BOARDGAMEWITH CHALLENGES
Cross-Reference to Related Applications
This application is based upon and claims priority to U.S. Provisional Patent
Application Serial No. 60/601,681, filed August 12, 2004 and entitled "Board Game."
U.S. Provisional Patent Application Serial No. 60/601,681 is incorporated herein by
reference in its entirety for all purposes.
Field of the Disclosure
The present disclosure relates generally to board games. More specifically,
the present disclosure relates to rules and apparatus for playing a pathway collection
board game for two or more players wherein the object of the game is for a player
to confront a final challenge on a game board and successfully complete that
challenge.
Background
Examples of related pathway collection games with tokens signifying point
values or tools are found in U.S. Patents and Patent Application Publications
numbered: 815,960; 907,421; 1,705,141; 2,470,632; 3,201,129; 3,799,547;
3,865,381; 3,871,659; 3,889,954; 4,192,512; 4,396,195; 4,456,258; 4,477,080;
4,666,162; 4,669,734; 4,696,476; 5,004,245; 5,009,431; 5,129,655; 6,481,714;
6,575,463; 6,581,932; D305,039; D328,616; US2002/0185813; and
US2002/0190466. Another example of an apparatus embodying some aspects of a
pathway collection game may be found in European Patent Publication WO
02/092,178. The disclosures of the aforementioned patents and patent publications
are incorporated herein by reference in their entirety for all purposes.
Summary
The present disclosure relates to rules and apparatus for playing a pathway
collection game that may utilize a game board, a plurality of game cards, a random
number device, and a number of character movers. The game board may contain a
number of interconnected pathways. In addition, the game board may include
beginning and ending game spaces, which may be the beginning and ending points
of a number of interconnected pathways. A plurality of game cards may be provided
with the game board, and the game cards may provide for variability in game play
by affecting rewards earned, penalties received, and obstacles overcome by a player
during the course of game play. A number of character movers may be provided
with the game board and game cards, such that a number of players may
simultaneously play a game according to the present disclosure.
In an illustrated embodiment, the indicia used in the game, including a game
board, game cards, and character movers, are based on characters, items, and
adventures appearing in a MaxSteeϊ™ collection of toys and games.
The advantages of a game played according to the present disclosure will be
understood more readily after consideration of the drawings and the Detailed
Description.
Brief Description of the Drawings
Fig. 1 depicts an embodiment of a game board suitable for use with a game
according to the present disclosure.
Figs. 2A-2D depict embodiments of game cards suitable for use with a game
according to the present disclosure.
Detailed Description
[0001] The present disclosure relates to a pathway collection game playable by
two or more players. In an illustrated embodiment, two or more players may control
character movers and move them about a game board, gaining character mover
attributes by collecting skill tokens and/or playing cards. A set of character mover
attributes collected by a player may be used in a confrontation with a nemesis
disposed at a certain location on the game board. A first player to collect a set of
character mover attributes necessary to defeat the nemesis may be declared winner
of the game.
[0002] As shown in Fig. 1, a game 8 as provided in the present disclosure may
include a game board 10 with an associated playing surface 12 having a beginning
game space 16 connected via a number of pathway spaces 17 to an ending game
space 18. Pathway spaces 17 may define both main pathways 14 and bridging
paths 15 between the beginning and ending game spaces. A plurality of game tiles
30 may be provided with the game, and the game tiles may define a number of
game challenges to be accomplished by a number of players as the players move
their character movers 40 about the game board. Progression of a character mover
about the game board may be made at the direction of a number generator 60, such
as a standard die.
[0003] Fig. 1 shows generally, at 10, an overview of a game board of a game 8
of the present disclosure. The game board 10 may have a playing surface 12 that
contains a number of separate main pathways 14. Main pathways 14 may connect a
beginning game space 16 to an ending game space 18. At least a pair of main
pathways 14 may be connected by a bridging path 15, such that a game player
moving a character mover along one main pathway may cross to another main
pathway by way of a bridging path. Main pathways 14 and bridging paths 15 may
each include a number of pathway spaces 17.
