Referring now to the drawings in which like parts are designated by like reference numerals throughout the several views, there is shown in
1 HQ for each team (3) are represented as tents, a chute for each team (5) is shown, down which spherical projectiles will be aimed and rolled at the opponents vehicles, two pluralities of spherical projectiles (4) of various sizes and weights, specified turreted vehicles (2) chosen to have a longer range for rolling spherical projectiles.
Play is governed by rules concerning the regular play method and the enhanced play method. Players may select one of these two methods, according to their inclination.
The enhanced version may be played according to modifications based on predetermined agreement of rules.
There are two players. In the following discussion, the term “player” or “opponent” may represent a single individual or a team of individuals. At the beginning of the game, each player is issued a set of loco motor turreted vehicles of which one or some are designated as being able to roll their projectiles over a longer range, an HQ, a plurality of spherical projectiles of various sizes and weights, and a chute down which the projectiles are aimed and rolled.
Each player places their HQ at opposite ends of the field of play.
The starting player is determined by flipping a coin, rolling a die, or any other agreed method.
The starting player pushes out all of their turreted vehicles, from in front of their HQ, towards the opponents HQ. Their lines of fire are determined by the preset angle of the turret before pushing out.
The second player does the same after the first player has finished. For this first part of the game, the vehicles' lines of fire are ignored. After both players have pushed out their vehicles, the lines of fire become active. A turreted vehicle may now not cross an enemy's vehicle's line of fire. If it does, it will be counted as destroyed.
During a push, the vehicle must be released when it has traveled from its starting point, no further than the length of the player's arm.
If a vehicle crashes by turning over because of a push, it is counted as destroyed and left on the field of play where it turned over.
If a vehicle collides with another vehicle from the same team, as the result of a push, either or both vehicles will be counted as destroyed should they turn over because of the action and left on the field of play where they turned over.
If a vehicle collides into another vehicle from the opponents team as the result of a push, should either turn over, only the pushed vehicle is counted as destroyed and left on the field of play at the point of collision; the opponents vehicle is left in play.
A destroyed tank can be used as cover from the opponent's projectiles, but it does not block lines of fire.
These four rules, regarding crashes and collisions apply throughout the game.
Each player takes a turn to make his or her move. A move consists of doing two things. It can either consist of pushing a vehicle twice or of pushing two separate vehicles once. It can consist of firing twice at opponent's vehicles from a single vehicle or from two separate vehicles. It can consist of pushing a vehicle and firing from a vehicle, in either order.
So for each move a player can do two things in any combination: two pushes, fire twice, push and fire, or fire and push.
The goal of the game is for a player to push their vehicle into the opponents HQ, so ending the game.
A player's vehicle may not be pushed across an opposing vehicle's line of fire. The player can push around behind the opponent's vehicle but can not cross its line of fire. (diagram 4A).
If the opponent's defense is good, they will have established crisscross lines of fire. Even if it is possible for the player to push their vehicle behind the opponent's vehicle to avoid its line of fire, it will be caught by another opposing vehicle, whose line of fire is in the opposite direction. The player's vehicle cannot move (diagram 4B).
The player now has to resort to shooting at the opponent's vehicles. To do this, the player first aims the moveable turret so that its line of fire is aimed directly at the opposing vehicle at which the shot is to be directed (diagram 4C). To fire, the player places the chute next to the turret of the vehicle and aims it at the opponent's vehicle. The spherical projectile is rolled down the chute towards the targeted opposing vehicle. Should the opposing vehicle be hit, it is counted as destroyed and turned over and left in place (diagram 4D). The player's vehicle may now advance if no additional lines of fire are in place.
If the player's projectile misses the opponent's vehicle, that vehicle may move off the line of fire during its turn, or may return fire.
Part of the strategy of the game is that when a player aims their vehicle's turret at an opponent's vehicle, their line of fire is altered and may no longer block the movements of the opposing player's vehicles.
This method is essentially the same as the regularly played method except that variations in the rules and mode of play may be agreed upon by the opposing players. The number, design and function of the playing pieces may be altered, obstacles may be placed on the field of play, the playing surface may be modified, additional vehicles with agreed upon function may be added, additional projectiles may be added. To validate lines of fire visually, players may choose to use string, or an adhesive floss to be laid across field of play or other visual means.
In accordance with the present invention, a military warfare game is provided that offers, in addition to an exciting experience, an opportunity to develop strategies, tactics and eye-hand coordination in a hypothetical battle scenario.
The preferred embodiment of the present invention contemplates a smooth or semi-smooth flat surface upon which an HQ is set up for each of the two opposing teams. Additional hazards, obstacles or pieces may also be added as agreed.
The preferred embodiment of the invention also contemplates a game that is dynamic in that it affords players substantial opportunity to move game pieces according to their own strategies and tactics. This stimulates an interest in development of relevant tactical and strategic skills, as well as stimulating thought processes in general.
The instant embodiment also contemplates a game, the playing of which involves significantly realistic factors such as pieces that are representations of actual turreted military vehicles, all of which have the capability of eliminating the opponent's vehicles by suitably developed eye-hand coordination skills. Also contemplated by the preferred embodiment of the present invention is a game that is easy for a manufacturer to fabricate and that is easy for a user to set up, store and understand.
This application references the provisional patent application No. 60/541/831, filed Feb. 5, 2004 by present inventors.