US20220379193A1 - Universal magnetic game board including advanced reconfigurable magnetic random number generator - Google Patents

Universal magnetic game board including advanced reconfigurable magnetic random number generator Download PDF

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US20220379193A1
US20220379193A1 US17/668,555 US202217668555A US2022379193A1 US 20220379193 A1 US20220379193 A1 US 20220379193A1 US 202217668555 A US202217668555 A US 202217668555A US 2022379193 A1 US2022379193 A1 US 2022379193A1
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game
flux density
player
magnetic
density field
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Charles E. Ankner
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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
    • A63F3/00694Magnetic board 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
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0415Details of dice, e.g. non-cuboid dice
    • 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
    • A63F3/00574Connections between board and playing pieces
    • A63F2003/0063Magnetic
    • 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
    • A63F3/02Chess; Similar board games

Definitions

  • the present invention relates to a universal magnetic game board system including advanced configuration magnetic random number generation.
  • the present invention relates to a universal magnetic game board system including advanced configuration magnetic die, a magnetic flux density field conductive surface, and at least one die comprising at least one permanent magnet which interacts with the magnetic flux density field conductive surface to facilitate random number generation and thus overall game play.
  • the universal game board system includes nonmagnetic flux density field conductive interactive game play overlays for game play definition using the advanced configuration magnetic die, magnetic game pieces, and magnetic flux density field conductive surface.
  • the present invention relates to modern improvements to, of, and for the ancient “Game of Ur”, also known as “Twenty Squares”.
  • Ur was an important Sumerian city-state in ancient Mesopotamia, located at the site of modern Tell el-Muqayyar (in Arabic: in southern Iraq's Dhi Qar Governorate.
  • Ur is marked by the partially restored ruins of a ziggurat, the Ziggurat of Ur; which contained a shrine of and to Nanna, which was excavated in the 1930s.
  • the temple was built in the 21st century BC during the reign of Ur-Nammu and was reconstructed in the 6th century BC by Nabonidus, the last king of ancient rock.
  • the city ruins cover an area of 1,200 meters (3,900 ft) northwest to southeast by 800 meters (2,600 ft) northeast to southwest and rise to about 20 meters (66 ft) above the present plain level.
  • the Game of Ur is most probably the most ancient board game invented and known.
  • the Game of Ur also known as Twenty Squares, as known is a two-player die, i.e., random number generator based, competitive board game which was archeologically discovered in the tombs of the city of Ur in the early 20th century; the game itself is archeologically dated to over 5500 years old.
  • the ancient and original Game of Ur ( 100 ) is played on an unusually configured game board ( 101 ) as compared to most modern game boards. (See Prior Art FIG. 1 ). Moreover, game pieces ( 110 and 115 ) and random number generator system ( 105 ) or systems were discovered with ancient game boards.
  • the backs of two tablets include diagrams of the discovered ancient game boards; clearly indicating which and what game is being described.
  • a primary object of the game is for a player to move all their game pieces along a predetermined game board path and off the board -before does their opponent.
  • the board ( 101 ) consists of two rectangular sets of boxes, one containing three rows of four boxes each, and the other containing three rows of two boxes each, joined together by a narrow bridge of two boxes (See Prior Art FIG. 1 ).
  • One set of game pieces being white with five black dots and the other set is black with five white dots.
  • each of twenty game spaces is identified by an alpha-numeric grid with twenty-four unique location combinations.
  • PLAYER A A player with a “point of view” as depicted in Prior Art FIG. 4 , shall be referred to as PLAYER A; while PLAYER A's opponent having a point of view opposite that of PLAYER A shall be known as PLAYER B.
  • a 1 thru A 4 , A 7 thru A 8 are “safe spaces” for PLAYER B; while C 1 thru C 4 , C 7 thru C 8 are “safe spaces” for PLAYER A.
  • Game spaces B 1 thru B 8 are “combat spaces” for both PLAYER A and PLAYER B; except for game space B 4 , which is a “safe” space for both players.
  • PLAYER A game play begins at game space C 4 , and continues along a path depicted by Arrow A until all of PLAYER A's game pieces are moved off the board ( 305 ); while for PLAYER B game play begins at game space A 4 and continues along a path depicted by Arrow B until all of PLAYER B's game pieces are moved off the board ( 310 ).
  • game space B 4 has an additional significance as a safe space in the combat zone as well as take another turn. A player landing their game piece at game space B 4 cannot be eliminated by an opposing player landing one of their game pieces there as well.
  • game play of the Ancient Game of Ur includes elements of chance, stratagem, strategy, and tactic.
  • the highest scoring throw of dice or a single die would decide who starts the game first—and if a draw, throwing again until one player wins “first roll and first move”.
  • game piece movement was determined by random number generation via casting or rolling a set of three-or-four four-sided, tetrahedron-shaped, die; two of the four corners of each die marked, and the other two corners not, giving each die a fifty-fifty or equal chance of landing with a marked or unmarked corner facing up.
  • the number of marked ends facing upwards after a roll indicating how many spaces a player may or must move a game piece during that turn.
  • a primary rule of this game play is there can never be more than one game piece on a single game space at any given time; therefore, having too many game pieces on the board at once may impede a player's own mobility of play.
  • An alternative rule of game play may entail “stacking” of a player's game pieces on a single square; and possibly only allowing “stacking” on combat squares B 1 through B 8 .
  • Only one of a player's game pieces may be moved per throw of the die.
  • a player is not required to eliminate an opponent's game piece every time the opportunity may arise. Nonetheless, players are required to move a piece in accordance with a die roll outcome whenever possible; even if such results in an unfavorable outcome for the player.
  • a player To move a game piece off the board, a player must roll exactly the number of spaces remaining until the end of the path . . . plus one. If the player rolls a number any higher or lower than this number, they may not move the game piece off the board.
  • Random number generation is believed to have begun in one fashion using one or more flattened sticks with indica of “which side being which”. This fifty-fifty chance two distinct outcome random number generation system used gravity and observation for two distinct event outcome generation. Such technology as “throwing sticks” is the precursor of all “coin tosses”; even modernly used today.
  • Dice is all we do here at Awesome Dice, and as often as we talk about the bad old days of coloring in dice with crayons from the Dungeons & Dragons boxed set, that was actually very recently in the history of dice. As it turns out, dice date back about as long as human civilization does, with the earliest dice found in Egyptian tombs and archeological digs in ancient Sumeria.
  • 3100 BCE Earliest hieroglyphics representing Senet boards found. Senet uses two-sided playing pieces for randomization.
  • 3000 BCE Oldest confirmed dice found in a dig site in Turkey along with other game pieces. Date cited as “near” 3,000 BCE—could be a bit less.
  • 3000 BCE Holes are found punched into clay floors in the Mexico Tlacuachero site, similar to modern dice game score boards.
  • Burnt City Dice If you go looking around online for the oldest dice found, you will inevitably fall on a site talking about the world's oldest backgammon set found in the Burnt City, along with the oldest set of dice. Every report of this find can be sourced back to a single Persian Journal article from 2004 (no longer online). This story has been repeated and scraped and reposted countless times across the internet. I have not been able to find any reports confirming the dice from the Burnt City that doesn't take its text from the Persian Journal article.
  • Magnetic and hence electron fields are interrelated both being components of “self-defining” electro-magnetism, one of the four fundamental forces of nature; the other fundamental forces being gravity, the weak nuclear interaction/force, and the strong nuclear interaction/force.
  • the simplest magnetic structures are magnetic dipoles; having a north and south pole or twin magnetic moments (See Prior Art FIGS. 5 A- 5 F ).
  • Magnetic monopoles are believed to not exist due to Gauss' Law which states the net magnetic flux through any (closed) Gaussian surface is zero. However, ongoing studies and experimentation at the atomic and sub-atomic levels may prove this belief—false.
  • magnetic fields do not begin nor end at any point; rather, magnetic field lines are continuous, and form closed loops where the number of magnetic field lines entering a surface equals the number of magnetic lines leaving the surface. In other words, the magnetic field lines or magnetic density flux through any closed surface is always zero.
  • This model assumes the electron moves at a constant velocity v, in a circular orbit or radius r, and travels a distance 2pr in a time interval T.
  • the magnetic moment is a
  • the magnetic moment can also be expressed in terms of the angular momentum.
  • the magnetic moment of the electron is proportional to its orbital angular momentum.
  • Electrons (and other particles) have an intrinsic property called spin that also contributes to their magnetic moment.
  • the electron is not physically spinning; but rather has an intrinsic angular momentum as if it were spinning.
  • Spin angular momentum is in actually a relativistic effect.
  • the classical model of electron spin is the electron spinning on its axis.
  • the total magnetic moment of an atom is the vector sum of the orbital and spin magnetic moments.
  • the magnetic moment of a proton or neutron is much smaller than that of an electron and can usually be neglected.
  • the magnetic momentum (or moments) associated with atoms have three origins; being: the electron motion, the change in motion caused by an external magnetic field, and the spin of the electrons.
  • materials with some unpaired electrons will have a net magnetic field and will react more to an external field.
  • rare-earth elements also called the rare-earth metals or oxides, are a group of seventeen nearly indistinguishable lustrous silvery-white soft heavy metals. Scandium and yttrium are considered rare-earth elements because they tend to occur in the same ore deposits as lanthanides and exhibit similar chemical properties; but, have different electronic and magnetic properties.
  • Samarium cobalt magnets are a type of rare earth magnet constructed from an alloy of samarium and cobalt; and can retain magnetic coercivity in high temperature environments up to 300 degrees Celsius.
  • samarium cobalt magnets are extremely brittle and crack very easily thus making application specialized and limited.
  • Alnico is a ferromagnetic material used to make permanent magnets, produces strong magnetic fields, and is a more commonly available magnet type. Traditionally these magnets are most known for their red color and popularity as horseshoe and bar magnets used in education.
  • Ceramic magnets typically come in two types; ridged and flexible. Soft ferromagnetic ceramic compounds are typically of low magnetic coercively; while hard or ridged ceramic compounds are typically of high coercively and very resistant to losing their magnetism. Ceramic magnets are also well known for their low cost and ease of manufacture.
  • ceramic magnets tend to be heavy in relation to the magnetic flux density field they produce. Also, ridged ceramic magnets tend to be fragile and crack easily under high instantaneous gravity conditions (that is, when dropped, or the like).
  • Most materials can be and are classified as: diamagnetic, paramagnetic or ferromagnetic materials.
  • Diamagnetic materials do not exhibit magnetism until they are placed in an external magnetic field; and then develop a magnetic dipole moment directed opposite of the external magnetic field. If the developed field is non-uniform, the diamagnetic material is repelled from regions of greater external magnetic field. This property is called diamagnetism.
  • Diamagnetic substances When an external magnetic field is applied to a diamagnetic substance, a weak magnetic moment is induced in the direction opposite the applied field. Diamagnetic substances are weakly repelled by a magnet; and is only present when ferromagnetism or paramagnetism does not exist. Diamagnetic materials may include but are not limited to: plants, water, soil, wood, and living creatures including animals and humans. Diamagnetic substances show no visible reaction to the presence of a magnetic field because the electrons in their atoms are spinning in equal numbers and in opposite directions.
  • each atom has a permanent magnetic dipole moment; however, the dipole moments are randomly oriented, and the material as a whole lacks a magnetic field.
  • An external magnetic field can partially align the atomic dipole moments to give the material a net magnetic dipole moment in the direction of the external magnetic field.
  • Paramagnetic material has weak or small but positive magnetism; and results from the presence of atoms that have permanent magnetic moments. These moments interact weakly with each other. When placed in an external magnetic field, the atomic moments tend to line up with the external magnetic field. This alignment process competes with atomic element thermal motion which randomizes the magnetic moment orientations.
  • the material is attracted to regions of greater magnetic field strength with the alignment of the atomic dipole moments increasing with an increase in external magnetic field strength and decreases with an increase in temperature of both the external magnet material and the paramagnetic material.
  • Examples of include but are not limited to: iron oxide, oxygen, titanium, aluminum, tungsten, cesium, lithium, magnesium, sodium, and transition metal complexes.
  • domain walls In the absence of an external magnetic field, some of the electrons in ferromagnetic material have their magnetic dipole moments aligned by means of a quantum physical interaction called “exchange coupling”, producing regions or “domains” within the material; each having strong magnetic dipole moments. The boundaries between various domains having different orientations are called “domain walls”.
  • the magnetic moments in the domains of ferromagnetic materials are randomly aligned; and the net magnetic moment is zero.
  • An external magnetic field can align the magnetic dipole moments of ferromagnetic regions producing a strong net magnetic dipole moment for the material as a whole; and in the direction of the external magnetic field. This net magnetic dipole moment can partially persist when an external magnetic field is removed.
  • ferromagnetic material is attracted to regions of greater magnetic field strength. Ferromagnetic materials contain permanent atomic magnetic moments that tend to align parallel to each other even in a weak external magnetic field.
  • ferromagnetic materials are but not limited to: iron, cobalt, nickel, gadolinium, dysprosium.
  • a number of primary magnetic properties of a material may be determined.
  • Retentivity A measure of the residual flux density corresponding to the saturation induction of a magnetic material. In other words, it is a material's ability to retain a certain amount of residual magnetic field when the magnetizing force is removed after achieving saturation.
  • Residual Magnetism or Residual Flux - the magnetic flux density that remains in a material when the magnetizing force is zero.
  • Coercive Force the amount of reverse magnetic field which must be applied to a magnetic material to make the magnetic flux return to zero.
  • Permeability, ⁇ a property of a material that describes the ease with which a magnetic flux is established in the material.
  • Reluctance is the opposition that a ferromagnetic material shows to the establishment of a magnetic field. Reluctance is analogous to the resistance in an electrical circuit.
  • permeability ( ⁇ ) is a material property that describes the ease with which a magnetic flux is established in a material. It is the ratio of the flux density (B) created within a material to the magnetizing field (H) and is represented by the following equation:
  • Permeability values in material data sheets is usually the maximum permeability or the maximum relative permeability.
  • the maximum permeability is the point where the slope of the B/H curve for the unmagnetized material is the greatest. This point is often taken as the point where a straight line from the origin is tangent to the B/H curve.
  • the relative permeability is arrived at by taking the ratio of the material's permeability to the permeability in free space
  • the shape of the hysteresis loop tells a great deal about the material being magnetized.
  • the hysteresis curves of two different materials are shown in the graph above.
  • a material with a wider hysteresis loop has lower permeability, higher retentivity, higher coercivity, higher reluctance, higher residual magnetism.
  • a permanent magnet may be defined as a material or structure which exhibits and maintains a magnetic flux density field not produced by an active current flow through a wire or coil; in which the permanent magnet “attracts”, or is “cohesive with, magnetic flux field conductive materials; especially ferromagnetic materials. That is, a permanent magnet has dipole magnetic properties, is attracted to or coheres with a material via electromagnetic flux density conduction without the use of a coil or wire under electron current flow (ampere) conditions.
  • dipole magnetic fields “seek to find” the easiest or shortest route from a magnetic flux field north pole to a magnetic flux field south pole, and possibly vice-versa. (See Prior-Art FIGS. 5 A- 5 F ).
  • the strength or density of a magnetic flux field may be expressed in units of Tesla (T) or microtesla ( ⁇ T).
  • T Tesla
  • ⁇ T microtesla
  • G Gauss
  • mG milligauss
  • rare-earth elements also called the rare-earth metals or oxides, are a group of seventeen nearly indistinguishable lustrous silvery-white soft heavy metals.
  • Scandium and yttrium are considered rare-earth elements because they tend to occur in the same ore deposits as lanthanides and exhibit similar chemical properties; but, have different electronic and magnetic properties.
  • Samarium cobalt magnets are a type of rare earth magnet constructed from an alloy of samarium and cobalt; and can retain magnetic coercivity in high temperature environments up to 300 deg C.
  • samarium cobalt magnets are extremely brittle and crack very easily thus making application specialized and limited.
  • Alnico is a ferromagnetic material used to make permanent magnets, produces strong magnetic fields, and is a more commonly available magnet type. Traditionally these magnets are most known for their red color and popularity as horseshoe and bar magnets used in education and rudimentary experimentation.
  • Common ceramic magnets typically come in two types; ridged and flexible.
  • Soft or flexible ferromagnetic ceramic compounds are typically of low magnetic coercively; while hard or ridged ferromagnetic ceramic compounds are typically of high coercively and very resistant to losing their magnetism.
  • Ceramic magnets are also well known for their low cost and ease of manufacture.
  • ceramic magnets tend to be heavy in relation to the magnetic flux density field they produce. Also, ridged ceramic magnets tend to be fragile and crack easily under high instantaneous gravity conditions (that is, when dropped to the ground, or the like).
  • Quantization is the process of transition from a classical understanding of physical phenomena to a newer understanding known as quantum mechanics; and is a procedure for constructing a quantum field theory starting from a classical field theory.
  • Ozipko U.S. Patent Application Publication Number 2008/0303208 by Ozipko (herein “Ozipko”) and entitled MAGNETIC DICE AND MAGNETIC DICE GAMES; now abandoned and describes and discloses utilizing a pair of six sided or cube magnetic die configured to interact with each other to facilitate a dice-based game.
  • Ozipko discloses a set of magnetic dice which magnetically interact the other to facilitate game play novel to Ozipko alone.
  • one object of the present invention is to provide dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.
  • Another object of the present invention is to provide dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.
  • another object of the present invention is to provide magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.
  • another object of the present invention is to provide a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
  • a die comprising, at least four surfaces, and at least one magnet, wherein the at least one magnet is in secure engagement with the die and having magnetic effect which extends beyond a surface of the die.
