This technology relates to a game of strategy that includes game pieces that are dividable into smaller pieces, joinable into larger pieces, and replaceable among one another from a starting position, to a plurality of intermediate positions, to a winning position.
Known games of strategy include chess and checkers. Each has their own rules with many exceptions to the rules.
A strategy game is shown and described.
a depicts an example of splitting a game piece during play;
b depicts another example of splitting a game piece during play;
a depicts an example of splitting of multiple game pieces during play;
b depicts another example of splitting of multiple game pieces during play;
a depicts an examples of joining of game pieces during play;
b depicts another example of joining of game pieces during play;
c depicts yet another example of joining of game pieces during play;
d depicts a further example of joining of game pieces during play;
a depicts a starting position of an example move of the black player that involves splitting, swapping, and capturing in progression;
b depicts a move from the starting position shown in
c depicts a move from the position shown in
d depicts a move from the position shown in
e depicts a move from the position shown in
f depicts a move from the position shown in
g depicts a move from the position shown in
h depicts a move from the position shown in
i depicts a move from the position shown in
a depicts a starting position for a join;
b depicts an ending position in the same playing field as
a depicts the playing field before pieces are joined;
b depicts the same playing field as
a depicts the playing field before pieces are split on a vertical split-line;
b depicts the same playing field as
a depicts the playing field before pieces are split on a horizontal split-line;
b depicts the playing field of
a depicts the playing field before pieces are split along a horizontal split-line;
b depicts the playing field of
a depicts the playing field before multiple pieces that are positioned adjacent one another are split horizontally;
b depicts the playing field of
a depicts the playing field before multiple pieces that are not positioned adjacent one another are split vertically;
b depicts the playing field of
The example game is a turn-based strategy game for two players that includes a plurality of pieces. The pieces, in the examples depicted, include a plurality of tile-like pieces that are rectangular. The pieces are two different colors, such as black and white. A first player controls the black pieces 10 and a second player controls the white pieces 12. Each player tries to connect their pieces into chains of neighboring pieces. The tile-like pieces may be laid out on a game board, on a table top, or on any flat surface in order to define a playing field. The playing field may be rectangular, including square. There may be instances where one of skill in the art may define the playing field in a non-rectangular manner. A game board is not absolutely necessary, but may be used if desired. A game board may be designed and provided that helps to maintain the pieces in the shapes shown in the figures.
The pieces are positioned adjacent one another and can be “squared” against one another periodically, as desired, during play. The pieces may be squared against one another by closing any gaps between the pieces by pushing them together, such as by pressing the outer edges of the playing field together. A tool can be designed to assist with squaring. Such a tool may be a straight edge of sturdy material or a ruler-like apparatus.
The example game includes legal shaped pieces, which are either square or rectangular. For ease of description, a square is defined herein as having equal length sides, a rectangle is either a square or a rectangle, and a 2 L rectangle 14 is a rectangle where the length is twice as long as the width. These two shapes fill the entire playing field at all times. In an alternative example, which is not shown, other shapes may also be “legal,” such as a 1×4 rectangular shape in addition to or instead of the other previously mentioned shapes. Other shapes may also be utilized, as will be readily evident to those of skill in the art.
One concept of the game relates to the use of neighboring pieces. In order to win, one player's pieces must neighbor each other in chains that touch all four sides of the game board at one time. Examples of pieces 16 that are considered to be neighboring are shown in
The game involves a series of legal moves. Legal moves involve splitting or dividing legal pieces into smaller legal pieces, joining several pieces together to define larger legal pieces, or swapping pieces with your opponent's pieces. Legal pieces may be split, over multiple turns, into significantly smaller pieces. Smaller pieces may be joined together to create significantly larger pieces. There is no limit on the size of the pieces, other than pieces cannot be larger than the size of the playing field. In the examples depicted in
Typically, the example game is played by two players. In the depicted examples, each game piece is either black or white. Alternately, the pieces could simply be two different colors, like blue and red or pink and purple. The example game is not limited to a particular color, as long as one player's game pieces are a first color and another player's game pieces are a different, second color. For simplicity in describing the example game herein, black and white will be the colors used to describe the first and second player's game pieces.
