Gladiator game and method of play

Information

  • Patent Grant
  • 6575463
  • Patent Number
    6,575,463
  • Date Filed
    Monday, April 1, 2002
    22 years ago
  • Date Issued
    Tuesday, June 10, 2003
    21 years ago
  • Inventors
  • Examiners
    • Layno; Benjamin H.
    • Collins; Dolores R.
    Agents
    • Rooy, P.A.; Paul S.
Abstract
A gladiator game and method of play. The gladiator game comprises a game environment, player tokens, gladiator tokens, trainer tokens, a stack of monster cards, a stack of treasure cards, play money, and a chance device. The chance device determines player token moves over spaces disposed in a perimeter path around an arena. Under certain conditions, gladiator tokens may be purchased (representing the retention of a Gladiator), and may enter the arena. In the arena different gladiators may engage in combat, the outcome being determined by a number of factors including their gladiator attack points, gladiator defense points, and the chance device. A gladiator token occupying a center spot in the arena earns play money for its owner every turn, and additional play money is earned each circuit of the perimeter path. Video game, computer game, and internet versions of the instant game are considered to be within the scope if the instant invention. The internet version permits large number of players to participate simultaneously, and new players may join the game at any time.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




This invention relates to combat games, and in particular to a gladiator game and method of play.




2. Background of the Invention




Games simulating combat are some of the most exciting games available for play. Within this genre, it is difficult to envision a more interesting combat game than a gladiators game, complete with Avatars, Exotic Beasts, and Dragons!




At the same time, given the popularity of internet games which are playable by a large number of participants simultaneously, it would be desirable to provide a gladiators game and method of play which can be played on the internet jointly by a many players, and which fresh players may join into at any time.




SUMMARY OF THE INVENTION




Accordingly, it is an object of the present invention to provide a gladiator game which simulates actual arena combat. Design features allowing this object to be accomplished include a game environment having a perimeter path and an arena, player tokens, gladiator tokens, and a chance device. Advantages associated with the accomplishment of this object include enhanced entertainment and realism.




It is another object of the present invention to provide a gladiator game and method of play which can be joined into by a large number of players. Design features allowing this object to be accomplished include a bank, play money, and a large number of player tokens. Benefits associated with the accomplishment of this object includes the ability for large numbers of players to participate over an internet, and the associated enjoyment by the players.




It is an object of the present invention to provide a gladiator game and method of play which can be joined into at any time by fresh players. Design features allowing this object to be accomplished include a bank, play money, and a large number of player tokens. Benefits associated with the accomplishment of this object includes the ability for large numbers of players to participate, and the associated enjoyment by the players.











BRIEF DESCRIPTION OF THE DRAWINGS




The invention, together with the other objects, features, aspects and advantages thereof will be more clearly understood from the following in conjunction with the accompanying drawings.




Five sheets of drawings are provided. Sheet one contains FIG.


1


. Sheet two contains

FIGS. 2 and 3

. Sheet three contains

FIGS. 4 and 5

. Sheet four contains

FIGS. 6 and 7

. Sheet five contains

FIGS. 8 and 9

.





FIG. 1

is a top view of a game environment.





FIG. 2

is a top view of a perimeter path gladiator space.





FIG. 3

is a top view of a player token.





FIG. 4

is a top view of a gladiator token.





FIG. 5

is a top view of a trainer token.





FIG. 6

is a top view of a monster card.





FIG. 7

is a bottom view of a monster card.





FIG. 8

is a top view of a treasure card.





FIG. 9

is a bottom view of a treasure card.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT




Referring now to

FIG. 1

we observe a top view of game environment


2


. Game environment


2


comprises perimeter path


6


surrounding arena


4


. Perimeter path


6


comprises a plurality of perimeter path


6


spaces, including one or more of the following: main office space


20


, gladiator space


22


, monster card space


24


, treasure card space


26


, entrance space


28


, unauthorized fighting space


30


, retain a trainer space


32


, your best gladiator retires space


34


, portal space


36


, etc.




In the preferred embodiment the following was the order of perimeter path


6


spaces proceeding clockwise around perimeter path


6


:




main office space


20






Entertainment gladiator space


22






Footman gladiator space


22






monster card space


24






Swordsman gladiator space


22






treasure card space


26






Exotic Beast gladiator space


22






entrance space


28






monster card space


24






Slave gladiator space


22






Javlinist gladiator space


22






Soldier 1st Class gladiator space


22






unauthorized fighting space


30






Martial Artist gladiator space


22






entrance space


28






Convict gladiator space


22






treasure card space


26






Soldier


3


rd Class gladiator space


22






monster card space


24






Long Bowman gladiator space


22






Paladin gladiator space


22






retain a trainer space


32






Savage gladiator space


22






your best gladiator retires space


34






Archer gladiator space


22






Gladiator gladiator space


22






Avatar gladiator space


22






monster card space


24






entrance space


28






Squire gladiator space


22






monster card space


24






Soldier 2nd Class gladiator space


22






Warlord gladiator space


22






Dragon Slayer gladiator space


22






treasure card space


26






entrance space


28






Thief gladiator space


22






portal space


36






Mercenary gladiator space


22






Knight gladiator space


22






monster card space


24






Dragon gladiator space


22






Although a preferred embodiment distribution and order of perimeter path


6


spaces is given above, it is considered to be within the scope of this invention that any combination of one or more of the above identified types of perimeter path


6


spaces be used, in any distribution and/or order.