  • a game of dice for multiple players comprising, at least two multi-surfaced dice, each of the at least two multi-surfaced dice having game information on at least one surface thereof relating to the initial number of lives for each of the at least two multi-surfaced dice, and having game information on at least one surface thereof for determining the number of lives to be deducted from the then current number of lives on at least one other die, the dice being flicked or thrown by the players to determine the reduction of lives of at least one other die until at least one die no longer has any lives.
  • Ozipko is directed to a dice-based game where two magnetic die interact with or is magnetically attracted to the other die.
  • Ozipko magnetic dice DO NOT interact with a magnetic flux density conductive surface.
  • the north-south orientation of the magnets may be varied, from all magnets oriented to expose outwardly a north pole, to all magnets oriented to expose outwardly a south pole, or any combination of pole orientations within that range.
  • each die in a set of dice may either have the same combination of pole orientations as the other dice within the set, or it may also vary across a wide range of possible combinations of orientations. In this way, depending upon the orientation of the poles of the magnets within the dice, the dice (or any surface thereof) may attract or repel each other (or any surface thereof), depending upon the proximity and orientation of the dice relative to each other, and of the orientation of the poles of the magnets within one die which are proximate to the other dice.
  • relatively strong magnets are used, the magnets being in disk form, with a diameter of 12.7 mm and a thickness of 3.2 mm.
  • less strong magnets are used, the magnets also being in disk form, with a diameter of 20 mm and a thickness of 5 mm it being understood that differently shaped and differently sized magnets may used in different embodiments of the invention.
  • magnetic dice of the present invention have preferably painted or printed on or otherwise affixed to one or more surfaces thereof, graphic& information and/or game information and/or game data and/or game instruction for use by the game users.
  • magnetic dice are intended and design for “trick” (i.e. for “slight-of-hand” or “novelty” use), and/or for dis-honest, or disingenuous random number generation (i.e. using magnetically configured die to cheat at resulting game play).
  • Such magnetic dice are known as “winner's dice”.
  • the opposite side of a game board may be marked or configured for play of a differing game; with differing game space configurations.
  • a material or surface which is paramagnetic or ferromagnetic shall be a magnetic flux density field conductive material or surface which conducts magnetic flux density lines sufficient to cause a magnet comprised of any material to adhere to the magnetically flux density field conductive material or surface.
  • “honest” random number generation shall mean in particular the configuration of at least one magnet die or a least one magnet housed in a die wherein the design and configuration intent is the complete and assured randomness of the resulting outcome generation.
  • the herein disclosed inventive magnetic die configurations are designed and intended for “honest” and/or “non-biased” random number generation and for forthright, fair, and good faith game play.
  • Stratagem may herein be defined as an artifice or trick in competitive game play for deceiving and outwitting an opponent including cleverly contrived tricks or schemes for gaining an advantage over other players to an end goal.
  • Strategic or strategy may herein be defined as: the science, art, and skill of employing intellectual and psychological force to afford a maximum positive outcome in gaining an end; devising or employing plans or stratagems toward gaining an advantage over other players to an end goal.
  • Tactic or tactical may herein be defined as a system and/or method for accomplishing a strategic end goal.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation comprising: a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for indicating one of at least two distinct random outcomes; and a magnetic flux density field conductive surface; whereby, when the nonmagnetic flux density field conductive housing including the at least one permanent magnet is placed by a system user in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through and coheres to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the magnetic flux density field conductive surface determining and indicating to a system user via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes.
  • nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with identical magnetic poles facing outward from the center of the housing.
  • nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with opposite magnetic poles facing outward from the center of the housing.
  • the instant invention to provide a system of and for honest random outcome generation wherein the at least one tactile indica includes a braille character or other tactile indica commonly used by persons with visual disabilities and/or blindness.
  • It is an object of the instant invention to provide a game system for at least two player game play comprising: a set of game rules for game definition and adherence by game players; a magnetic flux density field conductive surface; at least one annotated nonmagnetic flux density field conductive game play overlay placed on top of the magnetic flux density field conductive surface for defining a field of game play and compatible with the set of game rules; at least two magnetic game pieces per player configured to differentiate game piece possession and control by a player from another player; and an honest random outcome generator including a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for determining and indicating one of at least two random outcomes; whereby, when the nonmagnetic flux density field conductive housing is placed by a player in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through the at least one annotated nonmagnetic game play overlay and coheres with and to the at least one magnetic flux density
  • Object or objective may be the planning and accomplishing of a subgoal serving the execution of a strategic or tactical end goal.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one disc having an obverse and a reverse including at least one indicia differentiating the obverse of the disc from the reverse of the disc; and at least one surface; whereby when a system user by gravity causes the at least one disc to come to rest on the at least one surface which by system user observation of the at least one disc indica of the at least one disc indicates and determines at least one of the at least two distinct outcomes.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one disc shaped magnet having an obverse and a reverse including at least one indicia differentiating the obverse of the disc shaped magnet from the reverse of the disc shaped magnet; and at least one magnetic flux density field conductive surface; whereby when a system user by gravity causes the at least one disc shaped magnet to come to rest on the at least one magnetic flux density field conductive surface which by system user observation of the at least one disc shaped magnet indica of the at least one disc shaped magnet indicates and determines at least one of the at least two distinct outcomes.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one magnet; and at least one magnetic flux density field conductive surface to which the at least one magnet conducts through and coheres to when brought into conductive magnetic flux density proximity to and of the at least one magnetic flux density field conductive surface; whereby the at least one magnet conducts through and coheres to the at least one magnetic flux density field conductive surface indicates one of the at least two distinct outcomes.
  • FIG. 1 through FIG. 4 depict schematic diagrams of the known game of Ur.
  • FIGS. 5 A through 5 F depict schematic diagrams of various magnets and their corresponding magnetic flux field density lines.
  • FIGS. 6 A through 6 N depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 7 A through 7 F depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 8 A through 8 D depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 9 A and 9 B depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 10 A through 10 G depict schematic diagrams of inventive embodiments of a universal magnetic game board system.
  • FIGS. 13 A through 13 L depict schematic diagrams of inventive embodiments of an advanced magnetic die.
  • FIGS. 14 A through 14 F depict schematic diagrams of inventive embodiments of a reconfigurable advanced magnetic die.
  • PLAYER A's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by Arrow A.
  • PLAYER B's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by Arrow B.
  • FIGS. 6 A- 6 N While not wishing to be bound by any one theory or combination of theories, and after instant inventor experimental game play, it was experienced by and is believed as be true by the instant inventor that statistical interplay between the total number of spaces for game play, the total number of game pieces played, and the output of an honest random number generator most impact the duration of the game.
  • FIGS. 6 A- 6 N 7 A- 7 F; 8 A- 8 D; 9 A- 9 B; it is also believed as be true by the instant inventor via instant inventor experimental that; statistical interplay between the total number of spaces for game play, the total number of game pieces played, and the output of an honest random number generator may be manipulated to improve game play.
  • FIGS. 6 A- 6 N Referring to and as depicted in inventive FIGS. 6 A- 6 N ; 7 A- 7 F; 8 A - 8 D; 9 A- 9 B; it is believed as true by the instant inventor via experimental game play that; the minimal possible number of spaces for game play is three which define at least two safe spaces and one combat space on the field of game play.
  • FIGS. 6 A- 6 N Referring to and as depicted in inventive FIGS. 6 A- 6 N ; 7 A- 7 F; 8 A - 8 D; 9 A- 9 B; it is believed as true via instant inventor experimental game play that; using only three spaces for game play necessitates a total game piece move number determined by an honest random number generator be at least two moves less than possible for a complete game piece path off the board.
  • FIGS. 7 A- 7 F the known “game board” layout of the ancient game of Ur may be modified to define game field of game play to improve game play and challenge by and for at least two players.
  • the ancient Game of Ur board play may be improved by modifying the defined game field of game play by configuring the game spaces into a “figure eight crossing” or “cart-wheel spoke and hub” type pattern ( 700 ).
  • the total game spaces may total twenty-three ( 701 - 723 ).
  • PLAYER A's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by solid black Arrow(s) C, Arrow(s) D, and Arrow(s), E.
  • PLAYER B's pieces for game play follow a game piece path among the defined spaces for game play about and within the field of game play denoted by empty black Arrow(s) F, Arrow(s) G, and Arrow(s) H.
  • PLAYER A's game play entry is game space 701 , and game play exit at game space 713 ; with game space 713 being PLAYER B's game play entry game space, and 701 game play exit space.
  • PLAYER A and PLAYER B may inventively both “come at” and “attack from behind” the other player. This inventive aspect provides intense game board play combat using especially with seven to nine game pieces used per player.
  • game spaces 701 , 702 , 721 , 722 , and 723 may be “safe spaces” for PLAYER A; game spaces 710 , 711 , 712 , 713 , and 714 may be “safe spaces” for PLAYER B.
  • game spaces 703 - 709 , and games spaces 714 - 720 may be “combat spaces” for both players.
  • game pieces are moved only toward a player's game play exit in accordance with honest random number generation outcome, i.e. game pieces are moved only forward and not back toward a player's game play entry.
  • game pieces may be moved either toward or away from a player's game play exit in accordance with an honest random number generation outcome.
  • game spaces 702 , 710 , 714 , and 721 may be player “roll again” spaces.
  • game space 706 may be a player “roll again”, “safe” or “safe and roll again” space.
  • an improved “game board” layout of the inventive game of Ur ( 800 ) may be utilized as depicted.
  • a game play may begin at game space 810 and continue along the inventive game path as depicted by the solid line Arrow(s) I as “safe spaces” until game space 820 ; after which any game path depicted by the dashed line Arrow(s) J may be followed as “combat spaces” and then exiting play at any game space referenced as 830 .
  • FIGS. 7 A- 7 F a two-player game space may be duplicated to facilitate three-to-six player-play ( FIG. 9 A, 900 ) as depicted in inventive FIGS. 9 A- 9 B an improved “game board” layout of the inventive game of Ur ( 900 ) may be utilized.
  • a game play may begin at game space 910 and continue along the inventive game path as depicted by the solid line Arrow(s) K as “safe spaces” until game space 920 ; after which any game path depicted by the dashed line Arrow(s) L may be followed as “combat spaces” and exiting play at any game space referenced as 930 .
  • inventive “game board” layout of the inventive game of Ur may be utilized with many inventive rules of play yet to be developed; without departing from the scope and spirit of the disclosure and accompanying inventive claims.
  • FIGS. 10 A through 10 G a generic magnetic board game system and method ( 1000 ) is disclosed.
  • the inventive generic magnetic board game system and method ( 1000 ) includes a nonmagnetic game play overlay ( 1010 ) which is placed (Arrow M) on a magnetic flux density conductive surface ( 1020 ); as depicted in inventive FIG. 10 A .
  • magnetic game pieces ( 1030 , 1040 ), both known and inventive, may be used for game play on and about a defined field of game play annotated on the nonmagnetic game play overlay ( 1010 ); as depicted in FIGS. 10 A- 10 D .
  • an advantage of the instant inventive generic magnetic board game system and method ( 1000 ) over the prior are: that the inventive non-magnetic game play overlay ( 1010 ) may be “swapped out” with an infinite plurality of different and varying defined fields of game play such as known and depicted in FIG. 10 E , FIG. 10 F , and FIG. 10 G may be used.
  • inventive non-magnetic game play overlay(s) ( 1010 ) is analogous to “reprograming” the field of game play and possibly any corresponding rules of game play.
  • inventive system and method of game play ( 1000 ) is generic or universal and capable of facilitating an infinite plurality of board games to be innovated and enjoyed by system and method users and game play observers.
  • system ( 1000 ) users innovate their own non-magnetic game play overlays ( 1010 ) simply by annotating a sheet of paper either by hand or by computer printer for game play use.
  • any magnetic flux density conductive surface ( 1020 ) is typically and will be made of, or have included—a ferromagnetic metal.
  • the metal magnetic flux density conductive surface ( 1020 ) may be very ruggedized and survive intense game play, storage and handling much better than of know cardboard or even wood game boards.
  • any magnetic flux density conductive surface ( 1020 ) be as simple as a baker's cookie sheet; or other known type of sheet metal or the like.
  • “honest” random number generation shall mean in particular the configuration of at least one magnet die or a least one magnet housed within a die wherein the design and configuration intent is the complete and assured randomness of the resulting outcome generation.
  • the herein disclosed inventive magnetic die configurations are designed and intended for “honest” and/or “non-biased” random number generation and for forthright, fair, and good faith game play.
  • inventive FIGS. 13 A- 14 F As depicted in inventive FIGS. 13 A- 14 F ; several embodiments of the inventive honest play magnetic-die system and method ( 1300 ) is disclosed and presented.
  • an honest play magnetic-die system and method may be a magnetic disc ( 1305 ) the size and configuration of a common currency coin with an obverse ( 1306 ) indicated and designated from the magnetic disc coin reverse ( 1307 ).
  • the magnetic disc ( 1305 ) constitutively functioning as a “d 2 ” die.
  • one inventive embodiment of an honest play magnetic-die system and method ( 1300 ) may be a known and common non-magnetic flux density conductive housing ( 1310 ), in this example a wooden coin, modified, reconfigured, and improved to include at least one permanent magnet ( 1320 ); preferably but not exclusively a disc-shaped permanent magnet ( 1320 ) incorporated into the non-magnetic flux density conductive housing ( 1310 ); or affixed to the non-magnetic flux density conductive housing as depicted in inventive FIG. 13 C ; for use with a magnetic flux density conductive surface ( 1020 ).
  • a known and common non-magnetic flux density conductive housing ( 1310 ) may be modified, reconfigured, and improved by including at least two permanent magnets ( 1320 ); preferably but not exclusively disc-shaped permanent magnet(s) ( 1320 ) affixed to the non-magnetic flux density conductive housing ( 1310 ) obverse ( 1308 ) side and affixed to non-magnetic flux density conductive housing ( 1310 ) reverse ( 1309 ) of the non-magnetic housing ( 1310 ); for use with a magnetic flux density conductive surface ( 1020 ).
  • an additional plurality of permanent magnet(s) ( 1320 ) may be magnetically affixed to an at least one incorporated or affixed permanent magnet ( 1302 ) whereby the non-magnetic flux density conductive housing ( 1310 ) may be more easily retrieved by a user from a magnetic flux density conductive surface ( 1020 ); and the overall magnetic flux density field increased created by the system ( 1300 ).
  • the non-magnetic flux density conductive housing ( 1310 ) may be a common six-sided cube “d 6 ” die modified, reconfigured, and improved by including at least two permanent magnets ( 1320 ); preferably but not exclusively disc-shaped permanent magnet(s) ( 1320 ) for use with a magnetic flux density conductive surface ( 1020 ).
  • an even number of disc-shaped permanent magnet(s) ( 1320 ) are used for honest outcome generation using a six-sided cube die configuration non-magnetic flux density conductive housing ( 1310 ) by integrating or affixing identical disc-shaped permanent magnets ( 1320 ) to opposite sides of a cube die housing ( 1310 ).
  • the non-magnetic flux density conductive housing ( 1310 ) may be a rather now uncommon but known from antiquity four-sided, or tetrahedron-shaped, “d 4 ” die modified, reconfigured, and improved by including at least four permanent magnets ( 1320 ); preferably but not exclusively disc-shaped permanent magnet(s) ( 1320 ) for use with a magnetic flux density conductive surface ( 1020 ).
  • the non-magnetic flux density conductive housing ( 1310 ) may include a plurality of permanent magnets ( 1320 ); preferably but not exclusively disc-shaped permanent magnet(s) ( 1320 ) for use with a magnetic flux density conductive surface ( 1020 ).
  • a plurality of permanent magnets ( 1320 ) may be included in the non-magnetic flux density conductive housing ( 1310 ) and a constructively equal overall magnetic flux density corresponding to each surface of a non-magnetic flux density conductive housing ( 1310 ) to facilitate honest outcome number generation and thus honest game play use with a magnetic flux density conductive surface ( 1020 ).
  • the non-magnetic flux density conductive housing ( 1310 ) may include a plurality of permanent bar magnets ( 1320 ) for use with a magnetic flux density conductive surface ( 1020 ).
  • the longitudinal axis of the included plurality of permanent bar magnet(s) ( 1320 ) are perpendicular to the axis of a cube shaped non-magnetic flux density conductive housing ( 1310 ) surface; and most preferably the longitudinal axis of the plurality of permanent bar magnets are perpendicular to each other.
  • the non-magnetic flux density conductive housing ( 1310 ) including a plurality of permanent bar magnets ( 1320 ) may have random outcome generation indica ( 1350 ) placed at the corners of a cube or other non-magnetic flux density conductive housing ( 1320 ) for outcome determination.
  • inventive FIG. 13 I With the longitudinal axis of the included plurality of permanent bar magnet(s) ( 1320 ) perpendicular to the axis of any non-magnetic flux density conductive housing ( 1310 ) surface; and with random generation outcome indica ( 1350 ) placed at the corners of a “d 6 ” cube die—the inventive embodiment constructively functions as a “eight -sided” or “d 8 ” die.
  • inventive system ( 1300 ) came to rest in a minority of die throws on a magnetic flux density conductive surface ( 1020 ) “on end” of one of the plurality of flat ended cylindrical rod magnets ( 1320 ), with a corresponding cube shaped non-magnetic flux density housing ( 1320 ) surface up.
  • the outward from the non-magnetic flux density conductive housing ( 1310 ) surface cylindrical rod magnet(s) ( 1320 ) tip or end be rounded to an extent preventing such “on end” die throws.
  • disc shaped magnets ( 1320 ) may be magnetically and/or mechanically affixed to the flat ends of any included rod-shaped magnets ( 1320 ).
