WO2003023311A2 - War game - Google Patents

War game Download PDF

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Publication number
WO2003023311A2
WO2003023311A2 PCT/IL2002/000761 IL0200761W WO03023311A2 WO 2003023311 A2 WO2003023311 A2 WO 2003023311A2 IL 0200761 W IL0200761 W IL 0200761W WO 03023311 A2 WO03023311 A2 WO 03023311A2
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WO
WIPO (PCT)
Prior art keywords
playing
player
aircraft
combat
game
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Application number
PCT/IL2002/000761
Other languages
French (fr)
Other versions
WO2003023311A3 (en
Inventor
Israel Hirshberg
Original Assignee
Israel Hirshberg
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 Israel Hirshberg filed Critical Israel Hirshberg
Priority to AU2002337486A priority Critical patent/AU2002337486A1/en
Publication of WO2003023311A2 publication Critical patent/WO2003023311A2/en
Publication of WO2003023311A3 publication Critical patent/WO2003023311A3/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
    • A63F3/00003Types of board games
    • A63F3/00075War games

Definitions

  • This invention relates to war simulation and more specifically to war simulation games played by at least two players.
  • War games are entertainment means, mind developing tools and teaching war strategies aid for army officers and combat scientists.
  • Known war games fail in simulating modern war aspects. Modern war is characterized by simultaneous movements of many combat tools. However, in known war games, each player move only one playing object in his turn but not as many as he has. In modern war, many combat actions take place simultaneously, apart from each other, thus combat tools that are involved in one combat cannot arrive to remote combat locations because of speed and time required. In current games there is no connection between the playing objects speed and actual distance they travel on the board game. In these games, the combat arena is restricted to a small area, and the playing objects can travel the entire length of the playing map in one move without any meaning to the issue of simulating time, speed and distance.
  • An arriving tool i.e. combat unit
  • the invention disclosed here relates to methods of simulating modem war, and more specifically to games that simulates modern war.
  • the invention disclosed here is characterized by incorporating real war aspects into the game. The description of this game can be applied to a board game and to a computer game and the battles between forces can be played without a playing board.
  • An important aspect of this invention is incorporating many types of combat tools while simulating their respective speeds to real country size
  • Another aspect of this invention is the ability to represent several combats taking place simultaneously in remote locations. Thus ground combat tools participating in one combat zone, cannot arrive on time to another combat zone which is too far to arrive on time.
  • Yet another aspect of the present invention is that all playing objects belong to one player, can be moved simultaneously in one turn, i.e. each playing turn simulates a short period of time, in which a player can move all of his playing objects. Still another aspect of the invention is the element of uncertainty for the enemy with regard to the actual number of combat tools represented by a playing object of the other player.
  • Another aspect of the invention is in incorporating of detection and surveillance activities in order to find the exact number of fighting tools in each force.
  • Another aspect of the invention is incorporating of electronic counter measures
  • ECM electronic circuit
  • Yet another aspect of the invention is in incorporating the camouflage effect, thus a playing object may represent different types of combat tools.
  • Yet another aspect of this invention is the simulation of stealth aircraft. These aircraft cannot be detected by radar, yet they should be represent on the playing board without being vulnerable to far away aircraft and anti aircraft missiles.
  • Each stealth aircraft group is simulated by 3 playing object placed on the playing board at different location so the other player doesn't know where these are located.
  • Yet another aspect of this invention is that a combat force on the playing board can be split into several forces, as in real war.
  • a force is split into two groups, each group is represented by own playing object.
  • Yet another aspect of the present invention is that each combat tool has different power parameter against different type of combat tool.
  • Still another aspect of the invention is using ammunition suit.
  • a combat aircraft can be equipped for air superiority mission or for anti tank mission.
  • Yet another aspect of this invention is that several playing objects can be positioned on the same square of the playing board simultaneously. It is so since in this invention, a square of the playing board represents a real area, big enough to have many combat tools
  • Yet another aspect of the present invention is that in. -a battle, the number of participating playing tolls is more than two. Yet another aspect of the present invention is in the method of calculating a battle results according to accurate parameters that can form a mathematical formula.
  • Still another aspect of the invention is the method of assessing combat result when different types of combat tools are participating.
  • combat tools are compared against enemy tools where both tools has combat capability against each other.
  • FIG. 1 shows a playing board with some playing objects according to one embodiment of the invention.
  • FIG. 2 shows a combat aircraft playing object according to one embodiment of the invention.
  • FIG. 3 shows a stealth combat aircraft playing object according to one embodiment of the invention.
  • FIG. 4 shows a tank playing object according to one embodiment of the invention.
  • FIG. 5 shows a motorized canon playing object according to one embodiment of the invention.
  • FIG. 6 shows a camouflaged ground vehicle playing object according to one embodiment of the invention.
  • FIG. 7 shows a motorized radar station playing object according to one embodiment of the invention.
  • FIG. 8 shows motorized anti aircraft missile launcher playing object of a according to one embodiment of the invention.
  • FIG. 9 shows an airbase playing object according to one embodiment of the invention.
  • FIG. 10 shows a combat aircraft card according to one embodiment of the invention.
  • FIG. 11 shows a stealth combat aircraft card according to one embodiment of the invention.
  • FIG. 12 shows an assault helicopter card according to one embodiment of the invention.
  • FIG. 13 shows an aerial early warning aircraft card according to one embodiment of the invention.
  • FIG. 14 shows an electronic counter measure (ECM) aircraft card according to one embodiment of the invention.
  • ECM electronic counter measure
  • FIG. 15 shows a remote control unmanned aerial vehicle (UAN) card according to one embodiment of the invention.
  • FIG. 16 shows a motorized anti aircraft missile launcher card according to one embodiment of the invention.
  • FIG. 17 shows a battle tank card according to one embodiment of the invention.
  • FIG. 18 shows a motorized long range cannon card according to one embodiment of the invention.
  • FIG. 19 shows a commando unit card according to one embodiment of the invention.
  • FIG. 20 shows a dummy tank playing card according to one embodiment of the invention.
  • FIG. 21 shows an event card according to one embodiment of the invention.
  • FIG. 22 shows an intelligence card according to one embodiment of the invention.
  • FIG. 23 shows a graph of combat results of the invention.
  • FIG. 21 shows a graph of combat results of the invention
  • the invention disclosed here relates to methods of simulating modern war, and more specifically to games that simulates modem war.
  • the invention disclosed here is characterized by incorporating real war aspects into board games.
  • One of the aspect of this invention is incorporating many types of combat tools while simulating their respective speeds.
  • the combat tools represented by the playing objects are traveled on the game board according to their simulated board speed.
  • a player in his turn moves his playing object, several polygons at one turn, according to a table speed, for example as defined in the Speed Table below.
  • a turn defines a term, i.e. a portion of time in which only one player may move all of his playing objects, each by its specific speed. In the preferred embodiment, each term is about 6 minutes, i.e. 1/10 of an hour. Other duration of time per term can be defined.
  • a combat aircraft flying at a speed of 900 kilometer per hour (herein after "KPH"),which is 90 kilometers per one turn., i.e., 3 polygons in one turn.
  • KPH 900 kilometer per hour
  • a supersonic cruise aircraft such as US Bl or US F22, can fly long distances at super sonic cruise speed of about 1500 KPH. That is 6 squares per turn. If such an aircraft is participating the players can change the portion of time allocated to one turn, to 3 minutes.
  • the following table specifies speeds and their corresponding squares or polygons. The principles of this table can be applied to construct various tables with different terms of times and different playing map scale, for example one term equals 10 minutes.
  • any new weapon added to the game will have its board speed calculated according to the principles incorporated in the above Speed Table.
  • the speed of a weapon in polygons per term is optionally printed on a playing object of that weapon and on the playing card of that polygon. It should be noted that the scale of 1 term equal 6 minutes and one polygon equals 30 kilometer are only one possible set of values for this real world to board game simulation and other values may be chosen.
  • a major aspect of this invention is in that the playing board is scaled to a real country size.
  • the game board represents a rectangle of about 900 x 900 kilometers.
  • the game board represents a rectangle of about 900 x 900 kilometers.
  • Another aspect of the present invention is that all playing objects belong to one player, can be moved simultaneously in one turn, i.e. each playing turn simulates a short period of time, for example 6 minutes.
  • combat jet airplane can travel about 90 kilometers, which are three polygons (a "polygon” here could be a square or an hexagon which are drawn on the board game) on the board game.
  • slow ground vehicles are moved simultaneously, only once after 10 turns, due to the fact at in each term they travel about 3 kilometers which is to small to notice on the game board. Thus after one hour their accumulated travel is amounts to 30 kilometers which are equivalent to one 30 kilometer polygon. Moving all of the units of combat at the same time is a basic reality of real war.
  • Another important aspect of this invention is the ability to conduct several combats simultaneously on vast areas. Since a player can moves all of his playing object in each turn, several combats can take place simultaneously. This feature significantly contributes to game realism. In known games, unlike a real war, a player can move only one of bis tools at each turn. Thus, if the player use his turn to move a playing tool in one battle, the other player may take the advantage to do a decisive move in the other battle. For this reason, combats are conducted one after the other. However, in a real war, continuous moves are done simultaneously in several battles.
  • Another aspect of the invention is in incorporating the uncertainty effect in the game.
  • the playing objects represent any kind and quantity of combat units, i.e. one tank playing object may represent 10 tanks or 100 tanks.
  • the actual number of combat units represented by a playing object is described by a group of playing cards. For each playing object a player allocates any number of playing cards which are designated with the same • symbol as the playing object.
  • the playing cards are arranged by the player and kept concealed from the other player eyes.
  • This group of cards may represents a variety of ground weapons such as tanks, canons, motorized anti aircraft missiles batteries and others. .
  • a transport helicopter playing object could represent transport helicopters and anti armor helicopters as well.
  • This is another real war aspect, which is incorporated into this game. The other player can see the playing object but he doesn't know what type of weapons and their number.
  • a playing object is designated with a symbol which generally describe the scale of the force, i.e., an armored platoon, company, regiment or division.
  • Fig 3 shows a stealth aircraft playing tool, which doesn't have the quantity notification and therefore, the number of weapons is not known to the other player.
  • Another aspect of the invention is incorporation of detection and surveillance activities and tools. These are, radars, aerial warning aircraft, remotely piloted surveillance vehicles, high altitude reconnaissance aircraft and intelligence acts. When a playing object is within their range of detection, the cards represented by that specific playing object should be disclosed. This is very much like a real war, where one side can detect his opponent exact weapon type and quantity.
  • Another aspect of the invention is incorporating of electronic counter measures
  • ECM electronic-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-envelope-to-to-to-to-e-to-to-e-to-to-to-to-to-to-to-e-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-to-e-
  • Camouflage is being used to hide the exact type of ground, vehicle.
