Multi-functional game board with rotating mechanism

Information

  • Patent Grant
  • 6536766
  • Patent Number
    6,536,766
  • Date Filed
    Thursday, May 31, 2001
    23 years ago
  • Date Issued
    Tuesday, March 25, 2003
    21 years ago
Abstract
A novel game board comprises a base board (100) with rotating tiers (105, 405, 410, and 415) which rotate on a shaft (430) and bearings (402, 404, and 407) or a lazy susan (115), a pointer 120 or a rotating pointer knob (425) which points at numbers (305) and game fields (310) on a tier (300). Progress through the game is indicated by individual players' tokens (135). Game cards and play money (140, 320, 325, 330, and 335) are also provided. Multiple results can arise from the same players' moves. Hidden game fields (700) under the edges of square or rectangular tiers (405, 410, and 415) provide added excitement. Instructions in the game fields (300, 406, etc.) can apply to a single player or to all players simultaneously, resulting in advantages or disadvantages for one or all. No dice are used to play, only a rotating pointer knob (425) or a rotating tier 105 with a stationary pointer (120) are required to urge progress through the game. The same mechanical arrangement is applicable in a variety of games, resulting in an economy of scale for manufacturers.
Description




FEDERALLY SPONSORED RESEARCH—NONE




SEQUENCE LISTING OR PROGRAM—None




BACKGROUND—FIELD OF INVENTION




This invention relates to board games, and in particular to a board game apparatus that produces random results and is the base for various derivative games.




BACKGROUND—PRIOR-ART




Board games in which the object is either to acquire the most wealth, bankrupting opposing players, or win the game by completing some object or goal first are well-known and replete with many versions. See, for example, the real estate trading game of Lizzie J. Magie in U.S. Pat. No. 748,626 (1904). Those games generally provide static playing fields and seldom provide play that is challenging or stimulating to the players.




In U.S. Pat. No. 3,804,416 (1974) Jones et al. disclose a game having two playing boards, one mounted on top of the other. The object of this game is to move pegs from one board to another. The structure of this game is awkward in design and contributes unnecessary complications to a simple game.




In U.S. Pat. No. 3,606,334 (1971) Pippin discloses a board game that includes rotatable discs. The board in Pippin's game is cluttered and difficult to understand.




In U.S. Pat. No. 4,099,723 (1977) Robinson describes a three-dimensional, multi-level inverse chess board that is over-complicated.




In U.S. Pat. No. 5,409,234 (1993) Bechier discloses a four-dimensional game and a three-dimensional apparatus used for playing the game that uses tokens. The game is difficult to play because it is complicated with numerous game pieces and structural elements.




U.S. Pat. No. 5,033,751 (1990) to Ching describes a multi-tier checkered game board for checkers in a cumbersome and awkward design and is a complicated way to play checkers.




U.S. Pat. No. 4,484,749 (1983) to Charney discloses a game board that comes in several different pieces. Those pieces can be assembled in a variety of different combinations. The game requires substantial skill to play.




U.S. Pat. No. 4,585,233 to Wilson (1986) discloses an add-on board for a real estate trading game. It further complicates the game without improving it.




U.S. Pat. No. 4,696,476 to Eplett (1986) describes a multi-stepped game board in a checkerboard design and adds nothing to the game but complication.




While some games provide variable moves, they are often too complex to stimulate interest in younger participants. Other games are too simple to challenge the more intellectual players. All prior-art games provide only a single result for each move. The games are also require too long a period of playing time to determine the winner, thereby causing participants to lose interest. Many games are found to have too many game board parts and accessories and can become lost between the playing of games.




BACKGROUND—OBJECTS AND ADVANTAGES




Accordingly several objects and advantages of the present invention are to provide an improved game board, to provide a game with simple, variable moves, with a play period of reasonable duration, and with a limited number of game board parts. Further objects and advantages are to provide a multi-functional game board with a rotating mechanism that provides a base for any number of games, ranging form simple to complex, a game with a methodology of play which has the advantage of providing multiple random results, which is challenging yet simple to play, which has hidden instructions beneath swiveling tiers that produce multiple and unexpected results for the game players, which uses no dice, and which produces unexpected changes in fortune that affect not only one but all of the players simultaneously. Further objects and advantages will become apparent from the ensuing description and accompanying drawings.




SUMMARY




In accordance with the present invention, a board game has one or more swiveling tiers. These tiers provide a basis for a set of games which utilize similar constructions, mechanisms, and play, providing numerous games of varying complexity which produce random and unexpected results. Since each move by another player can affect other players positively or adversely, every play by opposing players creates strong interest and excitement in the game play for all players. Additionally, since no dice are used in the games, interest in the activity and moves by other players is substantially increased by all players. This is due to the randomness of multiple results achieved by this device without the use of complicated mathematical calculations. The multiple results also offer challenging, easy to understand play.