  • the non-magnetic flux density conductive housing ( 1310 ) is a twenty-sided die (d 20 ) including a plurality of permanent disc magnets ( 1320 ) which may be used for random outcome determination with a magnetic flux density conductive surface ( 1020 ) or a non-magnetic flux density conductive surface.
  • both rod and disc permanent magnets ( 1320 ) can be combined to configure and re-configure a non-magnetic flux density conductive housing ( 1310 )
  • inventive magnetic honest random outcome generation system and method ( 1300 ) may be customized and reconfigured for inventive game play.
  • additional disc and/or rod permanent magnets ( 1320 ) may be included with a non-magnetic flux density field conductive housing ( 1310 ) to change the honest random number generation outcomes to desired system and method ( 1300 ) user desires and specifications.
  • the honest random number generator determines and provides at least two different outcomes.
  • the honest random number generator determines and provides at least two different numerical outcomes.
  • the honest random number generator determines and provides at least two different binary numerical outcomes.
  • the honest random number generator determines and provides at least two different trinary numerical outcomes.
  • the honest random number generator determines and provides at least two different digital numerical outcomes.
  • the honest random number generator is electro-mechanical.
  • the honest random number generator comprises at least one two-sided die.
  • the honest random number generator comprises at least one permanent magnet.
  • the honest random number generator comprises at least one two-sided disc shaped permanent magnet.
  • the honest random number generator comprises at least one two-sided disc shaped permanent magnet with the obverse of the disc being a different magnetic polarity than the reverse of the disc.
  • the honest random number generator determines and provides a number of zero.
  • the honest random number generator determines and provides an odd number.
  • the honest random number generator determines and provides an even number.
  • the honest random number generator determines and provides an odd whole number.
  • the honest random number generator determines and provides an even whole number.
  • the honest random number generator determines and provides a number less than the total plurality of game spaces for game play within a defined game field of game play.
  • the honest random number generator is a permanent magnet.
  • the honest random number generator is a permanent magnet configured as a rod.
  • the honest random number generator is a permanent magnet configured as a disc.
  • the honest random number generator comprises a plurality of disc configured permanent magnets.
  • the honest random number generator comprises a plurality of rod configured permanent magnets.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a disc shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a tetrahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cube shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a pyramid shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cuboid shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cylinder-shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a triangular prism shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a multi-sided cone shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a pentahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hexahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hexahedral diamond shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a octahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a heptahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a nonahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a decahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hendecahedral shaped nonmagnetic flux density field conductive housing.
  • the honest random number generator comprises at least one disc configured permanent magnet incorporated into a dodecahedral shaped nonmagnetic flux density field conductive housing.
  • the at least two game pieces comprises an even plurality of game pieces.
  • the at least two game pieces each include at least one permanent magnet.
  • the at least two game pieces comprises an odd plurality of game pieces.
  • both players each have an equal total plurality of at least two game pieces.
  • one player has a greater total plurality of at least two game pieces than an opposing player.
  • both players each have a total plurality of at least two game pieces which is less than the total number of spaces for game play within a defined field of game play.
  • the field of game play is defined by a physical nonmagnetic flux density field conductive overlay including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like.
  • the field of game play is an annotated sheet of paper.
  • the field of game play is a sheet of paper annotated on both sides of the sheet.
  • the field of game play is an annotated and laminated sheet of paper.
  • the field of game play is defined by a physical nonmagnetic flux density field conductive overlay including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like placed between a magnetic flux density field conductive surface and magnetic game pieces.
  • the field of game play is defined by a physical nonmagnetic flux density field conductive including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like placed between a magnetic flux density field conductive surface and at least one inventive magnetic die.
  • both players each have a total plurality of at least two game pieces equal to the total number of spaces for game play within the defined field of game play.
  • the defined field of game play comprises an odd number of spaces for game play.
  • the defined field of game play comprises an even number of spaces for game play.
  • the defined field of game play comprises at least three spaces for game play.
  • the game board defines greater than twenty game spaces for game play.
  • the game board defines less than twenty game spaces for game play.
  • At least one space for game play is annotated with a graphical representation.
  • At least one space for game play is annotated with an alphanumerical character.
  • At least one space for game play is annotated with a color.
  • the game pieces are annotated with a graphical representation.
  • the game pieces are annotated with an alphanumerical character.
  • the game pieces are annotated with a color.
  • At least one die is annotated with a graphical representation.
  • At least one die is annotated with an alphanumerical character.
  • At least one die is annotated with a color.
  • the defined field of game play, the plurality of spaces for game play, the at least two game pieces, and the honest random number generator are physical.
  • all game play is physical in nature and game play between the players is face-to-face.
  • all game play is physical in nature and game play between the players is geographically remote and facilitated by electronic means.
  • one of the players is a computer.
  • the game board, the game pieces, and the honest random number generator comprise a natural material.
  • the game board, the game pieces, and the honest random number generator comprise a man-made material.
  • the honest random number generator is electronic-mechanical.
  • the honest random number generator is capable determining at least two differing numbers.
  • the honest random number generator is capable of determining at least greater than two differing numbers.
  • inventive magnetic flux density conductive surface ( 1020 ) be sheet metal of a plurality of dimensions.
  • inventive magnetic flux density conductive surface ( 1020 ) be a baking or cookie sheet of a plurality of dimensions.
  • inventive magnetic flux density conductive surface ( 1020 ) be a “lazy susan” including a metal or made of metal which is a magnetic flux density conductive surface ( 1020 ) of a plurality of dimensions.
  • Ur is a two-player race game; and most probably a direct ancestor of the tables and the backgammon family of games which are played globally today.
  • a primary object of the game is for a player to move all their pieces along a predetermined path and off the board - before does their opponent.
  • the ancient board consists of two rectangular configured sets of spaces, one containing three rows of four spaces each, and the other containing three rows of two spaces and joined by a narrow bridge of two spaces. Some call it a “hammer” board due to the shape.
  • the horizontal row closest to each player are their “safe spaces”; with the center row being “combat spaces” for both players.
  • Only one player's game piece may occupy any one space at a time.
  • a player alternately rolls the die; moving only one piece according to the roll.
  • a roll of ⁇ (zero or null) is “lose your turn” with no resulting piece movement by a player.
  • rosette Five of the twenty spaces are “roll again” as is typically designated with a rosette.
  • the rosette on the combat row is the only “roll again” and combat “safe space” for a player's piece landing thereon.
  • Players may choose to move any of their game pieces in accordance with the number rolled or accordingly add a new piece to the board if they have pieces that have yet to or are re-entering play.
  • Only one of a player's game pieces may be moved per throw of the die.
  • a player is not required to eliminate an opponent's game piece every time the opportunity may arise. Nonetheless, players are required to move a piece in accordance with a die roll outcome whenever possible; even if such result is unfavorable for the player.
  • the Modern Game of UrTM enhances known ancient game play chance, stratagem, strategy, and tactic by utilizing a “bow-tie” game play configuration and corresponding rules.
  • Ur comprised casting or rolling a set of three-or-four, four-sided, tetrahedron-shaped - die; with two of the four corners of each marked, and the other two corners not - giving each die a fifty-fifty or equal chance of landing with a marked or unmarked corner facing up.
  • the number of marked ends facing upwards after a roll indicating how many spaces a player may or must move a game piece during that turn.
  • the Modern Game of UrTM uses a single conventional cube shaped, six faced—die; remarked for corresponding The Modern Game of UrTM play; including a null or zero die throw.
  • the remaining cube face is denoted with a rosette or other indica related to the game board configuration and its markings.
  • a resulting player action may be to advance to the next “roll again” space or an opponent's game piece occupying a “combat safe space” must start over; or both.
  • the remaining cube face regardless of indica may also “be taken” as a numerical five (5); which increases the intensity and decreases overall total game play time.
  • the remaining cube face may simply be ignored; and a player roll again.

Abstract

A generic or universal magnetic game board system including advanced configuration magnetic random number generation. More specifically, a generic or universal magnetic game board system including advanced configuration magnetic die, a magnetic flux density field conductive surface, and at least one die comprising at least one permanent magnet which interacts with the magnetic flux density field conductive surface to facilitate random number generation and thus overall game play. A generic or universal game board system includes nonmagnetic flux density field conductive interactive game play overlays for game play definition using the advanced configuration magnetic die, magnetic game pieces, and magnetic flux density field conductive surface.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • The present patent application claims priority to related U.S. Patent Application Ser. No. 63/147,930, filed Feb. 10, 2021, entitled MODERN IMPROVEMENTS TO THE ANCIENT GAME OF UR; and also claims priority to related U.S. Patent Application Ser. No. 63/274,675, filed Nov. 2, 2021, entitled UNIVERSAL MAGNETIC GAME BOARD INCLUDING ADVANCED RECONFIGURABLE MAGNETIC RANDOM NUMBER GENERATOR; both herein incorporated by reference in their its entireties.
  • FIELD OF THE INVENTION
  • The present invention relates to a universal magnetic game board system including advanced configuration magnetic random number generation.
  • More specifically, the present invention relates to a universal magnetic game board system including advanced configuration magnetic die, a magnetic flux density field conductive surface, and at least one die comprising at least one permanent magnet which interacts with the magnetic flux density field conductive surface to facilitate random number generation and thus overall game play.
  • The universal game board system includes nonmagnetic flux density field conductive interactive game play overlays for game play definition using the advanced configuration magnetic die, magnetic game pieces, and magnetic flux density field conductive surface.
  • The present invention relates to modern improvements to, of, and for the ancient “Game of Ur”, also known as “Twenty Squares”.
  • BACKGROUND OF THE INVENTION
  • Now Terah took his son Abram and his grandson Lot, the son of Haran, and his daughter-in-law Sarai, his son Abram's wife, and led them out from Ur of the Chaldeans, to go to the land of Canaan; and they came to Haran and dwelt there. So the days of Terah were two hundred and five years, and Terah died in Haran.
  • Now the Lord said to Abram, “Get out of your country, from your kindred and from your father's house, to a land I will show you. I will make you a great nation; I will bless you and make your name great; and you shall be a blessing. I will bless those who bless you, and curse those who curse you; and in you all the tribes of the earth shall be blessed.” Then Abram departed as the Lord said to him, and Lot went with him. Now Abram was seventy-five years old when he de-parted from Haran. So Abram took Sarai his wife and Lot his brother's son and all their possessions and every soul they acquired in Haran, and they departed for the land of Canaan. Thus they came to the land of Canaan. Abram passed through the land to the place of Shechem, as far as the oak of Moreh. And the Canaanites were then in the land. Then the Lord appeared to Abram and said, “To your seed I will give this land.” And there Abram built an altar to the Lord, who appeared to him. So he moved from there to the mountain east of Bethel, and he pitched his tent with Bethel on the west and Ai on the east; and there he built an altar to the Lord and called on the name of the Lord.
  • (Book of Genesis, Chap 11:31-32; 12:1-8, commonly attributed to the Yahwist, circa 5th Century B.C.E, as translated and interpreted in The Orthodox Study Bible: Ancient Christianity Speaks to Today's World, Thomas Nelson Publishing, 2008, USA).
  • For it is written in the Book of Psalms:
  • ‘Let his dwelling place be desolate, And let no one live in it’; and ‘Let another take his office.”.
  • Therefore, of these men who have accompanied us all the time that the Lord Jesus went in and out among us, beginning from the baptism of John to that day when He was taken up from us, one of these must become a witness with us of His resurrection.”
  • And they proposed two: Joseph called Barsabas, who was surnamed Justus, and Matthias. And they prayed and said, “You, O Lord, who know the hearts of all, show which of these two You have chosen to take part in this ministry and apostleship from which Judas by transgression fell, that he might go to his own place.” And they cast their lots, and the lot fell on Matthias. And he was numbered with the eleven apostles.
  • (Book of Acts, Chap. 1, commonly attributed to The Holy Apostle and Evangelist Saint Luke, circa 1st Century B.C.E, as translated and interpreted in The Orthodox Study Bible: Ancient Christianity Speaks to Today's World, Thomas Nelson Publishing, 2008, USA).
  • Ancient Ur and The Game Thereof
  • Ur (/
    Figure US20220379193A1-20221201-P00001
    r/).
  • In Sumerian: Urim.
  • In Sumerian cuneiform:
  • Figure US20220379193A1-20221201-P00002
    URI,
  • Figure US20220379193A1-20221201-P00003
    URIM, or
  • Figure US20220379193A1-20221201-P00004
    URIM.
  • In Akkadian: Uru.
  • In Arabic:
    Figure US20220379193A1-20221201-P00005
  • In Hebrew:
    Figure US20220379193A1-20221201-P00006
  • Ur was an important Sumerian city-state in ancient Mesopotamia, located at the site of modern Tell el-Muqayyar (in Arabic:
    Figure US20220379193A1-20221201-P00007
    in southern Iraq's Dhi Qar Governorate.
  • Although Ur was once a coastal city near the mouth of the Euphrates on the Persian Gulf, the coastline has shifted, and the city is now well inland on the south bank of the Euphrates 16 kilometers (9.9 miles) from Nasiriyah in modern Iraq.
  • Ur dates from the Ubaid period circa 3800 BC and is recorded in written history as a city-state from the 26th century BC, its first recorded king being Mesannepada.
  • The ancient city's patron deity was Nanna (in Akkadian, “Sin”), the Sumerian and Akkadian (Assyrian-Babylonian) moon god, and the name of the city is in origin derived from the god's name UNUGKI, literally the abode (UNUG) of Nanna.
  • Ur is marked by the partially restored ruins of a ziggurat, the Ziggurat of Ur; which contained a shrine of and to Nanna, which was excavated in the 1930s. The temple was built in the 21st century BC during the reign of Ur-Nammu and was reconstructed in the 6th century BC by Nabonidus, the last king of ancient Babylon.
  • The city ruins cover an area of 1,200 meters (3,900 ft) northwest to southeast by 800 meters (2,600 ft) northeast to southwest and rise to about 20 meters (66 ft) above the present plain level.
  • The Game of Ur is most probably the most ancient board game invented and known. An integral element of the ancient Game of Ur, as well as many games throughout human history including modern war games, is random number generation. Random number generation drives game events to which players must react—and proact.
  • The Game of Ur, also known as Twenty Squares, as known is a two-player die, i.e., random number generator based, competitive board game which was archeologically discovered in the tombs of the city of Ur in the early 20th century; the game itself is archeologically dated to over 5500 years old.
  • The game was very popular across the ancient middle east; and boards have been discovered in modern Iran, Syria, Egypt, Lebanon, Sri Lanka, Cyprus, and Crete. Four boards bearing a very close resemblance to the Game of Ur were also found in the tomb of the ancient Egyptian King Tutankhamun.
  • The game was popular among all social classes; from “divine” royalty to poverty ravished slave and free - from children to the extremely “ancient”.
  • Famed British archaeologist Sir Leonard Woolley discovered five game boards during excavation of the royal cemetery at Ur between 1922 and 1934.
  • Because the game was first discovered in a royal tomb, at first it modernly became known as the “Royal Game of Ur; however, later archaeologists uncovered other copies of the game from other locations across the Middle East.
  • Each of the five boards discovered by Sir Woolley at Ur date from around 3000 B.C.E.; and all boards were of an identical type but made of different materials and having different decoration.
  • The ancient and original Game of Ur (100) is played on an unusually configured game board (101) as compared to most modern game boards. (See Prior Art FIG. 1 ). Moreover, game pieces (110 and 115) and random number generator system (105) or systems were discovered with ancient game boards.
  • pow When the game was first discovered, no one knew exactly how it was played. Then in the early 1980s, Sir Irving Finkel, PhD, a curator at the British Museum, translated a cuneiform tablet written approximately 177 B.C.E. by the Babylonian scribe ltti-Marduk-balātu; describing how the game was played during that time, that based on an earlier description of the rules by another scribe named Iddin-B{tilde over (e)}l; and was written during the waning days of the Babylonian Empire long after the time when the game was first played in Sumer. The ltti-Marduk-balãtu Rules were discovered in 1880 in Babylonian ruins and sold to the British Museum around that time.
  • Sir Finkel also used photographs of an additional tablet describing the game, which had been in the personal collection of Count Aymar de Liedekerke-Beaufort, but was tragically destroyed during World War I. This third tablet was undated; but is believed by archaeologists to have originated from the city of Urukto and authored several centuries earlier than the tablet of ltti-Marduk-balātu.
  • Remarkably, the backs of two tablets include diagrams of the discovered ancient game boards; clearly indicating which and what game is being described.
  • Based on these alloys of rules and the configuration of the discovered ancient game itself; Sir Finkel was able to reconstruct how the game most likely was played in antiquity.
  • Primarily, the ancient Game of Ur is a race game; and most probably a direct ancestor of the tables; or the backgammon family of games which are played globally today.
  • Discovered and surviving ancient Games of Ur are believed to be played using two sets of checker or disc-like game pieces; each player having seven game pieces for a total of fourteen.
  • A primary object of the game is for a player to move all their game pieces along a predetermined game board path and off the board -before does their opponent.
  • The board (101) consists of two rectangular sets of boxes, one containing three rows of four boxes each, and the other containing three rows of two boxes each, joined together by a narrow bridge of two boxes (See Prior Art FIG. 1 ).
  • One set of game pieces being white with five black dots and the other set is black with five white dots.
  • For the purposes of this patent application, and as depicted in Prior Art FIG. 1 ; from a player's point of view, each of twenty game spaces is identified by an alpha-numeric grid with twenty-four unique location combinations.
  • A player with a “point of view” as depicted in Prior Art FIG. 4 , shall be referred to as PLAYER A; while PLAYER A's opponent having a point of view opposite that of PLAYER A shall be known as PLAYER B.
