Method and apparatus for a board game

Information

  • Patent Application
  • 20180221759
  • Publication Number
    20180221759
  • Date Filed
    February 06, 2018
    6 years ago
  • Date Published
    August 09, 2018
    6 years ago
  • Inventors
    • Saldana; Juan (Chicago, IL, US)
Abstract
They physical game apparatus is comprised of: a game board; four dice; 2 sets of 5 player totems that include one Freemind, three energy totem pieces and 1 heart totem for each team; ten tokens; three pyramid tokens, 5 tradeoff coins and a stock certificate used for Internet connectivity. To start the game a first roll is made where players pick up pair of die and shoot for highest possible number; the player with the highest number chooses order of play and to play with tokens and a choice between three or five tokens.
Description
TECHNICAL FIELD OF THE INVENTION

The present invention relates generally to a method and apparatus for a board game. More specifically, the present invention relates to a method and apparatus for a board game based on Fibonacci principles, sequences, patterns, asymmetry, gameplay, and application.


BACKGROUND OF THE INVENTION

Board games provide countless hours of thought-engaging, social entertainment for their players. Typical roll-the-die-and-move-your-piece board games are easy to learn and play, but may lack the depth to maintain interest for more than a few plays because they are based too much on random chance and thus do not offer complexity, strategy, or educational opportunities. Typical strategy games provide greater depth but often feature war and combat themes, which do not have the potential to appeal to the entire family and/or to all segments of society.


Inexpensive home computing has led to a rise in the popularity of video games. Many versions of board games may lack complexity, strategy and flexibility offered by modern video games, resulting in a preference by substantial numbers of game consumers for video games over board games. Furthermore, players of video games often find it easier to identify with the icons or characters of the video game. This is particularly true for younger players, who may be drawn to the video game format.


Here is where this invention takes on interactivity on both a personal level (face to face) and through its connection to the Internet (internet of things board game), and furthermore has the attributes of both an Alternate Reality Game (ARG) and an Augmented Reality AR game so that players may learn the inherit values of strategy, decisions and tradeoffs with and engaged internet community. In addition this game platform serves as an innovation hub for “creatives” to express their preferred art mediums for game pieces in virtual and customized manufactured product versions.


The Fibonacci series is virtually the same ratio discovered by the Ancient Greeks, termed the Golden Ratio, and is designated by the Greek symbol Φ(Phi), a tribute to Phidias, the Greek sculptor who most notably used the ratio in proportioning his work. Since that time, many artists, sculptors, architects, and composers have used the Golden Ratio as an aid in proportioning their work.


In the past the subject of the Fibonacci series and the related Golden Ratio has been treated mainly as an interesting curiosity. Public awareness of the concept's importance, particularly regarding its applications in science and computer technology is very recent; consequently there has been little perceived need until now to develop relative teaching devices at the secondary level. Some examples of teaching apparatus include: games, toys, and devices employing blocks or shapes pertaining to mathematics in general or the Fibonacci series


Thus, there exists a need for a strategy board game, which provides the social interaction as well as possessing a universal theme, and characters that are appealing to the players as well as the incorporation, use, and teaching of the Fibonacci series as the basis of the gameplay.


SUMMARY OF THE INVENTION

The present invention is a game referred to as the “Freemind Game” where players may choose to play the game based on difficulty level. The object of the game is to score the highest numbers of points by a combination of: capturing player cards/sections, scoring with tokens, and managing tradeoffs (personal to the players). Items in game include: a game board, 2 Die (Fibonacci design), 10 players stands (5 for each team), 10 scoring tokens, and 3 pyramid tokens.