A piece can never be both white and black. However, pieces in the playing field may regularly change color by swapping or switching the color of the pieces with the color of a piece of the other player.
In order to allow pieces to be divided or split, each player has a supply of smaller, legal-shaped pieces. For example, if a larger square piece is to be split in half into two smaller, rectangular pieces, the player would remove the larger, square piece from the playing field and replace it with two smaller, rectangular pieces that together are the same size as the removed piece. For another example, if an arbitrary number of smaller pieces together form the shape of a legal piece 20, the pieces may be combined into a single piece by joining them together. In this instance, the smaller pieces would be removed and replaced by a single, larger piece.
While the above example involved splitting a piece into two legal shaped pieces, an alternative example could involve splitting a playing piece into a combination of legal shaped pieces. For example, a square piece could be split into four smaller squares, eight smaller 2 L rectangles, two squares and four 2 L rectangles, etc.
One starting position 24 for game play includes 18 white squares and 18 black squares, all the same size, laid out in a 6-by-6 checkerboard pattern. This is shown in
In order to play the example game, players take turns moving, such as in chess. Either black or white may move first, but for ease of description herein, black will typically be designated to move first. Players may use any method they like for determining who gets black and who gets white. Each player may resign at any point, or both players may agree to declare a draw.
With the game board layout of
In the starting position 24 shown in
Splitting multiple pieces is an extension of splitting a single piece. This involves extending the line of the split (“split-line”) 28 of a single piece split. If the split-line 28 of a single piece is extended, a variety of scenarios may occur, some of which involve legal moves and other's of which would not be legal. These scenarios include:
(1) extended split line 28 will intersect piece belonging to the opposing player;
(2) extended split line 28 will hit edge of playing field;
(3) extended split line 28 will follow along border between two pieces;
(4) extended split line 28 will intersect one of the player's own pieces, but not in such a way that creates two legal pieces; or
(5) extended split line 28 will bisect the player's own pieces in such a way as to produce two legal pieces.
In the first, second, and fourth cases, the split-line 28 is not allowed to pass through the opposing player's pieces or the edge of the playing field, or a friendly piece that would not be split properly, as the split would not be extended to those positions. In the third case, the split line 28 is allowed to follow the border between pieces until it comes upon one of the other four possibilities listed. In the fifth case, a multi-piece split may occur so that both the initial piece is split and one or more other pieces are also split. The split occurs along a single split-line 28 and includes pieces immediately adjacent the initial piece or following the border between pieces until it intersects other pieces of that player's. As many pieces as desired may be split until an obstruction, as identified above, has occurred. An obstruction defines the end of the split-line 28. The split-line 28 does not have to extend all the way to the obstruction. The player may stop the splitting of pieces at any point along the split-line 28. Examples of splitting multiple pieces are shown in
The ability to split multiple pieces in a single move via a split-line 28 gives players a powerful tool because it allows players to make a large change to the playing field. The split-line 28 is like a “laser,” unable to burn its way through opposing pieces or the edge of the board, but able to continue in a straight line until it reaches an obstacle or until the player decides he or she has divided enough of their own pieces in two. Once the “laser” is turned on, it splits every piece it encounters until the player decides to turn it off In other words, for as far as the player chooses to extend the split-line 28, all pieces must be split. A player cannot leave some pieces along the split-line 28 unsplit.
As an alternative to the rules described above, another example involves splitting a player's own pieces even where the split line passes first through an opponent's pieces. In addition, another example scenario involves splitting an opponent's pieces, in addition to or instead of splitting a player's own pieces along a split line. Another alternative example involves allowing the split line to travel through pieces, but not splitting all pieces along the split line. In this example, the player may pick and choose which pieces to split along a single split line.
