Not applicable.
Not applicable.
Not applicable.
Reserved for a later date, if necessary.
1. Field of Invention
The following relates generally to amusement devices having a board or other field where the board or field is movable relative to a fixed obstruction and where game-pieces are movable over said board or field by opposing players according to pre-set rules.
2. Background of the Invention
Typically, board-games within the genre of the present application involve a turn by-turn contest between opponents who each control the movement of a set of hierarchal game-pieces, one game-piece at a time, throughout a playing board or field. Normally, the field has a finite number of locations where game-pieces may be positioned, and opposing game-pieces are captured (i.e., removed from the board or field) by moving an allied game-piece to a terminal location occupied by said opposing game-piece. Generally, game-pieces are strategically positioned, captured, sacrificed, and exchanged until an opponent's hierarch game-piece is captured and the capturer is declared the winner.
One short-coming of games presently known in this art is that the layout of the field or board remains the same throughout any given contest. In other words, the finite locations within the field whereon game-pieces may be positioned remain the same throughout a game. Such a non-changing layout leads to monotony in game-play and imposes a ceiling on the game-strategy. Some have attempted to solve this problem by blacking-out locations on a board whereby game-pieces may not occupy or move past the blacked-out locations. See U.S. Pat. No. 1,056,526 (the central location on the field is blacked-out). While such a feature may modify the board, the field locations for game-piece positioning are not dynamic and the problem of a strategy ceiling is not solved. Still, others have attempted to solve this problem by introducing additional contestants into the game whereby contestants are eliminated until two remain, and wherein the game-pieces of the eliminated contestants become immovable and black-out the locations which they occupied at elimination of their controller. See U.S. Pat. No. 3,963,242. Such a solution is inadequate because during the contest, the board layout remains the same to the participating contestants, just as before.
Another shortcoming of games presently known in this art is that a contestant's game-pieces may only be captured or removed from the board or field at the election of the opponent. Adding an additional option wherein a contestant may electively capture or remove allied game-pieces would provide a beneficial component for strategizing victory, and increase the intellectual stimulation of the game.
Yet another shortcoming of games presently known in this art is that contestants may only move or manipulate allied game-pieces. There is a need for an additional option wherein a contestant may electively move or manipulate opposing game-pieces. This option would provide an additional component for strategizing victory, and increase the intellectual stimulation of the game. Furthermore, such a feature would bring the element of sabotage to bear on the opposition's game-play strategy.
Yet still, another shortcoming of games presently known in this art is that each game-piece typically has a predetermined move path that does not change adequately throughout the game. There is a need for a game feature of additional option wherein game-piece movement or move path is dependent on other game elements, for instance the frequency by which a game-piece is utilized, would increase the intellectual stimulation of the game.
Another shortcoming of games presently known in this art is that typically only one allied game-piece may be moved at a time, rather than at least two simultaneously. Movement of one game-piece at a time slows the speed of the game and prevents any single move from being more valuable than any other move of the same game-piece. Furthermore, there is a need for an additional option wherein more than one game-piece may be moved simultaneously.
Another shortcoming of games presently known in this art is that game outcomes frequently depend only on the capturing of one game-piece. For instance, a winner in chess is only determined by capturing the opponent's king. Games of this type may end in a draw or stalemate. It is not desirable to have outcomes where no one is declared a winner.
Accordingly, it is an object of the present application to provide a board game wherein the area for game-piece movement is effectively dynamic.
It is a further object of the present application to provide a board game wherein a contestant's game-pieces may be electively captured or removed from the board or field at the election of the opponent or the contestant.
Yet another object of the present application is to provide a game wherein contestant may capture, remove, move, or manipulate allied game-pieces as well as the opponent's game-pieces.
Yet another object of the present application is to provide a game wherein each game-piece may have a predetermined move path that does not change throughout the game, or a sequence of possible moves which depend on the frequency by which the particular game-piece has been utilized during game play.
Yet another object of the present application is to provide a game wherein more than one allied game-piece may occupy any one of the finite locations within the board or field.
Yet another object of the present application is to provide a game wherein more than one allied game-piece may be moved at a time.
Yet still, another object of the present application is to provide a game wherein game outcomes may be determined by means other than which player captured the opponent's hierarch game-piece.
Other objectives of the disclosure will become apparent to those skilled in the art once the invention has been shown and described. The manner in which these objectives and other desirable characteristics can be obtained is explained in the following description and attached figures in which:
Table 5 is an example of a game play record which may be used during any given contest to record important game information; and
It is to be noted, however, that the appended figures illustrate only typical embodiments of this invention and are therefore not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments that will be appreciated by those reasonably skilled in the relevant arts. Also, figures are not necessarily made to scale but are representative.
