WO2001060468A1 - Chess of cubes - Google Patents

Chess of cubes Download PDF

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Publication number
WO2001060468A1
WO2001060468A1 PCT/LV2001/000001 LV0100001W WO0160468A1 WO 2001060468 A1 WO2001060468 A1 WO 2001060468A1 LV 0100001 W LV0100001 W LV 0100001W WO 0160468 A1 WO0160468 A1 WO 0160468A1
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WO
WIPO (PCT)
Prior art keywords
chessmen
game
chessman
chess
king
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PCT/LV2001/000001
Other languages
French (fr)
Inventor
Kristers GRÎNTÂLS
Aivars Bauers
Original Assignee
Gr & Imacr
Aivars Bauers
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Filing date
Publication date
Application filed by Gr & Imacr, Aivars Bauers filed Critical Gr & Imacr
Priority to AU36172/01A priority Critical patent/AU3617201A/en
Publication of WO2001060468A1 publication Critical patent/WO2001060468A1/en

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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
    • A63F3/00697Playing 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
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/00883The playing piece having four or more characteristics, e.g. on four or more faces
    • 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
    • A63F9/0413Cuboid dice

Definitions

  • the present invention is an intellectual table sports game.
  • the invention refers to sport (as well as to science and art), chess in particular.
  • the chessmen In the classical chess (which is known all over the world), the chessmen (specific figures made of hard substance) are given two distinctive features: FIRST - which distinguishes the chessmen of one player (camp) from the chessmen of another player (camp); SECOND - which mutually distinguishes six classes of chessmen involved in the game.
  • chess-type table games where chessmen are constructed as cubes, and chess symbols mark the faces of these cubes. These chessmen - cubes are fast attached to the table using the holes made in the table, however the whole game is played according to the rules of the classical chess (patent US No. 4 147 362 SPK A63F3/02, 1979). As it is well understood, this construction of chess is meant for playing the game in the conditions of zero gravity.
  • the chessmen of this game have two distinguishing features: FIRST - which distinguishes the chessmen of one player (camp) from the chessmen of another player (camp);
  • a chess-type table game where chessmen are formed as cubes, and one of the faces is marked by a chessman symbol, but the other ones - by the chessman's activity range, which is allowed when moving across the board (patent F N 2 149 627 SPK A63F3/02, 1973).
  • the chessmen of this particular game have two basic distinguishing features:
  • a chess-type table game is known, where particular chessmen (i.e. any chessman except for a pawn), may vertically unite one with another (patent BRD N 2710793 SPK A63F3/02, 1987).
  • the approach of this game becomes unique by the fact that the chessmen, when uniting, acquire the characteristics of a special chessman. By creating such chessmen, the player decreases the number of his chessmen involved in the game.
  • "Chernikov's chess" is also known, where auxiliary means in the form of three polyhedrons are used. By using these auxiliaries, the position of the chessmen during the game is defined. The game is seriously affected by the factor of luck, since the basis of it is a draw (patent RU 2129897 Cl SPK A63F3/02, 1999).
  • the offered approach of the game does not include such a circumstance as a draw (in opposite to the analogues discussed before), where the outcome of the game may be decided by a simple lottery, thus levelling the power of mind, ingenuity, experience, mastery and talent of a player.
  • All the chessmen are given the third distinguishing feature, which provides all chessmen with the opportunity, in the course of the game, to take up the functions of other chessmen according to a specific situation of the game.
  • the variant offered differs from the classical chess, where there are only two distinguishing features, and the above-mentioned derivations, where the third feature is provided only to certain chessmen.
  • Fig. 1 The initial stage of the game.
  • Fig. 2 Check to a KING by a KING.
  • Fig. 3 Mate. The white KING in its F mates the black KING in the knight's
  • Fig. 4 The white KING in the queen's F threatens the black KING in its F.
  • Fig. 5 Mate. The white KING in the queen's F mates the black KING in its
  • Fig. 6 Mate. The black KING in the BISHOP's F.
  • Fig. 7 Mate. The black KING in the queen's F mates the white KING in the knight's F.
  • Fig. 8 The KINGS are beside and not threatening each other.
  • Fig. 9 Theoretically possible situation, when the white camp achieves victory, by not mating directly the black KING ®.
  • Fig. 10 Check ⁇ .
  • the black camp (the black BISHOP in its F) threatens the chessman, which is the only one fulfilling the Icing's F.
