Information
-
Patent Grant
-
6783127
-
Patent Number
6,783,127
-
Date Filed
Wednesday, June 5, 200222 years ago
-
Date Issued
Tuesday, August 31, 200420 years ago
-
Inventors
-
-
Examiners
Agents
- Greenberg; Laurence A.
- Stemer; Werner H.
- Mayback; Gregory L.
-
CPC
-
US Classifications
Field of Search
US
- 273 242
- 273 248
- 273 258
- 273 260
- 273 261
- 273 262
- 273 255
- 273 287
-
International Classifications
-
Abstract
A game board includes concentric circular areas (outer, middle, and center) each having a respective subset of piece locations. A barrier separates locations in the outer and middle areas and/or in the middle and center areas. Outer and middle area locations and some center area locations are disposed in a ring. Other center area locations are disposed inside the center ring. The barrier has two to four openings for pieces to pass through. A barrier separating the center and middle areas has at most four openings, preferably two aligned on a single diameter. Outer area locations have at least two different visual identifiers. A game includes providing a playing piece set to players, each set having one special piece and different other pieces identical to one another. Each player takes turns to prevent an opponent's special piece from being able to move without elimination of any piece during the game.
Description
BACKGROUND OF THE INVENTION
Field of the Invention
The invention lies in the field of games. The invention relates to board games in which the pieces belonging to competing players may be moved in a variety of ways so as to win the game. In particular, the invention relates to a concentric game board and method of playing a game. In conventional games, such as checkers, a player becomes bored after many competitive contests. Therefore, there is a need for a new board game that stimulates renewed interest from players because of the novelty of each individual game.
SUMMARY OF THE INVENTION
It is accordingly an object of the invention to provide a concentric game board and method of playing a game that overcome the hereinafore-mentioned disadvantages of the heretofore-known devices and methods of this general type and that provides a uniquely shaped and compact game board, engenders renewed player interest, requires a relatively high degree of skill to master, and does not seek to remove opponent's pieces from the game board during play. With the foregoing and other objects in view, there is provided, in accordance with the invention, a game board, including at least three concentric circular areas each having piece placement locations for receiving playing pieces thereupon, the areas including an outer area, a middle area, and a center area, the outer area having a first subset of the piece placement locations disposed in a ring, at least one location of the first subset being a first gate location, the middle area having a second subset of the piece placement locations disposed in a ring, at least one location of the second subset being a second gate location, the center area having a third subset of the piece placement locations disposed in a ring, at least one location of the third subset being a third gate location, and a fourth subset of the piece placement locations disposed inside the third subset, a first barrier separating the first subset from the second subset, the first barrier having at least one first opening adjacent the first gate location defining a first gate path from the outer area to the middle area, a second barrier separating the second subset from the third subset, the second barrier having at most four second openings, one of the second openings adjacent the second gate location defining a second gate path from the middle area to the center area, and the first gate location, the second gate location, the third gate location, the at least one first opening, the one second opening, the first gate path, and the second gate path being aligned along a single diameter of the areas.
In accordance with another feature of the invention, the at least three concentric circular areas are only three areas including the outer area, the middle area, and the center area.
In accordance with a further feature of the invention, the first subset has thirty-two piece placement locations, the second subset has twenty piece placement locations, the third subset has fourteen piece placement locations, and the fourth subset has eight piece placement locations. In particular, the piece placement locations of the fourth subset are disposed in at least one T-shaped path.
In accordance with an added feature of the invention, only two piece placement locations of the first subset are first gate locations, only two piece placement locations of the second subset are second gate locations, only two piece placement locations of the third subset are third gate locations, the first barrier has only two first openings each adjacent one of the first gate locations defining two first gate paths from the outer area to the middle area, and the second barrier has only two second openings each adjacent one of the second gate locations defining two second gate paths from the middle area to the center area.
In accordance with an additional feature of the invention, the two first gate locations, the two second gate locations, the two third gate locations, the two first openings, the two second openings, the two first gate paths, and the two second gate paths are aligned along a single diameter of the areas.
In accordance with yet another feature of the invention, the piece placement locations of the first subset have at least first and second different visual identifiers, at least a majority of the piece placement locations of the first subset are indicated with the first identifier, at least one of the piece placement locations of the first subset is indicated with the second identifier, and the piece placement location with the second identifier is disposed on a second diameter of the areas different from the single diameter.
In accordance with yet a further feature of the invention, the single diameter and the second diameter are orthogonal to one another.
With the objects of the invention in view, there is also provided a game board, including at least three concentric circular areas each having piece placement locations for receiving playing pieces thereupon, the areas including an outer area, a middle area, and a center area, the outer area having a first subset of the piece placement locations, the middle area having a second subset of the piece placement locations, the center area having a third subset of the piece placement locations, and a barrier separating one of the first subset from the second subset and the second subset from the third subset, the barrier having only two openings for pieces to pass through.
In accordance with yet an added feature of the invention, the piece placement locations of the first subset are disposed in a ring and the piece placement locations of the second subset are disposed in a ring.
In accordance with yet an additional feature of the invention, the barrier is a first barrier separating the first subset from the second subset, a second barrier separates the second subset from the third subset, and the second barrier has only two second openings.
In accordance with again another feature of the invention, the two first openings and the two second openings are aligned along a single diameter of the areas.
In accordance with again a further feature of the invention, the third subset has an outer subset and an inner subset of the piece placement locations and the piece placement locations of the inner subset are disposed inside the piece placement locations of the outer subset. Preferably, the inner subset has eight piece placement locations and the piece placement locations of the inner subset are disposed in at least one T-shaped path.
In accordance with again an added feature of the invention, the piece placement locations of the first subset have at least first and second different visual identifiers, at least a majority of the piece placement locations of the first subset are indicated with the first identifier, and at least one of the piece placement locations of the first subset is indicated with the second identifier. Preferably, two of the piece placement locations of the first subset are indicated with the second identifier.
In accordance with again an additional feature of the invention, the two openings of the harrier are disposed on a first diameter of the areas and the piece placement location with the second identifier is disposed on a second diameter of the areas different from the first diameter.
In accordance with still another feature of the invention, the barrier has only three openings for pieces to pass through.
In accordance with still a further feature of the invention, the barrier has only four openings for pieces to pass through.
With the objects of the invention in view, there is also provided a game board, including at least three concentric circular areas each having piece placement locations for receiving playing pieces thereupon, the areas including an outer area, a middle area, and a center area, the outer area having a first subset of the piece placement locations, the middle area having a second subset of the piece placement locations, the center area having a third subset of the piece placement locations, a barrier separating one of the first subset from the second subset and the second subset from the third subset, and the piece placement locations of the first subset having at least first and second different visual identifiers. Preferably, the first subset has thirty-two piece placement locations, the second subset has twenty piece placement locations, and the third subset has twenty-two piece placement locations.
In accordance with still an added feature of the invention, at least a majority of the piece placement locations of the first subset are indicated with the first identifier and at least two of the piece placement locations of the first subset are indicated with the second identifier.
In accordance with still an additional feature of the invention, two of the piece placement locations of the first subset are indicated with the second identifier and two others of the piece placement locations of the first subset are indicated with a third identifier.
In accordance with another feature of the invention, the piece placement locations of the first subset are disposed in a ring and the piece placement locations of the second subset are disposed in a ring.
In accordance with a further feature of the invention, the barrier is a first barrier separating the first subset from the second subset and a second barrier separates the second subset from the third subset.
In accordance with an added feature of the invention, two of the piece placement locations of the first subset are indicated with the second identifier, two others of the piece placement locations of the first subset are indicated with a third identifier, the first barrier has only two first openings, and the second barrier has only two second openings.
In accordance with an additional feature of the invention, the two first openings, the two second openings, and the two piece placement locations of the first subset with the third identifier are aligned along a single diameter of the areas.
