GAME

Information

  • Patent Application
  • 20240382825
  • Publication Number
    20240382825
  • Date Filed
    April 04, 2024
    9 months ago
  • Date Published
    November 21, 2024
    2 months ago
  • Inventors
    • TRUONG; Khoa (San Jose, CA, US)
Abstract
A modified version of the game of chess is described. A player may replace one more regular-move pieces with replacement pieces having different move limitations. Two dice are rolled whenever a player is captured. Based on what is rolled, the sequence of regular-moves can be modified by either the player rolling dice or the player not rolling the dice. The player modifying the sequence may, based on the roll, move their own piece or an opponent's piece.
Description
BACKGROUND OF THE INVENTION
1). Field of the Invention

This invention relates to a game and to a method of playing a game.


2). Discussion of Related Art

Chess is a game having a board and 32 regular-move pieces. The board has 64 playing areas that form an eight-by-eight matrix. The regular-move pieces are visually differentiated by color, normally with sixteen pieces being black and sixteen pieces being white. Each one of the regular-move pieces has a predetermined limitation specific to the regular piece that determines how it may be moved.


A sequence is established wherein one of the player moves a select one of the regular-move pieces belonging to that player from one of the designated playing areas to another one of the designated playing areas, whereafter the other player moves a select one of the regular-move pieces belonging to that player from one of the designated playing areas to another one of the designated playing areas, and the sequence is subsequently repeated. The game requires critical thinking of capturing and positioning with the ultimate objective of positioning the opponent's King in a checkmate situation, meaning that the King is in a position to be captured and cannot escape the capture.


The game of chess resembles real life to an extent. For example, we as humans tend to strategize and plan our lives in the short term and long term, and we reposition as we see our plans continue to unfold. However, the game of chess does not teach us much about the uncertainties of real life that we could never have foreseen. Sometimes bad things happen to us in real life, for example an unexpected sickness, an unexpected death, or unexpected financial losses. By the same token, good things may also befall us unexpectedly, such as an unexpected promotion at work or an unexpected reacquaintance with an old colleague.


SUMMARY OF THE INVENTION

The invention provides a game including a board having a plurality visually distinct designated playing areas, a set of regular-move pieces for placement on select ones of the designated playing areas, wherein the regular-move pieces are visually differentiated in a manner to identify separate subsets of the regular-move pieces as belonging to first and second players respectively, and for establishing a sequence wherein the first player moves a select one of the regular-move pieces belonging to the first player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the first player, whereafter the second player moves a select one of the regular-move pieces belonging to the second player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the second player, and the sequence is subsequently repeated, and a first randomness generator that, upon a predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the players, and the change in the sequence differs from one of the available characters to the next, before again commencing the sequence.


The game may further include that a first regular-move piece of the regular-move pieces belonging to the first player is movable to capture a first regular-move piece of the regular-move pieces belonging to the second player.


The game may further include that the designated playing areas form a matrix.


The game may further include that the regular-move pieces are visually differentiated by color to identify the regular-move pieces that belong to the first user as having a first color and the regular-move pieces as belonging to the second player as having a second color.


The game may further include that a first regular-move piece of the regular-move pieces belonging to the first player has a first shape to specify a predetermined limitation specific to the first regular-move piece, and a second regular-move piece of the regular-move pieces belonging to the first player has a second shape that is different from the first shape to specify a predetermined limitation specific to the second regular-move piece that is different from the predetermined limitation specific to the first regular-move piece.


The game may further include that the first shape is one of a pawn, a rook, a knight, a bishop, a queen or a king in a game of chess and the second shape is one of a pawn, a rook, a knight, a bishop, a queen or a king in a game of chess.


The game may further include that the available characters of the first randomness generator include at least two different characters selected from a pawn, a rook, a knight, a bishop, a queen or a king.


The game may further include that the first randomness generator has at least two sides with a respective one of the available characters on each one of the sides.


The game may further include that the first randomness generator is a die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a pawn, a rook, a knight, a bishop, a queen and a king.


The game may further include that a first of the available characters signifies moving, by the first player, a regular-move piece of the first player when it is a turn of the first player in the sequence to move a regular-move piece.


The game may further include that a first of the available characters signifies moving, by the first player, a regular-move piece of the second player when it is a turn of the first player in the sequence to move a regular-move piece.


The game may further include that the first randomness generator has at least two sides with a respective one of the available characters on each one of the sides, wherein a first of the available characters signifies moving, by the first player, a regular-move piece of the first player when it is a turn of the first player in the sequence to move a regular-move piece, and wherein a second of the available characters signifies moving, by the first player, a regular-move piece of the second player when it is a turn of the first player in the sequence to move a regular-move piece.


The game may further include that the first randomness generator is a die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a respective intervention action to be taken by moving one of the regular-move pieces.


The game may further include a second randomness generator that, upon the predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the payers and the change in the sequence differs from one of the characters to the next, before again commencing the sequence.


The game may further include the first randomness generator is a regular-move piece identification die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a pawn, a rook, a knight, a bishop, a queen and a king, and wherein the second randomness generator is an intervention action die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a respective intervention action to be taken by moving one of the regular-move pieces.


The game may further include a plurality of different replacement pieces that are interchangeable with respective ones of the regular-move pieces, each replacement piece being movable according to predetermined limitation specific to the replacement piece and different from the predetermined limitation specific to the regular-move piece that the replacement piece replaces, and the predetermined limitations specific to the replacement pieces differing from each other.


The invention further provides a method of playing a game including placing a set of regular-move pieces on select ones of a plurality visually distinct designated playing areas of a board, wherein the regular-move pieces are visually differentiated in a manner to identify separate subsets of the regular-move pieces as belonging to first and second players respectively, establishing a sequence wherein the first player moves a select one of the regular-move pieces belonging to the first player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the first player, whereafter the second player moves a select one of the regular-move pieces belonging to the second player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the second player, and the sequence is subsequently repeated, generating, with a first randomness generator that, upon a predetermined event that occurs due to following the sequence over time, a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the players and the change in the sequence differs from one of the available characters to the next, executing the change in the sequence, and commencing the sequence after executing the change in sequence.


The method may further include generating, with a second randomness generator that, upon the predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the payers and the change in the sequence differs from one of the characters to the next, before again commencing the sequence.





BRIEF DESCRIPTION OF THE DRAWINGS

The invention is further described by way of examples with reference to the accompanying drawings, wherein:



FIG. 1 is a perspective view of components of a game including a chess board and regular-move chess pieces on the board;



FIG. 2 is a view similar to FIG. 1 wherein some of the regular-move pieces have been replaced with replacement pieces;



FIG. 3 is a table of the regular-move pieces;



FIGS. 4A and 4B are perspective views of two dice that are used as part of the game;



FIG. 5 is a view similar to FIG. 2 after several opening moves;



FIG. 6 is a view similar to FIG. 5 after a capture move;



FIG. 7A is a perspective view illustrating a roll of the dice;



FIG. 7B is a view similar to FIG. 6 after executing a move following the roll of the dice in FIG. 7A;



FIG. 8 is a view similar to FIG. 7B after a further move;



FIG. 9A is a perspective view of the dice after a roll of the dice;



FIG. 9B is a view similar to FIG. 8 after a move following the roll of the dice;



FIG. 10 is a view similar to FIG. 9B after a further move;



FIG. 11 is a view similar to FIG. 10 after a capture move;



FIG. 12A is a perspective view of the dice after a roll of the dice;



FIG. 12B is a view similar to FIG. 11 after a move after the roll of the dice in FIG. 12A;



FIG. 13A is a perspective view of the dice after a roll of the dice;



FIG. 13B is a view similar to FIG. 12B after a move following the roll of the dice in FIG. 13A;



FIG. 14 is a view similar to FIG. 13B after a capture move;



FIG. 15A is a perspective view of the dice after a roll of the dice;



FIG. 15B is a view similar to FIG. 14 after a move following the roll of the dice in FIG. 15A;



FIG. 16A is a perspective view of the dice after a roll of the dice;



FIG. 16B is a view similar to FIG. 15B after a move following the roll of the dice in FIG. 16A;



FIG. 17 is a view similar to FIG. 16B following a capture move;



FIG. 18 is a block diagram of a network that shows the use of a game; and



FIG. 19 is a block diagram of a machine in the form of a computer that can find application in the present invention system, in accordance with one embodiment of the invention.





DETAILED DESCRIPTION OF THE INVENTION


FIG. 1 illustrates some components of a game, including a board and a set of regular-move pieces.


The board has a plurality of visually distinct designated playing areas that form a matrix with rows labelled 1 through 8 and columns labelled A to H.


The regular-move pieces are visually differentiated by color to identify the regular-move pieces belonging to the first user as having a first color, namely black, and the regular-move pieces belonging to the second user as having a second color, namely white. The black pieces are located on rows 1 and 2 of columns A to H and the white pieces are located on rows 7 and 8 of columns A to H.


The regular-move pieces are regular chess pieces that have different shapes and the shapes determine limitation specific to the pieces. For example, a first regular-move piece (e.g., Rook) of the regular-move pieces belonging to the first player (the black pieces) has a first shape (the shape of a castle) to specify a predetermined limitation (a Rook can only move in a single row or column that is unobstructed by another piece, or perform a castle move) specific to the regular-move piece (black Rook), and a second regular-move piece (e.g., Bishop) of the regular-move pieces belonging to the first player (black pieces) has a second shape (shape of a Bishop) that is different from the first shape (shape of a Rook) to specify a predetermined limitation specific to the second regular-move pieces (Bishop can only move on an unobstructed diagonal) that is different from the predetermined limitation specific to the first regular-move piece (Rook can only move in unobstructed columns or rows, or perform a castle move).


The game is laid out like a regular chess game, namely:

    • A1: black Rook
    • B1: black Knight
    • C1: black Bishop
    • D1: black King
    • E1: black Queen
    • F1: black Bishop
    • G1: black Knight
    • H1: black Rook
    • A2 to H2: black Pawns
    • A7 to H7: white Pawns
    • A8: white Rook
    • B8: white Knight
    • C8: white Bishop
    • D8: white Queen
    • E8: white King
    • F8: white Bishop
    • G8: white Knight
    • H8: white Rook


In FIG. 2, some of the regular-move pieces have been replaced by the players for replacement pieces. In the present game, by consensus between the players, each player replaces three regular-move pieces with replacement pieces. The first player has replaced the black King, Queen and Knight on D1, E1 and G1 with a special King, special Queen, and special Knight, respectively. The second player has replaced the Rook, Queen, and King on A8, D8 and E8 with a special Rook, special Queen, and special King, respectively.


Each one of the replacement pieces is movable according to predetermined limitations specific to the replacement piece and is different from the predetermined limitations specific to the regular-move piece that the replacement piece replaces. For example, the replacement Rook on A8 may be “Lo Tri Tham—The Formidable Warrior Monk” that has the ability, once per game, to perform a powerful ‘charge’ move, advancing straight in any one direction and pushing any one piece directly in front of him to the next empty square, friend or foe. In addition, the replacement pieces have predetermined limitations that differ from each other. The following are examples of replacement pieces that are selected by the players:


Pharaoh King—Ruler of the Sands:

Movement: Standard King moves, reflecting the steady and calculated pace of a ruler who has overseen vast empires.


Special Ability: The Pharaoh King, blessed by the gods and revered by his subjects, cannot be captured by his subjects, cannot be captured by Bishops.


This divine protection pays homage to ancient Egyptian deities who watch over their chosen ruler, making him immune to the angled strikes of the Bishops.


Replacement: King.


Genghis Khan King—Conqueror of the Chessboard:

Movement: Standard King moves.


Special Ability: Cannot be captured by Knights.


Replacement: King.


Pixie Queen—Enchantress of the Chessboard:

Movement: Can move up to 4 squares in any direction.


Special Ability: Can fly over team pieces.


Replacement: Queen.


Medusa Queen—Gorgon Monarch of the Board:

Movement: Can move up to 4 squares in any direction.


Special Ability: Any opponent piece in the line of sight will be immobilized for one turn.


Replacement: Queen.


Asian Dragon—Guardian of the Eternal Flame:

Movement: The Asian Dragon exhibits a unique movement pattern, combining elements of both the Rook and Bishop. It can move up to 3 squares in any direction-vertically, horizontally, or diagonally-making it a versatile and strategically dynamic piece.


Special Ability: After moving, the dragon can unleash its fiery breath in a straight line in any one chosen direction, and only up to 1 square away. This ability enables it to capture any enemy piece situated exactly one space away in the chosen direction.


Replacement: Knight.


Winged Dragon—Sovereign of the Skies:

Movement: The Winged Dragon moves like a Rook, able to traverse the chessboard vertically or horizontally, without distance limitation. Its powerful wings grant it unparalleled reach, making it a formidable piece in both offensive and defensive strategies.


Special Ability: Once per move, after its standard movement, it can leap over any one adjacent piece-friend or foe-landing on the immediate next empty square in the same direction.


This ability cannot capture the leaped piece but positions the Winged Dragon strategically, embodying its ability to fly over obstacles.


Replacement: Rook.


Poseidon—Monarch of the Deep Seas:

Movement: Poseidon can move one square in any direction. However, his command over water grants him the unique ability to traverse through any line of Pawns, friend or foe, as if moving through water, emerging on the other side on his next move.


Special Ability: Poseidon can use his trident to summon a ‘Tidal Wave’, shifting all pieces (except Kings and Queens) one square in any chosen direction, provided the destination square is unoccupied.


Replacement: King.


Zeus—Ruler of the Olympian Skies:

Movement: Zeus can move one square in any direction. His divine authority also allows him to move two squares in any direction once per game, representing his ability to swiftly assert his will across the chessboard.


Special Ability: Zeus wields the power to cast a ‘Thunderbolt Strike’ once per game. This ability lets him target any one piece on the board, except the King and Queen, and remove it from play.


Replacement: King.


Zhuge Liang—The Master Strategist:

Movement: Zhuge Liang moves as the King traditionally does, one square in any direction. However, his strategic acumen grants him the unique ability to ‘anticipate’ threats, allowing him to move an additional square away when in check, as long as the path is clear.


Special Ability: Once per game, Zhuge Liang can invoke the ‘Art of War’ ability. This power lets him tactically swap places with any friendly piece within a three-square radius, excluding the King.


Replacement: King.


Diaochan—Enchantress of the Moonlight:

Movement: Diaochan possesses the ability to move any number of squares along a rank, file, or diagonally, but with an added elegance that symbolizes her captivating presence.


Special Ability: Diaochan's ‘Moonlit Seduction’ allows her once per game to charm an opponent's piece within a one-square radius, effectively freezing it for one turn.


This ability cannot target the King or Queen but can be pivotal in disrupting the enemy's plans, reflecting her role as a master of manipulation in the art of war.


Replacement: Queen.


Wu Zetian—Empress of the Celestial Empire:

Movement: Wu Zetian moves as a Queen does, with the ability to traverse the chessboard vertically, horizontally, or diagonally, without any distance limitation.


Special Ability: Once per game, Wu Zetian can issue a ‘Divine Decree’, allowing her to command any one piece on her side, except the King, to make an immediate additional move.


Replacement: Queen.


Luu Zhao—The Sage of Strategy:

Movement: Luu Zhao moves with the agility and precision of a Knight, able to leap over other pieces and land on the opposite color square in an L-shaped pattern.


Special Ability: Once per game, he can foresee an opponent's next move and position himself accordingly, effectively making two moves in one turn.


This ability cannot put the opponent's King in check but can be used for strategic repositioning or capturing an unprotected piece, symbolizing his foresight and strategic mastery.


Replacement: Knight.


Trojan Horse—The Deceptive Reviver:

Movement: Moves like a Knight: The Trojan Horse moves in an L-shape, just like a standard chess Knight.


Special Ability: The Trojan Horse's special ability activates when it enters the opponent's half of the board, marking the transition from a stealthy approach to a bold, tactical strike.


When the Trojan Horse reaches a position with three consecutive empty squares in the opponent's territory, it can revive up to three of the captured pieces, placing them in those squares based on choice.


Replacement: Knight.


Spartan Warrior—The Embodiment of Valor:

Movement: The Spartan Warrior moves with the strength and determination of a Rook, advancing either horizontally or vertically without limit.


Special Ability: Once per game, the Spartan can call upon adjacent allied pieces (in the same row or column) to form a phalanx. For that turn, these pieces move together with the Spartan, either one step forward or backward, as a single unit.


Replacement: Rook.


Arges Retrograde—The One-Eyed Guardian:

Movement: Unlike other pieces, Arges Retrograde can move one step in any direction, but his true power lies in his capability to move two steps backward.


Special Ability: Once per game, he can fix his gaze upon any straight line of sight, immobilizing an enemy piece for a turn, as long as it does not result in a check or checkmate.


Replacement: King.


Grim Reaper—Harbinger of the Endgame:

Movement: The Grim Reaper glides across the board with the mysterious ability to pass through pieces as if ethereal, moving up to two squares in any direction but not ending its move on an occupied square.


Special Ability: Once per game, the Reaper can claim a piece it could attack on the next turn, removing it from the board without moving.


Replacement: King.


Catherine the Great—The Empress of Enlightenment:

Movement: She may move like a Queen but is limited to a distance of three squares, reflecting her measured and deliberate approach to expansion and reform.


Special Ability: The ‘Patronage of the Arts’ ability allows Catherine once per game to ‘inspire’ an allied piece within one square radius. This piece is granted an additional move, representing Catherine's historical patronage which fueled a cultural and scientific renaissance.


This move cannot be used to deliver checkmate but can be pivotal in the development of the game.


Replacement: Queen.


Peter the Great—The Visionary Architect of Empire:

Movement: Peter the Great can move like a King, one square in any direction, but also possesses the unique ability to ‘build’-he can move two squares forward when on his starting position, reflecting his drive for expansion and reform.


Special Ability: Once per game, he can ‘upgrade’ an allied Pawn that he moves past, instantly transforming it into a Queen, Rook, Bishop, or Knight of the player's choice. This ability can only be used once.


Replacement: King.


Tsar Nicholas II—The Last Sovereign of Imperial Russia:

Movement: Tsar Nicholas II moves with the caution of a King, one square at a time, but in any direction.


Special Ability: Once per game, he can enact an ‘edict’ that allows him to swap places with any allied piece on the board. This move symbolizes the Tsar's effort to control the unfolding events of his reign and can be used to either escape a threat or strategically position another piece. However, this ability cannot be used to escape checkmate.


Replacement: King.


Sultan Suleiman—The Magnificent Strategist:

Movement: Sultan Suleiman moves with the dignified and powerful strides of a King but can move up to two squares in any direction, reflecting his enhanced influence and command over a vast empire.


Special Ability: Once per game, he can enforce a powerful decree, allowing him to swap positions with any allied piece on the board. This move represents his supreme authority and strategic foresight, enabling a tactical repositioning that can change the course of the game. However, this ability cannot be used to escape checkmate.


Replacement: King.


American Bald Eagle—The Soaring Strategist:

Movement: The American Bald Eagle moves like a Knight, leaping in an L-shaped pattern. This movement symbolizes its soaring flight and agility in the skies.


Special Ability: Unlike traditional Knights, it can capture an opponent's piece by striking down on any adjacent square around it, not just where it lands after its move.


Replacement: Knight.


American Chief—The Wise Leader:


Movement: The American Chief moves with the versatility of a Queen, but limited to three squares in any direction, reflecting the balanced approach of leadership-powerful yet measured.


Special Ability: Once per game, the Chief can summon an allied piece within two squares to swap positions with it. This move symbolizes the Chief's role in guiding and repositioning their people for strategic. Advantages.


Replacement: Queen.


American Cowboy—The Rugged Trailblazer:

Movement: The American Cowboy moves with the unpredictability of a Knight, but also possesses the ability to move one additional square horizontally or vertically after the L-shaped jump, symbolizing the cowboy's adeptness at traversing varied landscapes.


Special Ability: The Cowboy's special ability, ‘Lasso Capture,’ allows him to capture an opponent's piece that is two squares away in a straight line in any direction, representing the cowboy's skill with a lasso.


Replacement: Knight.


Badass Gunner—The Fearless Sharpshooter:

Movement: The Gunner moves with the straightforwardness of a Rook, but only up to three squares in any horizontal or vertical direction, symbolizing a balanced approach between aggressive positioning and strategic restraint.


Special Ability: Once per game, the Gunner can target any enemy piece in its line of sight (straight line horizontally or vertically), capturing it regardless of distance.


This ability mirrors the long-range accuracy of a skilled sniper and can turn the tide by taking out a key piece from afar. However, it cannot be used to deliver checkmate directly.


Replacement: Rook.


Zhu Bajie—The Valiant Warrior with a Weakness:


Movement: Zhu Bajie uniquely blends the movements of a Knight and a Bishop, moving in an L-shape or diagonally up to two squares, showcasing his versatility and comical limitations.


