Game board apparatus and method of playing same

Information

  • Patent Grant
  • 6361048
  • Patent Number
    6,361,048
  • Date Filed
    Friday, December 29, 2000
    24 years ago
  • Date Issued
    Tuesday, March 26, 2002
    22 years ago
  • Inventors
  • Examiners
    • Layno; Benjamin H.
    • Mendiratta; V K
    Agents
    • Fulwider Patton Lee & Utecht, LLP
Abstract
A game board requiring strategy and providing the element of chance includes a playing surface having a fixed path section and a path altering section providing a route from at least one area to at least one finishing area and including a plurality of game piece positions along route determining placement of a number of game pieces. The playing surface overlies a king section having at least one actuator for moving the path altering section to a determined position based upon the outcome of a random number generator. A method for playing a game using the game board is also described herein.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




The invention relates generally to recreational gaming and more specifically to games of skill and chance requiring a number of pieces to be moved across a playing surface from one area to another area.




2. Description of the Prior Art




Games have been developed over the centuries to both entertain and to challenge. In many conventional forms of entertainment, a game board is provided that includes a fixed playing surface. Thus, game variations are provided solely by individual player movements decided by individual strategy and reactions to an opponent's moves. Games such as chess, checkers, and backgammon exhibit such characteristics. Such games typically provide different goals such as capturing certain pieces or moving a player's pieces from one portion of the board to another but the game board remains the same.




Another game requiring a player to move playing pieces from one side of a game board to another is Chinese Checkers. In Chinese Checkers, at least two players initially load several playing pieces across from their respective home positions in a starting arrangement. The game play involves players taking turns moving their pieces across a gaming surface full of discrete indentations one at a time. Upon being positioned immediately adjacent to another playing piece, the player whose turn it is, may execute a “jump” over the adjacent game piece effectively moving more than one space at a time. By planning a strategic route a player may move the game pieces across the gaming surface to the home position faster than the opponent and thus win the game.




While a number of different strategies may be introduced, this game board and most conventional game boards present the same playing surface every time the game is played. Variations of play are solely provided by the different movements executed by the players. Thus players having better memory for winning strategies, moves, or combinations or of greater experience tend to win more often thereby frustrating less experienced players. The popularity of a game often depends on the number of variations introduced thereby avoiding undesired repetition. Thus the lack of a variable gaming surface reduces the number of variations that may be encountered during play and directly affects a game's popularity.




One game attempting to provide some variation in the gaming surface may be found in U.S. Pat. No. 3,762,714 to Wilson. The marble game described therein includes a rectangular game board with a single central turntable having a number of marble retaining slots and a positional indicator. Players move around the periphery of the game board and may jump onto the turntable upon reaching a “step up” position. Once on the turntable, players position the turntable according the number rolled on a die and also move their respective player marble the same number of pieces. Players endeavor to move all their marbles around the board and/or turntable from a start position to a home area.




One drawback of such a game is that players are restricted to moving along the periphery of the turntable and the incorporation of only one turntable provides limited variability of game play. In addition, there are a limited number of positions to jump onto the turntable and thus a player may never use the turntable if the correct number is not rolled. Such restrictions introduce limited play variation.




What is needed therefore is a game inexpensive to manufacture and including a playing surface having a variety of pathways providing obstacles to player's movements and further providing countless variations of game play as well as adding an element of chance effecting each player's strategy.




SUMMARY OF THE INVENTION




In accordance with an embodiment of the present invention, a game board apparatus providing a game of strategy and chance includes a game board with a playing surface having a fixed path section, a path altering section, and a plurality of discrete game piece positions spaced between a plurality of starting and finishing areas providing a variety of pathways across the playing surface. A working section includes an actuator underlying the playing surface and connected to the path altering section to change the orientation of the path altering section as determined by a random number generator. Sets of game pieces are provided for each player and are initially positioned in the starting areas. Players take turns actuating the actuator to alter the orientation of the path altering sections and moving game pieces from their respective starting positions across the fixed and path altering sections to their respective finishing positions. Play continues until one player moves all respective game pieces into the finishing area.




