WO1997013563A1 - Console de jeu a systeme d'orientation de lumiere - Google Patents

Console de jeu a systeme d'orientation de lumiere Download PDF

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Publication number
WO1997013563A1
WO1997013563A1 PCT/GB1996/002485 GB9602485W WO9713563A1 WO 1997013563 A1 WO1997013563 A1 WO 1997013563A1 GB 9602485 W GB9602485 W GB 9602485W WO 9713563 A1 WO9713563 A1 WO 9713563A1
Authority
WO
WIPO (PCT)
Prior art keywords
light
board
game according
playing
board game
Prior art date
Application number
PCT/GB1996/002485
Other languages
English (en)
Inventor
William Nevil Heaton Johnson
William Alexander Gambling
David Colin Hanna
Robert William Eason
Original Assignee
Durand (Assignees) Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GBGB9520741.1A external-priority patent/GB9520741D0/en
Priority claimed from GBGB9600933.7A external-priority patent/GB9600933D0/en
Priority claimed from GBGB9601347.9A external-priority patent/GB9601347D0/en
Application filed by Durand (Assignees) Limited filed Critical Durand (Assignees) Limited
Priority to EP96933536A priority Critical patent/EP0854746A1/fr
Priority to AU72233/96A priority patent/AU7223396A/en
Publication of WO1997013563A1 publication Critical patent/WO1997013563A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • 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
    • A63F3/00697Playing pieces
    • 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
    • A63F9/0001Games specially adapted for handicapped, blind or bed-ridden persons
    • A63F2009/0003Games specially adapted for blind or partially sighted people
    • A63F2009/0004Games specially adapted for blind or partially sighted people using BRAILLE
    • 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
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/0613Puzzles or games based on the use of optical filters or elements, e.g. coloured filters, polaroid filters, transparent sheets with opaque parts
    • A63F2009/0637Optical fibres
    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors
    • A63F2009/2444Light detector
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/42Miscellaneous game characteristics with a light-sensitive substance, e.g. photoluminescent
    • A63F2250/423Miscellaneous game characteristics with a light-sensitive substance, e.g. photoluminescent fluorescent

