U.S. patent application number 11/144147 was filed with the patent office on 2006-02-02 for method of altering the playing experience of a game and board games providing such an experience.
Invention is credited to Stuart Imai.
Application Number | 20060022404 11/144147 |
Document ID | / |
Family ID | 35463380 |
Filed Date | 2006-02-02 |
United States Patent
Application |
20060022404 |
Kind Code |
A1 |
Imai; Stuart |
February 2, 2006 |
Method of altering the playing experience of a game and board games
providing such an experience
Abstract
A method of altering the playing experience of a board game and
a board game providing such an experience are provided.
Inventors: |
Imai; Stuart; (Redondo
Beach, CA) |
Correspondence
Address: |
CHRISTIE, PARKER & HALE, LLP
PO BOX 7068
PASADENA
CA
91109-7068
US
|
Family ID: |
35463380 |
Appl. No.: |
11/144147 |
Filed: |
June 3, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60577222 |
Jun 4, 2004 |
|
|
|
Current U.S.
Class: |
273/236 ;
273/260; 273/287 |
Current CPC
Class: |
A63F 3/02 20130101; A63F
3/00214 20130101; A63F 2003/00397 20130101; A63F 2003/00848
20130101; A63F 2003/00223 20130101 |
Class at
Publication: |
273/236 ;
273/260; 273/287 |
International
Class: |
A63F 3/00 20060101
A63F003/00 |
Claims
1. A method for altering the playing experience of a board game,
said board game having a playing surface having a first location, a
second location, and a third location, wherein all three locations
are located on the same plane, wherein movement paths are defined
between any two of said location, wherein a game piece is moved
between said locations along said movement paths, wherein the first
location is spaced from the second location by a first predefined
distance, wherein the second location is spaced from the third
location by a second predefined distance, wherein the first
location is spaced from the second location by a third distance,
the method comprising changing at least one of said distances.
2. The method as recited in claim 1 further comprising changing
another of said distances.
3. The method as recited in claim 1 further comprising changing all
three distances.
4. The method as recited in claim 1 wherein at least two of said
locations are formed on the same plane, the method further
comprises moving at least one of said two locations at a location
not in the same plane as the other of said two locations.
5. The method as recited in claim 1 wherein at least two of said
locations are formed on the same plane, the method further
comprises moving at least one of said two locations at location not
in the same plane.
6. The method as recited in claim 1 wherein all three locations are
on the same plane, the method comprising moving at least one of
said locations out of said plane.
7. The method as recited in claim 1 further comprising forming an
object between two of said locations.
8. The method as recited in claim 7 wherein the object is placed
along a movement path.
9. The method as recited in claim 1 further comprising altering the
game board playing surface to be non-planar.
10. The method as recited in claim 1 further comprising blocking a
player's view of one of said locations as viewed by the player from
said player's playing position.
11. The method as recited in claim 1 wherein the board game is
selected from the group of board games consisting of Bagh Chal,
chess and checkers.
12. A method for altering the playing experience of a board game,
said board game having a playing surface having a first location, a
second location, and a third location, wherein movement paths are
defined between any two of said location, wherein a game piece is
moved between said locations along said movement paths, the method
further comprising blocking a player's view of one of said
locations as viewed by the player from said player's playing
position.
13. The method as recited in claim 12 wherein the board game is
selected from the group of games consisting of Bagh Chal, chess and
checkers.
14. A board game comprising: a game board having a playing surface
comprising, a first location, a second location offset from the
first location by a first distance, and a third location offset
from the second location by a second distance and offset from the
first location by a third distance, wherein said three distances
are not equal to one another, wherein movement paths are defined
along any two of said locations and wherein said three locations do
not lie on the same plane; and at least one game piece for movement
along the movement paths between said locations.
15. The board game a recited in claim 14 further comprising an
object on said game board between any two of said locations.
16. The board game as recited in claim 15 wherein the object is
located along a movement path.
17. The board game as recited in claim 15 wherein the object blocks
a player's view of one of said two of said locations as viewed by
the player from said player's playing position.
18. The board game as recited in claim 15 wherein the object is
selected from the group of objects consisting of trees, buildings,
tunnels, towers, caves, rocks, bridges and combinations
thereof.
19. The board game as recited in claim 14 wherein the playing
surface defines a non-planar terrain and wherein the locations are
defined on the non-planar terrain.
20. The board game as recited in claim 19 wherein the terrain is
based on a movie, television show, comics, books, and video
games.
21. The board game as recited in claim 14 wherein one of said
locations blocks a player's view of another of said locations as
viewed by the player from said player's playing position.
22. The board game as recited in claim 21 wherein the board game is
selected from the group of games consisting of Bagh Chal, chess and
checkers.
23. A board game comprising: a game board having a playing surface
comprising, a first location, a second location offset from the
first location, and a third location offset from the second
location and from the first location, wherein movement paths are
defined along any two of said locations and wherein a player's view
of one of said locations as viewed by the player from said player's
playing position is blocked; and at least one game piece for
movement along the movement paths between said locations.
24. The board game as recited in claim 23 further comprising an
object on the game board, wherein the object blocks said player's
view of one of said locations.
25. The board game as recited in claim 23 wherein said player's
view of one of said locations is blocked by another one of said
locations.
26. The board game as recited in claim 23 wherein the board game is
selected from the group of games consisting of Bagh Chal, chess and
checkers.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claim priority on U.S.
Provisional Application No. 60/577,222, filed on Jun. 4, 2004, the
contents of which are fully incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] The present invention is directed to a method of altering
the playing experience of a board game and to board games providing
such an experience.
[0003] Board games, as for example Bagh Chal, chess and checkers
are typically played on a two-dimensional surface. The experience
provided by these games is typically the same every time they are
being played. The strategy of these games is not affected by the
shape or terrain of the game board on which they are played.
SUMMARY OF THE INVENTION
[0004] A method of altering the playing experience of a board game
is provided by altering the playing surface of the game to a
three-dimensional surface. In an exemplary embodiment, the method
includes changing the distances between movements of game pieces.
In another exemplary embodiment, the method includes placing visual
and/or physical obstructions between the available movement of the
game pieces. In yet another exemplary embodiment, the game pieces
are moved from one location to another, and the method further
includes varying the height level of each location.
[0005] In another exemplary embodiment a method is provided for
altering the playing experience of an existing board game. The
method includes changing the playing surface of the game from a
flat surface to a three-dimensional surface. In another exemplary
embodiment the method includes changing the distance between
movements of the game pieces in comparison to the existing game. In
another exemplary embodiment, the method includes placing visual
and/or obstructions between the available movement of the game
pieces. In yet another exemplary embodiment, the game pieces are
moved from one location to another, and the method further includes
varying the height level of each location.
[0006] In yet a further exemplary embodiment, a game played on a
three-dimensional surface is provided. The surface has various
height levels to accommodate the game pieces. The game board
provides locations on to which the game pieces are moved. In an
exemplary embodiment, these locations are at various height levels.
Furthermore, in another exemplary embodiment, the distance between
such locations is varied. In yet a further exemplary embodiment,
obstructions are provided between such locations. Tunnels, trees,
caves, bridges, structures, buildings, rocks, vertical props,
debris and other features or combinations thereof may be provided
on the game board.
[0007] In a further exemplary embodiment, a method for altering the
playing experience of a board game is provided wherein the board
game has a playing surface having a first location, a second
location, and a third location, wherein all three locations are on
the same plane, wherein movement paths are defined between any two
of the location, wherein a game piece is moved between the
locations along the movement paths, wherein the first location is
spaced from the second location by a first predefined distance,
wherein the second location is spaced from the third location by a
second predefined distance, wherein the first location is spaced
from the second location by a third distance, the method including
changing at least one of the distances. In another exemplary
embodiment, the method includes changing another of the distances.
The method may also include changing all three distances. In
another exemplary embodiment at least two of the locations are
formed on the same plane, and the method further includes moving at
least one of the two locations at a location not in the same plane
as the other of the two locations. In yet a further exemplary
embodiment, two of the locations are formed on the same plane, and
the method further includes moving at least one of the two
locations at location not in the same plane. In another exemplary
embodiment all three locations are on the same plane, and the
method includes moving at least one of the locations out of the
plane. In an alternate exemplary embodiment, the method further
includes forming an object between two of the locations. The object
may be formed along a movement path. In another alternate exemplary
embodiment, the method includes altering the game board playing
surface to be non-planar. In yet a further alternate exemplary
embodiment, the method further includes blocking a player's view of
one of the locations as viewed by the player from the player's
playing position.
[0008] In another exemplary embodiment, a method is provided for
altering the playing experience of a board game which has a playing
surface having a first location, a second location, and a third
location, wherein movement paths are defined between any two of the
location, wherein a game piece is moved between the locations along
the movement paths. The method includes blocking a player's view of
one of the locations as viewed by the player from the player's
playing position.
[0009] In yet another exemplary embodiment a board game is
provided. The board game includes a game board playing surface
including a first location, a second location offset from the first
location by a first distance, and a third location offset from the
second location by a second distance and offset from the first
location by a third distance, wherein the three distances are not
equal to one another, wherein movement paths are defined along any
two of the locations and wherein the three locations do not lie on
the same plane. The game also includes at least one game piece for
movement along the movement paths between the locations. In an
exemplary embodiment, the game includes an object extending from
the game board between any two of the locations. The object may be
located along a movement path. The object may also block a player's
view of one of the two of the locations as viewed by the player
from the player's playing position. In an exemplary embodiment the
object may be selected from the group of objects consisting trees,
buildings, tunnels, towers, caves, rocks, bridges and combinations
thereof. In another exemplary embodiment, the playing surface forms
a non-planar terrain and wherein the locations are formed on the
non-planar terrain. The terrain may be based on a movie, television
show, comics, books, and video games. In yet a further exemplary
embodiment, one of the locations blocks a player's view of another
of the locations as viewed by the player from the player's playing
position.
[0010] In a further exemplary embodiment, a board game is provided
having game board having a playing surface including a first
location, a second location offset from the first location, and a
third location offset from the second location and from the first
location, wherein movement paths are defined along any two of the
locations and wherein a player's view of one of the locations as
viewed by the player from the player's playing position is blocked.
The game also includes at least one game piece for movement along
the movement paths between the locations. In one exemplary
embodiment, the player's view may be blocked by an object. In
another exemplary embodiment, the player's view may be blocked by
one of the locations.
[0011] In any of the aforementioned method and board game
embodiments, the board game may be a game such as Bagh Chal, chess
or checkers.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 depicts a grid pattern of a conventional Bagh Chal
game board.
[0013] FIG. 2 is an exemplary embodiment game board of the present
invention having a stretched out grid pattern.
[0014] FIG. 3 is a top view of an exemplary embodiment game board
with some exemplary embodiment game pieces of the present
invention.
[0015] FIG. 4 is a top view of another exemplary embodiment game
board with some exemplary embodiment game pieces of the present
invention.
[0016] FIG. 5 is a perspective view of the exemplary embodiment
game board with game pieces shown in FIG. 3, as viewed by a player
from the player's playing position.
[0017] FIG. 6 is a perspective view of the exemplary embodiment
game board with game pieces shown in FIG. 4, as viewed by a player
from the player's playing position.
[0018] FIG. 7 is a perspective view of two sets of exemplary
embodiment game pieces.
[0019] FIG. 8 is a partial top view of an exemplary embodiment game
board of the present invention.
[0020] FIG. 9 is a top view of an exemplary embodiment game board
of the present invention having a stretched out grid pattern and
some exemplary embodiment game pieces.
[0021] FIG. 10 is a perspective view of the exemplary embodiment
game board with game pieces shown in FIG. 9.
[0022] FIG. 11 is a perspective view of an exemplary embodiment
game board after being molded and with some trees mounted on the
board.
[0023] FIG. 12 is a perspective view of the game board depicted in
FIG. 11 after being trimmed and painted to simulate a desired
environment.
[0024] FIG. 13 is a perspective view of another exemplary
embodiment game board with some exemplary embodiment game pieces of
the present invention
DETAILED DESCRIPTION OF THE INVENTION
[0025] The present invention provides for a method of altering the
playing experience of a board game by altering the geometry of the
game board and a three-dimensional game board, i.e., a game board
having a three-dimensional geometry. Although, the present
invention can be achieved by varying various board games, for
descriptive purposes the present invention will be described by
altering a Bagh Chal game, which is a game frequently played in
Nepal. Bagh Chal is played as follows:
[0026] Player One has four game pieces. Player Two has twenty game
pieces that are different in shape or color than the Player One
pieces. The playing surface consists of a symmetrical grid 10
(referred to herein as the "Grid") as shown in FIG. 1 (Image 2).
The grid consists of twenty-five locations or points 12 with
movement lines 14 that connect and intersect at each one of these
twenty-five points. For convenience these points are referred to
herein as "Intersections". The game piece movement for Player One
and Player Two is along these movement lines from Intersection to
Intersection.
[0027] The players take turns, moving or placing one Game Piece per
turn. Player One's turn is always first and he places all four of
his Game Pieces on each corner 11 of the Grid. This sets up the
game and begins the play pattern. Player Two moves second by
placing one of his Game Pieces onto any open Intersection.
[0028] The third move is by Player One and his Game Piece is moved
over to an open, adjacent Intersection along a movement line or it
can jump an adjacent Game Piece of Player Two along a line.
Subsequent turns are similar with each Player alternating turns.
Player One's Game Pieces move around the Grid as Player Two
continues to place his twenty Game Pieces on open Intersections one
at a time.
[0029] During each move, each Player can only move to an open,
adjacent Intersection, with the exception that Player One's Game
Pieces can jump over Player Two's Game Pieces, only if there is an
open Intersection inline beyond his opponent's Game Piece. This
jumping move is similar to jumping opponents' game pieces in the
game of Checkers.
[0030] As described, the game is typically broken down into two
segments. The first segment is the initial setting up of Player
One's four Game Pieces. During this segment, Player Two alternates
turns with Player One and Player Two places a Game. Piece, one at a
time, on any open Intersection during each one of his turns.
[0031] Player Two cannot move any of his Game Pieces once they have
been placed on the board, until all of his twenty Game Pieces have
been placed on Intersections of the Grid. As Player Two places his
twenty Game Pieces on the Grid, his Game Pieces can be captured and
removed from the Grid by Player One at any time.
[0032] The second segment of the game begins after Player Two has
placed all of his twenty Game Pieces onto the game board. Once all
of Player Two's Game Pieces are on the Grid, he can now move one
Game Piece on the Grid, per turn, along a segment of line, to an
available and adjacent Intersection on the Grid.
[0033] Player Two cannot jump a Game Piece of Player One at any
time. Moreover, Player Two's Game Pieces cannot jump over its own
Game Pieces and can only move to an open, adjacent Intersection.
Player Two can surround Player One's Game Pieces at any time of the
game.
[0034] Player One can only jump over a single Game Piece of Player
Two and cannot jump over multiple Game Pieces. Moreover, Player One
can jump and capture Player Two's Game Pieces at any time in the
game. When a Game Piece is captured, it is removed off the
Grid.
[0035] Player One (with the four Game Pieces) must jump (much like
Checkers) and capture five of Player Two's Game Pieces in order to
win. It is possible for Player One to continue to jump and capture
Player Two's remaining Game Pieces left on the Grid, however, it is
just a formality and the game cannot be won if Player Two has lost
five Game Pieces.
