Board Game Device

Information

  • Patent Application
  • 20230051428
  • Publication Number
    20230051428
  • Date Filed
    July 27, 2022
    2 years ago
  • Date Published
    February 16, 2023
    a year ago
  • Inventors
    • Irvin; Wesley (Mahomet, IL, US)
Abstract
The present invention relates generally to the field of board games. More specifically, the present invention relates a board game device. The device is primarily comprised of at least one dice and body, further comprised of a game board surface with at least one dice bar and at least one battle grid square. Further, the device is comprised of three different gameplay methods and rules that require different steps and goals. Further, the board game promotes safe drinking and gambling while allowing users to compete through advanced strategy and manual dexterity. The game provides a competitive atmosphere that allows individuals to showcase their ability to think strategically, while still having the fun of a drinking and gambling game.
Description
FIELD OF THE INVENTION

The present invention relates generally to the field of board games. More specifically, the present invention relates to a board game device. The device is primarily comprised of at least one dice and body, further comprised of a game board surface with at least one dice bar and at least one battle grid square. Further the device is comprised of three different gameplay methods and rules that require different steps and goals. Further the board game promotes safe drinking and gambling while allowing users to compete through advanced strategy and manual dexterity. The game provides a competitive atmosphere that allows individuals to showcase their ability to think strategically, while still having the fun of a drinking and gambling game. Accordingly, the present disclosure makes specific reference thereto. Nonetheless, it is to be appreciated that aspects of the present invention are also equally applicable to other like applications, devices, and methods of manufacture.


BACKGROUND

By way of background, drinking games are enjoyed by individuals who love to drink and socialize. Most drinking games available today often rely on over-drinking to accomplish the goals of the game, which many individuals are not comfortable doing. There are also not many viable drinking games that involve gambling. Further, many individuals have now become bored from constantly playing the same few games that incorporate drinking and gambling. Individuals have a desire to play new games that incorporate responsible drinking and gambling along with involving a high amount of strategy.


The drinking and gambling games that are available also lack of versatility that leads individuals to constantly playing the same small set of rules. When people play drinking games, it often leads to players becoming unsafely intoxicated, and there are no safety measures in play to prevent this behavior. There are many strategy games that are known, but a board game that can incorporate drinking and gambling while allowing individuals to strategize is not readily available.


Therefore, there exists a long-felt need in the art for a unique board game that incorporates drinking and gambling. There is also a long-felt need in the art for a drinking and gambling game that involves a great amount of strategy and manual dexterity. There also exists a long-felt need in the art for a drinking game that promotes “safe drinking” and allows for players to check other players to make sure they are not drinking too much. There exists a long-felt need in the art for a board game that allows for versatility while drinking and gambling by including multiple game modes and strategies.


The subject matter disclosed and claimed herein, in one embodiment thereof, comprises a board game device. The device is primarily comprised of at least one dice and body, further comprised of a game board surface with at least one dice bar and at least one battle grid square. Further, the device is comprised of three different gameplay methods and rules that require different steps and goals. Further, the game promotes safe drinking and gambling while allowing users to compete through advanced strategy and manual dexterity.


In this manner, the board game device of the present invention accomplishes all of the foregoing objectives and provides a unique board game based around consuming alcohol and gambling. The game features several methods for playing, along with several sets of rules for users to enjoy the game multiple ways for hours on end.


SUMMARY

The following presents a simplified summary in order to provide a basic understanding of some aspects of the disclosed innovation. This summary is not an extensive overview, and it is not intended to identify key/critical elements or to delineate the scope thereof. Its sole purpose is to present some general concepts in a simplified form as a prelude to the more detailed description that is presented later.


The subject matter disclosed and claimed herein, in one embodiment thereof, comprises a board game device. The device is primarily comprised of at least one dice and a body, further comprised of a game board surface with at least one dice bar and at least one battle grid square. Further, the device is comprised of three different gameplay methods and rules that require different steps and goals. Three different gameplay methods and rules require different steps and goals. While playing, the game promotes safe drinking and gambling while allowing users to compete through advanced strategy and manual dexterity.


Accordingly, the board game device of the present invention is particularly advantageous as it provides individuals with a unique board game with a multitude of methods and ways to play. This device allows people to responsibly drink and gamble all while using extensive strategic moves and manual dexterity. In this manner, the board game device overcomes the limitations of existing board games known in the art.


Numerous benefits and advantages of this invention will become apparent to those skilled in the art to which it pertains upon reading and understanding of the following detailed specification.


