Not Applicable
Not Applicable
Not Applicable
Not Applicable
Not Applicable
1. This invention relates generally to board games such as checkers, chess or Risk, and more particularly to a circular game board of abstract characteristic with no luck involved. This invention provides a challenging alternative to chess for multiple players.
2. The present invention utilizes a two-dimensional game board apparatus defining eight rings and fourteen columns, colored in two contrasting and alternating colors, black and white, displayed in a checker pattern, and additionally having four colored discs on the fourth and fifth ring separated by six spaces, totaling one hundred twelve spaces.
3. The present invention utilizes a method of play that includes the placement of game pieces, the sequence of turns, the movement of game pieces, and the determination of a winner.
4. With regards to game piece movement, each player starts with eighteen game pieces, all starting on the board at the beginning of the game. Each space on the board represents a possible move for a game piece, moving up, down, forwards or backwards. Each game piece may either defend or attack within its specific movement capability, with as little as one space or up to the designated maximum range for that piece. A game piece may not move if there is a game piece in its path, as all paths are in one direction and a game piece cannot jump over another game piece, even if it belongs to that initiating player, and no two game pieces can occupy the same space, idle or in motion.
5. No game piece can move if it leaves a player's own disc, or home base, open for direct attack by an opponent's game piece; the game piece must remain in place to defend home base.
The invention relates to a circular game board based on a modular design of fourteen columns which correlates into an infinite number of players, within practicality.
Various board games for educational and amusement purposes are known from the prior art. The Swartz U.S. Pat. No. 4,971,332 A, discloses a board game comprised of concentric ring paths which intersect with radial paths. The intersections represent spaces for the placement and movement of playing pieces.
The Blitz U.S. Pat. No. 4,895,375 A, discloses a board game where pieces are strategically movable in a variety of ways along paths around the circumference and along the diameters of several concentric circles.
The Hoerbelt U.S. Pat. No. 4,991,856 A, discloses a circular game board for a game of chess with playing spaces arranged in circular ranks and radial files by two or more players.
However, none of these prior art patents discloses a game board based on incremental modules which provides for an unlimited number of players.
The present invention, designed and created by Michael A. Chouinard, for a Circular Checkered Game Board and Method of Play is the basis for a game board apparatus, a game board method of play, and a method of game piece movement, for two to six players.
This invention provides a quick-learning game and fast-moving play with no stalemating for multiple variations of play for two, three, four, five and six players, as well as two-team and three-team play and extended versions of play. On a round game board, players experience more challenging play with two battle fronts, as opposed to the traditional single battle front in games of chess and checkers. In this unique concept, players are able to develop strategies unlike that of any other game.
The invention doesn't present any language barriers, and students as young as five years have taken up the game, up to an including seniors in their seventies. This game teaches critical thinking and strategic planning, develops social skills and fosters friendly competition.
Game pieces are placed on the board at the beginning of play from predetermined spots surrounding the same color two discs on the game board and progress inwardly toward the center of the board. The design of the pieces enhance ease of learning because each game piece shape emulates the direction of movement, and a number appears on top of the game piece dictating the range of movement.
When a player is able to position one of his game pieces on one of an opponent's home bases, that player is the winner.
A plurality of three-dimensional game pieces are adapted by having a flat base surface for being placed on the game board each within one space, and further are adapted by having a flat top surface indicating the category which enables the game pieces to move in a pattern, and the total number of designated spaces of movement. Necessarily, the game pieces are comprised of sets or fleets, each of the sets corresponding to the same color disc or home base on the game board and consisting of eighteen game pieces for each player of at least two and up to six players. Each game piece within a set is visually distinguishable by the shape, size and the number or letter on top of the game piece. This set is visually distinguishable from another player's set by the color.
The small triangular piece with a number one (1) on the top moves diagonally, one space at a time, in one direction, per turn. Each set begins with four (1) game pieces having a range of four potential moves on a turn.
The small rectangular piece with a number two (2) on the top moves in a straight direction, either horizontally or vertically, up to two spaces, in one direction, per turn; it can move one or two spaces. Each set begins with four (2) game pieces having a range of eight potential moves on a turn.