In one embodiment, the path altering section is in the form of a plurality of rotating discs connected to an underlying set of gears that rotate when the actuator is rotated corresponding with an indicia indicated by the random number generator.




Another feature of the game board apparatus is the provision of blocking routes whereby movement of game piece may be prohibited along certain portions of the path sections.




A method of playing a game incorporating a game board with a variable path section is also described herein and in one embodiment includes a method for initially aligning removable path altering sections.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is an perspective view of an embodiment of the present invention illustrating the playing surface near the beginning of an exemplary game;





FIG. 2

is a perspective exploded view, in enlarged scale, of the embodiment illustrated in

FIG. 1

;





FIG. 3

is a top view of the embodiment, in enlarged scale, illustrated in

FIG. 1

illustrating an intermediate position for the game and some exemplary movements of the game pieces;





FIG. 4

is the same view as illustrated in

FIG. 3

depicting a change in the path during an intermediate stage in the progression of the game; and





FIG. 5

is a partial view of a second embodiment of the present invention illustrating the initial placement of one of the rotating discs on the gameboard.











Numerous advantages and aspects of the invention will be apparent to those skilled in the art upon consideration of the following detailed description and attached drawing figures referenced therein.




DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




Referring now to

FIGS. 1 and 2

, an entertaining multi-player game, generally designated providing the elements of skill and chance is illustrated. Such game


10


generally includes a game board


12


having an upper portion forming a playing surface


16


incorporating eight starting areas


18


which also correspond to eight finishing areas


20


marginally positioned around a central path network


22


. Such central path network


22


includes a fixed path section


24


and a plurality of path altering sections


26




a


,


26




b


,


26




c


, and


26




d


. Both the fixed path section


24


and the path altering sections


26




a


,


26




b


,


26




c


, and


26




d


include a number of discrete game piece positions


30


. The playing surface


16


overlies a working layer, generally designated


34


, which includes at least one actuator


38


for rotationally displacing each of the rotating discs


26




a-d


as determined by a random number generator


40


. Each player receives a set of game pieces


32


to move across the path network


22


in selected game piece positions


30


from each player's starting area


18


to their respective finishing area


20


to eventually win the game.




With reference to

FIGS. 1 and 2

, the game board


12


is preferably a layer of cardboard, plastic, lightweight aluminum or other suitable material and includes an aesthetically pleasing background on the playing surface


16


. Within the playing surface


16


are eight substantially triangular shaped starting areas


18


which also form eight finishing areas


20


positioned around the circumference of the inner circular path network


22


such that each player's starting area


18


is positioned directly across their respective finishing area


20


. In other words, one player's starting area may be another player's finishing area. Each such finishing area


20


includes a spaceship indicia


79


color coded to or otherwise identified with a set of game pieces


32


to indicate to the player the final destination for each game piece


32


. With reference to the center of the inner path network


22


, the apex of each starting area


18


and finishing area


20


is positioned 45 degrees apart around the margin of the inner path network


22


. Each starting area


18


and finishing area


20


is identically shaped and includes a group of seven starting positions


42


which equate to seven finishing positions


44


for another player. One starting position


42


and finishing position


44


is provided for each game piece


22


per player.




With continued reference to

FIGS. 1 and 2

, positioned between starting areas


18


and finishing areas


20


is the path network


22


. The path network


22


is a central circular region that provides a pathway or network of unevenly spaced game piece positions


30


within the fixed section


24


and the path altering sections


26




a


,


26




b


,


26




c


, and


26




d


. Each game piece position


30


includes a recess or slot for receipt of a complementary portion


81


of a game piece


32


and further includes a path line


48


projecting along at least one direction.