To the accomplishment of the foregoing and related ends, certain illustrative aspects of the disclosed innovation are described herein in connection with the following description and the annexed drawings. These aspects are indicative, however, of but a few of the various ways in which the principles disclosed herein can be employed and are intended to include all such aspects and their equivalents. Other advantages and novel features will become apparent from the following detailed description when considered in conjunction with the drawings.





BRIEF DESCRIPTION OF THE DRAWINGS

The description refers to provided drawings in which similar reference characters refer to similar parts throughout the different views, and in which:



FIG. 1 illustrates a top view of one potential embodiment of a board game device of the present invention in a flattened and unassembled state in accordance with the disclosed architecture;



FIG. 2 illustrates a top view of one potential embodiment of a board game device of the present invention in a flattened and unassembled state with dice on the game board in accordance with the disclosed architecture;



FIG. 3 illustrates a flow chart of one potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 3A illustrates a flow chart of level 1 of a first potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 3B illustrates a flow chart of level 2 of a first potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 3C illustrates a flow chart of level 3 of a first potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 4 illustrates a flow chart of a second potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 5 illustrates a flow chart of a third potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 5A illustrates a flow chart of a level 1 of a third potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture;



FIG. 5B illustrates a flow chart of level 2 of a third potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture; and



FIG. 5C illustrates a flow chart of level 3 of a third potential method of playing one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture.





DETAILED DESCRIPTION

The innovation is now described with reference to the drawings, wherein like reference numerals are used to refer to like elements throughout. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding thereof. It may be evident, however, that the innovation can be practiced without these specific details. In other instances, well-known structures and devices are shown in block diagram form in order to facilitate a description thereof. Various embodiments are discussed hereinafter. It should be noted that the figures are described only to facilitate the description of the embodiments. They are not intended as an exhaustive description of the invention and do not limit the scope of the invention. Additionally, an illustrated embodiment need not have all the aspects or advantages shown. Thus, in other embodiments, any of the features described herein from different embodiments may be combined.


As noted above, there exists a long-felt need in the art for a unique board game that incorporates drinking and gambling. There is also a long-felt need in the art for a drinking and gambling game that involves a great amount of strategy and manual dexterity. There also exists a long-felt need in the art for a drinking game that promotes “safe drinking” and allows for players to check other players to make sure they are not drinking too much. There exists a long-felt need in the art for a board game that allows for versatility while drinking and gambling by including multiple game modes and strategies.


The present invention, in one exemplary embodiment, is comprised of a board game device that is primarily comprised of at least one dice, at least one roll bowl, and body, further comprised of a game board surface with at least one dice bar and at least one battle grid square. Further the device is comprised of three different gameplay methods and rules that require different steps and goals.


Referring initially to the drawings, FIG. 1 illustrates a perspective view of one potential embodiment of a board game device of the present invention in accordance with the disclosed architecture. The device 100 is primarily comprised of at least one die 190 and has a body 110, further comprised of a game board surface 160 with at least one dice bar 170 and at least one battle grid square 180. The device also may be comprised of at least one “roll bowl” space 182. One embodiment the device 100 is further comprised of an interior bottom surface 130, at least one side 140, a lid 120, and at least one tab 150 to close the device 100. The game board 160 may be foldable (to form a box to hold the contents of the device 100) and made of any board game material that is known in the art that may be paper or cardboard based. Further, the lid 120, sides 140, interior bottom surface 130, and tabs 150 may be made from any material that is known in the art such as, but not limited to: cardboard, cardstock, plastic, wood, etc. The device 100 may also display indicia 122 such as, but not limited to: symbols, words, graphics, pictures, logos, etc.


The device 100 also is comprised or at least one dice bar 170. In the preferred embodiment, the device 100 has four dice bars 170 wherein there is one dice bar 170 on each side of the game board 160. The dice bars 160 are used to hold the player's dice 190. The dice 190 function as the player's game pieces while playing a game on the device 100. The dice bars 170 are preferably square in shape but can be a plurality of shapes such as, but not limited to: square, circular, rectangular, triangular, etc. Further, the dice bars 170 have at least one space 172 to place at least one of the player's die. In the preferred embodiment, the dice bars 170 have six spaces to place six dice 190. The device 100 is also comprised of at least one “roll-bowl” 182 where the dice are rolled to play the game. This bowl 182 may be made of a plurality of materials such as, but not limited to: plastic, cardboard, wood, ceramic, etc.


The device 100 has at least one battle grid square 180. The battle grid square 180 is where the majority of the game is played. The battle grid square 180 has at least one space 182 where the player places the dice 190. In the preferred embodiment, the battle grid square 180 has six rows of six spaces amounting to 36 total spaces. In varying embodiments, the number of spaces in the battle grid square 180 is subject to change. The spaces in the battle grid square 180 correspond and align to the spaces in the dice bars 170.