The Game board has 8 rows and 10 columns. The first and last horizontal rows on the opposite side of the board are called the player home rows. Each home row has a Freemind lane of eight spaces, with the Freemind starting position, and 3 spaces for energy totem player setup positions. The home row includes capture and scoring token spaces within the player spaces. The board has 2 safety zones consisting of 3 diagonal spaces for each of the player teams (where totem player pieces are safe from capture). The board has three vortex spaces where four player spaces and four token spaces converge into one large player space. Player pieces and scoring tokens may be moved to any space within the 4 smaller spaces inside the vortex but may only be captured in the exact space where players or tokens stand.





BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated herein and form a part of the specification, illustrate the present invention and, together with the description, further serve to explain the principles of the invention and to enable a person skilled in the pertinent art to make and use the invention.



FIG. 1 illustrates the board used to play the game of the present invention.



FIG. 2 illustrates a perspective view of the dice used to play the game of the present invention.



FIG. 3 illustrates the images show on each side of the six-sided dice used to play the game of the present invention.



FIGS. 4a, 4b, 4c, and 4d illustrate the perspective views of the Freemind, heart, energy 1, energy 3 and energy 3 totem player pieces used to play the game of the present invention.



FIGS. 5a, 5b, and 5c are a side view of the Freemind totem piece used to play the game of the present invention.



FIGS. 6a and 6b illustrate the perspective view of the scoring token and pyramid token used to play the game of the present invention.



FIG. 7 illustrate the top view of the blank card and the side view of the blank card with a 45 degree bend to denote the form used to play the game of the present invention.



FIG. 8 illustrates the certificate used to play the game of the present invention.





DETAILED DESCRIPTION OF THE INVENTION

In the following detailed description of the invention of exemplary embodiments of the invention, reference is made to the accompanying drawings (where like numbers represent like elements), which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, but other embodiments may be utilized and logical, mechanical, electrical, and other changes may be made without departing from the scope of the present invention.


In order to illustrate and credit innovation, a “maker version” for game piece stands have been modified so that the online game platform and Internet of things (IOT) approach can allow players and “creatives” a unique way to customize real and virtual game pieces. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims.


In the following description, numerous specific details are set forth to provide a thorough understanding of the invention. However, it is understood that the invention may be practiced without these specific details. In other instances, well-known structures and techniques known to one of ordinary skill in the art have not been shown in detail in order not to obscure the invention. Referring to the figures, it is possible to see the various major elements constituting the apparatus of the present invention.


The object of the game is to score the highest numbers of points by a combination of: capturing player pieces, scoring with tokens, and managing tradeoffs (personal to the players).


The physical game apparatus is comprised of: a game board; two dice; 2 sets of 5 totem player pieces; each set containing one Freemind, three energy totems and one heart totem (10 pieces), 10 scoring tokens, three pyramid tokens and (n) cards that fit inside of the 10 totem player pieces;


The game board design, as shown in FIG. 1, has 8 rows and 10 columns. The first and last horizontal rows on the opposite side of the board are called the player home rows. Each home row has a freemind lane of eight spaces, with the freemind starting position, and 3 spaces for the energy totem player setup positions. The home row includes smaller token spaces for capturing or scoring with tokens within/inside the player spaces. The board has 2 safety zones consisting of 3 diagonal spaces for each of the player teams (where player pieces are safe from capture). The game board has three vortex spaces where four player spaces and four token spaces within the player spaces converge into one large player space. Player pieces and scoring tokens may be moved to any space within the 4 smaller spaces inside the vortex but may only be captured by and opponent in the exact space (one of four) where totem player pieces or tokens stand. Pyramid tokens always enter the game in the vortex spaces.


In each of the player home rows there are 10 smaller token spaces, 5, which are clear, and 5, which are colored. The colored token spaces within the player spaces on any home row are for opponent scoring; named the scoring token spaces (STS), and the clear token spaces are for capturing and keeping opponent tokens; named capture token spaces (CTS). Tokens score points are 3, 5, or 8.


The Freemind Space is considered the center of the board for each of the player's home row; whereby including the Freemind space there are 5 spaces to the right, and excluding the Freemind space, there are 5 spaces to the left of the home row on the game board. Both sides for the Freemind space are designed with the number 5, a Fibonacci number.


