1. Field of the Invention
The present invention relates generally to a board game. More particularly, the present invention relates to a chess variation game.
2. Description of Related Art
The invention broadly relates to a board game of the checker or chess type in that two opposing players move their playing pieces in accordance with prescribed rules in an effort to outwit the opponent's strategy and moves. Of these two examples, the invention most closely resembles the conventional game of chess in piece movement and capture strategy.
A conventional chess game is played on a chessboard, identical to a checkerboard, with thirty-two pieces, one set of sixteen-white, and one set of sixteen-black, for each of two opposing players. The conventional board includes sixty-four squares of two alternating colors, usually white and black or red and black. The playing pieces are ranked with each rank being allowed certain moving abilities in varying patterns along the squares of the playing board.
One player each is situated across from the opposing player on each of two opposing sides of the chessboard. These two players, one for each side, face each other across the board, and each player has his own set of playing pieces that are initially arranged in a predetermined order on that player's side of the playing board. The object of the game of chess is to maneuver one's pieces, according to prescribed rules, in such a way as to put the most highly-ranked piece, the opponent's king, in a condition of “checkmate.” Checkmate is a situation in which that king is threatened with capture and cannot move out of vulnerability in any direction.
In an effort to promote additional glamour underlying the chess game, some known chess sets have substituted traditional pieces with more modern warfare elements from varying time periods. The traditional rules of play, however, have not been changed and conventional rules and playing surface size are employed.
Therefore, what is needed is an enhancement on the traditional chess game play that increases the sophistication of the game and provides a new form of entertainment not before found in the chess world.
The subject matter of this application may involve, in some cases, interrelated products, alternative solutions to a particular problem, and/or a plurality of different uses of a single system or article.
In one aspect, a system for playing a chess-like board game is provided. The system comprises a game board, a plurality of pieces, and a set of game playing cards. The game board has a plurality of checkered spaces marked on a first level. The plurality of game pieces comprise a first set and a second set, each of the sets comprising a king, a queen, a bishop, a rook, a knight, and a pawn, the plurality of game pieces movable along the game board during game play. Each of the plurality of game pieces has an attack value and defense value assigned to it. The game playing cards are marked with an enhancement and instructions to use the enhancement on one of the plurality of game pieces during game play.
In another aspect, a method of playing a board game, either physically and/or on a computer is provided. The method comprises the steps of setting up a plurality of game pieces on a game board, moving one piece at a time to capture an opposing piece, and determining if the piece can be captured.
The game board having a checkered grid of spaces. The plurality of game pieces comprising two sets of game pieces, each set of pieces comprising a king, a queen, a bishop, a knight, a rook, and a pawn, each of the plurality of game pieces having a numerical attack value assigned to it, and having a numerical defense value assigned to it. Determining if the game piece can be captured comprises selecting a piece enhancement, tallying an attack value of a first piece based on the piece enhancement, tallying a defense value based on a second piece enhancement, comparing the attack value to the defense value, and removing the second piece if the attack value of the first piece is greater than the defense value of the second piece. These steps are to be repeated until one of the king pieces are captured, thus ending the game.
The detailed description set forth below in connection with the appended drawings is intended as a description of presently preferred embodiments of the invention and does not represent the only forms in which the present invention may be constructed and/or utilized. The description sets forth the functions and the sequence of steps for constructing and operating the invention in connection with the illustrated embodiments.
Generally, the present invention concerns a chess-based board game. The game may be implemented either on a physical board, or using a computer or computing device as a gaming platform with the game board being a game play space displayed by the computer. The game may comprise a game board, a number of game pieces, and a number of game piece enhancements. These elements may be used in combination to create a chess-like board game that includes a number of enhancements and strategy elements.
In one embodiment, the game board of the board game may be a checkered game board. In another embodiment the game board may be square, having an equal number of spaces along its width and length. In a further embodiment, the game board may be an 8×8 board, with 8 spaces along the length and width of the board. In yet another embodiment, the game board may include a variety of enhancements to enhance game play.
In one embodiment, an example of an enhancement element of the game board may be rapid travel spaces, allowing game piece movement from one space on the board to another, distant space.
In another embodiment, an example of an enhancement element may be a barrier space, such that a piece cannot move in that space, that only certain pieces may move through the space, that pieces have limited movement in proximity to the barrier space, or that a piece may have to wait a turn to pass the barrier.
In still another embodiment, an example of an enhancement element may be a geographical advantage space. Such a space may provide an attacking piece or defending piece some advantage.
The game may further comprise game pieces to be moved about the board. In one embodiment, the game pieces may match traditional chess piece game pieces and movement. In other words, the game may be a two player game, with each side having one king, one queen, two bishops, two knights, two rooks, and eight pawns. In another embodiment, the game pieces may match traditional chess pieces, with a reduced number of pawns. For example, each side may have one king, one queen, two bishops, two knights, two rooks, and only four pawns.
