WO2022036389A1 - Appareil pour jeu de société activé électroniquement - Google Patents

Appareil pour jeu de société activé électroniquement Download PDF

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Publication number
WO2022036389A1
WO2022036389A1 PCT/AU2021/050881 AU2021050881W WO2022036389A1 WO 2022036389 A1 WO2022036389 A1 WO 2022036389A1 AU 2021050881 W AU2021050881 W AU 2021050881W WO 2022036389 A1 WO2022036389 A1 WO 2022036389A1
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WO
WIPO (PCT)
Prior art keywords
game
board
player
pieces
server
Prior art date
Application number
PCT/AU2021/050881
Other languages
English (en)
Inventor
Stephen John THOMSON
Original Assignee
Thomson Stephen John
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
Priority claimed from AU2020902930A external-priority patent/AU2020902930A0/en
Application filed by Thomson Stephen John filed Critical Thomson Stephen John
Priority to AU2021327032A priority Critical patent/AU2021327032A1/en
Priority to US18/021,883 priority patent/US20230381634A1/en
Publication of WO2022036389A1 publication Critical patent/WO2022036389A1/fr

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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
    • A63F3/00643Electric board games; Electric features of board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00574Connections between board and playing pieces
    • A63F2003/0063Magnetic
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00646Electric board games; Electric features of board games with illumination of playing field or playing piece
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00662Electric board games; Electric features of board games with an electric sensor for playing pieces
    • A63F2003/00665Electric board games; Electric features of board games with an electric sensor for playing pieces using inductance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/243Detail of input, input devices with other kinds of input
    • A63F2009/2435Detail of input, input devices with other kinds of input using a video camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2454Output devices visual using illumination, e.g. with lamps with LED
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2485Other characteristics using a general-purpose personal computer
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2485Other characteristics using a general-purpose personal computer
    • A63F2009/2486Other characteristics using a general-purpose personal computer the computer being an accessory to a board game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2488Remotely playable
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2488Remotely playable
    • A63F2009/2489Remotely playable by radio transmitters, e.g. using RFID
    • 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

  • the present invention relates to an apparatus for an electronically-enabled board game, and more particularly a board game comprising a physical board and physical pieces, the board being electronically-enabled to detect the presence and identity of the pieces thereupon, the board further being communicable with a server, such that the board electronically displays game progress indicators.
  • an apparatus for an electronically- enabled board game said board game being configured for playing by at least two players, each assigned a plurality of game pieces, the players taking sequential turns to cause or instruct movement of at least one of their game pieces relative to a game board in accordance with the rules of the game, said apparatus comprising: the game board; the plurality of game pieces assigned to each player; wherein the apparatus is configured to detect the identity and location of a given game piece relative to the game board; and a server comprising a processor and a memory and communicable with at least the game board, wherein the server is configured to receive information on the identity and location of the game pieces relative to the game board, the server being further configured to, upon each sequential turn taken by each player, determine whether a game progress indicator is appropriate, and if so, send to the game board a display instruction, wherein the game board is configured to, in response to the display instruction, electronically display the game progress indicator.
  • each of the plurality of game pieces contains an electronic identifier
  • the game board is configured to electronically detect the identity and location of a given game piece on the game board.
  • the electronic identifier is provided by an RFID chip in each game piece, and the game board is configured with an RFID reader.
  • the game board is divided into regions, each region corresponding to a location on the game board.
  • the regions and / or their significance are adjustable, such as programmable.
  • the server is remote from the game board.
  • the server receives from the game board the information on the identity and location of the game pieces on the game board upon each sequential turn taken by each player.
  • the type of game progress indicator is determined by the type of game event to which the most recent player’s move(s) corresponds, in accordance with the rules of the game.
  • the type of game event is at least partly determined by one or more of: the start and / or end location (i.e. origin and / or destination) on the game board of the game piece(s) involved in the most recent player’s move(s); and: the identity of the game piece(s) involved in the most recent player’s move(s).
  • one type of game progress indicator corresponds to the game event “simple move”.
  • another type of game progress indicator corresponds to the game event, “move plus outcome”.
