GB2030875A - Sailing ships game - Google Patents
Sailing ships game Download PDFInfo
- Publication number
- GB2030875A GB2030875A GB7930793A GB7930793A GB2030875A GB 2030875 A GB2030875 A GB 2030875A GB 7930793 A GB7930793 A GB 7930793A GB 7930793 A GB7930793 A GB 7930793A GB 2030875 A GB2030875 A GB 2030875A
- Authority
- GB
- United Kingdom
- Prior art keywords
- indicia
- board
- movement
- land masses
- tower
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
- 230000000694 effects Effects 0.000 claims description 4
- 235000013399 edible fruits Nutrition 0.000 abstract description 2
- 239000000463 material Substances 0.000 description 3
- 235000013305 food Nutrition 0.000 description 2
- 230000002349 favourable effect Effects 0.000 description 1
- PCHJSUWPFVWCPO-UHFFFAOYSA-N gold Chemical compound [Au] PCHJSUWPFVWCPO-UHFFFAOYSA-N 0.000 description 1
- 239000010931 gold Substances 0.000 description 1
- 229910052737 gold Inorganic materials 0.000 description 1
- 230000012447 hatching Effects 0.000 description 1
- 235000013599 spices Nutrition 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00082—Racing games
- A63F3/00085—Sailing races
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
- A63F11/0011—Chance selectors
- A63F2011/0016—Spinners
- A63F2011/0018—Spinners integrated in the game board
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
- A63F11/0011—Chance selectors
- A63F2011/0023—Chance selectors indicating a direction, e.g. wind direction
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
Landscapes
- Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Multimedia (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
A board game comprises a board, marked with locations which indicate land masses 12, 13 with the intervening areas representing the sea, at least some of the land masses being associated with the production of known commodities and others of the land masses representing home ports of players of the game, a plurality of three sorts of ships, and random means 17-19 which determine the wind direction, the number of moves and the weather. Cargo cards, fruit cards, flags, martello towers and a High Seas board are also provided. <IMAGE>
Description
SPECIFICATION
Board game
This invention relates to a board game.
It is an object of the present invention to provide a board game which simulates a free trade economy based in the days of sailing ships and which can be played by at least two players.
The invention provides a board game which comprises a first board, a plurality of spaced locations being marked on the first board which indicate land masses with the intervening areas representing the sea, at least some of the land masses being associated with the production of known commodities and other of the land masses representing home ports of players of the game, a plurality of movable first indicia which represent ships, at least some of the first indicia being distributed amongst the players, and a random selection device which simulates the effect of the weather on the movement of the first indicia over the sea between the land masses and which determines the extent of movements of each of the first indicia as selected by a player during his turn.
Further according to the invention the random selection device comprises a wind gauge, a range gauge, and a weathergauge and rotatable pointers on each gauge which are spun to select randomly wind direction, range of movement and weather condition, the wind direction determining the permissible direction of movement of the first indicia, the range of movement determining the degree of permissible movement of the first indicia, and the weather condition modfying the degree of permissible movement of the first indicia.
Further according to the invention the game includes a set of second indicia which represent towers, each land mass including a designated area on which a tower may be positioned and a portion of the sea adjacent the designated area representing a harbour which is protected from the tower.
Further according to the invention the game includes a pack of cards which is divided into catergories with each category representing one of the commodities which are produced on the land masses, and which also includes a second board which includes a plurality of locations associated with each player, each location holding the cards which identify the commodity carried by one of the first indicia during its movement between land masses.
The invention is further described by way of example with reference to the accompanying drawings in which:
Figure lisa plan view of a part of a board game according to the invention,
Figure 2 illustrates a random selection device used in the board game of the invention,
Figures 3 (a) and 3 (b) illustrate permissible ship movements during normal sailing conditions, and
Figures 4 (a), 4 (b) and 4 (c) illustrate permissible ship movements under battle conditions, and
Figure 5 depicts a "High Seas Board" used in the game.
The game is played on a board which is divided
into a number of blocks 10 as shown in Figure 1.
Land masses 12 and 13 are defined at various locations on the board. The land masses 12 are associated with the production of certain commodities and
Figure 1 illustrates three land masses or islands 12 which are assocated with the production of lumber, spices and gold, respectively. The land masses 13 represent home countries and each player in the game is based in a defined home country. Each of the land masses 12 and 13 has a harbour 14, marked in Figure 1 by cross hatching, and a dock or quayside designated by a heavy black line 15. A circle 16 on each land mass indicates the position on which a martel tower can be placed. The martel tower is used to protect its associated harbour 14 and to indicate ownership of an island, port or land mass.
