This invention relates generally to amusement devices and board games and specifically to game devices and methods of playing games on game devices involving a strategic race to a finish, an alignment of pieces, and the movement of pieces over a board having a pattern.
The general trend in games today has gravitated toward computerized video games that are mainly single-player games where the player memorizes the steps of the game that are required to achieve the objective. The player then continuously repeats the steps to improve his/her time.
With the advent of video games came a decline in games between two or more players competing face-to-face against each other where the object is to defeat the opponent by outwitting him/her. Traditionally this was an important feature of games and such games between two people were a major means of entertainment and social interaction.
Many games today, however, are played by a single player with no other person participating or watching. At the end of the game the player receives a “score” for the points he/she has accumulated during the game. An opponent or the original player then tries to match or beat the original player's score. There is no player-to-player real-time opposition.
Some existing games such as the cubic game board (U.S. Pat. No. 4,129,303) have attempted to enhance the popularity of the game board concept by making the game three-dimensional. The playing surface, however, continues to be planar even though multiple planes are incorporated into the game device.
Another game apparatus (U.S. Pat. No. 3,046,016) transforms the traditional tic-tac-toe game into three-dimensions. The apparatus is designed strictly for this one game and requires points or “playing stations” at all intersections of the rings and additional intermittent “playing stations” between each adjacent pair of intersections. By including intermittent points which only have two adjacent points, the game complexity is diminished.
Another adaptation of the tic-tac-toe concept is a game apparatus (U.K. Patent No. 1,344,259) by Frank Fox. It is a three-dimensional representation of the British game of noughts and crosses which has at least two 3×3 arrays of contiguous areas with at least one area common to two such arrays. Each array has nine compartments (three different shapes: square, rectangular and triangular) formed by the 3×3 game board where two players alternately put crosses and circles in the compartments. The objective is to be the first player to get three crosses or three circles in contiguous compartments. The game is also called tic-tac-toe, tit-tat-toe, ticktacktoe and ticktacktoo. This game, as the others discussed above, does not have desired characteristics such as visualization of spatial relations, increased ability of players to visualize three-dimensional images and increased complexity. It also lacks a means of identifying the winning alignment on the sphere and is limited to playing patterns which are composed of 3×3 grids.
The invention is a game device and a method of playing a game on a game device having a three-dimensional playing surface with strategically positioned points. The objectives of the various games of the invention include a strategic race to a specified finish, the claiming of the most points, the first to claim a specific number of adjacent points and the movement of game pieces over a specified pattern on the game device.
Therefore, it is an object of this invention to increase the player's awareness of spatial relations, to increase the player's ability to visualize three-dimensional images and to add complexity to existing two-dimensional games.
It is a further object of this invention to provide a game device and games that refocus game-playing on social interaction and strategic and tactical moves to outwit the opponent by making the game device more challenging and attractive.
The foregoing and other advantages of the invention will become apparent upon reading the following detailed description and upon reference to the drawings in which:
As shown in
The game is designed for play by two or more persons but can be played by a single person playing as two or more players.
The playing surface 102 contains a plurality of great circles 104 that intersect at points 106. The parts of the great circles 104 that lie between adjacent points are referred to as lines 108. An interesting aspect of the game device 100 is that only a part of the total playing surface 102 is visible to the player at any given time. Consequently the player must rotate the game device 100 to view the total playing surface 102. Even then, the lines 108 along the great circles 104 do not appear straight unless viewed at the correct angle. In a game where alignment is important, this creates the tendency for the players to overlook arrangements of points 106 and gives an advantage to those players who are skilled in spatial perception and visualizing three-dimensional images.
There are many patterns that can be formed on the game device 100. The preferred embodiments of the game device 100, as shown in
The first pattern, as shown in
The second pattern, as shown in
All areas 122 formed by the intersecting great circles 104 in the two patterns described above are triangular in shape.