  • Known basic theory of game play may be as follows:
  • As depicted in Prior Art FIG. 2 , A1 thru A4, A7 thru A8 are “safe spaces” for PLAYER B; while C1 thru C4, C7 thru C8 are “safe spaces” for PLAYER A.
  • Game spaces B1 thru B8 are “combat spaces” for both PLAYER A and PLAYER B; except for game space B4, which is a “safe” space for both players.
  • As depicted in Prior Art FIG. 3 ; for PLAYER A, game play begins at game space C4, and continues along a path depicted by Arrow A until all of PLAYER A's game pieces are moved off the board (305); while for PLAYER B game play begins at game space A4 and continues along a path depicted by Arrow B until all of PLAYER B's game pieces are moved off the board (310).
  • Most, if not all known archeologically discovered game boards have had various patterns at each of the twenty game spaces; however, a single consistent factor in all has been that five of the twenty squares (i.e., twenty percent of the total number of active game spaces) are denoted as having some special significance.
  • As depicted in Prior Art FIG. 3 , overwhelmingly game spaces A1, A7, B4, C1, and C7 were designated in some fashion as roll again spaces when landed upon by a player's game piece. Typically, these take another turn spaces are designated with a rosette similar as to as depicted herein.
  • As mentioned previously, overwhelmingly, game space B4 has an additional significance as a safe space in the combat zone as well as take another turn. A player landing their game piece at game space B4 cannot be eliminated by an opposing player landing one of their game pieces there as well.
  • As may be appreciated, game play of the Ancient Game of Ur includes elements of chance, stratagem, strategy, and tactic.
  • Possibly, the highest scoring throw of dice or a single die would decide who starts the game first—and if a draw, throwing again until one player wins “first roll and first move”.
  • Originally, game piece movement was determined by random number generation via casting or rolling a set of three-or-four four-sided, tetrahedron-shaped, die; two of the four corners of each die marked, and the other two corners not, giving each die a fifty-fifty or equal chance of landing with a marked or unmarked corner facing up. The number of marked ends facing upwards after a roll indicating how many spaces a player may or must move a game piece during that turn.
  • Using this original configuration of board spaces (twenty), the number of die (three or four), the configuration of die (equal chance of each die being “0” or “1” and also capable returning a zero resulting in a player losing their turn without moving a game piece); and the total number of game pieces each player has seven; a single game can last up to half an hour; and can be very intense with game play being most often close and unpredictable toward the end of the game.
  • On all surviving game boards, the two sides of the board facing each player are always identical to the other; indicating that each side of the board corresponds to and belongs to each player accordingly.
  • When a game piece is on one of the player's own safe spaces, it is safe from elimination by the opposing player; however, when a game piece is on one of the eight combat spaces along the middle row B of the board, the opponent's pieces may capture it by landing on the same space (except for game space B4), sending the opponent's game piece back off the board so that it must restart the game path from the beginning.
  • In this original game configuration, there are seven “safe spaces” and seven “combat spaces” for each player.
  • A primary rule of this game play is there can never be more than one game piece on a single game space at any given time; therefore, having too many game pieces on the board at once may impede a player's own mobility of play.
  • An alternative rule of game play may entail “stacking” of a player's game pieces on a single square; and possibly only allowing “stacking” on combat squares B1 through B8.
  • When a player rolls a number using the die, they may choose to move any of their game pieces on the board in accordance with the number rolled or add a new game piece to the board if they have pieces that have not entered the game.
  • Only one of a player's game pieces may be moved per throw of the die.
  • A player is not required to eliminate an opponent's game piece every time the opportunity may arise. Nonetheless, players are required to move a piece in accordance with a die roll outcome whenever possible; even if such results in an unfavorable outcome for the player.
  • All ancient surviving game boards have a colored rosette near the middle of the center row (game space B4). According to Finkel's reconstruction, if a piece is located on game space B4, it is safe from opponent elimination. If a game piece lands on game space B4 occupied the other player's game piece; the opponent must advance to the next open game space.
  • According to Finkel, when a game piece lands on game spaces A1, A7, B4, C1, or C7 (i.e., any rosette), the player gets another turn (i.e., another roll of the dice).
  • To move a game piece off the board, a player must roll exactly the number of spaces remaining until the end of the path . . . plus one. If the player rolls a number any higher or lower than this number, they may not move the game piece off the board.
  • Alternate known theories of game play:
  • As depicted in Prior Art FIGS. 1-4 , for a twenty-game space field of game play; five are strategically designated as take another turn spaces using the graphical representation of a rosette; this is known from the discovered corresponding ancient game play tablets discussed previously.
  • However, the significance and meaning of the remaining known game space graphical representations is largely unknown and the subject of intense speculation; also, as is their number and placement on the game board.
  • Additionally; it remains unknown the meaning and significance of the number of dots on discovered ancient game pieces; and their impact on game play.
  • As may be appreciated from Prior Art FIG. 1 ; the ancient research and development of the Game of Ur was reduced to practice with the physical elements of: a game board (101) opposing player game pieces (110 and 115), and a random number generator system (105).
  • As may be even further appreciated; as proven by the ancient Game of Ur, the oldest known random number generator system of choice—are in the form of “die” (105).
  • Randomization in the form of physical die—“rolling the bones”.
  • “Bones” has been coined to refer to dice since the 14th century; Chaucer used the term in The Pardoner's Tale.
  • Random number generation is believed to have begun in one fashion using one or more flattened sticks with indica of “which side being which”. This fifty-fifty chance two distinct outcome random number generation system used gravity and observation for two distinct event outcome generation. Such technology as “throwing sticks” is the precursor of all “coin tosses”; even modernly used today.
  • To achieve more than two distinct yet random event outcomes; ancient humanity simply included additional indica apparent flattened “throwing sticks”.
  • History of Mechanical Random Number Generation
  • From the History of Dice at https://www.awesomedice.com/blogs/news/history-of-dice:
  • Begin Quote—“History of Dice, Apr. 18, 2019
  • Dice is all we do here at Awesome Dice, and as often as we talk about the bad old days of coloring in dice with crayons from the Dungeons & Dragons boxed set, that was actually very recently in the history of dice. As it turns out, dice date back about as long as human civilization does, with the earliest dice found in Egyptian tombs and archeological digs in ancient Sumeria.
  • Above is a brief timeline of the history of dice along with a map showing you where the historical events took place. Below we'll talk about some of the sources and debunk a couple of the false claims of oldest dice.
  • Sources
  • Because we're big fans of good science here at Awesome Dice, here is the complete list of all dice facts from the History of Dice infographic along with the source for each piece of data. After this we'll address some of the info that didn't make it into this history, and why:
  • History of Die
  • Die have been used in games throughout the history of civilization, from ancient Egypt and Sumeria to Dungeons & Dragons.
  • 3100 BCE: Earliest hieroglyphics representing Senet boards found. Senet uses two-sided playing pieces for randomization.
  • 3000 BCE: Oldest confirmed dice found in a dig site in Turkey along with other game pieces. Date cited as “near” 3,000 BCE—could be a bit less.
  • 3000 BCE: Holes are found punched into clay floors in the Mexico Tlacuachero site, similar to modern dice game score boards.
  • 2600 BCE: Oldest confirmed dice. Pyramidal d4s found in the board game, the Royal Game of Ur from ancient Sumeria. Source: British Museum: https://www.britishmuseum.org/collection/object/W 1928-1009-378
  • 2000 BCE: Cubical dice found in Egyptian tombs. Source: Encyclopedia Britannica.
  • 1333 BCE: Knucklebones—primitive dice shaped like animal bones—found in Tutankhamen's tomb. Source: Egyptian Museum Cairo
  • 1188 BCE: Approximate date that Sophocles said dice were invented by Palamedes during the siege of Troy. Source: Encyclopedia Britannica.
  • 900 BCE: Tuscania dice found near Rome. Cubical dice with standard pip markings. Source: Board and Table Games from Many Civilizations https://books.google.com/books?id=5viitl9PvBoC&printsec=frontcover&source=gbs_ge_summary r&cad=0#v=onepage&q&f=false
  • 600 BCE: Cubical dice found in Chinese excavations. Source: Encyclopedia Britannica.
  • 400 BCE: Oldest written records of dice, in the Sanskrit epic, the Mahabharata. Source: Encyclopedia Britannica.
  • 300 BCE: Oldest d20 from Egypt dated from the Ptolmaic period. Source: Metropolitan Museum of Art. http://www.metmuseum.org/art/collection/search/100008377!img=0
  • 150 BCE: Egyptian d12 found from the Ptolmaic period. Source: Dicecollector.com
  • 100 AD: 2nd oldest 20-sided die. This ancient Roman d20 sold at auction for $17,925 in 2003. Source: Christie's
  • 1000 AD: Dice buried in Viking grave mounds. Source: Proceedings of the Society of Antiquaries of Scotland, Volume 14
  • 1600 AD: Dice first subject to mathematical analysis by Galileo and Girolamo Cardano. Probability mathematics conceived. Source: Encyclopedia Britannica.
  • 1888 AD: 8-sided poker dice. Source: Dicecollector.com http://www.dicecollector.com/THE_DICE_THEME_OLD.html
  • 1906 AD: 10-sided dice patented in the US. Source: US Patent Office
  • 1950 AD: Oldest plastic d20, numbered 0-9, patented by Tokyo-Shibuara Electric Company. Source: Dicecollector.com http://www.dicecollector.com/THE_DICE_THEME_OLD.html
  • 1974 AD: Dungeons & Dragons published and sells a set of polyhedral dice. D20 numbered 0-9 and no d10.
  • 1980 AD: At GenCon the first 10-sided dice claimed to have been invented.
  • 1985 AD: The zocchihedron, d100 is released. Source: US Patent Office htlps://patft.uspto.gov/netacgi/nph-Parser?Sect2=PTO1&Sect2=HITOFF&p=1&u=/netahtml/PTO/search-bool.html&r=1&f=G&I=50&d=PALL&RefSrch=yes&Query=PN/D303553
  • Some Debunking
  • Gamers doing some cursory poking around on the internet might notice a few claims of older dice that are not included in this history. Certainly if you know of something we missed, please drop a comment with a link to the sources! However, there are some seemingly official-looking stories out there that don't withstand scrutiny. Here are the big ones:
  • Burnt City Dice: If you go looking around online for the oldest dice found, you will inevitably stumble on a site talking about the world's oldest backgammon set found in the Burnt City, along with the oldest set of dice. Every report of this find can be sourced back to a single Persian Journal article from 2004 (no longer online). This story has been repeated and scraped and reposted countless times across the internet. I have not been able to find any reports confirming the dice from the Burnt City that doesn't take its text from the Persian Journal article.
  • Over at Chess Quest this article [dead link removed] does a pretty good and well-documented job of debunking the reports of the Burnt City backgammon set & dice. Furthermore, it looks like the photo of ancient dice used in the article and every other repost of the article were actually taken from a now defunct website. The dice are from a collection of ancient dice and are actually roman dice made of bone dated from 100 BCE to 100 AD, and have nothing to do with the Burnt City. Thus this story doesn't hold up enough to be included in the history of dice.
  • 5000 BCE Dice: There are a handful of sites out on the web that claim that dice have been found dated back to 5000 BCE, and of course none of them list any sources. I'm pretty sure that this mis-dating also comes from that pesky Burnt City Persian Journal article. The article made reference to dice from 5,000 years ago. I strongly suspect that someone misinterpreted that as meaning 5000 BCE, and like the Burnt City story itself, the misinformation spread across the web.”
  • From the History of Dice at https://www.awesomedice.com/blog/news/history-of-dice;”—End Quote.
  • Magnetism
  • For the most part from ancient history; the die was and is cast. However, a fundamental force of Creation can help in these regards—that being electro-magnetism.
  • Naturally occurring minerals known as so-called “magnetites” were first discovered by ancient Greeks in the area of modern Turkey. Later, these “lodestones” were used by Vikings to build rudimentary compasses which helped navigate large bodies of water; especially during and through poor weather conditions.
  • Little did the Vikings and other ancients know that magnetic fields from these materials is produced by the moving electron charges and the intrinsic magnetic moments of elementary particles associated with a fundamental quantum property; that is, by “particle electron spin”.
  • Magnetic and hence electron fields are interrelated both being components of “self-defining” electro-magnetism, one of the four fundamental forces of nature; the other fundamental forces being gravity, the weak nuclear interaction/force, and the strong nuclear interaction/force.
  • The simplest magnetic structures are magnetic dipoles; having a north and south pole or twin magnetic moments (See Prior Art FIGS. 5A-5F).
  • As a basic concept of physics and material science; if a magnetic structure with dipole magnetic properties is physically portioned and/or bifurcated—subsequently two or more individual magnetic structures will result—each having dipole magnetic properties.
  • Magnetic monopoles are believed to not exist due to Gauss' Law which states the net magnetic flux through any (closed) Gaussian surface is zero. However, ongoing studies and experimentation at the atomic and sub-atomic levels may prove this belief—false.
  • Gauss' Law in Magnetism
  • By definition from Gauss' Law, magnetic fields do not begin nor end at any point; rather, magnetic field lines are continuous, and form closed loops where the number of magnetic field lines entering a surface equals the number of magnetic lines leaving the surface. In other words, the magnetic field lines or magnetic density flux through any closed surface is always zero.
  • Magnetic Moments—Classic Atomic Field Theory
  • In this theory, electrons move in circular orbits; with orbiting electrons constituting a current loop. The magnetic moment of an electron is associated with its orbital motion.
  • This model assumes the electron moves at a constant velocity v, in a circular orbit or radius r, and travels a distance 2pr in a time interval T.
  • The current associated with this orbiting electron is
  • I = e T = ev 2 π r
  • The magnetic moment is
  • μ = IA = 1 2 evr
  • The magnetic moment can also be expressed in terms of the angular momentum.
  • μ = ( e 2 m e ) L
  • The magnetic moment of the electron is proportional to its orbital angular momentum.
  • The vectors {right arrow over (L)} and {right arrow over (μ)} point in opposite directions.
  • In most materials, the magnetic moment of one electron is canceled by that of another electron orbiting in the same direction. The net result is that the magnetic effect produced by the orbital motion of the electrons is either zero or is very small.
  • Electron Spin.
  • Electrons (and other particles) have an intrinsic property called spin that also contributes to their magnetic moment.
  • The electron is not physically spinning; but rather has an intrinsic angular momentum as if it were spinning. Spin angular momentum is in actually a relativistic effect.
  • The classical model of electron spin is the electron spinning on its axis.
  • The magnitude of the spin angular momentum being
  • S = 3 2
  • with ℏ Planck's constant.
  • Electron Spin and Magnetic Moment.
  • The magnetic moment characteristically associated with the spin of an electron has the value
  • μ spin = e 2 m e
  • This combination of constants is called the Bohr magneton (mB=9.27×10−24 J/T).
  • The total magnetic moment of an atom is the vector sum of the orbital and spin magnetic moments. The magnetic moment of a proton or neutron is much smaller than that of an electron and can usually be neglected.
  • Faraday's Law of Magnetic Induction.
  • When a material is placed within a magnetic flux density field, the magnetic forces of the material's electrons will be affected; this is known and expressed as Faraday's Law of Magnetic Induction.
  • Materials can and do react quite differently to the presence of an external magnetic flux density field. This reaction is dependent on several factors, such as: the atomic and molecular structure of the material and the net magnetic field associated with those atoms.
  • The magnetic momentum (or moments) associated with atoms have three origins; being: the electron motion, the change in motion caused by an external magnetic field, and the spin of the electrons.
  • In most atoms, electrons occur in pairs spinning in opposite directions. So, when electrons are paired together, their opposite spins cause their magnetic fields to cancel each other. Therefore, no net magnetic field exists.
  • Alternately, materials with some unpaired electrons will have a net magnetic field and will react more to an external field.
  • Almost all magnets are manufactured using various natural materials, the most magnetically powerful known as “rare earth” magnets. Rare-earth elements, also called the rare-earth metals or oxides, are a group of seventeen nearly indistinguishable lustrous silvery-white soft heavy metals. Scandium and yttrium are considered rare-earth elements because they tend to occur in the same ore deposits as lanthanides and exhibit similar chemical properties; but, have different electronic and magnetic properties.
  • These metals, in pure form, tarnish slowly in air at room temperature, and react slowly with cold water to form hydroxides, liberating hydrogen. They react with steam to form oxides, and at elevated temperature (4000 degrees Celsius) ignite spontaneously and burn with a fierce colorful pyrotechnic flame.
  • Samarium cobalt magnets are a type of rare earth magnet constructed from an alloy of samarium and cobalt; and can retain magnetic coercivity in high temperature environments up to 300 degrees Celsius. However, samarium cobalt magnets are extremely brittle and crack very easily thus making application specialized and limited.
  • Alnico is a ferromagnetic material used to make permanent magnets, produces strong magnetic fields, and is a more commonly available magnet type. Traditionally these magnets are most known for their red color and popularity as horseshoe and bar magnets used in education.
  • Common ceramic magnets typically come in two types; ridged and flexible. Soft ferromagnetic ceramic compounds are typically of low magnetic coercively; while hard or ridged ceramic compounds are typically of high coercively and very resistant to losing their magnetism. Ceramic magnets are also well known for their low cost and ease of manufacture.
  • However, ceramic magnets tend to be heavy in relation to the magnetic flux density field they produce. Also, ridged ceramic magnets tend to be fragile and crack easily under high instantaneous gravity conditions (that is, when dropped, or the like).
  • Most natural and manufactured magnets are metallic in nature. So-called “rare earth” permanent magnets are now commonly available in a plurality of dimensions and field density strengths; with neodymium magnets being widely available and inexpensive to produce.
  • Most materials can be and are classified as: diamagnetic, paramagnetic or ferromagnetic materials.