  • a camouflaged vehicle could be a truck carrying a dummy structure so as to be seen as a tank from a flying reconnaissance aircraft.
  • Dummy weapons in real war, are used to attract enemy forces away from the real battle arena. This feature doesn't exists in known war simulation games.
  • the camouflage effect is applied by using a playing object that doesn't reveal the actual combat tool type and or its quantity.
  • a playing object could be a combination of trucks, battle tanks, dummy tanks, motorized canons, motorized anti aircraft missile battery, motorized radar and any other ground vehicle.
  • the associated group of cards which are represented by the camouflaged playing object, is not revealed to the other player. These cards should be revealed only when a surveillance vehicle passes in the vicinity of the camouflaged playing object.
  • the camouflage effect is also another aspect of real war incorporated in this game.
  • Another aspect of this invention is the simulation of stealth aircraft. These aircraft cannot be detected by radar, yet they should be represented on the playing board without becoming vulnerable.
  • Each stealth aircraft group is simulated by 3 playing objects placed apart from each other on the game board and moving simultaneously. For each playing object a group of playing cards is attached, two groups are dummy cards representing noting, while The third group represents the stealth aircraft.
  • the "real" playing object that has real stealth aircraft playing card can be disclosed by "intelligence cards” - see Fig 22 or when the "real" stealth playing object is entering a battle. Then all the cards of this playing object should be disclosed.
  • a combat force on the playing board can be split into several forces, as it is done in the real war.
  • a group of battle tanks, or airplanes can split into two or three subgroups and moved in different directions simultaneously.
  • Such a split is carried out in this invention by introducing an extra playing objects, placed on the playing board.
  • Such a split requires splitting the playing cards into the number of the new number of playing objects.
  • the identifying numbers of the new group are disclosed to the other player.
  • each combat entity has different power parameter for different type of combat engagement, i.e. each combat tool has a set of power parameters that represents its fighting power against different combat tools.
  • Item 106 is a line of abbreviations and beneath each abbreviation there is a numeric value -see item 108.
  • AS stands for "air superiority", i.e., a battle between the most sophisticated and powerful combat aircraft such as US made F15, F16, F22 and alike.
  • AH stands for a fight against assault helicopter
  • the power parameter is 250.
  • AT stands for anti tank battle and the power parameter is 200.
  • AAM stands for "anti aircraft missile", i.e., a battle against Active batteries of anti aircraft missile motorized launcher.
  • AINF stands for "anti infantry" or anti commando squads.
  • ammunition suit for a combat aircraft For example, a fighter aircraft can carry many variations of weapons comprises of anti aircraft missiles, anti tank bombs, anti radar missiles and so on.
  • an F16 equipped for anti tank battle can be equipped with anti tank missiles thus having a air combat power parameter -AS- of 100 and anti tank power parameter - AT- of 200 - see FIG 10.
  • Another aspect of this invention is that several playing objects can be positioned on the same polygon ( hexagon or square) of the playing board simultaneously.
  • This aspect is also simulates real war aspect, since each polygon represent large area of about 675 square kilometers. This large area is enough to contain hundreds of vehicles and several aircraft. This is unlike in Chess and other war games where a polygon is a symbolic area that can contain only one playing object at a time. This is another aspect of real war simulation.
  • Yet another aspect of the present invention is in the number of participating combat tools in a battle which can be significantly more than two.
  • all the participating playing objects are positioned at the same polygon (hexagon or square), which simulates an area of about 675 square kilometers.
  • some standoff combat tools positioned at the surrounding polygons can participate in the battle. These are long range -30 KM- canons, long range rocket launcher, ground to ground tactical missiles, anti aircraft missile batteries that can hit an aircraft flying at horizontal range of more than 30 km etc.
  • Yet another aspect of the present invention is in the method of calculating a battle results by using weapons' power parameters and a set of weapons' losses versus power ratios. All the player weapons which participate in the same battle and have the same battle capability add to the "total power" (hereinafter "TP"). Player "A" total power is designated as TPA and player's “B” total power is designated as TPB.
  • the ratio TPA/TPB may be between 0 to 1.
  • a losses ratio For each value of TPA TPB there are two values of losses: A losses ratio and B losses ratio.
  • the battle results are more realistic and not as in Chess where one player is losing its splaying object while the other is completely unharmed.
  • Fig. 23 shows the graph of battle results. Line 230 depicts the losses ratio of "A" player and line 232 for "B" player, for every Ratio of TPA/TPB.
  • a force comprises of two F16 combat aircraft as in Fig 10 and 20 battle tanks as in Fig. 17.
  • Step 2 "B” losses calculation: for the value of 0.4 we can find in the table of Fig 24 that "A” losses” 0.87, however this is the result of "B” losses ratio. Therefore we round it to 0.9 and multiply it by 4 helicopters. The result is a loss of 3.6 helicopters, i.e. 4 helicopters.
  • Step 3 "A" losses calculation: for the value of TPB/TPA 0.4 we find in the table of Fig 24 "B losses ratio" to be 0.13, however this is the result for A and we multiply 0.13 with 2 F16. The result is 0.26 and we round it to 0, i.e. no losses for "A"'s aircraft, as described in STAGE II
  • This example demonstrates an important aspects of the invention, which is the method of bringing into account different type of weapons having different combat activities, i.e. fighter aircraft against assault helicopters or fighting aircraft against battle tanks.
  • Another aspect of the invention is in the method of calculating, the battle results in more realistic way. In real war, both sides suffer losses in almost every encounter, and this characteristic is implied in this invention.
  • the principles of taking into account different types of weapons are used for additional weapons as long range canon, rockets and so on.
  • a ground unit has an anti aircraft capabilities, such as anti aircraft missiles, this unit participate in the first step of air superiority battle.
  • a battle between many types of weapons will be divided into the following stages:
  • STAGE I air superiority. Participants: air-superiority aircraft like F22 or F15, RAFALE, MIG 29 and alike, fighter aircraft such as F16, F4E, TORNADO, MIRAGE 2000 and alike.
  • STAGE II a battle between fighter aircraft and assault helicopters against ground to air missiles.
  • STAGE III a battle between fighter aircraft and assault helicopters against battle tanks and
  • STAGE NI a battle between infantry and commando units against ground vehicles.
  • the battle results are determined according to the steps described in the example above.
  • Air combat also known as "air superiority" battle between fighter aircraft is taking place, i.e., the battle results is calculated.
  • the remain aircraft will participate in a battle against assault helicopters.
  • Fighter aircraft is a substantial superiority over helicopters due to their greater agility, acceleration, better climbing and higher altitude Flight capability.
  • the weapon value helps in determining the game results in case of non surrender end of the game.
  • Each side calculate the over value of the enemy losses and the player who inflict more losses is the winner.
  • Fig 1 shows a board for the game according to one embodiment of the invention.
  • the playing objects herein after "PO" are arranged and moved.
  • the board is covered with polygons.
  • One possible polygon is in the shape of a hexagon, like the polygon 10.
  • PO 20 represent a battery of anti aircraft motorized missiles launcher. To learn more about this weapon, see the explanation with regard to the playing card of this weapon. The full description of this unit one should look at the group of cards for that playing object.
  • PO 30 represents a tank unit. This playing object carries the number 1, i.e., tanks group number 1, for it, a group of cards number 1 specifically describes this unit.
  • PO 40 is No. 2 tanks unit.
  • Playing object 50 is a helicopter unit No. 1 in flight.
  • PO 60 is a fighter aircraft unit No. 1 in flight.
  • PO No. 80 is a motorized radar station No. l.
  • PO No. 90 is
  • PO 95 is a unit of remotely piloted vehicles, (herein after,” RPV"), also known as “aerial unmanned vehicle- AUV", flying close to the border in order to identify camouflaged units and to detect the specific type and amount of units which are represented by the various playing objects. Group of cards represented by playing objects in the detection range of this RPV should be disclosed to the other player so he can see their specific description.
  • RPV remotely piloted vehicles
  • PO 110 is a long range Radar airborne aircraft, known also as “aircraft early warning", i.e., AEW. This aircraft
  • PO 100 is a camouflaged ground vehicle unit having 24 units. These vehicles could be trucks, tanks, canons, missile launcher, etc.
  • PO 150 is an airbase No. 2. It also has a group of cards describing the aircraft in this airbase. The borderline is the top polygons boundaries line. Thus, all the playing objects shown in Fig 1 belongs to one player. It should be emphasized that other types of weapon that are not depicted the playing board can be added, such as electronic counter measure aircraft (herein after "ECM”) aircraft, a commando unit tool, an engineering unit and others.
  • ECM electronic counter measure aircraft
  • the map is divided into polygons, i.e. squares or hexagons.
  • Squares or hexagons can cover a continuous area without leaving "holes".
  • Squares are common in military maps however hexagon could serve the purpose of this game even better because they allow scaled movement in six directions.
  • Authorized direction for movement is perpendicular to polygon's edge.
  • Each square (or hexagon) simulates a specific real world shape. For example: a 3 x 3 centimeters map's square represents real world square of 30 x 30 kilometers. Also, restricted areas for ground vehicles are defined. Also a border's line can be defined.
  • this game When this game is played as a computer game, a dedicated software displays the board of the game and the player who plays against the computer arranges his playing objects on this board, i.e. the computer screen. On the other hand the computer arranges his weapons. The player then plays against the computer, which take the roll of the second player.
  • the playing objects are small objects, preferably in the shape of top view of the combat tool they represent. Also, flat rounded pieces carrying images of the weapon they represent are another embodiment for the playing objects. Their size is smaller than of the playing board's polygons. They can be made of various materials such as: cardboard, plywood, plastic, metal, magnetized metal, etc. Each playing object carries a unique identification group number, or identifying letter, or a unique, or a combination of these to uniquely identify it with its group of playing cards. Also, a specific color for each player can be used to distinguish between playing object of each player and to distinguish between ground weapons playing objects and airborne playing objects.
  • the image of the weapon on the face of the playing objects can be done in various techniques, like printing, engraving, gluing of printed images, etc Fig. 2 shows a playing object 20 of a combat aircraft 22, carrying air to air missiles 26.
  • the image of the aircraft 22 is a top view of a typical jet fighter similar to the known US F-16.
  • Basic data for this unit its identifying unit symbol 24, which is 1 in this case, i.e., there is a playing cards group number 1 which describes the aircraft represented by playing object 20.
  • the quantity symbol 28 denotes that there are 4 aircraft in this group. It should be noted that the actual type of the aircraft in the group and their power parameters are described by the playing cards of group No. 1.
  • Fig. 3 shows a playing object 30 of a air-superiority stealth aircraft 32.
  • the image of the aircraft 32 is a top view of the known US F22. Its identifying symbol 34 is 1.
