JPH0619792U - Psycholon II - Google Patents

Psycholon II

Info

Publication number
JPH0619792U
JPH0619792U JP11242791U JP11242791U JPH0619792U JP H0619792 U JPH0619792 U JP H0619792U JP 11242791 U JP11242791 U JP 11242791U JP 11242791 U JP11242791 U JP 11242791U JP H0619792 U JPH0619792 U JP H0619792U
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JP
Japan
Prior art keywords
pieces
opponent
frame
game
eyes
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
JP11242791U
Other languages
Japanese (ja)
Inventor
親彦 河野
Original Assignee
親彦 河野
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 親彦 河野 filed Critical 親彦 河野
Priority to JP11242791U priority Critical patent/JPH0619792U/en
Publication of JPH0619792U publication Critical patent/JPH0619792U/en
Pending legal-status Critical Current

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  • Toys (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Pinball Game Machines (AREA)

Abstract

(57)【要約】 【目 的】娯楽のためのゲーム 【構 成】マス目のある盤上に、自分および相手の立方
体のコマを、一定の規則に従い交互に並べ、勝ち負けを
競うゲームである。
(57) [Summary] [Aim] Games for entertainment [Composition] This is a game where you and your opponent's cube pieces are arranged alternately according to a certain rule on a board with squares to compete for victory or defeat. .

Description

【考案の詳細な説明】 盤は縦、横、各々6目ずつ、合計36マスからなる。 立方体のコマは、黒字に白で印したサイコロ18ケと、白地に赤で印したサイコ ロ18ケ、合計36ケからなる。 自分および相手は、同じ色で色分けされたサイコロをそれぞれ18ケずつ、コマ として持つ。(例えば、自分は白地に赤で印されたサイコロ18ケ、相手は黒地 に白で印されたサイコロ18ケといった具合。) 自分および相手は、それぞれの持ちゴマ(サイコロ)を一定の規則に従い、盤上 に交互に並べてゆき、すべてのマス目にコマ(サイコロ)が満たされた時点でゲ ームは終了とする。 ゲームの規則および勝敗については下記の通りである。 規則について コマ(サイコロ)を置く位置は相手のコマの隣接部(縦、横、斜)ならばどこで もよい。なお、次のような規則がある。 (1)相手のコマの縦、横の隣接部に自分のコマを置いた場合 自分のコマの目の数が、相手のコマの目の数より大きい場合は相手のコマは その場所で自分の置いたコマとは反対方向に90度回転しなければならない。 (2)相手のコマを自分のコマが偶数同志または奇数同志ではさみこんだ場合( 但し、自分と相手のコマとの関係は縦、横に限る。また、相手のコマが、2つ以 上並んでいる場合も該当する。) 相手のコマを自分のコマが偶数同志(奇数同志)ではさみこんだ場合は相手 のコマは次の通りに回転しなければならない。すなわち、横の関係ではさみこん だ場合は相手のコマはすべて前方に90度(奇数同志では後方に90度)、縦の 関係ではさみこんだ場合は左に90度(奇数同志では右に90度)回転しなけれ ばならない。 (3)相手のコマを自分のコマが相手のコマの目の数より大きいコマと小さいコ マの目の数ではさみこんだ場合(相手のコマが、2つ以上並んでいる場合も該当 する。) 相手のコマを自分のコマが横の関係ではさみこんだ場合は相手のコマはすべ て前方に180度、縦、斜の関係ではさみこんだ場合は左に180度回転しなけ ればならない。 なお、相手のコマの回転は同じコマでは1回限りとする。この時、(1)の規則 は(2)に、(2)の規則は(3)の規則に優先するものとする。 ゲームの勝敗について (1)小さな数とりゲーム(Small total numbers gam e) 自分の置いた18ケのコマ(サイコロ)の目の数の総数が、相手の18ケ のコマの目の数の総数よりも小さい場合を勝ちとする。 (2)大きな数とりゲーム(Large total numbers gam e) 自分の置いた18ケのコマ(サイコロ)の目の数の総数が、相手の18ケ のコマの目の数の総数よりも大きい場合を勝ちとする。 (3)3とりゲーム(Large number3 game) 自分の置いた18ケのコマ(サイコロ)の目のうちで、3の目を示すもの が、相手のそれよりも多い場合を勝ちとする。3の目の数が同数の場合は、 18ケのコマの目の総数を競う。この遊び方の応用として、あらかじめ特定 の数字を指定しておき、その目の数を競ってもよい。 (4)3ぬきゲーム(Small number3 game) 自分の置いた18ケのコマ(サイコロ)の目のうちで、3の目を示すもの が、相手のそれよりも少ない場合を勝ちとする。3の目の数が同数の場合は 、18ケのコマの目の総数を競う。 この遊び方の応用として、あらかじめ特定の数字を指定しておき、その目 の数を競ってもよい。 (5)同数字獲得ゲーム(Same numbers game) 自分の置いた18ケのコマ(サイコロ)のうち、同じ数を示すものが多い 方を勝ちとする。同数字のコマの数がおなじ場合は、コマの目の数字が大き い方を勝ちとする。 (6)順列数字獲得ゲーム(Full numbers game) 自分の置いた18ケのコマ(サイコロ)のうち、1から6までの目の数の 組み合わせを1組とする。この組数が相手のそれよりも多い場合を勝ちとす る。 組数が同数の場合は、18ケのコマの目の総数を競う。[Detailed description of the device]   The board consists of 6 squares in each of the vertical and horizontal directions, for a total of 36 squares. The cubic pieces are 18 dice marked in black on the black and the dice marked in red on a white background. 18 pieces, 36 pieces in total. You and your opponent each have 18 dice colored in the same color. Have as. (For example, I have 18 dice marked in red on a white background, and my opponent is a black background. 18 dice marked in white. ) You and your opponent have their own sesame (dice) on the board according to certain rules. Alternately, and when all the squares are filled with pieces (dice), The game ends. The rules and win / loss of the game are as follows.   About the rules Where is the position of the piece (dice) if it is the adjacent part (vertical, horizontal, diagonal) of the opponent's piece? Good. There are the following rules. (1) When your frame is placed in the vertical or horizontal adjacent area of the opponent's frame     If the number of eyes of your frame is greater than the number of eyes of your opponent's frame, At that place, you must rotate 90 degrees in the opposite direction to the frame you put. (2) When your opponent's piece is sandwiched between even and odd comrades ( However, the relationship between you and the opponent's frame is limited to vertical and horizontal. Also, there are two or more pieces This also applies when they are lined up. )     Opponent if your piece is sandwiched between even-numbered comrades (odd comrades) The coma must rotate as follows. That is, in a horizontal relationship, If so, the opponent's pieces are all 90 degrees forward (90 degrees backward for odd comrades), vertical If you're stuck in a relationship, you have to rotate 90 degrees to the left (90 degrees to the right for odd comrades). I have to. (3) If the other party's frame is larger or smaller than the number of eyes of the other party's frame, If the number of squares is equal to the number of eyes (also applies when the opponent's pieces are lined up more than once) To do. )     If you insert the other party's piece in a horizontal relationship, the other party's piece should be 180 ° to the front, and 180 ° to the left if it is pinched due to vertical or diagonal relationships. I have to. Note that the opponent's frame can be rotated only once for the same frame. At this time, the rule of (1) Shall take precedence over (2) and the rule of (2) shall take precedence over the rule of (3).   About winning or losing the game (1) Small total numbers game e)       The total number of eyes of the 18 pieces (dices) you put is 18     If the number is less than the total number of eyes in, the player wins. (2) Large total number games e)       The total number of eyes of the 18 pieces (dices) you put is 18     If the number is greater than the total number of squares in, the player wins. (3) 3 bird games (Large number3 game)       The one that shows the third of the eighteen pieces (dice) placed by me     However, the player who wins more than the opponent wins. If the number of 3's is the same,     Compete for the total number of eyes of 18 pieces. Specified in advance as an application of this way of playing     You may specify the number of, and compete for the number of eyes. (4) 3 pulling game (Small number3 game)       The one that shows the third of the eighteen pieces (dice) placed by me     However, the player who wins less than the opponent wins. If the number of 3's is the same,     , Compete for the total number of eyes of 18 pieces.       As an application of this way of playing, specify a specific number in advance and     You may compete for the number of. (5) Same number acquisition game (Same numbers game)       Of the 18 pieces (dice) that I have placed, many of them show the same number.     Win the one. If the number of frames with the same number is the same, the number of the eye of the frame is large.     I will win the one. (6) Permutation number acquisition game (Full numbers game)       Of the 18 pieces (dice) that I have placed, the number of eyes from 1 to 6     The combination is one set. Win if the number of pairs is greater than that of the opponent     It     If the number of sets is the same, the total number of eyes of 18 pieces is competed.

