動させて、相手より多く、高得点の交点を占領することである。但し、一度、高得点の交点を占領した場合であっても、ゲーム展開によっては、高得点の交点から自分の駒を移動せざるを得ないこともある。
[2]相手より早く、自分のすべての駒を合体させ終わって、ゲーム終了の権利を得ると共に高得点を上げることである。駒を早く合体させるには、駒を早く移動させなければならず、連続して並んでいる駒を飛び越す手段をとる必要がある。連続して並んでいる駒を飛び越すには先ず、駒を連続して並ぶように移動させる必要があるが、駒を連続して並べた場合には、相手にも、利用される可能性があることを意識しなければならない。そして、時には、連続して並んでいる駒を、意識的に途切れさせたり、また、移動方向のすべての交点を駒で埋めることにより、移動できなくしたりするという戦術も必要となることがある。
In order to become a winner of the game, there are mainly two strategies as follows.
[1] To move the piece to nine high-scoring intersections (eight points) earlier than the opponent, and to occupy more high-scoring intersections than the opponent. However, even if the high-scoring intersection is occupied once, depending on the game development, it may be necessary to move the piece from the high-scoring intersection.
[2] To get the right to end the game and raise the high score by merging all of his pieces earlier than the opponent. In order to unite the pieces quickly, the pieces must be moved quickly, and it is necessary to take means for jumping over the consecutively arranged pieces. In order to jump over the consecutive pieces, it is necessary to move the pieces so that they are continuously arranged. However, if the pieces are arranged consecutively, they may be used by the opponent. You must be aware of this. In some cases, it may be necessary to tactically discontinue the pieces that are continuously arranged, or to make the movement impossible by filling all intersections in the moving direction with the pieces.

このように上記した本発明の実施の形態に係る遊具1及び電子ゲーム機10によれば、以下のような様々な優れた効果を得ることができる。
(1)ゲームのルールが単純な為、老若男女を問わず、ゲームを行なうことができ、広く普及させることが可能である。また、幼児のための知育ゲーム機としても、高齢者の認知症予防の為のゲーム機としても、一般者向けの思考ゲーム機としても活用することができる。
(2)遊具およびゲーム機が世界共通の技術的特徴を有しているため、全世界の人々が、老若男女、人種、民族、宗教、言語、地域等の壁を乗り越えて、コミュニケーションや競技の場を持つことができ、世界平和や世界各国との友好に対して貢献できるゲームを提供することができる。
(3)ゲームの順番により遊戯者に有利或いは不利がなく、公平なゲームであるため、どちらの遊戯者もゲームを十分に楽しむことができる。
(4)先手(白駒)の遊戯者と後手(黒駒)の遊戯者とでは、最善手が異なり、後手の遊戯者が先手の遊戯者と同じ手を打ち続けようとしても、同じ手は打てなくなるため、遊戯者を白けさせない。
(5)ルールは簡単であるが、ゲーム内容は非常に複雑であり、様々な戦術が考えられ、ゲーム盤上の各駒の配置を理解して、毎回、最善な一手を打つことが重要になり、一手ごとに、何れの戦術を優先すべきかを考えさせられ、遊戯者を飽きさせない。
(6)一手で、ゲームの流れが変わることもあり、数手先を考えた深い読みが必要となり、また、ゲーム中に一手、先になるか、後になるかによって、損得が分かれるため、ゲームの流れを自分の方に引き寄せるために、どの駒をどの順番に移動させるかを判断する必要があり、この駆け引きによりゲームの興趣を高めることができる。
(7)必勝法の解明が困難で、定石を確立することが難しいため、一手一手を考えながら楽しむことができ、思考するゲームとしていつまでも新鮮にゲームを楽しむことができる。
(8)一手で、ゲーム展開が全く異なってくるので、ゲーム終了まで、どちらの遊技者が優勢かを判断することが難しい場合が多く、最後まで、遊技者や見物者を飽きさせることがない。
(9)ゲーム展開が一手ごとに変わる為、毎回、相手の打った手を加味して、最善の手を打つ必要があり、ゲーム中の遊戯者に常に心地良い緊張感を維持させることができる。
(10)ゲーム盤全体に注意を払ったり、様々な視点から一手一手を考えたりする必要があり、ゲームを行うことで、右脳的空間認識能力、左脳的計画能力、段取力、推理力、結果や展開の予測能力、直観力、第六感等を向上させることができ、脳力の活性や開発への効果を期待することができる。
As described above, according to the play equipment 1 and the electronic game machine 10 according to the embodiment of the present invention described above, various excellent effects as described below can be obtained.
(1) Since the game rules are simple, the game can be played regardless of age or sex, and can be widely spread. Further, it can be used as an educational game machine for infants, a game machine for preventing dementia of the elderly, and a thinking game machine for the general public.
(2) Because playground equipment and game machines share the same technical characteristics throughout the world, people around the world can overcome communication barriers such as men and women, race, ethnicity, religion, language, and region. And can provide games that can contribute to world peace and friendship with countries around the world.
(3) There is no advantage or disadvantage to the player depending on the order of the game, and since it is a fair game, both players can fully enjoy the game.
(4) The first player (Shirakoma) and the second player (Kurokoma) have different best hands, and even if the second player continues to play the same hand as the first player, Because it will disappear, the player will not be whitened.
(5) Although the rules are simple, the content of the game is very complex, and various tactics can be considered. It is important to understand the arrangement of each piece on the game board and make the best move every time. , I am allowed to think about which tactic should be prioritized for each move, and I will not get bored of the player.
(6) The flow of the game may change by one move, and it is necessary to read deeply considering several moves, and the profits and losses are divided depending on whether you move first or later in the game. In order to draw the flow toward yourself, it is necessary to determine which pieces are to be moved in which order, and this game can enhance the interest of the game.
(7) Since it is difficult to elucidate the winning method and it is difficult to establish a fixed stone, it can be enjoyed while thinking one by one, and it can be enjoyed fresh as a thinking game.
(8) Since the game development will be completely different with one move, it is often difficult to determine which player is dominant until the end of the game, and until the end, players and spectators will not get bored. .
(9) Since the game development changes from one game to another, it is necessary to take the best hand each time, taking into account the hand hit by the opponent, and the player in the game can always maintain a comfortable tension. .
(10) It is necessary to pay attention to the entire game board or think about each one from various viewpoints. By playing the game, right brain spatial recognition ability, left brain planning ability, setup ability, reasoning ability, The results, development prediction ability, intuition, the sixth sense, etc. can be improved, and the activity of brain power and the effect on development can be expected.

