As will be appropriated by the foregoing, specific details are set forth in order to provide a thorough understanding of various embodiments of the invention. However, it is to be understood that the invention is not limited in its application to the details of construction and capable of other embodiments and of being practiced or being carried out in various ways. In addition, not all possible combinations of indicia associated with the game components are illustrated in the attached drawings. The drawings are only intended to be examples and are not exhaustive of the various possible combinations of indicia or their respective locations on the game components.
The present invention pertains to a game for two or more players wherein the players engage in a simulated battle using chip technology in attempt to default or destroy other players' chip technology. Each player utilizes a collection of various game components to “build” a playing stack of game components. Each player then starts a game by deciding ‘turn order’, and in sequence each player freely selects a predetermined number of game components that are removed from their playing stack and placed on the playing surface designed for the game as designated by the rules of play for game setup. When each person has completed their respective game setup of playing stack game components, the game begins with each player performing turns in accordance with the rules of play until the game ends. In some embodiments of the present invention a turn is comprised of taking a predetermined number of sub-turns to enable a player to freely select from a sub-turn rule set of options, referenced in the rules of play, and wherein each sub-turn option can alter the state of one or more game components in and not in play. Moreover, the sub-turn options (orders) that make up a player's turn include but are not limited to the following game component processes: (a) to make one or more game components in play by freely removing one or more game components from the player's playing stack of game components and placing the one or more game components on the playing surface designed for the game; and (b) to apply a maneuver of one or more game components on the playing surface designed for the game in which the maneuver is (i) turning over (flip or flipping) the game components from one side to the other; and (ii) the stacking (link or linking) of game components on top and underneath of other game components in play; and (iii) to move one or more game components from their current locations (squares) to other unoccupied locations (squares) on the playing surface designed for the game.
In some embodiments of the present invention, each player has access to his or her collection of game components to build their respective playing stack to play with, acquired by purchase or trading the game components. In addition, the playing stack may comprise of multiple copies of any one particular game component and in some embodiments one copy of any one particular game component or a mixture thereof. Furthermore, the game components that make up a playing stack may differ from player to player as designated by a rule set associated with building playing stacks.
Understanding the circular game components (chips) and drawings:
Some game components of the present invention are illustrated in
Some game components include artistic illustrations (not shown) of characters, events, objects or other subject matter related to a theme of the game, and trademarks or brands (not shown). The artistic illustrations can be placed in various locations on the game components, such as, for example, in the field 14 of the game component drawings
As described herein, the game components in this invention are designed to be useable from both circular sides. Hence, the challenge of developing a game that is uniquely different than a trading card game and its related random card draw process and concealed deck construction. To be uniquely different, a new game format utilizing poker-style chips with two circular sides of game effecting indicia will be made evident when played over a playing surface that allows the chips to be flipped, linked, moved, placed, and stacked in creative ways that trading card games cannot offer.
In the following descriptions of the circular game components referred to as chips, in as such,
In addition common characteristics of the chips illustrated in
In addition, as related to a
Furthermore, a life chip in POW mode 24 is ready for attacking and defending against an attacking life chip in POW mode, as opposed to PRO mode, which is the mode needed to link enhancement chips. Also, POW mode is the mode needed for a life chip to use its abilities and expertise if it has any. In addition, in some embodiments certain action, enhancement, and super chips can modify the standard rules of play of life chips and their related POW mode and PRO mode functionality.
Although the invention described herein may be used for a wide variety of games, a game called HUMALIENS XNA will be used to illustrate the invention. In HUMALIENS XNA, a player takes on the role of a gaming simulist who controls SIM chips in a simulated strategic battle between multiple gaming simulists in effort to win in one of three ways.
Game Items:
In addition to the game chips as depicted in
A Playing Surface designed for the Game:
As depicted in
In some embodiments of the present invention, further details of the different areas of interest pertaining to the playing surface are as follows;
Base mannerisms and things to know: (a) once a chip is placed in the Base it must remain on this square until it's moved or linked. In the case of linking an enhancement to a life chip in the Base, a player has the option to move the life chip on the square the enhancement chip occupies or to move the enhancement to the life chip's square; and (b) a life chip moving out of the Base, costing an order to move must have an open square to come out through unless the life chip has FLY ability which would allow it to go over occupied squares, but it must have a square to land on after three squares are traveled. In addition, when moving a life chip from the base, a life chip can move left or right in the Base to stay in or come out but the squares traveled over are included in the total count of squares traveled. Furthermore, the ability BLINK also allows a life chip to be moved from the Base onto any open square on the Battlefield; and (c) a life chip on the Battlefield is allowed to come back into a Base, and doing so also takes the life chip off the Battlefield. When moving a life chip from the Battlefield back into the Base a player may only use a standard move of up to two (2) squares. Life chips with BLINK, CHARGE, FLY, PACK, or any future movement ability cannot be used to send a life chip back into the Base; and (d) a life chip on the Battlefield cannot attack a life chip that's in the Base, unless otherwise stated from an action, enhancement or super chip game text.