Arena


4


comprises arena


4


spots, which may include one or more of the following: entrance spot


40


(hatched green in FIG.


2


), safety spot


42


(marked by an arrow in FIG.


2


), thief sanctuary spot


44


(cross-hatched in FIG.


2


), center spot


46


(hatched green in FIG.


2


), etc.





FIG. 2

is a top view of a perimeter path gladiator space


22


. Each gladiator space


22


comprises gladiator name


21


(Javlinist in FIG.


2


), gladiator cost


23


, gladiator attack points


12


and gladiator defense points


14


. Gladiator cost


23


represents the cost to retain the gladiator identified by gladiator name


21


. Gladiator attack points


12


specify the strength of the gladiator in attack, while gladiator defense points


14


specify the strength of the gladiator in defense.





FIG. 3

is a top view of player token


8


(hatched green in FIG.


3


). A plurality of player tokens


8


are used in the instant game, and each differs from the others for ready identification. Each turn, player tokens


8


advance around perimeter path


6


by a number of spaces indicated by a chance device such as a die. Although in the preferred embodiment the chance device disclosed was one or more dice, it is considered to be within the scope if the instant invention that any chance device be used, including but not limited to dice, spinners, electronically generated random numbers (as may be the case in the electronic version of the instant game, which may be a video game, computer game, a game suitable for playing by many players on the internet, etc.).





FIG. 4

is a top view of gladiator token


10


(hatched green in FIG.


3


). Each gladiator token


10


comprises gladiator name


21


(Avatar in FIG.


4


), gladiator attack points


12


and gladiator defense points


14


. Gladiator attack points


12


specify the strength of the gladiator in attack, while gladiator defense points


14


specify the strength of the gladiator in defense.





FIG. 5

is a top view of trainer token


58


.





FIG. 6

is a top view of a monster card


50


.

FIG. 7

is a bottom view of a monster card


50


, bearing monster card instructions


52


.





FIG. 8

is a top view of a treasure card


54


.

FIG. 9

is a bottom view of a treasure card


54


bearing treasure card instructions


56


.




An explanation of the apparatus and method of play follows.

FIGS. 1-9

may be referred to for the purposes of this explanation.




The Storyline:




Ogmok, the Arena owner in an attempt to boost his profits, has decided to sponsor a tournament. So now twice a week he opens his Arena to a free-for-all. The grand prize winner received from Ogmok their choice of gladiator, retainer cost paid by Ogmok. The whole idea was a big hit. The citizens flocked to the arena, profits were up and the gladiator operators finally had a chance to flourish. Almost everybody wore a big smile.




The Object:




1.) With a designated number of Gladiators, to be the first player entered into arena


4


(the fighting portion of the Arena) with no other opponents to challenge your domination of arena


4


.




2.) Choose a special gladiator to be in arena


4


.




3.) Set a time limit and the player with the most gladiators in arena


4


at that time wins.




4.) Once familiar with the game, figure your own object.




Equipment:




Consists of game environment


2


, chance device (which were at least two six-sided dice in the preferred embodiment), at least two player tokens


8


; a number of Monster Cards


50


; a number of Treasure Cards


54


; a number of trainer tokens


58


; a set of gladiator tokens


10


associated with each player token


8


, and play money. In the preferred embodiment there were two white dice, one red die, one blue die, six player tokens


8


,


32


Monster Cards


50


,


16


Treasure Cards


54


, and


24


gladiator tokens


10


associated with each player token


8


.




Preparation:




Shuffle Monster Cards


50


and Treasure Cards


54


, placing them to one side of game environment


2


. Decide on a banker to perform the banking duties. Choose someone to manage Monster Cards


50


and Treasure Cards


54


. Banker first rolls the dice for high roll. Player to the left of the banker is next in line to roll for high roll, etc. High roller starts by choosing the player token


8


he wishes to use in the game to mark his progress around the perimeter path


6


. High roller starts first. Each Player is given gladiator tokens


10


corresponding to such Player's player token


8


. The gladiator tokens


10


represent the gladiators allowed to be retained by such Player. Spread the gladiator tokens


10


out so they can be easily found. Each Player takes care of their own markers. Each player receives from the banker 1000 in gold to start the game with.




The Banker:




Select one player to be the Banker. A Banker who also plays in the game MUST keep his personal accounts separate from the Banks accounts. The banker will be responsible for all transactions between the bank and the players. Banker rolls the two white 6-sided dice first for high roll.




The Bank:




The Bank is owned by Ogmok and is the establishment where most transactions on playing environment


2


will take place. When retaining a Gladiator the money spent will go to The Bank. The Bank will also collect unauthorized fighting fines and all money due when drawing a card (Exception: when the money is to be paid to another player as stated on a card.).




The Bank is also responsible for paying any rewards due to a Player as a result of drawing a Monster Card


50


or Treasure Card


54


, and giving the players a trainer token


58


when a trainer is retained, or paying the player at the time of crossing main office space


20


their path completion payment (400 in gold in the preferred embodiment). The bank will also pay a center spot payment to the gladiator who is stationed in The Arena center spot


46


(100 gold per turn in the preferred embodiment).




The Bank CAN NOT go broke. If there is not enough play money on hand, additional funds can be issued by The Bank at any time.




Loans through The Bank are NOT available and Players may not borrow, loan or give money, gladiator tokens


10


or trainer tokens


58


to any other Player.