  • the game progress indicator comprises illumination of at least one region of the board. More preferably, different types and / or subtypes of game progress indicator comprise different illumination colours, and / or different illumination sequences.
  • the game progress indicator comprises one or more sound effects.
  • more than one game progress indicator, and / or type and / or subtype of game progress indicator, may be simultaneously displayed.
  • the server is further configured to store any relevant parameters associated with one or more of the plurality of game pieces.
  • the parameters associated with the one or more of the plurality of game pieces are changeable throughout the game.
  • the players have input as to at least some of the parameters associated with one or more of the plurality of their game pieces, in accordance with the rules of the game.
  • the parameters associated with the game piece(s) involved in the most recent player’s move(s) contribute to determining the type of game event to which that move(s) corresponds, and hence the appropriate type of game progress indicator.
  • the parameters comprise the ammunition supply associated with a particular game piece.
  • the type of game event to which a player’s move(s) corresponds is at least partly determined by the identity, start and / or end location, and / or any relevant parameters of at least two game pieces assigned to different players, in accordance with the rules of the game.
  • the apparatus comprises a plurality of game boards; and more preferably, one board per player.
  • the game progress indicator is displayed on all of the game boards, such that each player can move the relevant piece(s) on their board to reflect the most recent player’s move(s).
  • the apparatus further comprises a personal electronic device, such as a smartphone, tablet, or personal computer, associated with each player, and communicable with the server.
  • a personal electronic device such as a smartphone, tablet, or personal computer, associated with each player, and communicable with the server.
  • the personal electronic device is configured to display a real-time simulation of the board game, including one or more of: the identity and location of the plurality of game pieces on (or in relation to) the game board; the latest player’s move(s); the corresponding type and / or subtype of game event; the corresponding game progress indicator; any relevant prompts or instructions to the player; any relevant parameters associated with the plurality of game pieces; and / or the game score.
  • a real-time simulation of the board game including one or more of: the identity and location of the plurality of game pieces on (or in relation to) the game board; the latest player’s move(s); the corresponding type and / or subtype of game event; the corresponding game progress indicator; any relevant prompts or instructions to the player; any relevant parameters associated with the plurality of game pieces; and / or the game score.
  • the personal electronic device is further configured to receive player input and transmit this to the server.
  • the personal electronic device is configured to receive player input as to at least some of the parameters associated with one or more of the plurality of that player’s game pieces, in accordance with the rules of the game.
  • the parameter comprises the ammunition supply associated with a particular game piece
  • the player input comprises one or more of: using at least some of the ammunition as part of the player’s move(s); or: replenishing the ammunition supply associated with that game piece, in accordance with the rules of the game.
  • a game board configured for use in the apparatus substantially as described above.
  • a game piece configured for use in the apparatus substantially as described above.
  • a server configured for use with the apparatus substantially as described above.
  • the present invention provides a number of advantages over the prior art, including, in some embodiments:
  • FIGURES 1A and IB are schematics showing the architecture of and steps taken by the apparatus according to a first preferred exemplary embodiment of the invention
  • FIGURE 2 is a schematic showing the architecture of and steps taken by the apparatus according to a second preferred exemplary embodiment of the invention
  • FIGURE 3 is a schematic showing two possible moves using the apparatus of
  • FIGURE 4 is a photograph showing an exemplary arrangement of game pieces on the game board.
  • FIGURES 5.1 - 5.24 are schematics corresponding to Example A set out below.
  • Figures 1 -4 Figures 1 A and IB are schematics showing the steps taken by the apparatus according to a first preferred exemplary embodiment of the invention.
  • the apparatus is suitable for use with any game that involves, in general, a game board and a plurality of game pieces.
  • the architecture and working of the apparatus is independent of the rules of any particular game.
  • One particularly preferred game for which the apparatus of the invention may be employed is called “High Command” (also known as “Ammunition Game”), the rules of which are detailed at Example A.
  • the apparatus is also suitable for use with games having “ancillary” pieces or components such as, for instance, dice.
  • ancillary components such as, for instance, dice.
