U.S. patent application number 11/192904 was filed with the patent office on 2006-11-23 for game including poseable characters on multi-panel game board.
This patent application is currently assigned to The Upper Deck Company, LLC. Invention is credited to Jeff Donais, Justin Gary, Michael Hummel, Matt Hyra.
Application Number | 20060261557 11/192904 |
Document ID | / |
Family ID | 37447639 |
Filed Date | 2006-11-23 |
United States Patent
Application |
20060261557 |
Kind Code |
A1 |
Hyra; Matt ; et al. |
November 23, 2006 |
Game including poseable characters on multi-panel game board
Abstract
A game (10) includes a game board (16), a plurality of cards
(14), a first figure (12A) and a second figure (12B). The game
board (16) is formed from a plurality of separate panels (18) that
are movable relative to one another. The first and second figures
(12A, 12B) are movably positioned on the game board (16). The first
figure (12A) includes two first figure components (220A, 220B) that
move relative to one another to form a plurality of different
poses. The first figure (12A) can initiate a confrontation with the
second figure (12B) when the first figure (12A) is in one of the
poses. In addition, the first figure (12A) can initiate the
confrontation when the first figure (12A) has a predetermined
position on the game board (16) relative to the second figure
(12B). Alternatively, the pose that the first figure (12A) must be
in to initiate the confrontation depends upon the relative
positioning between the figures (12A, 12B) on the game board (16).
In one embodiment, the outcome of the confrontation can be based at
least partially on a panel parameter (454, 456A-C), a figure
parameter (232, 234), a card parameter (344-348) and/or on a random
parameter.
Inventors: |
Hyra; Matt; (Vista, CA)
; Hummel; Michael; (Carlsbad, CA) ; Donais;
Jeff; (San Marcos, CA) ; Gary; Justin;
(Carlsbad, CA) |
Correspondence
Address: |
THE LAW OFFICE OF STEVEN G ROEDER
5560 CHELSEA AVE
LA JOLLA
CA
92037
US
|
Assignee: |
The Upper Deck Company, LLC
|
Family ID: |
37447639 |
Appl. No.: |
11/192904 |
Filed: |
July 29, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60683329 |
May 20, 2005 |
|
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|
60683329 |
May 20, 2005 |
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Current U.S.
Class: |
273/288 |
Current CPC
Class: |
A63F 3/00 20130101; A63F
1/04 20130101; A63F 3/00261 20130101; A63F 2003/00359 20130101;
A63F 2003/00826 20130101; A63F 2003/00747 20130101; A63F 3/00028
20130101 |
Class at
Publication: |
273/288 |
International
Class: |
A63F 3/00 20060101
A63F003/00 |
Claims
1. A game comprising: a game board formed from a plurality of
panels; and a first figure that is movably positioned on the game
board, the first figure including two first figure components that
move relative to one another so that the first figure forms a first
pose and a second pose that is different than the first pose; and a
second figure that is movably positioned on the game board; wherein
the first figure is adapted to initiate a confrontation with the
second figure when the first figure is in the first pose.
2. The game of claim 1 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure has a predetermined position on the game board relative to a
position of the second figure on the game board.
3. The game of claim 2 wherein the predetermined position on the
game board relative to the second figure that allows the first
figure to initiate the confrontation with the second figure depends
upon the pose of the first figure.
4. The game of claim 2 wherein the first figure is positioned on a
first panel and the second figure is positioned on a second panel,
and wherein the first figure is adapted to initiate the
confrontation with the second figure when the first figure is in
the first pose and the first panel and second panel are in a first
position relative to one another.
5. The game of claim 4 wherein the first position includes the
first panel and the second panel being side-by-side.
6. The game of claim 4 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure is in the second pose and the first panel and the second
panel are in a second position relative to one another that is
different than the first position.
7. The game of claim 6 wherein the second position includes the
first panel being positioned immediately diagonally relative to the
second panel.
8. The game of claim 6 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure is in a third pose that is different than the first and
second poses, and wherein the first panel and the second panel are
in a third position relative to one another that is different than
the first position and the second position.
9. The game of claim 8 wherein the third position includes a third
panel being at least partially positioned directly between the
first panel and the second panel.
10. The game of claim 9 further comprising a projectile, wherein
during the confrontation when the first figure is in the third
pose, the projectile is projected from the first figure toward the
second figure.
11. The game of claim 2 wherein the pose of the first figure that
allows the first figure to initiate a confrontation with the second
figure depends upon the relative position between the first figure
and the second figure on the game board.
12. The game of claim 1 wherein the game board is formed from a
plurality of separate panels that are movable relative to one
another.
13. The game of claim 12 wherein each of the panels is used to form
the game board prior to commencement of play of the game.
14. The game of claim 13 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein one of the panels is
initially placed in a face down position that shows the back side
of the panel.
15. The game of claim 13 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein one of the panels is
initially placed in a face up position that shows the front side of
the panel.
16. The game of claim 13 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein each of the panels is
initially placed in a face up position that shows the front side of
each of the panels.
17. The game of claim 1 further comprising a projectile that moves
aerially between the first figure and the second figure during the
confrontation.
18. The game of claim 1 wherein the panels are positioned so that
the first figure moves along the game board via any immediately
adjacent, unoccupied panel.
19. The game of claim 1 wherein one of the panels includes indicia
that influences the outcome of the confrontation between the first
figure and the second figure.
20. The game of claim 1 wherein the first figure components include
an arm and a leg of the first figure.
21. The game of claim 1 wherein the first figure is unable to
initiate a confrontation with the second figure when the first
figure is in the second pose.
