Logical board game and game of chance on a star-shaped board

Information

  • Patent Application
  • 20070063436
  • Publication Number
    20070063436
  • Date Filed
    February 23, 2006
    18 years ago
  • Date Published
    March 22, 2007
    17 years ago
Abstract
The present invention is directed to a logical board game featuring hexagonal primary playing fields as a playing area, and pieces, the primary playing fields being congruent geometrical figures that form a regular six-pointed star-shaped playing area that has axes of symmetry, one playing field of which is at the center of the playing area, and that the primary playing fields adjoin, by at least two of their sides, their neighboring primary playing fields.
Description

The subject of the invention is a logical board game involving a playing area of regular hexagonal cells, and pieces. The cells are congruent geometrical figures. The subject of the invention is also a game-of-chance board game involving a playing area of regular hexagonal cells as well as a roulette cylinder and/or tumbling die or other random number generator and/or computer and tokens.


The invented games are played on a special playing area (board). Industrial design patents numbers D03 00347 and D03 00348 describe a similar special playing area pattern.


The board games that are the subject of this invention belong to two sub-categories, namely logical board games (I) and games that involve elements of games of chance (II).


Chess belongs to the sub-category of logical board games (I). A characteristic of the board games described in the invention is the fact that the same board can also be used for playing logical games such as horse race, pawn war, French chess, halma, pyramid, checkers (shashki), and triangles (merelles).


The games described in the invention are further characterised by the fact that, when the starting setup is defined randomly (by means of a draw), the same board can also be used for playing several, already existing, board games that involve elements of games of chance. Thus, using the chess pieces, several roulette-like games can be played such as (chess-) queen roulette, rook-bishop roulette, king-knight-2 pawns roulette and lotto chess, as well as lotto, roulette, dreidel, and blackjack. This feature distinguishes the invented games from any formerly known (reform) chess games.


I have given my invention the commercial name Polgár Szupersztár board game—indicating that these games are members of the Polgár Szupersztár family of games that are playable on the Polgár Szupersztár six-pointed star-shaped board.


(In the present description of the invention, instead of the term “board” I will mostly use the more specific expression “playing area”, also formerly referred to as the “playing field”.


Also, I have substituted the term “field” or “cell” with the term “primary playing field”.)


One of the most ancient known games, chess, which dates back more than 2,000 years, has a playing area of 8×8 square-shaped cells organized into vertical columns and horizontal rows usually on a board, table or box surface, and a set of playing pieces comprising two times 16 pieces and pawns. The pieces are shaped as figures that act in accordance with their established roles within the rules of the game. During the past five hundred years the game has been played according to the same rules as a game for two players who oppose one another as “white” and “black” in accordance with the starting move. All this is indicative of the strict rules of this traditional game.


The large number of pieces and cells, according to the rules, results in such a large number of move combinations that the game of chess is regarded all over the world as an intellectual pursuit highly suitable for developing complex combinative abilities and, consequently for realising various strategic and tactical concepts.


It is no coincidence that, alongside traditional chess (8×8 board, FIDE-rules), a large number of reform chess ideas have also been published. Several innovations have been attempted in order to make the game more dynamic.


One opportunity lies in changing the size of the board, or the shape and geometry of the playing area. Thus, a smaller board may result in a certain simplification and can speed up the game since, logically, fewer pieces can be placed on the smaller board bearing in mind the reduced size of the playing area. Examples of such commercially available games are the well-known Alapo, Apocalypse, Archer, Baby, Benighted, Bird, Chessence, Los Alamos, Microchess I and II, and Minichess I, II, III and IV. Larger boards that require the inclusion of more pieces, sometimes involving new pieces (typically major pieces, with new ways of moving and capturing), make it possible for more than two people to play on the same board at the same time. One example of this is Paulovits chess (1931), which is played on a 10×10 board, and others are those games detailed in Hungarian patent descriptions 130.346 and 187.705. The overwhelming majority of these reform chess games, however, did not result in the desired acceleration while preserving the traditional values—particularly the high-level intellectual pleasure produced by the clashing of minds—of the game. The majority of reform chess versions have become over-complicated, the playing areas confusing, and the games slow and heavy.


Another option is to vary the basic setup. In traditional chess the basic setup is fixed, and characterised by symmetry and the opposition of pieces. In my game the placement of major pieces on the base-line—both in terms of position and order—is optional, making it possible to checkmate the opponent in just one move!


Grandmaster Pál Benkö published his version of reform chess, Prechess, in 1978. Here, the placement of the major pieces in the basic setup is not determined and can be asymmetrical. Prechess, however, has not become widespread. American chess genius Robert Fischer also proposed a non-determined placement of the major pieces, while preferring to maintain the symmetrical basic setup of the major-pieces (white pieces opposite to the equivalent black ones).