The game tiers can be adapted to other media beside board games, for example, a television game show format, computer games, hand-held computerized games, online interactive games, and slot machine apparatuses, among others.




DRAWINGS—FIGURES





FIG. 1

shows an exploded, perspective view of a single-tier game in accordance with the invention.





FIG. 2

is a side view of the board in FIG.


1


.





FIG. 3

is a top view of the single-tier game of

FIG. 1

, showing game fields.





FIG. 4

is a top view of a multi-tier game according to the present invention.





FIG. 5

is a side view of the game in FIG.


4


.





FIG. 6

shows top and side views of a spacer used with rotating tiers.





FIG. 7

shows tiers of the game of

FIG. 4

, rotated to reveal hidden game fields.





FIG. 8

shows rotating disks hidden beneath the first tier.





FIG. 9

shows rotating disks in view as the first tier is rotated 45 degrees.















DRAWINGS-Reference Numerals
























100




Game board






105




Tier






110




Knob






112




Logo






115




Swiveling mechanism






120




Pointer






125




Fastener






130




Mating fastener






135




Token






140




Game cards






145




Hole or recess






150




Recess






155




Fold line






300




Game field






301




Outer circle






302




Inner circle






304




Game field destination “Africa”






305




Number






306




Destination name






307




Price






310




Additional game field






314




Game field destination “Mexico”






319




Game field “Travel Ups & Downs”






320




Destination card






325




Travel Ups & Downs card






330




Voucher






335




Play money






336




Travel bonus corner






340




Starting point






400




Board of multi-tiered game






401




Hole






402




Spacer






404




Spacer






405




First tier






406




Game field on board






407




Spacer






410




Second tier






411




Game field on first tier






415




Third tier






416




Game field on second tier






420




Numeral






421




Game field on third tier






425




Pointer knob






430




Shaft






435




Token






436




Base camp #1






437




Base camp #2






438




Base camp #3






439




Base camp #4






440




Game field “Jump Up”






441




Game field “Jump Up”






442




Game field “Jump Up”






443




Game field “Short Cut Down”






444




Game field “Short Cut Down”






445




Game field “Short Cut Down”






446




Game field on first tier






447




Game field on first tier






448




Game field on board tier






449




Game field on board tier






460




Instruction Card






600




Ring






610




Hole






700




Hidden game field on board






701




Hidden game field on second tier






702




Hidden game field on first tier






703




Hidden game field on board tier






704




Hidden game field on first tier






705




Hidden game field on second tier






706




Hidden game field on board






707




Hidden game field on first tier






708




Hidden game field on second tier






709




Hidden game field on board






710




Hidden game field on first tier






711




Hidden game field on second tier






800




Disk






801




Disk






802




Disk






803




Disk






810




Cog






820




Slot






822




Shaft






900




Instruction






901




Instruction






902




Instruction






910




Instruction





















DETAILED DESCRIPTION—PREFERRED EMBODIMENT—FIGS.


1


THROUGH


3







FIG. 1

is an exploded perspective view of a tiered game board assembly. The assembly comprises a game board


100


, a swiveling tier, disc, platter, or turntable


105


with an attached knob


110


, a swiveling mechanism


115


, a pointer


120


with an attached fastener


125


, and a mating fastener


130


affixed to board


100


. A logo


112


is optionally printed on the top of knob


110


. Board


100


is preferably 50 cm square and 0.5 cm thick, although it can be any size or shape. Board


100


can be folded along line


155


for storage. Tier


105


is typically 30 cm in diameter and 2 cm high.




The tops of board


100


and tier


105


are imprinted with the characteristics of a particular game (example shown below in FIG.


3


). One or more moving game pieces or tokens


135


, game cards


140


, and play money (not shown) are used. Game cards


140


are printed with instructions (not shown), values appropriate to the game, and the like. (Game cards are discussed further in connection with

FIG. 3.