The first 2 scoring token spaces (STS) are +1 from the Freemind space (FMS) for both the left and the right side of the home row (2STS/1FMS) for a total of 3 spaces including the Freemind space (3/2STS). The next scoring token space (STS) is +2 from the Freemind space on the left side of the home row, or 3 spaces including the Freemind space. The space uses 3 a Fibonacci number


The last 2 scoring token spaces (STS) are +4 spaces from the Freemind space on both the left and right side of freemind space and add up to 5 total spaces with the inclusion of the Freemind space. Both token scoring spaces use 5, a Fibonacci number.


Therefore by adding 1 scoring token space (STS) to the left, results in 2 scoring spaces out of 3 total spaces, and two scoring spaces to 1 capture space; (3/2), (2/1).


To create a balanced asymmetry in the home row; to the right of the freemind space you have 2 scoring token spaces (STS), and 3 capture token spaces (CTS) (3/2) that include the Freemind space for 5 token spaces divided by capture token spaces (CTS) (5/3), whereby 2 of the capture token spaces (CTS) are purposely placed next to each other on the right side of the home row to create the balanced asymmetry with the 2 scoring token spaces (STS) placed next to each other on the left side of the home row; thus both scoring and capturing pair of token spaces are separated by 1 token space of the opposite function.


Thus, on the right side of the home row there are 2 scoring token spaces (STS) and on the left side of the home row we have 3 scoring token spaces for a total of 5 scoring token spaces on the player's home row (3/2, 5/3) with two scoring token spaces that are next to each other on the left side of the home row that are separated by 1 capture token space (CTS) (2/1) and 2 capture token spaces (CTS) that are next to each other on the right side of the home row that are separated by 1 scoring token space (STS) (2/1); the total number of scoring token spaces (STS) is 5 and the total number of capturing token spaces (CTS) is 5 whereby both were designed to be divided by 8 spaces on the freemind lane in the home row to represent and embody the Fibonacci sequence as it approaches the golden ratio by the division of numbers 2/1, 3/2, 5/3, 8/5 to Phi (1.61803 . . . ).


The player spaces are laid out on the board from left to right. The columns begin on the left to the right side of the board with the energy 1 totem player piece in Column 1, Row 1 and where the heart totem player piece has an optional starting position on the heart line in Column 1; Row 5. From the left to right side of the board the energy 2 totem is in Column #3. From left to right side of the board, Column #5 will always represent the opponent Freemind space and the optional starting position for the heart totem at another end of the heart line at Column #5, row #2. From the left to right side of the board, the energy 3 totem is in Column #8. Counting in reverse from the first space on the right side of the board to the left side of the board, the energy 3 totem is in Column #3. Counting in reverse from the first space on the right side of the board to the left side of the board,


The Freemind space is in Column #5. The Freemind lane is 8 spaces long starting from the left to the right side of the board with Column #2 through Column #9 and is the exact opposite (reverse) of opponent's home row that begins on Column #9 through Column #2. The total amount of player and token spaces is 80 on the board; however 12 spaces are used to create vortex spaces, and therefore 68 player and token spaces are divided into 2 sides of 34; 34 is a Fibonacci number. The home row takes up 10 spaces, the heart line takes up 8 spaces, and the safety zones take up 3 spaces for a total of 21 spaces, 21 is a Fibonacci number.