The fixed path section


24


includes a marginal fixed path area


49


and a central fixed path section


50


separated by the path altering sections


26




a-d


. These fixed sections


49


and


50


do not vary during the gameplay and provide stationary fixed path lines


48


and game piece positions


30


to direct players across the board by indicating allowable moves. The marginal section


49


of the fixed path section


24


links the starting areas


18


and finishing areas


20


to the path altering sections


26




a


,


26




b


,


26




c


, and


26




d


via path lines


48


. The central section


50


links the path altering sections


26




a


,


26




b


,


26




c


, and


26




d


together via its respective path lines


48


.




The path lines


48


indicate allowable directional movements for the game pieces


32


and may take several forms. For example, a path line


48


may connect two adjacent game piece positions


30


as indicated at


51


in FIG.


1


. In other instances a path line


48


may project from a game piece position


30


to the edge of a path altering section


26




b


or edge of the fixed path section


24


without connecting to another game piece position


30


. Such a path line


48


is indicated at


53


in FIG.


1


. This type of path line


48


is a dead end and restricts a player from moving a game piece


32


in that direction to another game piece position


30


along the disconnected path line


48


. In other words, a player may only move from one game piece position to another if the respective game piece positions


30


are connected by a path line. A notable exception is the jump line


45


which is discussed below. Yet another example of a path line


48


is indicated at


55


in FIG.


1


. This path line


55


connects a game piece position


30


on a path altering section


26




a


to a game piece position


30


in the fixed section


24


or vice-versa. This path line


55


is not straight but may be used for movement purposes is desired. If desired, the game rules may also restrict movement only along straight path lines such as the path line


48


indicated at


58


in FIG.


1


.




Advantageously, the path altering sections


26




a-d


provide variability to the game board playing surface


16


by being constructed in the form of rotating discs. By rotating the discs


26




a-d


to match different path lines


48


in the fixed sections


49


and


50


or match the jump line


45


, movement options by each player are varied with each turn as their game pieces


32


are advanced across the playing surface


16


and moved into position to move onto or off of any of the path altering sections


26




a-d


. It will be appreciated that in the present configuration a player must move game pieces


32


onto the path altering sections


26




a-d


and thus the element of chance and a greater degree of strategy is introduced into the game play. Each path altering section


26




a-d


includes a central hub


52


to preferably five or six path lines which radiate in a generally outwardly direction from the central hub


52


to the edge of the respective path altering section


26




a-d


. Game piece positions


30


are unevenly spaced over each path altering section


26




a-d


and path lines


48


connect the game piece positions as well as extend to the edge of the discs


26




a-d


. In other words, each path altering section


26




a-d


is constructed to rotate such that the path lines


48


thereon projecting to the edge may be matched up against path lines


48


in the fixed section


24


or line up with a jump line


45


which connects one path altering section to another. Thus alternate routes are formed every time the path altering sections


26




a-d


are rotated. Each disc


26




a-d


may incorporate an identical or dissimilar pattern as desired.




Referring now to

FIG. 2

, rotation of the path altering sections


26




a


,


26




b


,


26




c


, and


26




d


is provided by a gearing system, generally designated


59


, disposed within the working section


34


. The gearing system


59


includes four large gear cavities


60


recessed into the game board


12


and separated by narrow strips


61


of the playing surface


16


. The gearing system


59


includes a number of small gear clearance passages underneath each of the narrow strips


61


for receipt of a small gear


63




a


,


63




b


,


63




c


, and


63




d


. Each small gear


63


is placed between a pair of adjacent large gears


65




a


,


65




b


,


65




c


, and


65




d


placed within the large gear cavities


60


. Each large gear


65




a-d


is disposed within the working section


34


positioned beneath a path altering section


26




a


,


26




b


,


26




c


, and


26




d


. The path altering sections


26




a-d


are preferably removable such that discs bearing alternative path designs or different aesthetic backgrounds may be substituted into the game board


12


. The discs


26




a-d


may be releasably adhered to the large gears


65




a-d


magnetically, by a releasable adhesive, mechanically locked together such as provided by a conventional hook and loop type fastener or other releasable fastener known in the art such that when the respective large gear


65




a-d


rotates, the respective path altering section


26




a-d


rotates along with the large gear but the discs


26




a-d


may be released and removed from the game board


12


if desired. The discs


26




a-d


cover their respective large gear cavities


60


and extend to abut the fixed path section


24


on the playing surface


16


when releasably connected to the large gears


65




a-d.






