US20110127719A1 - Electronic Board Game - Google Patents

Electronic Board Game Download PDF

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Publication number
US20110127719A1
US20110127719A1 US12/438,128 US43812807A US2011127719A1 US 20110127719 A1 US20110127719 A1 US 20110127719A1 US 43812807 A US43812807 A US 43812807A US 2011127719 A1 US2011127719 A1 US 2011127719A1
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fields
game
block
rows
enables
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US12/438,128
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Jan Hornik
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games

Definitions

  • the invention concerns an electronic board game for at least two players, comprising an electronic device with a monitor on which game pieces move across a game board, composed of fields and divided into at least two players' territories, subject to the players' commands.
  • This game is an electronic board game for at least two players, comprising an electronic device containing a first block ( 41 ) for setting the fundamental parameters and rules of the game, a second block ( 42 ) for creating a specific game board ( 1 ) with fields ( 2 ) and with specific game pieces ( 3 ) in the initial and current position based on the set parameters and rules, and equipped with a monitor ( 6 ) to display the game board ( 1 ) comprising fields ( 2 ) and divided into at least two players' territories ( 11 ), and the players' game pieces ( 3 ).
  • the invented game also includes a third block ( 43 ) for the current evaluation of the numerical value of the individual fields ( 2 ), which varies in the course of the game depending on the positions of the game pieces ( 3 ).
  • the current numerical values of the fields ( 2 ) depend on the current strength, expressed as a number, with which the game pieces ( 3 ), within whose range of power the fields ( 2 ) are located, affect the field ( 2 ).
  • the numerical values of the fields ( 2 ) are the result of a combination of strengths with which the players' game pieces ( 3 ) affect the field ( 2 ).
  • the game also contains a fourth block ( 44 ) for different colors of the fields ( 2 ), indicating the respective territories ( 11 ) of the players depending on the current situation, and a fifth block ( 45 ) for displaying the game pieces ( 3 ) on the game board ( 1 ) and for coloring and displaying the numerical value of the individual fields ( 2 ) depending on the current evaluation of the numerical values of the individual fields ( 2 ) in the third block ( 43 ).
  • the fifth block ( 45 ) is directly connected to the monitor ( 6 ).
  • the game also includes a sixth block ( 46 ) for the receipt of instructions from the individual players involving the required movement of game pieces ( 3 ) on the game board ( 1 ); this block is connected to the second block ( 42 ).
  • the second block ( 42 ) is a block that enables the positioning of 1 to 20 game pieces ( 3 ) for each player.
  • the second block ( 42 ) is a block that enables the creation of a game board ( 1 ) composed of colored fields ( 2 ) that form the territories ( 11 ) of at least two players, and of colorless neutral fields ( 2 ) and black fields ( 2 ).
  • the second block ( 42 ) is a block that enables to determine the range of power of each game piece ( 3 ) based on the number of rows ( 5 ) of fields ( 2 ) and the number of fields ( 2 ) in these rows ( 5 ), with the number of rows ( 5 ) of fields ( 2 ) being at least one and the number of fields ( 2 ) in the individual rows ( 5 ) being at least three.
  • the second block ( 42 ) is a block that enables to determine the strength, expressed as a number, of each game piece ( 3 ) with which the game piece ( 3 ) affects the fields ( 2 ) falling within the range of its power.
  • the board game is a logical and strategic game whose complexity and possibilities make it similar to chess.
  • the game is based on an original principle based on the special properties of the game board and the game pieces.
  • the game is not based on chance and the only decisive factors are the moves made by the individual players within the specified rules.
  • the principles of the game allow great variability in terms of the number of players, as well as the shape and size of the game board.
  • the game can be also played by 3 and more players in various combinations, for example 2 players against 1, 2 against 2, 3 pairs against each other etc.
  • the possible products can therefore include an online webpage for human players, a computer program of the human vs. computer type or an equivalent of a mobile chess computer with a touch-sensitive screen, PSP system etc.
  • the goal of the game is to achieve a specific objective, which can be for example to enter a specific field of another player using one's main game piece.
  • Each individual “colored” field can repeatedly change its color as the game evolves.
  • the field changes its color depending on which player takes or loses the field.
  • Each game has to involve at least two colors.
  • Each game piece has a specific strength and range of power.
  • the range of power includes fields affected by the strength of a game piece.
  • the strength with which the piece affects the fields that fall within its range of power can be the same on all fields or different.
  • the amount of strength can be expressed as 1, 2, 3, 4 etc.
  • all game pieces may be permitted to enter only fields of their own color and neutral fields.
  • FIG. 1 shows different shapes of fields.
  • FIG. 2 shows a game board for two players and the initial positions of the game pieces.
  • FIG. 3 shows a game board for three players.
  • FIG. 4 shows a game board for four players in the shape of Europe.
  • FIG. 5 shows examples of the possible range of power and strength of the game pieces with which they affect the fields within their range of power.
  • FIG. 6 shows a section of a game board with four game pieces of two players, indicating the values of the fields.
  • FIG. 7 shows the same section of the game board with four game pieces of two players after the move of one of the game pieces.
  • FIG. 8 shows an example of the connection between the blocks inside an electronic device with a monitor.
