U.S. patent application number 10/689827 was filed with the patent office on 2005-04-21 for space battle board game.
Invention is credited to Acosta, Santiago.
Application Number | 20050082752 10/689827 |
Document ID | / |
Family ID | 34521488 |
Filed Date | 2005-04-21 |
United States Patent
Application |
20050082752 |
Kind Code |
A1 |
Acosta, Santiago |
April 21, 2005 |
Space battle board game
Abstract
A board game playable by two or four persons or two teams of
persons utilizing a square game board with each player being
assigned a plurality of ships along with a mother ship. The board
is divided into diagonal moving spaces and diagonal nonmoving
spaces. The ships and mother ship are a color matched set, with
four sets of different colors, with each color set matching moving
space indicia printed on the game board. The object of the game is
to be the first to move one's mother ship from a beginning edge of
the game board to an opposing edge on move spaces located on the
board. Difficulty levels are provided by changing and adding move
options available to the players' ships and mother ship depending
on ship location and the desired level of play. The game is also
easily adaptable to electronic play and use on the world wide
web.
Inventors: |
Acosta, Santiago; (Conroe,
TX) |
Correspondence
Address: |
Michael Jolly
4th Floor
1018 Preston
Houston
TX
77002
US
|
Family ID: |
34521488 |
Appl. No.: |
10/689827 |
Filed: |
October 20, 2003 |
Current U.S.
Class: |
273/250 |
Current CPC
Class: |
A63F 3/00091 20130101;
A63F 2011/0076 20130101 |
Class at
Publication: |
273/250 |
International
Class: |
A63F 003/00 |
Claims
What I claim is:
1. A method of game board play wherein the game is playable by four
players or two teams of two players where the game board is
generally square and divided into a plurality of square spaces
arranged in columns and which game board is selected from either a
board with 10 spaces on each of four edges or a board with 11
spaces on each of four edges, and where every other space on the
selected board is a move space adjacent to a non move space, move
spaces are diagonal to moves spaces in a next column of spaces, a
safe haven move space is positioned near a center of the game
board, different color and move direction indicia are included on
move spaces arranged on each of the four board edges and which
diagonally terminate at the safe haven move space, and further
where each player starts with a colored set of four playing pieces
comprising three ships and one mother ship where the color set
matches a color indicia on a starting edge of the board selected by
a player, and where an object of the game is to move one's mother
ship from a starting edge to an opposing edge, the game comprises
the steps: a) arranging a player's four playing pieces on moving
spaces on a selected starting edge of the game board matching the
color of the playing pieces, b) in turn each player moving 1
desired playing piece diagonally to another move space in a
direction generally to an opposing edge, c) during a players'turn,
jumping and eliminating opponent playing pieces or plurality of
opponent playing pieces which are located in adjacent diagonal move
spaces, d) protecting a playing piece from elimination by moving a
playing piece or a plurality of playing pieces to the safe haven
moving space near the middle of the game board, e) winning the game
by first moving one's mother ship from the starting edge to an
opposing edge.
2. The method of game board play as set forth in claim 1 further
comprising; moving any of the three ships of a given player only in
a direction in diagonal spaces from a starting edge towards an
opposing edge.
3. The method of game board play as set forth in claim 1 further
comprising; moving the mother ship of a given player in any
direction in diagonal spaces.
4. The method of game board play as set forth in claim 1 further
comprising; losing a ship when, during a turn a player fails to
jump and terminate an opponent ship.
5. The method of game board play as set forth in claim 1 further
comprising; prohibiting a ship from moving over a safe haven space
unless the space haven space includes a ship located there of the
same color as the ship moving over the safe haven space.
6. The method of game board play as set forth in claim 1 further
comprising; converting a player's ship to "VADOR" status by the
player moving a ship, other than a mother ship, from a starting
edge to an opposing edge whereby the ship which has obtained
"VADOR" status may then move in turn in a "V" pattern of multiple
move spaces, may jump and eliminate multiple opponent ships if open
move spaces exist between jumped ships, may not use spaces on the
game board edge and further wherein the ship with "VADOR" status
may never jump over or use safe haven spaces and further wherein a
ship which has obtained "VADOR" status is positioned so that a "V"
imprinted thereon the ship is visible to other players.