The large triangular piece with a number three (3) on the top moves diagonally, up to three spaces at a time in one direction, per turn; it can move one, two or three spaces. Each set begins with four (3) game pieces having a range of twelve potential moves on a turn.
The large square piece with a number four (4) on the top moves up to four spaces horizontally or vertically in one direction, per turn; it can move one, two, three or four spaces. Each set begins with two (4) game pieces having a range of sixteen potential moves on a turn.
The boomerang-shaped piece with the letter (Y) on the top moves in a Y-shaped pattern; first one space in a horizontal or vertical direction, then up to two more spaces in a diagonal direction; it can move one, two or three spaces per turn. Each set begins with two (Y) game pieces having a range of twenty potential moves on a turn.
The round piece with the letter (U) on the top moves in any direction—horizontal, vertical or diagonal—in one direction, per turn, for an unlimited number of spaces. This game piece has no range restrictions, allowing it to circle the board in a single turn; however, the (U) must stay on the same color space that it originated from, can pass over the other color, but not land on it, and cannot jump other pieces. Starting on the home base disc, each set begins with two (U) game pieces having an unlimited range of potential moves on a turn.
The (U) may change the color space it operates on by doing a color change maneuver as the player's turn; the (U) moves one space vertically toward the center or outer edge of the board, from black to white or white to black, during one turn. During this process, the (U) may capture an opponent's game piece or home base.
At start of game, pieces are set on the board as illustrated in
The game starts with the red player choosing any one game piece to move first, and play continues in a clockwise direction. Each turn consists of moving any one game piece within its movement range, which is illustrated in
No game piece may jump over another game piece. If a game piece is in a player's path, that particular movement is blocked.
Any game piece can capture any opponent's game piece within its specific movement capability by moving his game piece onto a space occupied by an opponent's game piece, and removing that game piece from that space and off the game board; the captured game piece may not be used again during the course of the game. No player may capture his own game piece; if a player's own game piece is blocking his movement, that player will have to use a turn to move that game piece out of his way. A game piece does not have to be attacked, even if the situation presents itself.
When a player has moved a game piece in to position as to threaten an opponent's home base, a verbal warning must occur to allow the opponent to defend or block the move.
A player's turn ends when a game piece is moved to another space, and the player removes his hand from the game piece.
Players may not move a game piece if it will leave that player's home base open to a direct attack or capture.
Players with multiple fleets may move only one game piece, from any fleet under his control, in any order, during his turn.
When a player conquers an opponent's home base, the defeated player is out of the game and the conquering player takes control of the defeated player's remaining game pieces, or fleet. This move is called Dethroning. The conquering player may now move any of these game pieces as part of his fleet, and those home bases no longer have to be defended. This sequence occurs until only one player or team remains.
When a players home base is threatened and it is not his turn next, but the targeted player is able to defend his home base, play is extended back to the targeted player. The targeted player must immediately respond to the threat by either blocking or capturing the threatening game piece. Once targeted player defends his home base, play resumes in a clockwise direction. This move is called Reactive Movement.
When a player has positioned two of his game pieces in such a way that when one is in range to attack an opponent's home base, but the other one of his pieces blocks that move, upon moving that blocking piece, both game pieces now threaten an opponent's home base; this move is called Double Kill. This player has performed a maneuver that will threaten one or two home bases simultaneously of an opponent from two different directions with no way for the targeted player to defend both attacks. If it is not the targeted player's turn next, the targeted player gets to block ONLY one attack, then play reverts back in a clockwise direction.
In games where players control more than one system at the beginning of the game, players may choose to extend the game play by conquering each system separately as opposed to conquering all systems as one; as a player conquers an opponent's home base, the defeated player is not out of the game if he still has another system under his control. The conquering player takes control of the remaining game pieces, or fleet, of the single conquered system only; those home bases no longer have to be defended.
The game is won when a player moves a game piece on to a space containing an opponent's home base. Game will end when this action is accomplished.
For team play, the game is won when either teammate moves a game piece on to a space containing one of the other team's home bases. Game will end when this action is accomplished.
For games with multiple strategies, the winner is determined by the “last man standing;” players are eliminated as their home base is captured. When a player captures an opposing player's home base, that player takes control of that player's remaining fleet(s). Those defeated home bases no longer have to be defended.