The present disclosure relates to a board game and, more particularly, to a modified chess game.
Traditional chess is a game requiring strategy. It provides the pleasure of analytical thought and has been used by schools to help develop analytical thinking. However, some players, including the great champion Capablanca, have felt a need for some modification of the conventional game of chess.
There are numerous variations of the traditional game.
U.S. Pat. No. 4,093,237 issued to Gary Weiss in 1976 discloses a chess game that can be played by more than two players.
U.S. Pat. No. 4,553,756 issued to Robert L. Linnekin in 1983 discloses a chess game that is played with a circular board.
U.S. Pat. No. 5,125,666 issued to Timothy Adams in 1992 discloses a modified chess game that is played by four players.
U.S. Pat. No. 5,033,753 issued to Tom Yuen et al. in 1992 discloses a game similar to chess but which includes a number of pieces not found in chess. The rules for the game are quite different than those of traditional chess.
U.S. Pat. No. 5,484,157 issued to Michael King in 1994 discloses a chess game in which military pieces are substituted for the traditional chess pieces.
U.S. Pat. No. 5,662,329 issued to Richard Nason in 1997 discloses a chess game utilizing a three-dimensional game board.
U.S. Pat. Nos. 5,690,344; 5,692,754; 5,901,957 and 6,095,523 each disclose modified chess games in which pieces with powers not provided to traditional pieces are included as part of the game.
U.S. Pat. No. 5,690,334 issued Nov. 25, 1997 discloses a chess variant denoted as Falcon chess. Falcon chest includes an extra game piece called a “falcon” which can be moved in straight and diagonal movements.
U.S. Pat. No. 6,116,602 issued in September 2000 discloses a four handed chess set with a number of additional pieces but with no piece equivalent to the beast of the present disclosure. The Encyclopedia of Chess Variants by D. B. Pritchard Published by Games & Puzzles Publications, P.O. Box 20, Godalming, Surrey GU8 4YP, United Kingdom. This provides information concerning other variations of traditional chess.
While numerous modifications of traditional chess have been provided, none have included the modifications provided by the present disclosure.
A better understanding of the game of the present disclosure can be had by referring to the drawings in which:
The game of the present disclosure is related to traditional chess but has an additional type of piece with, e.g., assigned, properties such as expanded powers different than the powers of traditional chess pieces. The additional piece is labeled “W” and is referred to as a “beast” for purposes of the present disclosure.
Unlike Falcon chess where the piece called a “falcon” can only move straight and diagonally, the “beast” of the present Chess variant, called Tensor Chess, blocks opposing pieces and shields its own pieces having a common physical characteristic (e.g., like-colored pieces) while allowing its own players to pass through the piece. The beast also allows its own pieces to “bounce,” e.g., shift movement in new directions. The beast can be “propelled” if one of its own pieces lands on a square occupied by a beast. The beast, on the same turn, can be sent off the square, moving in the manner of the piece that landed on the square.
Referring to
In the drawings the pieces are designated as follows:
W denotes the beast piece
Q denotes a queen
B denotes a bishop
P denotes a pawn
K denotes a king
R denotes a rook
N denotes a knight
While the board is shown in the drawings as having squares all of the same color, it is intended, at least in an embodiment that is now being described, that a two-color chessboard be used. The board is being shown as not including colored squares to avoid confusion in describing the position and movement of the pieces of the modified chess game of the present disclosure.
In general the rules of traditional chess apply to the modified chess game of the present disclosure unless otherwise noted.
The conventional pieces are provided except that an additional type of piece, a beast W, is provided for each player, each player getting two such beast pieces. The conventional pieces, in addition to having, e.g., being assigned, properties such as all of the traditional powers of movement, capture and promotion, have, e.g., may be assigned, properties such as augmented powers as will be apparent as the description proceeds.
The beast cannot capture or be captured by anything except an opposing beast. Other pieces, including another beast, are able to ‘pass through’ a beast of the same color, e.g., move along the piece's normal line of movement as if the beast were not there; but opposing pieces, other than a beast (or a knight), are unable to pass through or over a beast of another color. Thus, a beast acts as a shield for pieces of its own color but allows pieces of the other color to be attacked.
The beast is able to move one square in any direction to an unoccupied adjacent square. The beast is also able to move by hopping or leaping over its own adjacent or opposing adjacent pieces either diagonally as in checkers or orthogonally (along a rank or file), but not orthogonally and diagonally on the same turn. The beast is able to make multiple leaps in a given turn and by leaping could even move forward, backward, and sideways orthogonally on the same turn or diagonally forward and backward. The beast is able to capture an opposing beast by leaping over it and landing on the square beyond if that square is unoccupied. But capturing is not obligatory when making such a leap.
