BOARD GAME APPARATUS

Information

  • Patent Application
  • 20180050260
  • Publication Number
    20180050260
  • Date Filed
    August 08, 2017
    7 years ago
  • Date Published
    February 22, 2018
    6 years ago
  • Inventors
    • Ampaw; Eric
    • Ampaw; Mark
  • Original Assignees
    • SCI-FA ENTERPRISE LTD.
Abstract
There is provided a board game apparatus comprising a board, one or more playing pieces, and one or more dice. The board has a plurality of cells extending between a starting cell and an ending cell, the plurality of cells being sequentially numbered to define a continuous path along the cells from the starting cell to the ending cell, such that each cell bears a unique number, wherein the cells comprise active cells each bearing a mathematical operator in addition to their number, and motive cells without any mathematical operator in addition to their number.
Description
BACKGROUND

The present invention relates to a board game apparatus, which may be used for educational purposes.


Board games are well known, and often comprise a board defining various playing spaces, one or more dice, and one or more playing pieces.


Board games typically aim to be entertaining, and may also educate the players of the board game, with new knowledge and/or skills as the game is played.


It is an object of the invention to provide a board game apparatus that can be used for educational purposes, for example in schools.


SUMMARY

According to the invention, there is provided a board game apparatus comprising a board, one or more playing pieces, and one or more dice. The board has a plurality of cells extending between a starting cell and an ending cell, the plurality of cells being sequentially numbered to define a continuous path along the cells from the starting cell to the ending cell, such that each cell bears a unique number, wherein the cells comprise active cells each bearing a mathematical operator in addition to their number, and motive cells without any mathematical operator in addition to their number.


Accordingly, an object of the game may be for each player to progress their playing piece(s) from the starting cell to the ending cell, and the movement of the playing piece(s) from any active cell may be defined by the mathematical operator of the active cell when applied to the number of the cell and/or to the number of the dice.


The board game apparatus provides an educational and entertaining game, which exercises players' mathematical skills and helps develop concentration and memory recall. The game may also require communication between the players, and may teach verbal expression, patience and persistence, and anticipation of other player's moves. Accordingly, it may be particularly suited to use in schools.


Preferably, there are 9 different mathematical operators which are grouped into 3 parts. These mathematical operations and groups are:



















(a)
Addition + )





Multiplication × )




Square X2 )
Called Ascending Group




Greater Than > )



(b)
Subtraction − )




Division ÷ )




Square Root {square root over ( )} )
Called Descending Group




Less Than <, )



(c)
Equal =
Called Completion Group










In the Ascending group, the mathematical operations all function to progress the playing piece towards the ending cell, where the game is won. In the Descending group, the mathematical operations all function to regress the playing piece back towards the starting cell, where the game is started. In the Completion group, the Equal sign denotes the end of the game, and is applied to the ending cell. Both the mathematical operations on the board and the dice go hand in hand to define how the playing pieces are moved from cell to cell.


If a player lands their playing piece on a cell having an addition or subtraction operator, then the player is allowed to have a second go, and the number of the cell may be added or subtracted to the number that is rolled on the dice to define which cell number the playing piece must be moved to.


If a player lands their playing piece on a cell having a multiplication or division operator, then on the player's next turn, the number of the cell may be multiplied or divided by the number that is rolled on the dice, to define which cell number the playing piece must be moved to.


If a player lands their playing piece on a cell having a square or square root operator, then the number of the cell may be immediately squared or square rooted, to define which cell number the playing piece must be moved to. Clearly, there is a need to make sure that the number of any active cell bearing a square operator, when squared, does not equal the number of an active cell having a square root operator to prevent an endless loop.


If a player lands their playing piece on a cell having a greater than or less than operator, then on the player's next turn, the number of the cell may be compared to the number that is rolled on the dice, to define which cell number the playing piece must be moved to.


Each mathematical operator when operated with the number of the cell bearing that mathematical operator, and when applicable the number that is rolled by the dice, preferably results in a number that is present on one of the cells of the board. Accordingly, the mathematical operators, the cell numbers, and the numbers on the dice should be carefully chosen.


For example, the board may have 144 cells, numbered sequentially from 1 to 144 along a continuous path. Accordingly, with a six sided dice, only cells 60 and 120 may bear a division operator since those are the only numbers from 1 to 144 that result in a whole number when divided by any one of 1 to 6. All other numbers other than 60 and 120 when divided by 1 to 6 by way of the dice will always result with at least one answer being a decimal point or fraction.


Additionally, the highest numbered cell bearing a multiplication operator may be cell 24, since when 24 is multiplied by 6 by way of the dice, to give 144, the playing piece will be moved to cell 144, which denotes the end of the game. Clearly, if a multiplication operator was applied to cell 25 or greater, then the result of the multiplication with the dice will give a result higher than 144, which is outside the range of the board.


Some certain mathematical operators may link to one another, with the exception of a Square operator to a Square Root operator. Specifically, when a playing piece is on an active cell, that playing piece may move to another active cell if the correct dice number is thrown.


Optionally, the sum of two six-sided dice may be used to generate a number for operation with the mathematical operator of an active cell, provided only whole numbers on the board could result from the mathematical operator and dice sum.


Preferably, the board provides a continuous winding square path in the form of a spiral around a central point.


Optionally, each player may be provided with two playing pieces, so that they can choose which playing piece they wish to move at each turn. Accordingly, the board game apparatus may comprise pairs of playing pieces, the playing pieces of each pair being identical to one another. Preferably, the board game apparatus comprises a cup for shaking the dice before throwing, and an instruction card with a set of rules for playing the game.





BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the invention will now be described with reference to the accompanying drawings, in which FIG. 1 shows a diagram of a board forming part of a board game apparatus according to an embodiment of the invention, and FIGS. 2-10 show isolated portions of the board of FIG. 1.





DETAILED DESCRIPTION

First referring to FIG. 1, there is shown a diagram of a board which has a 12×12 grid of 144 cells, numbered from cell 1 at the start to cell 144 at the end in a square spiral formation with cell 144 at the centre. Cell 1 is the starting cell and cell 144 is the ending cell, and the numbers define a continuous path along the cells that inwardly spirals from the starting cell 1 at an edge of the board to the ending cell 144 at the centre of the board. In this embodiment the board has a white border extending around the periphery of the cells. It also has mathematical operators displayed on certain cells, which are referred to as active cells. The board forms part of a board game apparatus that also comprises four six-sided dice, and four pairs of playing pieces. The pairs of playing pieces are assigned to respective players, and the playing pieces of each pair are identical to one another, so there are four different types of playing piece, one type for each player. Each playing piece fits within one cell when placed upon the board, and purely acts as a marker for which cell each player is currently on. The dices and the playing pieces are conventional, and so will not be described in any further detail herein.


There are 34 mathematical operators on the cells of the board of FIG. 1 in total. These mathematical operators are:


















Addition
+



Subtraction




Multiplication
×



Division
÷



Square
x2



Square Root
{square root over ( )}



Greater Than
>



Less Than
<



Equal
=










The Ascending Mathematical Operation

There are 4 ascending mathematical operators which are:


















Addition
+



Multiplication
×



Square
x2



Greater Than
>










These symbols are placed on specific cells on the board of FIG. 1 which are as follows:


















Addition +
Multiplication ×
Square x2
Greater Than >





















30
4
9
43



40
20
11
55



47
24

62



74


72



92



99



107



117



138










There are 9 Additions, 3 Multiplications, 2 Squares, and 4 Greater Thans, which totals up to 18 Ascending Mathematical operators.


The Descending Mathematical Operation

There are 4 descending mathematical operators which are:


















Subtraction




Division
÷



Square Root
{square root over ( )}



Less Than Than
<










These symbols are placed on specific cells on the board of FIG. 1 which are as follows:


















Subtraction −
Division ÷
Square Root {square root over ( )}
Less Than <





















48
60
36
17



66
120
64
71



113

100
88



133


126



142


136










There are 5 Subtractions, 2 Divisions, 3 Square Roots, and 5 Less Thans, which totals up to 15 Descending Mathematical operators.


The Completion Mathematical Operation

The Equal=symbol denotes the end of the game which is on cell 144=. So in total there are 34 mathematical operators placed on specific cells on the board as described previously whilst there are 110 cells without any mathematical operators. An active cell is a cell with a mathematical operator. A motive cell is a cell without a mathematical operator.


Linkages Between Active Cells

The active cells are arranged on the board of FIG. 1 so that some active cells lead to other active cells. Specifically, when a playing piece is on an active cell, that playing piece may move to another active cell if the correct dice number is thrown. The following table shows the links between the active cells of FIG. 1.
















From Active Cell
To Active Cell









Addition +
−, ÷, {square root over ( )}, >



Subtraction −
+, ÷, {square root over ( )}, >, <



Multiplication ×
+, −, ×, ÷, {square root over ( )}, >



Division ÷
+, ×, ÷



Greater Than>
+, −, ÷



Less Than <
×










For a first active cell to link to a second active cell, the second active cell must be placed a first number of cells from the first active cell, wherein the first number is equal to a result of a rolled number applied to the mathematical operator borne by the first one of the active cells, and wherein the rolled number is a number which is rollable by one of the dice.


Applying Mathematical Operators

The different mathematical operators are applied at different points in the game, depending on the mathematical operator, as follows.


When landing on these, the player immediately applies the mathematical operators and moves to the appropriate cell:


















Addition
+



Subtraction




Square
x2



Square Root
{square root over ( )}










When landing on these, the player remains until their following turn when the mathematical operators are applied:


















Multiplication
×



Division
÷



Greater Than
>



Less Than
<










Although not shown in FIG. 1 for clarity, each type of mathematical operator has a specific colour associated with it, in which its cells are coloured, as a means of identification. The motive cells are all coloured Grey for this particular board but for other boards can be given other colours. For example, the colours of the cells of each mathematical operator may be as follows:



















Blue
associated with
Addition +



Orange
associated with
Subtraction −



Green
associated with
Multiplication ×



Grey
associated with
Division ÷



White
associated with
Square x2



Brown
associated with
Square Root {square root over ( )}



Yellow
associated with
Greater Than >



Red
associated with
Less Than <



Black
associated with
Equal =










Functions of Mathematical Operations

The Ascending Mathematical Operation Functions:


Addition + is the process when combining 2 or more numbers to get the total. When landing on a cell with an addition symbol, the player has a second go and advances forward. For example, on cell 30 with an addition symbol + illustrated as 30+ on FIGS. 1 and 2, the addition mathematical operator will be applied to dice rolls of 1 to 6 as follows:


Multiplication X is the process of adding a number to itself a certain number of times. When landing on a cell with a multiplication symbol, the cell becomes active on player's next turn and advances forward. For example on cell 20 with a multiplication symbol × illustrated as 20X on FIGS. 1 and 5, the multiplication mathematical operator will be applied to dice rolls of 1 to 6 as follows:


Alternatively, the multiplication mathematical operator could be applied as follows, according to a set of rules called Standard Version 5:


Square X2 is the number that results from multiplying a number by itself. When landing on a cell with a square symbol, the cell becomes active immediately and the player moves forward to its appropriate cell/answer e.g. on Cell 11 with a square symbol ×2 illustrated as 11×2 which is an active ascending cell on FIGS. 1 and 8, the player moves forward to cell 121 which is a motive cell.