The marked four “Super SIMS” squares (
The marked four “Action SIMS” squares (
The marked four Superbeing SIMS squares or Superbeing Zones (
Furthermore, in some embodiments of the present invention, the playing surface is made of materials suitable for playing a game and not limited to; matte, gloss, and vinyl papers, table top linen covers, game boards, and other printable playing surfaces comprised of a printed pattern or other rendering designed for the game. In alternative embodiments, the playing surface may be and not limited to a graphical representation of the designed playing surface displayed on a computer screen, or hand-hand game console screen or other electronic display.
Building a Playing Stack:
Playing Stack: This is a player's main stack of chips, built from the many different types of chips collected in the game. The playing stack comprises of all the chips that make up and divide into the life stack, enhancement stack, action stack and super chips.
Life Stack: The life stack is a player's life chips that represent the six factions of Humaliens XNA. Each faction is identified by a colored border (Aliens are green, Humans are red, Androids are gray, Beasts are brown, Clones are blue, and X-P.E.T.s are purple). The life stack is positioned behind the playing surface when starting the game, capped with a cap chip.
Enhancement Stack: The enhancement stack is a player's enhancement chips that represent the ethics, p.e.t.s, and tech chips that enhance life chips. They are identified by a black border and all three enhancement types have a greenish-blue inlay on its picture side. The enhancement stack is positioned behind the playing surface when starting the game, capped with a cap chip.
Action Stack: The action stack is a player's action chips that represent hundreds of possibilities to build strategy from. Each action chip is identified by a black border with an orange inlay on its picture side. The action stack is positioned behind the playing surface when starting the game, capped with a cap chip.
Discard Stack: The discard stack is made from all of a player's chips that are discarded during the game. There is no predetermined location for this stack; just place this stack out of the way and visible to all players.
Single Faction Playing Stack; as depicted from the illustrations
Mixed Faction Playing Stack; as depicted from the illustrations
Playing Stack chip limits; when building a playing stack the following chip limits apply: (a) only one (1) copy of any one life chip is allowed per playing stack; (b) only (1) copy of any one super chip is allowed per playing stack; (c) only two (2) copies of any one action chip are allowed per playing stack; (d) only (2) copies of any one enhancement are allowed per playing stack. Furthermore, in some embodiments, a player cannot exceed forty (40) Skill Level (
As will be appreciated by those skilled in the art after reviewing this disclosure, in various other embodiments, the above listed parameters for building playing stacks may be modified, such as by, for example, requiring more than forty chips, or less than twenty-five chips, or a higher skill level points such as fifty instead of forty.
Preparing for Battle (Game Setup):
Humaliens XNA can be played two ways: (a) a player can choose to only use life chips from one faction (Aliens, Humans, Androids, Beasts, Clones, or X-P.E.T.s). This method of play is recommended to retain the advantages of using three (3) super chips when building a playing stack; and (b) a player can choose to use life chips from mixed factions (Aliens, Humans, Androids, Beasts, Clones, and X-P.E.T.s). This method of play is recommended when a player chooses to use only one (1) super chip when building a playing stack instead of three. It is recommended for players to play with one of these two ways instead of mixing the two formats when playing a game.
Creating Stacks from the Playing Stack; as shown in
Before play begins, each player does the following pre-game setup of certain chips: (a) places their playing stack super chips onto the playing surface on their marked square (
Game Play:
Determining turn order for players; when determining who goes first, two players can “flip-a-chip” to decide turn order, or for three or more players a die toss can determine the turn order for each player.
The Pre-First Turn Rule:
As depicted in
In the order the players were declared to take their turns, each player completes their Pre-First Turn. Once every player completes their Pre-First Turn layout of starting life chips 64B, the playing surface will include both the life chips and the super 44 and action 42 chips with the super and action chips being capped. The game then begins with the players performing turns.