Overview. In general, the game of the present application is suitably a recreational and competitive one-on-one contest between players who each alternatingly and strategically manipulate respective sets of hierarchally valued game-pieces. The game-pieces are movable, turn-by-turn according to pre-set parameters, over a field. Each respective contestant begins with a set of twenty-four game-pieces, distinguishable by color (usually light versus dark) and preferably consisting of different game-piece classes. Each game-piece class is hierarchally distinguished by shapes, and usually features its own respective movement styles/capabilities, upgrade/modifying potential, and game importance. Allied or rival game-pieces are respectively and electively captured (i.e., removed from the game-board) as a consequence of game-piece movements. However, points are only earned by endangering the rival hierarch game-piece for capture. A game ends when an adversary's hierarch game-piece cannot avoid capture in a single move after the first threat of capture, or when the contestant with the fewest points concedes. Ultimately, a win is awarded to the contestant having the most points.
The Field of Play.
General Game-Piece Movement. As stated above, the game of the present application contemplates the strategic manipulation of the game-pieces over the field 100, between a start hexagon 101 and terminal hexagon 101. The start hexagon 101 is determined by the pre-move location of the game-piece. The terminal hexagon 101 is essentially defined by two components: movement style; and, movement duration. The movement style suitably dictates how a game-piece moves from hexagon-to-hexagon 101. The movement duration dictates how far (i.e., how many hexagons 101) a game-piece travels during a single move. As discussed below, the different classes of game-pieces have different restrictions regarding movement style and movement duration.
The first type of game-piece movement, illustrated by
Unlike movement style (which involves the path of the game-piece), movement duration (the number of hexagons 101 traveled by a game-piece) is influenced by many considerations. First, the start hexagon 101 of the moving game-piece is a factor since a game-piece is confined by the perimeter of the field 100. Accordingly, any game piece may only have a movement duration which results in a terminal hexagon 101 within the field 100. Second, in general, game-pieces may not move through hexagons 101 which are occupied by rival game-pieces (but discussed later below are game-piece classifications which “jump” or move over game-pieces in the move path). Therefore, a moving game-piece's movement duration generally must either: produce a terminal hexagon 101 whereon the rival game-piece is located (this results in game-piece capture as discussed below); or, produce an unoccupied terminal hexagon 101 in between the start hexagon 101 and the rival game-piece on the given move path. Third, some game-piece classifications have mandatory movement durations, as discussed below. Fourth, game-piece movement may not generally move past or through a neutral knocker 102 game-piece discussed further below. Finally, a contestant's game strategy will affect the movement duration of any given move.
General Game-Piece Capture. In general, non-moving allied and rival game-pieces may be strategically captured (i.e., removed from the field 100) as the result of game-piece movements. The mechanisms for capturing rival versus allied game-pieces are different than those for capturing allied versus allied game-pieces. Additionally, with a few exceptions discussed below, both allied and rival game-pieces may not be removed as the result of one turn (i.e., only allied or only rival game-pieces can be removed on any one turn).
During any given move, a contestant may select a route whereby the capturing of a rival game-piece(s) is avoided. However, a rival game-piece may not typically be “jumped” (i.e., passed-over) by an allied game-piece move path. Instead, the move must either terminate at the rival game-piece or at a terminal hexagon 101 preceding the rival game-piece in the move line (i.e., a shorter movement duration). Subject thereto, some game pieces may “jump” rival game-pieces.
Allied game-pieces may be captured in a number of ways. First, an allied game-piece may be electively removed from the field 100, as a turn, instead of repositioning a game-piece. Second, some or all allied game-pieces that are within the move line or at the terminal hexagon 101 of the moving game-piece may be removed as part of the turn. The move line is the line created by extending the move path to either: the field 100 perimeter; a rival game-piece; a non-removable allied game-piece (discussed below); or the neutral knocker 102 (discussed below). During a move, allied game-pieces at the terminal hexagon must be captured. Within the move line, allied game-pieces between the start and terminal hexagons 101 must be captured. By contrast, allied game-pieces within the move line but not between the start and terminal hexagons 101 may be captured at the election of the moving player. Finally, some game pieces “jump,” instead of capture, the allied game-pieces between the start and terminal hexagons 101.