7. The method of game board play as set forth in claim 6 further
comprising; converting a player's ship to "SORE LOSER" status by
the player being eliminated while having a ship remaining in safe
haven whereby the "SORE LOSER" ship thereafter may move in any
direction one diagonal space at a time, and further wherein the
ship which has obtained "sore loser" status is positioned so that a
"SL" imprinted thereon the ship is visible to other players and
further wherein said "SORE LOSER" may never obtain "VADOR"
status.
8. The method of game board play as set forth in claim 6 further
comprising; converting a player's ship, other than a mother ship or
a ship with "vador" status, to "rights of passage denied" status by
an opposing player terminating an opponent's ship and the
terminating player placing the terminated ship in an inverted
position on any desired moving space thereby prohibiting opponents
from moving over the space, and further wherein the ship which has
been converted to "rights of passage denied" status is positioned
so that a "ropd" imprinted thereon the ship is visible to other
players, removing a "ropd" status ship by use of a ship with
"vador" status.
9. The method of game board play as set forth in claim 6 further
comprising; converting a mother ship to a mother ship carrier by
moving ships of the same color as the mother ship to the mother
ship thereby allowing the mother ship carrier to move a number of
spaces equal to the sum of ships carried by the mother ship plus
the mother ship, releasing carried ships from the mother ship
carrier during a player's turn.
10. The method of game board play as set forth in claim 6 further
comprising; exchanging ships, other than a mother ship, between
players before play begins so that all players have a plurality of
different colored ships, each player positioning the different
colored ships on their starting edge along with a mother ship,
selecting play with a dark side or regular side, terminating ships
or mother ships playing within the side, switching from the dark
side to regular side or regular side to dark side as a player's
move, a mother ship wins by moving to an opposing edge in a regular
side move space.
11. The method of game board play as set forth in claim 1 further
comprising; winning by eliminating all opponent ships, and whereby
all ships may move in a forward direction toward an opposing edge
and backwards towards a starting edge.
12. The method of game board play as set forth in claim 1 further
comprising; selecting playing pieces, game board, and opponents
from a world wide web site and playing the board game.
13. The method of game board play as set forth in claim 12 further
comprising; paying a fee before entering a world wide web site for
playing the board game.
Description
TECHNICAL FIELD
[0001] This invention relates to board games and in particular to a
board game playable by two or four persons or two teams of persons
utilizing a square game board with each player being assigned a
plurality of ships along with a mother ship. The object of the game
is to be the first to move one's mother ship from a beginning edge
of the game board to an opposing edge on move spaces located on the
board. Difficulty levels are provided by changing and adding move
options available to the players.
BACKROUND ART
[0002] Prior art is replete with various types of games utilizing
game boards and moveable objects. Unlike the prior art, the present
invention provides numerous playing levels providing various
challenging moves and strategies thereby increasing the interest
level of the players. The complexity level is changed easily
without adding new objects or materials.
GENERAL SUMMARY DISCUSSION OF INVENTION
[0003] Object of Play
[0004] In the game, players compete against each other to see who
is the first to get their "mother ship" to the opposite side edge
of the game board from the starting edge. In doing so, players will
inevitably confront each other and eliminate "ships" in order to be
proclaimed a winner at the end. Once this has been accomplished the
game is over and a player wins the game. Another way of winning the
game is when a player terminates all of his opponents "ships"
without getting the "mother ship" to the opposite side. Yet another
way of becoming a winner is by SPM (SELF PROCLAIM MOVES). SPM occur
when it is obvious that one player has another player(s) "trapped"
or on the verge of winning and it's only a matter of time that this
player becomes a winner.
[0005] Before playing the game a player must decide the difficulty
level desired. There are 5 levels. Level 1 is for starters. Level 2
is for experienced players. Levels 3-5 are for experts. Level 4 is
the most challenging. Level 5 requires some major rule changes.
Level 5 is always played with the combination of any of the
previous 4 levels. It is strongly recommended to begin with level
1.
PRACTICING THE INVENTION
[0006] Setup and Game Rules
[0007] Level I
[0008] The game is ideal for four players, 2 players, or two teams
of two. If teams are involved a team members are always on opposing
side of the game board from each other.
[0009] The game can be played on either of two game boards. FIG. 1
illustrates game board #1 which is 10 by 10 square, with 100 total
spaces (21) and with a "safe haven" move space (20) not perfectly
in the middle of the game board. FIG. 2 illustrates game board #2
which is 11 by 11, with 121 spaces (31) and with a "safe haven"
move space (30) in the middle of the game board. Each game board
has alternating blank move spaces (22, 32) with move spaces (23,
33). The move spaces (23,33) may include a depiction of a comet,
star, galaxy, or some other celestial object or indicia which could
indicate color and direction of move. On the FIGS. 1 and 2,
direction arrows are included for description only to indicate the
direction of desired moving of ships and mother ships on the board.