The twenty-six point game device 100 (
The game device 100 as shown in
There are many different geometric solids that can be superimposed on a sphere to create game devices 100. The above two geometric solids are meant by way of example and are not meant to limit the scope of the invention.
The two patterns described in this preferred embodiment are constructed entirely of great circles 104. This gives them an advantage as a game device for alignment games. If the points 106 are connected by lines 108 that are not on great circles 104, it is extremely difficult to visualize which points 106 are in a straight line. Multiple lines 108 intersect at each point 106. When the lines are not on great circles it is not easy to visualize where a line 108 entering a point 106 goes after it crosses the point 106. With great circles 104 every line 108 appears to cross each point 106 in a straight line when viewed from directly above the great circle 104.
The object of the game can be for a player to get the most adjacent points 106 in a row or to be the first player to claim a specified number of adjacent points 106 in a row. These two objects are meant by way of example and are not meant to limit the scope of the invention.
With four points in-a-row, the player who goes first has a distinct advantage and can always win. Five points in-a-row is a much more challenging game and the player going first possibly has a slight advantage. The four-in-a-row game might be more desirable for younger players and those first learning the game.
With only twenty-six points on the game device 100 shown in
Typically, a five-in-a-row game on the 26-point game device 100 (
The 62-point game device 100 (
The game can be made more complicated by allowing a first player to use his/her turn to move a second player's game peg 116 from a first point 106 to a different point 106 on the game device 100.
The 62-point game device 100 (
There are many ways to visually show which points 106 a player claims. Erasable marker pens can be used to indicate the players' claimed points 106 but markings (not shown) tend to require touchups during the game when the game device 100 is handled a lot and the markings fade.
The game device 100 can be made with holes 114 drilled at the locations of the points 106, as shown in
Another method of visually marking the claimed points 106 is with magnets 118 as shown in
One consideration in the use of the game pegs 116 or magnets 118 is their small size. This presents a potential swallowing hazard for small children and a suitable warning to adults about limiting or supervising the game-playing by small children should be made.
To solve the problem of small pieces, a preferred embodiment (not shown) of the game device 100 uses points 106 having a set of embedded features instead of magnets 118 and game pegs 116. In this embodiment, the set for each point 106 has at least a neutral feature, a first distinguishing feature and a second distinguishing feature. At the start of the game, the set of embedded features for each point 106 is positioned to the neutral feature. The first player claims a point 106 by changing the feature (not shown) of the claimed point 106 from the neutral feature to the first distinguishing feature. Similarly, the second player claims a point 106 by changing the feature (not shown) of the claimed point 106 from the neutral feature to the second distinguishing feature.
Although the preferred embodiment of the game is as an alignment game, this is not the exclusive means of playing games on this game device 100. There is a game called Slither that is played by connecting points on a grid (not shown). Each point can only connect to one other point. The last player who can connect a point to another point is the winner. A version of this game can be played on this game device 100. It is a simple matter to put pegs in all the holes and then connect them with rubber bands.
A myriad of other games can be played on the game device. For example, a game like Chinese checkers can be played as well as other games such as Go or Othello. These games are meant by way of example and are not meant to limit the scope of the invention.
The game device 100 can also be transformed for play on a computer or video screen by adapting software into a depiction of these three dimensional games.
Although the invention has been described in terms of certain preferred embodiments, it will be apparent to those of ordinary skill in the art that modifications and improvements can be made to the inventive concepts herein without departing from the scope of the invention. The embodiments shown herein are merely illustrative of the inventive concepts and should not be interpreted as limiting the scope of the invention.
Number | Name | Date | Kind |
---|---|---|---|
3046016 | Laws | Jul 1962 | A |
4456258 | Lodrick | Jun 1984 | A |
4625967 | Yu | Dec 1986 | A |
6120027 | Frankel et al. | Sep 2000 | A |
6398221 | Graham | Jun 2002 | B1 |