11

x





2


=



11
×
11







=



121






(

Cell





121

)









Greater Than > is when one number is bigger than another by how much (difference). When landing on a cell with a greater than operator the cell becomes active on the player's next turn and advances forward. For example, on Cell 55 with a greater than operator > illustrated as 55> on FIGS. 1 and 4, the greater than operator will be applied to dice rolls of 1 to 6 as follows:


The Descending Mathematical Operation Functions

Subtraction − is the process of finding the difference between two numbers. When landing on a cell with a subtraction symbol the player has a second go and advances backwards. For example on Cell 48 with a subtraction operator—illustrated as 48 on FIGS. 1 and 3, the subtraction operator will be applied to dice rolls of 1 to 6 as follows:


Division ÷ is the process of calculating how many times one quantity is contained in another. When landing on a cell with a division symbol the cell becomes active on player's next turn and retreats backwards. For example on cell 120 with a division symbol ÷ illustrated as 120÷ on FIGS. 1 and 6, the division operator will be applied to dice rolls of 1 to 6 as follows:


Alternatively, the division mathematical operator could be applied as follows, according to the set of rules called Standard Version 5:


Square Root √{square root over ( )} is a number that can be multiplied by itself to produce a given number. When landing on a cell with a square root symbol, the cell becomes active immediately and the player moves backwards to its appropriate cell/answer. For example on cell 64 with a square root symbol √{square root over ( )} illustrated as √{square root over ( )} 64 on FIGS. 1 and 9, the player moves backwards to cell 8.
















64

=



8
×
8







=



8





being





the





answer






(

cell





8

)









Less Than < is when one number is smaller than another by how much (difference). When landing on a cell with a less than symbol, the cell becomes active on the player's next turn. For example on Cell 71 with a less than symbol < illustrated as <71 on FIGS. 1 and 7, the less than operator will be applied to dice rolls of 1 to 6 as follows:


Method of Play

To start the game, the player who rolls the lowest or highest number on the dice commences the game depending on which game version is being played.


The game direction is in counter clockwise.


Commence Play

The player with the lowest or highest number on the dice depending on which game version is played rolls the dice again to show the number of cells that the player has to move initially on the board. The player moves playing piece on the appropriate cell. For example Player A who starts the game rolls 2 on the dice and then moves to Cell 2 on the board. Now it is Player B's turn to roll and rolls 6 on the dice and then moves to Cell 6 on the board. This example is based on a 2 player game.


Continue Play

On the next turn, the player rolls the dice again to show number of cells that the player has to move on the board. For example, Player A rolls 3 on the dice and then moves to cell 5 on the board. Whilst, Player B rolls 4 on the dice and then moves to cell 10 on the board.


However, if player lands on an active cell certain actions must be taken:


Addition + this means player has second go and move playing piece forward 1 of 6 ways, depending on the dice number that has been thrown.


Subtraction − this means player has second go and move playing piece backwards 1 of 6 ways depending on the dice number that has been thrown.


Multiplication × this means player moves forward 1 of 6 ways depending on the dice number that is thrown on player's next turn.


Division ÷ this means player moves backwards 1 of 6 ways depending on the dice number that is thrown on player's next turn.


Square X2 this means player moves their playing piece forward immediately to the appropriate answer/cell when landed upon.


Square Root √{square root over ( )} this means player moves playing piece backwards immediately to the appropriate answer/cell when landed upon.


Greater Than > this means player moves playing piece forward 1 of 6 ways depending on the dice number that is thrown on player's next turn.


Less Than < this means player moves playing piece backwards 1 of 6 ways depending on the dice number that is thrown on player's next turn.


Complete the Game

The first player to reach cell 144= (central point) is the winner but the player must roll the exact number on the dice to land on cell 144 which has the Equal = symbol resulting in the end of the game.


Variations of Gameplay

There are 5 different methods of play which are listed as:


1. Standard version 1


2. Standard version 2


3. Standard version 3


4. Standard version 4


5. Standard version 5


Standard Version 1

This game version is played with 2-4 players, each player has one playing piece and one dice is used.


To Start the Game

The player who rolls the highest number on the dice commences the game. When a playing piece lands on an active cell the following actions apply:


Movement of Playing Piece when on Active Cell

Addition + symbol, player has a second go and advances playing piece forward depending on the dice roll. For example on cell 40 with an addition symbol + illustrated as 40+ on FIG. 1, the addition operator will be applied to dice rolls of 1 to 6 as follows:


Subtraction − symbol, player has a second go and retreats backwards depending on the dice roll. For example on Cell 66 with a subtraction symbol − illustrated as 66 on FIGS. 1, the subtraction operator will be applied to dice rolls of 1 to 6 as follows:


Multiplication × symbol, when player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 4 with a multiplication symbol X illustrated as 4× on FIGS. 1 and 5, the multiplication operator will be applied to dice rolls of 1 to 6 as follows:


Division ÷ symbol, when the player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 60 with division symbol ÷ illustrated as 60÷ on FIG. 1, the division operator will be applied to dice rolls of 1 to 6 as follows:


Square X2 symbol, when player lands on this symbol the cell becomes active immediately and player moves forward to its appropriate cell/answer. For example on cell 9 with a square symbol x2 illustrated as 9x2 on FIG. 1, this takes player to cell 81.