With continued reference to

FIG. 2

, actuator slots


67


are formed in the opposing sides of the working section


34


to receive opposing actuators


69




a


and


69




b


which are also gears including a peripheral toothed ridge


71


to facilitate turning and intermeshing with the teeth of the large gears


65




a-d


. The upper surface of each actuator


69




a


,


69




b


is marked with numerical indicators


73


corresponding to the sides of the die


40


. The small gears


63




a-d


, large gears


65




a-d


and actuators


69


lie in the same plane and are arranged in an intermeshing relationship such that turning either actuator


69




a


or


69




b


will rotate each large gear


65




a-d


either directly or indirectly via a large gear-small gear interconnection. Such actuators


69




a


,


69




b


rotate in either the clockwise or counterclockwise directions. Due to the incorporation of the small intermediate gears


63




a-d


, rotation of either actuator


69




a


or


69




b


rotates the large gears in the same direction but opposite to the actuator rotation. Omission of the small gears results in two of the large gears turning in the same direction as the actuator and the remaining two large gears turning in the opposite direction as the actuator.




Determining the degree of rotation of the actuators


69




a


,


69




b


during game play is a random number generator


40


. The random number generator


40


is preferably a 6-sided die which is rolled to provide a randomly generated number as indicated by the die's uppermost surface. The uppermost number determines to which position the actuator


69




a


or


69




b


nearest the rolling player is rotated during the player's turn. A pair of actuator position indicators


77


in the form of a line or arrow is provided on the playing surface


16


to correspond to a position on the nearest actuator


69




a


,


69




b


. Such position indicators


77


provide a location to line up the outermost actuator marking


73


during rotation of the actuators


69




a


,


69




b


to correspond with the uppermost number on the die


40


.




The game pieces


32


are typically formed of a plastic material and shaped in any aesthetically pleasing form. For exemplary purposes, two sets of game pieces are illustrated in FIG.


2


. As illustrated, the game pieces includes a flared head


82


section atop a reduced in diameter cylindrical main body portion


85


. This facilitates grabbing the game piece


32


to remove it from the game board


12


. Each game piece


32


further includes a short cylindrical peg


81


projecting out the lowermost end of the main body. Such peg


81


is dimensioned to nest within an individual game piece position


30


recess and is of sufficient length and diameter to maintain the game piece


32


in a relatively upright position in relation to the playing surface


16


.




The object of the game is to move all of a player's game pieces


32


from a starting area


18


to a respective finishing area


20


indicated by a spaceship indicia


79


having the same color or other designation as the player's game pieces


32


. It is preferable to place each player's starting area


18


directly across from the finishing area


20


to provide the longest route. Players may roll the die


40


or agree to some other method for determining who goes first. The order of play for the remaining players is determined in a clockwise direction from the position of the initiating player or other agreed upon criteria.




Referring now to

FIG. 1

, to play the game


10


, each player selects game pieces


32


corresponding to their desired finishing area


20


coded indicia. The game pieces


32


are placed in their starting positions


42


in their respective starting areas


18


directly opposite the respective finishing area


20


. In

FIG. 1

each player has four such game pieces


32


in their initial starting position


42


. The peg


81


on each game piece


32


is inserted into a recess in an individual starting position


42


to selectively position each game piece


32


in an upright position on the game board


12


to fill in as many starting areas


18


as there are players. In general, each player takes turns moving individual game pieces


32


from the initial starting positions


42


onto a game piece position


30


in the path network


22


and across the playing surface


16


from one game piece position


30


to an adjacent game piece position connected by a path line


48


. Die


40


rolls are used to change the orientation of the path altering sections


26




a-d


thus changing allowable moves along the path lines


48


which may be disconnected or connected as the discs


26




a-d


rotate. Play ends when a player positions all their game pieces


32


in their respective finishing positions


44


.