In accordance with yet another feature of the invention, at least a majority of the piece placement locations of the first subset are indicated with the first identifier and the two piece placement locations with the second identifier are disposed on a second diameter of the areas different from the single diameter.
In accordance with yet a further feature of the invention, the third subset has an outer subset and an inner subset of the piece placement locations and the piece placement locations of the inner subset are disposed inside the piece placement locations of the outer subset. Preferably, the inner subset has eight piece placement locations and some of the eight piece placement locations of the inner subset are disposed in at Least one T-shaped path.
With the objects of the invention in view, there is also provided a game board consisting of three concentric circular area each having piece placement locations for receiving playing pieces thereupon, the areas including an outer area, a middle area, and a center area, the outer area having a first subset of the piece placement locations disposed in a ring, the middle area having a second subset of the piece placement locations disposed in a ring, the center area having a third subset of the piece placement locations, some of the piece placement locations of the third subset disposed in a ring, a first barrier separating the first subset from the second subset, the first barrier having two first openings, a second barrier separating the second subset from the third subset, the second barrier having two second openings, and the two first openings and the two second openings being aligned along a single diameter of the areas.
With the objects of the invention in view, there is also provided a method of playing game including the steps of providing a game board having a game surface with defined playing piece locations, providing a set of playing pieces to at least two opposing players, each playing piece set having only one first piece and a subset of second pieces identical to one another and different from the first piece, placing each of the playing piece sets on the piece locations of the game surface, and each of the players taking turns to move their own playing pieces among the piece locations and prevent the first piece of another one of the players from being able to move from one of the piece locations to another of the piece locations. Preferably, none of the playing pieces are eliminated throughout the game. In other words, a total number of playing pieces on the game surface is kept constant throughout the entire game.
In accordance with yet an added mode of the invention, the second piece subset is initially defined as having a first set of characteristics, at least two of the piece locations are defined as converting locations, and respective pieces of the second piece subset are defined as having a second set of characteristics when the respective pieces are placed on or jump over one of the converting locations.
In accordance with yet an additional mode of the invention, the second set of characteristics includes characteristics different from and/or in addition to characteristics of the first set of characteristics.
In accordance with a concomitant mode of the invention, the playing piece locations of the game surface are organized in concentric circles.
Other features that are considered as characteristic for the invention are set forth in the appended claims.
Although the invention is illustrated and described herein as embodied in a concentric game board and method of playing a game, it is, nevertheless, not intended to be limited to the details shown because various modifications and structural changes may be made therein without departing from the spirit of the invention and within the scope and range of equivalents of the claims.
The construction and method of operation of the invention, however, together with additional objects and advantages thereof, will be best understood from the following description of specific embodiments when read in connection with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1
is a plan view of a game board according to the invention;
FIG. 2
a
is diagrammatic, perspective view of a game piece according to the invention;
FIG. 2
b
is diagrammatic, perspective view of an alternative embodiment of the game piece of
FIG. 2
a;
FIG. 2
c
is diagrammatic, perspective view of another alternative embodiment of the game piece of
FIG. 2
a;
FIG. 3
is a plan view of the game board of
FIG. 1
illustrating the initial starting positions of two opponents' pieces;
FIG. 4
is a plan view of an alternative embodiment of the game board of
FIG. 1
for three players;
FIG. 5
is a plan view of an alternative embodiment of the game board of
FIG. 1
for four players;
FIGS. 6
a
and
6
b
are plan views of the game board of
FIG. 1
illustrating a jump of multiple pieces;
FIGS. 7
a
and
7
b
are plan views of the game board of
FIG. 1
illustrating a pivot move;
FIGS. 8
a
and
8
b
are plan views of the game board of
FIG. 1
illustrating knighting of squire pieces;
FIGS. 9
a
and
9
b
are plan views of the game board of
FIG. 1
illustrating piece movement through gates;
FIGS. 10
a
and
10
b
are plan views of the game board of
FIG. 1
illustrating a pivot move through a gate;
FIGS. 11
a
,
11
b
, and
11
c
are plan views of the game board of
FIG. 1
illustrating various attack moves;
FIGS. 12
a
through
12
f
are plan views of the game board of
FIG. 1
illustrating capture of a Royal;
FIGS. 13
a
,
13
b
, and
13
c
are plan views of the game board of
FIG. 1
illustrating avoidance of attack;
FIGS. 14
a
through
14
d
are plan views of the game board of
FIG. 1
illustrating a linear connection of pieces; and
FIGS. 15
a
,
15
b
,
16
a
,
16
b
,
17
a
,
17
b
,
18
a
, and
18
b
are plan views of the game board of
FIG. 1
illustrating various illegal
DESCRIPTION OF THE PREFERRED EMBODIMENTS
In the figures of the drawings, unless stated otherwise, identical reference symbols denote identical parts.
Referring now to the figures of the drawings in detail and first, particularly to
FIG. 1
thereof, there is shown a first embodiment of a flat game board
10
with a playing surface
11
. In the preferred embodiment, the playing surface
11
is configured for play with two players. The playing surface, additionally, can be configured for 3, 4, or more players. See
FIGS. 4 and 5
.
Pieces
20
are placed upon the board and move on the playing surface
11
according to a given set of rules, which are described in detail below. The pieces
20
can have various shapes, they can be disks
20
(
FIGS. 2A and 2B
) each of a given color or shape with different indicia on each side
21
,
22
, for example, a color other than the given color or a printed, embossed, or raised pictorial. Alternatively, the pieces
20
can be towers
20
(
FIG. 2C
) each of a given color or shape and each having two ends
23
,
24
. Each of the two ends
23
,
24
can have a color other than the given color or a printed, embossed, or raised pictorial. For example, one side
21
,
23
can have a circle and another side
22
,
24
can have a triangle. Alternatively, one player's pieces can be red with one white patterned side
21
,
23
and one black patterned side
22
,
24
and another player's pieces can be white with one red patterned side
21
,
23
and one black patterned side
22
,
24
. Many other permutations of shape, size, and color are possible for the pieces
20
.
An outer circle
12
defines an extremity of the playing surface
11
. Preferably, the outer circle
12
is unbroken.
Disposed within the outer circle
12
is a middle circle
13
. The middle circle
13
is not continuous and, in the preferred embodiment, has two openings
138
,
139
. The middle circle
13
can have a larger number of openings. For example, in the case of a 3-person embodiment of the playing surface
11
, the middle circle
13
has 3 openings (FIG.
4
). Similarly, in a 4-person embodiment of the playing surface
11
, the middle circle
13
has 4 openings (FIG.
5
), and so on.
Disposed within the middle circle
13
is an inner circle
14
. The inner circle
14
is not continuous and, in the preferred embodiment, has two openings
148
,
149
. The inner circle
14
can have a larger number of openings. For example, in the case of the 3-person embodiment of the playing surface
11
, the inner circle
14
has 3 openings (FIG.
4
). Similarly, in the 4-person embodiment of the playing surface
11
, the inner circle
14
could have 4 openings (FIG.
5
), and so on.
The outer, middle, and inner circles
12
,
13
,
14
are concentric, with the inner circle
14
inside the middle and outer circles
13
,
12
, and the middle circle
13
inside the outer circle
12
. The concentric configuration is preferred because such a shape continuously forces the players against or towards one another. Simply put, the further a first player tries to retreat a piece from second player's piece, the closer the first player's piece moves towards the second player's piece.
The circles
12
,
13
,
14
are preferably printed upon the board
10
. However, the circles
12
,
13
,
14
can also project above the playing surface
11
to form grooves or semi-enclosed three-dimensional areas. Also, the middle circle
13
is spaced inside and from the outer circle
12
at a given radial distance and the inner circle
14
is spaced inside and from the middle circle
13
at the same given radial distance.