Open player and token spaces make up 13 spaces on the board, 13 is a Fibonacci number. When you divide the 34 player and token spaces on the board by the 21 player action spaces (34/21) and the 21 player action spaces by the 13 open spaces (21/13) and the 13 open spaces by the Freemind lane spaces in the home row (13/8) there is continuity of the Fibonacci sequence by division in a sequence of 34/21, 21/13, 13/8 . . . to 1.61803 . . . on all the spaces of the game board. The connection, sequence and continuity of the game sequence from the division of all the game elements creates a mathematical mean of 1.621 a difference of approximately 0.003 from the golden ratio (1.60803 . . . )


Furthermore, when the game board if divided by a horizontal axis in the middle of the board it is exactly two 90-degree rotations to create a mirror image of each of the player's sides. If we divide the board in the middle on a vertical axis on either left of right sides it will require 3 90-degree rotations to recreate and transpose the same image on each side left or right, and lastly the vortex spaces require 5 rotations of 90-degrees each right to left and left to right side of the board to recreate and transpose the same image on the opposite sides thereby commencing the Fibonacci sequence in regards to horizontal, vertical and diagonal rotation of spaces of sections of the board (5/3, 3/2, 2/1)


The Dice are designed by the adding the sequence of Fibonacci numbers, with the following face values in addition: 1+1=2; 2+1=3; 3+2=5 and Phiφ which is any number on the die, 1, 2, 3, or 5


The Fibonacci principles, sequences, patterns, asymmetry, gameplay and application in every single aspect of this game were utilized to create a game that may be considered “the most balanced game in nature” based on the law of “numbers in nature” and the golden ratio that is found in mostly all patterns in the known universe.


Therefore it has an absolute zero advantage (statistical or other) based on the game board design to any of the two players regardless of taking the game out to an infinite number of moves.


Lastly, the game is meant to illustrate the depths of asymmetry and patterns in game play, based on Fibonacci mathematical sequence interplay.


The trade-offs chosen and decided by the players in an alternative embodiment of the game might result in “relative and debatable” advantages and disadvantages, and the instance or inference of tradeoff based “wagers”. In this instance all games may encompass a “design by player paradigm” that is infinite in thought, and thus making this game “balanced by the agreements” of the players.


Each Die, as show in FIGS. 2-3, has six faces with the following numerical values, one, one, two, three, five, and the symbol Phi (1, 1, 2, 3, 5, Φ); Phi Φ can convert to any number, 1, 2, 3, or 5) on the die. Each die is for the movement of player totem pieces on the board or for the movement of tokens when the token space is within the player space.


The design of the game pieces includes Fibonacci sequence design elements. Each of the 5 totem player pieces is divided by 3 spaces that serve as slots/opening for cards (or other sectional designs; where 3 spaces are divided on any totem player piece); therefore each player team has 15 spaces. The five totem player pieces are the Freemind, Heart, Energy 1, Energy 2 and Energy 3 totem player pieces. In addition to the 2 sets of 5 player totem pieces, there are 10 tokens and 3 pyramid tokens that are part of the game, and may be introduced at the beginning of the game, or throughout the game based on instructions on the player cards.


The design of the dice pieces follow the Fibonacci sequence in order to capture a different dimension of the Fibonacci sequence in game play. The faces are designed by adding one Fibonacci number to the first number (face) to produce the next number in the sequence. The first face of the dice is 1 and second face of the die is 1, when you add both the first and second faces of the die you get the number 2 on the third face of the die; and when you add the second face of the die to the third face of the die you get the sum of the number 3 on the 4th face on the die, and when you add the fourth face on the die to the third face on the die it adds up to five, the fifth face on the die. The sixth face on the die is the symbol Phi Φ a “wild” option that can convert to “any other face on the die” (1, 1, 2, 3, 5) only. By choosing to play the Freemind game with a two-dimension representation (game board) and a three-dimension representation (Fibonacci dice) ⅔ the Fibonacci sequence is converted into a Fibonacci system of play on the game board apparatus.


To start the game, the players roll the dice to shoot for the highest possible number. The player with the highest number on their dice will then choose to move first or second. THE GAME SET UP involves both players taking 1 set of 17 cards from the 3 available cards deck in the game and insert 15 cards of 17 cards in their own player totems. The card decks reference different skill and complexity levels for the board game.