Special Ability: Zhu Bajie wields the magical Nine-Tooth Rake to ‘rake’ pieces in a straight line towards him, symbolizing chaos and unexpected tactical shifts. This can be used once per game.


Limitations: However, Zhu Bajie's powers are diminished when adjacent to a Queen. In her presence, he loses his special abilities, reflecting his notorious weaknesses and susceptibility to temptation.


Replacement: Bishop.


Monkey King—The Agile Trickster:

Movement: The Monkey King pieces move like standard Rooks, vertically or horizontally any number of squares.


Mirrored Movement: When one Monkey King moves, the other must replicate that move in the same direction and for the same number of squares, as long as it does not push it off the board.


Flying Ability: The Monkey King pieces can ‘fly’ over other pieces, moving vertically or horizontally and skipping any pieces in their path. However, they cannot fly over pieces with flying abilities.


When flying, they cannot land on a square occupied by an opponent's piece to capture it; they can only move to an empty square.


Replacement: Rook.


Lo Tri Tham—The Formidable Warrior Monk:

Movement: Reflecting his formidable physical strength, Lo Tri Tham moves as a Rook, vertically or horizontally any number of squares.


Special Ability: Once per game, Lo Tri Tham can perform a powerful ‘charge’ move, advancing straight in any one direction and pushing any one piece directly in front of him to the next empty square, friend or foe.


Replacement: Rook.


Imperial Consort Yang—The Enchantress of the Court:

Movement: Imperial Consort Yang moves with the grace of a Bishop, diagonally across the board. Her movement is a tribute to her ability to navigate the complexities of court life and exert influence in indirect but powerful ways.


Special Ability: Her special ability, ‘Courtly Influence,’ allows her once per game to charm an opposing piece adjacent to her, rendering it immobile for a turn.


This ability cannot result in check or checkmate but symbolizes her captivating presence and the subtle yet significant influence she wielded at court.


Replacement: Bishop.


The Silver Screen Star—Inspired by Marilyn Monroe:

Movement: The Silver Screen Star moves like a Queen, with the ability to move any number of squares vertically, horizontally, or diagonally.


Special Ability: Unique to the Silver Screen Star is the ‘Captivating Aura’ ability. Once per game, she can ‘charm’ any opposing piece within a one-square radius, making it unable to move for one turn.


This ability symbolizes Monroe's enchanting and mesmerizing impact, leaving those around her spellbound. The charmed piece remains in place, unable to take any action but can still be captured.


Replacement: Queen.


The Martial Master—Inspired by Bruce Lee:

Movement: The Martial Master moves in a unique pattern, combining the movements of a Knight and a King. It can move in an L-shaped pattern like a Knight, symbolizing Bruce Lee's dynamic and unpredictable fighting style or one square in any direction like a King, reflecting his precision and control.


Special Ability: Once per game, it can perform a swift strike, moving two squares in any direction (even through other pieces) and capturing an opponent's piece on the second square.


Replacement: Knight.


The Sentinel Scarecrow—The Guardian of the Fields:

Movement: The Sentinel Scarecrow moves in a distinctive pattern, combining elements of a Rook and a Pawn. It can move up to two squares either vertically or horizontally, representing its steadfast guardianship over the fields.


Unlike a Rook, it cannot move across the entire length of the board, emphasizing its more localized protective role.


Special Ability: Once per game, it can ‘scare away’ any opposing piece that is one square adjacent to it, forcing that piece to retreat one square away in the opposite direction.


This ability reflects the scarecrow's role in warding off intruders and protecting its territory. This tactical retreat can be used to disrupt the opponent's positioning and strategies.


Replacement: Rook.


The Enigmatic Witch—The Mystic Manipulator:

Movement: The Enigmatic Witch moves like a Bishop, gliding diagonally across the board, symbolizing her elusive and mystical nature. She can traverse any number of squares along a diagonal, reflecting her far-reaching magical influence.


Special Ability: Once per game, she can swap places with any allied piece on the board, representing her skill in altering the fabric of reality. This ability allows for unexpected tactical shifts, enabling players to create surprising strategies and turn the tide of the game.


Replacement: Bishop.


Queen Cleopatra—The Sovereign of Strategy:

Movement: Queen Cleopatra moves like a Queen in chess, with the ability to move any number of squares vertically, horizontally, or diagonally. This movement reflects her commanding presence and the wide-reaching influence she held during her reign.


Special Ability: Once per game, she can create a temporary alliance with an opponent's piece adjacent to her, preventing that piece from capturing any of her allied pieces for one turn.


This ability represents Cleopatra's diplomatic skill and her talent for turning enemies into allies, albeit temporarily. It can be a game-changing move in protecting key pieces at critical moments.


Replacement: Queen


The Black Cat—The Mysterious Wanderer:

Movement: The black cat can leap two squares in any direction, but not in a straight line, embodying its agile and elusive nature. This move can bypass other pieces, representing the cat's ability to navigate through tight situations.


Special Ability: Once per game, it can escape a capture by ‘vanishing’ and reappearing in any unoccupied square on the same row, column, or diagonal it was on.


This ability symbolizes the superstition of crossing paths with a black cat and its mysterious ability to avoid danger, bringing unexpected twists to the game.


Replacement: Bishop.


The Mystic Raven—The Omen Bearer:

Movement: The Mystic Raven moves in a straight line, either horizontally or diagonally, but it is limited to three squares per move. This represents the raven's focused yet far-reaching vision, as well as its ability to traverse different terrains with ease and intelligence.


Special Ability: Once per game, it can ‘foresee’ the next move of an opponent's piece within its line of sight, allowing the player to move the Mystic Raven to any square that piece could potentially move to on its next turn.


This ability embodies the raven's legendary foresight and its role as an omen bearer, providing strategic advantages by anticipating the opponent's moves.


Replacement: Knight.


The King Cobra—The Stealthy Sovereign:

Movement: The King Cobra moves in a unique slithering pattern. It can move two squares forward and then one square to the left or right, resembling an ‘L’ shape, but in a forward motion.


This movement pattern represents the cobra's swift and sudden strike, capturing its ability to surprise and outmaneuver its prey.


Special Ability: Once per game, it can strike any opposing piece that is two squares away in a straight line, capturing it instantly. This ability reflects the King Cobra's lethal venomous bite, which can incapacitate its prey swiftly and efficiently.


The venomous strike is a powerful tool for eliminating key threats on the board.


Replacement: Knight.


The Majestic Lion—The King of the Savanna:

Movement: The Majestic Lion moves with a combination of power and grace. It can move up to two squares forward, one square backward, and one square to either side, reflecting its robust and versatile nature as a predator.


This movement pattern captures the lion's ability to assert control and its adaptability in different situations.


Special Ability: Once per game, it can let out a powerful roar, immobilizing all opposing pieces within a two-square radius for their next turn. This ability represents the lion's fearsome roar, which can intimidate and control the dynamics of its surroundings.


The roar is a strategic tool to temporarily hinder the opponent's plans and protect key areas of the board.


Replacement: King.