  • the electronic device contains the first block 41 for the setting of fundamental parameters and rules of the game, the second block 42 for the setting of a specific game board 1 with fields 2 and with specific game pieces 3 in the initial and current positions depending on the set parameters and rules of the game. It is also equipped with a monitor 6 to display the game board 1 composed of fields 2 , which have the shape of a triangle, square or hexagon, as shown in FIG. 1 .
  • the resulting shape of the game board 1 can be arbitrary.
  • the game board 1 is divided on the monitor 6 into at least two players' territories 11 .
  • the monitor 6 also displays the game pieces 3 of the players.
  • FIGS. 2 , 3 , 4 show different game boards 1 and initial positions of the game pieces 3 for two, three or four players on the fields 2 .
  • the electronic device also contains the third block 43 for the current evaluation of the numerical values of the individual fields 2 , which vary in the course of the game depending on the positions of the game pieces 3 .
  • the current numerical values of the fields 2 depend on the current strength, expressed as a number, with which these fields 2 are affected by the game pieces 3 , within whose range of power the fields 2 are situated.
  • the numerical value of a field 2 is the result of a combination of strengths with which the field 2 is affected by the game pieces 3 of the players.
  • the electronic device also contains the fourth block 44 for different colors of the fields 2 , indicating the respective territories 11 of the players depending on the current situation.
  • FIGS. 2 to 7 show the different colors of the fields 2 in gray, with hatching and dotting. Their color can repeatedly change during the game depending on which player takes the specific field 2 . If a colored field 2 gets out of the range of power of all game pieces 3 , it becomes a neutral white field 2 and both players can enter it.
  • the game board 1 can also include black fields 2 , where the game pieces 3 are not allowed to enter.
  • the fields 2 can be divided for example as follows: the fields 2 are initially divided into neutral white fields 2 and colored fields 2 , which are already controlled by the individual players and are included in their respective territories 11 .
  • the initial positions of the game pieces 3 determine that each player has, for example 39 fields 2 in the range of his/her power at the beginning of the game, i.e. in his/her color.
  • the other fields 2 outside the range of power of the game pieces 3 are neutral and at the beginning there are 49 of them in total.
  • the electronic device also contains the fifth block 45 for displaying the game pieces 3 on the game board 1 and for coloring and displaying the numerical values of the individual fields 2 depending on the current evaluation of the numerical values of the individual fields 2 in the third block 43 .
  • the fifth block 45 is directly connected to the monitor 6 .
  • FIG. 5 shows four types of game pieces 3 with the indicated range of power and strength.
  • the range of power of the individual game pieces 3 is shown as a set of fields 2 , in the middle of which there are the individual game pieces 3 .
  • the strength of the game pieces 3 affecting the individual fields 2 is shown as the numbers in the individual fields 2 .
  • FIG. 6 shows a section of the game board 1 with four game pieces 3 of two players.
  • the strength of the game piece 3 in the field 2 is shown as a number with a minus sign for the first player and a plus sign for the second player.
  • the combination of strengths of all four game pieces 3 that affect the specific field 2 i.e. the value of the field 2 , is shown as the circled numbers placed in the individual fields 2 .
  • the white fields 2 are neutral, others are colored.
  • the players will choose the fundamental parameters and the rules of the game, e.g.: a) shape of fields 2 (from a group of n-angels), b) types of fields 2 (neutral, colored, black . . .
  • c) and their number, c) define the types of game pieces 3 (their strengths and ranges of power), d) numbers of game pieces 3 , e) number of players and their relationships (allies yes/no), f) game objective, g) adding game pieces 3 yes/no, h) rules for the positioning of game pieces 3 at the beginning of the game, and the like.
  • the electronic device also contains the sixth block 46 for the receipt of instructions from the individual players with respect to the required moves of the game pieces 3 on the game board 1 , which is associated with the second block 42 .
  • the electronic device is shown in FIG. 8 .
  • the selected game version and the current game situation are created in the second block 42 .
  • the second block 42 is connected to the third block 43 in order to evaluate the values of the fields 2 and to the fourth block 44 for the colors of the fields 2 .
  • the initial positions of the game pieces 3 in the fields 2 and the values and colors of the fields 2 indicating the territories 11 of the individual players appear on the monitor 6 through the fifth block 45 .
  • FIG. 7 shows a situation after a move of the first player from position E 6 to position H 9 .
  • the values of the fields 2 are shown as the circled numbers.
  • the first player enters, using the sixth block 46 , an instruction involving the move of the game piece 3 from position E 6 to position H 9 , which appears on monitor 6 through the blocks 42 and 45 .
  • the new combination of strengths of the game pieces 3 of the first and second players affecting the individual fields 2 is evaluated by the third block 43 , and the fourth block 44 adjusts the colors of the fields 2 , and everything is displayed on the monitor 6 using the fifth block 45 .
  • the field 2 passes from the territory 11 of one player to the territory 11 of the other player when strengths of the game pieces 3 of one of the players prevail.
  • the fields 2 H 11 and H 12 have zero value. If the rules are set in this manner, the fields 2 H 11 and H 12 do not become neutral fields 2 , but remain in the territory 11 of the second player. Only those fields 2 are neutral that are currently outside the range of power of all game pieces 3 .
  • the rules of the board game as specified in the invention are very variable and the players can modify them to suit their abilities.
  • the board game can be used in education and culture.