  • the principles of the invention disclosed herein can likewise be applied to such ancillary components; for instance, where the game involves the throwing of dice, the apparatus may be configured to detect the outcome of the throw (such as if the dice are thrown on the game board, with the game board being configured to detect how the dice land). This may again be conducive to the playing of “remote” versions of such board games, since it avoids the need to rely solely on the players’ honesty in reporting the outcome of their throws.
  • the apparatus (generally indicated by 100) of Figures 1A and IB comprises a physical game board (102), in this embodiment divided into squares, and a plurality of physical game pieces assigned to a first and second player (respectively 108 and 110).
  • the board (102) and game pieces (108, 110) can be formed from plastic or any other suitable material.
  • each game piece (108, 110) contains an electronic identifier, and the game board (102) is configured to electronically detect the identity and location of a given game piece (108, 110) on the game board (102). This is preferably achieved via RFID tags embedded in each game piece, with the board being configured with an RFID reader.
  • US7,791,483 discloses one example of the use of RFID technology in game boards, in a manner that allows accurate RFID detection / communication between the pieces and the board.
  • the apparatus may include an overhead camera(s) configured to detect the identity and location of the game pieces on the game board.
  • the skilled person may identify still other suitable technologies, or combinations of technologies, in this regard.
  • the apparatus also comprises a server (104), which may be a cloud server or any other type of server deemed suitable by one skilled in the art.
  • the server (104) comprises a processor (104 A) and a memory (104B), and is communicable with the game board (102) using known technological means with which one skilled in the art will be familiar.
  • the memory (104B) stores, among other things, the rules of the particular game being played, and can of course be updated / reprogrammed accordingly.
  • the apparatus also comprises a personal electronic device (PED) (106) associated with each player.
  • PED personal electronic device
  • the PED can be in the form of, for example, a smartphone, tablet, laptop, et cetera; and may be loaded with a suitable app or other software enabling the PED to “talk” to the server, i.e. be communicable with the server using known technological means.
  • the PED is advantageous in providing each player with a virtual simulation of the game, as well as detailed information that may not be readily discernible by looking at the board alone: such as the implications of a given move according to the rules of the game, and / or parameters (e.g. current ammunition supply) associated with a given piece.
  • the PED is particularly useful where each player is using their own remote board, as discussed below with reference to Figure 2.
  • the PED is also part of what allows the apparatus to accommodate much more complex and detailed games than traditional board games.
  • the ammunition supply can be kept track of, and moreover virtually expended and replenished by the player, rather than the player needing to fiddle around with intricate plastic add-ons on the physical game piece (this also makes production more straightforward and cost-effective).
  • the apparatus to not include the PED.
  • the PED might not be required (though a single-board embodiment that includes one or more PEDs is, of course, within the scope of the invention).
  • the pieces may be relatively low-tech, with supplementary information optionally being provided to players via the PED as described above.
  • the pieces and / or board may be more complex or sophisticated, such that they themselves (in addition to, or instead of, the PED) can display supplementary information, such as for example ammunition levels and / or the implications of a game move.
  • the pieces may be configured with LEDs or similar representing the amount of ammunition each piece has at a given point in time. The player to whom a given piece belongs dictates (via the PED or otherwise) the usage and replenishment of that piece's ammunition.
  • the server then causes this to be indicated, via the LEDs, on the relevant piece and, in multi-board embodiments, on the corresponding piece on the other players’ boards.
  • the apparatus i.e. the board, the pieces, or both
  • the apparatus may be configured to display complex / sophisticated game progress indicators that indicate the implications of a given move. For instance, a particular illumination sequence (and / or sound effect) of one or more squares on the board, perhaps in conjunction with illumination (and / or sound effects) of one or more game pieces, might signify a move having a particular implication or outcome.
  • the first player makes a move, as indicated by the arrow at the top left of the board. In this embodiment, this is accomplished by the player physically moving their chosen piece on the game board.
  • movement of the pieces on the game board to be automated, in response to player commands.
