WO1998000208A1 - Jeu - Google Patents

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Info

Publication number
WO1998000208A1
WO1998000208A1 PCT/AU1997/000414 AU9700414W WO9800208A1 WO 1998000208 A1 WO1998000208 A1 WO 1998000208A1 AU 9700414 W AU9700414 W AU 9700414W WO 9800208 A1 WO9800208 A1 WO 9800208A1
Authority
WO
WIPO (PCT)
Prior art keywords
tokens
tier
player
playing
game
Prior art date
Application number
PCT/AU1997/000414
Other languages
English (en)
Inventor
Michael Geoffrey Reid
Original Assignee
Gainquartz Pty. Ltd.
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
Application filed by Gainquartz Pty. Ltd. filed Critical Gainquartz Pty. Ltd.
Priority to AU32477/97A priority Critical patent/AU3247797A/en
Publication of WO1998000208A1 publication Critical patent/WO1998000208A1/fr

Links

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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing 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
    • A63F3/00643Electric board games; Electric features of board games

Definitions

  • TITLE "A GAME" FIELD OF THE INVENTION This invention relates to a game and in particular an adversarial game which may be played by two or more players.
  • Backgammon involves the movement of counters or tokens on a board or table, the object of the game being a race to a goal and the movement of the tokens being controlled by a throw of two dice.
  • players endeavour to outmanoeuvre each other by attempting to "hit” or penalize an opponent's token(s) such that the opponent's progress to move all of his or her tokens to the goal is retarded.
  • Games such as backgammon are enjoyed across a wide range of age groups and skill levels because these games have a degree of uncertainty associated with success. This is because the outcome of a game is not only influenced by strategy alone but is also influenced to an appreciable extent by chance.
  • an apparatus for playing a game playable by two or more players comprising:
  • the plurality of playing regions are disposed collectively on a playing field.
  • the plurality of playing regions may each be disposed on a separate playing field.
  • the playing field may have any suitable shape such as circular but is preferably rectangular.
  • the playing field may comprise any suitable colour or colours, symbols or embellishments.
  • the playing field may comprise a board but is preferably a flexible sheet.
  • said playing regions are disposed adjacent each other.
  • the plurality of tiers of each playing region are aligned such that the tokens are movable in a direction towards the centre of the playing field.
  • the plurality of playing regions may be of any shape or colour.
  • said playing regions Preferably, said playing regions have a triangular shape.
  • each of said playing regions is playable by one player.
  • a player may play simultaneously more than one of said playing regions in any one game.
  • the one or more spaces are used to place tokens thereon during the course of the game.
  • the number of spaces in each of said plurality of tiers decreases progressively from the entrance tier to the exit tier.
  • the entrance tier has eight spaces and the exit tier has one space.
  • the exit tier is operatively associated with a receptacle for placement of tokens therein when tokens have exited the game.
  • the set of tokens which are utilized may be of any shape or colour.
  • each set comprises eight tokens.
  • the means for generating a random number preferably comprises one or more dice but this is not essential and a single random number generator such as a spinning top may be utilized if desired.
  • each of said playing regions comprises one penalty zone.
  • said penalty zone is preferably located adjacent the exit tier.
  • said penalty zone comprises at least as many spaces as tokens utilized for each playing region.
  • the number of moves available to a player are useable to relegate tokens of said another player only when all of the tokens of said another player have entered the at least one penalty zone in which the tokens of the said another player are movable.
  • the number of moves available to a player are useable to relegate tokens of said another player only in a turn wherein the last of the tokens of the player has entered said at least one penalty zone.
  • relegation of the tokens of said another player involves removing said tokens from their respective playing region.
  • penalized tokens are preferably placed in a holding zone.
  • the holding zone may be utilized to place the tokens therein before re-entry of said tokens into said playing region.
  • the holding zone may also be utilized to place tokens therein before commencement of a game.
  • the holding zone is disposed adjacent the entry tier.
  • the exit tier is characterized in that tokens can only exit the game when said tokens are in a particular array adjacent said exit tier.
  • the particular array comprises tokens positioned on a number of spaces closest to the exit tier which number is commensurate with the number of tokens which are movable.
  • the apparatus may further comprise a scoring means to keep a tally of players' scores during a game.
  • the scoring means may comprise a scorecard or scoreboard.