FIG. 2 shows an enhanced perspective of the device 100. Further, FIG. 2 shows an illustration of the position of the dice 190 in the dice bars 170. The dice 190 are conventional numbered dice that are numbered “1” to “6” (the dots shown on the face of the die are called “pips”). The dice 190 may be made from any material known in the art.



FIG. 3 illustrates a flowchart chart of one potential method of using one potential embodiment of the board game device 100 [200]. Method 1 relates to a war game variety of the steps and rules of play. First, each player/team chooses ten colored dice 190 [Step 202]. Next, if the players are gambling, the players decide on how much each lost die 190 will cost the player (such as, but not limited to, a penny a pip) [Step 204]. At the start of each player's turn, the respective player can raise the “ante” (the amount of each pip) if the player desires [Step 204]. (i.e., if the amount is a penny a pip, a player at the start of their turn, can raise the amount to two pennies a pip). Once the ante is raised, it stays that amount for the duration of the level unless another player raises it again. The players also set a maximum “ante” amount so that players cannot raise an ante too high [Step 206]. Then, if the players are drinking, each player can choose how many “drinks” each player is allowed to consume during the game (three is usually a safe number) [Step 208]. If at any point a player believes another player is too intoxicated to continue playing, they can call out the intoxicated player and make them do a series of tests to see if they are too intoxicated to continue [Step 210]. There are three specific tests to determine if a player is too intoxicated to continue playing. The first test is called “stacking”. To complete the stacking test, the player in question rolls three dice 190 and adds up the total number of pips shown from the dice 190 [Step 212A]. The player then has to create stacks of dice 190 based on the number shown in columns of six (i.e., if the player rolls and the total number of pips is 15, then the player must stack two columns of six die and a third column of three die) [Step 212B]. If the player can complete this maneuver, they can continue playing [Step 212C].


The next test is called “balancing”. To complete this balancing test, the player in question holds out their hand (palm up) and then places one die 190 on each fingertip [Step 214]. If they can complete this maneuver, they can continue playing [Step 214A].


The third test is called “counting”. To complete this counting test, the player rolls 10 die 190 and adds up the pips in under 30 seconds [Step 216]. If they can do this accurately, they can continue playing [Step 216A].


The players “roll-off” to see the order of play [Step 220]. The highest roll of the dice 190 goes first and play then moves in a clockwise fashion based upon where the players are seated. Any ties in the “roll-off” constitute a re-roll [Step 222].


There are at least three varying levels of play with corresponding difficulties. At the start of each new level, the game board 160 is cleared and each player begins with empty dice bars 170. The steps for Method 1; Level 1 [230] are as follows and are shown in FIG. 3A. First, each player rolls a die 190 and places said die 190 on any empty space 182 of the battle grid square 180 of their choosing [Step 230A]. If the space 182 of the battle grid square 180 the die 190 is on comes into contact with a square that another die 190 is on, then the die 190 goes into “battle” with the other die 190 [Step 230B]. A player can also choose to pass their turn before placing their die 190 [Step 230C]. If the player does this, they are completely out of the level and can no longer play [Step 230D]. If a player does pass, the dice 190 that were previously placed on the battle grid square 180 stay where they are, but the player who placed that die 190 does not have to pay the ante if it loses in battle [Step 230E]. Then, when a die 190 is in contact with another die/dice 190, the die 190 that shows the higher number on its face wins [Step 230F]. If the die 190 shows a six or ties with the die 190 it is touching, it is a stalemate, and the dice 190 remain where they are [Step 230G]. When a die 190 is placed on the battle grid square 180 and it touches two or more dice 190, the player who placed the die 190 can choose to battle the die 190 one at a time [Step 230H]. When a player places a die 190 showing a six on the battle grid square 180, the six battles the die/dice 190 it touches but stays on the battle grid square 180 in the space it was placed until the level ends [Step 230I]. Once the die 190 showing the six does its initial battle, opposing players cannot place other die 190 next to a die 190 showing a six [Step 230J]. Any player that is in a battle can decide to re-roll [Step 230K]. A player is allowed to re-roll by choosing to take a “drink”. A player is only allowed two re-roll opportunities per level.