Abstract

An electronic board game for at least two players, comprising an electronic device containing blocks to set the fundamental parameters and rules of the game and to create a game board with fields and with game pieces in the initial and current positions, which also contains the third block for the current evaluation of the numerical values of the individual fields, which vary in the course of the game depending on the positions of the game pieces the current numerical values of the fields being dependent on the current strength, expressed as a number, with which the game pieces in whose range of power these fields are located affect the fields, and also contains blocks to display the game pieces on the game board and to color and show the numerical values of the individual fields depending on the current.

Description

    FIELD OF INVENTION
  • The invention concerns an electronic board game for at least two players, comprising an electronic device with a monitor on which game pieces move across a game board, composed of fields and divided into at least two players' territories, subject to the players' commands.
  • STATE OF THE ART
  • Many board games exist that have different shapes of game boards and different numbers and shapes of playing fields on which the players' game pieces are moved. Examples are games such as chess and backgammon. Many of these games also have an electronic design that makes it possible to play them on a computer. These electronic games usually have blocks to set the fundamental parameters and rules of the game and to create specific game boards with fields and specific game pieces in the initial position depending on the set parameters and rules, and are equipped with a monitor. However, the mentioned games are not interesting for most players any more and new games, more interesting and dramatic, are currently being sought.
  • ESSENCE OF THE INVENTION
  • This game is an electronic board game for at least two players, comprising an electronic device containing a first block (41) for setting the fundamental parameters and rules of the game, a second block (42) for creating a specific game board (1) with fields (2) and with specific game pieces (3) in the initial and current position based on the set parameters and rules, and equipped with a monitor (6) to display the game board (1) comprising fields (2) and divided into at least two players' territories (11), and the players' game pieces (3). The invented game also includes a third block (43) for the current evaluation of the numerical value of the individual fields (2), which varies in the course of the game depending on the positions of the game pieces (3). The current numerical values of the fields (2) depend on the current strength, expressed as a number, with which the game pieces (3), within whose range of power the fields (2) are located, affect the field (2). The numerical values of the fields (2) are the result of a combination of strengths with which the players' game pieces (3) affect the field (2).
  • The game also contains a fourth block (44) for different colors of the fields (2), indicating the respective territories (11) of the players depending on the current situation, and a fifth block (45) for displaying the game pieces (3) on the game board (1) and for coloring and displaying the numerical value of the individual fields (2) depending on the current evaluation of the numerical values of the individual fields (2) in the third block (43). The fifth block (45) is directly connected to the monitor (6). The game also includes a sixth block (46) for the receipt of instructions from the individual players involving the required movement of game pieces (3) on the game board (1); this block is connected to the second block (42).
  • The second block (42) is a block that enables the positioning of 1 to 20 game pieces (3) for each player.
  • The second block (42) is a block that enables the choosing of the shape of the fields (2) from a group of n-angles, where n=3 to 6 (e.g. triangle, square, rhombus, . . . , hexagon).
  • The second block (42) is a block that enables the creation of a game board (1) composed of colored fields (2) that form the territories (11) of at least two players, and of colorless neutral fields (2) and black fields (2).
  • The second block (42) is a block that enables to determine the range of power of each game piece (3) based on the number of rows (5) of fields (2) and the number of fields (2) in these rows (5), with the number of rows (5) of fields (2) being at least one and the number of fields (2) in the individual rows (5) being at least three.
  • The second block (42) is a block that enables to determine the strength, expressed as a number, of each game piece (3) with which the game piece (3) affects the fields (2) falling within the range of its power.