Definitions

  • THIS INVENTION relates to games and more particularly to games of the type which are normally regarded as "board games” .
  • a board game including a board providing a playing or display surface and means for directing light preferentially and selectively, for example in accordance with player input and/or with the rules of the game and/or in accordance with an educational, illustrative or entertainment program, to selected areas of the playing or display surface.
  • a board game including a board and playing pieces, the board and pieces being arranged to interact physically and either the board or the pieces or both incorporating electronic processing means and display means controlled thereby.
  • the interaction between the board and pieces may be by way of transmission of light, (including infra-red or ultraviolet radiation) , by electromagnetic induction, by ultrasound, by electrical contacts or by any other convenient means.
  • a board game including a board and means for selectively controlling and varying the colour and/or brightness of selected areas of the board.
  • the board may, for example, have a thermochromic covering, for example comprising a layer of liquid crystal polymer film, and the board may incorporate heat-emitting devices operable, by control circuitry, to change the temperature of the thermochromic material and thereby effect a local change in colour of the board.
  • a generally opaque board for a board game ⁇ uch as draughts, chess, snakes and ladders, has bonded to one side thereof, or incorporated within the board and extending generally parallel with its surfaces, a plurality of light guides such a ⁇ optical fibres or tubes, for example in the form of bundles of glass fibres, these light guides extending between light input "windows” and light output “windows” on one surface of the board.
  • each said window an appropriate optical structure, which may simply be a small block or bead of light transmitting plastics, appropriately configured directs light reaching it, from the associated light guide, in the plane of the board and reflects or deflects such light through around 90° to emerge, through the respective "window” in the plane of the upper board surface, at least approximately perpendicular to the plane of the board.
  • each said “window” will allow light directed into it, from outside the board, in a direction generally perpendicular to the plane of the board, to be deflected so as to proceed along the respective light guides.
  • certain such “windows”, herein referred to as input windows, will serve for input of light into the respective light guides and certain other such windows, herein referred to as output windows, will serve for output of light from the light guides.
  • some of the output windows may have diffusers associated therewith so that, for example, with the board located on a table around which players are seated, players will see the respective output window areas as illuminated when light is emerging therefrom.
  • other output windows may be arranged to deliver light in respective substantially collimated beams emerging substantially perpendicularly from the board, so that players ⁇ eated around the board will not normally see that light.
  • playing pieces for the respective games are preferably made of or incorporate light transmitting and scattering or diffusing material so that such a playing piece, when placed upon such an output "window” will receive the light therefrom and will scatter or diffuse the light laterally so that such playing pieces will light up, glow or sparkle when placed upon such an output "window", thereby adding to the attraction of the game.
  • This facility for "lighting-up" playing pieces may be incorporated into the substance of the game, so that, for example, the player is required, under the rules, to take one course of action if a playing piece moved to a certain spot lights up and another course of action if it does not.
  • the input windows of the light guides are all located in a predetermined small area of the board adapted to receive a light emitting device.
  • a light emitting device may, for example, have a rectangular housing or casing adapted to be placed upon a pre-defined area on the board, for example bounded by a boundary line conforming to the peripheral shape and size of the housing.
  • the board may be provided with holes or recesses to receive locating pins on the underside of said housing for accurate location of the device relative to said input windows.
  • the device preferably incorporates a plurality of electrically powered light sources, such as light bulbs or light emitting diodes, exposed on the underside of the housing in predetermined locations, for cooperation with predetermined respective input “windows” and further incorporates electrical circuitry supplying such light sources.
  • the housing may house a battery or batteries for such circuitry.
  • the device is preferably so arranged that selected said light sources may be energised, or not, at choice, for example as determined by controlling circuitry, for example including a microprocessor, incorporated in said housing.
  • the housing may also carry one or more switches, for example push-button switches with operating buttons or toggles on the upper side of the housing for manual operation to control the operation of the device.
  • switches for example push-button switches with operating buttons or toggles on the upper side of the housing for manual operation to control the operation of the device.
  • the facility for illuminating certain input and thus output "windows" at choice allows an additional dimension to be added to otherwise conventional games.
  • the illumination of a player's marker may signify a reversal of conventional rules, for example that a player's marker should descend a ladder or ascend a snake, or may signify a "reprieve" from a penalty.
  • the facility for selective illumination may be used in teaching or monitoring the playing of board games so that, if for example, a player's piece placed upon a given square is lit up with red light rather than green, this signifies that an incorrect move has been made.