9

x





2


=



9
×
9







=



81







(

cell





81

)

.









Square Root √{square root over ( )} symbol, when the player lands on this symbol the cell becomes active immediately and player moves backwards to its appropriate cell/answer. For example on cell 100 with a square root symbol √{square root over ( )} illustrated as √{square root over ( )} 100 on FIGS. 1 and 7, this takes player to cell 10.
















100

=



10
×
10







=



10





being





the





answer






(

cell





10

)









Greater Than > symbol, when player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 72 with greater than symbol > illustrated as 72> on FIG. 1, the greater than operator will be applied to dice rolls of 1 to 6 as follows:


Less Than < Symbol, when player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 88 with less than symbol illustrated as <88 on FIGS. 1 and 4, the less than operator will be applied to dice rolls of 1 to 6 as follows:


To End Game

The player who reaches cell 144 first wins the game.


Standard Version 2

This game version is played with 2-4 players using 2 dices and each player has 2 playing pieces.


To Start the Game

The player who rolls the lowest number on the dice commences the game. Players must move both of their playing pieces when the 2 dices are rolled. For example player rolls Dice 4 and Dice 6, player then moves one playing piece to Cell 4× on the board and moves the other playing piece to Cell 6 on the board.


Terms of the Game

Displace—Is when a playing piece lands on a motive cell occupied by an opponent playing piece(s) and sends that playing piece out of the game.


For example, if player A has one or two playing pieces on a motive cell such as Cell 7 and opponent player B was on Cell 2 and Cell 10 now player B's turn and rolls Dice 2 and Dice 5, moves 2 steps from Cell 10 to Cell 12 (using dice 2) with one playing piece and moves other playing piece 5 steps from cell 2 to Cell 7 (using dice 5). The latter movement displaces player A's playing pieces and sends (locks) them out of the game.


Locked Out—Is when a playing piece that has been displaced is out of the game and needs to roll a 6 on the dice to enter back into the game on Cell 6.


Example 1: If a player's playing piece is locked out and the other playing piece is in play on Cell 7 and a set of 2 dices is rolled, say 3 and 6 the locked out playing piece must come into play on cell 6 (dice 6 used) and the other player piece therefore utilises dice 3 to move 3 steps from cell 7 to cell 10.


NOTE: When dice 6 is rolled and a playing piece is locked out this piece must always come into play on cell 6.


Example 2: If one playing piece is locked out and the other playing piece can land on an active cell with at least one of the dices, that playing piece must land on it using only that dice to move.

    • One playing piece locked out and
    • other playing piece on cell 12 and
    • Dice roll 4 and 5
    • Playing piece on cell 12 can't move to cell 16 (dice 4 used) but must move to cell <17 (dice 5 used) as explained.


The only exception is if your opponent is before the active cell you can displace their playing piece to eliminate the threat. But if the opponent is after the active cell then you have to move to the active cell.


At a standstill—Is when a playing piece is unable to move due to not having the right number on the dice to move to cell 144= which denotes the end of game. From cell 139 to cell 143 is called the standstill zone, except for cell 142.


For example, if a player has one playing piece at a standstill and the other playing piece is not and the player rolls 2 sets of dices 4 and 5 the playing piece not at a standstill chooses one dice to move. This playing piece is not forced to move to an active cell even if one of the dices suggests so.

    • One playing piece at a standstill on cell 143 and other playing piece on cell 12 and Dice roll 4 and 5.
    • Playing piece on cell 12 is not forced to move to cell <17 (dice 5 used) but can move to cell 16 (dice 4) instead.


To Enter Game When Locked Out

If a player has one or two playing pieces locked out then each playing pieces needs a solid 6 on the dice(s) separately to enter back into the game on cell 6.

    • Both playing pieces locked out
    • Dice roll 1 and 6
    • Then only one playing piece enters into game on Cell 6
    • The other playing piece remains locked out until a solid 6 is rolled next time on player's next turn.


NOTE If a double 6 is rolled then both playing pieces enter on cell 6 together.


Movement of Playing Piece when on Active Cell

If player lands 2 playing pieces on same or different cells of multiplication ×, division ÷, greater than > Less than < the following rules apply:


When on Same Active Cell

One playing piece moves according to one dice to a particular cell and the other playing piece moves according to the other dice to a particular cell.


When on Different Active Cell

One playing piece moves according to one dice to a particular cell and the other playing piece moves according to the other dice to a particular cell or vice versa.


If player lands 2 playing pieces on same or different cells of square X2 or Square root √{square root over ( )} the following rules apply:


When on Same Active Cell

Both playing pieces moves to particular cell regardless on dice rolls, once playing pieces lands on cell with square or square root symbol.


When on Different Active Cell

Both playing pieces moves to their own particular cell regardless on dice rolls, once playing pieces lands on cell with square or square root symbol.


If player lands 2 playing pieces on same or different cells of addition + or subtraction − the following rules apply:


When on Same Active Cell

One playing pieces moves according to one dice to a particular cell and the other playing piece moves according to the other dice to a particular cell.


When on Different Active Cell

Each playing piece has a second go and rolls the dices and moves accordingly.


NOTE: If only one playing piece lands on a cell with an addition or subtraction operation, then it has a second go.


End of Game for Playing Piece

Each player has 2 playing pieces, when one playing piece gets to cell 144= which denotes end of game for that playing piece, it is removed from the game along with one dice. Now that player has one playing piece left and only rolls one dice and not 2 sets of dices.