All fines and bills are due immediately or as much as the Player has. Any or all, Gladiators or Trainers, already retained must be unretained for half the original retained price in order to pay as much of such Player's bill as possible. If the Player does not have the gold needed to meet the requirements he becomes bankrupt (see Bankruptcy).




Bankruptcy:




At the beginning of a Player's turn he may declare himself bankrupt and start over. To do so the Player:




1.) states to the Banker that he is declaring bankruptcy;




2.) the Player then turns over to the bank all assets he still has including cash, trainers, gladiators and any cards he may be holding;




3.) the Player moves his token to The Arena's main office space


20


;




4.) end of turn.




The Play:




The Player who was high roller starts the play by placing his player token


8


on The Arena's main office space


20


, then rolling the two white 6-sided dice and moving clockwise around perimeter path


6


the number of spaces equal to the pips shown on the rolled dice. After the first Player has completed he turn by performing the actions necessary or desired dictated by the space such Player's token


8


landed on, play passes to the next player to the left (clockwise). Player tokens


8


remain on the last perimeter path


6


space occupied, and proceed from that space on the Player's next turn. Two or more player tokens


8


may occupy the same perimeter path


6


space. According to the perimeter path


6


space a given player token


8


reaches, the associated Player may be allowed to retain gladiators, enter a gladiator into the arena etc., or they may be obliged to draw a card or retire their gladiator, etc.




Retaining Gladiators:




. . . In order to retain a Gladiator a player token


8


must land on the gladiator space


22


corresponding to such Gladiator, and the Player who owns that player token


8


must pay the bank the gladiator cost


23


identified on the gladiator space


22


. Upon receipt of appropriate payment, the Player is free to use the gladiator token


10


corresponding to the Gladiator he just purchased in combat in arena


4


in accordance with these rules.




Retaining a Gladiator is one of the most important aspects of the game. Gladiator retention strategy largely determines how the game proceeds. Gladiators are the actual fighting forces who will take there place in arena


4


to fight under a Player's banner in an attempt to claim center spot


40


. Each Gladiator attacks and defends with different abilities (see Attack and Defense Chart:) giving advantages to the better opponent entered within arena


4


. The better the Gladiator the more gold a Player will need to retain the services of that individual Gladiator. The gold a Player pays for the gladiator as retainer fee will be held by Ogmok (the bank). Any retained Gladiators go to the Player's stockpile to be used as desired by the Player (see The Players Stockpile:).




The Player's Stockpile:




Any retained gladiator tokens


10


are put in a separate pile from the rest of the gladiator tokens


10


that are available. These are the gladiators tokens


10


the Player will have a chance to enter into arena


4


when that Player's player token


8


lands on an entrance space


28


, portal space


36


, or main office space


20


.




Doubles:




If a Player rolls doubles, he moves his player token


8


the pip total shown on the dice and performs any action associated with the perimeter path


6


space landed upon. The same Player now rolls again, moves his token, and performs the actions involved with his move. This ends his turn. Play passes to the next Player (Exception: when after the second roll the Player ends up with a card that tells him to roll again).




Doubles can also be used to enter a gladiator token


10


into arena


4


. When doubles are rolled, the player token


8


is moved as usual and any action connected to the perimeter path


6


space landed upon performed. The same Player then has the opportunity to either roll again to move on around the perimeter path


6


OR that Player can decide to take a chance to enter a gladiator token


10


into arena


4


. To enter a gladiator token


10


into arena


4


the Player must first choose the gladiator token


10


he wishes to risk. That gladiator token


10


is placed on the entrance space


28


closest to the that Player's player token


8


. The Player must pay the bank the appropriate entrance fee (50 gold in the preferred embodiment), then using one six-sided die, roll a predetermined chance device range (1-4 in the preferred embodiment) for a successful entrance. A predetermined chance device value(s) (5 or a 6 in the preferred embodiment when the die is rolled) will kill the Gladiator and its corresponding gladiator token


10


is un-retained and no longer available to that Player until retained again later, in accordance with these rules. This ends the turn. Play passes to the next Player.




Same Space:




When two or more player tokens


8


end up occupying the same perimeter path


6


space, each Player has access to that location and may or must perform the actions necessary for that space.




Main Office Space


20


:




This is the starting space on perimeter path


6


. After the starting moves, each time a Player's token lands on or passes across main office space


20


that Player collects a path completion payment from the bank. In the preferred embodiment, the path completion payment was 400 gold. If a Player declares bankruptcy this is once again his starting space. A Player may enter gladiator token(s)


10


into arena


4


through main office space


20


free of charge.




Entrances Spaces


28


:




When a player token


8


lands on any of the four entrance spaces


28


, upon appropriate payment of an arena entrance fee (50 gold in the preferred embodiment) such Player enter any gladiator token


10


which has been previously retained by such Player onto the entrance spot


40


co-extensive with such entrance space


28


. This ends that Player's turn unless doubles were involved. On the Player's next turn he has two options:




1.) roll the two white 6-sided dice to continue moving his player token


8


around perimeter path


6


, or




2.) roll the two colored 6-sided dice to move (and possibly commit to combat) his gladiator token(s)


10


within arena


4


. (see Arena


4


:)




A gladiator token


10


that sits on an entrance spot


40


may be removed by any other player token


8


which lands on that entrance spot


4


. Such removed gladiator token


10


is returned to the Player who owns it, and remains retained by such Player and is available for further use by such Player later.