“Joins” occur when a player wishes to join several pieces together to form a single-legal shape. Essentially, the player takes a number of pieces in the playing field and “dissolves” the borders between them to form a single legal piece. Examples of joining are depicted in
In an alternative example, a join could include utilizing an opponent's pieces in order to form a legal shaped playing piece, such that an opponent's pieces are commandeered. For example, where a square space is occupied by four equal sized squares, three of which are black and one of which is white, in this example, the black player could join the three black and one white piece to form a single black piece. The decision on whether a piece could be commandeered could be based upon percentage of color (such as greater than 50% of one color allows a player to commandeer) or other rules. Other variations are also possible, as will be readily evident to those of skill in the art.
An alternative joining method could involve joining pieces into multiple legal shaped pieces, rather than joining multiple pieces into a single legal shaped piece. For example, six legal shaped square pieces that are arranged in a rectangular shape could be joined into a larger square that occupies the space previously occupied by four of the squares and a 2 L rectangle could replace the remaining two squares such that a square and 2 L rectangle remains where previously six squares were present.
After a player has performed their “split” or “join,” they have the option to perform a swap. Swapping is wholly voluntary. A swap must involve one of the pieces that results from the split or join in the previous phase of the player's turn. In other words, whenever a player moves, first they'll operate on some cluster of pieces to do a split or a join, and then their turn may continue from that same cluster, swapping pieces in a chain out from that cluster, as explained below. Swaps must occur with contiguous pieces. The overall impression is therefore of a single action, in which some group of pieces are acted upon, and that action then continues in the form of a swap.
A single swap involves making one player's piece turn into the opponent's piece, and turning one of the opponent's pieces into the player's piece. What is meant by this is that the opponent's piece turns into the color of the player's pieces and the player's pieces turn into the color of the opponent's piece. To do this, the two pieces are “swapped” by changing their colors. Once a player has identified the piece of their own that they want to swap, the player can swap that piece with any opposing piece that borders it on a complete side. “Bordering on a complete side” means that one full side of the player's piece must be entirely shared with one full side of the opponent's piece. The shared sides must be not only substantially co-linear, but also the same length, and occupy the same space.
Swaps may occur in chains. In other words, once a player has performed a single swap, the player can take the new piece that has just become his or hers, and swap it with any other piece that meets the criteria discussed above for swapping. This can be performed as many times as the player would like. Once a player decides to finish swapping, their turn is over. Whenever players swap, each step that is taken along the swapping path is treated as a move of its own and it changes the configuration of color pieces on the board. If one of those steps wins the game for either player, then the turn ends and the game is over.
Although swapping, as described above, requires that the playing piece share an entire common side with an adjoining piece, an alternative example involves allowing swapping when a playing piece does not share an entire side. In this example, the sharing of a partial side is acceptable for swapping purposes. For example, if a playing piece is positioned on the edge of the playing field and doesn't have room to become big enough to share a common side with an adjoining piece, the rules may allow the player to swap even though the piece does not have a common side with an adjacent piece. The same could hold true for captures, which are discussed in greater detail below.
In an alternative example, a player's turn can involve any combination of splitting, joining, and swapping. For example, any of these moves can occur first. A player could be limited to splitting only pieces that were previously swapped. Alternatively, a player could be limited to operating on pieces that were not previously operated on during a prior move within that given turn. Many variations exist, as will be readily evident to those of skill in the art.
A scenario that may arise as a result of a swap on behalf of either player is a “capture.” In captures, a piece is captured when some of the player's pieces completely surround the opponent's piece or pieces. When this occurs, the surrounded opponent's piece(s) become owned by the player and assume the same color as the player's pieces. Capturing occurs during a move when one or more of the opponent's pieces are surrounded on all sides by the captor's pieces. Whether an opponent's piece is surrounded sufficiently to allow for capture is defined by how the captor's pieces border the opponent's pieces.
