War strategy game

Information

  • Patent Grant
  • 6702286
  • Patent Number
    6,702,286
  • Date Filed
    Monday, March 18, 2002
    22 years ago
  • Date Issued
    Tuesday, March 9, 2004
    20 years ago
  • Inventors
  • Examiners
    • Layno; Benjamin H.
    • Mendiratta; Vishu K
    Agents
    • Andrus, Sceales, Starke & Sawall, LLP
Abstract
The present invention pertains to a war strategy game played on an octagon shaped polar matrix of eight radial paths and four latitudinal paths. Each radial path intersects each latitudinal path to define an array of playable positions. Each player is given nine pieces to place on the matrix at the start of the game. Each player moves one piece during each turn. Pieces move from one position to another along one radial or one latitudinal path. Players capture an opposing piece by occupying two opposed adjacent positions of that opposing piece. The matrix is combined with one or more other like-shaped matrixes to form a variety of city or battlefield settings. Two radial paths of each matrix join two corresponding radial paths of an abutting matrix. The city battlefield settings provide elongated radial paths or roadways along which the pieces move from one matrix to another.
Description




TECHNICAL FIELD OF THE INVENTION




The present invention relates to a war strategy game played on a polar matrix of intersecting radial and latitudinal paths that define an array of playing positions, where playing pieces move along those paths to flank and capture opposing playing pieces, and where several matrixes can be aligned to form a variety of city or battlefield layouts.




BACKGROUND OF THE INVENTION




A wide variety of strategy games have been developed and played over the years. Many of these games date back hundreds of years, such as Hnefatafl, Fox and Geese, Nine Man Morris, Go, Othello, Tick-Tac-Toe, Checkers and Chess. Each game has a board with an array of positions on which the players move their pieces during the course of play. The objective of the game is typically to capture all the pieces or a certain piece of your opponent. Examples of some more modern games are disclosed in U.S. Pat. No. 5,069,458 to Wahington, U.S. Pat. No. 5,145,182 to Swift, U.S. Pat. No. 5,437,460 to Cho and U.S. Pat. No. 5,690,333 to Danner the disclosures of which are incorporated by reference.




Strategy games can differ in a variety of ways. For example, the boards can contain different layouts or fields of positions. Each player can have the same or a different number of playing pieces. Each player can have the same or different kinds of playing pieces with superior strengths or capabilities. Playing pieces can be placed on the board at the start of the game or throughout the game. The playing pieces can move in a wide variety of ways on their respective boards. Players can capture the opposing pieces by moving their pieces to jump, surround or occupy the same position as the opposing pieces. Some games are limited to two players and others allow two or more players. Each of these variations affects the strategy of play and the degree of skill required to play the game against a knowledgeable opponent.




Game designs should produce a balance between the opposing players or sides. Neither player should have a significant advantage over the other simply based on which side or set of pieces they are playing or who goes first. The combination of board size and geometry, the types and number of playing pieces, the layout of the interconnecting playable positions, the manner each piece moves on the board, the manner of capture and the number of allowable players should all be taken into consideration when designing a strategy game.




Game designs should involve a desired degree of skill and variation of possible moves and outcomes. If the board layout, types and number of pieces, rules of movements and rules of capture are too simple the game will be so easy to learn and play in a skilled or logical manner that each person knows the best moves and countermoves. The players master the game so quickly that the game usually ends in a draw or predictable manner and becomes uninteresting. If the board size and layout, number and kinds of pieces and rules of movement and capture are too complicated the game can take too long to learn to a competitive level. The more skilled player repeatedly wins the game, which become frustrating for everyone.




Game designs should accommodate different numbers of players. Many games must be played by two and only two players. This is a problem when three or more people all want to play the same game, or when only one game is available. Other games require or are intended for three or more players. The game becomes more and more predictable and less skill is involved when there are only two or three players. Games that adjust to accommodate a variety of players, provide more opportunities to play, and are more rewarding to those that invest the time to learn and master the game.




More challenging games frequently require a significant investment in time before they can be played at a competent level. Complicated board layouts or rules of movement cannot be broken down into smaller components to facilitate learning the game. Unless a person can commit a significant amount of time to learn every aspect of the game, they will simply avoid learning the game altogether.




The present invention is intended to solve these and other problems.




BRIEF DESCRIPTION OF THE INVENTION




The present invention pertains to a war strategy game played on an octagon shaped polar matrix of eight radial paths and four latitudinal paths. Each radial path intersects each latitudinal path to define an array of playable positions. Each player is given nine pieces to place on the matrix at the start of the game. Each player moves one piece during each turn. Pieces move from one position to another along one radial or one latitudinal path. Players capture an opposing piece by occupying two opposed adjacent positions of that opposing piece. The matrix is combined with one or more other like-shaped matrixes to form a variety of city or battlefield settings. Two radial paths of each matrix join two corresponding radial paths of an abutting matrix. The city battlefield settings provide elongated radial paths or roadways along which the pieces move from one matrix to another.




One advantage of the present war strategy game is its balance between opposing sides of play. Neither player has an advantage simply based on the side or set of pieces they play or who goes first. The symmetry of the board, the equal number of playing pieces and the fact the pieces move and capture opposing pieces in the same manner combine to provide a challenging well balanced strategy game that rewards skillful play.