1 遊具
2 罫線
3 交点
4 ゲーム盤
5 駒
5a 中実駒
5b 中空駒
6 駒
6a 中実駒
6b 中空駒
10 電子ゲーム機
DESCRIPTION OF SYMBOLS 1 Play equipment 2 Ruled line 3 Intersection 4 Game board 5 Pieces 5a Solid piece 5b Hollow piece 6 Piece 6a Solid piece 6b Hollow piece 10 Electronic game machine

Claims (2)

縦横及び左右斜めの罫線がお互いに交差する交点が複数形成されたゲーム盤と、
該ゲーム盤の交点上に載置される複数且つ同数の異なる2色の駒と、
を備え、該各色の駒はそれぞれ、すべて異なる複数の形状の中実駒と、該中実駒のうち同色且つ同形状の中実駒に合体可能なすべて異なる複数の形状の中空駒とにより構成され、
前記各色の駒はそれぞれ、丸中実駒、三角中実駒、四角中実駒、五角中実駒、六角中実駒、八角中実駒、十字中実駒、及び、丸中空駒、三角中空駒、四角中空駒、五角中空駒、六角中空駒、八角中空駒、十字中空駒の14種類の駒を備え、
前記ゲーム盤には、前記中実駒と前記中空駒との合体駒が載置されている交点における交線の本数の合計数の多少により勝敗を決定可能なように、3本の罫線が交差する4個の交点と4本の罫線が交差する16個の交点と5本の罫線が交差する12個の交点と8本の罫線が交差する9個の交点との合計41個の交点がそれぞれ形成され、前記各色の中実駒及び中空駒を一方の遊戯者側の第1〜第3列目と他方の遊戯者側の第7〜第9列目に初期配置させてゲームを開始可能なように工夫していることを特徴とする遊具。
A game board in which a plurality of intersections where vertical and horizontal and right and left diagonal ruled lines intersect each other are formed;
A plurality of two-color pieces of the same number placed on the intersection of the game board; and
Comprising a respective frame of the respective colors, and the actual piece of all different shapes, is constituted by a hollow piece of a plurality of shapes all possible merging different solid piece in the same color and the same shape of the intermediate real piece ,
Each color piece is a round solid piece, a triangular solid piece, a square solid piece, a pentagon solid piece, a hexagon solid piece, an octagon piece, a cross piece, a round hollow piece, and a triangular hollow piece. It has 14 types of pieces: pieces, square hollow pieces, pentagon hollow pieces, hexagon hollow pieces, octagon hollow pieces, and cross hollow pieces.
In the game board, three ruled lines intersect so that the winning / losing can be determined depending on the total number of lines of intersection at the intersection where the solid piece and the hollow piece are placed. each total of 41 intersection points of the four intersection points and nine intersections four borders 12 intersection points and eight borders 16 intersection points and five border crossing intersect intersect to the The game can be started by initially arranging the solid pieces and hollow pieces of each color in the first to third rows on one player side and the seventh to ninth rows on the other player side. A playground equipment characterized by contrivance .
前記中実駒は前記中空駒の内側に嵌合し、前記中空駒より高く形成されている請求項1に記載の遊具。
The play equipment according to claim 1 , wherein the solid piece is fitted inside the hollow piece and formed higher than the hollow piece .
JP2011127794A 2011-06-08 2011-06-08 Playground equipment Active JP4988052B1 (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112402963A (en) * 2020-11-20 2021-02-26 腾讯科技(深圳)有限公司 Information sending method, device, equipment and storage medium in virtual scene

Citations (7)

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Publication number Priority date Publication date Assignee Title
JPS5290337A (en) * 1976-01-23 1977-07-29 Aladdin Ind Game board
JPS5312075U (en) * 1976-07-13 1978-02-01
JPS55108376A (en) * 1978-12-28 1980-08-20 Shoptaugh Philip L Combination game tool
JPS63186677A (en) * 1986-09-06 1988-08-02 株式会社 日高興産 Game board type play tool
JPH031806U (en) * 1989-05-29 1991-01-10
JPH0360148U (en) * 1989-10-18 1991-06-13
JP3157843U (en) * 2009-12-17 2010-03-04 渡邉 清 Game tools

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS5290337A (en) * 1976-01-23 1977-07-29 Aladdin Ind Game board
JPS5312075U (en) * 1976-07-13 1978-02-01
JPS55108376A (en) * 1978-12-28 1980-08-20 Shoptaugh Philip L Combination game tool
JPS63186677A (en) * 1986-09-06 1988-08-02 株式会社 日高興産 Game board type play tool
JPH031806U (en) * 1989-05-29 1991-01-10
JPH0360148U (en) * 1989-10-18 1991-06-13
JP3157843U (en) * 2009-12-17 2010-03-04 渡邉 清 Game tools

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112402963A (en) * 2020-11-20 2021-02-26 腾讯科技(深圳)有限公司 Information sending method, device, equipment and storage medium in virtual scene

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