[0004] Game board 10 may be constructed of any suitable material and may
have any suitable shape, such as a generally square shape, and it may be two-
dimensional or it may be three-dimensional. Game board 10 may be constructed of
any suitable material for forming a stable game surface. For example, the game
board may be made of cardboard or heavyweight paper, or plastic, or rubber, etc. A
playing surface 12 of game board 10 may present a playing area for game 10.
Playing surface 12 may be a design printed directly onto a base board. Alternatively,
or in addition, playing surface 12 may be a printed substrate that is fastened to a
base board through any suitable securing means. For example, playing surface 12
may be configured as a printed piece of heavyweight paper that is glued into
immovable fixation with a base board. In other embodiments, playing surface 12
and game board 10 may be configured as a flexible material that could be laid down
temporarily onto, for example, a tabletop, or a countertop, or any other suitable
surface. For entertainment value, playing surface 12 may be printed with a theme
that provides for interesting game play. For example, playing surface 12 could be
colored randomly, or it could be printed into a colorful pattern, or it could present a
chosen game theme. In an illustrated embodiment, playing surface 12 may be
printed with a jungle or wilderness theme.
[0005] As noted earlier, playing surface 12 may include a number of main
pathways 14 having a number of serially positioned pathway spaces 17. A game
player may move a character mover along a number of pathway spaces 17 making
up a main pathway 14. For example, a plurality of main pathways 14 may connect a
beginning game space 16 to an ending game space 18. Alternatively, a single main
pathway 14 may connect a beginning game space 16 to an ending game space 18.
In proceeding from the beginning game space to the ending game space, a given
main pathway may not describe a direct, rectilinear route, but may describe an
indirect, curving or otherwise direction-varying route. Alternatively, or in addition,
some main pathways 14 may proceed in a rectilinear manner from the beginning
game space to the ending game space, while other main pathways 14 may proceed
in a nonrectilinear manner from the beginning to the ending game space.
[0006] Main pathways 14 may be interconnected by bridging paths 15. Bridging
paths 15 may connect two or more pathways 14 at any of one or more locations
along the lengths of the pathways, and may serve to give a game player more
options in choosing a route between a beginning game space and an ending game
space. For example, it may be the case that a game player is moving a character
mover along a first main pathway from the beginning game space to the ending
game space. However, the game player may wish to move the character mover
along a second, different main pathway. By utilizing a bridging path 15, a player
may move from the first main pathway to the second main pathway.
[0007] Main pathways 14 may be composed of a number of pathway spaces
17. A set of pathway spaces 17 on a game board may include a number of subsets
of special pathway spaces. Subsets of pathway spaces may include pathway spaces
defining obstacle challenges, spaces defining opportunities for reward accumulation,
spaces that serve to alter game play, and/or spaces that may have no special
purpose. Other types of pathway spaces are possible. Distinct subsets of pathway
spaces on the main pathway may be differentiated by the color of subsets of
pathway spaces, or by differences in shape between subsets of pathway spaces, or
by any other means to differentiate one subset of spaces from another. In an
illustrated embodiment, pathway spaces without a special function may be colored
some hue of green, as part of a general jungle theme to a game board. Pathway
spaces involving an obstacle challenge, for example, such as represented by
pathway spaces 11, 13, may be colored a different color, perhaps black. Pathway
spaces involving a reward accumulation, for example, as represented by pathway
spaces 19, may be colored blue or red. Pathway spaces involving an alteration in
game play, for example, as represented by pathway space 21, may be colored
yellow.