More specifically, the first player rolls a die


40


and reads the number facing upwards on the die. The first player grasps one edge of the closest actuator


69




a


or


69




b


which is conveniently formed with a ridged surface


71


to facilitate turning of the actuator


69




a


,


69




b


until the outermost number


73


is aligned with the actuator position indicator


77


on the game board


12


. For exemplary purposes, the actuator is initially positioned to match the number “2” with the actuator position indicator (FIG.


3


). The player rolls a “5” and grasps the edge


71


of the actuator


69




a


,


69




b


and rotates the actuator until the actuator position indicator is aligned with “5” (FIG.


4


).




Referring now to FIG.


2


. rotation of the gearing system


59


is as follows. The gears


63




a-d


,


65




a-d


, and


69




a-b


are free to rotate in either direction although it will be appreciated that a one-way ratcheting system could be incorporated to restrict rotation of the actuator in a single direction. Turning, for example, the actuator


69




a


in a clockwise direction from the “2” position to the “5” position rotates the nearest large gear


65




a


in the working section


34


to turn in the opposite direction or counterclockwise. Both small gears


63




a


and


63




b


intermeshing with the large gear


65




a


rotated by the actuator


69




a


are also rotated in the clockwise direction. The clockwise rotation of the small gears


63




a


and


63




b


initiates rotation of the large gears


65




b


and


65




d


in the counterclockwise direction which in turn rotates the small gears


63




c


and


63




d


in the clockwise direction. Both small gears


63




c


and


63




d


intermesh with large gear


65




c


and drive it in a counterclockwise direction. Finally, large gear


65




c


which intermeshes with the gear teeth of actuator


69




b


and drives it in the clockwise direction. Thus, the gearing system


59


exemplified in

FIG. 2

provides a gearing sequence which turns all large gears


65




a-d


in the same direction and opposite to the actuators'


69




a


,


69




b


direction of rotation. It will be appreciated that numerous other gearing systems may be incorporated without departing from the scope and spirit of the invention. For instance the small gears


63




a-d


may be removed and the large gears


65




a-d


be enlarged to intermesh. In this instance two of the gears would rotate in the same direction as the actuator and the remaining two gears would rotate in the opposite direction to the actuator rotation.




The rotation of the actuator


69




a


is continued until the actuator position indicator


77


and outermost numeral indicator


73


on the actuator


69




a


are positioned adjacent to one another. Upon reaching this alignment, the large gears


65




a-d


will have rotated to a predetermined orientation carrying their respective discs


26




a-d


and any game pieces


32


disposed thereon to a new position. As six different positions are indicated on the actuators


69




a


,


69




b


each rotation to an adjacent alignment position rotates each disc


26




a-d


about 60 degrees. In addition, rotation of the discs


26




a-d


varies the current allowable path movements by realigning the path lines


48


on the discs


26




a-d


in relation to the path lines


48


on the fixed path section


24


such that some path lines


48


are no longer aligned and other paths lines are aligned which were not previously aligned. Those path lines


48


that are not aligned form a discontinuity and prevent a player from moving along such misaligned path line


48


. Referring more specifically to

FIG. 3

, a number of game pieces


32


are positioned on the discs


26




a-d


in specific game piece positions


30


prior to the rotation of the actuator


69


. After the die


40


is rolled and a new number is generated, the actuator


69




a


or


69




b


is rotated to the align its indicia


73


corresponding to the newly generated number with the position indicator


77


. In this example, the actuator is rotated from the “2” position to the “5” position, and the discs


26




a-d


and game pieces


32


thereon are rotated sixty degrees (FIG.


4


). In

FIG. 3

several path lines


48


on the disc


26




a


match with path lines


48


in the marginal fixed section


49


as indicated at


87


. This would be an allowable move if a game piece were on either game piece position


30


connected by the path line


48


. As shown in

FIG. 4

after rotation of the actuator to the “5” position, these path lines


48


on disc


26




a


are no longer matched up with the fixed path section


24


path lines


48


and thus there are no allowable moves except one. As illustrated in

FIG. 4

, a path line indicated at


89


has connected to a jump line


45


after rotation of disc


26




a


. Thus a player having a game piece


32


in the game piece position


30


at one end of the path line


48


connected to the jump line


45


could move the game piece


32


to disc


26




b


in the hub position


52


or any adjacent game piece position


30


as the rules dictate.




Other allowable moves are as follows. Referring to

FIG. 3

, the game piece


32


indicated at


90


is in a game piece position


30


in the fixed path section


24


having a path line


48


connected to a path line


48


on disc


26




d


. Thus, assuming the player's turn is starting, the player could elect to move the game piece


90


to one of six game piece positions


30


adjacent to the central hub


52


of disc


26




d


as indicated by arrows


91


. The player would then have to work the game piece


32


outwardly from the center section


52


and off the disc


26




d


toward the finishing area


20


.




In certain situations, a player may jump a game piece


32


two spaces to a twice removed game piece position


30


. This move is allowed if an intermediate game piece


32


is between a player's game piece


32


and an open game piece position and a path line


48


connects each position. For example, as illustrated in

FIG. 3

, the game piece indicated at


93


could leap the game piece indicated at


95


to the game piece position


30


indicated at


97


.




Play continues until one player positions all their respective game pieces


32


in their respective finishing area


20


in the finishing positions


44


provided therein. If the number indicated by the die


40


is the same as is currently indicated by the actuator position indicator


77


, then the actuator


69




a


,


69




b


is not moved and rotating discs


26




a-d


are maintained in their current orientation.




Referring now to

FIG. 5

, a second embodiment of the present invention is illustrated as section of the game board


12


. For purposes of this example it will be assumed that each rotating disc


26




a-d


is identical and a preferred path pattern is depicted. It will further be understood that only a portion of the game board is depicted in

FIG. 5

necessary for this explanation and that the game board itself is symmetrical about a central axes and like components are like numbered. The disc


26


is broken into six equal sectors or any number of sectors corresponding with the number of indicia


73


on the actuator


69


. As the discs


26


are preferably removable and different discs may be substituted, a method for initially lining up the disc is required. A sector line


100


with a sector number


104


is lined up with an alignment indicator


102


on the game board positioned between two starting areas


18


. To properly align the disc


26


, the aligned sector number


104


is selected to match the outermost numerical indicator


73


on the actuator


69


surface.




A formula is used to provide the line matches and mismatches. A series of four questions is used to help develop a preferable disc path design. Each question is in reference to a sector line


100


matched with the alignment indicator


102


. The first question is whether the player will have the option to jump using the jump line either left or right to another disc. In other words, haves a path line


48


on the disc


26


connect to the jump line


45


on either side of the disc


26


. The right side being defined as the side of the disc toward the counterclockwise side from the sector line


100


. The second question is how many path lines


48


match up on the left side and how many path lines


48


match up on the right side of the disc


26


with the marginal fixed path sections The third question is how many path lines


48


match up with the center fixed path section


50


. The last part of the table provides the odds of moving off the disc


26


based on the number of available matching path lines as indicated in question two. The following table provides the results for a disc divided into six sectors:



















Sector #




Question 1




Question 2




Question 3




Question 4



























1




Jump Right




2L, 3R




M3




Right Side






2




Jump Either




2L, 2R




M3




Equal






3




Jump Left




2L, 2R




M1




Equal






4




Jump Either




3L, 1R




M2




Left Side






5




Jump Right




2L, 1R




M0




Left Side






6




Jump Left




1L, 3R




M0




Right Side














For exemplary purposes it will be assumed that the outermost numerical indicator


73


on actuator


69


which is aligned with the positional indicator


77


is the number “5”. With continued reference to FIG.