  • Games may, of course, depend primarily upon said facility for lighting-up.
  • a board game version of "Grandmothers' Footsteps" can be envisaged in which players advance pieces over the board towards a goal, for example in accordance with dice throws, and the lighting of a piece placed upon a particular square signifies that the player has been "seen” by "grandmother” and must return to the starting line.
  • the light sources in the device may be of different colours, for example red, green and yellow LEDs may be provided and the arrangement may be such that a particular region or spot on the board may be illuminated, at choice, with any of these three colours, for example with red light or with green light, according to which of two players is represented, or as an aid in teaching games.
  • the invention may be applied to certain games which are not, strictly speaking, board games and which may require, for example, a measure of physical skill.
  • the invention may be applied to the game of "shove-ha'penny", with the board incorporating the necessary circuitry and light guides, etc., and having light emitting areas in the form of transverse parallel narrow bands, constituting the "lines” on the board, and with the "ha'pennies” being in the form of translucent, light-diffusing discs, for example, whereby they will be illuminated if they come to rest on one of these lines.
  • a basic board incorporating light sources and associated circuitry, together with the necessary light guides, extending to the respective light emitting regions on the upper surface of the basic board, and to provide a selection of supplementary interchangeable boards, each adapted to fit on the basic board and each appropriate to a respective board game, these supplementary boards merely having apertures to register with the respective light emitting regions on the basic board, or having only relatively rudimentary light-guiding arrangements for cooperation with the light emitting regions on the basic board.
  • a game in accordance with the invention has the advantage of being capable of being played in the dark or in poor light, but it is believed that the lighting up of playing pieces or areas on the board will itself enhance the appeal of such games, irrespective of available lighting.
  • the light used will, it is envisaged, generally be visible light, it will be understood that, for example, ultra-violet light sources may be used, with, for example, the pieces, counters, markers or the like used in playing the respective game, being arranged to fluoresce under such ultraviolet light.
  • ultra-violet light sources may be used, with, for example, the pieces, counters, markers or the like used in playing the respective game, being arranged to fluoresce under such ultraviolet light.
  • infra-red light may be used and the pieces, counters, markers or the like may be arranged to undergo a visible change on exposure to infra-red light.
  • a board fame which is similar, as perceived by the players, may be implemented using individual light emitting diodes (LEDs) embedded in the board directly below the “windows" therein and connected to energising and control circuitry by electrical conductors embedded in the board.
  • LEDs light emitting diodes
  • the playing pieces may incorporate electronic logic circuitry, receiving or sensing means for receiving signals transmitted thereto from respective squares on the board when the respective playing pieces are placed thereon, and output or display means for providing or displaying signals in dependence upon the operation of the logic circuitry, for example in accordance with the rules of the game or at random or with a random or pseudo-random element.
  • Each playing piece may incorporate a battery for supplying its circuitry with electricity or may draw its power from the board, e.g. via contacts on the squares.
  • a playing piece may have a flat undersurface, for engagement with the surface of the playing board and which undersurface incorporates a photodetector or photodetectors and may have an electronic display, for example, a liquid crystal display mounted in its upper surface.
  • the electronic circuitry and power source (e.g. a battery) mounted within the playing piece may be arranged to respond to light signals received by the photodetector or photodetectors and to operate the LCD accordingly.
  • the logic circuitry within the playing piece may be arranged to re ⁇ pond, according to predetermined rules, to the sequence of areas (e.g. "squares") on the board visited by the playing piece to determine the di ⁇ play to be provided.
  • the circuitry within the playing piece ⁇ may be relatively complex and, indeed, each playing piece may incorporate a respective microprocessor.
  • the playing pieces may be arranged, additionally, to transmit a signal to the playing board, for example, via respective output light signals provided by light-emitting means in the underside of the playing pieces and received by photosensors incorporated in the respective areas of the board.
  • the circuitry incorporated in the playing pieces may be relatively simple and may serve, for example, merely to identify the playing piece to the board and to act as an interface for signals from the board to the respective LCD, with the processing circuitry being largely incorporated in the playing board.
  • the playing piece may simply comprise a photo-cell or solar cell exposed on the underside of the playing piece and electrically connected directly to an LCD on the upper surface of the playing piece.
  • the light signals transmitted to the photoreceptors on the undersides of the playing pieces need not, of course, be visible light but may, for example, be infra-red or conceivably ultra-violet.
  • sonic or ultrasonic ⁇ ignal ⁇ may be transmitted from the board to the playing pieces or vice versa .
  • other means of communication between the playing pieces and the board may be provided, for example, embedded electromagnetic coils, embedded capacitor plates, simple electrical contacts or the like.