The outer circle
12
and the middle circle
13
define a circular outer path
121
therebetween. The outer path
121
has four special spaces
122
,
123
equally spaced apart from one another. Two of the special spaces are knighting spaces
122
and two of the special spaces are gates
123
. The knighting spaces
122
are disposed on the outer path
121
at positions opposite one another along a first diameter
15
of the concentric circles
12
,
13
,
14
. The gates
123
are disposed on the outer path
121
at positions opposite one another along a second diameter
18
of the concentric circles
12
,
13
,
14
. The gates
123
are also disposed adjacent one of the openings
138
in the middle circle
13
. Thus, the openings
138
are also disposed on the second diameter
18
. The first and second diameters
15
,
18
are orthogonal to one another and, together, divide the playing surface
11
into two or four parts.
In the case of the 3-person embodiment of the playing surface
11
, the outer path
121
has 6 special spaces
122
,
123
equally spaced apart from one another. Three of the special spaces are knighting spaces
122
and three of the special spaces are gates
123
. The knighting spaces
122
are symmetrically disposed on the outer path
121
, i.e., at positions 120° with respect to one another. Similarly, the gates
123
are symmetrically disposed on the outer path
121
, i.e., at positions 120° with respect to one another. In the outer path
121
, each gate
123
is displaced or offset from each adjacent knighting space
122
by 60°. The gates
123
are also respectively disposed adjacent one of three openings
138
in the middle circle
13
. Thus, the openings
138
and the gates
123
are disposed on the same three diameters as the gates
133
.
In the case of the 4-person embodiment of the playing surface
11
, the outer path
121
has 8 special spaces
122
,
123
equally spaced apart from one another. Four of the special spaces are knighting spaces
122
and four of the special spaces are gates
123
The knighting spaces
122
are symmetrically disposed on the outer path
121
, i.e., at positions 90° with respect to one another. Similarly, the gates
123
are symmetrically disposed on the outer path
121
, i.e., at positions 90° with respect to one another. In the outer path
121
, each gate
123
is displaced or offset from each adjacent knighting space
122
by 45°. The gates
123
are also respectively disposed adjacent one of four openings
138
in the middle circle
13
. Thus, the openings
138
and the gates
123
are disposed on the same two diameters as the gates
133
.
Also disposed on the outer path
121
are generic spaces
16
, each labeled using a simple circle. The number of spaces
16
in the outer path
121
between each knighting space
122
and gate
123
is equal. There is a number of spaces
16
in the outer path
121
between each knighting space
122
and gate
123
. Preferably, for the 2-person embodiment, there is an odd number of spaces
16
, in particular, seven spaces
16
, in the outer path
121
between each knighting space
122
and gate
123
. Of course, the number of spaces
16
between each knighting space
122
and gate
123
can be changed. And, in the case of the 3-person or 4-person embodiment, the number of spaces
16
between each knighting space
122
and gate
123
is different. Preferably, the 3-person embodiment has four spaces
16
between each knighting space
122
and gate
123
and the 4-person embodiment has three spaces
16
between each knighting space
122
and gate
123
.
Each of the different spaces
122
,
123
,
16
is a location on the playing surface
11
at which the pieces
20
can be placed. The knighting spaces
122
are labeled using a triangle to distinguish the knighting space
122
from other spaces
123
,
16
. Similarly, the gates
123
are labeled using a square to distinguish the gates
123
from other spaces
122
,
16
. Of course, the spaces
122
,
123
,
16
each can be indicated with different shapes, indicia, or colors.
The middle circle
13
and the inner circle
14
define a circular middle path
131
therebetween. In the 2-person embodiment, the middle path
131
only has two special spaces
133
spaced apart from one another. These two special spaces are gates
133
. The gates
133
are disposed on the middle path
131
at positions opposite one another along the second diameter
16
of the concentric circles
12
,
13
,
14
. As such, each of the gates
133
are disposed adjacent one of the openings
138
in the middle circle
13
. Each of the gates
133
are also disposed adjacent one of the openings
148
in the inner circle
14
. Thus, the openings
138
in the middle circle
13
and the openings
148
in the inner circle
14
are aligned on the second diameter
18
, and the gates
133
are aligned with the gates
123
on the second diameter
18
.
In the case of the 3-person embodiment, the middle circle
13
and the inner circle
14
define a circular middle path
131
therebetween. The middle path
131
only has three special spaces
133
spaced apart from one another. These three special spaces are gates
133
. Preferably, the gates
133
are disposed on the middle path
131
at positions 120° with respect to one another. As such, each of the gates
133
are disposed adjacent one of three openings
138
in the middle circle
13
. Each of the gates
133
are also disposed adjacent one of three openings
148
in the inner circle
14
. Thus, the gates
123
, the gates
133
, the openings
138
in the middle circle
13
, and the openings
148
in the inner circle
14
are all respectively aligned on three diameters.
In the case of the 4-person embodiment, the middle circle
13
and the inner circle
14
define a circular middle path
131
therebetween. The middle path
131
only has four special spaces
133
spaced apart from one another. These four special spaces are gates
133
. Preferably, the gates
133
are disposed on the middle path
131
at positions 90° with respect one another. As such, each of the gates
133
are disposed adjacent one of four openings
138
in the middle circle
13
. Each of the gates
133
are also disposed adjacent one of four openings
148
in the inner circle
14
. Thus, the gates
123
, the gates
133
, the openings
138
in the middle circle
13
, and the openings
148
in the inner circle
14
are all respectively aligned on two diameters.
Spaces
16
are also disposed on the middle path
131
. The number of spaces
16
in the middle path
131
between each gate
133
is equal. Preferably, in a 2-person embodiment, there are an odd number of spaces
16
in the middle path
131
between each gate
133
, in particular, there are nine spaces
16
in the middle path
131
between each gate
133
. Of course, the number of spaces
16
between each gate
133
can be changed. For example, in the case of the 3-person embodiment, the middle path
131
has six spaces
16
between each gate. In the 4-person embodiment, the middle path
131
has four spaces
16
between each gate, and so on. Of course, the number of spaces
16
between each gate
133
in each of the 3- or 4-person embodiments can be changed.
The inner circle
14
has an interior
142
and similarly defines a circular inner path
141
in the interior
142
. Like the middle path
131
, the inner path
141
in the 2-person embodiment only has two special spaces
143
spaced apart from one another. These two special spaces are gates
143
. The gates
143
are disposed on the inner path
141
at positions opposite one another along the second diameter
18
of the concentric circles
12
,
13
,
14
. Thus, each of the gates
143
is disposed adjacent one of the openings
148
in the inner circle
14
. Such a configuration, therefore, aligns the gates
143
with the gates
133
and with the gates
123
on the second diameter
18
.
In the case of the 3-person embodiment, the inner circle
14
has an interior
142
and similarly defines a circular inner path
141
in the interior
142
. Like the middle path
131
, the inner path
141
only has three special spaces
143
spaced apart from one another. These three special spaces are gates
143
. The gates
143
are disposed on the inner path
141
at positions 120° with respect to one another. Thus, each of the gates
143
is disposed adjacent one of three openings
148
in the inner circle
14
. Such a configuration, therefore, aligns the gates
143
with the gates
133
and with the gates
123
.
In the case of the 4-person embodiment, the inner circle
14
has an interior
142
and similarly defines a circular inner path
141
in the interior
142
. Like the middle path
131
, the inner path
141
only has four special spaces
143
spaced apart from one another. These four special spaces are gates
143
. The gates
143
are disposed on the inner path
141
at positions 90° with respect to one another. Thus, each of the gates
143
is disposed adjacent one of four openings
148
in the inner circle
14
. Such a configuration, therefore, aligns the gates
143
with the gates
133
and with the gates
123
.
Spaces
16
are also disposed on the inner path
141
. The number of spaces
16
in the inner path
141
between each gate
143
is equal. Preferably, in the 2-person embodiment, there is an even number of spaces
16
in the inner path
141
between each gate
143
. In particular, there are six spaces
16
in the inner path
141
between each gate
143
. Of course, the number of spaces
16
between each gate
143
can be changed. A reason why the number of spaces in the inner path
141
between each gate
143
is an even number is so that the interior
142
can be divided into two sections
144
,
145
, preferably hemispheres. As described below, these sections
144
,
145
define the starting areas for each of the players' pieces
20
.
In the case of the 3-person embodiment, the spaces
16
are also disposed on the inner path
141
. The number of spaces
16
in the inner path
141
between each gate
143
is equal. Preferably, there is a total number of spaces
16
in the inner path
141
, that total being divisible by 3. In particular, there are four spaces
16
in the inner path
141
between each gate
143
. Of course, the number of spaces
16
between each gate
143
can be changed. A reason why the number of spaces in the inner path
141
is a multiple of three is so that the interior
142
can be divided into three sections
144
,
145
,
145
′, preferably, 3 equal-sized divisions. As described below, these sections
144
,
145
,
145
′ define the starting areas for each of the players' pieces
20
.
In the case of the 4-person embodiment the spaces
16
are also disposed on the inner path
141
. The number of spaces
16
in the inner path
141
between each gate
143
is equal. Preferably, there is a total number of spaces
16
in the inner path
141
, that total being divisible by 4. In particular, there are three spaces
16
in the inner path
141
between each gate
143
. Of course, the number of spaces
16
between each gate
143
can be changed. A reason why the number of spaces in the inner path
141
is a number that is divisible by 4 is so that the interior
142
can be divided into four sections
144
,
144
′,
145
,
145
′, preferably, 4 equal-sized divisions. As described below, these sections
144
,
144
′,
145
,
145
′ define the starting areas for each of the players' pieces
20
.
A center wall or barrier
146
divides the sections
144
,
144
′,
145
,
145
′. In the 2-person embodiment, the center wall
146
is positioned along the first diameter
15
starting from a center point of the circles
12
,
13
,
14
and extending along the first diameter
15
in either direction. However, the center wall
146
does not extend all the way to the inner circle
14
. It stops at a distance from the inner circle
14
that is equal to the radial spacing between the outer and middle walls
12
,
13
and the radial spacing between the middle and inner walls
13
,
14
. Such a shape allows the inner path
141
to be circular around the entire inner side of the inner circle
14
without interruption.
In the case of the 3-person embodiment, a center wall or barrier
146
divides the three sections
144
,
145
,
145
′. The center wall
146
is positioned along three equilateral radii starting from a center point of the circles
12
,
13
,
14
and extending along these three radii in each direction. However, the center wall
146
does not extend all the way to the inner circle
14
. It stops at a distance from the inner circle
14
that is equal to the radial spacing between the outer and middle walls
12
,
13
and the radial spacing between the middle and inner walls
13
,
14
. Such a shape allows the inner path
141
to be circular around the entire inner side of the inner circle
14
without interruption.
In the case of the 4-person embodiment, a center wall or barrier
146
divides the four sections
144
,
144
′,
145
,
145
′. The center wall
146
is positioned along two diameters starting from a center point of the circles
12
,
13
,
14
and extending along each diameter in both directions thereof. However, the center wall
146
does not extend all the way to the inner circle
14
. It stops at a distance from the inner circle
14
that is equal to the radial spacing between the outer and middle walls
12
,
13
and the radial spacing between the middle and inner walls
13
,
14
. Such a shape allows the inner path
141
to be circular around the entire inner side of the inner circle
14
without interruption.
The interior
142
also contains center spaces
17
disposed inside the spaces
16
along the inner path
141
. The center spaces
17
are the same as the spaces
16
and, therefore, any description of spaces
16
applies to spaces
17
as well, but spaces
17
are given a different reference numeral for the sake of clarity. The number of center spaces
17
in each section
144
,
144
′,
145
,
145
′ is equal. Preferably, in the 2- and 3-person embodiments, there are four center spaces
17
in each section
144
,
145
,
145
′. of course the number of center spaces
17
in each section
144
,
144
′,
145
,
145
′ can be changed, especially for 3- and 4-person playing surfaces
11
. Some of the center spaces
17
of each section
144
,
145
are disposed along diameters, the second diameter
18
in the 2-person embodiment. Some of the center spaces
17
of each section
144
,
145
in the 2-person embodiment are disposed, or are also disposed, along a line that is parallel to the first diameter
15
and that passes through the center points of two spaces
16
along the inner path
141
closest to the first diameter
15
.
In the case of the 3-person embodiment, the interior
142
also contains center spaces
17
disposed inside the spaces
16
along the inner path
141
. As above, the center spaces
17
are the same as the spaces
16
and, therefore, any description of spaces
16
applies to spaces
17
as well. The number of center spaces
17
in each section
144
,
145
,
145
′ is equal. Preferably, there are four center spaces
17
in each of three sections
144
,
145
,
145
′. Of course the number of center spaces
17
in each section
144
,
145
,
145
′ can be changed. Some of the center spaces
17
of each section
144
,
145
,
145
′ are disposed along a given one of three radii. Some of the center spaces
17
of each section
144
,
145
are disposed, or are also disposed, along a line that is at an angle to a particular radius.
In the case of the 4-person embodiment, the interior
142
also contains center spaces
17
disposed inside the spaces
16
along the inner path
141
. As above, the center spaces
17
are the same as the spaces
16
and, therefore, any description of spaces
16
applies to spaces
17
as well. The number of center spaces
17
in each section
144
,
144
′,
145
,
145
′ is equal. Preferably, there are three center spaces
17
in each section
144
,
144
′,
145
,
145
′. Of course, the number of center spaces
17
in each section
144
,
144
′,
145
,
145
′ can be changed. Some of the center spaces
17
of each section
144
,
144
′,
145
,
145
′ are disposed along the same diameters as the gates
123
,
133
,
143
. Some of the center spaces
17
of each section
144
,
144
′,
145
,
145
′ are disposed, or are also disposed, along a lines that are at an angle to these diameters.
In the case of the 2-person embodiment, to keep movement of pieces
20
linear, preferably four spacing walls
147
are disposed in the interior
142
. An exterior of the spacing walls
147
defines portions of a circle that surround all of the center spaces
17
. The spacing walls
147
preferably delineate areas of the playing surface
11
at which pieces
20
are not placed or are not moved.
In the case of the 3-person embodiment, to keep movement of pieces
20
linear, preferably, six spacing walls
147
are disposed in the interior
142
. An exterior of the spacing walls
147
defines portions of a circle that surround all of the center spaces
17
. The spacing walls
147
preferably delineate areas of the playing surface
11
at which pieces
20
are not placed or are not moved.
In the case of the 4-person embodiment to keep movement of pieces
20
linear, preferably, four spacing walls
147
are disposed in the interior
142
. An exterior of the spacing walls
147
defines portions of a circle that surround all of the center spaces
17
. The spacing walls
147
preferably delineate areas of the playing surface
11
at which pieces
20
are not placed or are not moved.
Like the inner, middle, and outer circles
14
,
13
,
12
, both the center wall
146
and the spacing walls
147
are printed on the playing surface
11
. However, these walls
146
,
147
, too, may project above the playing surface
11
to form grooves, semi-enclosed, or enclosed three-dimensional areas. While all spaces
16
,
17
,
122
,
123
,
133
,
143
are preferably printed on the playing surface
11
, they also may project above the playing surface to form tower-like projections for holding one piece
20
. In such a configuration, the projection can be a tower with a concave roof for holding a spherical piece
20
, like a marble, for example.
Setting up the Game
In the 2-person embodiment, there are two players, each having eight pieces
20
. Of the eight pieces
20
, each player has seven Squires
25
and one Royal
27
. To begin, each player places the respective seven Squires
25
on the spaces
16
indicated in the interior
142
in one section
144
,
145
as illustrated in FIG.
3
. Each player also places the respective Royal
27
into a central space
17
(preferably the center-most central space
17
) as also shown in FIG.
3
. The explanation below is directed to the 2-person embodiment, however, all of the text equally applies to the 3- and 4-person embodiments.
Objective of the Game
The objective of the game is to prevent one player from being able to move their Royal
27
. Each player first moves his or her own Squires
25
to the outer path
121
and converts all of the Squires
25
to Knights
26
by passing over the knighting space
122
. The Knights
26
are then used to attack an opponent's Royal
27
. The attack is deemed successful and the game is over if one player's Royal
27
is no longer able to move to another space
16
,
17
,
122
,
123
,
133
,
143
.
Rules of Play
In the embodiments shown in the drawings, the game according to the invention should be played according to the following rules.
One slayer begins by moving a piece
25
,
27
according to the rules of piece movement that follow. Opposing players alternate turns, a turn being defined in the section below titled “A Player's Turn.” Failure to move during a player's turn results in a forfeit of the game.
In the preferred embodiment, two people play against each other. However, more than two people can play as two teams, with turns proceeding in any fashion. In the 3- and 4-person embodiments, there are three and four players or teams, respectively.
Piece Movement
Squire
Squires
25
cannot move on their own. In other words, their movement is dependent upon another piece. Squires
25
can only move by jumping another piece
26
,
27
or in conjunction with the Royal
27
in a Pivot Move, which is described in further detail below and is associated with movement of the Royal
27
. One Squire
25
of one player may jump any number of that player's pieces
25
,
26
,
27
provided that they are linear and there is an empty space
16
,
17
,
122
,
123
,
133
,
143
to receive the Squire
25
at the end of the jump. In this case, linear means that the pieces are adjacent one another in any form of line with no open spaces
16
,
17
,
122
,
123
,
133
,
143
in between. A “jump”, as it is referred to herein, is a movement of one or more pieces
25
,
26
,
27
along a path from a space
16
,
17
,
22
,
123
,
133
,
143
next to another piece or pieces
25
,
26
,
27
over those piece or pieces
25
,
26
,
27
, to an open space or spaces on the other side of the piece or pieces
25
,
26
,
27
being jumped. Examples of various moves are demonstrated in
FIGS. 4A
to
18
b.
One Squire
25
of one player may jump any number of the other player's pieces
25
,
26
,
27
as long as they are linear and there, is a space
16
,
17
,
122
,
123
,
133
,
143
to receive the Squire
25
at the end of the jump. There is one exception, however, one Squire
25
of one player may not jump over another player's piece or pieces
25
,
26
,
26
if it will cause him to pass through a gate. See the gate rules below for further explanation.
In order to approach the knighting space
122
, each Squire
25
must first exit the opposing side of each ring
14
,
13
. This procedure is explained with respect to FIG.
3
. For a Squire
25
of the white team (player starting in section
144
) to go from the inner path
141
to the middle path
131
, each white Squire
25
must first exit opening
149
. Likewise, for a Squire
25
of the white team to go from the middle path
131
to the outer path
141
, each white Squire
25
must then exit opening
138
. The opposite is true for the black team (player starting in section
145
). Such movement, therefore, forces each player's pieces
25
,
27
towards the other player's pieces
25
,
27
.
When a Squire
25
completes a movement over a knighting space
122
—meaning that the Squire
25
moves from a first space
16
on one side of the knighting space
122
to the knighting space
122
or to a second different space
16
on another side of the same knighting space
122
(by jumping other pieces (
25
,
26
,
27
)—that Squire
25
become a Knight
26
.
More than one adjacent Squire
25
of one player may jump over any combination of the opponents Royal, Knights or Squires, provided that there is sufficient space to receive all of the jumping Squires
25
and provided that the jumping Squires
26
can overpower the pieces being jumped. Overpowering means that the value of the pieces of the first player performing the jump is greater than the value of the piece(s) of the other player to be jumped. Thus, two Squires
25
can overpower one opposing Squire
25
; three Squires
25
can overpower two opposing Squires
25
. When jumping the opponent's Royal
27
or when jumping the opponents Royal
27
in connection with other pieces
25
,
26
of the opponent's pieces, the Royal
27
counts as two in the overpower calculation. Thus, three Squires
25
of one player can jump over the other player's Royal
27
, and four Squires
25
of one player can jump over a combination of another player's Royal
27
and one Squire
25
in a space adjacent the space occupied by the Royal
27
being jumped.
Multiple Squires
25
of one player cannot jump over one or more Squires
25
or Knights
26
of that same player. In other words, more than one Squire
25
of one player can never jump over one or more of that player's other pieces
25
,
26
,
27
. Simply put, Squires
25
of one player may jump only individually over one or more of that same player's pieces
25
,
26
,
27
—provided there is sufficient space for the single jumping Squire
25
to land when it completes the jump.
Any single piece
25
,
26
,
27
of one player can jump over any combination of different pieces
25
,
26
,
27
of another player, except a Royal
27
cannot jump over a Knight
26
. However, no single piece
25
,
26
,
27
of one player can jump over a set of pieces including one or more pieces
25
,
26
,
27
of that same player and one or more pieces
25
,
26
,
27
of another player. This means that a single Squire
25
of one player can jump over any number and/or combination of the other player's Squires
25
, Knights
26
, and/or Royal
27
.
At no time can a piece
25
,
26
,
27
jump an empty space.
Knighting Squires
A Squire
25
becomes a Knight
26
by passing over either knighting space
122
in path
121
.
A Squire(s)
25
can become a Knight(s)
26
by pivoting about the Royal
27
(see the description of the pivot move below) and moving from one side of the knighting space
122
to the knighting space
122
or to the other side thereof.
Multiple Squires
25
can become Knights
26
by jumping over an opponent's piece(s) if the jump causes the Squires
25
to pass to or over the knighting space
122
in the jumping process. This is only true if the jumping Squires
25
can overpower the opponent's pieces.
A Squire(s)
25
of one player can become a Knight(s) by jumping over another Squire(s)
25
of that same player if the jump causes the jumping Squire(s) to pass to or over the knighting space
122
in the jumping process.
Knight
Knights
26
may move independently one space at a time. Knights
26
may also move in conjunction with other pieces
25
,
27
. Knights
26
may also move in conjunction with a Royal
27
in a pivot move, which is explained in detail below and is associated with movement of the Royal
27
.
One Knight
26
of one player may jump any number of Knights
26
of the same player provided that they are linear and there is an empty space
16
,
17
,
122
,
123
,
133
,
143
to receive the Knight at the end of the jump.
One Knight
26
of one player may jump any number of the other player's pieces
25
,
26
,
27
as long as the pieces
25
,
26
,
27
to be jumped are linear or connected and there is a space
16
,
17
,
122
,
123
,
133
,
143
to receive the Knight at the end of the jump There is one exception, however, one Knight
26
of one player may not jump over another player's piece or pieces
25
,
26
,
27
if it will cause the first player's Knight
26
to pass through a gate. See the gate rules below for further explanation.
Knights may enter and exit any gate
123
,
133
,
143
provided they are in compliance with the gate rules set forth below.
Multiple Knights
26
of one player may only jump over multiple numbers of the other player's pieces
25
,
26
,
27
, provided that there are sufficient spaces
16
,
17
,
122
,
123
,
133
,
143
to receive the jumping pieces and provided the jumping Knights
26
can overpower the pieces being jumped. Thus, two Knights
26
of one player can overpower one of the other player's Knights
26
, three Knights
26
of one player can overpower two of the other player's Knights
26
, three Knights
26
of one player can overpower two of the other player's squires
25
, etc. When one player's Knights
26
are jumping the other player's Royal
27
, or are jumping the other player's Royal
27
in connection with other pieces of the other player, the Royal
27
counts as two in the overpower calculation.