5


and the above-referenced table, a player may place the disc


26


on the game board


12


and align a sector line


100


such as the fifth sector line


104


with the alignment indicator


102


on the game board


12


to match the outermost numerical indicator


73


on the actuator


69


. When the disc


26


is aligned in this manner, referring now to the table, there is a path line


48


matched to the right jump line


45


allowing a player to jump to the adjacent disc on the right side. There are also two disc path lines matched up with fixed lines on the left side of the disc as indicated at


106


and


108


and one disc path line


48


matched up on the right side of the disc with a fixed line as indicated at


110


. There are no disc path lines that match up with central fixed path lines. The sector lines


100


are not lines along which the player can move and only serve as a positional reference point when initially positioning the discs


26


on the game board. Due to the greater number of matching lines on the left side of the disc, there is a greater chance of moving off the disc from the left side onto a fixed path with the disc in this orientation. It will be appreciated that the use of the sector lines


100


and alignment indicator


102


provide a player with a relatively simple method for initially placing the removable discs


26


on the game board. A similar procedure may be used for any remaining discs.




Various departures from the previously described embodiments will not detract from the spirit of the present invention. For example, it will also be appreciated that the gears may be independent of one another or arranged so only particular gears move when an actuator is moved. Other gear ratios may also be incorporated to create rotations of varying degrees between the discs


26


.




The game pieces illustrated herein are merely exemplary and are not meant to be limiting in any manner. For example, magnetic materials could be incorporated to releasably retain the game pieces to the playing surface.




In the preferred embodiment, up to eight individual players may play the game


10


although it will be appreciated that teams may be formed so that player's alternate taking turns for their team allowing a greater number to play. For purposes of clarity in the illustrations, not all path lines


48


and game piece positions


30


are shown and it will be appreciated that alternative board layouts incorporating different numbers of path lines and game piece positions and locations of same will not detract from the spirit and scope of the present invention. The game piece positions


30


are spaced unevenly throughout the board although this is not critical to the invention and alternative spacing including equidistant spacing may be incorporated. It will further be appreciated that any number of starting and finishing positions, game pieces, routes, and variable path generators may be incorporated into the present invention without detracting from the scope and spirit of the invention and without sacrificing playability of the game.




It will be appreciated that the game


10


described herein can easily be translated into a computer generated game and that all the mechanics, displays, and rules of the game may be written in a computer program and playable over computer system or other digital platform such as a game platform.




While several forms of the present invention have been illustrated and described, it will also be apparent that various modifications may be made without departing from the spirit and scope of the invention.