)




Swiveling mechanism


115


has upper and lower discs which are rotatably connected, preferably with a ball bearing mechanism so that it resembles and functions like a lazy susan. When the game is assembled, the bottom portion of swiveling mechanism


115


slidably force fits into hole or recess


145


in board


100


, while the top portion force fits into a recess


150


in tier


105


. Hole


145


and recess


150


are about 30 cm in diameter. Hole


145


preferably extends through board


100


, or it can be a recess about 0.25 cm deep. Recess


150


in tier


105


is about 0.5 cm deep. Swiveling mechanism


115


is of sufficient height, about 1.5 cm, to hold tier


105


about 0.5 cm above board


100


, permitting tier


105


to rotate freely when turned by knob


110


. Tier


105


is sufficiently heavy so that it will continue to spin like a roulette wheel after it is started. Fastener


125


on pointer


120


attaches to mating fastener


130


on board


100


. Fasteners


125


and


130


are preferably hook-and-loop fasteners, although a slot and snap-in or force-fit plug, or any other temporary fastener, such as double-stick tape or velcro will suffice.





FIG. 2

shows a side view of the game board components in place, ready to use.





FIG. 3

shows a plan view of the game of

FIGS. 1 and 2

.




The Board: Board


100


(

FIG. 3

) is imprinted with an outer circle


301


of stationary game fields or sectors


300


. Fields


300


contain names of individual goals, here destinations, such as two activities in destination Africa, in field


304


, and eight instructions, such as “All Trade One Voucher” in field


308


. Preferably as shown, fields


300


have Africa, Deluxe Spin, Paris, All Trade, Tahiti, Travel Ups & Downs, China, Buy Any Unowned Voucher, Hawaii All Trade One Voucher, Australia, Travel Bonus, Costa Rica, Mexico, and Bon Voyage!




The Tier: The values of the completed trips are shown on inner circle


302


. Additional game fields or sectors


310


are located around an inner circle


302


on tier


105


. Fields


310


each include a number


305


, a destination resort


306


, and a currency amount


307


. This represents the completed trip price that a player will receive when that player obtains all three vouchers to a destination. Fields


310


are selected by pointer


120


when tier


105


stops after a spin. Preferably, as shown, fields


310


are labeled as follows, numeral 1: $8,000, Mexico; 2: $5,000, China; 3: $10,000 Australia; 4: $8,000, Hawaii; 5: $8,000, Paris; 6: $5,000 Costa Rica; 7: $10,000, Tahiti; and 8: $10,000, Africa. Any countries' names can be entered in game fields


300


and


310


. The completed total trip price should not exceed the maximum price paid for each voucher.




The Destination Cards: Destination cards


320


, preferably 24 in number, 3 each for various trip destinations Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii. These destinations can be any other destinations chosen for this game.




The game includes one token


135


for each player; each token has a different color or symbol for identification with a particular player. Preferably six tokens are provided. Game cards


140


(

FIG. 1

) comprise four types of cards: 24 Destination cards


320


, twenty-four voucher cards


330


associated with various destinations


304


, twenty-four “Travel Ups and Downs” cards


325


providing good and bad opportunities and events, and play money


335


, preferably in quantities and denominations of two $5,000 bills, five $1,000 bills, five $500 bills, and five $100 bills, for a total of $18,000 for each player. Enough sets of the $18,000 total per player are provided for six players, plus additional play money kept by the Travel Agent for game play.




In the illustrated game “Vacation Spin”, game fields


300


are travel destinations, such as a country name, and various game actions, such as “Deluxe Spin”. Game fields


310


on tier


105


also represent travel destinations, such as country names. One game field


310


representing each destination is located on tier


105


. One country name


306


on tier


105


is repeated in two, adjacent game fields


300


along outer circle


301


on board


100


.




There is a unique voucher card


330


for each of the sixteen destination game fields


300


, Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii, on board


100


. These represent two activities for each destination. There is one voucher card


330


for each of the eight destination game fields


310


, Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii, on tier


105


. These represent the deluxe resorts at each destination. Each of the three voucher cards


330


for a destination


306


has a different price. For destination Africa


306


, the resort is Game reserve (not shown) on tier


105


, the two activities


300


are Climbing Mt. Kilimanjaro and Photo safari (not shown). The Game reserve voucher


330


shows a multiple of 400 times spin, Climbing Mt. Kilimanjaro is 600 times spin, and Photo safari is 200 time spin. Multiple results in prices can result, depending on what number a player spins to buy that voucher. However, the total price


307


paid for the three vouchers does not exceed the maximum spin of each of the vouchers. When a player has gathered three vouchers


330


to one destination, the player receives a destination card


320


.




Operation—Preferred Embodiment—“Vacation Spin” Game—

FIG. 3






Play: At the start of the game, one player is designated the “Travel Agent”. The Travel Agent gives each player a number of pieces of play money


335


totaling, for example, $18,000 to use in playing the game. All players place their respective game tokens


135


on the game starting block


340


, titled “Bon Voyage!” on board


100


.