Player Turn:
The player who went first in the Pre-First Turn Rule takes the first turn, followed by the other players as decided in the pre-game Chip Flip or other until the game ends.
Before a Turn Options; each player may perform the following two options to support each and every turn, before their turn begins: 1) A player may perform one free order from the following three; (a) place one enhancement chip from the enhancement stack onto an open square in the Base; or (b) link one enhancement chip from the Base to a life chip in the Arena; or (c) move one life chip in the Arena with a Skill Level less than five using a standard move or if the life chip is in POW mode, a move ability that's on the life chip. In addition, when a player is out of enhancement chips in their enhancement stack a free place is no longer available. Furthermore, if there are no open squares left in a Base, a player cannot take a free place order, and when taking a free place, a player is only allowed to place enhancement chips from their enhancement stack into the Base, and not any action or life chips which are placed during a turn which will cost one order for each placed chip of any type. Players can refer to the ‘Order list’ as described below for a description of placing. In addition, when players take a free (link), a player can only link an enhancement from their Base as described in option #3 of the Orders list below. Players may not link as described in option #10 of the Orders list below; and 2) a player may “flip-a-chip” for each “stunned” life chip on the Battlefield. In addition, for each correctly called “flip-a-chip”, a player ‘Alerts’ the life chip by removing the stun marker
Three Orders Per Turn; each player resumes their turn after their free options by performing any three (3) Orders or sub-turns from the Orders list described below. In addition, there is no limit to the number of ‘Reacts’ that do not require orders. In some embodiments, “Orders” and “Reacts” are played from game text associated with chip types (action, enhancement, and super). Furthermore, reacts occur when a specified condition has been met. Reacts are not mandatory and do not have to be used. Reacts are resolved immediately, and are performed when a player chooses to respond to the triggering condition that enables the react shown on an action, an enhancement, or super chip in play.
Players should look at their super, action, and enhancement chips in play to choose what React(s) and Order(s) are the best choices for their turn. When a player's orders are all used, a player's turn is over. In review, as illustrated in
Orders List (12 choices):
Players select from the following list of orders or sub-turns to perform a turn. Each of the following cost one (1) order to perform; 1) Place or Placing: The act of freely removing a chip from the player's stack comprised of three smaller stacks and putting the chip in play on an open square in the Base. The types of placing are as follows: (a) place any life chip from the life stack on any open square in the Base in either PRO mode or POW mode; and (b) place any enhancement chip from the enhancement stack on any open square in the Base. In addition, players should place enhancement chips face-up or picture-up; and (c) place any action chip from the action stack onto the square marked ‘Action SIMS’. In addition, each player is to stack all their action chips that are placed in play on this square and cap them; and (d) place a chip from any stack onto the Arena, as directed by any one chip with game text allowing to modify the standard rule; and 2) Flip or Flipping: As depicted in
Game Details:
During play, a player will perform the different types of actions as listed below. When an effect refers to a specific type of action, such as an Order, it does not apply to any of the other types.
Linking Enhancements (Ethic, P.E.T., Tech) to Life Chips: Enhancement chips enter play by being placed onto the Base squares of the playing surface where they can be linked to life chips. The standard rules for a life chip to link to an enhancement are as follows; (a) the life chip must have enough PRO mode value to do so; and (b) the life chip must be in PRO mode to link, unless otherwise stated from a chip's game text. In review, an example of linking is as follows; a player has a life chip in the Base in PRO mode with a PRO value of 20K, and an enhancement chip in the Base with a link value of 13K. Using simple subtraction, the life chip is able to link the enhancement with 7K remaining which is useable for other enhancements to link, and as long as the total link value of all enhancements linked to a life chip is the same or lower then its PRO value, linking multiple enhancements is allowed. Moreover, if a life chip has an enhancement discarded this would allow the life chip to link with additional PRO value. Furthermore, linking can be made possible by various other chips that modify the standard rules, such as game text associated with certain action and super chips.
It's also important to note, linking enhancements to a life chip gives the life chip an option to discard an enhancement when the life chip attacks another life chip with a larger POW value. By discarding an enhancement the attacking life chip with a smaller POW value does not get stunned as it would normally if it attacked without a linked enhancement.
Action Chip: An action chip is played from the Action SIMS square located just to the right of a player's Base and does not require an Order unless the action chip says it does. Action chips either have a React, or require one, two or even three Orders to perform one.
Super Chip: A super chip is played from the Super SIMS square located just to the left of a player's Base and does not require an Order unless the super chip says it does. Super chips either have a React, or require one, two or even three Orders to perform one.