To End Game

If playing piece is on cell 139-143 except for cell 142 and player rolls any digit on dices from 1-5 except for 2, player has to move playing piece to cell 144= to end that playing piece game. This takes precedence over the other playing piece, when one of the dice digits is above the other dice digit to get out to cell 144=.


Example 1: One playing piece on cell 139

    • the other playing piece on cell 80
    • Dice roll 5 and 6
    • Playing piece on cell 139 moves 5 steps (dice 5 used) to cell 144=
    • And other playing piece moves 6 steps (dice 6 used) from cell 80 to cell 86.


The only way when playing piece does not go out to cell 144= is when one of the dice digits is below the other dice digit to get out to cell 144=


Example 2: One playing piece on cell 139

    • the other playing piece on cell 80
    • Dice roll 4 and 5
    • Instead of moving 5 steps (dice 5) from cell 139 to cell 144=
    • It can move 4 steps (dice 4) from cell 139 to cell 143 and the other playing piece moves 5 steps (dice 5) from cell 80 to Cell 85.


To End Game














On Cell
Steps
End of Game







139
needs
5 (dice 5) to Cell 144=


140
needs
4 (dice 4) to Cell 144=


141
needs
3 (dice 3) to Cell 144=


143
needs
1 (dice 1) to Cell 144=









Standard Version 3

This game version is played with 2-4 players using 2 sets of dices and each player has 2 playing pieces.


To Start the Game

The player who rolls the lowest number on the dice commences the game.


Movement of Playing Piece

There are 2 types of movement and player can move either way.


(a) Move both playing pieces when the 2 dices are rolled, each playing piece moves according to one dice.


(b) Move one playing piece by utilising the 2 dices rolled.


Terms of the Game

Displace


For example. If player rolls 2 sets of dices and uses one dice to displace the opponent, the second dice can be used to move on from the point of displacement.

    • Player A on cell 3.
    • Opponent B on cell 8.
    • Player A dice roll 4 and 5.
    • Player A moves playing piece from cell 3 to cell 8 using dice 5 and displaces opponent B and now player A continues movement from cell 8 to cell 12 using dice 4.


Locked Out


If one playing piece is locked out and the other playing piece can land on an active cell with at least one of the dice, that playing piece must land on it and uses the second dice to complete move.


Example: One playing piece locked out and other playing piece on cell 124.

    • Dice roll 2 and 4.
    • Move playing piece from cell 124 to cell <126 (dice 2) and then retreats to cell 4X (dice 4).


At a Standstill


For example, if a player has one playing piece at a standstill and the other playing piece is not and the player rolls 2 sets of dices 4 and 5 the playing piece not at a standstill uses both dices to move.


This playing piece is not forced to move to an active cell if the dice roll suggests so.


Example: One playing piece at a standstill on cell 143 and other playing piece

    • on cell 12 and
    • Dice roll 4 and 5
    • Playing piece on cell 12 is not forced to move to cell <17 (dice 5) but
    • can move to cell 21 (4+5=9 steps) instead by moving 1st with dice 4 (cell 16) and then dice 5 from cell 16 to cell 21.


Blocking the Path—Is when a player's 2 playing pieces are on the same motive cell this creates a ‘block’ whereby the opponent cannot land on that cell or pass that cell therefore the opponent has to remain where it is.


Example 1: Player A has 2 playing pieces on cell 10 and

    • Player B one playing piece is locked out and the other playing piece is on cell 8.
    • Dice roll 2 and 5 for player B.
    • Player B can't move (2+5=7 steps) from cell 8 to cell 15 as the path is blocked on cell 10 therefore has to remain on cell 8.


The only time when player can move is when the dice roll is below the cell which is blocked.


Example 2: Player A has 2 playing pieces on cell 10

    • Player B one playing piece on cell 2 and the other playing piece on cell 5
    • Dice roll 2 and 5 for Player B
    • Therefore can move playing piece from cell 2 to cell 7 (dice 5) and move other playing piece from cell 5 to cell 7 (dice 2).


Example 3: Player A has 2 playing pieces on cell 10.

    • Player B one playing piece is on cell 4× and the other playing piece is on cell 8.
    • Dice roll 4 and 5 for Player B.
    • Player B can't move either playing piece as the steps to move
    • One playing piece or both playing pieces goes beyond the blocked path (cell 10).
    • Player B's playing piece on cell 4× will either move to cell 16 (cell 4×dice 4=cell 16) or to cell 20× (cell 4×dice 5=cell 20×) or to cell 36 (dice 4+dice 5=9×cell 4=cell 36) and player B's other playing piece on cell 8 will either move to cell 12 (dice 4) or to cell 13 (dice 5) or to cell <17 (dice 4+dice 5=9 steps).


In all cases playing pieces can't move and must remain where they are as the path is blocked on cell 10.


Remainders—is when one playing piece is moved utilising both sets of dices, one dice by way of steps is used to move playing piece onto an active addition or subtraction operator cell and has a second go and the other dice from the set of dice is used to complete the movement. Remainders works on cells with addition and subtraction only.


Example: One playing piece on cell 115

    • Dice roll 2 and 3
    • Moving playing piece from cell 115 to cell 117+ (dice 2)
    • Carry the remainder (dice 3)
    • Now has a second go on Cell 117+ and
    • Dice roll again 1 and 2 and move from cell 117+ to cell 120÷ (1+2=3 steps)
    • And then utilises the remainder 3 to divide 120 (120/3)
    • And then retreats to cell 40+.


NOTE: There is only one remainder, never more than one remainder.


