US20180185743A1 - A strategy game of territorial conquest - Google Patents

A strategy game of territorial conquest Download PDF

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Publication number
US20180185743A1
US20180185743A1 US15/740,236 US201615740236A US2018185743A1 US 20180185743 A1 US20180185743 A1 US 20180185743A1 US 201615740236 A US201615740236 A US 201615740236A US 2018185743 A1 US2018185743 A1 US 2018185743A1
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Prior art keywords
unit
units
game
strength
rating
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US15/740,236
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Inventor
Ben-Zion Yitzchak Goldstein
Moshe Brachya GLUECK
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Goldstein Ben Zion Yitzchak
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Ben-Zion Yitzchak Goldstein
Moshe Brachya GLUECK
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Priority to US15/740,236 priority Critical patent/US20180185743A1/en
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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
    • A63F3/00003Types of board games
    • A63F3/00075War games
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/0052Characteristics of game boards, alone or in relation to supporting structures or playing piece with a plurality of boards used during one game, i.e. separate game boards or playing areas
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00463Details of the playing field
    • A63F2003/0047Geometric shapes of individual playing fields
    • A63F2003/00476Rectangular
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/0052Characteristics of game boards, alone or in relation to supporting structures or playing piece with a plurality of boards used during one game, i.e. separate game boards or playing areas
    • A63F2003/00523Characteristics of game boards, alone or in relation to supporting structures or playing piece with a plurality of boards used during one game, i.e. separate game boards or playing areas with a separate board for each player

Definitions

  • the present invention relates generally to games. More specifically to games of strategy and territorial conquest based on chance and skill.
  • Games of conflict like chess, have been around for millennia.
  • the desire to simulate, in some way, the battlefield experience and the conquest of territory has given rise to many games of strategy and territorial conquest.
  • a base territory must be claimed. Its people must be taxed to supply the money needed to recruit and train fighters.
  • the fighting units must be created. The fighting units must be maneuvered into position. The inevitable battles must be played out and their results enacted.
  • the result of victory is more territory, more money and more fighting units.
  • the result of defeat is the removal of the defeated units from the game, the loss of territory, the loss of money and the reduction of the fighting army.
  • US 2013032999 discloses a strategy board game of territorial conquest for two to four players. As described, each player commands an army of twenty-four pieces on a playing board divided into five regions called territories. The pieces rest on the intersections of lines on the board called Points. In each territory there exists a special board point referred to as a base. The pieces in the game at all times have a specific direction that they face on the game board. The facing of the piece determines its vulnerability to capture by another piece. In addition to facing, different types of playing pieces are assigned different attributes such as movement number, attack number and blocking faces, which affect the utility of each piece in game situations. Nevertheless, the described board game is limited.
  • the present invention relates to a strategy game comprising: (a) at least 2 panels, constituting together a board game, where each panel is divided by lines into a plurality of square spaces arranged into a grid; (b) a plurality of sets of fighting units, each set of said units having a color to identify the units of the set as belonging to a particular player, the units of each set being subdivided into a plurality of sizes and types, each unit having defined attributes specific to its type and each fighting unit comprising: an indicator to denote the maximum number of spaces said unit is allowed to move, an indicator to denote the maximum number of spaces said unit is allowed to attack an opponent's unit, an indicator to denote the strength of said unit, and an indicator to denote the price of said unit; and (c) a plurality of sets of banners, each set of banners having a color to identify the banners of the set as belonging to a particular player, the banners of each set being subdivided into a plurality of sizes, and each banner comprising an indicator to denote
  • the game further comprises a set of ingots for symbolizing a number of Dinari, where said Dinari is used as money of said game, for buying the fighting units and the banners.
  • 4 panels constitute the board game.
  • each of the panels has a different color.
  • each of the panels has a slot for placing a banner.
  • each of the panels can be turned around in order to change the playing field.
  • some of the spaces have interconnecting diagonal roads for allowing the units to move diagonally.
  • the strength of a unit consists of a basic strength and the number of dice.
  • more than one unit may be stacked combined with other units for a combined joined attack.
  • At least one of the spaces on the panels may be signaled for increasing the basic strength to all units of a player that has a unit resting on said signaled space.
  • the size of a banner near a fortress determines which grade of units can be created at that fortress.
  • the size of a banner near a fortress determines the grade, the income and the strength of that fortress.
  • the game is an electronic game.
  • the game is a cellular phone application.
  • the banners may be upgraded.
  • each banner comprises an indicator to denote the strength of said banner.
  • each fighting unit has a size which identifies the grade of said unit.
  • FIG. 1 depicts an illustration of an exemplary embodiment of a singular playing panel for a player of the strategy game, according to an embodiment.
  • FIG. 2 a depicts an illustration of exemplary embodiment of a banner, according to an embodiment.