Star-shaped chessboards have already been invented by many others. The chess game known as “Baltic Four-Handed” in the technical literature (L. Kieseritzky, 1835?), for example, can be played on an eight-pointed star-shaped chessboard. Hungarian patent description 168.051 details a board game that involves an eight-pointed star-shaped playing field comprising 128 congruent rhomboid-shaped fields.


Besides square-shaped cells the chessboard can be “paved” with fields of other geometrical shapes. Diamond Chess, for example, features triangular cells.


The technical literature contains mention of several playing areas made up of hexagonal playing fields that connect like the cells of a honeycomb (The Encyclopedia of Chess Variants, Games and Puzzles Publications, © D.B. Pritchard, Surrey, UK 1994): “Hyperchess”, “King's Colour”, page 363; “Hexachess”, page 138, and “Hexagonal chess”, pages 138-145. There are dozens of versions of reform chess in which the board is made up of hexagonal fields, such as Chessex, Chessnik, En Garde, Galachess, Haynie's Hexagonal Chess, Hexabeast, Hexmate, Hexachess, Hexagonal, Hexagonia, Hexchad, Hex, Hexchess, Hexshogi, Ludus Chessunculus, Mi Arena Chex, Mini Hexchess, Three-Handed Hexagonal, Triangular, Tri, Trimex, Triscia, Triss, Troy, Chazz Hyperchess, King's Colour, Mars, Quatrechess, etc.


In 1978, Nerida Fay Ellerton invented a six-pointed star-shaped chessboard paved with hexagons—containing as many as 400 fields in three different colours, making the game complicated and cumbersome. Details of the game are given in British patent description GB 2 033 239, and the star-shaped playing area divided into hexagonal fields is represented in diagram 4. The playing area represented in the diagram significantly differs from the star-shaped playing area described in our study. The board shown there is not suitable for fulfilling the functions that I have set out for the games I have devised. Over the past 25 years, I have no information about the spread of the games mentioned in the above document.


In summary, it can be stated that none of the previously known reform chess games, nor those games in combination with other board games, can fully serve the purposes specified by our invention.


In terms of the present invention, one of my intentions was to provide a game for chess enthusiasts, and for lovers of logical games in general, which preserves the rules and approach of chess and is practically identical with chess, while being more dynamic, played on a geometrically original board that offers uniquely novel combinative potential.


The concept was based on the recognition that, on the playing area described in the invention, while keeping, or slightly modifying, the piece set of traditional chess and while largely adhering to the rules of traditional chess and reform chess versions, one can create modem logical games that are able to develop combinative skills and creativity in new ways. One further advantage is that the same playing area (or board) can be used to play enjoyable games of chance.


I fulfilled the task I had set myself by means of the logical board game in accordance with specification 1, and the game-of-chance board game in accordance with specification 15. Favourable solutions for the two inventions are the varieties in accordance with specifications 2-14 and 16-23.




Below, I present my inventions in greater detail using examples and formats, in which



FIGS. 1-6 depict the movement of the individual chess pieces,


and FIG. 7 depicts the basic setup of the chess pieces in the playing area according to one of the designs.


In FIG. 8, the basic setup of the chess pieces can be seen according to another design,



FIG. 9 shows the empty playing area (A) comprising 37 numbered playing fields (B),



FIG. 11 shows the empty playing area (A) comprising 73 numbered playing fields (B),



FIG. 11 shows the playing area set out for the game horse race,



FIG. 12 shows the playing area set out for the game pawn war,



FIG. 13 shows the playing area set out for French chess,



FIG. 14 shows the playing area set out for halma,



FIG. 15 shows the playing area set out for the game pyramid,



FIG. 16 shows the playing area set out for checkers (shashki),



FIG. 17 shows the playing area set out for triangles (merelles),



FIG. 18 shows the playing area set out for (chess-) queen roulette,



FIG. 19 shows the playing area set out for lotto,


and FIG. 20 shows the playing area set out for roulette.




When describing the variations and examples I shall refer, to the chess pieces by their commonly used names, and in the diagrams they will be depicted using their commonly accepted symbols. (See the regulations of the International Chess Federation, for example on the website of the Hungarian Chess Federation: http://www.chess.hu/hu/szabalyzatok.php3). The chess pieces in the diagrams will not therefore be indicated by specific reference numbers but by the icons used in the above-mentioned regulations. However, when necessary the individual fields (cells) will be referred to by their number, which can also be found in the diagrams.


