WO1998046320A1 - Game apparatus and method - Google Patents

Game apparatus and method Download PDF

Info

Publication number
WO1998046320A1
WO1998046320A1 PCT/GB1998/000897 GB9800897W WO9846320A1 WO 1998046320 A1 WO1998046320 A1 WO 1998046320A1 GB 9800897 W GB9800897 W GB 9800897W WO 9846320 A1 WO9846320 A1 WO 9846320A1
Authority
WO
WIPO (PCT)
Prior art keywords
pieces
playing
spaces
numbers
game
Prior art date
Application number
PCT/GB1998/000897
Other languages
French (fr)
Inventor
Alexander Kerio William Nicholson
Peter Duncan Craig Allen
Original Assignee
Nicholson Alexander Kerio Will
Peter Duncan Craig Allen
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 Nicholson Alexander Kerio Will, Peter Duncan Craig Allen filed Critical Nicholson Alexander Kerio Will
Priority to AU70558/98A priority Critical patent/AU7055898A/en
Priority to GB9924288A priority patent/GB2339541B/en
Publication of WO1998046320A1 publication Critical patent/WO1998046320A1/en

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
    • 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
    • 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
    • A63F2003/00018Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played 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
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00176Boards having particular shapes, e.g. hexagonal, triangular, circular, irregular
    • A63F2003/00195Hexagonal game board
    • 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
    • A63F2009/0431Details of dice, e.g. non-cuboid dice eight-sided

Definitions

  • apparatus for use in playing a game comprising means providing a field of play comprised of first, second and third playing areas each comprised of a series of spaces, and providing pieces displaceable along the series of spaces.
  • a method of playing a game comprising displacing pieces along first, second and third series of spaces of which first, second and third playing areas of a field of play are comprised.
  • Each series of spaces is advantageously in the form of a loop, preferably an endless loop, with the loops joined together especially at locations which are remote from one another. Adjacent those locations are respective ""penalty" spaces.
  • the game may be for three players only, in which case the field of play has only three playing areas.
  • the apparatus further comprises means for randomly generating numbers, such numbers representing amplitudes of displacement of the pieces. This means preferably generates numbers from 0 to 7.
  • the game apparatus comprises a board 1, three eight- sided dice each numbered 0 to 7, three sets each of twelve pieces, and a rules leaflet.
  • the board provides a playing field comprised of three playing areas 2, 3 and 4 and three penalty spaces 5, 6 and 7.
  • Each playing area consists of an endless loop of fourteen spaces 8, the loops being separated from each other by a triskelion-form barrier 9, and each being internally defined by a linear barrier 10.
  • the barriers 9 and 10 terminate short of the penalty spaces 5-7, whereby the loops are joined to each other at locations 11, which are remote from each other.
  • the board has rotational and reflectional symmetry.
  • the playing areas 2 to 4 include respective outer zones 12 to 14, and also include respective inner zones 15 to 17 which are of respective differing finishes, in this case differing colours.
  • each outer zone is of the same colour as the inner zone of its playing area.
  • To each side of that central space are three spaces of which two are of the same colour as one of the inner zones of the other two playing areas and one is of the same colour as the other of those two inner zones .
  • the three sets of pieces are of the respective colours of the inner zones 15 to 17.
  • the game is for three players . Each player is allocated his own set of pieces and places them on the correspondingly coloured spaces in the outer zones 12 to 14 as shown in the drawing .
  • a player may move any number of his pieces, up to the total of his throw, in any direction. For example, a total of 6 can be any combination from 6 pieces 1 space each to 1 piece 6 spaces .
  • a player may move to an unoccupied space 8 or a space 8 occupied by his own pieces, up to a maximum of three .
  • a player may land on a space 8 occupied by one or both opponents, holding or overpowering his opponen (s) ' pieces, as explained below. Pieces that land on their own home space 8 ' are removed from the board. A player must use the full value of his throw, or at least use as much of it as possible.
  • Pieces may not reverse direction. A piece may not cross its own home space 8 ' . A piece that is "held” may not be moved, except in circumstances explained below. Pieces must stop when they are used to overpower opponent (s) ' pieces. Pieces in the penalty zone are subject to various restrictions. No more than three pieces are allowed on any space 8. HOLDING
  • a player may hold an opponent ' s single piece giving 1 on 1.
  • a player may hold an opponent holding the other opponent giving 1 on 1 on 1. Holding prevents the piece that is held from moving, except that the piece may escape upon a double or a treble thrown by its player; for each double thrown, a player may remove into the relevant penalty space one of an opponent's holding pieces, whilst, for any treble thrown, he may remove into the penalty spaces all pieces holding his pieces. Holding does not affect any other piece.
  • a player may not place a piece on top of a piece that is holding him. OVERPOWERING
  • a player may overpower an opponent ' s single piece with 2 pieces .
  • a player may overpower an opponent's 1 on 1 with 2 pieces.
  • a player may overpower an opponent's 2 with 3 pieces.
  • a player may add to holding pieces ; 2 overpowers both a 1 and a 1 on 1.
  • Overpowered pieces must move directly to their respective penalty zones 5,6, or 7.
  • PENALTY ZONE One die only is allowed while in the penalty zone. Pieces may only move into one or other of the opponen ' s inner zones . All pieces must be moved out of the penalty zone before any other piece of the penalized player is moved.
  • a player may not combine a piece from the penalty zone with one from elsewhere on the board to overpower. A player must use the full value of his throw, or at least use as much of it as possible.