  • FIG. 2 b depicts an illustration of exemplary embodiment of another banner, according to an embodiment.
  • FIG. 2 c depicts an illustration of exemplary embodiment of yet another banner, according to an embodiment.
  • FIG. 3 a depicts an illustration an exemplary embodiment of the front side of a singular fighting unit, according to an embodiment.
  • FIG. 3 b depicts an illustration of an exemplary embodiment of the back side of a singular fighting unit, according to an embodiment.
  • FIG. 4 depicts an illustration of an exemplary embodiment of an ingot of Dinari, according to an embodiment.
  • FIG. 5 depicts an example of an ambush, according to an embodiment.
  • FIG. 1 depicts an illustration of an exemplary embodiment of a singular playing panel for a player of the strategy game, according to an embodiment.
  • the game board comprises a number of panels such as the depicted panel 100 , depending on the number of players. For example, if 2 players are playing, the game board comprises 2 such playing boards, 3 players-3 boards, etc.
  • the boards such as board 100 may be depicted on a cardboard playing surface, for example, or on any other rigid material such as on plastic surfaces.
  • panel 100 may be depicted on an electronic screen, including touch screens, for electronic embodiments.
  • the panel 100 may be divided by lines into a grid of 8 ⁇ 8 squares spaces, or into any other numbers or shapes of spaces upon which the game units may rest.
  • the grids may provide alphanumeric coordinates along the x-axis and the y-axis of the panel 100 layout.
  • each panel may have a different color, different graphics, different drawings, and/or different texts.
  • Each panel may have spaces of different designations. For example, some of the spaces may be designated as fortresses, such as space 110 , other spaces may be designated as roads, such as space 120 , as fields such as space 130 , or may be designated as water, such as space 140 .
  • FIG. 2 a -2 c depict illustrations of exemplary embodiments of banners, according to an embodiment.
  • Each banner may have a color to identify the unit as part of a set belonging to a particular player.
  • Each banner may have a certain size for identifying defined attributes such as its strength, its cost, and/or its production capabilities.
  • Each banner may also have certain graphics for identifying its strength, its cost, and/or its production capabilities.
  • FIG. 2 a depicts the largest banner, which may have gold graphics, for identifying that this banner may have the most strength, the highest cost, and the best production capability.
  • each banner may also have its price indicator, such as tag 210 , printed on its side.
  • each banner may also have its strength indicator, such as representation 220 , printed on its side.
  • the banners may have all have the same base size, such as the size of base 230 , for inserting, in an upright position, into the specially designed slots on the game panels. For example, adjacent to a fortress space, a slot may be carved which may have the length and the width for accommodating a base of a banner. Thus, banners may be inserted in the upright positions into slots adjacent to fortresses for symbolizing the fortress as belonging to a certain player, having certain strength, and having a certain production capability.
  • FIG. 3 a depicts an illustration of the front side of an exemplary embodiment of a singular fighting unit, according to an embodiment.
  • Each unit may have a color to identify the unit as part of a set belonging to a particular player.
  • Each unit may have defined attributes specific to its type.
  • each unit may have a certain size symbolizing its “grade”, which will be described later on in relations to creating units. For example, a unit having a larger size may symbolize a better “grade” unit.
  • Each unit may have an indicator, such as tag 310 , for denoting the strength of the fighting unit.
  • the strength of a fighting unit may comprise a number of dice and a number of basic strength, which will be discussed in later detail in relations to the game's rules and concepts.
  • Each unit may have an indicator, such as tag 320 , for denoting the maximum number of spaces said unit is allowed to move.
  • Each unit may also have an indicator, such as tag 330 , for denoting the maximum number of spaces said unit is allowed to attack an opponent's unit.
  • FIG. 3 b depicts an illustration of the back side of an exemplary embodiment of a singular fighting unit, according to an embodiment.
  • Each unit may have an indicator, such as tag 340 , for denoting the price of Dinari of the fighting unit.
  • the Dinari is used as the money of the game, according to an embodiment.
  • the unit may have a certain capability, or capabilities, and these capabilities may also be written on the back side of the fighting unit, such as the capability of passing over water 350 , as depicted in FIG. 3 b.
  • the colors of the panels, the units and the banners correspond to symbolize their belonging to a player.
  • the first player may have a red panel, red units, and red banners.
  • the frame around the edge of the card tells the grade of the fighting unit: wood, iron or gold. It also indicates where this soldier can be created.
  • the depicted unit has a wooden frame, which means that the unit is of wood grade and can be created in a fortress flying a wood banner or any higher banner.
  • a unit of an iron grade can only be created in a fortress that flies an iron banner or a gold banner.
  • the unit cannot be created in a fortress flying a wood banner.
  • a gold grade fighter cannot be created in a fortress flying an iron or wood banner.
  • FIG. 4 depicts an illustration of an exemplary embodiment of an ingot of Dinari, according to an embodiment.