  • the player’s move is detected (120) by the game board (102). More particularly, the game board (102) detects the identity of the piece being moved (here Tank 1), and the start and end location (i.e. square) of that piece. At (122), the game board transmits this information to the server (104).
  • the server (104) determines the type of game event to which the move corresponds.
  • the type of game event may be determined by, among other things, the identity of the game piece and its start and end location. For instance, there may be “squares of special significance”, or squares which have special significance if a particular game piece lands on them.
  • the type of game event may also be determined by any relevant parameters associated with that piece (in the notional game described here, one of the relevant parameters is how much ammunition each piece has).
  • the type of game event may also be determined by reference to more than one game piece, as discussed below with reference to Figure IB.
  • the server (104) identifies the type of game event as being “simple move”.
  • the server (104) transmits a display instruction to the game board (102), instructing the game board (102) to display a game progress indicator corresponding to that type of game event. (Note, depending on the rules of the game, some game events may not trigger any game progress indicator).
  • the game board (102) accordingly electronically displays the appropriate game progress indicator, as indicated by the bold border surrounding square 2: 1.
  • the game progress indicator is in the form of illumination, such as via LEDs embedded in the game board (102). More preferably, different colours and / or sequences of illumination correspond to different types of game events (for instance, yellow for a “simple move” and red for a “move plus outcome”). Illumination may be of one square or multiple squares, together or in a pattern / sequence, in one colour or in different colours. Further game progress indicators can also be provided by, for instance, sound effects generated by the game board (102). It is also possible for the game progress indicator to be provided by the board in conjunction with one or more pieces (such as simultaneous illumination).
  • the pattern / sequence of the game progress indicator may be sufficiently sophisticated that it indicates, in its own right, a specific outcome or implication of a move.
  • the game progress indicator is more in the nature of a general “prompt” or “aid” to the player(s), with more detailed information being obtainable from the players’ PED.
  • the game pieces (108, 110) may also be communicable with the server (via known technological means) and capable of electronically displaying game progress indicators.
  • the pieces may include LEDs which are instructed by the server to light up to indicate the amount of ammunition a given piece has left. All of these various game progress indicators may be displayed on the board and / or pieces in lieu of, or in addition to, being displayed on the PED.
  • the server (104) sends to the PED (106) information relating to the updated location and identity of each piece (108, 110) on the game board (102), such that the PED (106) can display a simulation of this.
  • the server (104) also sends to the PED (106) information relating to the move, and this is also displayed on the PED, as shown in the magnified view in Figure 1A.
  • the PED also displays an “INSTRUCTION” field, which indicates to the player any repercussions of a game event, such as the need to remove a piece from the board altogether (as discussed below): this does not apply in the present case, as the first player’s move was of the type “simple move”.
  • a notable variation on the above might be where the player is playing against a computer (i.e. the computer is the second “player”), and the computer is making the current move.
  • the first step would not be the game board (102) detecting movement of a physical game piece (108, 110) thereupon. Rather, the server (104) would directly receive information regarding the computer’s move and send to the game board (102) an instruction (similar to 126) to cause the game board (102) to display a game progress indicator. This would tell the player which of the “opponent’s” pieces to move on the board and where. For instance, the square under the relevant piece might be illuminated, followed by illumination of the “destination” square. This is within the scope of the invention.
  • the apparatus may be configured to effect movement of the pieces on the game board other than manually by the players. This may be effected in a variety of different ways.
  • the game board (102) is configured such that its size, regions, and / or the significance of various regions are adjustable. This may be achieved electronically, such as by the players being able to programme the size / layout of the squares, or being able to instruct that a portion of the board be “ignored” (i.e. inactive) for a particular game. It might also be achieved physically, by the board comprising modular segments which can be attached / detached by the players on demand. Such segments will of course need to be appropriately configured to be electronically connectable when attached to the remainder of the board; the skilled person will identify ways of achieving this.
  • Figure IB this shows apparatus identical to that of Figure 1A, but operating in response to a different type of game event.
  • the player has moved their piece (108 - again Tank 1) from square 2:1 to square 3:2.
  • square 3:2 already contains an opponent’s piece (110 - here, the second player’s Armoured Vehicle 1).
  • this move represents “engagement” or “attack” on the first player’s part.
  • the processor recognizes (124) that the type of game event in this case is different: namely, “move plus outcome”.
  • the processor (104) takes into account not only the start and / or end location of the moving player’s game piece, but also the location of the opponent’s piece, as well as the identity of the respective pieces and the relevant parameters of each at that point in the game (which are stored on the memory (104B)).
  • the processor (104) determines (124) that the subtype of game event is “destroy”. This is because the player’s game piece (108) has ammunition, while the opponent’s game piece on the destination square has no ammunition. Depending on the rules of the game, if the opponent’s game piece also had ammunition, the subtype of game event may have been different - for instance, “engage” or “combat” rather than “destroy”. Also depending on the rules of the game, it may be that an “attacking” player whose game piece has ammunition may choose whether or not to use that ammunition during the attack, rather than (as in this example) the server automatically deducting one round of ammunition.
  • a given move may potentially correspond to a variety of different types or subtypes, and / or may have a variety of implications, depending on parameters of the piece(s) in question and other related factors. For example, if a piece being moved has no ammunition left, then a move which might otherwise be of the “move plus outcome” type (e.g. attack or engage) might instead be of the type “simple move”, due to that piece having no ability to engage in combat at that time.
  • move plus outcome e.g. attack or engage
  • Figures 1A and IB Another example is a variation on Figures 1A and IB.
  • Figure 1A was described above as being a “simple move” since the destination square is empty; while Figure IB was a “move plus outcome” since the destination square contains an opponent’s piece. But it is also possible for a move to be “aggressive” (and thus a “move plus outcome”) even though the destination square is empty, much like placing an opponent’s piece “in check” in the game of chess. For instance, the move might place an opponent’s piece “in the firing line” of the moving player’s piece in accordance with the rules of the game.
  • the server (104) again transmits to the game board (102) an instruction to display a game progress indicator corresponding to the type (or subtype) of game event; which the game board (102) does at 128, indicated by the bold border around square 3:2.
  • a a further game progress indicator, 128 A is provided - such as in the form of sound effects.
  • the server (104) sends information pertaining to the move and the relevant game pieces to the PED, which displays a simulation of the game board along with information and instructions relating to the move.
  • the information tells the first player that only 2 of 3 ammo rounds are remaining on their Tank 1 (as a result of the attack); while the instructions tell the players to remove the second player’s Armoured Vehicle 1 from the game board, as it has been destroyed.
  • the first player then, at 132, elects to replenish Tank l’s ammo supply (subject to the rules of the game allowing this).
  • this information is sent to the server (104); and at 136, the server in turn sends this information to the other players’ PEDs, to update them of the change.
  • move A involves moving the first player’s game piece (305), which has 2 of 3 ammunition rounds remaining, from its origin square (304) to its destination square (308) along path (306).
  • the destination square (308) is empty: as such, this move is classed as a game event of the type “simple move”, and the destination square (308) lights up yellow as a game progress indicator of this.
  • move B involves moving the first player’s game piece (311), which has 1 of 3 ammunition rounds remaining, from its origin square (310) to its destination square (314) along path (312). But the destination square (314) is already occupied by the second player’s piece (313), which has no ammunition remaining. Due to the destination square being occupied, the move is classed as a game event of the type “move plus outcome”; and due to piece (311) being armed while piece (313) is unarmed, the event subtype is “destroy”. Accordingly, the destination square (314) lights up red as a game progress indicator of this.
  • FIG 2 in the top half of the image is shown an apparatus identical to that of Figure IB.
  • the two players are playing remotely, on 2 different boards, as indicated by the line 201 - the first player on board 102, and the second player on board 202.
  • the server (104) also transmits a display instruction (226) to the second player’s board (202). This causes the appropriate game progress indicator(s) (228, 228A) to be displayed on the second board (202), signaling to the second player the move that the first player has made.
