The drawings show a form of the invention that is presently preferred; however, the invention is not limited to the precise arrangement shown in the drawings.
In preparation for explaining the details of the present inventive disclosure, it is to be understood by the reader that the invention is not limited to the presented details of the construction, materials and embodiments as illustrated in the accompanying drawings, as the invention concepts are clearly capable of other embodiments and of being practiced and realized in various ways by applying the disclosure presented herein.
The game board comprises a game play affixed to the board by any practical means. The track has a plurality of player squares linked on to the next by a series of graphical indicia such as arrows 71 such that the direction and path for progress along the track from square to square is clear and apparent to the players of the game. On one embodiment, the track consists of a linked series of forty squares, although the invention is not limited to the use of forty squares on the game play track. Any number of squares may be used without deviating from the intention of this inventive disclosure. Additional player spaces do not need to be squares as illustrated but may, for example, comprise a linked track of circles, ellipses, and any polygon to achieve a game track for playing the game.
Within this specification play spaces of any shape are referred to as squares with the understanding that in embodiments of the present inventive disclosures the shape of the linked play spaces on the track are not limited to the shape of a square.
The linked squares 11 forming the track 24 each have a colored portion 26 having one color selected from the set of unique colors of the player tokens 13 such that the game play track 24 is representative of the player token colors. Each square along the track except for the start square 28 and finish square 30 have one or more dots 32 affixed to the square. The game board has a plurality of trap holding squares 34 affixed to the board on the interior of each player square 11. Within a central portion 22 of the board 10 are blank rectangles to designate positions where cards used in game play are placed, as well as circles affixed to game board positions where white, blue and discarded chips are placed during play.
The game comprises a plurality of player tokens 13 with each player receiving one unique token. As in typical board games each token 13 represents the movement of a player along a game play track 24. Each token is provided with a unique color for easy identification by the players with the exception that black is not one of the player token colors (having to do with defensive traps in the game, which are discussed below).
The game also comprises a plurality of defensive trap pegs 18 where the trap pegs are substantially evenly divided into sets and the number of trap sets match the number of player tokens 13 in the game set. Each defensive trap set has a unique color to the trap pegs of the set wherein the unique color of each trap peg set corresponds to the color of a player token 13 so that defensive trap pegs can be uniquely associated by color with player tokens and players during the game.
The game also comprises a plurality of black trap pegs 11, sharing the same size and shape as that of defensive trap pegs but identified by their black color (while defensive trap pegs are the colors of the player tokens). These black trap pegs are distributed on certain squares 11 on the track 24 according to a roll of the dice by one player at the beginning of the game, the matter discussed in further detail below.
The game includes a plurality of blue chips representing monetary currency for use by the players during the game, for example for purchasing traps or challenges during the game play. A player may accumulate blue chips when the player wins a turn. Winning a turn is discussed further below. The game further includes a plurality of white chips 36 having dots 38 affixed thereon delineating the maximum number of dice rolls a player has to extricate his token 13 out of a trapped square. The game additionally has a plurality of advancement cards 40, the advancement cards forming a deck of cards. Each advancement card has one or more dots 42 wherein the number of dots 42 on the card identifies the number of squares 11 a player is to advance their token on the track when the advance card is drawn.
The game includes a plurality of color challenge cards 46. For game play the game includes a set of conventional dice 44 having dots affixed on each side indicating numbers one through 6. The game includes a book 70 or pamphlet of rules for playing the game.
Other items useful to playing the game include a calculator for officiating a challenge, a score pad 16, and one or more pencils or pens for marking the score pad. These items may be provided with the game or alternately provided separately by the players playing the game.
In one preferred embodiment the game comprises twenty four defensive trap pegs 18, twenty color challenge cards 46 in a deck of color change cards 47 and six player tokens 13. The defensive trap pegs 18 and player tokens 13 are provided in the following colors: red, white, silver, blue, orange, and purple. Additionally in a preferred embodiment sixteen black trap pegs are provided.