Rival and allied game pieces may not be removed as part of the same turn. Accordingly, with a few exceptions discussed below in connection with game piece classification, removing one or more allied game-pieces during a turn prevents the capture of a rival game-piece. In other words, a contestant must select a move path whereby allied game-piece removal is avoided in order to capture a rival game-piece.
Game-Piece Classifications. Each set of rival and allied game-pieces feature a number of different classifications. Game-piece classification determines game-piece initial positioning, movement style, movement duration, allied game-piece removal capabilities, upgrade potential (the ability to have abilities modified), and strategic value. The classification of any given game-piece is preferably identifiable via the shape of the game-piece, since each classification has at least one distinguishing shape. The game of the present application has eight basic game-piece classifications and the characteristics of each class are depicted in
1. The Drone 200.
Each set of allied and rival game-pieces suitably features a single drone 200. The drone 200 is identified by the shape of a flying cross, as depicted in the
2. The Nix 201.
Each set of allied and rival game-pieces suitably feature eleven nix 201. The nix 201 may be identified by the shape of a circle or obtuse triangle, as seen in
As illustrated by
3. The Monads: the Engineer 202, the Scientist 203, and the Politician 204.
Each set of allied and rival game-pieces suitably feature seven monad game-pieces. For example, the light and dark game-piece sets of the present embodiment feature two engineers 202, two scientists 203, and three politicians 204. The engineer 202, the scientist 203, and the politician 204 are usually identified, respectively, by the shape of a spark plug, a cone, and a top hat, as seen in
As illustrated by
4. The Pirouette 205 and the Bureaucrat 206.
Each set of allied and rival game-pieces suitably feature one pirouette 205 and two bureaucrat 206 game-pieces. The pirouette 205 and the bureaucrat 206 are usually identified, respectively, by the shape of a twirling top and a square, as seen in
As illustrated by
5. The Tor Mentor 207.
Each set of allied and rival game-pieces suitably feature one Tor Mentor 207. The Tor Mentor 207 is usually identified by the shape of a bottle opener, as seen in
6. The Foxy Vix'n Donkey Oatey 210.
Each set of allied and rival game-pieces suitably feature one Foxy Vix'n Donkey Oatey 210. The Foxy Vix'n Donkey Oatey 210 is a split personality game-piece whose personalities manifest at different times of the game, depending on different facts and circumstances discussed below. The Foxy Vix'n personality 211 is usually identified by the shape of a downwardly pointing triangular head, while the Donkey Oatey personality 212 is usually identified by the shape of an upwardly pointing tail, as seen side-by-side in
a. The Foxy Vix'n 211 Personality.
A foxy vix'n 211 may move in any direction straight “across lines,” or “shallow angled” “across lines.” Subject thereto, the foxy vix'n 211 “jumps” non-moving game-pieces and may only capture rival or allied game-pieces at her terminal hexagon 101. Furthermore, the movement duration for foxy vix'n 211 is preset and depends on the number of times foxy vix'n 211 has previously been moved since the most recent appearance of the foxy vix'n on the field 100. The foxy vix'n's 211 first movement is one hexagon 101; second, two hexagons 101; third, three hexagons 101; fourth, four hexagons 101; and, five hexagons for any move thereafter. To facilitate player recognition of the mandatory movement duration for each foxy vix'n 211 move, a game play record may be kept wherein the number of previous foxy vix'n 211 moves, up to at least the first five movements, is preferably logged. As an added benefit of the record, a contestant may state his or her desired move before executing it so the opposing player may judge the propriety of the move.
As seen in
To illustrate foxy vix'n movements,
b. The Donkey Oatey 212 Personality.
Like the foxy vix'n 211, a donkey oatey 212 may move in any direction straight “across lines” or “shallow angled” “across lines.” The donkey oatey 212 may not capture rival game-pieces except for those at the donkey oatey's 212 terminal hexagon 101. However, unlike the foxy vix'n 211, donkey oatey 212 may, but need not, remove allied game-pieces within its move line. Also unlike foxy vix'n 211, the donkey oatey 212 takes all possible move paths to its terminal hexagon 101, simultaneously. Accordingly, any allied game-pieces may be electively removed along all possible donkey oatey 212 move paths.
The donkey oatey 212 follows mandatory movement durations, per turn, which are preset and depend on the number of times donkey oatey 212 has previously been moved since its most recent appearance on the field 100. Donkey oatey's 212 first and second movements are both electively one or two hexagons 101; its third, four hexagons 101; fourth, three hexagons 101; its fifth, five hexagons 101; its sixth, six hexagons 101; its seventh, four hexagons 101; its eighth, eight hexagons 101; its ninth, six hexagons 101; its tenth, five hexagons 101; eleventh, three hexagons 101; twelfth, four hexagons 101; thirteenth, two hexagons 101; and fourteen, begin a repeat of the sequence starting at the third move. To facilitate player recognition of the mandatory movement duration for each move, a game play record may be kept wherein the number of times the donkey oatey 212 has been moved is preferably logged. Furthermore, the players could state their desired move before executing it whereby the opposition may check the record and judge the propriety of the stated move before execution thereof. An example of such a game-play record has been provided in
A consequence of mandatory movement durations beyond five hexagons is that positioning the donkey oatey 212 game-piece near the center of the field before such lengthy moves could potentially result in a donkey oatey 212 stalemate. A donkey oatey 212 stalemate results where no terminal hexagons 101 are available to accommodate the mandatory move duration of the game-piece. For instance, a donkey oatey 212 at start 6K on its sixth, eighth, or ninth move has no potential terminal hexagons 101 and must remain indefinitely on 6K. A donkey oatey 212 stalemate may be broken in a number of ways discussed below.
During movement as seen in
To illustrate donkey oatey 212 movements,
The movement sequence for donkey oatey 212 stated above is generally absolute, but there are two exceptions. First, if the donkey oatey 212 and the drone 200 occupy the same hexagon 101, the game-pieces may, in some cases, be moved in concert according to the move rules of the drone 200. Second, different movement rules also apply when the donkey oatey 212 occupies the hexagon 101 which also supports the Neutral Knocker 102 (discussed below). These moves are discussed further below. Moreover, these moves may resolve a donkey oatey 212 stalemate (also, a nix 201 may swap hexagons 101 with a stalemated donkey oatey 212 after advancing to the end of its column, as discussed above).
In addition to its movement abilities outlined above, donkey oatey 212 has passive features which influence the other game-pieces. For instance, a rival game-piece occupying an allied terminal hexagon 101 may not be removed if the rival donkey oatey 212 is occupying a hexagon 101 anywhere in the movement line (i.e., the move may not be made).
It should be noted that the donkey oatey 212 and other game pieces moving in concert may remove both allied and rival game pieces during a single turn. This mechanism does not violate the previous rule stated above, since one piece is deemed to capture the rival piece at the terminal hexagon 101 and the other piece is deemed to remove the allied pieces in the move line.
c. Alternating Between Foxy Vix'n 211 and Donkey Oatey 212.
The foxy vix'n donkey oatey game-piece 210 is a split personality—the foxy vix'n 211 (heads); and, the donkey oatey 212 (tails). Each personality has different attributes and characteristics. To determine which personality manifests first, a coin may be tossed at the beginning of the game with heads and tails of the coin representing the respective personality. Throughout the game, the personalities may alternate, or change, based on various events. For example, personality may switch after: the passing of a pre-set amount of time (periodic personality switching); the happening of an event (such as the removal of an opponent's game-piece from the field 100); or the placement of the foxy vix'n donkey oatey 210 within a certain section of the field 100—for instance, the left half of the field 100. Any of these factors may be incorporated as the only means for switching personality or one of many means for switching personality during a given contest.
7. Neutral Knocker 102.
The neutral knocker 102 is a single game-piece with loyalty to neither the light nor the dark game-piece sets. The neutral knocker 102 is usually identified by a hexagonal or cylindrical pillar, as depicted in
The neutral knocker 102 renders the playing field 100 dynamic, since the accessible terminal hexagons 101 for any given game-piece change with neutral knocker 102 movements. In other words, the accessible hexagons 101 for any given game-piece movements are usually different after neutral knocker 102 movement than before. The neutral knocker 102 may neither capture nor be captured. The neutral knocker 102 is not usually upgradeable, as previously defined.
As stated above, although initially placed at the center of the board 6K, the neutral knocker 102 may be moved relative to the field 100 a preset number of times per player per contest, (for example, one move apiece).
In a different embodiment, tessellated polygons may also be inlayed or glued to and cover the whole table top. In this case, the corner positions of the extent of the game board at game start could be marked with tape, coins, etc. A game board move would then consist of moving every one of the game pieces the same number of spaces to the same relative end space they would have been at if moved together on an assembled game board. The game board corner marker's would also be moved. If game size is scaled up (ex.: from inches to feet), the neutral knocker could be a flagpole, tether ball pole, etc. and the polygons could be commercially available pavers of clay, concrete, etc.