Locked Out and At a Standstill


If one playing piece is locked out and the other playing piece is at a standstill such as on cell 143 and dice roll 1 and 2, the playing piece on cell 143 still can't move as both dices have to be used.


If one playing piece is at a standstill such as on cell 143 and the other playing piece is locked out and dice roll 2 and 6, the playing piece locked out can use both dices to move first to cell 6 (dice 6) and then to cell 8 (dice 2).


Also playing piece on cell 95 and dice roll 3 and 4, moves playing piece from cell 95 to cell 99+ by 4 steps (dice 4) and carries the remainder 3 (dice 3) as player has a second go and rolls dice 2 and 4 then moves from cell 99+ to cell 105 (2+4=6 steps) but uses the carry 3 remainder to move to cell 108 (dice 3−the remainder) to complete move.


NOTE: If player rolls a second go and it lands on an active cell the remainder is used to complete the overall move.


Also, if one playing piece is locked out and the other is on a cell <126 and dice roll is a combination of 6, there are 2 possible ways to play:


(a) The playing piece locked out comes in on cell 6 and the other playing piece on cell <126 becomes now deactivated and therefore remains on it. OR


(b) Retreat back to cell 6 from cell <126 and the other playing piece therefore remains locked out.


To Enter Game when Locked Out

This is the same as in Standard Version 2, except that there is also a second way on how to enter game and this is by way of combination of 6 on the dices for one playing piece.


Example: One playing piece locked out

    • Dice roll 2 and 4
    • This playing piece enters into game on cell 6 (dice 2+4=6)


NOTE: Combination of 6—Dices 1 and 5=6

    • Dices 2 and 4=6
    • Dices 3 and 3=6


NOTE: When a 6 or a combination of 6 on the dices are rolled the playing piece locked out is not compulsory to come into play on cell 6. The playing piece already in play can utilise dices to move.


Movement of Playing Piece when on Active Cell

If both playing pieces are moved and one playing piece lands on an active cell (ascending or descending), the cell gets activated on player's next turn. But if moving one playing piece and it lands on an active cell using one dice, the cell becomes activated straight-away with the other dice.


Example: Playing piece on cell 19

    • Dice roll 1 and 4
    • move playing piece from cell 19 to cell 20× (dice 1)
    • now playing piece on cell 20× activated straightaway moves from cell 20× to cell 80 by using dice 4 (20×4=80).


If playing piece on a cell with less than and the other playing piece is either at a standstill or locked out and dice roll is any double digit except for digit 4, the playing piece gets locked out the game.


Example: Playing piece on cell <17

    • Dice roll double 5
    • Move playing piece to cell 5 (dice 5) and then moves backwards 5 steps (dice 5) to out of the game.


But if

    • Dice roll 2 and 5
    • Moves playing piece from cell <17 to cell 5 (dice 5)
    • And retreats back again to cell 3 (dice 2)


NOTE: If player moves to cell 2 then automatically playing piece is out of game as 5 steps will go beyond game. This is a penalty. OR add both dices up to be 2+5=7 therefore retreat to cell 7.


NOTE: When playing piece lands on cell 138+

    • Now has a second go to cell 138+ and
    • Dice roll again 4 and 6 and move from cell 138+ to cell 144= (dice 6) and then bounces back to cell 140 (dice 4).


Deactivated

Is a cell which becomes deactivated when a playing piece which landed on it still remains after utilising the dice roll. Digit one on the dice is the deactivator.


Example Playing piece on cell 120÷

    • Other playing piece on cell 12
    • Dice roll 1 and 2
    • Playing piece on 120÷ uses dice 1 to remain (120÷1=120) and Other playing piece moves from cell 12 to cell 14 (dice 2).


OR

    • Player A on cell 120÷
    • Player B on cell 120÷
    • Player A dice roll 1 and 2 and
    • Uses dice 1 to remain on cell 120÷ and
    • Player B dice roll 1 and 5 and uses dice 1 to remain on cell 120÷ but this action will displace Player A playing piece and lock it out of the game.


NOTE: Deactivated works on cells with multiplication and division operations.


Standard Version 4

This game version is played with 2-4 players using 2-4 dices depending on the amount of players. Each player has only one playing piece.


Eg if 2 players playing therefore 2 dices are used

    • if 3 players playing therefore 3 dices are used
    • if 4 players playing therefore 4 dices are used


To Start the Game

The player who rolls the highest number on the dice commences the game. This player rolls set of dices again and chooses one dice to move playing piece on a particular cell on the board. Then next player chooses one dice out of the remaining set of dices left to move playing piece on a cell on the board. This happens until the last player has the last dice remaining to move onto the board.


And now it's the next player after the first turn to roll the set of dices and the process is the same as mentioned above. Cycle continues until the game is ended and only one player is left.


Terms of the Game


















Displace
At a standstill



Locked Out
Pass the roll










Pass the roll—Is when a player rolls their turn of the dices and cannot move playing piece due to it being locked out or at a standstill. The next player in the counter clockwise position takes the player's roll and adds towards theirs and the remaining other dices are for the other players to choose from. If this player cannot move also then it goes to the next player, therefore that player has 3 dices to use if in a 3 player game.


Example: Player A locked Out—2 player game

    • Player B on cell 10
    • Player A dice roll 4 and 5 but needs a 6 on dice to enter game
    • Therefore remains locked out.
    • Player B now takes both dices 4 and 5 to move
    • Moves from cell 10 to cell 19 (4+5=9 steps)
    • This is called Pass the roll.