Claims
  • 1. A game board apparatus comprising:a game board having an upper portion and a lower portion; a playing surface covering said upper portion with a display defining a route between a plurality of starting areas and a plurality of ending areas, said route including a fixed path section and a path altering section, each of said areas and said sections including a plurality of discrete game piece positions; a random number generator including a plurality of predetermined number designations; a working section in said lower portion including an actuator for actuating at least one said path altering section to move said path altering section to a predetermined position based on upon a result provided by said random number generator; a plurality of game pieces constructed to be positioned individually in one of said discrete game piece positions; and whereby players may initially position their respective said game pieces in said discrete positions in their respective said starting areas by taking turns move selected said game pieces along said fixed and path altering sections from their respective said starting area to their respective said finishing area while altering the disposition of said path altering sections by actuating said actuator to a predetermined position dependent upon an outcome of said random number generator.
  • 2. The game board apparatus as set forth in claim 1 whereinsaid actuator is at least one rotatable gear having number designations matching said predetermined number designations of said random number generator.
  • 3. The game board apparatus as set forth in claim 1 wherein:said random number generator is a six sided die.
  • 4. The game board apparatus as set forth in claim 1 wherein:said path altering section includes at least one rotating disc.
  • 5. The game board apparatus as set forth in claim 4 wherein:said working section includes at least one gear intermeshed with said actuator and underlying said rotating disc and constructed to turn said disc upon movement of said actuator.
  • 6. The game board apparatus as set forth in claim 1 further including:a gear trench system recessed into said working section and having a plurality of interconnected gears in said trench system with a least one gear intermeshed with said actuator, at least one gear being connected to a rotating disc overlaid with a path altering section.
  • 7. The game board apparatus as set forth in claim 1 wherein:said number of starting areas and finishing areas is an even number.
  • 8. The game board apparatus as set forth in claim 7 wherein: said even number is eight.
  • 9. The game board apparatus as set forth in claim 1 wherein: each player has seven game pieces to move across said game board.
  • 10. The game board apparatus as set forth in claim 1 wherein: said path altering section includes four rotating discs.
  • 11. The game board apparatus as set forth in claim 10 wherein: each of said rotating discs turns clockwise upon rotation of said actuator.
  • 12. The game board apparatus as set forth in claim 10 wherein: each of said rotating discs turns counterclockwise upon rotation of said actuator.
  • 13. The game board apparatus as set forth in claim 10 wherein: at least one of said discs turns clockwise and at least one of said other discs turns counterclockwise upon rotation of said actuator.
  • 14. The game board apparatus as set forth in claim 1 wherein: said starting areas and said finishing areas are connected by more than one route.
  • 15. The game board apparatus as set forth in claim 1 wherein:said starting and finishing areas are positioned marginally around said fixed and path altering sections.
  • 16. Game board apparatus as set forth in claim 1 wherein:said playing surface includes a plurality of holding positions for entering said path altering section.
  • 17. Game board apparatus as set forth in claim 1 wherein:said playing surface includes blocking positions between said fixed path sections and said path altering sections.
  • 18. A game board apparatus comprising:a game board including a playing surface having a number of starting areas and an equal number of finishing areas, said playing surface further including a game piece positioning network connecting said starting and finishing areas and having a fixed path section and a path altering section formed of interconnected rotating discs having an initial orientation; a random number generator having a predetermined number of indicia; a working section underlying said playing surface and including at least one actuator connected to at least one of said rotating discs for altering said orientation of said discs based upon one of said indicia provided by said random number generator; and a plurality of game pieces for each player constructed to be positioned in said game piece positioning network and moved along said fixed and path altering sections from a starting position to a finishing position.
  • 19. A method for playing a game of strategy and chance comprising the steps of:providing a game board including a playing surface having a plurality of starting and finishing areas connected by a game piece positioning network including a fixed path section and a path altering section having discrete game piece positions, said path altering section constructed to be placed in alternate orientations, said game board further including a working section underlying said playing surface and including an actuator having a number of predetermined positions and connected to said path altering section for altering said orientation of said path altering section; providing a random number generator having a number of indicia corresponding to said actuator predetermined positions; providing at least two sets of game pieces; positioning each set of game pieces in a starting area; determining the order of play; initiating said random number generator to determine a particular indicia; actuating said actuator to a predetermined position corresponding to said indicia to alter said orientation of said path altering section; moving a game piece from one game piece position to another; and repeating said initiating, actuating, and moving steps between players as necessary for one player to move all respective said game pieces to a respective said finishing area.
  • 20. The method for playing a game as set forth in claim 19 wherein:said moving step may include jumping one game piece over an adjacent game piece to an open game piece position.
US Referenced Citations (9)
Number Name Date Kind
3172666 Ryan Mar 1965 A
3606334 Pippin Sep 1971 A
3762714 Wilson Oct 1973 A
3804416 Jones et al. Apr 1974 A
3843131 Stubbmann Oct 1974 A
3948527 Aguirregomezcorta Apr 1976 A
5201524 Csanady et al. Apr 1993 A
5692753 Faulk Dec 1997 A
6247696 Lackender Jun 2001 B1