The present invention generally relates to an entertainment method involving a multi-player game and, more particularly, to a multi-player game that permits players to make progress by sharing benefits with other players. Players of a multi-player game naturally seek to maximize their individual rewards—i.e, winning the game or accumulating the most possible points if such points can be carried forwarded into subsequent playing sessions. This motivation to maximize individual reward can be a motivation as well for players to cooperate with one another in certain circumstances and execute a “cooperative” playing move that benefits both the respective player and another player. There can even be some circumstances in which an individual player knowingly elects to reap a lesser reward via a cooperative playing move in comparison with executing another playing move that could set the stage for a potentially bigger individual reward.
While it may be readily apparent to a player that executing a given cooperative playing move will achieve a so-called “win-win” situation in which both the respective player and another player will receive a benefit, the benefit received by the player may amount to only an incremental benefit that does not by itself guarantee that the player will achieve an ultimate reward goal such as winning the game or maximizing the accumulation of carry-over points to another game session. In fact, it may often be difficult for an individual player to assess or evaluate whether executing a cooperative playing move condition will, in the longer term, help or hinder the player in achieving an ultimate reward goal. Moreover, a cooperative game playing move may not always guarantee that the respective player executing the game playing move will benefit more than, or at least to the same degree as, another player who is a “gratuitous” beneficiary of the cooperative game playing move.
Although a multi-player game can be configured to encourage cooperation among players via, for example, providing enforceable rules for negotiating or bargaining that allow players to identify a desirable outcome for the parties involved, the challenge remains that the game must nonetheless be a fun or interesting game to play. In contrast to a game that provides enforceable rules for negotiating or bargaining that allow players to identify a desirable outcome for the parties involved, a game can be provided that deliberately does not explain what the rules are, thereupon leaving it up to the players to consider the various scenarios that may unfold as a consequence of a given game playing move. Such an “unstructured” game can nonetheless be as rich and challenging in possibilities as a rule-heavy game and be interesting to play. In this connection, consider the well known situational puzzle often referred to as the “prisoner's dilemma” which sets up the circumstance that two prisoners are each held in a prison cell that is separate from the prison cell in which the other prisoner is held. The prison authorities, in seeking a confession from the prisoners, offer each prisoner a less harsh punishment if the prisoner provides incriminating information concerning the other prisoner. It can readily be seen that, in response to the offer of a less harsh punishment, each of the two prisoners may provide incriminating information concerning the other prisoner. However, each prisoner must struggle with the dilemma that the other prisoner may be motivated as well by the offer of lesser punishment to provide incriminating information, thereby opening up the undesirable possibility that both prisoners are subjected to a harsher punishment (i.e., each has confessed against the other). On the other hand, both prisoners may be able to completely avoid punishment if neither prisoner confesses to the alleged crime and if the prison authorities cannot otherwise provide incriminating evidence. Various outcomes can be evaluated in response to an iteration of the rules—i.e., if both prisoners request the opportunity to communicate with each other, if only one prisoner realizes the “dilemma” and requests the opportunity to communicate with the other prisoner, etc.
Although the players of a game may perceive that cooperation could lead to benefits, it can also be the case that cooperative games can encourage anti- collaborative practices in the participants such as backstabbing, which is the act of electing to not provide a benefit to another player even though that player may have earlier provided a benefit to the player who now foregoes such a benefit- providing act. If it is done at a particularly good moment, backstabbing can be an advantageous competitive maneuver in an otherwise collaborative game. Thus, playing a cooperative game may teach the value of a strategy in which a player sometimes cooperates with other players yet selectively behaves in a competitive manner.
A multi-player game may permit cooperative game playing moves such as trading between players while providing typical competitive game playing moves such as capturing territory with a token or place holder piece. Some game designs feature balanced combinations of cooperative and competitive game mechanisms. For example, a game entitled “The Settlers Of Catan” has the object of determining which player has built the best contributions to the island of Catan while allowing players to freely trade resources among each other to further their progress. A similar mechanism is also present in the multiplayer online game “World Of Warcraft” whereby players can trade and auction goods to other players.
While game play can be configured to reward players for appropriate combinations of cooperative and competitive game playing moves, it would be beneficial if game play could be further refined so that the players can more clearly understand the benefits and trade-offs that may occur if a particular game playing move is executed. Moreover, it would be beneficial if game play were to be further developed in this direction such that theories or observations about economic activity, human behavior, etc. could be evaluated by using game play as a simulation for such activities to an extent not previously available.
It is therefore desirable to provide an entertainment method involving a multi-player game that permits players to optionally make progress by sharing benefits with other players and that captures the interest and imagination of the game players. It would also be desirable to provide a novel board game readily which is relatively simple to learn for a new player and which can be played quickly.
According to one aspect of the present invention, there is provided a method of entertainment diversion comprising the step of operating a play advancing mechanism such that the play advancing mechanism reveals an initial range of possible player moves, the play advancing mechanism being operated by a first player. The method further includes the step of indicating an acceptance of one of the possible player moves in the initial range of possible player moves revealed by the play advancing mechanism, the indication being provided by the first player and the step of indicating an acceptance of the respective player move resulting in a marker being attributed to the first player. The inventive method of entertainment diversion also includes the step of operating the play advancing mechanism such that the play advancing mechanism reveals a further range of possible player moves, the play advancing mechanism being operated by a second player. The next step of the method is the step of indicating an acceptance of one of the further possible player moves in the further range of possible player moves revealed by the play advancing mechanism, the indication being provided by the second player and the step of indicating an acceptance of the respective player move resulting in a marker being attributed to the second player. The next steps of the method includes the steps of performing successive rounds of play in which, in each round of play, a respective one of the first and second players operates the play advancing mechanism to reveal a respective range of possible player moves and thereafter indicates acceptance of one of the possible player moves in the respective range of possible player moves revealed by the play advancing mechanism with respective markers attributed to the first and second players as a result of such acceptance indications. In connection with these rounds of play, the game play is in accordance with a set of prescribed rules—namely, (a) when a collection of markers having a predetermined tally relationship to one another have been attributed to a respective player, the respective player is credited with a tally credit, (b) the attribution of a marker to a player results in that marker being the respective final marker that places a collection of markers into the status of being in a predetermined tally relationship to one another is deemed to be a recognized tally credit attribution, and (c) two or more markers attributed to a respective player that do not have a predetermined tally relationship to one another but could, with the addition of a further marker or markers, eventually be comprised in a collection of markers having a predetermined tally relationship to one another, are deemed to be in a latent tally credit relationship with one another. In accordance with the method of the present invention, the game play includes at least one decision juncture at which a player may indicate an acceptance of a possible player move via a selected one of a pair of acceptance protocols, one acceptance protocol being an indication by the player that a marker is to be attributed to the player as a non-released marker and the other acceptance protocol being an indication by the player that a marker is to be attributed to the player as a shared credit marker, wherein a selection by the player at this decision juncture via the one acceptance protocol such that a marker is to be attributed to the player as a non-released marker does not operate to create a recognized tally credit attribution but may create a latent tally credit relationship and, alternatively, a selection by the player at this decision juncture via the other acceptance protocol such that a marker is to be attributed to the player as a shared credit marker results in a recognized tally credit attribution in which the marker is a respective final marker that places a collection of markers into the status of being in a predetermined tally relationship to one another.
According to another aspect of the present invention, there is provided a device for providing an entertainment diversion, the device comprising a plurality of areas, each area being associated with a tally group, each area having a value associated therewith, and the values of a given set of areas associated with a respective tally group being tallied according to a tally heuristic rule. The present invention also provides sets of tokens, each token being disposable in a player dedicated disposition in which the value of a respective area with which the token has been associated is taken into account during a tallying of the values of a given set of areas according to a rule and a limited use disposition in which the value of a respective set of areas with which the token has been associated is taken into account according to a further rule. Other features and advantages of the invention will become apparent to those skilled in the art upon review of the following detailed description, claims, and drawings.
The present invention provides, in one aspect thereof, a method of providing an entertainment diversion and the steps of this method, hereinafter referred to as the game playing method, will now be described in connection with
The remaining four sectors 14C, 14E, 14F, and 14H each comprise the uniform number of tiles 16—namely, a total of nine of the tiles 16—and the tiles 16 of each of these remaining four sectors 14C, 14E, 14F, and 14H all the same identical set of values but this set of values is selected to be different than the set of values of the tiles 16 comprised in the sectors 14A, 14B, 14D, and 14G. In particular, each of these tiles 16 of the remaining four sectors 14B, 14D, 14E, and 14H has associated therewith a respective one of the values in the set of values 4, 5, 6, 7, 8, 9, 10, 11, or 12. The values of a given set of tiles 16 associated with a respective tally group are tallied according to a tally heuristic rule, as will be described in more detail hereinafter. The sectors 14A, 14B, 14D, and 14G of the board game 10 bear the color red (as a background color on which “points” indicia in the form of digits are imprinted) and the red coloring is schematically indicated by the dashed line and diamond symbol segments shown in these sectors in
The board game 10 also includes a first set of tokens 18, as seen in
As seen in
It can thus be understood that the board game 10, in accordance with the present invention, provides a display having a plurality of areas, each area being associated with a tally group, each area having a value associated therewith, and the values of a given set of areas associated with a respective tally group being tallied according to a tally heuristic rule. The board game 10 also provides set of tokens, each token being disposable in a player dedicated disposition in which the value of a respective area in which the token has been associated is taken into account during a tallying of the values of a given set of areas according to a rule and a limited use disposition in which the value of a respective set of areas in which the token has been associated is taken into account according to a further rule.
The core steps of the game playing method are shown in
The next step of the game playing method is, as seen in
With continued reference to
The next step of the game playing method is, as seen in
As seen in
The game play of the game playing method includes at least one decision juncture at which a player may indicate an acceptance of a possible player move via a selected one of a pair of acceptance protocols. While the game playing method merely requires a single decision juncture, play sessions of the game may typically include a number of such decision junctures and, solely for the sake of illustration,
Each player considers certain factors and probabilities at each decision juncture 124 in order to decide which one of the pair of acceptance protocols is to be followed. These factors and probabilities to be considered are a function of the version-specific heuristic rules that are in effect and approaches for implementing such version-specific heuristic rules can, include, for example, providing the version-specific heuristic rules in the form of game play instructions provided by a supplier of the board game 10 or the version-specific heuristic rules may be incorporated in accordance with game play instructions that have been agreed to by the players. With further reference to
The following description illustrates an exemplary single playing session that can be played in accordance with the game playing method of the present invention and provides an illustration of a set of version-specific heuristic rules that can be applied during a game play. Solely for the purpose of facilitating this description, reference is again had to the exemplary board game described in connection with
In the single playing session, between two to six players may compete in the game play and the reward for the most successful game play can be awarded, for example, to the player who accumulates the highest total points during the game session. In preparation for commencing the session, each of the players selects a set of tokens all bearing the same respective color on one side of the token and bearing the color white on the opposite side of the token; for illustration purposes, Player A selects the set of token chips 18A having the color yellow on one side thereof, Player B selects the set of tokens 18B having the color blue on one side thereof, and so forth. All of the tokens have, as noted, the color white on one respective side thereof and the common white coloring permits a player to gain points in a cooperative game playing move, as will be described in more detail hereinafter. Accordingly, in accordance with the method of providing an entertainment diversion of the present invention, Player A operates a play advancing mechanism such that the play advancing mechanism reveals an initial range of possible player moves—that is, Player A rolls the dice 20 in a manner such that the dice eventually come to rest with each one of the dies 22, 24 revealing a respective dot pattern comprised of a single dot or a specific number of multiple dots totaling between two dots up to and including six dots. Thereafter, in accordance with the step of the method of indicating an acceptance of one of the possible player moves in the initial range of possible player moves revealed by the play advancing mechanism, Player A places one of the tokens 18A onto one of the tiles 16 in a respective one of the areas 14A-H of the board game 10. In connection with the variation of the board game 10 deployed in connection with the exemplary game session, the die 22 is a black colored die and the die 24 is a red-colored die and these red and black colors correspond with the red and black sectors 14A-H of the board game 10. Specifically, the board game 10 compromises four sectors that bear the color red (as a background color on which the digits are imprinted) and the remaining four sectors bear the color black. In accordance with the version-specific heuristic rules in effect for this game playing session, each player may have available a number of options in connection with the placing of a token onto a respective area within a respective sector. For example, if Player A rolls the “black” die 22 and the die reveals a three-dot pattern and, further, if the “red” die 24 reveals a four-dot pattern, then, in accordance with one permitted game play under the version-specific heuristic rules of the game session, Player A may make a placement of two tokens 18A with each token placement corresponding to a respective “player move” indicated by the color and dot pattern of one of the dies 22, 24. Thus, Player A may place one of the tokens 18A on any (available) tile 16 of a “black” Sector 14 bearing the digit “3” (i.e., corresponding to the “three-dot pattern of the “black” die 22) and, additionally, Player A may place one of the tokens 18A on any tile 16 in a “red” Sector 14, insofar as the respective tile 16 bears the digit “4” (i.e., corresponding to the four-dot pattern of the “red” die 24). Moreover, in accordance with another permitted game play under the version- specific heuristic rules of the game session, Player A may forego the opportunity to place two tokens 18A and instead Player A is permitted to sum or total the respective patterns on the die 22, 24—the respective dot patterns in this roll of the dice 20 totaling to seven (7) [i.e., the “three-dot pattern of the “black” die 22+the four-dot pattern of the “red” die 24=7]—and then place a token 18A on any open (available) tile 16 of a respective “red” sector 14 that bears the digit “7”. This is an illustration of yet a further version-specific heuristic rule which specifies that, when a player sums or totals both die 22, 24, the color of the respective higher-numbered die prevails in selecting among the available “red” or “black” sectors in which the player may place a token. The step of indicating an acceptance of the respective player move results in a marker being attributed to Player A.
The first round of play thus results in Player A having disposed a token 18A onto a respective tile 16 of a respective sector 14A-H. Now, in accordance with the step of the method of the present invention of operating the play advancing mechanism such that the play advancing mechanism reveals a further range of possible player moves (with the play advancing mechanism being operated by a second player), a Player B rolls the dice 20 and the die 22, 24, upon cessation of their rolling movements, each reveal a respective dot pattern. Player B then implements the step of the method of indicating an acceptance of one of the further possible player moves in the further range of possible player moves revealed by the play advancing mechanism. Specifically, Player B places one of the tokens 18B onto a respective tile 16 of a respective sector 14 and follows the same version-specific heuristic rules with respect to the choices offered by the dot patterns on the dice 20 as has been described with respect to the initial round of play executed by the Player A. The step of indicating an acceptance of the respective player move results in a marker being attributed to Player B.
In accordance with a further version-specific heuristic rule of the exemplary single game session, players attempt to complete horizontal, vertical, or diagonal rows of three adjacent tiles 16 in a respective sector 14 and, when a player completes a row of three such adjacent tiles 16, that player is entitled to sum or total the values of the imprinted numerical digits in the respective row and sum or add that total to the score of the player.
Yet another version-specific heuristic rule of the single game play session specifies that a player may complete a respective row of three adjacent tiles 16—even if two of the three tiles 16 have been previously claimed by another player—by the act of the player placing a respective token on the final unoccupied area with the white side of the chip facing upwardly. When a “mixed” row is completed in this manner, the player who has completed the row is entitled to add the numerical value of the single digit in the respective tile 16 on which the upwardly facing white sided token has been placed while the other player earns the sum of the numerical values of the digits on the other two tiles 16 that have been previously claimed by that player. A tile 16 having a white facing token thereon may only be counted once—that is, the digit value of the tile 16 may only be counted during the round of play of the respective player who, by placing the white chip on the tile 16, has completed a row—and such white facing tokens cannot be taken into account during subsequent rounds of play. On the other hand, a tile 16 having a token thereon whose upwardly facing side bears the respective dedicated color of a player may be taken into account multiple times as various rows are completed that comprise the respective tile 16.
Reference is now had to
If a player rolls a double score, such as two “3s”, that player has the option to play those numbers in any corresponding black and red tile 16. Alternatively, the player may choose any open tile 16 within a respective sector 14 that displays the double score at its top. Double scores may be played as a total of the two die 22, 24 in either color or they may be played separately. For instance, a roll of the dice 20 revealing the so-called “snake eyes” dot patterns (i.e., a single dot pattern on each of the two die) can be played as either a red or black “2” or a red “1” and a black “1”.
The exemplary single playing session described with respect to
External data controller 256 interfaces one or more external data storage elements to the system bus 248. These external data storage elements may be flash memory such as 262, internal or external hard drives such as 260, or CD-ROM or DVD (digital video disks) drives such as 258. A display interface 264 interfaces with display 240 and permits information from the bus 248 to be displayed on the display 240. Communications with the external devices can occur on communications port 266. Memory media components such as a flash memory stick, or a CD-ROM, or a digital video disk may contain the program information for controlling the computer to execute the game playing method.
Housing 312 encloses and supports the components of the game unit 310. Player controls 314 allow a player to provide the player input that has been described with reference to the entertainment diversion method of the present invention. The player controls 314 include a number of buttons 324 and a track ball 326. Buttons 324 can be used by a player to input selections or actions offered during games. For example, in connection with the step of a player operating a play advancing mechanism in the form of a dice rolling procedure, a button 324 can be pressed to cause the game unit 310 to simulate a roll of dice, while track ball 326 allows a player to control a cursor to place a simulated owner token onto a simulated board game playing surface. Alternatively, many other types of player controls can be used. For example, display screen 316 can be configured as a touch screen for reading the positions of objects (such as fingers, styluses, etc.) that contact the screen. This allows players to select objects displayed on the touch screen by pressing a finger or other object directly on the screen at the positions of the displayed objects, as is well known to those skilled in the art. Alternately, other input and output devices can also be included in game unit 310 as described with reference to game unit 10, such as a computer keyboard, mouse, stylus and tablet, etc.
Images can be displayed and updated on display screen 316 by a game processor that can be configured as a suitable version of the computer system 218 or other controllers by methods known to those skilled in the art. Coin slot 312 is provided for the player to insert one or more coins before starting a game and can be implemented as described above. Other monetary input devices, such as card readers, can be provided in other embodiments. A multiple player version of the game unit 310 can be used in a variety of gaming environments. For example, game unit 310 can be configured in a compact configuration that allows the game unit to be provided as a “bar top” game in a bar, restaurant, gaming arcade, or similar environments and locales. The award chit dispenser 322 can be configured to issue a printed item—i.e., a “chit”—indicating a single session score or a multiple session score. The game unit 310 can offer one of several different versions of the game playing method utilizing images displayed on display screen 316. Multi-use game unit 310 can also be configured for linked or networked game play utilizing a suitable communication device 328. A single game unit 310 can be linked with one or more other game units 310 to allow multiplayer games.
It is envisioned that the playing game can be offered in all suitable formats including conventional table top board game versions, small scale board game versions having a board game playing surface capable of being supported on an area smaller than a table such as, for example, a board game playing surface approximately the size of a sheet of paper, large scale board game versions having a board game playing surface requiring a reach extension device to place and remove playing pieces, electronic image versions having a board game playing surface displayed on kiosks or mobile telephones, or versions having a board game playing surface with pre-loaded “claim” features such as, for example, a board game playing surface similar to a scratch-off lottery ticket whereupon a player can “scratch off” or remove a covering material to reveal an underlying sector value.
The teachings of this application are not to be construed as being limited to any entertainment diversion. While various embodiments of the invention have been described and illustrated herein, it is to be distinctly understood that the invention is not limited thereto, but may be otherwise variously embodied and practiced within the scope of the following claims.