Another advantage of the game is that it requires strategy to play in a skilled manner. The geometry of the matrix or matrixes of pathways and labyrinth of interconnected playing positions encourage players to coordinate small squads or packs of pieces to capture one or more pieces of the other player or players. Larger scale assaults are difficult or impractical to coordinate. Hit and run tactics by smaller squads tend to be more successful, particularly in more complex multi-board battlefield settings. These squads can easily disperse through the catacomb of pathways and pack hunt the pieces of the other player. Pieces that are cut off from their squad are more easily surrounded and captured. Players have the challenge of simultaneously coordinating several squads that can attack, retreat and regroup throughout the game.




A further advantage of the present war strategy game is its variation of possible moves and outcomes. The board layout and piece movements allow a wide variety of skilled piece movements. Each piece can move and strike an opponent along several paths. Similarly, each piece is vulnerable to attack from their opponent from several directions. The squad movements must be coordinated to attain defensive and offensive position. A variety of sound movement strategies can be successfully employed. There is rarely a single best move, series of moves or countermoves. Skilled players must adjust their strategy to capitalize on the weaknesses of the present positions and strategies of their opponent or opponents.




A still further advantage of the present war strategy game is how quickly a player can gain or lose a seemingly advantageous offensive or defensive position. Players can quickly move packs of pieces from one side of a single board matrix or complicated battlefield matrix to the other. The geometry of each matrix allows each piece to move along three different paths to the other side of that matrix, unless blocked by another piece. Battlefield settings are typically arranged with elongated radial paths that allow pieces to move from one area or side of the city battlefield to the other in a single turn. Transport towers provide an additional mechanism for moving pieces from one end of the city to the other. The ability to move pieces long distances along several different paths provides for a fast moving game that require the constant attention of each player. An advantageous position can quickly swing to favor the opponent, and visa versa.




A still further advantage of the present war strategy game is its ability to accommodate different numbers of players or control the likely length of the game. The game is played by two players on a single board in a relatively short period of time. Additional boards are added to accommodate more players, or increase the difficulty or length of time to play the game. Large multiple board cities or battlefields are set up to accommodate several players. The game also accommodates team play. Skilled, intermediate and novice players can be divided up to form equally balanced teams.




A still further advantage of the present war strategy game is that piece movements are relatively easy to learn, and the game can be learned in incremental steps. Each piece moves along a single path of travel along one radial path or one latitudinal path during each turn. This same piece movement applies to all the pieces. Players can quickly become comfortable with single board play before they advance to learn the intricacies of multiple board battlefield layouts. After they becomes comfortable with the tactics of middle size battlefield layouts, they can advance to more complicated layouts involving several players or teams of players. Players can enjoy each level of play before advancing, and can learn at a rate that accommodates their schedule.











Other aspects and advantages of the invention will become apparent upon making reference to the specification, claims and drawings.




BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a perspective view of a single octagon shaped board with a polar matrix of radial and latitudinal paths that define its center and perimeter.





FIG. 1



a


is a top view of the single board showing its polar matrix of radial and latitudinal paths.





FIG. 1



b


is a side view of the single board showing its pyramid shape and elevated center.





FIG. 2

is a top view of the single board showing the pieces of two opposing players arranged at the start of play.





FIG. 3

is a top view of the single board showing one piece moving along one radial path over the center of the board to its opposite radial path to combine with another piece to form a latitudinal flank on and capture an opposing piece.





FIG. 4

is a top view of the single board showing one piece moving along one latitudinal path to combine with two other pieces to form a double flank on and simultaneously capture two opposing pieces.





FIG. 5

is a top view of the single board showing one piece moving along one latitudinal path to combine with another piece to form a sacrificial flank on one opposing piece to simultaneously capture the opposing piece and sacrifice the piece being moved.





FIG. 6

is a top view of the single board showing one piece moving along one radial path over the center of the board to its opposite radial path to combine with three other pieces to form a triple sacrificial flank that simultaneously captures three opposing pieces and sacrifices the piece being moved.





FIG. 7

is a top view showing two abutting boards and connected matrixes and a pair of crisscrossing radial paths along which the pieces move from one matrix to the other.





FIG. 8

is a top view showing a first multi-board battlefield layout having a linear section with two crisscrossing elongated radial paths that allow pieces to rapidly move from one end of the city battlefield layout to the other.





FIG. 9

is a top view showing a second multi-board battlefield layout having a circular shape with one curved elongated radial path that extends completely around the layout and allows playing pieces to rapidly move around the layout.





FIG. 10

is a top view showing a third multi-board battlefield layout having an oval shape with several elongated radial paths and one set of two transport towers that allow the pieces to rapidly move or disburse from one side or region of the layout to another.





FIG. 11

is a top view showing a fifth multi-board battlefield layout having multiple symmetrical and irregular shaped loops with several elongated radial paths and four sets of transport towers, and with piece moving along a selected path of travel including various elongated paths and the four sets of transport towers to move from one side or region of the layout to another.





FIG. 12



a


is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to a first piece at a first particular position.





FIG. 12



b


is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to the first piece at a second particular position.





FIG. 12



c


is a top view of the fifth multi-board battlefield layout showing the possible paths of travel available to the first piece at the second particular position with most of its possible paths of travel being blocked by a second piece.











DESCRIPTION OF THE PREFERRED EMBODIMENTS




While this invention is susceptible of embodiment in many different forms, the drawings show and the specification describes in detail a preferred embodiment of the invention. It should be understood that the drawings and specification are to be considered an exemplification of the principles of the invention. They are not intended to limit the broad aspects of the invention to the embodiment illustrated.




