Embodiments of the invention relate generally to board and strategy games. In particular, embodiments of the invention are directed to multiplayer games using rules for acquiring territories, allies, and/or developments for the purpose of engaging in battles and winning the game.
Various board games are known for the purpose of entertainment. Examples of such games are Risk, Stratego, Yu-Gi-Oh, and Magic: The Gathering. However, known board war games lack a number of features that can enhance the entertainment experience of game players.
Known methods of playing board games fail to include various advantageous and desirable features of the board game embodiments disclosed here. For example, embodiments disclosed here provide for: the use flags to acquire territories; generate currency (for example, coins) in a war game; multiple ways of winning (including non-confrontational diplomatic options); acquiring allies or to poach an opponent's allies; and building Developments during game play.
Disclosed are systems and methods for playing a board game. In some embodiments, a game is provided having a game board, leader pieces, sets of flags, ally unit pieces, development pieces, trophy pieces, and/or coins. The game can further include leader cards, ally unit cards, development cards, and/or land cards. The game board can have lands, each land can have territories. In one embodiment, players take turns, and during a player's turn a player can take actions specified by game rules. In some embodiments, a player can (a) move a leader piece and/or ally units from one territory to another, (b) strike, flag, or guard a territory, (c) buy an Ally Card, spawn ally units, and/or build developments, (d) use traits, and/or (e) establish a Formal Truce. In certain embodiments, a player can win by holding three trophies or if the player's opponents lose all of their territories.
Additional features and advantages of the embodiments disclosed herein will be set forth in the detailed description that follows, and in part will be clear to those skilled in the art from that description or recognized by practicing the embodiments described herein, including the detailed description which follows, the claims, as well as the appended drawings.
Both the foregoing general description and the following detailed description present embodiments intended to provide an overview or framework for understanding the nature and character of the embodiments disclosed herein. The accompanying drawings are included to provide further understanding and are incorporated into and constitute a part of this specification. The drawings illustrate various embodiments of the disclosure, and together with the description explain the principles and operations thereof.
A more complete understanding of the embodiments, and the attendant advantages and features thereof, will be more readily understood by references to the following detailed description when considered in conjunction with the accompanying drawings wherein:
The specific details of the single embodiment or variety of embodiments described herein are set forth in this application. Any specific details of the embodiments are used for demonstration purposes only, and no unnecessary limitation or inferences are to be understood therefrom.
Before describing in detail exemplary embodiments, it is noted that the embodiments reside primarily in combinations of components related to the system. Accordingly, the device components have been represented where appropriate by conventional symbols in the drawings, showing only those specific details that are pertinent to understanding the embodiments of the present disclosure so as not to obscure the disclosure with details that will be readily apparent to those of ordinary skill in the art having the benefit of the description herein.
In general, the embodiments described herein relate to a board game in which players can acquire territories, allies, developments, trophies, and coins. Players can become rulers of lands and derive certain benefits from being rulers. In some embodiments, a player can win the game by owning a pre-determined number of trophies or by being the last player standing after all the opponents have been ousted from the game. In certain embodiments, the game can provide for using diplomacy (for example, establishing a truce with an opponent) as an option to interact with opponents during game play.
In some embodiments, a board can be provided to play on. The board can have a map with multiple regions (hereinafter “Lands”), and every Land can have multiple territories. In one embodiment, sets of flags can be provided. Flags can be placed in territories during game play. Each of the sets of flags can has its own color, and each set of flags can have a number for flags, for example, 20 flags. In one embodiment, five sets of flags can be provided (for example, 20 blue flags, 20 red flags, 20 green flags, 20 black flags, and 20 yellow flags).
In certain embodiments, Leader cards and Leader pieces can be provided. Leader cards can be used as references to the traits, Strike Force, and Guard Force of a Leader. In one embodiment, Leader cards can have an illustration. Leader pieces can be placed on the board during the game. Every Leader card can have a matching Leader piece. Every Leader piece and Leader card can be different from the others (in color and/or design and/or illustration).
In some embodiments, the game can have Ally cards with matching Ally pieces. The Ally cards work as reference to the traits, Strike Force, Guard Force, and cost of the Ally card. Ally cards can have an illustration. Each Ally card can have corresponding Ally pieces. The Ally pieces can be placed on the board during game play. All Ally cards and Ally piece sets are different (in color and/or design and/or illustration).