The rules and method for playing the game of the present inventive disclosures are outlined below for one embodiment of the game. The certain rules may be modified in other embodiments without deviating from the intent of this inventive disclosure.
Pre-game:
One player, chosen through any means, must roll both dice 44. With the dice roll the player must come up with at least a combined seven (additive numbers from both dice). Whatever number (seven or more) that shows on the dice is the increment at which black traps must be placed along the track on the board. The player placing the traps begins by counting from the start space and begins distributing the black traps at the increment number rolled. Any space which holds a black trap is considered “dead” and no other colored trap can be placed on that space for the duration of the game. Next, each player will receive a number of defensive trap pegs 18 to place on the board during the game play. With four or less players, each player will receive three defensive traps of each of his opponent's token colors to distribute. Defensive traps may be placed on any square with the exception of “dead” squares (see above).
Game Begins:
Play begins by each player rolling a single die. This is the “off-the-block” phase of the race. Usually, someone will grab a pretty good lead right off the bat with this initial role. Each player must roll a one or a six in order to get off the block. It may take several rolls to accomplish this feat. If a player rolls and does not come up with a one or a six, then the player must pass the dice and wait for them to come around again.
Initial Move:
Once a player is off the start square, the player must win a turn. A turn, once the player wins it, can be used in one of the following ways:
These are described in the paragraphs that follow.
Advancement Card—
Once a player wins a turn, he may immediately choose an advancement card 40.
Picking a Blue Chip—
A blue chip 36 is currency which can be accumulated by players during game play when the player wins a turn. Blue chips can be used to purchase one of the following.
Winning a turn gives a player the option to perform an action or pick up a blue chip. A player is allowed to pick up only one blue chip per turn. It takes three blue chips to buy a defensive trap (at which point the purchasing player can place the trap on any square that is not a dead square). It takes five blue chips to issue a challenge (challenges will be explained in detail below).
Setting a Defensive Trap—
Once a player garners three blue chips, the player may pick any color defensive trap 18 and place it on any square which is not a dead square. Defensive traps are color coded to identify the player token and player against which they are effectively used to trap the player.
Calling (Issuing) a Challenge—
Once a player garners five blue chips, the player may issue a challenge to any player. The player must roll both dice 44. The number rolled is the target number. Once the target number is established, the challenge begins. Each player, beginning with the challenged player, rolls the die in turn until the target number comes up. Whoever rolls the target number first wins the challenge. The winner of the challenge then rolls one die. The number rolled is to be multiplied by two. The resulting number (no more than ten) is the number of spaces the loser or losers of the challenge must retreat his/her player piece or token 13.
Color Challenge—
If a player lands on a square with a black trap on it (a dead square), the player is in danger-for the duration of the turn of being called on a color challenge. Any player (other than the person who landed on the dead square) can call out a color challenge. Whoever calls it out first wins the opportunity to implement the color challenge. Both players involved must then decide on who will officiate the challenge. The officiating player must have a calculator and a score pad handy. Then, the initiator of the challenge must roll one die and call out the number rolled to the official. The official must then draw a color challenge card 46 and locate each player's color 50 and corresponding number 52 (he cannot show it to anyone at this point). Next, the officiating player must calculate what the number rolled times each players' color number is. The officiating player will write down on the pad two different numbers which are kept hidden from view, one number for the challenged player and one for the challenger player. Once this is decided, the official can turn over the card and yell ‘go!’ On the color challenge card is each player's color, along with a corresponding number for each color. Each player involved in the challenge must know his opponent's color so that he/she can determine the corresponding number from the color challenge card 46. The player who calls out the correct answer first wins the challenge. It's important to note that only the answer can be called out to win the challenge. A player may not talk their way out loud to the answer (for example, a player may not say “six times fourteen is eighty-four”. Instead, the player must only say “eighty-four!”). If a player talks their way through the problem out loud, then this offending player automatically loses the challenge. The first person (challenged player or challenger player) to call out the correct answer wins the challenge. The officiating player must then announce the winner and prove the answer is correct by showing the calculator produced numbers the officiating player wrote on the score pad. The loser of the challenge must then move his/her piece backwards on the track by a number of squares corresponding to the number rolled on two dice (then rolled by the winner of the challenge). The used color challenge card is then placed on the bottom of the deck of color challenge cards.