22. A game comprising: a game board formed from a plurality of
separate panels that are movable relative to one another; and a
first figure that is movably positioned on the game board, the
first figure including two first figure components that move
relative to one another to form a first pose and a second pose that
is different than the first pose; and a second figure that is
movably positioned on the game board relative to the first figure;
wherein the first figure is adapted to initiate a confrontation
with the second figure when the first figure is in only one of the
first pose and the second pose, the pose being based upon the
relative position of the first figure and the second figure on the
game board.
23. The game of claim 22 wherein the first figure is positioned on
a first panel and the second figure is positioned on a second
panel, and wherein the first figure is adapted to initiate the
confrontation with the second figure when the first figure is in
the first pose and the first panel and second panel are in a first
position relative to one another.
24. The game of claim 23 wherein the first position includes the
first panel and the second panel being side-by-side.
25. The game of claim 23 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure is in the second pose and the first panel and the second
panel are in a second position relative to one another that is
different than the first position.
26. The game of claim 25 wherein the second position includes the
first panel being positioned immediately diagonally relative to the
second panel.
27. The game of claim 25 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure is in a third pose that is different than the first and
second poses, and wherein the first panel and the second panel are
in a third position relative to one another that is different than
the first position and the second position.
28. The game of claim 27 wherein the third position includes a
third panel being at least partially positioned directly between
the first panel and the second panel.
29. The game of claim 28 further comprising a projectile, wherein
during the confrontation when the first figure is in the third
pose, the projectile is projected from the first figure toward the
second figure.
30. The game of claim 22 wherein each of the panels is used to form
the game board prior to commencement of play of the game.
31. The game of claim 30 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein one of the panels is
initially placed in a face down position that shows the back side
of the panel.
32. The game of claim 30 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein one of the panels is
initially placed in a face up position that shows the front side of
the panel.
33. The game of claim 30 wherein each of the panels has front side
and a back side, the front side including an indicia that impacts
play of the game, the back side being devoid of indicia that
impacts play of the game, and wherein each of the panels is
initially placed in a face up position that shows the front side of
each of the panels.
34. The game of claim 22 further comprising a projectile that moves
aerially between the first figure and the second figure during the
confrontation.
35. The game of claim 22 wherein the panels are positioned so that
the first figure moves along the game board via any immediately
adjacent, unoccupied panel.
36. The game of claim 22 wherein one of the panels includes indicia
that influences the outcome of the confrontation between the first
figure and the second figure.
37. The game of claim 22 wherein the first figure components
include an arm and a leg of the first figure.
38. A game comprising: a game board formed from a plurality of
panels including a first panel and a second panel; and a first
figure that is movably positioned relative to the panels, the first
figure being positioned on the first panel; and a second figure
that is movably positioned on the panels relative to the first
figure; wherein the first figure is adapted to initiate a
confrontation with the second figure, the outcome of the
confrontation being based at least partially on a panel parameter
that appears on the first panel.
39. The game of claim 38 wherein the outcome of the confrontation
is based at least partially on a figure parameter that appears on
the first figure.
40. The game of claim 38 further comprising a plurality of cards,
and wherein the outcome of the confrontation is based at least
partially on a card parameter that appears on one of the cards.
41. The game of claim 38 wherein the outcome of the confrontation
is based at least partially on a random parameter.
42. The game of claim 38 further comprising a plurality of cards,
wherein the outcome of the confrontation is based at least
partially on a figure parameter that appears on the first figure, a
card parameter that appears on one of the cards, and on a random
parameter.
43. The game of claim 38 wherein the first figure includes two
first figure components that move relative to one another so that
the first figure forms a first pose and a second pose that is
different than the first pose, and wherein the first figure
initiates a confrontation with the second figure only when the
first figure is in the first pose.
44. The game of claim 43 wherein the first figure is adapted to
initiate the confrontation with the second figure when the first
figure has a predetermined position on the game board relative to a
position of the second figure on the game board.
45. The game of claim 38 wherein the first figure includes two
first figure components that move relative to one another to form a
first pose and a second pose that is different than the first pose,
and wherein the first figure is adapted to initiate the
confrontation with the second figure when the first figure is in
only one of the first pose and the second pose, the pose being
based upon a relative position of the first figure and the second
figure on the game board.
46. The game of claim 38 wherein the game board is formed from a
plurality of separate panels that are movable relative to one
another.
Description
RELATED APPLICATION
[0001] This Application claims the benefit on U.S. Provisional
Application Ser. No. 60/683,329 filed on May 20, 2005. The contents
of U.S. Provisional Application Ser. No. 60/683,329 are
incorporated herein by reference.
BACKGROUND
[0002] Playing card games have been popular for many years.
However, with the advent of computer games, the relative simplicity
of classic playing card games appears to have taken a backseat.
Many of today's computer games do not require an opponent, allowing
individuals to play alone with no personal interaction, and no
one-on-one or group competition. Further, many of the old style
playing card games are one-dimensional because they are necessarily
restricted by the inherent limitations of the standard 52-card
playing card deck which can lack sophistication, creativity,
diversity and complexity. As a consequence, an increasing number of
individuals appear to be gravitating toward more anti-social, less
interactive computer games.
SUMMARY
[0003] The present invention is directed toward a game that
includes a game board, a first figure and a second figure. The game
board is formed from a plurality of separate panels that are
movable relative to one another. The first and second figures are
movably positioned on the game board. The first figure includes two
first figure components that move relative to one another so that
the first figure forms a first pose and a second pose that is
different from one another. In one embodiment, the first figure is
adapted to initiate a confrontation with the second figure when the
first figure is in the first pose. In addition, the first figure
can initiate the confrontation when the first figure has a
predetermined position on the game board relative to a position of
the second figure on the game board. In one embodiment, the
predetermined position on the game board depends upon the pose of
the first figure.
[0004] In an alternative embodiment, the pose that the first figure
must be in to initiate the confrontation depends upon the relative
positioning between the first figure and the second figure on the
game board. In another embodiment, the game includes a projectile.