Order: A player normally gets three Orders per turn selected from the ‘Orders list’. Orders appear on action, enhancement, and super chips.
Attack: One attack cost one (1) Order, and is performed as one of the player's options from the ‘Order list’. A player may attack as many times as they can per turn, but once for each order used.
React: Reacts occur when a specified triggering condition has been met and cost zero (0) Orders to perform. Reacts are not mandatory—a player doesn't have to use a React. Reacts are resolved immediately, and are played (used) from an action, enhancement, and super chip.
Flipping Life SIMS between PRO mode and POW mode and vice versa: Flipping is the act of taking a life chip on an Arena square and turning it over from one mode to the other. To “flip” a life chip costs one (1) Order, unless otherwise stated when playing a chip's game text.
Moving Life Chips: The standard move for a life chip anywhere on the Battlefield and coming out of the Base is two (2) squares in any direction. Many life chips have abilities that allow them to move in different ways, such as, FLY, CHARGE, and PACK, which are described under ‘Abilities Example List’ as disclosed below herein. To “move” a life chip costs (1) Order, unless otherwise stated when playing a chip's game text.
Stacking: In some embodiments, better known as linking, stacking is the term used when combining different types of chips on top and underneath each other as illustrated in
Stunning Information:
Alert or Alerting a Stunned Life Chip: Alert is the normal status of a life chip on the Battlefield. Alerting a stunned life chip is the act of taking off the STUN marker (
Stun or Stunning a Life Chip: Stunning a life chip indicates the life chip is disoriented and immobile. As shown in
Free Recovery Chip Flips: At the start of a player's turn a player may make a free recovery “flip-a-chip” for each stunned life chip of his or hers on the Battlefield. These free recovery chip flips do not require an order. However, by using one (1) order during the turn, a player may make a recovery “flip-a-chip” for one stunned life chip on the Battlefield in case a free recovery chip flip fails.
To make a recovery “flip-a-chip,” take any chip and flip it. A player calls “heads” or “tails” and if the player correctly calls the result, the life chip becomes alert, designated by removing the stun marker chip. The mode of the life chip underneath stays the same.
Attacking:
Unless otherwise noted on chip game text, only life chips in POW mode on the Battlefield can attack. When targeting an opponent's life chip on the Battlefield, an attacking life chip must be next to the targeted life chip unless the attacking life chip has the ability RANGE which allows the attacking life chip to be farther away. When attacking with a life chip with enhancements linked, a player should look to see if using one will help the attack.
There are several types of attacks in Humaliens XNA. Most revolve around having enough POW value from one life chip to Knockout an opponent's life chip with a lower POW value. Other attacks cause life chip's to be stunned, discarded, or weakened by cutting into a life chip's POW value. Most importantly, a player needs to learn the four types of POW mode attacking: (1) POW to POW attack, (2) POW to STUN POW attack, (3) POW to PRO attack, and (4) POW to STUN PRO attack. These four POW mode attack types are described under ‘POW Mode Attacks’ as disclosed below herein. In addition, a player needs to learn how life chips with TEAM ability can enhance these four POW mode attacks, described under TEAM ability in the ‘Ability Example List’ as disclosed below herein.
Defending an Attack: A life chip on the Battlefield may defend or negate the effects of an attack in several ways; (a) if a player uses a React from an action, enhancement or super chip in play; or (b) if the targeted life chip has but is not limited to the following abilities, “DEF” and or “STUN®”; or (c) if a chip allows as indicated by its game text. See DEF and STUN® details under ‘Abilities Example List’ as disclosed below herein.
Stun Attacks: Some life chips have the ability STUN which allows a life chip to STUN an opponent's life chip on the Battlefield that's next to it. This form of attack is not using the Life chip's POW value. Using the ability STUN costs one (1) order to perform. In addition, a player should look for any action, enhancement, or super chips in play that allows the attacking life chip to STUN an opponent's life chip either next to it or farther away. Furthermore, some life chips have both STUN and RANGE abilities which allows a life chip to STUN a target from a farther distance, and in this case combining these two abilities for a STUN attack, only costs one (1) order since RANGE is a react based ability.
Team Attacks: Some life chips have the ability TEAM which allows two or more life chips with the same form of TEAM ability to combine their POW values to attack. When using life chips with the same TEAM ability, the life chips must be next to each other or connected in a chain in order for their Team abilities to be in effect. See TEAM ability details in the ‘Abilities Example List’ as disclosed below herein.