Next, when a player's die 190 loses a battle, the player must pay the pre-decided ante corresponding to the number of pips on the die 190 into the community jackpot (i.e., if the players decided the gambling amount was a penny a pip, and then a player loses and their dice 190 was showing a 4, the player must pay four pennies) [Step 230L]. Next, once the player pays for the die 190 they lost, the losing die 190 goes into the winning player's dice bar 170 [Step 230M]. If the winning players dice bar 170 is “full”, the winning player is allowed to collect more die 190 and use them to replace die 190 in their dice bar 170 [Step 230N]. If the dice 190 go unused they are returned to their original owner or are swapped out with present dice 190 in the dice bar 170 if the winner's dice bar 190 is full [Step 230O]. Winning dice 190 are also returned to its owner [Step 230P]. Winning die 190 and swapped out losing die 190 go to their owners to be played again [Step 230Q]. Then, Level 1 ends when there are six dice 190 showing “6” on their faces, when one player runs out of playable dice 190, when there are no legal moves left, or when every player has filled their dice bar 170 [Step 230R]. At this time, all players tally up the total number of pips that are being showed on the dice 190 in their dice bar 170. The player with the most pips wins the community jackpot [Step 230S].


Method 1; Level 2 [Step 240] is more complex and is shown in FIG. 3B. First, the players roll and place one die 190 at a time on the battle grid squares 180 [Step 240A]. In this level however, a die 190 placed on a space in the battle grid square 180 has to be in contact with another die 190 of the same color. Then, when two armies (two colored die 190) come into contact with one another, the player who placed the last die 190 in order to constitute the contact becomes the attacker [Step 240B]. The attacker's die 190 that touches the defenders becomes a “berserker” [Step 240C]. A “berserker” is allowed to battle into a defender's army by combating as many opposing dice 190 as it can before being beat [Step 240D]. When a “berserker” die 190 beats an opponent's die 190, the “berserker” is allowed to move one space in any direction, to either continue battling, or retreat [Step 240E]. The steps and rules for battling are the same as Level 1 [230].


Next, if a “berserker” ends up alone in the battle grid square 180, not in contact with any dice 190, or it is in a tie with a die 190 it is attacking, it is removed from the battle grid square 180 and returned to its owner for future use [Step 240F]. If a “berserker” is defeated, it goes to the winner's dice bar 170 [Step 240G]. Then, the losing die 190 must be paid for by their owners following the same rules as Level 1 [230] [Step 240H]. In addition, all re-roll rules are the same as Level 1 [230] [Step 240I]. Then, the game ends when there are six dice 190 showing “6” on their face, a player runs out of playable dice 190, there are no legal moves left, or all players dice bars 170 are full [Step 240J]. The player who wins the community jackpot is the person who has the most pips in their dice bar 170 (same as Level 1 230) [Step 240K].


Method 1; Level 3 [250] involves a different set of rules, as shown in FIG. 3C. First, a “castle” die 190 is placed in the exact center of the battle grid square 180 [Step 250A]. The “castle” die 190 cannot be attacked or defend attacks, but other dice 190 are allowed to be in contact with any of the “castle” die's 190 sides [Step 250A]. Next, each player rolls a die 190 and places that die 190 on any empty square of their choosing [Step 250B]. If the square 180 the die 190 is on comes into contact with a square 180 that another die 190 is on, then the die 190 goes into “battle” with the other die 190 [Step 250C]. A player can also choose to pass their turn before placing their die 190, if they do this, they are completely out of the level and cannot play anymore [Step 250D]. If a player does pass, the dice 190 that were previously placed on the battle grid square 180 stay where they are, but the player who placed that die 190 does not have to pay if it loses in battle [Step 250E]. Then, when a die 190 is in contact with another die/dice 190, the die 190 that shows the higher number on its face wins [Step 250F]. If the die 190 shows a six or ties with the die 190 it is touching, it is a stalemate, and the dice 190 remain where they are [Step 250G]. When a die 190 is placed on the board and it touches two or more die 190, the player who placed the die 190 can chose to battle the die 190 one at a time [Step 250H]. When a player places a die 190 showing a six on the battle grid square, the six battles the die 190 it touches, but stays on the battle grid square 180 in the space it was placed until the level ends [Step 250I]. Once the die 190 showing the six does its initial battle, opposing players cannot place other die 190 next to a die 190 showing a six [Step 250J]. Any player that is in a battle can decide to re-roll [Step 250K]. A player is allowed to re-roll by choosing to take a “drink”. A player is only allowed two re-roll opportunities per level. Then, the winning die 190 are returned to their owner's dice bar 170, while losing die are returned to their owners [Step 250L]. The owner of the losing die 190 has to pay for each pip [Step 250M] as in Level 1 [230] and 2 [240].