The board game inventions can be played on a six-pointed star-shaped board, which represents a special playing area. The board game inventions are members of the Polgár Szupersztár® family of games. One sub-category (I) of the board game inventions is formed by creativity developing logical games such as horse race, pawn war, French chess, halma, pyramid, checkers (shashki) or merelles. The other sub-category II) is made up of games of chance such as (chess-) queen roulette, rook-bishop roulette, king-knight-two pawn roulette, lotto, roulette, dreidel and blackjack.


In terms of the logical board games, the major differences between the chess-like game (“star chess”) on the one hand, and traditional chess and variations of reform chess on the other, can be outlined as follows.


The cells on the Polgár Szupersztár® six-pointed star-shaped board are hexagonal. The cells are of a single colour, and there are two varieties of the board. The smaller version has 37 fields and 20 pieces, while the larger, “grand” version has 73 fields and 28 pieces.


The playing area made up of hexagonal cells is symmetrical, which means that there is a cell in the middle of the star formation—in the 37-cell version it is cell 19, and in the 73-cell version it is cell 37—from which point the entire shape is centrally symmetrical.


The Polgár Szupersztár® six-pointed star-shaped board is made up of 37 hexagonal cells organised in the shape of a six-pointed star. In the so-called Grand version of the game there are 73 hexagonal cells, also organised in the shape of a six-pointed star. The rules of this latter game are identical to those used in 37-field Polgár Szupersztár® star chess.


Apart from the different geometry of the playing area, the other visible differences are as follows.


On the one hand, there are fewer pieces—in accordance with the reduced number of playing fields: in the 37-field game each player has five major pieces and five pawns, making a total of 20 pieces, leaving 17 cells free in the basic setup, while in the 73-field Grand version each player has seven major pieces and seven pawns, making a total of 28 pieces and 45 free cells. (In the latter game, the basic setup begins with two queens for each player, which—along with the presence of two knights for each player—makes the game extremely dynamic, varied and innovative.)


On the other hand, since the placement of the major pieces on the baseline—both in terms of the order of placing and the position of the individual major pieces—is variable, even the baseline may contain variations striking for their novelty compared to the cliched openings and monotony of the routine-like early stages of the traditional game. This makes it particularly suitable for developing combinative abilities and creativity.


The major pieces are not placed on the baseline of the unique six-pointed star-shaped board in a predetermined order, but optionally; the baseline so generated may thus include multiple asymmetries, the corresponding black and white major pieces not being placed in opposition to one another. This is one of the unique, distinctive features of the board game invention.


Another distinctive feature is that the Grand version of the game can be played not just by two, but also by three players.


The 73-field playing area can also be used for 3×14, that is, 42 pieces, and if the axes of symmetry that are perpendicular to the baseline form a 120 degree angle, the three players' pieces, because of this symmetry, have an equal chance of winning while still leaving sufficient space to play.


Another distinctive and advantageous feature of the board game inventions is that the same board can be used for playing the following games: horse race, pawn war, French chess, halma, pyramid, checkers (shashki) and triangles (merelles).


A further distinctive feature of the game inventions is that if the basic setup is generated randomly (by means of a draw), they can be played as games of chance. This further distinguishes the games from any previously existing games of (reform) chess.


I shall begin the more detailed description of the board game inventions with the sub-category of logical board games (I), and within that the chess-like game of star chess.


In the star chess game invention, as in traditional chess, there are two, counter-interested, equal sets of pieces—made up of major pieces and pawns—of different colour, which are named the same as, and happily look identical to, traditional chess pieces. These pieces basically move according to the rules of traditional and reform chess, taking into account the differences that arise from the different playing area. One distinctive feature of the game is that—in accordance with the fundamental changes in the playing area—the movement of the pieces changes. The way in which the pieces move is not identical to the movement of the chess pieces in any of the (reform) chess games.


I will therefore detail below the possible movements of the individual pieces, adding explanatory diagrams.


The cells are numbered from left to right, increasing by columns from the bottom to the top.


White pieces are always placed on the bottom, and black pieces on top—as in traditional chess. On the 37-field board the cells on the baseline are numbered: 4, 11, 17, 22, 26 (white), and 10, 16, 21, 27 and 34 (black). On the 73-field board the cells on the baseline are numbered: 7, 17, 26, 34, 41, 49, 58 (white), and 16, 25, 33, 40, 48, 57 and 67 (black).


The King


The king may move one cell in any direction, as long as no piece stands in its way. The king may capture in any direction. The king is the only piece that may not be captured. The king may not move to any cell that is occupied by any of his own fellow pieces, or that is being attacked by an opposing piece, or that is next to the opposing king. Castling is not allowed. (See diagram 1.)


The Queen


The queen may move any number of cells in any direction as long as no other piece stands in its way. The queen may not move in the same manner as the knight. (It may, however, move in the same manner as the king, rook, and bishop.) It may take any of the opponent's pieces that stand in its way. The queen may not move horizontally. (See diagram 2.)


The Pawn


In its first move the pawn may progress one or two cells forward. After making its first move, the pawn may only progress one cell forward. The pawn may capture forward or diagonally one field to the right or left (from cell 5 it may also capture on cell 12, and from cell 29 on 23.) The pawn is the only piece that may not move or capture backwards. When two pawns are directly opposite one another neither of the pawns may move, and likewise, if another piece (of the same or of the opposing colour) stands in front of the pawn, the pawn may not move. Pawns may move to cells 1, 2, and 3 and 35, 36, and 37 only by capturing. When a pawn reaches the last row, or the opponent's first row, it must be promoted. It may be promoted a) into a queen of its own colour, b) into a rook of its own colour, c) into a bishop of its own colour, d) into a knight of its own colour, but never into a king of its own colour. It may be promoted even if the original piece of the same colour is still on the board. En passant capture is not permitted in this game. (See diagram 3.)


The Rook


The rook may move any number of cells, but only vertically, as long as no other piece stands in its way It may capture any of the opponent's pieces that stand in its way. The rook may never move to cells number 1, 2, 3, 35, 36 and 37. (The rook is the weakest of the major pieces.) A king+a rook may only checkmate the opposing king in exceptional cases (see diagram 4).


The Bishop


The bishop may move any number of cells diagonally forwards and backwards, as long as no other piece stands in its way (see diagram 5). It may capture any of the opposition's pieces that stand in its way.


The Knight


The knight may jump (capture) to any of the cells as shown in the diagram (see diagram 6). This is the only piece that may jump over another piece. In this game, the knight is a much more powerful piece than in traditional chess. The knight is able to gain a tempo.


Basic Setup


Diagram 7 shows one possible basic setup for the 37-cell game. In the basic setup the major pieces stand on the bottom line (on cells 4, 11, 17, 22 and 28) and on the topmost line (on cells 10, 16, 21, 27 and 34). The pawns are placed in front of the major pieces. At the beginning, the players place the major pieces one by one on the board, in alternating order. One may not capture one's own pieces. Diagram 8 shows one possible basic setup for the 73-cell game.


Diagrams 9 and 10 show the empty playing area of the star chess game invention without pieces, complete with the reference signs mentioned in the text of specification 2. Diagram 9 shows the playing area of the 37-cell version in accordance with specification 2, while diagram 10 shows the playing area of the 73-cell Grand version in accordance with specification 4.


In the following I will illustrate other board games I have invented using examples (sample games), without in any way limiting copyright to the mentioned examples.


EXAMPLES
Sample Games
Example 1
Horse Race

A game for two players. Instead of pieces and pawns, only knights are placed on the baseline. The knights move according to the rules of Polgár Szupersztár® star chess (see description above).


Aim: To take over the opponent's starting position. The winner may not finish with fewer knights on the board. Diagram 11 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1custom character28-24custom character34-20 2custom character4-13custom character21-24 3custom character11-24custom character10-3 4custom character22-35custom character3-5 5custom character35-26custom character27-36 6custom character17-31 custom character20-12 7custom character24-21custom character12-25 8custom character13-9custom character25-17 9custom character31-27custom character36-27 10custom character9-27custom character5-22 11custom character26-13 custom character22-13 1221-1316-7 13.custom character27-19custom character7-24 0:1


Example 2
Pawn War

A game for two players. In the basic setup there are only one king and five pawns, while in the Grand version seven pawns of each colour are placed on the board. The kings may be placed anywhere on the board, in front of or behind the pawns. The pieces move according to the rules of Polgár Szupersztár® star chess as explained above. If a player's pawn reaches the opponent's baseline then the pawn must be promoted into a queen, rook, knight or bishop.


Aim: To checkmate the opponent's king. The game may also finish in a draw.


