NZ334630A - Board game simulating mountain climbing - Google Patents
Board game simulating mountain climbingInfo
- Publication number
- NZ334630A NZ334630A NZ33463099A NZ33463099A NZ334630A NZ 334630 A NZ334630 A NZ 334630A NZ 33463099 A NZ33463099 A NZ 33463099A NZ 33463099 A NZ33463099 A NZ 33463099A NZ 334630 A NZ334630 A NZ 334630A
- Authority
- NZ
- New Zealand
- Prior art keywords
- player
- event
- pathway
- game
- random
- Prior art date
Links
Abstract
A board game representing mountain climbing includes two or more separate paths, one path for each player to follow. Four paths are shown on the board illustrated. Each player has a playing token, and a "back-up" playing token. Movements of the playing tokens are determined by use of a "random event generator" and a random number generator. The number shown by the random number generator determines the number of spaces that one or both tokens are moved, while the random event generator determines which of the two tokens is moved, and in which direction. Symbols on the board, such as snowflake symbols, represent hazards. If a token lands on a hazard symbol, then a card is drawn from a pack. The card may contain instructions for an event to occur, or alternatively maybe an "event negating card", that functions like a "get out of jail free card". If the card suggests that an event is to occur, then the player follows the instructions immediately. If the card is an "event negating card", the player may retain it for use later.
Description
Patents Form No. 5 No.: 334630 Dated: 11 march 1999
NEW ZEALAND PATENTS ACT 1953
COMPLETE SPECIFICATION
IMPROVEMENTS IN OR RELATING TO A BOARD GAME
I, Timothy Charles Sole, a New Zealand citizen of 4 Rimu Road, Kelburn, Wellington, New do hereby declare the invention for which I pray that a patent may be granted to me, and the method by which it is to be performed, to be particularly described in and by the following statement: n—
j intellectual property office i ofnz.
1 2 JUN 2000
RPPCIl/cn
TECHNICAL FIELD
This invention relates to a board game. More particularly, although not exclusively, the present invention relates to a board game in which one or more players proceed around a predetermined path towards a final goal.
BACKGROUND ART
A number of games of this general type are know. One of the more well known games in this category is "snakes and ladders". Games such as Snakes and Ladders become very tedious very quickly, as there is no opportunity for a player to influence the game play of other players, and further, there is no opportunity for a player to apply any form of strategy to influence the outcome of their own game play.
It is an object of the present invention to overcome at least one of the above noted deficiencies of previously known games, or to at least provide the public with a useful choice.
SUMMARY OF THE INVENTION
According to a first broad aspect of this invention there is provided apparatus for a board game including:
a board, incorporating one or more predetermined pathways wherein each pathway has a starting point and an ending point;
one or more random event generator means capable of generating at least events A,B or C;
one or more random number generator means;
one or more player pieces, and at least one fall back location game piece associated with each player piece; and
1 7 APR 2002
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a set of rules defining game play, the rules providing:
a) a preliminary step in which each game player chooses one or more said player game pieces together with associated said fall back location game pieces, one fall back location game piece to each player game piece;
b) game play is commenced with a first player operating both the random event generator and the random number generator:
(i) if the random event generated is event A the said player moves one of their player game pieces along one of the pathways by an amount determined by reference to the random number generator;
(n) if the random event generated is event B the said player must return their player game piece and corresponding fall back location game piece to the beginning of the said pathway;
Oil) if the random event generated is event C the said player must return their player game piece to the current position along the said pathway of the corresponding fall back location game piece;
c) if the random event generated is event A, and the said player has moved their player game piece along the said pathway they must then choose whether or not to continue,
d) if the said player elects to continue both the random event generator and random number generator and are operated again;
Inte^ctual Property G,r;ce of KZ
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e) if the said player elects not to continue they move the fall back location game piece corresponding to the player game piece up to the same position along the said pathway as the player game piece;
f) once the said first player has completed their turn any second and subsequent players each have a turn in like fashion, with play continuing as each player in series takes further turns; and g) the game ends for each said player when all of their player game pieces have reached the end of a respective said pathway.
