The present invention relates to war games, which reenact real military action using a set of game pieces, more particularly relates to war games that are conducted on a flat surface with flat game pieces.
There exist a lot of war games conducted on a flat surface (see U.S. Pat. No. 3,998,463 to Zumchak, Joseph; U.S. Pat. No. 4,055,346 to Havlik, Vaclav; U.S. Pat. No. 4,149,316 to Matrin, Spencer; U.S. Pat. No. 4,232,864 to Yavorskiy, James; U.S. Pat. No. 4,560,170 to Enyi, Donatus; U.S. Pat. No. 6,241,251 to Trifonov, Plamen). They, however, have several shortcomings, such as difficulty of replacing damaged game pieces, a large degree of speculation, a lack of connection to a certain historical period, and, as a result, a lack of educational value.
The present invention eliminates those shortcomings and allows players to reenact battles with lifelike rules that closely relate to certain historical periods, such as accurate army contingents, attire, equipment and ammunition and overall methods of war craft. Materials from which game pieces are made are readily accessible, which allows players to easily replace lacking or damaged pieces and/or vary the configuration of their “army”. During the game and while getting acquainted with its rules, players get to know all the aspects of war craft of peoples who lived at a certain age in history, an experience which undoubtedly has educational value. The method proposed below allows for a greater accuracy in reenactment of different aspects of war craft, such as troop movement, shooting, hand-to-hand combat, strategic maneuvers, personnel losses and territorial acquisitions, and also in reenactment of wars each consisting of several battles.
It is the primary object of present invention to provide two or more players with a game, which allows them to simulate battles and/or wars, which consist of several battles, and also means for administering those simulated battles. The game set contains flat pieces that depict all components associated with military action: warriors, war animals, standards, weaponry, military equipment and fortifications, made of readily available material, such as paper, cardboard or plastic. The game is conducted on a smooth flat surface, for example, a floor. The rules of the game account historically authentic data concerning size and configuration of detachments, maximum distances for unit movement, effective radii for projectile weapons and their projectiles and relative efficiency of attack and defense of different units depending on their armor and rank. The rules also reflect specificity of war craft during certain historical periods.
The models of projectiles used during shooting are made of wood, cardboard or plastic. During “shooting”, the model is placed on a special flat support, which can also be put at a certain angle, and then a player “shoots” it by clicking on the model with a finger. The game set also includes a device for measuring distances in a form of a ruler with marks, made according with distances different units can move per turn, and also a device for measuring effective radii of said projectiles, in a form of a flat transparent sheet made, for example, from plastic, with marks on it that correspond to initial point of reference and concentric circles each indicating different degrees of “damage” delivered, which are specified for every projectile.
With the help of described game set players can simulate battles, which may be linked into wars. Thus the game simulates the wide spectrum of military actions typical for different historical periods.
A game for at least two players, which represent the opposing sides, in accordance with the present invention, is conducted on a smooth floor, part of which is designated as a battlefield (
Below (in the table of weapons and equipment) is given a list of weapons, equipment and standards utilized during battles in medieval Europe and their dimensions accepted in this game.
The model for the bow arrow (
The set of pieces for administering simulated medieval battles contains figures of infantry and cavalry knights (FIG. 1), light-armored infantry/cavalrymen (FIG. 2), heavy-armored infantrymen (FIG. 3), squires (FIG. 4), light-armored horses (FIG. 7), medium-armored horses (
Cavalry knights (
In the game, three types of detachments are present: regular troops and cavalry/infantry troops.
The configurations of medieval troops for regular and cavalry/infantry detachments are given in the following table of configuration of detachments.
The intervals of maximum displacement (in any direction) per turn for all units are given in the following table of intervals of displacement of units.
Efficiency of attack and defense for every unit participating in a “battle” is given in the following table of efficiency of attack and efficiency of defense of a unit.