When the first figure is in a specific pose, the first figure can
launch the projectile toward the second figure during a
confrontation between the first figure and the second figure.
[0005] In yet another embodiment of the game, each of the panels is
used to form the game board prior to commencement of play. Further,
at least one of the panels includes indicia that influence the
outcome of the confrontation between the first figure and the
second figure. In this embodiment, the outcome of the confrontation
between the first and second figures can be based at least
partially on a panel parameter that appears on the first panel. In
addition, the game can include a plurality of cards. In this
embodiment, the outcome of the confrontation is based at least
partially on a figure parameter that appears on the first figure, a
card parameter that appears on one of the cards, and on a random
parameter.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] The novel features of this invention, as well as the
invention itself, both as to its structure and its operation, will
be best understood from the accompanying drawings, taken in
conjunction with the accompanying description, in which similar
reference characters refer to similar parts, and in which:
[0007] FIG. 1 is a top view of one embodiment of a layout of a game
having features of the present invention, including a plurality of
cards, representations of two animated figures, and a game board
including a plurality of panels;
[0008] FIG. 2A is a perspective view of a character supporter and
one of the animated characters illustrated in a first pose;
[0009] FIG. 2B is a perspective view of the character supporter and
the animated character illustrated in FIG. 2A in a second pose;
[0010] FIG. 2C is a perspective view of the animated character
illustrated in FIG. 2A in a third pose;
[0011] FIG. 2D is a perspective view of the animated character
illustrated in FIG. 2A in a fourth pose;
[0012] FIG. 3A is a more detailed view of a plurality of the cards
illustrated in a first layout;
[0013] FIG. 3B is a more detailed view of a plurality of the cards
illustrated in a second layout;
[0014] FIG. 4A is a perspective view of a back side of one of the
panels;
[0015] FIG. 4B is a detailed perspective view of a front side of
one of the panels;
[0016] FIG. 5A is a top view of the game board with two of the
animated figures in a first position on the game board;
[0017] FIG. 5B is a top view of the game board with two of the
animated figures in a second position on the game board;
[0018] FIG. 5C is a top view of the game board with two of the
animated figures in a third position on the game board;
[0019] FIG. 5D is a top view of the game board with two of the
animated figures in a fourth position on the game board; and
[0020] FIG. 5E is a top perspective view of the game including
another embodiment of the game board.
DESCRIPTION
[0021] FIG. 1 illustrates one embodiment of a layout of a game 10
having features of the present invention. Although the game 10 is
described herein as a two-player game, this is for convenience of
discussion only, and it is recognized that any number of players
can play the game 10. The game can be played upon a playing surface
11 such as a table, a floor, a chair, a tray, etc. In the
embodiment illustrated in FIG. 1, the game 10 includes (i) a
plurality of three-dimensional figures including a first character
12A and a second character 12B, (ii) a plurality of cards 14, and
(iii) a game board 16. As used herein, the terms figures and
characters are interchangeable.
[0022] In one embodiment, a first player (not shown) can use the
first character 12A, and a second player (not shown) can use the
second character 12B. The characters 12A, 12B are movable over the
surface of the game board 16. The type of characters 12A, 12B
included in the game 10 can vary. For example, the characters 12A,
12B can be action figures or other suitable fictitious characters.
Alternatively, the characters 12A, 12B can be representations of
real people, or the characters 12A, 12B can be inanimate objects,
as non-exclusive examples.
[0023] Each character 12A, 12B can have one or more cards 14 that
are specifically associated with the particular character 12A, 12B.
For example, in the embodiment illustrated in FIG. 1, each
character 12A, 12B can use three cards 14 during the course of the
game that are specific to the respective character 12A, 12B. It is
recognized that any number of cards 14 can be associated with a
particular character 12A, 12B, of which any number of cards 14 can
actually be used during the game. As a representative illustration
of this concept, the first character 12A may have six cards 14 that
are specifically associated with that character 12A, while only
three of the six cards 14 are used during any one game involving
that character 12A.
[0024] In the embodiment illustrated in FIG. 1, the game board 16
includes a plurality of separate, movable panels 18 that are placed
side-by-side on the playing surface 11 to form the game board 16
upon which the characters 12A, 12B are positioned. For example,
depending upon the number of panels 18 used, the panels 18 can form
a square or rectangular grid. Alternatively, the shape of the grid
can have a different configuration. In one embodiment, each panel
18 represents one position that can be occupied by one of the
characters 12A, 12B. Further, each panel 18 can be different, i.e.
can have distinct characteristic markings, topography,
instructions, graphics or other indicia, as explained in greater
detail herein. The panels 18 can have a front side (sometimes
indicated by an "F") and a back side (sometimes indicated by a
"B"). In one embodiment, the front side of the panels 18 can be
different from one another, while the back side of the panels 18
can be substantially similar or identical to one another.
Alternatively, the panels 18 can have other similarities or
differences in appearance.
[0025] Further, the panels 18 can be identical in shape and size,
as illustrated in FIG. 1. Alternatively, the panels 18 can have
different dimensions, shapes, sizes or configurations. The panels
18 illustrated in FIG. 1 can have a thickness and rigidity that is
greater than that of a typical trading card or playing card.
Additionally, the panels 18 can be interlocking to temporarily keep
the game board 16 together during the course of a game.
Alternatively, the panels 18 can simply abut one another without
any interlocking features. In still an alternative embodiment, the
panels 18 can be permanently secured together in a non-movable
fashion, such as in an integrally formed game board that is not
formed from separate panels 18.
[0026] In one embodiment, the panels 18 are placed in position by
one or more players prior to commencement of the game, and the
panels 18 do not change positions during the game. Alternatively,
the panels 18 can be placed into position during the game, and/or
can be repositioned within the game board 16 during the game. For
example, the panels 18 can initially be placed face down so that
the back side is visible and the front side is hidden, or vice
versa. During the course of the game, one or more of the panels 18
can be flipped over. Alternatively, the panels 18 can be rearranged
during the course of a game, or from game to game.
[0027] Referring to FIG. 2A, an embodiment of the first character
212A will now be described, although it is recognized that any
character 12A, 12B (illustrated in FIG. 1) can be the first
character 212A. Moreover, the first character 212A is also
sometimes referred to simply as the "character".
[0028] In this embodiment, the character 212A is poseable relative
to itself. As used herein, a poseable character 212A is defined as
a character 212A that has one component that moves relative to
another component of the character 212A. As used herein, the term
component can be a body part or a closely associated structure of
the first character 212A. For example, the component can include
body armor or other apparel worn by the character 212A, a weapon or
other artillery carried by the character 212A, or any other
structure that is held by the character 212A, as non-exclusive
examples.
[0029] More specifically, in one embodiment, one body part of the
character 212A moves relative another body part of the character
212A. For example, if the character 212A is an action figure, an
arm 220 of the action figure can move relative to a leg 222,
abdomen 224 or other closely associated structure of the character
212A. The foregoing examples of movements of the character 212A are
merely representative movements, and it is recognized that any one
of a variety of movements of the character 212A would be
characterized as allowing poseability of the character 212A.
[0030] In one embodiment, the character 212A can be raised off the
surface of the game board 16 (illustrated in FIG. 1) by a supporter
226 that can directly or indirectly support or suspend the
character 212A adjacent to and/or above the supporter 226 for
effect, e.g., to show the character 212A in a flying "kick" pose, a
flight pose, a flip pose or another suitable pose, as provided in
greater detail below. In the embodiment illustrated in FIG. 2A, the
supporter 226 can include a stand 228 and an extender 230.
[0031] The stand 228 can directly sit on the game board 16.
Further, the stand 228 can include one or more indicia that relate
to the specific character 212A supported by the supporter 226. For
example, in one embodiment, the indicia can include an attack value
232 (also sometimes referred to herein as "ATK") and/or a defense
value 234 (also sometimes referred to herein as "DEF"). These
indicia can be permanently affixed to the stand 228, or the indicia
can be removable and interchangeable. Alternatively, the indicia
can be included on a dial or roller to allow ease in changeability
of the indicia from game to game, or during a single game.
[0032] The indicia 232, 234 on the supporter 226 (or elsewhere on
the character 212A) can impact the outcome of any portion or all of
the game, such as a confrontation between two characters, and are
sometimes referred to herein as "figure parameters". The indicia
232, 234 can remain constant from game to game for the specific
character 212A, e.g., the indicia 232, 234 can be inherent to the
character 212A. Alternatively, the indicia 232, 234 can be
changeable from game to game, or changeable during a particular
game. Still alternatively, the indicia can include other types of
data or information pertaining to the specific character 212A being
supported by the supporter 226. In yet another embodiment, the
indicia can be positioned on the extender 230 or in another
suitable location.
[0033] In one embodiment, the figure parameters 232, 234 can be
used, at least in part, to determine the outcome of a confrontation
(also sometimes referred to as an "attack") with another character.
For example, the figure parameters 232, 234 can have some
definitive or strategic impact on the outcome of part or all of the
game. The figure parameters 232, 234 can be used during a
confrontation with another character during the course of playing
the game 10, as explained in greater detail below.
[0034] The extender 230 can extend away from the stand 228 to
directly support or suspend the character 212A above the stand 228
and/or the game board 16. The character 212A can be permanently
fixed to the extender 230, or the character 212A can be removably
attached to the extender 230 so that characters can be
interchangeable relative to the extender 230 and/or the supporter
226.
[0035] In one embodiment, the character 212A is considered poseable
if it can be moved as a whole relative to the stand 228. For
example, if the character 212A can be raised off of the stand 228
using the extender 230, i.e. during a jump, a flying kick, or some
other similar movement, the character 212A can be considered to be
poseable. In an alternative embodiment, the character 212A can be
free-standing without the use of a supporter 226. Still
alternatively, the character 212A can be positioned on the stand
228 without the use of an extender 230.
[0036] In the embodiment illustrated in FIG. 2A, the character 212A
is illustrated in a first pose. In this embodiment, the first pose
is a "punch" pose, wherein the character 212A is in a position that
mimics a punching motion. At specified times during the game, the
players can change the pose of their respective character for
strategic reasons, as described below.
[0037] FIG. 2B illustrates the character 212A in a second pose. In
this embodiment, the second pose is a "kick" pose, wherein the
character 212A is in a position that mimics a flying kick.
[0038] FIG. 2C illustrates the character 212A in a third pose. In
this embodiment, the third pose is a "shooting" pose, wherein the
character 212A is in a position that mimics one firing artillery or
another type of weapon. In the embodiment illustrated in FIG. 2C,
the character 212A includes a projecting device 236 and a
projectile 238 that can be projected from the projecting device.
Because the shooting pose can result in the character 212A having
greater range than the punch or kick poses upon projecting the
projectile, this pose can also be referred to herein as a "ranged"
pose.
[0039] The projecting device 236 can include any suitable means for
projecting the projectile 238 a relatively short distance through
the air. For example, the projecting device 236 can be
spring-loaded, or can use another similar means to propel the
projectile 238. The projectile 238 can be in any shape or size. In
the embodiment illustrated in FIG. 2C, the projectile 238 can be in
the shape of a fist. However, it is recognized that the projectile
238 can be any suitable configuration. Further, the projectile 238
can be formed from materials such as plastic, metal, ceramic,
rubber and/or any other suitable material.
[0040] FIG. 2D illustrates the character 212A in a fourth pose. In
this embodiment, the fourth pose is a "power" pose, wherein the
character 212A is in a position other than any of the first pose,
the second pose or the third pose. The players can invent their own
power poses that may change, or that may be specific to their
particular character 212A.
[0041] As described in greater detail below, each pose can have a
specific strategic purpose or can provide the character with a
specific ability. Stated another way, in one embodiment, the pose
of the first character 212A can allow the first character 212A to
confront an opposing character, or it can preclude the first
character 212A from confronting an opposing character. Other
strategic ramifications can also result from the pose of the
character.
[0042] Although the various poses described herein are indicated as
the first pose, the second pose, etc., it is recognized that any
distinct pose can be termed the first pose or the second pose,
etc., and that these terms are for ease of discussion only.
Further, the players are free to invent new poses that can have the
same or different effects as those poses described herein.
[0043] The cards 14 can also allow the player to impose strategic
consequences during the game. The types of cards 14 can vary, and
can be specific to the character 12A, 12B (illustrated in FIG. 1)
with which the cards 14 are used. Because of the specifics of the
cards 14, in one embodiment, one set of cards 14 for one character
12A may not be used with any other character. Alternatively, the
cards can be interchangeable from character to character.
[0044] FIG. 3A illustrates a first layout of a plurality of cards
314 that can be used during the game for one of the characters,
such as the first character 12A. The specific layout of the cards
314 can change during the course of the game. In one embodiment,
the cards 314 can be positioned face-up, as illustrated in FIG. 3A.
One embodiment of the card 314 will now be described, although it
is recognized that each card 314 can vary from the next to
different degrees. In one embodiment, every card 314 used during
the game has its own distinct characteristics and effect on the
game. It is understood that in order for the cards 314 to
effectuate this purpose, some cards 314 may include certain
characteristics, while other cards 314 may exclude such
characteristics. The description of one representative card 314 is
not intended to limit the scope of the characteristics or their
effect on the game 10 in any manner.
[0045] In the embodiment illustrated in FIG. 3A, each of the cards
314 can include one or more indicia or other characteristics, such
as a character identifier 340, card graphics 342, a card quote 344,
a card directive 346, and a card identifier 348, one or more of
which can impact the outcome of a portion of the game, such as a
confrontation, between the characters in the game. Any indicia that
can impact the outcome of a portion of the game is also referred to
herein as a "card parameter". The character identifier 340
identifies the character 12A (illustrated in FIG. 1) to which the
cards are associated. The character identifier allows the players
to maintain organization and order between their respective cards
314 and their characters 12A.
[0046] The card graphics 342 can include any suitable artwork or
other graphics, such as animated representations of the character
12A in different poses, or performing different tasks, as
non-exclusive examples. The card graphics 342 may or may not have
an impact on the outcome of any portion of the game, depending upon
the design of the card graphics 342 and the desires of the
players.
[0047] The card quote 344 can be a saying or common verbiage of the
character which may or may not have any bearing on the outcome of
any portion of the game. In one embodiment, the card quote 344 is
provided so that the player using the card 314 can state the card
quote 344 to the opposing player for entertainment purposes
only.
[0048] The card directive 346 can provide a rule, or some other
instruction or directive to one or more of the players that can
have an impact on the outcome of a portion of the game.
Alternatively or in addition, the card directive 346 can increase
or otherwise affect the strength value(s) of the character 12A
which may be utilized during a confrontation with the character 12B
of the opposing player, allow certain poses of the character 12A,
and/or allow certain movement of the character 12A on the game
board 16 (illustrated in FIG. 1). For instance, the card directive
346 can provide, "Move character to any unoccupied panel, and
character receives +1 ATK this round", or "Character receives +4
DEF this round", as non-exclusive examples. In this embodiment, the
card directive 346 can have an influence on the outcome of a
confrontation between the first character 12A and the second
character 12A, or on any other portion of the game.
[0049] The card identifier 348 identifies the specific card 314 and
can include an alpha-numeric identifier to keep track of the
various different types of cards 314 that are available to the
players.
[0050] The first layout illustrated in FIG. 3A shows each of the
three cards 314 in an upright, face-up orientation. In one
embodiment, a face-up card 314 indicates that the card 314 has not
yet been used by the player. The players can commence the game with
each of their three cards 314 in the face-up, upright orientation
as illustrated in FIG. 3A.
[0051] During the course of the game, the cards 314 can be turned
sideways, or flipped over so that the back side is showing. In one
embodiment, when a first player's character loses a confrontation
with the character of a second player, the first player receives a
"hit". Upon receiving a hit, in this embodiment, the player turns
one of his cards 314S sideways, as illustrated in FIG. 3B. Although
the card is sideways, the player can still use the card 314S at an
appropriate time. Once the card 314 has been used, the card 314SB
is flipped over so that the back side is visible. In this
embodiment, card 314SB symbolizes a card that has been used and one
hit against the character. It is recognized that other equally
suitable means of representing a "hit" or a used card can be
utilized during the game, and that the foregoing example should not
be construed to be limiting in any manner.
[0052] FIG. 4A is an embodiment of a back side of one of the panels
418. In one embodiment, the back side of the panel 418 can be
basically blank, or can have a graphic design, for example.
Alternatively, the back side of the panel 418 can be somewhat
similar, e.g., can have one or more of the same features, as the
front side of the panel (illustrated in FIG. 4B).
[0053] The size and shape of the panels 418 can vary depending upon
the design of the game 10. In one embodiment, each panel 418 is
rectangular. In the embodiment illustrated in FIG. 4A, the panel
418 is substantially square. Further, the panel 418 can have a
thickness that is greater than the thickness of one of the cards
314 (illustrated in FIG. 3A), although having such a thickness is
not a requirement of the panel 418. However, a thicker panel 418
allows the game board 16 (illustrated in FIG. 1) to remain
relatively flat, even under the weight of the characters 12A, 12B.
Moreover, the panels 418 can be formed from various relatively
rigid materials, such as various types of cardboard, plastics,
closed or open cell foam materials, metals, ceramics, woods, or any
other suitable materials.
[0054] FIG. 4B is a front side of an embodiment of one of the
panels 418. The specific features included on the front side of the
panel 418 can vary. In one embodiment, the front side of the panel
418 can include one or more indicia or features that can influence
the progression, outcome or strategy of the game. Any indicia
included on the panel that can influence the outcome of a portion
of the game, e.g., a confrontation between two of the characters,
is also referred to herein as a panel parameter. Further, the front
side of the panel 418 can have one or more indicia or features that
do not influence the progression, outcome or strategy of the
game.
[0055] For example, in the embodiment illustrated in FIG. 4B, the
front side of the panel 418 includes a panel name 450, panel
graphics 452, a panel directive 454, and one or more panel icons
456A, 456B, 456C. The panel name 450 can provide a name that
describes the type of panel 418 or an effect the panel may have.
For instance, the panel name 450 can indicate that the panel 418 is
a plot twist or a location. Additionally or alternatively, the
panel name 450 can provide the players with a way to characterize
or refer to the specific panel, i.e., Leg Sweep, Mindless Attack,
Rejuvenation, etc. The panel graphics 452 can be any artistic
expression that helps to distinguish one panel from the next.
[0056] The panel directive 454 can provide instructions or
strategic options to one or more of the players. For example, the
panel directive 454 can increase the character's ATK or DEF for one
or more confrontations with another character, provide an option to
move the character to another panel 418, or offer or mandate any
other suitable instruction or option.
[0057] One or more of the panel icons 456A, 456B, 456C may or may
not appear on the panel 418. These panel icons can be more
generally referred to as a first panel icon 456A, a second panel
icon 456B and a third panel icon 456C. In one embodiment, the panel
icons 456A, 456B, 456C can be termed a punch icon 456A, a kick icon
456B or a power icon 456C, although it is recognized that the
actual names of the panel icons 456A, 456B, 456C can vary depending
upon the design requirements of the game 10. As described in
greater detail below, the panel icons 456A, 456B, 456C can each
have an impact on the outcome of a portion of the game.
Playing the Game
[0058] Although it is recognized that the rules of the game can
vary widely depending upon the desires of the players, the rules of
one embodiment of the game will now be described. In one
embodiment, the object of the game is to score a predetermined
number of points or "hits" on the opponent. In this section of the
disclosure, frequent reference will be made to the components of
the game illustrated in FIG. 1.
[0059] The rules of the game can be varied. In one embodiment, the
rules can vary depending upon the experience level of the players,
and can include a plurality of different game levels. More
specifically, a set of Level One rules can be intended for use
during a player's first few battles, until that player is ready to
move on to a set of Level Two rules. In the Level One rules, the
text and other indicia on the 12 panels can be ignored, or the
panels can simply be turned face down.
[0060] The rules and set up for a Level One game will now be
described relative to one of the players (sometimes referred to
herein as "the first player", or simply "the player"). The set up
can include laying out a predetermined number of panels, e.g., 12,
face down in a 3.times.4 grid. The players can take turns placing
the panels on the playing surface, the panels can be layed out at
random, or the panels can be positioned by any other method
suitable to the players. Further, each player chooses the character
that such player wants to use. Once the playing order is determined
by any suitable method, e.g., rolling the dice, the first player
"gets the jump" on the opposing player (hereinafter referred to as
the "second player" or the "opposing player"), and can move first
during each round. The second player moves second during each
round.
[0061] The first player gets to choose where the first player's
character can start a battle. The first player can choose between
the two corner panels on a side of the board nearest the first
player. The second player can then place the second player's
character on the opposite corner, for example. Each player can then
place three power cards that are specific to their respective
character face up, in front of the corresponding player. In one
embodiment, each character can start the battle in the power pose,
although the specific pose used at startup can vary.
[0062] Although the rules of movement of the characters can be
varied, in one embodiment, each character may move zero, one or two
panels and then make one confrontation each round. In one
embodiment, a move is made by moving the character either forward,
backward, left, or right onto an unoccupied panel. In this
embodiment, the player may not move the character over an opposing
character, diagonally, or off the board. Alternatively, other rules
of movement can be used, such as allowing diagonal moves, jumping
over opposing characters, etc. Once a character has been moved, and
has landed on an unoccupied panel, the player can select the pose
for that character.
[0063] Each pose can allow the character to confront an opposing
character on another panel that is a predetermined number of panels
away, or in a predetermined direction away from the posed
character. Stated another way, the pose selected by the player can
dictate whether the character can confront the opposing character
positioned on another panel on the game board, as provided below.
Conversely, in another embodiment, the panel on which an opposing
character is positioned can dictate the specific pose required by
the character of the first player to permit such character to
confront the opposing character.
[0064] FIGS. 5A-5D illustrate various scenarios of one embodiment
of the positions and the poses required in order for a first
character 512A to confront a second character 512B on the game
board 516. The following poses and their effects are merely one
example of how the poses can be associated with the confrontation
range of the first character 512A against the second character
512B. In FIG. 5A, the punch pose can allow the first character 512A
positioned on a first panel 518A to confront the second character
512B positioned on an immediately adjacent panel 518AA (four panels
shown with a solid line square), however not on an immediately
diagonal panel 518AD (four panels shown with a dashed line square)
nor on a ranged panel 518AR (three panels shown with a dot-dash
square). In this embodiment, two panels are immediately adjacent to
one another when they are positioned side-by-side. Further, two
panels are positioned immediately diagonally to one another when a
corner of one panel is approximately in contact with a corner of
another panel, as illustrated in FIG. 5A.
[0065] The kick pose can allow the first character 512A to confront
the second character 512B on an immediately diagonal panel 518AD,
but not on an immediately adjacent panel 518AA nor on a ranged
panel 518AR. The ranged pose can allow the first character 512A to
confront the second character 512B from a distance, e.g., with at
least one panel immediately between the first panel 518A and one of
the ranged panels 518AR, but not on an immediately adjacent panel
518AA nor on an immediately diagonal panel 518AD. Thus, in FIG. 5A,
in order for the first character 512A to confront the second
character 512B, in one embodiment, the first character 512A must be
in the first pose (or punch pose, in one embodiment) since the
first character 512A and the second character 512B are on
immediately adjacent panels.
[0066] FIG. 5B is another illustration of how the types of panels
518 change for purposes of confrontation between the characters
512A, 512B depending upon the position of the first character 512A
shown on the first panel 518B. In this embodiment, the number of
each type of panel has changed from those illustrated in FIG. 5A,
based on the position of the first character 512A on the game board
516. For example, only two panels 518BA are immediately adjacent to
the first panel 518B. Further, only one panel 518BD is immediately
diagonal to the first panel 518B, and eight panels 518BR are in a
ranged position relative to the first panel 518B. In this
embodiment, in order for the first character 512A to confront the
second character 512B, the first character 512A must be in the
second pose (or kick pose, in one embodiment) since the first
character 512A and the second character 512B are on immediately
diagonal panels.
[0067] FIG. 5C is another illustration of how the types of panels
518 change for purposes of confrontation between the characters
512A, 512B depending upon the position of the first character 512A
shown on the first panel 518C. In this embodiment, three panels
518CA are immediately adjacent to the first panel 518C. Further,
two panels 518CD are immediately diagonal to the first panel 518C,
and six panels 518CR are in a ranged position relative to the first
panel 518C. In this embodiment, in order for the first character
512A to confront the second character 512B, the first character
512A must be in the third pose (or ranged pose, in one embodiment)
since at least one panel separates the first panel 518C and the
panel on which the second character 512B is positioned.
[0068] FIG. 5D is a further illustration of how the types of panels
518 can change for purposes of confrontation between the characters
512A, 512B depending upon the position of the first character 512A
shown on the first panel 518D. In this embodiment, three panels
518DA are immediately adjacent to the first panel 518D. Further,
two panels 518DD are immediately diagonal to the first panel 518D,
and six panels 518DR are in a ranged position relative to the first
panel 518D. In this embodiment, in order for the first character
512A to confront the second character 512B, the first character
512A must be in the third pose (or ranged pose, in one embodiment)
since at least one panel is positioned immediately between the
first panel 518D and the panel on which the second character 512B
is positioned.
[0069] In one embodiment, the power pose can allow the first
character to use one of that character's cards. In this embodiment,
the power card may not be utilized when the first character is in
any other pose. The power pose can also allow the first character
to confront the second character on an immediately adjacent or
immediately diagonal panel, for example. In accordance with one
embodiment of the rules, the power pose can be any pose that is
different than one of the other poses previously specified, or can
be based on one of the cards for that character.
[0070] After the appropriate pose has been implemented for the
first character, the first character can confront the second
character. The first character becomes an attacker, and the second
character becomes a defender. In one embodiment, the players each
perform a random act, such as rolling two dice, and add their
respective total to the appropriate ATK value or DEF value,
depending upon whether the character is an attacker or a defender.
The roll of the dice during a confrontation is also referred to
herein as a "random parameter". Alternatively, the random parameter
can include other types of random acts such one or more coin flips,
choosing numbered cards, or any other suitable random act. If the
attacker's total result from the random parameter is higher than
the defender's total result, the defender takes one "hit".
[0071] The first character can use that character's projecting
device to launch a projectile toward the second character during a
ranged confrontation instead of a normal confrontation, provided
the characters have the requisite relative position, as provided
above. If the projectile contacts the second character, the second
character takes one hit. Each character can get a predetermined
number of ranged confrontations per battle, i.e., one, two, three
ranged confrontation(s) per battle, unless otherwise specified on
one of the player's cards.
[0072] In one embodiment of the game, hits are tracked by rotating
the cards sideways, as shown in FIG. 3B. Thus, whenever all of one
character's cards are rotated sideways, that character is knocked
out (KO'd) immediately, and removed from the game board, even if
that character may not have yet had a chance to move. Once one of
the players has no more characters on the game board, the remaining
player is the winner. In embodiments of the game that include
greater than two players, the last remaining player is the
winner.
[0073] A round is made up of all players taking one turn. After
each character has had a chance to move and confront at least one
other character, the round ends. If both players still have at
least one character on the game board, the battle continues to the
next round.
[0074] In one embodiment, each character is different, and can have
different or special abilities that make the character unique, so
that one character is unable to use another character's cards. To
use a card, the character is placed into the power pose, and the
opponent is told which one of that character's cards is going to be
used. The instructions on the card are then followed. In one
embodiment of the rules, as long as the card does not say "Instead
of attacking," that character can make a power pose confrontation
as well, unless the card indicates to make a different kind of
confrontation. Some cards may say, for example, "Make a ranged
attack." The character's weapon must be loaded in order to use it.
This ranged confrontation replaces the normal power pose
confrontation that would be used. However, the character remains in
the power pose.
[0075] Once the card has been used, the card is flipped face down
to show that it has been used. Some cards give the character a
bonus that lasts during the current round. If the card that does
this is used, the bonus can last for the remainder of the current
round, and the card would not be flipped face down yet. Instead, a
token or other marker can be placed on the card to remind both the
players that the bonus lasts for the whole round, so the card will
be flipped face down at the end of the round.
[0076] In a Level Two version of the rules, the rules are basically
similar to Level One rules, with the following exceptions. In one
embodiment of the Level Two rules game, the panels are placed on
the playing surface face up, adding a whole new level of strategy
and tactics to the game. In this embodiment, the game board (and
players' strategy) can change with every new game played.
[0077] In this embodiment, the panels can be special plot twists or
locations, just like those that may be found in the pages of a
comic book, or in other trading card games, for example. The action
will take place on these panels, and special things happen when the
characters are moved onto the different panels. In one embodiment
of the Level Two rules, when one character lands on a panel, the
player then decides whether to use the panel's special ability or
use one of that character's cards. For example, if the player
chooses the punch, kick, or ranged pose, the player's character
gets to use the special ability of the panel that was just landed
on. Alternatively, if the player chooses the character's power
pose, the player may choose which one of that character's cards to
use.
[0078] However, to use a panel's special ability, the panel
directive on that panel is followed. For instance, some panels can
heal a hit. Some panels can give a bonus to one of the character's
ATK value. It is recognized that the panel can include any
instructions that may alter the course of the game, one aspect of
the game, or the strategy of one or more of the players. As long as
the panel does not use the phrase "Instead of attacking," the
player's character can confront an opposing character after doing
what the panel directive indicates to do.
[0079] In one embodiment, the bonus does not occur until after a
confrontation is made. Thus, the text on the panel should be read
both before the character attacks, as well as after the character
attacks, which may cause a change in result of the confrontation or
may cause a special effect based on the results of the
confrontation. For example, one of the panel directives can read,
"If this character's punch pose attack hits the defender, move the
defender up to two panels in any direction (even diagonally)." If
the attacker hit the defender, the defender then moves two panels
in any direction. If the player's character did not hit the
defender, nothing would happen and that player's turn is over.
Further, in this embodiment, if the character was placed in a pose
other than the punch pose, the panel's special ability would not
apply.
[0080] Some panels can provide a bonus for the entire round. In one
embodiment, these can be a bonus to a character's DEF value. If a
character is receiving a bonus from a panel, the character loses
that bonus if the character is moved off of that panel. In the same
way, if a special ability moves a character from one panel to
another panel when it is not that character's turn to move, that
character does not get to use the special ability of the panel that
the character ends up on.
[0081] In another embodiment, additional factors to consider when
moving and choosing the pose for a character are the panel icons
(illustrated in FIG. 4B). If a pose is chosen that corresponds to
one of the panel icons, the character receives a +1 ATK value bonus
this round. Even if the power pose does not allow a character to
use a panel's special ability, the character can still take
advantage of the power pose panel icon (if there is one). For
example, in one scenario, a first player moves his character to a
panel immediately diagonal to an opposing character, and the panel
includes a power panel icon and a punch panel icon. If the first
player chooses to put his character into one of those two poses,
his character gets +1 ATK value this round. However, the punch pose
does not allow the character to confront the opposing character
diagonally, so the first player decides to put his character into
the power pose, which will allow a diagonal confrontation. In one
embodiment, the character may not use the special abilities or
panel icons of the panel where that player's turn began.
[0082] In a Level Three version of the rules of the game, each
player can choose three cards (from a set of greater than three
cards) to use during this battle. After choosing the character's
three cards, the cards can be placed face down in front of the
player. The cards are each turned face up when they are used. While
using the Level Three Rules, if any panel or card indicates to flip
one of the cards face up, the card should be flipped face down
instead, and vice-versa.
[0083] In a Level Four version of the rules of the game, the more
characters that are used during play, the more panels are likewise
used, thereby providing a larger, more complex game board. For
example, if each player uses two characters, the game board can
include 16 panels (4.times.4). If each player uses three
characters, the game board can include 25 panels (5.times.5). If
each player uses four characters, the game board can include 36
panels (6.times.6). These are merely suggestive of different size
game boards, and it is recognized that the game board may contain
any number of panels in any suitable configuration.
[0084] When each player controls more than one character, each
player can decide the order in which that player wants to move his
or her characters. In one embodiment, each of a player's characters
gets one chance to move and confront another player's character(s)
during each round. Alternatively, only one character from each
player may be moved during each round. In the Level Four version of
the game, one character may move over other characters controlled
by the same player. However, only one character may occupy a given
panel position at a time. The player who acts first each round
moves one character, and then the opponent moves one character.
Play goes back and forth like this until each player has acted with
each of that player's characters once. If there are multiple
players in the battle, the play can proceed clockwise around the
table from the player who acts first.
[0085] FIG. 5E illustrates the game board for one embodiment of a
Level Five version of the rules of the game. In this embodiment,
each player chooses one character and three cards. The game board
is set up using 24 panels 518E placed in a 5.times.5 grid with no
center panel. The center region 552 (with no panel) can have a
special name as determined by the players, such as "the top of the
hill", for instance. In this embodiment, a character in the center
region 552 is the King of the Hill. For example, this character can
receive a +2 ATK value and +2 DEF value bonus and unlimited,
immediate reloads of a ranged confrontation while the character
remains at the top of the hill. However, in one embodiment, this
character still only gets one confrontation per turn. Whenever the
King of the Hill is hit, this character must move off the top of
the hill.
[0086] For example, if a first character is the King and a second
character hits the first character, the second character gets to
move the first character to any panel 518E on the board. The second
player also gets to move the second character into the center
region 552 as a free bonus move and the second character becomes
the new King of the Hill. In one embodiment, when only one
character remains on the board, that character is the winner,
although other equally suitable winning objectives can be
predetermined by the players.
[0087] While the particular game 10 as herein shown and disclosed
in detail is fully capable of obtaining the objects and providing
the advantages herein before stated, it is to be understood that it
is merely illustrative of the presently preferred embodiments of
the invention and that no limitations are intended to the details
of construction or design herein shown other than as described in
the appended claims.
* * * * *