All the cards in the game have instructions that change scores, player positions, game board spaces and outcomes of the game in play. Each player must decide how to position the cards in their player totems before the start of the game. Once all cards are placed in player totems, the game setup begins by each player placing 4 of their player totems on the corresponding sections in the player's home row. The four player totems on the home row are energy 1, energy 2, Freemind, and energy 3. The fifth player totem called the heart piece is placed at either end of the heart line on the game board.


The variations of the Freemind game extend to the preference of the player for varying levels of difficulty; game variations include but are not limited to a game of capture, (cards only) a game of capture and tradeoffs, (capture with personal tradeoff agreements) and a game of capture trade and score (capturing cards, tradeoff agreements and scoring with tokens).


The game board sections and game play are governed by the fundamental rule of the freemind game whereby only 1 totem player piece or 1 token may occupy one space at one moment in time on the game board; described another way 2 different totem player pieces or tokens may never occupy the same spaces, including the vortex spaces in which four spaces that combine to make one larger player space.


The home rows are row 1 and row 8 on the game board. In the home row we have 4 starting positions-from left to right; Energy totem 1, Energy totem 2, Freemind, and Energy totem 3. There are also 5 capture token spaces (CTS), and 5 Scoring token spaces (STS).


The PLAYER Safety Zones are 3 spaces that are connected diagonally, on the right side and left side of the board, beginning at the space that is three spaces across (diagonally) from the top right corner of the Freemind spaces. The spaces are marked and denoted with the same markings as the player spaces that have scoring token spaces (STS) within/inside. A key rule of the player safety zone is that opponents my pass through each other's safety zones but may not stay in any of the three spaces.


The Vortex spaces are three sections placed diagonally on the game board where 4 player spaces and token spaces inside/within the player spaces convert into one larger space. In the vortex spaces each of the player spaces and token spaces may be utilized in different ways. The players may completely reposition their moving direction from vertical to horizontal or vice versa, horizontal to diagonal or vice versa or any combination thereof. They may use any combination of the smaller spaces within the vortex as a 1 move, or may count each of the 4 spaces within the vortex as 1+1 or two space moves, 1+1+1=3 spaces to favor capturing opponent player pieces or moving tokens in an accelerated or slower pace based on dice roll. A key rule of the vortex spaces is that players may not re-enter the vortex on the same roll, or combine two movements inside the vortex on the same roll.


In gameplay the dice roll has specific rules for totem player pieces and scoring tokens. The dice roll is made simultaneously, and each die represents 1 move for a different totem player piece or 1 move for a separate token. When a player rolls the dice, one dice is for 1 totem player piece, and the other die for a different totem player piece; the roll of two die may also be used for 1 player piece, and one token, if a totem player piece and token space both occupy the same player square. The totem player pieces and the token pieces may move in one direction only, per the dice rules to advance or retreat in one of three directions; Vertically, Horizontally, or Diagonally.


In gameplay if a player rolls doubles, or chooses doubles by converting the Phi face of the die (wild) to 1, 2, 3, 5, to match the other face on the die in play; then the player may utilize the sum of both equal numbers on both dice and have the ability to move their Freemind totem player piece (2, 4, 6, or 10) spaces. In a doubles instance The Freemind player piece may capture 1 opponent cards/sections from several opponent totem player pieces by changing the movement and directional path of the Freemind player totem to match the location(s) where opponent totem player pieces are holding space; thus allowing the player to create a unique and irregular path based on a dice roll required to capture opponent player sections/cards.


On a doubles roll the Freemind totem may move the number of spaces on the both die in any combination; and skip over any other totem player pieces in play. A key rule that covers a doubles roll is that only 1 card/section can be captured from any of the opponent player totems on the same doubles roll. The Freemind piece cannot capture 2 sections of the opponent totem player piece on the same ‘doubles” roll.