Players take turns spinning tier


105


by applying a momentary torque or twist to knob


110


. When tier


105


stops spinning, pointer


120


points to a game field


310


of tier


105


. (If pointer


120


points to a line separating two game fields


310


, the player spins again.) A player then moves their token


135


counterclockwise along fields


300


a number of fields determined by the number


305


in the field indicated by pointer


120


after a spin. This is referred to as the “spin number” or simply the “spin”. Motion occurs in a clockwise or counterclockwise direction, depending on the game instructions, discussed in more detail below.




Object: The object of the game is for two to six players to complete the most vacation destinations by acquiring three voucher cards and have a destination card for each completed destination, and to have the most money remaining at the end of the game.




Obtaining vouchers for game fields


310


on tier


105


: One game field


310


representing each destination is located on tier


105


. Two additional game fields


300


representing each destination are located on board


100


. A destination is “completed” or visited when the position of rotatable tier


105


is such that a destination name


306


on tier


105


spans or overlaps two fields


300


with the same destination name on board


100


. Upon completion of a destination, the player may purchase a Voucher card


330


for that destination game field


310


. As mentioned above, there is a unique voucher card


330


for each of the sixteen destination game fields


300


, Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii, on board


100


, and one voucher card


330


for each of the eight destination game fields


310


, Africa, China, Tahiti, Paris, Mexico, Costa Rica, Australia, and Hawaii, on tier


105


. One voucher


330


is for a resort


310


in tier


105


, and two vouchers for activities


300


are for the same destination. Each of the three voucher cards


330


for a destination


306


has a different price, as described, which is determined by the spin times the multiple on Voucher


330


.




Obtaining vouchers for game fields


300


on board


100


: When a player's token


135


stops on a destination game field


300


, the player may purchase a Voucher


330


for that destination at the price determined by the spinning of tier


105


. For example, at the Mexico block


314


, the voucher


330


for field


314


states (not shown) that a player will pay $100 times the spin to purchase the voucher


330


for that location. In another example, if the player spins 8 (i.e., the tier spins so that the sector labeled “8” stops under the pointer), the player would then pay 8×$100=$800.00 to buy the voucher


330


associated with field


314


for Mexico. This pricing method allows for variables in vacation, such as the type of accommodation, length of stay, and the like.




When a player has two vouchers


330


associated with game fields


300


, that player tries to see if he can land on the third voucher


330


associated with game field


314


for the same destination. If the player achieves that, the player may purchase the voucher on which is stated the multiple, times the spin to purchase voucher


330


for that location. If the player does not get the third matching voucher


330


, then the player moves the spaces according to numeral


305


.




When a player completes the set of three vouchers


330


, the player returns it to the Travel Agent and receives play money


335


for the amount indicated above destination


307


. This frees up the vouchers


330


for other players to purchase. The player also receives a destination card


320


, which is counted for $3,000 at the game's end. These destination cards


320


remind the player of the trips the player has completed. They can complete more than one trip to the same destination. Also this acts as a frequent traveler bonus, regardless of the cost of the trips completed to different destinations.




When the player purchases three vouchers


330


to a destination


306


, he or she receives a card


320


indicating ownership of that destination. The Destination Card


320


for Mexico, is printed with “Mexico” on the front side. On the back side are various facts about Mexico, such as the language, number of square miles, climate, population, type of government, location, and the like.




All players must draw a Travel Ups & Downs card


325


whenever they land on “Travel Ups & Downs” block


319


, or when they pass the “Bon Voyage” block


340


in outer circle


301


. Travel Ups & Downs cards contain penalty or advantage instructions such as, “Camel ate my passport, pay $500” or “Antique Bargain fetches $5,000. Collect” and the like.




In the event that a player has the opportunity to purchase a destination and decides not to acquire it, the site is then open for auction among the other players. The minimum bid for a destination is $1 times the multiple, as stated on the voucher. For example, if the voucher states that the multiple is 600, then the lowest bid would be $1×600=$600. Bidding will continue until a higher bid is made, or two minutes has elapsed, whichever is longer. If there is no bid, then the player must take the next Travel Up or Down card


325


in the stack and follow the instructions thereon.




The player with the most completed destinations with the highest value and the most cash wins at the end of a set time limit of the game, usually between 60 and 90 minutes. Incomplete trips do not count toward the total. The game also ends when any player becomes bankrupt, and the player with the highest total at that time wins.




Additional features: Varying conditions bring about different prices of vacations, and each player randomly pays different prices for the same vacation because of spinning tier


105


. No dice are required, and in fact dice do not provide the additional variable of third voucher


310


on tier


105


. A particular game field


308


contains the instruction “All Trade One Space”. When a player lands on this space all players are affected as follows: All players must trade one voucher to the left, regardless of value. A player may not trade the voucher he or she has just received, which can positively or negatively affect a player's position.