Next, once the losing player receives their losing die 190, they have to stack it on top of the castle die 190 [Step 250M]. If a losing player causes the tower of die 190 to fall during placement, they lose and are immediately out of the level [Step 250N]. Finally, the level and game ends when there are six dice 190 showing “6” on their faces, one player runs out of playable dice 190, every player's dice bar 170 is full, there are no legal moves left, or all other players have knocked over the castle tower, and only one player remains [Step 250O]. The community jackpot goes to the winner of the level [Step 250P].



FIG. 4 illustrates a flowchart chart of one potential method of using one potential embodiment of the board game device 100. Method 2 relates to a poker game variety of the step and rules of play [300]. First, each player/team choses ten colored dice 190 [Step 302]. Next, if the players are gambling, the players decide on how much the ante is for the hand. [Step 304]. At the start of each player's turn, the respective player can raise the “ante” if desired [Step 306]. Once the ante is raised it stays that amount for the duration of the hand unless another player raises it again. The players also set a maximum “ante” amount so that players cannot raise an ante too high [Step 308]. Then, if the players are drinking, they choose how many “drinks” each player is allowed to consume during the game (three is usually a safe number) [Step 310]. If at any point a player believes another player is too intoxicated to continue playing, they can call out the intoxicated player and make them do a series of tests to see if they are too drunk to continue [Step 312].


There are three specific tests to determine if a player is too intoxicated to continue playing. The first test is called “stacking” [Step 314]. To complete the stacking test, the player in question rolls three dice 190 and adds up the total number of pips shown [Step 314A]. The player then has to create stacks of dice 190 based on the number shown in columns of six (i.e., if the player rolls and the total number of pips is 15, then the player must stack two columns of six die 190 and a third column of three die 190) [Step 314B]. If the player can complete this maneuver, they can continue playing [Step 314C].


The next test is called “balancing” [Step 316]. To complete the balancing test, the player in question holds out their hand palms up and then places one die 190 on each fingertip [Step 316A]. If they can complete this maneuver accurately, they can continue playing [Step 316B].


The third test is called “counting” [Step 318]. To complete the counting test, the player rolls 10 die 190 and adds up the pips in under 30 seconds [Step 318A]. If they can do this accurately, then they can continue playing [Step 318B].


The highest roll goes first and then play moves in a clockwise fashion based upon where the players are seated [Step 318C]. Any ties in the “roll-off” constitute a re-roll [Step 318D].


In order to play, a player must pay the ante cost into the jackpot in order to play their turn [Step 320]. If a player choses to pass, they are out of the current hand and cannot place any die or pay any ante [Step 322]. Then, each player rolls a die 190 and places that die 190 on any empty space 182 of the battle grid square 180 of their choosing [Step 324]. If the space the die 190 is on comes into contact with a space that another die 190 is on, then the die 190 goes into “battle” with the other die 190 [Step 326]. Again, a player can also choose to pass their turn before placing their die 190. If they do this, they are completely out of the ‘hand” and cannot play anymore [Step 328]. If a player does pass, the dice 190 that were previously placed on the battle grid squares 180 stay where they are, but the player who placed that die 190 does not have to pay if it loses in battle [Step 330].


Then, when a die 190 is in contact with another die/dice 190, the die 190 that shows the higher number on its face wins [Step 332]. If the die 190 ties with the die 190 it is touching, the die 190 that was the aggressor wins both dice 190 to use in their dice bar 170 [Step 334]. When a die 190 is placed on the battle grid square 180 and it touches two or more dice 190, the player who placed the die 190 can chose to battle one at a time [Step 336]. Any player that is in a battle can decide to re-roll [Step 338]. A player is allowed to re-roll by choosing to take a “drink” [Step 340]. A player is only allowed one re-roll opportunity per hand. “Winning” dies 190 go back into the winner's army for later play [Step 342]. Losing dice go into the winner's dice bar 170 [Step 344]. Players with full dice bars 170 can choose to swap out the dice 190 on their dice bar 170 with dice 190 in the army [Step 346]. Unused dice 190 would then go back to their owner's army [Step 348].


Next, the hand ends when one player runs out of playable dice 190, every player is finished filling their dice bar 170, there are six “sixes” on the battle grid square 180, or all players have passed their turn [Step 350]. Finally, to determine who wins the community jackpot, the dice 190 in each players dice bars 170 are compared using scoring from traditional poker [Step 352]. The score is as follows, highest to lowest: straight flush, five of a kind, four of a kind, full house, flush, straight, three of a kind, two pair, pair. Whoever has the best hand wins the hand and the community jackpot [Step 354].