Advancing Along the Game Play Track—
If a player wins a turn by rolling a one or six with one die during their turn and decides to try and advance their piece along the track, the player must pick an advancement card 40. The player will pick one card which will have any number from zero to four written in dots 42, on the advancement card 40. The number of dots on the card indicates how many squares the player may advance.
Landing on a Trapped Square—
If a player lands on a square where a defensive trap matching the player's token color is located, then the player is trapped. The player will note the number of dots 20 on the square 11 on the track. This number of dots 20 indicates what the player must roll with both dice in order to free him/herself from the trap. Once trapped, the player must roll one die to determine the method to be used for achieving freedom from the trap. If the trapped player rolls a one or a six, the player may later roll a multiple of the number indicated on the square in order to achieve freedom (for instance, if there are two dots on the square, then the trapped player may achieve freedom by rolling a 2, 4, 6, 8, 10, or 12. This method is generally the easiest to achieve freedom). If the player's one die roll instead resulted in a 2, 3, 4, or 5 then the player must pick up a white chip. White chips 36 are provided with dots 38 to indicate the maximum number of rolls a player must make in order to achieve freedom, which is to say that if a player does not achieve freedom from the trap after the maximum number of rolls (also related to turns), then the trapped player is automatically freed. For example, if a player picks a white chip with 7 dots on it, the player has a maximum of 7 turns trapped on the square. If the player rolls the number indicated on the trap square at any time during that seven turns, the player achieves freedom and can advance his/her piece the next time the player wins a turn.
Whenever a player is trapped and picks a white chip 36, the player to his/her immediate left is required to keep a running tab on the number of rolls performed by the trapped player to escape the trap. He/she must inform the trapped player that trapped player is free after the last roll (if the trapped player has failed to roll the number indicated on the trapped square). If one complete turn has been completed after the trapped player wins freedom and the player to the immediate left of the trapped player has not informed the trapped player that he/she is free, then the player to the immediate left of the trapped player must move his/her piece back one square as a penalty.
Rolling Doubles—
Anytime a player rolls two dice and achieves the same number on each die (a double), one of three things can occur.
1) The player may place a defensive trap (of any color on any non-dead square),
2) The player may pick an advancement card (if the double rolled is greater than seven) and roll again,
3) The player may roll again (if the doubles rolled add up to less than seven) and try to win a turn.
The discussed construction, illustrations and sequence of operation is for one embodiment of the invention, but is in no way limiting to other embodiments. The operating modes may be changed and enhanced without deviating from the intention of this inventive disclosure.
In the preceding detailed description, reference has been made to the accompanying drawings that form a part hereof, and in which are shown by way of illustration specific embodiments in which the invention may be practiced. These embodiments and certain variants thereof have been described in sufficient detail to enable those skilled in the art to practice the invention. It is to be understood that other suitable embodiments may be utilized and that logical, material, and mechanical changes may be made without departing from the spirit or scope of the invention. To avoid unnecessary detail, the description omits certain information known to those skilled in the art. The preceding detailed description is, therefore, not intended to be limited to the specific forms set forth herein, but on the contrary, it is intended to cover such alternatives, modifications, and equivalents, as can be reasonably included within the spirit and scope of the appended claims.
This application claims priority to co-pending U.S. Provisional Patent Application having Ser. No. 60/798,129 filed May 5, 2006 entitled “Torrapu”, having a common applicant herewith.
Number | Date | Country | |
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60798129 | May 2006 | US |