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GB2417910A - Game piece with variable indicating elements - Google Patents

Game piece with variable indicating elements Download PDF

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Publication number
GB2417910A
GB2417910A GB0418544A GB0418544A GB2417910A GB 2417910 A GB2417910 A GB 2417910A GB 0418544 A GB0418544 A GB 0418544A GB 0418544 A GB0418544 A GB 0418544A GB 2417910 A GB2417910 A GB 2417910A
Authority
GB
United Kingdom
Prior art keywords
game
piece
board
indicating means
movement
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Withdrawn
Application number
GB0418544A
Other versions
GB0418544D0 (en
Inventor
Arthur Thomas Walter Sewell
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to GB0418544A priority Critical patent/GB2417910A/en
Publication of GB0418544D0 publication Critical patent/GB0418544D0/en
Publication of GB2417910A publication Critical patent/GB2417910A/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/02Chess; Similar board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00214Three-dimensional game boards
    • A63F2003/00223Three-dimensional game boards shaped as a container into which playing pieces may enter
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00646Electric board games; Electric features of board games with illumination of playing field or playing piece
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00678Electric board games; Electric features of board games with circuits closed by mechanical means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/00826Changeable playing pieces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F2003/00996Board games available as video games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters
    • A63F2011/0062Play elements marked with value or score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00214Three-dimensional game boards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

A board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to indicate for each piece values in at least one variable range of movement (e.g. ranges in respective directions) (and/or other property, e.g. its ability to take other pieces) for that piece. The indicating means may be on the piece or separate. The piece does not have to be oriented (pointed in a particular direction) for the indication. The indicating means differ, e.g. in location, labeling or kind, for respective directions. The piece may have a cork (or cupped) top to receive black or white pins (or balls) to indicate column or row movement respectively, the number of pins (or balls) indicating how many squares the piece may move in that direction. Other indicators, on or off the piece, are illustrated, e.g. having other physical forms (e.g. a comb or a hooks-and-loops connection) or rotary, slide or digital. Variant boards are illustrated, e.g. extending to three or more dimensions, with three axes of movement in a plane, with variant path mapping, e.g. that is curved and/or not leading to physically adjacent positions. Software and internet embodiments are illustrated.

Description

Tl BOARD GAMES
FIELD OF THE INVENTION
This invention relates to board games.
BACKGROUND
Uttle or no attention has been given to varying the properties of a piece to make a board game more interesting while not making it too complex. Also, existing board games do not lend themselves to much variation.
THE INVENTION
According to one aspect of the invention, there is provided a board game comprising a board and pieces movable over the board, in which game at least one property of a piece can be varied over a range of values (the term "range" means "more than two values", so as to exclude the trivial case of simply two values, as Or example from a normal property of the piece to single possible enhanced property at some late stage in the game, as may be found in draughts or chess, where a piece reaching the opposite end of the board may be converted into a king or one only more powerful piece, e.g. a queen, respectively, having a wider range of movement).
Such a property may be varied from zero (in which case such a property may not exist for the piece). For example, such properties may be different directions of possible movement respectively. In such a case, each of the variable range of values for the property can be a maximum value of the possible movement of that piece in that direction. The range of values is not to be confused with the range of movement for each such value. A player may be required to play to establish a non-zero value for such a property. Another example of such a property may be the ability of a piece to take other pieces or other classes of piece.
According to another aspect of the invention, there is provided a board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to indicate for each piece values in at least one variable range of a property for that piece. Said property may comprise movement of the piece. Said property may comprise a property which is not movement of the piece, e.g. a value property for the piece which cornrols its ability to take other pieces.
According to another aspect of the invention, there is provided a board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to indicate for each piece values In at least one variable range of movement for that piece. For example, each piece may be identifiable only by its position, and common said indicab'ng means may so identify each piece and indicate its said valuers.
Again, each piece may comprise means to associate with that piece an indication of values in said at least one variable range.
For example, each such association means which a said piece comprises may be an index (e.g. a numbed or shape or other distnctve characteristic of each piece, and common said indicating means may comprise a table separate from the actual pieces and listing such characteristics together with the relevant said (variable) value/e for each piece.
Again, a said piece may (itself) compose at least one indicating means that can be varied to indicate different values in a said range. The indicating means may comprise a movable member that can be moved to indicate different said values, e.g. a rotary member that can be rotated b indicate different said values, or a sliding member that can be slid to indicate different said values.
Again, a said indicab'ng means may comprise a numerical display that can be varied to indicate different said values.
Again, the game may comprise a plurality of indicating means and each piece may comprise means adapted to receive at least one of the indicating means to indicate values in said at least one variable range. In one example, the receiving means are suitable to receive a plural ty of the indcaUng means such that the number thereof can indicate a value in a said range. Again, the recolving means may be suitable for the position of at least one of the indicating means received by the receiving means to indicate a value In a said range (For one or more pieces, this may be in addition to the indication by the number of such means.) Yet again, the receiving means may be suitable for the orientation of at least one of the indicating means received thereby to indicate a value in a . . . - . . . . . . said range. (For one or more pieces, this may be in addition to the indication by the number and/or position of such means, e. g the orientation may be of a pointer of the indicating means, which can point Norm, West, South or East to indicate strength of a piece.) The receiving means may comprise a soft material into which one or more said indicating means can be stuck, e.g. I'ke pins into a pincushion, or may comprise a material comprising a bundle of fibre-ends into which bundle endwise one or more said indicating means can be stuck, e.g. like pins into a brush or darts into the material of a dart-board.
Again, the receiving means may comprise a material comprising interdigitating means into which one or more said indicating means can be stuck, e.g. the receiving means and/or an indicating means having a hnodimensional array of comb-like teem and the other having a one- or twodimensional array of comb-like teeth, possibly an indicating means having a single digit to be stuck into a two-dimensional array of teeth of the receiving means.
Yet again, the receiving means may comprise a magnetic material to which one or more said indicating means can be stuck by magnetism, e.g. one or other of the receiving means and a said indicating means comprising a magnet and the other comprising a possibly unmagnetised material.
Yet again, one or other of a said indicating means and the receiving means may comprise a hooked material and the other comprise a looped material which will cling together when touched together, e.g. such materials known under the trade name 1 5 VELCRO.
Yet again, the receiving means may comprise a recess, e.g. a cup-like formation, into which one or more said indicating means can be placed, e. g. with a plurality of cups side by side to receive respective indicating means.
The game may be adapted to indicate for each piece values not lust in one said range but in a plurality of said ranges.
In such a game, each piece may comprise receiving means which comprise at least two distinct regions adapted to receive said indicating means, so as to be able to indicate values in respective said ranges. Each piece may comprise receiving means to receive the indicating means, with the latter being of different kinds suitable to indicate values in respective said ranges. Each piece may comprise receiving means to receive the indicating means, wish the receiving means comprising a two-dimensonal array of positions suitable for the position in the array of a said indicating means received in the array to indicate simultaneously a value in each of two of said ranges.
The game may be adapted for the indicating means to indicate only whde number integer values.
Again, the game may be adapted for the indicating means to indicate values other than whode number integer values, e.g fractional values, values in a continuous said range, analogue values, usually as well as whde number values.
The board may be N-dimensional, with N having a value greater than 2, e.g a value greater than 3, or again any one of the values 3, 4, 5 or 6. In particularly interesting games, N has a value greater than 3, preferably 5.
In anotherembodiment, which maybeeasierto representand/orcomprehend,the board is represented ascomprisingapluralHy of sub-boards spaced apart in at least one direction contained in a sub-board, e.g. as opposed to being arranged In hers or a stack.
In a more complex embodiment, e.g. in order to make it easier to represent and/or comprehend, each sub-board is represented as a three- dimensional stack of two-dimensional sub-sub-boards. In such a complex embodiment, N has the value 5 and the board is represented as comprising a plurality of sub-boards spaced apart in two directors contained in a sub-board, so as to form rows and columns of sub-boards.
In a variation of the above embodiments, said board, or a said sub-board or sub-sub-board, as the case may be, is laid out in a triangular system to allow said pieces to move parallel to any of three axes.
Alternatively, it may be that said board, or a said sub-board or sub-subboard, as the case may be, is laid out in a bi-axial system and the Rules of the game allow said pieces to move parallel to either of the two axes of the system. Rules of the game may also allow said pieces to move diagonally.
For any of the embodiments, the board may be laid out In cells, each cell constituting a possible location of a piece.
e.
Again, the board may be laid out with an array of marked points, each such point constituting a possible location of a piece.
The said points may be intersections of at least two sets of marked lines. For example, movement along one or more lines of one such set constitutes one said range of movement, and movement along one or more lines of another set constitutes another said range of movement.
Rules of the game may be such that a said value of movement is a maximum value and in one turn a player may move a piece by a movement up to 0.e. of any value up to but not exceeding) the said value.
Preferably, the rules of the game are such that a plurality of said ranges of movement correspond to respective directions of movement over the board.
Preferably, the nules of the game are such as to allow movement in a said direction to be movement in ether sense in that direction.
Preferably, the nules of the game provide Or a plurality of said ranges, corresponding to respective directions of movement of a piece over the board, and allow a player in one turn to move a piece by one or more parts of said values, each considered as a maximum, in any order, in any combination, whether or not interspersed. So, for example, a piece may move two cells up, two to the right and then three down, one to the left, and one up, e.g. in order to move around other pieces, provided it has a maximum value of at least 6 in tine up-down direction and at least 3 in the left-right direction.
Preferably, the rules of the game require the players to play in turn and are such that in one turn a player may acquire for a piece a value of movement in a said range, or may move a piece, but not more than one of these actions.
Possibly, the nules of the game require the players to play In tom and are such that in one turn a player may acquire for a piece a value of movement in a said range, or may acquire for a piece a value in a range of a property that is not movement of the piece, or may move a piece, but not more than one of these actions. Said non-movement property may be the strength of a piece, and the nules may provide that one piece can only fake another piece if it has greater strength.