  • the game comprises 3 different kinds of ingots, ingot of 10 Dinari, ingot of 50 Dinari, and ingot of 100 Dinari. In other embodiments other ingots may be used.
  • the ingots may differ in size, graphics, texts, symbols, color, etc.
  • Each player commands one of the sets of fighting unit, referred to hereinafter as a tribe.
  • the players may move the tribes to battle each other until only one tribe alone remains, having completely eliminated the other tribes' fighting units and conquered all their fortresses. In the event that the game must be stopped, the player with the most Dinari is declared the winner.
  • Each panel has a kind of terrain represented on its top.
  • each game comes with 4 such panels.
  • Each player receives one panel to be his/her home territory.
  • each panel has a certain color and the player of that panel will receive the tribe with the same color.
  • the panel can be placed as desired, as long as it touches one of the other panels along a width of at least four squares.
  • each of the panels can be turned around in order to change the playing field before the game starts.
  • the game board comprises a number of panels, where the number of panels corresponds to the number of players. If there are only two players, they will play one against the other. Three or four players can play in all-out war. In one embodiment, four players can play two on two by forming teams.
  • Each player may take the banners that are color coded for his/her chosen tribe.
  • the Tribes use their banners to show control and ownership of a fortress. Having a banner posted in a fortress gives the tribe defensive advantages and allows the tribe to get Dinari from the inhabitants and recruit fighters. To take over a fortress and raise a banner the player must only place one of his/her tribe's fighting units on the desired fortress. Once the unit is in place, the player can plant the tribal banner in the slot next to the fortress.
  • a fortress under a wood banner can recruit and train “wood grade” units.
  • a fortress under an iron banner can train both “wood grade” and “iron grade” units.
  • a fortress under a gold banner can produce all kinds of units, including “gold grade” units.
  • a player can place a fortress under a wood banner for free.
  • the wood banners do not cost money.
  • the player needs only to move one fighting unit into the fortress. That fighter cannot attack during the same turn as it raises the banner. After the banner is raised, the player may leave the fortress unoccupied. It continues to belong to the tribe as long as it flies the tribal banner.
  • it may cost 100 Dinari to upgrade a fortress from a wood to an iron banner. Upgrading can be done even if there is no fighting unit stationed in the fortress.
  • it may cost 150 Dinari to upgrade a fortress from iron to gold. As in the previous case, it is not necessary to have a fighting unit in the fortress at the time of the upgrade. A player can upgrade a fortress directly from wood to gold, if he/she has the full price of the upgrade, which is 250 Dinari (100 Dinari for the Iron Upgrade+150 Dinari for the gold upgrade.)
  • a player can upgrade as many fortresses as he/she has money to pay.
  • Each player may begin the game with one fortress with a wood banner.
  • the player takes possession of his/her tribe's first fortress by planting the wood banner.
  • the player's first fortress must be one that is as far away as possible from the other player's boards.
  • a fighting unit is not placed in the fortress at this time.
  • Each player may also receive an amount of Dinari at the beginning of the game. In one embodiment, the first player may receive less Dinari than the rest. In some embodiments, during the first round of turns, no money is received from the fortresses.
  • each player receives at the beginning of his/her turn, money from the fortress or fortresses that fly his/her banners. For example, 50 Dinari for flying a wood banner, 100 Dinari for flying an iron banner and 150 Dinari for flying a gold banner.
  • the player takes the price of the unit in Dinari ingots and puts it in the bank. Then the player takes the fighter card which represents the unit he/she wants to create, and places it on one of the fortresses belonging to the tribe. Any fortress belonging to a tribe can be used to create new units for the tribe, no matter how far away it is from the tribes first home. According to an embodiment, if the fortress is flying a wood banner, then only wood grade units can be created there, etc.
  • New units cannot be created in a fortress as long as a unit is stationed there. First the unit must be moved out of the fortress, and then the new unit can be created (two units are not allowed on the same space). The newly created unit is located in the fortress, but it can be moved out as soon as it is made. The unit which originally left the fortress cannot return to it in the same turn even if it has left over steps. Once a unit has moved to a stationary position and a different unit has been touched, that unit's movement is considered complete. That unit cannot move again during this turn.
  • a player's tribe is made up of the fighters that he/she has on the board.
  • the fighter unit cards are used to represent fighting units on the board. When a player puts a unit card on a space the unit takes over that space.
  • a dice strength score is produced during each attack by rolling the dice for the fighting units during battle.
  • a battle outcome score is produced for each attack by adding the attacking unit's basic strength rating to the dice power score for that attack.
  • the defending player rolls the dice shown on the card of the defending unit. The defender rolls even when it is not his/her turn to play. The player with the higher battle outcome score wins the battle.
  • the Weapons Range shows the maximum distance in board spaces over which this unit can attack. Some units can only attack units that are right next to them. These are called “melee units” and they fight with weapons like swords and maces.