For example, a player may gain a matching voucher


330


or be required to break up a pair. If the player does not have a voucher to trade, she or he must pay a $1,000 or other penalty in play money


335


to the player who was to receive a voucher.




A player landing on travel bonus corner


336


picks up penalties accumulated there from the Travel Downs cards


325


instructions. The Travel Bonus corner represents discounts or bonanzas in Travel to the player who collects it. The Travel Agent replenishes the $1,000 after it is collected.




When a player lands on another player's destination space in the additional game field


310


, they can challenge the owner to buy their voucher


330


associated with that space. The challenging player does this by spinning the tier. If a higher numeral


305


than the owner spins comes up, the challenging player is successful. He or she then pays the owner the multiple on the Voucher


330


, times the number of the spin. For example, 300 times 8 (number of spin)=$2,400 to purchase the voucher


330


. If the challenging player spins a lower numeral


305


than the owner, then he pays $1,000 penalty to the Travel Bonus corner. A challenging player would want to do this to complete getting all three of the Vouchers


330


to complete a trip to a certain destination.




When a player lands on a game field


310


, where they own that voucher


330


, they will be quizzed by the Travel Agent on facts about the destination. These facts are contained at the back of each voucher


330


. If the player answers correctly, they receive $1,000 from the Travel Agent. If they answer incorrectly, they have to pay a $1,000 penalty to the Travel Bonus Corner. This gives incentives to players to learn about the destinations on vouchers


330


that they have acquired.




A player can also trade vouchers


330


with other players, before each player's turn, within a two minute time limit, kept by the Travel Agent. This provides an opportunity to use skill and strategy to complete the set of three vouchers


330


needed to purchase a certain destination.




Description—Alternative Embodiment—

FIGS. 4 through 7







FIGS. 4 and 5

(not to scale) show an alternative game comprising a board


400


with more than one swiveling tier above it. Board


400


is preferably 50 cm square and 0.5 cm thick, although it can be any size or shape. First tier


405


is typically the same shape, but 5 cm smaller than board


400


. Successive tiers are each 5 cm smaller in height and width. Each tier is about 0.3 cm thick.




Successive tiers are separated by rings


402


,


404


, and


407


, each about 0.2 cm thick. The diameter of each ring is about one-half of the edge dimension of the tier above it. Tiers


405


,


410


,


415


, rings


402


,


404


,


406


, and pointer knob


425


share a common axis on shaft


430


. Shaft


430


fits into hole


401


in board


400


. They are all mounted and turn independently on shaft


430


. Shaft


430


is preferably about 3.2 cm in length and 0.5 cm in diameter. Rings


402


,


404


, and


407


are low-friction spacers, e.g., of polytetrafluoroethylene, which provide bearing surfaces for tiers


405


,


410


, and


415


, respectively. Pointer knob


425


fits loosely over and is free to spin atop shaft


430


. Knob


425


is pivoted to turn freely when it is spun. Tiers


405


,


410


, and


415


remain stationary until deliberately turned by a player.




Rings


402


,


404


, and


407


are of successively smaller diameters. Each one supports the tier above, while not obscuring additional, normally hidden game fields (discussed in connection with

FIG. 8

below). A generic ring


600


is shown in FIG.


6


. Hole


610


is preferably 0.6 cm in diameter.




Board


400


and tiers


405


,


410


, and


415


each contain numerous game fields


406


,


411


,


416


, and


421


, respectively. In addition, top tier


415


contains numerals


420


. Pointer


425


always points to one numeral on top tier


415


. Each player is represented by a respective token


435


which is moved among game fields


406


,


411


,


416


, and


421


according to the rules of each game.




Twenty four instruction cards


460


are included. Cards


460


are drawn when a hidden game field instructions say, “Take a Card”, for example.




Operation—

FIGS. 4 through 8






A typical game involves a treasure hunt. The object of this game is for a player to reach top tier


415


first, seize a “golden treasure”, and then return via tiers


405


,


410


, and


415


back to board


400


. Knob


425


is the golden treasure. When a player reaches top tier


415


, they remove and hold the golden treasure. Knob


425


is then replaced by a different knob (not shown) in the shape of a skull and in the color of the player who has it so that other players can see who has the treasure. When a player lands on a game field


411


which says, “Rotate This Tier One-Quarter Turn Counterclockwise,” he or she manually rotates tier


405


as instructed.