Defending with TEAM Ability: Life chips that have the ability TEAM can also combine their POW values to defend against an attack. The same rules apply for defending as attacking with Team ability; all the life chips must be next to each other or connected in a chain in order for their Team abilities to be in effect. See TEAM ability details in the ‘Abilities Example List’ as disclosed below herein.
Knockout: When a life chip on the Battlefield attacks with a higher POW value against an opponent's life chip with a lower POW value, after resolving any enhancement links, the targeted life chip is Knocked-out. The attacking life chip then gains a Knockout credit; which means a player gets to put a KO chip (
There are many ways a life chip can be Knocked-out, through special attacks based on enhancement links, or when a chip's game text says so. A life chip that has been Knocked-out is placed in the discard stack along with all linked chips.
Discard: This is the way to remove a chip from play, but being discarded is not the same as being Knocked-out. When a chip is discarded, the chip is simply removed from play and placed in the discard stack. If the discard is a life chip, any chips linked to that life chip are also placed in the discard stack. No Knockout credit is awarded for discarding an opponent's life chip.
POW Mode Attacks:
In some embodiments of the present invention, there are four types of life chip attacks, which are called POW mode attacks. It's important to note when attacking POW to POW always compare POW values of the involved life chips after resolving all their enhancement links, unless otherwise stated on any chip game text. The four POW mode attacks are as follows: 1) When a life chip in POW mode attacks one other life chip in POW mode: There are four possibilities when attacking POW to POW; (a) if the life chip attacking has a higher POW value than the targeted life chip's POW value, it Knocks-out the lower valued life chip and gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knock-out. In addition, the life chip that made the Knockout may “move” to the square that was occupied by the Knocked-out life chip; and (b) if both life chips have identical POW values after resolving all of their links, both life chips are Knocked-out with links; and (c) if the life chip attacking has zero (0) enhancement chips linked and has a lower POW value than the targeted life chip's POW value, the attacking life chip is stunned. A player marks the stunned life chip by placing a “STUN/KO” marker chip, STUN side up on top of the attacking life chip. In addition, the life chip being attacked loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text; and (d) if the life chip attacking has one (1) or more enhancement chips linked and has a lower POW value than the targeted life chip's POW value, the attacking life chip can discard any one (1) enhancement chip linked to attack without being stunned. In addition, the life chip being attacked loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text. Furthermore, a player can option to not discard an enhancement chip that's linked to a life chip attacking with lower POW value and the life chip instead gets stunned but doesn't lose the enhancement; and 2) when a life chip in POW mode attacks a stunned life chip in POW mode: It's important to note when attacking POW to STUN POW, only use the POW value printed on the stunned life chip when comparing POW values. Do not include any enhancement link effects or expertise boosts which are normally added together when comparing standard POW to POW attacks. Do include super chip boosts which are in effect when calculating the POW value of the stunned life chip. First, the player doing the attacking should look to make sure the life chip being attacked is in POW mode by checking underneath the STUN marker chip. If the player decides to attack, remove the STUN chip and proceed to attack. There are three possibilities when attacking POW to STUN POW; (a) if the life chip attacking has a higher POW value than the targeted life chip's POW value it Knocks-out the lower valued life chip and gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knockout. In addition, the life chip that made the Knockout may move to the square that was occupied by the Knocked-out life chip. (This is the same as a POW to POW attack); and (b) if both life chips have identical POW values after resolving the attacking life chip's links, the stunned life chip is Knocked-out and the attacking life chip gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knockout. In addition, the life chip that made the Knockout may move to the square that was occupied by the Knocked-out life chip; and (c) if the life chip attacking has a lower POW value than the targeted life chip's POW value, the attacking life chip is not stunned; nothing happens to it. In addition, the life chip being attacked is no longer stunned but loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text. Furthermore, once the attacked life chip becomes alert (removal of the stun marker), it regains its use of any enhancement links, abilities and expertise it may have, but now has a reduced POW value from the POW to STUN POW attack; and 3) when a life chip in POW mode attacks a life chip in PRO mode: This causes an automatic “flip” of the life chip in PRO mode to POW mode, regardless of its PRO value; and 4) when a life chip in POW mode attacks a stunned life chip in PRO mode: First, the player doing the attacking should look to make sure the life chip being attacked is in PRO mode by checking underneath the STUN marker chip. Then the following ‘free option’ is allowed for this attack type; before an attack is declared and if the attacking life chip can target the stunned life chip in PRO mode, the attacker gets the ‘free option’ of looking at the POW mode side of the stunned life chip. An attack announcement forces a “flip” to the attacked life chip in PRO mode to POW mode, regardless of its PRO value. Moreover, if the attack is announced the attacked life chip is no longer stunned and is alerted by the removal of the stun marker.