  • the weapons Range of a melee unit is always 1. Other units have long range weapons that can attack targets that are farther away. These units are called “ranged units.” They fight with arrows or other long distance weapons. Ranged units have a variety of weapons range ratings, depending on the kind of weapon, power or ability the unit has.
  • Speed Rating shows the number of steps, measured in board spaces, that this unit can move in a single turn.
  • Each tribe may have its own color-coded unit cards.
  • Units with the ability to fly can fly over other fighters, friendly or enemy, but they must land on an empty space. Some units don't fly, but can pass through other units all the same by using their sneaky skills. Units with the ability to fly can fly over water or can land on water.
  • a fighting unit can move and act only once in a turn. Actions refer to attacking, taking over a fortress or casting an active spell. For instance, a unit can move first and then attack, or attack first and then move. However, a unit cannot move a little, then attack and then move some more. When moving, the fighting unit does not need to move all the distance allowed by its speed rating. Defending when attacked does not count as an action.
  • a tribe can take over fortresses or upgrade fortresses as many times during a turn as conditions allow.
  • a single fighting unit cannot take over more than one fortress in a turn, since taking a fortress is considered an action.
  • a player will need to decide which is more important; taking control of a new fortress, attacking an enemy unit or casting an active spell.
  • Distance is measured by counting spaces on the board. Distance is measured in straight lines from one square to the next. In other words, a unit can move up/down or side to side, but cannot cross from one square to the next diagonally, by crossing at the corner; unless the unit is moving on a diagonal path marked on the board. A unit can move anywhere on the board on the paths, on the grass or through the trees, except on the water. A unit cannot cross water unless it has a special power that allows travel over or through water. The magic needed to cross water, is considered a passive spell, and does not count as an action. Therefore the fighting unit can move, cross water and attack all in a single turn.
  • a fighting unit can move diagonally only if it is following a path marked on the board. There are many paths on the board that move diagonally from one square to the next. Following the paths helps units cover more distance on the board.
  • the player Before launching an attack, the player must check that the unit or the fortress being targeted is within Weapons Range of the attacking unit. If the targeted unit is within weapons range of the attacker, then (and only then) can the attack commence.
  • the unit's Weapons Range is noted on its card. As described before, some units can only attack targets that are right next to them, other units have long range weapons that can attack targets that are farther away. This rule also holds true if a unit is being used to “send” special powers or abilities to other friendly units. The units receiving these powers must be within weapons range of the sending unit. Some units have the ability to send their powers across distances and strengthen friendly units.
  • Units with long range weapons can attack across bodies of water, even if they cannot move over them.
  • the fighting unit's weapons range is calculated as if the unit was actually moving towards the target. All distances must be measured in straight lines, across the sides of the squares, either up/down or side to side. If the line of attack follows a diagonal path marked on the map, then the distance of the attack should also be measured diagonally.
  • the unit takes up position. If the target enemy unit is out of the attacker's Weapons Range and the attacking unit has not yet moved during this turn, the player should move the attacking unit so that the enemy unit is within Weapons Range.
  • Each attack can have only one target. If the target unit is already in weapons range and has not moved in this turn, then the attack can start right away. If the attacking unit survives the battle, it will be able to move afterwards.
  • Stage 1 Roll the Dice.
  • the attacking player rolls the number of dice depicted on the attacking unit's card.
  • the player adds up the numbers of the dice and receives the Dice Power Score for that attack.
  • Stage 2 Check the unit's Basic Strength Rating. That may be the number shown next to the dice, according to an embodiment.
  • Stage 3 Add up the Battle Outcome Score for the attack.
  • Stage 4 The defender adds up the defensive Battle Outcome Score.
  • the defending player also rolls the dice, getting the Dice Power Score.
  • the player adds the defending unit's Basic Strength Rating to the Dice Power Score, to get the Battle Outcome Score for this defense. If the two units are in weapon range of each other, then the unit (be it defender or attacker) with the highest Battle Outcome Score wins the battle.
  • the loser is killed and taken off the board. It doesn't matter if the loser is the attacker or the defender. The loser is dead.
  • the attacker If the attacker is out of range of the defender's weapons, then the attacker will stay on the board to fight again, even if he loses the battle. The defending unit, however, will be killed if he loses.
  • More than one unit can be coordinated to attack a single unit at the same time, referred to hereinafter as an ambush.
  • Fighting units can make an ambush when two or more friendly units have an enemy unit within Weapons Range. In an ambush, the player will combine the Battle Outcome Scores of all the attacking units. This makes it much more likely that the attackers will win. However, doing an ambush also increases risk for the attacker. If in the course of the battle, the dice go against the attackers and the defender wins, then all the attacking units in weapons range of the defending unit will be eliminated from the board. Attackers in an ambush act as a single unit for the purpose of that attack. Since each fighter can only attack once during a turn. If several fighters do an ambush together, this means they are all unable to attack again until the next move.