Movement of Playing Piece when on Active Cell

All different playing pieces can land on same active cells. But if on an active cell and one rolls double digits from 2-6, if one can land on another active cell both playing pieces can stay on it.


Example: Player A on cell 4×

    • Player B on cell 4×
    • Player A dice roll double 6
    • Player A moves playing piece from cell 4× to cell 24× (4×6=24) and
    • Player B moves playing piece from cell 4× to cell 24× (4×6=24)


But if one lands on a motive cell from an active cell with double digits then the first player to move gets displaced and locked out.


Example: Player A on cell 4×

    • Player B on cell 4×
    • Player A dice roll double 2
    • Player A moves playing piece from cell 4× to cell 8 (4×2=8) and
    • Player B moves playing piece from cell 4× to cell 8 (4×2=8) and displaces player A playing piece and is locked out.


Also if different opposing playing pieces are on the same active cell with a multiplication × or division ÷ symbol and one rolls a double 1 then that player's marker remains on that cell but now the cell has become deactivated for that marker. Likewise the opponent player's marker remains on that cell too and displaces and locks out the opposing marker. The cell is no longer active on player's next turn as the cell has already been activated.


Example: Player A on cell 4×

    • Player B on cell 4×
    • Player A dice roll double 1
    • Player A playing piece remains on cell 4× (4×1=4 cell)
    • Player B playing piece remains on cell 4× (4×1=4 cell) and displaces player A playing piece and is locked out.


When a playing piece is on a standstill zone cell (Cell 139-143 except 142) and it cannot move it passes the roll to the opponent player. Now if the opponent player's playing piece is on an active cell and whether it retreats backwards or advances forwards onto another active cell, the second dice is used straightaway to activate that cell.


Example: Player A on cell 141

    • Player B on cell 120÷
    • Player A dice roll 4 and 6 and
    • Player A playing piece cannot move therefore pass the roll
    • Player B playing piece moves from cell 120÷ to cell 20× (120÷6=20) and from cell 20× moves to cell 80 (20×4=80).


Second Go's





    • All players must finish moving playing pieces across the board before the player which landed on a second go cell (cells with addition or subtraction operations) has a second chance to roll the dices again and add them up to move.

    • If opposing players land on a second go cell, each player has a second go to roll the dices again to move their playing piece.

    • Before a player's turn to roll the dices and their playing piece landed on a second go cell, this player now has 2 turns to roll the dices, the first being to roll a second go (add all dices and move) and then the second being to roll normal turn and chooses best dice to move.

    • Also when on a second go cell one can split dice moves; use one dice to land on an active cell except for second go cells and use the other dice to complete move.





Example: Player A on cell 40+

    • Dice roll 1 and 3 (second go turn)
    • Player A moves playing piece from on cell 40+ to
    • Cell 43> (dice 3 used)
    • And moves from cell 43> to cell 85 (dice 1 used).
    • Also when on a second go cell and player rolls dices and move playing piece, one can only land on another second go when all dices have been used to move.


Example: Player on cell 142

    • Dice roll 4 and 5
    • move playing piece from cell 142 to cell 133 (4+5=9)
    • Dice roll 1 and 2, move playing piece from cell 133 to cell 130 (1+2=3)
    • When playing piece lands on cell 138+, this is the only cell when dice roll can exceed the board but can bounce back in.


To Prevent An Opponent from Moving when it is at a Standstill

If a player wants to prevent an opponent from moving then the player has to take the dice which the opponent can use to move first and use second dice to complete movement.


Example: Player A on cell 143

    • Player B on cell 52
    • Player B's turn roll dices 1 and 6
    • To prevent player A winning to cell 144=
    • Player B will use dice 1 to move from cell 52 to cell 53 first
    • And then use dice 6 to move from cell 53 to cell 59 to complete move.


To Enter Game when Locked Out

So long as dice 6 remains in play any number of players can enter back into the game on any cell corresponding to the dices.


Example: For a 4 player game

    • Player A already in play on cell 10
    • Player B already in play on Cell 49 But
    • Player's C and D are locked out
    • Dice roll 4, 3, 6, 1
    • Player A uses dice 4 to move 4 steps to cell 14
    • Player B uses dice 1 to move 1 step to cell 50
    • Player C uses dice 6 to move 6 steps to cell 6
    • Player D remains locked out as dice 6 is no longer in play therefore has to pass the roll to player A who moves 3 steps (dice 3) to cell <17.


To Tie or Draw

For this version there is a possibility of a draw or tie break.


Example: Player A on cell 140


Player B on cell 143


Player B's dice roll 1 and 4

    • Therefore Player B uses dice 1 to move to Cell 144= and Player A uses dice 4 to move to cell 144=.


To End Game

When a player reaches to cell 144= that player has won the game as first place and therefore one dice is removed from the game to allow the other remaining players to continue play.


Example: 4 Player Game

    • Player A on cell 144= first therefore one dice is removed
    • Now 3 dices are used instead of 4 for the 3 other remaining players.
    • This carries on until one player left in the game.


2 Player Game for Standard Version 4 with 2 Playing Pieces Each Using 4 Dices

This is a subversion of Standard Version 4 whereby each player has 2 playing pieces. A player rolls 4 sets of dices but chooses 2 dices first to move and then the opponent player chooses the remaining other 2 dices to move. Now it's the other player's turn to roll 4 sets of dices and chooses 2 dices most suitable to move whilst the other player has the remaining 2 dices to move.


Standard Version 5

This version is similar to Standard Version 1. The difference is with the multiplication and division operations and how it operates. This game version is played with 2-4 players each player has one playing piece and one dice is used to play.


