The invention relates to the field of board games and parlor games characterized by the support of electronic components, such as a PC, a tablet, a smartphone or a game console. More precisely, the invention concerns a device intended to provide visual information in real time, inherent to game states, situations and events, correlated to one or more of the elements (typically pawns or functionally equivalent objects) used and moved by the player within the game itself; said device has, in particular, the structure of a regular-shaped base, to be positioned below said game elements, able to display, through light elements, different states and events.
In the context of parlor games and board games, the need to keep track of events and states that concern one or more of the game elements is frequent; in particular, the different elements, preferably but not necessarily pawns, which are positioned and moved on the boards and on the game surfaces; said elements based on the different situations that come up, can for example modify, based on the rules, their “state” or their statistical parameters; for example, in the case of games that envisage a clash among different elements, these might progressively reduce their level of health; in other cases, again based on the choices made by the players and on the rules of the specific game, some pieces may be unable to move or be more vulnerable, and so on.
Generally, this type of information, in traditional board games, which only use “passive” elements (cards, tokens, pawns, etc.), is recorded in appropriate game journals or, to make them more easily visible to players, is highlighted by positioning appropriate “tokens” near the elements and pawns concerned or, in some cases, inserted in special seats obtained on the bases for resting the pawn themselves.
In the world of games, the so-called hybrid games have emerged in recent years which, in order to increase the playing experience, provide for the connection and coordination between a physical game, i.e., characterized by real objects that can be manipulated, and a virtual game, i.e., coordinated software running on devices such as PCs, tablets, smartphones, game consoles or interactive game systems. Among these, also the so-called electronic board games and in particular those commercially known as the e-Pawn platform, Yoyn, have become increasingly important and widespread. Said games are characterized by complex constructive solutions for tracking the playable elements, many of which have also been the subject of patent applications and envisage the possibility of activating and tracking events and states of the different game elements, through annotations on an external game screen (for example the screen of a PC, tablet or smartphone connected to the game system).
Although this solution makes it possible to automate the management of said states and said annotations inherent to each element involved in the game, avoiding that players can forget to take them into consideration during the course of the game, the storage and display of the states on a system external to the board on which the pieces themselves are moved, represents only an automation of the annotation system, but does not facilitate the interpretation of said states and, above all, does not make the correlation of this information with the single pawns and elements placed on the board intuitive.
For this reason, some interactive game systems (such as WO2012033863A1) have proposed the use of game elements or “smart” pawns, or interactive supports (like in CA3050303A1 Aitken Nicolas [CA], 22 Jan. 2021), provided with integrated electronics, able to communicate with the game management unit and to activate sounds or light indicators, based on the game events. In this way, players do not have to autonomously keep track of the information on the states of the elements used, but they also receive visual and/or acoustic feedback generated directly from each pawn or piece.
All the known solutions mentioned above, however, entail the need to integrate appropriate components within each piece, with a high production cost and, above all, almost no flexibility of use since the visual signaling system and the relative electronics must be different for each piece of each game, as they are closely correlated to the conformation of the piece itself and to the type of game. Even those solutions that envisage the possibility of using a single interactive support with multiple pawns, however, require that the game system communicates individually the specific implementation commands to each element, with consequent problems of latency in the communications.
In order to overcome the aforementioned limits and for obvious reasons of cost, functional flexibility, uniformity and convenience of use with respect to the aforementioned solutions, it is wished to realize a system in order to automatically provide visual and acoustic feedback in the context of interactive board games, which is easily adaptable to a plurality of different game pieces, providing feedback of different type based on the component of the game to which the apparatus is paired. More precisely, it is wished to realize a single hardware structure capable of managing the communication with a remote system and the activation of visual and acoustic type signals, which is adaptable and usable for various types of game elements, also belonging to a plurality of games that are different and heterogeneous in their shape, functions and methods of use; said structure being programmable to automatically recognize and adapt to the different form and type of elements to which it is paired. It is also wished that said structure, contrary to some known solutions and to the few apparatuses currently available on the market, is not limited to receiving specific implementation commands from the remote system for each of the light and/or acoustic signalers present on board, but is provided with its own intelligence and operates in a functionally and energetically more efficient manner, being able to receive only generic information, relating to the variation of states or situations or game events, defining autonomously and automatically the visual and/or acoustic signaling to be emitted, based on the signaled event and on the component to which said structure has been paired.
Furthermore, it is wished that said apparatus signaling system is able to operate correctly, and therefore emitting light or acoustic signals consistent with the paired component and with the current game situation, even in the presence of a plurality of systems d used simultaneously and paired with elements and pawns different from one another, without it being necessary for the connected remote system to send specific commands for each active unit.
Further characteristics and advantages of the proposed technical solution will appear more evident in the following description of a preferred, but not exclusive, embodiment represented in the no. 9 accompanying drawing tables, wherein:
The solution to the aforementioned problems is achieved through a base with specific shape, for example circular, provided with an appropriate seat or joint, able to be paired with different game elements, each in turn provided with a corresponding seat or joint; this allowing said base to be used universally as the game elements or pawns vary but preserving, with respect to them, a precise and appropriate predefined and known orientation.
Said base accommodates internally an electronic board, in charge of the remote communication with the game system and of the emission of visual and/or acoustic signals and a battery for powering the electronic board, and can be freely coupled, decoupled and transferred among different game elements, of various shapes and characteristics.
The components installed on the electronic board accommodated in the base are completely equivalent to the those integrated into some of the known smart game components and comprise a Radio Frequency transmitter—preferably but not necessarily of the Bluetooth type—a CPU and a Memory for information management and process control, as well as at least one light signaler. According to a further implementation, the components installed on the electronic board could comprise an acoustic signaler in place of or in pairing with said at least one light signaler.
It should be noted, however, that the base does not constitute a trivial container for the electronics but it also represents a modular and highly flexible mechanical instrument that, due to its specificities of shape and functions, allows the free use of a same electronic board for visual and acoustic signaling and remote communication, in pairing with a multiplicity of different game elements, regardless of their physical and functional characteristics, and which also allows the transfer of said same electronic board from one game element to another and, furthermore, it allows to avoid all the customizations that are currently necessary to adapt the electronics to the physical shape of the game elements in which it must be integrated.
From a mechanical point of view, in fact, the base integrates a mechanical interlocking element with an intentionally asymmetrical geometric shape, able of coupling exactly with a dedicated seat and previously arranged in the base or, in any case, in the lower part of the game elements that are intended to be made interactive, regardless of their type.
More generally, the base can be freely paired with different pawns and game elements, provided that they are arranged with the aforementioned seat, said seat being adequate and corresponding to the shape of the joint present on said base. The fact that the base accommodating the electronic board can be paired with different game elements by means of a unique joint and, therefore, by means of a single possible orientation, makes it possible to know a priori the relative orientation of the electronic board (and, in particular, of the light or acoustic indicators) with respect to the body of the game element itself. This solution makes it possible to ensure that the light or acoustic signallings can be conveniently emitted at specific parts of the game element to which the base is paired; for example, if the base is provided with a light emitter, the position thereof could be determined such that the light exits from a specific point of the paired piece, using suitable transparent inserts inside the game element (light guide) the light of the emitter could be brought at particular points, creating the illusion of the emission by a specific part of the element itself (for example to create the illusion of headlights that light up in a piece in the shape of a car or of light flames in a flaming object and so on).
According to a further implementation, the base could be provided with a plurality of multicolor light emitters (for example four RGB type LEDs), and feature sectors made of transparent material, capable of showing the state of the underlying emitter; thanks to the unique joint, the relative orientation of the base and of the paired game element can be predetermined, so that each transparent sector is oriented so as to be aligned to specific portions of said game element, being able to represent different situations or states, which specifically relate to that portion or to that side of the game element itself; by way of example, using a base with four light sectors suitably oriented so as to be aligned with the front, back, left and right side of the game element, different colored lights activated based on the rules and on the game situations may be used to signal different states on each of the four sides (for example, highlighting the presence of a wound on the side by activating a red-colored light signal on the corresponding side or indicating the presence of a shelter or protection by activating a white light in the protected sector or, again, indicating the need for a change in the orientation of the game element, through combinations of lights).
Therefore, during the step of construction of the game elements, it will be necessary to provide, for example in the lower part, an appropriate seat, adapted to accommodate the joint of the interactive base, such that the insertion of the base itself follows a rule and an orientation that are predetermined and fixed with respect to the geometric shape of the game element. By realizing a multiplicity of shapes and types of game elements, all conforming to the aforesaid geometric rule, the same base and, hence the same electronic board, can be transferred from one element or to another, the orientation of the board itself being predetermined and known a priori, with respect to the geometry of the game element to which said card is paired from time to time.
Since, therefore, the relative orientation between the base and the possible pairable game elements, and, consequently, the position of the visual and acoustic signalers in relation to the shape and sizes of the selected game element are predetermined and known, it will be possible to know a priori the effect of each signaler, by simply knowing the type of paired game element (hence the shape and orientation of the model it represents and the relative position of any parts or light guide of interest for the purposes of consistency of the state information communicated during the game). Therefore, for each different piece and pairable game element, it will be possible to predefine, a priori, a series of tables, to be loaded into the memory of the electronic board of the base, said tables defining a priori the different effects of the signalers or the combinations thereof, as the paired game element and the different states of the different games vary. In particular, it will be possible to define a priori a table containing the states (for example, switched on-off for simple light signalers, color and intensity for polychromatic type RGB light emitters, intensity and sound for an acoustic emitter, and so on) of the different emitters integrated into the electronics of said base, for each state envisaged by the different games that can be used and for each different pawn or element used in said games, said tables being predeterminable a priori, on the basis of the physical and geometric characteristics of the different game elements that can be paired with said base. By appropriately storing said tables in the memory of the electronic board of the base, said base will then become capable of automatically adapting to each type of game element to which it will subsequently be paired.
With each pairing with a new game element, it will be sufficient that the connected remote terminal (PC, Tablet, Smartphone, Console or a possible mediation and intermediate communication hardware), communicates to the base (and hence to the electronic board accommodated) the identification code “g” of the game with execution in progress (among the possible G games, where 1<=g<=G) and the identification code “Xn” of the game element to which the base itself has been paired (among the “XN” possible game elements available for the game “g”, where 1<=n<=N); based on these codes, the base control system will select, preload and use the table of the events corresponding to the game in progress and to the paired game element and will therefore provide itself with the information necessary to correctly interpret the messages transmitted by the remote terminal, relating to the events “Eq” or to the states “Sp” that occur during the course of the execution of the game “g”, consequently activating the visual or acoustic effects corresponding to said event “Eq” or state “Sp” corresponding to the paired game element “Xn”.
Ultimately, thanks to the shape, or rather the unique and predefined coupling of the shape of the base with the lower part of the game elements, and thanks to a predetermined table containing information relating to the states of the different light or acoustic signalers in response to each event or state of different games, it is possible to pair the base to multiple game elements, without having to have specific electronics for each of them.
In addition, by having more electronics (and relative bases) and more game elements that can be paired with said electronics, it is possible to create different combinations, based on the peculiarities of any type of board game and particularly upon variation in the number of interactive game elements, in the type of pieces and in the prescribed rules of use.
The advantages of the invention, in the case of scenarios of use in which a plurality of bases are simultaneously used paired with different game elements are even more significant and evident, since the remote electronic device, instead of having to individually communicate to each electronics the information inherent to the methods of activation of the different emitters, with consequent problems of loss of synchrony of the effects generated, may limit itself to communicating simultaneously to all the active electronics, the code of the state or event that occurred during the execution of the game; thanks to the tables pre-loaded in the memory of each electronics and to the pre-selection of the table to be used, according to the procedure described above which envisages that the identification code of the game in progress “g” and the identification code of the paired game element “Xn” are communicated to each base, each electronics will be able to autonomously define the visual or acoustic effects to be generated, based on the code of the state “Sp” or event “Eq” transmitted by the remote device.
According to a further implementation, the base is provided with a magnetic switch adapted to activate the power supply of the electronics by the battery integrated in the base itself, only if energized by a strong magnetic field. Conveniently, in the lower part of each game element or pawn that can be paired to said base, a magnet is integrated which is suitably positioned so that, when the base and the game element are paired, the magnetic field of said magnet energizes the magnetic switch placed in the base, activating it.
According to a further implementation, each game element or pawn that can be paired to said base, is provided with a unique identifier (for example an RFID TAG or a QR code) adapted to be automatically recognized by the remote device or directly by a suitable reader integrated into the electronics of the base, this information being used by the base paired with said game element in order to recognize the identification code (Xn) of the game element itself, in the initial step of configuration and selection of the tables to be used for the activation of the effects in response to the events and states that occur during the game, eliminating the need to receive this information from the remote terminal.
For the purposes of communicating the game states to the bases, in case a plurality of them is used, the system subject-matter of the invention can envisage the use of mediation and intermediate communication hardware, which uses the same radio communication protocol as the electronic boards integrated in the bases (thus not necessarily Bluetooth), thus being able to communicate simultaneously with all the active bases, based on the information received from the remote electronic device (PC, tablet, smartphone, console, etc.) connected through a further radio or wired communication interface.
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The invention can be realized with technical equivalents, with supplementary materials or solutions suitable for the purpose and the application scope. Conformation and dimensions of the constituent parts may vary in a suitable, but consistent way with the proposed solution.
By way of non-limiting example, it is noted that the geometric shapes of the involved parts may be varied while maintaining the above-mentioned functionalities. In particular, the shapes of the base (200), of the fixing element (201) and of the corresponding seats (111) made in the game elements (110) may change. At the hardware level, it will be possible to change the number and the type of visual (213) or acoustic (214) emitters on the electronic board (210), including any and further types of light signalers such as, for example, ultraviolet RGB LED systems, etc. In addition, the technology implemented for the wireless transmission of data between the base and the receiving electronic device and, in particular, the type of protocol used may be changed, without however departing from the scope of the characteristics and of the functions that are peculiar to the system proposed and claimed below.
By varying these implementations, it will be necessary to modify the communication, acquisition and activation circuits, without, however, departing from the purpose and scope of application of the proposed solution. Finally, the invention may also be partially realized.
From the foregoing, it will be appreciated that specific embodiments of the invention have been described herein for purposes of illustration, but that various modifications may be made without deviating from the scope of the invention. Accordingly, the invention is not limited except as by the appended claims.
Number | Date | Country | Kind |
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102021000026147 | Oct 2021 | IT | national |
This application claims priority to, and is a 35 U.S.C. § 111(a) continuation of, PCT international application number PCT/IT2022/050273 filed on Oct. 10, 2022, incorporated herein by reference in its entirety, which claims priority to, and the benefit of, Italian patent application serial number 102021000026147 filed on Oct. 12, 2021, incorporated herein by reference in its entirety. Priority is claimed to each of the foregoing applications.
Number | Date | Country | |
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Parent | PCT/IT2022/050273 | Oct 2022 | WO |
Child | 18634839 | US |