In certain embodiments, Development cards can be provided. Development cards can be used to reference the cost, function, and Guard Force of the Development. Development cards can have an illustration on them. Development pieces that match the Development cards can be provided. Development pieces can be placed on the board during game play. Development cards and Development pieces vary in illustration and/or color and/or design.
In one embodiment, Land cards can be provided. Land cards can be used as reference to Perks and Prime Incentives associated with a given Land card. Land cards vary in description and illustration. In some embodiments, a tray to hold coins can be provided. In some embodiments, Empire Trophies can be provided. Empire Trophies can be pieces that vary in design and/or color.
Referencing
In certain embodiments, game 100 can be provided with Leader Cards Deck 104, Ally Cards Deck 106, Land Cards Deck 108, and Development Cards Deck 110. In some embodiments, game 100 can include multiple Leader Pieces LP1, LP2; multiple Flags F1A, F1B, F2A, F2B, F2C, F2D; multiple Ally Pieces A1, A2A, A2B, A2C; multiple Development Pieces D1, D2, and/or multiple Trophy Pieces T1, T2. In one embodiment, game 100 can include tray 112 for holding coins 114.
Leader Cards Deck 104 can includes multiple Leader Cards (see
In one embodiment, game 100 includes one game board 102, one tray 112, thirty coins 114, five sets of twenty flags each set, such as Flags F1A, F1B, F2A, F2B, (each set of flags having its own, distinctive color); seven Leader Cards with corresponding Leader Pieces (such as LP1, LP2); nine Ally Cards with corresponding Ally Pieces (such A1, A2A, A2B); seven Development Cards with corresponding Development Pieces (such as D1, D2); and five Land Cards.
In the embodiment shown in
Referencing
Any one suitable way can be used to select the starting player 206. At the start of a player's turn, the player receives 208 one coin for each territory the player has flagged. Referencing
Thirty coins 114 are placed in tray 112 at the start of each game. The resources among the Lands are finite. In one embodiment, a player cannot receive a number of coins 114 that exceeds the number of coins 114 in tray 112 at the start of the player's turn.
At the Action Phase 210, a player can move the player's Leader Piece and/or Ally Pieces 212; strike or flag a territory 214; build developments, acquire Ally Cards, and/or spawn Ally Units 216; and/or use traits 218. As described below, in certain embodiments, taking actions 212-218 can require paying a certain number of coins 114.
Travel 212. In one embodiment, at the cost of one coin 114, a player can move a Leader Piece or Ally Unit to a territory bordering the territory in which the Leader Piece or Ally Unit stands. For example, referencing
Striking 214. A player can attack an opponent's territory. A player's Strike Force is determined by adding together the Strike Force of the attacking Leader or Allied Units the player uses to attack. A player's Guard Force is determined by adding together the Guard Force of the defending Leader, Allied Units, and Developments in the attacked territory. If a player's Strike Force is greater than the attacked opponent's Guard Force in the attacked territory, everything within the attacked territory is removed (that is, Flag, Leader Piece, Allied Units, and Development Pieces). If an attack succeeds, the Leader Piece and/or Allied Units participating in the attack are moved to the seized territory. Any Leader Pieces and/or Allied Units in the attacking territory that did not participate in attack do not move the seized territory.
Referencing
Referencing
Flagging 214. In one embodiment, flagging a territory can be done when it is unguarded; that is, there is no Leader Piece, Ally Piece, and/or Development Piece in the territory. If a player has a Leader Piece or Ally Piece on an unflagged territory, the player can pay one coin 114 to flag the territory. If a territory is flagged by an opponent and the territory is unguarded, a player can pay one coin 114 and invade the territory with a Leader or Allied Unit if the Leader Piece or Ally Piece is in a territory bordering the targeted territory.
Guarding 214. A player can guard a territory by placing a Leader Piece, an Ally Piece, and/or a Development Piece in the territory. In one embodiment, determining the size of a territory's defense involves adding up the combined Guard Force from the Leader, Ally Units, and Developments within the given territory.
Acquiring allies and growing armies 216. Acquiring Ally Cards and spawning Ally Units can be advantageous. To acquire an Ally Card a player can pay coins 114 equal to the cost stated on an available Ally Card (see for example,
The Ally Card remains with the player who owns the Ally Card until all the corresponding Allied Units which the player spawned are removed from game board 102 (or by various traits and functions during game play). When no Ally Units corresponding to an Ally Card are on game board 102, the Ally Card is returned to Ally Card Deck 106, and can be acquired by players again.
Building Developments 216. A player can buy a Development Card by paying the cost stated on the Development Card. A player can place Development Piece (for example, D1 or D2) on a territory that the player has flagged. A player cannot build on an unflagged territory or one that is flagged by an opponent. The player receives the Development Card and places the corresponding Development Piece on the player's flagged territory of their choice.
If a Development has a function that is activated by paying coins 114, the player with the Development can use the function 218 during the player's turn as often as the player likes as long as the player pays for using the function each time. When a Development is removed from game board 102, the Development Cards is returned to Development Card Deck 110. That Development becomes available for purchase by a player.
Formal Truce 219. In some embodiments, attacking opponents is not the only way to grow an empire. Some players can use the alternative of Formal Truces. To initiate a Formal Truce, a player publicly invites another player (one player at a time) to establish a Formal Truce. Two players that have established a Formal Truce can no longer attack each other's territories without consequence. If a player breaches their Formal Truce by attacking the truce partner, the breaching player's turn ends after their attack, and the breaching player loses their next turn.
In certain embodiments, two ways to end a Formal Truce can be provided. One is to attack the Formal Truce partner. Another way to end a Formal Truce is to pay five coins 114 to their truce partner at the end of the player's turn. Then the former truce partner can start their next turn with an additional five coins (that is, if there are enough coins in the tray).
Once a player has taken an action 212-219, at a step 220 it can be determined whether the player is holding three trophies (for example, T1, T2, and T3). In one embodiment, if the player holds three trophies, the player wins the game 224. If the player does not hold three trophies, at a step 222 it can be determined whether all the other players have lost their empires. If all the opponents have lost their empires, then the player wins the game 224. If opponents remain in the game, at a step 226 it can be determined whether the player has coins 114 and desires to take additional actions 212-219. If the player has coins 114 and desires to take additional actions 212-219, method 200 continues at step 210. If the player does not have coins 114 or does not want to take additional actions 212-219, method 200 continues at step 206 for the next player's turn.
Ruling Regions. Values and Incentives. As a player expands the player's empire, a player can become a Ruler of a Land. A player becomes Ruler by flagging at least three territories within the Land, in which case the Ruler receives the corresponding Land Card. Every Land has its own values. If a Ruler satisfies the requirements stated on the Land Card, the player can receive rewards, such as Trophies—among other various bonuses.
If multiple players have three flagged territories in the same Land, the Land Card is returned to Land Cards Deck 108. In some embodiments, three flagged territories are the minimum required to rule a Land; however, the player with the most flagged territories within a Land is the Ruler of the Land. In certain embodiments, there can be only one Rule of a Land. Multiple players can have flagged territories in the same Land, but only one player can be the Rule of that Land.
In some embodiments, each Land has perks and bonuses that can vary from Land to Land. If a player rules a Land, the player can have advantages that other players do not have. A player can take over an opponent's ruled Land when the player has more flagged territories in that Land than the opponent.
Referencing
In one exemplary embodiment, Leader Cards Deck 104, Ally Cards Deck 106, Land Cards Deck 108, and Development Cards Deck 110 can be provided as follows. Referencing
Gorilla 1300 can include title “STRONG LEADER”; Trait 1: when Gorilla is in any region, claim the accompanying Land Card regardless of how many flagged territories the player has within the territory or however many an opponent has. When Gorilla is no longer in that region, the Land Card is returned to whom it belongs; Strike Force: 150; Guard Force: 140. Elephant 1400 can include title “DEFENDER”; Trait 1: while Elephant is in any region, a player's allied units within all the territories of the same region cannot be attacked; Strike Force: 110; Guard Force: 150. Bear 1500 can include title “MIGHTY”; Trait 1: at the cost of 1 coin reduce to zero the Guard Force of opponent allies within the same region the bear occupies until the end of the turn; Trait 2: at the cost of 5 coins reduce to zero the Guard Force of all opponent allies until the end of the turn; Strike Force: 140; Guard Force: 130.