  • the game progress indicator(s) (228, 228 A) may include, for instance, illumination of the square under the relevant game piece followed by illumination of the “destination” square. This allows the second player to physically move the first player’s piece(s) on their board (202) accordingly. In addition, as indicated by 230, information relating to the first player’s move is also transmitted to the second player’s PED (206).
  • Figure 4 is a photograph showing an exemplary arrangement of game pieces on the game board.
  • the game board is styled as a battlefield, with the outline of its squares visible.
  • a number of the squares have topographical features such as trees, valleys, pits / lakes, et cetera, and these can be written into the rules of the game (e.g. that a piece cannot land on that square, or that that square affords protection to a piece).
  • the game pieces are styled as soldiers and various types of military craft, and again their relative hierarchy, powers, manoevrability, et cetera, can all be written into the rules of the game.
  • each of the game pieces contains an electronic identifier, such as an RFID chip, and the board is configured to electronically detect the identity and location of a given game piece. With each turn taken by a player, the board transmits to a server (not shown) information pertaining to that move. The server then, with reference to the rules of the game, determines the type of game event to which the move corresponds, and instructs the game board to display a corresponding game progress indicator(s), such as in the form of coloured illumination, sound effects, et cetera.
  • a server not shown
  • the server determines the type of game event to which the move corresponds, and instructs the game board to display a corresponding game progress indicator(s), such as in the form of coloured illumination, sound effects, et cetera.
  • Example A describes the rules of one particularly preferred game that may be played using the apparatus of the present invention, known as “High Command” (or “Ammunition Game”).
  • High Command or “Ammunition Game”.
  • One of the advantages of High Command is that it allows 2 moves per turn, which means players can be more strategic, and can even work together. More generally, the two-move-per-turn format increases the number of permutations the game can have.
  • Example A is exemplary only, and is not to be taken as limiting on the scope of the invention.
  • Example A is as follows:
  • High Command board and pieces represent real life military bases, equipment & personnel.
  • the concept of the game is for players maneuver their playing pieces, as Generals would maneuver their forces in battle.
  • Operation Forest Storm is a peace keeping mission in central Europe. Players are commanders of the airforce & army bases in the Forest sectors.
  • This 'Rules of Engagement manual' is designed to be used as a reference to answer specific questions. It contains detailed explanations of the rules, and examples of game play.
  • This manual also contains information about changing Rank and advanced play with Flexible board layouts.
  • the board is forest landscape divided in four blocks, called 'sectors'.
  • the army bases are in sector one, and the airforce bases are in sector two.
  • the hoard surface is divided by fine lines, into squares called 'quadrants'.
  • Each square is called a quadrant.
  • a quadrant can only be occupied by one playing piece at a time.
  • Structure and landscape pieces are fixed, and can not be moved during the game.
  • ⁇ Structure pieces are the control tower, headquarters and ammunition depot.
  • ⁇ Crew pieces are moveable, and can be moved during the game.
  • Aircraft pieces are called 'air crew'.
  • the airforce has both 'air & ground crews'.
  • AMMUNITION is used to destroy targets
  • ⁇ Captured ammunition may be hit and destroyed by the forces that lost it.
  • Air crews (excluding bomber) can -
  • Bombers can move through any occupied quadrant.
  • ⁇ Commandos can move through any occupied quadrant.
  • AIMING is selecting the firing direction
  • ATTACKING is bombing &firing ammunition
  • ⁇ A target may be hit twice per maneuver, by being fired on by two crews 'crossfire'. 9.2 Attacking by firing
  • Commando crew is occupying a quadrant next to a landscape quadrant.
  • the missile launcher has a fixed firing range.
  • the stealth bomber and commando have a fixed bombing range.
  • travels from the attacker's quadrant to the target's quadrant.
  • Anti-aircraft gun shells can only hit aircraft in flight.
  • Rapid fire missiles can -
  • Rapid fire bullets travel in straight lines and can -
  • can only hit ground targets.
  • are programmed and fly from the launcher to the target quadrant.
  • can fly through any occupied quadrant.
  • can only hit ground targets.
  • are dropped by bombers flying to, and occupying the target quadrant.
  • are set commandos by moving to, and occupying the target quadrant.