  • FIG. 5 depicts an example of an ambush, according to an embodiment.
  • the forest elves such as elf 520
  • the defending dragon 510 is in weapons range of all the attacking elfish units.
  • the Battle Outcome Score for the attack is received by adding the Dice Power Score and the Basic Strength Rating of all the attacking units.
  • Stars may be scattered on the panels, such as the star 150 depicted in FIG. 1 .
  • Each star marks a focus point where astral power comes to earth. If a tribe has a unit placed on one of these stars, astral power flows to other tribal units, no matter where they are located. If a unit is standing on the Star, then it conveys astral energy to all the units of that tribe increasing their base strength by 2 points each. If a tribe has more than one unit positioned on stars, each star adds 2 points, either of Basic Strength to each kind of unit. Controlling stars greatly increase a tribe's fighting power. If a unit moves off a star or loses a battle, the Tribe stops receiving the star's energy. If a player puts a unit back on the star, the extra astral energy is restored to the Tribe.
  • the astral energy may be a range enhancer or strength enhancer.
  • Fortresses add a defensive advantage for a unit located there.
  • Each banner shows the number of dice a player rolls when defending a fortress.
  • a wood banner may allow a player to roll 1 die, an iron banner 2 dice and a gold banner 3 dice.
  • a fortress can defend itself all alone, just not very well.
  • a fortress has no Basic Strength Rating. If units are located in the fortress, the number of dice rolled by the fortress is added to the defending unit's dice. The combined Dice Power Score is added to the Basic Strength
  • the fortress can only defend. It does not add any power to an attack. Still, if a ranged unit is located in a fortress, and it wins a defensive battle, it can eliminate the attacker, if the attacker is within the defending unit's weapons range.
  • the fortress adds its dice power to the defending unit for that battle.
  • the defending ranged unit can also utilize its bonus astral power points to increase its range. For example, a defending melee unit located in a fortress will eliminate the attacking unit only if the attacker is positioned right next to the fortress, in a weapons range of 1.
  • the Dice power of the fortress is added to the dice power of the defending unit. If the defending melee unit has an astral power bonus, it too will be added to the unit's basic strength, becoming part of the combined Battle Outcome Score.
  • Units may move directly in to an unoccupied fortress that flies another tribe's banner and then play out the battle for that fortress. In that case there is a risk to the attacking unit. If the attacker loses the battle, the unit is removed from the board. If the attacker wins, then the defending tribe's banner is taken down and the attacking tribe raises its banner immediately. In this case only, attacking and raising a banner are considered to be one action.
  • Defensive helping units can only help with their Basic Strength Rating. Defending units can add their additional astral basic strength units, if the tribe has one or more units located on a star. However, defensive helping units cannot add their dice to the defending unit's dice.
  • Any friendly units that have an attacking enemy unit in weapons range can assist with their Basic Strength. Units that do not have an attacker in weapons range cannot help. If several units are performing an ambush, any unit belonging to the defending tribe which has any one of the attacking units in its weapons range, can join and assist in the defense. Range units with bonus astral power, can utilize their extra weapons range to join in a defense.
  • a unit can only move and perform one action during a player's turn. All units on the board during that turn may act and move. A unit may move and then act, or act and then move, but it cannot act twice, or move twice during a move, even if according to its speed rating the unit still has squares it could traverse. Actions include: attacking, using magical abilities, and occupying a fortress. Defending against attack is not considered an action, because it always happens during a different players turn.
  • Units must be created in a fortress belonging to that tribe and flying the banner which allows for the creation of grade of unit desired by the player.
  • units cannot be created in a fortress that has a unit already in it. If the fortress is occupied, it must be evacuated before the desired unit can be created. The empty fortress still serves the tribe whose banner stands next to it, and the desired unit can be created there. This rule introduces an element of risk, because an unoccupied fortress is more vulnerable to attack.
  • An attack is always made against a single target. Multiple friendly units can act as one during an attack, combining their strength and dice scores. The result of the dice is added to the basic strength rating of the attacking units. If the attackers have the higher Battle Outcome Score, the attack succeeds, and the target enemy unit is removed from the board. If the defender receives the higher Battle Outcome Score, then attack fails, then all the attacking units that are within weapons Range of the defending unit are removed from the board. The defender rolls the dice for his defending units even when it is not his/her turn to play. Attacks always happen during a player's turn. Defenses always happen out of the player's turn.
  • a defending unit stands alone as the object of attack, assistance can be given to the defending unit by other units of the defender's tribe located in the area. Any unit belonging to the defending tribe which has the weapons range required to attack any of the units taking part in the attack, may provide assistance. Assisting units contribute their basic strength rating to that of the defending unit. If attackers win, only the specific target of the attack is taken off the board, since every attack has only one target, no matter how many units join the attack.