  • the invention further extends to a computer when suitably programmed for playing the game.
  • the playing regions and tokens are suitably displayed on a display means of the computer and the computer is programmed to generate the random number for playing the game.
  • the computer may be programmed with the rules and the playing criteria so that the computer may optionally act as one of the players. This allows for a single player to play against the computer and for the computer to prevent illegal moves.
  • a game may be played using one computer or a plurality of computers which are in communication with each other such as, for example, via a local area network or the INTERNET.
  • the game is preferably characterized by a set of rules hereinafter described.
  • FIG. 1 is a top plan view of one embodiment of playing regions on a unitary playing field
  • FIG. 2 is a top plan view of another embodiment of playing regions
  • FIG. 3 illustrates a flow chart which represents play against the computer by a single player
  • FIG. 4 is a perspective view of a computer terminal showing an image of the apparatus.
  • FIG. 1 there is illustrated one embodiment of playing regions of the apparatus according to the present invention.
  • the playing regions generally at 10 are disposed collectively on a flexible rectangular sheet of neoprene defining the playing field 11.
  • the sheet may be rolled for storage in a cylindrical container if desired.
  • the playing regions 10 each include a plurality of tiers 12 and a penalty zone 13.
  • Each of the plurality of tiers 12 comprises one or more spaces, such as 14, upon which tokens may be positioned during the course of a game.
  • a set of tokens (not shown) is operatively associated with each of the playing regions 10 which tokens are movable from an entry tier 15 to an exit tier 16.
  • a receptacle (not shown) for placement of tokens therein which tokens have exited the game.
  • a holding zone 18 Adjacent each of the playing regions 10, there is provided a holding zone 18 which is utilized to place penalized or relegated tokens pursuant to the rules as hereinafter described.
  • the holding zone 18 is also used preferably to place tokens thereon before placing of the tokens into the entry tier 15.
  • FIG. 2 there is shown an alternative embodiment of the playing regions in accordance with the subject invention.
  • the playing regions generally at 20, 21 , 22 and 23 are each formed on respective boards and are therefore portable.
  • each of four players playing the game for example, plays with a single board.
  • the eight tokens are then placed on the holding zone.
  • the tokens may be placed outside the playing region. The remaining rules, however, will be described with reference to the holding zone.
  • a receptacle is preferably placed in the centre of the playing field (i.e., in the region formed by the exit tiers of the playing regions) for placement of tokens therein which tokens have exited the game.
  • Each player shall throw a pair of dice to determine who will start the game. In the event of a tie between two or more players, the dice are thrown respectively by each of those players until there is an overall winner. The player which throws the highest score will be the first to commence playing.
  • each player throws the dice to determine how many tokens may be moved into the entry tier.
  • the number of spaces which tokens are moved varies in accordance with the number shown by a throw of the dice. For example, if a six is thrown, a token may be moved six spaces. Alternatively, six tokens may each be moved one space, or any other combination to a total value of six. The full value of each throw must be used.
  • a sideways move of a token within the same tier is not considered a move.
  • Tokens in the holding zone or those which have entered the entry tier are active, and only tokens which have moved into the exit tier or receptacle are inactive.
  • the player has an option to impose a penalty on an opponent or opponents by relegating one or more of the opponent(s)' tokens back to the holding zone.
  • This penalty may only be imposed by the player during a turn in which the last token of the player enters the corresponding penalty zone.
  • the player may be able to impose such a penalty more than once in a game if the player's tokens are returned to the holding zone as a consequence of an opponent or opponents imposing a penalty on the player's token(s).
  • players may optionally elect at the commencement of the game not to impose penalties on each other's tokens. This option may be elected, for example, to suit the skill level of the players (e.g., children).
  • the penalty can only be imposed against players who have all their active tokens in the penalty zone.
  • a player's last token must be moved into the penalty zone before that player has the option to relegate any opponents' tokens and returning these to the holding zone.
  • the number of an opponent's tokens which may be relegated by a player to the holding zone is equal to the value of the dice thrown by the player (2 to 12), less the number of moves taken to move the last token(s) of the player to the penalty zone. For example, if the player throws a 3 and 5 (totalling a value of 8), and the player takes 6 moves to move the last token thereof into the penalty zone, the player has the option to relegate 2 opponents' tokens to the holding zone.