These arrows may be replaced with an artistic rendition of a comet
which is colored to match the four different sets of playing
pieces, described below. Coloration of the comet on the board are
divided into quadrants meeting at the center safe haven move space.
The different style arrows on FIGS. 1 and 2 game board indicate the
different colors for each arrow style. The game board desired is
chosen before play begins.
[0010] Each player selects a set of colored playing pieces, the set
includes three "ships" and one "mother ship". FIG. 3 depicts a set
of playing pieces (40) with three "ships"(41) and one "mother ship"
(42). The game includes four sets of playing pieces with each set a
different color. Each player's color may also be assigned a team
name. For example green may be "Little Green Men", blue may be
"Blue Moon", red may be "The Red Planet", and purple may be "Purple
People Eaters". Ships (41) are placed on the beginning edge moving
spaces (24, 34) where the arrows match the color of the set. When
using the game board in FIG. 1 with the 10 by 10 moving spaces two
of the beginning edge moving spaces have an extra move spaces
available. Ships and mother ships may be positioned on the desired
move spaces at the player's discretion. However, it is not
necessary to label your teams.
[0011] 1. TAKING TURNS--It is recommended to go in color
alphabetical order. Blue-first, green-second, purple-third,
red-forth. Or you may choose another preferred order. Each player
can only move 1 desired ship at a time unless the player sees the
opportunity to double or triple jump.
[0012] 2. Ships move diagonally by following the direction of their
colored arrows or other indicia. Some boards may not show the
arrows but it's assumed that each color moves forward in a diagonal
direction. These ships may not move back from the direction they
are going.
[0013] 3. Ships may terminate an opponent by flying (jumping) over
them or sliding into the place where the opponents ship was
located. There must be an empty diagonal move space in order to
terminate an opponent. Once a ship is terminated, it has taken out
of space, removed from the playing board. Double, triple, etc.
flying (jumping) is permitted. There is no limit to double flying
(jumping). It is also permitted to jump over your own ship to
advance or terminate an opponent.
[0014] 4. The mother ship is the one unique spaceship of the set of
four. An object is to protect the mother ship at all times. Once a
mother ship is terminated, the player is out. All other ships of
that player are removed from the game board. Mother ships may move
in any direction by riding (jumping or using spaces) one moving
space at a time.
[0015] 5. A player may loose a ship when "CAUGHT LOOKING OR CAUGHT
SLEEPING". Such as when a player fails to terminate an opponent's
ship when the opportunity is there. A player loses the ship that
was "caught looking". Any player may call this within the current
turn. A player may be safe from being "caught looking", if no
players calls it and it's that players turn again. If a situation
arises where a player has two opportunities to terminate an
opponent, that one player can choose which opponent to terminate
and the other opportunity would not be considered "caught looking`.
A player may even choose to be "caught looking" if he sees a more
advantageous move. For example, when a player's mother ship is
about to win.
[0016] 6. Safe haven is the space in the middle or almost middle of
the game board. This space may be shared by any number of different
ships. Once a ship is in this place, it is protected and nothing
can affect this ship from being terminated. It is permissible to
use the safe haven space to end a termination process.
[0017] 7. Safe haven space may never be flown (jumped) over for
strategic purposes, unless the ship flying over has another ship
(of it's own color) positioned there (Safe Haven).
[0018] 8. A ship gets "VADOR"(invador) status and has extra powers
when any ship other than the mother ship reaches it's opposite
side. A VADOR is identified by standing upright with the "V" (43)
visible, illustrated in FIG. 3. VADOR moves in a V shape. It may
move multiple squares at one time. VADOR may double jump over
opponents, while there must be move spaces in between for double
jumping if the opportunity is there. VADOR may never use the move
spaces on the game board edges. VADOR may never jump over or use
safe haven spaces. Vadors can terminate a ship only when there is a
move space empty next to where the opponents ship is located.
[0019] 9. SL (44) stands for "Sore Loser" and "SL" is imprinted on
the opposite end of the ship as the "V". This occurs when a player
is eliminated but the player has a ship left in safe haven. This
ship can move in any direction and one moving space at a time when
it's turn comes around but it can't become a Vador.
[0020] 10. It is good sportsmanship not to talk during a game.