In yet another embodiment, the game pieces may comprise traditional game pieces and may further comprise an additional blocker piece. This blocker piece may have varying movement abilities depending on game play, and may neither attack nor defend but may prevent a game piece from occupying a particular space. In a further embodiment, the blocker piece may be moved to the extent that any other piece on the board may be moved. For example, if all pieces are on the board, the blocker may move in any direction. However, if only a king, pawn and rook are on the board, the blocker may move laterally, and one space diagonally, but not multiple spaces diagonally. In still a further embodiment, the blocker may be destroyed by various methods such as an attack by a game piece, or excessive movement.
In still another embodiment, game piece movement may be modified from traditional chess movement in that a king is allowed to move into check and stay in check, a game ending not when the king is in “checkmate” but when the king loses a battle, as described below.
While game pieces may mimic traditional chess piece movement, game pieces may be of varying shape to make game play more varied, and/or to allow game pieces to represent varying battle simulations.
In addition to traditional chess piece set up and movement, each piece may have an “attack” value and a “defense” value assigned to it. These values allow pieces to engage in “battle” as opposed to one piece merely capturing another as in traditional chess. These attack and defense values may be marked on each piece, displayed on the game board, on a list, or the like.
In a still another embodiment, each piece may have a size attributed to it, such as “large” and “small”. These varying size attributes may impact movement on the board relating to the board enhancement elements.
The board game may further comprise a plurality of game piece enhancements. In one embodiment cards, either physical or displayed using a computer device may be provided. In another embodiment, the game piece enhancements may be power ups positioned across the game board. In still another embodiment, the game piece enhancement may be provided by a die or dice. The game cards of some embodiments may be drawn when two pieces “battle” i.e. attempt to occupy the same game space. As noted above, each piece may have an attack and defense value attributed to it. When attempting to capture a piece, these attack and defense values come into play. Further, the game cards may be utilized to adjust the battle game play. Each card comprises an instruction portion that may adjust features of a piece during a battle. Adjusted features may include: increases or decreases to attack values of a piece; increases or decreases to defense values of a piece; adjusted movement of a piece; escape of a piece from battle; invisibility, and the like. These adjusted features may take place immediately, may have a lasting effect through subsequent turns, or both. As such, the game cards may have an impact on piece capture and movement in addition to the traditional chess piece movement and capture. In computer game embodiments, the game cards may be represented as a virtual deck and may be “drawn” to display them on a display of the computing device.
In one embodiment of game play, the game setup may start by placing the game pieces in the same positions as their chess counterparts. In embodiments with less than eight pawns, the pawns are centered over the interior pieces, leaving the outer spaces empty. In embodiments comprising a blocker game piece, this piece is placed at an exterior space over a rook line.
In a further embodiment, game set up further comprises the dealing of a plurality of game cards to each player, each player having their own set of game cards. These cards may be shuffled and placed face down on each player's side. In a computer enabled version, the cards may be randomly assigned by the computer to each side to simulate shuffling and dealing. In another set up embodiment, power ups may be positioned throughout the game board.
Game play begins by a “white” side making an initial move, followed by the “black” side, and proceeds based on chess movement rules as modified by any board enhancement elements. When the time comes for one piece to attempt to capture another, the game enters battle mode and follows battle rules. These battle rules determine if one game piece can capture the other. Depending on the outcome of the battle, the attacking or defending piece may be captured, both may be captured, or both may return to their original positions.
The battle rules may vary, and may be any series of game play steps that simulate a battle based on at least attack and defense values assigned to the two pieces engaged in battle. In further embodiments, the battle rules may further incorporate game cards to enhance battle and add complexity to the game play.
In one embodiment of the battle rules, a battle may begin when one piece attempts to capture an opponent's piece. The battle begins by each player accessing available game piece enhancements. This may involve either drawing or being dealt one or more cards, accessing power ups positioned on the space, or stored in a power up bank, rolling a die or dice, and the like. Next, the attacking player tallies the attack value of the attacking piece to any added attack points provided by the card selected, while the defending player tallies the defense value of the defending piece to any added defense points provided by the card she has selected.
After the attack and defense points of the attacking and defending pieces, respectively, have been tallied an outcome of the attack can be determined. In one embodiment, if the attack points of the attacking player's piece are greater than the defense points of the defending player's piece, the attacking player captures the attacked piece. However, if the attack points of the attacking players piece are less than or equal to the defense points of the defending player's piece, the defending piece survives, and may counter attack. In alternate embodiments, an attacking piece may capture the defending piece if its attack points are equal to the defense points of the defending piece.