As described in more detail below, a bishop, knight, rook or queen may ‘bounce’ or ricochet off one of its own beasts. This maneuver is also referred to as a ‘beast bounce’ although the other piece ricochets off a stationary beast. Kings and pawns cannot bounce. A beast may bounce off a beast of the same color if the first beast initially moves one square (no hop) to get to the square occupied by the second beast, bounces at a right angle to its prior line of movement, and ends adjacent to the second beast. There is a limit of one bounce to a turn no matter what type of piece bounces. Captures can be made at the end of a bounce except by a beast bouncing off another beast.
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A queen can bounce by moving to a square occupied by a beast of the same color and then moving off at a right angle. If the queen moves to the beast along a diagonal, it can bounce only along a diagonal. If it moves to the beast square orthogonally, e.g., along a rank or file, it must bounce along a rank or file. For instance, if it came to the beast along a file, it could bounce by then turning at a right angle and moving along the rank on which the beast is situated. The queen cannot approach the beast square diagonally and then bounce orthogonally or vice versa. In understanding this restriction, it may help to remember that in orthodox chess a queen may move like a bishop or like a rook but not both ways on the same turn.
A beast may make a bounce by moving one square to a square occupied by another beast of the same color and then moving off at a right angle. It cannot hop or capture on the same turn.
A knight, bishop, rook or queen can ‘propel’ a beast of the same color. This could be considered a two part turn. First the piece moves unto the square of the beast, and then the beast moves as though it were that piece. However, a propelled beast is not allowed to capture on that turn. A propelled beast could move forward, backward, or sideways. It may, for instance, follow in reverse the trajectory of the propelling piece and land on the square originally occupied by that piece or further back.
A beast propelled by a queen would move diagonally like a bishop if the queen had come to the beast square along a diagonal like a bishop and like a rook if the queen had come along a rank or file.
A king cannot propel a beast.
A beast cannot propel another beast per se, but a beast passing through or bouncing off another beast could have a similar effect.
A pawn may propel a beast but only on the pawn's first move and only one or two squares vertically forward along the same file. The propelled beast would end up on the square just in front of the pawn. For example, if a pawn is at square A2 and a beast of the same color at square A3, the pawn could move to A3 and propel the beast to A4, or move to A4 and propel the beast to A5. If a pawn is at square A2 and a beast at A4, the pawn may move to A4 and propel the beast to A5. Neither the pawn nor the beast could move through or capture other pieces that turn.
A piece that can propel as described above, may come to the beast square by means of a bounce and then propel the beast. A bounce may proceed a propelling on the same turn. Likewise, a propelled beast may bounce in the same manner the propelling piece would bounce. But there may not be more than one bounce or one propelling on a given turn. In an alternative approach to provide simplification, a piece may not be permitted to both bounce and propel in the same turn.
The capture of an enemy piece, including a pawn, ends the player's turn.
A player shall have the right to castle as in conventional chess with a castling rook ending up adjacent to the castled king, but the player has the option to place the king one, two or three squares from the side edge of the board with the rook adjacent if castling queen side and one or two squares from the side edge with the rook adjacent if castling king side. To castle, the king moves at least two squares and cannot move into a corner. The rook moves to a square adjacent to the king but closer to the center of the rank. As in conventional chess, neither the king nor the rook involved can have moved prior to castling.
Castling may be done through a beast of the same color, but this is the only time a king can pass through a beast and the beast may not move on that turn. The position of the beast may limit castling options. For instance, if the beast is at I1, the king may castle king side but only with the king ending at H1 and the rook at G1 since the beast occupies I1. Thus, in castling, a king can pass across a square occupied by a beast/AGP of the king's own color even though that square would otherwise be under attack by an opposing piece. The beast/AGP, rather than the opposing piece is considered to control the square. In an alternative approach, the king would be prohibited from crossing a square to castle if thd square, although occupied by a beast/AGP of the king's color, was otherwise under attack by an opposing piece.
As in conventional chess, a player may not castle when the king is in check or when the king would have to pass through a square where it would be in check. But a king may pass through a square to castle if a beast of the same color occupies that square even if an opposing piece would otherwise check the king on that square. The beast occupying the square nullifies the check.