Diagram 12 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1.23-24 9-7 2custom character17-23 15-13 3custom character23-30custom character21-15 4custom character30-31 7-6 5.18-13custom character15-14 6.24-25 (6.12-6 20-18 0:1)custom character14-13 7custom character31-24 6-12 8.5-12 20-19 0:1


Example 3
French Chess

A game for two players. The major pieces are placed on the bottom (4, 11, 17, 22, 28) and top lines (10, 16, 21, 27, 34). At the beginning the players place the major pieces on the board one by one, in alternating order. The pawns are placed in front of the major pieces. A player may not capture his or her own pieces. The pieces move according to the rules of Polgár Szupersztár® star chess, as explained above. Pawn promotion is possible. Exceptions and differences: The king may move into check and the king may be captured. If a player is unable to move, the opposing pawns change places, and this counts as a move. Aim: To have all one's pieces captured. The winner is the player whose pieces are all captured. If neither player is able to move, the game ends in a draw. The game also ends in a draw if neither player is able to sacrifice a piece.


Diagram 13 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1.23-25 20-25 2custom character22-25 15-13 3custom character25-9custom character10-9 4custom character4-13custom character9-5 5custom character11-5custom character21-13 6.18-13custom character27-1 7.13-14custom character1-12 8custom character5-12custom character16-10 9custom character12-13 26-24 10custom character17-30 24-30 11custom character13-19 33-31 12.custom character19-20 custom character10-9 13.14-15custom character9-15 14custom character20-15custom character34-32 15custom character15-20custom character32-34 16.custom character20-19custom character34-32 17.custom character19-25 custom character32-34 18custom character25-32custom character34-32 19.29-30 (cserel)custom character32-34 20.custom character28-29custom character34-32 döntetlen ½: 1/e


Example 4
Halma

A game for two or four players. Requires four pieces for each player. The pieces may move vertically or diagonally. There is no capturing. Jumping is allowed (as is jumping in series). Pieces may also move backwards. Pieces that are jumped over may not be captured. Aim: To occupy, by moving diagonally, the starting positions of the opposing pieces. The player who is first to occupy the opponent's cells is the winner. (A player must leave his or her own starting cells in seven moves.) The game is similar to Pyramid, but here pieces may also move vertically. The pieces may take the form of tokens, but may also be identical chess pieces, for example pawns.


Diagram 14 shows a starting setup (4, 5, 11, 12; 33, 34, 26, 27). Below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1.12-18 33-20 2.4-17-19-21 27-25 3.11-17 26-24-12 4.17-19-32 12-11 5.5-12 34-33 6.32-34 33-32 7.12-24-26 32-19-17-4 8. 18-24 25-19 9.24-25 20-18 10.25-27 18-12 11.26-33 19-18 12.21-26 1:0


Example 5
Pyramid

This game is similar to Halma, but here pieces may not move vertically. Pieces may only move diagonally. They may also move backwards. There is no capturing. Jumping is allowed. Series of jumps are also permitted. Pieces that are jumped over may not be captured. Aim: To reach the opponent's starting position.


Diagram 15 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1.11-23 21-15 2.22-12 34-21 3.23-18 8-14 4.18-13 10-21-8-19-6 5.4-11 27-21 6.11-23 16-9 7.28-22 21-8-19 8.13-25 9-20-31 9.12-2 14-24 10.2-7 31-18-29 11.22-12-2-14 19-30 12.7-20-9 29-22 13.23-35 24-18 14.35-31 18-12 15.9-16 22-28 16.31-20-9 12-22 17.14-20 15-8 18.16-21 8-3 19.25-15-27 3-7 20.20-26 7-2 21.26-16 2-12 22.16-10 12-5 23.9-16 5-11 24.21-34 114 25.17-23 30-17 26.23-18 17-11 27.18-13 6-12 28.13-19 12-17 0:1


Example 6
Checkers (Shashki)

A game for two players. The game is similar to star pyramid. Pieces may move only diagonally. Pieces may not move backwards. Jumping is allowed (as is jumping in series). If a player jumps over an opponent's piece, the piece or pieces that have been jumped over must be captured. If a player's pieces reach the topmost, or first, row, then the pieces are transformed into queens, which may move backwards. Aim: To capture all the opponent's pieces, or to create a position in which the opponent is unable to move. The game may also finish in a draw.


Diagram 16 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game: (White Moves First)


1.17-23 21-15 2.4-17-30 34-21-8 3.30-24 8-14 4.28-17-30-19-8-21-34D 10-21 5.11-17 16-26 6.17-30-19 21-32 7.22-29 26-36 8.29-18 32-37 9.23-30 37-35 10.30-37-32 1:0


Example 7
Triangles (Merelles)

Each player has three pieces. The pieces may be placed on cells 1, 4, 6, 8, 10, 17, 21, 28, 30, 32, 34 or 37 (12 cells). The players place their pieces on the board in alternating order. After both players have placed all three of their pieces on the board they continue the game by jumping to the above-mentioned cells. The aim if the game is to form a triangle. (A player who is able to complete a triangle may remove one of the opponent's pieces.) Triangles are formed by pieces placed on cells 1-6-8, 4-6-17, 17-28-30, 8-10-21, 21-34-32, and 32-30-37. The player left with only two pieces loses the game.