  • “Lasts 1 round” means the magic lasts until the beginning of that player's next turn.
  • No time limit means that the magic goes on and on, until enchanted unit is killed.
  • “Once in turn” means that even though a certain magic is passive, (so using it doesn't count as an action) the magic has to be called up to take effect. Such magic can only be called up once in a player's turn.
  • “Victim stacked” means that the defeated unit card is placed under the victorious unit card. Usually, this will show that the victorious unit has absorbed something helpful from the defeated unit. At other times, this will show that the defeated unit is still damaging or controlling the enemy unit in some way, even after the defeated unit's death. When the killed unit's power goes to a friendly unit, the killed unit is put under the friendly unit receiving the power.
  • the game's expansion set introduces an unusual unit that can be considered as being in a group of its own, situated between the Wood and the Iron Groups.
  • W stands for Wood
  • E stands for Expansion Set
  • I Iron
  • G stands for Gold.
  • the units can be listed as: W-1, W-2, W-3, E-1, I-1, I-2, I-3, G-1, G-2, and G-3.
  • the tribes and their fighter units seem very different from each other, the same underlying structure, logic and numerical values may be shared by all.
  • Each of the groups W, I and G comprise both Melee Units and at least 1 Ranged Units. Melee Units fight hand to hand, and therefore have a weapons range of 1. Ranged Units have long ranged weapons. They can attack across a distance of 3 or more squares. It should be understood that all units have an essential weapons range of 1.
  • the essential weapons range refers to the minimum weapons range than any unit in the game possesses. Ranged units are granted additional points for this parameter. The amount of extra points granted is correlated with a number that will be referred to as O. This number O will tell how many points will be allocated for range, but those points must be taken from other parameters. In other words, the actual Weapons Range of a Ranged Unit is O+1.
  • the element of chance is introduced to the game by rolling dice.
  • the player for each unit rolls a certain number of dice when attacking or defending against attack.
  • the number of dice rolled is the Dice Rating. It may also be correlated to O.
  • the Dice Rating is a free gift to the Unit. O determines the limit of this gift, but it does not contribute anything to the Dice Rating. In principle the Dice Rating is equal to O.
  • each of the groups, W, and I there is one unit whose strength rating is high in the extreme and whose speed rating is low in the extreme. Opposite this unit, there will be a corresponding unit whose strength rating is low in the extreme, but whose speed rating is very high. These are called “the mirrored units” in the group.
  • the opposition between the values of strength and speed reflects a basic reality. Speed is light and unencumbered. Strength is heavy and armored. Needless to say, there are adjustments or augmentations made to these essential values to make the play more effective.
  • the values 1 and 5 are the extremes.
  • the extreme high/low values are 1 and 6.
  • the G group the low value increases, beginning with 2 and rising to 3 and 4.
  • the high value for all units in the G group is 7.
  • the E group is also a special case, and its high Strength Rating is augmented magically.
  • Overflow Quotient When a unit is very strong, some of its strength can overflow to influence its speed. In this case there is an Overflow Quotient to be projected from the high value to the low value.
  • the Overflow Quotient is defined as the whole number that is either half or less than half of the High Value, in other words: O ⁇ 1/2 HV. If the High Value is odd then O will be less than half the high Value. If the High Value is even, then O will be half of the High Value. Transferring the overflow does not diminish the unit's strength. It is important to note that overflow only moves from strength to speed. It does not move from a high speed rating to a low strength rating. Points will be taken from a high speed rating to increase the unit's weapons range. In such cases the High Speed rating will be diminished.
  • the Unit's O becomes its Dice Rating. This does not imply there is an overflow from the High Value to the Dice Rating.
  • the Dice rating is a free gift, so to speak, given to the unit. O simply sets the limit on that gift.
  • O is added to the essential weapons range of 1 to determine the unit's actual weapons range. Nevertheless, the extra weapons range must be paid for by a reduction in other parameters.
  • a high Speed Rating can enhance a unit's weapons range by adding O, but the high rating in itself is reduced by O. In cases of Magical Augmentation, O may be calculated, but not utilized. When that happens, O is simply lost, but it will still determine the limit of the Dice Power.
  • Speed Pump S p P
  • OPO Pump OPO Pump
  • Speed Pump involves melding the fighting unit with a high speed animal, gas driven vehicle, spirit wind or other form of conveyance.
  • the Speed Pump equalizes the units Strength Rating and its Speed Rating. In actuality, however, it is never good to have the Strength Rating exactly the same as the Speed Rating. Therefore, the Strength Rating passes 1 point to the Dice Rating so this magic can take effect.
  • OPO Pump involves deriving O, then adding an extra strength point (as if this unit belonged to the next higher group) and then deriving a second O.
  • the two values O and the extra point P can be applied in various ways.