The players start by placing their respective tokens


435


at a base camp


426


a start location


436


,


437


,


438


, or


439


on one of the four corners of board


400


. Each player has a token


435


corresponding to the color of their Base Camp. For example, token


435


associated with Base Camp #


1


is red, and so on. The first player spins pointer knob


425


and advances the number of game fields


406


on board


400


, as indicated by numeral


419


on top tier


420


. Skill and strategy are required, because a player can move in either direction.




The players encounter various instructional obstacles and beneficial instructions (not shown) when they land on particular game fields. On game fields


421


, an instruction on that space may say “Cave in—fall down two levels” (instruction not shown). Or a beneficial instruction on space


446


would be “Find Treasure Map, move 3 spaces” (instruction not shown). A player advances to the next tier by landing on a “Jump up” instruction


440


,


441


, or


442


on board


400


, first tier


405


, or second tier


410


, respectively. Similarly, a player descends to the tier below by landing on a “Short cut down” instruction


443


,


444


, or


445


on third tier


415


, second tier


410


, or first tier


405


, respectively. Game fields


448


and


449


on board


400


straddle game field


446


on tier


405


, similarly for all other game fields. When moving down from one tier to the next or to board


400


, the player always moves into the left-hand game field on the level below. For example, descending from game field


446


on tier


105


to board


400


, the player moves into game field


449


. Similarly, in moving up, the player always moves into the left-hand game field.




The players also encounter other players by landing on the same game field. An opposing player who lands on the same game field can steal the treasure from the first player to land there. Certain game fields contain instructions which either help or hinder all players simultaneously. Through successive moves, the winner must return to the starting point, for example Base Camp #


1


in square


436


, which matches the color of their token, with the treasure.




Additional game fields


700


,


701


,


702


are located beneath tiers


405


,


410


, and


415


, respectively, as shown in FIG.


7


. Normally hidden game fields


700


through


709


complement normally visible fields


406


et al. and each contains a unique instruction which is seen only occasionally during the progress of a game. Fields


700


through


709


become visible only when a tier is rotated one-eighth turn from its normally aligned position.




These hidden instructions add surprises to the play. For example, one hidden instruction can send a player empty-handed back to his Base Camp when the player is near the treasure at the top. Since they are normally out of sight, they are easily forgotten by unmotivated players. This can be an advantage to those players who give the game their full attention. These normally hidden instructions can be beneficial or harmful to a single player. A tier is turned one-eighth turn when a player lands on a game field on that tier, which says “Turn This Tier One-Eighth Turn to Reveal A Hidden Instruction.” Although four instructions become visible, the player acts only on the one nearest his or her own token


435


. For example, when tier


405


is rotated 45 degrees in either direction, triangular areas


700


,


703


,


706


, and


709


on board


400


become visible, yet only the instruction in field


709


applies since field


709


is nearest the position of token


435


.




After the hidden instructions are read and complied with, tier


405


is rotated back into alignment with board


400


. A hidden instruction may say, “Take a Card.” A card can instruct a player to “Capture the Treasure from another player within two turns.” Or, to “Lose a Turn.” After the hidden instructions are read, tier


405


is rotated clockwise or one quarter turn, thus hiding the instructions again. This action either returns tier


405


to its original position with respect to board


400


, or advances tier


405


a total of one-quarter turn, thus aligning a new set of game fields on tier


405


with those on board


400


. This action can physically affect all players' positions, changing the course of the game.




Description—Second Alternative Embodiment—

FIGS. 8 and 9






In the embodiment of

FIGS. 8 and 9

, game fields


900


are contained on disks


800


through


803


beneath square tier


405


. Disks


800


through


803


are mounted on shafts


822


and rotate under the action of cog


810


(described below) as tier


405


rotates, providing additional, normally hidden, instructions for the players.




Hidden instructions are contained on wheels or disks


800


through


803


. Disk


800


contains instructions


900


represented by “A”,


901


represented by “B”, and


902


represented by “C”. Disk


801


contains instructions “C”, “D”, and “E”, and so forth These instructions have been abbreviated here for clarity. Instructions “A” through “L” are similar to those described above in connection with FIG.


7


. Instruction “A” reads “All Players Forfeit $100”, for example. Instead of four hidden instructions for each tier as described above in connection with

FIG. 7

, this embodiment contains twelve hidden instructions, three for each of disks


800


through


803


.




Tier


405


contains a cog


810


which follows path


815


as tier


405


is turned. Cog


810


projects from the underside of tier


405


and meets and enters slots


820


in disks


800


through


803


, turning them. Each disk rotates one-third turn as the cog passes on their axes


822


. Cog


810


is preferably 0.5 cm long and 0.2 cm in diameter. The cross-section of cog


810


is slightly elliptical in order to provide a smooth interaction with disks


800


through


803


.