In the context of this specification and the accompanying claims reference to the act of "generating" an event, an "event" a "hazard event", or a "hazard negating event" are all to be interpreted as virtual actions, activities or consequences operating on a game piece in the course of play, with the apparatus components themselves merely providing indications of their occurrence or existence.
Conveniently each pathway is divided into sections.
Preferably each pathway includes a number of potential hazard events at points along its length, with the frequency of potential hazard events increasing with increasing proximity to the ending point of the pathway.
Advantageously each pathway can include a number of hazard event negating points along the length of the pathway, with the frequency of the hazard event negating points decreasing with increasing proximity to the end of the pathway.
Conveniently the board can be quadrilateral in shape.
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DECEIVED
Preferably each pathway spirals inwardly from the outside edge of the board towards the centre.
Advantageously there can be two or more pathways. Preferably all of the pathways have the same number of sections.
Desirably all of the pathways come together at a common end point.
Conveniently, the starting points of the two or more pathways are equi-spaced from one another around the outside edge of the board.
Optionally, the pathway can represent a journey from one geographical point to another.
Conveniently, the journey may represent mountain climbing, with the start point of each said pathway representing the base of the mountain, and the end point of each said pathway representing the mountain summit. Alternatively the journey may represent the course of an obstacle race, with the start point of each said pathway representing the race starting point, and the end point of each said pathway representing the final destination.
Preferably the pathways spiral from the outside edge of the board towards the centre in such a way as to overlap one another.
Optionally, the potential hazard events can represent instances or occurrences of bad weather or misfortune.
Preferably the hazard negating events represent instances of good fortune or clear weather.
'roperty
Advantageously the random event generator means is combined with a said random number generator means such that the combined generator means either generates a number, or generates an event.
Alternatively the board game includes a random event generator means and a combined generator means which either generates a number, or generates an event, or generates both an event and a number.
Preferably there are two or more combined generator means.
Conveniently each side of the board is used to represent the face of a mountain.
Preferably the rules provide for a further step whereby, on the occurrence of event B being generated, all players player game pieces and associated fall back location game pieces within a predetermined region of the pathways are returned to the beginning of their respective said pathway.
Desirably the rules include the further requirement that in the event that a player elects to continue their turn by repeating operation of the random event generator and random number generator they may subsequently only move the player game piece moved on the first occasion during the course of that turn.
Advantageously, the rules provide that winner of the game is the first player to have all of their player game pieces reach the end point of the pathway.
BRIEF DESCRIPTION OF THE DRAWINGS
A preferred embodiment of the invention will now be described, by way of example only, with reference to the accompanying drawings in which:
Figure 1: Shows a plan view of a board forming part of the apparatus of
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Figure 2: Shows a perspective view of a die, being part of a combination random number generating means and random event generating means forming part of the apparatus of the invention for use in playing the game according to the method of the invention.
DESCRIPTION OF THE PREFERRED EMBODIMENT
Referring to the drawings, the apparatus for the board game comprises a board,
preferably three dice, and optionally eight player game pieces representing mountain climbers, each with matching fall back location game pieces representing base camps.
The board shows two different pathways routes to the mountain's summit. It will be appreciated that the number of pathways is not an essential characteristic of the game, and in part is determined by the shape of the board. It has been found, however, that a square board having two pathways operates to provide for a game of sufficient length to entertain players.
Each route traverses the four faces (or sides of the board) of the mountain three and a half times.
The climbers are preferably divided into equi-sized groups, with the number of groups reflecting the number of routes. All members of each group of climbers must use the same route. The members of one group are preferably distinguishable from those of another in some way, preferably by way of colouring. Optionally the route to be used by each group of climbers is predetermined, for example, the four climbers with a red base use the red route,
and the four with a blue base the blue route.
Ints^cfcal Property C i,C3 of NZ
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Each route notionally depicts a journey through sunny foothills and up to a snowy peak. The journey is divided up into sections - in the sample board illustrated there are 100 sections.
Potential hazard events are depicted along each route in the form of snowflakes,
symbolising potential blizzard or snow storms. Similarly, hazard negating events are depicted as cross symbols depicting sunshine.
