This present invention pertains to a game. More particularly, the present invention pertains to a game involving the movement of game pieces upon a field in order to eliminate opponent game pieces and to occupy particular regions of the field.
Various games exist in which players take turns one after the other, planning their actions in reaction to the actions of other players. In multi-player games, this can result in a player being able to focus mainly on the actions of the person that takes his turn immediately before or after the player. This can lessen the interaction amongst players and can also limit opportunities for strategy. Other games exist in which players plot their actions ahead of time, and then reveal them simultaneously. Such games are often warfare simulations games that can seem overly complicated, which might lessen their appeal to casual gamers. Furthermore, since such games often seek to represent realistic combat via simultaneous player actions, the effects of turn order can be marginalized.
What is needed is a game that employs both the plotting of game piece movement and the structure of a turn order to allow for an engrossing, strategic experience while maintaining accessibility.
The present invention pertains to a game in which players move game pieces across a field in order to occupy objective regions. During each turn of play, players first plot movements. Subsequently, the players execute their plotted movements one at a time, thereby attempting to move one or more of their game pieces to occupy particular regions of the field. Game pieces are eliminated from the field when one player's game pieces enter a region containing another player's game pieces. The elimination of game pieces is based upon a comparison of the amount of the game pieces in each player's grouping in the region. A player wins the game when he has at least one game piece on a sufficient amount of his objective regions.
In order to describe the manner in which the above-recited and other advantages and features of the invention can be obtained, a more particular description of the invention briefly described above will be rendered by reference to specific embodiments thereof that are illustrated in the appended drawings. Understanding that these drawings depict only typical embodiments of the invention and are not therefore to be considered limiting of its scope, the invention will be described and explained with additional specificity and detail through the use of the accompanying drawings in which:
Various embodiments of the invention are discussed in detail below. While specific implementations are discussed, it should be understood that this is done for illustration purposes only. A person with ordinary skill in the relevant art will recognize that other components and configurations can be used without parting from the spirit and scope of the invention.
Although the aforementioned game is described herein in terms of a traditional board game, this is not to be construed as limiting. The present invention can be implemented in an electronic fashion, such as with electronic pieces. Additionally, the invention described herein can be implemented as a game for play on a personal computer, a video game console, mobile device, or the like.
Each region can be identified by a location marker. For example, as depicted in
Particular regions of the field (102) can be designated as starting regions. In one embodiment, the starting regions can be at the center of the field (102). For example, as depicted in
The field (102) can also include one or more objective regions for each player. For example, as depicted in
In one scenario, rather than, or in addition to, bearing a player identifier (204), each set of game pieces can be shaped differently. For example, game pieces for one player may be red and star-shaped pieces and game pieces for another player may be green and cross-shaped. In an alternate embodiment, the game pieces can only include a color or a player identifier (204).
The game pieces (200) can be designed to be stacked and/or interlocked. For example, the game pieces (200) may be designed to be stacked in a fashion similar to checkers or poker chips. In one embodiment, each game piece can include a marking (206) to assist players in accurately counting grouped (e.g., stacked) game pieces. For example, if a game piece is a stackable chip, the marking (206) may be on the side of the game piece. In one embodiment, the game pieces (200) need not be stackable or interlockable. For example, the game pieces can be figurines or pawn-shaped. In such an embodiment, a player may group game pieces (200) into a pile or simply place them side by side.
In one embodiment, a grouping mechanism can be used to group game pieces. For example, a carrier, such as a tray, can be used. The design of the grouping mechanism can vary per implementation and it should be understood that any suitable grouping mechanism can be used. For example, the game may have a military theme with military figurines for game pieces (e.g., soldiers, ships, airplanes, etc.) and the grouping mechanism may be designed to resemble a military vehicle (e.g., tank, warship, aircraft carrier, etc.). Multiple grouping mechanisms can be provided to each player to enable him to manage multiple groupings.
Described herein is an explanation of manner in which the aforementioned game board (100) and game pieces (200) can be employed to play a game. The objective of the game is for a player to move his game pieces from his starting region (108) across the field (102) to his objective regions. When the player has one or more of his game pieces on a sufficient number of his objective regions (110), he has won. In one embodiment, a player must have a game piece in each of his objective regions to win.
The game can accommodate as many players as can be accommodated by the board. For example, the game board (100) depicted in
The game can be played in successive turns. Player order can be established in one or more ways. For example, the first lead player may be the youngest participant, the player who rolled highest on a die, or the like. Player order may then flow from player to player in a logical manner (e.g., clockwise). A token can be used to indicate which player is the current lead player (i.e., the player that goes first in the current turn). Each turn can include three phases:
During the Planning phase, each player can plot his movement for the upcoming Movement and Conflict phase. This can be done in private and/or simultaneously so that each player is unaware of what other players are planning. The movement can be recorded via an instrument provided with the game. For example, pencils and notepads can be included with the game. As another example, the game may include a counter or an electronic device through which players may record their movement. Alternatively, players can use their own supplies for recording movement (e.g., their own pencils and paper).
Plotted movement can be indicated by the location marker of the originating region (i.e., the region currently occupied by one or more of a player's game pieces), the number of pieces to be moved to the destination region, and the location of the destination region. A player can move all of the game pieces in a particular grouping or can move a portion of the grouping. For example, a player with six game pieces in his starting region E6 can indicate plans to move three pieces to E7 by recording his movement as “E6-3-E7.” In one embodiment, a player can be allowed to move one region at a time (e.g., a player may not be allowed to move from region E6 to region E10 in one move). A player can plot movement so as divide a grouping of his game pieces into multiple groupings. For example, a player with six game pieces on one region can plot to move three game pieces to one adjacent region and three game pieces to another adjacent region (e.g., “E6-3-E7” and “E6-3-D6”). If the player has multiple groupings on the field (102), he can be allowed to move game pieces from more than one grouping. Alternatively, he may be allowed only to move game pieces from one grouping per turn.