FIG. 5 illustrates a flowchart chart of one potential method of using one potential embodiment of the board game device 100. Method 3 relates to a collection game variety of the steps and rules of play [Step 400]. First, each player/team choses six dice 190 that are all the same color [Step 402]. Next, if the players are gambling, the players decide on how much each lost die 190 will cost the player (usually a penny a pip) [Step 404]. At the start of each player's turn, the respective player can raise the “ante” (the amount of each pip) if the player wants to (i.e., if the amount is a penny a pip, a player at the start of their turn, can raise the amount to two pennies a pip) [Step 406]. Once the ante is raised it stays that amount for the duration of the level unless another player raises it again. The players also set a maximum “ante” amount so that players cannot raise an ante too high [Step 408]. Then, if the players are drinking, they choose how many “drinks” each player is allowed to consume during the game (three is usually a safe number) [Step 410]. If at any point a player believes another player is too intoxicated to continue playing, they can call out the intoxicated player and make them do a series of tests to see if they are too intoxicated to continue [Step 412].


There are three specific tests to determine if a player is too intoxicated to continue playing. The first test is called “stacking” [Step 414]. Here the player in question rolls three dice and adds up the total number of pips shown [Step 414A]. The player then has to create stacks of dice 190 based on the number shown in columns of six (i.e., if the player rolls and the total number of pips is 15, then the player must stack two columns of six die and a third column of three die) [Step 414B]. If the player can complete this maneuver, they can continue playing [Step 414C].


The next test is called “balancing” [Step 416]. To complete the balancing test, the player in question holds out their hand palms up and then places one die on each fingertip [Step 416A]. If they can complete this maneuver accurately, they can continue playing [Step 416B].


The third test is called “counting” [Step 418]. Here the player rolls 10 die 190 and adds up the pips in under 30 seconds. If they can do this accurately, then they can continue playing [Step 418A].


Next, the players “roll-off” to see the order of play [Step 418B]. The highest roll of the dice 190 goes first and then play moves in a clockwise fashion based upon where the players are seated [Step 418C]. Any ties in the “roll-off” constitute a re-roll [Step 418D].


There are three varying levels with corresponding difficulties in this method [400] for playing. At the start of each new level, the battle grid square 180 is cleared, and each player begins with empty dice bars 170 [Step 420]. For each method, the player places a specific die 190 (“astronaut”) in the centermost space on the battle grid square 180 closest to their dice bar 170 [Step 422]. The players also place their color-coded die 190 (“creatures/eggs”) in a numerical order “1” to “6” off the board for Levels 1 and 2, and in the dice bars 170 for Level 3 [Step 423].


The steps for Method 3; Level 1 [Step 424] are as follows and are shown in FIG. 5A. In the following methods, the terms “egg”, “creature” and “astronaut” are used to refer to the dice/die 190 that are used as the player's game pieces. In phase 1, with each turn, the player places their numerical “egg” die 190 in any open space 182 on the battle grid square 180 one at a time [Step 424A]. In phase 2, the player then rolls a neutral die 190 to determine how many spaces their “astronaut” is permitted to move [Step 424B]. Then, when a player's “astronaut” comes into contact with an opposing player's “egg” dice 190, the “astronaut” “collects” the “egg” die [Step 424C]. When an “astronaut” defeats other die 190 in battle, the die 190 that was defeated gets placed on top of the “astronaut” [Step 424D]. Players cannot collect dice of their color. The “astronaut” can collect as many “egg” die as they desire [Step 424E]. Players can empty their “egg” dice on their “astronaut” in two ways [Step 424F]. Either by returning to the starting space their “astronaut” was originally on and unloading the “egg” dice one by one, or by unloading their “egg” dice onto an opponent's “astronaut”. If a player unloads their “egg” dice onto the original starting place, they can place the “egg” dice into their dice bars 170 [Step 424G]. For a player to unload their “egg” dice onto another “astronaut”, they have to first “drink” in order to challenge the other player [Step 424H]. Both players then “roll-off” to see if an exchange is made [Step 424I]. If there is a tie in the “roll-off”, then the aggressing player wins [Step 424J]. If the defending player wins, then the defender and the aggressor get to keep their “egg” dice, if the defender wishes to, they can then have another “roll-off” in an attempt to take the aggressors “egg” dice [Step 424K]. When a player is unloading their “astronaut” at their originally starting space, an opposing player can “drink” to “roll-off” against the unloading “astronaut” [Step 424L]. If the player wins the “roll-off” against the unloading “astronaut”, the winning player gets the eggs that were originally theirs from the unloading “astronaut” [Step 424M]. Each player can drink one time to roll against another player [Step 424N]. If a player drops their “egg” dice while unloading or moving their “astronaut”, they lose the level and have to remove their “astronaut” from the battle grid square 180 [Step 424M]. If the player still has “egg” dice available to play, they have to place them on the board [Step 424N]. When a player loses an “egg”, they have to pay the ante cost to the jackpot [Step 424O]. The level ends when every player has finished filling their dice bars 170 [Step 424P]. The player that has the highest number of pips shown in their dice bar 170 wins the jackpot [Step 424Q].