Operation—Second Alternative Embodiment—

FIG. 9






When tier


405


is aligned with board


400


, disks


800


through


803


are not visible. When a player's token (not shown) lands on a game field (not shown) on board


400


or tier


405


which says “Turn The Tier One-Eighth Turn Counterclockwise” and the player complies, instruction “A” becomes visible and must be acted upon. When tier


405


is rotated 45 degrees in either direction on shaft


430


, all four disks


800


through


803


are visible, but only one is oriented for easy reading. This is the one which has been turned 60 degrees by cog


810


. The other disks remain positioned so that only parts of two instructions are visible, for example instructions “D” and “E” on disk


910


are both only partially visible, and hence indeterminate. These instructions are ignored. On the other hand, instruction “A” on disk


800


is easily read. Thus this is the instruction in effect. Hidden instruction “A” contains a further instruction to realign tier


405


with board


400


by turning tier


405


either clockwise or counterclockwise. Thus after acting on hidden instruction “A”, the player realigns tier


405


with board


400


.




As tier


405


is rotated further, cog


810


moves to the top of board


400


, as shown in FIG.


9


. Cog


810


leaves each disk in an orientation which favors interaction between one of slots


820


and cog


810


as the rotation of tier


405


continues. Thus tier


405


can be rotated any number of times in either direction and each of disks


800


through


803


will be rotated


120


degrees, ready to expose the next instruction. When tier


405


is rotated 45 degrees with respect to board


400


, cog


810


fully engages one of slots


820


, rendering the instruction opposite that slot visible and active.




Conclusions, Ramifications, and Scope




It is thus seen that we have provided a board game with many new and heretofore unseen aspects. Our game provides excitement through its challenging, different methods of play. Excitement is increased because some instructions apply to all players at once. Furthermore, the randomness inherent in this game design causes the same player to be confronted with different choices and results at each point, even though the same moves are made up to that point. This game board mechanism offers multiple results and challenging play, while being simple to understand.




Moves are directed by spinning a pointer which ultimately rests on a game field containing a number. This number can indicate how many game fields a player is to move. The game field can also contain other instructions or information used in the game. Tiers can be multifunctional. In the case of square or rectangular tiers, instructions can be hidden beneath tiers. Hidden instructions add excitement by directing one or all players to make surprising and unexpected moves.




While the above description contains many specificities, these should not be considered limiting but merely exemplary. Many variations and ramifications are possible. For example, the game format is universal and can be applied to many game designs. In the case of board games, the same mechanical components with different printed surfaces can be used for widely different games, resulting in an economy of scale. For example, in addition to the Vacation Spin game shown and described, other games can be provided by imprinting different indicia (goals, instructions, etc.) on the board and tiers. For example, other games can be a space travel game called Galaxy Spin, an aviation game called Wright Spin, a stock market trading game called Wall Street Spin, and a story telling game called Spin A Tale. All games use the same board mechanisms as Vacation Spin. The game format is also applicable to computer games, console games, television game shows, hand-held computerized electronic games, and casino games.




The mechanical elements of our game can be made from a variety of materials such as paperboard, plastic, wood, pressed wood composite, and the like. The separators used in multi-tiered games can be made of plastic, felt, wood, metal, and the like. The pointer knob can be fancy and can be imprinted with a logo for the manufacturer or for a particular game.




Instead of a cog, the rotating disks under the first tier in

FIG. 8

can be spun by the flick of a finger when they are exposed.




While the present system employs elements which are well known to those skilled in the art of game design, it combines these elements in a novel way which produces new results not heretofore discovered.




Accordingly the scope of this invention should be determined, not by the embodiments illustrated, but by the appended claims and their legal equivalents.