  • the quantity symbol doesn't exist, since due to its stealth, it cannot be disclosed by enemy radar, thus the enemy doesn't know how many aircraft are represented by this playing object, nor its accurate position. Only when a player put this PO into a battle, its associated playing cards are disclosed.
  • Fig. 4 shows a playing object 40 of a battle tank 44.
  • the image 44 is a top view of a typical battle tank. Basic data for this unit its identifying unit symbol 46, which is 2 in this case.
  • the quantity symbol 48 denotes that there are 32 tanks, which are represented by this playing object. It should be noted that the actual type of the tank and its power parameters are described by the group No. 2 of the tanks playing cards.
  • Fig. 5 shows a playing object 50 of a long range motorized canon 52.
  • the image 52 is a top view of a typical long range motorized canon.
  • Basic data for this unit its identifying unit symbol 54, which is 3 in this case.
  • the quantity symbol 56 denotes that there are 12 tanks, which are represented by this playing object. It should be noted that the actual type of the canon and its power parameters are described by the group No. 3 of the canon playing cards. .
  • Fig. 6 shows a playing object 60 of a camouflaged vehicle.
  • the image 64 is a top view of an unidentified vehicle.
  • Basic data for this unit its identifying unit symbol 66, which is 2 in this case.
  • the quantity symbol 68 denotes that there are 32 vehicles, which are represented by this playing object. It should be noted that the actual type of the vehicle and its power parameters are described by the group No. 2 of the camouflaged playing cards.
  • Fig. 7 shows a playing object 70 of a motorized radar station 72.
  • the image 72 is a side view of a typical phased array antenna installed on a all terrain vehicle.
  • Basic data for this unit its identifying unit symbol 74, which is 2 in this case. It should be noted that the actual type of this radar station and its accompanied weapons and their power parameters are described by the group No. 2 of the radar playing cards.
  • Fig. 8 shows a playing object 80 of a motorized anti aircraft missiles launcher 82.
  • the image 82 and 84 is a side view of a typical motorized missile launcher.
  • Basic data for this unit its identifying unit symbol 86, which is 3 in this case.
  • the quantity symbol 88 denotes that there are 4 vehicles, which are represented by this playing object. It should be noted that the actual type of this launcher its power parameters are described by the group No. 3 of the anti- aircraft missiles launcher playing cards.
  • Fig. 9 shows a playing object 90 of an air base 92.
  • the image 92 is a top view of a typical air base.
  • Basic data for this unit its identifying unit symbol 94, which is 1 in this case
  • an air-base is where aircraft are kept when not in flight. The actual type and quantity of the aircraft in this air base and their power parameters are described by the group No. 1 of the aircraft based playing cards.
  • Fig. 10 is a playing card 100 of a combat aircraft. It shows a side view of a typical jet fighter 101 similar to the known US built F-16. Basic data of this aircraft is printed on the card at 104, the aircraft length L in meters, the aircraft maximum weight in metric tons and cruise speed in Mach number. The aim of this data is for educational purposes and for game purpose as well.
  • the symbol 105 denotes the quantity of aircraft represented by this card, 8. .
  • the two bottom lines on the card give the aircraft different power parameters against different combat tools. These power parameters explain the combat tool fighting capabilities in various types of combat activities and against different combat tools. These power parameters are an important aspect of this invention. These power parameters usually represent one weapon unit of the type, however in another embodiment these parameters already calculated for the entire quantity of weapons as described by the quantity identifier 105. The unit quantity is important when calculating battle losses.
  • Example: in a combat where 10 aircraft participate (Q 10) and the losses factor is 0.5, than 5 aircraft are lost.
  • One card is taken from him as a lost and the other one remains active.
  • the remain active card can Participate in further battles or return to one of the player airbase. Returning to the airbase can be done by moving the playing object toward the airbase, as regular playing objects movements on the playing board, or immediately moved into the airbase pile of playing cards. If the power parameters describes one unit, it should be multiplied by the number of units denoted by the quantity identifier 105.
  • the power parameters are different for each battle type: AS is the power parameter for Air superiority, i.e., combat between combat jet aircraft like
  • AH which stands for anti helicopters activity
  • AT which stands for anti tank activity
  • AH which stands for anti helicopters activity
  • AAM stands for "anti aircraft missile”. This is the power parameter for a combat fighter when fighting against anti aircraft guns and missiles launchers.
  • ATNF is the power parameter for a combat fighter when fighting against infantry and commando units.
  • the line denoted by 108 contains the power parameters values for the power parameters AS, AH,AT, AAM and AINF.
  • Fig 11 shows a playing card 110 for a stealth air superiority aircraft fighter 111. Basically, it is very similar to Fig. 10. Since stealth aircraft playing object cannot reveal where the aircraft actually flies, each group of stealth aircraft has at least two playing object carrying the same number. It is not allowed to the enemy, i.e., the other player, to engage these type of aircraft, unless they are put into the battle by the first player. Lines 112 and 113 Shows various power parameters of this weapon.
  • Fig. 12 shows an assault helicopter playing card 120.
  • the playing card shows a side view of a typical helicopter 122.
  • This eapon serves mainly for destroying enemy tanks, destroying radar stations and killing enemy infantry troops and destroying convoys.
  • AS is its power parameter against attacking jet fighters.
  • AH is its power parameter in a fight against enemy assault helicopter.
  • AT is its power parameter for a fight against enemy tanks.
  • AGS is its power parameter against ground stations such as radar station.
  • AAM is its power parameter against anti aircraft missile battery.
  • AINF is its power parameters against infantry units including commando troops.
  • the symbol 125 denotes the number of helicopters represented by this playing card.
  • Fig 13 shows a playing card 130 of an early warning and control aircraft 132. It carries on its back a radom, which containing a radar antenna. The radar has long range detecting capabilities of hostile aircraft and ground vehicles. Line 134 specifies the detection range as 300KM, i.e., 10 polygons on the playing board where each polygon represents a distance of about 30 KM. Thus, this aircraft detects the exact number of aircraft of any flying unit. When an enemy playing object is in the range of detection, the associates playing card of that playing object should be disclosed. Therefore; the presence of this aircraft in the battle field is undesirable for the other player, who will try to destroy this aircraft or at least chase it away from detecting its own forces.
  • Fig 14 shows a playing card 140 of an electronic counter measure, known as ECM, aircraft 142.
  • ECM aircraft carries a multitude of electronic equipment, used to receive enemy electronic signals and try to interfere with them by generating high power signals in the same frequencies. This technique is good for jamming enemy radar transmission, enemy guided missiles radar of all kinds and also jamming speech transmission.
  • An ECM aircraft flying within a group of combat aircraft significantly improve their survivability since its transmissions reduce enemy radar effectiveness, i.e., reduces the enemy missiles kill probability.
  • This kind of protection is expressed by line 144 on the aircraft card, denoting a protection factor of 2, i.e., each of the accompanied aircraft power parameter in a battle against anti aircraft weapon, is increased by multiply its original power parameter by 2. Also, it will reduce the.range of detection by enemy AEW aircraft and ground radar by a factor of 2, thus increase their survivability.
  • Fig 15 shows a playing card 150 of an unmanned aerial vehicle 152, known as UAV.
  • UAV unmanned aerial vehicle
  • the UAV carries video cameras for day and night vision. Since UAV are very small and their identifying signature of radar, thermal, noise and visibility are too small to be detected from the ground and from combat aircraft, it is impossible to track them and destroy them.
  • the UAV is flown close or above enemy forces to reveal the exact types and quantity of its units.
  • the telescopic video camera is remotely controlled by intelligence officer and the transmission is redirected in real time to the headquarter.
  • the army generals knows the specific detail of any enemy units in the range of 30KM from the UAV.
  • any playing cards in of a playing object which is in the range of 1 polygon on the playing board, from the UAV, should be disclosed, at the specific request of the player who operates the UAV.
  • Fig. 16 shows a playing card 160 of an anti aircraft missile motorized launcher 162.
  • This weapon can destroy any enemy aircraft within its killing range of 30KM (equivalent to 1 polygon) as denoted on the card. Thus aircraft in this killing range are threatened by these missiles. However, stealth aircraft, UAV and combat aircraft cannot be destroyed by these missiles.
  • the weapon power parameters AS, AH and AT are denoted in the lines 164 and 166.
  • the quantity of weapons represented by this card is denoted by the top left writing 168.
  • Fig. 17 shows a battle tank playing card 170.
  • the battle tank image 172 is similar to modern battle tank silhouette. It describes the tank main parameters of length, weight, and range. Also the tank power parameters in various type of battles is shown.
  • the weapon power parameters AS, AH and AT, AAM AGS and AINF are denoted in the lines 174 and 176.
  • AAM is the power parameter for fighting against anti aircraft weapons.
  • AGS is the power parameter for a fight against ground stations like control and command centers.
  • AINF is the power parameter for fighting against infantry and commando squad.
  • the quantity of weapons represented by this card is denoted by the top left writing 178, 100
  • Fig. 18 shows a playing card 180 of a long range motorized canon 182.
  • the printed data on the card describe the canon main parameters of length, weight, and range.
  • the power parameters lines 184 and 186 are as explained for Fig.17, the battle tank.
  • Fig. 19 shows a playing card 190 of a commando squad. Due to miniaturization of missile technology, a small group of about 8 soldiers can carry and operate a variety of missiles such as anti tank and anti aircraft. Thus this commando squad can challenge even a A combat aircraft attacking itself. Lines 194 196 denotes the power parameters of this unit. AS, AH, AT AGS already discussed in the description of the former playing cards. GV is the power parameter against ground vehicle and MCAN is power parameter against motorized canon.
  • Fig. 20 shows a playing card 200 of a dummy tank 202. This playing cards can be associated with camouflaged playing object vehicles. Lines 204 206 denotes the power parameters of this unit which are zero since it not a real weapon.
  • Fig. 21 shows a playing card 210 of an "event card”
  • the event is described by the writing 212.
  • a deck of event cards may participate in the game, thus every player in his turn takes one card from the deck while the cards are disclosed.
  • the event cards introduce to the game the element of unplanned arbitrary events. At the beginning of the game this deck of cards is shuffled and laid on the table face down. .
  • “Heavy haze prevents UAV from exposing ground vehicles for three hours”.
  • a storm prevents helicopters and UAV to participate in a battle for 4 hours”- in this case all these vehicles are removed from the playing board. Hours mean the number of turns that simulate an hour.
  • Fig. 22 shows an "intelligence card” 220. These cards serve as a bonus cards and a player uses them to get information on other player units. These cards are another aspect of the invention. In one embodiment of the invention, each player receive s number of such cards for. his use. In another embodiment of the game, each player may use its right to pull one "intelligence card” from the deck when he needs too, however their number is limited
  • Fig 23 is one embodiment of the combat result graph.