Winning the Game: There are three ways to win in Humaliens XNA: Battlefield Victory, Skill Level Victory, and Superbeing Victory and are described as follows;
Battlefield Victory: When a player has zero (0) life chips on the Battlefield, that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins.
Knockout Victory: When a player has twenty (20) or more skill level points added up from life chips that have been knocked-out or discarded to their discard stack, that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins.
Superbeing Victory: Life chips become Superbeing SIMS when they gain three (3) knockout credits (a life chip gets a knockout credit when it knocks-out an opponent's life chip).
When a player's life chip becomes a Superbeing SIM, it's removed from the Battlefield and put on the Superbeing SIM square (the furthest right corner square for a particular side with the Humaliens XNA logo, also known as the Superbeing Zone). In addition, all links to the advancing life chip go to the discard stack. When a player makes a third Superbeing SIM that player wins.
In addition, if the life chip becoming a Super SIM is a player's only life chip left on the Battlefield, that player may place a life chip from the Base onto the Battlefield before the life chip advances to the Superbeing Zone. This will prevent the Battlefield from being empty—but the free place can only be taken if the player has a life chip in the Base.
Furthermore, if two or more players make a third Superbeing SIM at the same time, play continues normally until one player has more Superbeing SIMS than any other player to win or until another victory condition is met.
In some embodiments of the present invention, the Abilities list below is not limited to the comprised names and their associated effects described and disclosed herein.
Abilities Example List:
In Humaliens XNA, all life chips may have up to two or more Abilities that are found on the left of their POW mode values. As opposed to life chip Expertise's that are on the right of their POW mode values. Each ability listed here requires one (1) order to perform. They are considered to be ‘Order’ based. The list below this one describes the Abilities that require no Orders and are ‘React’ based.
POW Mode Abilities (Order based):
BLINK: A life chip can only use BLINK in POW mode. It costs one (1) order to use. BLINK has one function; it allows a life chip to be moved from the Base onto any open square on the Battlefield. But a life chip with BLINK can only use a standard move to come back into the Base.
CHARGE: A life chip can only use CHARGE in POW mode. It costs one (1) order to use. CHARGE has one function; it allows a life chip to be moved forward, sideways or backward up to five (5) squares in a straight line. CHARGE can be used coming out of the Base or on the Battlefield. But a life chip with CHARGE can only use a standard move to come back into the Base.
FLY: A life chip can only use FLY in POW mode. It costs one (1) order to use. FLY has one function; it allows a life chip to be moved up to three (3) squares in any direction to an open square. FLY also allows the life chip to go over squares that are occupied as long as the total distance traveled is only three squares. FLY can be used coming out of the Base or on the Battlefield. But a life chip with FLY can only use a standard move to come back into the Base.
PACK: A life chip can only use PACK in POW mode. It costs one (1) order to use. PACK has two functions; (a) it allows a player's life chip with PACK to target another life chip of the same player without PACK that has a lower POW value then the life chip with PACK. In addition, the targeted life chip must be next to the life chip with PACK. This allows the life chip with PACK and the target to move together up to two (2) squares in any direction coming out of the Base or on the Battlefield. But a life chip with PACK can only use a standard move to come back into the Base and its effect on the target is disabled coming back into the Base; and (b) it allows a player's multiple life chips with PACK that are next to each other or connected in a chain, ignoring POW values, to move together up to two (2) squares in any direction coming out of the Base or on the Battlefield. But multiple life chips with PACK cannot move together to come back into the Base, instead they each must use a standard move to do so. In addition, after moving life chips with PACK, if a player breaks the connection of the life chips, a player doesn't get to continue moving the same life chips together unless they meet one of the above rules.
STUN: A life chip can only use STUN in POW mode. It costs one (1) order to use. STUN has one function; it allows a life chip with STUN to target an opponent's life chip next to it and stun the target. After stunning an opponent's life chip, the opponent must mark the stunned life chip with a STUN marker chip, placing it on top of the stunned life chip. In addition, some life chip's have the abilities STUN and RANGE together which allow the life chip to stun an opponent's life chip from a farther distance.
