The invention relates generally to board games.
A variety of board games have been available for hundreds of years. A great majority of board games tend to include a board having a plurality of squares and several gaming pieces which are moved along the board surface from square to square.
In accordance with one aspect of the present invention, there is provided an improved battle simulation board game which has exciting game play and gaming pieces which automatically store a gaming pieces rank. The battle simulation game for playing among a plurality of players includes a playing surface having a plurality of equal playing squares on a board. A resource zone sub-board is provide for each player, each resource zone sub-board configured to be placed on top of the playing surface. Each resource zone sub-board has a plurality of playing squares, the resource zone sub-boards each being configured such that the playing squares of the resource zone sub-boards overlap corresponding playing squares on the playing surface immediately below. The game further includes a plurality of adjustable gaming pieces for each player, each adjustable gaming piece having an adjustable member which can be physically manipulated to change an indicia for indicating the value of the adjustable gaming piece when playing the battle simulation game. Each of the adjustable gaming pieces is dimensioned to fit on top of each playing square on both the playing surface and the resource zone sub-boards.
With the foregoing in view, and other advantages as will become apparent to those skilled in the art to which this invention relates as this specification proceeds, the invention is herein described by reference to the accompanying drawings forming a part hereof, which includes a description of the preferred typical embodiment of the principles of the present invention.
In the drawings like characters of reference indicate corresponding parts in the different figures.
Referring firstly to
Central board 12 may be made of any suitable material such as laminated paper board, plastic, or the like. Board 12 has four corners, 22, 24, 26 and 28. The exact size of board 12, and the number of playing squares 20, can vary depending on the desired length of game play. Player boards 14 each consist of a rigid board having a grid of playing squares 21, identical in size and shape to playing squares 20 on the central board. A notch 30 is formed on each player board 14 with the notch being dimensioned and configured so that each player board can abut one of the corners of central board 12. Opposite notch 30 of each gaming board is a home base zone 15 which is preferably a few squares in size. The grid of gaming squares 21 and gaming squares 20 are dimensioned and configured such that when the player boards are abutted to the corners of the central board, gaming squares 21 and 20 are contiguous and form a continuous gaming surface 11. Gaming pieces 16 can be moved along the entire gaming surface 11 one square at a time, depending on the roll of dice 55 and 56.
Resource zone sub-boards 18 each consist of a small rigid board having a grid of 5 playing squares 23 which take the form of a cross. Playing squares 23 are identical in size and shape to playing squares 20 and 21 and the resource zone sub-boards are dimensioned so that when placed on top of either central board 12 or player boards 14, playing squares 23 are contiguous with playing squares 20 and 21, respectively. A plurality of markers 32 and 34 placed on central board 12 and player boards 14, respectively, indicate where resource zone sub-boards 18 can be positioned on the central and player boards. Resource zone sub-boards are much smaller than player boards 14 or central board 12 and preferably have 4 or 5 playing squares 23 arranged in a cross pattern around a center. Each of the playing squares 23 are dimensioned to permit one adjustable gaming piece (battalion) 16 to sit on top.
As mentioned above, players can move their gaming pieces 16 along the entire gaming surface 11 from player board 14, through center board 12 and to player board 14 of an opposing player. Preferably, gaming pieces 16 are moved along playing surface 11 one gaming square at a time, with the number of gaming squares in each move being determined, at least in part, by the roll of dice 56. Gaming pieces 16 may be moved from squares 20 and 21 onto squares 23 of resource zone sub-boards 18 as desired and depending on the players turn, the throw of dice 55 and 56 and the rules of the game play. It is anticipated that during game play, the value of each adjustable gaming piece 16 which is placed on a square 23 can be adjusted depending on how long the gaming piece sits on the square.
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The rules of the game shall now be discussed with reference to
The game can be set up for use with 2, 3 or 4 players and for a team of 2 players vs a rival team of 2 as well. For a full game setup, attach player boards to the large center board as shown in
To decide who starts, each player rolls the dice, highest number goes first In a three player game, the middle player goes first, players turns go clockwise. For 2 vs 2, the ally players sit opposite of each other. The first player rolls battalion dice (55 and 56) to earn 2 to 12 moves. The player then moves one or more battalions 16 until all moves are used up. Every move is final once the battalion is in a new position. A player can position a battalion 16 in one of the four spots (squares 23) In a Resource Zone to increase battalion strength as well as defend the Resource Zone from other opponents (see RESOURCE ZONES for more). As a general rule of thumb, players who have left battalions in Resource Zones from their previous turn should adjust battalion strengths once their next turn begins, just before rolling the dice. The players place a battalion in one or both defend spots around their Home Base to defend it. Home Base does not Increase battalion strength. The player places his/her battalion on top of another battalion to attack It (see ‘BATTLEBOARO’ for more). If a player has remaining moves, then the player's turn continues after winning or losing an attack. A player may place a battalion in one of the two playing squares around an opponent's Home Base to attack it (see ‘HOME BASE’ for more). Shortcuts can be made with Jump Points (see ‘JUMP POINTS’ for more). The last player with a Home Base that has not been taken over and at least one battalion remaining wins the game.
Battalions (adjustable gaming pieces 16) are used for offense and defense. The number (indicia) on the battalion game piece indicates the battalion strength. To increase the battalion strength, a player must place the battalion on one of the four spots on an undefended Resource Zone and leave it there until the player's next turn. When a battalion is moved into a Resource Zone, the battalion's strength is increased by 4 only if the battalion is left in the Resource Zone until the player's next turn. For each additional turn that the battalion occupies the Resource Zone, strength Increases by an additional 4 (12 is max). Battalions defend a Resource Zone when they are positioned on one or more Resource Zone spots (see ‘RESOURCE ZONES’ for more). The importance of battalion strength comes into play during battles. When a player attacks or is attacked, the battalion strength number indicates the number of units for the Battleboard, After an attack, the losing battalion Is removed from the game and the surviving battalion's strength is reduced to the number of units remaining after the battle (see ‘BATTLEBOARD’ for more). Rolling the dice earns moves from 2 up to 12. A player can move one or more battalions per turn. For example, if a player rolls 6, then that player can move one battalion 6 places or move one battalion 2 places, then move another battalion 4 places. The three spots around a player's home base are the starting points for that player's battalions. Battalions can move in any direction, each move counts and is final. A player's battalion cannot stop on the Home Base, center spot in a Resource Zone, or on a Jump Point. Jump Points actually do not count as a spot, so when moving a battalion through the player only counts the next spot after the jump. Player's cannot jump over battalions, Resource Zone center points or Jump Points. A player only places a battalion on top of an enemy battalion for an attack. A player's battalion cannot cross between enemy battalions that are side by side, or an enemy battalion beside a Home Base or an enemy battalion beside a Jump Point. A player's battalion can cross between his/her own battalion beside another battalion, Home Base and Jump Point.
The importance of Resource Zones is that they strengthen battalions. The four highlighted spots (23) are the strengthening/defending positions. A player may leave a battalion on a Resource Zone spot once it is that player's turn again, the battalion strength number increases by 4. If the player leaves that battalion on that point for another turn, it will increase by 4 again (12 is max). While a battalion is on a Resource Zone spot, that Resource Zone is protected by that player, which prevents other players from strengthening their battalions on any of the Resource Zone spots. The other player would have to attack the defending battalion(s) to free up the Resource Zone. On the player boards and the large center board there are positions for the Resource Zones, but to change the dynamics of the game they can be placed in different spots or even removed from the game to change up game play.
The Home Base Is the starting point for players' battalions. The three spots around the base are the starting points; the corner spot does not count as a move and a battalion cannot be left on that spot. The two highlighted spots beside the Home Base are the defend/attack spots. If a player leaves a battalion on one or both spots, the Home Base is protected, and another player would have to attack the battalion(s) first before attacking the Home Base. An attacking battalion must be placed on one of the two defend/attack spots, and once it is placed the two players go to the battleboard to determine the victor (see ‘BATTLEBOARD’ for more), The unit number of the Home Base Is always 12, even if it is attacked again after a battle, the starting unit number is 12. So attacking a player's Home Base can be difficult, but if it is won, the opponent is out of the game,
Each player is able to create a shortcut on the game board, these are called Jump Points. To create one, set up four battalions in a cross formation, leaving the center spot empty, then do the same cross formation on another place. Place Jump Point markers on the two empty center spots: the shortcut is now available. The Jump Points do not count as a spot and a battalion cannot stop on that spot. Once a Jump Point is created, the battalions surrounding it can move, or use the Jump Point. Jump Points cannot be placed on Resource Zone spots or defending/attacking spots around Home Base. Jump Points are two-way and any player's battalions can use them once Jump Points are created. When a player enters a Jump Point, the only exit is the Jump Point of the same color.
While a player has four battalions surrounding a Jump Point, the Jump Point is blocked. If any enemy battalion goes through the opposite Jump Point, they cannot pass by the surrounding battalions, they must land on one and attack it. The position of one Jump Point can be changed. To do so, a player must place four battalions to surround one Jump Point in a cross formation before moving the other end to another four battalions-cross formation positioned somewhere else. A player cannot move another player's Jump Points, only their own. The position of two Jump Points can be changed simultaneously, using the same steps, and only during a player's turn. For the faster 2 player game setup, there are no Jump Points.
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A specific embodiment of the present invention has been disclosed; however, several variations of the disclosed embodiment could be envisioned as within the scope of this invention. It is to be understood that the present invention is not limited to the embodiments described above, but encompasses any and all embodiments within the scope of the following claims.
This application claims priority from provisional patent application No. 61/470,655 filed Apr. 1, 2011, the entirety of which is incorporated herein by reference.
Number | Date | Country | |
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61470655 | Apr 2011 | US |