  • the graph consist of line 230 and line 240.
  • Line 230 describes the ratio of losses for "A" player versus the ratio of powers TPA/TPB, as written under the horizontal line.
  • Line 232 is the ratio of losses for "B” player versus the ratio of powers TPA/TPB, as written under the horizontal line. To see the explanation of using this graph, see the example on page 11.
  • the border strip width will be between 0 to 3 polygons and will be agreed in advance. .
  • All the playing cards groups will carry a top card having the number of that group and this number should corresponds to the identifying number on the PO.
  • a jet fighter playing object can represent any mix of aircraft that has the same maximum Speed.
  • Ground vehicle playing object can represent a mix of tank, motorized canon, motorized anti aircraft missile launcher and also commando units.
  • a stealth aircraft is represented by an array of three playing objects, all of them carrying the same group number and moved simultaneously in the same term.
  • Each one of this PO has its own playing cards however only one set of cards specifies the real stealth fighter, the other groups are just a "ghosts" aircraft which doesn't exist.
  • Part 2 - playing objects movements After the players have arranged all the playing objects, the first to play (will be determined by any method) start move his POs at according to their speeds, i.e. number of polygons per term. Rules for moving the playing objects:
  • Any playing object can be moved in any valid direction. If the board is comprised of squares, then there are four valid direction perpendicular to the squares edge. 3) A battle starts between the two players playing objects only when they are in killing range. One payer declaration on a battle is enough.
  • a battle is a local event which all the playing object at polygon where the battle is declared must participate in the battle.
  • Playing object on neighboring polygons may also participate in the battle but not forces to.
  • the losses of each player i.e., the lost playing cards are given to the other player.
  • the wining side is the one that destroyed more weapons according to a weapon value table.
  • a combat location of a playing object is assumed at the center point of the polygon where the playing object is located.
  • the range between two adjacent tools is one square facet length.
  • the distance between them is defined as their killing range.
  • Tank's cannon kill range is limited to the polygon where they are positioned.
  • Canons range covers the neighboring polygons
  • Fighter aircraft are equipped with air to air or air to ground missiles having two tangential squares range- as heavy gun. Fighter aircraft attacking ground target with gliding bombs has an effective range of 30 kilometers, i.e. two tangential squares. However, a fighter aircraft can be equipped with a longer range, air to air missile, this range should be specified on its combat tool.
  • Each player divides his cards in to 3 to 6 groups.
  • the groups may not be equal.
  • Each group get its own number, i.e., 1,2,3,4,5 etc.
  • a group may include any weapon combination including dummy cards.
  • the number of the groups is the number of the battle these groups fight each other.
  • Battle result may be calculated according the method described before using the battle results graph or any other graph.
  • Game results is determined according to weapon loss values. WAR SIMULATION IN A COMPUTER GAME
  • This game can be easily made as a computer program game, i.e. software, where a player plays against the computer.
  • the board of the game is displayed by the program on the computer screen.
  • the parts of the game are the same as described before:
  • the computer simulates the second player and place "his" playing objects on the displayed board.
  • the principles of the game can be applied to naval war, thus simulating a naval war.
  • the playing board represents sea surface on it various vessels like aircraft carrier, battle ships, destroyers and submarines are placed and moved according to the same principles discussed for the land and air arenas.
  • Aircraft carrier are like mobile airbase having a having a speed similar to a tank.
  • a destroyer is a medium battle ship that escorts aircraft carrier and fights against enemy aircraft and submarines and destroyers. Its power parameters are: AS- Anti submarine - for example 100
  • AA- anti aircraft by using on board anti aircraft weapons like long range missiles, low altitude missiles and cannons.
  • AD - Anti destroyer - 100 Submarine are stealthy vehicles, i.e., represented by several playing object at different locations. Submarine power parameters are:
  • AC- Anti aircraft carrier parameter which simulates either conventional warhead torpedo or nuclear warhead torpedo.
  • Additional special weapon for the naval arena is the submarine reconnaissance aircraft, which is equipped with special noise sensors/ magnetic sensors to detect submerged submarines and to attack them by depth charges. This aircraft has a detection radius of about 1 kilometer.
  • Its power parameters are: AS- Anti submarine The naval weapons value are specified here for the sake of determining who is the winner.
  • the stages of the naval game are as for the land game and so is the method of determining combat results by using power parameters and the ratio of powers to be used together with the a table of results ratio or the graph losses versus power ratios.

Abstract

The invention is a modern war simulation game. It simulates combat war moves and weapons. All weapons of one player can be moved in one turn. Weapons' speeds are proportional and combat results are according to firepower rules. Forces can be camouflaged. Forces can be split or combined. Forces can be disclosed to the other player to reveal their types and quantity by using a surveillance tools like aircraft or remotely piloted vehicles. A playing object (50) represents each force on the board game. For each playing object there is a group of weapon card describing the force. This group of cards is hidden from the other player unless the playing object is under surveillance. Each weapon has a power parameter against various combat tools, thus a combat results are set by calculating fighting power of each weapon against other weapon.

Description

WAR GAME
FIELD OF THE INVENTION
This invention relates to war simulation and more specifically to war simulation games played by at least two players.
BACKGROUND OF THE INVENTION
Games simulating combat are very old. One very well known game is the Chess.
Modern war games have been publicized by several US patents: US5496037, US899895, US3860241, US4055346, US4261574, US4572514 and US4902017.These games simulate
20th century combats by using tanks, antitank weapons and soldiers playing objects. War games are entertainment means, mind developing tools and teaching war strategies aid for army officers and combat scientists.
Known war games fail in simulating modern war aspects. Modern war is characterized by simultaneous movements of many combat tools. However, in known war games, each player move only one playing object in his turn but not as many as he has. In modern war, many combat actions take place simultaneously, apart from each other, thus combat tools that are involved in one combat cannot arrive to remote combat locations because of speed and time required. In current games there is no connection between the playing objects speed and actual distance they travel on the board game. In these games, the combat arena is restricted to a small area, and the playing objects can travel the entire length of the playing map in one move without any meaning to the issue of simulating time, speed and distance.
Known board games don't simulate modern war variety of combat tools like: combat aircraft, reconnaissance aircraft, assault helicopters, battle tanks, cannons anti aircraft missiles, commando troops and so on with respect to their combat parameters as speed, and killing power.
In Chess, and other games, when a tool is moved into a rectangle occupied by an enemy tool, the arriving tool always kill the resident tool, no matter of their respective power.
This is in contrast to a modern war, where each tool has its typical killing power. An arriving tool, i.e. combat unit, can be significantly weaker than the resident tool, resulting in the kill of the arriving tool.
In Chess and other war games, the "enemy", i.e. the second player knows exactly the amount and type of the attacking forces. A surprise regarding these issues cannot exists, unlike real war reality. In a modern war, camouflage is used in ground vehicles to prevent the enemy from knowing the type and essence of vehicles. Also, electronic counter measures serve to prevent enemy detecting systems from sensing the exact number and types of flying combat aircraft. In modern war, there are systems that increase one side powrer without adding fire power tools. For example: radar- to detect far away objects, electronic counter measure (ECM) devices that generates various signals to deceive, block and interfere with enemy electronic devices such as radar, listening and sniffing electronic and other sensors
Another incorrectness is the strict symmetrical combat tool arrangement at the beginning of the game, by contrast to real war, where each side arranges its forces according to its own tactics.
It is therefore desirable to simulate modern war and combat processes in a more realistic manner.
SUMMARY OF THE INVENTION
According to the present invention, there is provided a method in which real war can be simulated in a in game between two players in the roll of army supreme commanders.
The invention disclosed here relates to methods of simulating modem war, and more specifically to games that simulates modern war. The invention disclosed here is characterized by incorporating real war aspects into the game. The description of this game can be applied to a board game and to a computer game and the battles between forces can be played without a playing board.
An important aspect of this invention is incorporating many types of combat tools while simulating their respective speeds to real country size
Another aspect of this invention is the ability to represent several combats taking place simultaneously in remote locations. Thus ground combat tools participating in one combat zone, cannot arrive on time to another combat zone which is too far to arrive on time.
Yet another aspect of the present invention is that all playing objects belong to one player, can be moved simultaneously in one turn, i.e. each playing turn simulates a short period of time, in which a player can move all of his playing objects. Still another aspect of the invention is the element of uncertainty for the enemy with regard to the actual number of combat tools represented by a playing object of the other player.
Another aspect of the invention is in incorporating of detection and surveillance activities in order to find the exact number of fighting tools in each force.
Another aspect of the invention is incorporating of electronic counter measures
(herein after "ECM") that can block enemy detection activity.
Yet another aspect of the invention is in incorporating the camouflage effect, thus a playing object may represent different types of combat tools.
Yet another aspect of this invention is the simulation of stealth aircraft. These aircraft cannot be detected by radar, yet they should be represent on the playing board without being vulnerable to far away aircraft and anti aircraft missiles. Each stealth aircraft group is simulated by 3 playing object placed on the playing board at different location so the other player doesn't know where these are located.
Yet another aspect of this invention is that a combat force on the playing board can be split into several forces, as in real war. When a force is split into two groups, each group is represented by own playing object.
Yet another aspect of the present invention is that each combat tool has different power parameter against different type of combat tool.
Still another aspect of the invention is using ammunition suit. Thus a combat aircraft can be equipped for air superiority mission or for anti tank mission.
Yet another aspect of this invention is that several playing objects can be positioned on the same square of the playing board simultaneously. It is so since in this invention, a square of the playing board represents a real area, big enough to have many combat tools
Yet another aspect of the present invention is that in. -a battle, the number of participating playing tolls is more than two. Yet another aspect of the present invention is in the method of calculating a battle results according to accurate parameters that can form a mathematical formula.
Still another aspect of the invention is the method of assessing combat result when different types of combat tools are participating. Combat tools are compared against enemy tools where both tools has combat capability against each other.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention will be further understood and appreciated from the following detailed description taken in conjunction with the drawings in which: FIG. 1 shows a playing board with some playing objects according to one embodiment of the invention. FIG. 2 shows a combat aircraft playing object according to one embodiment of the invention. FIG. 3 shows a stealth combat aircraft playing object according to one embodiment of the invention. FIG. 4 shows a tank playing object according to one embodiment of the invention. FIG. 5 shows a motorized canon playing object according to one embodiment of the invention.
FIG. 6 shows a camouflaged ground vehicle playing object according to one embodiment of the invention. FIG. 7 shows a motorized radar station playing object according to one embodiment of the invention. FIG. 8 shows motorized anti aircraft missile launcher playing object of a according to one embodiment of the invention. FIG. 9 shows an airbase playing object according to one embodiment of the invention. FIG. 10 shows a combat aircraft card according to one embodiment of the invention. FIG. 11 shows a stealth combat aircraft card according to one embodiment of the invention. FIG. 12 shows an assault helicopter card according to one embodiment of the invention.