There are four ways that two playing pieces may border each other:
(1) on a complete side, as described above in connection with swapping;
(2) on some part of a side, more than just touching at a corner, but not necessarily sharing a complete side together;
(3) on a complete side of the subject piece, while the adjacent piece is larger, but only shares a part of the side of the larger piece; and
(4) touching only at the tip of a corner.
If one player's pieces form a loop around the other player's pieces such that the player's pieces border each other according to (1), (2), and (3) above, then any opposing pieces within that loop are ‘captured’, i.e. they change color to be that of the captor. This occurs automatically and is not a matter of choice. If the loop contains some pieces that only border, but not at the tip of the corner, then the loop is insufficient for capture purposes. Multiple pieces may be captured at a single time, even though they might not be positioned around the outer edges of the group or bordering the outer edges. The loop defines everything within itself that is captured. Capturing allows the bordering player to take over any pieces of the opponent that fall into the captured area. It should be noted that captures cannot be performed against the edge of a playing field—all four sides of a piece must be surrounded in order for a piece to be captured.
Captures are assessed after each swap in a swap-chain. Thus, it is possible to perform several captures in a given turn. It is also possible to swap into a given position solely in order to perform a capture, and then swap out again to a previous step along the swap chain, as part of the same turn. Captures are not part of moving, e.g. taking one's turn. They simply occur when an opponent's pieces are surrounded. A player can also swap into a situation where his or her own pieces may be captured. Captures are judged on a move-by-move basis. Examples of captures are shown in
An example turn of the first player is shown in progression in
It should be noted that the first player could have ended the turn before any of the swaps that resulted in capture. In addition, the first player could have swapped backwards into pieces that had already been swapped through in order to avoid capture.
An alternative example involves assessing captures only at the end of a swap chain, such that captures are not assessed on a move by move basis. Captures are not optional in the above described example, but may be optional if the rules are so defined. Where they are optional, the players may choose whether to capture on a move by move basis.
The captures described above involve capturing an opponent's pieces during each move in a swap chain. However, an alternative example involves assessing whether a player's own pieces are captured during the same swap chain, such that the black player's pieces can actually be changed to white pieces during the black player's turn. In another example, captures are only considered for pieces that are not currently being swapped during a player's move. In another example, capturing would only be permitted if the surrounding pieces share a complete side instead of a partial side.
A player wins the example game by getting all their pieces into a winning configuration or position. A winning configuration is one where a player's pieces touch each of the four sides of the playing field and form a continuous chain of bordering playing pieces, such as an “X” or cross pattern. The winning configuration is defined in terms of the border associations, as described above in connection with capturing. In order to form a winning configuration, one player must have pieces bordering each other according to at least one of items (1), (2), and (3) of the list described in capturing. In particular, the pieces must either border each other along a complete side and/or must be touching along one of the sides, not including touching at a corner tip. If pieces in the chain only touch at a tip, it is not considered to be a winning configuration. One set of bordering pieces must link the top and bottom edges of the playing field together, and another set must link the left and right edges of the playing field. Symbolically, this means that the opposing forces have been shattered into fragments, a fitting way to decide the winner.
As with captures, the winning condition is assessed after each swap in a chain. Thus, it is possible for one player to win on the other player's turn, just as it is possible for either player to have their own pieces captured on their own turn.
An alternative winning configuration could involve connecting the top to the bottom with a continuous chain, or connecting the sides with a continuous chain of pieces, instead of requiring both. Another alternative winning position could forego the continuous chain of pieces and simply involve assessing how much of the playing field is occupied by a given player's pieces. For example, a winning configuration could involve occupying 75% of the playing field, or 90% of the playing field, for example. Other examples are also possible. Another winning configuration could involve creating one or more pieces of a certain size, such as, for example, a large square or a large 2 L rectangle.