Safety Spots


40


:




At least one safety spot


40


separates each entrance spot


40


from the other arena


4


spots. A gladiator token


10


may NOT attack from a safety spot


40


, nor can a gladiator token


10


be attacked while occupying a safety spot


40


. Once a given gladiator token


10


departs from a safety spot


40


onto an arena


4


spot which is not a safety spot


40


, such gladiator token


10


cannot subsequently move onto any safety spot


40


.




Thief Sanctuary Spots


44


:




Arena


4


further comprises thief sanctuary spots


44


. Only thief gladiator tokens


10


may occupy thief sanctuary spots


44


. (See Special Gladiators: The Thief). No gladiator token


10


may attack a thief gladiator token


10


occupying a thief sanctuary spot


44


except another thief gladiator token


10


.




Center Spot


46


:




Center spot


46


in arena


4


is controlled by having a gladiator token


10


sitting on that space. For each turn that a Player has a gladiator token


10


sitting on center spot


46


he may collect a center spot payment (100 gold in the preferred embodiment) before he rolls the dice at the beginning of his turn. Rolling doubles does NOT give a Player a second opportunity to collect the 100 gold because that Player's turn has already started.




Arena


4


:




In the preferred embodiment, the blue and the red die are the dice used when a Player has decided to use his turn to move his gladiator token(s)


10


in arena


4


. The blue die represents the movement and/or defense capabilities for a gladiator token


10


within arena


4


, and the red die represents the attack capabilities of ALL the gladiators within the arena. Roll BOTH colored dice at one time and use the number of pips shown on the blue die to move in the arena, with the red die indicating the roll for attack if the situation calls for an attack.




Moving and Fighting Gladiators Tokens


10


:




When more then one Player has a gladiator token


10


within arena


4


it is likely that a battle will commence (after all that is what Gladiators do). If at the beginning of a Player's turn he chooses to move and fight within arena


4


, rather than move on around perimeter path


6


with his player token


8


(both may not be done on the same turn even if doubles were involved), then that Player must use the two colored dice. Play is rather straight-forward if only one gladiator token


10


from each Player is involved:




1.) activate the chance device (in the preferred embodiment, roll the two colored dice),




2) move a gladiator token


10


desired amount of spaces allowed by chance device (the pips shown on the blue die). A Player does not have to move at all if he does not think the timing is proper or he may move any portion of the move allowable*.




3.) the attack chance device value has already been determined (by roll of a red die in the preferred embodiment, or such other chance device as is being used), so using the number of pips shown on the red die as the base number, add any pluses** that Gladiator receives due to his training and/or bonuses allowed by a trainer (see Retaining a Trainer:). If the Player's gladiator is within range for attacking the opponent's gladiator token


10


(on a spot adjacent the defending gladiator token


10


, unless the particular attacking Gladiator has a longer attack range—see Special Gladiators below), then the number achieved by adding die pips, gladiator attack points


12


and bonuses is the number declared as the attack number and is the number the defending gladiator token must meet or exceed in order to prevail. A gladiator token


10


is within attack range if it occupies an arena


4


spot adjacent a gladiator token


10


to be attacked (Exception: Certain special gladiators are be within attack range if further away, e.g. the Javelin Thrower may attack from two spots away, the Archer can attack from three spots away, and the Longbowman can attack from four spaces away. See Special Gladiators, below).




4.) the defending Player makes any statements needed to be made (see Retaining a Trainer:) at this time,




5.) defender activates the chance device (the blue die in the preferred embodiment). This is NOT a movement roll, a defender can NOT move.




6.) defender adds chance device value, gladiator defense points, and bonuses to arrive at a defense number,




7.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the number achieved by the attacker, the attack has NOT been defended successfully and the defender's gladiator token


10


is removed from arena


4


and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules,




8.) this ends the attacker's turn and play passes to the next Player.




If the attacking Player has more than one gladiator token


10


within arena


4


play progresses a little differently:




1.) the attacker activates the chance device (in the preferred embodiment the two colored dice),




2.) the attacker moves the desired amount of spaces allowed by the chance device (the pips shown on the blue die in the preferred embodiment), by any or all of his gladiator tokens


10


***




3.) if the movement brings more than one gladiator tokens


10


in range for attacking an opponent's gladiator token


10


, then both gladiator tokens


10


being used by the attacker are allowed the benefit of the attack. Both attacking gladiator tokens


10


use the same chance device value. The attack chance device value has already been determined (by roll of a red die in the preferred embodiment, or such other chance device as is being used), so using the number of pips shown on the red die as the base number, add any pluses** that Gladiator receives due to his training and/or bonuses allowed by a trainer (see Retaining a Trainer:). An attack number for both attacking gladiator tokens


10


is determined by adding chance device value, gladiator attack points


12


and bonuses, and is the number the defending gladiator token must meet or exceed in order to prevail.




4.) the defending Player makes any statements needed to be made (see Retaining a Trainer:) at this time.




5.) the defender must then declare which attack is being defended,




6.) defender activates the chance device (the one blue die in the preferred embodiment). This is NOT a movement roll, a defender can NOT move.




7.) defender adds chance device value, gladiator defense points


14


and bonuses to arrive at a defense number,




8.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the attack number achieved by the attacker, the attack has NOT been defended successfully and the defender's gladiator token


10


is removed from arena


4


and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules,




9.) the defender must again make any statements needed to be made (see Retaining a Trainer:) at this time,




10.) the defender must now again activate the chance device (by rolling the blue die in the preferred embodiment) to defend the attack of the second attacking gladiator token


10


,




11.) the defender adds chance device value, gladiator defense points


14


and bonuses to arrive at a defense number,




12.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the attack number achieved by the attacker, the attack has NOT been defended successfully and the defender's gladiator token


10


is removed from arena


4


and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules,




13.) this ends the attacker's turn and play passes to the next Player.




When moving and fighting within arena


3


keep in mind that all movement a Player wishes to make needs to be completed BEFORE that Player starts his attack sequence. Such Player must/may move to attack. To attack and then move is NOT allowed, and to move, attack, and then move again is NOT allowed. * Example: the blue die has four pips showing but the Player decides only to move a gladiator token


10


two of the four allowed spots. This IS allowed. The Player may also decide after viewing the result of the roll not to move at all (this ends the Players turn, he is NOT allowed to change his mind and roll the white die because he didn't like his other roll). ** Example: since a Thief attacks at


1


d+2 (and the


1


d is the one red die), add 2 to the rolled pip(s) showing on the red die for the +2 the Thief receives due to his training. The result is the attack number need to be defended against. *** Example: 2 gladiators retained by the attacking Player are in the arena and the blue die has 4 pips showing. The Player decides to move one of his gladiator tokens


10


one spot and the other gladiator token


10


three spots. This IS allowed.




Retain a Trainer Space


32


:




When a player token


8


lands on this space, the Player has the opportunity to retain a trainer for a trainer fee (in the preferred embodiment the trainer fee was 300 gold). Upon payment of the trainer fee, the bank tenders a trainer token


58


to the Player. The trainer token


58


must be returned to the bank after the Player uses it. A trainer is able to impart extra training to any one Gladiator at a time of need. With the extra training received from the trainer, a gladiator token of choice is now able to attack or defend with a +2 bonus. When using the trainer in conjunction with an attack, to properly use the trainer, a Player MUST declare BEFORE rolling the dice for movement and attack within arena


4


, that he is using a trainer and that Player must specify which gladiator token


10


is to receive the benefit of the bonus obtained from the trainer. When using the trainer in conjunction with a defense roll, a Player MUST declare BEFORE rolling the die for defense within the arena, that he is using a trainer and that Player must specify which gladiator token


10


is to receive the benefit of the bonus obtained from the trainer. A trainer may only be used once, it has then completed the contract for which it was retained and must be returned to the bank.




Monster Cards


50


:




When a player token


8


lands on a monster card space


24


, the Player owning that player token


8


must draw a card from the pile of monster cards


50


and follow the monster card instructions


52


printed on the monster card


50


drawn. The instant game includes a plurality of monster cards


50


, some of which are definitely NOT good or beneficial to the Player. See Monster Card Stories which illustrates some monster card


50


possibilities.




Treasure Cards


54


:




When a player token


8


lands on a treasure card space


26


, the Player owning that player token


8


must draw a card from the pile of treasure cards


54


and follow the treasure card instructions


56


printed on the treasure card


54


drawn. The instant game includes a plurality of treasure cards


54


, a few of which are not good or beneficial to the Player. See Treasure Card Stories which illustrates some treasure card


54


possibilities.




Unauthorized Fighting Space


30


:




When a player token


8


lands on unauthorized fighting space


30


, the Player who owns that player token


8


has violated the rules for proper conduct within the halls of The Arena. No fighting is allowed except in arena


4


, and since the rules have been broken, an unauthorized fighting fine be paid to the bank. In the preferred embodiment, the unauthorized fighting fine was 300 gold.




Portal Space


36


:




When a player token


8


lands on portal space


36


, the Player who owns that player token


8


has the opportunity to teleport into arena


4


one gladiator token


10


of his choice, bypassing the need to pay the arena entrance fee. This is a risky venture because the technology allowing this has not been perfected. To use this option, the Player must first choose from his stockpile the gladiator token


10


he wishes to transport into arena


4


and place that gladiator token


10


on one of the arena


4


spots which are not safety spots


42


nor the center spot


46


. The second step is to activate the change device (a white 6-sided die in the preferred embodiment). If the result of the chance device activation is within a pre-determined range of values (1-4 in the preferred embodiment) then the transport has been successful and the gladiator token


10


is now within arena


4


. If the result of the chance device activation is within another pre-determined range of values (5-6 in the preferred embodiment) then that gladiator token


10


is removed from arena


4


and placed back in the stable of unretained gladiator tokens


10


, and may be retained again by that Player later if desired, in accordance with these rules.




Your Best Gladiator Retires Space


34


:




When a player token


8


lands on your best gladiator retires space


34


, the BEST (most expensive) of gladiator tokens


10


belonging to the Player who owns that player token


8


must be retired from the game and can only be brought back in by drawing a treasure card


54


that allows one Gladiator to come out of retirement.




Special Gladiators:




Several of the Gladiators available to the player have unique specialties. The Thief has the ability to steal from the bank and can hide in thief sanctuary spots


44


. To steal from the bank the Thief must on his turn be able to move within one spot of center spot


46


, declare his intention to steal, give to the banker twice the amount the Thief wishes to steal, and activate the chance device (one six-sided die in the preferred embodiment). If the chance device indication falls within a predetermined range (1-4 in the preferred embodiment) the Thief has managed to successfully steal half the amount given to the banker and the banker then will return the deposit plus the amount successfully stolen. If the chance device indication falls within another predetermined range (5-6 in the preferred embodiment) the Thief has been caught. The deposit is lost and the thief gladiator token


10


is removed from arena


4


and placed back in the stable of unretained gladiator tokens


10


, and may be retained again by that Player later if desired, in accordance with these rules.




The Thief also has the special ability to hide in arena


4


thief sanctuary spots


44


. To do this the thief gladiator token


10


with the movement allowed by the chance device (the blue die in the preferred embodiment) moves into and out of thief sanctuary spots


44


as if such thief sanctuary spots


44


were one spot in arena


4


: a grouping of four thief sanctuary spots


44


is considered to be one spot, so only one movement point is required while moving into or out of such grouping of thief sanctuary spots


44


. A thief gladiator token


10


while occupying a thief sanctuary spot


44


can attack any gladiator token


10


which moves within range of such thief gladiator token


10


without having to worry about being attacked. No other gladiator token


10


may attack a thief gladiator token


10


occupying a thief sanctuary spot


44


, except any other thief gladiator token. Any number of thief gladiator tokens


10


are allowed to share the same thief sanctuary spot(s)


44


.




The Javelin Thrower gladiator token


10


has the ability to attack from two spots away. The Archer gladiator token


10


can attack from three spots away. Archer gladiator token


10


can team up with The Footman gladiator token


10


and receive from The Footman a defense bonus points adder of +2 defense points (but no extra attack points bonus) and a bonus for the combination of +1 to both the attack points and defense points (The Archer feels a sense of security with The Footman close there-by improving his chance to hit). That would give an Archer a combination gladiator attack point value of +4 and a combination gladiator defense point value of +6. The Footman must be on a spot adjacent The Archer for the Archer to reap this benefit.




The Longbowman gladiator token


10


can attack from four spots away. The Knight and The Squire can be teamed up in the following manner: When located on adjacent spots in arena


4


, The Squire adds his gladiator attack points and gladiator defense points to his Knight's gladiator attack points and gladiator defense points with an additional +1 added to both his Knight's gladiator attack points and gladiator defense points, giving the knight an attack points of +8 and defense points of +8, that is the same as the Dragon, the most powerful of the gladiators.




Attack and Defense Chart:




This chart lists the gladiator attack points


12


and gladiator defense points


14


of representative Gladiators available to the Players. The gladiator attack points


12


and gladiator defense points


14


are the numerals following the “


1


d”; “


1


d” represents the roll value of a single six-sided die.



















Gladiator









Attack




Gladiator Defense




Gladiator Cost in






Gladiator Type




Points 12




Points 14




Gold to Retain











Entertainment




1d*




1d




 100






Slave




1d 




 1d + 1**




 200






Convict




1d + 1




1d




 300






Savage




1d + 1




1d + 1




 400






Squire




1d + 1




1d + 2




 500






Thief




1d + 2




1d + 1




 600






Footman




1d + 2




1d + 2




 700






Javlinist




1d + 2




1d + 3




 800






Soldier 3rd Class




1d + 3




1d + 2




 900






Archer




1d + 3




1d + 3




1000






Soldier 2nd Class




1d + 3




1d + 4




1100






Mercenary




1d + 4




1d + 3




1200






Swordsman




1d + 4




1d + 4




1300






Soldier 1st Class




1d + 4




1d + 5




1400






Long Bowman




1d + 5




1d + 4




1500






Gladiator




1d + 5




1d + 5




1600






Warlord




1d + 5




1d + 6




1700






Knight




1d + 6




1d + 5




1800






Exotic Beast




1d + 6




1d + 6




1900






Martial Artist




1d + 6




1d + 7




2000






Paladin




1d + 7




1d + 6




2100






Avatar




1d + 7




1d + 7




2200






Dragon Slayer




1d + 7




1d + 8




2300






Dragon




1d + 8




1d + 7




2400











*one 6-sided die










*one 6-sided die plus the designated number













The Following Are Representative Monster Card Instructions


52


:




Monster Card


1






A stressed out Slave




goes berserk and




slays one of your




gladiators.




Monster Card


2






Move to the next




Arena Entrance.




Monster Card


3






A Dragon looks deep




into your eyes and you




find you are frozen for




the rest of this turn




and your next turn.




Monster Card


4






When you land on




an entrance use this




to enter your gladiator




for free.




Monster Card


5






After defeating a Thief




who broke into your




office, you find out




there is a Reward on




him for


200


Gold.




Monster Card


6






The Gods are in your




favor you may remove




from The Arena one




gladiator of your




choice. Return to the




player's stockpile.




Monster Card


7






An angry Warlord




starts whompin' on




your retainers.




The Doctor must




be paid 150 Gold.




Monster Card


8






One of the Exotic




Beasts escape because




of you and the cost




of recapture is




50 Gold.




Monster Card


9






Move Forward




4-spaces.




Monster Card


10






Convicted of Trespass.




Pay a 150 Gold fine.




Monster Card II




A Pegasus from the




Exotic Beast stables




leaves you 100 Gold




to help your efforts.




Monster Card


12






Move to




Retain a Trainer.




Monster Card


13






When you land on




an entrance use this




to enter your gladiator




for free.




Monster Card


14






Move back




4-spaces.




Monster Card


15






Move backwards




next turn.




Monster Card


16






A Cheetah Priest tells




you your turn stops NOW!




Then he declares you




must START your turn over.




Monster Card


17






Move to the next




Arena Entrance.




Pay 100 gold to




enter a gladiator.




Monster Card


18






A wild boar escapes




the cage. After you




help re-capture it,




a Slave pays his own




retainer fee and joins




your stockpile.




Monster Card


19






A Kipador escapes




the Exotic Beast




cage and you




receive 100 Gold




for it's recapture.




Monster Card


20






Porthath the Paladin




gets drunk while




playing dice and you




win 50 Gold.




Monster Card


21






One of your best




swords break and




it costs you




100 Gold




to replace it.




Monster Card


22






Choose a Gladiator!




Roll the red and blue




die if the blue die is




equal to or greater than




the red die you saved




your gladiator.




Monster Card


23






A Rinobrogo breaks




into The Arena and




stomps on your best




gladiator. Return




to your stockpile.




Monster Card


24






A Griffin attacks




your retainers.




Doctor fees of




150 Gold




must be paid.




Monster Card


25






A Hopalog escapes




and you are blamed.




you must pay 50 Gold.




Monster Card


26






A Pegasus visits




your kitchen and




eats up 100 Gold




worth of food.




Monster Card


27






A Kipador escapes




when you open the




cage the recapture




costs 100 Gold.




Monster Card


28






A Barker Beast




goes on a rampage




and slays one of




your gladiators.




Monster Card


29






You trip an alarm




and are charged




200 Gold reset fee.




Monster Card


30






The Dragon Galbrien




wins at dice.




You Pay him




50 Gold.




Monster Card


31






A Tantrill goes




berserk and you




lose your BEST




gladiator.




Monster Card


32






A Pycotes breaks




into your office.




Repairs cost




200 Gold.




Monster Card


33






After helping a Knight




he rewards you by




slaying one of your




gladiators.




The Following Are Representative Treasure Card Instructions


56


:




Treasure Card


1






After breaking up




an unauthorized




fight, you find a




small sack holding




150 Gold.




Treasure Card


2






After helping a




Knight he rewards




you with 50 Gold.




Treasure Card


3






You receive




1-trainer free of charge.




Treasure Card


4






A Convict likes




your style, so




he paid his own




retainer fee and




joins your service.




Treasure Card


5






You find Draks




Broadsword and he




gives you 50 Gold.




Treasure Card


6






After knocking a




brick loose you




find 150 Gold.




Treasure Card


7






An Entertainer




pays his own




retainer fee




and joins you.




Treasure Card


8






A gleam from the




floor draws your




eye and you find




a sapphire worth




200 Gold.




Treasure Card


9






A blue diamond is




shining from a




crack. It brings




you 200 gold




when sold.




Treasure Card


10






You sell some




old armour and




receive 100 Gold.




Treasure Card


11






You receive




1-trainer




free of charge.




Treasure Card


12






Bring one of your




gladiators out of




retirement.




Treasure Card


13






One of your




gladiators trip a




spike trap and dies.




Treasure Card


14






You lose one of




your gladiators




in a rockslide.




Treasure Card


15






One of your




gladiators fall in




a pit trap and dies.




While a preferred embodiment of the invention has been illustrated herein, it is to be understood that changes and variations may be made by those skilled in the art without departing from the spirit of the appending claims.




For example, a video game version, a computer game version, and an internet game version which can be played by large number of players are all considered to be within the scope of this disclosure. Any player can join into play at any time by paying the bank.




DRAWING ITEM INDEX






2


game environment






4


arena






6


perimeter path






8


player token






10


gladiator token






12


gladiator attack points






14


gladiator defense points






20


main office space






21


gladiator name






22


gladiator space






23


gladiator cost






24


monster card space






26


treasure card space






28


entrance space






30


unauthorized fighting space






32


retain a trainer space






34


your best gladiator retires space






36


portal space






40


entrance spot






42


safety spot






44


thief sanctuary spot






46


center spot






50


monster card






52


monster card instructions






54


treasure card






56


treasure card instructions






58


trainer token



Claims
  • 1. A method of play for a gladiator game, said gladiator game comprising a plurality of player tokens, a plurality of gladiator tokens associated with each said player token, at least one chance device, and a game environment comprising an arena and a perimeter path, said arena comprising a plurality of spots, said perimeter path comprising a plurality of gladiator spaces and at least one entrance space through which said gladiator tokens may enter said arena, said method of play comprising the steps of:A. Moving at least two opposing gladiator tokens into said arena through said at least one entrance space; B. Moving one said gladiator token into attack range from another said gladiator token; C. Activating said chance device and noting its attack points value; D. Activating said chance device and noting its defense points value; E. If said attack points exceed said defense points, removing the defending gladiator token from play.
  • 2. The method of play for a gladiator game of claim 1 wherein each said gladiator token comprises a gladiator attack points value and a gladiator defense points value, and wherein said method of play comprises the further steps of adding said gladiator attack points to said chance device attack points to determine an attack number, adding said gladiator defense points to said chance device defense points value to determine a defense number, and if said attack number exceeds said defense number, removing the defending gladiator token from play.
  • 3. The method of play for a gladiator game of claim 1 wherein said gladiator game further comprises play money and a gladiator value associated with each said gladiator token, said method of play comprising the further step of purchasing at least one gladiator token using said play money.
  • 4. The method of play for a gladiator game of claim 3 wherein each said gladiator space contained in said perimeter path is associated with at least one said gladiator token, and wherein said method of play comprises the further step of purchasing a given gladiator token only when one said player tokens occupies the gladiator space associated with the given gladiator token.
  • 5. The method of play for a gladiator game of claim 1 wherein said gladiator game further comprises play money and said arena further comprises a center spot, and any gladiator token occupying such center spot earns a center spot payment each turn during which said gladiator token occupies such center spot.
  • 6. The method of play for a gladiator game of claim 1 wherein said gladiator game further comprises a plurality of monster cards bearing monster card instructions, and said perimeter path comprises at least one monster card space, and wherein said method of play comprises the further step of drawing a monster card and following its monster card instructions each time one said player token lands on said at least one monster card space.
  • 7. The method of play for a gladiator game of claim 6 wherein said gladiator game further comprises a plurality of treasure cards bearing treasure card instructions, and said perimeter path comprises at least one treasure card space, and wherein said method of play comprises the further step of drawing a treasure card and following its treasure card instructions each time one said player token lands on said at least one treasure card space.
  • 8. The method of play for a gladiator game of claim 7 wherein said game environment further comprises a main office space, and wherein said method of play comprises the further step of entering at least one said gladiator token into said arena through said main office space free of charge.
  • 9. The method of play for a gladiator game of claim 8 wherein said game environment further comprises at least one unauthorized fighting space, and wherein said method of play comprises the further step of charging an unauthorized fighting fine of each said gladiator token which lands on said unauthorized fighting space.
  • 10. The method of play for a gladiator game of claim 9 wherein said game environment further comprises at least one your best gladiator retires space, and wherein said method of play comprises the further step of withdrawing from play a gladiator having a highest gladiator cost owned by a player who owns the gladiator token which landed on said your best gladiator retires space.
  • 11. The method of play for a gladiator game of claim 10 wherein said game environment further comprises at least one portal space, and wherein said method of play comprises the further steps of moving at least one gladiator token onto said portal space, activating said at least chance device, and entering said at least one gladiator token into said arena at no charge if one or more pre-determined chance device value is achieved.
  • 12. The method of play for a gladiator game of claim 11 comprising the further step of withdrawing from play the at least one gladiator token which landed on said portal space if one or more pre-determined chance device value is achieved.
  • 13. The method of play for a gladiator game of claim 1 wherein said arena further comprises at least one safety spot wherefrom no said gladiator token may attack, and wherein no said gladiator token may be attacked.
  • 14. The method of play for a gladiator game of claim 8 wherein said gladiator game comprises at least one Thief gladiator token and said arena further comprises at least one thief sanctuary spot, wherein no said Thief gladiator token may be attacked except by another said Thief gladiator token.
  • 15. The method of play for a gladiator game of claim 2 wherein said perimeter path further comprises at least one retain a trainer space and at least one trainer token, and wherein said method of play comprises the steps of moving at least one said gladiator token onto said retain a trainer space, purchasing a trainer token, adding a pre-determined number of training points to said gladiator attack and said chance device attack points to determine said attack number, and adding a pre-determined number of training points to said gladiator defense points and to said chance device defense points value to determine said defense number.
  • 16. A gladiator game comprising a plurality of player tokens, a plurality of gladiator tokens associated with each said player token, at least one chance device, and a game environment comprising an arena and a perimeter path, said arena comprising a plurality of spots, said perimeter path comprising a plurality of gladiator spaces and at least one entrance space through which said gladiator tokens may enter said arena.
  • 17. The gladiator game of claim 16 wherein each said gladiator token comprises gladiator attack points and gladiator defense points.
  • 18. The gladiator game of claim 17 further comprising a plurality of monster cards bearing monster card instructions, and said perimeter path further comprises at least one monster card space.
  • 19. The gladiator game of claim 18 further comprising a plurality of treasure cards bearing treasure card instructions, and said perimeter path further comprises at least one treasure card space.
  • 20. The gladiator game of claim 19 further comprising play money and a center spot in said arena, whereby one said gladiator tokens occupying said center spot may earn at least one center spot payment.
  • 21. The gladiator game of claim 20 wherein said arena comprises at least one safety spot wherein said gladiator tokens may not be attacked.
  • 22. The gladiator game of claim 21 wherein said arena comprises at least one thief sanctuary spot wherein a thief gladiator token may not be attacked.
US Referenced Citations (18)
Number Name Date Kind
3963242 Treugut et al. Jun 1976 A
4261574 Rogers, Jr. Apr 1981 A
4309036 Alvey Jan 1982 A
4534567 Ferris et al. Aug 1985 A
4688802 Sandifer Aug 1987 A
4695056 Cornelson et al. Sep 1987 A
5026070 Watt Jun 1991 A
5033753 Yuen et al. Jul 1991 A
5150908 Codinha Sep 1992 A
5251905 Bombino Oct 1993 A
5388837 Hoffman Feb 1995 A
5443268 Mayfield et al. Aug 1995 A
5484157 King Jan 1996 A
5496037 Rumph Mar 1996 A
5791987 Chen et al. Aug 1998 A
6070871 Wilson et al. Jun 2000 A
6450498 Rombone Sep 2002 B1
6481714 Jacobs Nov 2002 B1
Foreign Referenced Citations (1)
Number Date Country
2 191 952 Dec 1987 GB
Non-Patent Literature Citations (2)
Entry
Mark A.Jacobs—Battle Card From, and Method for Using the Card in, a Board Game—Feb. 20, 2003—Pub. No.: US 2003/0034606 A1.*
Meetul Kinarivala—Board Game Apparatus And Method of Play—Mar. 20, 2003—Pub. No.: US 2003/0052451 A1.