In a possible embodiment, said board is laid out in ceils and In some other properly to which the cells do not correspond (e.g. distance if the cells are not equi-spaced), and the nules of the game allow or control the movement of a piece in a turn by be through a number of cells or through a range of such property. (For example, the cells may be of logarithmically decreasing sizes) Possibly, the nules of the game require initially each player in turn solely to place a piece in an arbitrary inibal location on the board.
The game may be adapted by be a computer game, e.g. comprising software and comprising nules of play built into the software so as to constrain play according to the rules. The game may be adapted adapted for play between stations interconnected over an information network. The game may be adapted by represent on a screen a board for the game and a chat sector. The game may be adapted to represent on a screen a board for the game, pieces by move over the board, and a source of indicating means to be associated with the pieces.
The game may comprise software by enable a selected indicating means or type of Indicating means to be (representationally) obtained from the source and associated with a selected piece The game may be adapted for an indicating means obtained from the source to be associated with a selected piece in any one of a plurality of different ways, and to enable the player by select the one. The game may be adapted to represent on a screen a board for the game and to allow a player to change the viewpoint of the representation. The game may be adapted to represent on a screen an N-dimensional board for the game, where N has a value greater than 2. The game may be adapted to represent on the screen a plurality of sub- boards of the board, represented as spaced apart in at least one direction contained in a sub-board. The game may be adapted to represent each sub-board as a 3-dimensional sub-board, and for N to have a value greater than 3. The game may be adapted to allow a player to change the viewpoint of the representation so as to change which of the dimensions are represented in a said 3-dimensional sub-board. The game may be adapted to represent the board as a plurality of spaced apart rows of spaced apart 3-dimensional sub-boards.
eve a a . . . . . According to another aspect of the invention, there is provided a board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to indicate for each piece values in at least one variable range of a property for that piece. Preferably, said properly comprises movement of the piece. Possibly, said property comprises a property which is not movement of the piece. Preferably, said property which is not movement is a value property for the piece which controls its ability to take other pieces.
Any such board game as mentioned in the last paragraph hereof, may also have any of the earlier-menb'oned features. In any such game, the word "movement" wherever occuning in said earlier-mentioned features, according as the case will allow, may be replaced by the phrase "property which is not movement".
According b another aspect of the invention, there is provided a piece for use in any such game embodying the invention, the piece comprising at least one indicating means to indicate values in at least one variable range of movement for that piece. Such indicating means may comprise at least one movable member that can be moved to indicate different said values, or at least one rotary member that can be rotated to indicate different said values, or at least one sliding member that can be slid to indicate different said values, or at least one numerical display that can be varied to indicate different said values.
According to another aspect of the invention, there is provided a piece for use in any such game embodying the invention, the piece comprising receiving means suitable to receive at least one indicating means to indicate values in at least one variable range of movement for that piece. The receiving means may be suitable to receive a plurality of the indicating means such that the number thereof can indicate a value in a said range. The receiving means may be suitable for the positron of at least one of the indicating means received by the receiving means b indicate a value in a said range. The receiving means may be suitable for the orientation of at least one of the indicating means received thereby to indicate a value in a said range. The receiving means may be adapted to indicate at least two different indications suitable to indicate values in at least two of said variable ranges of movement for that piece. The receiving means may have at least two regions of different kinds to receive the indcabng means. The receiving means may be adapted to enable a received indicating means to indicate at least two different said values simultaneously. The receiving means may comprise a penetrable portion into which said Indicating means can be stuck, e.g. a soft material into which one or more said indicating means can be stuck, or a material comprising a bundle of fibre-ends into which bundle endwise one or more said indicating means can be struck, or a material comprising interdigitating means into which one or more said indicating means can be stuck, or one part of a multiple loop-and-hook attachment system suitable to receive indicating means having a co-operab'ng part of such system, or a magnetic material to which one or more said indicating means can be stuck by magnetism, or may comprise cup-like means, e.g. a plurality of cups, into which one or more said indicating means can be placed.
According to another aspect of the Invention, there is provided a game board comprising, or represented as comprising, a plurality of sub-boards spaced apart in at least one director contained In a sub-board. Each subboard may be, or may be represented as, a three-dimensional stack of twodimensonal sub-sub-boards. The board may compose, or be represented as comprising, a plurality of sub-boards spaced apart In two directions contained in a sub-board, so as to fonm rows and columns of sub-boards. The board may be N-dimensional where N is greater than 3, preferably having the value 5.
According to another aspect of the invention, there is provided software adapted to programme a computer or nformabon network to enable a player to play thereon any such game embodying the Invention.
According to another aspect of the invention, there is provided a computer or nformabon network adapted to enable a player to play thereon any such game embodying the invention.
According to another aspect of the invention, there Is provided an nformabon network adapted to enable a plurality of players to play thereon any such game embodying the invention.
A distoctve feature of some embodiments of the invention (as regards rules) is that indication means in the form of an indication unit (e.g. a marker) can be earned at the expense of a move for a particular turn. Also, an indication unit can indicate things ë. . . . . . . . other than a distance or unit of movement; for example, it can indicate a unit of strength of the piece, e.g. the nules being such that a weaker piece can only be taken by a stronger piece.
Another distnobve feature of some embodiments of the invention is that we can have at least two, or at least three, indication units for a single purpose, e.g. respective scalar amounts of single parameter of a piece, e. g. Us strength or its permitted movement.
The pieces may be pardy or wholly of cork.
Another aspect of the invention consists in a game comprising pieces whh, Or such a piece, a plurality of indication units for each one of a plurality of respective purposes.
Another aspect of the invention consists in a board game comprising a board and pieces movable over the board, in which the pieces are arranged in a starting position comprising a plurality of groups of adjacent pieces and a plurality of single pieces, all of the single pieces and groups being separated from each other Be. not in adjacent positions). Preferably, such a group consists at three pieces. In respective preferred arrangements, the starting position has mirror symmetry about one axis, about two axes, or about three axes For example, three-way mirror symmetry may be provided on a hexagonal board. H has been found from a large number of trials that these forms of starting position array are conducive to the game being more interesting.
According to another aspect of the Invention, there is provided a game whereby pieces have a means of displaying a set of values, each value governing the maximum distance along a certain notional axis that a piece may move.
According to another aspect of the invention, there is provided a piece that provides the functionality of the above by consisting partly or wholly of a sat material into which pins of different colours or designs may be placed, such that the number of pins of a certain variety indicates an associated value
DESCRIPTION RELATING TO THE DRAWINGS
Reference will now be made by way of example to the accompanying drawings, in which: Figure 1 is a set of views 11, 12, 13, illustrating a piece embodying the invention for use in a game embodying the invention; Figure 2 is a plan view of a board set up with pieces in a starting position Or a game embodying the invention, Figure 3 is a plan view of part of the Figure 2 board in the course of day, showing the range of possible moves of a piece; Figure 4 is a perspective view of the Figure 2 board in the course of day, showing the use of indication means; Figure 5 is a set of views 51 to 58 of five various pieces embodying the nvenbon comprising receiving means for indicating means; Figure 6 is a set of views 61 to 66 of three various pieces embodying the invention comprising indicating means; Figure 7 is a set of views 71, 72, 73 of four various pieces embodying the invention; Figure 8 is a set of perspective views 81, 82, 83 of three various pieces embodying the invention comprising receiving means and showing indicating means received thereby; Figure 9 is a set of views 91, 92, 93 of three various boards for use in a game embodying the Invention; Figure 10 Is arepresentational view, particularly suited to computerdisplay (but not exclusively so, e.g. it could be a mechanical arrangement), of a simple Dimensional board embodying the Invention, having three possible positions along each of the 5 orthogonal axes, for use in a game embodying the invention; Figure 11 is a set of computerscreen views 111 b 114 of of games embodying the invention; and Figure 12 Is a set of plan views 121, 122, 123 of three topologically varied boards for use in a game embodying the invention.
Refenring to the drawings, rtems having the same reference, or having references with the same first pan or triplet of digits, are the same or have similar functions.
Piece 10 shown In perspective view 11, Figure 1, vertical cross-secton 12 and plan view 13 comprises a cylinder 14 of wood with an nsertedporbon 150f corkformng receiving means 15 for pins 17forming indication means 17 Such pieces 10 are arranged on a board 16, Impure 2. In the course of the game, as will be explained, a piece 10 acquires one or more indication means 17 in * * * * e * * * e * 8 * e * a * * e * * * * the form of a pin 17 with a black or white head 18 stuck into the cork portion 15 Each black-headed pin 17 denotes a left or right movement of one square for the piece 10 and each white-headed pin 17 denotes an up-or-down movement of one square. As shown in Figure 3, there are in piece 10 three white-headed pins 17, thus allowing a maximum of three squares to be moved in the up-or-down direction, and two black- headed pins 17, thusallowing a maximum of two squares to be moved in the left-or-rightdirection.
The pins 17 may be considered in any order, e.g. one white-headed pin 17 (up), two black-headed pins 17 fieft), then only one (down) of the remaining two white-headed pins 17, to make up a total move. Thus, the piece 10 shown ringed in Figure 3 can move in a single move to any of the squares 20 shown within the solid outline 19. This complex movement may be needed because the rules may not allow a piece to move through other pieces of one's own and/or of one's opponent.
Piece 101 seen in plan view 51, Figure 5, and perspective view 52 has receiving means 15 comprising a number of holes 15 into which can be inserted indicating means in the form of pegs 17, the number of such pegs 17 indicating the maximum movement, some pegs 17 having a black head and some pegs 17 having a white head, as with the pins 17 in Figures 3 and 4.
The alternative form of piece 102 seen in plan view 53 needs only one uncoloured peg 17 in the white row of holes 15 and only one uncoloured peg 17 in the black row of holes 15 (the pegs 17 are homogeneous or, if disductfrom each other, denote some other property since they do not need to distinguish between the different ranges), each peg being advanced in position in the direction of the adjacent curved arrow 151, by one position at a bme for a move brat is chosen to do Be. to add to the relevant value in a said range), so that the position in each row denotes the value of maximum movement up-or-down or side-to-side, respectively, increasing in the direction of the arrows 151. Alternatively, the holes 15 may be replaced by successive numbers 15, ranging from O to 12, in each row and a movable indicating member 1721 may be slid along a bar 151 or in a groove 151 to a position opposite any selected one of the numbers 15 shown, replacing holes 15, to indicate that number, or a movable indicating member 1722 (which may be a said received indicating means 17) with a pointer can be inserted In a central hole with an orientation such that its pointer points to any selected one of these numbers to indicate that number Piece 103 as seen in plan view 54 has black and white areas of holes 15 to indicate up-or-down or side-to-side movement respectively so that pegs 17 can be uncoloured, and piece 103 is otherwise as piece 101.
Piece 104, seen in plan view 55 and perspective view 56, has a twodimensional array of holes 15, with the first row in each direction being distnctvely marked and indicating zero movement. The ordinal number of each subsequent row or column gncreasing in the directions of the arrows shown in view 55) indicates the corresponding value. A single peg 17 can then indicate simultaneously the maximum acquired values of two directions of movement. If for example it is in the one hole 15 that is In the first (marked) row and the first (marked) column, this indicates zero permitted movement If it is in the fourth hole in the first row, this indicates maximum four squares of movement left-or-right but zero movement up-or-down. If it Is In the one hole 15 that is in the third row and fourth column, this indicates maximum three squares of movement up-ordown and maximum four squares of movement left-or-right.
Piece 105, seen in schematic cross-section 57 and in perspective view 58, has receiving means 15 in the form of a cup 15 b receive indicating means 17 In the form of black or white balls or beads 17 Piece 106, seen in side view 61, Figure 6, and plan view 62, comprises indicating means 17 in the form of a fixed numbered dial 171 carrying a ring of numbers 0-12 over which can move selectively a rotatable pointer 172 by rotary manipulation of a knob 173 that can rotate to any position or alternatively can click into position over each number. One dial 171 is coloured white and the other is coloured black, to indicate respective directions of movement, the maximum amount of which movement In a move being indicated by the number selected in the range 0-12 Place 107, seen in side view 63 and plan view 64, is similar to piece 106 except that the rotatable members 172 are the numbered discs or dials 172 and are rotated by knobs 173 and the selected numbers are seen through the apertures or windows 174 in mask 1741.
. '. ..
. . . . . . . . Piece 108, seen in side view 65 and plan view 66, is similar b piece 106 except that the rotatable pointer 172 is replaced by a rotatable circular mask 172 having an aperture or window 174 and rotated by knob 173 to expose to view a selected number of dial 171 printed onto piece 108 Piece 109, seen in plan view 71, Figure 7, has a "white" digital display 175 and a "black" digital display 176, each wim an increment press-button 177 to increase the number displayed and a decrement press-button 178 to reduce the number displayed, the cdour black or white having reference to the relevant said range as with the arrangements of views 53 and 54. Pressbutton 711 is used to reset both of displays 175, 176.
Pins 17, Figure 4, with differently cdoured heads 18, may be replaced by pins 17 with differently shaped heads 18, as seen in perspective view 72. These are examples of pins 17 differentiated by design (rather than by colour). Instead of pieces 10, Figure 1, being of different colours, e.g. black or
white, for the two players, they may have different external patterns as pieces 10 seen in perspective view 73. These are examples of pieces 10 differentiated by design (rather than by colour).
Again, pieces 10 may have interdigitating (i.e. multi-toothed) receiving means 15, as seen in perspective view 81, Figure 8, to co-operate with pegs 17 or (as indicated symbolically by the dashed line 179) pluraltoothed interdigitating Indicating means 17 fin the manner of the children's toy known under the trade name of STICKLEBRICKS), w may have magnetic receiving means 15 to co-operate with magnetic indicating means 17 (e.g. one of means 15 and 17 being magnetised and the other being of magnetic material) as seen in perspective view 82, or may have hooked receiving means 15 to co-operate with looped indicating means 17, e.g. each In the shape of a small filled bag of looped material 17. In any of the Figure 8 arrangements, the indicating means 17 may be non-isotropic, i.e. have a directional property, so that its orientation can indicate a said value, e.g. the strength of the piece 10, e.g. North, East, South, West in relation to a North marking on piece 10 to indicate values 1, 2, 3, 4.
While board 16, Figure 2, has playing positions 20 in the form of squares 20, board 16 seen in plan view 91, Fgure 9, has a grid of two sets of intersecting lines, and the playing positions 20 are the intersections 20. Board 16 seen in plan view 92 has playing positions 20 in the form of markings 20 on board 16, usually in the form of an ordered array of markings 20 (though, in a variation, the markings could differ from one another and/or the Rules could vary the units of movement on the more usual unit of movement to a neighbouring position, horizontally, vertically or diagonally). Board 16 seen in perspective view 93 is a three-dimensonal version In the form of a three-dmensional stack of subboards 161, each like board 16, Figure 2, or view 91 or view 92.
Board 16, Fgure 10, isfive-dimensional, comprising an array in two dimensionsof sub-boards 161, each sub-board 161, Figure 10, being a threedimensional arrangement as board 16 in view 93 of sub- sub-boards 1611, each sub-sub-board 1611 being a two-dimensional board es board 16, Figure2, orview91 orview92. Each piece 10 is represented asa large sphere 10 accompanied by indicating means 17, each In the form of a small sphere 17 that is black or white according to whether that sphere 17 indicates that the piece 10 can move along one of the three axial directions within a sub-board 161 or whether it can move in the fourth or fiffl dimension represented as movement from one to another of the sub- boards 161. The axis of piece 10 on which is located sphere 17 indicates the dimension along which piece 10 may move.
Computer screen 21, as seen in front view 111, Fgure 11, represents a board 16 flanked on the left by a "chat" area 22 for messages between the players, and flanked on the right by a reservoir or "store" area 23 of representational Indicating means 17 to Indicate vertical movement of a piece 10 on board 16, a reservoir or "store" area24 of representational indicating means 17 to indicate horizontal movement of a piece 10 on board 16, representational button 25 to be clicked by a player b indicate that the player's turn is finished (or preferably this is simply an automatic indicator 25 that changes b indicate when a payer has completed a turn), and representational button 26 to be clicked to indicate that the player concedes the game. Screen 21 seen in front view 112 differs in that board 16 is seen represented in perspective, as Figure 4. Screen 21 seen in front view 113 differs again in that board 16 is represented as a three-dimensional board 16, having the general form of board 16, Figure 9, or the general form of a sub-board 161, * . ... . . . . . c e . . . - 8 Figure 10. Screen 21 seen in front view 114 is a variation in which the representational threedimensional board 16 can be representationally rotated in three dimensions by the player b any desired orientation. Similarly, when board 16, Figure 10, is represented on a computer screen, as a variation of view 113, the computer may be programmed for the player b change the orientation of board 16 in five dimensions, e.g. changing a dimension within a sub-board 161 into a spread of sub-boards (vertically or horizontally as seen in Figure 10) and vice versa. In a variation; shown in dashed lines in view 112, the board 16 is triangular and has three axes, parallel b the three edges of the board 16, and pieces 10 can move in directors parallel b each of these three axes.
Topologically speaking, board 16, Figure 2, may be considered identical with board 16 in view 91, Figure 9, with lines 1613 of possible movement of pieces 10 interconnecting the intersection points 1612 of these lines, which points 1612 are the positions 20 at which pieces 10 can be located. In board 16, view 91, the pieces can only move along the lines 1613 between neighbouring points 1612. The vertical and horizontal lines 1613, as seen in view 91, may be represented as thick and thin lines respectively, and the intersection points 1612 as blobs. K such a representation is elastically distorted, while remaining bpologically the same, the result could be, for example, the flat board 16, seen in view 121, Figure 12. A further elastic distortion could make at least one point 1614 of points 1612 move across another, so that some of their interconneetog lines 1613 cross one another in the flat board 16, as seen in view 122, which is therefore topologically the same as board 16 as seen in view 121 Differently, at least one point 1614 could be moved across another point 1612, with only some of the connecting lines 1613 following suit, as in the case of board 16 as seen in view 123, which is therefore topologically different from the board 16 seen in views 121, 122.
Having described the components, an embodiment of the game and its Rules will now be described, and then variations.
DEFINITION OF THE GAME
In a simple embodiment, Figures 1 b 4, the game is for two players and is played on a 12x12 chequerboard 16.
The pieces 10 are black cylinders 14 of wood and white cylinders 14 of wood with a cork inset 15 into which black-headed pins and white-headed pins 17 may be stuck.
Each player has twelve pieces. One player uses the black pieces 10, the other the white pieces 10.
The oblect of the game is to take all the opponent's pieces 10 At the beginning of the game the pieces 10 are laid out as in the accompanying diagram, Figure 2 Players take turns.
On a turn a player may insert either a black pin 17 or a white pin 17 in one of his pieces 10, or alternatively move one of his pieces (but not both insert and move in a single sum). Thus, the very first move a player must be b acquire a din 17.
A legal move for a piece 10 is any combination of one space vertical moves and one space horizontal moves such that the total number of vertical moves is less than or equal b the number of white pins 17 in the dece 10 and the btal number of horizontal moves is less than or equal b the number of black pins 17 in the deco 10.
A player may not move his piece 10 through a square occupied by another piece 10 A player takes an opponent's piece 10 by moving his piece 10 b the square the opponent's piece occupies and removing the latter from the board 16 Play ends when one player has taken all the other's Feces 10, or a draw is agreed upon A variant set of Rules for the game may comprise any one or more of the above Rules, according as the case will allow.
EQUIPMENT VARIATIONS: Pieces 10 could be made of any suitable hard material 14 and soft material 15.