The present invention relates to a strategy game generally indicated by reference number


10


and shown in

FIGS. 1-12

. The game


10


is generally played on one or more playing surfaces such as one or more boards


20


, but is amenable to play on other surfaces such as a computer screen. As shown in

FIGS. 1

,


1




a


and


1




b


, each board


20


has a top surface


21


with a center


22


and a perimeter


23


formed by several sides


24


. The board


20


preferably has an octagon shaped perimeter with eight sides


24




a


-


24




h


of equal length. Two adjacent sides


24


meet to form one of the eight, evenly spaced, corners


25




a


-


25




h


around the perimeter


23


of the board


20


. Each corner


25


forms a 135° angle. Each side


24


forms a straight boarder segment between its two ends or corners


25


, and has a midpoint between those corners. The center


22


of the board


20


is elevated from its perimeter


23


to house the electrical components and lights for the game


10


. The even number of sides


24


give the board


20


a degree of symmetry. Each side


24


has a diametrically opposed side, and each corner


25


has a diametrically opposed corner. For example, sides


24




a


and


24




e


, and corners


25




a


and


25




e


are diametrically opposed. The octagon shaped board


20


has eight lines of symmetry. One line of symmetry


41


passes through each of the four pair of diametrically opposed corners


25


. One additional line of symmetry


42


passes through each of the four pair of diametrically opposed midpoint of sides


24


.




Although the preferred embodiment of the game


10


is shown and described to be played on one or more substantially two-dimensional, octagon shaped boards


20


, it should be understood that the game could be played on boards having more or less than eight sides or a three dimensional board formed by two or more playing surfaces, without departing from the broad aspects of the invention. For example, the playing surface could be formed by two hemispherical shaped boards joined together to form a spherical playing surface, or a number of boards joined together to form a spherical, soccer ball shaped playing surface. In addition, in situations such as when the game


10


is played on a single board


20


, the perimeter


23


of the board could be circular without departing from the invention.




The top surface


21


of the board


20


displays a polar matrix or hive of pathways


50


with a generally spider web appearance as shown in

FIG. 1



a


. The matrix


50


has a center


52


and a perimeter


53


with eight corners


55


that generally coincide with the center


22


, perimeter


23


and corners


25


of the board


20


, respectively. The matrix


50


overlays the top of the board


20


, and is symmetrical for the reasons discussed above and other reasons discussed below.




The polar matrix


50


has a set of radial paths


60


that preferably includes eight paths


61


-


68


. Each radial path


61


-


68


is in line with and emanates from an end


69




a


at or near the center of the matrix


50


. Each radial path


61


-


68


extends linearly toward and has a terminal end


69




b


at one of the corners


55


of its perimeter


53


. The radial paths


60


are uniformly space apart around the circumference of the matrix


50


. Each radial path


61


-


68


forms a 45° angle with each of its two adjacent radial paths. For example, radial path


61


forms a 45° angle with radial path


68


and a 45° angle with radial path


62


. The matrix


50


and its radial paths


60


are symmetrical. Each path has an opposed radial path that is in linear alignment. For example, radial path


61


is in linear alignment with its opposed radial path


65


.




The polar matrix


50


has a set of latitudinal paths


70


that preferably includes an inner path


71


, two intermediate paths


72


and


73


, and an outer path


74


. Each latitudinal path


70


encircles the matrix


50


and is spaced a substantially uniform distance from its center


52


. The latitudinal paths


71


-


74


are uniformly spaced apart from their adjacent latitudinal path or paths. Although they are preferably octagon shaped, each latitudinal path


70


is spaced a specific, substantially uniform, distance from the center


22


or


55


of the board


20


or matrix


50


. The radius of the inner path


71


is roughly one-fourth of the radius of the matrix


50


. The radius of the first and second intermediate paths


72


and


73


are roughly one-half and three-fourths of the radius of the matrix


50


, respectively. The radius of the outer path


74


is slightly less than the radius of the matrix


50


.




Each latitudinal path


70


intersects all eight radial paths


60


. The intersection of one radial path


60


and one latitudinal path forms a point of intersection


75


. As the preferred embodiment of the matrix


50


has eight radial paths


60


and four latitudinal paths


70


, the matrix has thirty-two points of intersection


75


. Each intersection has an opening


76


for receiving a playing piece as discussed below. Although the preferred polar matrix


50


is shown and described as having eight radial paths


60


, four latitudinal paths


70


and thirty-two playing positions


90


, it should be understood that the number of paths and playing positions on a given matrix could increased of decreased without departing from the broad aspects of the invention.




Each latitudinal path


70


is formed by eight linear segments


78


. Each segment


78


connects two adjacent points of intersection


75


on its latitudinal path


71


-


74


. The segments


78


forming a given path


71


,


72


,


73


or


74


are each of equal size relative to the other segments in that path. The segments


78


in the inner path


74


are shorter than the intermediate paths


72


or


73


, which are shorter than the outer path


74


. Each latitudinal path


71


-


74


has the same number of occupiable positions


90


. Although each latitudinal path


70


is shown and described as being formed by linear segments


78


, it should be understood that these segments could be curved or arcuate so that one or more of the latitudinal paths has a circular or wavy shape without departing from the broad aspects of the invention. The latitudinal paths


71


-


74


could also be interconnected to form an inwardly converging spiral.