  • signal transmitting means in the board may comprise induction loop ⁇ mounted within the board and located under the respective playing area ⁇ of "squares" with complementary receivers, also in the form of induction loops, mounted within the respective playing pieces wherein electromagnetic signals may be transferred between the board and the playing pieces.
  • Visual display means on the playing pieces may comprise liquid crystal displays, light emitting diodes, or other display devices.
  • the playing pieces may incorporate sound generating means, for example arranged to generate a spoken message, or a selected one of a number of possible spoken messages dependant on signals transmitted to the playing piece by the board, or upon operation of the microprocessor or the like incorporated in the playing piece.
  • the sound generating means may be arranged to play a tube, or a selected tune, or emit some other auditory signal.
  • the playing pieces may incorporate a vibrator driven electrically so that blind players, for example, may feel the response of a playing piece, or may, (for the benefit of blind players) incorporate means adapted to project rods or pips slightly from a surface of the playing piece in a Braille or other pattern, to provide a tactile signal, when an appropriate signal i ⁇ sent to the board or the microproce ⁇ or determine ⁇ that such a signal is appropriate.
  • the light or electromagnetic transmitting means incorporated in the board may be, in effect, static, in the sense that they provide a permanent marking of the respective squares or other playing areas which does not vary throughout the game.
  • the signal ⁇ transmitted by different areas may be varied through the game so as to provide a variable "marking" of the ⁇ quares, for example in accordance with the rules of the game or at random.
  • certain squares may be "hazard” squares attracting a “penalty” for a player who ⁇ e piece lands on such a square and different squares may be “hazard” squares at different times, so that the "hazard ⁇ ” move around the board at random throughout the game ⁇ o that players do not have an opportunity to memorise the location ⁇ of "hazard” squares.
  • individual playing pieces may be arranged simply to act as a "connector" between an input and an output region in the respective square or other playing area of the board on which the playing piece may be placed. These spots may, for example, be electrical contact terminals with a cooperating means in the playing piece merely comprising cooperating contact terminals connected by an electrical conductor.
  • the playing surface of the board or parts of the playing surface may be covered in thermochromic material such as heat-sensitive liquid crystal polymer sheet, overlying heat or infra-red emitting regions of the board, for example in the form of heating coils, infra-red emitting devices such as IR diodes, induction heaters or the like, the liquid crystal polymer sheet being arranged to undergo a marked and preferably contrasting colour change at an appropriate temperature provided by said heating means, preferably significantly above room temperature and yet low enough to present no danger.
  • the heat or IR emitting means may be activated in accordance with the rules of the game, or in response to actions by players.
  • a player may be permitted a limited number of interrogations, via a keypad or the like, of the board, to check whether squares ⁇ elected by a player are "hazard" squares or not.
  • the playing pieces may incorporate such thermochromic material to be heated by heat sources in the board.
  • the facility for changing the colours of the squares in this way may, for example, form an element in a game of which the aim is to capture a block of adjoining square ⁇ .
  • a playing piece may be used made of a material ba ⁇ ed on phosphorescent powders allowing conversion of infra-red light into visible light (typically orange/red) .
  • the image quality available with such materials degrades after a few seconds, following energising by infra-red, and such a playing piece would require recharging with white light illumination for several seconds.
  • This letter aspect can be built into a "surpri ⁇ e” element of a game, a ⁇ the counter would display the presence of the infrared light once only, and would then revert to the "off" state. This scenario could be intere ⁇ ting in a game which relied on remembering which squares had been "hits".
  • a plurality of such boards in accordance with the invention may be superimposed one above the other with intervening space ⁇ , to form a three-dimensional game.
  • the board need not be square but may be of any shape, for example, circular.
  • a circular board may notionally be divided into a number of sectors, after the fashion of a pie chart, with different sectors, forming the playing areas of the game, being possibly arranged to change colour by any of the means set out above, in the progress of the game, according to the rules of the game and the eventualities arising in the game.
  • Liquid cry ⁇ tal polymer ⁇ heet ⁇ are readily available at very low co ⁇ t, for vi ⁇ ualising temperature distribution ⁇ , in use as forehead thermometers, and for a range of other applications.
  • the material is designed to operate over a limited range of wavelengths, and the material appears black in colour, below its designed operating wavelength, then turns gradually ⁇ ively from one visible colour to another, before ending up at a final colour, which may be green for example, at the top end of the operating temperature.
  • the temperature range from black to green is typically 5 degree ⁇ Centigrade.
  • the polymer film is embedded in or stuck to a transparent plastics counter without any form of heat-sinking. This is important, where the counters are adapted to cooperate with IR diodes in the board beneath the respective squares, as the film is sensitive to all ambient temperature differences, and the power from the diode is enough to heat the film to the required temperature, but not the whole counter, which is thermally massive in comparison.
  • Table 1 Listed in Table 1 are values determined for colour changes produced by heating the film via the rear surface by means of an IR laser diode embedded in the board. At power levels of 1 mW, it is seen from this table that ⁇ ome of the temperature sensitive films can render visible the diode light in a few seconds. Additionally the heat produced by these diodes is also very effective in changing the colour of the films. By far the largest output of the diodes is in the form of heat. For ⁇ 100 mW of electrical input to the diode, only a few percent is emitted as light, the remainder being heat. The level of heating is entirely safe, but does provide yet another possibility for rendering visible those square that are "on” .
  • infrared sensitive materials have already been mentioned, such as used in infrared viewing card ⁇ .
  • infrared viewing cards are sandwiches of phosphorescent powders, contained between clear plastic films. When exposed to visible light, photons are absorbed, exciting the material into a state that acts like a storage medium. A subsequent infrared photon can then de-excite the material, yielding an output photon which has more energy than the infrared photon, as the stored energy is added to the output light.
  • a drawback of these materials is the fact that the card must be frequently recharged with white light, to remain infrared active. This is not usually any problem in the laser context, but in the format of the envisaged game, the cards would not provide continuous visible illumination when lit by an IR laser diode source, unless repeatedly charged by visible light.
  • FIG. 2 illustrates a counter having a solar-cell and liquid crystal display operating back-to-back. That is to say, the counter has a solar cell exposed on its underside and directly connected, by electrical conductors, to a liquid crystal display exposed on its upper side.
  • a counter might be used in conjunction with a board incorporating sources of visible light arranged to emit visible light from the surfaces of the respective square ⁇ to energise the ⁇ olar cells.
  • a further variant may incorporate features which would allow routing of light from one square to the next, depending on the internal design of the counter.
  • Several options are po ⁇ sible, based on reflection, internal fibre guiding, or even scattering.
  • Figure 3 shows an arrangement in which the counter, accurately placed on the board, enables light to be routed from one place to another.
  • the loss encountered in thi ⁇ routing could be acceptably ⁇ mall for suitably short lengths of fibre guiding.
  • Figure 4 shows a development of this arrangement with several counter ⁇ providing consecutive guidance. Not all counters need be “active", which could add to the fun of the game. Some dummy counters would provide no guiding, and hence would not work. Establi ⁇ hing which were the dummies would be part of the game.
  • this light activated game offers several advances over existing games, through the use of infrared light, routing possibilities, and effective use of liquid cry ⁇ tal devices.
  • the novelty of dummy counters that were inoperative in routing, would also increa ⁇ e the range of games that could be "lit-up".
  • a typical game such as Snakes and Ladders could easily be implemented thus, by having the counters route light all the way up the snake.
  • Encircling type games such as Go could also be implemented, but the internal optical wiring could be either unknown, changeable or random.
  • an arrangement in which some of the counters fade with time may be utilised in a game of speed, for example in which each player must place another counter quickly, before the previously placed counter stop ⁇ glowing.
  • a game might use counters having a wide range of fade times, the arrangement being such that players would not know which counters were which.
  • the light sources used in a game embodying the invention need not be continuously lit when the respective square i ⁇ active but may, for example, flash on and off. In embodiment ⁇ where electrical power is derived from a battery, such an arrangement may assist in increasing battery lifetime. Thus, simple electronic timing circuitry can make the diodes flash on and off, which would extend the battery considerably. Also, two-colour LEDs (known per se) or even now three-colour LEDs (also known per se) may be used.
  • two-colour LEDs known per se
  • three-colour LEDs also known per se
  • the board is divided into a plurality of regularly arrayed squares or cells of other shape.
  • Each player is issued with an equal number of counters selected at random from a supply of such counters provided with the game or alternatively each player may simply pick a counter from a "pool” of such counters at each turn.
  • Some of these counters are “intelligent” counters of the kind referred to above whilst others are “dummies”. It is proposed that the
  • KLEVA COUNTERS KLEVA COUNTERS and they are referred to by this name in the following.
  • Player ⁇ place counters in turn with the aim of forming an uninterrupted line (or other predetermined array according to the rules of the game such as a block) , of, for example, four counters placed in respective adjacent squares or cells on the board whilst, and/or with the aim of occupying squares or cells which his opponent would require to occupy to form a such a line, something after the fashion of the well-known game of noughts and crosses but without such ⁇ evere limitation as to the number of available cell ⁇ .
  • the first player to complete such a continuous row of four counters ⁇ ays "yes" and is the winner.
  • the playing pieces may be arranged to respond positively, where appropriate, simply by lighting up or may, as described above, carry LCDs, which are energised for such a positive respon ⁇ e (for example, to display the word "yes") or may each incorporate speech synthesising circuitry with an associated sound transducer arranged to ⁇ peak the word "yes” when a ⁇ uccessful move has been made and/or to speak the word "no" when the piece mu ⁇ t be removed again according to the rules of the game.
  • some playing pieces may be, permanently, “dummies” and some permanently “intelligent", the pieces nevertheless being made so as to be identical in appearance, feel, etc.