During gameplay of the game pieces are subject to different rules for movement. Each of the player pieces consists of three sections and each section upon capture is worth one point, unless the card instructs either player or opponent to gain or lose points. In order to capture an opponent's card in a totem player piece section, a player must roll the “EXACT” number on one of the die, or use the PHI φ(wild) face of the die to match the exact position where the opponent totem player piece is placed on a player square; because 2 totem player pieces are not allowed to occupy the same space, the capturing totem player piece must be moved 1 space to any available player space surrounding the captured totem player piece; without entering into an opponent's safety zone.


The Freemind totem piece as shown in FIG. 4a is the only piece that can capture 1 card from multiple opponent game pieces on a double roll. The Freemind cannot be captured in its own “Freemind-Lane” or the player team's safety zone.


The Freemind totem piece may move at any time, with number one die in one direction to advance or retreat either vertically, horizontally, or diagonally, and can move tokens in any direction from any token space that does not skip other tokens on the path of movement within/inside the player spaces. The Freemind may move the total number of spaces on both die if the player rolls doubles, or chooses the same number in the die face with PHIφ(wild) for the second die—And can move the Freemind piece in any combination of moves in an abnormal path to capture opponent/player cards/sections.


The Freemind may also move one token (team or opponents) the amount of spaces shown on any number on one die in one direction—horizontally, vertically, or diagonally. If the player rolls a double Phiφ (on both die faces), the player may choose a double roll of (2, 4, 6, 10) or same number (1, 2, 3, 10) for both die. the Freemind piece; may go into player spaces where no other player totem player pieces are present and move tokens inside the player space equal to any number between 1-10. The Freemind may skip over other players (team or opponents) or and pass through the Safety zone of the opposing player, but may not remain in the safety zone. The Freemind is eliminated when an opponent captures all three cards/sections of the Freemind Totem player piece.


The heart totem player piece, as shown in FIG. 4b, is at risk of capture in all player spaces except in the player team safety zone. The heart totem player piece may move at any time, with number one die in one direction to advance or retreat either vertically, horizontally, or diagonally, and can move tokens in any direction from any token space if it's within the same player block of play The heart piece cannot skip other players (team or opponents) and may pass through the safety zone of opposing player but cannot remain there. The heart totem player piece elimination depends on the total elimination of all three energy totem player passer pieces; and therefore only two cards/sections can be captured, until all three energy totem player pieces are eliminated; once 2 cards/sections of the heart totem player piece are captured; movement for the heart totem player piece is confined to the heart line until all energy totem pieces 1-3 are eliminated from the game.


Energy Totem Player Pieces, as shown in FIGS. 4c-4e, are only allowed to capture one opponent's piece from an opponent on one turn. Energy totems pieces are at risk of capture in all player spaces except in a team's safety zone. Energy totem pieces may move at any time, with the number on the face of one die in one direction to advance or retreat either vertically, horizontally, or diagonally, and can move tokens in any direction from any token space if the token is within the same player block in play. The Energy Totem Player Pieces(s) cannot skip other players (team or opponents) and may pass through safety zone of opposing player if no opposing players are present. The Energy Totem Player Pieces are eliminated if all three (top, middle and bottom) cards/sections are captured. During gameplay if a player is going to capture an opponent card or section in corners.


All of the 5 totem player pieces on either team may capture opponents in the corner spaces on the game board; if there are 0 (none) player spaces available where the capturing player may be placed; either vertically horizontally or diagonally; then the capturing player piece moves to the furthest vortex space on the board from its current location.


Games may be played with or without tradeoffs. If both Players decide to play with tradeoffs, then it must be decided at the beginning of the game during game setup. The tradeoffs must be noted on cards or other note taking apparatus; Tradeoffs may include, but are not limited to: tangible items (any item that has monetary/perceived/intrinsic value); tasks/challenges (clean house, cook food); truth/dare (1 player chooses truth, the other player chooses dare); and wishes (something that is wished).