  • The board game, as stipulated in this invention, is a logical and strategic game whose complexity and possibilities make it similar to chess. The game is based on an original principle based on the special properties of the game board and the game pieces. The game is not based on chance and the only decisive factors are the moves made by the individual players within the specified rules.
  • The principles of the game allow great variability in terms of the number of players, as well as the shape and size of the game board. In addition to the basic version for 2 players, the game can be also played by 3 and more players in various combinations, for example 2 players against 1, 2 against 2, 3 pairs against each other etc.
  • Taking into account its essence, the game can be only played in connection with computer technology. The possible products can therefore include an online webpage for human players, a computer program of the human vs. computer type or an equivalent of a mobile chess computer with a touch-sensitive screen, PSP system etc.
  • The goal of the game is to achieve a specific objective, which can be for example to enter a specific field of another player using one's main game piece.
  • Each individual “colored” field can repeatedly change its color as the game evolves. The field changes its color depending on which player takes or loses the field.
  • Each game has to involve at least two colors.
  • Each game piece has a specific strength and range of power. The range of power includes fields affected by the strength of a game piece. The strength with which the piece affects the fields that fall within its range of power can be the same on all fields or different. The amount of strength can be expressed as 1, 2, 3, 4 etc.
  • Depending on the chosen rules of the game, all game pieces may be permitted to enter only fields of their own color and neutral fields.
  • OVERVIEW OF FIGURES IN DRAWINGS
  • FIG. 1 shows different shapes of fields.
  • FIG. 2 shows a game board for two players and the initial positions of the game pieces.
  • FIG. 3 shows a game board for three players.
  • FIG. 4 shows a game board for four players in the shape of Europe.
  • FIG. 5 shows examples of the possible range of power and strength of the game pieces with which they affect the fields within their range of power.
  • FIG. 6 shows a section of a game board with four game pieces of two players, indicating the values of the fields.
  • FIG. 7 shows the same section of the game board with four game pieces of two players after the move of one of the game pieces.
  • FIG. 8 shows an example of the connection between the blocks inside an electronic device with a monitor.
  • EMBODIMENTS OF THE INVENTION
  • The electronic device contains the first block 41 for the setting of fundamental parameters and rules of the game, the second block 42 for the setting of a specific game board 1 with fields 2 and with specific game pieces 3 in the initial and current positions depending on the set parameters and rules of the game. It is also equipped with a monitor 6 to display the game board 1 composed of fields 2, which have the shape of a triangle, square or hexagon, as shown in FIG. 1. The resulting shape of the game board 1 can be arbitrary.
  • The game board 1 is divided on the monitor 6 into at least two players' territories 11. The monitor 6 also displays the game pieces 3 of the players.
  • FIGS. 2, 3, 4 show different game boards 1 and initial positions of the game pieces 3 for two, three or four players on the fields 2.
  • The electronic device also contains the third block 43 for the current evaluation of the numerical values of the individual fields 2, which vary in the course of the game depending on the positions of the game pieces 3. The current numerical values of the fields 2 depend on the current strength, expressed as a number, with which these fields 2 are affected by the game pieces 3, within whose range of power the fields 2 are situated. The numerical value of a field 2 is the result of a combination of strengths with which the field 2 is affected by the game pieces 3 of the players.
  • The electronic device also contains the fourth block 44 for different colors of the fields 2, indicating the respective territories 11 of the players depending on the current situation.
  • FIGS. 2 to 7 show the different colors of the fields 2 in gray, with hatching and dotting. Their color can repeatedly change during the game depending on which player takes the specific field 2. If a colored field 2 gets out of the range of power of all game pieces 3, it becomes a neutral white field 2 and both players can enter it. The game board 1 can also include black fields 2, where the game pieces 3 are not allowed to enter.
  • When several players play against each other in pairs, groups of three etc. as allies, their strengths are added together and they can defend or conquer the individual fields 2 together.
  • At the beginning of the game the fields 2 can be divided for example as follows: the fields 2 are initially divided into neutral white fields 2 and colored fields 2, which are already controlled by the individual players and are included in their respective territories 11. The initial positions of the game pieces 3 determine that each player has, for example 39 fields 2 in the range of his/her power at the beginning of the game, i.e. in his/her color. The other fields 2 outside the range of power of the game pieces 3 are neutral and at the beginning there are 49 of them in total.
  • The electronic device also contains the fifth block 45 for displaying the game pieces 3 on the game board 1 and for coloring and displaying the numerical values of the individual fields 2 depending on the current evaluation of the numerical values of the individual fields 2 in the third block 43. The fifth block 45 is directly connected to the monitor 6.
  • FIG. 5 shows four types of game pieces 3 with the indicated range of power and strength. The range of power of the individual game pieces 3 is shown as a set of fields 2, in the middle of which there are the individual game pieces 3. The strength of the game pieces 3 affecting the individual fields 2 is shown as the numbers in the individual fields 2.
  • FIG. 6 shows a section of the game board 1 with four game pieces 3 of two players. The strength of the game piece 3 in the field 2 is shown as a number with a minus sign for the first player and a plus sign for the second player. The combination of strengths of all four game pieces 3 that affect the specific field 2, i.e. the value of the field 2, is shown as the circled numbers placed in the individual fields 2. The white fields 2 are neutral, others are colored. In the first block 41 of the electronic device the players will choose the fundamental parameters and the rules of the game, e.g.: a) shape of fields 2 (from a group of n-angels), b) types of fields 2 (neutral, colored, black . . . ) and their number, c) define the types of game pieces 3 (their strengths and ranges of power), d) numbers of game pieces 3, e) number of players and their relationships (allies yes/no), f) game objective, g) adding game pieces 3 yes/no, h) rules for the positioning of game pieces 3 at the beginning of the game, and the like.
  • The electronic device also contains the sixth block 46 for the receipt of instructions from the individual players with respect to the required moves of the game pieces 3 on the game board 1, which is associated with the second block 42.
  • The electronic device is shown in FIG. 8.
  • On the basis of the choice of fundamental parameters, or a specific game version, the selected game version and the current game situation are created in the second block 42. The second block 42 is connected to the third block 43 in order to evaluate the values of the fields 2 and to the fourth block 44 for the colors of the fields 2.
  • On the basis of instructions from the blocks 42, 43 and 44, the initial positions of the game pieces 3 in the fields 2 and the values and colors of the fields 2 indicating the territories 11 of the individual players appear on the monitor 6 through the fifth block 45.
  • FIG. 7 shows a situation after a move of the first player from position E6 to position H9. The values of the fields 2 are shown as the circled numbers.
  • The first player enters, using the sixth block 46, an instruction involving the move of the game piece 3 from position E6 to position H9, which appears on monitor 6 through the blocks 42 and 45.
  • The new combination of strengths of the game pieces 3 of the first and second players affecting the individual fields 2 is evaluated by the third block 43, and the fourth block 44 adjusts the colors of the fields 2, and everything is displayed on the monitor 6 using the fifth block 45.
  • In the first block 41, for example, it is possible to choose such rules of the game that the field 2 passes from the territory 11 of one player to the territory 11 of the other player when strengths of the game pieces 3 of one of the players prevail. For example the fields 2 H11 and H12 have zero value. If the rules are set in this manner, the fields 2 H11 and H12 do not become neutral fields 2, but remain in the territory 11 of the second player. Only those fields 2 are neutral that are currently outside the range of power of all game pieces 3.
  • The rules of the board game as specified in the invention are very variable and the players can modify them to suit their abilities.
  • INDUSTRIAL USE
  • The board game can be used in education and culture.

Claims (16)

1. An electronic board game for at least two players, comprising:
an electronic device containing a first block to set the fundamental parameters and rules of the game:
a second block to create a specific game board with fields and with specific game pieces in the initial and current positions depending on the set parameters and rules of the game; and
equipped with a monitor to display the game board composed of fields and divided at least into two territories of the players, and game pieces of the players,
wherein the board game further comprises a third block for the current evaluation of the numerical values of the individual fields, which vary in the course of the game depending on the positions of the game pieces, the current numerical values of the fields being dependent on the current strength, expressed as a number, with which the game pieces in whose range of power these fields are located affect the fields, while the current numerical value of a particular field is the result of combinations of strengths with which this field is affected by the game pieces of the players;
a fourth block for different colors of the fields indicating the respective territories of the players depending on the actual situation;
a fifth block to display the game pieces on the game board and to color and show the numerical values of the individual fields depending on the current evaluation of the numerical values of the individual fields in the third block, with the fifth block being directly connected to the monitor; and
a sixth block to receive instructions from the individual players on the required moves of the game pieces on the game board, and connected to the second block.
2. An electronic board game as specified in claim 1, wherein the second block as is a block that enables the positioning of 1 to 20 game pieces for each player.
3. An electronic board game as specified in claim 1, wherein the second block is a block that enables to choose a shape of the fields to be chosen from a group of n-angles, where n=3 to 6.
4. An electronic board game as specified in claim 1, wherein the second block as is a block that enables the creation of a game board composed of colored fields that form the territories of at least two players and of colorless neutral fields and black fields.
5. An electronic board game as specified in claim 1, wherein the second block as is a block that enables the range of power of each game piece to be determined based on the number of rows of fields and the number of fields in the rows, with the number of rows of fields being at least one and the number of fields in the individual rows being at least three.
6. An electronic board game as specified in claim 1, wherein the second block as is a block that enables a determination of the strength, expressed as a number, of each game piece with which the game piece affects the fields that fall within its range of power.
7. An electronic board game as specified in claim 2, wherein the second block is a block that enables a shape of the fields to be chosen from a group of n-angles, where n=3 to 6.
8. An electronic board game as specified in claim 2, wherein the second block is a block that enables the creation of a game board composed of colored fields that form the territories of at least two players and of colorless neutral fields and black fields.
9. An electronic board game as specified in claim 3, wherein the second block is a block that enables the creation of a game board composed of colored fields that form the territories of at least two players and of colorless neutral fields and black fields.
10. An electronic board game as specified in claim 2, wherein the second block is a block that enables the range of power of each game piece to be determined based on the number of rows of fields and the number of fields in the rows, with the number of rows of fields being at least one and the number of fields in the individual rows being at least three.
11. An electronic board game as specified in claim 3, wherein the second block is a block that enables the range of power of each game piece to be determined based on the number of rows of fields and the number of fields in the rows, with the number of rows of fields being at least one and the number of fields in the individual rows being at least three.
12. An electronic board game as specified in claim 4, wherein the second block is a block that enables the range of power of each game piece to be determined based on the number of rows of fields and the number of fields in the rows, with the number of rows of fields being at least one and the number of fields in the individual rows being at least three.
13. An electronic board game as specified in claim 2, wherein the second block is a block that enables a determination of the strength, expressed as a number, of each game piece with which the game piece affects the fields that fall within its range of power.
14. An electronic board game as specified in claim 3, wherein the second block is a block that enables a determination of the strength, expressed as a number, of each game piece with which the game piece affects the fields that fall within its range of power.
15. An electronic board game as specified in claim 4, wherein the second block is a block that enables a determination of the strength, expressed as a number, of each game piece with which the game piece affects the fields that fall within its range of power.
16. An electronic board game as specified in claim 5, wherein the second block is a block that enables a determination of the strength, expressed as a number, of each game piece with which the game piece affects the fields that fall within its range of power.
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CZ20060542A CZ298678B6 (en) 2006-08-31 2006-08-31 Electronic party game
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PCT/CZ2007/000083 WO2008025302A1 (en) 2006-08-31 2007-08-24 Electronic board game

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US20170014709A1 (en) * 2015-07-16 2017-01-19 Joseph Dowell Chess game and method of play

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