[0008] Another way that subsets of pathway spaces may be differentiated from
each other may be by placing differentia ble game tiles 30 upon each special
pathway space, or by each space identifying a type of game tile that may then be
drawn from a stack. Shown in Figures 2A-2D are exemplary embodiments of a
challenge pathway space 11 and game tiles 30 that may be used to differentiate
individual pathway spaces 17 from each other, or to provide added enjoyment or
variety to a game according to the present disclosure. A challenge pathway space
11 or 13, as shown in Fig. 2A may be a pathway space with which an indicium 31
defining a number obstacle has been permanently associated. Such a permanent
association may be accomplished by, for example, printing the indicia upon a chosen
pathway space. Game tiles 30, on the other hand, may have only a temporary
association with a given pathway space being, for example, placed on a pathway
space for at least a portion of the duration of a game. Game tiles 30 may include
obstacle tiles 32, equipment tiles 34, and/or challenge tiles 36. Other types of game
tiles may possibly be used, as a way to add variety to the game.
[0009] Game tiles 30 may be placed upon a subset, or all, of pathway spaces
17. Each game tile may be made of a material similar to that of game board 10, or
the tiles may be made of a different material from the game board. A game tile 30
may have at least two distinct surfaces. If the game tile is configured with both a
front surface and a back surface, the two surfaces may be distinct from one another.
For example, the back surface of a game tile 30 may be configured such that all
game tiles have a similar or identical appearance on their back surfaces. It is also
possible that subsets of game tiles, such as obstacle tiles 32, equipment tiles 34,
challenge tiles 36, or any other types of tiles, may share common back surface
designs only among game tiles of the same subset. The front surface of a game tile
30 may be distinct from the back surface of the same tile. The front surface of a
game tile 30 may also be distinct from front surfaces and/or back surfaces of all or
some other game tiles. The front surface of a game tile may be configured with a
number of differentiable icons. For example, the front surface may contain one or
more of a number 31, an image 33 and an icon 35, or any other distinct feature or
features.
[0010] As noted, the front surface of a game tile may have any distinctive
number, image or icon, or some combination of these. A number 31 on a game tile
may represent a number that a player must exceed with a random number
generator, perhaps a standard die, to either successfully overcome an obstacle tile
or to accumulate an equipment tile (described below). An image 33 on a game tile
may be a decorative image meant solely to differentiate one game tile from another.
Or, the image may represent different types of equipment that must be gathered
before a game player can attempt and successfully complete a final challenge. On a
nemesis card 36, which is an example of a specific type of challenge tile (seen in
Figure 2D), a plurality of images 33 may represent a collection of equipment icons a
player may need to have in their possession to successfully complete a final
challenge. An icon 35 may represent a special characteristic a game tile may have.
For example, on an equipment tile 34, the icon 35 may signify that the equipment
tile gives a player points to use in a later challenge, that the player may take another
turn, that the player may roll the die (or use another random number generator)
again, or that the player may move their character mover a defined number of
pathway spaces. Yet another equipment tile may be a "wild" tile that a player may
use for any of the above-described functions, or for some other function.
[0011] A game tile 30 may be placed front surface down on a pathway space 17
of a game board. In one embodiment, the game tile may be placed face down so
that a game player may not be aware of the nature of an obstacle before
confronting the obstacle. In another embodiment, the game tile may be placed
front surface up so that the game player may be aware of the identity of the game
tile and may use that awareness when playing a game according to the present
disclosure. Alternatively, it is possible that some game tiles may be placed front
surface up on the game board, while other game tiles are placed front surface down
on the game board.
[0012] Obstacle tiles 32 (Fig. 2B) may be used on some or all of pathway
spaces 17. For example, obstacle tiles 32 may be placed only on obstacle pathway
spaces 13. Obstacle tiles 32 may present a challenge to a game player or may
cause the game player to temporarily halt movement of a character mover. For
example, the obstacle tile may signify a challenge that the player must overcome
before the player may continue moving a character mover along a pathway. In an
illustrated embodiment, an obstacle tile may require that, upon reaching the
obstacle tile on a pathway space, the player halt movement of their character mover
until the player uses a chance number generator to generate a number greater than
or equal to a number on the obstacle tile. Alternatively, the player may be required
to generate a number that is lower than or equal to a number on the obstacle tile
before resuming movement of the character mover. An obstacle tile may be
configured to present any appropriate challenge to the player. In some cases, the
obstacle presented by an obstacle may be permanently associated with a pathway
space, such as being permanently marked on the pathway space of a playing
surface. Such an embodiment is shown in Fig. 2A. In this case, the "obstacle tile"
may be reduced only to the numerical value or values of the obstacle, permanently
associated with the pathway space, and may not include any icons or other
differentiating symbols.