In addition to dice the game apparatus can include a set of cards. Each card contains an instruction detailing the occurrence of an event, or a event negating tool. Where an event is indicated that event occurs immediately. However,
where an event negating tool is indicated the card may be used at any time. The cards are intended to be shuffled prior to game play and stacked face down on the board.
The three dice, which serve as random number/event generators, are always used together. Each dice is marked with numbers and either one or two snowflakes. The numbers are used for climbing and the snowflakes for weather and avalanche predictions.
The event outcomes can be established by reference to both the dice, and the section of the route on which a climber is presently stationed. For example, if before the throw the climber is on a section of the route which shows sunshine,
then snowflakes for that throw are simply ignored. Otherwise, the number of snowflakes registered on a throw is the number which appear face up on the three dice plus one more if the player's climber is on a section with a snowflake.
Accordingly, the four possibilities after a throw of the dice are:
No Snowflakes: Weather is clear, so proceed. The climber advances up the mountain by the total shown on the dice. 'n^ 'actual Property
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1 Snowflake: Snow Warning, so proceed by disregarding the score on any one of the scoring dice (the player chooses which).
The climber advances up the mountain by the score shown on the remaining dice.
2 Snowflakes: Blizzard, so poor visibility. If the climber is on a section showing sunshine the player can choose to throw again or simply end the turn. If the climber is not on a section showing sunshine the climber returns to its base.
3 or 4 Snowflakes: Avalanche. The climber and every other climber sharing that face of the mountain returns immediately to the foot of the mountain together with their base camps.
In playing the game according to the method the preliminary step involves, for example, for two players, each player selecting three climbers and three base camps. For three or four players, each player selecting two climbers and two base camps. For five to eight players, each player selecting one climber and one base camp.
Once players have selected their climbers, a throw of the dice is preferably used to determine the order of play. The player scoring highest plays first, then play proceeds clockwise. The game notionally involves climbing the Mountain - the players' climbers set out to conquer the mountain. During their expedition, the climbers face blizzards and the threat of avalanches. The winner of the game is,
preferably, the first player to have all of his or her climbers on the mountain's
T, .i . i ♦ u .i • . Property summit. The runner-up is the next player to achieve this, and so on. r - *
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A player's turn comprises one or several throws of the dice.
AECilVSD.
For the first throw of the dice in a turn the player chooses, after the dice have been thrown, which one of his or her climbers the throw will apply to, except
9
that no throw can ever apply to a climber on the summit. Any subsequent throws in that turn must apply to that same climber. Thus in any one turn a player can only move one climber along a said route.
During a turn a climber move up the mountain without their base camp. Only at the end of the player's turn, and providing the climber has not been caught by a blizzard or avalanche, is the climber's base camp moved to the section at which the climber has stopped.
Some sections near or on the edge of a mountain face (sections numbers 9, 10 and 11 along each route for example) and most of those near the summit are half-sized and do not have room for a base camp. This means a player with a climber on such a section must throw the dice at least once more.
At the end of every turn therefore, all climbers must be on a full-sized section (sections numbers 1 to 8 for example), on the summit, or off the mountain entirely.
Further, a player may not finish a turn when one of his or her climbers is sharing a section with another climber as there is only room for one base camp on each full-sized section.
If a player throws a blizzard (two snowflakes), the player's climber returns to its base camp and that is the end of that player's turn. (The chances of throwing a Blizzard when on a section without a snowflake or sunshine is 1 in 6.)
If the player throws an avalanche (three or four snowflakes), the player's climber and any other climbers sharing that face of the mountain return to the foot of the mountain with their base camps and that is the end of that player's turn. (The chances of throwing an avalanche when on a section without a snowflake or sunshine is 1 in 54.)
Inte"':al Property G/. igs of KZ
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:!VED
When a player's selected climber lands on a snowflake, other than in a blizzard or avalanche situation, the player draws a card from the stack of face down cards and follows the instructions. If the card instructs an event to occur that event occurs immediately. If the card instructs an event negating tool that card may be retained by the player for future use. All used cards are returned face down to the bottom of the stack.