Diagram 17 shows a starting setup; below I offer a sample game that demonstrates the specific characteristics of this game on this board.


Sample Game:


1.34 32 2.4 30 3.37 17 4.34-28 17-21 5.4-34 30-8 6.28-10 32-6 7.37-1 8-17 8.344 6-30 9.1-28 17-32 0:1


As I worked on my invention, I recognised that various existing game-of-chance board games—such as lotto, roulette, dreidel, blackjack, and numerous roulette-like games such as (chess-) queen roulette, rook-bishop roulette, king-knight-two pawn roulette or lotto chess—can be adapted into new, enjoyable, board games using the novel, six-pointed star-shaped playing area, and by adapting the existing rules to the new playing area.


The game-of-chance inventions (II) are:

    • (chess-) queen roulette
    • rook-bishop roulette
    • king-knight-2 pawn roulette
    • lotto
    • lotto chess (TV and casino versions)
    • roulette
    • dreidel
    • blackjack.


In the above game-of-chance type games I have made certain modifications. The following differ from traditional roulette:

    • a) the shape of the board
    • b) to some extent the possibility of betting—for example, in this version “3, 5, 6 or 7 adjacent numbers” exist, while in traditional roulette such bets are not possible.


      On the six-pointed star-shaped board, cell 37 is also 0 (denoted as 37=0).


In what follows I will explain and exemplify the design of the new board game inventions, and detail the relevant modified playing rules.


The game-of-chance type inventions can be played on the 37-cell Polgár Szupersztár® six-pointed star-shaped board as follows (examples 8 to 15).


(Chess-) Queen Roulette (Double or Nothing) (Example 8)


Each player (1-6) places their bet. Only one bet may be placed on any specific number. A number is drawn to which the queen is placed. The chess queen may move diagonally as well as vertically. If the betting chip is in the same diagonal or column, the player wins. If the chip is on the identical number as the queen, the player of course wins. 0=37, that is, 0 functions as any other number. The player determines the size of the bet.


For example: The players place bets on cells 2, 6, 15, 19, 28 and 32, and the queen is drawn on 6, as shown in diagram 18. The winning bets are those placed on cells 2, 6, 19, 28 and 32, and the chip placed on cell 15 is lost.


In the case of a winning chip, the player receives double the bet placed, while in the case of a losing chip, the bet is lost, on a double or nothing basis, as suggested by the name in brackets above.


Rook-Bishop Roulette (Example 9)


Each player (1-4) places two bets. A number is drawn to which the rook and the bishop move. The rook may move only vertically, and the bishop may move diagonally. If the betting chip is in the same column as the rook or the same diagonal as the bishop, the player wins. If the chip is on the identical number as the rook or the bishop, the player of course wins. 0=37, that is, 0 functions as any other number. The players determine the size of the bets.


King-Knight-Two Pawn Roulette (Example 10)


Each player (1-4) places two bets. Four numbers must be drawn, to which the king, knight and two pawns move. The king may move to any adjacent cells, the knight jumps as in chess, while the pawns move forward vertically and capture diagonally. If the betting chip is on any of the cells adjacent to the king, or may be captured by the knight or the pawns, the player wins. If the chip is on the identical number as the pieces and pawns, the player also of course wins. 0=37, that is, 0 functions as any other number. The players determine the size of the bets.


Lotto (Example 11)


The game may be played by two to four persons, or by one person using chips of four colours. Each player must place bets on seven numbers. Seven different numbers are drawn with the help of a roulette cylinder. The players choose the size of their bets. The amount they win depends on how many numbers they get right out of the seven. The relative winnings are illustrated in the table below.

Number foundWinnings0Gets back the amount of the bet1Loses2Loses3Gets back double the bet placed4Gets back the bet placed + 5 times the bet5Gets back the bet placed + 100 times the bet6Gets back the bet placed + 5,000 times the bet7Gets back the bet placed + 100,000 times the bet
    • Example: The player places chips on the following cells: 1, 10, 15, 18, 25, 29 and 35, as shown in diagram 19. The numbers drawn using the roulette cylinder are 9, 15, 27, 29, 32 and 35. In this case the player has three winning bets: 9, 15 and 35. If, for example, the player's bet was 30 units, he or she gets this back plus another 30 units.