[0013] Equipment tiles 34 (Fig. 2C) may be placed on pathway spaces 17 and
may provide a reward to a player who accomplishes a task denoted by a given
equipment tile. More specifically, equipment tiles 34 may be placed on equipment
pathway spaces 19. An accumulated equipment tile reward may be used during
game play. Such an accumulated equipment tile reward may be used during travel
along a pathway, or a reward may be used during a final challenge to win a game.
The equipment tile may be used to alter travel along a pathway or it may be used to
alter game play in some other manner. For example, an equipment tile may allow a
player who gains that tile to move forward or backward a number of spaces without
using a random number generator. In another example, an equipment tile may
allow a player to roll a random number generator again, or take an extra turn at
some future time. Many types of equipment tile rewards are possible. To
accumulate a given reward on an equipment tile, some embodiments of the
disclosed game may require that the player generate a specific number with a
random number generator. Alternatively, to accumulate a given reward a player
may be required to generate a number higher than, or lower than, a number present
on an equipment tile. Any other appropriate challenge may be configured to a same
or similar effect.
[0014] Information on an equipment tile may help or hinder a player who
encounters the tile. Information on the equipment tile which may assist a player
might consist of a requirement for the player to move forward on the game board a
set number of spaces, or it may consist of a description of a piece of equipment
which may help the player during game play or be reserved for later use. Helpful
equipment may allow the player to move to a pathway space of their choice, for
example, or to add numerical value to a roll of the die (thus increasing the number
of spaces the player may be allowed to move during a given turn of the game).
Information on an equipment tile which may hinder the player might include, for
example, a command for the player to stay on a pathway space for at least one
extra turn, instead of moving about the playing surface.
[0015] Challenge tiles 36 may be present on specialized pathway spaces on a
game board. Some challenge tiles may be present in the middle of the game board,
and/or on a challenge pathway space 19, while other challenge tiles may be present
at one or both ends of a game board pathway. For example, one challenge tile may
be present in the middle of the game board at a special challenge space 21 and may
serve to inhibit a player's travel over a particularly interesting or important portion of
the game board. As another example, a challenge tile may be present at a location
that serves as a terminus for each of a number of main pathways 14 present on the
playing surface 12. Such a challenge tile at the common pathway terminus may be
a final challenge that the player must complete to win a game. For example, the
challenge tile may take the form of a nemesis attribute card (Fig. 2D), which may
enumerate a set of qualities which may be needed by a player to overcome a final
challenge and win the game.
[0016] To move about a playing surface 12 and progress through a number of
activities, players of a game according to the present disclosure may each control
movement of a selected or assigned character mover 40. Each character mover may
take any appropriate form for being identified distinctly in a group of character
movers. For example, the character mover 40 may be of single-piece construction
and may assume a distinctive and interesting physical appearance. Alternatively, the
character mover may be made of multiple pieces that may be assembled together.
For example, for ease of storage the character mover may be made of a visually-
distinctive vertical piece attached to a commonly-used horizontal base. Such an
attachment may be permanent or temporary; a temporary attachment may be
useful, for example, if the game player would like to disassemble the character
mover between games played. Character movers may be assigned as one per
player of the game. Character movers may be used as markers for keeping track of
the player's current location on the game board, and may provide a visual
representation of the player's progress toward a next challenge. In a preferred
embodiment of the present disclosure, character movers 40, shown in Fig. 1, may
take the form of Max Movers, bearing some resemblance to a toy Max Steel™ doll.