【図面の簡単な説明】 第1図は、盤およびコマ。第2図は、規則についての実
例。コマの回転方向を示す。
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 shows a board and a top. Figure 2 shows an example of rules. Indicates the rotation direction of the top.

───────────────────────────────────────────────────── フロントページの続き (51)Int.Cl.5 識別記号 庁内整理番号 FI 技術表示箇所 A63F 3/00 515 D 8907−2C ─────────────────────────────────────────────────── ─── Continuation of the front page (51) Int.Cl. 5 Identification code Office reference number FI technical display location A63F 3/00 515 D 8907-2C

Claims (1)

【実用新案登録請求の範囲】 (イ)マス目のある盤上に、自分および相手の立体のコ
マを、一定の規則に従い交互に並べ、勝ち負けを競うゲ
ームである。 (ロ)一定の規則とは、コマの回転に関することを意味
する。コマの回転する方法、条件は、すべての場合を含
む。 (ハ)盤および立方体のコマの材質はどんなものでも良
い。 (ニ)盤のマス目の数、立方体のコマの数は、すべての
数を含む。 (ホ)立方体の表面、すなわち6面に描かれる表示はす
べての図形、記号、文字、数字、色を含む。
[Claims for utility model registration] (a) A game in which three-dimensional pieces of oneself and the other are alternately arranged according to a certain rule on a board with squares to compete for a win or loss. (B) The fixed rule means that the frame is rotated. The method and conditions for rotating the frame include all cases. (C) Any material can be used for the board and cube pieces. (D) The number of squares on the board and the number of cube pieces include all numbers. (E) The display drawn on the surface of the cube, that is, the six sides, includes all figures, symbols, letters, numbers, and colors.
JP11242791U 1991-12-02 1991-12-02 Psycholon II Pending JPH0619792U (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP11242791U JPH0619792U (en) 1991-12-02 1991-12-02 Psycholon II

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP11242791U JPH0619792U (en) 1991-12-02 1991-12-02 Psycholon II

Publications (1)

Publication Number Publication Date
JPH0619792U true JPH0619792U (en) 1994-03-15

Family

ID=14586374

Family Applications (1)

Application Number Title Priority Date Filing Date
JP11242791U Pending JPH0619792U (en) 1991-12-02 1991-12-02 Psycholon II

Country Status (1)

Country Link
JP (1) JPH0619792U (en)

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