  • MA Magical Abilities
  • MA 1-6 Six of kinds of this magic which are referred to as MA 1-6 . This is described at length below. It should be said that it does not matter if these abilities are presented as being the result of magic or of advanced technologies. They are magical in the sense that they operate outside the usual “nature” of the game's rules.
  • the Revenue per turn and the Cost of upgrading to higher banners are based upon the Dice Rating, which rises from wood to Iron to Gold, starting with the minimum possible dice rating (DM) and rising in this sequence 1 ⁇ D M , 2 ⁇ D M , 3 ⁇ D M .
  • the fortresse s actual dice rating (D) multiplied by a revenue factor (RF.)
  • the minimum Dice Rating is 1, so that a wood fortress rolls one die, an Iron fortress 2 dice and a Gold fortress rolls 3 dice.
  • the Revenue Factor is 50, so that a Wood fortress provides 50 Dinari each turn, an Iron fortress, 100 , and a Gold fortress 150.
  • the cost of raising a new banner over a fortress should, in principle, be the same as the Revenue per turn (R) which the fortress provides. This is indeed the case as regards the Iron and Gold fortresses.
  • D O (Where D stands for the Dice Rating. Sometimes, this dice rating is enhanced by the transfer of points from other parameters.)
  • LV X of G previous LV+1 (The Low Value for any unit of the Gold Group is 1 point higher than the previous Low Value.)
  • R per T D ⁇ R (Revenue per turn provided by a fortress is equal to its Dice Score [when unoccupied by a unit] multiplied by a Factor. In this game that factor is 50)
  • R ⁇ U L (The revenue per turn from a certain grade of fortress is always less that the cost of the least expensive unit in that grade.)
  • Cost of Ranged Unit ( HV+LV+[W A ⁇ W E ]) ⁇ C
  • This unit has OPO augmentation of Strength Rating.
  • Iron group has 2 Melee units and 1 Ranged Unit; as regards magic, it has 2 MA augmented units and one S P P augmented unit.
  • HV 7
  • LV X previous LV+1 (i.e. 2, 3, and 4.) All units are High Strength Rating/Low Speed Rating. G-1 and G-3 are ranged. G2 is Melee. All units have some form of OPO. 2 units have MA.
  • W-2 (in the human tribe this is called the Archer Unit) is essentially the same as W-1, but with added range. To calculate its ratings we begin with the same high/low extreme values for the Wood Group: a strength rating of 5 and an essential speed rating of 1. Then we enhance the Speed Rating by adding O, which raises it to 3. The Dice score will be 2. Since W-2 is defined as a ranged unit it must receive the same increase of O, except that now this increase will come at the expense of the Strength Rating and the Dice rating, subtracting 1 ⁇ 2 of O from each. Thus this unit will not exceed R.
  • the archer Unit has a Strength Rating of 4, and Dice Rating of 1, a weapons range of 3 and a Speed Rating of 3
  • the Cost of a unit is based upon the sum of its high/low values. A ranged unit's extra range, even when it comes at the expense of other ratings, must be paid for.
  • the Wood Group has one unit (W-3) with a Magical Power to cross both land and water. This power is not related to the unit's strength, as are its other numerical ratings. The added power is pure magic, and it is paid for by the tribe
  • the Game's expansion set has a single fighter unit ES-1.
  • This unit is essentially the same as the wood group's basic melee unit, W-1, except that ES-1 is OPO augmented with strength, according to the YXY pattern illustrated in the table of variation.
  • First O is calculated using the actual High Value of 5. Then, the extra point is added, as if this unit belonged to the higher Iron Group. Since the High Value for the Iron Group is 6, its O 2 quotient is 3. The first O quotient is retained, and applied to enhance the low Speed Rating. O 2 is applied back to the original High Strength rating of 5, resulting in an augmented Strength Rating of 8. All its other ratings are based upon the unit's natural strength. Its dice rating is two.
  • E-1 has an additional magical ability unrelated to its numerical parameters. It also has a magical strength augmentation.
  • the low Value is 1 and the high Value is 6.
  • ⁇ R is 14.
  • a low strength rating can be enhanced by reducing the units Dice Rating, which means that in actuality, all units in this Group have a Strength Rating of at least 2.
  • the Mirrored Groups units are I-1 and I-2.
  • the I-1 Unit has a Strength Rating of 6 and should have had an essential Speed Rating of 1.
  • the I-2 Unit has an essential Strength Rating of 1 and should have had an essential Speed Rating of 6.
  • I-1 has a high Strength Rating, so the O quotient of 3 is added to its speed, resulting in an enhanced Speed Rating of 4.
  • the O quotient 3 is taken as the Dice Power Rating. Since I-1 is a Melee unit, its weapons range is not enhanced. In summation, I-1 has a Strength Rating of 6, and Dice Rating of 3, a Weapons Range of 1 and a Speed Rating of 4.