TEAM: A life chip can only use Team in POW mode. It costs one (1) order to use. There are three types of teams based on TEAM abilities. Team type one: Life chips with TEAM by itself can only be used with other life chips with TEAM by itself. Team type two: Life chips with TEAM and another life name; like TEAM Infectious and TEAM Ryza are an example of a tandem team of two, and are typical brother sister teams. Team type three: Life chips with TEAM and a team name; like TEAM Genesis, where there might be two or more members of the same team name. It's important to note, of these three team types, a player cannot mix and match teams. Meaning, a player cannot use a life chip with TEAM by itself with a life chip with TEAM and a team name, or TEAM and another life name. Again, teams must be made with matching TEAM abilities. TEAM ability has two functions; (a) it allows life chips with matching TEAM abilities that are next to each other or connected in a chain to add together their POW mode values and target an opponent's life chip whose square is touching all the squares of the attacking team life chips. It's important to note, TEAM ability effects only work if all members of the team are in POW mode and are connected in a chain or next to each other. When a team knocks-out an opponent's life chip, a player may choose any one of the team member's to gain the knockout credit; and (b) life chips with matching TEAM abilities can also use their combined POW values for defense. Just like when attacking, a player can add POW value from the members that are next to each other or connected in a chain. If one of the members is in PRO mode the effects of the TEAM abilities are lost. It's important to note, if an attacking life chip is on a square that does not touch the squares of all the defending team members, their POW values are not considered combined because one or more of the team members is not touching the square of the attacker. In addition, when resolving an attack or defense with team members the standard rules for the different types of attack or defense possibilities apply, (e.g., when a combined two member team with 30k POW value attacks an opponent's life chip with 30k POW value) the result is all three life chips get knocked-out, just like when two life chips in POW mode have the same POW value do. When comparing POW values and mode states for TEAM ability attacks or defense, just use the standard rules of attacking or defending until all life chips involved are resolved.
WILL: You can only use WILL in POW mode. It costs one (1) order to use. WILL has one function; it allows a player to “flip-a-chip” when declaring a life chip with WILL to attack with a lower POW value than a targeted Life SIM's POW value, and if the result is called WILL allows the attacking life chip to attack without being stunned or to lose an enhancement. If the result of the call fails, the attack is negated which includes any portion of the attack that included enhancement links, and the one (1) order is still lost.
POW Mode Abilities (React based):
®=Resistance, and is part of various react abilities.
DEF: Short for defense. A life chip can only use DEF in POW mode. It costs zero (0) orders to use and is a React ability. DEF has one function; it allows a life chip to resist some or all of an oncoming POW mode attack. There are three types of DEF: (a) the first is “DEF” followed by a number like 10k, which will look like “DEF 10”. Then below the DEF 10k will include one to six faction colored dots, where a red dot represents Human, green dot for Alien, gray dot for Android, brown dot for Beast, blue dot for Clone, and a purple dot for X—P.E.T. Using this DEF scenario, presume there's a blue dot and a red dot under DEF 10k on a defending life chip. If an attacking life chip is either Clone or Human, this would mean to subtract 10k from the opponent's life chip's POW value attack; and (b) the second is “DEF FLIP” which again uses faction colored dots below it to indicate what factions can be defended against. DEF FLIP means to “flip-a-chip” to determine if the life chip with DEF FLIP negates an attacking life chip's entire attack. Under this DEF scenario, presume there's a gray dot under DEF FLIP on a defending life chip, and the attacking life chip is an Android. Then, if the flip is correctly called, the defending life chip with DEF FLIP would negate the entire Android attack; and (c) the third is “DEF ALL” which uses no faction color dots. This means the life chip with DEF ALL negates an entire attack from any attacking life chip, if a “flip-a-chip” is correctly called.
ESP: Short for extra sensory perception. A life chip can only use ESP in POW mode. It costs zero (0) orders to use and is a React ability. ESP has one function: anytime during a turn, it allows a player to target an opponent's life chip in the Arena and to look under the targeted life chip to see its other side. The player shouldn't take no more than ten seconds before he or she must put the targeted life chip back the way it was prior to picking it up. One other important note about ESP is ESP can only be used once per turn from the same life chip with ESP. This doesn't limit ESP being used from another life chip with ESP during the same player's turn.
FLY®: A life chip can only use FLY® in POW mode. It costs zero (0) orders to use and is a React ability. FLY® has one function; it allows a life chip to be resistant of any attack from a life chip with FLY ability that has just used FLY to land on a square next to the life chip with FLY®. FLY® is active as long as the life chip that landed with FLY stays next to it.