Method 3; Level 2 [Step 426] is different than Level 1 [424], shown in FIG. 5B. First each player “rolls-off” to see who goes first, and each player takes six of the same-colored die and places them off board [Step 426A]. Then, the “astronaut” is placed in the same starting point as Level 1, but here with the players first turn, they place a “creature” die 190 on top of their “astronaut” [Step 426B]. Players can either continue to stack “creatures” onto their “astronaut” or they can choose to move to phase 2 [Step 426C]. In phase 2, when an “astronaut” comes into contact with another “astronaut”, they battle [Step 426D]. Then, the player who owns the attacking “astronaut” in battle rolls an “attack die” (i.e., neutral die 190) and adds the number shown on the top of the “attack die” to the number that is shown on the topmost “creature” located on the “astronaut” [Step 426E]. The defending player owning the “creature die” that the “astronaut” is attacking rolls the neutral die 190 [Step 426F]. Whatever number is shown on the neutral die 190 and on the “creature die” are added together [Step 426G]. Whatever die 190 (astronaut or creature) has the higher added up number wins the battle (i.e., if the “astronaut” rolls a “5” with the neutral die 190 and has a topmost creature showing the number “3”, then the total number is “8”) [Step 426H]. In the case of a tie, the attacking “astronaut” wins [Step 426I]. Winning die 190 remain on the board, whereas the losing “creatures” go into the winner's dice bar 170 permanently and the losing player has to pay for their pips into the jackpot [Step 426J]. Finally, a player is knocked out of play when they have no more “creatures” to place on their “astronaut” [Step 426L]. The game ends when either all players dice bars 170 are full, or all players but one has run out of “creatures” [Step 426M]. The winner takes the jackpot [Step 426N].


Method 3; Level 3 [Step 428] is shown in FIG. 5C and first starts with each player having an “astronaut” in the same starting point as the other two levels, as well as having six of the same-colored “creature” die 190. In this level however, the “creatures” are placed in the players dice bar 170, numbered 1-6. There also is a center tower of black die 190 called the “consume-a-tron”. In differing difficulties, the “consume-a-tron” can be a multitude of variations to make the difficulty of the game change. There is an easy mode where the top pip shows a 1, the middle pip shows a 2, and the bottom pip shows a 3. There is a medium mode where the top pip shows a 2, the middle pip shows a 3, and the bottom pip shows a 4. There is a hard mode where the top pip shows a 3, the middle pip shows a 4, and the bottom pip shows a 5. There is an extreme mode where the top pip shows a 4, the middle pip shows a 5, and the bottom pip shows a 6. There is also a random mode where the top die 190 in the “consume-a-tron” is randomly rolled each time it is attacked [Step 428A].


Next, like in Level 2, the players may load their “creatures” onto their “astronaut” as many turns in a row as they would like, or they can move onto phase 2 [Step 428B]. Then, in phase 2, the player rolls a neutral die 190 to determine how many spaces their “astronaut” is permitted to move [Step 428C]. In phase 3, “astronauts” use their “creatures” to attack the “consume-a-tron” only [Step 428D]. The battle rules are the same as Level 2 [426]. When a “creature” is defeated by the “consume-a-tron”, it goes on top of the “consume-a-tron” [Step 428E]. When an “astronaut” is out of “creatures”, it has a “roll-off” with the “consume-a-tron” [Step 428F]. If the “consume-a-tron” ties or beats the “astronaut”, the “astronaut” is consumed by the “consume-a-tron” and the player loses the level [Step 428G]. When a player loses a die 190, they have to pay the set price for each pip into the jackpot, like all other levels [Step 428H]. If a player knocks over the “consume-a-tron” or another stack of dice 190, that player is eliminated, and the board is reset [Step 428I]. Finally, the game ends when either there is only one “astronaut” that has a “creature”, a player defeats the “consume-a-tron”, or if the “consume-a-tron” consumes all of the players dice 190 [Step 428J]. The winner of the jackpot is either, the last die 190 standing, the die 190 to defeat the “consume-a-tron”, or the last die 190 to be consumed [Step 428K].


Certain terms are used throughout the following description and claims to refer to particular features or components. As one skilled in the art will appreciate, different persons may refer to the same feature or component by different names. This document does not intend to distinguish between components or features that differ in name but not structure or function. As used herein “board game device” and “device” are interchangeable and refer to the board game device 100 of the present invention.