Multiple Knights
26
of one player cannot jump over one or more of that same player's Squires
25
or Knights
26
.
Any single piece
25
,
26
,
27
of one player can jump over any combination of different pieces
25
,
26
,
27
of another player, except a Royal
27
cannot jump over a Knight
26
. Also, no single piece
25
,
26
,
27
of one player can jump over a set of pieces including one or more pieces
25
,
26
,
27
of that same player and one or more pieces
25
,
26
,
27
of another player. This means that a single Knight
25
of one player can jump over any number and/or combination of the other player's Squires
25
, Knights
26
, and/or Royal
27
.
At no time can a piece
25
,
26
,
27
jump an empty space.
Royal
A Royal
27
may move independently one space
16
,
17
,
122
,
123
,
133
,
143
at a time or in conjunction with other pieces
25
,
26
.
A Royal
27
of one player may jump any number of that same player's other pieces
25
,
26
provided that the pieces
25
,
26
to be jumped are linear and provided there is an empty space
16
,
17
,
122
,
123
,
133
,
143
to receive the jumping Royal
27
at the end of the jump.
A Royal
27
of one player may jump any number of another player's Squires
25
as long as the Squires
25
to be jumped are linear and provided there is an empty space
16
,
17
,
122
,
123
,
133
,
143
to receive the jumping Royal
27
at the end of the jump.
A Royal
27
of one player may jump over another player's Royal
27
provided there is an empty space
16
,
17
,
122
,
123
,
133
,
143
to receive the jumping Royal
27
at the end of the jump.
A Royal
27
of one player may not, under any circumstances, jump over another player's Knight(s)
26
.
A Royal
27
may enter and exit any gate
123
,
133
,
143
provided the Royal
27
is in compliance with the rules relating to gates
123
,
133
,
143
and provided that the movement will not require the Royal
27
to pass over an opponent's Knight(s)
26
.
However, a Royal
27
has restricted movement with respect to the inner circle
14
. Once a Royal
27
exits the inner circle
14
once, that Royal
27
will be trapped in the inner circle
14
if that Royal
27
returns to the inner circle
14
by passing through either one of the openings
148
,
149
from the middle path
131
. In other words, if a Royal
27
reenters the inner circle
14
at any time after first leaving the inner circle
14
, that Royal
27
cannot exit through openings
148
,
149
again.
With respect to an overpower calculation for a jump of an opponent's piece or pieces, the Royal
27
has a value of two. Thus, one Royal
27
plus one Squire
25
or Knight
26
of one player may jump over two of the other player's Squires
25
. A Royal
27
and two Squires
25
or Knights
26
may jump over three of the other player's Squires
25
, but a Royal
27
of one player may never jump over another player's Knight(s)
26
.
When jumping multiple pieces
25
,
26
,
27
of one player over multiple pieces
25
,
27
of another player, if the pieces being jumped include the other player's Royal
27
, that Royal
27
has a value of two.
Any single piece
25
,
26
,
27
of one player can jump over any combination of different pieces
25
,
26
,
27
of another player, except a Royal
27
cannot jump over a Knight
26
. This means that a Royal
27
of one player can jump over any number and/or combination of the other player's Squires
25
and/or Royal
27
. But, no single piece
25
,
26
,
27
of one player can jump over a set of pieces including one or more pieces
25
,
26
,
27
of that same player and one or more pieces
25
,
26
,
27
of another player.
At no time can a piece
25
,
26
,
27
jump an empty space.
The Pivot Move
The Royal
27
is a necessary requirement to perform a pivot move.
A Royal
27
of one player may be used to convey any number of Squires
25
and/or Knights
26
of that same player through the pivot move. The pivot move is performed by moving one or more Squires
25
and/or Knights
26
of one player around the Royal
27
of the same player to one or more respective empty spaces
16
,
17
,
122
,
123
,
133
,
143
on another side of the Royal
27
.
Because the Royal
27
does not move in a pivot move, the other moving pieces
25
,
26
are referred to as “pivoting” around the non-moving Royal
27
.
Pivoting is not jumping. Therefore, with respect to a direction radiating outward from the Royal
27
used for the pivot, all pieces
25
,
26
pivoted must be placed in the new empty spaces
16
,
17
,
122
,
123
,
133
,
143
in the same consecutive order as they were in before the pivot. The piece or group of pieces
25
,
26
involved in the pivot move may land on any consecutive or connecting empty spaces
16
,
17
,
122
,
123
,
133
,
143
. There is one exception, however. The pieces
25
,
26
pivoting may not pivot out a gate
123
,
133
,
143
unless the Royal
27
is already in the gate
123
,
133
,
143
. In other words, if a Royal
27
being used to pivot other pieces
25
,
26
is not already in a gate
123
,
133
,
143
, pivoting will move the pieces
25
,
26
past the gate
123
,
133
,
143
but not through it. See the rules relating to the gates
123
,
133
,
143
in the next section.
Gates
There are three sets of gate pairs, two gates
143
in the inner path
141
, two gates
133
in the middle path
131
, and two gates
123
in the outer path
121
. The two inner gates
143
lead from the inner path
141
to the middle path
131
. The two middle gates
133
lead to both the inner path
141
and to the outer path
121
. The two outer gates
123
lead from the outer path
121
to the middle path
131
.
A gate
123
,
133
,
143
may only be exited or entered if there is a piece
25
,
26
,
27
on the gate
123
,
133
,
143
to jump.
A single game piece
25
,
26
,
26
may rot move from one gate to an empty adjacent gate. Simply put, a piece
25
,
26
,
27
cannot move from an inner gate
143
to the middle gate
133
, or from the outer gate
123
to the middle gate
133
, or from the middle gate
133
to either the outer gate
123
or the inner gate
143
unless that moving piece is jumping a piece present in the gate
123
,
133
,
143
.
When encountering an opponent's piece(s) in a gate
123
,
133
,
143
, a player must overpower the opponent's piece(s) to exit and there must be sufficient empty spaces
16
,
17
,
122
,
123
,
133
,
143
on the other side of the gate
123
,
133
,
143
to accept the first player's pieces
25
,
26
,
27
.
A Squire
25
of one player may exit through a gate
123
,
133
,
143
only one at a time, but only if one or more of that same player's pieces is occupying the gate
123
,
133
,
143
. What is meant by the phrase “occupying the gate” is that a player can have a subset of adjacent pieces with one of such pieces being on the gate
123
,
133
,
143
. The number of pieces
25
,
26
,
27
in a gate
123
,
133
,
143
is determined by the number of the same player's sequential pieces
25
,
26
,
27
radiating outward from the piece
25
,
26
,
27
occupying the gate
123
,
133
,
143
. It is possible to have different numbers of pieces
25
,
26
,
27
protecting different routes to the same gate
123
,
133
,
143
. When attacking a gate
123
,
133
,
143
, one player must overpower the pieces
25
,
26
,
27
that are in the route to the gate
123
,
133
,
143
, while always bearing in mind that a Royal
27
of one player may never jump over another player's Knight(s)
26
.
Any two or more Squires
25
or Knights
26
of one player can exit a gate
123
,
133
,
143
that is occupied by another player's piece
25
,
26
,
27
(or pieces if the other player's pieces are adjacent that player's piece occupying a gate
123
,
133
,
143
) only if the first player can overpower the other player's piece(s) to be jumped. As set forth above, Squires
25
and Knights
26
have a value of one and the Royal
27
has a value of two in the overpower calculation.
A Royal
27
of one player may exit or enter a gate by jumping over one or more of that player's own pieces
25
,
26
.