[0036] Player Two (with his sixteen to twenty Game Pieces remaining
on the playing surface) must strategically move his Game Pieces, so
there are no remaining Intersections left open for any of Player
One's Game Pieces to land on, thus, surrounding Player One's Game
Pieces. If Player Two can completely surround all four of Player
One's Game Pieces, the game is won by Player Two.
[0037] In one embodiment, as the game comes to a close, players
cannot repeat a prior move and move back and forth along the same
movement line as this would more than likely end the game in a
stalemate and/or simply draw out the game. For Example, a player
should not repeatedly move his game piece on successive moves back
and forth between the same two Intersections.
[0038] To change the effect of the game as well as to provide an
illusion that may affect the game strategy, applicant has altered
the playing Grid to a stretched out grid and/or to a grid formed on
a three-dimensional, i.e., a non-planar, terrain. The grid formed
on a three dimensional terrain or a stretched out grid is referred
to herein for convenience as the "Terrain".
[0039] In a first exemplary embodiment, the Terrain is formed by
"stretching" the grid as shown in FIG. 2 (Image 3) forming an
exemplary embodiment Terrain 20. The Intersections or locations, in
an exemplary embodiment, may be better defined by "Markers". The
Markers are formed at the intersection of movement lines (or
movement paths) 21. In another exemplary embodiment, the grid is
stretched and altered such that it is no longer symmetric about a
central axis, as for example, central axis 24 shown in FIG. 2.
[0040] In the regular symmetric Grid there are five distinct
Intersections, i.e., there are five Intersections each of which is
defined by a distinct set of lines oriented at distinct angles
around the Intersections. For example Intersections 15, 16, 17, 18,
and 19 shown in FIG. 1, are the distinct Intersections of the Grid
10 shown in FIG. 1, i.e., every other Intersection on the Grid 10
is the same as one of the five distinct Intersections. With the
stretched out grid 20 shown in FIG. 2, there are ten distinct
Markers. These are Markers 25, 26, 27, 28, 29, 30, 31, 33, 35 and
37. With the aforementioned exemplary embodiments, the visual
geometry is completely distorted from that of a square based grid.
The stretched-out grid provides a much different effect. Some
Markers 22 are now placed farther apart from other Markers, giving
the feeling or illusion that such Markers are now more or less
vulnerable, or farther or closer away from being captured or
surrounded (compare FIG. 1 to FIG. 2).
[0041] In another exemplary embodiment, a new level of strategic
play pattern and an unexpected new element of deception is created
by placing the Markers at different and varying elevations rather
than simple intersections on a flat playing board as for example
shown in FIGS. 3-6 (Images 6, 7, 9, and 10, respectively) forming a
three-dimensional terrain 23. In exemplary embodiments, the
three-dimensional terrain may maintain a square symmetrical grid or
a stretched out grid. In a further exemplary embodiment, a stronger
element of deception and illusion is provided by elevating the
Markers to various heights and integrating them into an
asymmetrical and multi-level uneven three-dimensional sculpted
terrain, as for example shown in FIGS. 3-6. The three-dimensional
terrains may include other terrain features, i.e., objects,
incorporated between the Markers or above or below the Markers. For
example, the terrain may include, among other things, tunnels (FIG.
5), trees (FIG. 6), towers (FIG. 13), caves, bridges, structures,
buildings, rocks, vertical props, debris and other objects or
combinations thereof. The three-dimensional terrains may be based
on movies, television shows, comics, books, video games or other
entertainments themes or environments. Similarly, the Game Pieces
may be characters of such movies, television shows, comics, books,
video games or other entertainments themes or environments. It
should be noted that proper permissions and licenses may be needed
before forming any game board or game piece based on copyrighted
environments or characters, respectively. Two sets 40 and 50 or
exemplary game pieces are shown in FIG. 7 (Image 1). Each set
consists of the game pieces 42, 52 for Player One and the game
pieces 44, 54 for Player Two. Other exemplary game pieces 62, 64
are shown in FIG. 13. The Markers 22 themselves may have various
designs. For example, each Marker may have designs that indicated
the potential game piece movement paths from the Marker, as for
example shown in FIG. 8 (Image 4).