[0017] Having described, separately, many components of a game according to
the present disclosure, there follows a description of possible game play with the
described game board and components. The game may consist of a series of moves
repeated by game players as they progress from a beginning game space 16 to an
ending game space 18. For example, a game may begin by one or more of the
players placing game tiles on one or more of the pathway spaces. Each player may
select a character mover as their token to move about the game board. The players
may each use a number generator, for example a standard die 60, to generate a
number used to determine movement of the character movers about the game
board. Each player may move their character mover from one pathway space to
another, where the pathway spaces are separated by a number of spaces identical
to the number generated. In reaching a given pathway space, a player may
undertake and accomplish a game challenge defined by the game tile resident upon
that pathway space.
[0018] In an illustrated embodiment of the present disclosure, a game board
and associated game components may be used to play a "Max Steel™ Jungle
Adventure" board game. Max Steel™ is a commercial action figure toy, and a
nemesis present in the jungle adventure game may be one of the nemeses provided
for play with the Max Steel™ action figure. In an illustrated embodiment of the
present disclosure, the nemesis of the jungle adventure game may be Elementor™.
An object of the game may be to become a first player to reach a common terminus
of a number of game board pathways and defeat Elementor™ after having acquired
a set of equipment tiles necessary to defeat Elementor™.
[0019] In an exemplary game 8, challenge tile pathway spaces have an
unknown identity before a player occupies one of those spaces, as the challenge tile
on a given space is placed face down until removed by the player. As the player
successfully completes a challenge, they may, depending upon the nature of the
challenge completed, proceed around a game board or acquire an equipment tile.
Progression about the game board and acquisition of appropriate equipment tiles
may allow the player to proceed toward a confrontation with Elementor™ and
possible victory in the game. An object of the game may be to attempt and to
overcome various obstacles and to collect a number of equipment tiles. Upon the
accumulation of a number of equipment tiles, a player may progress to the ending
pathway space 18 to complete a final challenge against Elementor™. Successful
completion of an Elementor™ challenge may lead to the player being declared
winner of the game.
[0020] In this example, game play may begin with game players placing a game
board or playing surface in an appropriate location. Each player may choose a
distinctive Max Steel™ character mover as their on-board character and may place
the character mover on a beginning pathway space 16. If present, a special
character mover representing Elementor™ may be placed at ending pathway space
18. Alternatively, Elementor™ may be represented by a printed image on the
playing surface. Obstacle tiles 32 and equipment tiles 34 may be shuffled and
placed face down on assigned obstacle and equipment pathway spaces on the
playing surface. Challenge tiles may likewise be placed on their assigned pathway
spaces. Any nemesis attribute cards may be placed to one side of the game board,
with their front surfaces visible. Game play may begin with a youngest player taking
a first turn. Each game player may choose any of the main pathways 14 leading
away from the beginning pathway space as the pathway they would like to follow. A
pathway may be chosen because it leads to a number of challenge areas that the
player would like to attempt.
[0021] To move a character mover about the playing surface, a player may roll
a die to determine a random number. The player must decide to follow one of a
number of pathways, and must then move their character mover a number of
spaces that is the same as the number displayed by the die. Once the player's
character mover has been placed on one of the pathways, the player may move the
character mover forward (toward the ending space) or backward (toward the
beginning space) so long as they do not change travel directions during a single
turn. The player must move the character mover the number of spaces denoted by
the number on the die, unless the character mover encounters an obstacle tile, in
which case the player must end movement of the character mover.
[0022] Upon reaching an obstacle tile, a player may be required to end
movement of their character mover and turn the obstacle tile such that the front
surface of the obstacle tile is visible. A given obstacle tile may have a number upon
its face. To overcome the obstacle presented by a number-containing obstacle tile,
the player may be required to roll a die and have the die show a number that is
equal to or higher than the number on the face of the obstacle tile. If the obstacle
tile is "defeated" in this manner, the player may roll the die again and complete a
regular movement. The defeated obstacle tile may then be moved to any available
space on the playing surface. If the player does not defeat the obstacle tile they
have reached, the player's turn is over. On a subsequent turn, the player may move
backward along the pathway, or the player may attempt to defeat the obstacle tile
again.
[0023] Some pathway spaces on a game board may be configured as number
obstacles, and may be confronted by a player in a similar manner as a pathway
space containing an obstacle tile. The number obstacle pathway space may be
permanently marked with a set of one or more numbers, or it may be marked with a
given number tile. If a player reaches the number obstacle, the player may be
required to roll a die and have the die show a number that is the same as one of the
one or more numbers on the number obstacle pathway space. For example, if the
number obstacle pathway space is marked "1-3-5," then the player reaching the
pathway space may be required to roll the die and have it display one of the
numerals 1, 3, or 5 to proceed along the game board pathway.
[0024] Some pathway spaces may contain equipment tiles, representing
equipment that may be collected by a player before they reach the end of a game
board pathway. For example, collected equipment may be indicated by an icon for a
jet pack, or a jeep, or a watercraft, or a weapon of some sort, etc. As with an
obstacle tile, the equipment tile may reside on a pathway space such that its front
surface is hidden. To collect the equipment tile, the player may be required to move
their character mover onto the equipment tile pathway space with an exact roll of a
die. This is unlike the case with an obstacle tile, which may halt the movement of
the character mover even if the player did not reach that obstacle with an exact roll
of the die. If the player reaches an equipment tile pathway space, the player may
turn the equipment tile such that its front surface is visible. Each equipment tile
may include a number as one of the indicia on its front surface. For the player to
collect the given equipment tile, the player may be required to roll the die and have
the die display a number equal to or greater than the number on the equipment tile.
[0025] Equipment tiles may also be collected by a player in a manner other than
by a player's character mover landing exactly on a pathway space containing the
equipment tile. For example, some pathway spaces on a playing surface may be
designated as special equipment spaces. Special equipment spaces may be denoted
by an icon, or a distinctive color, or any other appropriate signifier. If the player
moves their character mover along a pathway and the character mover crosses a
special equipment space, the player may turn over any one of the equipment tiles
which they previously passed on the pathway such that the tile's front surface is
visible. Once the equipment tile is turned face up by the player, the player may
attempt to collect the equipment tile by rolling with a die a number equal to or
greater than the number displayed on the face of the exposed equipment tile. In
this manner, the player may collect an item of equipment without having to move
their character mover directly onto the equipment tile pathway space.
[0026] An equipment tile that has been collected by a player may be kept in
front of that player for immediate or future use. For example, the player may use
an accumulated equipment tile to overcome an obstacle tile which they reach with
their character mover. Alternatively, or in addition, the player may use one or more
accumulated equipment tiles in a final challenge against Elementor™ (discussed
below). Any equipment tile that the player chooses to use during a game must be
placed back onto the playing surface on an empty equipment tile pathway space.
[0027] Equipment tiles may come in a number of different types. Equipment
tiles may be labeled as: +1 attack, +2 attack, roll again, extra turn, +3 spaces, +5
spaces, and wild. An "attack" tile may be used to overcome various obstacles that a
player may reach during travel about a game board. "Roll again" may be used if, for
example, the player attempts to overcome a number-based obstacle but does not
roll, with a die, a number needed to successfully overcome the obstacle. "Extra
turn" may be used any time the player wishes to advance further along a pathway or
wishes to attain some other goal that requires movement about the game board. A
"+3 spaces" or a "+5 spaces" tile may be used by the player to advance more
quickly about the game board, or to move in any desired direction, without the
player having to roll the die. A "wild" tile may allow the player to choose any of the
above actions as needed in a specific game situation. Each of the equipment tiles
may have indicia upon one face, and the indicia may include a number, an icon,
and/or an image.