FIG. 13 shows an aerial early warning aircraft card according to one embodiment of the invention. FIG. 14 shows an electronic counter measure (ECM) aircraft card according to one embodiment of the invention. FIG. 15 shows a remote control unmanned aerial vehicle (UAN) card according to one embodiment of the invention. FIG. 16 shows a motorized anti aircraft missile launcher card according to one embodiment of the invention.
FIG. 17 shows a battle tank card according to one embodiment of the invention.
FIG. 18 shows a motorized long range cannon card according to one embodiment of the invention. FIG. 19 shows a commando unit card according to one embodiment of the invention. FIG. 20 shows a dummy tank playing card according to one embodiment of the invention. FIG. 21 shows an event card according to one embodiment of the invention. FIG. 22 shows an intelligence card according to one embodiment of the invention. FIG. 23 shows a graph of combat results of the invention. FIG. 21 shows a graph of combat results of the invention
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
The invention disclosed here relates to methods of simulating modern war, and more specifically to games that simulates modem war. The invention disclosed here is characterized by incorporating real war aspects into board games.
One of the aspect of this invention is incorporating many types of combat tools while simulating their respective speeds. The combat tools, represented by the playing objects are traveled on the game board according to their simulated board speed. A player in his turn moves his playing object, several polygons at one turn, according to a table speed, for example as defined in the Speed Table below. A turn defines a term, i.e. a portion of time in which only one player may move all of his playing objects, each by its specific speed. In the preferred embodiment, each term is about 6 minutes, i.e. 1/10 of an hour. Other duration of time per term can be defined. A combat aircraft flying at a speed of 900 kilometer per hour (herein after "KPH"),which is 90 kilometers per one turn., i.e., 3 polygons in one turn. Thus in one turn, a combat aircraft can travel three squares towards any direction. A supersonic cruise aircraft, such as US Bl or US F22, can fly long distances at super sonic cruise speed of about 1500 KPH. That is 6 squares per turn. If such an aircraft is participating the players can change the portion of time allocated to one turn, to 3 minutes. The following table specifies speeds and their corresponding squares or polygons. The principles of this table can be applied to construct various tables with different terms of times and different playing map scale, for example one term equals 10 minutes.
SPEED TABLE fl term = 6 minutes: 1 polvgon-30 KM)
WEAPON SPEED [KPH 1 SPEED rPolvε* 1 Terms PER POLYGON
Super Sonic Aircraft 1500 5 1/5
Combat (jet) Aircraft 900 3 1/3
TTuurrbboo--PPrroopp AAiirrccrraaftft 660000 22 1/2
Helicopter 300 1 1
Piston Engine. UAN 150 lA 2
Battle Tanks 30 1/6 6
Ground Vehicles 30 1/6 6 . . .
Thus any new weapon added to the game will have its board speed calculated according To the principles incorporated in the above Speed Table. The speed of a weapon in polygons per term is optionally printed on a playing object of that weapon and on the playing card of that polygon. It should be noted that the scale of 1 term equal 6 minutes and one polygon equals 30 kilometer are only one possible set of values for this real world to board game simulation and other values may be chosen.
A major aspect of this invention is in that the playing board is scaled to a real country size. The game board represents a rectangle of about 900 x 900 kilometers. Thus several battles can take place simultaneously as it in real war, which takes place over vast area. Thus, winning the game required strategy and understanding strategic movements and also implementing various tactics in managing local combats. In existing war games, the battle arena is too small for strategic movements.
Another aspect of the present invention is that all playing objects belong to one player, can be moved simultaneously in one turn, i.e. each playing turn simulates a short period of time, for example 6 minutes. Combat jet airplane can travel about 90 kilometers, which are three polygons (a "polygon" here could be a square or an hexagon which are drawn on the board game) on the board game. However, slow ground vehicles are moved simultaneously, only once after 10 turns, due to the fact at in each term they travel about 3 kilometers which is to small to notice on the game board. Thus after one hour their accumulated travel is amounts to 30 kilometers which are equivalent to one 30 kilometer polygon. Moving all of the units of combat at the same time is a basic reality of real war.
Another important aspect of this invention is the ability to conduct several combats simultaneously on vast areas. Since a player can moves all of his playing object in each turn, several combats can take place simultaneously. This feature significantly contributes to game realism. In known games, unlike a real war, a player can move only one of bis tools at each turn. Thus, if the player use his turn to move a playing tool in one battle, the other player may take the advantage to do a decisive move in the other battle. For this reason, combats are conducted one after the other. However, in a real war, continuous moves are done simultaneously in several battles.
Another aspect of the invention is in incorporating the uncertainty effect in the game.
In this invention the playing objects represent any kind and quantity of combat units, i.e. one tank playing object may represent 10 tanks or 100 tanks. The actual number of combat units represented by a playing object is described by a group of playing cards. For each playing object a player allocates any number of playing cards which are designated with the same • symbol as the playing object. At the beginning of the game, the playing cards are arranged by the player and kept concealed from the other player eyes. Thus, when a tank playing object is placed on the game board, a set of cards is attached to that playing object. This group of cards may represents a variety of ground weapons such as tanks, canons, motorized anti aircraft missiles batteries and others. . This principle is applied also to flying weapons as well, a transport helicopter playing object could represent transport helicopters and anti armor helicopters as well. This is another real war aspect, which is incorporated into this game. The other player can see the playing object but he doesn't know what type of weapons and their number. In another embodiment, a playing object is designated with a symbol which generally describe the scale of the force, i.e., an armored platoon, company, regiment or division. Fig 2 is an aircraft playing tool, the number 28 points at "Q=4", i.e., quantity of four combat aircraft are represented by this playing tool. However, Fig 3 shows a stealth aircraft playing tool, which doesn't have the quantity notification and therefore, the number of weapons is not known to the other player. Another aspect of the invention is incorporation of detection and surveillance activities and tools. These are, radars, aerial warning aircraft, remotely piloted surveillance vehicles, high altitude reconnaissance aircraft and intelligence acts. When a playing object is within their range of detection, the cards represented by that specific playing object should be disclosed. This is very much like a real war, where one side can detect his opponent exact weapon type and quantity.
Another aspect of the invention is incorporating of electronic counter measures
(herein after "ECM") that can block enemy radars to detect the exact number of airplanes in a flying group of aircraft.. An ECM aircraft in a group of combat aircraft increases their power parameter by a factor designated on the ECM playing card, see for example Fig. 14. This is a significant parameter to increase the group power and decrease its losses.
Another aspect of the invention is incorporating the camouflage effect. Camouflage is being used to hide the exact type of ground, vehicle. For example, a camouflaged vehicle could be a truck carrying a dummy structure so as to be seen as a tank from a flying reconnaissance aircraft. Dummy weapons, in real war, are used to attract enemy forces away from the real battle arena. This feature doesn't exists in known war simulation games. The camouflage effect is applied by using a playing object that doesn't reveal the actual combat tool type and or its quantity. Thus a playing object could be a combination of trucks, battle tanks, dummy tanks, motorized canons, motorized anti aircraft missile battery, motorized radar and any other ground vehicle. The associated group of cards, which are represented by the camouflaged playing object, is not revealed to the other player. These cards should be revealed only when a surveillance vehicle passes in the vicinity of the camouflaged playing object. The camouflage effect is also another aspect of real war incorporated in this game.
Another aspect of this invention is the simulation of stealth aircraft. These aircraft cannot be detected by radar, yet they should be represented on the playing board without becoming vulnerable. Each stealth aircraft group is simulated by 3 playing objects placed apart from each other on the game board and moving simultaneously. For each playing object a group of playing cards is attached, two groups are dummy cards representing noting, while The third group represents the stealth aircraft. The "real" playing object that has real stealth aircraft playing card can be disclosed by "intelligence cards" - see Fig 22 or when the "real" stealth playing object is entering a battle. Then all the cards of this playing object should be disclosed.
Another aspect of this invention is that a combat force on the playing board can be split into several forces, as it is done in the real war. A group of battle tanks, or airplanes can split into two or three subgroups and moved in different directions simultaneously. Such a split is carried out in this invention by introducing an extra playing objects, placed on the playing board. Such a split requires splitting the playing cards into the number of the new number of playing objects. The identifying numbers of the new group are disclosed to the other player.
Yet another aspect of the present invention is that each combat entity has different power parameter for different type of combat engagement, i.e. each combat tool has a set of power parameters that represents its fighting power against different combat tools. For example, see Fig 10 of a combat aircraft. Item 106 is a line of abbreviations and beneath each abbreviation there is a numeric value -see item 108. AS stands for "air superiority", i.e., a battle between the most sophisticated and powerful combat aircraft such as US made F15, F16, F22 and alike. In Fig. 10 AS equals 100. AH stands for a fight against assault helicopter Such as US made AH-64 Apache, the power parameter is 250. AT stands for anti tank battle and the power parameter is 200. AAM stands for "anti aircraft missile", i.e., a battle against Active batteries of anti aircraft missile motorized launcher. AINF stands for "anti infantry" or anti commando squads.
. Thus, to calculate combat result, weapons' powers are compared by their power parameter for that encounter, i.e., AS values for two groups of combat aircraft and AH for combat aircraft against assault helicopter' power parameter AS - SEE Fig 12 item 126. This is in contrast to Chess where the killing power is the same for any tool. In Chess, a pawn can kill any tool in its turn, even the most powerful tool, the Queen.
Another aspect of the invention is using ammunition suit for a combat aircraft. For example, a fighter aircraft can carry many variations of weapons comprises of anti aircraft missiles, anti tank bombs, anti radar missiles and so on. Thus, an F16 combat aircraft ( a playing card) can be equipped for air-superiority fight with long range antiaircraft missiles, giving it a power parameter -AS- of 150 for aircraft interception and only AT=50 against tanks. However, in another playing card, an F16 equipped for anti tank battle can be equipped with anti tank missiles thus having a air combat power parameter -AS- of 100 and anti tank power parameter - AT- of 200 - see FIG 10.
Another aspect of this invention is that several playing objects can be positioned on the same polygon ( hexagon or square) of the playing board simultaneously. This aspect is also simulates real war aspect, since each polygon represent large area of about 675 square kilometers. This large area is enough to contain hundreds of vehicles and several aircraft. This is unlike in Chess and other war games where a polygon is a symbolic area that can contain only one playing object at a time. This is another aspect of real war simulation.
Yet another aspect of the present invention is in the number of participating combat tools in a battle which can be significantly more than two. When a combat is taking place, all the participating playing objects are positioned at the same polygon (hexagon or square), which simulates an area of about 675 square kilometers. Additionally, some standoff combat tools positioned at the surrounding polygons can participate in the battle. These are long range -30 KM- canons, long range rocket launcher, ground to ground tactical missiles, anti aircraft missile batteries that can hit an aircraft flying at horizontal range of more than 30 km etc.