The Lone Wolf—The Cunning Predator:

Movement: The Lone Wolf moves with a combination of agility and precision. It can move three squares in any straight line (vertically, horizontally, or diagonally), representing its swift and purposeful hunting style.


This movement pattern captures the wolf's ability to traverse large distances efficiently and strike with decisiveness.


Special Ability: Once per game, it can summon the strength of the pack. For its next move, the Lone Wolf can move to any square that is currently occupied by an allied piece, and that piece moves to the square just vacated by the Lone Wolf.


This ability symbolizes the wolf's cooperative hunting tactics and the strategic advantage of pack dynamics. It allows for unexpected positioning and collaborative defense or attack strategies.


Replacement: Bishop.


The Stealthy Tiger—The Ambush Predator:

Movement: The Stealthy Tiger moves with a combination of speed and unpredictability. It can leap up to three squares in a straight line or two squares diagonally, embodying its swift and agile hunting capabilities.


Special Ability: Once per game, it can perform a surprise attack by moving to any square that is two squares away in a straight line or diagonally and capturing any opponent's piece on that square.


This ability represents the tiger's skill in ambushing its prey, utilizing the element of surprise to its advantage. The Ambush Strike is a powerful tool for changing the dynamics of the game, allowing for unexpected captures.


Replacement: Rook.


The Grizzly Bear—The Mighty Protector:

Movement: The Grizzly Bear moves with a combination of force and strategic positioning. It can move up to two squares in any direction, embodying its robust physicality and ability to assert control over its immediate surroundings.


Special Ability: Once per game, it can let out a fearsome roar, immobilizing all opposing pieces within a two-square radius for their next turn. This ability reflects the bear's dominance over its territory, instilling fear and respect in its adversaries.


The Territorial Roar is a powerful defensive tool, capable of protecting key areas of the board and influencing the opponent's strategy.


Replacement: Rook.


The Phoenix—The Eternal Flame:

Movement: The Phoenix moves in a unique pattern, embodying its ethereal and majestic nature. It can move up to three squares in any diagonal direction, soaring across the board with grace and fluidity. This movement reflects the phoenix's ability to transcend and glide over obstacles.


Special Ability: Once per game, upon being captured, it can be ‘reborn’ by immediately returning to any unoccupied square on the first rank (row) of the player's side. This ability symbolizes the legendary rebirth of the phoenix from its ashes, granting it a powerful second chance on the board.


Replacement: Bishop.


The Agile Jaguar—The Silent Stalker:

Movement: The Agile Jaguar moves in a manner that captures its stealthy and agile nature. It can leap two squares in any direction, but not in a straight line, allowing it to bypass other pieces.


This movement pattern reflects the jaguar's ability to make swift, unexpected moves, adept at navigating through dense environments.


Special Ability: Once per game, it can perform a stealthy move, shifting to any square that is two squares away, either diagonally or in an ‘L’ shape, without the need to follow its usual movement pattern.


If this move places the Jaguar adjacent to an opponent's piece, it can capture that piece. This ability mirrors the jaguar's hunting technique, using surprise and agility to capture its prey.


Replacement: Bishop.


The Gentle Panda—The Serene Guardian:

Movement: The Gentle Panda moves in a deliberate and measured way. It can move one square in any direction-forward, backward, or sideways, embodying its calm and thoughtful nature.


This movement pattern reflects the panda's methodical approach and its preference for stability over aggression.


Special Ability: Once per game, it can create a protective shield around itself and any adjacent allied pieces. For the next turn, these pieces cannot be captured. This ability symbolizes the panda's role as a guardian of its environment and its ability to provide protection and support to those around it.


Replacement: Pawn.


The Joker—The Master of Mischief:

Movement: The Joker moves in a unique and unpredictable pattern. It can move one square in any direction, but once per turn, it can also choose to mimic the movement of any piece it faces on the board. This mimicking ability reflects the Joker's versatility and capacity to adapt to different situations by copying others' strategies.


Special Ability: Once per game, it can swap positions with any opposing piece on the board. This ability captures the Joker's mischievous nature, creating confusion and disarray among the opponent's ranks, allowing for unexpected strategic shifts and potentially game-changing maneuvers.


Replacement: Pawn.


Rat—The Clever Navigator:

Movement: The Rat moves one square forward, similar to a Pawn. Its unique ability allows it to leap over an adjacent piece, landing on the immediate next square, bypassing obstacles. This leap symbolizes the Rat's agility and cleverness in overcoming challenges.


Special Ability: The Rat's ‘Adaptive Leap’ ability reflects its quick-thinking and resourceful nature. It can bypass an immediate obstacle by leaping over it. This move makes the Rat a versatile piece, capable of escaping tight situations and creating surprising turns in the game.


Replacement: Queen.


Ox—The Steadfast Guardian:

Movement: The Ox moves like a Rook, but it has a unique limitation—it can only move a maximum of two squares at a time. This restricted movement symbolizes the Ox's methodical nature and its powerful yet deliberate approach to tasks.


Special Ability: The Ox possesses the ‘Unyielding Advance’ ability, allowing it to push through one opponent's piece if it is directly in its path, moving it one square back.


This ability reflects the Ox's formidable strength and its capacity to steadily progress despite obstacles, making it a powerful piece for breaking through enemy lines.


Replacement: Rook.


Tiger—The Bold Challenger:

Movement: The Tiger moves like a Knight, capable of leaping in an L-shaped pattern. It adds a unique twist with its ‘pounce’ ability, allowing it to move two squares forward in any direction, reflecting the Tiger's powerful and unpredictable nature.


Special Ability: The Tiger's ‘Predatory Strike’ ability enables it to capture an opponent's piece on its second square of movement during a pounce, instead of where it lands.


This ability mirrors the Tiger's hunting prowess, capturing its prey by surprise and adding an element of strategic surprise to the game.


Replacement: Knight.


Rabbit—The Agile Navigator:

Movement: The Rabbit leaps in an L-shape like a Knight, but uniquely, it can only capture by moving one square diagonally. This movement reflects the Rabbit's agile and cautious nature, allowing it to navigate the board with subtlety and finesse.


Special Ability: The Rabbit's ‘Evasive Hop’ ability allows it to escape a direct threat by hopping to an adjacent square. This move can only be used when the Rabbit is under attack, symbolizing its instinct to evade danger swiftly.


This ability adds a layer of tactical depth, making the Rabbit a tricky piece to capture.


Replacement: Knight.


Dragon—The Majestic Sovereign:

Movement: The Dragon moves one square in any direction like a King, symbolizing its all-encompassing power. Its movement captures the regal and deliberate nature of the Dragon, ensuring calculated and commanding play.


Special Ability: Once per game, the Dragon can ‘fly’ to any open square on the board, bypassing all other pieces. This ability reflects the Dragon's mythical ability to soar across the skies, offering a strategic advantage by repositioning itself powerfully on the board.


Replacement: King.


Snake—The Cunning Strategist:

Movement: The Snake moves like a Bishop, gracefully sliding diagonally across the board. Additionally, it has the unique ability to ‘slither’ forward by one square, representing its subtle and sneaky nature, which makes it a versatile and unpredictable player in the game.