Pieces 10 could have soft material 15 fixed to the Up of hard material 14 as opposed b being inset as In Figure 1, Feces 10 could have cork 15 all the way through (top to bottom), or pieces 10 could be made solely of soft material 15.
Instead of soft material 15, e.g. cork, one could use another penetrable material 15, e.g. packed fibres (nylon or similar material) to receive blunter pins 17 of any suitable matenal, reducing the hazard of sharp metal pins 17 he. . . . . . * 1 . . . . Pieces 10 could be of any practical shape.
Pieces 10 could use any means 17 to indicate two separate integers: pieces 10 could have holes 15 as in view 51 into which pegs 17 are inserted, instead of pins 17 into soft material 15.
- pieces 10 could have two separate rows of holes 15 as in view 53 along which different pegs 17 could be advanced to indicate maximum values of movement.
- pieces 10 could have two differentiated sections 15 as in view 54 into which similar loins 17 could be placed as a means of differentiating between them.
- pieces 10 could be vessels 15 as in view 57 into which small dejects 17 of two different classes, e.g. cdoured beads 17, could be placed, instead of pins 17 of separate cdours.
- a piece 10 could have two dials 171 as in view 62 indicating positive integers which are advanced instead of inserting pins 17.
- pieces 10 could have liquid-crystal displays 175, 176 as in view 71 dismaying two integer values, controlled by any suitable means 177, 178.
- pieces 10 and pins 17 could be differentiated by any cdours, or could be differentiated by any other means, e.g. decoration or design as in views 72 and 73.
The dayirg surface 16 could be any means of ndicabog a 12x12 grid, such as an array 16 as in view 92 of points 20 of some description, or a lattice 16 as in view 91 where pieces 10 are placed on the intersections 20 as opposed b the squares 20 as in Figure 2.
POSSIBLE GAME VARIATIONS: The board 16 could be of different dimensions, e.g. 12x12, 14x14, 20x10.
Pieces 10 could move along diagonals as opposed to vertical and horizontal axes.
The board 16 could be of honeycomb design (i.e. with hexagonal cells), permitting pieces to move in three directions.
Rather than just having two permitted direebons of movement, extra axes could be allowed - e diagonals - indicated by extra cdoured pins 17 (or by any other means of depicting separate integer variables).
Pieces 10 could be allowed to move through other pieces 10 (i.e. through positions occupied by other pieces 10: own, opponent's or both).
The director that a type of pin 17 signifies could vary according b which cdour piece 10 they are placed in. For example, a pin 17 the same cdour as the piece 10 it is placed in could represent movement in one direction, e.g. along rows, while a pin 17 of colour different from or opposite to that of the piece 10 it is Faced in could represent movement along a different direction, e.g. columns. Thus, for example, a white pin 17 in one of the white player's pieces 10 could signify vertical movement whereas a white pin 17 in the black player's piece 10 could signify horizontal movement.
There could be different Rules that govern when and how pins 17 are inserted. In one embodiment, pins 17 are inserted and removed according b which square 27 a counter 28 following a separate track 29 round the outside of the board lands on upon the throw of a die. This feature was refined out of the preferred embodiments, as H was considered cumbersome and not really b contribute anything b game play.
Pins 17 might also be removed in certain circumstances. For example, when a Sayer captures an opponent's piece 10 they might be allowed b insert the captured piece's pins 17 into one or more of their own pieces 10.
A possible game variation could be at start of play, as opposed b having a prescribed initial layout, the players take it in turns to place a piece 10 on any vacant square 20 on the board 16 unto all pieces 10 have been placed and then play commences according b the original Rules. .
. . . 1 1 . . . - lo - There could be abhree-dimensional version where pieces 10 move within a notional cube or cuboid board 16, view 93 of Fgure 9, consisting of sub-boards 161, probably of abransparent material, positioned in a stack one above another. Different colours of pin 17 would signify the lefVright, backwards forwards and up/down axes There is possible a 4- or 5-dimensional version of the game which could be mechanical but is more appropriate on a computer, see Figure 10.
In an example of such a 5-dimensional, computerized version, pieces 10 are represented by black or white spheres 10, pins 17 are represented by smaller black or white spheres 17 chat sit next to she pieces 10 they refer to on the axis of movement that they refer to. Repeats 161 of a 3-dimensional local grid 161 are spaced apart along a row 162 (or horizontally), and repeats 162 of the row 162 are spaced apart in a column (or vertical stack) to represent a s-dmensional "wider" grid 16. Black "pins" 17 refer to movement on the local grid 161, white by she wider grid 0.e. movement from one local grid 161 to another). For convenience and clarity, the convention is that black "pins" 17 are represented b the left or below or the near side of the piece 10 to which they refer, white "pins" 17 to the right or above. (Remember that a pin 17 allows movement in either direction along an axis.) To place a pin 17 she user clicks on the relevant piece 10 Hen clicks beside it on bee relevant axis and to the relevant side of the piece 10. The said convention then ensures she correct colour of pin 17.
To move a piece 10 the player drags it to bbe relevant point 1612 on she same or another local grid 161. For clarity, the permitted Be. genuine) intersection points 1612 on she computerized two-dimensional representation of a three dimensional local grid 161 are marked, it e.g. by a small blob has seen in Figure 10.
Available points 1612could be highlighted Knee same manner es inthetwodimensional vHS'on, e.g. by charging bhecolour of the relevant blobs. This is further explained under the "Description of Computer Version" below
DESCRIPTION OF COMPUTER VERSION
The computer version, by way of example, consists of a pictorial (e.g. photographic) representation, view 111, Figure 11, of she board 16 as viewed from above and pictorial representations of she pieces 10 on it, as these appear in Figure 2 (but, for clarity, the colours of squares 20 and the pieces 10 not being shown in view 111). To one side are pictorial representations of two storage zones 23, 24, e.g. rectangles 23, 24 representating cork areas 23, 24, one belonging to she player, she other to his opponent, with representations of pins 17 (viewed from above) on them, preferably just to indicate that this is where pins are to be supplied from (which can be dragged onto pieces but she stock of them In area 23, 24 automatically replenishes), but possibly in order to limit the num ber of pins 17 available b each player gn which case the stock does not replenish). Also b one side are a turn -indicator 25, e.g. consisting of a representation of a coloured piece 10, and a resign-button, e.g. a representation of a white flag.
The game is designed b be played over a network, e.g. the Intemet.
To move a piece 10, a player drags the piece 10 to the square 20 of his choice. If the move is illegal, i e. she square 10 is out of the piece's range, or it isn't the player's burn, she piece 10 returns to its original square 20.
To place a pin 17, a player drags it from the storage zone 23 or 24 at the side b the piece 10 of his choice.
When an opponent moves a piece 10 the player sees the relevant piece 10 move on his own screen 21 and when an opponent places a pin 17 he sees the pin 17 move from his opponent's rectangle 23 or 24 of cork b the relevant piece 10. The pin 17 is temporarily highlighted with a ring round it.
When pieces 10 are moved and/or pins 17 are placed, there is auditory feedback.
When the cursor (e.g. a mouse pointer) is moved over (onto) a piece 10, all she squares 20 it can move b are highlighted.
A basic programme has been written that plays the game against a human opponent. For example, in a VHy simple form of the programme, a weighting is given b each pin 17 (e.g. one point) and each piece 10 (e.g. two points), the btal is calculated for she computer player and for its (human) opponent, the programme then considers every possible play for two moves ahead for each player, re-calculates the two btals after each such play, selects those plays which give she single highest value of points difference . . d a d e I d he pf any) between the two totals after two moves, and then makes a random choice among these selected plays for its actual move.
To this, there can be added strategies, e 9. to decide whether to add a pin 17 (and along which axis of movement) or move a piece 10, in accordance with the state of play, or recent history of moves.
POSSIBLE INTERFACE VARIATIONS FOR A COMPUTER: Rather than a twodimensional representation of the board 16 it could be three-dimensional and the representation does not have to be photographic. Means of control do not necessarily have to be mouse driven, e.g. they could use the keyboard or speech recognition.
Pieces 10 do not necessarily have to be moved by dragging; a user could click on a piece 10 then click on the square 20 to be moved to.
Similarly a pin 17 could be inserted using two clicks, i.e. clicking on a pin 17 in a storage area 23 or 24 and then clicking on a piece 10.
Alternatively, to select the relevant variety (e.g. black or white) of pin 17, instead of clicking on a particular pin 17 representation, one could click on a certain area of the screen, e.g. a "black" or "white" portion of zone 23 or 24, or one might click on a specific area of the piece 10 in question, e.g. a "black" or "white" portion of the piece 10, or simply click anywhere on a piece 10 and differentiate between a black or white pin 17 with a left or right mouse-click.
Of course the variety of means Or pieces 10 to indicate two integer values increases when the game is on a computer; for instance pieces 10 could have two numerals on them, similarly to view 71 in Figure 7.
GAME VARIATIONS AFFORDED BY BEING PLAYED ON COMPUTER: The game could be extended into more than three dimensions, into notional "e-spaces" of a greater number of dimensions, using various means of representation.
Rather than expressing Integer values, pieces could contain continuous scalar values which could vary according to certain hulas and be played in continuous space (of any desired number of dimensions) rather than a space divided into discrete locations. For example, a player might have a set amount of "distance" they can add b a piece in one tUM; SO, for instance, if a player can add a total distance of 1 b the movement of a piece in one turn they might add 0.25 in the vertical direction and 0.75 in the horizontal.
GENERALISED ASPECTS BASED ON THE ABOVE, BY WAY OF EXAMPLE A game is provided whereby pieces 10 have (or the game has) a means 17 of displaying a set of values, each value governing the maximum distance along a certain notional axis that a piece 10 may move A piece 10 provides the functionality of the above by consisting partly or wholly of a soft material 15 into which pins 17 of different colours or designs may be placed, such that the number of pins 17 of a certain variety indicates an associated value.
The insertion of pins (markers) 17 increments the distance or units (range) a piece 10 can move.
The different coloured pins (markers) 17 refer to different directions (axes) rather than different functionality.
There Is a one-to-one relation between the number of pins (markers) 17 Inserted and the distance or units (range) travelable.
The means, in terms of game play (rules), by which the pins (markers) 17 find their way into the piece 10 In the first pace is distnctve.
Each piece 10 may be adapted, e.g. simply by comprising a cup 15, b receive any kind/e of indicating members 17 the players decide to use, e. g. black balls and white balls 17 The variable Indicating means 17 comprise different types of members 17, each type indicating a different said range.
The range is envisaged as a scalar range, e.g. indicating distance, or number of units of movement The indicating means 17 are adapted b indicate a plurality of said ranges for a piece, e.g. corresponding b a plurality of axes along which each piece can move, preferably during a single turn.
. 8 4 4 4 4 4 - 12 The indicating means 17 are adapted to indicate three of said ranges her a piece 10, e.g. movement along three mutually orthogonal axes.
The indicating means 17 provide only whole-integer values for a said range, or alternatively the range could be analogue, e.g. distances.
Each piece 10 has distinct lines of receiving means 15 to receive markers indicating respective said ranges.
The game comprises a board 16 across which said pieces 10 are b move. In two dimensions, a board 16 will be a delineated two-dimensional region of space, and movement across it will refer to any movement in one or two dimensions (according as the case will allow) within that region of space. In more than two dimensions, e.g. N dimensions, a board 16 will be a delineated N-dimensional region of space, and movement across it will refer to any movement, in any number of dimensions (according as the case will allow), within that region of space Asaid range may comprise a numberof units, e.g. squares 20 across the board 16. Again, successive units may be of different sizes.
In some embodiments, said axes are orthogonal. The board 16 may have two adjacent orthogonal edges and said axes are parallel to these, e.g. if the board 16 is rectangular. In another embodiment, the board edges may form a non-rectangular parallelogram. In another embodiment, said axes are diagonal b edges of the board 16, e.g. if the board 16 is rectangular. If the board edges form a non-rectangular parallelogram, "diagonal" would have reference b a direction of movement which progresses by equal numbers of units simultaneously in directions parallel b two adjacent sides of the board 16.
In various embodiments, the board 16 comprises an orthogonal array of positions, e.g. at least two of said axes are parallel to the orthogonals of said array, or at least two of said axes are diagonal to the orthogonals of said array, or the board 16 comprises a chequerboard array of square cells 20, or the board comprises a triangular array of positions, e.g. at least three of said axes are parallel to the respective sides of the triangles of the array, or the board 16 comprises a honeycomb array of hexagonal cells 20.
The board 16 is marked out in cells 20, each with sides parallel to at least two adjacent sides of the board 16, the cells 20 forming the possible positions for the pieces. The cells 20 foam successive units of said movement.
In another embodiment, the board 16 is marked out with intersecting sets of lines parallel to at least two adjacent sides of the board 16, and the intersections 1612 of the lines form the possible positions for the pieces 10.
In anotherembodiment, the board 16 is marked out with points 1612 arranged et the notional intersections of intersecting sets of lines parallel to at least two adjacent sides of the board, and the points form the possible positions for the pieces 10.
The board 16 may be rectangular, square or hexagonal.
The game may comprise Rules which allow each player in turn to alter the range of movement of a piece 10 indicated by the indicating means 17, or to move a piece 10 within its range, but not both.
The game may comprise Rules which allow each player to move a piece 10 by any permitted Interval within a said range.
Pemmifled Intervals may be only whde-number intervals. Altematively, Rules may allow each player to move a piece 10 only by the maximum interval in a said range, and/or to move a piece 10 during a tum, at choice, through one or more ranges appertaining to the piece.
An actual or representational board 16 (a "representational board" means a representation of a board) for use in a multi-dimensonal game may comprise a plurality of 2-dimensional or 3-dimensonal actual or representational sub-boards 161, spaced apart in at least one direction along a dimension of a said sub-board 161. This is in contradistinction to a stack of 2-dimensional sub-boards Such dimensions refer to directors that are independent of each other in the sense that a piece 10 can move over the sub-board 161 along one of them independently of its movement along the other; such dimensions normally are mutually orthogonal, but this is not to exclude independent axes at other angles, e.g. 60 degrees.
a 8 88 e 8; S 8 8 8 8 a - 13 In a three-dimensional board 16 the subboards 161 are actually or representatonally two-dmensional and are spaced apart in one said direction in a said sub board 161. In a board 16 of more than three dimensions, the sub-boards 161 are (or are represented as) spaced apart in at least two directions along respective dimensions of a said sub-board 161. Such dimensions refer b directions that are independent of each other in the sense that a piece 10 can move over the sub-board 161 along one of them independently of its movement along the other; such dimensions normally are mutually orthogonal, but this is not to exclude independent axes at other angles, e.g. 60 degrees.
In four dimensions, the sub-boards 161 are actually or representationally 2-dimensional and are spaced apart in two directions along respective dimensions of a said sub-board 161. In five dimensions, the sub-boards are actually or representationally 3-dimensional and are spaced apart in two directions along respective dimensions of a said sub-board 161.
RULES
The value indicated by the indicating means corresponds b the distance or number of positions on the board through which the piece can move, e.g. on a one-to-one basis.
The indicating means 17 may indicate digitally, and the number indicated corresponds to the distance or number of positions (e.g. locations, places, squares) on the board 16 through which the piece 10 can move. The board 16 may be a topological board 16. K has locations 20, 1612 which may be occupied by a piece 10 on the board 16, and these locations 20, 1612 are inter-related insofar as affects movements between them by a piece 10. For example, the board 16 may be deemed basically to comprise a regular square array of locations 20,1612, such as in a chess board, in which adjacent locations 20,1612 are inter-related by being In the same row, or in the same column, or In the same diagonal Movement along a row, or a column, or a diagonal, constitutes three respective kinds of movement. A line interconnecting successive locations along a row may be of a first cdour, along a column may be of a second cdour, and along a diagonal may be of a third cdour. A set of such lines for all of the rows may be of the first cdour, for all of tine columns may be of the second cdour, and for all of the diagonals may be of the third cdour. The relationships between the locations 20, 1612, insofar as affects the movements between them by a piece 10, are fixed, regardless of the actual physical positions of the locations 20, 1612, which may change if the board 16 is now considered to be elastic, even more so if one or more of the locations 20, 1612 can be moved in relation to the others without breaking any of the cdour lines (which may be considered elastic for this purpose), even If this makes lines of the same colour cross. Thus, the board 16 topologically has the equivalent of rows, columns and diagonals. These are deacons of the board 16. The rows and columns are dimensions of the board 16. Examples of such boards 16 have been desenbed above in relation to Figure 12; the boards seen In views 121 and 122 have their points 1612 and interconnections 1613 arranged in regular order and could also have "diagonals", which is not the case throughout board 16 as seen in view 123.
Thus, the board 16 has a number of locations20,1612interconrected by lines1613 insets, which sets timer from one another by being topologically in different dimensions (e.g. rows and columns) and are represented as differing from one another by thickness, colour, pattern, design and so on, and a said range would in this case refer to lines 1613 of one set.
The game may consist of position indicators 20, 1612, each being suitable to accommodate a piece 10, where positions 20, 1612 have clearly identifiable specific relationships to certain other positions 20, 1612 and where pieces 10 have the ability to represent different integer variables where each such variable relates to one such relationship. Such variables may correspond to a said range. The word "range" may also comprehend "strengths" of pieces 10, e.g. a piece 10 that is stronger being annexed to a piece 10 that is weaker, being able to take (capture) the weaker piece 10, for which purpose the word "variable" may be more descriptive than "range".
CLIENT/SERVER IIIODEL The software can be based on a clienVserver model. Client software establishes connection with the server, the user logs on with their name and receives a list of "tables" - i.e. games being played or games waiting for a player or Sayers. The list of tables . . . . . . e e . . .
is displayed as a scrollable column. A table is shown as two adjacent spaces, one representing the black player the other the white player. If a player has joined the table then their name will appear in the relevant space. A player joins a game by clicking on an empty space.
Having joined a game, the board 16 is displayed. The game is played, according to the description above, until a player wins or a player resigns by clicking on the resign button 26. Players may chat with each other by typing on the keyboard, all such input appearing in both players"'chat" windows 22.
The validity of any attempted move is checked locally in the client software and if it is valid it is sent to the server which relays the move to the opposing player.
The automatic version (a human player playing against software) works by generating all possible sequences of moves up to a certain number and then scoring each finishing position according to certa n criteria. It selects the move that leads to the best outcome if at every subsequent turn (up b the certain numbed each player were b make their best move.
Thus, the embodiments described above provide a board game comprising a board 16 and pieces 10 movable over the board 16, in which game there are indicating means 17 suitable to indicate for each piece 10 values in at least one variable range of movement for that piece; in the arrangements of Figures 1, 5 and 8, each deco 10 comprises means 15 to associate with that piece 10 an indication of values in said at least one variable range; in the arrangements of Figure 6 and view 71, a said piece 10 comprises at least one indicating means 17 that can be varied to indicate different values in a said range, in the arrangements of Figure 6 and view 53, a said indicating means 17 comprises a movable member 172 that can be moved to indicate different said values, by being a rotary member 172, Figure 6, rotated so to indicate, or by being a sliding member 172, view 53, Figure 5, slid so to indicate; in the arrangement of view 71, said indicating means 17 comprises a numerical display 175,176 that can be varied to indicate different said values.
In the arrangements of Figures 1, 5 and 8 and views 72 and 73, the game comprises a plurality of indicating means 17 and each piece 10 comprises means 15 adapted to receive at least one of the indicating means 17 to indicate values in said at least one variable range.
In the arrangements of Figures 1 and 8 and views 51, 52, 54, 57, 58,72 and 73, the receiving means 15 are suitable to receive a plurality of the indicating means 17 such that the number thereof can indicate a value in a said range. In the arrangements of views 53, 55 and 56, the receiving means 15 are suitable for the position of at least one of the indicating means received by the receiving means to indicate a value in a said range. in a variation of the arrangement of view 53, the receiving means 15 are suitable for the orientation of at least one of the indicating means 1722 received thereby to indicate a value in a said range, as indicated by the dashed lines. In the arrangements of Figure 1 and views 72 and 73, the receiving means 15 comprise a soft material 15 into which one or more said indicating means 17 can be stuck, e.g. like pins into a pincushion, or comprise a material comprising a bundle 15 of fibre-ends into which bundle endwise one or more said indicating means 17 can be stuck, e.g. like pins into a brush or darts into the material of a dartboard. In the arrangement of view 81, Figure 8, the receiving means 15 comprise a material comprising interdigtating means 15 Into which one or more said indicating 17 means can be stuck. In the arrangement of view 82, the receiving means 15 comprise a magnetic material 15 to which one or more said indicating means 17 can be stuck by magnetism In the arrangement of view 83, one of a said Indicating means 17 and the receiving means 15 composes a hooked material and the other comprises a looped material which will cling together when bushed together. In the arrangement of views 57 and 58, the receiving means 15 comprise a cup-like formation into which one or more said indicating means 17 can be placed.
In the arrangements of views 53 to 56, 61 to 66 and 71 and Figures 10 and 11, the game is adapted to indicate for each deco values in a plurality of said ranges (since the pieces 10 have receiving means 15 adapted to indicate a plurality of values simultaneously, or the computer has means to provide to a piece 10 a plurality of such values). In the other arrangements illustrated, e e e e e e e e e e e e e ee e e e e.. e eee - 15 the game is suitable to indicate for each piece values in a plurality of said ranges (since each piece 10 has means 15 able to receive a plurality of different kinds of indicating means 17).
In the arrangements of views 53 and 54, each piece 10 comprises receiving means 15 which compose at least two distinct regions (exemplified as black and white) adapted to receive said indicating means 17, so as to be able to indicate values In respective said ranges.
In the game comprising the arrangements of views 51, 52, 57, 58, 72, 73, 81, 82 and 83, each piece 10 comprises receiving means 15 to receive the indicating means 17, and the latter are of different kinds (exemplified as black and white) suitable to indicate values in respective said ranges.
In the arrangement of views 55 and 56, each piece 10 comprises receiving means 15 to receive the indicating means 17, and the receiving means 15compriseatwo-dimensional array of positions suitable for the position inthe array of a said indicating means 17 received in the array b Indicate simultaneously a value in each of two of said ranges.
In the arrangements of Figures 1 and 5 b 8, and particularly where movable members 172, 1721, 1722 can only click into integer-value positions, the game is adapted for the Indicating means b indicate only whde number integer values.
In vanabons of the scale-like pointer arrangements of views 53 and 61 b 66, the movable member 172, 1721, 1722 can be set b positions intermediate whde number integer values, and the game is thus adapted for the indicating means to indicate values other than whde number integer values.
In the Figure 10 arrangement, the board 16 is N-dimensional, and N has a value greater than 2, greater than 3, in fact a value of 5. The board 16 is represented as comprising a plurality of sub-boards 161 spaced apart in two directions (horizontal and vertical, as seen in Figure 10) contained in a sub-board 161, so as b form rows and columns of sub-boards 161. Each sub-board 161 is represented as a three-dimensonal stack of twodimensional sub-subboards 1611.
In the variailonof the game shown in view 112 in dashed lines, said board 16, orasaid sub-board 161 or sub-sub-board 1611, as the case may be, is laid out in a triangular system b allow said pieces 10 b move parallel to any of three axes. In the extension of this variation b three or more dimensions, the arrangement will be somewhat more complex than shown, for example, in Figure 10, since each pair of dimensions must allow movement in three directors.
Apart from this vanabon, and the arrangement seen in view 123, said board 16, orasaid sub-board 161 orsub-subboard 1611, as the case may be, is laid out in a bi-axial system (at least bpologically in the in the arrangements of views 121, 122) and the Rules of the game allow said pieces b move parallel (or bpologically parallel) b either of the two axes of the system.
In a variation of the game described with reference b Figures 2 to 4, the Rules of the game allow said pieces 10 to move diagonally, for which purpose there is a third cdour of pins 17. Preferably, such third pins 17 indicate permitted moves along either diagonal, or both, in any combination. Alternatively, there may be a different cdour for each diagonal.
In the Figure 2 arrangement, the board 16 is laid out in cells 20, each cell 20 constituting a possible location 20 of a piece 10.
In the arrangements of views 91, 92, and Figure 10, for example, the board 16 is laid out with an array of marked points 20, 1612, each such point 20, 1612 constituting a possible location 20, 1612 of a piece 10. In these arrangements, the said points 28, 1612 are intersections 20, 1612 of at least two sets of marked lines 1613.
As described above, the Rules of the game are such that a said value of movement indicated by indicating means 17 is a maximum value and in one turn a player may move a piece 10 by a movement up to the said value; a plurality of said ranges of movement correspond b respective directions of movement over the board 16, e.g. row, column or diagonal movements; movement is allowed in a said direction b be movement in either sense in that direction, a pdurality of said ranges are provided for, corresponding b respective directors of movement of a piece 10 over the board 16, and allow a pdayer in one turn b move a piece 10 by one or more parts of said values, each considered as a maximum, in any wmbina:tion, whether or not interspersed; the players are required b day in turn and in one turn a player may acquire for a piece 10 a value of movement In a said range, or may move a piece 10, see e e e e e e e e e e e e e e ee e e e e e e ee e e e ee e e-e - 16 but not more than one of these actions; and/or the Sayers are required b play in turn and in one turn a Mayer may acquire for a piece a value of movement in a said range, or may acquire for a piece 10 a value in a range of a properly that is not movement of the piece, or may move a piece, but not more than one of these actions.
In a variation of the arrangement of view 91, the intervals between the lines 1613 (in both axial directors) decrease in a geomebacal progression so that said board 16 is laid out m cells 20 in one cdour and it is laid out in a grid of equi-spaced Imes 1613 in another colour (exemplifying some other property to which the cells do not correspond), and the rules of the game allow or control the movement of a piece 10 in a turn to be through a number of cells 20 or through a range of such properly, i.e. a distance on the equi-spaced grid.
Possibly, the Rules of the game require initially each player in turn safely to Mace a piece 10 in an arbitrary initial location on the board 16, e.g. rasher then the pieces 10 having initial positions.
The game described with reference to Figure 11 is adapted to be a computer game. As described, the game comprises software and Rules of day built into the software so as to consbain day according to the Rules, and is adapted for day between stations interconnected over an information network, for which purpose the game is adapted to represent on a screen 21 a board 16 for the game and a chat section 22, together with pieces 10 to move over the board 16, and a source 23, 24 of indicating means 17 to be associated with the pieces 10. The software enables a selected indicating means 17 or type of indicating means 17 to be obtained from the source 23, 24 and associated with a selected piece 10, as described. The game as described with reference to Figure 10, is adapted for an indicating means 17 Obtained from the source 23, 24 to be associated with a selected piece 10 in any one of a plurality of different ways, and enables the player to select that one way, e.g. on which axis through a piece 10 the indicating means 17 is placed. In the arrangement of view 114, the game is adapted to represent on a screen 21 a board 16 for the game and to allow a player to change the viewpoint of the representation.
In the Figure 10 arrangement, when provided on a screen 21, Figure 11, the game Is adapted to represent on screen 21 an N-dimensional board 16 for the game, where N has a value greater than 2, and in fact b represent on the screen 21 a plurality of sub-boards 161 of the board 16, represented es spaced apartinatleast one direction contained m a cub- board 161, for example the horizontal direction gn contrast b the Figure 9 arrangement in which the boards are spaced apart in the vertical director, which is not contained in any one of the sub-boards 161). Each sub-161 is represented as a 3-dimensional sub-board 161, and in fact N has a value greater than 3. The arrangement of view 114 is adapted b allow a Mayer b change the viewpoint of the representation so as b change which of the dimensions are represented in a said 3-dimensional sub-board 161. The board 16 is in fact represented as a plurality of spaced apart rows 162 of spaced apart 3-dimensional sub-boards 161.
As described above, the board game composes a board 16 and pieces 10 movable over the board 16, m which game there are indicating means 17 suitable b indicate for each place 10 values In at least one variable range of a properly for that piece 10 Said properly comprises movement of the piece 10, but in accordance with a variant of the Rules may comprise a properly which is not movement of the piece 10, e.g. a value properly for the piece 10 which controls its ability b take other pieces 10 (e.g. all pieces having a value of this properly, but only being able b take pieces 10 with a lower value). At least one such properly which is not movement may replace, or be in addition by, at least one property which is described as "movement" anywhere in the foregoing, or the following, according as the case will allow.
Thus there is provided, in some of the embodiments, a piece 10 for use m any such game, the piece 10 comprising at least one indicating means 17 suitable b Indicate values in at least one variable range of movement for that piece 10 In the arrangements of view 53 and Figure 6, indicating means 17 comprise at least one movable member 172 that can be moved b indicate different said values, and in the arrangements of Figure 6, movable member 172 comprises at least one rotary member 172 that can be rotated b indicate different said values, while in the dashedAine arrangements of view 53, the movable piece 172 comprises at least one sliding member 172 that can be slid b indicate different said values. In the arrangement of view 71, said indicating means 17 are a a 1 ha a - - 17 - comprises at least one numerical display 175,176 that can be varied to indicate different said values. In the arrangements of Figures 1, 5 and 8 and views 72 and 73, the piece 10 comprises receiving means 15 suitable to receive at least one Indicating means 17 to indicate values in at least one variable range of movement for that piece 10.
In the arrangement of views 53, 54, 55, 56, Figure 6, and view 71, the piece 10 comprises receiving means 15 which are adapted to indicate at least two different indications suitable b indicate values in at least two of said variable ranges of movement for that piece 10.
In the arrangements of views 53 and 54, the receiving means 15 have at least two regions (shown as black and white respectively) of different kinds to receive the indicating means 17.
In the arrangement of views 55 and 56, the receiving means 15 are adapted to enable a received indicating means (peg) 17 to indicate at least two different said values simultaneously.
In the arrangements of Figure 1 and views 51 to 56, 72 and 73, the receiving means 15 comprise a penetrable portion 15 into which a said indicating means (pin or peg) 17 can be stuck.
In the arrangements of Figure 1 and views 72 and 73, the penetrable portion 15 comprises a soft material 15.
In the described variation of the arrangements of Figure 1 and views 72 and 73, the penetrable portion 15 comprises a bundle 15 of fibre-ends into which bundle 15 endwise one or more said indicating means 17 can be stuck.
In the arrangement of view 81, the penetrable portion 15 comprises interdigitating means 15 into which one or more said indicating means 17 can be stuck.
In the arrangement of view 82, the receiving means 15 comprise a magnetic material 15 to which one or more said indicating means 17 can be stuck by magnetism In the arrangement of view 83, the receiving means 15 comprise one part of a multiple loop-and-hook attachment system 15, 17 suitable to receive indicating means 17 having a co-operating part of such system 15, 17. Each of indicating means 17 may be a counter 17 coated in looped material or having a piece of such material attached thereto.
In the Figure 10 arrangement, a game board 16 comprises, and is represented as comprising, a plurality of sub-boards 161 spaced apart in at least one direction (horizontally, as in row 162, as seen in Figure 10) contained in a sub-board 161. Each sub-board 161 is, and Is represented as, a three-dimensional (vertical) stack 161 of two-dimensional sub-subboards 1611. Board 16 comprises, and is represented as comprising, a plurality of sub-boards 161 spaced apart in two directions (horizontally and vertically in the plane of the drawing of Figure 10) contained in a sub-board 161, so as to form rows 162 and columns 163 of sub-boards 161.
The board 16, Figure 10, is Nondimensional where N is greater than 3, and in fact has the value 5.
In relation b the arrangements described with reference to Figures 10 and 11, where there can be used a computer or information network, preferably software is provided adapted to programme the computer or information network to enable a player to play thereon any such game embodying the invention. Such a computer or information network can thus be adapted b enable a player to play thereon any such game embodying the invention. As described, this may be for a player to play against the computer information network; preferably, there is provided an information network adapted to enable a plurality of players to play thereon any such game embodying the invention.
In the Figure 2 arrangement, there is provided a board game comprising a board 16 and pieces 10 movable over the board 16, in which the pieces 10 are arranged in a starting position (as shown in Figure) composing a plurality of groups of (three) adjacent pieces 10 and a plurality of single pieces 10, all of the single pieces 10 and groups being separated from each other square is that do not carry pieces 10.
It will be apparent to one skilled in the art, that features of the different embodiments disclosed herein may be omitted, selected, combined or exchanged and the invention is considered to extend to any new and inventive combination thus formed. Where a ee a c a a e ä . . - 18 preference or particulansabon is stated, there is implied the possibility of its negative, i.e. a case in which That preference or particularisabon is absent.
Many variations of The invention and embodiments hereinbefore described will be apparent to people skilled in The art and all such variations are to be considered as falling within The scope of the invention. c
. . . . . . - 1 9

Claims (104)

C_
1. A board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to Indicate for each piece values in at least one variable range of movement for that piece
2. A game as claimed in claim 1, in which each piece comprises means to associate with that piece an indication of values in said at least one variable range.
3. A game as claimed in claim 2, In which a said piece comprises at least one indicating means that can be varied to indicate different values in a said range.
4. Agame as claimed in claim 3, in which asaid indicating means comprises a movable memberthat can be moved to indicate different said values.
5. A game as claimed in claim 4, in which a said indicating means comprises a rotary member that can be rotated to indicate different said values.
6. A game as claimed in claim 4, in which a said indicating means comprises a sliding member that can be slid to indicate different said values.
7. A game as claimed in claim 3, in which a said indicating means comprises a numerical display that can be varied to indicate different said values.
8. A game as claimed in claim 2, comprising a plurality of indicating means and in which each piece comprises means adapted to receive at least one of the indicating means to indicate values in said at least one variable range.
9. A game as claimed in claim 8, in which the receiving means are suitable to receive a plurality of the indicating means such that the number thereof can indicate a value in a said range.
10. A game as claimed in claim 8 or 9, in which the receiving means are suitable for the position of at least one of the indicating means received by the receiving means to indicate a value in a said range.
11. A game as claimed in any one of claims 8 to 10, in which the receiving means are suitable for the orientation of at least one of the indicating means received thereby to indicate a value in a said range.
12. A game as claimed in any tune of claims 8 to 11, in which the receiving means comprise a soft material into which one u more said indcabog means can be stuck.
13. A game as claimed in any one of claims 8 to 11, in which the receiving means comprise a material comprising a bundle of fibre-ends into which bundle endwise one or more said indicating means can be stuck.
14. Agameas claimed in any one of claims 8to 11, in which thereceiving means compriseamaterialcomprising interdigitating means into which one or more said indicating means can be stuck.
15. A game as claimed in any one of claims 8 to 11, In which the receiving means comprise a magnetic material to which one or more said indicating means can be stuck by magnetism.
16. A game as claimed in any one of claims 8 to 11, in which one or other of a said indicating means and the receiving means comprising a hooked material and the other comprising a looped material which will cling together when touched together.
17. A game as claimed in any one of claims 8 to 11, in which the receiving means compose a cup-like formation into which one or more said indicating means can be placed.
18. A game as claimed in any one of claims 8 to 17, in which each piece comprises receiving means which comprise at least two distinct regions adapted to receive said Indicating means, so as to be able to indicate values in respective said ranges.
19. A game as claimed in any one of claims 1 to 18, adapted b indicate for each piece values in a plurality of said ranges.
20. A game as claimed in any one of claims 1 to 19, in which each piece comprises receiving means to receive the indicating means, and the latter are of different kinds suitable to indicate values in respective said ranges.
18 8 e a a a a 8 a a a a a a a ä 8 a a a a a ea a 8 a ä a as. - 20
21. A game as claimed in any one of claims 1 to 20, in which each piece comprises receiving means to receive the indicating means, and the receiving means comprise atwo-dimensional array of positions suitable for the position in the array of asaid indicating means received in the array to indicate simultaneously a value in each of two of said ranges.
22. A game as claimed in any one of claims 1 to 21, adapted for the indicating means to indicate only whole number integer values.
23. A game as claimed in any one of claims 1 to 21, adapted for the indicating means to Indicate values other than whde number integer values.
24. A game as claimed in any one of claims 1 to 23, in which the board is N-dimensional, and N has a value greater than 2.
25. A game as claimed in claim 24, in which N has a value greater than 3.
26. A game as claimed in claim 25, in which N has a value of 5.
27. A game as claimed in any one of claims 24 to 26, in which the board is represented as comprising a Rurality of sub-boards spaced apart in at least one direction contained in a sub-board.
28. A game as claimed In claim 27, in which each sub-board is represented as a three-dimensonal stack of two-dmensional sub-subboards.
29. A game as claimed in claim 28, In which N has the value 5 and the board is represented as comprising a plurality of sub-boards s,oaced apart in two directions contained in a sub-board, so as to form rows and columns of sub-boards.
30. A game as claimed in any one of claims 1 to 29, in which said board, or a said sub-board or sub-sub-board, as the case may be, is laid out in a triangular system to allow said pieces to move parallel to any of three axes.
31. A game as claimed in any one of claims 1 to 29, in which said board, or a said sub-board or sub-sub-board, as the case may be, is laid out in a bi-axial system and the Rules of the game allow said pieces to move parallel to either of the two axes of the system.
32. A game as claimed in claim 31, in which the rules of the game also allow said pieces to move diagonally.
33. A game as claimed in any one of claims 1 to 32, in which the board is laid out in cells, each cell constituting a possible location of a piece.
34. A game as claimed in any one of claims 1 to 32, In which the board is laid out with an array of marked points, each such point constituting a possible location of a piece.
A game as claimed in claim 34, in which the said points are intersections of at least two sets of marked lines.
36. A game as claimed in any one of claims 1 to 35, in which the Rules of the game are such that a said value of movement is a maximum value and in one turn a player may move a piece by a movement up to the said value.
37. A game as claimed in any one of claims 1 to 36, in which the rules of the game are such that a plurality of said ranges of movement correspond to respective directions of movement over the board.
38. A game as claimed in claim 37, in which the Rules of the game are such as to allow movement in a said direction to be movement In either sense in that direction.
39. A game as claimed in any one of claims 1 to 38, in which the rules of the game provide for a plurality of said ranges, corresponding to respective directions of movement of a piece over the board, and allow a player in one turn to move a piece by one or more parts of said values, each considered as a maximum, In any combination, whether or not interspersed
40. A game as claimed In any one of claims 1 to 39, in which the Rules of the game require the players to play in turn and are such that in one turn a player may acquire for a piece a value of movement in a said range, or may move a piece, but not more than one of these actions.
8 8 8' 8 8 C 8 8 8 8 8 8
41. A game as claimed in any one of claims 1 to 39, in which the Rules of the game require the players to play in turn and are such that in one turn a player may acquire for a piece a value of movement in a said range, or may acquire for a piece a value in a range of a property that is not movement of the piece, or may move a piece, but not more than one of these actions.
42. A game as claimed In any one of claims 1 to 41, in which said board is laid out in cells and in some other property to which the cells do not correspond, and the Rules of the game allow or control the movement of a piece in a turn b be through a number of cells or through a range of such properly.
43. A game as claimed in any one of claims 1 to 42, in which the nobles of the game require initially each player in turn solely to place a piece in an arbitrary initial location on the board.