  • I-2 is also based upon the high/low values of 1 and 6.
  • the Strength Rating is low and the Speed Rating is high.
  • the weapons range must be enhanced. Therefore, O is added to essential weapons range of 1. This results in a Weapons Range of 4.
  • the enhanced range comes at the expense of the original high Speed Rating.
  • the essential Dice Rating is 3. Since this is an Iron unit, some enhancement of the low strength rating is in order, so the Dice Rating is reduced by 1 and the Strength Rating is raised by 1.
  • I-2 has a Strength Rating of 2, a Dice Rating of 2, a Weapons Range of 4 and a Speed Rating of 3.
  • I-3 receives the Speed Pump. These magical changes increase the Speed Rating, making a high strength unit as fast as it is strong. Without the magic, I-3 would have simply been a High strength melee unit, just like I-1. When its speed is augmented, it becomes necessary to avoid having two equal ratings for Strength and Speed in the same unit. To allow the magical augmentation, the Strength Rating must transfer one of its points to the Dice Rating, which would otherwise be 3. Since I-3 is a Melee Unit, the weapon Range is necessarily 1. In summation, the Strength Rating is 5, the Dice Rating is 4, the Weapons Range is 1 and the Speed Rating is 6.
  • I-1 and I-2 have magical abilities unrelated to their numerical parameters.
  • I-3 has the magical augmentation Speed Pump which affects its numerical parameters. This augmentation is required because this unit has animal, mechanical, gaseous of spiritual forms of high speed mobility. This is the only unit with High Speed capabilities.
  • HV High Value
  • LV Low Value
  • the previous low value in both the Wood and Iron Groups is 1.
  • the next Low Value (the first in the Gold Group) will be 2.
  • the Low Value of the next unit will be 3, and the Low Value for the unit after that will be 4. Since the Low Values are applied to the speed ratings, G-1 has a Speed Rating of 2, G-2 has a Speed rating of 3 and G-3 has a Speed Rating of 4.
  • the High Values proceed with a different formula, as I will explain.
  • the previous High Value in the Iron Group is 6.
  • the next high Value the basic one in the in the gold group is 7. This is indeed the strength rating of the first unit in the gold group, G-1.
  • magical augmentations of the parameters are allowed. Augmentation is by OPO.
  • G-1 follows the pattern XXY, as described by the Table of OPO Variations.
  • the first O Quotient is applied as the limit of the units Dice Power, but it is not otherwise retained by the unit.
  • the extra point (P) which was added to the High Value to derive O 2 is not retained either.
  • O 2 itself is retained and added to the essential weapons range of 1 yielding a total weapons Range of 5.
  • the nature of this unit is that it consists of a vehicle for firing long range projectiles. It is therefore fitting that the weapons Range be augmented.
  • G-1 has a strength rating of 7, a dice rating of 3, a weapons range of 5 and a speed rating of 2.
  • G-2 follows the Pattern YYY, so it is extremely pumped up with OPO in its Strength Rating.
  • the entire second augmentation (5 pts) is taken as the limit of the unit's dice rating.
  • the Low speed rating is already enhanced to equal 3 by.
  • unit G-2 has a Strength Rating of 15, a Dice Rating of 3, a Weapons Range of 1 and a Speed Rating of 3.
  • G-3 is the last unit in the Gold Group. It also receives OPO according to the YYX pattern. The first O is applied to its own strength rating. The High Value of the Gold Group is 7, so the first O quotient is 3. That O is magically applied to the unit's strength, resulting in a Strength Rating of 10. After adding 1 Extra Point (P) to the High Value, the resulting O 2 quotient (4) is applied as the limit of the unit's Dice Score. However, the O 2 is not retained, and adds no power to any of the unit's parameters. P is retained and it is applied to the weapons range, raising it to 2.
  • G-3 is a flying Melee Unit, so some increase of its weapons range is in order. As a result of these augmentations, G-3 has a strength rating of 10, a dice rating of 4, a weapons range of 2 and a speed rating of 4.
  • “Lasts 1 round” means the magic lasts until the beginning of that player's next turn.
  • No time limit means that the magic goes on and on, until enchanted unit is killed.
  • “Once in turn” means that even though a certain magic is passive, (so using it doesn't count as an action) the magic has to be called up to take effect. Such magic can only be called up once in a player's turn.
  • “Victim stacked” means that the defeated unit card is placed under the victorious unit card. Usually, this will show that the victorious unit has absorbed something helpful from the defeated unit. At other times, this will show that the defeated unit is still damaging or controlling the enemy unit in some way, even after the defeated unit's death. When the killed unit's power goes to a friendly unit, the killed unit is put under the friendly unit receiving the power.

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US20230130630A1 (en) * 2021-10-22 2023-04-27 King.Com Limited Method and apparatus for providing a computer implemented game

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