Figure 2 illustrates a board holding three random selection devices 17, 18 and 19 which are used to determine the movement of each player's ships. The device 17 simulates the effects of the wind and includes a circular background which is divided into four equal area sectors 22 designated respectively
North, South, East and West. A rotatable pointer 23 located at the centre of the circle can be spun by a player to determine the prevailing wind direction during his turn of play. The device 18 is similarly constructed and is called the range indicator. Its background is divided into a set of numbered sectors 24 which denote the number of squares on the board that a player's ships can be moved through. The third device 19 simulates the effect of weather conditions, favourable or foul, which can influence the movement of a ship.This weather indicator could for example increase the range or reduce the range or introduce other factors which affect the movement of a ship.
Under normal sailing conditions a player can move his ships only in the ways depicted in Figures 3 (a) and 3 (b). Referring to Figure 3 (a) a ship 26 can be moved on the board either in the direction 28 of the prevailing wind or perpendicularly to this direction.
Each ship must sail forwardly although a 90 turn is permitted, depending on the direction 28 of the prevailing wind, to change course.
Figure 3 (b) depicts the manner in which a ship 34 may tie up at a dock 15 to load or unload cargo. The ship must touch the dock 15 with its bow or stern, or be in a broadside position to the dock.
The ships are divided into three classes, namely fast cargo ships, slow cargo ships and warships.
Figures 3 (a) and 3 (b) regulate the movement of all ships but Figures 4 (a) to 4 (c) regulate movement of ships during battle conditions.
Figure 4 (a) illustrates the way in which a warship 36 can attack a victim ship 38 which may be either a
cargo ship or a warship. An attack is initiated when the warship 36 is positioned broadside adjacent the victim ship 38. The victim ship 38 may not however
be attacked if it is docked. Once an attack has been
made all sequential play stops until the two players
involved resolve the battle, and the victim ship is
either sunk or captured, or manage to escape.
During a battle the wind gauge 17 is not used and the wind direction remains unaltered from the direction determined for the attacking movement of the
vessel 36. The range and weather gauges 18 and 19
are however used, but the movement of the victim
ship 38 is restricted in that it may be moved only half
of the distance which otherwise would be the case.
If, after the player of the victim ship 38 has had a turn of play the attacker 36 crosses the bow of the victim 38, as shown in Figures 4 (b), the victim is sunk.
After the victim ship 38 has moved, if the attacking ship 36 is unable to block the victim 38 so that it can
not be moved in the next turn of play, the victim is captured. An example of capture is shown in Figure 4 (c).
Where the attackeer 36 is unable to capture or sink the victim a fresh attack may be launched on the victim.
When a first warship is attacked by a second warship, the first may counter-attack by crossing the second warship's bows. The attack is then resolved in the manner described.
The game includes a number of warships, cargo ships, martel towers, a set of numbered flags, cards designating various types of cargo, an illustrated playing board of the type shown in Figure 1,the selection board shown in Figure 2, and a board 50 designated the "High Seas Board", and shown in
Figure 5. The board 50 is marked into six columns, one for each of up to six players, and each column is divided into five blocks which are numbered from 1 to5.
At the commencement of play each player is given one fast cargo ship, one slow cargo ship, five cargo cards of food, two cargo cards of fruit and ten flags for his country. Each player chooses one of the home ports i. e., one of the countries 13 and for identification purposes places a flag on each of his ships which are positioned in his home port. The ships touch the docks 14 and are able to load and unload cargo in this docked position.
The first player spins the three pointers 23 on the gauges to determine the movement of his ships.
When a ship is removed from its home port one food cargo card must be paid to the "High Seas Board" which is used as a depository or bank. Thereafter each player spins the pointers in turn.
When a ship reaches the dock of one of the islands that ship is entitled to load with the produce of that island. This is done by drawing an appropriate commodity card 52 from "The High Seas Board" and then placing the card on the board 50, in the appropriate block which identifies the cargo ship which is carrying the cargo by country colour and flagnumber.
Once a vessel reaches its home port the cargo is unloaded, by transferring the commodity card from the board 50 into possession of the associated player, and the card becomes part of the player's cargo stocks which he can use for trade or other purposes. A player can raise or lower a cargo card's value when trading with other countries although its value remains constant when dealing with the "High
Seas Board"
During movement of the ships battles can take
place at sea as already outlined in connection with
Figures 4 (a) to 4 (c). It is advantageous to a player to
capture a vessel for captured vessels change flags and any cargo carried by the captured vessel also changes hands. This is effected by transferring the associated commodity cards on the board 50 to the
relevant block which is associated with the ship's new flag number and country.Clearly it is also advantageous to sink a ship for trading competition is thereby eliminated.
Ownership of an island or port can be claimed by a player who erects a martel tower 54 on the appropriate circle 16 designated on the land mass. To accomplish this the player concerned must first erect a martel tower at his home port and subsequently transport the required materials, i.e., a specified commodity card for a second tower to the island harbour concerned and unload these materials.