  • all of the playing pieces may be “intelligent”, but may be arranged on a random basis to "decide”, at any one play, to be “dummies”.
  • processing circuitry within the board may determine, again on a substantially random basis, that certain square ⁇ , for the next game or for a period during the next game, will be "forbidden” square ⁇ on which, in accordance with the rules of the game, no player may leave hi ⁇ piece ⁇ .
  • the squares that are active on the board will be activated at random before each new game is ⁇ tarted and will remain active until the game i ⁇ concluded. Thu ⁇ no one will know which ⁇ quare ⁇ are activated.
  • a predetermined word is established, at least for the duration of one particular game.
  • this word may be "ELECTRICK”.
  • Each player is issued with four counters for each letter of the word established, each counter being "marked” with the respective letter, so that, for example, in the example given, each player would have four counters marked "L”; four counter ⁇ marked "T”; eight counters marked “E”; eight counter ⁇ marked “C”, and so on.
  • Each player may also be issued with a number of blank counters which can be used as "wild" counter ⁇ .
  • each player In playing the game, each player, in turn, place ⁇ a ⁇ elected counter on a ⁇ elected ⁇ quare.
  • the object of the game i ⁇ for each player, u ⁇ ing the counters is ⁇ ued to him, to make up a word of, for example, four or more letter ⁇ , at each play, u ⁇ ing hi ⁇ counters, the counters being placed on the re ⁇ pective cells or squares on the playing board.
  • a player may make a word by incorporating and adding to a word placed by another player, thereby, effectively, "trumping" the other player's word.
  • the board may comprise an area set aside for the placing of counters to form words, in this way and an area marked in the likenes ⁇ of a figure or person, who may, for example, be identified as "Rick", the game may carry the slogan "Elect-Rick and be the Clever Dick" and/or such slogan may be used in packaging or sales literature, advertising, etc.
  • the representation of "Rick” on the board may be divided into four parts and the aim of the game may be to "Elect-Rick to make him complete”.
  • the "move” is invalid and the player must retrieve the counter and loses a turn.
  • the software within the board or within the individual counters determines, preferably at random or on some other ba ⁇ i ⁇ , whether or not a counter placed will light up. There is also in each game the hazard of no player knowing which squares are active, so a word cannot be finished because the square is dead.
  • the board may be arranged to detect which particular kind of counter has been placed on each square, i.e. whether an "E” or an "L” or a "T” and so on and may be arranged to provide a visual or audible indication when the deposition of a counter by a player has resulted in a word being completed on the board which is an anagram of four or more letters of the designated word (e.g. "electrick”) .
  • the winner of the game is the player who occupies all of, or the greatest part of, "Rick”. It may be that each word made will carry one point for each letter but the fourth word made ("Rick" being four parts, head, chest, abdomen, legs, may be more, i.e. arms) will receive a bonus of e.g. five points or more etc.
  • the board electronics may include the facility for different players to light up in corresponding colours respective cells of "Rick" for respective points gained, or to change the colour in which a cell is lit.
  • the players may have the colours red, green, blue and yellow assigned to them, so that the progre ⁇ of the game may be seen from the sizes, of the areas of different colours lit up.
  • the board electronics may be adapted to receive software for different games, or for different predetermined words for the same "Electrick" game, for example, in the form of ROM cartridges or the like adapted to be plugged into a corresponding portion of the board.
  • ⁇ upplementary pack ⁇ each comprising a ROM cartridge for a particular designated word, and corresponding counters, could be sold to persons who already possessed the basic game to expand and enhance the game.
  • supplementary packs comprising counters but without ROM cartridges may be ⁇ old. Thu ⁇ , it is proposed to sell pack ⁇ of nine letter word ⁇ .
  • 9 x 4 36 + 14 blank counters equalling 50 counters in a box to make a new game, i.e. the first fame "ELECTRICK", second "ALPHABETS" etc.
  • the board is, again, divided up into a plurality of cells or squares, the object is to reveal a "halo" or ring or an outline of some other shape such as a rectangle or triangle, formed by selected squares or cells “hidden” in the board (that is to say, determined by the board circuitry but invisible until appropriate counters are placed on the corresponding squares) and are lit-up, or not, as the case may be.
  • Each player again is allocated a number of counters, some of which are “intelligent” counters as discussed above and some of which are “dummies”.
  • Players place the counters in turn and must guess where the next square which will produce a "light up” or otlier positive response may be located.
  • the "halo" or other shape is preferably somewhat irregular in ⁇ hape to add uncertainty.
  • Players gain points for each play which yield ⁇ an illuminated counter, the winner being the player with the highest score.
  • the winner is the "Angel of the Game” or "My Little Angel”.
  • the light may be carried in a chain, each counter having a fibre optic light guide able to pas ⁇ the light displayed in a square on the board (as described above in relation to Figures 3 to 5) .
  • Each counter is therefore able to pass the chain of light until a "Halo” is formed, the player to complete the chain circle becoming "My Little Angel”.
  • the game may carry the slogan "It is not the idea of who is winning but who makes the halo.
  • the person who makes the halo is the "Angel of the Game”", or such wording may be used in packaging, sale ⁇ literature or advertising.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • General Engineering & Computer Science (AREA)
  • Illuminated Signs And Luminous Advertising (AREA)