The radial and latitudinal paths


60


and


70


divide the board into a number of sectors or areas. The region or zone between two adjacent radial paths


60


defines one radial sector


82


. The eight radial paths


60


divide the board


20


and matrix


50


into eight, pie-shaped, radial sectors


82


. Each radial sector


82


has one 45° angle at the center


52


of the matrix


50


, and two 67.5° angles at each of its two corresponding corners


55


along its perimeter


53


. The region between two adjacent latitudinal paths


70


defines one latitudinal areas


84


. The four latitudinal paths


70


divide the board


20


or matrix


50


into three donut shaped latitudinal areas


84


.




The points of intersection


75


of the radial and latitudinal paths


60


and


70


define an array of occupiable playing positions


90


. As stated above, the preferred embodiment of the board


20


and matrix


50


has thirty-two playing positions. Each occupiable position


90


has three or four adjacent positions, and one or two sets of opposed adjacent positions. As shown in

FIG. 1



a


, a position


91


on one of the intermediate latitudinal paths has two sets of opposed adjacent positions


92


and


94


. The first set of opposed radially adjacent positions


92


is formed by positions


92




a


and


92




b


. The second set of opposed latitudinally adjacent positions


94


is formed by positions


94




a


and


94




b


. Positions


95


and


96


on the inner and outer latitudinal paths


71


and


74


only have one set


94


of opposed adjacent positions


94




a


and


94




b


. These paths


71


and


74


have only one radially adjacent position. The symmetry of the polar matrix


50


dictates that each occupiable position


90


has a diametrically opposed position. For example, positions


91


,


95


and


96


have diametrically opposed positions


97


,


98


and


99


, respectively.




When the strategy game


10


is played on a single board


20


or matrix


50


with thirty-two playing positions


90


as in

FIGS. 1-6

, the game is intended for two players. Each player preferably receives nine playing pieces or squibbs


100


at the start of the game


10


. Each player receives a set of pieces


102


or


104


that is distinguishable from those of the other player. Each piece


100


preferably has the same general shape and is capable of fitting into any opening


76


at any playable position


90


. The sets of pieces


102


and


104


are distinguishable because each set of pieces has a different color or color pattern. For example, the first set of pieces


102


can be red, and the second set of pieces


104


can be green.




At the start of the game


10


, each player places his or her pieces


102


or


104


on opposite sides


24


of the board


20


or matrix


50


from the opposing player as shown in FIG.


2


. Each player places his or her set of pieces


102


or


104


in a cluster of playing positions


90


in an area formed by two adjacent radial sectors


82


and two adjacent latitudinal sectors


84


. Although each player is shown and described as initially receiving nine playing pieces


100


at the start of the game, it should be understood that the players could receive fewer or more pieces without departing from the broad aspect of the game, or some of the pieces could be received at a time other than the start of the game.




Once the sets of pieces


102


and


104


are placed on the board


20


or matrix


50


, the game


10


is ready to begin. To determine which player has the opening move, one player hides a red piece


102


in one hand and a green piece


104


in the other hand. The opposing player chooses, and the color of the piece


102


or


104


that is chosen moves first. The players take turns moving their pieces


102


or


104


during play. Each player moves one of his or her pieces


102


or


104


during each turn.




Each piece


100


moves in an equivalent manner subject to the particular position


90


it occupies at the start of the turn and the location of the other pieces


102


and


104


on the board


20


or matrix


50


. Each position


90


has several possible paths of travel available to any piece


100


placed on that position. Each playing piece


100


can move from its present position


90


along its adjoining radial path


60


or either of its latitudinal paths


70


. In other words, the piece


100


can move along one of either the radial or the longitudinal paths that intersect at its present position


90


. Pieces


100


on the inner and intermediate latitudinal paths


71


-


73


can move in one of four possible directions


121


-


124


as shown in FIG.


3


. Pieces


100


on the outer latitudinal path


74


can only move in one of three possible directions


121


,


123


or


124


. The piece


100


can move in either of two radial directions


121


or


122


along its radial path


60


, or in either of two latitudinal directions


123


or


124


along its latitudinal path


70


. The piece


100


can move radially inwardly


121


toward the center


52


of the matrix


50


, radially outward


122


toward the perimeter


53


of the matrix, latitudinally to the right


123


or latitudinally to the left


124


. Pieces


100


are not permitted to move off the matrix


50


, or land on or pass over any other friendly


102


or opposed


104


piece. Thus, each possible path of travel can have a more limited permitted path of travel.




Each player moves one piece


100


along a selected path of travel


130


each turn. The player chooses which of his or her pieces


102


or


104


to move on the board


20


or matrix


50


, and its selected path of travel


130


. The selected path of travel


130


is one of the permissible paths of travel available to the piece


100


as dictated by the position


90


that piece occupies at the start of the turn and the location of the other pieces


102


and


104


on the matrix


50


at the start of that turn. The selected path of travel


130


extends in one radial or latitudinal direction


121


,


122


,


123


or


124


starting from that initial or present occupied position


90


of the piece at the start of the turn. The selected path of travel


130


can extend one path segment to an adjacent radial


92


or latitudinal


94


position or encompass any permissible number of path segments and playing positions


90


in the selected radial or latitudinal direction


121


,


122


,


123


or


124


. As noted above, the moving piece


102




a


cannot land on or pass over any other friendly


102


or opposed


104


piece or occupied position


90


. The selected path of travel


130


must end at one of the unoccupied positions


90


before reaching another piece


100


.