Special Ability: The Snake's ‘Venomous Strike’ ability allows it to paralyze an opposing piece it faces diagonally, preventing that piece from moving for one turn. This ability captures the Snake's lethal and deceptive nature, adding an element of surprise and tactical advantage to its play.


Replacement: Bishop.


Horse—The Swift Conqueror:

Movement: The Horse combines the moves of a Knight and a Pawn. It can leap in an L-shaped pattern like a Knight but cannot capture in this way. Instead, it captures like a Pawn, moving one square diagonally forward when taking an opponent's piece, symbolizing its swift and strategic advances.


Special Ability: The Horse's ‘Galloping Charge’ ability allows it to move two additional squares forward immediately after its regular move, provided the path is clear.


This ability reflects the Horse's exceptional speed and stamina, making it a formidable piece for rapid advancement and unexpected breakthroughs on the board.


Replacement: Knight.


Goat—The Serene Tactician:

Movement: The Goat moves like a Bishop, gliding diagonally across the board. In a unique twist, after its diagonal move, it can ‘scale’ up or down one square vertically or horizontally, symbolizing its nimble and adaptable nature, perfect for outmaneuvering opponents in tight spots.


Special Ability: The Goat's ‘Mountain's Grace’ ability allows it to move to any square on the same color when there are no pieces in its direct diagonal path. This ability reflects the Goat's agility and sure-footedness in navigating challenging terrain, making it a strategic piece for controlling the board.


Replacement: Bishop.


Monkey—The Playful Tactician:

Movement: The Monkey moves like a King, capable of one square in any direction, reflecting its agile and versatile nature. This movement allows the Monkey to navigate the board with careful deliberation and tactical precision.


Special Ability: The Monkey's unique ‘Mimic’ ability allows it to replicate the move of an adjacent enemy piece once per turn. This ability embodies the Monkey's clever and adaptive nature, enabling it to use its opponents' strategies against them and add an element of surprise to its gameplay.


Replacement: King.


Rooster—The Vigilant Observer:

Movement: The Rooster moves like a Rook, sliding vertically or horizontally across the board. Additionally, it has the ability to move one square diagonally, representing its alertness and ability to adapt to different situations on the chessboard.


Special Ability: The Rooster's ‘Dawn's Call’ ability allows it to ‘wake’ a friendly piece that is in a direct line of sight, giving that piece an additional move. This ability symbolizes the Rooster's role as a herald of a new day, inspiring and mobilizing its allies for strategic advantages.


Replacement: Rook.


Dog—The Loyal Protector:

Movement: The Dog can move two squares in any direction, but not diagonally, embodying its vigilant and protective nature. This movement allows the Dog to cover a significant area on the board, positioning itself strategically to defend and support.


Special Ability: The Dog's ‘Guardian's Watch’ ability enables it to shield an adjacent friendly piece. When activated, any attack on that piece is transferred to the Dog, reflecting its loyal and selfless nature.


This ability makes the Dog a key piece for protecting valuable allies on the chessboard.


Replacement: Rook.


Pig—The Prosperous Strategist:

Movement: The Pig moves one square in any direction like a King, demonstrating its well-rounded and adaptable approach. This movement reflects the Pig's balanced and thoughtful nature, capable of navigating the chessboard with ease.


Special Ability: The Pig's ‘Abundant Leap’ ability allows it once per game to ‘root out’ an adjacent piece, taking its place on the board. This ability mirrors the Pig's association with wealth and luck, enabling it to capitalize on opportunities and turn the tide of the game in its favor.


Replacement: King.



FIG. 3 illustrates the predetermined limitations of the regular-move pieces. The limitations shown in FIG. 3 are regular to the game of chess. The regular-move pieces may also execute other moves that are regular in the games of chess, for example the castle move or en passant.



FIG. 4A shows an intervention action die on the left and a regular-move piece identification die on the right. The intervention action die on the left has six sides with three of its sides shown at the top left and right, respectively. Each one of the three sides of the intervention action die that is shown on the left in FIG. 4A has a respective available character thereon. The available characters all differ from one another and include a respective intervention action to be taken by moving one of the regular-move pieces or replacement pieces. The regular-move piece identification die on the right in FIG. 4A also has six sides with three of its sides at the top left and right. All six visible and not visible sides of the regular-move piece identification die shown on the right in FIG. 4A has a respective available character thereon and the available characters include a Pawn, a Rook, a Bishop, a Knight, a Queen, and a King. The three sides of the regular-move piece identification die that are visible in FIG. 4A include a King on the left, a Pawn on the right, and a Knight at the top.



FIG. 4B shows the three sides of the intervention action die that are not shown in FIG. 4A on the left and the three sides of the regular-move piece identification die that are not shown in FIG. 4A on the right. For example, FIG. 4B shows sides of the regular-move piece identification die that include a Queen on the left, a Rook on the right, and a Bishop at the top.



FIG. 5 illustrates the pieces on the board after a sequence of alternating play between the first and second players is established. The moves to establish the board as shown in FIG. 5 are as follows:

    • White Pawn from D7 to D5
    • Black Pawn from E2 to E3
    • White Pawn from A7 to A5
    • Black Pawn from G2 to G4
    • White Rook from A8 to A6
    • Black Knight from G1 to F3
    • White Pawn from E7 to E6
    • Black Pawn from B2 to B3
    • Black Queen from D8 to F6
    • White Knight from F3 to D4
    • White Knight from G8 to H6
    • Black Rook from H1 to G1
    • White Rook from A6 to C6


As can be seen from the above, a sequence is established wherein the first player moves a select one of the regular-move pieces belonging to the first player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitations specific to the select regular-move pieces that is moved by the first player, whereafter the second player moves a select one of the regular-move pieces belonging to the second player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the second player, and the sequence is subsequently repeated.



FIG. 6 shows a subsequent move that is carried out by the first player:

    • Black Knight from D4 to C6 captures white Rook.


A capture move is a predetermined event due to following the sequence over time that, according to the rules agreed upon by the players, requires rolling of the dice shown in FIGS. 4A and 4B. The party rolling the dice is the party who has the piece that is captured. As shown in FIG. 7A, the second player, i.e., the player with the white pieces, rolls the dice. The regular-move piece identification die is shown on the left with a Knight and the intervention action die is shown on the right with a character that indicates that the second player may move a piece of the first player. The character on the intervention action die is text showing “Di” that is generally referred to by the players as “Divine Intervention”. In a Divine Intervention play the requisite player can move any piece on the board, including any one of their own pieces or any one of the opponent's pieces, provided that the piece being moved is the one identified by the regular-move piece identification die.


As shown in FIG. 7B, the second player decides to make the following move:

    • Black Knight from C6 to E8.


The dice shown in FIG. 7A thus act as first and second randomness generators that, upon a predetermined event that occurs due to following the sequence over time, are used to generate random characters out of two sets of six available characters, wherein each one of the characters on a respective die signifies a change in the sequence that is to be executed by one of the players, and the change in the sequence differs from one of the available characters to the next, before again commencing the sequence.



FIG. 8 shows a move that is carried out by the second player when commencing the sequence, namely:

    • White King from E8 to D8 captures black Knight.


The capturing of the black Knight is an event that calls for the first player (i.e., the player with the black pieces) to roll the dice. As shown in FIG. 9A, the first player has rolled a Rook on the regular-move piece identification die on the left, and a magnifying glass on the intervention action die on the right. The magnifying glass is generally referred to between the players as a “Spy”. A Spy play permits a player to move an opponent's piece identified by the regular-move piece identification die. As shown in FIG. 9B, the first player (i.e., the player with the black pieces) makes the following move:

    • White Rook from H8 to G8.



FIG. 10 shows how the first player commences the sequence by making the following move:

    • Black Knight from B1 to C3.


In FIG. 11, the second player executes the following move:

    • White Knight from H6 to G4 captures black Pawn.


In FIG. 12A, the first player, because of the capture in FIG. 11, rolls a King on the regular-move piece identification die on the left and a flag on the intervention action die on the right. A flag is generally referred to between the players as “Retreat”. In a Retreat play, the player rolling the dice has to move a piece backward and the piece has to correspond to the character identified on the regular-move piece identification die, in the present example a King.


As shown in FIG. 12B, the first player does not move the King that is located on D1, because the King is already all the way back and the only move that is available to the King is from D1 to E2 which is an impermissible forward move. Because of the inability for the King to move backward, the sequence is continued. In the continued sequence, the first player makes the following move:

    • Black Rook from G1 to G4 captures white Knight.


As shown in FIG. 13A, the second player rolls a Queen on the regular-move piece identification die on the left and a knife character on the intervention action die on the right. The knife character is generally referred to between the players as a “Betrayal”. In a Betrayal play, the player rolling the dice, in the present example the second player with the white pieces, does not have the option to move any pieces. Instead, the opposing player, in the present example the first player with the black pieces, may move one of the white pieces, provided that the white piece that is moved corresponds to the character shown on the regular-move piece identification die. As shown in FIG. 13B, the first player (i.e., the player with the black pieces) makes the following move:

    • White Queen from F6 to G5.


It should be remembered that in the regular sequence, it is still the second player (i.e., the player with the white pieces) who has the next turn to move a piece.


In FIG. 14, the first player makes the following move;

    • White Queen from G5 to G4 captures black Rook.


In FIG. 15A, the first player rolls a Pawn on the regular-move piece identification die on the left and a heart on the intervention action die on the fight. A heart is generally referred to between the players as “Peace”. In a Peace play, no pieces are moved. In FIG. 15B, the first player then commences the regular sequence by making the following move:

    • Black Knight from C3 to D5 captures white Pawn.


In FIG. 16A, the second player, because of the capture in FIG. 15B, rolls a Pawn on the regular-move piece identification die on the left and a character showing three arrows on the intervention action die on the right. The character showing three arrows is generally referred to between the players as an “Attack”. In an Attack play, the player rolling dice can move one of their own pieces corresponding to the character shown on the regular-move piece identification die, in the present example, a Pawn. In FIG. 16B, the second player executes the following move:

    • White Pawn from B7 to B5.


In FIG. 17, the second player then commences the sequence by making the following move:

    • White Pawn from E6 to D5 captures black Knight.


As can be understood by the above description, the dice provide for an element of randomness in the game of chess. The game of chess is a relatively complex game between two players due to the different pieces and their different moves. The principles involved in the invention may also find application in other games that are more simple than the game of chess. In the game of checkers, for example, all the pieces have the same shape, which indicates that the same move limitations apply to all the pieces. However, by introducing one or more die, an element of randomness can be introduced in the game of checkers.


It is not required in all games that two dice be used. A different randomness generator than a die can be used. A randomness generator other than a six sided die can be used, for example a two-sided coin, wherein each one of the coins provides a particular departure of the regular sequence in the game of checkers. The term “intervention action die” should be interpreted as possibly being a die having two, three, four, five, six or more sides.


The inclusion of the replacement pieces provides a further dimension of interest in the game because their movement may be different from the movements in the regular game of chess, and because each player is allowed to select their own replacement pieces. The term “replacement piece” should also broadly interpreted as any modification that is made to the functioning of a regular-move piece. In the present example, a regular-move piece is entirely replaced with a different replacement piece. It is also possible to create a replacement piece by modifying an existing regular-move piece by visually altering the regular-move pieces. The regular-move piece may, for example, be placed on a small coaster that is sized to fit within one of the designated playing areas on the board. Alternatively, a ribbon may be attached to a regular-move piece to shown that it has virtually been replaced by a replacement piece.


Although a traditional chess game has been described, the invention may also find application in other chess games such as Chinese chess. Although a two-player game has been described, the invention may find application in games with more than two players, such as a chess game with a board and pieces for three players.



FIG. 18 illustrates the implementation of the game that is shown in FIG. 1 through FIG. 17 in a computer environment. A network includes a game server 10, first and second user computers 12 and 14, and first and second displays 16 and 18.


The game server 10 includes game logic 20 and a user interface 22 as part of software that is stored on a computer-readable storage device forming part of the game server 10.


The first and second user computers 12 and 14 are connected to the game server 10 over a network such as the Internet. The first and second displays 16 and 18 are connected to the first and second user computers 12 and 14, respectively. The user interface 22 is displayed on the first and second displays 16 and 18. The game logic 20 is responsible for controlling and executing the game as described with reference to FIG. 1 through FIG. 17. The user interface 22 displays a board 24, black pieces 26, white pieces 28 and dice 30 on the first and second displays 16 and 18. The only difference between the first and second displays 16 and 18 is that in the second display 18, the board 24 is turned 180 degrees so that the white pieces 28 are at the bottom and the black pieces 26 are at the top.


In use, first and second users interface with the first and second user computers 12 and 14 to move the black and white pieces 26 and 28, and roll the dice 30. Such movement progresses the game as described with reference to FIGS. 1 through 17. Before the game starts, each user may have the option to replace some regular-move pieces with different replacement pieces as described in FIG. 2.


Although a network is described with three computers in the form of the game server 10, and first and second user computers 12 and 14, the invention may find application in other networks. For example, first and second mobile devices may be directly connected to one another via a wireless connection, and the game logic may be entirely located on one or both mobile devices.



FIG. 19 shows a diagrammatic representation of a machine in the exemplary form of a computer system 900 within which a set of instructions, for causing the machine to perform any one or more of the methodologies discussed herein, may be executed. In alternative embodiments, the machine operates as a standalone device or may be connected (e.g., networked) to other machines. In a networked deployment, the machine may operate in the capacity of a server or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a tablet PC, a set-top box (STB), a Personal Digital Assistant (PDA), a cellular telephone, a web appliance, a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. Further, while only a single machine is illustrated, the term “machine” shall also be taken to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein.


The exemplary computer system 900 includes a processor 902 (e.g., a central processing unit (CPU), a graphics processing unit (GPU) or both), a main memory 904 (e.g., read only memory (ROM), flash memory, dynamic random access memory (DRAM) such as synchronous DRAM (SDRAM) or Rambus DRAM (RDRAM), etc.), and a static memory 906 (e.g., flash memory, static random access memory (SRAM), etc.), which communicate with each other via a bus 908.


The computer system 900 may further include a video display 910 (e.g., a liquid crystal display (LCD) or a cathode ray tube (CRT)). The computer system 900 also includes an alpha-numeric input device 912 (e.g., a keyboard), a cursor control device 914 (e.g., a mouse), a disk drive unit 916, a signal generation device 918 (e.g., a speaker), and a network interface device 920.


The disk drive unit 916 includes a machine-readable medium 922 on which is stored one or more sets of instructions 924 (e.g., software) embodying any one or more of the methodologies or functions described herein. The software may also reside, completely or at least partially, within the main memory 904 and/or within the processor 902 during execution thereof by the computer system 900, the main memory 904 and the processor 902 also constituting machine-readable media.


The software may further be transmitted or received over a network 928 via the network interface device 920.


While the machine-readable medium 922 is shown in an exemplary embodiment to be a single medium, the term “machine-readable medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, and/or associated caches and servers) that store the one or more sets of instructions. The term “machine-readable medium” shall also be taken to include any medium that is capable of storing, encoding, or carrying a set of instructions for execution by the machine and that cause the machine to perform any one or more of the methodologies of the present invention. The term “machine-readable medium” shall accordingly be taken to include, but not be limited to, solid-state memories, optical and magnetic media, and carrier wave signals.


While certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative and not restrictive of the current invention, and that this invention is not restricted to the specific constructions and arrangements shown and described since modifications may occur to those ordinarily skilled in the art.

Claims
  • 1. A game comprising: a board having a plurality visually distinct designated playing areas;a set of regular-move pieces for placement on select ones of the designated playing areas, wherein the regular-move pieces are visually differentiated in a manner to identify separate subsets of the regular-move pieces as belonging to first and second players respectively, and for establishing a sequence wherein the first player moves a select one of the regular-move pieces belonging to the first player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the first player, whereafter the second player moves a select one of the regular-move pieces belonging to the second player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the second player, and the sequence is subsequently repeated; anda first randomness generator that, upon a predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the players, and the change in the sequence differs from one of the available characters to the next, before again commencing the sequence.
  • 2. The game of claim 1, wherein a first regular-move piece of the regular-move pieces belonging to the first player is movable to capture a first regular-move piece of the regular-move pieces belonging to the second player.
  • 3. The game of claim 1, wherein the designated playing areas form a matrix.
  • 4. The game of claim 1, wherein the regular-move pieces are visually differentiated by color to identify the regular-move pieces that belong to the first user as having a first color and the regular-move pieces as belonging to the second player as having a second color.
  • 5. The game of claim 1, wherein a first regular-move piece of the regular-move pieces belonging to the first player has a first shape to specify a predetermined limitation specific to the first regular-move piece, and a second regular-move piece of the regular-move pieces belonging to the first player has a second shape that is different from the first shape to specify a predetermined limitation specific to the second regular-move piece that is different from the predetermined limitation specific to the first regular-move piece.
  • 6. The game of claim 5, wherein the first shape is one of a Pawn, a Rook, a Knight, a Bishop, a Queen or a King in a game of chess and the second shape is one of a Pawn, a Rook, a Knight, a Bishop, a Queen or a King in a game of chess.
  • 7. The game of claim 6, wherein the available characters of the first randomness generator include at least two different characters selected from a Pawn, a Rook, a Knight, a Bishop, a Queen or a King.
  • 8. The game of claim 1, wherein the first randomness generator has at least two sides with a respective one of the available characters on each one of the sides.
  • 9. The game of claim 8, wherein the first randomness generator is a die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a Pawn, a Rook, a Knight, a Bishop, a Queen and a King.
  • 10. The game of claim 1, wherein a first of the available characters signifies moving, by the first player, a regular-move piece of the first player when it is a turn of the first player in the sequence to move a regular-move piece.
  • 11. The game of claim 1, wherein a first of the available characters signifies moving, by the first player, a regular-move piece of the second player when it is a turn of the first player in the sequence to move a regular-move piece.
  • 12. The game of claim 1, wherein the first randomness generator has at least two sides with a respective one of the available characters on each one of the sides, wherein a first of the available characters signifies moving, by the first player, a regular-move piece of the first player when it is a turn of the first player in the sequence to move a regular-move piece, andwherein a second of the available characters signifies moving, by the first player, a regular-move piece of the second player when it is a turn of the first player in the sequence to move a regular-move piece.
  • 13. The game of claim 1, wherein the first randomness generator is a die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a respective intervention action to be taken by moving one of the regular-move pieces.
  • 14. The game of claim 1, further comprising: a second randomness generator that, upon the predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the payers and the change in the sequence differs from one of the characters to the next, before again commencing the sequence.
  • 15. The game of claim 14, wherein the first randomness generator is a regular-move piece identification die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a Pawn, a Rook, a Knight, a Bishop, a Queen and a King, and wherein the second randomness generator is an intervention action die that has six sides with a respective one of the available characters on each one of the sides, and the available characters include a respective intervention action to be taken by moving one of the regular-move pieces.
  • 16. The game of claim 1, further comprising: a plurality of different replacement pieces that are interchangeable with respective ones of the regular-move pieces, each replacement piece being movable according to predetermined limitation specific to the replacement piece and different from the predetermined limitation specific to the regular-move piece that the replacement piece replaces, and the predetermined limitations specific to the replacement pieces differing from each other.
  • 17. A computer system comprising: a processor;a computer-readable medium connected to the processor;a set of instructions on the computer-readable medium and executable by the processor, including:a game according to claim 1.
  • 18. A method of playing a game comprising: placing a set of regular-move pieces on select ones of a plurality visually distinct designated playing areas of a board, wherein the regular-move pieces are visually differentiated in a manner to identify separate subsets of the regular-move pieces as belonging to first and second players respectively;establishing a sequence wherein the first player moves a select one of the regular-move pieces belonging to the first player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the first player, whereafter the second player moves a select one of the regular-move pieces belonging to the second player from one of the designated playing areas to another one of the designated playing areas according to a predetermined limitation specific to the select regular-move piece that is moved by the second player, and the sequence is subsequently repeated;generating, with a first randomness generator that, upon a predetermined event that occurs due to following the sequence over time, a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the players and the change in the sequence differs from one of the available characters to the next;executing the change in the sequence; andcommencing the sequence after executing the change in sequence.
  • 19. The method 18, further comprising: generating, with a second randomness generator that, upon the predetermined event that occurs due to following the sequence over time, is used to generate a random character out of a set of available characters, wherein each one of the characters signifies a change in the sequence that is to be executed by one of the payers and the change in the sequence differs from one of the characters to the next, before again commencing the sequence.
  • 20. The method 18, in a computer that includes: a processor;a computer-readable medium connected to the processor;a set of instructions on the computer-readable medium and executable by the processor;executing, by the processor, the set of instructions to play a game according to the method of claim 1.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from U.S. Provisional Patent Application No. 63/467,210, filed on May 17, 2023, all of which is incorporated herein by reference in its entirety.

Provisional Applications (1)
Number Date Country
63467210 May 2023 US