Abstract

Un jeu de table comprend une console qui fournit une surface de jeu ou d'affichage et un moyen permettant de diriger de la lumière vers des zones sélectionnées de la surface de jeu ou d'affichage, de manière préférentielle et sélective, par exemple suivant les interventions des joueurs et/ou les règles du jeu, et/ou suivant un programme éducatif, illustratif ou de distraction. Le système comprend des pièces de jeu qui sont conçues pour agir matériellement de manière combinée, les unes avec les autres. Soit la console, soit les pièces, soit la console et les pièces comportent des éléments de traitement électronique et des moyens d'affichage commandés par les précédents. L'interaction entre la console et les pièces peut se faire par l'émission de lumières (y compris des rayonnements infrarouges ou ultraviolets), par induction électromagnétique, par ultrasons ou par contact électrique.
PCT/GB1996/002485 1995-10-10 1996-10-10 Console de jeu a systeme d'orientation de lumiere WO1997013563A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
EP96933536A EP0854746A1 (fr) 1995-10-10 1996-10-10 Console de jeu a systeme d'orientation de lumiere
AU72233/96A AU7223396A (en) 1995-10-10 1996-10-10 Game board with light directing means

Applications Claiming Priority (6)

Application Number Priority Date Filing Date Title
GBGB9520741.1A GB9520741D0 (en) 1995-10-10 1995-10-10 Improvements in or relating to games and the like
GB9520741.1 1995-10-10
GBGB9600933.7A GB9600933D0 (en) 1996-01-17 1996-01-17 Improvements in or relating to games and the like
GB9600933.7 1996-01-17
GB9601347.9 1996-01-24
GBGB9601347.9A GB9601347D0 (en) 1996-01-24 1996-01-24 Improvements in or relating to games and the like

Publications (1)

Publication Number Publication Date
WO1997013563A1 true WO1997013563A1 (fr) 1997-04-17

Family

ID=27267937

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/GB1996/002485 WO1997013563A1 (fr) 1995-10-10 1996-10-10 Console de jeu a systeme d'orientation de lumiere

Country Status (3)

Country Link
EP (1) EP0854746A1 (fr)
AU (1) AU7223396A (fr)
WO (1) WO1997013563A1 (fr)