Yet another aspect of the present invention is in the method of calculating a battle results by using weapons' power parameters and a set of weapons' losses versus power ratios. All the player weapons which participate in the same battle and have the same battle capability add to the "total power" (hereinafter "TP"). Player "A" total power is designated as TPA and player's "B" total power is designated as TPB. The ratio TPA/TPB may be between 0 to 1. For each value of TPA TPB there are two values of losses: A losses ratio and B losses ratio. Thus the battle results are more realistic and not as in Chess where one player is losing its splaying object while the other is completely unharmed. Fig. 23 shows the graph of battle results. Line 230 depicts the losses ratio of "A" player and line 232 for "B" player, for every Ratio of TPA/TPB. Example:
"A" force comprises of two F16 combat aircraft as in Fig 10 and 20 battle tanks as in Fig. 17.
"B" comprises of 4 assault helicopters as in Fig. 12 and 40 battle tanks as in Fig 17. STAGE I An air superiority between the F16 and the helicopters takes place. Step 1 : calculating total power parameters of both battle participants: TPA= 2* (AH=250)=500 ; TPB= 4* (AS=50)=200. Therefore, TPA/TPB= 500/200=2.5 Since 2.5 is not exist in Fig 23 or the table in FIG 24, we shell use the reciprocating value of TPB/TPA= 1/2.5=0.4 .
Step 2 "B" losses calculation: for the value of 0.4 we can find in the table of Fig 24 that "A" losses"=0.87, however this is the result of "B" losses ratio. Therefore we round it to 0.9 and multiply it by 4 helicopters. The result is a loss of 3.6 helicopters, i.e. 4 helicopters. Step 3 "A" losses calculation: for the value of TPB/TPA=0.4 we find in the table of Fig 24 "B losses ratio" to be 0.13, however this is the result for A and we multiply 0.13 with 2 F16. The result is 0.26 and we round it to 0, i.e. no losses for "A"'s aircraft, as described in STAGE II
STAGE II.
Since the F16 has fighting capabilities against tanks, these aircraft now joins the battle against the tanks
Step 1 calculating total power parameters of both battle participants: TPA for fighter aircraft against tanks: TPA= 2 x (AT=200) + 20 x (AT=100) =400+ 2000=2400.
TPB, the tanks total power against fighter aircraft: TPB= 40 x (AT=100)= 4000 TPA TPB=2400/4000=0.6 Step 2, calculating "A" losses in tanks. Using the table of Fig 24, we find for TPA/TPB=0.6 that "A" losses ratio is 0.75 . Therefore "A" losses is 20 x 0.75= 15, i.e. 15 tanks have been lost in the battle.
Step 3, calculating "B" losses in tanks. Using the table of Fig 24, we find for TPA TPB=0.6 that "B" losses ratio is 0.25 . Therefore "B" losses is 40 x 0.25= 10, i.e. 10 tanks have been lost in the battle.
This example demonstrates an important aspects of the invention, which is the method of bringing into account different type of weapons having different combat activities, i.e. fighter aircraft against assault helicopters or fighting aircraft against battle tanks. Another aspect of the invention is in the method of calculating, the battle results in more realistic way. In real war, both sides suffer losses in almost every encounter, and this characteristic is implied in this invention. The principles of taking into account different types of weapons are used for additional weapons as long range canon, rockets and so on. In case when a ground unit has an anti aircraft capabilities, such as anti aircraft missiles, this unit participate in the first step of air superiority battle. Thus, a battle between many types of weapons will be divided into the following stages:
STAGE I , air superiority. Participants: air-superiority aircraft like F22 or F15, RAFALE, MIG 29 and alike, fighter aircraft such as F16, F4E, TORNADO, MIRAGE 2000 and alike. STAGE II, a battle between fighter aircraft and assault helicopters against ground to air missiles. STAGE III, a battle between fighter aircraft and assault helicopters against battle tanks and
Commando troops equipped with anti aircraft missiles. STAGE IN, a battle between battle tanks against commando units and artillery weapons like canons and rocket launchers.
STAGE N, a battle between battle tanks against other ground vehicles.
STAGE NI, a battle between infantry and commando units against ground vehicles.
For each stage, the battle results are determined according to the steps described in the example above.
Air combat lapsed, usually few minutes while helicopters assault can last for about half an hour. Ground vehicle fighting between large group of tanks could last for hours. In the real battle arena assault helicopters will find it too dangerous to fight against tanks while enemy combat fighter present and protect the enemy tanks. Therefore, the battle result is determined by a descending hierarchy of weapon power:
First, air combat, also known as "air superiority" battle between fighter aircraft is taking place, i.e., the battle results is calculated. The remain aircraft will participate in a battle against assault helicopters. Fighter aircraft is a substantial superiority over helicopters due to their greater agility, acceleration, better climbing and higher altitude Flight capability.
Second, air combat between fighter aircraft and assault helicopters;
Third, aircraft - also assault helicopters -attack tanks;
Fourth, fight between tanks, commando units equipped with anti tank weapons like man held rocket launchers (RPG, LOW, etc) and anti tank guided missiles. This simulates real world combat results better than the method implied in Chess. In Chess, the attacking side always knocks down the attacked weapon, no matter of the power ratio. This Chess rule do not comply with real war, where the attacking force could suffer severe Losses, and the attacked force has the advantage of choosing better battle positions and its battle tools or troops are stationary and bidden, thus more protected. Moreover, in a modern war, the attacking side should have significantly more fire power than of the defending side in order to win the battle. This is the difference between battles between single entities, like soldiers compared to battle between large units like divisions.
Weapon value
The weapon value helps in determining the game results in case of non surrender end of the game. Each side calculate the over value of the enemy losses and the player who inflict more losses is the winner.
WEAPON VALUE TABLE
Figure imgf000014_0001
These values may be printed on the playing cards.
Fig 1 shows a board for the game according to one embodiment of the invention. On it, the playing objects (herein after "PO") are arranged and moved. The board is covered with polygons. One possible polygon is in the shape of a hexagon, like the polygon 10. PO 20 represent a battery of anti aircraft motorized missiles launcher. To learn more about this weapon, see the explanation with regard to the playing card of this weapon. The full description of this unit one should look at the group of cards for that playing object. PO 30 represents a tank unit. This playing object carries the number 1, i.e., tanks group number 1, for it, a group of cards number 1 specifically describes this unit. PO 40 is No. 2 tanks unit. Playing object 50 is a helicopter unit No. 1 in flight. This could be any type of helicopter such as, assault helicopter or commando transport helicopter. Again, a group of cards specifically describes this PO, is assigned to this playing object by the player of this PO. PO 60 is a fighter aircraft unit No. 1 in flight. Again, a group of card specifically describes this PO, is assigned to this playing object by the player of this PO. PO No. 80 is a motorized radar station No. l. PO No. 90 is
A long range motorized canon having a group number 3 and its specific weapon quantity, 16 Units as depicted on the PO 90- Q=16. PO 95 is a unit of remotely piloted vehicles, (herein after," RPV"), also known as "aerial unmanned vehicle- AUV", flying close to the border in order to identify camouflaged units and to detect the specific type and amount of units which are represented by the various playing objects. Group of cards represented by playing objects in the detection range of this RPV should be disclosed to the other player so he can see their specific description. PO 110 is a long range Radar airborne aircraft, known also as "aircraft early warning", i.e., AEW. This aircraft
PO 100 is a camouflaged ground vehicle unit having 24 units. These vehicles could be trucks, tanks, canons, missile launcher, etc. PO 150 is an airbase No. 2. It also has a group of cards describing the aircraft in this airbase. The borderline is the top polygons boundaries line. Thus, all the playing objects shown in Fig 1 belongs to one player. It should be emphasized that other types of weapon that are not depicted the playing board can be added, such as electronic counter measure aircraft (herein after "ECM") aircraft, a commando unit tool, an engineering unit and others.
Each player arranges and moves his playing object according to his will. The map is divided into polygons, i.e. squares or hexagons. Squares or hexagons can cover a continuous area without leaving "holes". Squares are common in military maps however hexagon could serve the purpose of this game even better because they allow scaled movement in six directions. Authorized direction for movement is perpendicular to polygon's edge. Each square (or hexagon) simulates a specific real world shape. For example: a 3 x 3 centimeters map's square represents real world square of 30 x 30 kilometers. Also, restricted areas for ground vehicles are defined. Also a border's line can be defined.
When this game is played as a computer game, a dedicated software displays the board of the game and the player who plays against the computer arranges his playing objects on this board, i.e. the computer screen. On the other hand the computer arranges his weapons. The player then plays against the computer, which take the roll of the second player.
The playing objects are small objects, preferably in the shape of top view of the combat tool they represent. Also, flat rounded pieces carrying images of the weapon they represent are another embodiment for the playing objects. Their size is smaller than of the playing board's polygons. They can be made of various materials such as: cardboard, plywood, plastic, metal, magnetized metal, etc. Each playing object carries a unique identification group number, or identifying letter, or a unique, or a combination of these to uniquely identify it with its group of playing cards. Also, a specific color for each player can be used to distinguish between playing object of each player and to distinguish between ground weapons playing objects and airborne playing objects. The image of the weapon on the face of the playing objects can be done in various techniques, like printing, engraving, gluing of printed images, etc Fig. 2 shows a playing object 20 of a combat aircraft 22, carrying air to air missiles 26.
The image of the aircraft 22 is a top view of a typical jet fighter similar to the known US F-16. Basic data for this unit its identifying unit symbol 24, which is 1 in this case, i.e., there is a playing cards group number 1 which describes the aircraft represented by playing object 20. Also, the quantity symbol 28 denotes that there are 4 aircraft in this group. It should be noted that the actual type of the aircraft in the group and their power parameters are described by the playing cards of group No. 1.
Fig. 3 shows a playing object 30 of a air-superiority stealth aircraft 32. The image of the aircraft 32 is a top view of the known US F22. Its identifying symbol 34 is 1. The quantity symbol doesn't exist, since due to its stealth, it cannot be disclosed by enemy radar, thus the enemy doesn't know how many aircraft are represented by this playing object, nor its accurate position. Only when a player put this PO into a battle, its associated playing cards are disclosed. Fig. 4 shows a playing object 40 of a battle tank 44. The image 44 is a top view of a typical battle tank. Basic data for this unit its identifying unit symbol 46, which is 2 in this case. Also, the quantity symbol 48 denotes that there are 32 tanks, which are represented by this playing object. It should be noted that the actual type of the tank and its power parameters are described by the group No. 2 of the tanks playing cards.