Thereupon the materials can be exchanged for a tower from the "High Seas Board".
Once a tower has been erected an attack can be launched from the tower on any ship which lies within the harbour 14 adjacent the tower. Conversely a ship must be in a harbour if it wishes to launch an attack on the associated tower. To attack a ship from a tower the player concerned spins the pointer of the range gauge and depending on the sector in which the pointer ends the player controlling the ship forfeits a turn, or the ship is considered to be attacked in which case the ship must reply to the attack, or the vessel is sunk. A ship can only attack a tower when it is one of the siege zones within the range of the tower. This constitutes an attack on the tower to which the player owning the tower must reply. If the tower does not sinkthe ship the player owning the ship spins the pointers of the range and weather selectors to pursue the attack.Again, depending on the sector selected by the range pointer the owner of the tower may forfeit a turn of play, the tower may be regarded as being attacked in which event the tower must reply to the attack, the tower may be destroyed, or the tower is regarded as being captured by the attacking ship.
Various values are associated with each of the cargo cards. Similarly the purchase prices of new cargo ships, warships and martel towers are laid down. Thus a player can expand his fleet depending on his possession of cargo cards. Play can continue until one player gains absolute dominion over the other players, or for a specified number of moves or for a predetermined time. When play is terminated the player with the greatest amount of cargo is regarded as the winner of the game.
The board game of the invention is exciting and it simulates a trading economy as it existed in the days of sailing ships.
Claims (6)
1. A board game which comprises a first board, a plurality of spaced locations being marked on the first board which indicate land masses with the intervening areas representing the sea, at least some of the land masses being associated with the production of known commodities and other of the land masses representing home ports of players of the game, a plurality of movable first indicia which rep
resent ships, at least some of the first indicia being distributed amongst the players, and a random selection device which simulates the effect of the weather on the movement of the first indicia over the sea between the land masses and which determines the extent of movement of each ofthefirstindicia as selected by a player during his turn.
2. A board game according to claim 1 in which the random selection device comprises a wind gauge, a range gauge, and a weather gauge, and rotatable pointers on each gauge which are spun to select randomly wind direction, range of movement and weather condition, the wind direction determining the permissible direction of movement of the first indicia, the range of movement determining the degree of permissible movement of the first indicia, and the weather condition modifying the degree of permissible movement of the first indicia.
3. A board game according to claim 1 or 2 in which the first indicia represent cargo ships and warships.
4. A board game according to any one of claims 1 to 3 which includes a set of second indicia which represent towers, each land mass including a designated area on which a tower may be positioned and a portion of the sea adjacent the designated area representing a harbour which is protected from the tower.
5. A board game according to any one of claims 1 to 4 which includes a pack of cards which is divided into catergories with each category representing one of the commodities which are produced on the land masses, and which also includes a second board which includes a plurality of locations associated with each player, each location holding the cards which identify the commodity carried by one of the first indicia during its movement between land masses.
6. A board game substantially as herein described with reference to the drawings.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| ZA785014 | 1978-09-05 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| GB2030875A true GB2030875A (en) | 1980-04-16 |
Family
ID=25573368
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB7930793A Withdrawn GB2030875A (en) | 1978-09-05 | 1979-09-05 | Sailing ships game |
Country Status (1)
| Country | Link |
|---|---|
| GB (1) | GB2030875A (en) |
Cited By (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4768788A (en) * | 1985-03-11 | 1988-09-06 | Gates Thomas A | Sailing voyage game |
| GB2203352A (en) * | 1987-04-04 | 1988-10-19 | Peter Felix Taylor | Freight transportation and trading game |
| US4850597A (en) * | 1987-11-02 | 1989-07-25 | Milliken Andrew C | Trading and sailing board game |
| US4893820A (en) * | 1987-09-01 | 1990-01-16 | Andrew Silverman | Game apparatus and method |
| RU2257239C2 (en) * | 2003-08-05 | 2005-07-27 | Никишин Николай Вячеславович | "sea-fight" game |
-
1979
- 1979-09-05 GB GB7930793A patent/GB2030875A/en not_active Withdrawn
Cited By (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4768788A (en) * | 1985-03-11 | 1988-09-06 | Gates Thomas A | Sailing voyage game |
| GB2203352A (en) * | 1987-04-04 | 1988-10-19 | Peter Felix Taylor | Freight transportation and trading game |
| US4893820A (en) * | 1987-09-01 | 1990-01-16 | Andrew Silverman | Game apparatus and method |
| US4850597A (en) * | 1987-11-02 | 1989-07-25 | Milliken Andrew C | Trading and sailing board game |
| RU2257239C2 (en) * | 2003-08-05 | 2005-07-27 | Никишин Николай Вячеславович | "sea-fight" game |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |