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(1) Field of the Invention
This invention involves a game of skill and requires a demonstration of vocabulary and other knowledge, as well as logical reasoning and sequencing abilities—all of which are enhanced during play of this invention. More specifically, the present invention concerns, but is not restricted to, the areas of child educational development. These may include colors, numbers, objects, arithmetic and grammar. Further, the invention is at once adaptable to any language or regional dialect therein, including Indo-European, African, Asian, and Pacific Island, as well as any others not mentioned here.
The key element of this invention comprises two rectangular shaped boards which are hinged together on one end at the top. Each of these two boards are imprinted on one side with a grid, both of which are visible to the players—one grid is visible to a player and the second to all of the opponents.
The game, as defined by the invented apparatus, while retaining aspects of similar commercial products, is characterized by its emphasis on elimination of prearranged words or other marked game pieces, and configurations thereabouts. This enhances the game's ability to achieve and maintain participation in a couple of ways: (1) through requiring strategic placement of letters, or other marked game pieces, onto grid coordinates in ways which will prevent or delay opponents discovering such, and (2) enabling players opportunities, by means of arbitrary and calculated guesses in various play options, to determine the precise locations and identities of opponents' letters, or other marked game pieces, before participants discover his/her own placed word grouping patterns.
It is the element of attempting elimination of an opponent's “fleet” of game pieces which lends the game to aspects of simulated warfare. The game invention can therefore be categorized in a salvo classification.
(2) Description of Related Prior Art
In discussing this invention, it is important to recognize that several pertinent types of game board configurations have been granted full patent status. These patents of the prior art can been divided into related categories, all of which contrast them from the current invention, demonstrating the merit of this new game board.
(i) Foldable Type with 2 Grids
The first category regards salvo games that allow for a maximum of two players in any given competition. In this embodiment, each contestant utilizes a game board that remains closed when not in use. When the board is opened up for competition, two grids utilized as playing fields are revealed which are somewhat perpendicular to each other. These boards remain connected via a hinge. Players call out coordinates in guessing which spaces on opponent's target grid action area are occupied with pieces. There are several examples of this style of game apparatus.
E. E. Blau in U.S. Pat. No. 2,053,598 demonstrates a game that comprises two flat boards each holding identical playing fields with sockets for receiving and removing pegs and other naval pieces such as warships. These boards are hinged together, allowing for the apparatus to be closed and then opened for play. The playing field located on the upright, vertical board is the shooting area. It is revealed when swung to a raised position with regard to the horizontal target board. The target board is the action area playing field onto which he/she places his/her own game pieces. The games pieces on the target board are the objective of elimination by the opponent. The target board rests on a flat surface such as a table, giving the entire apparatus a stable hold for play.
E. J. Adams in U.S. Pat. No. 4,194,742 demonstrates a game board related to Blau with one notable difference: game pieces representing land masses are provided which fit onto the action-area, which referred to in Adams as a playboard, grid coordinates. This invention embodies an integration of geography onto the game apparatus more approximating salvo warfare. Also, Adams provides storage bins on either side of the playboard action area which may be divided into smaller compartments. This apparatus allows for two opponents per competition.
A. B. Thomander in U.S. Pat. No. 3,514,110 demonstrates essentially two variations of the two grid fields salvo type foldable game board. The first variety is unremarkable from the one presented in Adams. However, the second variety demonstrates a flat board divided into a pair of identical sections adapted to be arranged adjacent to each other. One section of the flat board is the action area marked “Home Fleet”. The second is the record area marked “Enemy Fleet”. In addition, there is a “Score Area” into which a player marks hits that have been made against the opponent. These hits are also recorded in the “Enemy Fleet” board.
Each player uses a flat game board identical in the characteristics just mentioned. These two boards are separated by an upright barrier that obscures the selected placement of ferruled game pieces on each of the boards from the view of the opponent. A player calls out coordinates, with “hit” and “miss” attempts recorded appropriately until all targets have been eliminated by one of the two players.
(ii) 2 Game Boards Attached Together
Another category regards salvo games that also allow for a maximum of two players in any given competition. First, there is the standard apparatus with two playing fields visible to a contestant. However, in this style, the two apparatuses are attached to one another. In other words, instead of having two separate apparatuses, the back of each vertical board of the two apparatuses is joined together. The horizontal bottom playing boards can then be folded up, enabling a single assembly, presumably to allow for ease of transport. Three patents of the prior art relate to this characteristic.
D. J. Lamb in U.S. Pat. No. 4,801,148 demonstrates a game of tactical strategy where a mounting structure is used for maintaining vertically disposed maneuvering boards in a back-to-back relationship.
C. J. Woolhouse in U.S. Pat. No. 5,154,428 demonstrates two playing fields, each composed of a pair of sectioned grid areas, that are mounted together in a way that provides for ease of assembly and disassembly into a carrying case for transport.
Of course, these games find their origin in “Battleship”—a pencil and paper game invented by Clifford Von Wickler and then formally published as a pad and pencil game by Milton Bradley in 1943. These games have been restricted to competition between two players (see http://en.wikipedia.org/wiki/Battleship_(game)).
Another category of game board approaches the salvo-type and offers more than two playing fields where two opponents compete. These multi-level game boards are known in the prior art as devices allowing for simulated battle in play. Several examples demonstrate this category.
Harper et al demonstrates in U.S. Pat. No. 3,767,2071 a multi-level game board arrangement for three dimensional chess or checkers game play.
Brennan demonstrates in U.S. Pat. No. 3,973,471 a multiple board chess game with added play pieces.
Mayfield et al. in U.S. Pat. No. 5,443,268 demonstrates a game with three checker grid boards that are stacked, one above the other, and connected to a Vertical pedestal. Two opposing players are assigned to move game pieces per board, therefore allowing for a total of six players to compete. These players are grouped into two opposing teams who utilize armament pieces different from prior games.
Another type of multi-player board regards a game with a single, flat central playing field whereupon opponents engage one another for the purpose of elimination of the opponents' pieces.
S. Shkolnik demonstrates in U.S. Pat. No. 3,840,237 three participants who engage one another for the purpose of checkmating the two other opponents. This is done on a central, six-sided board that has three sides for directly playing the game.
Of course, a game board of the prior art relates to Chinese Checkers. This is a flat board that can be played by a maximum of six people. However, five people cannot play. The objective, unlike salvo, is to be the first to place one's pieces in the corner opposite their starting position. This board is apertured into a hexagram. Single moves or jumps over other pieces are allowed in competition (see http://en.wikipedia.org/wiki/Chinese_checkers).
A variation of Chinese Checkers is demonstrated by Wendy Ko in U.S. Pat. No. D450,779 S. This game board is an ornamental design that allows it to be folded up with a fastener.
A different category relevant to the prior art involves games where the general strategic objective is a “hit” or “miss” of targets between two players, but which focus on words and their component letters as opposed to military or naval units. The manner of play may vary among various word-forming type games, but their underlying theme is to create, strategize toward, discover and solve for words.
An example is demonstrated by M. Kindred in U.S. Pat. No. 4,059,273. Here, a game board is set forth that has twenty-six rows of playing areas arranged in five columns. Playing pieces are placed into the resulting spaces. An opponent attempts to break a hidden code formed by the pieces. The rows are numbered A through Z and the attempts are scores according to the nearness to an accurate guess by the player. The code has five such letters forming a word, one letter per column.
Another example is demonstrated by E. J. Jones-Fenleigh in U.S. Pat. No. 4,188,036 which sets forth a game comprising a board, a holder, a set of playing pieces, a set of marking elements, a set of scoring elements and a word list. The board has a number of rows of playing areas which serve as test areas for a player's attempts in duplicating a hidden code word chosen by the player's opponent. The game is played with the intention of achieving a set number of points, agreed upon prior to game start, for an equal number of rounds played.
As has been established here, while military/naval style games have been provided where participants strategically place valued pieces in coordinate grids and attempt to locate and eliminate'one another's pieces within a defined area, and while there are various word-forming type games whose underlying theme is creating, strategizing toward, solving for and discovering words and their component letters, it is important to note that games have been provided regarding the injection of letters, instead of military or naval units, into a grid coordinate system so as to represent a “fleet” of words for elimination by an opponent. Several games have been published on-line which provide set-up instructions and rules for such competitions.
http://www.superteacherideas.com/spelling2-battleship.html demonstrates the game activity “Sink and Spell” where students make a sheet with two grids. Letters are written on the top and numbers to the side for coordinate identification. The players then write words into the grids. Coordinates are called out. A miss indicates no letter in a particular space, but a hit results in the opponent revealing the letter. This game is played by a pair of opponents.
Another example posted on this website, “Battleship Spelling”, is a more detailed version of “Sink and Spell” with guidelines regarding number of words to use and dimensions of paper sheets on which to create the grids. The listing actually states that this is “just like the Battleship board game”.
Http://www.lessonplanspage.com/LASpellBattleship3JH.htm, posts “Spelling Battleship” with the rule that once there is a “hit” on any particular coordinate, the opponent is immediately told the word and he/she then has to spell it correctly. If that player correctly spells the word, he/she gets a point and the word is revealed in its entirety; otherwise the turn is lost. That player, however, may reattempt the spelling on the next turn by calling the space coordinate. The first player to locate and spell all the words on his/her opponent's grid wins.
This application makes it clear that an advantage of military/naval style games of the prior art is developing within players the skills important for tracking dispersal of attacks over a coordinate system and anticipating where the next “hits” could be. This advantage is constrained, however, in that they engage players on mere hit-or-miss cues, limiting assessments to success: failure ratios between opponents' progress against one another's targets. Advantages of word games of the prior art encourage players to develop spelling abilities for accurate vocabulary usage, as well as to figure out how words are encoded into language, their meanings, and differences in relation to one another for the ultimate objective of communication.
These two key features: (1) initiating, tracking, and assessing the success or failure in targeting unknown pre-positioned objectives within a military/naval style grid coordinate-type system, and (2) creating and solving for words in a puzzle-type environment, have been combined by inventors to create innovative games. Substituting words and their respective letters for military/naval units into the typical coordinate grid system of a sectioned, visually hidden region is a clear advantage of such inventions. The result is an expansion of the identifiable qualities of each occupied coordinate so that, once a unit is determined to be occupied, arbitrary guesses leading to more calculated judgments can be taken, thus bringing a mere salvo objective to one where vocabulary can increase the necessity for higher logic and sequencing skills.
With this said, a key disadvantage of previously provided word-salvo games was their allowance for a maximum of two players in any competition. They were thus limited in the scope of complexity which could have been achieved through three or more opponent play. This problem was overcome by M. Benedict III in U.S. Pat. No. 7,665,735 B2.
Benedict demonstrates an embodiment of the abovementioned salvo play board with an addition that makes multiple player word discovery games possible. The basis of that patent is placement of a grid on top of a game board lid. When opened, so that the lid is in a ninety degree angle from the base, three playing fields are revealed. These are utilized during competition, allowing three or more opponents to participate at once. This is a novel approach to the related prior art, because game boards always had some set limit to the total number of allowed players. No previous design has enabled play for, conceivably, unlimited numbers of contestants.
While the key disadvantage of the prior art relating to restriction in the total number of players has been resolved, having three playing fields lends Benedict to a redundancy that can be overcome with a simpler, two grid playing field game board.
It is accordingly an object of the present invention to provide a game of skill which avoids the aforementioned problem of the prior art—this being a game board that, with three playing fields, leads to a redundancy which can be overcome with a simplified configuration. In addressing this problem of redundancy, the full merit of the invention presented here is established.
A further object of the present invention is to bridge the general separation between salvo and word discovery, so that a single game may be played which allows increasing difficulty through player intellectual sophistication.