The permissible paths of travel extend along an inward radial path


131


, an outward radial path


132


, a right longitudinal path


133


or a left longitudinal path


134


. The pieces


100


are permitted to move over the center


52


of the matrix


50


, but cannot land on or occupy the center. When the selected path of travel


130


is along the radial path


60


of the piece


100


, the piece can travel in either radial direction


121


or


122


to any unoccupied position on that radial path


60


, unless blocked by another piece. When the selected path of travel


130


is the inward radial path


131


, such as along radial path


64


, the piece


100


can travel over the center


52


of the matrix


50


in a straight line to its opposed radial path, such as radial path


68


, and continue along the outward radial path


132


of that opposed radial path. The piece


100


can land on or end its movement on any unoccupied position


90


of that opposed radial path.




When the selected path of travel


130


is along the latitudinal path


70


of the piece


100


, the piece can move along the selected path of travel


130


in either latitudinal direction


123


or


124


to any unoccupied position on that latitudinal path


70


, unless blocked by another piece. The piece


100


can return to the same position from which it started its move provided a path leading back to the start position is available. A player cannot elect to skip his or her turn. As discussed above, each playing position


90


has a diametrically opposed position. The permissible paths of travel from each position


90


, and thus of each piece


100


, include three different directions


121


,


123


or


124


and corresponding paths


131


,


133


or


134


along which the piece can move to reach its diametrically opposed position. The selected path of travel


130


can be any one of these three permissible paths of travel.




As stated above, the goal of the game


10


is to capture or otherwise eliminate the pieces


100


of the opposing player. The first player uses his or her pieces


102


to capture the pieces


104


of the second player, and visa versa. Playing pieces


100


are captured when they are flanked by two opposing pieces


102


or


104


. The piece


100


is flanked when two opposing pieces


102


or


104


occupy one set of opposed adjacent positions


92




a


and


92




b


or


94




a


and


94




b


of that piece. For example,

FIG. 3

shows the moving piece


102




a


traveling along its selected path of travel


130


from its initial position


90


, along inward radial path


131


of radial path


64


, over the center


52


of the matrix


50


to its opposed radial path


68


, and along outward radial path


132


to land on an end position


94




a


of radial path


68


. The moved piece


102




a


combines with another friendly piece


102




b


at position


94




b


on the same latitudinal path


72


to form a latitudinal flank


141


of opposing piece


104


. This is deemed a single piece capture or single flank


141


because only one piece is captured or eliminated. The captured or eliminated piece


104


is removed from the board


20


.




The geometry of the matrix


50


and allowable piece movements enable each player to capture one, two or three opposing pieces


104


during a single turn. The players can also sacrifice the piece


102




a


they are moving. The single flank or capture


141


is discussed above. A double flank


142


is shown in FIG.


4


. The moving piece


102




a


moves from its initial position on latitudinal path


72


along its selected path of travel


130


position


92




a


,


94




a


to combine with two other pieces


102




b


and


102




c


at positions


92




b


and


94




b


, respectively, to form a double flank


142


on opposing pieces


104




a


and


104




b


to simultaneously capture both opposing pieces. Pieces


102




a


and


102




b


form a radial flank on piece


104




a


. Pieces


102




a


and


102




c


form a latitudinal flank on piece


104




b


.




A sacrificial flank


143


is shown in FIG.


5


. The moving piece


102




a


moves from its initial position on latitudinal path


72


along its selected path of travel


130


to position


92




a


to combine with another piece


102




b


at position


92




b


to flank one of the opposing pieces


104




a


. The moved piece


102




a


is also simultaneously sacrificed because it is flanked by opposing pieces


104




a


and


104




b


. Both the captured piece


104




a


and the sacrificed piece


102




a


are removed from the board


20


. A triple sacrificial flank


144


is shown in FIG.


6


. The moving piece


102




a


moves from its initial position on radial path


62


along its selected path of travel


130


over the center


52


of the matrix


50


to its opposite radial path


66


to combine with three other pieces


102




b


,


102




c


and


102




d


to form a triple sacrificial flank


144


that simultaneously captures three opposing piece


104




a


,


104




b


and


104




c


, and sacrifices the moved piece


102




a


. A double sacrificial flank (not shown) would occur if any one of the pieces


102




b


,


102




c


or


102




d


were removed.




The game


10


continues with the players taking alternating turns until one player eliminates all, or all but one, of the pieces


102


or


104


of the opposing player. Players with only one piece


102


or


104


are unable to flank and capture opposing pieces. One restriction of piece movement is that a player may not move all of his or her pieces


102


or


104


on an inner or outer ring


71


or


74


except to capture one or more of the opposing pieces. This rule is not necessary for team play on multiple-board layouts as discussed below.




Two boards or hives


20


and


20


′ are joined together in FIG.


7


. The boards


20


are placed in a side-by-side relationship to join or otherwise link their matrixes


50


and


50


′ together. One side segment


24


of board


20


abuts a corresponding side segment


24


′ of the abutting board


20


′. Abutting side segments


24




a


and


24




e


′ are flushly aligned so that their corners


25


and


25


′ meet. Each abutting side segment


24




a


and


24




e


′ has a corresponding radial sector


82


or


82


′ bound by two adjacent radial paths


65


and


66


or


61


′ and


62


′.




The outer end


69




b


of each of the adjacent radial paths


65


and


66


of matrix


50


flushly meets or otherwise interconnects with the outer end


69




b


′ of its corresponding radial path


61


′ or


62


′ of the abutting matrix


50


′. The two sets of interconnecting radial paths


65


and


62


′ and


66


and


61


′ join or interconnect the abutting matrixes


50


and


50


′. Each of the radial paths


65


and


66


on board


20


connects with its corresponding radial path


62


′ or


61


′ on the abutting board


20


′. Although the boards


20


and


20


′ are shown and described as having perimeters


23


and


23


′ formed by straight side segments


24


and


24


′, it should be understood that the perimeter could take on other shapes without departing from the broad aspects of the invention. For example the perimeters


23


and


23


′ could have a wavy or flower shape. Each of the sectors


80


and


80


′ could have a pelatine shape forming one flower petal. The radial paths


60


and


60


′ could have terminal ends


69




b


and


69




b


′ at the peaks, midpoints, troughs or points where adjacent waves or petals intersect.




The pieces


100


move from one board


20


or matrix


50


to its abutting board


20


′ or matrix


50


′ by moving from one radial path


65


or


66


to its corresponding interconnected radial path


62


′ or


61


′. The pieces


100


can move from any position


90


on one radial path


65


or


66


to any position on its corresponding interconnected radial path


62


′ or


61


′, respectively. The pieces


100


can move over the center


52


of one or both interconnected matrixes


50


and


50


′ in a single turn. For example, one possible path of travel


130


includes moving the piece


100


from its present position


90


on one radial path


62


of matrix


50


along inward radial path


131


, over the center


52


of that matrix, along outward radial path


132


of opposed radial path


66


, to an abutting matrix


50


′ via its corresponding radial path


61


′, along radial inward path


131


′, over the center


52


′ of the abutting matrix


50


′ to its opposed radial path


65


′, and along radially outward path


132


′ to one of the positions


90


′ on the opposed radial path


65


′ of the abutting matrix.




A pair of crisscrossing radial paths


146


are formed by


61


,


65


,


62


′ and


66


′ and radial paths


62


,


66


,


61


′ and


65


′ The crisscrossing radial paths


146


includes first and second paths


147


and


148


. These linear paths


147


and


148


allow the piece


100


to move from one side of one board


20


or matrix


50


to an opposed side of the abutting board


20


′ or matrix


50


′ in a single turn. Elongated path


147


includes radial paths


61


,


65


,


62


′ and


66


′. Elongated path


148


includes radial path


62


,


66


,


61


′ and


65


′. The crisscrossing elongated radial paths


147


and


148


intersect each other at points of intersection


149


coinciding with the centers


52


and


52


′ of the two boards


20


and


20


′.




Several boards or hives


20


are joined or linked together to form any of a variety of city battlefield layouts


150


as shown in

FIGS. 8-11

. Each board


20


abuts at least one other board


20


′, and up to as many as four other boards, in a manner described above. In city layouts


150


formed by octagon shaped boards


20


, the side


24


of one board


20


can abut any of the eight sides of its adjacent board


20


′. The adjacent side segments


24


of one board


20


cannot abut two adjacent boards


20


′ and


20


″. For example, the adjacent side segments


24




a


and


24




b


of one board


20


cannot each abut an adjacent board


20


′ and


20


″.




The geometry and symmetry of the octagon shaped boards


20


allow them to be assembled in a wide variety of layouts or patterns


150


. Only a few boards


20


are needed to form less complicated layouts, such as a smaller generally linear layout


151


as in FIG.


8


. Additional boards


20


are added to increase the complexity and difficulty of the layout


150


. The boards


20


are assembled to form circular


152


or oval


153


layouts such as in

FIGS. 9 and 10

, respectively. The boards


20


are assembled to form more complicated layouts such as multi-loop layouts


155


with including combinations of several symmetrical and irregular shaped loops as in FIG.


11


. The geometry and symmetry of the boards


20


naturally guides the shape of the layout


150


so that spurs or offshoots link up with one or more other blocks in the layout in the flushly aligned, side-to-side manner to form various loop shapes. The layouts


150


can be symmetrical as in layouts


151


,


153


and


155


, but can be unsymmetrical or include unsymmetrical loops within the overall layout as in layout


155


. This allows the game


10


to be played on city layouts


150


having a wide variety of linear, arced, circular, oval or irregular loop shapes, or any combination thereof. As players gain an understanding of the game


10


, how to coordinate the movements of their pieces


100


and master one particular layout


150


, they can continuously challenge themselves by altering the layout to increasing its complicity.




Layouts


150


are typically assembled to interconnect a series of opposed radial paths to form one or more elongated paths or roadways


160


that allow the pieces


100


to move extended distances in a single turn. These elongated paths


160


can extend from one end or area of the layout


150


to another. The elongated paths


160


can be substantially straight across the layout


150


from one side to an opposed side such as linear paths


61


,


65


,


62


′ and


66


′,


61


″,


65


″, etc., in

FIG. 8

, or arc across or around the board in a curved manner such as arcuate paths


64


,


61


′,


65


′,


62


″,


66


″, etc. in FIG.


9


. The linear portion


151




a


of the layout


151


shown in

FIG. 8

is formed by four boards


20


placed on diametrically opposed sides


24


of their adjacent boards. The elongated paths


160


take the form of a pair of substantially straight crisscrossing elongated radial paths


161


. The pair of crisscrossing paths


161


includes elongated radial path


162


and


163


that extend from one side of the linear portion


151




a


of the layout


150


to the other in a substantially linear or pseudo-linear manner. In the circular layout


152


in

FIG. 9

, one elongated path


164


forms a circle that extends completely around the layout. In the loop layouts


153


and


155


in

FIGS. 10 and 11

, there are several arcuate elongated paths


165


of varying length.




The elongated paths


160


create roadways for rapidly moving pieces from one side or location of the city battlefield


150


to the other. Controlling the positions


90


on or adjacent to these paths


160


provides strategic advantages for rapidly deploying pieces


100


around the city


150


and defending against attacks by the opposing pieces. City layouts


150


can be arranged where one or more elongated paths


160


intersect as in

FIGS. 8

,


10


, and


11


. Two paths


160


intersect at the center


22


or


52


of one board


20


or matrix


50


. Controlling the positions


90


around these points of intersecting paths


169


provide further strategic advantages for deploying pieces


102


around the city


150


and defending against attacks by the opposing pieces


104


.




Transport towers


170


provide additional mechanisms or portholes that connect potentially isolated regions of the city layout


150


as shown in

FIGS. 10 and 11

. One set of transport towers


170


includes two separate towers


172


and


173


,


174


and


175


,


176


and


177


, or


178


and


179


. Each tower


170


is placed at the center


52


of one of two different matrixes


50


. The squibb


100


must stop at the position


90


on the inner latitudinal path


71


adjacent one of the towers


170


, or enter the tower and exit its corresponding towers. Each set of transport towers


170


is two directional. The squibbs


100


can travel through them both ways. Pieces


100


moving in the inward direction


121


along one of these two matrixes


50


and entering one tower


172


or


173


must exit its corresponding tower


173


or


172


in the same turn. Pieces


100


that exit one of the transport towers


172


or


173


continue in the outward direction


122


along any radial path


60


in the matrix


50


containing the exit tower. The piece


100


can end on any position


90


on any chosen radial path


60


, or continue along any elongated path


160


connected to that matrix during that same turn, without passing over another piece. Controlling the positions


90


around one of the towers


172


or


173


of a set of towers


170


provides strategic advantages or rapidly deploying pieces


100


around the city


150


and defending against attacks by the opposing pieces.




Although each piece


100


has the same strength and moves according to the same guidelines, the possible paths of travel for a given piece change when it moves from one position


90


to another. The piece


100


at the position


90


not on one of the crisscrossing radial paths


146


or a board


20


with a tower


170


such as in

FIG. 12



a


is limited to possible paths of travel on that board. The piece


100


can only potentially be move to one of the darkened positions. Yet, moving the piece


102


even a single latitudinal segment to a position on a crisscrossing radial path


146


or an elongated radial path


160


such as in

FIG. 12



b


can dramatically increase the possible paths of travel that are potentially available to that piece. Now the piece


100


can potentially reach most of the positions in the layout


150


. By analogy to the game of chess, a piece


100


can be a pawn or a queen depending on the position


90


it occupies. As noted above, the permitted paths of travel available to the piece


102


at a given position


90


change during the course of the game


10


depending on the locations of the other pieces


102


or


104


on the board


20


or layout


150


such as in

FIG. 12



c


. The piece


104


blocks most of the possible paths of travel of piece


102


so that piece


102


can only reach the darkened positions. The ever changing mobility of the pieces


100


depending on their positions


90


, as well as the fluctuations in the permitted paths of travel of those positions depending on the location of the other pieces on the layout creates a dynamic game


10


that continuously challenges the players.




Any number of players can play the game


100


by increasing the number of boards


20


or matrixes


50


. The same rules for moving and capturing pieces apply when there are three or more players. Players can be divided into two opposing teams for Tidron play. The first or Vandorian team battles the second or Tanangg team. Each team preferably has three players, and each player has a Paidron of nine pieces


100


. Tidron play takes place on city layouts


150


as described above. Opposing teams face off their Paidrons in battles until one of the armies has been captured or time has run out. Paidrons must coordinate their strategies and attack together as a Tidron.




The rules for Tidron play are the same as for two players, with a couple of exceptions. As with single game play, at the start of the game


10


, one player from one team or army holds one of the squibb


100


from each army in a different hand held behind his or her back. One of the players on the opposing team or army chooses a hand. The squibb's army that is chosen gets the first Paidron placement and first attack. The Paidrons are placed anywhere in the city with the provisions that: 1) each Paidron is placed in a three by three block or cluster, 2) they are placed such that three of the squibbs are on the outer ring of the hive, and 3) the Paidron cannot block the pathways


147


and


148


where abutting hives


50


and


50


′ are connected. The order of the Paidron placement is staggered. If one of the Vandorian Paidrons is placed first, then one of the Tanangg Paidrons is placed second, Vandorian third and so on until all of the Paidron have been placed on the city layout


150


.




Each Paidron is allowed one move per Paidron team turn. Each of the players can only move their own Paidron pieces


100


, but he or she may consult with other players on their team even if all of his or her squibbs have been captured. If there are five Paidrons is only allowed three moves per turn. So it is desirable to gang up and isolate and capture one Paidron at a time. Paidron leaders can move their squibbs


100


in any order, whichever order is most advantageous for their turn or attack. Players cannot move the same piece


100


more than once in a given turn. Captured squibbs


100


are removed from the board


20


the moment they are captured or killed. The attacking team can move its pieces


100


onto or over the position previously occupied by the captured piece


104


during that turn. Teams can coordinate their movements to open up blocked pathways for another of its Paidron's squibb


100


to use in the same turn or attack. Tidron city play opens up so many possibilities for the squibbs


100


to travel that they can get into and out of trouble very quickly.




The game


10


can be played on boards


20


with electric circuitry and lights that illuminate the adjacent radial and latitudinal paths


60


and


70


for each piece


100


on the board. The adjacent paths


60


and


70


for the positions


90


occupied by the pieces


102


of one player or Paidron are illuminated red. The adjacent paths


60


and


70


for the positions


90


occupied by the second player or Paidron are illuminated green. When the pieces


102


are moved to a position


92




a


,


92




b


,


94




a


or


94




b


adjacent one of the opposing pieces


104


, or visa versa, the connecting pathway is illuminated orange. This helps the players know when two pieces


102




a


and


102




b


are flanking an opposing piece


104


. The electronic board shows an orange light beam that goes in one side of the flanked or captured squibb


100


and out the other. Flanked squibbs


100


have orange light beams on opposed sides, and are removed from the board


20


.




While the invention has been described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the broad aspects of the invention.



Claims
  • 1. A war strategy game comprising:a playing surface that forms first and second polar matrixes, each of said matrixes having substantially radial paths and substantially latitudinal paths, each of said matrixes having a center and a perimeter, each of said radial paths extending between said center and said perimeter of its said matrix, said paths on said first matrix defining a first array of occupiable positions, and said paths on said second matrix defining a second array of occupiable positions, each of said occupiable positions having at least one set of opposed adjacent positions, and said perimeters of said matrixes being adapted to align to form at least one set of aligned radial paths between said matrixes, said set of aligned radial paths including an aligned radial path from each of said matrixes; a set of first and second transporters, said first transporter being located on said first matrix, and said second transporter being located on said second matrix, a plurality of first and second markers, each of said markers having an occupied position located at one of said occupiable positions, and said arrays including several unoccupied positions; and, wherein each of said markers is movable from its said occupied position along a path of travel including one of either one said radial paths and one of said latitudinal paths to one of said unoccupied positions, said path of travel of one of said markers at one of said positions on said set of aligned radial paths including movement between said first and second polar matrixes along said set of aligned radial paths, and said transporters allowing permissible paths of travel that include movement between each of said positions of said first matrix and any of said positions of said second matrix, and wherein said first markers capture one of said second markers when said first markers occupy said at least one set of opposed adjacent positions of that one said second marker, and said second markers capture one of said first markers when said second markers occupy said at least one set of opposed adjacent positions of that one said first marker.
  • 2. The war strategy game of claim 1, and wherein said mating alignment of said perimeters of said matrixes forms a second set of aligned paths between said matrixes, said path of travel of said markers at one of said positions on said second set of aligned radial paths including movement between said first and second polar matrixes along said second set of aligned radial paths.
  • 3. The war strategy game of claim 1, and further comprising a third polar matrix having substantially radial and substantially latitudinal paths, said matrix having a center and a perimeter, each of said radial paths extending between said center and said perimeter, said paths defining an array of occupiable positions; and,wherein said perimeters of said second and third matrixes are adapted to align to form at least one set of aligned radial paths between said second and third matrixes, said at least one set of aligned radial paths including one of said radial paths from each of said second and third matrixes, and said path of travel of said markers at one of said positions on said at least one set of aligned radial paths including movement between said second and third matrixes along said at least one set of aligned radial paths.
  • 4. The war strategy game of claim 3, and wherein said mating alignment of said second and third matrixes forms a second set of aligned paths between said second and third matrixes, each of said two sets of aligned radial paths between said second and third matrixes including an aligned radial path from each of said second and third matrixes, and said path of travel along either of said aligned radial paths in said two sets of aligned radial paths including movement between said second and third matrixes.
  • 5. The war strategy game of claim 1, and wherein said radial paths extend from said center to said perimeter, and each of said occupiable positions in one of said matrixes is in one of said radial paths.
  • 6. The war strategy game of claim 5, and wherein each of said latitudinal paths has an equal number of occupiable positions, and each of said radial paths has an equal number of occupiable positions.
  • 7. The war strategy game of claim 1, and wherein at least one of said radial paths of each of said matrixes has an opposed radial path, said at least one radial path and its said opposed radial path combining to form an opposed pair of radial paths joined at said center of said matrix, and said path of travel including movement over said center between said opposed pair of radial paths.
  • 8. The war strategy game of claim 7, and wherein each of said radial paths has a substantially linearly aligned opposed radial path.
  • 9. The war strategy game of claim 8, and wherein each of said occupiable positions has a diametrically opposed position on its said opposed radial path, and said path of travel is selected from one of three possible paths of travel from each position to its said diametrically opposed position.
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1196748 Smith Aug 1916 A
1295993 Kleissl Mar 1919 A
3495831 Healy Feb 1970 A
4026557 LeBrun et al. May 1977 A
4221387 Carter Sep 1980 A
4260158 Lohn Apr 1981 A
4486021 Karas, Jr. Dec 1984 A
5002282 Hanley Mar 1991 A
5069458 Washington Dec 1991 A
5145182 Swift et al. Sep 1992 A
D356604 Miccio Mar 1995 S
5437460 Cho Aug 1995 A
5690333 Danner et al. Nov 1997 A
Non-Patent Literature Citations (2)
Entry
“Rules for Medieval Games”, Internet web printout, admitted prior art.
“Tafl”, Internet web printout, admitted prior art.