  • Fig. 11 The possible escape from the situation shown in fig. 10 ⁇ .
  • Fig. 12 The possible escape from the situation shown in fig. 10 ⁇ .
  • Fig. 13 Triple check ++ ⁇ .
  • Fig. 15 The situation one move before the one shown in fig. 13.
  • Fig. 16 Theoretically possible mate to the black KING in the queen's F.
  • Fig. 17 Task. The black start and achieve a draw.
  • Fig. 18 The solution for the task shown in fig. 17. Stalemate.
  • Fig. 19 and 20 The white BISHOP in the knight's F escapes the threat (fig.
  • Drawing 2 - QUEEN with depictions of all six functions of the chessmen involved in the game, ensuring to the QUEEN the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
  • Drawing 3 ROOK with depictions of all six functions of the chessmen involved in the game, ensuring to the ROOK the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
  • the shape of all chessmen in the given design samples are cubes (note; the shapes may be different, depending on the results of the design construction of the chessmen).
  • the chessmen divide into 2 (two) background colours (note: the first distinguishing feature may not be the colour of the chessmen, but any other outer appearance, which explicitly indicates division of the chessmen into camps (e.g.: chessmen of one camp are cubes (the white), chessmen of the other camp are spheres with six truncated surfaces forming figures with six faces usable in the game (the black): 1) the white 2) the black.
  • the chessmen divide into 5 different sizes, in the sequence from bigger ones to smaller ones (note: the size does not have any primary importance, since the basic function of a chessman may be characterised by other means possible - see black and white figures and drawings):
  • the markings of all chessmen are square, 28 of them (all but KNIGHTS) have the marking faces parallel to the planes on which they are put. 4 chessmen (KNIGHTS) have the marking faces at the 45 degree angle to the planes on which they are put.
  • KNIGHTS can be distinguished from BISHOPS (which are similar in size) by this feature (see colour drawings 4 and 5) (note: the marking position does not have any primary importance, since the basic function of a chessman may be characterised by other means possible - see black and white figures and drawings):
  • Each chessman has its own characteristic colour marking (note: the colour marking of chessmen has no primary significance, since the function taken by a chessman at a particular moment of the game may be characterised by other means possible - see black and white figures and drawings).
  • Each of the players when starting the game, have 16 chessmen.
  • One player - the whites, the other - the blacks.
  • the chessmen are located on the board similarly to the classical chess (the whites on the 1 st and 2 nd horizontal line, the black on the 7 th and 8 ⁇ horizontal line), they have their characteristic markings, which are pointed upwards (see fig. 1).
  • the aim of the game is analogue to the one in the classical chess - to mate the opponents KING (the exception is described below).
  • the game is started by the player, whose chessmen's background colour is white.
  • the chessman may change its denotation, i.e. to turn any other face of the figure upwards according to the mentioned below. In such a case, when making the next move, this chessman will have to fulfil the functions (hereinafter - F) chosen by the player.
  • KING may pass to another F, in case any other chessman (at least one) has previously passed to king's F and is presently fulfilling its function.
  • the chessman fulfilling the king's F which is not the KING, and which is not the only one fulfilling the king's F, may only make the moves characteristic to the king. Such a chessman does not have to escape the threat, and it may be lost during the game.
  • F of any chessman may simultaneously be fulfilled by not more than 3 (three) chessmen.
  • the F of a queen may simultaneously be fulfilled by not more than 2 (two) chessmen.
  • the PAWNS may start fulfilling the F of other chessmen, if over the game they have achieved:
  • Any chessman located on the 1 st or 8 th horizontal line may not fulfil the pawn's F.
  • a PAWN fulfilling another F, or the transfer of other chessmen to the pawn's F is denoted by letter p in lower case (e.g.: pRe5Kn - the PAWN fulfilling the rook's F moves to e5 passing to the knight's F).
  • the industrial usability of the invention is closely related to the outer appearance of the chessmen obtained as a result of design construction (according to the invention's implementation requirements).
  • the chessmen may be constructed as follows: 1. as spatial geometrical figures of different configuration, the main point being that these figures have six usable faces, on which the following depictions are seen:
  • the chessmen may be produced from industrially accessible materials
  • the feature which denotes belonging to a player's camp, may be expressed by:

Abstract

The offered solution pertains to science, art and sport, particularly to chess. Its purpose is to extend the diversity of chess combinations and, as far as possible, to induce scientific ands sporting interest in the game. The result is achieved by transformation of chessmen into the form of spatial geometrical figures, each of the six faces being used for playing the game. Each face of said geometrical figures is marked with a special designation corresponding to one of six different chessmen, named just like those in the conventional set, and each of them has a different marking.

Description

Description of Invention
Title - Chess of Cubes
(ISK) index- A 63 F3/02
The present invention is an intellectual table sports game.
The invention refers to sport (as well as to science and art), chess in particular.
The known technical level
The chess game was invented in India in VI century, it is well known all over the world nowadays.
Overt the time, many derivations of this game have been invented, both in terms of appearance of chessmen and in approaches of playing the game. The game described below is still another unknown derivation of chess. The possible variants of play in chess can be counted in millions, the derivations mentioned below also are considerably potent in terms of variants of play, however to compare them with the proposed game, the possibilities are limited. In the proposed game, all chessmen are provided with the opportunity to transfer to fulfilling the functions of the other chessmen. This feature increases the number of possible variants of situations, and therefore - the number of possible variants of play. The present game is played on a chessboard.
The following derivations of the chess are internationally recognised and known:
1. Patent F N 2 149 627 SPK A63F3/02, 1973.
2. Patent US Nr. 4 147 362 SPK A63 F3/02, 1979.
3. Patent BRD N 2710793 SPK A63F3/02, 1987.
4. Patent RU 2129897 Cl SPK A63F3/02, 1999.
Critical analysis of analogues (prototypes)
In the classical chess (which is known all over the world), the chessmen (specific figures made of hard substance) are given two distinctive features: FIRST - which distinguishes the chessmen of one player (camp) from the chessmen of another player (camp); SECOND - which mutually distinguishes six classes of chessmen involved in the game.
There are chess-type table games, where chessmen are constructed as cubes, and chess symbols mark the faces of these cubes. These chessmen - cubes are fast attached to the table using the holes made in the table, however the whole game is played according to the rules of the classical chess (patent US No. 4 147 362 SPK A63F3/02, 1979). As it is well understood, this construction of chess is meant for playing the game in the conditions of zero gravity. The chessmen of this game have two distinguishing features: FIRST - which distinguishes the chessmen of one player (camp) from the chessmen of another player (camp);
SECOND - which mutually distinguishes six classes of chessmen involved in the game.
A chess-type table game is known, where chessmen are formed as cubes, and one of the faces is marked by a chessman symbol, but the other ones - by the chessman's activity range, which is allowed when moving across the board (patent F N 2 149 627 SPK A63F3/02, 1973). The chessmen of this particular game have two basic distinguishing features:
FIRST - which distinguishes the chessmen of one player (camp) from the chessmen of another player (camp);
SECOND - which mutually distinguishes six classes of chessmen involved in the game, and the third feature is of explanatory kind, which reminds about movement of chessmen across the board. This type of reminder is unnecessary to a chess game expert.
A chess-type table game is known, where particular chessmen (i.e. any chessman except for a pawn), may vertically unite one with another (patent BRD N 2710793 SPK A63F3/02, 1987). The approach of this game becomes unique by the fact that the chessmen, when uniting, acquire the characteristics of a special chessman. By creating such chessmen, the player decreases the number of his chessmen involved in the game. "Chernikov's chess" is also known, where auxiliary means in the form of three polyhedrons are used. By using these auxiliaries, the position of the chessmen during the game is defined. The game is seriously affected by the factor of luck, since the basis of it is a draw (patent RU 2129897 Cl SPK A63F3/02, 1999).
There is a chess-type table game known as "Russkiye tavrely" (patent RU 2091110 Cl SPK A63F3/02, 1997), where the chessmen are formed as cubes in order to turn a pawn into one particular chessman. Therefore a new class of chessmen is created, and chessmen are allowed to unite vertically. This game also depends on luck very much, since the basis of it is a draw.
Comparative explanation of the invention's essence
The approach mentioned in the game called "the chess of cubes" opens the possibility to play chess in a much broader way. To compare it with other analogue derivations of chess, in its essence, it does not differ from the classical chess, but comprises it.
By playing chess in this way, there are possibilities to create much more interesting offence and defence combinations. The dynamics of the game is much more rapid, and it is impossible to tell which of the players has the positional advantage, however it may be assessed only when a certain standard of mastery of this game is achieved.