Yet another alternative winning configuration involves surrounding your opponent's pieces in such a way that they are surrounded, as with capturing. In this example, no capturing would be allowed during moves. The game may be won when a certain percentage or number of pieces are surrounded, as with the rules for capture, discussed above. Another example where no captures are permitted during normal play would involve a winning configuration where an opponent's pieces are surrounded in such a way that the pieces that are surrounded do not share a complete side with any of the surrounding pieces. Another winning position would require that all the pieces in the continuous chain share a complete side.
When a player reaches a winning configuration, all outstanding captures may then be performed, if desired, so that the players can determine the final position of the playing pieces. This is not required.
A draw may be declared at any time if both players agree. There is, however, one situation where a game is automatically drawn. This occurs if all the pieces that each player has split or joined on their most recent turn were also involved in splits or joins on that player's previous two turns, and if both sides have swapped into the same piece on the most recent turn and the previous two turns. When this occurs, then game is automatically declared a draw.
Each example game set contains a variety of different-sized pieces. When you decide to split a playing piece during the course of play, you take that piece off the board and replace it with two smaller pieces. The same is true of joining—you remove the smaller pieces and replace them with a larger piece. Playing pieces can be made from any type of material, including paper, cardboard, plastic, and the like. For example, playing pieces can be made with just paper and scissors, and players may choose to cut pieces during the course of play. If, during the course of play, a player wants to use a piece that is not available in the set of pieces they have at their disposal, it is permissible to take a reasonable amount of time to make the desired piece out of appropriate materials. Alternatively, a set of playing pieces may be provided in advance in various sizes so there is little need to cut pieces during the course of play. Pieces may become arbitrarily small, so there may be times when the set of playing pieces is inadequate to handle all moves. In that instance, players may choose to cut the playing pieces to provide the proper size and shape. However, players can do whatever they want to effect the physical splitting of pieces. For more casual play, players may agree in advance to restrict the legal set of pieces to only those that are available to play with.
In an alternative example, captures could be prohibited or joins could be prohibited. Rules could exist where joins and captures are only permitted during certain times or for the first several minutes of play. Other variations are possible.
Referring again to the figures,
In order to move from the playing field in
As is shown in
As with chess, the present game has a notation system for identifying moves. To make a move, you identify first the piece you wish to start with, and then the additional pieces you plan to act upon. Example notations are shown below:
3,1V2-1W-NWN
3,1H
3,2HN-W
4,5J3,2
The notation system is a standard formula for identifying any piece and move on the playing field. Each notation begins with the location of the piece you intend to initially operate on with either a split or a join. The numbers reflect the location of the piece within the playing field, a V (for vertical) or an H (for horizontal) represents how a piece is to be split, and a J (for join) represents that a piece is joined. The N, S, W, and E directional letters either represent which way the piece is to be moved directionally, or they are used to identify which part of a split piece is to be moved. With the latter, a dash separates the piece identification nomenclature from the move nomenclature, where necessary.
An example notation for the location of the first piece might be 3,1. In order to identify the location of a piece, a player counts intersections 100, and the numbers in the notation reflect the number of intersections to reach the bottom, left corner of the piece. An example showing location 0, represented by the large dot, is presented in
After pieces have been split, the notation may require additional numbers in order to reach the bottom, left corner of the piece that is being operated on. For example, location 3,1,1 106, shown in
Joining is notated by using the letter J. First the bottom, left corner of the starting piece is identified. This point establishes a new point zero (0). Using the new zero (0) point, the player then counts intersections upwardly to the upper, right corner of the target joining pieces to establish the boundary for the pieces to be joined. An example here is shown in progression in
Once pieces have been joined, it is then possible to swap. In order to add a swap to the notation, the direction of swap for the joined piece is then added to the end of the notation. An example is shown in
a and 34b depict an example of splitting one piece along a vertical split-line.
a and 35b depict an example of splitting one piece along a horizontal split-line 28.
a and 36b depict an example of splitting a single piece horizontally and swapping it in the direction of the split-line.