[0028] A player may proceed about a game board as described above,
overcoming obstacles and collecting equipment tiles. After the player encounters a
pathway space containing an equipment tile, the player may wish to attempt to win
a game by overcoming a final Elementor™ challenge. To enter the final challenge
against Elementor™, the player must move their character mover over a pathway
space that relates to an Elementor™ attribute tile. If the player's character mover
passes over a nemesis attribute tile pathway space, the player may choose from
among a plurality of nemesis attribute tiles that denote a set of characteristics that
Elementor™ may have during a final challenge. In an illustrated embodiment, there
may be four nemesis attribute tiles (Fig. 2D), each with a plurality of numbers and
images that define Elementor's™ attributes in the final challenge.
[0029] The Elementor™ final challenge may be defined by a nemesis attribute
tile, which may be used to denote the equipment tiles a player must have
accumulated to increase their odds of overcoming Elementor™ in the final challenge.
A nemesis attribute tile may include at least two given numbers, and a plurality of
equipment tile images. A first number inscribed upon the nemesis attribute tile may
denote a first value of nemesis "life points." A second number inscribed upon the
nemesis attribute tile may denote a second value of nemesis life points. The second
value of nemesis life points may be used in the Elementor™ challenge if the player
accumulated, during game play, a number of equipment tiles carrying images that
match the images on the nemesis attribute card.
[0030] To defeat Elementor™ in a final challenge, a player may be required to
roll a die and achieve a number that is greater than the value of Elementor's™ life
points. As noted above, a given nemesis attribute tile may have two values of
nemesis life points. A first value of life points may be the "strength" of Elementor™
if the player reaches the final challenge without having accumulated any equipment
tiles. A second value of life points may be the "strength" of Elementor™ if the player
reaches the final challenge having accumulated all the equipment tiles represented
on the nemesis attribute tile. For example, the first life point value may be "eight,"
while the second life point value may be "four." If the player reaches the final
challenge without the full complement of equipment tiles represented by the images
on the nemesis attribute tile, the first life point value may be decremented by "one"
for each equipment tile collected by the player that is represented on the nemesis
attribute tile. For example, if the first life point value is eight, and there are three
equipment tiles represented by the images on the nemesis attribute tile, then the life
point value for a player collecting one of the represented equipment tiles may be
seven. For two represented equipment tiles: six. And for the complete set of three
represented equipment tiles: four (including a one-point bonus for collecting all three
represented equipment tiles). It may be that the initial life point value, and the
value of life points if the player has only collected one equipment tile, may be higher
than the highest number the player could roll (six) if the game is played with a
standard die. This circumstance may encourage the player to collect more than one
equipment tile before attempting the final challenge.
[0031] If a player rolls a die and achieves a number greater than Elementor's™
assigned life points, then the player may be declared the winner of a game. If the
player rolls a die and does not achieve a number greater than Elementor's™
assigned life points, then the player fails the final challenge and may not be declared
the winner of the game. If the player fails in the final challenge, then the player
must return to the nearest Elementor™ nemesis attribute pathway square and
continue playing the game. The player who fails the final challenge must also place
back onto pathway spaces any of the equipment tiles they accumulated in the
course of the game.
[0032] It is believed that the disclosure set forth above encompasses multiple
distinct inventions with independent utility. While each of these inventions has been
disclosed in its preferred form, the specific embodiments thereof as disclosed and
illustrated herein are not to be considered in a limiting sense as numerous variations
are possible. The subject matter of the inventions includes all novel and non-
obvious combinations and subcombinations of the various elements, features,
functions and/or properties disclosed herein. Similarly, where the claims recite "a"
or "a first" element or the equivalent thereof, such claims should be understood to
include incorporation of one or more such elements, neither requiring nor excluding
two or more such elements.
[0033] Inventions embodied in various combinations and subcombinations of
features, functions, elements, and/or properties may be claimed through
presentation of new claims in a related application. Such new claims, whether they
are directed to a different invention or directed to the same invention, whether
different, broader, narrower or equal in scope to the original claims, are also
regarded as included within the subject matter of the inventions of the present
disclosure.