Referencing
Horses 1700 can include title “ENDURING”; Trait 1: can move twice by paying one coin; Strike Force: 10; Guard Force: 5; cost: 3; and/or maximum population: 7 units. Cows 1800 can include title “NURTURERS”; Trait 1: for each cow unit in a territory increase by 5 the Strike Force and Guard Force of all allies in the same territory; Strike Force: 0; Guard Force: 5; cost: 3; and/or maximum population: 7 units. Porcupines 1900 can include title “HUMBLE”; Strike Force: 5; Guard Force: 15; cost: 2; and/or maximum population: 10 units. Wolves 2000 can include title “SOLDIERS”; Trait 1: if there are two or more wolf units in a territory, double the original Strike Force and Guard Force of all wolf units in the territory; Strike Force: 10; Guard Force: 10; cost: 4; and/or maximum population: 9 units.
Skunks 2100 can include title “EVICTORS”; Trait 1: at the cost of one coin, choose a guarded territory bordering one which a skunk unit occupies, then the player whose allies are guarding that territory must immediately move them to a bordering territory they have flagged or to an unflagged territory; Strike Force: 0; Guard Force: 10; cost: 4; and/or maximum population: 7 units. Beavers 2200 can include title “BUILDERS”; Trait 1: when building a development on a territory with at least one beaver on it pay one less action than the development's cost; Trait 2: while on a territory with a development on it, double the beaver's Guard Force; Strike Force: 5; Guard Force: 5; cost: 3; and/or maximum population: 7 units. Rabbits 2300 can include title “LOVERS”; Trait 1: for every two rabbit units, a player has at the start of the player's turn, player gains an additional rabbit unit to place on any of their flagged territories; Strike Force: 5; Guard Force: 5; cost: 6; maximum population: 12 units. Honey Badgers 2400 can include title “SPECIAL FORCES”; Trait 1: while striking or guarding against an opponent's Leader, double the original Strike Force and Guard Force of honey badgers; Strike Force: 25; Guard Force: 25); cost: 4; maximum population: 3 units.
Referencing
Laser Canon Tower 2900 can include Trait 1: while the Laser Canon Tower stands, player can pay 3 coins to attack another player's territory with a Strike Force of 75. If the attacked territory has a Guard Force greater than 75, pick and choose from the allies and or Developments within the territory, removing as many pieces from the attacked territory with a combined Guard Force that does not exceed 75; Guard Force: 55; and/or cost: 5. Propaganda Tower 3000 can include Trait 1: pay 3 coins to select a region and reduce in half the Guard Force of all opponent allies within the region; Trait 2: pay 7 coins to force an opponent to establish a Formal Truce; Trait 3: pay 10 coins to select an opponent's ally and return the Ally Card back to the Ally Card Deck. All corresponding ally units are removed; Guard Force: 50; and/or cost: 5. Portal 3100 can include Trait 1: pay 3 coins to move an ally from one territory to another; Trait 2: pay 4 coins to move a Development from one territory to another; Trait 3: pay 5 coins to move a Leader from one territory to another; Guard Force: 40; and/or cost: 5.
Referencing
Windy Land 3300 can include value “Economic Dominance”; Perk 1: store one coin per turn; Perk 2: if the ruler of the Windy Land has at least one flag in an opponent's ruled region, collect one coin from that player at the start of that player's turn, then store that coin; Perk 3: at the start of the player's turn gain an additional coin for every three coins the player owns; and/or prime incentive: while player owns at least 15 coins hold the Gray Trophy.
Forest Land 3400 can include values “Open Trade and Immigration”; Perk 1: gain one coin at the start of the player's turn; Perk 2: gain one coin for every flagged territory your opponent has on the Forest Land; Perk 3: while an opponent has at least 3 flagged territories within the Forest Land, that player is bound by a Formal Truce; Perk 4: pay 3 coins to place an opponent's flag on an empty territory within Forest Land; and/or prime incentive: while all territories within the region are flagged hold the Green Trophy.
Volcanic Land 3500 can include values “Expand and Concur”; Perk 1: increase the Strike Force of all the ruler's allies and Leader by 10; Perk 2: The Leader of the Ruler of Volcanic Lands can move unlimited (still at the cost of one coin per move, and can still declare only one attack per turn); and/or prime incentive: as long as the ruler of this region also rules two other regions hold the Red Trophy.
Stormy Land 3600 can include values “Advancing Science and Industry”; Perk 1: reduce by one coin the cost of building a Development from its stated cost; Perk2: reduce by one coin the cost of using Development traits; prime incentive: while the ruler of Stormy Land has five Developments standing hold the Yellow Trophy.