  • Diamagnetic materials.
  • Diamagnetic materials do not exhibit magnetism until they are placed in an external magnetic field; and then develop a magnetic dipole moment directed opposite of the external magnetic field. If the developed field is non-uniform, the diamagnetic material is repelled from regions of greater external magnetic field. This property is called diamagnetism.
  • When an external magnetic field is applied to a diamagnetic substance, a weak magnetic moment is induced in the direction opposite the applied field. Diamagnetic substances are weakly repelled by a magnet; and is only present when ferromagnetism or paramagnetism does not exist. Diamagnetic materials may include but are not limited to: plants, water, soil, wood, and living creatures including animals and humans. Diamagnetic substances show no visible reaction to the presence of a magnetic field because the electrons in their atoms are spinning in equal numbers and in opposite directions.
  • Paramagnetic Materials.
  • In paramagnetic materials, each atom has a permanent magnetic dipole moment; however, the dipole moments are randomly oriented, and the material as a whole lacks a magnetic field.
  • An external magnetic field can partially align the atomic dipole moments to give the material a net magnetic dipole moment in the direction of the external magnetic field.
  • Paramagnetic material has weak or small but positive magnetism; and results from the presence of atoms that have permanent magnetic moments. These moments interact weakly with each other. When placed in an external magnetic field, the atomic moments tend to line up with the external magnetic field. This alignment process competes with atomic element thermal motion which randomizes the magnetic moment orientations.
  • If an external magnetic is non-uniform, the material is attracted to regions of greater magnetic field strength with the alignment of the atomic dipole moments increasing with an increase in external magnetic field strength and decreases with an increase in temperature of both the external magnet material and the paramagnetic material.
  • Examples of include but are not limited to: iron oxide, oxygen, titanium, aluminum, tungsten, cesium, lithium, magnesium, sodium, and transition metal complexes.
  • Ferromagnetic Materials.
  • In the absence of an external magnetic field, some of the electrons in ferromagnetic material have their magnetic dipole moments aligned by means of a quantum physical interaction called “exchange coupling”, producing regions or “domains” within the material; each having strong magnetic dipole moments. The boundaries between various domains having different orientations are called “domain walls”.
  • Domains in Unmagnetized Material.
  • The magnetic moments in the domains of ferromagnetic materials are randomly aligned; and the net magnetic moment is zero.
  • An external magnetic field can align the magnetic dipole moments of ferromagnetic regions producing a strong net magnetic dipole moment for the material as a whole; and in the direction of the external magnetic field. This net magnetic dipole moment can partially persist when an external magnetic field is removed.
  • If the external magnetic field is non-uniform, ferromagnetic material is attracted to regions of greater magnetic field strength. Ferromagnetic materials contain permanent atomic magnetic moments that tend to align parallel to each other even in a weak external magnetic field.
  • Examples of ferromagnetic materials are but not limited to: iron, cobalt, nickel, gadolinium, dysprosium.
  • Magnetic Hysteresis Loop
  • Using a magnetic hysteresis loop; a number of primary magnetic properties of a material may be determined.
  • Retentivity—A measure of the residual flux density corresponding to the saturation induction of a magnetic material. In other words, it is a material's ability to retain a certain amount of residual magnetic field when the magnetizing force is removed after achieving saturation.
  • Residual Magnetism or Residual Flux - the magnetic flux density that remains in a material when the magnetizing force is zero.
  • Coercive Force—the amount of reverse magnetic field which must be applied to a magnetic material to make the magnetic flux return to zero.
  • Permeability, μ—a property of a material that describes the ease with which a magnetic flux is established in the material.
  • Reluctance—is the opposition that a ferromagnetic material shows to the establishment of a magnetic field. Reluctance is analogous to the resistance in an electrical circuit.
  • Permeability
  • As previously mentioned, permeability (μ) is a material property that describes the ease with which a magnetic flux is established in a material. It is the ratio of the flux density (B) created within a material to the magnetizing field (H) and is represented by the following equation:

  • μ=B/H
  • As may be appreciated, this equation describes the slope of the curve at any point on the hysteresis loop. Permeability values in material data sheets is usually the maximum permeability or the maximum relative permeability.
  • The maximum permeability is the point where the slope of the B/H curve for the unmagnetized material is the greatest. This point is often taken as the point where a straight line from the origin is tangent to the B/H curve.
  • The relative permeability is arrived at by taking the ratio of the material's permeability to the permeability in free space

  • μ(relative)=μ(material)/μ(air)
  • where: μ(air)=1.256×10−6 H/m (air).
  • The shape of the hysteresis loop tells a great deal about the material being magnetized. The hysteresis curves of two different materials are shown in the graph above.
  • Relative to other materials, a material with a wider hysteresis loop has lower permeability, higher retentivity, higher coercivity, higher reluctance, higher residual magnetism.
  • Permanent Magnets
  • A permanent magnet may be defined as a material or structure which exhibits and maintains a magnetic flux density field not produced by an active current flow through a wire or coil; in which the permanent magnet “attracts”, or is “cohesive with, magnetic flux field conductive materials; especially ferromagnetic materials. That is, a permanent magnet has dipole magnetic properties, is attracted to or coheres with a material via electromagnetic flux density conduction without the use of a coil or wire under electron current flow (ampere) conditions.
  • Typically, dipole magnetic fields “seek to find” the easiest or shortest route from a magnetic flux field north pole to a magnetic flux field south pole, and possibly vice-versa. (See Prior-Art FIGS. 5A-5F).
  • The strength or density of a magnetic flux field may be expressed in units of Tesla (T) or microtesla (μT). Another commonly used unit of measure is the Gauss (G) or milligauss (mG), where 1 G is equivalent to 10-4 T (or 1 mG=0.1μT).
  • Production of Magnets
  • Almost all magnets are manufactured using various natural materials, the most magnetically powerful known as “rare earth” magnets. Rare-earth elements, also called the rare-earth metals or oxides, are a group of seventeen nearly indistinguishable lustrous silvery-white soft heavy metals.
  • Scandium and yttrium are considered rare-earth elements because they tend to occur in the same ore deposits as lanthanides and exhibit similar chemical properties; but, have different electronic and magnetic properties.
  • These metals, in pure form, tarnish slowly in air at room temperature, and react slowly with cold water to form hydro-oxides, liberating hydrogen. They react with steam to form oxides, and at elevated temperature (4000 deg C.) ignite spontaneously and burn with a fierce colorful pyrotechnic flame.
  • Samarium cobalt magnets are a type of rare earth magnet constructed from an alloy of samarium and cobalt; and can retain magnetic coercivity in high temperature environments up to 300 deg C. However, samarium cobalt magnets are extremely brittle and crack very easily thus making application specialized and limited.
  • Alnico is a ferromagnetic material used to make permanent magnets, produces strong magnetic fields, and is a more commonly available magnet type. Traditionally these magnets are most known for their red color and popularity as horseshoe and bar magnets used in education and rudimentary experimentation.
  • Common ceramic magnets typically come in two types; ridged and flexible.
  • Soft or flexible ferromagnetic ceramic compounds are typically of low magnetic coercively; while hard or ridged ferromagnetic ceramic compounds are typically of high coercively and very resistant to losing their magnetism.
  • Ceramic magnets are also well known for their low cost and ease of manufacture.
  • However, ceramic magnets tend to be heavy in relation to the magnetic flux density field they produce. Also, ridged ceramic magnets tend to be fragile and crack easily under high instantaneous gravity conditions (that is, when dropped to the ground, or the like).
  • Most natural and manufactured magnets are metallic in nature. So-called “rare earth” permanent magnets are now commonly available in a plurality of dimensions and field density strengths; with neodymium magnets being widely available and inexpensive to produce.
  • Magnetic Moments—Quantum Field Theory
  • As previously discussed under Classic Field Theory of magnetism; because an electron is negatively charged; quantum field theory physics indicates that angular electron momentum is quantized.
  • Quantization is the process of transition from a classical understanding of physical phenomena to a newer understanding known as quantum mechanics; and is a procedure for constructing a quantum field theory starting from a classical field theory.
  • This generalization of the procedure for building quantum mechanics from classical mechanics. Also related is field quantization, as in the “quantization of the electromagnetic field”, referring to photons as field “quanta” (for instance as light quanta). This procedure is basic to theories of particle physics, nuclear physics, condensed matter physics, and quantum optics.
  • U.S. Patent Application Publication Number 2008/0303208 by Ozipko (herein “Ozipko”) and entitled MAGNETIC DICE AND MAGNETIC DICE GAMES; now abandoned and describes and discloses utilizing a pair of six sided or cube magnetic die configured to interact with each other to facilitate a dice-based game.
  • As may be appreciated, Ozipko discloses a set of magnetic dice which magnetically interact the other to facilitate game play novel to Ozipko alone.
  • From the Ozipko Introduction:
  • It is desirable to have dice that will interact with each other whether or not there is an actual physical collision between the dice. It is also desirable to have dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game. It is also desirable to have magnetic dice which, as a result of the magnetic attraction between magnets in two dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined. It is also desirable to have a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
  • From the Ozipko Summary of the Invention:
  • Accordingly, one object of the present invention is to provide dice which can, after they are thrown, interact with one another, whether or not there are any physical collisions therebetween.
  • Accordingly, another object of the present invention is to provide dice games in which the magnetic interaction of the dice will have an impact on the progress or outcome of the game.
  • Accordingly, another object of the present invention is to provide magnetic dice which, as a result of the magnetic attraction between magnets in the dice, may magnetically engage with one another, the engagement surfaces of the two dice providing game information from which a game of dice may progress or be determined.
  • Accordingly, another object of the present invention is to provide a battle game using magnetic dice which have a predetermined initial number of lives, and which, during the progression of the game, lose lives until one die has no more lives, thereby determining the outcome of the game.
  • According to one aspect of the present invention, there is provided a die comprising, at least four surfaces, and at least one magnet, wherein the at least one magnet is in secure engagement with the die and having magnetic effect which extends beyond a surface of the die.
  • According to another aspect of the present invention, there is provided a game of dice for multiple players comprising, at least two multi-surfaced dice, each of the at least two multi-surfaced dice having game information on at least one surface thereof relating to the initial number of lives for each of the at least two multi-surfaced dice, and having game information on at least one surface thereof for determining the number of lives to be deducted from the then current number of lives on at least one other die, the dice being flicked or thrown by the players to determine the reduction of lives of at least one other die until at least one die no longer has any lives.
  • As disclosed by and as may be appreciated from Ozipko, Ozipko is directed to a dice-based game where two magnetic die interact with or is magnetically attracted to the other die.
  • However, the Ozipko magnetic dice DO NOT interact with a magnetic flux density conductive surface. Nor is/are Ozipko magnetic dice disclosed, designed, or intended for random number generation.
  • From the Ozipko Description of the Preferred Embodiment:
  • Within a particular die, the north-south orientation of the magnets may be varied, from all magnets oriented to expose outwardly a north pole, to all magnets oriented to expose outwardly a south pole, or any combination of pole orientations within that range. Furthermore, each die in a set of dice may either have the same combination of pole orientations as the other dice within the set, or it may also vary across a wide range of possible combinations of orientations. In this way, depending upon the orientation of the poles of the magnets within the dice, the dice (or any surface thereof) may attract or repel each other (or any surface thereof), depending upon the proximity and orientation of the dice relative to each other, and of the orientation of the poles of the magnets within one die which are proximate to the other dice.
  • In the preferred embodiment, relatively strong magnets are used, the magnets being in disk form, with a diameter of 12.7 mm and a thickness of 3.2 mm. In an alternative embodiment, less strong magnets are used, the magnets also being in disk form, with a diameter of 20 mm and a thickness of 5 mm it being understood that differently shaped and differently sized magnets may used in different embodiments of the invention.
  • In a preferred embodiment of the present invention, magnetic dice of the present invention have preferably painted or printed on or otherwise affixed to one or more surfaces thereof, graphic& information and/or game information and/or game data and/or game instruction for use by the game users.
  • Magnetic “Trick-Dice”
  • Magnetic Trick-Dice are known for the purpose of entertainment.
  • However, all none of the known so-called “magnetic dice” are intended and design for “trick” (i.e. for “slight-of-hand” or “novelty” use), and/or for dis-honest, or disingenuous random number generation (i.e. using magnetically configured die to cheat at resulting game play). Such magnetic dice are known as “winner's dice”.
  • Converse to the prior art; what is highly desired utilizing advances is material sciences in relation to magnetic flux density field production and hysteresis; is a system and method of honest random number generation utilizing at least one magnet which interacts with a magnetically cohesive surface for the facilitation of honest game play.
  • Converse to the prior art; what is highly desired is utilizing advances is material sciences in relation to magnetic flux density field production and hysteresis; a system and method of honest random number generation utilizing at least one physical die including at least one magnet which interacts with a magnetically cohesive surface for the facilitation of game play.
  • Converse to the prior art; what is highly desired utilizing advances is material sciences in relation to magnetic flux density field production and hysteresis; is a system and method of honest random number generation utilizing at least one physical die including a plurality of magnets which interact with a magnetically cohesive surface for the facilitation of game play.
  • Converse to the prior art; what is highly desired utilizing advances is material sciences in relation to magnetic flux density field production and hysteresis; is a system and method of honest random number generation utilizing at least one physical die including at least three magnets which interact with a magnetically cohesive surface for the facilitation of game play.
  • Converse to the prior art; what is highly desired utilizing advances is material sciences in relation to magnetic flux density field production and hysteresis; is a system and method of honest random number generation utilizing at least one physical die including at least six magnets which interact with a magnetically cohesive surface for the facilitation of game play.
  • Universality of the Discovered Ancient Game of Ur
  • As briefly discussed previously; by using differing game space indica throughout the twenty game play spaces of the known ancient Game of Ur, and differing game rules (many still unknown to modern times); the tone and tenor of the game may be changed in accordance with player desires.
  • As with many “board games” the opposite side of a game board may be marked or configured for play of a differing game; with differing game space configurations.
  • However, with ancient games being constructed of “carved and/or decorated wooden boards”, hence the term “board game”, the universality of such game systems was limited.
  • As today, the classic chess and checkerboard of sixty-four alternate marked game spaces may be used for many other innovated games in addition to chess and checkers; but, in practicality cannot be used for backgammon, or other such divergent board games.
  • It is desired to provide alternate and/or improved systems and methods of game play of and for the “ancient Game of Ur”, and based on the known theories of game play to enhance strategic game play for a player and for game observers.
  • It is desired to provide alternate and/or improved systems and methods of game play of and for the “ancient Game of Ur”, and based on the known theories of game play to enhance tactical game play for a player and for game observers.
  • It is desired to provide alternate and/or improved systems and methods of game play of and for the “ancient Game of Ur”, and based on the known theories of game play to enhance random chance aspects and impact on game play.
  • It is desired to provide alternate and/or improved systems and methods of board game play using at least one magnet incorporated into at least one die.
  • It is desired to provide alternate and/or improved systems and methods of board game play using a magnetic flux density filed conductive game play surface in cooperation with at least one magnet incorporated in at least one die.
  • It is desired to provide alternate and/or improved systems and methods of board game play using at least one magnet incorporated into at least two games pieces.
  • It is desired to provide alternate and/or improved systems and methods of board game play using a plurality of nonmagnetic flux density filed conductive game play overlays placed between a magnetic flux density filed conductive game surface and at least two magnetic game pieces and a magnetic die to facilitate board game play.
  • SUMMARY OF THE INVENTION
  • It is an object of the present invention to overcome the shortcomings of the prior art.
  • As defined herein and for the purposes of the instant patent application; a material or surface which is paramagnetic or ferromagnetic shall be a magnetic flux density field conductive material or surface which conducts magnetic flux density lines sufficient to cause a magnet comprised of any material to adhere to the magnetically flux density field conductive material or surface.
  • As defined herein and for the purposes of the instant patent application; “honest” random number generation shall mean in particular the configuration of at least one magnet die or a least one magnet housed in a die wherein the design and configuration intent is the complete and assured randomness of the resulting outcome generation. Converse to the magnetic configuration of known “trick” or “winner's dice”; the herein disclosed inventive magnetic die configurations are designed and intended for “honest” and/or “non-biased” random number generation and for forthright, fair, and good faith game play.
  • Stratagem may herein be defined as an artifice or trick in competitive game play for deceiving and outwitting an opponent including cleverly contrived tricks or schemes for gaining an advantage over other players to an end goal.
  • Strategic or strategy may herein be defined as: the science, art, and skill of employing intellectual and psychological force to afford a maximum positive outcome in gaining an end; devising or employing plans or stratagems toward gaining an advantage over other players to an end goal.
  • Tactic or tactical may herein be defined as a system and/or method for accomplishing a strategic end goal.
  • It is an object of the instant invention to provide a game player game objective of and for a competitive two-player game, the game objective comprising: a defined field of play including a plurality of spaces for play; at least two game pieces configured to differentiate game piece possession and control by a player from an opposing player; a random number generator for determining and providing a number for adherence of and corresponding action by a player to move one of the at least two game pieces the provided number among the plurality of spaces for play within and about the defined field of play a player may move the one at least two game pieces in accordance with the number determined and provided by the random number generator; wherein, each player alternately uses the random number generator to determine a number of spaces for play to move the one at least two game pieces during play along a predetermined game piece path among the plurality of spaces for play and about the defined field of play; whereby, a game player game objective is achieved of completing the predetermined game piece path by a player with at least one game piece about the defined field of play in accordance with the random number generator numbers provided before an opposing player completes the predetermined game piece path with at one game piece about the defined game field of play among the spaces for play in accordance with the random number generator numbers provided throughout game play.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator determines and provides at least two different numerical outcomes.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator is electronic.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator is mechanical.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator comprises at least one two-sided die.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator determines and provides a number of zero.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator determines and provides an odd number.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator determines and provides an even number.
  • It is an object of the instant invention to provide a game objective, wherein the random number generator determines and provides a number less than the total plurality of game spaces for play within the defined game field of play.
  • It is an object of the instant invention to provide a game objective, wherein the at least two game pieces comprises an even plurality of game pieces.
  • It is an object of the instant invention to provide a game objective, wherein the at least two game pieces comprises an odd plurality of game pieces.
  • It is an object of the instant invention to provide a game objective, wherein both players each have an equal total plurality of at least two game pieces.
  • It is an object of the instant invention to provide a game objective, wherein one player has a greater total plurality of at least two game pieces than an opposing player.
  • It is an object of the instant invention to provide a game objective, wherein both players each have a total plurality of at least two game pieces which is less than the total number of spaces for play within the defined field of play.
  • It is an object of the instant invention to provide a game objective, wherein both players each have a total plurality of at least two game pieces equal to the total number of spaces for play within the defined field of play.
  • It is an object of the instant invention to provide a game objective, wherein the defined field of play comprises an odd number of spaces for play.
  • It is an object of the instant invention to provide a game objective, wherein the defined field of play comprises an even number of spaces for play.
  • It is an object of the instant invention to provide a game objective, wherein the defined field of play comprises at least three spaces for play.
  • It is an object of the instant invention to provide a game objective, wherein at least one space for play is annotated with a graphical representation.
  • It is an object of the instant invention to provide a game objective, wherein at least one space for play is annotated with an alphanumerical character.
  • It is an object of the instant invention to provide a game objective, wherein the defined field of play, the plurality of spaces for play, the at least two game pieces, and the random number generator are virtual.
  • It is an object of the instant invention to provide a game objective, wherein the defined field of play, the plurality of spaces for play, the at least two game pieces, and the random number generator are physical.
  • It is an object of the instant invention to provide a game, of and for two player competitive play, the game comprising: a defined field of play including a plurality of spaces for play; at least two game pieces configured to differentiate game piece possession and control by a player from an opposing player; a random number generator for determining and providing a number for adherence to and corresponding action by a player to move one at least two game pieces the determined number among the spaces for play that a player may move the one at least two game pieces about the defined field of play in accordance with the number determined and provided by the random number generator; wherein, each player alternately uses the random number generator to determine a number of spaces for play to move the one the at least two game pieces during play along a predetermined game piece path among the plurality of spaces for play and about the defined field of play; whereby, a player completes the predetermined game piece path with the at least one game piece among the plurality of spaces for play about the defined field of play in accordance with the random number generator numbers determined, before an opposing player completes the predetermined game piece path with at least one game piece about the defined game field of play in accordance with the random number generator numbers determined, to win the game.
  • It is an object of the instant invention to provide a method of and for two player competitive play, the method comprising the steps of: defining and providing a field of play including a plurality of spaces for play; providing at least two game pieces configured to differentiate game piece possession and control by a player from an opposing player; providing a random number generator which determines and provides a number for adherence to and corresponding action by a player to move one at least two game pieces the random number generator determined and provided number of spaces for play that a player may move the one at least two game pieces on the field of play in accordance with the number determined and provided by the random number generator; wherein, each player alternately uses the random number generator to determine a number of spaces for play to move the one at least two game pieces during play along a predetermined game piece path among the plurality of spaces for play about the defined field of play; whereby, a player completes the predetermined game piece path with at least two game pieces about the field of play in accordance with the random number generator numbers determined, before an opposing player completes the predetermined game piece path with at least two game pieces about the game field of play in accordance with the determined random number generator numbers, to win the game.
  • It is an object of the instant invention to provide a game system of and for multi-layer competitive play, the game system comprising: a processor; a memory in communication with the processor; a user interface in communication with the processor; and software stored on the memory for execution by the processor in accordance with player command input to the system by a system user via the user interface; which, defines a field of play; defines a plurality of spaces for play; defines at least two game pieces configured which differentiate game piece possession and control by a player from an opposing player; defines a random number generator which determines and provides a number for adherence to and corresponding action by a player to move one at least two game pieces the determined number among the spaces for play that a player may move the one at least two game pieces about the defined field of play in accordance with the number determined and provided by the random number generator; defines a game piece path among the plurality of spaces for play and about the field of play; whereby, each player may alternately use the random number generator to determine a number of spaces for play to move the one the at least two game pieces during play along; and, a player via the user interface completes the defined game piece path with the at least one game piece among the plurality of spaces for play about the field of play in accordance with the determined random number generator numbers, before an opposing player completes the game piece path with at least one game piece about the game field of play in accordance with the random number determined generator numbers, to win the game.
  • It is the object of the instant invention to provide a method of and for multi-player competitive game play, the method comprising the steps of: providing a processor; providing a memory in communication with the processor; providing a user interface in communication with the processor; and providing software stored on the memory for execution by the processor in accordance with player command input to the processor via the user interface; which, defines a field of play; defines a plurality of spaces for play; defines at least two game pieces configured which differentiate game piece possession and control by a player from an opposing player; defines a random number generator which determines and provides a number for adherence to and corresponding action by a player to move one at least two game pieces the determined number among the spaces for play that a player may move the one at least two game pieces about the defined field of play in accordance with the number determined and provided by the random number generator; defines a game piece path among the plurality of spaces for play and about the field of play; whereby, each player may alternately use the random number generator to determine a number of spaces for play to move the one the at least two game pieces during play along; and, a player via the user interface completes the defined game piece path with the at least one game piece among the plurality of spaces for play about the field of play in accordance with the determined random number generator numbers, before an opposing player completes the game piece path with at least one game piece about the game field of play in accordance with the random number determined generator numbers, to win the game.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation comprising: a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for indicating one of at least two distinct random outcomes; and a magnetic flux density field conductive surface; whereby, when the nonmagnetic flux density field conductive housing including the at least one permanent magnet is placed by a system user in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through and coheres to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the magnetic flux density field conductive surface determining and indicating to a system user via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the permanent magnet is disc shaped.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the permanent magnet is rod- or cylinder-shaped magnet.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the nonmagnetic flux density field conductive housing includes a natural material.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the nonmagnetic flux density field conductive housing includes a synthetic material.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with identical magnetic poles facing outward from the center of the housing.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with opposite magnetic poles facing outward from the center of the housing.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the system includes a plurality of permanent magnets and the nonmagnetic flux density field conductive housing having at least four outer surfaces.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the at least one visual indica includes an alphanumeric character.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the at least one visual indica includes a graphical representation.
  • It is an object of the instant invention to provide a system of and for honest random outcome generation wherein the at least one visual indica includes a color.
  • It is an object if the instant invention to provide a system of and for honest random outcome generation wherein the at least one tactile indica includes a braille character or other tactile indica commonly used by persons with visual disabilities and/or blindness.
  • It is an object of the instant invention to provide a game system for at least two player game play comprising: a set of game rules for game definition and adherence by game players; a magnetic flux density field conductive surface; at least one annotated nonmagnetic flux density field conductive game play overlay placed on top of the magnetic flux density field conductive surface for defining a field of game play and compatible with the set of game rules; at least two magnetic game pieces per player configured to differentiate game piece possession and control by a player from another player; and an honest random outcome generator including a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for determining and indicating one of at least two random outcomes; whereby, when the nonmagnetic flux density field conductive housing is placed by a player in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through the at least one annotated nonmagnetic game play overlay and coheres with and to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the at least one nonmagnetic flux density field conductive overlay determining and indicating to a player via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes which in accordance with the set of game rules determines corresponding adherence action by a player to move one of the at least two magnetic game pieces on and about the annotated nonmagnetic flux field conductive overlay; whereby, each player alternately uses the honest random outcome generator to determine magnetic game piece movement on and about the defined field of game play in accordance with the set of game rules.
  • It is an object of the instant invention to provide a game system for at least two player game play wherein the magnetic flux density field conductive surface is portable.
  • It is an object of the instant invention to provide a game system for at least two player game play wherein at least one annotated nonmagnetic flux density field conductive game play overlay comprises paper or cardstock.
  • It is an object of the instant invention to provide a game system for at least two player game play wherein at least one annotated nonmagnetic flux density field conductive game play overlay is laminated.
  • It is an object of the instant invention to provide a method of and for at least two player game play, the method comprising the steps of: providing a set of game rules; providing a magnetic flux density field conductive surface; providing at least one annotated nonmagnetic flux density field conductive game play overlay for defining a field of game play compatible with the set of game rules; providing at least two magnetic game pieces per player configured to differentiate game piece possession and control by a player from another player; providing an honest random outcome generator including a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for determining one of at least two random outcomes; placing the annotated nonmagnetic flux density field conductive game play overlay on top of the magnetic flux density field conductive surface for game play in accordance with the set of game rules; whereby, when the nonmagnetic flux density field conductive housing is placed by a player in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through the at least one annotated nonmagnetic game play overlay and coheres with and to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the at least one nonmagnetic flux density field conductive overlay determining and indicating to a player via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes which in accordance with the set of game rules determines corresponding adherence action by a player to move one of the at least two magnetic game pieces on and about the annotated nonmagnetic flux field conductive overlay; whereby, each player alternately uses the honest random outcome generator to determine magnetic game piece movement on and about the defined field of game play in accordance with the set of game rules.
  • Object or objective may be the planning and accomplishing of a subgoal serving the execution of a strategic or tactical end goal.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one disc having an obverse and a reverse including at least one indicia differentiating the obverse of the disc from the reverse of the disc; and at least one surface; whereby when a system user by gravity causes the at least one disc to come to rest on the at least one surface which by system user observation of the at least one disc indica of the at least one disc indicates and determines at least one of the at least two distinct outcomes.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one disc shaped magnet having an obverse and a reverse including at least one indicia differentiating the obverse of the disc shaped magnet from the reverse of the disc shaped magnet; and at least one magnetic flux density field conductive surface; whereby when a system user by gravity causes the at least one disc shaped magnet to come to rest on the at least one magnetic flux density field conductive surface which by system user observation of the at least one disc shaped magnet indica of the at least one disc shaped magnet indicates and determines at least one of the at least two distinct outcomes.
  • It is an object of the instant invention to provide a system for the honest random generation of at least two distinct outcomes comprising: at least one magnet; and at least one magnetic flux density field conductive surface to which the at least one magnet conducts through and coheres to when brought into conductive magnetic flux density proximity to and of the at least one magnetic flux density field conductive surface; whereby the at least one magnet conducts through and coheres to the at least one magnetic flux density field conductive surface indicates one of the at least two distinct outcomes.
  • It is an object of the instant invention to provide a system of game play wherein the magnet is a permanent magnet.
  • It is an object of the instant invention to provide a system of game play wherein the magnet is a permanent disc shaped magnet.
  • It is an object of the instant invention to provide a system of game play wherein the magnet is a permanent rod shaped magnet.
  • It is an object of the instant invention to provide a system of game play wherein the system includes a housing.
  • It is an object of the instant invention to provide a system of game play wherein the system includes a plurality of magnets and a housing having at least three outer surfaces.
  • It is an object of the instant invention to provide a system of game play wherein the system includes a plurality of magnets and a housing having at least six outer surfaces.
  • It is an object of the instant invention to provide a system of game play wherein the system includes a plurality of magnets and a housing having at least nine outer surfaces.
  • It is an object of the instant invention to provide a system of game play wherein the at least one indica is an alphanumeric character.
  • It is an object of the instant invention to provide a system of game play wherein the at least one indica is a graphical representation.
  • It is an object of the instant invention to provide a system of game play wherein the at least one indica is a color.
  • It is an object of the instant invention to provide a system of game play wherein the housing positions and holds at least two magnets with identical magnetic poles facing outward from the center of the housing.
  • It is an object of the instant invention to provide a system of game play wherein the housing positions and holds at least two magnets with opposite magnetic poles facing outward from the center of the housing.
  • It is an object of the instant invention to provide a game player game objective of and for a competitive at least two-player game, the game objective comprising: a defined field of game play including a plurality of spaces for game play; at least two game pieces including a permanent magnet and configured to differentiate game piece possession and control of the at least two game pieces by a player from an opposing player; a honest random number generator including a permanent magnet for determining and providing a number for adherence of and corresponding action by a player to move one of the at least two game pieces the determined and provided number among the plurality of spaces for game play about the defined field of game play a player may move the one of at least two game pieces in accordance with the number determined and provided by the honest random number generator; wherein, each player alternately uses the honest random number generator to determine a number of spaces for game play to move the one of at least two game pieces during game play along a predetermined game piece path among the plurality of spaces for game play and about the defined field of game play; whereby, a game player game objective is achieved of completing the predetermined game piece path by a player with at least one game piece about the defined field of game play in accordance with the honest random number generator numbers determined and provided before an opposing player completes the predetermined game piece path with at least one game piece about the defined game field of game play among the game spaces for game play in accordance with the honest random number generator numbers determined and provided throughout game play.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator determines and provides at least two different outcomes.
  • It is an object of the instant invention to provide game player game objective, wherein the honest random number generator is electronic.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator is mechanical.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator comprises at least one two-sided die.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator determines and provides a number of zero.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator determines and provides an odd number.
  • It is an object of the instant invention to provide game player game objective, wherein the honest random number generator determines and provides an even number.
  • It is an object of the instant invention to provide game player game objective wherein the honest random number generator determines and provides a number less than the total plurality of game spaces for game play within the defined game field of game play.
  • It is an object of the instant invention to provide game player game objective wherein the at least two game pieces comprises an even plurality of game pieces.
  • It is an object of the instant invention to provide game player game objective wherein the at least two game pieces comprises an odd plurality of game pieces.
  • It is an object of the instant invention to provide game player game objective, wherein both players each have an equal total plurality of at least two game pieces.
  • It is an object of the instant invention to provide game player game objective, wherein one player has a greater total plurality of at least two game pieces than an opposing player.
  • It is an object of the instant invention to provide game player game objective, wherein both players each have a total plurality of at least two game pieces which is less than the total number of spaces for game play within the defined field of game play.
  • It is an object of the instant invention to provide game player game objective, wherein both players each have a total plurality of at least two game pieces equal to the total number of spaces for game play within the defined field of game play.
  • It is an object of the instant invention to provide game player game objective, wherein the defined field of game play comprises an odd number of spaces for game play.
  • It is an object of the instant invention to provide game player game objective, wherein the defined field of game play comprises an even number of spaces for game play.
  • It is an object of the instant invention to provide game player game objective, wherein the defined field of game play comprises at least three spaces for game play.
  • It is an object of the instant invention to provide game player game objective, wherein at least one space for game play is annotated with a graphical representation.
  • It is an object of the instant invention to provide game player game objective, wherein at least one space for game play is annotated with an alphanumerical character.
  • It is an object of the instant invention to provide game player game objective wherein the defined field of game play, the plurality of spaces for game play, the at least two game pieces, and the honest random number generator are virtual.
  • It is an object of the instant invention to provide game player game objective, wherein the defined field of game play, the plurality of spaces for game play, the at least two game pieces, and the honest random number generator are physical.
  • It is an object of the instant invention to provide a game of and for at least two player competitive game play, the game comprising: a defined field of game play including a plurality of spaces for game play; at least two game pieces per player configured to differentiate game piece possession and control by a player from an opposing player; a honest random number generator for determining and providing a number for adherence to and corresponding action by a player to move one of the at least two game pieces the determined and provided number among the spaces for game play that a player may move the one of the at least two game pieces about the defined field of game play in accordance with the number determined and provided by the honest random number generator; wherein, each player alternately uses the honest random number generator to determine a number of spaces for game play to move the one of the at least two game pieces during game play along a predetermined game piece path among the plurality of spaces for game play and about the defined field of game play; whereby, a player completes the predetermined game piece path with the at least one game piece among the plurality of spaces for game play about the defined field of game play in accordance with the honest random number generator numbers determined, before an opposing player completes the predetermined game piece path with at least one game piece about the defined game field of game play in accordance with the honest random number generator numbers determined, to win the game.
  • It is an object of the instant invention to provide a method of and for at least two player competitive game play, the method comprising the steps of: defining and providing a field of game play including a plurality of spaces for game play; providing at least two game pieces per player configured to differentiate game piece possession and control by a player from an opposing player; providing a honest random number generator which determines and provides a number for adherence to and corresponding action by a player to move one of the at least two game pieces the honest random number generator determined and provided number of spaces for game play that a player may move the one at least two game pieces on the field of game play in accordance with the number determined and provided by the honest random number generator; wherein, each player alternately uses the honest random number generator to determine a number of spaces for game play to move the one at least two game pieces during game play along a predetermined game piece path among the plurality of spaces for game play about the defined field of game play; whereby, a player completes the predetermined game piece path with at least two game pieces about the field of game play in accordance with the honest random number generator numbers determined, before an opposing player completes the predetermined game piece path with at least two game pieces about the game field of game play in accordance with the determined honest random number generator numbers, to win the game.
  • Other objects of the invention and its particular features and advantages will become more apparent from consideration of the following drawings and accompanying detailed description. It should be understood that the detailed description and specific examples, while indicating the preferred embodiment of the invention, are intended for purposes of illustration only and are not intended to limit the scope of the invention.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Prior Art FIG. 1 through FIG. 4 depict schematic diagrams of the known game of Ur.
  • Prior Art FIGS. 5A through 5F depict schematic diagrams of various magnets and their corresponding magnetic flux field density lines.
  • FIGS. 6A through 6N depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 7A through 7F depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 8A through 8D depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 9A and 9B depict schematic diagrams of inventive embodiments of the improved game of Ur.
  • FIGS. 10A through 10G depict schematic diagrams of inventive embodiments of a universal magnetic game board system.