A valid movement can be any region adjacent to a starting region, but not another player's starting region or another player's objective region. In one embodiment, movement may be restricted for particular regions depending upon the layout of the field (102). For example, in the field (102) depicted in
During the Movement and Conflict phase, one by one, starting with the lead player, the players can reveal their plotted movements and can execute them on the field (102). If a player moves one or more game pieces into a region in which he already has game pieces, he can combine the moved game pieces with those already present into a single grouping in the destination region. If a player moves one or more game pieces into an occupied region, conflict ensues and it can be resolved before continuing to the next player's movement. One of three scenarios can be implemented to resolve the conflict:
In general, a player cannot move into a region if the amount of moving game pieces is equivalent to the amount of occupying game pieces. If the amount of moving game pieces and occupying game pieces differ, the player with the most pieces controls the contested region, but his grouping of game pieces is reduced by the number of game pieces that were included in the losing player's grouping.
After each player has performed his movement(s) and, if necessary, conflict(s), the lead player can start the Replenishment phase. In one embodiment, starting with the lead player, each player can place one lost game piece on his starting region or any of his occupied regions. In one embodiment, a player must have lost game pieces in order to participate in the Replenishment phase.
Alternatively, players can be allowed to replenish more than one game piece. The allotment of game pieces for the Replenishment phase can be a set number (e.g., two pieces) or can be dictated by the number of game pieces available (e.g., the number of game pieces lost during Movement and Conflict). In one scenario, each player can be allowed to replenish multiple game pieces on his action. He may be restricted to placing all of the allotted game pieces onto one region or he may be allowed to divide them amongst occupied regions. Alternatively, Replenishment may consist of multiple cycles through the player order, allowing each player to replenish one or more game pieces on each cycle until he has reached his allotment.
One may interpret the Replenishment phase a reinforcement period in which a player can add additional game pieces to an existing grouping in order to strengthen it. A player can purposefully lose game pieces during the Movement and Conflict phase in order to deploy the game pieces elsewhere on the field (102) during the Replenishment phase.
In one embodiment, in addition to, or instead of, the aforementioned Replenishment practices, a player can be allowed to move one or more game pieces from a region he occupies to another region he occupies, thereby strengthening his position in that region.
Once the Replenishment phase is completed, the next player in the player order becomes the lead player and a new turn begins. As aforementioned, play can continue until a player has moved one or more of his game pieces onto a sufficient number of objective regions, thereby winning the game.
One or more variations can be applied to the described manner of play. These variations can be used in addition to or instead of the aforementioned methods. In one variation, objective regions can be determined by the players instead of being fixed on the field (102). In one embodiment, the location of the objective regions can be determined randomly. This can add an element of randomness to the game which may appeal to some players. For example, a player can roll one or more dice to determine the location of an objective region. The game can include multiple, moveable objective region markers that can be placed in the randomly determined regions. If the field (102) includes permanent objective regions (e.g., printed on the game board (100)), the game can include blank makers that can be used to cover the permanent objective regions so as to prevent confusion amongst players.
In another variation, one or more game pieces can be removed during play, such as after the Replenishment phase. The game piece(s) to be removed can be determined randomly. A player can roll one or more dice to determine the effected region and one or more game pieces can be removed from that region. This scenario can be used, for example, to simulate artillery fire or a land mine exploding on a field of battle. Alternatively, players can decide which piece is to be removed, such as by voting. Certain regions can be excluded from such effects, such as objective regions and/or starting regions.
During play, a player may become aware that teamwork will be necessary to prevent a particular opponent from winning. In one variation, coordinated teamwork can be allowed between players. However, some players may find it unfair for participants to communicate strategy or advice to other players (e.g., suggesting what move they should plot). In another variation, the rules of the game can prohibit players from communicating with one another (i.e., “table talk”) in order to, for example, plan against a particular player. This type of communication can be disallowed. Alternatively, players may be allowed to communicate advice to one another in a restricted fashion. In one scenario, each player may be allowed to indicate the player whom he thinks has the advantage, but offer no further advice. This can be at the end of each turn (e.g., after the Replenishment phase). Various ways to relay this information can be allowed, such as by speaking a player's name, pointing at a player, or by way of a physical token. For example, each person can indicate the player whom he thinks has the current advantage by displaying that player's game piece or other token with the appropriate player identifier.
In addition the manner of play described above, players can enjoy a mathematical challenge that is entrenched in the game. For example, if the game board (100) is implemented as depicted in
A game board, game pieces, and a manner of play employing the game board and game pieces have been illustrated. It will thus be appreciated by those skilled in the art that other variations of the present invention will be possible without departing from the scope of the invention disclosed.
These and other aspects of the present invention will become apparent to those skilled in the art by a review of the preceding detailed description. Although a number of salient features of the present invention have been described above, the invention is capable of other embodiments and of being practiced and carried out in various ways that would be apparent to one of ordinary skill in the art after reading the disclosed invention. Therefore, the above description should not be considered to be exclusive of these other embodiments. Also, it is to be understood that the phraseology and terminology employed herein are for the purposes of description and should not be regarded as limiting.
This application claims priority benefit under 35 U.S.C. §119(e) from provisional application No. 61/188,322, filed Aug. 8, 2008. The 61/188,322 provisional application is incorporated by reference herein, in its entirety, for all purposes.
Number | Date | Country | |
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61188322 | Aug 2008 | US |