Referencing
As illustrated in
To start gameplay, Players must first select the flag color to represent their empire. Then players will take turns rolling the 6 dice. If a player rolls the same number as a player who rolled before them did, they must continue to roll until they get a number nobody else rolled. this will determine which region each player's empire will originate in. once every player has rolled their unique number, they will receive a flag to place within a territory of the corresponding region. (Corresponding region can be found on the number stated on the center bottom of each region card)
In some embodiments, if a player rolls a 6 on the 6 dice they should not panic or roll again, rather that player can choose the kingdom they desire as long as it has not yet been allotted to another player who may have rolled before them.
Now it is time for players to roll the 8 dice. When all players rolled their unique number on the 8 dice they will receive their corresponding leader card as well as the corresponding leader piece. The leader piece needs to be placed on the same territory each player placed their flag.
In some embodiments, if a player rolls an 8 they will not need to roll again, rather they can choose from any of the available leaders remaining in the pile or deck.
In some embodiments, In the beginning of each players turn, players will receive one action coin equal to the amount of territories they have flagged (then perhaps addition action coins from various in game traits, functions, and perks).
In the beginning of each game there should be 30 action coins in the tray. The recourses between the 5 regions are finite. A player cannot receive an amount of action coins which exceed that which is in the tray in the beginning of their turn (If at the beginning of the game there was 30 action coins in the tray do not use a substitute coin later in the game to enable a player to collect beyond what was in the tray in the beginning of their turn. Leveraging the scarcity is a vital factor of the game. Inflating Middle Realms economy with substitute coins will damper some of the strategic avenues of the game giving some players an unfair disadvantage.) Coins that are not used during a players turn are returned to the tray at the end of their turn. (Players may find ways around this mandatory discard of coins. From in-game perks, traits, and functions.)
At the cost of one action coin move a leader or mercenary unit to any of the territories bordering the one it is in. Leaders can only move once per turn. Mercenary units can move several times, paying an action coin for each move.
Acquiring the right mercenaries can help a lot, in order to do so, a player must pay action coins equal to the cost stated on the mercenary card they wish to acquire! After a player acquires a mercenary card, they are able to spawn the corresponding units. The mercenary card will then also be in their position.
Acquiring a mercenary card will enable a player to spawn mercenary units. Each set of mercenaries has it's own set of strings and traits. Having acquired a mercenary will you to spawn the appropriate mercenary units to the board.
If a player is in possession of a mercenary card and chooses to spawn a corresponding unit to the board, they may do so by paying one action coin. Players cannot spawn mercenary units if they do not posses the card for it.
Players can only spawn mercenaries on territory's they have flagged. Players can only spawn mercenary units if they have acquired the corresponding mercenary card. Mercenary traits are listed on the back of the card. Mercenary traits give all mercenaries their unique abilities to be used in game. Players can spawn as many times per turn as they can afford, each spawn costing 1 action coin.
The mercenary card will remain with the player who acquires it until at some point all the corresponding pieces for the card that have been spawned have been removed from the board. (or by various in game traits and functions). When this happens the mercenary card goes back to the mercenary deck, and can be acquired by players again. For example, if a player has 5 mercenary units spawned, and during an opponents turn all the units were wiped off the map from battle, the player who had the 5 mercenary units spawned must return the mercenary card back to the mercenary deck/pile.
In an alternate example, a player has the max number of units (let's say 12) on the map. All the units are of the same kind, and all but one was defeated in battle and removed from the map. The player then does not need to return the card back the deck/pile, and if they choose to spawn 11 more to max out again they may.
Being well equipped with all the right tools can often be a great advantage, in order to build a development, first make sure the territory you wish to build it on, is one that you have flagged. You cannot build on an unflagged territory or one that is flagged by another player. Second, pay the cost stated on the card. Third, receive the card (as a reference) and place the accompanying piece on your flagged territory of choice!
If a development has a function which is activated only by paying action coins, the player with the development can use the function by paying the stated cost. When a development has been wiped off the map, return the development card to the development card deck. That development can then be acquired by players again.
In this aspect of the game, the strike force box and guard force box on the many of the cards come in play. Flagging a territory is easiest when it is not being defended. If a player has a leader or mercenary unit on a non-flagged territory, the player can pay one action coin to flag the territory! (flagging a territory will mean that the player puts a flag on the board where they are flagging).
If a territory is flagged by an opponent, but is not being guarded, a player can invade the territory by striking it from a boarding territory.
Guarding or defending a territory is as simple as placing leaders, mercenary units, and or developments on it. Determining how great the defense of any territory is, is a matter of adding up the combined guard force from the developments, leaders and mercenary units within any given territory
Seizing/striking guarded territories usually requires over whelming force. If the strike force of an attacking leader or mercenary unit/mercenary units is greater than the total guard force of the targeted territory, then wipe off of the map everything within the territory that was attacked (flag, developments, champion, allied units/allied armies). then advance the champion, or allied units which attacked to the seized territory. If there were additional allied units or a champion on the attacking territory that did not attack they do not advance to the seized territory.
The cost of striking with a single mercenary unit or leader will cost one action coin.
Multiple mercenary units of the same kind can strike together in doing so increasing the power of their attack. The total strike force will add up to the combined strike force of each unit. United strikes can be costly however since for each unit involved in the strike will cost the player one action coin.
Players can acquire as many mercenary cards as they can afford and are available to be purchased, but mercenaries of different kinds cannot attack together.
For example if 5 units are involved in the strike the player striking must pay 5 action coins.
As players expand their empire, they may come to rule regions of the map. In order to do so a member must have at least 3 territories within a region flagged. if a player does rule a region, they receive the regions accompanying card.
Ruling a region comes with many perks. The perks of each region differ, but all the perks are stated on the back of each region card.
What if two or more players all have three flagged territories in the same region? Then the accompanying region card is returned to the region deck. Though three flagged territories are the minimum to rule a region the player with the most flagged territories within a region will rule over it. moreover, rulership over a region cannot be shared, many players may have flagged territories in the same region, but only one can rule it.
The perks and bonus of each region vary, but what they all have in common are unique advantages, in one way or another, if you rule a region, you've got certain advantages that you opponents don't. players can take over an opponent's ruled region when they have more flagged territories. Rulership as well as the accompanying land card always go to the player with the most flagged territories (minimum 3)(with the exception of various in game traits or functions.)
When a player receives a region card from ruling the region they receive bridge pieces. There is a bridge box on every region card, this box will show you how many bridge pieces you will receive.
Although throughout the game players may take other players regions through battling, only the first person to rule the region receives the bridge pieces.
Bridge pieces can be placed on the board in between two bordering territories that are in different regions in order for leaders and mercenary units to travel from one region to another.
Once a bridge has been laid it can be used by all players. The bridge will only transport the mercenary unit or leader from one territory to the other connected to the bridge. Bridges can only be laid at the end of a players turn at the cost of three action coins. Bloodshed and constant battle aren't the only way to grow a mighty empire, for those players who would like to explore the alternative, consider formal truces.
In order to initiate a formal truce a play must publicly (among all players) invite one other player (at a time) to share in a Formal Truce.
Two players that have declared a public truce can no longer declare a strike on each other's territory without consequence. If a player compromises their formal truce by declaring a strike against the other player then; their turn is immediately ended after the strike, and their next turn is skipped.
There are two ways to end a formal truce; one, strike the formal truce partner (not recommended). Two, a player can pay 5 action coins to their partner during the end of their turn. Then when the former partner will start their next turn with an additional 5 action coins (if there is enough in the tray that is). The first way a player can win is by having 3 kingdom stone. Kingdom stones are acquired by fulfilling the requirements stated on the bottom of every region card.
The second way a player can win is by default, in most cases once a player no longer has any flagged territories they are eliminated from the game (unless the player has stored action coins, and some means of getting a flagged territory) if all but one player have been eliminated, the one remaining wins.
Many different embodiments have been disclosed herein, in connection with the above description and the drawings. It will be understood that it would be unduly repetitious and obfuscating to literally describe and illustrate every combination and subcombination of these embodiments. Accordingly, all embodiments can be combined in any way and/or combination, and the present specification, including the drawings, shall be construed to constitute a complete written description of all combinations and subcombinations of the embodiments described herein, and of the manner and process of making and using them, and shall support claims to any such combination or subcombination.
It will be appreciated by persons skilled in the art that the present embodiment is not limited to what has been particularly shown and described hereinabove. A variety of modifications and variations are possible in light of the above teachings without departing from the following claims.
The present application claims priority to U.S. Provisional Patent Application No. 63/232,296 filed Aug. 12, 2021, entitled “STRATEGY BOARD GAME” which is hereby incorporated by reference in its entirety.
Number | Date | Country | |
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63232296 | Aug 2021 | US |