Fig. 5 shows a playing object 50 of a long range motorized canon 52. The image 52 is a top view of a typical long range motorized canon. Basic data for this unit its identifying unit symbol 54, which is 3 in this case. Also, the quantity symbol 56 denotes that there are 12 tanks, which are represented by this playing object. It should be noted that the actual type of the canon and its power parameters are described by the group No. 3 of the canon playing cards. .
Fig. 6 shows a playing object 60 of a camouflaged vehicle. The image 64 is a top view of an unidentified vehicle. Basic data for this unit its identifying unit symbol 66, which is 2 in this case. Also, the quantity symbol 68 denotes that there are 32 vehicles, which are represented by this playing object. It should be noted that the actual type of the vehicle and its power parameters are described by the group No. 2 of the camouflaged playing cards.
Fig. 7 shows a playing object 70 of a motorized radar station 72. The image 72 is a side view of a typical phased array antenna installed on a all terrain vehicle. Basic data for this unit its identifying unit symbol 74, which is 2 in this case. It should be noted that the actual type of this radar station and its accompanied weapons and their power parameters are described by the group No. 2 of the radar playing cards.
Fig. 8 shows a playing object 80 of a motorized anti aircraft missiles launcher 82. The image 82 and 84 is a side view of a typical motorized missile launcher. Basic data for this unit its identifying unit symbol 86, which is 3 in this case. Also, the quantity symbol 88 denotes that there are 4 vehicles, which are represented by this playing object. It should be noted that the actual type of this launcher its power parameters are described by the group No. 3 of the anti- aircraft missiles launcher playing cards.
Fig. 9 shows a playing object 90 of an air base 92. The image 92 is a top view of a typical air base. Basic data for this unit its identifying unit symbol 94, which is 1 in this case It should be noted that an air-base is where aircraft are kept when not in flight. The actual type and quantity of the aircraft in this air base and their power parameters are described by the group No. 1 of the aircraft based playing cards.
Fig. 10 is a playing card 100 of a combat aircraft. It shows a side view of a typical jet fighter 101 similar to the known US built F-16. Basic data of this aircraft is printed on the card at 104, the aircraft length L in meters, the aircraft maximum weight in metric tons and cruise speed in Mach number. The aim of this data is for educational purposes and for game purpose as well. The symbol 105 denotes the quantity of aircraft represented by this card, 8. . The two bottom lines on the card give the aircraft different power parameters against different combat tools. These power parameters explain the combat tool fighting capabilities in various types of combat activities and against different combat tools. These power parameters are an important aspect of this invention. These power parameters usually represent one weapon unit of the type, however in another embodiment these parameters already calculated for the entire quantity of weapons as described by the quantity identifier 105. The unit quantity is important when calculating battle losses.
Example: in a combat where 10 aircraft participate (Q=10) and the losses factor is 0.5, than 5 aircraft are lost. The player should replace the card by two aircraft cards each for Q=5. One card is taken from him as a lost and the other one remains active. The remain active card can Participate in further battles or return to one of the player airbase. Returning to the airbase can be done by moving the playing object toward the airbase, as regular playing objects movements on the playing board, or immediately moved into the airbase pile of playing cards. If the power parameters describes one unit, it should be multiplied by the number of units denoted by the quantity identifier 105.
The power parameters are different for each battle type: AS is the power parameter for Air superiority, i.e., combat between combat jet aircraft like
F16, F15, F22 and alike, AH which stands for anti helicopters activity, is the power parameter for a combat fighter Fighting against assault helicopters, which usually used to attack other helicopters or any ground target such as, tanks, ground vehicles, radar stations commando units and so on.. AT which stands for anti tank activity, is the power parameter for a combat fighter fighting
Against tanks. Fighter aircraft can be equipped with anti-armor guns and cluster bombs which contains anti tank miniature bombs. AAM stands for "anti aircraft missile". This is the power parameter for a combat fighter when fighting against anti aircraft guns and missiles launchers. ATNF , is the power parameter for a combat fighter when fighting against infantry and commando units.
The line denoted by 108 contains the power parameters values for the power parameters AS, AH,AT, AAM and AINF.
Fig 11 shows a playing card 110 for a stealth air superiority aircraft fighter 111. Basically, it is very similar to Fig. 10. Since stealth aircraft playing object cannot reveal where the aircraft actually flies, each group of stealth aircraft has at least two playing object carrying the same number. It is not allowed to the enemy, i.e., the other player, to engage these type of aircraft, unless they are put into the battle by the first player. Lines 112 and 113 Shows various power parameters of this weapon.
Fig. 12 shows an assault helicopter playing card 120. The playing card shows a side view of a typical helicopter 122. This eapon serves mainly for destroying enemy tanks, destroying radar stations and killing enemy infantry troops and destroying convoys. AS is its power parameter against attacking jet fighters. AH is its power parameter in a fight against enemy assault helicopter. AT is its power parameter for a fight against enemy tanks. AGS is its power parameter against ground stations such as radar station. AAM is its power parameter against anti aircraft missile battery. AINF is its power parameters against infantry units including commando troops. The symbol 125 denotes the number of helicopters represented by this playing card.
Fig 13 shows a playing card 130 of an early warning and control aircraft 132. It carries on its back a radom, which containing a radar antenna. The radar has long range detecting capabilities of hostile aircraft and ground vehicles. Line 134 specifies the detection range as 300KM, i.e., 10 polygons on the playing board where each polygon represents a distance of about 30 KM. Thus, this aircraft detects the exact number of aircraft of any flying unit. When an enemy playing object is in the range of detection, the associates playing card of that playing object should be disclosed. Therefore; the presence of this aircraft in the battle field is undesirable for the other player, who will try to destroy this aircraft or at least chase it away from detecting its own forces. Fig 14 shows a playing card 140 of an electronic counter measure, known as ECM, aircraft 142. ECM aircraft carries a multitude of electronic equipment, used to receive enemy electronic signals and try to interfere with them by generating high power signals in the same frequencies. This technique is good for jamming enemy radar transmission, enemy guided missiles radar of all kinds and also jamming speech transmission. An ECM aircraft flying within a group of combat aircraft significantly improve their survivability since its transmissions reduce enemy radar effectiveness, i.e., reduces the enemy missiles kill probability. This kind of protection is expressed by line 144 on the aircraft card, denoting a protection factor of 2, i.e., each of the accompanied aircraft power parameter in a battle against anti aircraft weapon, is increased by multiply its original power parameter by 2. Also, it will reduce the.range of detection by enemy AEW aircraft and ground radar by a factor of 2, thus increase their survivability.
Fig 15 shows a playing card 150 of an unmanned aerial vehicle 152, known as UAV. This is a small aircraft which is remotely piloted from ground station, or on board of any other vehicle or vessel. The UAV carries video cameras for day and night vision. Since UAV are very small and their identifying signature of radar, thermal, noise and visibility are too small to be detected from the ground and from combat aircraft, it is impossible to track them and destroy them. The UAV is flown close or above enemy forces to reveal the exact types and quantity of its units. The telescopic video camera is remotely controlled by intelligence officer and the transmission is redirected in real time to the headquarter. Thus the army generals knows the specific detail of any enemy units in the range of 30KM from the UAV. In the game, any playing cards in of a playing object, which is in the range of 1 polygon on the playing board, from the UAV, should be disclosed, at the specific request of the player who operates the UAV.
Fig. 16 shows a playing card 160 of an anti aircraft missile motorized launcher 162. This weapon can destroy any enemy aircraft within its killing range of 30KM (equivalent to 1 polygon) as denoted on the card. Thus aircraft in this killing range are threatened by these missiles. However, stealth aircraft, UAV and combat aircraft cannot be destroyed by these missiles. The weapon power parameters AS, AH and AT are denoted in the lines 164 and 166. The quantity of weapons represented by this card is denoted by the top left writing 168.
Fig. 17 shows a battle tank playing card 170. The battle tank image 172 is similar to modern battle tank silhouette. It describes the tank main parameters of length, weight, and range. Also the tank power parameters in various type of battles is shown. The weapon power parameters AS, AH and AT, AAM AGS and AINF are denoted in the lines 174 and 176. AAM is the power parameter for fighting against anti aircraft weapons. AGS is the power parameter for a fight against ground stations like control and command centers. AINF is the power parameter for fighting against infantry and commando squad. The quantity of weapons represented by this card is denoted by the top left writing 178, 100
Fig. 18 shows a playing card 180 of a long range motorized canon 182. The printed data on the card describe the canon main parameters of length, weight, and range. The power parameters lines 184 and 186 are as explained for Fig.17, the battle tank.
Fig. 19 shows a playing card 190 of a commando squad. Due to miniaturization of missile technology, a small group of about 8 soldiers can carry and operate a variety of missiles such as anti tank and anti aircraft. Thus this commando squad can challenge even a A combat aircraft attacking itself. Lines 194 196 denotes the power parameters of this unit. AS, AH, AT AGS already discussed in the description of the former playing cards. GV is the power parameter against ground vehicle and MCAN is power parameter against motorized canon.
Fig. 20 shows a playing card 200 of a dummy tank 202. This playing cards can be associated with camouflaged playing object vehicles. Lines 204 206 denotes the power parameters of this unit which are zero since it not a real weapon.
Fig. 21 shows a playing card 210 of an "event card" The event is described by the writing 212. A deck of event cards may participate in the game, thus every player in his turn takes one card from the deck while the cards are disclosed. The event cards introduce to the game the element of unplanned arbitrary events. At the beginning of the game this deck of cards is shuffled and laid on the table face down. . Here are some events for example. "Heavy haze prevents UAV from exposing ground vehicles for three hours". "A storm prevents helicopters and UAV to participate in a battle for 4 hours"- in this case all these vehicles are removed from the playing board. Hours mean the number of turns that simulate an hour. " Player A two jet fighter have been collided and destroyed", player A will take a aircraft card of two jet fighter from any group of his card and put it on his heap of lost combat tools.
Fig. 22 shows an "intelligence card" 220. These cards serve as a bonus cards and a player uses them to get information on other player units. These cards are another aspect of the invention. In one embodiment of the invention, each player receive s number of such cards for. his use. In another embodiment of the game, each player may use its right to pull one "intelligence card" from the deck when he needs too, however their number is limited
Fig 23 is one embodiment of the combat result graph. The graph consist of line 230 and line 240. Line 230 describes the ratio of losses for "A" player versus the ratio of powers TPA/TPB, as written under the horizontal line. Line 232 is the ratio of losses for "B" player versus the ratio of powers TPA/TPB, as written under the horizontal line. To see the explanation of using this graph, see the example on page 11.
. It should be emphasized that not all of modern war weapons have been described here, however, by using the principles disclosed in this invention, any other weapon can be described.
Rules for arranging the playing objects:
1) No playing object will be placed in the other player territory.