PK: Short for psycho kinesis. A life chip can only use PK in POW mode. It costs zero (0) orders to use and is a React ability. PK has two functions: (1) anytime during a turn, it allows a player to target two life chips on the Battlefield, with one having PK in POW mode and the other life chip being in either mode having one or more enhancements linked and located on any other square on the Battlefield. In addition, PK allows the life chip with PK to link an enhancement chip from the other targeted life chip using the standard method of linking as related to PRO value. As such, the player will have to look at the life chip with PK and its PRO side to determine its PRO value to establish the life chip's linkable amount, but the life chip remains in POW mode after the link is completed; and (2) anytime during a turn, it allows a player to target two life chips on the Battlefield, with one having PK in POW mode with one or more enhancements linked and the other life chip being in PRO mode and located on any other square on the Battlefield. In addition, PK allows the life chip with PK to transfer an enhancement to the other targeted life chip in PRO mode which can link the enhancement using the standard method of linking as related to PRO value. One other important note about PK is PK can only be used once per turn from the same life chip with PK. This doesn't limit PK being used from another life chip with PK during the same player's turn.
RANGE: A life chip can only use RANGE in POW mode. It costs zero (0) orders to use and is a React ability. RANGE has one function; it allows a life chip to target an attack on an opponent's life chip from a RANGE of two to six squares away instead of being next to the target. RANGE by itself is a default and means two squares. Many life chips with RANGE will have a number, like RANGE 4, which means this life chip can target an opponent's life chip from up to four squares away and the squares can be straight, diagonal, or just connected in some odd pattern. It's important to note, in this case of RANGE 4, as long as the firing line is not blocked by “chips” and the target can be reached by connecting up to four squares the target can be attacked using RANGE 4.
STUN®: A life chip can only use STUN® in POW mode. It costs zero (0) orders to use and is a React ability. STUN® has one function; it allows a life chip to not be stunned from any stun attack, unless otherwise stated on a chip game text.
In some embodiments of the present invention, the Expertise list below is not limited to the comprised names and their associated effects described and disclosed herein.
Expertise Example List:
In Humaliens XNA, all life chips may have up to two or more Expertise's that are found on the right of their POW mode values. As opposed to life chip Abilities that are on the left of their POW mode values. When building a playing stack, a player should try to match life chip Expertise's (
In addition to a 5k POW value boost, a player should look for an extra TECH chip bonus reference a life chip can gain when matching Expertise's, which can be found at the top of the TECH chip text. For example, an Expertise bonus may show “Blade Expertise: RANGE 3”. This means, if the life chip had BLADE as an Expertise then by having the matching TECH link, the life chip gains a RANGE 3 react ability in addition to the 5k POW value boost.
Furthermore, there are some life chips that have ETHIC and P.E.T. Expertise. They function in the same way as TECH chips and allow a life chip with a matching link to gain the 5k POW value boost for each matching link. The only difference is a life chip with P.E.T. Expertise gains the 5k POW value for linking any P.E.T. and the same for an ETHIC link.
POW Mode Expertise:
Archery. Armor. Artifact. Blade. Blast. Device. Energy. Healer. Laser. Magic. Mind Rays. Morph. Nano. Shield. Staff. Ethic (non TECH). P.E.T. (non TECH).
Mixed Faction Play: When choosing to play with mixed life chips from the six different factions, players may use small circular stickers to mark life chips. Doing so will make it easier to tell a player's life chips from an opponent's life chips in case players use life chips from the same faction or the same life chips.
Timing: Most chips in Humaliens XNA explain when they are played, with words like “before”, “after”, “when”, and “while.” Other effects are performed as an order or during an attack. When dealing with multiple effects triggering from the same event, resolve the effects in reverse order (the last effect is resolved first, the next to last effect is resolved second, etc.)
Symbols: In some embodiments, symbols are used for various abilities, expertise, attacks, and defenses, or other undefined fields, rather than names.
Although the present invention has been described in relation to particular embodiments thereof, many other variations and modifications of the present invention can be implemented for existing and available electronic devices, such as computers, electronic games, hand-held console games, interactive networks utilizing computer software and graphics and text, and video games. Such electronic devices can visually display the game chips and enable players to manipulate the game chips, setup the game, and perform turns played over a playing surface designed for the game on screen and as described hereinabove.
It is preferred, therefore, that the present invention be limited not by the specific disclosure herein, but by the scope of the following claims.