Furthermore, the object of the present invention is to provide a foldable-type game board which unfolds to an angle less than one hundred eighty degrees from the top hinge, allowing the opposite ends to rest upon a flat surface, thus forming a triangular configuration. When brought together with other foldable-type apparatuses, the invention may enable two or more individual players to arrange words on the action area playing fields of their game boards, with each letter occupying an individual coordinate. Through initially arbitrary but increasingly strategic and calculating guesses, one of the players wins the game by being the last remaining contestant with un-captured letters on his or her action area playing field.
The advantages of the game which are the object of the present invention are the following:
The present invention is further described hereinafter with reference to the parts, their assembly and relationships, shown in the accompanying drawings, in which:
As can be seen from the above figures, the game comprises an apparatus (
Each end of each brace 8-16-8 is then attached to one side of each of the two boards 14 and 15 (
The presented foldable-type invention embodies two identical flat, rectangular shaped boards 14 and 15 (
Both game boards 14, 15 are imprinted on one side with a grid, or what is referred to in this application as a playing field 6, 7. The dimensional measurements of all playing fields are congruent. It should be noted here that future embodiments of the foldable-type game board invention may include a perimeter of space around all playing fields of the game boards equal to one or more row(s) of coordinates in the grid. For this application, the dimensions of all playing fields match the dimensions of height and length of all game boards. In other words, there is no perimeter of space between the playing fields and the game boards themselves.
One of these playing fields is utilized for arranging game pieces. For this application, that playing field is referred to as the action area playing field 14. The action area playing field is visible only to a single contestant.
The second grid is located on the game board opposite the action area playing field 14. Because this grid is visible to all opposing players, be they two, three or more players, this application refers to the second grid as the display playing field 15.
Either playing field grid can be designated by a player as the action area playing field 14 or the display playing field 15 prior to game start.
These playing fields are congruent to one another in their length and height. Further, they are identical in the number of predetermined rows and columns. The playing fields are also congruent in the predetermined number of rectangular unit spaces they contain. Each rectangular unit space is congruent in dimensions of length 4 and height 5, each of which may vary in measurement of between 0.1 and 40 inches. Also, the top rank (row) of the playing fields and the far left or far right file (column) of the playing fields are marked with alphanumeric symbols. These markings make it possible to identify each rectangular unit space, or coordinate, of the playing field. The rank and file coordinate markings are identical for all playing fields on each game board. It should be noted that the markings could embody symbols other than the alphanumeric types. These could include colors, objects, or persons and characters.
The game board apparatus is kept in a folded position when not in use (
The apparatus/invention operates as a concealing mechanism for words formed by opposing players in competition. Each player uses the action area playing field 14 (the grid visible only to him/her) to create words on the game board via magnetized lettered game pieces (
The game pieces (
It should be noted here that other types of game pieces, such as ones marked with colors, objects, numbers, or persons and characters, may be substituted for individual letters on coordinates. The rules for play would be the same in attempting to eliminated these game pieces as they would be for letters.
The display playing field 15 is the grid visible to all opponents during competition. Essentially, two, three, four or more opponents assemble their game pieces (
It should be clarified here that, obviously, display playing fields 15 are visible to all opponents and therefore maintain the orderliness of who has eliminated what during competition. Thus, this allows multiple players, or teams of players, to visually evaluate the game status of fellow competitors and judge future attempts to capture others' game pieces, which in this application are letters.
For our illustration, this application demonstrates a round of play between player A (
In
Player A calls out the first coordinate—“O 4”. There is no game piece on the opponent's “O 4”. Therefore, Player B (
Player B calls out the “P 3” coordinate. Player A in fact has a letter on this coordinate. Player A (
Essentially, if a letter on a coordinate is shared by more than one word, the next closest letters equal to the total number of words crossing at that point are eliminated. In other words, if a letter on the action area 14 is part of three words, then the letter, once discovered, is removed plus two of the next closest letters. If a letter was an intersection point for four words on a coordinate, then when the letter is discovered, that letter plus three of the next closest letters would be revealed onto the display playing field 15 once it is discovered.
The competition between Player A and Player B would continue until one contestant remains with game pieces on his/her action area playing field 14.