  • a mortar gun crew can not provide covering fire against a plane, as a mortar can not hit a plane.
  • radar zone quadrant is every quadrant that is exactly (5) quadrants from an airforce control tower or army headquarters structure
  • SHIELDING is a barrier to enemy rapid fire ammunition
  • Shields can be structures, landscape or other crews, that are -
  • Line of fire ' is the direction, or quadrants weapons fire though.
  • Shields can not stop guided missiles or bombs, any structure or crew hit by high explosive ammunition is destroyed.
  • CAMOUFLAGE is concealment of personnel & equipment
  • ⁇ Commandos can use camouflage for protection.
  • Camouflage does not protect a commando who is hit -
  • Machine gun bullets can not destroy a buildings or tanks
  • the radar is destroyed when the airforce control tower or army head quarters structure supporting it is destroyed.
  • destroy the command centre and have a ground crew or helicopter landed on the loading zone of the base.
  • a commander is promoted in rank by one star, when they complete their mission -
  • a commander is demoted in rank by one star, when they fail their mission, and fail to destroy one enemy command centre.
  • ⁇ Commanders may use the title and wear the insignia of their current rank only.
  • players can choose to use the standard board layout, and pieces set up, or choose to create their own layout and set up.
  • Can be layout in a long rectangle pattern, rather than a square pattern.
  • ⁇ planes must be on the airstrip.
  • ⁇ fighters planes must have a clear path to the end of the airstrip of at least two quadrants.

Landscapes

  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

La présente invention concerne un appareil pour un jeu de société amélioré combinant les avantages des jeux classiques et électroniques. L'appareil comprend un plateau de jeu et une pluralité de pièces de jeu, l'appareil étant configuré pour détecter l'identité et l'emplacement d'une pièce de jeu donnée sur le plateau de jeu ; et un serveur pouvant communiquer avec le plateau de jeu et configuré pour recevoir des informations sur l'identité et l'emplacement des pièces de jeu par rapport au plateau de jeu et, le cas échéant, pour envoyer au plateau de jeu une instruction d'affichage, le plateau de jeu étant configuré, en réponse à l'instruction d'affichage, pour afficher électroniquement un indicateur de progression de jeu.
PCT/AU2021/050881 2020-08-18 2021-08-11 Appareil pour jeu de société activé électroniquement WO2022036389A1 (fr)

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AU2021327032A AU2021327032A1 (en) 2020-08-18 2021-08-11 Apparatus for an electronically-enabled board game
US18/021,883 US20230381634A1 (en) 2020-08-18 2021-08-11 Apparatus for an electronically-enabled board game

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AU2020902930A AU2020902930A0 (en) 2020-08-18 Apparatus for an electronically-enabled board game
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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120052934A1 (en) * 2008-06-03 2012-03-01 Tweedletech, Llc board game with dynamic characteristic tracking
US20180178113A1 (en) * 2016-12-22 2018-06-28 Zwiffer Inc. Multi-purpose board game employing a game board and game pieces with wireless technology to communicate to the internet
US20190022517A1 (en) * 2017-07-18 2019-01-24 ZmartFun Electronics, Inc. Sensory chessboard and method for detecting positions of chess pieces on a chessboard and transmitting those positions to a computer or other electronic recording device
US20190388776A1 (en) * 2018-06-20 2019-12-26 Steven Thomas Holmes Game Systems And Methods

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120052934A1 (en) * 2008-06-03 2012-03-01 Tweedletech, Llc board game with dynamic characteristic tracking
US20180178113A1 (en) * 2016-12-22 2018-06-28 Zwiffer Inc. Multi-purpose board game employing a game board and game pieces with wireless technology to communicate to the internet
US20190022517A1 (en) * 2017-07-18 2019-01-24 ZmartFun Electronics, Inc. Sensory chessboard and method for detecting positions of chess pieces on a chessboard and transmitting those positions to a computer or other electronic recording device
US20190388776A1 (en) * 2018-06-20 2019-12-26 Steven Thomas Holmes Game Systems And Methods

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US20230381634A1 (en) 2023-11-30

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