The classical chess, in the history of its development, has provided the interested with a great emotional pleasure, and no doubt that, in development of the game played according to this approach, there will be no lack in new emotional impressions.
In the classical chess, the material dominance does not guarantee a victory, and this condition is felt even to a greater extent in the offered approach, however a fully rational attitude towards this approach does not lose its sense.
The offered approach of the game does not include such a circumstance as a draw (in opposite to the analogues discussed before), where the outcome of the game may be decided by a simple lottery, thus levelling the power of mind, ingenuity, experience, mastery and talent of a player.
The essence of the technical solution
All the chessmen are given the third distinguishing feature, which provides all chessmen with the opportunity, in the course of the game, to take up the functions of other chessmen according to a specific situation of the game. By this feature, the variant offered differs from the classical chess, where there are only two distinguishing features, and the above-mentioned derivations, where the third feature is provided only to certain chessmen.
List of figures and drawings
Figures: Fig. 1 : The initial stage of the game.
Fig. 2: Check to a KING by a KING. The white KING in its F threatens the black KING, which is fulfilling the ROOK's F.
Fig. 3: Mate. The white KING in its F mates the black KING in the knight's
F.
Fig. 4: The white KING in the queen's F threatens the black KING in its F.
Fig. 5: Mate. The white KING in the queen's F mates the black KING in its
F.
Fig. 6: Mate. The black KING in the BISHOP's F.
Fig. 7: Mate. The black KING in the queen's F mates the white KING in the knight's F.
Fig. 8: The KINGS are beside and not threatening each other.
Fig. 9: Theoretically possible situation, when the white camp achieves victory, by not mating directly the black KING ®.
Fig. 10: Check Θ. The black camp (the black BISHOP in its F) threatens the chessman, which is the only one fulfilling the Icing's F.
Fig. 11 : The possible escape from the situation shown in fig. 10 Θ.
Fig. 12: The possible escape from the situation shown in fig. 10 Θ.
Fig. 13: Triple check ++Θ.
Fig. 14: One of the possible escapes from the situation shown in fig. 13
++Θ.
Fig. 15: The situation one move before the one shown in fig. 13.
Fig. 16: Theoretically possible mate to the black KING in the queen's F.
Fig. 17: Task. The black start and achieve a draw.
Fig. 18: The solution for the task shown in fig. 17. Stalemate.
Fig. 19 and 20: The white BISHOP in the knight's F escapes the threat (fig.
19), by moving to its F with double offence against the black QUEEN and
KING (fig. 20).
Drawings:
Drawing 1 - KING with depictions of all six functions of the chessmen involved in the game, ensuring to the KING the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
Drawing 2 - QUEEN with depictions of all six functions of the chessmen involved in the game, ensuring to the QUEEN the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located. Drawing 3 - ROOK with depictions of all six functions of the chessmen involved in the game, ensuring to the ROOK the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
Drawing 4 - KNIGHT with depictions of all six functions of the chessmen involved in the game, ensuring to the KNIGHT the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
Drawing 5 - BISHOP with depictions of all six functions of the chessmen involved in the game, ensuring to the BISHOP the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
Drawing 6 - PAWN with depictions of all six functions of the chessmen involved in the game, ensuring to the PAWN the capability to take up six different positions corresponding to any class of the chessmen in relation to the field, where this chessman is located.
Design samples ensuring implementation of the invention according to the rules of the game without additional innovations
Understanding of the game's approach is depicted in the construction of the invention's implementation, in two variants of the design samples, where a design sample containing colour figures and colour drawings, a black-and- white design sample containing b&w figures and b&w drawings are included, and where all three distinguishing features are specified in accordance with the figures and drawings. However, one should note that the possibilities of construction of the chessmen in the offered game depend on the condition that, by all means (by design construction variants as well), all three distinguishing features of all chessmen must be seen simultaneously.
32 chessmen are used in the game.
The shape of all chessmen in the given design samples are cubes (note; the shapes may be different, depending on the results of the design construction of the chessmen).
The chessmen divide into 2 (two) background colours (note: the first distinguishing feature may not be the colour of the chessmen, but any other outer appearance, which explicitly indicates division of the chessmen into camps (e.g.: chessmen of one camp are cubes (the white), chessmen of the other camp are spheres with six truncated surfaces forming figures with six faces usable in the game (the black): 1) the white 2) the black.
In the colour figures and drawings, the chessmen divide into 5 different sizes, in the sequence from bigger ones to smaller ones (note: the size does not have any primary importance, since the basic function of a chessman may be characterised by other means possible - see black and white figures and drawings):
