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.
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:
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.
Embodiments of the invention will now be described with reference to the accompanying drawings, in which
First referring to
There are 34 mathematical operators on the cells of the board of
There are 4 ascending mathematical operators which are:
These symbols are placed on specific cells on the board of
There are 9 Additions, 3 Multiplications, 2 Squares, and 4 Greater Thans, which totals up to 18 Ascending Mathematical operators.
There are 4 descending mathematical operators which are:
These symbols are placed on specific cells on the board of
There are 5 Subtractions, 2 Divisions, 3 Square Roots, and 5 Less Thans, which totals up to 15 Descending Mathematical operators.
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.
The active cells are arranged on the board of
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.
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:
When landing on these, the player remains until their following turn when the mathematical operators are applied:
Although not shown in
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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
This game version is played with 2-4 players, each player has one playing piece and one dice is used.
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:
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
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
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
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
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
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
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
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
The player who reaches cell 144 first wins the game.
This game version is played with 2-4 players using 2 dices and each player has 2 playing pieces.
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.
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.
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.
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.
NOTE If a double 6 is rolled then both playing pieces enter on cell 6 together.
If player lands 2 playing pieces on same or different cells of multiplication ×, division ÷, greater than > Less than < the following rules apply:
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.
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:
Both playing pieces moves to particular cell regardless on dice rolls, once playing pieces lands on cell with square or square root symbol.
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:
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.
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.
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.
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 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
This game version is played with 2-4 players using 2 sets of dices and each player has 2 playing pieces.
The player who rolls the lowest number on the dice commences the game.
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.
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.
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.
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
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
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
Example 3: Player A has 2 playing pieces on cell 10.
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
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.
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
NOTE: Combination of 6—Dices 1 and 5=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.
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
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
But if
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+
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÷
OR
NOTE: Deactivated works on cells with multiplication and division operations.
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
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.
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
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×
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×
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×
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
Example: Player A on cell 40+
Example: Player on cell 142−
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
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
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
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
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.
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.
The player who rolls the highest number on the dice commences the game.
When playing piece lands on an active cell the following actions apply:
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:
The player who reaches cell 144 first becomes the winner.
On average game play is between 5-20 minutes.
Number | Date | Country | Kind |
---|---|---|---|
1613985.9 | Aug 2016 | GB | national |