2) No playing objects will be placed in the border strip of polygons.
3) The border strip width will be between 0 to 3 polygons and will be agreed in advance. .
4) A player will place one playing object at his turn and then the other player will place his PO.
5) All the playing cards groups will carry a top card having the number of that group and this number should corresponds to the identifying number on the PO.
6) the players will mix the "event cards" group and place it upside down on the table.
7) .The "intelligence cards" group will be mixed and placed upside down on the table. 8) All aircraft playing object which have not been placed on the polygons, should be placed In any airbase location so that the playing will be grouped under this airbase card.
9) A jet fighter playing object can represent any mix of aircraft that has the same maximum Speed.
10) Ground vehicle playing object can represent a mix of tank, motorized canon, motorized anti aircraft missile launcher and also commando units. A stealth aircraft is represented by an array of three playing objects, all of them carrying the same group number and moved simultaneously in the same term.
Each one of this PO has its own playing cards however only one set of cards specifies the real stealth fighter, the other groups are just a "ghosts" aircraft which doesn't exist.
Part 2 - playing objects movements. After the players have arranged all the playing objects, the first to play (will be determined by any method) start move his POs at according to their speeds, i.e. number of polygons per term. Rules for moving the playing objects:
1) Each player is allowed to move all of his PO's in any term according to its speed.
2) Any playing object can be moved in any valid direction. If the board is comprised of squares, then there are four valid direction perpendicular to the squares edge. 3) A battle starts between the two players playing objects only when they are in killing range. One payer declaration on a battle is enough.
4) A battle is a local event which all the playing object at polygon where the battle is declared must participate in the battle.
5) Playing object on neighboring polygons may also participate in the battle but not forces to.
6) Each player will declare what neighboring PO's are participating in what battle. This declaration will be make before the corresponding playing cards are revealed and the battle results are calculated.
7) Each player entitled to use any of his intelligence card at any stage of the game. 8) At any new set of 10 terms, a player takes one "event card" from the pack and reads it content and performs accordingly.
9) The battle results is calculated according to the example.
10) After the battle, the survived ground forces remain in their polygon position. Also, survived assault helicopters remain in the battle polygon. All other aircraft, i.e. the PO are Moved to any airbase as the player chooses. These POs cannot participate in the coming
10 Terms which simulate 1 hour mandatory maintenance.
11) After the battle the ground forces may be moved without delay.
12) The losses of each player, i.e., the lost playing cards are given to the other player. 13) The wining side is the one that destroyed more weapons according to a weapon value table.
14) The battle ends when one side is surrender or lost most of its fighting tools. The game results are calculated with the weapon values.
A combat location of a playing object is assumed at the center point of the polygon where the playing object is located. Thus, the range between two adjacent tools is one square facet length. However, if two or more playing objects are positioned on the same square, the distance between them is defined as their killing range. Tank's cannon kill range is limited to the polygon where they are positioned. Canons range covers the neighboring polygons
Fighter aircraft are equipped with air to air or air to ground missiles having two tangential squares range- as heavy gun. Fighter aircraft attacking ground target with gliding bombs has an effective range of 30 kilometers, i.e. two tangential squares. However, a fighter aircraft can be equipped with a longer range, air to air missile, this range should be specified on its combat tool.
It should be clear that the 30 kilometers. polygon described here is just an example and any other value can be used. Also, speed and ammunition range can be changed and adapted by applying the principles of simulating range and speed as disclosed in this invention.
WAR SIMULATION WITHOUT A PLAYING MAP Preparation Steps:
1) Each player gets the same amount of playing cards.
2) Each player divides his cards in to 3 to 6 groups. The groups may not be equal. Each group get its own number, i.e., 1,2,3,4,5 etc.
3) A group may include any weapon combination including dummy cards.
4) Group of cards are not disclose until the combat results are calculated.
5) The number of the groups is the number of the battle these groups fight each other.
6) Battle takes place between groups of cards carrying the same number. 7) Each player exposed his group participating cards.
8) Battle result may be calculated according the method described before using the battle results graph or any other graph.
9) Game results is determined according to weapon loss values. WAR SIMULATION IN A COMPUTER GAME
This game can be easily made as a computer program game, i.e. software, where a player plays against the computer. The board of the game is displayed by the program on the computer screen. The parts of the game are the same as described before:
PART I, arranging the plying objects and allocating them playing cards.
Here, the computer simulates the second player and place "his" playing objects on the displayed board.
PART II, moving the playing objects. The player choose a playing object by pointing itself and moving it by the mouse, placing it in a new polygon. This method of click and drag is very well known in computer graphics software. Other method of moving the playing objects may be used such as typing the identifying polygon number ( each polygon has an identifying number) where a playing object placed and then typing the new location. At any stage the player may choose to end the game and the computer calculates the game result according to losses weapons and their accumulated values.
It will be appreciated that the invention is not limited to what has been described herein above merely by way of example. Rather, the invention is limited solely by the claims that follow.
NAVAL WAR SIMULATION
The principles of the game can be applied to naval war, thus simulating a naval war. The playing board represents sea surface on it various vessels like aircraft carrier, battle ships, destroyers and submarines are placed and moved according to the same principles discussed for the land and air arenas.
Aircraft carrier are like mobile airbase having a having a speed similar to a tank. A destroyer is a medium battle ship that escorts aircraft carrier and fights against enemy aircraft and submarines and destroyers. Its power parameters are: AS- Anti submarine - for example 100
AA- anti aircraft (by using on board anti aircraft weapons like long range missiles, low altitude missiles and cannons. (100) AD - Anti destroyer - 100 Submarine are stealthy vehicles, i.e., represented by several playing object at different locations. Submarine power parameters are:
AS- Anti Ship power parameter which simulates conventional warhead torpedo
AC- Anti aircraft carrier parameter which simulates either conventional warhead torpedo or nuclear warhead torpedo. Additional special weapon for the naval arena is the submarine reconnaissance aircraft, which is equipped with special noise sensors/ magnetic sensors to detect submerged submarines and to attack them by depth charges. This aircraft has a detection radius of about 1 kilometer. Its power parameters are: AS- Anti submarine The naval weapons value are specified here for the sake of determining who is the winner.
Basically, all the aircraft of the ground arena play the same roll here.
NAVAL WEAPONVALUETABLE
Figure imgf000026_0001
These values may be printed on the playing cards. The stages of the naval game are as for the land game and so is the method of determining combat results by using power parameters and the ratio of powers to be used together with the a table of results ratio or the graph losses versus power ratios.

Claims

C LAIM S
1. A game for simulating modern war between at least two players comprises : at least two playing objects representing modern war weapons for each player; at least one playing card corresponding to at least one playing objets, describing said playing object weapon characteristics; a playing board having a grid of polygons; said playing objects are moved on said playing board.
2. A game according to claim 1 , wherein a playing objects carry an image of a weapon.
3. A game according to claim 1, wherein said playing cards have power parameters for each type of combat.
4. A game according to claim 1, wherein more than one playing objects of one player may be moved by the player in each turn of that player.
5. A game according to claim 1, wherein each of the playing objects is traveled on the playing board in a speed scaled down to simulates the weapon speed.
6. A game according to claim 1, wherein each of the playing objects is traveled on the playing board in any valid direction.
7. A game according to claim 1, wherein a valid direction is perpendicular to the polygon's edge.
8. A game according to claim 1, wherein at least one combat takes place between any number of playing objects for each player.
9. A game according to claim 1, wherein several combats are taking place simultaneously.
10. A game accordmg to claim 1, wherein battle results may cause losses to both players.
11. A game according to claim 1, wherein battle results are function of power ratio of the participating weapons represented by their playing cards.
12. A game according to claim 1, wherein battle result is calculated on the basis of the sum of power parameter of all one's player participating playing cards in said combat, which have power in the specific type of combat.
13. A game according to claim 1, wherein the battle results are function of power ratio sums of claim 12 where there is a predetermined set of losses ration for each power ratio.
14. A game according to claim 1, wherein a real world weapon is represented by a playing object which has a simulated speed and corresponding playing card describing the weapon capabilities in various kinds of battles expressed by power parameters.
15. A game according to claim 1, wherein the playing board represents real country dimensions and the polygons depicted on it represents real country dimension.
16. A game according to claim 1, wherein the playing objects may travel on the playing board in a speed scaled down by the same factor that scale down the simulated country.
17. A game of claim 1 where said playing object represents a mixture of weapons that shares common average speed.
18. A game of claim 1 where said sets of playing cards represented by a playing object are kept undisclosed to the other player, during the movement of the playing object.
19. A game according to any of claims 1 to 18 wherein said playing objects carry image of a Weapon.
20. A game according to any of claims 1 to 19 wherein said playing objects is having a shape of flat object.
21. A game according to any of claims I to 20 wherein said playing objects is having a shape of a scaled down three dimensional weapon.
22. A game according to any of claims 1 to 21 wherein said playing objects is having a unique identification symbol.
23. A game according to any of claims 1 to 22 wherein said unique identification is a number, or a letter, or a color, or a combination of symbols and colors.
24. A game according to any of claims 1 to 22 wherein said polygons are squares.
25.A game according to any of claims 1 to 23 wherein said polygons are hexagons.
26. A game according to any of claims 1 to 24 wherein said polygons are triangles.
27. A method of playing a simulated modern war game comprises: a playing board having a grid of polygons; a set of combat playing objects; at least one playing card corresponding to at least one of the playing object; said playing object are moved on the playing board.
28. A method of simulating war according to claims 1 to 21 wherein playing objects, playing cards and playing board is displayed on a computer screen.
29. A method of simulating war according to claims 22 wherein a player plays against the computer.
30. A method of simulating war according to claims 22 wherein a player plays against a remote human player where both players plays on two separated computers connected to each other.
31. A method of playing a simulated modern war game comprises: two sets of combat playing cards, each card represents at least one real war weapon and having this weapon power parameter printed on it.
32. A method of playing a simulated modern war game played in two steps: first, each player divides its cards into an agreed upon number of group of cards while these groups kept undisclosed from the other player; second, each player match a group of cards with the other player group while they are undisclosed; third, the cards are disclosed and the battle result for each two group of cards is calculated according to claims 11, 12 and 13.
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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012110743A (en) * 2012-02-21 2012-06-14 Bandai Co Ltd Board game
CN114444255A (en) * 2021-12-13 2022-05-06 西北工业大学 General calculation method for airplane air combat capability based on combat process

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012110743A (en) * 2012-02-21 2012-06-14 Bandai Co Ltd Board game
CN114444255A (en) * 2021-12-13 2022-05-06 西北工业大学 General calculation method for airplane air combat capability based on combat process
CN114444255B (en) * 2021-12-13 2023-10-03 西北工业大学 General calculation method for aircraft air combat capability based on combat process

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