In the event that a defending piece is not captured in an attack, the defending piece may counter attack and attempt to capture the attacking piece. Counter attack is determined by the defending piece adding its attack value to any added attack points added by the card selected, while the attacking piece adds its defense value to any added defense points from the card selected. As with the attacking phase, if the counter attacking (defending in the previous step) piece has an attack value greater than the defense points of the defending piece, the defending piece is captured. If the counter attacking (defending in the previous step) piece has an attack value equal to or less than the defense points of the defending piece, neither piece is captured, and both return to their original position before the attack. In alternate embodiments, a counter attacking piece may capture the defending piece if its attack points are equal to the defense points of the defending piece. The game ends when a player captures an opposing player's king after a battle as described above.
In embodiments without game piece enhancements, the attacking and defending values of the pieces are simply the values assigned to those particular pieces.
In further embodiments, different spaces on the board may provide added attack or defense points, such as geographic advantage spaces. These spaces may, for example add one point to the attacking and/or defending piece.
After the battle is completed, players may return their cards used to the bottom of their deck or discard pile.
In one embodiment of game play, damage to pieces engaged in a battle does not reset until the attacking player moves again. As such, if player 1 attacks player 2's ship, and neither ship is captured, player 1's attacking ship is vulnerable to attack from player 2 because its defense points have been weakened in player 1's previous counter attack. In further embodiment, card effects may last multiple rounds, making a piece susceptible to attack or resilient from attack for a time beyond just the initial battle stage.
The game board and pieces may be configured in any variety of embodiments to simulate different battles, time periods and the like. For example, the board may simulate various battle environments including but not limited to space battles, air battles, sea battles, and ground battles. Different game pieces may be fashioned to emulate different time period battles.
In one embodiment, an exemplary space battle game board may comprise spaces having any combination of a wormhole, a planet, an asteroid field and a nebula. The wormhole is a rapid travel enhancement element of the board, and allows a piece to travel from one wormhole position to another. The planet may interfere with movement of certain pieces, and acts as a barrier element. The asteroid field and nebula act as geographical advantages and may also act as blocking elements to certain pieces. As geographical advantages, the asteroid field and nebula may provide a +1 defense to any defending piece.
In another embodiment, an exemplary sea battle game board may comprise spaces having any combination of a current, island(s), a fog bank, coral reef, and whirlpool. The current is a rapid travel enhancement element of the board, and allows a piece to travel from one current position to another. The island and whirlpool may interfere with movement of certain pieces, and acts as a barrier element. The fog bank and coral reef act as geographical advantages and may also act as blocking elements to certain pieces. As geographical advantages, the fog bank and coral reef may provide a +1 defense to any defending piece.
In another embodiment, an exemplary air battle game board may comprise spaces having any combination of a jet-stream, mountain range, and a storm cloud. The jet-stream is a rapid travel enhancement element of the board, and allows a piece to travel from one jet-stream position to another. The mountain range and storm cloud act as geographical advantages and may also act as blocking elements to certain pieces. As geographical advantages, the mountain range and storm cloud may provide a +1 defense to any defending piece.
In another embodiment, an exemplary land battle game board may comprise spaces having any combination of a tunnel, river, bunker, and hill. The tunnel is a rapid travel enhancement element of the board, and allows a piece to travel from one tunnel position to another. The river may be positioned across the board and may interfere with movement of certain pieces. As such the river acts as a barrier element. The bunker and hill act as geographical advantages and may also act as blocking elements to certain pieces. As geographical advantages, the bunker may provide a +1 defense to any defending piece, while the hill may provide +1 to attack and/or +1 to defense to any piece positioned on the hill.
In a further embodiment, the river may comprise wide crossings limiting some piece movement, and narrow crossing allowing piece movements. In other embodiments, there may also be bridges crossing the river allowing piece movement. In a particular embodiment, any piece may move over a bridge space, bishop and queen pieces may move over the narrow crossing but not the wide, and knight pieces may ignore river spaces when moving.
Varying piece sets and styles, when matched up with an appropriate game board may provide further enhancement of game play. For example in a land battle, modern day pieces may simulate a modern battle, while medieval pieces may simulate an older battle. Other examples are World War I or II pieces,
United States Civil War pieces, French Revolutionary War pieces, Hannibal vs. The Romans, and the like. In a further embodiment, players can also mix similar genres such as British Medieval soldiers vs. the army of Sun Tzu. Moreover, other piece types may include fictional themed pieces and cards such as popular fictional characters or other fanciful and futuristic types, including science fiction and post-apocalyptic pieces.
Air battle pieces may utilize various air ship styles from different eras, including futuristic and science fiction based air ships. For example, modern day airships may replace the traditional chess pieces. Alternatively, Vietnam era planes may be utilized. Other options are Korean era planes, World War II planes, and World War I planes.