Alone, a Royal
27
of one player cannot jump more than one of the other player's Squires
25
to get out of a gate because the Royal
27
does not overpower the other player's piece(s). Squires
25
, before becoming Knights
26
, can only exit or enter through opposing, successive gates
123
,
133
,
143
as set forth in the description related to Squires
25
and with respect to FIG.
3
.
A Knight
26
of one player may exit or enter any gate
123
,
133
,
143
in another path
121
,
131
,
141
only if that Knight
26
is jumping one or more of the same player's pieces in the gate
123
,
133
,
143
within the path
121
,
131
,
141
from which the Knight
26
is jumping. Knights
26
of one player may also exit or enter any gate
123
,
133
,
143
occupied by the other player's pieces(s) provided that the jumping Knights
26
overpower the other player's piece(s) to be jumped.
If a Royal
27
of one player is in the gate
133
of the middle path
131
, the Knights
26
of that same player may be used in a Pivot Move to exit and enter all three paths
121
,
131
,
141
, but only if there is sufficient spaces
16
,
17
,
122
to receive the pivoting Knights
26
.
If any piece
25
,
26
,
27
is in the gate
133
of the middle path
131
, that piece
25
,
26
,
27
may be used to access any path
121
,
131
,
141
so long as the rules of overpowering a piece
25
,
26
,
27
in the gate
133
are observed. The only exception is that a Royal
27
may not pass over an opponent's Knight(s)
26
.
If a row of Squires
25
and/or Knights
26
in a first path
121
,
131
,
141
connect, by becoming adjacent, to a row of the same player's Squires
25
and/or Knights
25
outside that first path
121
,
131
,
141
, the connecting Squires
25
and/or Knights
26
may be used together in a Pivot Move, and any piece
25
,
26
,
27
of that player may traverse that row in and out of the gate
123
,
133
,
143
by jumping over the other same player's pieces
25
,
26
,
27
.
A Player's Turn
Each player must make a move during a turn. If one player cannot make a move, the game for that player is over and, if no other players remain, the last remaining player wins the game.
Every time one player jumps one or more of another player's piece(s)
25
,
26
,
27
, that player must make another move. This means that a player's turn cannot end until that player either jumps one of his or her own piece(s)
25
,
26
,
27
or moves one of his or her own pieces
25
,
26
,
27
within the acceptable rules of play without jumping the opponent's piece(s)
25
,
26
,
27
.
Rules of Attack
The Royal
27
is considered as being under attack if there is no immediate space
16
,
17
,
122
,
123
,
133
,
143
to which the Royal
27
can move.
If a Royal
27
is under attack, that player must defend the Royal
27
by creating a space
16
,
17
,
122
,
123
,
133
,
143
for the Royal
27
to move. If such a space
16
,
17
,
122
,
123
,
133
,
143
cannot be created, the game is over and that player loses the game.
A player cannot place his or her own Royal
27
under attack. If such a move is the only move available to that player, then the game is over and that player loses the game.
Rules of Capture
If a player cannot move his or her own Royal
27
or demonstrate an ability to move his or her own Royal
27
in that player's turn, the game is over and that player loses the game.
If a player cannot make a space
16
,
17
,
122
,
123
,
133
,
143
for his or her own Royal
27
to move or cannot move his or her own Royal
27
out of attack in that player's turn, the game is over and that player loses the game.
There are various ways to capture in a 3- or 4-person embodiment of the game. One version can include a rule that a player who has a Royal
27
trapped by another player is out of play and must stop taking turns of play. That trapped player's pieces
25
,
26
,
27
remain on the playing surface
11
. If, during continued playing of the game by the other players, the trapped player is no longer trapped, that player is back in play and continues taking turns as before. Such a rule provides a unique twist to the game and has a pronounced effect on strategy and duration of play. Alternatively, another version of the game can include a rule that a player who has a Royal
27
trapped by another play is out of the game and takes all pieces off the playing surface
11
. Play continues for all remaining other players.
Examples of Various Possible Moves
The following text describes various possibilities for moving pieces
20
in the game. For the sake of clarity, every one of the spaces
16
,
17
,
122
,
123
,
133
,
143
has been given a unique number or letter.
FIGS. 6
a
and
6
b
illustrate an example of jumping multiple pieces.
FIG. 6
a
shows a white player preparing to move Squires
25
, located in positions B (which is a gate
133
),
21
,
22
, and
23
, to overpower and jump multiple pieces of the gray player in positions
24
,
25
, and
26
.
FIG. 6
b
shows the white player's Squires
25
having landed in open positions
27
,
28
,
29
, and Y (which is a gate
133
). Because the white player has jumped another player's pieces, the white player is required to take another turn. Significantly, the white player is now linear (the first set of Squires
25
are connected to three other Squires
25
and the Royal
28
in positions Z,
53
,
54
, and
55
, respectively. The white player is now in a position to use the pivot move to take all of its seven Squires
25
to the outer ring
121
. Such a move would place the Squires
25
in positions
56
,
57
,
58
,
59
, M (which is a knighting space
122
),
60
, and
61
. Because the two squires
25
in positions M,
60
, and
61
have crossed over or landed on the knighting space M (
122
, they would be converted to Knights
26
.
FIGS. 7
a
and
7
b
illustrate an example of a pivot move.
In
FIG. 7
a
, the gray player is preparing to pivot Squires
25
in positions
30
, Y, X,
13
,
12
,
11
,
3
, and
2
around the gray Royal
27
in position
31
.
In
FIG. 7
b
, the gray Squires
26
have landed in positions
32
,
33
,
34
,
35
,
36
,
37
,
38
, and B. It is noted that the gray Royal
27
does not change its position
31
during the pivot move.
FIGS. 8
a
and
8
b
illustrate an example of knighting Squires
25
.
In
FIG. 8
a
, the gray player is preparing to pivot its Squires
25
in positions
38
, B, A,
66
,
65
,
64
,
63
, and
62
, around the gray Royal
27
in position
61
.
In
FIG. 8
b
, the gray Squires
25
have landed in open positions
60
, M,
59
,
58
,
57
,
56
,
55
, and
54
. Because gray Squires
25
in positions M,
59
,
58
,
57
,
56
,
55
, and
54
have passed over or have landed on the knighting space M, they are converted to Knights
26
, indicated by the interior triangle instead of the interior circle. It is noted that the gray Squire
25
in position
60
does not convert to a Knight
26
in this turn.
FIGS. 9
a
and
9
b
illustrate an example of moving through the gates
123
,
133
,
143
, A, B, C, X, Y, Z.
In
FIG. 9
a
, the white player is preparing to move the Squire
25
in position
24
through the gate Y.
In
FIG. 9
b
, the white Squire
25
in position
24
has jumped over the white Squires
25
in positions
25
,
26
,
27
,
28
,
29
, and Y and has landed in the gate Z. It is noted that
FIGS. 9
a
and
9
b
illustrate the gray player performing the pivot move illustrated in
FIGS. 8
a
and
8
b.
FIGS. 10
a
and
10
b
illustrate an example of pivoting through a gate.
In
FIG. 10
a
, the gray player is preparing to pivot its Squires
25
in positions B,
38
,
37
,
36
,
35
,
34
,
33
, and
32
around the gray Royal
27
in position A through the gate A and through the gate B.
FIG. 10
a
also illustrates the white player preparing to pivot its Squires
25
in positions
13
,
12
,
11
,
19
,
18
,
17
, and
16
about its Royal
27
, located in gate X, through and past gate X.
FIG. 10
b
illustrates the end result of the gray player pivot move through and past gates A, B and the end result of the white player pivot move through and past gate X. It is noted that the Squires
25
of the white player are not able to exit through gate Y into outer ring
121
for two possible reasons. First, it is possible that white player has not ever exited the middle path
131
and, therefore, the white Squires
25
must exit the middle path
131
from gate B. Alternatively, if the white player is able to exit the middle path
131
from gate Y, then the white player was unable to rake such an exit because it did not have a piece
25
,
26
,
27
in gate X and gate Y.