  • the player may select any tokens in a penalty zone belonging to any opponent or opponents whose remaining tokens are all in the penalty zone.
  • a player is not required to impose a penalty on an opponent or opponents and may choose to use more or all of the value accorded by a throw of the dice to move the player's tokens.
  • the winner of the game receives points according to scoring systems described hereinafter.
  • the remaining players continue playing the game and as each successive player moves his/her last token to the exit tier or receptacle, that player earns points based in accordance with scoring systems described below. The last remaining player receives no points.
  • New games continue to be played until the winning player reaches a predetermined number of points or number of games agreed by the players.
  • a score is accrued by a player when that player's last token is moved to the exit tier or receptacle.
  • the score is determined by the number of active opponents' tokens remaining on the board, and is calculated as follows: Tokens inside penalty zone 1 Point
  • Tokens outside penalty zone 2 Points Tokens inside holding zone 3 Points After the winning player has completed the game and the score thereof has been noted, the play continues for the remaining players, with only the last player not scoring any points.
  • Advanced Scoring The rules operate as for Standard Game Scoring, except that points are more specifically allocated by location, namely by the actual tier on which the token is located. Accordingly, only tokens located on the tier immediately adjacent the exit tier or receptacle are worth one point. Tokens on two tiers from the exit tier or receptacle are worth two points, and so on. Tokens on the entry tier (which may be, for example, eight tiers from the exit tier or receptacle) are worth eight points, and tokens which are on the holding zone are worth 16 points.
  • Standard Games Target is the first to win three games
  • a tournament may be scored in one of three ways:
  • This style is applicable only for competitions with an equal number of players in each game, with each player playing a determined number of playing regions per game (e.g., 8 players per game each with one playing region, or 2 players each with 1 , 2, 3 or 4 playing regions).
  • the progressive Game Point Average is calculated by dividing the player's total tournament score by the number of games played. GPA is generally applicable to controlled, on site tournaments, where minor division awards or prizes are preferred to the automatic disqualification of Progressive Match Play.
  • Progressive Playing Region Point Average This style is generally accepted for extended tournaments, where players are allowed to play a set number of opposing playing regions and not players. There is generally no restriction on the number of players per game, or the number of playing regions played by each player per game.
  • the progressive playing Region Point Average (RPA) is calculated by dividing the player's average score per playing region played by the number of opposing playing regions played. Team Play
  • Games may also be played in teams, in which instance a game may be won by TeamFirst (the first player to win wins for the team) or TeamAII (where all the team must be off the board); scoring is team against team, and averages may be a best of or a team average.
  • TeamFirst the first player to win wins for the team
  • TeamAII where all the team must be off the board
  • scoring is team against team, and averages may be a best of or a team average.
  • each team must have the same number of players.
  • Sample Tournament Standard Game Score 100 Points Match, 3 Round Progressive GPA, 8 Player, 1 Sector- this indicates that the tournament is to be played in three rounds of matches, where groups may compete in games until one player reaches 100 points. All players are then graded on their Game Point Average, with the highest GPA's proceeding to the next level.
  • 3 Round Tournament the last round has the highest
  • GPA's playing off for the GPA Championship may be Divisional, Regional, State, National or International.
  • a tournament Referee is appointed prior to commencement, and the tournament Referee will determine the parameters of the tournament, including player numbers (no limit in an Open Tournament), player levels (based on GPA and/or SPA results), and certain other factors.
  • Players are not allowed to choose their opponents, but may choose their team members. Cheating is punishable by penalties including forfeiture of prizes, awards and titles, and a temporary or life ban on the player may be imposed.
  • the decision of the Tournament Referee is final and binding on all players.
  • the Tournament Referee is appointed by the Tournament Committee.
  • the rules hereinbefore described can be embodied in a software program such that the game of the invention can be played on a computer.
  • the software program may facilitate play of the game between locally or remotely interconnected computers.
  • the software program may enable the computer to play as one of the players.
  • a suitable flow chart which is generally illustrative of such a computer program is shown in FIG. 3.
  • FIG. 4 there is illustrated a computer system, shown generally at 30, which may be operated under the control of a software program in accordance with the invention enabling a player to play the game against the computer 30.
  • the computer may be interconnected with other computer systems for multi- player operation.
  • System 30 comprises a video display unit (VDU) 31 , computer 32 and keyboard 33 in operative communication with each other.
  • VDU 31 shows an image of one embodiment of the apparatus 34 according to the invention. Images of tokens 35 may be moved in accordance with the rules of the game by actuation of one or more keys 36 of keyboard 37. Alternatively, a mouse or other pointing device may be employed to move images of the tokens 35. Displayed on VDU 31 are also images of dice 37 which indicate the number of moves available for moving tokens 35. A random number is displayed by dice 37 by actuation of key 38.
  • a non-limiting example of a method of play against the system 30 may comprise the following steps: Initially, one or more players may select the following parameters for a game:
  • a player is invited to throw the dice 36 by hitting key 37, to determine who plays first.
  • a random number from 1 to 12 is displayed on dice 36 and noted.
  • the computer generates a random number from 1 to 12 and this is also shown on dice 36.
  • the last dice score for each player is shown permanently, with both corresponding keys frozen during a move, and only the next player's button activated and highlighted at any one time, once the previous move has been completed.
  • the computer moves images of its tokens 35 automatically in a pre-set series of moves, determined by the number thrown, the position of its own tokens, and the position of the player's tokens.
  • a player makes his/her own selection, but must move at least one piece every sixty seconds before a warning sounds, and after ninety seconds the computer takes over and moves the particular move for the player.
  • a clock is shown on the screen at all times, showing move time and game time.
  • a player may move one or more tokens by use of a mouse or by actuation of keys defining: (a)(i) number of tokens to be moved; (a)(ii) from tier No; (a)(iii) spaces each token to be moved; (b)(i) number of opponent's tokens to be penalized; and (b)(ii) from tier number.
  • the VDU 31 may indicate the number of moves left that a player must use. The last move is cancelled if it exceeds the available moves (illegal move in accordance with rules of the game).
  • a player may cancel the game at any time.
  • the system 30 may not cancel the game.
  • a range of parameters may be used by the computer to verify whether certain moves are legal or otherwise. Such parameters may include: • If moving onto an occupied space: Cancel move, return token to source;
  • the first six moves in the game are from the holding zone to the first tier. Subsequent moves are dedicated to moving one token at a time, as close to the exit tier as possible, until all tokens are in the penalty zone and in a particular array (i.e., occupying the spaces closest to the exit tier). Then tokens are moved into the exit tier according to the rules described herein (i.e., the array is maintained at all times).
  • the first six moves in the game are from the holding zone to the first tier.
  • Subsequent moves are dedicated to movement of one token to the fifth tier (i.e., first tier of the penalty zone), then the next token to the fifth tier, until four tokens are on the fifth tier.
  • the computer then moves one token from the first tier to the fourth tier, then moves a token on the fifth tier to the sixth tier, then moves the token on the third tier to the fourth tier. At this point there are five tokens in the penalty zone, and three remaining on the first tier.
  • the computer repeats the procedure with the next token from the first tier by moving it to the fourth tier, then moving tokens in the penalty zone such that a space is vacant in the fifth tier so that the token in the fourth tier may be moved to the fifth .
  • the eighth tokens are within the penalty zone and, of course, an opposing player may penalize the computer's tokens in accordance with the rules.
  • the computer's object would be to get as large a score as possible from the dice, to send multiple tokens of the player back to the holding zone.
  • a range of parameters may be simply applied: If the sum thrown (1 to 12) less the moves required to move the last token into the penalty zone equals 1 or 2, and the player has 5 or 6 tokens on the playing field, move towards formation of the array with the remaining moves, and do not send any of the player's tokens back to the holding zone;
  • Multi Sector Game With Penalty On As for Single Sector Game, With Penalty On, except with the same variations as noted above (i.e., the combined sectors played are to be treated as one sector with regard to the first moves from the holding zone, the penalty, and the formation of the array).

Abstract

Cette invention concerne un appareil permettant de jouer à un jeu où participent deux joueurs ou plus. Cet appareil comprend (i) plusieurs zones de jeu (10), lesquelles comportent chacune au moins une zone de pénalité (13) ainsi que plusieurs rangées (12) se composant d'un ou de plusieurs espaces (14). Chaque zone comprend une rangée d'entrée (15) comprenant un nombre maximal d'espaces, ainsi qu'une rangée de sortie (16) comprenant un nombre minimal d'espaces. Cet appareil fait également appel (ii) à un ensemble de pions pour chaque zone de jeu, lesquels pions sont déplacés par un joueur d'une rangée à l'autre en commençant par la rangée d'entrée (15) pour finir à la rangée de sortie (16). Cet appareil comprend enfin (iii) un système qui va générer un nombre aléatoire indiquant le nombre de déplacements que peut effectuer un joueur. Ce nombre de déplacements que peut effectuer un joueur peut être utilisé (a) afin de déplacer des pions choisis depuis la rangée d'entrée (15) vers la rangée de sortie (16). Si tous les pions du joueur se trouvent dans la zone de pénalité (13), ce nombre de déplacements peut également être utilisé afin de faire revenir en arrière les pions des autres joueurs, et de les éloigner de la rangée de sortie (16).
PCT/AU1997/000414 1996-07-01 1997-06-30 Jeu WO1998000208A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU32477/97A AU3247797A (en) 1996-07-01 1997-06-30 A game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AUPO0740A AUPO074096A0 (en) 1996-07-01 1996-07-01 A game
AUPO0740 1996-07-01

Publications (1)

Publication Number Publication Date
WO1998000208A1 true WO1998000208A1 (fr) 1998-01-08

Family

ID=3795056

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU1997/000414 WO1998000208A1 (fr) 1996-07-01 1997-06-30 Jeu

Country Status (2)

Country Link
AU (1) AUPO074096A0 (fr)
WO (1) WO1998000208A1 (fr)

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1383185A (en) * 1920-03-27 1921-06-28 Boyd Lyman Game-board
US2244762A (en) * 1939-08-01 1941-06-10 Howard E Braymiller Game board
GB562262A (en) * 1943-01-20 1944-06-23 Dorothy May Leffler Apparatus for use in a table game
US4058318A (en) * 1976-05-12 1977-11-15 Robert Melvin Thomas Multi-player backgammon
AU4886579A (en) * 1978-07-24 1980-01-31 Youngcraft Pty. Ltd. Game and modular game board
GB2116051A (en) * 1982-03-10 1983-09-21 Marplecourt Enterpr Ltd Apparatus for playing a circular backgammon game
GB2217214A (en) * 1988-03-21 1989-10-25 Creative Crusade Limited Board game apparatus
US4940241A (en) * 1989-09-27 1990-07-10 Faraci Jr John A Three player chess-type game

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1383185A (en) * 1920-03-27 1921-06-28 Boyd Lyman Game-board
US2244762A (en) * 1939-08-01 1941-06-10 Howard E Braymiller Game board
GB562262A (en) * 1943-01-20 1944-06-23 Dorothy May Leffler Apparatus for use in a table game
US4058318A (en) * 1976-05-12 1977-11-15 Robert Melvin Thomas Multi-player backgammon
AU4886579A (en) * 1978-07-24 1980-01-31 Youngcraft Pty. Ltd. Game and modular game board
GB2116051A (en) * 1982-03-10 1983-09-21 Marplecourt Enterpr Ltd Apparatus for playing a circular backgammon game
GB2217214A (en) * 1988-03-21 1989-10-25 Creative Crusade Limited Board game apparatus
US4940241A (en) * 1989-09-27 1990-07-10 Faraci Jr John A Three player chess-type game

Also Published As

Publication number Publication date
AUPO074096A0 (en) 1996-07-25

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