Abstract

A game for three players comprises a board (1), three eight-sided dice each numbered 0 to 7, three sets each of twelve pieces, and a rules leaflet. The board provides a playing field of three playing areas (2, 3 and 4) and three penalty spaces (5, 6 and 7). Each playing area is a endless loop of fourteen spaces (8), the loops being separated triskelion-form barrier (9). The playing areas (2 to 4) include outer zones (12 to 14), and inner zones (15 to 17) of differing colours, with a central space of each outer zone being of the same colour as the corresponding inner zone. The three sets of pieces are of the colours of the inner zones (15 to 17). The winner of the game is the first player to remove all of his pieces from the board in accordance with the rules.

Description

GAME APPARATUS AND METHOD
According to the first aspect of the present invention, there is provided apparatus for use in playing a game, comprising means providing a field of play comprised of first, second and third playing areas each comprised of a series of spaces, and providing pieces displaceable along the series of spaces.
According to the second aspect of the present invention, there is provided a method of playing a game, comprising displacing pieces along first, second and third series of spaces of which first, second and third playing areas of a field of play are comprised.
Each series of spaces is advantageously in the form of a loop, preferably an endless loop, with the loops joined together especially at locations which are remote from one another. Adjacent those locations are respective ""penalty" spaces. The game may be for three players only, in which case the field of play has only three playing areas.
The apparatus further comprises means for randomly generating numbers, such numbers representing amplitudes of displacement of the pieces. This means preferably generates numbers from 0 to 7.
In order that the invention may be clearly understood and readily carried into effect, reference will now be made, by way of example, to the accompanying drawing, which is a top plan view of a board of a game apparatus.
The game apparatus comprises a board 1, three eight- sided dice each numbered 0 to 7, three sets each of twelve pieces, and a rules leaflet. The board provides a playing field comprised of three playing areas 2, 3 and 4 and three penalty spaces 5, 6 and 7. Each playing area consists of an endless loop of fourteen spaces 8, the loops being separated from each other by a triskelion-form barrier 9, and each being internally defined by a linear barrier 10. The barriers 9 and 10 terminate short of the penalty spaces 5-7, whereby the loops are joined to each other at locations 11, which are remote from each other. The board has rotational and reflectional symmetry. The playing areas 2 to 4 include respective outer zones 12 to 14, and also include respective inner zones 15 to 17 which are of respective differing finishes, in this case differing colours. The central space of each outer zone is of the same colour as the inner zone of its playing area. To each side of that central space are three spaces of which two are of the same colour as one of the inner zones of the other two playing areas and one is of the same colour as the other of those two inner zones . The three sets of pieces are of the respective colours of the inner zones 15 to 17. The rules of the game and the manner of its play are as follows.