If not inlayed, a game board move could be achieved by moving individual pavers from one game board edge and tessellating them along other edges until the desired configuration in relation to the stationary obstruction is achieved. The game board pieces would also be moved as appropriate. Moving all of the individual game board polygons & game pieces to the correct move end positions may in itself be a major intellectual exercise. In scaled up games, moving large game pieces and board polygons, especially those made of concrete or stone, offers an opportunity for much needed physical exercise [interspersed within long periods of inactivity] that is more context appropriate than Chess Boxing.
The neutral knocker 102 influences the movement of the other game-pieces. First, any movement line of any game-piece except donkey oatey 212 and foxy vix'n 211 will effectively terminate at the neutral knocker 102 (i.e., game-pieces beyond the neutral knocker 102 may not be captured and desirable destination hexagons 101 beyond the neutral knocker 102 are not viable). Second, the neutral knocker 102 affects donkey oatey 212 movement when the neutral knocker 102 and the donkey oatey 212 occupy the same hexagon 101. For example, if the neutral knocker 102 has not previously been moved by either contestant, both it and the donkey oatey 212 may be moved to any of the unoccupied hexagons 101 on the field 100, thereby disregarding and temporarily suspending the movement sequence of the donkey oatey 212. For another example, if the neutral knocker 102 is being moved for the second time while associated with the same donkey oatey 212 as the first neutral knocker 102 move, there are two possibilities: (1) where there has been no interim separation between the two game-pieces (neutral knocker 102 and donkey oatey 212) since the first neutral knocker 102 move, the move must follow both the donkey oatey 212 and neutral knocker 102 move rules; and, (2) where there has been interim separation between the two game-pieces since the first neutral knocker 102 move, both game-pieces may be moved to any empty hexagon 101 as if the first neutral knocker 102 move. Finally, if the neutral knocker 102 and the rival donkey oatey 212 occupy the same hexagon 101, an allied move may transfer the neutral knocker 102 to a hexagon 101 supporting the allied donkey oatey 212 while simultaneously removing the rival donkey oatey 212 formerly sharing the hexagon 101 with the neutral knocker 102.
8. Donkey Oatey 212 Aspects: Morx 300.
A morx 300 is an aspect of the donkey oatey 212. Each set of allied and rival game-pieces suitably feature six morx 300 game-pieces: (1) the down-feather 301; (2) the up-feather 302; (3) the way-down-feather 303; (4) the bitten-feather 305; (5) the inverted feather 304; and, (6) the lightning-bolt feather 306 (see
The morx 300 are not usually immediately available to the contestants. Rather, each morx 300 has a triggering event that activates the morx 300 for attachment to a host monad. The triggering events are as follows: the down feather 301 activates upon the first rival capture of an allied donkey oatey 212 or foxy vix'n 211; the up-feather 302 activates upon the first rival capture of an allied doodle 401; the way-down-feather 303 activates upon the first rival capture of an allied odd 402; the bitten-feather 305 activates if elected to replace an allied nix 201 that has advanced to the end of its column; the inverted feather 304 activates after the first rival capture of an allied for mentor 207; and, the lightning-bolt feather 306 activates if elected to replace an allied nix 201 that has advanced to the end of its column. To create an astrix 400, the morx 300 generally need not attach to a monad immediately upon activation because the upgrade can usually be accomplished during a subsequent turn, or even during the opponents turn.
a. Combining Morx 300 with Monads: Astrix 400 that Follow Foxy Vix'n 211 Rules but Donkey Oatey 212 Movement Sequence.
i. The Doodle 401.
The doodle 401 is the result of a monad/down feather 301 combination (see
ii. The Odd 402.
The odd 402 is the result of a monad/up-feather 302 combination (see
iii. The Noodle 403.
The noodle 403 is the result of a monad/way-down-feather 303 combination (see
iv. The Earful 404.
The earful 404 is the result of a monad/bitten-feather 305 combination (see
b. Combining Morx 300 with Monads. Astrix 400 that follow Tor Mentor 207 Rules.
i. the Off 502.
The off 502 is the result of a monad/inverted-feather 304 combination (see
ii. The Offul 503.
The offul 503 is the result of a monad/crooked—20 feather 306 combination (see
Obtaining a Victory. In the game of the present application, victory may be achieved in one of two ways: (1) strategizing a “perfect fix” on the first threat of capture to the opponent's drone 200 (see below); and (2) if a “perfect fix” is not possible on the first threat of the opponent's drone 200, by collecting more points than the opponent.
A “fix” is the endangerment of a rival drone for capture. When such a configuration is attained by a contestant, the “fixing” contestant typically informs the “fixed” contestant. An imperfect fix occurs where the endangered drone 200 has the ability to escape in a single additional move. A “perfect fix” is the result of any game-piece configuration throughout the field 100 which results in an opposing drone 200 necessarily occupying a terminal hexagon 101 of the allied game-pieces, despite the opportunity for an additional move. Fixing the opponents drone 200 is the only manner by which points are earned.
1. A Point Victory.
Points are generally used to determine the victorious contestant. One point is usually awarded for “perfect fixes” (i.e. where the drone 200 necessarily occupies a terminal hexagon 101 of the rival game pieces). Four-elevenths of a point is generally awarded for non-perfect “fixes” (i.e., where the drone 200 is endangered, but may move away or may be protected from the endangerment). Seven-elevenths of a point is awarded if the imperfectly fixed contestant elects to end the game rather than attempt an escape. Points may be tabulated on a game-play record. TABLE 5 is an example of such a sheet.
2. The Perfect Fix On the First Drone 200 Endangerment.
Obtaining a perfect fix is an absolute victory if accomplished on the first endangerment of a drone 200 for capture. Victory results in the stated scenario since game movement will thereby terminate, and only the fixing party will have earned a point.
Although the method and apparatus is described above in terms of various exemplary embodiments and implementations, it should be understood that the various features, aspects and functionality described in one or more of the individual embodiments are not limited in their applicability to the particular embodiment with which they are described, but instead might be applied, alone or in various combinations, to one or more of the other embodiments of the disclosed method and apparatus, whether or not such embodiments are described and whether or not such features are presented as being a part of a described embodiment. Thus the breadth and scope of the claimed invention should not be limited by any of the above-described embodiments.
Terms and phrases used in this document, and variations thereof, unless otherwise expressly stated, should be construed as open-ended as opposed to limiting. As examples of the foregoing: the term “including” should be read as meaning “including, without limitation” or the like, the term “example” is used to provide exemplary instances of the item in discussion, not an exhaustive or limiting list thereof, the terms “a” or “an” should be read as meaning “at least one,” “one or more,” or like, and adjectives such as “conventional,” “traditional,” “normal,” “standard,” “known” and terms of similar meaning should not be construed as limiting the item described to a given time period or to an item available as of a given time, but instead should be read to encompass conventional, traditional, normal, or standard technologies that might be available or known now or at any time in the future. Likewise, where this document refers to technologies that would be apparent or known to one of ordinary skill in the art, such technologies encompass those apparent or known to the skilled artisan now or at any time in the future.
The presence of broadening words and phrases such as “one or more,” “at least,” “but not limited to” or other like phrases in some instances shall not be read to mean that the narrower case is intended or required in instances where such broadening phrases might be absent. The use of the term “assembly” does not imply that the components or functionality described or claimed as part of the module are all configured in a common package. Indeed, any or all of the various components of a module, whether control logic or other components, might be combined in a single package or separately maintained and might further be distributed across multiple locations.
Additionally, the various embodiments set forth herein are described in terms of exemplary block diagrams, flow charts and other illustrations. As will become apparent to one of ordinary skill in the art after reading this document, the illustrated embodiments and their various alternatives might be implemented without confinement to the illustrated examples. For example, block diagrams and their accompanying description should not be construed as mandating a particular architecture or configuration.
This document hereby incorporates by reference the book titled “KIDDOS” BOOK of SIX in A DREAM® IN SIX DEMENTIANS” by Martin Emory O'Connor, published 2016 with Sir Real Pressure, Ink. P.O. Box 45, Lakeside, Calif. 92040. A copy of this book has been submitted with the initial filing.
All original claims submitted with this specification are incorporated by reference in their entirety as if fully set forth herein.
This application is a continuation-in-part of application Ser. No. 12/355,723 (filed Jan. 16, 2009), Ser. No. 14/181,959 (filed Feb. 17, 2014), and Ser. No. 14/857,572 (filed Sep. 17, 2015) for “Board Game: Six In a Dream.” The previous applications are hereby incorporated by reference.
Number | Date | Country | |
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Parent | 14181959 | Feb 2014 | US |
Child | 14857572 | US | |
Parent | 12355723 | Jan 2009 | US |
Child | 14181959 | US |
Number | Date | Country | |
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Parent | 14857572 | Sep 2015 | US |
Child | 15159602 | US |