A pawn can promote to a beast when it reaches the other side of the board.
In an embodiment, the board may be a rectangle having eight squares deep by ten squares wide, as shown in
As also shown in
While the additional piece W of the present disclosure has been labeled as a “beast” it should be understood that other names such as “wizard” could be used to name the piece W without departing from the scope of the present disclosure. Any name could be used for the piece. What is important is that it has the powers of the piece W. The use of the term “beast” in the following claims is not intended to limit of the claims to a piece having this name.
Furthermore, one or more features of chess variations may be combined. For instance, Tensor Chess may be combined with Chess 960 or Fisher Random Chess. In this example, the initial alignment for each game may include a random positioning of one or more playing pieces. For instance, the pawns for each player may be positioned in the initial alignment according to conventional chess, e.g., along ranks 2 and 7, respectively. The remaining pieces, e.g., rooks, beasts, knights, bishops, queens, and kings, may be placed along the same rank as conventional chess, e.g., along ranks 1 and 8, respectively, but at random positions along the rank. More specifically, the remaining pieces of a first color may be placed randomly along the open squares of the rank (e.g., rank 2 or 7) and the remaining pieces of a second color may be placed in equal and opposite positions to those of the first color (e.g., along rank 1 or 8). Additionally, random positioning may include exclusions such as the bishops being placed on opposite-colored squares and the kings being placed between the rooks.
Embodiments may include restrictions that limit the movement of particular pieces. Movements of particular pieces may be restricted, e.g., to a predefined number of moves, a predefined number of ranks from the initial alignment or each player, or a combination thereof. For instance, one or more piece such as beasts may be restricted to a predefined number of moves, e.g., four, five, six, seven, or eight moves. Further, one or more pieces may be restricted to a predefined number of ranks from each player, e.g., three, four, five, or six ranks Thus, none of a particular piece may go beyond the predefined number of moves, ranks, or both. This may reduce the ability of a particular piece, such as a beast, from blocking advancement of opposing pieces early in a game. In addition, a restriction may have a predefined duration, e.g., a number of moves or turns or an amount of time from a beginning of a game. As an example, a rank or move restriction may no longer apply after the predefined duration, e.g., four, five, six, seven, or eight moves. The restrictions may be specified by a default setting or a user-defined setting, e.g., that is set after the players agree on a predefined number of moves or ranks or agree to waive restrictions.
Although several variations and modifications of the present disclosure have been described, it should be apparent to one skilled in the art that other modifications could be made without departing from the spirit of the disclosure as set forth in the following claims.
In another illustrative approach as shown in
A database 214 may be incorporated into the local computing device 202. The database 214 includes the ability to track specific users, to track players and their performance, piece tracking, analysis storage, and the like. The database 214 is searchable by games saved, board position, player, event, date, rating, and result. In another example, the system 200 may also be incorporated into a two player game against another player over a data network 218 using a data connection 220, wherein each of the players uses their own local computing device 202. A connection 220 is established between the two devices 202 by way of data network 218, each of which devices utilizes heuristics configured to communicate with the other device. In one approach address connections are determined using Internet Protocol addresses. When the devices 202 have connected, they shall each send a ready message to their respective player. Protocol messages may be passed between the devices 202 using algebraic chess notation so that a representation of a game being played on one device is replicated on the other device.
Users can save and load games from a memory 216 associated with the local computing device that may be in the form of a selectively removable memory card (e.g., SD card), undo a most recent move, and enter into an analysis mode, where users may analyze their respective matches by stepping through the game. Data representing the interactions associated with a match may be exported to a file and the file saved, shared, or printed. In one illustrative approach, when a user selects a game piece the system 200 shows where the piece can move to by way of display 208. In yet another exemplary approach, users may keep track of a career history against a specific processor 204, other players and the level played at, and ultimately improve their rating.
The display 208 may generate a representation of a game field 222, including the pieces. The pieces may be animated, cells 224 representing squares may light up or change in some manner, and sound may be played when pieces are moved. For example, a sound may be played when a beast is moved and a different sound played when the beast undergoes diagonal hopping, orthogonal hopping, or is captured.
A non-transitory computer-readable medium such as what may be found in memory 206 or memory 216 tangibly embodies computer-executable instructions comprising instructions that when executed by processor cause the processor to generate the game field 222 and permit the game to be played as discussed above using a player versus the processor mode, player versus player mode, or player versus player mode where the players are remote from each other and using their own local computing devices 202.
The exemplary computing systems discussed above may be any computing system and/or device, which includes a processor and a memory (e.g., a central processing unit and memory described below), that enables the computing system in the form of the android device and related components including remote server(s) to acquire, process, and transfer data. In general, computing systems and/or devices may employ any of a number of computer operating systems, including, but by no means limited to, versions and/or varieties of the Microsoft Windows® operating system, the Unix operating system (e.g., the Solaris® operating system distributed by Oracle Corporation of Redwood Shores, Calif.), the AIX UNIX operating system distributed by International Business Machines of Armonk, N.Y., the Linux operating system, the Mac OS X and iOS operating systems distributed by Apple Inc. of Cupertino, Calif., the BlackBerry OS distributed by Research In Motion of Waterloo, Canada, and the Android operating system developed by the Open Handset Alliance. Examples of computing devices include, without limitation, a computer workstation, a server, a desktop, notebook, laptop, or handheld computer, or some other computing system and/or device.
Computing systems and/or devices generally include computer-executable instructions, where the instructions may be executable by one or more computing devices such as those listed above. Computer-executable instructions may be compiled or interpreted from computer programs created using a variety of programming languages and/or technologies, including, without limitation, and either alone or in combination, Java™, C, C++, Visual Basic, Java Script, Perl, Procedural Language/Structured Query Language (PL/SQL), etc.
The exemplary computing systems may take many different forms and include multiple and/or alternate components and facilities. While exemplary systems are shown in the figures, the exemplary components illustrated are not intended to be limiting. Indeed, additional or alternative components and/or implementations may be used. Further, in some examples, computing system elements may be implemented as computer-readable instructions (e.g., software) on one or more computing devices (e.g., servers, personal computers, etc.), stored on computer readable media associated therewith (e.g., disks, memories, etc.). A computer program product may comprise such instructions stored on computer readable media for carrying out the functions described herein.
The central processing unit (CPU) may be, in general, be any processor or microprocessor that receives instructions from a memory and executes these instructions, thereby performing one or more processes, including one or more of the processes described herein. Such instructions and other data may be stored and transmitted using a variety of computer-readable media. The CPU may also include processes comprised from any hardware, software, or combination of hardware or software that carries out instructions of a computer programs by performing logical and arithmetical calculations, such as adding or subtracting two or more numbers, comparing numbers, or jumping to a different part of the instructions. The CPU may be any one of, but not limited to single, dual, triple, or quad core processors (on one single chip), graphics processing units, visual processing units, and virtual processors.
The memory may be, in general, any computer-readable medium (also referred to as a processor-readable medium) that may include any non-transitory (e.g., tangible) medium that participates in providing data (e.g., instructions) that may be read by a computer (e.g., by a processor of a computer). Such a medium may take many forms, including, but not limited to, non-volatile media and volatile media. Non-volatile media may include optical or magnetic disks and other persistent memory. Volatile media may include dynamic random access memory (DRAM), which typically constitutes a main memory. Such instructions may be transmitted by one or more transmission media, including coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to a processor of a computer. Common forms of computer-readable media include a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, or any other medium from which a computer can read.
In general, databases, data repositories, or other data stores described herein may include various kinds of mechanisms for storing, providing, accessing, and retrieving various kinds of data, including a hierarchical database, a set of files in a file system, an disclosure database in a proprietary format, a relational database management system (RDBMS), main memory database system (MMDB), etc. Each such data store may generally be included within a computing system employing a computer operating system such as one of those mentioned above, and are accessed via a network or connection in any one or more of a variety of manners. A file system may be accessible from a computer operating system, and may include files stored in various formats.
The present disclosure claims priority to all of the following: U.S. Provisional Application 61/942,899, filed Feb. 21, 2014, and is a Continuation-in-Part and incorporates the contents of U.S. patent application Ser. No. 13/896,034, filed May 16, 2013, which claims priority to U.S. Provisional Application 61/792,359, filed on Mar. 15, 2013 and is a Continuation-in-Part of U.S. patent application Ser. No. 13/293,436, filed Nov. 10, 2011, now abandoned, which is a Continuation-in-part of U.S. patent application Ser. No. 12/446,325 filed on Apr. 20, 2009, now abandoned, which is a U.S. National Phase Application of PCT/US2007/081888, filed Oct. 19, 2007, which claims the benefit of U.S. Provisional Application 60/862,891 filed on Oct. 25, 2006. The contents of all of the above applications are incorporated herein by reference.
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20150157946 A1 | Jun 2015 | US |
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