  • FIGS. 13A through 13L depict schematic diagrams of inventive embodiments of an advanced magnetic die.
  • FIGS. 14A through 14F depict schematic diagrams of inventive embodiments of a reconfigurable advanced magnetic die.
  • DETAILED DESCRIPTION OF THE INVENTION
  • In the following description, numerous details are set forth for the purpose of explanation and example. However, one of ordinary skill in the art will realize that the invention may be practiced without the use of these specific details.
  • As similar to and depicted in Prior Art FIG. 2 ; the following description shall be in reference to the known twenty-space game board configuration as defined by three by eight grid and the alphanumeric characters of A, B, and C; and the numbers 1-8 as reference numbers.
  • As depicted in inventive FIGS. 6B, 6C, 6E, 6G, 6H, 6J, 6K, 6M, and 6N; in certain embodiments it is contemplated that PLAYER A's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by Arrow A.
  • As depicted in inventive FIGS. 6B, 6C, 6E, 6G, 6H, 6J, 6K, 6M, and 6N; in certain embodiments it is contemplated that PLAYER B's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by Arrow B.
  • While not wishing to be bound by any one theory or combination of theories, and after intensive and joyful instant inventor experimental game play, while maintaining the foregoing and following from the known aspects of the ancient Game of Ur, that being; “a non-timed, two player competitive race to the finish board game, involving both the strategic and tactical navigation of a plurality of game pieces alternately one at a time through a defined game field and path of game play including a plurality of distinguished spaces of game play capable of receiving a single game piece, which game piece movement is regulated in accordance with the output of an honest random number generator”; it is believed as true by the instant inventor that known rules of game play of the ancient game of Ur specifically identified in and by translated and interpreted ancient cuneiform tablets may be modified and augmented to improve the enjoyment of game play and game observation; to include the modifying of the duration, complexity, difficulty, universality of game play regardless of player mis-matched skill and ability, and other aspects of the game.
  • As may be appreciated from previous discussion; the physical elements of the game played in ancient Ur, known modernly since discovery in the 20th century, were well known throughout most of antiquity; only the rules of game play being lost over the centuries, not the physical game itself.
  • The discovery of the physical game at the ruins of Ur, and those being from 3000-2500 BC, demonstrate a very long period of game play rule development—that is of research and development over centuries by millions of player related to what worked and what did not—of what is fun game play and what is not. And for modern game play; recorded on cuneiform are rules of game play proven by two millennia—to simply be fun for those who play and observe.
  • Referring to and as depicted in inventive FIGS. 6A-6N; 7A-7F; 8A - 8D; 9A-9B; without departing from the basic known and millennia proven fun configuration and rules of game play, it has been experienced by and is believed as true by the instant inventor that the ancient Game of Ur may be improved by modifying the basic configuration of the game field of play, and by modifying specific known rules of game play which improves upon the known and ancient game configuration and rules of game play.
  • Referring to and as depicted in inventive FIGS. 6A-6N; 7A-7F; 8A - 8D; 9A-9B; while not wishing to be bound by any one theory or combination of theories, and after instant inventor experimental game play, it was experienced by and is believed as be true by the instant inventor that statistical interplay between the total number of spaces for game play, the total number of game pieces played, and the output of an honest random number generator most impact the duration of the game.
  • Referring to and as depicted in inventive FIGS. 6A-6N; 7A-7F; 8A-8D; 9A-9B; it is also believed as be true by the instant inventor via instant inventor experimental that; statistical interplay between the total number of spaces for game play, the total number of game pieces played, and the output of an honest random number generator may be manipulated to improve game play.
  • Referring to and as depicted in inventive FIGS. 6A-6N; 7A-7F; 8A - 8D; 9A-9B; it is believed as true by the instant inventor via experimental game play that; the minimal possible number of spaces for game play is three which define at least two safe spaces and one combat space on the field of game play.
  • Referring to and as depicted in inventive FIGS. 6A-6N; 7A-7F; 8A - 8D; 9A-9B; it is believed as true via instant inventor experimental game play that; using only three spaces for game play necessitates a total game piece move number determined by an honest random number generator be at least two moves less than possible for a complete game piece path off the board.
  • As depicted in inventive; FIGS. 7A-7F the known “game board” layout of the ancient game of Ur may be modified to define game field of game play to improve game play and challenge by and for at least two players.
  • As depicted in inventive FIGS. 7A-7F; the ancient Game of Ur board play may be improved by modifying the defined game field of game play by configuring the game spaces into a “figure eight crossing” or “cart-wheel spoke and hub” type pattern (700). The total game spaces may total twenty-three (701-723).
  • As depicted in inventive FIGS. 7A-7C; in certain embodiments it is contemplated that PLAYER A's pieces for game play follow a game piece path among the spaces for game play about and within the field of game play denoted by solid black Arrow(s) C, Arrow(s) D, and Arrow(s), E.
  • As depicted in inventive FIGS. 7D-7F; in certain embodiments it is contemplated that PLAYER B's pieces for game play follow a game piece path among the defined spaces for game play about and within the field of game play denoted by empty black Arrow(s) F, Arrow(s) G, and Arrow(s) H.
  • As depicted in inventive FIGS. 7A-7F; PLAYER A's game play entry is game space 701, and game play exit at game space 713; with game space 713 being PLAYER B's game play entry game space, and 701 game play exit space.
  • As may be appreciated; PLAYER A and PLAYER B may inventively both “come at” and “attack from behind” the other player. This inventive aspect provides intense game board play combat using especially with seven to nine game pieces used per player.
  • In some embodiments of the present invention; game spaces 701, 702, 721, 722, and 723 may be “safe spaces” for PLAYER A; game spaces 710, 711, 712, 713, and 714 may be “safe spaces” for PLAYER B.
  • In some embodiments of the present invention; game spaces 703-709, and games spaces 714-720 may be “combat spaces” for both players.
  • In some embodiments of the present invention; game pieces are moved only toward a player's game play exit in accordance with honest random number generation outcome, i.e. game pieces are moved only forward and not back toward a player's game play entry.
  • In some embodiments of the present invention; game pieces may be moved either toward or away from a player's game play exit in accordance with an honest random number generation outcome.
  • In some embodiments of the present invention; game spaces 702, 710, 714, and 721 may be player “roll again” spaces.
  • In some embodiments of the present invention; game space 706 may be a player “roll again”, “safe” or “safe and roll again” space.
  • As depicted in inventive FIGS. 8A-8D an improved “game board” layout of the inventive game of Ur (800) may be utilized as depicted.
  • As depicted in inventive FIG. 8B a game play may begin at game space 810 and continue along the inventive game path as depicted by the solid line Arrow(s) I as “safe spaces” until game space 820; after which any game path depicted by the dashed line Arrow(s) J may be followed as “combat spaces” and then exiting play at any game space referenced as 830.
  • As depicted in inventive FIG. 8C and FIG. 8D; specific and purposeful annotation with a graphical representation and/or alpha-numeric character (860) may be used to indicate a unique result or rule corresponding to and as an outcome of a game piece landing thereon.
  • As is/was depicted in inventive FIGS. 7A-7F; a two-player game space may be duplicated to facilitate three-to-six player-play (FIG. 9A, 900 ) as depicted in inventive FIGS. 9A-9B an improved “game board” layout of the inventive game of Ur (900) may be utilized.
  • As depicted in inventive FIG. 9A and FIG. 9B; specific and purposeful annotation with a graphical representation and/or alpha-numeric character (960) may be used to indicate a unique result or rule corresponding to and as an outcome of a game piece landing thereon.
  • As depicted in inventive FIG. 9A game play may begin at game space 910 and continue along the inventive game path as depicted by the solid line Arrow(s) K as “safe spaces” until game space 920; after which any game path depicted by the dashed line Arrow(s) L may be followed as “combat spaces” and exiting play at any game space referenced as 930.
  • As depicted in inventive Figures herein the inventive “game board” layout of the inventive game of Ur may be utilized with many inventive rules of play yet to be developed; without departing from the scope and spirit of the disclosure and accompanying inventive claims.
  • Generic Magnetic Board Game System and Method
  • As depicted in inventive FIGS. 10A through 10G; a generic magnetic board game system and method (1000) is disclosed.
  • The inventive generic magnetic board game system and method (1000) includes a nonmagnetic game play overlay (1010) which is placed (Arrow M) on a magnetic flux density conductive surface (1020); as depicted in inventive FIG. 10A.
  • mow Once a nonmagnetic game play overlay (1010) which is placed on a magnetic flux density conductive surface (1020); magnetic game pieces (1030, 1040), both known and inventive, may be used for game play on and about a defined field of game play annotated on the nonmagnetic game play overlay (1010); as depicted in FIGS. 10A-10D.
  • The advantages of the disclosed inventive generic magnetic board game system and method (1000) are manifold.
  • An advantage of the instant inventive generic magnetic board game system and method (1000) over the prior are: that the inventive non-magnetic game play overlay (1010) may be “swapped out” with an infinite plurality of different and varying defined fields of game play such as known and depicted in FIG. 10E, FIG. 10F, and FIG. 10G may be used.
  • As may be appreciated; “swapping out” inventive non-magnetic game play overlay(s) (1010) is analogous to “reprograming” the field of game play and possibly any corresponding rules of game play. In this manner; the inventive system and method of game play (1000) is generic or universal and capable of facilitating an infinite plurality of board games to be innovated and enjoyed by system and method users and game play observers.
  • It is contemplated and encouraged that system (1000) users innovate their own non-magnetic game play overlays (1010) simply by annotating a sheet of paper either by hand or by computer printer for game play use.
  • An advantage of the instant inventive generic magnetic board game system and method (1000) over the prior is that any magnetic flux density conductive surface (1020) is typically and will be made of, or have included—a ferromagnetic metal. The metal magnetic flux density conductive surface (1020) may be very ruggedized and survive intense game play, storage and handling much better than of know cardboard or even wood game boards.
  • It is contemplated that any magnetic flux density conductive surface (1020) be as simple as a baker's cookie sheet; or other known type of sheet metal or the like.
  • Physical and Honest Random Number Generation System and Method
  • As discussed previously herein and for the purposes of the instant patent application; “honest” random number generation shall mean in particular the configuration of at least one magnet die or a least one magnet housed within a die wherein the design and configuration intent is the complete and assured randomness of the resulting outcome generation.
  • Converse to the magnetic configuration of known “trick” or “winner's dice”; the herein disclosed inventive magnetic die configurations are designed and intended for “honest” and/or “non-biased” random number generation and for forthright, fair, and good faith game play.
  • As depicted in inventive FIGS. 13A-14F; several embodiments of the inventive honest play magnetic-die system and method (1300) is disclosed and presented.
  • Magnetic Coin-Toss
  • As depicted in inventive FIG. 13A; one inventive embodiment of an honest play magnetic-die system and method (1300) may be a magnetic disc (1305) the size and configuration of a common currency coin with an obverse (1306) indicated and designated from the magnetic disc coin reverse (1307). The magnetic disc (1305) constitutively functioning as a “d2” die.
  • Disc Magnet(s) with Disc Non-Magnetic Housing
  • As depicted in inventive FIG. 13B; one inventive embodiment of an honest play magnetic-die system and method (1300) may be a known and common non-magnetic flux density conductive housing (1310), in this example a wooden coin, modified, reconfigured, and improved to include at least one permanent magnet (1320); preferably but not exclusively a disc-shaped permanent magnet (1320) incorporated into the non-magnetic flux density conductive housing (1310); or affixed to the non-magnetic flux density conductive housing as depicted in inventive FIG. 13C; for use with a magnetic flux density conductive surface (1020). The non-magnetic flux density conductive housing (1310) including the at least one permanent magnet (1320) constitutively functioning as a “d2” die
  • As depicted in inventive FIG. 13C; a known and common non-magnetic flux density conductive housing (1310) may be modified, reconfigured, and improved by including at least two permanent magnets (1320); preferably but not exclusively disc-shaped permanent magnet(s) (1320) affixed to the non-magnetic flux density conductive housing (1310) obverse (1308) side and affixed to non-magnetic flux density conductive housing (1310) reverse (1309) of the non-magnetic housing (1310); for use with a magnetic flux density conductive surface (1020).
  • As depicted in inventive FIG. 13D; an additional plurality of permanent magnet(s) (1320) may be magnetically affixed to an at least one incorporated or affixed permanent magnet (1302) whereby the non-magnetic flux density conductive housing (1310) may be more easily retrieved by a user from a magnetic flux density conductive surface (1020); and the overall magnetic flux density field increased created by the system (1300).
  • Magnets with Cube Non-Magnetic Housing
  • As depicted in inventive FIGS. 13E, 13F, and 13H; the non-magnetic flux density conductive housing (1310) may be a common six-sided cube “d6” die modified, reconfigured, and improved by including at least two permanent magnets (1320); preferably but not exclusively disc-shaped permanent magnet(s) (1320) for use with a magnetic flux density conductive surface (1020).
  • It is contemplated in certain inventive embodiments that an even number of disc-shaped permanent magnet(s) (1320) are used for honest outcome generation using a six-sided cube die configuration non-magnetic flux density conductive housing (1310) by integrating or affixing identical disc-shaped permanent magnets (1320) to opposite sides of a cube die housing (1310).
  • As depicted in inventive FIG. 13G; the non-magnetic flux density conductive housing (1310) may be a rather now uncommon but known from antiquity four-sided, or tetrahedron-shaped, “d4” die modified, reconfigured, and improved by including at least four permanent magnets (1320); preferably but not exclusively disc-shaped permanent magnet(s) (1320) for use with a magnetic flux density conductive surface (1020). With two corners of a four-sided, tetrahedron-shaped die differentiated by and from the other two corners of the four-sided, tetrahedron-shaped die; utilizing the instant invention would necessitate integrating or affixing four disc-shaped permanent magnets (1320) to a four-sided, or tetrahedron-shaped non-magnetic flux density conductive housing (1310) for honest game play use with a magnetic flux density conductive surface (1020).
  • As depicted in inventive FIG. 13H; the non-magnetic flux density conductive housing (1310) may include a plurality of permanent magnets (1320); preferably but not exclusively disc-shaped permanent magnet(s) (1320) for use with a magnetic flux density conductive surface (1020). Utilizing the instant invention would necessitate affixing an equal number plurality of disc-shaped permanent magnets (1320) to a non-magnetic flux density conductive housing (1310) creating a constructively equal overall magnetic flux density corresponding to each surface of a non-magnetic flux density conductive housing (1310) to facilitate honest outcome number generation and thus honest game play use with a magnetic flux density conductive surface (1020).
  • As depicted in inventive FIG. 13I; the non-magnetic flux density conductive housing (1310) may include a plurality of permanent bar magnets (1320) for use with a magnetic flux density conductive surface (1020).
  • Utilizing the instant invention as depicted in the FIG. 13I embodiments; preferably the longitudinal axis of the included plurality of permanent bar magnet(s) (1320) are perpendicular to the axis of a cube shaped non-magnetic flux density conductive housing (1310) surface; and most preferably the longitudinal axis of the plurality of permanent bar magnets are perpendicular to each other.
  • As depicted in inventive FIG. 13I; the non-magnetic flux density conductive housing (1310) including a plurality of permanent bar magnets (1320) may have random outcome generation indica (1350) placed at the corners of a cube or other non-magnetic flux density conductive housing (1320) for outcome determination.
  • As depicted in inventive FIG. 13I; with the longitudinal axis of the included plurality of permanent bar magnet(s) (1320) perpendicular to the axis of any non-magnetic flux density conductive housing (1310) surface; and with random generation outcome indica (1350) placed at the corners of a “d6” cube die—the inventive embodiment constructively functions as a “eight -sided” or “d8” die.
  • As depicted in inventive FIG. 13I and FIG. 13J; using a plurality of permanent bar magnet(s) (1320) in this embodiment cylindrical rod magnets with flat ends, perpendicular to the axis of any non-magnetic flux density conductive housing (1310) surface; in the majority of die throws; the inventive die comes to rest on a magnetic flux density conductive surface (1020) with “a corner up”. These resulting “corner up” honest random number generation outcomes may be annotated with an indica (1350) to facilitate honest game play.
  • However, during instant inventor experimentation as depicted in inventive FIG. 13J, the inventive system (1300) came to rest in a minority of die throws on a magnetic flux density conductive surface (1020) “on end” of one of the plurality of flat ended cylindrical rod magnets (1320), with a corresponding cube shaped non-magnetic flux density housing (1320) surface up.
  • To prevent these experienced “magnetic miss throws”; it is contemplated the outward from the non-magnetic flux density conductive housing (1310) surface cylindrical rod magnet(s) (1320) tip or end be rounded to an extent preventing such “on end” die throws.
  • To exploit these “magnetic miss throws”; as depicted in inventive FIG. 13K and 13L, to bring instant inventor minority “on end” magnetic throws into balance with “on edge” magnetic throws; addition disc shaped magnets (1320) may be magnetically and/or mechanically affixed to the flat ends of any included rod-shaped magnets (1320).
  • Dependent upon individual magnet magnetic flux density field strength, upon non-magnetic flux density conductive housing physical parameters and dimensions, and upon ; such an inventive configuration as depicted in inventive FIGS. 13K and 13L results magnetic flux density field which is constructively spherical; which when used in conjunction with both “edge” indica (1350) and “cube surface” indica (1350′) the honest random generation of fourteen differing outcomes—or a “d14” die—provided when used with a magnetic flux density conductive surface (1020).
  • As depicted in inventive FIG. 14A; the non-magnetic flux density conductive housing (1310) is a twenty-sided die (d20) including a plurality of permanent disc magnets (1320) which may be used for random outcome determination with a magnetic flux density conductive surface (1020) or a non-magnetic flux density conductive surface.