There is a two minute time limit per move. A player may choose to
take advantage of the time if desired. p1 11. If you are playing
with game board #2, note that players slide into safe haven. You
may jump over safe haven if a player has a chip of it's own in safe
haven. In addition, a player can't terminate an opponent by leaving
safe haven.
[0021] 12. If a player terminates an opponent on a multiple jump
and the 1.sup.st ship eliminated was the Mother ship, this player
has a choice to finish the double jump or complete it at the point
of where the mother ship was terminated.
[0022] Level II
[0023] The rules from level I still apply, changes are listed
below.
[0024] 1. ROPD--This stands for RIGHTS OF PASSAGE DENIED. A player
obtains this when an opponent's ship(s) is terminated. The piece
that was terminated must be flipped over and placed on a desired
area in the game board, thereby exposing the letters "ROPD" (46) as
illustrated in FIG. 3. The player who terminated someone has this
responsibility.
[0025] 2. When a ROPD exists, it's likely there is no moving space
for players to use to play the game. In other words, it's like a
wall that can't be used.
[0026] 3. It is possible for players to be trapped around ROPDS
(even in safe haven). If this is the case, the player may choose to
pass or just choose to self-terminate and be eliminated.
[0027] 4. VADORS are the only ships that can remove ROPD'S. ROPD'S
can be removed as per player's turn and only one ROPD at a time. A
ROPD is removed when a VADOR locates it in it's "V" area. The ROPD
ship is then removed from the game board. VADORS may do this as
often as desired as per player's turn. VADORS can't remove a ROPD
and terminate a ship in the same move.
[0028] 5. ROPD'S must be removed before termination can occur.
[0029] 6. If a "caught looking" situation arises and is called, the
player that called it first gets to place the ROPD on the board. If
it's a tie, use the paper, scissor, rock to see who gets awarded
the ROPD. If a player is "caught looking" during his last move to
win, the player must move back his ship and allow the opponent to
place the ROPD where desired, and the player "caught looking" loses
his turn.
[0030] 7. VADORS and mother ships may not be used as ROPD's. If a
mother ship is terminated, it is possible that you may have 1-3
ROPD's available.
[0031] 8. A player may call "pass" when he or she is trapped and
there is not a move available to him or her. If he is the only one
left and he or she is trapped, he is considered defeated.
[0032] Level III
[0033] The rules from levels I and II still apply, changes and
additions to these levels are listed below.
[0034] 1. Mother ship carrier--This comes into effect when a mother
ship carries individual ships. For each ship that the mother ship
carries, this represents the times that the mother ship can move.
For example, if it carries two ships, the mother ship can move
three times. Mother ship carriers may not double jump after they
have exhausted their number of ship capabilities. Single ships are
the only ones that may double jump as many times as available.
[0035] 2. Individual ships may hop on the mother ship carrier. Or a
mother ship carrier, if within range, may pickup ships. When
picking up a ship, the ship that was picked up does not count as a
extra move until the next turn for that player comes around.
[0036] 3. Mother ship carrier may release individual ships at
anytime anywhere per player's turn.
[0037] 4. You may terminate any opponent within the range that the
mother ship carrier is capable. For example, if your mother ship
carrier has a 3 move capability, then you may eliminate an opponent
next to you and move twice more.
[0038] 5. Mother ship carrier must be completely dissolved before a
mother ship is crowned the winner. Mother ships must dump all their
ships before it wins. A dumped ship on the edge of the opposite
side may become a VADOR.
[0039] 6. VADORS can terminate mother ship carriers.
[0040] 7. Mother ship carriers may use safe haven to be protected.
However, mother ship carriers may not use safe haven for the
purpose of terminating opponents unless there is a ship of the same
color already positioned there.
[0041] 8. A mother ship carrier may not use the same path twice.
For example, you may not move once into the moving space, terminate
a ship, and then use the same moving space to backup through the
same path that you already used.
[0042] Level IV
[0043] 1. Before the game starts, all players pass out their color
chips to other players except their own mother ships. Which means
that each players will end up with their mother ship and three
different colored ships.
[0044] 2. Players then position all the ships on their starting
side. Be aware that each player still controls only their color the
only difference is that their ships are in different starting
locations.
[0045] 3. In this level, a player must make a note of the two sides
to play in. Once is called the "Regular" side and the other is call
the "Dark" side.
[0046] 4. The objective is still to get your mother ship to the
opposite side.
[0047] 5. In this level players may switch sides and must announce
to all players that he is switching sides. This represents a
move.