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE102004052481A1 (de) * 2004-10-28 2006-05-04 Manfred Kluth Vorrichtung mit Unterlage und beweglichen Objekten
EP2077142A1 (fr) * 2008-01-04 2009-07-08 Koninklijke Philips Electronics N.V. Objet, procédé et système pour la transmission d'informations à un utilisateur
CN102114341A (zh) * 2010-02-01 2011-07-06 北京万豪天际文化传播有限公司 一种棋子
US8167698B2 (en) 2006-09-13 2012-05-01 Koninklijke Philips Electronics N.V. Determining the orientation of an object placed on a surface
US8199055B2 (en) 2007-01-29 2012-06-12 Koninklijke Philips Electronics N.V. Method and system for locating an object on a surface
FR3000406A1 (fr) * 2013-01-02 2014-07-04 Editions Volumiques Dispositif d'eclairage temp reel de zones d'action de jeu de plateau de jeu par pion de jeu
US9061216B1 (en) 2014-04-07 2015-06-23 Factor 10 LLC Induction light toy and related methods

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US3893671A (en) * 1974-09-03 1975-07-08 Robert C Gardner Fiber optic chessboard
US4019745A (en) * 1975-10-29 1977-04-26 Enrique Mustelier Electrical chess game
GB2019226A (en) * 1978-04-17 1979-10-31 Atari Inc Touch-type logic game
GB2271724A (en) * 1992-10-09 1994-04-27 Malcolm Baxter Board game apparatus.
US5413350A (en) * 1993-05-17 1995-05-09 Taylor; Thomas E. Illuminated game board with light directing transparent lens

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3893671A (en) * 1974-09-03 1975-07-08 Robert C Gardner Fiber optic chessboard
US4019745A (en) * 1975-10-29 1977-04-26 Enrique Mustelier Electrical chess game
GB2019226A (en) * 1978-04-17 1979-10-31 Atari Inc Touch-type logic game
GB2271724A (en) * 1992-10-09 1994-04-27 Malcolm Baxter Board game apparatus.
US5413350A (en) * 1993-05-17 1995-05-09 Taylor; Thomas E. Illuminated game board with light directing transparent lens

Cited By (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE102004052481A1 (de) * 2004-10-28 2006-05-04 Manfred Kluth Vorrichtung mit Unterlage und beweglichen Objekten
US8167698B2 (en) 2006-09-13 2012-05-01 Koninklijke Philips Electronics N.V. Determining the orientation of an object placed on a surface
US8199055B2 (en) 2007-01-29 2012-06-12 Koninklijke Philips Electronics N.V. Method and system for locating an object on a surface
EP2077142A1 (fr) * 2008-01-04 2009-07-08 Koninklijke Philips Electronics N.V. Objet, procédé et système pour la transmission d'informations à un utilisateur
WO2009087528A1 (fr) * 2008-01-04 2009-07-16 Koninklijke Philips Electronics N.V. Objet, procédé et système pour transmettre des informations à un utilisateur
US8456415B2 (en) 2008-01-04 2013-06-04 Koninklijke Philips Electronics N.V. Object, method and system for transmitting information to a user
CN101909706B (zh) * 2008-01-04 2013-07-10 皇家飞利浦电子股份有限公司 用于将信息发送给用户的对象、方法和系统
CN102114341A (zh) * 2010-02-01 2011-07-06 北京万豪天际文化传播有限公司 一种棋子
WO2011091705A1 (fr) * 2010-02-01 2011-08-04 北京万豪天际文化传播有限公司 Pièce d'échecs
FR3000406A1 (fr) * 2013-01-02 2014-07-04 Editions Volumiques Dispositif d'eclairage temp reel de zones d'action de jeu de plateau de jeu par pion de jeu
US9061216B1 (en) 2014-04-07 2015-06-23 Factor 10 LLC Induction light toy and related methods
US9814992B2 (en) 2014-04-07 2017-11-14 Factor 10 LLC Induction light toy and related methods

Also Published As

Publication number Publication date
EP0854746A1 (fr) 1998-07-29
AU7223396A (en) 1997-04-30

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