1) 2 KINGS (1 black, 1 white);
2) 2 QUEENS (1 black, 1 white);
3) 4 ROOKS (2 black, 2 white);
4) 8 BISHOPS and KNIGHTS (2 black BISHOPS, 2 white BISHOPS, 2 black KNIGHTS, 2 white KNIGHTS);
5) 16 PAWNS (8 black, 8 white).
Difference in size of the chessmen is chosen in such a way, so that it might be easily noticed (see colour figures and drawings) (note: the size is not of a primary importance, since the basic functions of a chessman may be characterised by other means possible - see black and white figures and drawings).
On the 6 faces of each chessman, there are 6 different (but the same in all chessmen) colour markings (black, red, green, blue, yellow, white) (note: the colour of chessmen does not have any primary importance, since the function taken by a chessman at a particular moment of the game may be characterised by other means possible - see black and white figures and drawings).
The markings of all chessmen are square, 28 of them (all but KNIGHTS) have the marking faces parallel to the planes on which they are put. 4 chessmen (KNIGHTS) have the marking faces at the 45 degree angle to the planes on which they are put. KNIGHTS can be distinguished from BISHOPS (which are similar in size) by this feature (see colour drawings 4 and 5) (note: the marking position does not have any primary importance, since the basic function of a chessman may be characterised by other means possible - see black and white figures and drawings): Each chessman has its own characteristic colour marking (note: the colour marking of chessmen has no primary significance, since the function taken by a chessman at a particular moment of the game may be characterised by other means possible - see black and white figures and drawings).
1) black - king;
2) red - queen;
3) green - rook;
4) yellow - knight; 5) blue - bishop;
6) white - pawn.
In the black and white figures and drawings, the basic function of a chessman and the function taken up by a chessman during the game are depicted on a face of a chessman as regular chess symbols. The bigger symbol denotes the basic function of the chessman, the smaller (the one that is located in the centre of the face) - the function of a chessman taken up during the game.
In the design description, only two variants of design samples are set out (presented in figures and drawings).
Rules of the game
1. 2 (two) players take part in the game.
2. Each of the players, when starting the game, have 16 chessmen. One player - the whites, the other - the blacks.
3. The chessmen are located on the board similarly to the classical chess (the whites on the 1st and 2nd horizontal line, the black on the 7th and 8ώ horizontal line), they have their characteristic markings, which are pointed upwards (see fig. 1).
4. The aim of the game is analogue to the one in the classical chess - to mate the opponents KING (the exception is described below).
5. The game is started by the player, whose chessmen's background colour is white.
6. The moves are similar to the ones in the classical chess.
7. After each move, the chessman may change its denotation, i.e. to turn any other face of the figure upwards according to the mentioned below. In such a case, when making the next move, this chessman will have to fulfil the functions (hereinafter - F) chosen by the player.
8.1. KING may pass to another F, in case any other chessman (at least one) has previously passed to king's F and is presently fulfilling its function.
8.2. The situation, when any of the players has no chessman with the king's denotation pointed upwards, is not allowed.
8.3. When KING passes to another F, it still remains the KING, i.e. the chessmen to be mated by the opponent, and the one, which has to avoid the threat.
8.4. In case any chessman, which is not the KING, but at the given moment is fulfilling the KING'S F (the KING at this particular moment is not in its F), is threatened, it has to escape the threat or has to make a move, after which another chessman is fulfilling the king's F, or the KING has to pass to its F (see figures 10, 11, and 12).
In case this is impossible to accomplish, the game is considered to be lost (exception mentioned in paragraph 4) (see figure 9).
8.5. The chessman fulfilling the king's F, which is not the KING, and which is not the only one fulfilling the king's F, may only make the moves characteristic to the king. Such a chessman does not have to escape the threat, and it may be lost during the game.
8.6. The situation is possible that a KING approaching another KING checks or mates it, or simply takes up the square beside it, if both kings are fulfilling such Fs, which allow it (see figures 2, 3, 6, 8).
9. In case any of basic chessmen - the QUEEN, both ROOKS, both KNIGHTS, both BISHOPS, or all PAWNS, have been lost during the game, none of the other chessmen may start fulfilling their F. The chessmen fulfilling the F of the lost basic chessmen may proceed with fulfilling these F until the moment, when they start fulfilling the other F (their own or other allowed).
10. F of any chessman (except for the pawn's) may simultaneously be fulfilled by not more than 3 (three) chessmen. The F of a queen may simultaneously be fulfilled by not more than 2 (two) chessmen.
11.1. The PAWNS may start fulfilling the F of other chessmen, if over the game they have achieved:
- the 5 horizontal line, if they have white background marking,
- the 4th horizontal line, if they have black background marking.
11.2. Any chessman located on the 1st or 8th horizontal line may not fulfil the pawn's F.
11.3. In case a PAWN has reached the 8th horizontal line (1st horizontal line if it is a black pawn), and it has not previously been fulfilling another chessman's F, it may choose any F, even F of such a chessman, which is no longer on the board. In case the F of a chosen chessman is changed again according to the procedures described above, it is not allowed to change back to the F of a chessman, which is no longer on the board.
11.4. The pawn's capture when passing is only allowed to a PAWN, which has not previously fulfilled the F of another chessman.
12. Castling is done according to the same rules as it is done in the classical chess. After this move both the KING and the ROOK are allowed to pass to the F of another chessman according to the described above. If a basic chessman itself is mentioned in the text above, it is typed in capitals (e.g. KING), if a denotation of a chessman or the F fulfilled by this chessman are mentioned, it is typed in lower case letters (e.g. king's F). Clarifications on recording the game
It is possible to record the game. It may be done as follows: After each move, the following facts are registered:
1. Name of a chessman;
2. Name of a chessman, whose F is fulfilled by this chessman;
3. Square, to which the chessman is moved;
4. F chosen.
In case several similar chessmen, which proceed fulfilling the same F, are able move to the chosen square, the horizontal line, vertical line or the particular square, from which the move is made, have to be registered.
In case a chessman is fulfilling its F, the requirements of paragraph 2 may be ignored.
In case a chessman after a move does not pass to another F, the requirements of paragraph 4 may be ignored.
A PAWN fulfilling another F, or the transfer of other chessmen to the pawn's F is denoted by letter p in lower case (e.g.: pRe5Kn - the PAWN fulfilling the rook's F moves to e5 passing to the knight's F).
In case a PAWN fulfilling its F makes a move, after which it passes to another F, simply the square, to which it moves, and the chosen F are registered.
In case a PAWN or a chessmen fulfilling the pawn's F makes a move, in which it captures some chessman, it is registered in the same way as it is done in the classical chess (e.g.: KnpbcB - KNIGHT fulfilling the pawn's F from vertical b, when capturing an opponent's chessman, moves to vertical c and passes to the bishop's F).
In case a chessman is threatened, which fulfils the king's F, and it is the only one having this function, but it is not the KING, it is denoted by symbol Θ
(see figures 10 and 13).
The case described in paragraph 8.4 of the rules of the game is denoted by symbol ® (see figure 9).
Justification of the possibilities of the invention's industrial usability, including the description of its manufacturing and application issues
The industrial usability of the invention is closely related to the outer appearance of the chessmen obtained as a result of design construction (according to the invention's implementation requirements). In implementing the invention, the chessmen may be constructed as follows: 1. as spatial geometrical figures of different configuration, the main point being that these figures have six usable faces, on which the following depictions are seen:
1.1. in case the figures do not differ in their outer appearance, the distinguishing feature, which defines the basic functions of the chessmen, and the feature, which defines an acquired function, on the face used in the game.
1.2. in case the figures differ in their outer appearance, not only distinguishing their belonging to a player's camp, but also defining the basic function of the chessmen (the outer appearances is expressly defined in the classical chess), the feature, which defines an acquired function during the game on the face used in the game.
The chessmen may be produced from industrially accessible materials
(wood, plastics, glass, metal, etc.).
2. as similar geometrical figures, where applying the known technical level in electronics the face used in the game is made visually comprehensible (e.g., applying the liquid crystal technology), where the basic and acquired functions are shown simultaneously.
In industrial manufacturing, the feature, which denotes belonging to a player's camp, may be expressed by:
- colour, form, etc. of material, in which an electronic appliance is installed helping the player to assign the features that define the basic and acquired functions of the chessmen.
- electronic appliance only, which allows to visually comprehend all the distinguishing features necessary for implementation of the invention.
Together with implementation of the methods described above, it is also possible to produce different versions of the respective software programmes, the basis for which is the yet unknown approach of playing chess explained in the description of this invention. These software programmes may comprise various means of visual comprehension, ensuring implementation of the invention, however also including rules of the game, which are different from the original ones, by keeping the invention's essence at the same time.
Visual example on diversity of the industrial usability, by using design construction methods, is shown in the figures and drawings.

Claims

FORMULA OF INVENTIONThe black and white chessboard with sixty-four (64) squares and thirty- two chessmen are used in the game, where the chessmen are divided into two mutually different sets (camps) - with 16 chessmen in each set.
1. The difference between the proposed game and classical chess is that any chessman in the proposed game is given the opportunity to pass to fulfilling the functions of any other chessman (one at a particular moment of the game), at the same time retaining its original status.
2. The chessmen of this game are constructed in such a way that each of the chessmen may take up 6 different positions corresponding to any class of chessmen in relation to the square on which it is located, and that the difference among the classes denoting the original status of these same chessmen is visible.
PCT/LV2001/000001 2000-02-15 2001-02-13 Chess of cubes WO2001060468A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU36172/01A AU3617201A (en) 2000-02-15 2001-02-13 Chess of cubes

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
LVP-00-20 2000-02-15
LV000020A LV12529A (en) 2000-02-15 2000-02-15 Set of cubic chess pieces

Publications (1)

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WO2001060468A1 true WO2001060468A1 (en) 2001-08-23

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Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3881731A (en) * 1973-12-14 1975-05-06 Laurence E Droney Chess pieces
US3908999A (en) * 1974-11-14 1975-09-30 Donald E Brown Modified chess game apparatus
GB2085737A (en) * 1980-10-27 1982-05-06 Vicente Aguado Jose M De Chess
GB2161084A (en) * 1984-06-29 1986-01-08 Veli Toukomies Board game apparatus
GB2240280A (en) * 1990-01-24 1991-07-31 Graham John Goldsmith Board game
US5636841A (en) * 1995-09-11 1997-06-10 Burroughs; Robert C. Checker game using cube shaped checker pieces

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3881731A (en) * 1973-12-14 1975-05-06 Laurence E Droney Chess pieces
US3908999A (en) * 1974-11-14 1975-09-30 Donald E Brown Modified chess game apparatus
GB2085737A (en) * 1980-10-27 1982-05-06 Vicente Aguado Jose M De Chess
GB2161084A (en) * 1984-06-29 1986-01-08 Veli Toukomies Board game apparatus
GB2240280A (en) * 1990-01-24 1991-07-31 Graham John Goldsmith Board game
US5636841A (en) * 1995-09-11 1997-06-10 Burroughs; Robert C. Checker game using cube shaped checker pieces

Also Published As

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LV12529A (en) 2000-09-20
AU3617201A (en) 2001-08-27

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