Lotto Chess (TV and Casino Versions) (Example 12)

    • The position of the black and white major pieces on the baseline is randomly generated by a computer. The selection may also be made manually, using a special throwing die. The die features the image of the major pieces on each side (the sixth side being 0). When selecting using a die the pieces must be placed from left to right. In the event that the die shows a piece that has already been placed on the board, it must be thrown again.
    • In the case of a television game, the game starts by placing money in a kitty, after which it is double or nothing until the player on the telephone (or in the studio) is willing to play. The duration of the chess game is limited (in the case of telephone calls to no more than two or three minutes). In any event, the challenger plays with the white pieces. His or her opponent is a computer (or a person). The challengers in the TV version may not lose money. In the casino version, however, they can. Of course, this game can also be televised. The pieces move according to the rules of Polgár Szupersztstár® chess. The game can also contain elements of logic.


Roulette (Example 13)


The betting and winning opportunities in this game are represented in diagram 20 as follows:


Multiple Possibilities:

a. one whole number35×b. two adjacent numbers17×c. three adjacent numbers11×d. 5 adjacent numbers in columns or diagonals 6×e. 6 adjacent numbers in columns or diagonals 5×f. 7 adjacent numbers in columns or diagonals 4×


Simple Possibilities:

g. all red numbersh. all black numbersi. all even numbersj. all odd numbersk. all numbers between 1 and 18l. all numbers between 19 and 36


0 should be regarded as a whole number. If a player did not place any bets on 0, 37=0 loses and the bank wins, with the exception of the sum that any other player placed on 0.


Dreidel (Example 14)


Bets must be placed in the bank. (According to the agreement of the players—who may also be children—the bets can be in the form of sweets, nuts or money.) If the bank becomes empty it must be filled if the players wish to continue the game. If the bank is not divisible without a remainder, the remainder stays in the bank. The game is played with a die numbered 1, 2, 3, 10, 20 and 30. The aim of the game is to reach or approach cell number 37. Each player moves forward with one piece. If a player throws a number that would take him or her beyond the 37 cell, they must complete the move via cell 1. For example, if a player is on cell 31 and throws a 20, then the piece must end up on cell 14. (31+20-37=14).


When moving forward 1, 2, 3, 10, 20 or 30 cells, if a piece ends up on a red cell the player must put into the bank an amount corresponding to the number of cells moved. If a piece lands on a black cell the player wins the corresponding amount.


Blackjack (Example 15)


The players place deposits in the bank, which, as the players agree, may take the form of sweets, nuts or coins. The game is played with a die numbered 1, 2, 3, 10, 20 and 30. Each player has one piece. Pieces move forward the number of cells shown on one throw of the die. The aim of the game is to reach or approach cell 37. If a player goes beyond cell number 7, the player must decide whether he or she wishes to make a further move. A player who goes beyond cell 37 loses. The winning player is the one whose piece reaches cell 37, or whose piece reaches the highest-numbered cell before 37. If a player whose piece was behind overtakes the others (from cell 8), the other players may take a further risk by throwing again. If all players land on the same cell and no one wishes to thrown again, the game ends in a draw. If the players then wish to carry on playing, they must begin again from 1, or, if they do not wish to continue playing, the bets in the bank are divided in equal proportions. The players place equal bets and the winner takes all.


In order to play and teach the invented games, computer experts have developed programs, in accordance with the inventor's instructions. These programs have been carefully tested by the inventor. The programs are under continuous development, while users' manuals and guides are also being compiled.


The computer programs and users' guides developed for playing and teaching the invented games are the property of Dr. László Polgár. In the course of the patenting process the inventor will, on request, submit these programs and/or users' guides to the Patent Office.


The above-mentioned computer programs are protected by copyright (©).


In the modern world, time, money and the avoidance of long absences from home and long-term stress are all very important. Stress is a factor not only during individual games but also throughout the entire two or three weeks of a chess tournament. Experience shows that in the case of reform chess, games can be completed in one or two days, which is a distinct advantage when it comes to competition chess and tournaments. This advantage is perfectly illustrated at Polgár Szupersztár® star chess competitions. At amateur level, one advantage of our board game inventions is that one can easily find time to play a game or solve a puzzle at home, while performing other activities, or while travelling. This game is particularly recommended for long aeroplane or train journeys.


As a result, the board games that can be played on the Polgár Szupersztár® six-pointed star-shaped board are particularly suitable for educational purposes, with special respect to developing creativity. Since they are easy and fast to play, they are perfect for televising and also suitable for chess instruction and for competitions and contests. Thrilling live chess demonstrations can be staged in theatres or in the open air. Experience shows that Polgár Szupersztár® star chess is easier to teach, to learn, and to play than traditional chess. With the development of computer programs this game will open up new horizons in the modem world of chess computers and chess software. Since it is easy to teach and play, and since the combinative opportunities are far greater than in traditional chess, it provides a unique opportunity for the development of combinative abilities and creativity. The game is more interesting and entertaining than traditional chess, and can even be televised live, in the form of game displays, test matches, puzzle competitions, and so-called four-handed double and mixed-double games. There are excellent opportunities to play the games on the Internet, by telephone, on mobile phones, or against computer software and mini-chess computers, which can easily popularize these modern games.


The above considerations, mutatis mutandis, are also valid for the game-of-chance inventions.


In summary, it can be stated that the board game inventions have many attractive features that can create favourable conditions for the spread of the games, with the expectation of financial success.

Claims
  • 1. A logical board game featuring regular hexagonal primary playing fields (B) as a playing area (A), and pieces, the primary playing fields (B) being congruent geometrical figures characterised by the fact that the primary playing fields (B) form a regular six-pointed star-shaped playing area (A) that has axes of symmetry, one playing field (B) of which is at the centre of the playing area (A), and that the primary playing fields (B) adjoin, by at least two of their sides, their neighbouring primary playing fields (B).
  • 2. A logical board game in accordance with claim 1, characterised by the fact that it is a chess-like board game, that is, there are two equal, counter-interested sets of pieces of different colours that are designed to look identical to the pieces of traditional chess; one half of the pieces are major pieces and the other half are pawns; on the playing area (A) there are baselines taking up two playing-field lines for each player and consisting of individual primary playing fields (B); the primary playing fields (B) are conveniently of the same colour, and for a six-pointed star-shaped playing area (A) that has six axes of symmetry the sets of pieces contain an equal number of pieces to the primary playing fields (B) of their relevant baselines; the primary playing fields (B) are marked with signs, for example numbers, that are suitable for the purposes of identification.
  • 3. A logical board game in accordance with claim 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game.
  • 4. A logical board game in accordance with claims 2 or 3, characterised by the fact that the playing area (A) is made up of 37 regular hexagon-shaped primary playing fields (B), and the sets of pieces are made up of five major pieces each—one king, one queen, one rook, one bishop and one knight—and five pawns each.
  • 5. A logical board game in accordance with claims 2 or 3, characterised by the fact that the playing area (A) is made up of 73 regular hexagon-shaped primary playing fields (B), and the sets of pieces are made up of seven major pieces for each side—one king, two queens, one rook, one bishop and two knights—and seven pawns each.
  • 6. A logical board game in accordance with claim 5, characterised by the fact that the major pieces—both in terms of the placement of the individual major pieces and in terms of the order of selection—are placed optionally on the baselines.
  • 7. A logical board game in accordance with claim 5, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that it has three different—coloured sets of pieces, and the pieces in the basic setup are placed on three baselines that have three axes of symmetry that are perpendicular to the baseline and form a 120 degree angle with one another.
  • 8. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are knight pieces for playing horse race.
  • 9. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are pawn and king pieces for playing pawn war.
  • 10. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are chess pieces for playing French chess.
  • 11. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are tokens for playing halma.
  • 12. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are tokens for playing pyramid.
  • 13. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are tokens for playing checkers (shashki).
  • 14. A logical board game in accordance with claims 1 or 2, characterised by the fact that it comes complete with a computer and/or computer program that makes possible the playing and/or teaching of the game, and that on the playing area (A) there are tokens for playing triangles (merelles).
  • 15. A game-of-chance board game featuring regular hexagonal primary playing fields as a playing area, and complete with a roulette cylinder and/or tumbling die or other random number generator and/or computer and tokens, characterised by the fact that the primary playing fields (B) form a regular six-pointed star-shaped playing area (A) and the primary playing fields (B) are congruent geometrical figures that adjoin by at least two of their sides to their neighbouring primary playing fields.
  • 16. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there is one chess queen piece and tokens for playing (chess-) queen roulette.
  • 17. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are rook and bishop chess pieces and tokens for playing rook-bishop roulette.
  • 18. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are king, knight and pawn chess pieces and tokens for playing king-knight-two pawn roulette.
  • 19. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are tokens for playing lotto.
  • 20. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are (major) chess pieces for playing Lotto chess.
  • 21. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are tokens for playing roulette.
  • 22. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are tokens for playing dreidel.
  • 23. A game-of-chance board game in accordance with claim 15, characterised by the fact that on the playing area (A) there are tokens for playing blackjack.
Priority Claims (1)
Number Date Country Kind
PO500253 Feb 2005 HU national