  • As depicted in inventive FIGS. 14B, and 14C; both rod and disc permanent magnets (1320) can be combined to configure and re-configure a non-magnetic flux density conductive housing (1310)
  • Dependent upon individual magnet magnetic flux density field strength, upon non-magnetic flux density conductive housing physical parameters and dimensions, and upon ; such an inventive configuration as depicted in inventive FIGS. 14A through 14F; the inventive magnetic honest random outcome generation system and method (1300) may be customized and reconfigured for inventive game play. As depicted in inventive FIG. 14E, additional disc and/or rod permanent magnets (1320) may be included with a non-magnetic flux density field conductive housing (1310) to change the honest random number generation outcomes to desired system and method (1300) user desires and specifications.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides at least two different outcomes.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides at least two different numerical outcomes.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides at least two different binary numerical outcomes.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides at least two different trinary numerical outcomes.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides at least two different digital numerical outcomes.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is electro-mechanical.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one two-sided die.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one permanent magnet.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one two-sided disc shaped permanent magnet.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one two-sided disc shaped permanent magnet with the obverse of the disc being a different magnetic polarity than the reverse of the disc.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides a number of zero.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides an odd number.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides an even number.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides an odd whole number.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides an even whole number.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator determines and provides a number less than the total plurality of game spaces for game play within a defined game field of game play.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is a permanent magnet.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is a permanent magnet configured as a rod.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is a permanent magnet configured as a disc.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises a plurality of disc configured permanent magnets.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises a plurality of rod configured permanent magnets.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a disc shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a tetrahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cube shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a pyramid shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cuboid shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a cylinder-shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a triangular prism shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a multi-sided cone shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a pentahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hexahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hexahedral diamond shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a octahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a heptahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a nonahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a decahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a hendecahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator comprises at least one disc configured permanent magnet incorporated into a dodecahedral shaped nonmagnetic flux density field conductive housing.
  • In certain embodiments of the instant invention, it is contemplated that the at least two game pieces comprises an even plurality of game pieces.
  • In certain embodiments of the instant invention, it is contemplated that the at least two game pieces each include at least one permanent magnet.
  • In certain embodiments of the instant invention, it is contemplated that the at least two game pieces comprises an odd plurality of game pieces.
  • In certain embodiments of the instant invention, it is contemplated that both players each have an equal total plurality of at least two game pieces.
  • In certain embodiments of the instant invention, it is contemplated that one player has a greater total plurality of at least two game pieces than an opposing player.
  • In certain embodiments of the instant invention, it is contemplated that both players each have a total plurality of at least two game pieces which is less than the total number of spaces for game play within a defined field of game play.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is defined by a physical nonmagnetic flux density field conductive overlay including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is an annotated sheet of paper.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is a sheet of paper annotated on both sides of the sheet.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is an annotated and laminated sheet of paper.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is defined by a physical nonmagnetic flux density field conductive overlay including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like placed between a magnetic flux density field conductive surface and magnetic game pieces.
  • In certain embodiments of the instant invention, it is contemplated that the field of game play is defined by a physical nonmagnetic flux density field conductive including game spaces, boundaries of game play, possible game piece movement along an outlined game play path, and the like placed between a magnetic flux density field conductive surface and at least one inventive magnetic die.
  • In certain embodiments of the instant invention, it is contemplated that both players each have a total plurality of at least two game pieces equal to the total number of spaces for game play within the defined field of game play.
  • In certain embodiments of the instant invention, it is contemplated that the defined field of game play comprises an odd number of spaces for game play.
  • In certain embodiments of the instant invention, it is contemplated that the defined field of game play comprises an even number of spaces for game play.
  • In certain embodiments of the instant invention, it is contemplated that the defined field of game play comprises at least three spaces for game play.
  • In certain embodiments of the instant invention, it is contemplated that the game board defines greater than twenty game spaces for game play.
  • In certain embodiments of the instant invention, it is contemplated that the game board defines less than twenty game spaces for game play.
  • In certain embodiments of the instant invention, it is contemplated that at least one space for game play is annotated with a graphical representation.
  • In certain embodiments of the instant invention, it is contemplated that at least one space for game play is annotated with an alphanumerical character.
  • In certain embodiments of the instant invention, it is contemplated that at least one space for game play is annotated with a color.
  • In certain embodiments of the instant invention, it is contemplated that the game pieces are annotated with a graphical representation.
  • In certain embodiments of the instant invention, it is contemplated that the game pieces are annotated with an alphanumerical character.
  • In certain embodiments of the instant invention, it is contemplated that the game pieces are annotated with a color.
  • In certain embodiments of the instant invention, it is contemplated that at least one die is annotated with a graphical representation.
  • In certain embodiments of the instant invention, it is contemplated that at least one die is annotated with an alphanumerical character.
  • In certain embodiments of the instant invention, it is contemplated that at least one die is annotated with a color.
  • In certain embodiments of the instant invention, it is contemplated that the defined field of game play, the plurality of spaces for game play, the at least two game pieces, and the honest random number generator are physical.
  • In certain embodiments of the instant invention, it is contemplated that all game play is physical in nature and game play between the players is face-to-face.
  • In certain embodiments of the instant invention, it is contemplated that all game play is physical in nature and game play between the players is geographically remote and facilitated by electronic means.
  • In certain embodiments of the instant invention, it is contemplated that one of the players is a computer.
  • In certain embodiments of the instant invention, it is contemplated that the game board, the game pieces, and the honest random number generator comprise a natural material.
  • In certain embodiments of the instant invention, it is contemplated that the game board, the game pieces, and the honest random number generator comprise a man-made material.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is electronic-mechanical.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is capable determining at least two differing numbers.
  • In certain embodiments of the instant invention, it is contemplated that the honest random number generator is capable of determining at least greater than two differing numbers.
  • In certain embodiments of the instant invention, it is contemplated that the inventive magnetic flux density conductive surface (1020) be sheet metal of a plurality of dimensions.
  • In certain embodiments of the instant invention, it is contemplated that the inventive magnetic flux density conductive surface (1020) be a baking or cookie sheet of a plurality of dimensions.
  • In certain embodiments of the instant invention, it is contemplated that the inventive magnetic flux density conductive surface (1020) be a “lazy susan” including a metal or made of metal which is a magnetic flux density conductive surface (1020) of a plurality of dimensions.
  • Rules for the Game of Ur
  • In certain embodiments of the instant invention, it is contemplated that the rules for a game utilizing the invention disclosed herein may be as follows, and published by the instant inventor during and for inventive game development and testing:
  • Begin Prototype Rules
  • Primarily, the ancient game of Ur is a two-player race game; and most probably a direct ancestor of the tables and the backgammon family of games which are played globally today.
  • Discovered ancient games are believed to be played using two sets of checker or disc-like game pieces; with throwing die used for random number generation having a zero thru four numeric outcome. (More on “die” to follow).
  • A primary object of the game is for a player to move all their pieces along a predetermined path and off the board - before does their opponent.
  • The ancient board consists of two rectangular configured sets of spaces, one containing three rows of four spaces each, and the other containing three rows of two spaces and joined by a narrow bridge of two spaces. Some call it a “hammer” board due to the shape.
  • As described in ancient cuneiform writings; one path for each player is depicted and described below.
  • Primary ancient game play rules:
  • The horizontal row closest to each player are their “safe spaces”; with the center row being “combat spaces” for both players.
  • Only one player's game piece may occupy any one space at a time.
  • Each player alternately rolls the die; moving only one piece according to the roll. A roll of ø (zero or null) is “lose your turn” with no resulting piece movement by a player.
  • Five of the twenty spaces are “roll again” as is typically designated with a rosette. The rosette on the combat row is the only “roll again” and combat “safe space” for a player's piece landing thereon.
  • On a combat space; if a player's piece lands on a space already occupied by an opposing player's piece—the rolling player's piece replaces the opposing player's piece which must then “start over” (excluding the one combat “safe space”).
  • If a player's roll would have their piece land on the combat row “safe space” occupied by an opponent; then the player may not make “that move”; must move another piece or lose the turn.
  • (Alternately for such a roll; a player may occupy the one space beyond the opponent occupied combat “safe space” resulting in “faster game play”.)
  • For a player's individual game piece to “finish the board”; a roll corresponding to a player's last “roll again” space on their safe row (the space with the rosette) plus one. If a player's roll does not match the remaining game spaces plus one for a game piece; that piece may not finish the board; the player may move another piece or lose the turn.
  • Players may choose to move any of their game pieces in accordance with the number rolled or accordingly add a new piece to the board if they have pieces that have yet to or are re-entering play.
  • Only one of a player's game pieces may be moved per throw of the die.
  • A player is not required to eliminate an opponent's game piece every time the opportunity may arise. Nonetheless, players are required to move a piece in accordance with a die roll outcome whenever possible; even if such result is unfavorable for the player.
  • The player who moves all their game pieces off the board first in such fashion— wins the round.
  • Adhering to these known ancient rules of play and utilizing the ancient twenty square “rectangle” game play configuration; resulting play includes elements of chance, stratagem, strategy, and tactic.
  • Estimated Time of Play
  • Using the rules above and with a zero thru four numerical outcome die, and nine (9) pieces per evenly skilled player; a “game round” lasts typically around 45-90 minutes.
  • Using seven (7) game pieces; around 60 minutes per round.
  • Using five (5) game pieces; around 30 to 45 minutes.
  • Using three pieces (3); approximately 5 to 15 minutes.
  • Many alternate known theories of play for the game of Ur using a twenty space “rectangular” board configuration may be easily found on the internet. One very entertaining video available is from The British Museum entitled: Tom Scott vs. Irving Frankel and available at: https://youtu.be/WZskjLq040I.
  • The Modern Game of Ur™
  • To improve upon the ancient game; The Modern Game of Ur™ was invented.
  • The Modern Game of Ur™ enhances known ancient game play chance, stratagem, strategy, and tactic by utilizing a “bow-tie” game play configuration and corresponding rules.
  • Modern Game of Ur™ primary play rules are and may be as follows (with the ancient known rules discussed previously in mind):
  • The horizontal row closest to each player are their “safe spaces”; with all remaining being “combat spaces” for that player. Players finish the board at their opponent's “safe spaces” in “enemy territory”. Those spaces are “combat spaces” for a finishing player.
  • Once a player decides to move left or right of their “start space” and at the center “hub” space; they must continue forward toward their “finish space” in “enemy territory”. That is, players cannot move backwards.
  • Five spaces are “roll again” as designated with a rosette. The rosette at the “hub” of the combat game spaces is the only “roll again” and combat “safe space” for a player's piece landing thereon.
  • Combat spaces; if a player's piece lands on a space already occupied by an opposing player's piece—the rolling player's piece may replace the opposing player's piece which must “start over” (except for the one “hub” combat “safe space”).
  • For a player's individual game piece to “finish the board”; a roll corresponding to a player's last “finish” space in “enemy territory” plus one is required. If a player's roll does not match the remaining game spaces plus one for a piece; that piece may not finish the board; the player may move another piece or lose the turn.
  • As may be appreciated; providing increased game play spaces and with player's “coming at their foe” during play, as well as attacking from behind; adds additional layers of complexity to the game for more advanced players.
  • As may also be appreciated; variations on the preceding rules may be observed as desired by players; as long as the rules are agreed upon by both players. In the parlance of anthropological game science, such is called “tradition derived” or “local” rules—and since “what is fun” drives a game to “global” popularity—even from antiquity.
  • In other words; one can make history—playing games.
  • More to Say About Die
  • Originally, the ancient game of Ur comprised casting or rolling a set of three-or-four, four-sided, tetrahedron-shaped - die; with two of the four corners of each marked, and the other two corners not - giving each die a fifty-fifty or equal chance of landing with a marked or unmarked corner facing up.
  • The number of marked ends facing upwards after a roll indicating how many spaces a player may or must move a game piece during that turn.
  • Improving upon the ancient tetrahedral shaped die; The Modern Game of Ur™ uses a single conventional cube shaped, six faced—die; remarked for corresponding The Modern Game of Ur™ play; including a null or zero die throw.
  • The remaining cube face is denoted with a rosette or other indica related to the game board configuration and its markings. A resulting player action may be to advance to the next “roll again” space or an opponent's game piece occupying a “combat safe space” must start over; or both.
  • Possibly, the remaining cube face regardless of indica may also “be taken” as a numerical five (5); which increases the intensity and decreases overall total game play time.
  • Also, the remaining cube face may simply be ignored; and a player roll again.
  • As with all popular games; “rules of tradition” will develop over time; and as history proves, “a good game cannot be stopped.”.
  • End Prototype Rules.
  • Having thus described several embodiments for practicing the inventive method, its advantages and objectives can be easily understood.
  • Variations from the description above may and can be made by one skilled in the art without departing from the scope of the invention.
  • Accordingly, this invention is not to be limited by the embodiments as described, which are given by way of example only and not by way of limitation.

Claims (17)

What is claimed is:
1. A system of and for honest random outcome generation comprising:
a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for indicating one of at least two distinct random outcomes; and
a magnetic flux density field conductive surface;
whereby, when the nonmagnetic flux density field conductive housing including the at least one permanent magnet is placed by a system user in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through and coheres to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the magnetic flux density field conductive surface determining and indicating to a system user via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes.
2. The system of claim 1, wherein the permanent magnet is disc shaped.
3. The system of claim 1, wherein the permanent magnet is rod- or cylinder-shaped magnet.
4. The system of claim 1, wherein the nonmagnetic flux density field conductive housing includes a natural material.
5. The system of claim 1, wherein the nonmagnetic flux density field conductive housing includes a synthetic material.
6. The system of claim 1, wherein the nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with identical magnetic poles facing outward from the center of the housing.
7. The system of claim 1, wherein the nonmagnetic flux density field conductive housing includes positions and holds at least two permanent magnets with opposite magnetic poles facing outward from the center of the housing.
8. The system of claim 1, wherein the system includes a plurality of permanent magnets and the nonmagnetic flux density field conductive housing having at least four outer surfaces.
9. The system of claim 1, wherein the at least one visual indica includes an alphanumeric character.
10. The system of claim 1, wherein the at least one visual indica includes a graphical representation.
11. The system of claim 1, wherein the at least one visual indica includes a color.
12. The system of claim 1, wherein the at least one tactile indica includes a braille character or other tactile indica commonly used by persons with visual disabilities and/or blindness.
13. A game system for at least two player game play comprising:
a set of game rules for game definition and adherence by game players;
a magnetic flux density field conductive surface;
at least one annotated nonmagnetic flux density field conductive game play overlay placed on top of the magnetic flux density field conductive surface for defining a field of game play and compatible with the set of game rules;
at least two magnetic game pieces per player configured to differentiate game piece possession and control by a player from another player; and
an honest random outcome generator including a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for determining and indicating one of at least two random outcomes;
whereby, when the nonmagnetic flux density field conductive housing is placed by a player in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through the at least one annotated nonmagnetic game play overlay and coheres with and to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the at least one nonmagnetic flux density field conductive overlay determining and indicating to a player via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes which in accordance with the set of game rules determines corresponding adherence action by a player to move one of the at least two magnetic game pieces on and about the annotated nonmagnetic flux field conductive overlay;
whereby, each player alternately uses the honest random outcome generator to determine magnetic game piece movement on and about the defined field of game play in accordance with the set of game rules.
14. The system of claim 13; wherein the magnetic flux density field conductive surface is portable.
15. The system of claim 13; wherein at least one annotated nonmagnetic flux density field conductive game play overlay comprises paper or cardstock.
16. The system of claim 15; wherein at least one annotated nonmagnetic flux density field conductive game play overlay is laminated.
17. A method of and for at least two player game play, the method comprising the steps of:
providing a set of game rules;
providing a magnetic flux density field conductive surface;
providing at least one annotated nonmagnetic flux density field conductive game play overlay for defining a field of game play compatible with the set of game rules;
providing at least two magnetic game pieces per player configured to differentiate game piece possession and control by a player from another player;
providing an honest random outcome generator including a nonmagnetic flux density field conductive housing, the housing including at least one permanent magnet and at least one visual and/or tactile indica for determining one of at least two random outcomes;
placing the annotated nonmagnetic flux density field conductive game play overlay on top of the magnetic flux density field conductive surface for game play in accordance with the set of game rules;
whereby, when the nonmagnetic flux density field conductive housing is placed by a player in magnetic flux density field conductive proximity of and to the magnetic flux density field conductive surface, the at least one permanent magnet conducts through the at least one annotated nonmagnetic game play overlay and coheres with and to the at least one magnetic flux density field conductive surface causing the nonmagnetic flux density field housing to come to rest on the at least one nonmagnetic flux density field conductive overlay determining and indicating to a player via the at least one visual and/or tactile indica one of the at least two distinct honest random generation outcomes which in accordance with the set of game rules determines corresponding adherence action by a player to move one of the at least two magnetic game pieces on and about the annotated nonmagnetic flux field conductive overlay;
whereby, each player alternately uses the honest random outcome generator to determine magnetic game piece movement on and about the defined field of game play in accordance with the set of game rules.
US17/668,555 2021-02-10 2022-02-10 Universal magnetic game board including advanced reconfigurable magnetic random number generator Pending US20220379193A1 (en)

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Cited By (1)

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US20210387081A1 (en) * 2020-06-16 2021-12-16 CategoryTen LLC Board game relating to the covid-19 pandemic

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20210387081A1 (en) * 2020-06-16 2021-12-16 CategoryTen LLC Board game relating to the covid-19 pandemic
US11654348B2 (en) * 2020-06-16 2023-05-23 Category Ten Llc Board game relating to the Covid-19 pandemic

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