When deciding to play for tradeoffs, in a regular game both Players decide on the amount of tradeoffs. Once the amount of tradeoffs is decided; players must note the tradeoffs and be willing to wager/lose item of value in tradeoff with no recourse on any given move during game play. The tradeoffs are then placed or noted in any of the 15 slots/sections across any of the 5 totem player pieces; and as such on any given slot of section 1 trade is at risk of being captured on any dice roll. When a card or section from a totem player piece is captured, the item traded is immediately awarded to the player who captures the card or section.


The game contains 10 scoring tokens; the purpose of the scoring tokens is to increase and maximize points for the player team based on the player's strategic moves to score and avoid being captured by the opponent. In order to score, a player must place his scoring token in the opposing players (colored), scoring token spaces when no other scoring tokens are present in the same token space.


The board has two sides, each side is home to 5 scoring token spaces (STS), and five capture token space (CTS). The scoring token spaces are for opponents to score with their tokens, which match the color of their team, and the capture blocks are there to keep captured opponent tokens. A player may choose to take captured opponent tokens off their side of the board, on the following turn before the roll of their dice. Scoring tokens score points are 3, 5 and 8. A score of 5 is given to a player if another token from the same team already occupies the furthest scoring token space. A score of eight is given to the player if a pyramid token is inside the opponent's furthest scoring token space on the home row.


A player piece may capture both pieces and tokens. Any player can move any of his totem player pieces into any open space on the board with the other players token in the token space and move the token in one direction to advance or retreat either vertically, horizontally, or diagonally. Opponent tokens may pass through player safety zone token spaces, but may not remain in safety zone token spaces. Opponent tokens are captured in blank token spaces of the capturing players home row. All scoring tokens are valued at three (3) points upon capture.


The game has three special tokens called pyramids. Each of the pyramid tokens may be placed in the vortex spaces at the beginning of the game. Any player can move the pyramids as long as the player is in one of the four squares that combine to make up a larger vortex space. “Pyramids are worth eight points upon scoring in any of the opponent's scoring token spaces. If one of the players has placed/scored with a token piece on the furthermost scoring token space on the right of the opponent's home row, then the player will score thirteen points with the pyramid token on any other scoring token space (STS). If a player scores with a pyramid in the scoring token space furthest to the right of the opponent's home row the scoring point value of any of the pyramids is 21 points on any scoring token space (STS) on the home row. Pyramids have a score value of eight points, thirteen points if a token is in the right corner scoring token space, and twenty one points if a pyramid is in the right corner of the scoring token space.


In another embodiment of the present invention, a digitally connected paper stock certificate and Pyramid tokens are part of every board game to take advantage of both alternative reality (ARG) and augmented reality (AR) game features. The game takes on 4 separate dimensions (2D, 3D and 4D); both physical and non-physical through connectivity to the Internet as an internet of things connected device, alternative reality game for player trade-offs, and a combination of real (physical board), alternate, and augmented through an online, open community that empowers the creative class to create both physical and digital game pieces.


The board game will issue a Stock Certificate as shown in FIG. 15 “with nominal value” example 0.0000000001, but will increase in value once it is activated by placing the 3 pyramid tokens in their respective areas on the stock certificate that is printed with conductive inks; whereby that action completes a live circuit and both the game board and stock certificate may be registered online, through independent web nodes/ledgers on block chain technology with a cryptography key code, such as a software code, or encrypted code and algorithms that will make the user a client, partner, community, or club member of Freemind Rules, or any Brand, Name, and affiliation with the board game to verify the value or trades during gameplay of the Freemind Board Game.


Stock certificates may be printed in conductive ink, connected to Internet through the use of the token game pieces on a pattern in the document for which that specific and particular pattern will complete an electrical circuit, the circuit is then given a software activation cryptography code to activate via a designated algorithm for the stock certificate, game board, and token pieces, to the internet via embedded microprocessors on the aforementioned pieces or combinations thereof.