Notwithstanding the foregoing, the board game device 100 of the present invention and its various components can be of any suitable size and configuration as is known in the art without affecting the overall concept of the invention, provided that they accomplish the above-stated objectives. One of ordinary skill in the art will appreciate that the size, configuration, and material of the board game device 100 as shown in the FIGS. are for illustrative purposes only, and that many other sizes and shapes of the board game device 100 are well within the scope of the present disclosure. Although the dimensions of the board game device 100 are important design parameters for user convenience, the board game device 100 may be of any size, shape and/or configuration that ensures optimal performance during use and/or that suits the user's needs and/or preferences.


Various modifications and additions can be made to the exemplary embodiments discussed without departing from the scope of the present invention. While the embodiments described above refer to particular features, the scope of this invention also includes embodiments having different combinations of features and embodiments that do not include all of the described features. Accordingly, the scope of the present invention is intended to embrace all such alternatives, modifications, and variations as fall within the scope of the claims, together with all equivalents thereof.


What has been described above includes examples of the claimed subject matter. It is, of course, not possible to describe every conceivable combination of components or methodologies for purposes of describing the claimed subject matter, but one of ordinary skill in the art may recognize that many further combinations and permutations of the claimed subject matter are possible. Accordingly, the claimed subject matter is intended to embrace all such alterations, modifications and variations that fall within the spirit and scope of the appended claims. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as “comprising” is interpreted when employed as a transitional word in a claim.

Claims
  • 1. A board game device comprising: a game board;a dice bar positioned on the game board;a battle grid square positioned on the game board; anda die.
  • 2. The board game device of claim 1, wherein the game board is a foldable game board.
  • 3. The board game device of claim 1, wherein the dice bar is comprised of a space that receives the die.
  • 4. The board game device of claim 1, wherein the battle grid square is further comprised of a space.
  • 5. A method of playing a board game device, the method comprising the steps of: choosing a colored die;determining a cost for the colored die;setting a maximum ante;choosing a number of a drink that a player can consume while playing the board game device;performing a test;rolling a plurality of dice to determine the player that can play first; andplaying a first level, a second level, or a third level of the board game device.
  • 6. The method of claim 5, wherein the player can raise the cost for the colored die.
  • 7. The method of claim 5, wherein the test is comprised of rolling a set of dice, adding up a total number of a pip of each of the set of dice, and creating a stack of the set of dice based on the total number of the pips of each of the set of dice.
  • 8. The method of claim 5, wherein the test is comprised of placing a die on a fingertip.
  • 9. The method of claim 5, wherein the test is comprised of rolling a die and adding up a number of pips of the die under a time limit.
  • 10. The method of claim 5, wherein the first level is comprised of rolling a first die and placing the first die on an empty space of the battle grid square, going into a battle with a second die that contacts the battle grid square, and determining a winning die by a highest number rolled by the first die and the second die to determine a winner.
  • 11. The method of claim 10, wherein the winning die is returned to the winner.
  • 12. The method of claim 7, wherein a player can take a re-roll of the set of dice by taking a drink of the drink.
  • 13. A method of playing a board game device, the method comprising: choosing a colored die;deciding an ante amount for a hand;raising the ante amount if desired;setting a maximum ante;choosing a number of a drink that a player can consume while playing the board game device;performing a test;paying the ante amount or passing on playing the hand; androlling the colored die and placing the colored die on an empty space of a battle grid square.
  • 14. The method of claim 13, wherein the test is comprised of rolling a set of dice, adding up a total number of a pip of each of the set of dice, and creating a stack of the set of dice based on the total number of pips.
  • 15. The method of claim 13, wherein the test is comprised of placing a die on a fingertip.
  • 16. The method of claim 13, wherein the test is comprised of rolling a die, adding up a number of pips of the die in under a time limit.
  • 17. The method of claim 13, wherein a first die and a second die can go into battle and wherein whichever of the first die or the second die that shows a higher number wins the battle.
  • 18. The method of claim 13, wherein the hand ends when a player runs out of a playable die.
  • 19. The method of claim 13, wherein the hand ends when there are a set of six die showing a six on the battle grid square.
  • 20. The method of claim 13, wherein a community jackpot is won and a winner is determined by determining who has a best hand.
CROSS-REFERENCE TO RELATED APPLICATION

The present application claims priority to, and the benefit of, U.S. Provisional Application No. 63/233,556, which was filed on Aug. 16, 2021, and is incorporated herein by reference in its entirety.

Provisional Applications (1)
Number Date Country
63233556 Aug 2021 US