The players can administer wars that consist of several battles, or separate battles where different strategic moves can be employed. In turn, battles consist of clashes—local military actions, where different tactical moves can be employed.
The rules for administering a battle regulate the order of shooting and troop movement, coordination of hand-to-hand combat, siege of fortifications, entry of reserve units and capture of opponent's units and trophies, all of which approximate the real medieval confrontations, and contain the following points:
The rules for evaluation of military actions are based on relative value of each unit on the field, take into consideration the inherent advantage of attacking side and the element of chance for hand-to-hand combat using standard playing dice, evaluate the success of an attack through accumulation of losses for every detachment and contain the following points.
The result of each clash between two or several units is decided using the following rules:
During both shooting and hand-to-hand combat, penalty points for every detachment are accumulated if a unit from that detachment has been removed from the battlefield according to the following table of unit loss accumulation.
After each side has in turn attacked and defended (either in shooting, clashes or both), the success of military actions is determined through a coefficient of loss W for every detachment. W=B/C, where B is the sum of penalty points from the table of unit loss accumulation and C is the sum of the efficiencies of defense d for every unit in the detachment (either determined at the beginning of the game or recalculated) from the table of efficiency of attack and efficiency of defense of a unit.
In the following table of outcomes of shooting and clashes for a detachment, the outcomes as a result of losses in a detachment are shown, depending on the value of coefficient of loss W of that detachment.
With reference to the present invention, the game is played as follow.
Players choose the time and place of a battle, composition of the armies fitting to a chosen historical period, determine the purpose of the battle and the starting positions of detachments with the help of included topographic maps and mark a line on the playing surface (floor), that signifies the edge of the battlefields according to their strategic and tactical considerations. The edge of the battlefield can be marked with a string, chalk, or in any other appropriate way.
The game pieces depicting units, which are part of the starting detachments, are placed on the playing surface within the boundary of battlefield, while those that are part of the reserve are placed outside the boundary.
Afterwards the players throw dice to determine which side makes the first move. The player(s) of that side then announce all the military action (shooting and movements) that is to be conducted during this turn. They conduct shooting by placing the models of projectiles onto the device for imitation of shooting and shoot with a click of a finger. The shooting is conducted according to the rules for administering a battle. If a figure of a unit gets within the damage zone of a given type of projectile, that unit is damaged and is dismissed from the battlefield. The summation of losses during the shooting of the opponent is conducted according to the rules for evaluation of military actions.
After shooting is over, the chosen detachments are moved within the limits of intervals given in the table of intervals of displacement of units, with a help of device for measurement of displacement of units.
If, as a result of displacement, units of a detachment came into direct contact with units of an opposing detachment, hand-to-hand combat is conducted according to the rules for administering a battle. Afterward, the right of turn is given to another side, whose player(s) conduct similar actions in the same order.
Penalty points are counted at the time and in a manner described in the rules for evaluation of military actions.
A battle is considered over if: one side accepts defeat; both sides decide to begin negotiations; one side has lost part of its army, agreed on beforehand, in this case the side which lost more detachments is considered to be the losing side.
A war is considered over if: one of the sides has lost its capital or a part of territory or a part of its army, as agreed for at the beginning of the war.
Number | Name | Date | Kind |
---|---|---|---|
2313303 | Szatrow | Mar 1943 | A |
2799504 | Keyko | Jul 1957 | A |
3466044 | Somerville | Sep 1969 | A |
3811679 | Benge | May 1974 | A |
3831944 | Upton | Aug 1974 | A |
3857568 | Yoder | Dec 1974 | A |
4055346 | Garcia-Kuenzli | Oct 1977 | A |
4093236 | Hoffa | Jun 1978 | A |
4184680 | Gage | Jan 1980 | A |
5415411 | Peterson | May 1995 | A |
5465973 | Anderson | Nov 1995 | A |
5879005 | Baca | Mar 1999 | A |
Number | Date | Country | |
---|---|---|---|
20030155712 A1 | Aug 2003 | US |