The game is for three players . Each player is allocated his own set of pieces and places them on the correspondingly coloured spaces in the outer zones 12 to 14 as shown in the drawing . THE AIM OF THE GAME
The first player to remove all of his pieces is the winner. A piece is removed when it has moved to land on that player's home space, i.e. the central space 8' of his inner region 15, 16 or 17. DICE
To start, each player rolls one die, the player with the highest number then rolls all three dice and moves his pieces. Play rotates clockwise. Add the numbers shown on the dice. If there are two numbers the same showing, then they count double (e.g. 3, 3, 4 becomes 6 + 6 + 4 = 16) . If all three numbers are the same then they count triple (e.g. 4, 4, 4 becomes 12 + 12 + 12 = 36) . MOVEMENT
A player may move any number of his pieces, up to the total of his throw, in any direction. For example, a total of 6 can be any combination from 6 pieces 1 space each to 1 piece 6 spaces . A player may move to an unoccupied space 8 or a space 8 occupied by his own pieces, up to a maximum of three . Under certain circumstances a player may land on a space 8 occupied by one or both opponents, holding or overpowering his opponen (s) ' pieces, as explained below. Pieces that land on their own home space 8 ' are removed from the board. A player must use the full value of his throw, or at least use as much of it as possible. LIMITATIONS
Pieces may not reverse direction. A piece may not cross its own home space 8 ' . A piece that is "held" may not be moved, except in circumstances explained below. Pieces must stop when they are used to overpower opponent (s) ' pieces. Pieces in the penalty zone are subject to various restrictions. No more than three pieces are allowed on any space 8. HOLDING
Equal holds equal . A player may hold an opponent ' s single piece giving 1 on 1. A player may hold an opponent holding the other opponent giving 1 on 1 on 1. Holding prevents the piece that is held from moving, except that the piece may escape upon a double or a treble thrown by its player; for each double thrown, a player may remove into the relevant penalty space one of an opponent's holding pieces, whilst, for any treble thrown, he may remove into the penalty spaces all pieces holding his pieces. Holding does not affect any other piece. A player may not place a piece on top of a piece that is holding him. OVERPOWERING
More overpowers less. A player may overpower an opponent ' s single piece with 2 pieces . A player may overpower an opponent's 1 on 1 with 2 pieces. A player may overpower an opponent's 2 with 3 pieces. A player may add to holding pieces ; 2 overpowers both a 1 and a 1 on 1. Overpowered pieces must move directly to their respective penalty zones 5,6, or 7. PENALTY ZONE One die only is allowed while in the penalty zone. Pieces may only move into one or other of the opponen ' s inner zones . All pieces must be moved out of the penalty zone before any other piece of the penalized player is moved. A player may not combine a piece from the penalty zone with one from elsewhere on the board to overpower. A player must use the full value of his throw, or at least use as much of it as possible. HOME
A player cannot cross or stay on his own home space 8 ' . This is a free space for the other players, i.e. pieces may not be held on a home space nor overpowered on a home space . Both opponents may be on a player's home space at the same time. Again any combination of up to 3 pieces is allowed. This does not stop a player from removing pieces .