To Start the Game

The player who rolls the highest number on the dice commences the game.


Movement of Playing Piece when on Active Cell

When playing piece lands on an active cell the following actions apply:




















For
Addition +
Square X2
Greater Than >




Subtraction −
Square Root {square root over ( )}
Less Than <










Same rules apply as Standard Version 1. Only multiplication × and division ÷ have a different rules of play to Standard Version 1. This is listed as follows:


Multiplication × Symbol, when player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 4 with multiplication symbol × illustrated as 4× when roll dice 1 to 6 will be:


Division ÷ Symbol, when player lands on this symbol the cell with this symbol becomes active/activated on player's next turn. For example on cell 60 with division symbol ÷ illustrated as 60÷ when roll dice 1 to 6 will be:


To End Game

The player who reaches cell 144 first becomes the winner.


Duration of Game

On average game play is between 5-20 minutes.

    • Further variations on the rules may also be implemented, along with variations to the numbering of the board, within the scope of any one of the appended claims.

Claims
  • 1. A board game apparatus, comprising a board, one or more playing pieces, and one or more dice, wherein the board has a plurality of cells extending between a starting cell and an ending cell, the plurality of cells being sequentially numbered to define a continuous path along the cells from the starting cell to the ending cell, such that each cell bears a unique number, wherein the cells comprise active cells each bearing a mathematical operator in addition to their number, and motive cells without any mathematical operator in addition to their number.
  • 2. The board game apparatus of claim 1, wherein the mathematical operators define functions operating on first and second variables, the first variable preferably being the number borne on the cell of that mathematical operator and the second variable preferably being any number borne on one of the dice.
  • 3. The board game apparatus of claim 2, wherein the mathematical operators defining functions operating on first and second variables include one or more of add, subtract, divide, and multiply operators.
  • 4. The board game apparatus of claim 2, wherein the mathematical operators defining functions operating on first and second variables include one or more of greater than operators and less than operators.
  • 5. The board game apparatus of claim 2, wherein each and every mathematical operator defining a function operating on first and second variables results in a whole number when the first variable is the number borne on the cell of that mathematical operator and the second variable is any number borne on one of the dice.
  • 6. The board game apparatus of claim 5, wherein the whole number is always a number that is borne on one of the cells of the board.
  • 7. The board game apparatus of claim 1, wherein the mathematical operators define functions acting on single variables, the mathematical operators defining functions operating on single variables including one or more of square and square root operators.
  • 8. The board game apparatus of claim 1, wherein the continuous path along the cells is a spiral that inwardly spirals from the starting cell at an edge of the board to the ending cell at a centre of the board.
  • 9. The board game apparatus of claim 1, wherein the sequential numbering increments the number of each cell by one compared to the previous cell of the continuous path from the starting cell to the ending cell.
  • 10. The board game apparatus of claim 9, wherein the cells comprise 144 cells that are sequentially numbered from 1 to 144.
  • 11. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 30, 40, 47, 74, 92, 99, 107, 117, 138, and wherein the mathematical operators of those cells are addition operators.
  • 12. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 48, 66, 113, 133, 142, and wherein the mathematical operators of those cells are subtraction operators.
  • 13. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 4, 20, 24, and wherein the mathematical operators of those cells are multiplication operators.
  • 14. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 60, 120, and wherein the mathematical operators of those cells are division operators.
  • 15. The board game apparatus claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 9, 11, and wherein the mathematical operators of those cells are square operators.
  • 16. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 36, 64, 100, and wherein the mathematical operators of those cells are square root operators.
  • 17. The board game apparatus of claim 1, wherein the mathematical operators comprise square and square root operators, and wherein the number of any active cell bearing a square operator, when squared, does not equal the number of an active cell having a square root operator.
  • 18. The board game apparatus of claim 1, wherein each dice has six faces bearing the numbers 1 to 6 respectively.
  • 19. The board game apparatus of claim 1, wherein the one or more playing pieces comprise pairs of playing pieces, the playing pieces of each pair being identical to one another.
  • 20. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 43, 55, 62, 72, and wherein the mathematical operators of those cells are greater than operators.
  • 21. The board game apparatus of claim 1, wherein the active cells comprise one or more cells bearing one or more of the numbers 17, 71, 88, 126, 136, and wherein the mathematical operators of those cells are less than operators.
  • 22. The board game apparatus of claim 1, wherein a second one of the active cells is placed a first number of cells along the continuous path from a first one of the active cells, wherein the first number is equal to a result of a rolled number applied to the mathematical operator borne by the first one of the active cells, and wherein the rolled number is a number which is rollable by one of the dice.
  • 23. A board game apparatus, comprising a board, one or more playing pieces, and one or more dice, wherein the board has a plurality of cells extending between a starting cell and an ending cell, the plurality of cells being marked with sequential numbers to define a continuous path along the cells from the starting cell to the ending cell, such that each cell bears a unique number, wherein the cells comprise active cells each bearing a mathematical operator in addition to their sequential number, and motive cells without any mathematical operator in addition to their sequential number, wherein the mathematical operators comprise mathematical operators that define functions operating on first and second variables, the first variable being the sequential number borne on the cell of that mathematical operator and the second variable being any number borne on one of the dice, andwherein every one of those mathematical operators defining functions operating on first and second variables, when operated with the sequential number of the cell bearing that mathematical operator, and a number borne on one of the dice, results in one of the sequential numbers that is present on one of the cells of the board.
Priority Claims (1)
Number Date Country Kind
1613985.9 Aug 2016 GB national