This invention relates to electronic board-games board for playing games in which a move is done by indicating a point on the board, and the state of the game is expressed in the state of the points. These games include traditional games like Go, but also large number of other potential games, puzzles and exercises. The invention presents a new kind of a set-up for a novel game to play on this board.
PCT/NL97/00589 (Golad 1997) describes a new kind of electronic board-games board, on which you play by touching a point. GB 9919551.3 (Farpaz 1999) and PCT/GB00/00460 tarpaz 2000) describe a variation of the idea. An effective way of implementing the hardware of the board was presented in PCT/GB01/03311 (Harpaz 2001). This board can be used to implement classic board games like Go and Reversi and similar games, but it also can be used to implement various other kinds of game, including fluid games, in which the board changes illumination of points not only when a player touches a point Fluid board games are a novel concept, with a very different “feel” from the existing board games, because they are less about analytical thinking and much more about speed of response and hand-eye coordination.
Several such fluid games where described GB 9919551.3. One of them describes the board moving the points about the board, and the players try to touch them. The invention which is describe here is the full implementation of this game.
In the description below, a point in the grid is neighbour of a second point if it is one of the closest points around the second point. In a square grid, this can mean either the closest four points or the closest eight points, and the invention here covers both possibilities. A continuous group of points is a group in which each pair of points is connected either by the two points being neighbours of each other or both being connected to a third point in the group.
According to the current invention, some of the games that are implemented on the board are variations of the novel game Ghost. The board needs three colours at each point for the Ghost game, and its behaviour is as follows:
A specific embodiment of the invention will now be described.
The general structure of the board itself and the behaviour of the software is as described first in the GB patent application GB 9919551.3 and PCT/GB00/00460 and also in the priority document GB 0213454.2, and the actual implementation of the grid points is as described in the international application PCT/GB01/03311. However, the Ghost game requires three colours. This is achieved by using in each point two LEDs, one red and one green, which when they are switched on together give a yellow colour, and thus give three colours: red, green and yellow. The yellow is the neutral colour, and red and green are the player-colours. As described in GB9919551.3, in addition to the grid points, the board also has a control area with alphanumeric display and control buttons to change parameters, and two turn lights to mark which colour is currently playing. One of the turn lights is green, and the other is red.
When the game that is selected is Ghost, the software perform the steps below. Terms in italics signif parameters that the players can set.
With this behaviour, the players see a group of four points “running” around the board “at random” (repeated executions of steps 5-8), in the colour of the current player (which is indicated by the turn light (step 3)). The current player tries to touch any of this group of points (step 7). If they succeed their score increase. If they touch a point not in the group it becomes illuminated in the neutral colour, and the group does not go through it any more. After the player touches a point, or some interval (Turn Time) passed (step 8), the turn goes to the other player (Step 9). After a fixed number of turns (Turn Limit), or when the group is surrounded and cannot move anymore, the game ends (step 10) and the player with the larger score wins.
The way the game was described, when a point which is illuminated in the neutral colour is touched, the board ignores it. This behaviour may be changed such that in this case the board changes the current colour to the other colour. This behaviour seem to be less intuitive to the players, so the described behaviour is better.
With exactly the same behaviour, a single player can play trying to achieve high scores for both red and green. In addition, a single player can also play a different game, in which the task is to end the game in as small number of turns as possible. To achieve that, the player tries to surround the group with points in the neutral colour, until the group is completely surrounded. Then the board stops the game, and the player checks the number of turns to see how well he has done (ignoring what the board says in step 10 about who won). Surprisingly (at least for the inventor), this way of playing is almost as popular as the first way of playing.
Additional features that can make the games more attractive are:
Additional kinds of games can be added by relatively small changes to the behaviour of the board For example, in step 7, the board can give the player a score when the touched point is a neighbour of the group, no score when the touched point is some other unilluminated point, and give a score to the other player when the touched point is in the group. With this behaviour, the players try to achieve high score, by touching near the group but not the group itself. This requires better accuracy and judgement, and makes the game more interesting to more able players.
Filing Document | Filing Date | Country | Kind |
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PCT/GB03/01399 | 3/31/2003 | WO |