Concentric game board and method of playing a game

Information

  • Patent Grant
  • 6783127
  • Patent Number
    6,783,127
  • Date Filed
    Wednesday, June 5, 2002
    22 years ago
  • Date Issued
    Tuesday, August 31, 2004
    20 years ago
  • Inventors
  • Examiners
    • Mendiratta; Vishu K
    Agents
    • Greenberg; Laurence A.
    • Stemer; Werner H.
    • Mayback; Gregory L.
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)
Number Name Date Kind
611758 Murphy Oct 1898 A
3642280 Llorens Feb 1972 A
4019740 Ball et al. Apr 1977 A
4322085 Stallard Mar 1982 A
4339136 Gittings Jul 1982 A
4385764 Bhatti May 1983 A
4477080 Baker Oct 1984 A
4804191 Tankersley Feb 1989 A
4886279 Taylor Dec 1989 A
4895375 Blitz et al. Jan 1990 A
4915392 Swartz Apr 1990 A
5421582 Ritter Jun 1995 A
5498005 Jacques Mar 1996 A
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