44. A game as claimed in any one of claims 1 to 43, adapted to be a computer game.
45. A game as claimed in claim 44, comprising software and comprising rules of play built Into the software so as to constrain play according b the Rules.
46. A game as claimed in claim 44 or 45, adapted for play between stations interconnected over an information network.
47. A game as claimed in any one of claims 44 to 46, adapted to represent on a screen a board for the game and a chat section.
48. A game as claimed in any one of claims 44 to 47, adapted to represent on a screen a board for the game, pieces to move over the board, and a source of indicating means to be associated with the pieces.
49. A game as claimed in claim 48, comprising software to enable a selected indicating means or type of indicating means to be obtained from the source and associated with a selected piece.
50. A game as claimed in claim 49, adapted for an indicating means obtained from the source to be associated with a selected piece in any one of a plurality of different ways, and to enable the player to select the one.
51. A game as claimed in any one of claims 44 to 50, adapted to represent on a screen a board for the game and to allow a player to change the viewpoint of the representation.
2. A game as claimed in any one of claims 44 to 51, adapted to represent on a screen an N-dimensional board for the game, where N has a value greater than 2.
53. A game as claimed in claim 2, adapted to represent on the screen a plurality of sub-boards of the board, represented as spaced apart in at least one direction contained in a sub-board.
54. A game as claimed In claim 53, adapted to represent each sub-board as a 3-dimensional sub-board, and for N to have a value greater than 3.
55. A game as claimed in claimed 54, adapted to allow a player to change the viewpoint of the representation so as to change which of the dimensions are represented in a said 3-dimensional sub-board.
56. A game as claimed in 54 or 55, adapted to represent the board as a plurality of spaced apart rows of spaced apart 3-dimensional sub-boards.
57 A board game comprising a board and pieces movable over the board, in which game there are indicating means suitable to indicate for each piece values In at least ens variable range of a property for that piece
58. A game as claimed in claim 57, in which said property comprises movement of the piece.
59. A game as claimed in claim 57 or 58, in which said property comprises a property which is not movement of the piece.
60. A game as claimed In claim 59, in which said property which Is not movement is a value property for the piece which controls its ability to take other pieces.
61. A game as claimed in claim 59 or 60, and also as claimed in any one of claims 1 to 56.
62. A game as claimed In claim 61, in respect of which the word "movement" wherever occurring in claims 1 to 56, according as the case will allow, is replaced by the phrase "property which is not movement".
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63. A game substantially according to any example hereinbefore described.
64. A game substantially according to any example hereinbefore described with reference to the accompanying drawings.
65. A piece for use in a game as claimed in any one of claims 1 to 64, the piece comprising at least one indicating means suitable to indicate values in at least one variable range of movement for that piece.
66 A piece as claimed In claim 65, in which a said indicating means comprise at least one movable memberthat can be moved to indicate different said values.
67. A piece as claimed in claim 65, in which a said indicating means comprises at least one rotary member that can be rotated to indicate different said values.
68. A piece as claimed in claims 65, in which a said indicating means comprises at least one sliding member that can be slid to indicate different said values.
69. A piece as claimed in claim 65, in which a said indicating means comprises at least one numerical display that can be varied to indicate different said values.
70. A piece for use in a game as claimed in any one of claims 1 b 64, the piece comprising receiving means suitable to receive at least one indicating means to indicate values In at least one variable range of movement for that piece.
71. A piece as claimed In claim 70, in which the receiving means are suitable to receive a plurality of the indicating means such that the number thereof can indicate a value in a said range.
72. A piece as claimed in claim 70 or 71, in which the receiving means are suitable for the position of at least one of the indicating means received by the receiving means to indicate a value in a said range.
73. A piece as claimed in any one of claims 70 to 72, in which the receiving means are suitable for the orientation of at least one of the indicating means received thereby to indicate a value in a said range.
74. A piece as claimed In any one of claims 70 to 73, in which the receiving means are adapted to indicate at least two different indications suitable to Indicate values in at least two of said variable ranges of movement for that piece.
75. A piece as claimed in any one of claims 70 to 74, in which the receiving means have at least two regions of different kinds to receive the indicating means.
76. A piece as claimed in any one of claims 70 to 75, in which the receiving means are adapted to enable a received indicating means to indicate at least two different said values simultaneously.
77. A piece as claimed in any one of claims 70 to 76, in which the receiving means comprise a penetrable portion into which a said indicating means can be stuck.
78. A piece as claimed in claim 77, in which the penetrable portion comprises a soft matenal.
79. A piece as claimed In claim 77, In which the penetrable portion comprises a bundle of fibre-ends into which bundle endwise one or more said indicating means can be stuck.
80. A piece as claimed in claim 77, in which the penetrable portion composes interdigitating means Into which one or more said indicating means can be stuck.
81. A piece as claimed in any one of claims 70 b 76, in which the receiving means comprise one part of a multiple loop-and-hook attachment system suitable b receive indicating means having a co-operating part of such system.
82. A piece as claimed in any one of claims 70 b 76, in which the receiving means comprise a magnetic material b which one or more said indicating means can be stuck by magnetism.
83. A piece as claimed in any one of claims of 70 b 84, in combnabon with at least one said indicating means.
84. A piece for use in a game as claimed In any one of claims 1 b 64, the piece being substantially according b any example hereinbefore described. c
A::: : :: ë . . . . .
85. A piece for use in a game as claimed in any one of claims 1 b 64, the piece being substantially according to any example hereinbefore described with reference to the accompanying drawings.
86 A game board comprising, or represented as comprising, a plurality of sub-boards spaced apart in at least one direction contained in a subboard.
87. A board as claimed in claim 86, In which each sub-board is, or is represented as, a three-dimensional stack of two-dimensional sub-subboards.
88. A board as claimed in claim 87, comprising, or represented as comprising, a plurality of sub-boards spaced apart in two directions contained in a sub-board, so as to form rows and columns of sub-boards.
89. A board as claimed in any one of claims 86 to 88, which is Ndimensional where N is greater than 3 90. A board as claimed in claim 89, In which N has the value 5.
91. A board substantially according to any example hereinbefore described.
92. A board substantially according to any example hereinbefore described with reference to the accompanying drawings.
93. Software adapted to programme a computer or information network to enable a player to play thereon a game as claimed in any one of claims 1 b 64.
94. Software substantially according to any example hereinbefore described.
95. Software substantially according to any example hereinbefore described with reference to the accompanying drawings.
96. A computer or nformabon network adapted to enable a player to play thereon a game as claimed in any one of claims 1 to 64 97. An information network adapted to enable a plurality of players to play thereon a game as claimed in any one of claims 1 to 64.
98. A computer or nformabon network substantially according to any example hereinbefore described.
99. A computer or information network substantially according b any example hereinbefore described with reference to the accompanying drawings.
100. A board game comprising a board and pieces movable over the board, in which the pieces are arranged in a starting position comprising a plurality of groups of adjacent pieces and a plurality of single pieces, all of the single pieces and groups being separated from each other Ae . . - Amendments to the claims have been filed as follows tar A jCiAcs ice use A. Amp c'ai,,.sc 1,. ar,y vn6 vi c'aim.s 1 it via He piece mind su,Jil-lially. (wording w any example hereinbefore described with reference to the accompanying drawings.
86. A game board comprising, or represented as comprising, a plurality of sub-boards spaced apart in at least one direction contained in a subboard.
87. A board as claimed in claim 86, in which each sub-board is, or is represented as, a three-dimensional stack of twodimensional sub-subboards.
88. A board as claimed in claim 87, comprising, or represented as comprising, a plurality of sub-boards spaced apart in two directions contained in a sub-board, so as b form rows and columns of sub-boards.
89. A board as claimed in any one of claims 86 b 88, which is Ndimensional where N is greater than 3.
To
90. A board as claimed in claim 89, in which N has the value 5.
91. A board substantially according to any example hereinbefore described.
92. A board substantially according I" any example hereinbefore described with reference to the accompanying drawings.
93. Software adapted b programme a computer or information network b enable a player b play thereon a game as claimed in any one of claims 1 to 64.
94. Software substantially according b any example hereinbefore described.
95. Software substantially according b any example hereinbefore described with reference L the accompanying drawings.
96. A computer or information network adapted b enable a player b play thereon a game as claimed in any one of claims 1 t" 64.
97. An information network adapted b enable a plurality of players t" play thereon a game as claimed in any one of claims 1 to 64.
98. A computer or infonmafion network substantially according b any example hereinbefore described.
99. A computer or information network substantially according b any example hereinbefore described with reference to the accompanying drawings.
100. A board game comprising a board and pieces movable over the board, in which the pieces are arranged in a starting position comprising a plurality of groups of adjacent pieces and a plurality of single pieces, all of the single pieces and groups being separated from each other.
101. Aboard game comprising a board and pieces movable overthe board, in which game there areindicabng means suitable b indicate for each piece, independently of the orientation of the piece, values in at least two variable ranges of movement for that piece.
102. Aboard game comprising aboard and pieces movable over the board, in which Game there are indicating means suitable b indicate for each piece values in at least two variable ranges of movement Or that piece, the indicating means for one said range differing from the indicating means for another said range.
103. A board game comprising a board and pieces movable over the board, in which game there are indicating means suitable w indicate for each piece values in at least two variable ranges of movement for that piece, the nobles of the game allowing, in a single move, movement in at least two of said ranges
104. A board game comorisin.A a board and pieces movable over Me board in Which game Deere are rdrsctir9 rr ears AU;IAbje aim,r,uicaie for each piece values,r, at least two variable ranges of movement for Mat piece, In which the rules of t'ne game are such as w avow movement in a said range w oe movement In either sense in that range.
Any combination of any one of claims lOl-lC4 with any one or more other of those claims.
106 Any combination of any one of claims 101-104 with.Anv one or more other of those claims d/^rwith any one fir Fore Of claims 1-,OG
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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2047892A1 (en) * 2007-10-13 2009-04-15 Thomas Hertlein Board game

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