[0048] 6. Players can only terminate opponents if they are in
matching sides. A player cannot terminate someone while switching
sides or in the process of doing so. For example, a VADOR on the
dark side cannot eliminate someone on the regular side.
[0049] 7. A player wins only if his mother ship reaches one of the
original and regular moving spaces or area but it cannot be the
dark side.
[0050] 8. During a switch move, the ship may be moved diagonal,
side to side, or up and down.
[0051] 9. All other rules from previous levels still apply.
[0052] Level V
[0053] This level is played in combination with the other 1 thru 4
levels. Two major rules change.
[0054] 1. The objective is no longer that your Mother ship reaches
the opposite side but to eliminate all your opponents
completely.
[0055] 2. Your small ship are allowed to move back.
[0056] 3. If a player double jumps an opponent while trying to
become a VADOR, this player must first terminate it's opponent
touching the VADOR area. Then on its next turn may become a VADOR
if that is what is desired.
INTERNET ONLINE PLAY
[0057] There will be a cost to the customer for playing the game
online. Players will visit the game website. Players may create an
account by paying online through the use of credit cards, debit
cards, etc. They may also purchase a game card from retail outlets
who carry the card for sale. The card will have a code that can be
scratched off by the player. The code will allow the player to
create and maintain his account every time he plays the game. Once
the player uses the value of the card, another card may be
purchased or the player can add value to the old card through the
use of credit cards, debit cards, checks, etc.
[0058] As players play the game online, they add monetary value to
their account every time they win. Players of the game may be
compensated in "Scholarship" money. A player's earnings can be
withdrawn when two things happen.
[0059] Number one: A player must graduate from High School. If a
player drops out of HS, the player's earnings are forfeited.
[0060] Number two: A player must provide written proof that he is
indeed enrolled in a Higher Ed. Institute. Higher Education
Institutes include Colleges, University, and Tech. Institutes and
Trade schools.
[0061] Players who have no need for "Scholarship" money can donate
their earnings to someone who meets the above requirements.
However, this player may not withdraw his earnings for any other
reason.
[0062] Tournaments will be held on-line periodically for the
purpose of dispersing Scholarships to young kids.
[0063] Below is a simplified list of steps for the above
mention.
[0064] Step 1: Player visits the game's website or he may purchase
a game card where he finds the game's website address.
[0065] Step 2: Player purchases credits to play the game. Or player
may scratch off the code from the game card. Cards will be sold at
different values. Cards will have different prices. The more
expensive the card is, the more games a player can play.
[0066] Step 3: The cost per game will be for example, 1 credit. In
this example, a value can be given to the credit as per owner's
discretion.
[0067] Step 4: Player creates account with all truthful
information. The account application will be nullified if there is
proof of false information.
[0068] Step 5: Player enters rooms available for play. Playing
rooms include Beginners, Experience, and Experts.
[0069] Step 6: Player's pay to play a game. 1 credit per game.
[0070] Step 7: If players win a game, his account will be credited
with "1" credit. For example, if a player has 4 credits on his
account and he wins a game, his account now has a total of "5"
credits.
[0071] Step 8: If player loses game, the player loses 1 credit. For
example, if player started with "4" credits in his account, he now
has 3 credits because he lost.
[0072] Step 9: Player may choose to stop playing by logging of his
account and play another day.
[0073] Step 10: Players will be notified for upcoming
tournaments.
[0074] Finally a player can rank himself by keeping track of his
winnings only. The ranking # is in the thousands place. Levels 1
thru 4 represent the ranking position. If a player has won in his
or her lifetime, 5 games of level 1, 6 games of level 2, 3 games of
level 3, and 1 game of level 4. The player's ranking is 5631.
Obviously, if an opponent player is 9999, you are playing with a
pro. Once the number of games won is 9, you stop counting.
DESCRIPTION OF DRAWINGS
[0075] For a further understanding of the nature and objects of the
present invention, reference should be had to the following
detailed description, taken in conjunction with the accompanying
drawings, in which like elements are given the same or analogous
reference numbers and wherein:
[0076] FIG. 1 is a game board which has 10 by 10 square total
spaces with a "safe haven" not in the middle of the board.
[0077] FIG. 2 is a game board which has 11 by 11 square total
spaces with a "safe haven" square in the middle.
[0078] FIG. 3 are three "ships" and one "mother ship" each player
starts with at the beginning of a game, illustrating the markings
thereon.
* * * * *