Sea battle pieces may utilize various ships styles from different eras. Examples of sea battle pieces may include modern day ships, World War I and II era ships, Revolutionary War era ships, ancient ships, and the like.
Space battle pieces may utilize various piece styles to simulate futuristic space battles, and may further replicate well known science fiction ships.
In a further embodiment, both in computer implemented versions and physical implementations, a multidimensional board game may be employed. In these embodiments, pieces may move along one dimension of a board traditionally, as well as up and down between the multi dimensional board. A three level board will be described herein, but it should be understood that a multidimensional board may be any board that has two or more levels.
In a multidimensional embodiment, all pieces have the movement abilities described above, along with the following modifications.
Pawn multidimensional movement allows a pawn to move a single level up or down in place of a one space forward movement. For attacking, the pawn can attack same level diagonally forward as normal, and also change one level up or down while moving diagonally forward. Additionally, pawns may attack simply by changing levels with no forward movement. On a pawn's first move it may move up to two spaces forward and/or up to two levels up or down, but only to an open space.
Knight multidimensional movement may allow a normal move as well as changing any number of levels on the board.
Rook multidimensional movement may be as follows: The rook can attack solely by changing levels, and can only move a total of eight spaces counting changing a level as moving a space. Thus if a player moved the rook up two levels and forward six spaces, they have moved a total of eight spaces.
Players can use any combination of level changes during their space movement within a move. Thus a player can move their piece up two levels, forward two spaces, then down a level and forward one space. Although the piece can change their level direction during a move, it may not change its special direction. For example: a rook cannot move forward on a level and then sideways or backwards in the same move.
Bishop multidimensional movement may be as follows: The bishop can attack solely by changing levels, and can only move a total of eight spaces including changing a level as moving a space. Thus if a player moved the bishop up two levels and diagonally six spaces, they have moved a total of eight spaces. Players may use any combination of level changes during their space movement within a move. Thus, a player can move their piece up two levels, diagonally two spaces, then down one level and diagonally one space. Although the bishop can change level direction during a move, it may not change its lateral direction. For example: a bishop cannot move diagonally forward to the left on a level and then diagonally backwards to the right in the same move.
Queen multidimensional movement may be any maneuver possible by a rook or a bishop.
King multidimensional movement may allow an unlimited number of levels but only one lateral space at a time.
Embodiments of game piece set up for the multidimensional embodiments may vary. In one embodiment, both player's pieces may be arranged on a common level and are arranged as the pieces would be on a single level board. In another embodiment, one player may start with pieces on one level, while the other player starts with pieces on a different level. In yet another embodiment, each player may place pieces on varying levels, though the pieces should be placed where they would be on a single level board. For example a rook may be placed in the back corner on any of the levels.
The board game may be implemented using a computer in a variety of manners, allowing for enhancement of the physical game play. In one embodiment, the computer implemented game may replicate the board game in either one or multi-dimensional modes, and may further add animations to enhance game play. The computer implemented game may be packaged with the physical game allowing a purchaser of the board game to also gain access to a computerized version. Alternatively, the games may be sold separately.
In another embodiment, the computer implemented game further provides an interactive battle mode, allowing a player to use interactive battle skills to add an additional element to battle in addition to the defense and attack points. In one example, if Player 1 has a piece with defense points/enhancements that are lower than the attack points/enhancements of the piece controlled by Player 2, Player 1 may still win if they perform well in the interactive battle mode.
In yet another embodiment, cards in the computerized version may be replaced by power ups positioned throughout the game board that may be collected by pieces landing on the power up. In a further embodiment, power-ups may be revealed when battle commences in a particular space. Power-ups gathered in battle may be used immediately or saved until activated by a player. Power-ups that can be saved can be stored for various lengths of time. Some can only be saved during the battle and will disappear at the end of the battle.
Others may be saved for a pre-determined number of rounds. Other power ups may last until used, or discarded. Further, in another embodiment, power-ups may be tied to the ship that gathers them, and may be lost if the ship is destroyed. In an alternate embodiment, power-ups may go to a “bank” to be used by other ships. In still another embodiment, a player may purchase certain power ups to add to their arsenal.
Turning now to
A planet 14 may act as a blocking element that limits movement of certain pieces. An asteroid field 15 may act as a geographical enhancement element, adding to a defense of a piece positioned on the space.
While several variations of the present invention have been illustrated by way of example in preferred or particular embodiments, it is apparent that further embodiments could be developed within the spirit and scope of the present invention, or the inventive concept thereof. However, it is to be expressly understood that such modifications and adaptations are within the spirit and scope of the present invention, and are inclusive, but not limited to the following appended claims as set forth. versions, and listings, of claims in the application: