The present invention relates generally to board games and their playing methods. The invention relates specifically to a hierarchical, multi-dimensional, strategy board game apparatus and playing method.
Board games, sometimes referred to broadly as “parlor games”, are well known and have historically enjoyed popularity among game enthusiasts and wide commercial success. Strategy board games such as the well known games of chess and checkers have traditionally been played on a single 8×8 square planar game board totaling 64 equally sized square spaces. In such games, opponents arrange a number of game pieces in predetermined locations on the board and “attack” each other in an effort to capture and remove the opponent's pieces according to well-established rules of play. In chess, individual pieces are designated as having particular movement and capture capabilities. Both chess and checkers allow promotion of a lowest level or basic piece, to a highest level or most powerful piece, once the opposite side of the game board is reached through forward movement of the piece on the board according to established rules of play. In these well known games there are, however, no rules or provisions for allowing demotion of game pieces. Rather, in these games there is only capture and removal of pieces according to the rules. Furthermore, the single game board, singular direction of play, and single promotion of pieces, all create limits to overall strategies and depths of playing the games.
In response to such limitations, three-dimensional and multiple flat game board concepts have been utilized to expand playing areas and necessitate increased complexity in successful game playing strategies as may be desired by those who have developed a modicum of sophistication in playing the games. Often the multiple boards are the same size and generally offer multiple versions of the same basic two-dimensional game, such as provided in the so-called “three-dimensional chess” game made famous by the character “Mr. Spock” in the original Star Trek television series. For example, U.S. Pat. No. 3,767,201 to Harper et al. discloses a game field with multiple levels, which includes elements of tic-tac-toe. U.S. Pat. No. 3,937,471 to Brennan provides a second board for chess and expanded rules of play to have pieces traverse both game boards. Likewise, U.S. Pat. No. 5,112,056 to Ching infuses classic chess with an Egyptian theme and expands the otherwise flat chess game field to a four-tiered pyramid shape. Other varieties of three-dimensional game boards offer designated playing pieces that emphasize piece movements and generally mimic chess piece movement (e.g. of the Rook, Bishop, and Queen pieces) thereby adding vertical movement across several game boards (each typically being identical to the “standard” 64 square game board) to traditional movements on the single game board. In U.S. Pat. No. 6,276,685 to Sterling, a game is disclosed which has designated game pieces that are permitted to move, in play, vertically and diagonally across multiple game boards. U.S. Pat. No. 5,678,818 to Underwood teaches three square game boards and a selection of pieces that are moved like chess pieces across the boards.
In these patented games, the game pieces generally have a static set of functions for the additional cross-board movements, but do not relate piece movement across game boards to promotion of game pieces thereby.
Considering, now, rules of promotion of game pieces, in both chess and checkers a promotion feature is utilized in play as aforesaid. In typical embodiments of each of these games, the promotion of a piece occurs when it traverses the field of play in one direction. U.S. Pat. No. 4,019,746 to Hare, U.S. Pat. No. 4,032,152 to Johnson, and U.S. Pat. No. 5,340,114 to Wester, each reference promotion of pieces that are pawn-like and traverse a single game board in one direction to attain promotion. In the game of checkers, stacking of game pieces to designate promotion occurs under that game's rules by “kinging” the piece as is well known. This concept of stacking of pieces to designate promotion is disclosed in U.S. Pat. No. 4,032,152 to Shifman, U.S. Pat. No. 5,472,208 to Barry, U.S. Pat. No. 6,135,452 to Yurchey, and in U.S. Pat. Applic. Pub. No. 2001/0011798 of Anderson. In Shifman, so-called key markers are utilized for stacking on stationary posts positioned on a single game board. In Barry, opponents each have different game pieces, with one player having a set of rings and the other a set of peg-shaped pieces. The stacking action occurs upon capture of the opponent's piece. Yurchey describes two types of game pieces that may, in turn, be combined to achieve a more powerful third type of game piece with advanced movement and capture attributes. Anderson's game pieces have predefined movements and capture features, with predefined sets of movements for each piece. Stacking occurs when an opponent's piece is captured. The capturing piece adds the game piece and its attributes to its own movements. It is to be also noted that Yurchey utilizes the promotion and demotion of game pieces, by way of the aforedescribed concept of having two different types of pieces which may be combined in play to make the third, more powerful piece. Specifically, in Yurchey the two types of game pieces are positioned on a single-level game field, and they can be combined in play to attain the higher, third level of movement and capture attributes. Players may combine and un-combine the two types of pieces at will throughout the game. Promotions and demotions in Yurchey are not related, however, to pieces landing on predetermined promotion spaces on the board; and attaining promotion of a piece is not conditioned upon movement of the piece to another board.
Additionally, the prior, known games have relied upon generally cumbersome and rigid game board apparatuses. These constructions were typically not suited for compact storage and transportation, and they also had structural members such as support posts and the like which interfered with or obstructed play on portions of the boards adjacent to them.
Thus, despite past efforts, there has not been heretofore a hierarchical, multi-dimensional, strategy board game apparatus and playing method having an easily constructible and collapsible apparatus, and game pieces which, in play, attain promotion by ascending game board levels and may also be demoted by an opponent while effectively remaining in play.
An object of the present invention is to provide a hierarchical, multi-dimensional, strategy board game apparatus and playing method having an easily constructible and collapsible apparatus.
Another object of the present invention is to provide a hierarchical, multi-dimensional, strategy board game apparatus and playing method having game pieces which, in play, attain promotion by ascending game board levels.
A further object of the present invention is to provide a hierarchical, multi-dimensional, strategy board game apparatus and playing method having game pieces which, in play, may also be demoted by an opponent while effectively remaining in play.
In accordance with basic aspects of the present invention, a hierarchical, multi-dimensional, strategy board game apparatus includes game boards having game spaces, posts for supporting the board members, and game pieces including a static piece, a pawn-like piece, a first promotion piece, and a second promotion piece. In playing the game, a base board is designated, along with a riser space, a promotion space, and a return space. Each player starts with a designated number of pieces, and takes turns to move their pieces in prescribed ways via the designated spaces as available. The players thereby attempt to attain higher levels for their pieces with respect to the boards, with means for promotion and demotion of the pieces and an in-hand ability to return them to play via the return space. The pieces may thus gain expanded movement capabilities for capturing other players' pieces and, ultimately, the static piece to win the game.
The present invention is illustrated by way of example and not limitation in the Figures of the accompanying drawings in which:
a is a reduced plan view of the apparatus shown in
a is a side view of game pieces utilized with the apparatus shown in
b is a plan view legend of the pieces shown in
As shown in
Substantially planar game board members 100, 120, and 130 are preferably constructed from any suitable material, which may optionally be clear or translucent, such as an acrylic or plastic material. Of course, any sufficiently rigid material could be substituted therefore, having attributes which are useful to a substantially planar game board member. In a preferred embodiment, game board members 100-130 have dimensions of about 14.00 sq. in., 9.75 sq. in., and 5.50 sq. in., respectively. Posts P, which are hollow, are also preferably constructed from any suitable material (e.g., acrylic or plastic) which may optionally be clear or translucent; and any sufficiently rigid material could be substituted therefore, having attributes useful to posts P. They also each preferably contain a sufficiently short elastic bungee-type cord. Opposite ends of the cord extend beyond, respectively, opposite ends of a post to facilitate tying (not illustrated) into corner portions of the board members in any suitable, conventional manner. Although not illustrated, it is to be understood, then, that the elastic cord disposed throughout each post P acts to draw a given corner portion of each board member toward, to snugly and securely abut, a given end of the post. In a preferred embodiment, posts P have length dimensions of about 12.50 in. between board members 100 and 120, and about 5.75 in. between board members 120 and 130.
A plurality of game pieces 140, including individual pieces 142, 144, 146, and 148 as shown in
Game pieces 140, like board members 100-130 and posts P, are preferably constructed from any suitable material such as acrylic or plastic, which may optionally be clear or translucent. But unlike board members 100-130 and posts P, game pieces 140 do not need to be, preferably, rigid.
It is to be understood that game spaces 102, 122, and 132 in game board members 100, 120, and 130, respectively, are each dimensioned to accommodate pawn-like pieces 142 and various combinations of those pieces 142 with stacked promotion pieces 144 and 146, and also static pieces 148.
It is also to be understood that apparatus 10 is easily constructible and collapsible by way of posts P which engage and disengage, respectively, game board members 100, 120, and 130 as aforedescribed. Particularly, a collapsed condition of apparatus 10 may be easily visualized with respect to
In the exemplary embodiment of the present invention, game board members 100-130, and game pieces 142-148, are selectively colored and selectively translucent, with any combinations of color and translucency being provided as desired. It would, of course, be advantageous in a preferred embodiment to ensure that the selected color and translucency attributes are consistent with separate game pieces 142-148 and a given number of players, and with selected portions of game board members 100-130 whereupon the separate players' game pieces are initially placed. It has been found, furthermore, by experimentation in development of apparatus 10, that fire polishing the selectively colored and translucent game board members and game pieces provides enhanced aesthetic appeal to apparatus 10.
Although not illustrated, but in another exemplary embodiment of apparatus 10, for even greater aesthetic appeal translucent board members 100-130 and game pieces 142-148 may be selectively lighted by any number of suitable techniques such as by way of miniature battery-operated light emitting diodes (LEDs) that may be implanted therein.
It is to be appreciated that the preferred embodiment of apparatus 10 is easily constructible and collapsible for compact storage and transportation. Also, it is to be appreciated that apparatus 10 is not dependent upon structural members which interfere with or obstruct play.
Turning, now, to a method of playing the hierarchical, multi-dimensional, strategy board game of the present invention, apparatus 10 is provided as described in detail above. With apparatus 10 constructed from, perhaps, a collapsed condition by way of posts P, game board member 100 is designated as the base board and game board members 120 and 130 are respectively designated as the middle/second and top/third boards. Again, boards 100-130 each have a plurality of designated discrete game spaces 102-132, respectively, along with at least one designated riser space 134a-b and promotion space 136. Further, at least one return space 302 is designated in board 100 as shown in
It is to be noted that in the exemplary method of playing the hierarchical, multi-dimensional, strategy board game of the present invention, a means is provided for demotion of game pieces with an “in-hand” ability to return them to play via a player's unoccupied return space 302. Specifically, if a game piece is attacked on middle/second board 120 or top/third board 130, the piece is not “captured” by the opponent but is rather “knocked-off” the board with any promotion pieces 144-146 possessed by that piece being removed and the piece being placed “in-hand” for return on a subsequent move via return space 302 in base board 100. This is the counterpoint to promotion, where the knocked-off piece is not lost but merely loses its progress toward promotion and may eventually be returned to play. In a preferred method of play, a knocked-off piece 142 may be returned to play by a player via an unoccupied return space 302 prior to making a move on any of the boards 100-130. Returning a piece to play does not itself count as a player's turn, and the player may then move the returned piece as that player's turn. Further in this preferred method of play, a “catch” is that if a player moves a piece 142-146 that is already on one of boards 100-130, return of an in-hand piece to an unoccupied return space 302 must then wait for a subsequent turn. It has been found that it is very easy to forget to do this which can thereby cause in certain circumstances a minor glut of unavailable pieces piled in-hand; and unintentionally stranding in-hand pieces in such manner can “tip a balance of power” in an opponent's favor.
Also in preferred rules of playing this exemplary board game of the present invention, two pawn-like pieces 142 are required for promotion of a given game piece on a promotion space 136 of middle/second board 120. Thereon, when a second piece 142 lands on the same promotion space 136, it is promoted by way of stacking on it a first promotion piece 144 and it remains on the promotion space. The other piece 142 goes in-hand and is allowed to return on base board 100 in an unoccupied return space 302. In this case, the in-hand and return processes are necessary steps in promoting game pieces. This rule may be conveniently remembered by the mnemonic “two to promote on the second board.” Promotion on top/third board 130 is similar, but a previously promoted piece 144 and a pawn-like piece 142 must both land upon a promotion space 134b on top/third board 130. Then, piece 144 receives a “crown” promotion piece 146 and the pawn-like piece 142 goes in-hand. Here, the mnemonic is “three to promote on the third board.”
In playing the game of the present invention, it will be seen that the promotion and demotion features create a cycle and balance that seems to be fairly intuitive (2 to promote at the 2nd level, and 3 (net) to promote at the 3rd level). Demotion can occur, but does not in itself cause an end to the game for that player. A central strategy of the game will become apparent, which is to maintain a balance of “resources”: offensive game pieces, defensive game pieces, and those game pieces strategically selected to seek promotion. Promotion is a clear representation of progress and building power. Demotion is a set back, but is not an end in itself.
For further illustration, basic concepts involved in playing the aforementioned TRISE™ game, in accordance with the present invention, will now be briefly described as another exemplary method of playing the game.
The TRISE™ game is started with object piece 148 (the “Tellurian”) and 8 single level, single movement pawn-like game pieces 142 (the “Plods”) on base game board member 100. Base board member 100 contains 9×9 designated, discrete game spaces 102 (for a total of 81 discrete game spaces 102 thereon). Positioned above base board member 100 by a set of posts P is middle game board member 120 which contains 5×5 designated, discrete game spaces 122 (for a total of 25 discrete game spaces 122 thereon). Positioned above middle board member 120 by another set of posts P is top game board member 130 which contains 3×3 designated, discrete game spaces 132 (for a total of 95 discrete game spaces 132 thereon). In playing the TRISE™ game, players may move their game pieces, in turn, up to middle board member 120 and top board member 130. Such movement thereby attains, subject to the game's rules, promotion for a given Plod 142 (then being designated, respectively, as a “Biagonal” 144 and a “Tripex” 146). According to the rules, promotion of a Plod 142 to a Biagonal 144 and a Tripex 146 results in additional movement and capture features correspondingly. A Biagonal 144 has movement and capture capabilities that are somewhat analogous to a bishop in chess. A Tripex 146 has movement and capture capabilities that are somewhat analogous to a queen in chess. As aforementioned, the object of the TRISE™ game is to capture the opponent's Tellurian 148. Other pieces captured on base game board 100 are removed from play and do not return. However, Biagnoal 144 and Tripex 146 pieces captured by an opponent on the second and third game boards 120 and 130 are not removed from play but are rather (i) “knocked” out of play temporarily, (ii) returned to the opponent, (iii) demoted to a Plod 142, and (iv) allowed to return to play in a subsequent turn.
It is to be appreciated that the aforedescribed method of playing the game of the present invention conveys a generally positive message, which from research and observation is apparently understood by even young and relatively unsophisticated players. Specifically, game pieces going “in-hand” are just temporarily sidelined, with their return to action being subject to the discretion and strategy of an individual player. As a result, the game is typically lively with a balance of power frequently changing between opponents. Research and observation have also found that many players find the game to be a metaphor for life, business, and any number of worthwhile pursuits. It is also to be noted from the foregoing description of a preferred, exemplary embodiment, that the TRISE™ playing method of the present invention is intuitive since it broadly relates to “sets of three”. In this regard, the TRISE™ game combines (i) three levels of three game boards as, collectively, a field of play, (ii) three-level game pieces, and (iii) the promotion and demotion features of the game pieces among the three levels of boards. In the TRISE™ game, it is to be understood, clever strategy is required of a successful player beyond that which is required in conventional, single level, board games, since the game of the present invention includes a demotion feature which results in a previously promoted piece being potentially sent back down, hierarchically, to the base board as a first level game piece but remaining in play.
While the present invention has been particularly shown and described with reference to the accompanying figures and specification, it will be understood however that other modifications thereto are of course possible; and all of which are intended to be within the true spirit and scope of the present invention.
It should be appreciated that components, dimensions, rules, and other particulars and parameters of exemplary embodiments and methods of the invention aforedescribed may be substituted for others as desired or which are suitable for achieving desired results, or that various accessories may be added thereto.
It is also to be understood in general that any suitable alternatives may be employed to provide the hierarchical, multi-dimensional, strategy board game apparatus and playing method of the present invention.
Lastly, of course, the choice of compositions, sizes, and strengths of various aforementioned elements of the apparatus of the present invention are all a matter of design choice depending upon intended uses thereof.
Accordingly, these and other various changes or modifications in form and detail of the present invention may also be made therein, again without departing from the true spirit and scope of the invention as defined by the appended claims.
This application claims the benefit of U.S. Provisional Application Ser. No. 60/650,178 filed on Feb. 4, 2005, with the entirety thereof being incorporated herein by reference thereto.
Number | Date | Country | |
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60650178 | Feb 2005 | US |