Claims
  • 1. A storable board game apparatus comprising:a foldable game board, said game board having an outer circle radially divided into a plurality of sectors to define a plurality of playing fields, one of said sectors including a pointer positioned thereon; a circular tier having predetermined dimensions and positioned on top of said game board for rotation concentrically within said outer circle, said circular tier being radially divided into a plurality of tier sectors to define a plurality of second playing fields, said pointer included on said one of said sectors of said outer circle pointing to said second playing fields without touching thereof; and a swiveling mechanism having first and second substantially planar surfaces including means for causing said two surfaces to spin relative to each other, said swiveling mechanism sandwiched between said game board and said circular tier so that said first planar surface detachably attaches to said board and said second planar surface attaches to and supports said predetermined dimensions of said circular tier, whereby when said circular tier attached to said second planar surface is caused to spin, said second playing fields thereon will be randomly aligned opposite said pointer included on said one sector of said outer circle on said game board.
  • 2. The board game apparatus of claim 1 wherein said first planar surface of said swiveling mechanism attaches to said board by force fitting said first planar surface into a hole dimensioned therefor in said board.
  • 3. The board game apparatus of claim 1 wherein said second planar surface of said swiveling mechanism attaches to said circular tier by force fitting said second planar surface into a recess in said circular tier dimensioned therefor.
  • 4. The board game apparatus of claim 1 in which said included means of said swiveling mechanism causing said first and second planar surfaces to spin relative to each other are ball bearings.
  • 5. The board game apparatus of claim 1 further including a knob attached to the top of said circular tier in which to spin said swiveling mechanism.
  • 6. The board game apparatus of claim 1 in which said pointer included on said one sector of said outer circle on said board is a C-shaped element having a lower part thereof detachably attached to said board and having an upper part thereof forming said pointer pointing to, but not touching said tier sectors of said circular tier.
  • 7. A method of operating a storable board game comprising the steps of:a) unfolding a foldable game board having an outer circle radially divided into a plurality of sectors to define a plurality of playing fields; b) positioning a circular tier having predetermined dimensions on top of said game board for rotation concentrically within said outer circle, said circular tier radially divided into a plurality of tier sectors to define a plurality of second playing fields; c) including a pointer on one of said sectors of said outer circle for pointing to said tier sectors without touching thereof; d) sandwiching a swiveling mechanism between said game board and said circular tier, said swiveling mechanism having first and second substantially planar surfaces including means for causing said two surfaces to spin relative to each other, said swiveling mechanism dimensioned so as to support said predetermined dimensions of said circular tier; e) attaching said first planar surface of said swiveling mechanism to said board and attaching said second planar surface of said swiveling mechanism to support said predetermined dimensions of said circular tier; and f) spinning said circular tier attached to said second planar surface so that said plurality of second playing fields thereon will be randomly aligned opposite said pointer included on said one sector of said outer circle of said game board.
  • 8. A board game apparatus comprising:a game board having a predetermined polygonal shape with corners in which a perimeter thereof is divided into a plurality of playing fields arrayed around said perimeter of said board, said game board having a central shaft attached thereto; a plurality of at least three stacked tiers having said predetermined polygonal shape but in which each successive tier is dimensioned smaller than the tier below, said plurality of tiers positioned in concentric fashion about said central shaft, each of said stacked tiers except for the top tier also having a plurality of playing fields arrayed about a perimeter of each respective tier, said top tier having a plurality of movement information spaced about its perimeter; spacer means included between each of said stacked tiers for permitting frictional movement of said plurality of tiers about said central shaft relative to and independent of each other, said game board and said stacked tiers all having predetermined dimensions so that upon movement of any one of said stacked polygonal tiers about said shaft causes said corners of said one tier to cover or hide certain playing fields of said arrayed playing fields immediately therebelow; and a detachable, spinable knob with a pointer positioned loosely atop said shaft so that upon being spun, movement information on said top tier is randomly pointed to thereon.
  • 9. The board game of claim 8 in which the number of said stacked tiers is four.
  • 10. The board game of claim 8 in which said predetermined polygonal shape with corners of said board and said stacked tiers is a square.
  • 11. The board game of claim 8 wherein said detachable, spinable knob doubles as a game piece and is replaceable with other knobs.
  • 12. The board game of claim 8 wherein said movement information on said top tier is a set of numbers.
  • 13. The board game of claim 8 further including at least one rotatable disk rotating about a shaft on said game board off-center to said central shaft and in which said disk is hidden by said corners of a bottom tier of said at least three stacked tiers, said disk including radial slots extending from the perimeter of said disk towards said off-center shaft with information for playing said board game appearing between each set of two radials so that upon rotation of said bottom tier a predetermined amount, said information between one set of radials only on said disk is exposed.
  • 14. The board game of claim 13 wherein said bottom tier further includes a cog protruding below said bottom tier and positioned so that as said bottom tier is rotated about said central shaft, said cog will engage one of said radial slots on said disk so as to rotate said disk to a new position to exposed new information for playing said board game.
BACKGROUND—CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of the following provisional patent applications: Serial No. 60/208,049 filed May 31, 2000 Serial No. 60/208,033 filed May 31, 2000 and Serial No. 60/260,589 filed Jan. 8, 2001.

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Provisional Applications (3)
Number Date Country
60/208049 May 2000 US
60/208033 May 2000 US
60/260589 Jan 2000 US