In the event of an avalanche, and if able to do so, the player who triggered the avalanche gets the first opportunity to play a retained event negating card. If that player does not play such a card the usual avalanche result applies to them, and the opportunity passes to other players affected by the avalanche in turn.
Summarizing, the player's selected climber moves up the mountain whenever the player has a throw with not more than one snowflake. If this throw takes the climber to a section where there is no room for the climber's base camp, the dice are thrown again. If the section does have room for the climber's base camp, the player can then choose to either move the climber's base camp up to the climber's section, thus signifying the end of that player's turn, or throw the dice again with the hope of ascending further, but risking the progress already made because an avalanche or blizzard may be thrown.
On reaching the summit, the climber's base camp is removed from the mountain and that is the end of that player's turn. Optionally, it is not necessary to throw the exact number to reach the summit. Once on the summit, climbers cannot be affected by avalanches.
While the invention has been particularly described with reference to a mountain climbing context, the basic concept embodied by the game can be translated to, for example, a desert adventure, sporting event, river adventure, or any form of obstacle course, or the like. d
Property 0.,,'ce of KZ
1 7 A Op 7—0
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RECEIVED
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Further, the game has equal application to being played by a single player, perhaps playing against a time frame for reaching the end goal, or a predetermined number of turns.
Additional advantages of the present invention will become apparent to those skilled in the art after considering the principles in particular form as discussed and illustrated.
Accordingly it will be appreciated that changes may be made to the above described embodiment of the invention without departing from the principles taught herein. For example, where in the foregoing description reference has been made to integers or components having known equivalents then such equivalents are herein incorporated as if individually set forth.
Finally therefore it will be understood that the invention is not limited to the particular embodiment described or illustrated, but is intended to cover all alterations or modifications which are within the scope of the appended claims.
Inte^'cctisal Property G,7ice of KZ
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Claims (3)
- What I Claim is: 1. Apparatus for a board game including: a board, incorporating one or more predetermined pathways wherein each pathway has a starting point and an ending point; one or more random event generator means capable of generating at least events A,B or C; one or more random number generator means; one or more player pieces, and at least one fall back location game piece associated with each player piece; and a set of rules defining game play, the rules providing- c) a preliminary step in which each game player chooses one or more said player game pieces together with associated said fall back location game pieces, one fall back location game piece to each player game piece; d) game play is commenced with a first player operating both the random event generator and the random number generator: (iv) if the random event generated is event A the said player moves one of their player game pieces along one of the pathways by an amount determined by reference to the random number generator; (v) if the random event generated is event B the said player must return their player game piece and corresponding fall back location game piece to the beginning of the said pathway; Inte^ct—l Property c .Tics'* of kz 11: v, in.i is ilECSIVSO 334 630 (vi) if the random event generated is event C the said player must return their player game piece to the current position along the said pathway of the corresponding fall back location game piece, c) if the random event generated is event A, and the said player has moved their player game piece along the said pathway they must then choose whether or not to continue; d) if the said player elects to continue both the random event generator and random number generator and are operated again; e) if the said player elects not to continue they move the fall back location game piece corresponding to the player game piece up to the same position along the said pathway as the player game piece; f) once the said first player has completed their turn any second and subsequent players each have a turn in like fashion, with play continuing as each player in series takes further turns; and h) the game ends for each said player when all of their player game pieces have reached the end of a respective said pathway.
- 2. Apparatus according to claim 1 wherein each pathway is divided into sections.