Claims

1. Apparatus for use in playing a game, comprising means providing a field of play comprised of first, second and third playing areas each comprised of a series of spaces, and providing pieces displaceable along the series of spaces .
2. Apparatus according to claim 1, wherein each series of spaces is in the form of a loop.
3. Apparatus according to claim 2, wherein said loop is an endless loop.
4. Apparatus according to claim 2 or 3 , wherein said loops are joined together at locations which are remote from one another .
5. Apparatus according to claim 4, wherein respective penalty spaces are adjacent said locations,
6. Apparatus according to any preceding claim, wherein said the field of play has only three playing areas .
7. Apparatus according to any preceding claim, wherein said apparatus further comprises means for randomly generating numbers, such numbers representing amplitudes of displacement of the pieces.
8. Apparatus according to claim 7, wherein said means generates numbers from 0 to 7 only.
9. Apparatus according to claim 8 , wherein said means are three eight-sided dice.
10. Apparatus according to any preceding claim, wherein said pieces are three sets each of twelve pieces.
11. Apparatus according to any one of claims 2 to 5 or any one of claims 6 to 10 as appended to claim 2, wherein said loops are separated from each other by a triskelion-form barrier.
12. Apparatus according to any preceding claim, wherein said field of play has rotational and reflectional symmetry.
13. Apparatus according to any preceding claim, wherein said playing areas include respective outer zones, and also include respective inner zones which are of respective differing finishes.
14. Apparatus according to claim 13 , wherein a central space of each outer zone is of the same finish as the inner zone of its playing area.
15. Apparatus for use in playing a game, comprising a plurality of playing pieces and a board marked substantially as shown in the drawing, said pieces being moved substantially in accordance with the directions given in the specification.
16. A method of playing a game, comprising displacing pieces along first, second and third series of spaces of which first, second and third playing areas of a field of play are comprised.
17. A method according to claim 16, and further comprising randomly generating numbers, said displacing being of amplitudes represented by said numbers.
18. A method according to claim 17, wherein said generating comprises generating numbers from 0 to 7 only.
PCT/GB1998/000897 1997-04-15 1998-04-15 Game apparatus and method WO1998046320A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
AU70558/98A AU7055898A (en) 1997-04-15 1998-04-15 Game apparatus and method
GB9924288A GB2339541B (en) 1997-04-15 1998-04-15 Game apparatus

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GBGB9707581.6A GB9707581D0 (en) 1997-04-15 1997-04-15 Game apparatus
GB9707581.6 1997-04-15

Publications (1)

Publication Number Publication Date
WO1998046320A1 true WO1998046320A1 (en) 1998-10-22

Family

ID=10810797

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/GB1998/000897 WO1998046320A1 (en) 1997-04-15 1998-04-15 Game apparatus and method

Country Status (3)

Country Link
AU (1) AU7055898A (en)
GB (2) GB9707581D0 (en)
WO (1) WO1998046320A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001097934A1 (en) * 2000-06-23 2001-12-27 George Stojanovski A six-pointed star chess game
US6786485B2 (en) * 2002-08-30 2004-09-07 Shlomo Ruvane Frieman Dice game apparatus and methods for using same

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4436306A (en) * 1981-05-26 1984-03-13 Sanders David M Eight-sided game dice with suit attribute markings
US4874175A (en) * 1988-10-11 1989-10-17 Fischer Daniel E Lottery dice
US5145184A (en) * 1991-02-15 1992-09-08 Big Fun A Go Go, Inc. Board game
GB2268414A (en) * 1992-07-08 1994-01-12 Anthony Kenneth Chamberlain Board game

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4436306A (en) * 1981-05-26 1984-03-13 Sanders David M Eight-sided game dice with suit attribute markings
US4874175A (en) * 1988-10-11 1989-10-17 Fischer Daniel E Lottery dice
US5145184A (en) * 1991-02-15 1992-09-08 Big Fun A Go Go, Inc. Board game
GB2268414A (en) * 1992-07-08 1994-01-12 Anthony Kenneth Chamberlain Board game

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001097934A1 (en) * 2000-06-23 2001-12-27 George Stojanovski A six-pointed star chess game
US6786485B2 (en) * 2002-08-30 2004-09-07 Shlomo Ruvane Frieman Dice game apparatus and methods for using same

Also Published As

Publication number Publication date
GB2339541A (en) 2000-02-02
GB2339541B (en) 2000-11-22
GB9924288D0 (en) 1999-12-15
GB9707581D0 (en) 1997-06-04
AU7055898A (en) 1998-11-11

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