[0042] The effect of the three-dimensional terrain on a player may
be ascertained by looking at FIGS. 9 and 10 (Images 5 and 7) which
shows a partial set of Game Pieces 42, 44 on a flat grid and
comparing it with FIGS. 3-6 which show a partial set of Game Pieces
42, 44 on a three-dimensional terrain. FIGS. 3, 4 and 9 depict top
views of three different terrains, while FIGS. 5, 6 and 10, depict
perspective views corresponding to the top views shown in FIGS. 3,
4 and 9, respectively. In each of FIGS. 3-6, 9 and 10, the Game
Pieces are placed in the identical locations, yet the locations and
the potential movements for the Game Pieces in FIGS. 3-6 on the
three-dimensional terrain look a lot different from those in FIGS.
9 and 10 on the flat terrain. Moreover, some of the Game Pieces are
not visible in some views. For example, on FIGS. 5 and 6 only two
of the three Game Pieces 44 are visible and on FIG. 5 one Game
Piece 42 is only partially visible.
[0043] Another three-dimensional terrain 60 is shown in FIG. 13. It
becomes apparent that in FIGS. 3-6, and 13, the three-dimensional
terrains make it considerably more difficult for a player to
discern where the other player's Game Pieces are and more
importantly, which direction the lines connecting Marker to Marker
are going. This illusion creates a false effect and distraction as
some of the connecting lines from Marker to Marker, are now
vertical and/or on undulating surfaces, rather than on a flat plane
and clearly visible.
[0044] The elevated Markers help provide a misconception and false
sense of security. Some of the Markers placed at the highest
elevations give the player a sense of power and protection, however
some of these Markers at the highest elevations may only have four
directions in which to move, leading to the deception. For example,
a player may think his/her Game Piece is out of harms-way, because
it is obstructed by trees, mountains or structures.
[0045] With the inventive Terrains, the location of a Game Piece
will seem more or less vulnerable depending on where it is placed
on the Terrain, even though the grid in plan view may be
straightforward. For example, some Game Pieces may be blocked
completely from the opponent's view, allowing the other player to
capture or surround more Game Pieces. Trees, structures, tunnels,
bridges buildings, rocks, vertical props and debris as well as the
varying distance between Markers all add to create a confusing and
distracting environment, altering the game play pattern from a
typical flat, non-sculpted playing surface or grid to a playing
surface that is multi-tiered and has multiple levels of deception.
For example, the variable distance between one player's Game Piece
and another player's Game Piece, may provide the illusion that the
game pieces are spaced apart by more than one Marker.
[0046] The exemplary embodiment, three-dimensional game boards may
be formed by molding using well known techniques. For example, FIG.
11 depicts an exemplary embodiment game board after being removed
from a mold and incorporating some trees. FIG. 12 depicts the game
board shown in FIG. 11 after it has been trimmed and painted.
[0047] As can be seen, the present invention provides a method for
providing a distraction or illusion when playing a board game like
Bagh Chal, chess, checkers, etc., which affects a player's thinking
and strategy, as well as game and/or game board providing such a
distraction or illusion. For example an exemplary embodiment game
board used for chess or checkers may be formed such that a Marker
is used for each chess or checkers game board square. Markers
representing adjacent squares may be interconnected by movement
lines 21. By stretching out the chess or checkers board so as to be
non-symmetric along at least one axis and/or by forming such game
board surface on a three-dimensional terrain with or without
obstructions, and/or by using Markers interconnected by movement
lines instead of adjacent squares, a distraction or illusion is
created effecting a player's thinking and strategy when playing
such game.
* * * * *