The present invention is directed to a method of altering the playing experience of a board game and to board games providing such an experience.
Board games, as for example Bagh Chal, chess and checkers are typically played on a two-dimensional surface. The experience provided by these games is typically the same every time they are being played. The strategy of these games is not affected by the shape or terrain of the game board on which they are played.
A method of altering the playing experience of a board game is provided by altering the playing surface of the game to a three-dimensional surface. In an exemplary embodiment, the method includes changing the distances between movements of game pieces. In another exemplary embodiment, the method includes placing visual and/or physical obstructions between the available movement of the game pieces. In yet another exemplary embodiment, the game pieces are moved from one location to another, and the method further includes varying the height level of each location.
In another exemplary embodiment a method is provided for altering the playing experience of an existing board game. The method includes changing the playing surface of the game from a flat surface to a three-dimensional surface. In another exemplary embodiment the method includes changing the distance between movements of the game pieces in comparison to the existing game. In another exemplary embodiment, the method includes placing visual and/or obstructions between the available movement of the game pieces. In yet another exemplary embodiment, the game pieces are moved from one location to another, and the method further includes varying the height level of each location.
In yet a further exemplary embodiment, a game played on a three-dimensional surface is provided. The surface has various height levels to accommodate the game pieces. The game board provides locations on to which the game pieces are moved. In an exemplary embodiment, these locations are at various height levels. Furthermore, in another exemplary embodiment, the distance between such locations is varied. In yet a further exemplary embodiment, obstructions are provided between such locations. Tunnels, trees, caves, bridges, structures, buildings, rocks, vertical props, debris and other features or combinations thereof may be provided on the game board.
In a further exemplary embodiment, a method for altering the playing experience of a board game is provided wherein the board game has a playing surface having a first location, a second location, and a third location, wherein all three locations are on the same plane, wherein movement paths are defined between any two of the location, wherein a game piece is moved between the locations along the movement paths, wherein the first location is spaced from the second location by a first predefined distance, wherein the second location is spaced from the third location by a second predefined distance, wherein the first location is spaced from the second location by a third distance, the method including changing at least one of the distances. In another exemplary embodiment, the method includes changing another of the distances. The method may also include changing all three distances. In another exemplary embodiment at least two of the locations are formed on the same plane, and the method further includes moving at least one of the two locations at a location not in the same plane as the other of the two locations. In yet a further exemplary embodiment, two of the locations are formed on the same plane, and the method further includes moving at least one of the two locations at location not in the same plane. In another exemplary embodiment all three locations are on the same plane, and the method includes moving at least one of the locations out of the plane. In an alternate exemplary embodiment, the method further includes forming an object between two of the locations. The object may be formed along a movement path. In another alternate exemplary embodiment, the method includes altering the game board playing surface to be non-planar. In yet a further alternate exemplary embodiment, the method further includes blocking a player's view of one of the locations as viewed by the player from the player's playing position.
In another exemplary embodiment, a method is provided for altering the playing experience of a board game which has a playing surface having a first location, a second location, and a third location, wherein movement paths are defined between any two of the location, wherein a game piece is moved between the locations along the movement paths. The method includes blocking a player's view of one of the locations as viewed by the player from the player's playing position.
In yet another exemplary embodiment a board game is provided. The board game includes a game board playing surface including a first location, a second location offset from the first location by a first distance, and a third location offset from the second location by a second distance and offset from the first location by a third distance, wherein the three distances are not equal to one another, wherein movement paths are defined along any two of the locations and wherein the three locations do not lie on the same plane. The game also includes at least one game piece for movement along the movement paths between the locations. In an exemplary embodiment, the game includes an object extending from the game board between any two of the locations. The object may be located along a movement path. The object may also block a player's view of one of the two of the locations as viewed by the player from the player's playing position. In an exemplary embodiment the object may be selected from the group of objects consisting trees, buildings, tunnels, towers, caves, rocks, bridges and combinations thereof. In another exemplary embodiment, the playing surface forms a non-planar terrain and wherein the locations are formed on the non-planar terrain. The terrain may be based on a movie, television show, comics, books, and video games. In yet a further exemplary embodiment, one of the locations blocks a player's view of another of the locations as viewed by the player from the player's playing position.
In a further exemplary embodiment, a board game is provided having game board having a playing surface including a first location, a second location offset from the first location, and a third location offset from the second location and from the first location, wherein movement paths are defined along any two of the locations and wherein a player's view of one of the locations as viewed by the player from the player's playing position is blocked. The game also includes at least one game piece for movement along the movement paths between the locations. In one exemplary embodiment, the player's view may be blocked by an object. In another exemplary embodiment, the player's view may be blocked by one of the locations.
In any of the aforementioned method and board game embodiments, the board game may be a game such as Bagh Chal, chess or checkers.
The present invention provides for a method of altering the playing experience of a board game by altering the geometry of the game board and a three-dimensional game board, i.e., a game board having a three-dimensional geometry. Although, the present invention can be achieved by varying various board games, for descriptive purposes the present invention will be described by altering a Bagh Chal game, which is a game frequently played in Nepal. Bagh Chal is played as follows:
Player One has four game pieces. Player Two has twenty game pieces that are different in shape or color than the Player One pieces. The playing surface consists of a symmetrical grid 10 (referred to herein as the “Grid”) as shown in
The players take turns, moving or placing one Game Piece per turn. Player One's turn is always first and he places all four of his Game Pieces on each corner 11 of the Grid. This sets up the game and begins the play pattern. Player Two moves second by placing one of his Game Pieces onto any open Intersection.
The third move is by Player One and his Game Piece is moved over to an open, adjacent Intersection along a movement line or it can jump an adjacent Game Piece of Player Two along a line. Subsequent turns are similar with each Player alternating turns. Player One's Game Pieces move around the Grid as Player Two continues to place his twenty Game Pieces on open Intersections one at a time.
During each move, each Player can only move to an open, adjacent Intersection, with the exception that Player One's Game Pieces can jump over Player Two's Game Pieces, only if there is an open Intersection inline beyond his opponent's Game Piece. This jumping move is similar to jumping opponents' game pieces in the game of Checkers.
As described, the game is typically broken down into two segments. The first segment is the initial setting up of Player One's four Game Pieces. During this segment, Player Two alternates turns with Player One and Player Two places a Game. Piece, one at a time, on any open Intersection during each one of his turns.
Player Two cannot move any of his Game Pieces once they have been placed on the board, until all of his twenty Game Pieces have been placed on Intersections of the Grid. As Player Two places his twenty Game Pieces on the Grid, his Game Pieces can be captured and removed from the Grid by Player One at any time.
The second segment of the game begins after Player Two has placed all of his twenty Game Pieces onto the game board. Once all of Player Two's Game Pieces are on the Grid, he can now move one Game Piece on the Grid, per turn, along a segment of line, to an available and adjacent Intersection on the Grid.
Player Two cannot jump a Game Piece of Player One at any time. Moreover, Player Two's Game Pieces cannot jump over its own Game Pieces and can only move to an open, adjacent Intersection. Player Two can surround Player One's Game Pieces at any time of the game.
Player One can only jump over a single Game Piece of Player Two and cannot jump over multiple Game Pieces. Moreover, Player One can jump and capture Player Two's Game Pieces at any time in the game. When a Game Piece is captured, it is removed off the Grid.
Player One (with the four Game Pieces) must jump (much like Checkers) and capture five of Player Two's Game Pieces in order to win. It is possible for Player One to continue to jump and capture Player Two's remaining Game Pieces left on the Grid, however, it is just a formality and the game cannot be won if Player Two has lost five Game Pieces.
Player Two (with his sixteen to twenty Game Pieces remaining on the playing surface) must strategically move his Game Pieces, so there are no remaining Intersections left open for any of Player One's Game Pieces to land on, thus, surrounding Player One's Game Pieces. If Player Two can completely surround all four of Player One's Game Pieces, the game is won by Player Two.
In one embodiment, as the game comes to a close, players cannot repeat a prior move and move back and forth along the same movement line as this would more than likely end the game in a stalemate and/or simply draw out the game. For Example, a player should not repeatedly move his game piece on successive moves back and forth between the same two Intersections.
To change the effect of the game as well as to provide an illusion that may affect the game strategy, applicant has altered the playing Grid to a stretched out grid and/or to a grid formed on a three-dimensional, i.e., a non-planar, terrain. The grid formed on a three dimensional terrain or a stretched out grid is referred to herein for convenience as the “Terrain”.
In a first exemplary embodiment, the Terrain is formed by “stretching” the grid as shown in
In the regular symmetric Grid there are five distinct Intersections, i.e., there are five Intersections each of which is defined by a distinct set of lines oriented at distinct angles around the Intersections. For example Intersections 15, 16, 17, 18, and 19 shown in
In another exemplary embodiment, a new level of strategic play pattern and an unexpected new element of deception is created by placing the Markers at different and varying elevations rather than simple intersections on a flat playing board as for example shown in
The effect of the three-dimensional terrain on a player may be ascertained by looking at
Another three-dimensional terrain 60 is shown in
The elevated Markers help provide a misconception and false sense of security. Some of the Markers placed at the highest elevations give the player a sense of power and protection, however some of these Markers at the highest elevations may only have four directions in which to move, leading to the deception. For example, a player may think his/her Game Piece is out of harms-way, because it is obstructed by trees, mountains or structures.
With the inventive Terrains, the location of a Game Piece will seem more or less vulnerable depending on where it is placed on the Terrain, even though the grid in plan view may be straightforward. For example, some Game Pieces may be blocked completely from the opponent's view, allowing the other player to capture or surround more Game Pieces. Trees, structures, tunnels, bridges buildings, rocks, vertical props and debris as well as the varying distance between Markers all add to create a confusing and distracting environment, altering the game play pattern from a typical flat, non-sculpted playing surface or grid to a playing surface that is multi-tiered and has multiple levels of deception. For example, the variable distance between one player's Game Piece and another player's Game Piece, may provide the illusion that the game pieces are spaced apart by more than one Marker.
The exemplary embodiment, three-dimensional game boards may be formed by molding using well known techniques. For example,
As can be seen, the present invention provides a method for providing a distraction or illusion when playing a board game like Bagh Chal, chess, checkers, etc., which affects a player's thinking and strategy, as well as game and/or game board providing such a distraction or illusion. For example an exemplary embodiment game board used for chess or checkers may be formed such that a Marker is used for each chess or checkers game board square. Markers representing adjacent squares may be interconnected by movement lines 21. By stretching out the chess or checkers board so as to be non-symmetric along at least one axis and/or by forming such game board surface on a three-dimensional terrain with or without obstructions, and/or by using Markers interconnected by movement lines instead of adjacent squares, a distraction or illusion is created effecting a player's thinking and strategy when playing such game.
This application is based upon and claim priority on U.S. Provisional Application No. 60/577,222, filed on Jun. 4, 2004, the contents of which are fully incorporated herein by reference.
Number | Date | Country | |
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60577222 | Jun 2004 | US |