- 3. Apparatus according to claim 1 or 2 wherein each pathway includes a number of potential hazard events at points along its length, with the frequency of potential hazard events increasing with increasing proximity to the ending point of the pathway. intern* * . r, nuVr':-' Property G.uce of KZ 7 /• ~ - f - li u /W4i 14 aSC5JV = D 0 5. 6. 11. 12. Apparatus according to any one of the preceding claims wherein each pathway can include a number of hazard event negating points along the length of the pathway, with the frequency of the hazard event negating points decreasing with increasing proximity to the end of the pathway. Apparatus according to any one of the preceding claims wherein the board is quadrilateral in shape. Apparatus according to any one of the preceding claims wherein each pathway spirals inwardly from the outside edge of the board towards the centre. Apparatus according to any one of the preceding claims wherein there are two or more pathways. Apparatus according to any one of claims 2 to 7 when dependant on claim 2 wherein all of the pathways have the same number of sections. Apparatus according to any one of the preceding claims wherein all of the pathways come together at a common end point. Apparatus according to claim 7 wherein the starting points of the two or more pathways are equi-spaced from one another around the outside edge of the board. Apparatus according to any one of the preceding claims wherein the pathway represents a journey from one geographical point to another Apparatus according claim 11 wherein the journey represents mountain climbing, with the start point of each said pathway representing the base of the mountain, and the end point of each said pathway representing the mountain summit. Apparatus according to claim 12 wherein each side of the board represents the face of a mountain. Pncoerty C ii'se oF KZ 15 CSSVZ-D 14. Apparatus according to claim 11 wherein the journey represents the course of an obstacle race, with the start point of each said pathway representing the race starting point, and the end point of each said pathway representing the final destination. 15. Apparatus according to any one of claims 7 to 14 when dependent on claim 7 wherein the pathways spiral from the outside edge of the board towards the centre in such a way as to overlap one another. 16. Apparatus according to any one of the preceding claims wherein the potential hazard events represent instances or occurrences of bad weather or misfortune. 17 Apparatus according to any one of the preceding claims wherein the hazard negating events represent instances of good fortune or clear weather. 18. Apparatus according to any one of the preceding claims wherein the random event generator means is combined with a said random number generator means such that the combined generator means either generates a number, or generates an event, or generates both an event and a number. 19. Apparatus according to any one of the preceding claims wherein the apparatus includes a random event generator means and a combined generator means which either generates a number, or generates an event, or generates both an event and a number. 20. Apparatus according to claim 18 or 19 wherein there are two or more combined generator means. 21. Apparatus according to any one of the preceding claims wherein the rules include a further step whereby, on the occurrence of event B being generated, all players player game pieces and associated fall back Inte" ^p"':.;sl Property G Vies of KZ i ? 2io2 16 .ifiCsiVJS location game pieces within a predetermined region of the pathways are returned to the beginning of their respective said pathway. 23. Apparatus according to claim 1 or 21 wherein the rules include the further requirement that in the event that a player elects to continue their turn by repeating operation of the random event generator and random number generator they may subsequently only move the player game piece moved on the first occasion during the course of that turn. Apparatus according to any one of claims 1,21 or 22 wherein the rules dictate that the winner of the game is the first player to have all of their player game pieces reach the end point of the pathway. Apparatus according to claim 1 substantially as herein described or exemplified with reference to the accompanying drawings END OF CLAIMS peterverboeketand company Timothy Charles SOLE by his attorneys i 7 izz 17
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NZ33463099A NZ334630A (en) | 1999-03-11 | 1999-03-11 | Board game simulating mountain climbing |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NZ33463099A NZ334630A (en) | 1999-03-11 | 1999-03-11 | Board game simulating mountain climbing |
Publications (1)
Publication Number | Publication Date |
---|---|
NZ334630A true NZ334630A (en) | 2002-06-28 |
Family
ID=19927168
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
NZ33463099A NZ334630A (en) | 1999-03-11 | 1999-03-11 | Board game simulating mountain climbing |
Country Status (1)
Country | Link |
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NZ (1) | NZ334630A (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8616954B2 (en) | 2008-11-24 | 2013-12-31 | Aristocrat Technologies Australia Pty Limited | Method of gaming, a gaming system and a game controller |
-
1999
- 1999-03-11 NZ NZ33463099A patent/NZ334630A/en unknown
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8616954B2 (en) | 2008-11-24 | 2013-12-31 | Aristocrat Technologies Australia Pty Limited | Method of gaming, a gaming system and a game controller |
US9711000B2 (en) | 2008-11-24 | 2017-07-18 | Aristocrat Technologies Australia Pty Limited | Method of gaming, a gaming system and a game controller |
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