Therefore, it is necessary to identify which of the two pieces is to be swapped. This is accomplished by notating the direction of the piece that is being swapped. In this case, the northern piece 124 is the one that is being swapped West, so the notation includes an “N” to identify which of the two pieces are being swapped and a dash separates the notation for the identification of the piece from the swap movement, which is “W” for west. If the lower piece 126 of the two had been chosen for swapping (which in this case was not possible since you may not swap a black piece with another black piece), the notation would have been an “S” before the dash. Thus, the dash is used to separate the move itself from the notation that identifies which piece is being moved. But when it is not necessary to identify the pieces that is being moved, the dash is not necessary and the direction identifiers are used to identify the direction for swap, as with prior examples.
a and 37b depict an example where multiple pieces are split along a split-line 28.
a and 38b depict an example where multiple pieces are split along a split-line 28 in order to split two different pieces 132, 134, but where the split line also travels along an existing border line 136 where pieces are not split.
While the above examples are discussed in the context of using squares and 2 L rectangles, other embodiments of the invention may incorporate other shapes. The substitution of different shapes involves only minimally adjusting the rules of the game in order to allow different pieces. The effect of these substitutions on game play, however, can be profound. Some other shapes that are contemplated include Golden rectangles 150, Silver rectangles 160, and A4 rectangles 170. Golden rectangles 150 are shown in
Golden rectangles 150 are rectangles whose side lengths are in the golden ratio, 1:φ (one-to-phi), that is
1:(1+√/5)/2 or approximately 1:1.618.
A special feature of the golden rectangle is that when a square section 152 is removed, the remainder is another golden rectangle 150 with the same proportions as the first. This square removal can be repeated indefinitely. Thus, an example game is contemplated utilizing a plurality of squares that may be broken into legal pieces that include either a golden rectangle 150 or a square 152. When pieces are split, they may be split into a square 152 and a smaller golden rectangle 150.
Silver rectangles 160 are rectangles that have side lengths that represent the silver ratio of
1:(1+√2)≈2.4142
A special feature of the silver rectangle 160 is that removing the largest possible square from a silver rectangle 160 yields another silver rectangle. An example game is contemplated utilizing a plurality of squares and silver rectangles.
A4 rectangles 170 have a unique property wherein they possess a ratio of 1:√2. The A4 rectangle 170 can be split widthwise to produce two rectangles 170 whose sides have the same ratio as the original piece, as shown in
(x/2):(x*√2).
These pieces are referred to has half A4 pieces 172. There is a strategic significance to using the A4 170 and half A4 172 pieces instead of the square and the 1:2 rectangular pieces. In the game described above in connection with
Similarly, other pieces may be constructed, either quadrilateral, or any polygon or curved shape that may be split and joined in a way to produce a game tree such as that described above.
The above examples were defined in terms of a two person game. However, one of skill in the art will recognize that this game may also be played by more than two players. Where there are more than two players, an additional color of pieces shall be added, such as a third color. The game pieces will preferably be arranged in an organized pattern to accommodate the additional person or persons. Other variations will be readily apparent to one of skill in the art based upon the teachings herein.
The term “substantially,” if used herein, is a term of estimation.
While various features of the claimed embodiments are presented above, it should be understood that the features may be used singly or in any combination thereof. Therefore, the claimed embodiments are not to be limited to only the specific embodiments depicted herein.
Further, it should be understood that variations and modifications may occur to those skilled in the art to which the claimed embodiments pertains. The embodiments described herein are exemplary. The disclosure may enable those skilled in the art to make and use embodiments having alternative elements that likewise correspond to the elements recited in the claims. The intended scope may thus include other embodiments that do not differ or that insubstantially differ from the literal language of the claims. The scope of the example embodiments is accordingly defined as set forth in the appended claims.
This application claims priority to U.S. Provisional Application No. 61/117,948 filed on Nov. 25, 2008, the disclosure of which is incorporated herein by reference in its entirety.
Number | Date | Country | |
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61117948 | Nov 2008 | US |