FIGS. 11
a
,
11
b
, and
11
c
illustrate examples of moves to attack a Royal
27
.
In
FIG. 11
a
, the white Knight
26
in position
53
is preparing to jump over all of the gray player's Knights
26
in positions
54
,
55
,
56
,
57
,
57
,
58
, and
59
and the gray Royal
27
in position M.
In
FIG. 11
b
, the white Knight
26
lands in open position
60
. Because the white player has jumped over another player's piece, the white player is required to take another turn.
In
FIG. 11
c
, the white player has taken another turn by moving its Knight
26
in position
48
over its other Knights
26
in positions
49
,
50
,
51
,
52
, and Z to open position
53
. Thus, putting the gray Royal
27
under attack again. It is noted that the gray Royal
27
cannot make a move in its present position. Therefore, the gray player must move its Knights
26
to get the gray Royal
27
out of attack.
FIGS. 12
a
to
12
f
illustrate an example of capturing a Royal
27
.
In
FIG. 12
a
, the white Knight
26
in position
53
is preparing to jump over the gray Knight
26
in position
54
.
In
FIG. 12
b
, the Knight
26
has landed in open position
55
. The white player having jumped over another player's piece is, therefore, required to take another turn. In its second turn, the white Knight
26
in position
49
prepares to jump over the white Knights
26
in positions
50
,
51
,
52
, and Z.
In
FIG. 12
c
, the white Knight
26
has landed in open position
53
. The white player's turn is now over.
From
FIGS. 12
c
to
12
d
, the gray Knight
26
in position
48
jumps over the white Royal
27
located in position
47
. Because of the end placement of the gray Knight
26
in position
46
, the white Royal
27
can no longer move counter-clockwise in outer path
121
. The gray player is required to take another turn because it has jumped over another player's piece.
Accordingly, in
FIG. 12
d
, the gray player in position
54
prepares to jump over the white Knights
26
in positions
53
, Z,
52
,
51
, and
50
.
FIG. 12
e
illustrates the gray Knight landing in open position
49
. The gray player is now required to take a third turn for having jumped over another player's piece. The gray Knight
26
in position
49
, therefore, moves, as shown in
FIG. 12
f
to open position
48
. Having successfully eliminating all moves for the white Royal
27
in position
47
to make, the gray player wins.
FIGS. 13
a
to
13
c
illustrate a player getting out of attack.
In
FIG. 13
a
, the gray Knight
26
in position
54
prepares to jump over the white Knights
26
in positions
53
, Z,
52
,
51
,
50
and
49
.
In
FIG. 13
b
, the gray Knight
26
has landed in open position
48
. The gray player is now required to take another turn for having jumped over another player's piece.
In
FIG. 13
c
, the gray player moves its Knight
25
in position
55
into open position
54
. As such, the gray Royal
27
in position M is out of attack because the gray Royal
27
in position M is able to make a move by jumping over the gray Knights
26
in positions
59
,
58
,
57
, and
56
to open position
55
.
FIGS. 14
a
to
14
d
illustrate a player going linear, in other words, connecting its pieces into a continuous line.
In
FIGS. 14
a
and
14
b
, the white Squire
25
in position
20
pivots around the white Royal
27
in position
18
to open position
19
.
In
FIGS. 14
b
to
14
c
, the gray Squires
25
in positions
10
and C pivot around the gray Royal
27
in position
5
and land in open positions
4
and
3
.
In
FIGS. 14
c
to
14
d
, the white Squire
25
in position
16
jumps over white Squires
25
in positions
15
and
14
and lands in open gate X. The white player is now linear. It is noted that the gray player can go linear by jumping the gray Squire
25
in position
7
over gray Squires
25
in positions
8
and
9
to land in open gate C.
FIGS. 15
a
,
15
b
,
16
a
,
16
b
,
17
a
,
17
b
,
18
a
, and
18
b
illustrate various illegal moves.
In
FIGS. 15
a
and
15
b
, the white Squires
25
attempt to jump from positions
11
,
12
,
13
, X,
14
, and
15
over gray Squires
25
in positions
3
,
2
, and
1
. This is an illegal move because, even though the white Squires
25
overpowered the gray Squires
25
in the jump, the white Squires
25
landing in open gates C and B and open positions
21
,
22
,
23
, and
24
did not observe rules relating to the gates
123
,
133
,
143
, to wit, the gate C was not occupied by a piece
25
,
26
,
27
. To make this move legal, for example, a gray Squire
25
would need to be in gate C.
In
FIGS. 16
a
and
16
b
, the white Squires
25
attempt to pivot from positions
8
,
7
,
6
,
5
,
4
,
3
, and
11
around the white Royal
27
in position
9
. This is an illegal move because the white Squires landing in open gates C and B and open positions
21
,
22
,
23
,
24
and
25
did not observe rules relating to the gates
123
,
133
,
143
. To make this move legal the white Royal
27
would need to be in gate C with all white Squires
25
linear.
In
FIGS. 17
a
and
17
b
, the gray Royal
27
in position M attempts to escape attack by jumping over the white Knight
26
in position
60
to land in open position
61
. This is an illegal move because a Royal
27
may never jump an opponent's Knight
26
. To make this move legal, the piece in position
60
must be a white Squire
25
or a white Royal
27
.
In
FIGS. 18
a
and
18
b
, the gray Knight
26
attempts to jump over the white Knights
26
in positions
53
, Z,
52
51
,
50
, and
49
, and the gray Knight
26
in position
48
, and the white Royal
28
in position
47
to land in open position
46
. This move is illegal because the player did not observe the rules relating to mixed-player jumping. A player may never jump over mixed players in the same move. To make this move legal, the piece in position
48
would need to be a white piece.
The above description provides a unique, concentrically shaped board game entirely different from checkers. In significant contrast thereto, the game according to the invention does not eliminate opponent's pieces to win. Such a game, therefore, requires a greater level of skill than checkers and requires a player to make complicated decisions and anticipate future moves, much like the game of chess, but with different kinds of pieces and with a different playing surface.
Claims
- 1. A method of playing a game, which comprises:providing a game board having a game surface with defined playing piece locations; defining at least two of the piece locations as converting locations; providing a set of playing pieces to at least two opposing players, each playing piece set having: only one first piece; and a subset of second pieces identical to one another and different from the first piece; placing each of the playing piece sets on the piece locations of the game surface; initially defining the second piece subset as having a first set of characteristics; defining respective pieces of the second piece subset as having a second set of characteristics when the respective pieces are placed on or jump over one of the converting locations; and each of the players taking turns to move their own playing pieces among the piece locations and prevent the first piece of another one of the players from being able to move from one of the piece locations to another of the piece locations.
- 2. The method according to claim 1, wherein none of the playing pieces are eliminated throughout the game.
- 3. The method according to claim 1, which further comprises eliminating none of the playing pieces during the game.
- 4. The method according to claim 1, which further comprises keeping constant a total number of playing pieces on the game surface throughout the entire game.
- 5. The method according to claim 1, wherein the second set of characteristics includes characteristics different from characteristics of the first set of characteristics.
- 6. The method according to claim 1, wherein the second set of characteristics includes characteristics in addition to characteristics of the first set of characteristics.
- 7. The method according to claim 1, which further comprises organizing the playing piece locations of the game surface in concentric circles.
US Referenced Citations (13)
Foreign Referenced Citations (5)
Number |
Date |
Country |
2558383 |
Jul 1985 |
FR |
2219217 |
Dec 1989 |
GB |
2223177 |
Apr 1990 |
GB |
2263409 |
Jul 1993 |
GB |
2 267 442 |
Dec 1993 |
GB |