Each token may have a different arrangement and or embedded microprocessor and cryptography algorithms that will complete a specific circuit pattern and activate the stock certificate in order to for it to be registered online. Any of the tokens may now be ascribed value-at the discretion of the player, and such tokens can be tagged to tangibles and intangibles real or imagined currency, items, tasks, can be used for future tradeoffs. The user can ascribe value to each token or combination of tokens through any platform-web/mobile/Internet platform. Once the stock and the tokens have been registered, it is up to the owner to physically trade away original tokens.


It is the goal of the inventor to make the board game a connected device through the Internet by a series of microprocessors, (such as BLUETOOTH LE (low energy) with microcomputers such as micro RASPBERRY PI/and or, ARDUINO or other) plus the use of conductive inks or solar cells and a connection through mobile technology to make the game playable in both the physical and electronic digital world through the process of utilizing “conductive inks” and or other material that produce the appropriate electrical transfer properties necessary to complete the electrical circuit process.


The purpose of this function of the game is to connect the physical game to an electrical, visual, and online community where the tradeoff features can be traded outside the physical space. This game feature will result in global loyalty by adding value to the purchase, game play, interaction, and function of the game for player tradeoffs.


As a first consideration of connecting the game, a hardware connection via software code, encrypted code or other of the stock certificate will produce the intended results of the board game transforming into a connected device through physical, non-physical, encrypted and individualized/personal game board with verification through software built on top of “Block-chain” technology of personal and subjective values and device identities; and as such and creating a record for future tradeoffs on through an internet platform on Block-chain or other distributed ledger technology with both similar or distinct attributes.


The inventor believes that connecting a stock certificate printed in conductive ink, using the tokens and board pieces as part of the stock certificate, in any or a distinctive pattern, to create an identity for the board game, whereby actions, or trades contents can be verified through cryptographic algorithm on a Block-chain or other similar (distributed ledger) technology may add value to the “stock owner”/player is a process, of gameplay that is novel and non-obvious. The certificates in this regard become part of the overall distributed ledger for the instance of both the board game apparatus and the verification of board game trades during gameplay.


Thus, it is appreciated that the optimum dimensional relationships for the parts of the invention, to include variation in size, materials, shape, form, function, and manner of operation, assembly and use, are deemed readily apparent and obvious to one of ordinary skill in the art, and all equivalent relationships to those illustrated in the drawings and described in the above description are intended to be encompassed by the present invention.


Furthermore, other areas of art may benefit from this method and adjustments to the design are anticipated. Thus, the scope of the invention should be determined by the appended claims and their legal equivalents, rather than by the examples given.

Claims
  • 1. A gaming apparatus comprising: a game board having eight rows and ten columns;two dice with distinct numerical design;five totem player pieces with spaces for cards consisting of: one Freemind totem;three energy totems;one heart totem for each team;ten tokens; andthree pyramid tokens.
  • 2. The apparatus of claim 1, wherein the game board is comprised of: two Freemind lanes of eight spaces each on opposing sides of the board;two labeled safety zones of three spaces each where all other players are safe from capture;three vortex spaces where four player spaces and four token space converge into one large central block;in each of the opposing rows there are five colored token spaces, andfive clear token spaces.
  • 3. The apparatus of claim 2, wherein the colored blocks are for scoring, andthe clear blocks are for capturing.
FEDERALLY SPONSORED RESEARCH

Not Applicable Not Applicable This application claims priority from U.S. Patent Application Ser. 62/455,307, entitled “Method and apparatus for a board game”, filed on Feb. 6, 2017. The benefit under 35 USC § 119(e) of the United States provisional application is hereby claimed, and the aforementioned application is hereby incorporated herein by reference. This application is related to U.S. Provisional Patent Application Ser. 61/949,990, entitled “Method and apparatus for a board game”, filed on Mar. 7, 2014.

Provisional Applications (1)
Number Date Country
62455307 Feb 2017 US